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NightmareT12

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  1. I want to double check in game how this works, because depending on how it's implemented it may be quite the behavior and build and reliance change. WIll give feedback once done. And thanks for the improvements done on various abilities on top of Dante's :) EDIT: I see it's an addition to the already existing mechanic, that's great. Thanks guys, will provide some feedback with overhealth specific interactions :)
  2. I can confirm what @Tiltskillet is saying on the reply to your post. Were you per chance using Zenurik, which allows a free cast every once in a while? Or maybe clients were using default 100% efficiency (never tested it as a client, as Simulacrum behaves as host), although I doubt it because it would have been very noticeable.
  3. Happy to see the points mentioned :) Hoping that you're open to revisit Tragedy if the LoS changes you did today don't bode well with the community still. Have a nice weekend guys!
  4. Just quoting to say I'm glad to see an actual analysis of any kind regarding this. A bit refreshing :p
  5. Hope so too. I want to wait to test the proper changes first before giving feedback, but I still double down that at release I thought his abilities had a lot of range VS other warframes I usually play, which is what surprises me. Could literally go through Eximus with a full Dark Verse + ult rotation in Steel Path with barely any Forma, which I found strangely odd. Can understand the frustration though, despite not sharing the ideas of a 100% full revert.
  6. I just want to note here that DE stated the changes made yesterday did not end up where not reflecting the intention they wanted with the Line of Sight, hence the quick update today. Doesn't mean they're staying there 100%, this is just Pablo explaining why the Line of Sight mechanic that shipped was not behaving how they ideally wanted, if that makes sense.
  7. Thanks Pablo for explaining. I have to ask, and I hope you guys understand where I come from, though, how is it possible during playtesting no one realized the mechanics could be overtuned? Combining Power Strength and lots of range is feasible right now due the state of builds, despite Overextended trying to compensate for it, yet Dark Verse is probably one of the biggest range damaging AoE abilities I've seen ever in the game. I can't believe no one tried to play in a squad with a high range, high strength build. I feel something should be noted during the design phase, it's always more pleasant to buff some stats after a week than nerfing them, especially on a popular frame. May also want to dust off the test server launcher if possible for the future, or try to invite streamers or such to test the frames allowing them to showcase them or something.
  8. Thanks Megan. I think a lot of people were seeing a potential issue with Dante, and I say that as someone who enoys the frame a lot. But I'm not silly and can also recognize when I'm getting hand held to an extreme degree and therefore understand the changes, which, by the way, I see line a bit with some comments by users on these very Forums. I'd like to note that I'm someone who firmly believe this game has a huge issue at its core now, and that Warframe nerfs/buffs will not really solve it, but judging from the reactions can also understand why it's not an easy task. For one, I think overguard as a mechanic is a bypass of the real issue: the overall powercreep that over the years has ocurred and has caused huge amounts of damage to become a norm. Having said this, I'll give him a spin on the weekend properly to see how he's holding up. By the way, and completely unrelated, I'd like to note I believe the Dexcalibur skin might need a slight tweak on his primary tint material set up... Colors seem to appear darker than the palette intends, especially on less saturated/low brightness colors, like his default "grayish purple", which almost appears black instead of how Wisp Dex looks with a very similar value.
  9. That's coming with the Deep Artchimidea system launching this week, but it's mainly mission banter.
  10. I don't think sliders is what's needed necessarily. I haven't checked older quests, but I have thouroughly checked the Orbiter and other scenes (like Relays) in the game. My conclusion is the same as everytime they update the lighting engine: They need to relight the Orbiter and the rest of the game (the older tiles). Reason being simple, the new lighting is more realistic but suffers from the Orbiter design being thought with the older one in place, with most light coming through the top roof window and almost none from within. That's what's causing the weak light and overall dark. You'd expect the emissive or nearby areas of the Orbiter to act as light sources (think Dojos), but in my experience they don't seem to be. Turn them off with black and you'll see they're simply reflecting. That means they need to redo the light in certain scenes as your Sacrifice screenshow showcases, and it's equally true for many parts of the game. If you enter a relay, you'll be blasted with proper light from above, and your Warframe/equipment will showcase colors as they'll probably appear on most tiles. Do it on the Orbiter or the Sanctum Anatomica (even on the Void landscape) and it clearly needs a touch, appearing much darker. Come to think of it, they haven't redone a tileset since the Corpus ship with Protea... Could use the chance to update some old stuff (cough cough Venus, Mars).
  11. They're on a long weekend, so today they're probably off work. Seeing they wanted to fix a few bugs I wouldn't hold my breath until Thursday personally. Anyways you can do Netracells since they stated they'd have extra keys for the week to account for the late deployment.
  12. Si estás suscrito a la newsletter y no lo has recibido comprueba que no esté en la carpeta de spam (No deseado). El mío lo estaba.
  13. As title states, no matter what ability efficiency is the actual one, the UI will display all of Dante's casting abilities at default 100%. I want to note the game properly registers the correct value, this is simply a UI bug. For instance, if using 75% Ability Efficiency, the game will properly tax you more than the 50 required energy to cast his 4, yet the Arsenal will still display 50 (just tested on Simulacrum). Weirdly enough, Noctua's shots are properly reflected, but the casting cost is not. I have not double checked on other Warframes to see if the issue persists. See edit below. As proof: Thanks for your time EDIT: Double checked with Chroma, all casting UI values stay frozen at default values.
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