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Arthas8657

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  1. Hello Happened to me aswell, i dind't bother to make all shawzin just some far away from another and had the same inconvenient. That thing is that nightwave challenge is not that hard in itself, but loading 3 duviri session for one nightwave challenge feels a bit tedious especially if your loading time are quiet long. So yes i hope it will be fixed in some way aswell.
  2. I agree that's why i suggested other option to display them, in my example if you hold your map button map is displayed as an overlay, adding thoses information when doing that will sure add more infos but you could remove them at will, i also suggested to display them via esc menu button to avoid UI overload. Still displaying them in loading sreen could be another option aswell.
  3. Hello, So i went into deep archimedea this week and i had trouble with one one deviation which is alchemical invulnerability. My problem was that i knew some unit would be invincible and had to be hurt with a corresponding elemental vial to be wiped. The fact is even if i knew this information it wasn't clear for me at all whiche element thoses units were vulnerable too. https://i.imgur.com/D3GsAt6.jpeg In that screenshot we can actually see this unit vulnerability, it's near de 0 dmg, and that vulneribility is the electric one. Also my particles in warframe are at the minimum and i make allies powers less noticeable with my graphic option aswell. Thing is despite all thoses graphic option it's kinda hard to see which element that unit is vulnerable too. I still notice the aura around it (quiet purple) and the element symbol (the electric one in that case) was bigger when i went far from the target and size was dimished when i get closer. I noticed thoses detail, but with all other elements combined (here my diriga arc coil, the amphor, the eximus unit to quote some) it can be difficult to read and understand the element you need to get ridd off that deviation (which as intended was to throw an amphor). Currently what happened in my experience is: either ignoring invulnerable ennemies, or throw randoms amphors to them. In both case in gameplay that doesn't seems to work as intended from what i experienced. Solution i can see are the following: Either just throwing amphor to ennemies is sufficient to kill them (the condition stay the same, the idea aswell, but it's not element specific - one unit invulnerable in that condition is weaken against any type of elemental amphor), in that case you can get rid off unecessary amphor for the current objective and still kill ennemies. Another solution would be to higlight the element needed in some way, maybe by displaying the element near enemy health bar like the armor percentage instead of the middle of the body for example.
  4. Hello, So i was in deep archimedea and one small thing was annoying me. currently there is 3 stage in deep archimedea eahc one with different deviation and risk variable. Currently one problem i had was to remember thoses for each level. Before attempting a run in deep archimedea or elite one, we have different malus that we are free to select or not (depend how many research point we want) by selecting them player may remember what are thoses debuff are since they have selected it and also because they are shared amongst the whole missions. The difference with deviation and risk is that they are mission specific so remember all 3 enemies buff could be tedious. What i'm suggesting here is a way to keep a track of thoses and to remember them to players. https://i.imgur.com/LzM7MFJ.jpeg As you can see i edited some text under the usual objective, but to avoid and overload of information i would suggest to display thoses information when opening the overlay map (Map isn't showed as overlay in my image but it has been made to show the idea). Also you may come up with other solution to show the stage, deviation and risk variable (all i can come up as an example for the momment is to show them while press esc menu), anyway I think making a small reminder may help.
  5. As i saw in some other forum topic for wisp breach surge : "it's likely more like and overguard fix than an ability nerf", actually not the exact quote and i don't remind the nickname of who posted that answer (sorry for that), but it's likely to be more intended than a bug in itself even if it was missing from patchnote. Anyway if it's so now Overguard ennemies have to be look at as soon as they come up which i think most player do during their gameplay anyway, in such scenario it won't be a big gamechanger.
  6. Not a bug at all, it's intended for a while operator are not meant to be affected by warframe powers. Same applies to eidolons not affected by rift at all when in cataclysm. Anyway there's some few unit that are not concerned by rift eximus with overguard (only they not their bullet under a certain cap), even sentient can develop an immunity to it thanks to scarlet spear operation. There's some tricks with that as you can use and hack console while having cataclysm running aswell.
  7. "Activate to form Armor by draining Inaros' Health. Activate again to stop the formation early. The protective layer reduces incoming Damage and absorbs Status Effects. " Copy pasted that description from warframe wikia. The "absorb status effect" is the important part since self staggering is a thing with AOE weap, your scarab shell drain might come from here.
