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-Takara-

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Posts posted by -Takara-

  1. 2 hours ago, (XBOX)Knight Raime said:

    I just hope puddle isn't what gets chopped.  I enjoyed that ability a lot.  I also find it funny that Hydroid is getting a second rework when we got frames like Frost who have more of a need.

     

    3 hours ago, Lionsheart89 said:

    Hydroid needed some help, but Frost needed it more. He's not the only frame either in need of a serious rework. A friend of mine is always hopeful that they will get Frost up to par one day, but that hope is fading with each passing announcement.

    Honestly, just straight up replace his S#&$ty passive with Biting Frost as his new passive, and Frost becomes a pretty good frame. That's really the only "rework" he needs. Maybe also just merge his 1 with his 2 and give him a new ability, but other than that Frost doesn't need much right now. With all the recent changes, he's sitting at a pretty decent spot. It's just so inconvienent that we have to use 2 augment mods to fully take advantage of these changes, making his builds really cramped mod slot-wise.

  2. Has anyone been able to get a Zetki engine with the 20% weapon dmg onboard passive? I've been trying to get the engines with the 20% weapon dmg onboard passive for the past 2 weeks but literally every single, and I mean EVERY single Zetki engine I got was the other passive. Not a single on with the passive I was looking for. So I was wondering if this a coding bug where somehow the 20% weapon dmg passive isn't being rolled or am I really just that unlucky?

  3. 5 hours ago, IvanMortem said:

    The Atlas augment is really nice based on the tests i did, the problem is the pain and energy consumption from the fact that petrify cost 75 every time, and you need at least 20-25 enemies to get the amount of rumble required and then keep it up 'cause it rans out really quick, sure it allows you to punch enemies without worrying about energy but then with 1400 rumble, you spend more in the end than using only the first ability a few more times. (That's why i think he needs a rework so he can use more the synergies).

    I really wish it was an Exilus augment instead. As it is currently, I have max efficiency on my Atlas and Path of Statues, but I'm willing to give up streamline or fleeting for this augment because it does sound really good. I think it synergizes well with path of statues so you don't have to spam 3 as much. But yeah, as lvls get higher the longer you're in a mission, rubble becomes harder to maintain so I do agree that Atlas does need a rework even if it's just QoL.

    • Like 1
  4. 3 minutes ago, (XB1)EternalDrk Mako said:

    TLDR; DE please let us equip multiple augments for the same ability.

    no 

     like any other augment its not allowed as it breaks things 

    I don't really think it breaks things because you're still having to sacrifice mod slots to put on the augment. My biggest example in this post was the Nyx one, which would make you function like Zenurik's Singularity void mode, a feature already in the game. If you want to talk about balance, you would have to give up two mod slots to make this work, and it's what I myself at least, am willing to give up.

  5. Reposting in feedback because I didn't think general discussion was a good place to put this.

    TLDR; DE please let us equip multiple augments for the same ability.

    With the introduction of some conclave augments becoming pve, a problem arises with equipping them. As it is currently, you cannot equip two augments that affect the same ability. This is a shame because with some of these augments, new synergies/playstyles could have been possible.

    The biggest example for me is the Singularity augment for Nyx's 4th, which pulls in enemies every 3s (unmoddable range I think). It would have been really fun, at least for me, to be able to equip both this mod and Assimilate to essentially make your Nyx the warframe version of Zenurik's void mode with the same name. 

    Another example would be Ivara's Power of Three augment. This augment could see some use, but it's not enough to make you want to replace her other augment which gives crit dmg for the same ability. Being able to equip both these mods could give Ivara some more appeal because she essentially get more aoe with this conclave augment. Being able to shoot 3 sleep, invis, dash wire, or even noise arrows does seem nice, but having to give up the augment that directly boosts your dmg output for it is what's causing me at least, to not use it.

    Even the more "meh" conclave ones like Volt's or Ember's could still see some synergies with Volt's Transistor Shield maybe being able to restore shields if his conclave mod was also allowed simultaneously. Ember to a lesser extent because idk if her conclave mod also gives her status immunity or if her Healing Flame augment also heals allies. But if both mods worked for both parties, allowing both mods to be equipped would make Ember a pretty good support frame.

