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Valfaun

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Everything posted by Valfaun

  1. I can't believe I'm asking this, but is there any chance for more Duviri content in the future? Back when Duviri launched last year and I ran the quest I absolutely disliked it. So much so that I refused to go back there at all for any reason, despite the strong lure of the Incarnon Adapters. About two weeks ago I decided to give it a proper second chance because I just really wanted to play Warframe but had nothing else left to do. And what can I say, I don't know what changed, but I really, really enjoy Duviri now. It doesn't even feel like a grind to me, unlike the "regular" game often does. It's just fun to fly around on my magical space horse, looking for stuff to do, engage in more or less tactical melee combat and, most of all, rack up Decrees to get ever more powerful. Even the Circuit, on Steel Path, has a certain charm sometimes thanks to the Decrees, even though it's still kinda bullsh*t for a solo player like me because you often end up with a loadout that just cannot reasonably get anywhere and there's no one else to pick up the slack. So anyway... I heard there will be some small changes to the Circuit soon, but I would love it if we got more content for Duviri itself. Just... more of everything, really. New side objectives, new Decrees, new Drifter weapons (especially ranged alternatives to the pistol), more enemy variety, maybe new mini bosses like Kullervo that we can encounter and defeat to get... something. And of course new Incarnon Adapters, because those are fun, too. Maybe even acquirable by playing Duviri rather than the Circuit so as not to bloat the latter's rotations too much and make players wait even longer for their desired item. I know DE has a tendency to move on to new projects rather quickly, but Duviri just feels so unique within the game and deserves to be kept going, I think
  2. Yeah, that's a very fair point, I suppose. But on the other hand, I feel like free-to-play and paying could absolutely co-exist, i.e. I don't believe that offering the Adapters at Cavalero would completely draw all players away from Duviri and kill that part of the game. I bet there's a lot of players who don't spend plat on gameplay-relevant items on principle and then there are those players who actually enjoy Duviri, even the Circuit. I get that my complaints and sentiments are mostly a me-problem... But we also gotta consider this: If the option of buying all the gear and items with plat kills player engagement with the content then maybe that content just wasn't particularly good
  3. So, it's been a while since y'all introduced Cavalero's Incarnon shop with its handful of items. I recall it being labeled an "experiment" at the time. Did you get sufficient feedback yet to determine what to do with it? It's probably a contentious topic in the community, but... I'm in the camp that would love to see the kiosk expanded with the rest of the Incarnon Adapters as a weekly rotating selection. To be completely honest, I hated everything about Duviri and never went back to it after trying its modes for a bit. To no small part because I'm mostly a solo player (I only get to meet up with a squad once a week and those guys have no intention of doing Duviri either), but I also loathe Operator/Drifter gameplay to compound the issue. Giving us alternative methods of acquiring those Adapters would also be nice, but idk if that's realistic since they additionally require Duviri resources to install into a weapon (for some reason) and, well, Duviri is kind of a... "content peninsula" by design, so I don't expect to ever see those resources outside of Duviri. And it sucks, because those Incarnon Adapters give a whole bunch of weapons a new lease on life. So... please, just let us buy our way to those upgrades. It's not like they're gamebreakingly good and we can buy most other Duviri items like Kullervo no problem. It's only those darn Incarnons that are locked away...
  4. Like many others, I assume, I often just play around with customization options and one thing in particular has been a huge annoyance ever since: We can't properly preview cosmetics. What I mean is, just previewing something on the equip screen doesn't show you everything you probably want to know. You can only preview one unowned cosmetic item at a time, in the currently selected colors for the equip slot and only in your frame's idle pose. The colors can be worked around by tediously going back and forth between color selection and item preview, but the rest remains a "problem". I've bought cosmetics in the past, TennoGen items in particular, only to find out that they don't look good with another item I also intended to buy, or that a Syandana has clipping issues when my frame is moving around. Too bad, money's already gone. And that just sucks. So. With how important fashionframing is to the game's financial performance, I imagine, could we please get a better preview system for cosmetics? What I'm thinking is, let us equip anything we want while in the Orbiter/Camp, play with colors, move around and then just automatically revert any items we haven't purchased back to the saved preset when leaving the scene.
