continue
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Posts posted by continue
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i totally thought applying radiation to everything with a max range hallowed ground was going to be awesome
then i saw the status chance
then i tried hallowed eruption, but it doesnt appear to proc radiation at all??
edit:
is it just me, or does hallowed eruption have 100% chance of your base 15% chance to proc radiation??
edit 2:
lol
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quest was nice lore/character wise but kinda meh gameplay wise with the platforming; it's gonna be hard to work up the motivation to farm octavia for hours with only d minor pentatonic :/
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entering simulacrum simply causes me to re-enter relay
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57 minutes ago, RistN said:
It's only good for automatic weapons with big crit chance.I found that it's only worth on Soma Prime.On others...not worth of mod slot.
It's better to get Rubico Riven with crit chance and crit dmg for lot less platinum then using Argon Scope that has conditions(headshot and while aiming).
the point was to not have to spend platinum at all.
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i was hoping to get argon scope so i could dust off rubico, but i guess i have to find a riven mod for it instead :/
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wow, there's basically no indication of that at all through normal gameplay.
what good design
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4 minutes ago, BlackDiamondAce said:
*cough hyekka handlers*
never, mess with stealth.
imo hyekka handlers are basically either worthless or they're on level 100 kuva siphons and it's impossible to move
mine ospreys too, and i'm not sure if i'd consider either of them ranged as anything more than a technicality
what i'm talking about is something that isn't just a frustrating byproduct of silly enemy scaling but a meaningful design choice with real counterplay
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Sounds like a terrible idea on par with nullifiers already, but IMO nullifiers ought to degrade abilities by having their health or timers tick down at an accelerated rate rather than instantly, well... nullifying them. Likewise, any ranged invisibility detection unit, or any special unit which counters Warframe abilities should not only have room for counterplay, but time to do so.
So to compensate for the range, a ranged invisibility detection unit would disable invisibility after a scanning period of maybe 5 seconds, broken by line of sight, and be highly visible.
The hope is to make invisibility strategies more engaging, both in stealth and in combat, but it might not be a very good idea to include what is basically a more aggressive form of nullifiers while nullifiers are still so unpolished.
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my thoughts on primed regen are that i didnt even look twice when i saw it
i just thought "oh another one of these" and left the relay, which is the reaction i imagine most people had
and honestly, that should really tell DE something about how much content in the game is kind of just... underwhelming and uninteresting, enough that people can just get used to it
1 hour ago, -VV-Phantom-Phoenix said:I like primed regen, I dunno why people give it so much hate. Its a good mod thats just an upgrade for all the sentinels i use and i much prefer it to the months that have passed where i haven't spent a single ducat.
like my experience is basically just this, except the non-spending of ducats continues with a sigh and a shrug
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2 minutes ago, DatDarkOne said:
Actually the bundle has some very nice stuff in it. The Titania skin is very nice, but the armor pieces are also. It does kinda suck that it's not showing the skin to buy separately though.
The bundle is actually cheaper individually if you don't want the boosters, though. ):
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5 minutes ago, Naturesocks said:
@Ailissa You can buy the skin in the Bundel but not seperate, but it was once. Anything else in the Bundel can be bought seperate.
Well that's a shame :/
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Gone from sale in the market, my bad. I'll edit my post @DatDarkOne I distinctly remember it being purchasable from the arsenal directly, though I don't remember if I saw it in the market.