    These are just some ways that these frames could be played. As for balancing, Xandypants made a pretty good argument for that in a video so I'll just regurgitate it. Allowing us to equip multiple augments affecting the same ability is naturally balanced because of how the modding system works. We still have to give up a mod slot for these augments. Should you want to equip both augments affecting the same ability, you would have to make a decision and give up a mod for range, strength, health, etc. It's not just free power, it's a trade off.

    Another issue that will inevitably arise in the future is when DE decides to make another augment for an ability with an existing one. Hypothetically speaking, if said new augment somehow synergizes with an existing augment, not being able to equip both would really suck. I'm not saying the examples I gave are the correct/best way to play the frames, if you don't want to give up a stat for another augment, don't want to use both augments at once, or just have a completely different build/way you play a frame, then that is completely fine. I just want to be able to equip both augments if I wanted to.

    • Like 1
  6. Can we have scaling costs respective to how much bonus we get? It feels pretty bad to have to pay the full fusion costs when you only need 2 more points for a max 500 shield Zetki Shield Array, a max 100 avionics cap Vidar Reactor, etc. Same for weapons, having to pay full fusion costs for a 59.8% fire rate to become a 60% feels bad.

    • Like 1
  7. Maybe DE can just not take away our Cephalite if we do somehow screw up. If they want to punish us for doing so, maybe just a time gate before you can retry like with Mastery Tests. As mentioned, we have a few months of NW3 so even a full day time gate might not be so bad. Imo, losing the stuff you farmed for in order to attempt the puzzle when you fail would piss me off more than if I screwed up and just had to wait in order to try again.

    • Like 1
  8. TLDR; DE please let us equip multiple augments for the same ability.

    With the introduction of some conclave augments becoming pve, a problem arises with equipping them. As it is currently, you cannot equip two augments that affect the same ability. This is a shame because with some of these augments, new synergies/playstyles could have been possible.

    The biggest example for me is the Singularity augment for Nyx's 4th, which pulls in enemies every 3s (unmoddable range I think). It would have been really fun, at least for me, to be able to equip both this mod and Assimilate to essentially make your Nyx the warframe version of Zenurik's void mode with the same name. 

    Another example would be Ivara's Power of Three augment. This augment could see some use, but it's not enough to make you want to replace her other augment which gives crit dmg for the same ability. Being able to equip both these mods could give Ivara some more appeal because she essentially get more aoe with this conclave augment. Being able to shoot 3 sleep, invis, dash wire, or even noise arrows does seem nice, but having to give up the augment that directly boosts your dmg output for it is what's causing me at least, to not use it.

    Even the more "meh" conclave ones like Volt's or Ember's could still see some synergies with Volt's Transistor Shield maybe being able to restore shields if his conclave mod was also allowed simultaneously. Ember to a lesser extent because idk if her conclave mod also gives her status immunity or if her Healing Flame augment also heals allies. But if both mods worked for both parties, allowing both mods to be equipped would make Ember a pretty good support frame.

    These are just some ways that these frames could be played. As for balancing, Xandypants made a pretty good argument for that in a video so I'll just regurgitate it. Allowing us to equip multiple augments affecting the same ability is naturally balanced because of how the modding system works. We still have to give up a mod slot for these augments. Should you want to equip both augments affecting the same ability, you would have to make a decision and give up a mod for range, strength, health, etc. It's not just free power, it's a trade off.

    Another issue that will inevitably arise in the future is when DE decides to make another augment for an ability with an existing one. Hypothetically speaking, if said new augment somehow synergizes with an existing augment, not being able to equip both would really suck. I'm not saying the examples I gave are the correct/best way to play the frames, if you don't want to give up a stat for another augment, don't want to use both augments at once, or just have a completely different build/way you play a frame, then that is completely fine. I just want to be able to equip both augments if I wanted to.

    • Like 2
  9. I would be down for new USEFUL Primed mods, it would give me something to dump my creeds and endo into. I don't remember exactly where since it was so long ago, but I heard that DE has put the brakes on releasing new Primed mods because it became hard to balance the game with them. Right after Primed Pressure Point was released, Sheldon was kinda pissed because it was huge power creep and was going to make damage 2.0 more complicated to implement. DE would have to nerf or buff (most likely nerf) primed mods in accordance to changes. That's just more unnecessary work and anger from the players who invested forma, credits, and endo only to have the mod nerfed. Hell, some people were getting upset that with melee 2.997 you could run a build with Condition Overload over PPP and would get better results. Imagine a Primed mod costing you tons of credits, endo, and forma giving you diminishing returns over a rank 5 gold mod. I think it's safe to say that we won't be getting any new USEFUL Primed mods for a while. But if you want a new Primed mod just for the sake of having a new Primed mod, then chances are it'll be a useless one. Inb4 Primed Ammo Drum.