  5. So what y'all are saying is, there's a finite amount of Riven slots per player because it costs them money to store the Riven data. That makes sense, yes. But then my next thought is: does that mean there's also a finite amount of player accounts they can support? Because they do have to allow every single account that's created to get those 180 slots, right? And since Warframe is technically a free to play game and Platinum for Riven slots can be traded for, there's a good chance that a significant amount of accounts will not financially contribute to maintain DE's server infrastructure, not regularly or maybe even not at all. So... idk guys, limiting Riven slots to 180 to put a cap on the amount of account data that needs to be stored sounds plausible at first, but ultimately feels like a weak excuse to me. If storing Riven data is that expensive then maybe they need to take steps to optimize them a bit if possible. Not introducing new resources with every update would also help a bit to cut down on account data... Honestly, I'd even pay them like... $4.99 a month to get rid of slot caps
  6. I've been forced to go fishing again to build something and well, fishing on the Cambion Drift is just miserable. I need parts from a Surface Hotspot fish, but often there'll just be a handful of fish at a spot and then nothing respawns there, ever, so using bait is a waste. And if you do get lucky and fish actually spawns at a spot then it'll spawn in so horribly slowly that you might need multiple pieces of bait just to get a few fish
  7. So, like probably many other players, I'm kind of a Riven collector. I very rarely sell them, I just like to... have them around for one reason or another. Maybe it's for an interesting weapon that I might want to try and occasionally use for fun at some point, or a weapon that I have hopes for in the future (e.g. Disposition changes, stronger variants, general buffs). Sometimes I just keep a Riven because the stats are funny, like +Magazine Size for the Penta. I have already unlocked and bought all 180 Riven slots that we're (currently) allowed to have and, well, there are simply more Rivens than slots. Unveiling Rivens is fun, always hoping for a good one. But everytime I get a new Riven I have to go through my entire collection and find something I can "live without" to free up a slot. And it gets harder and harder to do that. I honestly don't know why there's a limit to Riven slots, if DE ever explained it, but what if we had a kind of "cold storage" for Rivens? i.e. we have our limited active Riven slots that we can do with as we please, and then there would be a vault where we can move Rivens to that we don't need ready access to. Those Rivens cannot be equipped, cycled, traded or otherwise interacted with, just browsed. Putting them in there is instant, but retrieving them could incur a 24 hour delay and be limited to 1 Riven at a time. For all I care there could even be some sort of resource cost to move them to and from the vault. Like... a bit of Cryotic to "freeze" a Riven and a Diluted Thermia to "unfreeze" one. Or an Orokin Cipher to "encrypt" and a Cryptographic ALU (better stock up while you can) to "decrypt". Idk, something like that
  8. well... true, they did mention new mods, at least for the pets. but hardly a word on sentinels in that regard. also no word at all on sentinel weapons. reading their post, it just doesn't seem like DE's intentions reach far enough and i guess i simply don't believe in them to make the kind of changes that would be necessary to make all those pets and sentinels finally truly useful beyond level 30 star chart missions. i do realize they need to consider game design elements like intentional difficulty and powercreep and they've previously already said they want to avoid "gameplay automation", but... there's gotta be a valid path somewhere between useless and overpowered
  9. It appears that Fire Rate mods modify the gun's Status Chance rather than its Fire Rate. It shows up like that in the arsenal, too. Using Fire Rate mods increases both the listed Fire Rate stat and the Status Chance stat. I can't tell for sure whether or not the Fire Rate increases because we don't see damage numbers for it, but since Artax applies a guaranteed Cold proc on hit, modding its Fire Rate to 3.5 should give you about 3 procs per second, right? You still only get 1, though, plus the occasional extra proc from its actual Status Chance. Is that intentional behavior? Edit: Cryotra seems to behave the same way
  10. it's been like this for a while now and i bet nobody really cares, but K-Drive races used to show you the upcoming gates on the minimap so you knew where to go. well, that's currently not the case anymore, it seems, and i'd hope it's a bug because having to find the gates yourself kinda sucks when you're racing against the time
