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Sir.X

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  1. This was first meant to be a complaint about how Overguard prevents this ability from working in squads, however DE said in a hotfix there will be some changes to Vex Armor so he can build up the bonuses without relying on damage (Melee/ability kills for armor buff, Ranged kills for damage buff). The next problem I see is this mod has difficulties sustaining itself once you get into the higher level content. And on larger maps like the Zariman and Deimos Labratories it can be difficult to stay around squad mates so their kills can extend the Duration too. My suggestion would be to increase the Duration added per kill to 2 seconds(possibly let it be affected by duration). Then to have the augment increase the max duration of the ability to 60 seconds. I would also suggest to revert the 5% healing to just that, instead of over 3 seconds, because that leads to very little healing unless you increase Chroma's health substantially. Thats all I got.
  2. Those Chroma and Overguard changes are Fantastic. Can we also get some more duration with the Guardian Armor augment for Chroma? That way it can compete with the duration Lengths of Eternal War and Cathode Current.
  3. Can I throw a suggestion in here? It's related to Chroma's new augment. Id just like it to have more duration like Cathode Current and Eternal War. It can be difficult at times to sustain it by yourself if squad isn't in range. Also don't care much about the Los restrictions, Dante can support and kill superbly so it's fine.
  4. Yes I was wondering when others would complain about that. Overguard prevents Chroma's new augment from being useful, as he can't take damage to build the buffs. With Frames sharing overguard more and more, they need to do something. My suggestion is allowing Overguard health to affect abilities like Vex Armor, and other abilities that require you to take damage. This seemed inevitable anyways
  5. My suggestions so that I've come up with so far: A simple Tap to select which buff you get and Hold to Cast. The easiest way to fix it and make it more reliable Combine the Total Eclipse Augment into the ability itself to make it more effective. Completely rework the Ability removing the requirements for Light or Dark areas to get the desired buff Suggested rework idea: Tap to select which buff, Hold to Cast. Mirage conjures a Prism above her head, shining Light onto her Allies or shrouding them in the Dark. Light buffs Allies damage by % amount in X radius around her. Light also gives a chance for enemy attacks to reflect and blind those who hit you. Dark provides allies with a 90% Max Damage Reduction. Dark also provides allies with a small % chance to dodge damage. When Subsumed into Helmith, both buffs are reduced to 1/3 effectiveness. Energy cost would be increased to 50 on Mirage and Subsumes. Those are my suggestions so far. Hopefully something good comes from all this feedback and its no longer so clunky anymore.
  6. Titania's Lantern doesn't deal Heat Damage? Enemies are being damaged per second but no heat procs are happening?
  7. Any chance Pablo is willing to release his list of Warframes on the rework list? cough cough Limbo Inaros Chroma cough Why isn't the amount of Defixios you collect affecting the amount of Vainthorns you get? Its 6-8 for normal and 8-12 for Steel Path. There's no reason to collect all 8 in the mission. Why give extra to collect if it offers no reward? How come the Pathos Clamp grind is so terrible? I have to play the same mode over 60 times in Steel Path and a whopping 89 times in Normal mode to acquire everything? And this assumes I don't touch the Acrithis shop at all. It's literally Maddening. The Math: a total of 890 Pathos Clamps are needed to acquire every Incarnon genesis once, Drifter Melee weapons, and Kullervo + Rauta.
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