    • Like 1
  10. I agree that Prime Access could give us a little more. I used to buy Tier 3 Prime Accesses, but then I started to actually think about what I'm getting for my money. $80 could get you a brand new game and a little more. I was spending that $80 for essentially the same frame with minor stat boosts, and two weapons when I could have used that money to buy the latest PS4 game at the time. I mean, I guess the 2k plat is valuable but I've made more plat from just farming and trading. 

    When you breakdown and actually look at what it is you're spending that money on, it's not very hard to be dissuaded from buying Prime Access packs. Should I spend that $80 on 3 items(Primes are not content) now very easily obtainable in-game, or spend it on a game that's full of content? I'm very glad that I bought DOOM Eternal rather than using that money for the upcoming Titania Prime Access because I got more bang for my buck.

    Personally I ask for every Prime Access to maybe have an armor set, syandana, alt helm, and 90 boosters for every existing booster. It seems like a lot but considering that some prime access packs only have sugatras and sigils that no one uses for $50 or $150 for the whole pack, it's very not-worth. If DE is able to make 3 new prime items along with a new syandana and armor set, I don't get why it can't be for every Prime Access. Implementing 90-day versions for the other boosters shouldn't be a problem either. It's a lot to ask for yes, but if you want me to spend $50+ on something, it damn better be worth it. 

    Don't get me wrong, I'm not saying to not support the developers. I love Warframe and will support it, but when there's not much in the package you're trying to sell and you're asking for an expensive price, I'm not gonna buy because I'm not getting the most bang for my buck.

     

    • Like 8
  11. On 2020-03-24 at 4:57 PM, Gabbynaru said:

    I'm using max range Limbo and Kuva Tonkor. Can get to 9 scans in 35 minutes or so, by which time I'm too bored to continue, even though I likely could keep going. Solo, btw.

     

    21 hours ago, SmokinDice said:

    we reached top team two times now

    using

    4 redeemer prime heavy attack build

    1 wisp duration /strength - insane dps increase with attack speed buff, safety with health regen, and CC lightning

    1 limbo duration/range - immortal defense phase, never lose a single hp on the staff thingys

    1 Octavia Duration/range/str hybrid build - 1200% damage increase to the team, energy gain, CC, invis protection, 

    1 chroma duration /strength - pure damage with 800% increase damage, onshotting core thingy up until level 100 basically 

    we used 2 magus lockdown on octavia and wisp to CC sentients and more easily Identifying them in all the chaos

     

    it was good.. event still sucks though.. we got 15k out of all this so far and it took several hours of repeating the same S#&$ over and ovber agian.. tired already..

     

    37 minutes ago, ChaosSabre said:

    Limbo and heavy attack redeemer prime. Ez game.

     

    4 minutes ago, Vas_Eldryn said:

    top picks for me are:

    1. Limbo - defence

    2. Nova - slow

    3. Excal Umbra - Sentient clean up / DPS

    4. Wisp - heals / support

    Specific frames trivialize the event because people want to do things as fast and efficiently as possible since the grind is horrendous and the event itself was poorly designed.

    What DE should do: Maybe we should think of a gamemode that is more fun and engaging to play. Maybe we should make different mission types and give different objectives instead of just making the event the same mission over and over again.

    What they'll most likely do: Time to nerf the frames and make the enemies immune to abilities

  12. The only things I personally don't like are the back wings on the prime version and too little gold bling on her. The back wings on the vanilla looked much better and more detailed than the prime version which looks like they slapped on onion rings. I made a faux-prime look for my vanilla Titania and it looks better than what DE showed, but that's just my opinion. With recent primes getting massive redesigns and looking noticeably different from the vanilla, Titania doesn't look that different from her's. It looks more like a Tennogen skin IMO.

  13. People were buying Rush drones because the resource cost for building upgrades was ridiculous. Although DE have done some hotfixes to try to alleviate the problem, I feel that the complete removal was unnecessary. I just wished that DE would cut down the costs of repairing to maybe 60% of what it is now. That way, people wouldn't be feeling like that absolutely have to buy drones. They could also reintroduce Rush Drones back but maybe only having it bypass the timegate and not the resource costs for half the plat. Now that people have been playing Railjack for a while, they should have at least a sufficient amount of resources to not have to buy a Rush Drone unlike at launch.