  8. There never had a need to speedkill eidolons at first, most of people going for fast eidolons hunt does it for farming purpose (i utterly want some arcane fast), and in that case there is a reliable alternative which is arcane dissolution (passive farm if SP is unlocked with acolytes or active farm if going for void cascade to get arcane), or for the most hurried person trade with other players (usually not a real problem since it's midgame content player has often plenty of option to farm things and trade). The other purpose of speedkill eidolon is mostly speedruns which is quiet niche i think. In that case while i do understand eclipse may nerf things a bit, alternative may be found, maybe not as effective or maybe even more effective (kullervo helmint with gunblade? i wonder 🤔).
  9. Hi, so currently finisher seems broke not for all weap and even more specifically not for all ennemies and stance. Just made a testing session with ash fatal teleport and it seems that most inconsistencies are on rogue culverin and rogue arcocanid, and some infest unit (brood mother). To explain furthermore sometimes i needed to attempt on my fatal teleport to make an execute despite being sure to use context action in time. From what i saw nikana's blind justice stance didn't seems to work fine on those unit (animation seemed missing), also gleaming talon stance on glaive seemed fine but had some trouble with astral twilight. Yet i didn't made thoses test in an extensive manner, did some quick test with some other weap (dual ichor, edun) both were fine but i didn't test all their stance though. Anyway maybe some other test could confirm or infirm that, still let's hope a solution will be found.
  10. Hover your mouse over combo duration to see initial combo, do the same on magazine to see reload time, ammo max and ammo pickup.
  11. Saryn has no CC ability on her spore while inaros currently has with scarab, having a range that is too large sounds too powerful (making boss like, eximus and nullies as the only remaining threat), also unlike saryn's spore, sand kavat can spread his fourth ability in a more mobile way than saryn (she rely on ennemy proximity in conjunction with range mods) while inraos can use both enemy proximity and use his moving ability to spread, yes it's still narrowed since many build use overextended but again ennemy with spore can still be a threat while CC enemies can't use their weap. Anyway have fun with saryn, and spread thoses spore amongst grineer :).
  12. Eclipse is not nerfed at all for mirage, only helminth version. That said we knew helminth eclipse would be nerfed if the choice from the player base would be a toggle option, it has been announced so most player knew what would happens, so atm it seems weird to ask to revert back to the old state. Also enjoying a game in certain way why not, but you still have different option to explore to make "big number=brain happy", hope you may find an option that suits you if you're in that case.
  13. https://www.youtube.com/watch?v=UwAsYu_L0jo
  14. Hi, Well passive is interesting because it's theme around greed and money which fits the theme, on the other hand though i don't think infinite scaling is not that great because that mean the scaling would be very low then making it barely noticeable. That scaling could be higher but within some limits making it more noticeable and playable (thinking of which way rumble works for atlas or armor for wukong power for example). Also wouldn't even be better if ennemies were dropping gold instead of credits to reinforce the greed theme? For the tunnel, the thing is if you're underground i don't see how ennemies would be able to shoot at you, also adding a control effect that seems to be limited on a small area effect like atlas landslide seems restrictive (Well landslide is useful though because one punch, damage, and augment too). For gravitas though maybe we could merge the idea of lift status effect you had on your first ability to put it on second one, thing is it might be kinda similar to caliban third ability and mag first ability in one. The third ability feels to me lik a gamble, i see one frame that can buff ennemies while also giving them some vulnerabilities and it's equinox, not sure that kind of risk/reward ability would be used that much except with other CC ability making damage buff almost unoticeable. Also two abilities that add vulnerabilities seems a lot on a single warframe on the other hand say hello to a nova with caliban power for the fun of adding 2 vulnerabilities since CC part are in that case redundant) . Idea of golden guns and armor are fun though reminds me of goldeneye (for the golden gun part). The fourth ability to give buff to allies is an interesting one since it would remove a CC ability to help others reinforcing the idea of a support frame like mirage's augment. Anyway i liked your ideas overall, (seemed a bit overpowered to me but if we could make since balance right at the begining everyone would know),also great inspiration for the name, still it's always nice to see that some concept can inspire others, and if you had fun doing it as i did too while creating powers, well i guess job is done :). Also we had both of us one major flaw in our concept we forgot about the beer while we should made a power that allow him to throw barrels of beer at enemies to make them drunk (dwarf power, works on smite with bacchus so should work with a dwarf, also some moas used to throw explosive barrel at you once disarmed so why not beer throw). In any case thanks for your suggestion and thanks for reading and Have fun.
  15. No could be a female even if i referred that warframe as him sometimes in my post
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