  11. very disappointed in this. we've been waiting for a Companion rework for a long time, but DE seems to have completely missed the big issue we've been having with them. it's not just that Sentinels in particular are prone to getting destroyed in longer missions, it's that most of the companions are borderline useless beyond carrying Animal Instinct and Vacuum/Fetch for you. not sure about Sentinel data, but i think the vast majority of players runs around with Smeetas or Panzer Vulpas as fleshy companions. hardly anyone brings Kubrows or Predasites and i've seen very few MOA or Hound companions in the wild either. half of the Sentinels are either trash or extremely situational, too. and so are Robotic weapons. most of them are neither good at damage nor status procs. anything but the Verglas and maybe Helstrum is hardly worth looking at. non-Sentinels are even worse for damage potential due to their slow and inefficient AI that'll hardly contribute anything meaningful
  12. Blast and Magnetic are mostly pointless elements in their own right, but I find Gas to be the most disappointing one. Gas is the only combined element that applies a DoT effect, but it's so incredibly weak compared to the other DoTs. And its damage effectiveness chart makes no sense to me. Toxin damage is great against Corpus. It bypasses most shields and applies an uncapped DoT that is only limited by the speed at which you can apply it. Heat damage is good against Grineer and Infested. It applies a brief crowd control effect, strips some armor and applies an infinitely stackable DoT. But Gas damage? It sucks against Corpus and it sucks even more against Grineer. Its status effect is a DoT that's limited to just 10 stacks. Gas is mostly just good against Light Infested units, plus a few rare mobs like Juggernauts. Why is Gas damage ineffective against Corpus and Grineer? They're more or less human and probably still breathe air. Choking them with (toxic) Gas should be pretty effective, no? You're pretty much directly attacking their internal organs. Realistically you'd be bypassing any shields and armor, but that would make Gas damage OP. Still, I do think that the effectiveness of Gas damage is all wrong. If anything I'd expect the Infested to be somewhat resistant to it. And why does Gas produce the only DoT with a limited stack size? Just because it has a small AoE effect? None of the other DoTs are technically limited and Bleeding from Slash damage even bypasses armor, the #1 source of defense in the late game. Please enlighten me if there's something crucial that I'm missing about Gas damage and Gas procs that makes them good, but as it stands I firmly believe that Gas damage's faction effectiveness should be switched around and its status proc uncapped and buffed with some kind of additional effect. A choking crowd control effect against humanoids maybe. Or a ramping ability to partially bypass defenses the higher you stack the proc.
  13. I know there were threads for this before, but I didn't want to necro old discussions, so... I've heard DE wants to implement some sort of mechanic to bring dead companions back to life. That's good. But there's more that's just not good about companions than them dying on you. Many companions in the game are kind of useless besides carrying the Animal Instinct and Vacuum/Fetch mods. Both of which being so essential that they should just be passive abilities on our frames, imo, but I suppose that's a different topic. Kubrows are garbage, even though they have some good ideas behind them. Predasites aren't good either. Hounds have a neat trick or two (I like Null Audit, personally), but are also kinda trash. MOAs... have access to a few abilities that are okay, I guess. But I still never consider bringing them along, personally. Cats are generally useful. Adarza Kavat is good, Smeeta Kavat is good, Vasca Kavat can be nice to have when solo. Panzer Vulpaphyla is great and Sly Vulpaphyla is situationally useful for certain frames and builds. Sentinels are a bit of a mixed bag. They all have the ability to generate additional health orbs with Synth Deconstruct, which is nice, and Guardian can save you. Additionally, Carrier converts useless ammo drops into useful ones. Dethcube can generate additional Energy orbs. Wyrm can protect you from status procs. Oxylus is helpful when going fishing or picking flowers. Helios is useful until you're about done with your codex if you care about that, then he's pointless. Diriga, Djinn, Nautilus, Shade and Taxon are trash, I think. Shade (and the Huras Kubrow) could be good for certain frames, but their cloaking ability works so inconsistently that you can't really rely on it to help you. DE seems to be opposed to the idea of companions doing damage and the Verglas was a "mistake" they probably won't do again. And that's fine, in my opinion. I'd much rather have companions that help me out in other ways. Protect me, buff me/debuff my enemies, sustain me, that kind of thing. Some of the trashy companions had the right idea, but it was executed in a way that either clashes with common styles of gameplay or doesn't scale into late game scenarios like the Steel Path. Maybe Kubrows could actively roam the map and help you retrieve loot and ammo (although DE seems to love the idea of painstaking, manual looting). Maybe we could have a Sentinel that boosts shields in some way to make them more viable in late game besides exploiting shield gating. Or a Sentinel that passively regenerates your energy to help all the players that don't have access to the extremely expensive Arcane Energize. And I'm sure there are many, many more ideas around the community on how to make all those companions that no one ever uses better.