  14. I'm giving my opinion based on what I think when I hear each element/physical damage.

    I feel like Impact should "stun" an enemy, making them dizzy with a concussion and open them to finishers. Also because of their dizziness, they'll be unable to aim properly. This way, we'll actually have a bigger window and chance to use mercys. More mercys means more usage of parazon mods.

    Puncture should behave like banshee's sonar where applying a single proc highlights where the puncture happened, revealing a weakspot or "chip in the armor" and subsequent procs dealing increasingly more dmg/crit dmg to that spot. Subsequent procs will also increase the likelyhood that your weapon will crit when shooting at highlighted area, maybe capped at 50% when max amount of procs are applied. This would reward skill should one be able to consistently stay on target IMO.

    Cold should start off as slowing an enemy, but eventually completely freeze them once enough procs are applied. Like old cold, it should also double the duration of all status procs to frozen enemies. It could maybe also double all status damage but I'm reluctant on that because it could be too powerful.

    Electric should be able to chain between enemies starting off at a small distance, dealing more damage the more enemies chained. Along with stunning enemies, applying more procs increases damage dealt, the amount of enemies chainable, and how far the chain can reach. Of course there will be a cap at how far and how many can be chained so that you can't just stunlock an entire map.

    Radiation, while turning enemies against each other and dealing more dmg to allies, maybe it could have a DoT for as long as the proc is applied. Thematically, radiation can cause instant death or lead to cancer, but obviously insta-killing is too OP so it's hard for me to think of a way to make Radiation more appealing to use while not completely overshadowing every other status.

    Magnetic, while dealing more damage to shields and preventing shield recharge, can maybe also completely immobilize an enemy as more procs make the enemy stick to whatever surface like a magnet. This would allow for easier aiming and can synergize with my proposed puncture changes.

    All I can really say for Gas is to maybe revert it to the way it was. It was powerful, but it required conditions to be met to deal the optimal amount of dmg. Most of the time, I only use Gas when I feel like stealthing a mission, relying on the stealth multiplier dmg. It was like a hidden gem of dmg, but it didn't completely break the game. People still used mainly Corrosive of any other status over Gas.

    IMHO most of these changes to status effects feel like they were done completely just for the sake of changing them.

    • Like 1
  15. I want DE to just put a stop to all NEW content and use the entirety of 2020 to revisit and fix OLD existing content. I'm completely fine with an entire year of no new content if it means that old existing content gets fixed and my fire for said old content is rekindled. DE's history of new updates recently has been abysmal. Game-breaking bugs, unfulfilled promises, overall bad first impressions and experiences, etc. If they just keep releasing rushed, broken content with every update, then the mountain of things to fix is just going to keep growing. If you are a relatively new player, then there is still a mountain of content to do. If you are a veteran, I'll just ask that you patiently keep waiting as DE fixes the old content and gives us a more fun and incentivizing reason to play that content. Hell, I'll even be fine with using all of 2021 as well purely for fixing old content if that's how long it'll take.

    This is in a perfect world where DE actually listens to feedback.

    • Like 1
  16. The first idea will produce the opposite effect from what you desire simply because RNG is involved. Yes, guessing the correct requiem giving the lich a weakness is nice, but the chances of guessing the correct requiem is 1/8. In other words, you have a 7/8 chance of making your lich unnecessarily harder and more annoying to deal with should these changes be implemented. The risk far outweighs the reward and thus would drive people away from stabbing their liches further. The only time where these proposed changes would be useful is the lucky guess, or when you have revealed the correct requiems. But by then, you will either know the correct sequence to get rid of the lich, or be trying to figure out the correct sequence which would add another unnecessary layer of annoyance for when you do find the correct sequence and just want to get rid of the lich asap and move on.

  17. 6 minutes ago, (PS4)Ashmane84 said:

    The difference being that what I'm advocating would benefit most, if not all, players in the long term. Not only with greater trade security, but also make the game more new-player friendly and thereby preserve the population during content dry spells. Conversely unless you're planing to give a bunch of people free platinum, what you're advocating benefits only yourself. "The needs of the many..." and all that. You making ten percent more platinum today doesn't matter if the game dries up and dies from lack of new players tomorrow.