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i would say the real problem is that there are lots of generic weapons in the game that don't actually add anything unique to the pool gameplay-wise, build-wise, or otherwise; those weapons are mastery fodder, but whether they're meta or not isn't entirely that relevant
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Is the Titania Solstice skin missing from the market for anyone else, or is it just me? The arsenal doesn't list any skin options for Titania either (as in, normally you can view/purchase skins/accessories that you don't have directly from the arsenal). The bundle containing her skin is still there, so what gives? (To clarify, it's missing from sale, not from my inventory; I don't have the skin)
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So I've got an issue where my Warframe Nexus thinks my foundry has a Mag that is completely built (I haven't built mag since like the start of the game). I claim it, and it says "Item claimed," and there's another Mag that is completely built. I log in and look for Mag; she's not in my inventory, but the foundry counter in the top right has ticked down from 9 items to 8 items. As a side note the in-game model of the foundry has been showing the Mag helmet for years now and nothing else no matter what I build. I claim another Mag, and she's still not in my inventory, but the foundry stays at 8 items (I have 7 complete and 2 in progress at this point), and the Mag helmet is still being shown in the foundry's construction animation.
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"no one forces you to play our game"
casually excluding anyone who complains from the community lmao
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maybe ordis crashes the liset onto that planet because he's infested
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my main complaint is that, with all the talk of synergy, riot shield's energy drain with distance traveled has anti-synergy with volt's passive and speed
if you want volt's abilities to actually synergize, why not take away the additional energy drain with distance traveled, making a speed cast actually improve current shield's performance by allowing you to cover more distance?
volt has two stuns, a mobility boost, a shield which discourages mobility, and a passive which encourages mobility. being able to pick up the shield could potentially have great synergy with volt's other abilities just by virtue of how they affect gameplay, so why disincentivize that while adding in other "synergy" mechanics that don't actually affect gameplay beyond flat numbers (two stuns interacting with each other to add a bit of bonus damage)?
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26 minutes ago, Shockwave- said:
This is the illusion of synergy or interactivity when it really ends to be simply a different but narrowly defined set of key presses instead of one.
I definitely agree that coding in mechanics that directly interact with other abilities rather than thinking about what each of those abilities fundamentally do to affect gameplay and how they interact is extremely lazy, mindless buzzword adherence. Thoughtful pull-magnetize synergy would allow you to pull them into a group and magnetize the area (or have an allied frame use an area of effect ability), not rely on some shrapnel gimmick that only mag can capitalize on.
Not that you can't have that gimmick, but that gimmick isn't really synergy.
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Pull
- amazing honks
Polarize
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travel time caps damage as the first enemies in range deplete the shields of subsequent enemies (assuming enough enemies are grouped together to deplete shields)
- would have worked fine with % damage, probably (though the actual % could be tuned)
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travel time might make it harder to heal allies (consider allowing the epicenter of polarize to be targetable for faster paced gameplay, or otherwise increase travel speed)
- unknown whether allies who have left the bubble continue to receive shields as the bubble damages more enemies
- would be nice if it granted an armor buff to mimic the shield healing (and because armor isnt that helpful anyways (probably a bad opinion))
- unknown whether armor debuff scales with base armor or number of enemies grouped together
Magnetize
- being able to magnetize multiple targets is great
- would be better if it was one-handed casting given that it depends on guns
- damages allies?
- lanka
Crush:
- still sad
Overall: energy sadness
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so will mag polarize get an armor buff for allies if it now does health/armor damage to match its shield heal/overshield
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So far, in all of the underground tiles in Europa Excavation, mob spawns will abruptly stop and not start again unless I travel very far from the excavator, i.e. two tunnels and a large room or two away (and usually stop again when I come back to kill them). The longest I've waited in place is 5-10 minutes. This also occurs occasionally on large aboveground tiles with elevators or adjacencies to large underground tiles.
Also, I'm playing solo.
For context, this is occurring while I'm trying to complete the limbo questline. (Ose Europa)
Additional complaints: the mobs continue to scale in levels while I'm waiting
While I'm at it, the car transport mission thingy on the same corpus tileset also has really poor spawn rates, to the point where I can just ride the car to victory.
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zephyr is raw chicken and nobody will tell me otherwise
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you could just set a cooldown on its use
i would imagine that anybody who uses it because they like blowing up lots of enemies wouldn't use it so inefficiently anyways
Hallowed Eruption "100% Status Chance" appears to use Hallowed Ground Status Chance instead
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