  14. It's not that the reworks for the Jupiter Gas City and Corpus Ship tilesets were bad, I just think the old ones weren't bad either. If DE still has the assets for those lying around, could we get them back in some form? Maybe just throw them into the mix as a random chance, like... 20% or so, to play on those classic tilesets instead of the new ones. More visual variety can't be bad when grinding away at the game, right? And surely the Corpus didn't scrap their entire old fleet when they commissioned those new ships.
  15. Cloud Walker? How so? Because it briefly stuns enemies you pass by and opens them to finishers? I guess you can use it like that, true. I thought the general consensus was that the Iron Staff sucks. I actually replaced it with Tharros Strike because I hated its Stance combos. 150% crit chance alone doesn't make a melee weapon good, I don't think... The Staff only has an average crit multiplier and doesn't have access to the ever popular Bloodrush either. The Strength-scaling base damage is great, but... idk. I feel like some normal melee builds, especially with decent rivens, would be able to outperform the Iron Staff. But I admit, I'm not an expert on melee by any means, so maybe the Staff is better than I give it credit for
  16. I'm just a casual and opportunistic Saryn player, but I agree with this thread's message. On the normal Star Chart, the Spores will eventually reach a critical point if you let them, wipe out the whole area all at once and then rapidly deteriorate because there are no more enemies around to infect. You're less likely to see that pattern on the Steel Path because that critical point takes a long time to reach with those beefy high level enemies, so the Spores are mostly just a nice DoT and Corrosive stacker in addition to your weapons. Also, Miasma kinda sucks on the Steel Path because it doesn't really scale at all. I'd change that ability completely into a supportive role, something like a large channeled aura that continually deals Viral damage to enemies affected by Spores every 0.5 seconds as long as they remain within range and for a short while after they leave, with a base 50% chance to proc Viral status with every tick
  17. The Twin only attacking enemies you're also attacking would be... interesting. Personally I wouldn't like that, though, since most enemies in content that we normally run tend to have a very short life span. I like having the Twin around to autonomously help me clean up mobs while I'm engaged in melee combat. Also wasn't the AFK problem already solved by the Twin ceasing to attack after a short period of player inactivity? No need to get stressed, nothing will come of these threads anyway, unless maybe lots of people keep asking about something. I'm not sure if I'm asking for "many buffs" here... The first point aside, it's more just... QoL stuff. I still maintain that the Twin's ammo consumption is fine, it only really matters with heavily limited AoE weapons, which are a thorn in DE's side these days in general. Lifting that restriction and letting the Twin indiscriminately blast everything with an unlimited Bramma or Zarr again would be OP unless his AI got chained in some way. But your suggestion of making the Twin continually drain Energy sounds acceptable if we got damage buffs in return. But only then. I just don't think the Twin is good enough to get nerfed any further, he's pretty much all that Wukong has going for himself. But the Twin is pretty bad with melee weapons. He just walks around, melees once, repositions himself, repeat. No combos, no consideration for melee range, no heavy attacks or anything else that makes melee good. Limiting the Twin to that existence would be too much of a nerf just for 100% damage output, I think... As mentioned before, the On Call Railjack crew already outperforms the Twin as is. Wukongs tend to run high Strength builds, I think, so letting the Twin's damage scale might be a slippery slope unless the scaling was as inefficient as Nova's Null Star. But that aside, DE made the decision to half the Twin's damage for a reason and I respect that (for the most part). I'd rather see more sophisticated upgrades to the Twin, something to make him stand out as an ally
  18. To be completely honest, I haven't played Wukong since his Twin got nerfed, but I recently gave him another chance because at the end of the day, his Twin is still fun to have around. But I think his Twin could be made better and a bit more unique without making him broken again. I don't mind that he uses your ammo pool when firing his weapons, dual wielding Brammas with infinite ammo was indeed a bit broken. I don't even mind that he has a 0.5x damage multiplier on unmarked targets, even though the On Call Railjack crew member deals full damage, as far as I know. Here are a few opinions and ideas for improvements, though: Enable the Twin to trigger the effects of Galvanized mods. I know, that would be an effective damage buff, but would it really be that bad? Again, the generic On Call crew already deals double the Twin's damage unless you specifically mark an enemy for death. Plus, "Elite" crew members have access to some unique perks that give them further enhanced combat efficacy. "Increase Critical Damage by 300% while Health is below 50%", "+150% Critical Chance bonus with Rifles/Pistols" or "Killing an enemy heals all