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About IMMentat

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  1. I'm not a fan of the cycle through posers to active one function abilities 1. as a PC player i'd like to see less ~clunk~ in my warframeusage (it's also why I have issues with ember/vauban/hdroid charge up abilities, just let us press for the basic and hold for 1 second to trigger the alternate version, charge up breaks the flow of movement considering the minimal additional impact). 2. warframe lets me use a chunk of my keyboard for UI/gear options so what's stopping DE from letting us bind d-pad "up, down, left, right" or number-pad keys to select SPECIFIC options in these multi-function abilities? her teleport-decoy? I like (tho drawing fire into where you will appear seems foolish) her explodey function, seems neat her Eye of Sauron? I OBEY! (until I can wield the power as my own)
  2. First off, I like the melee changes so far. It has however opened up a few issues. movement: Too many melee combos force movement onto the player so you find youself lurching about about where previously quick-melee would let you spam your way through some enarby enemies while holding whatever ground you chose (such as withina bubble/hallowed-ground/ledge/volt-shield). Early days, yes, but if you are forcing fully-equipped melee systems on every warframe the movement and combo systems need to be closer to dynasty warriors than the current method. By all means keep the special movements but hold them under charge/sprint variants of the combo chains. There's a reason I only ever equipped melee weapons to use life-strike before this 2.9999 mode was activated. TLDR: I want to position my warframe, not bend to the whims of differeing melee combos each swing. Thrown weapons/Charged-throws: Frankly this is unacceptible, you need to default all charge weapons (including zenistar) to the dual weild system while equipped ASAP because holding a button down, and then having to press another unclearly telegraphed "charge" function in order to trigger specific special moves is a pain in the ass, even more so when my secondary weapon is deliberately selected as a single hander or when a single miss-key can turn an instant-kill to a zone-wide-alert. example, i'm using a lenz, furis/orvius build I shoot the lens, an enemy is up close, I charge attack the enemy that got out of the zone but the disc boundes off his head and starts pinging round the walls (I forgot to hold down "melee channel" or simply miss timed a button press), seeing this happen I figure "hey I have a dual weild set-up I'll just shoot him with my furis", the LENZ swaps back in and I kill myself. To shoot the furis I needed to go back to my lens (aim), then swap weapon, then wait for the dual weild weapons to kick into my U, 2-3 seconds work in all but that's 2-3 seoncds I NEVER had to deal with in the old system. Horrible to use, less intuitive than before and highly vulnerable to miss-clicks. TLDR: ALL thrown weapons need to be swapped over to the dual-weild control interface/system. if the player is dual-weilding then using melee attack should OPTIONALLY become a weapon-swap (from main hand to dual-weild) Standardise the trigger press timing for activating the charge-throw if you must but the "new" system is wholy less useful than the old when it comes to thrown weapons.
  3. In regards tot he new ability UI. I'm concerned about making things prettier while also removing functionality (see item labels as a good example). When you update the ability UI I have the following requests and one MUST HAVE the must have: -the with/without mods comparison for abilities NEEDS to be on the warframe mod-build screen, either by overlay or through single-click link into a more comprehensive stat screen visible at a glance and without any additional clicks/hover-over/navigation involved to see the full impact of our mods (including the option to toggle temporary effects such as growing power). requests -link the new abilities screen to the market (allow pre-purchase evaluations) -have a larger area for "tips" (expand upwards, don't overwrite the other ability screenspace), -some warframes have a lot of features only documented on the wikia, these need to be clearly visible IN GAME (oberon's armour buff mechanics, saryn's spore proliferation mechanics, mesa's peacemaker not targeting bosses, etc) -let players swap from mod-screen to viewing abilities without the additional click to back out into the root menu
  4. When do you intend to link Titania razorwing vacuum to the presence of similar mods on your companion? Innate vacuum is useful until it's not.
  5. yep, exploit the mechanics early and often because DE punish those who take their time while rewarding the inventive/captain-obvious'
  6. Sill not seeing the removal of that stupid fail-timer (or at leaswt a mechanic by which t can be greatly delayed through active play) It's far from that I can't, it's that I shouldn't have to rush the fight (it's not like the profit taker is trying to escape us as a capture target would, it litterally turns and fights us head on)
  7. I have to say, less tetra is appreciated as the never ending sequence of enemies fly-kicking me into orbit (while laying down bounce pads, slowly expanding knock-up auras and spawning hyena with various nonsense dash-leap attacks) every other second gets monotonous real fast when they spawn behind you every 10-15 seconds.
  8. Agreed, i'd rather see sentinel weapons get some "flavour" than see them totally abandoned on the riven front. We currently have 2-3 truly special weapons (vulklok for damage, sweeper for status, deconstructor for the 1-2-3 punch) but the others could really use a little love and balancing to perform closer to their mechanical compatriots and animal friends
  9. The most recent/current arbitration mission is bugged. Supposed to be defence versus infested, ended up in a standard dark sector reactor defence versus lvl 30 enemies.
  10. I fully agree. Rivens are a bad enough system as-is, RNG aquisition, RNG weapon, RNG stats, then grind to RNG different stats to RNG replace the ones you already rolled. Yet the zaw (and to an extent crafted-arcanes) system is a near perfect investment type for what they should have been: Pick a base-weapon, pick the stats to add, pump in resources to boost it up, multiplier affects the resultant value. Instead De went for a high plat, high variance trade-bait system that's heavy onm the RNG and meta-gap but low on fairness (or helping out struggling weapons) if you want to help the (now tiered) weapons add in special abilities to their rivens, don't give simplistic stat boosts (fancier versions of the weapon specific syndicate mods).
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