nearby allies by 500 over 10 seconds". Those are pretty powerful boosts. Yes, the On Call crew only stays with you for a limited time before triggering a cooldown, but Wukong's Celestial Twin is kind of his calling card and his whole appeal. I just feel like it deserves a bit of a boost. Allow us to set the Twin to "Guard Mode". Just like the On Call crew and other NPC allies can be stationed somewhere to guard a spot. It would be pretty neat if we could command the Twin to defend an Interception point, for example. Although that would probably mean that the Twin's gimmick of switching between ranged and melee depending on what you're using yourself would have to go, since he'd be kinda useless defending a point with a melee weapon. Well, he's kinda useless with a melee weapon in general, unfortunately, due to the AI's inability to perform stance combos and stuff. Further improve the Twin's aim. Minor complaint, admittedly. He's usually pretty good with most guns, except ones with arcing projectiles, limited range or non-standard firing modes, such as charging or alt-fire. But sometimes the Twin's aim is just way off for some reason and his shot goes into the ceiling instead of the enemy in front of him. Would be nice if that could be ironed out. Unfortunately I don't think DE can make him function properly with melee weapons, sadly. But maybe allowing him to at least use Heavy Attacks would be possible? Allow us to set "targeting precepts". What I mean with that is, make the Twin prioritize certain targets on his own. For example, attack Heavy units before fighting Light ones, e.g. Infested Ancients before Chargers. Could maybe be implemented by cycling his first ability through a selection of priority precepts. Would mostly be a QoL change so you don't have to manually set priority targets for him all the time. It's not my intention to turn Wukong's Twin into a complete "Idle Mode", I'd just like for him to be a bit more... special. As mentioned before, the Twin is Wukong's signature ability, after all.
  19. wrong subforum, but yes, you can replace any of Mirage's abilities with Nekros' Terrify, which is his Helminth-subsumable ability. EDIT: or do you mean putting Mirage's Prism or Sleight of Hand onto Nekros? because no, that would not be possible. Eclipse is Mirage's only Helminth-subsumable ability
  20. thank you for going out there and actually providing some evidence to the matter, which is probably what i should've done before starting this thread. kudos to you, Tenno. so yeah, apparently those comments on the Wiki, questionable as they generally may be, are indeed factual in this case as proven by that clip. if DE wants to preserve Sonar's mechanic of marking body parts rather than arbitrary spots then i think a better way of presenting it would be to just cover the affected body part in a shimmer with a noticable glowing outline around it. that would be accurate and functional, at least, even if not the fanciest. Warframe's gore system might already provide them with the ability to "dissect" enemy bodies
  21. so the information on the Wiki isn't true? because according to what people there found from personal tests, Sonar does indeed target specific body parts, i.e. head, torso, left arm, right arm, left leg, right leg, rather than the area defined by the glowing spot
  22. The weakspots from Banshee's Sonar (and Helios' Detect Vulnerability mod, presumably) are visually misleading. They're big bright circular areas that appear somewhere on the enemy's body, so of course you'd think that's where you need to shoot. But that's not actually the case, apparently. According to information on the Wiki, the weakspots are supposed to mark a distinct entire bodypart, e.g. the left leg, rather than a random localized area. So I think the weakspots should be visually reworked to more accurately indicate what they mean
  23. I absolutely second this. There are still weapons left to get the Kuva/Tenet treatment with improved stats and interesting twists and there's always room for completely new toys that fit the bill, too. Even though they'd need to implement something to allow more targeted weapon hunting at some point, as the pool of weapons would get too diluted and finding a Thrall with the weapon you want increasingly frustrating, especially for Sisters since their acquisition mechanic takes more time than that for Liches. Hunting Liches and Sisters is one of the few pastimes in Warframe that I didn't mind doing. It doesn't take horribly long, I can do it solo and some of the weapons and variants are actually good and worth the effort. I'd still do it if there was any incentive left
  24. Please put a cap on the amount of Energy that an Ancient Disruptor can drain with its attack or at least make the unit spawn much less frequently. Maybe I'm just bad, but right now Ancient Disruptors are way too punishing on higher levels, e.g. Steel Path, in my opinion. They're all over the place and can drain 800+ Energy with a single cheeky ranged attack from off-screen, just like that. Energy is way too precious as a resource, especially if you don't have a max rank Arcane Energize, and forms the backbone of many frames' survival. Even a frame like Garuda, who can basically make her own energy, will probably be put into panic mode when all of it is suddenly gone
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