    What's wrong with trying to benefit yourself? Warframe has a free market system that's been working fine for the past 7 years. The only reason why you're complaining, and multiple people have been saying this to you but you refuse to listen, is that you're wasting your own time out of volition to stand at a spot where almost nobody goes for hours on end trying to sell an item when you can just pop into trade chat, advertise, and hop back into a mission. I'm not taking either side of the argument because I could care less about this whole idea, but Implementing an auction house would change very little. If trading really was a terrible experience, then DE would've already done something, even if it would've taken them 2-3 years to address and fix. But again, seeing as trading has been going on for 7 years now, "If it ain't broken..." and all that. Trading seems to only be a bad experience to you because of the choices you are making. Multiple people, veterans playing way longer than you have, are trying to help and advise you, a new player who doesn't have many hours put into the game, on how to have a better experience, yet you refuse to take their advice and demand that DE do things your way.

  18. 35 minutes ago, (PS4)Ashmane84 said:

    I find it interesting that you decided to go with "making a good game" when the very feature you're in opposition to would only serve to improve the game. Yet, you also admit that you're profiting off of the current flawed design, so at least you're honest in your dishonesty. You don't want them to make a good game, a good game has an auction house. You want them to make a game that's good for YOU. 

    Really ironic how your complaint was for DE to implement a system to fit YOUR(I can play the unnecessarily all capping word game too) needs.

    "I want DE to implement an auction house so that I don't spend MY time twiddling MY thumbs." Sound familiar? And now you're bashing someone else who wants the game to fit their needs. What's worse is you try to mask it by justifying that meeting YOUR needs would benefit the game as a whole. Stop pretending to be a saint when you're just another random trying to get what he wants and couldn't give two Fs about what other people think.

    • Like 3
  19. 4 minutes ago, (PS4)Ashmane84 said:

    I'm at work. This is open in another tab.

    I have, if I'm lucky, and average of two hours a night to actually sit down and PLAY a game. So I'd rather not waste that time standing around a hub either hoping someone starts a trade, or wondering why the dude that agreed to meet me here for a trade hasn't shown up yet. And even if I was, it doesn't change the fact that I shouldn't have to.

    Then don't stand around wasting your time at a hub? Like you said you have better things to do right? Then why don't you do them? As previous replies have told you, you can just post your ad in the trade chat and play a mission or do literally anything else before getting a message alert. You bring up a "problem", solve it, but refuse to call that solution a "solution"

    Maybe it's because I'm not 35 years old working three jobs but I'm really struggling to follow your logic here.

    P.S. If you're at work, unless you're on break then I wouldn't recommend surfing forums instead of doing what you're suppose to do.

    • Like 2
  20. 10 hours ago, GPrime96 said:

    Bramma and then another Weapon

    Normally use Radiation/Corrosive (which is what i use in my Kuva Brakk) for the CC, extra Alloy Armor damage, stripping Armor, and extra damage to Ferrite. So more of a all rounder but for Bramma, Radiation/Viral works better.

    Oof then that is really bad game design. Ironic how something implemented to try and alleviate the pain is now only exacerbating it. This only further shows the lack of game design understanding by DE now that their so-called "hotfix" has come back to bite them. I really hope this rule gets removed now that it serves no purpose other than to force us to grind even longer and actually hinders our progression rather than helps it.

    Ideally progression should be:

    Weapon of choice > duplicate > duplicate>...until maxed, not

    Weapon of choice > unwanted weapon > weapon of choice > unwanted weapon >...until maxed

  21. 2 minutes ago, GPrime96 said:

    Took me three Bramma Liches for me to reach under 54% Radiation but that’s 3 out of the 6 or 7 other Liches that’s not weilding. Would love to have 60% but the way the Weapons work with Larvalings is going to make me abandon that idea.

    Did you get the Brammas back to back to back or was it like Bramma>random weapon>Bramma?

  22. Just wanted to ask if the "Next weapon will not be a duplicate" rule is still in effect with the new changes. I'm assuming it's probably not but I've been trying to roll for another Chakkhur after I rolled one for about 3 hours but absolutely nothing. Am I just really unlucky?

  23. The introduction of yet another band-aid mod is so unnecessary. I recommend just removing the self-damage from the Kuva Bramma entirely. The only thing that the new mod will do is take up a mod slot that could be used for something more beneficial. With mods amping up damage to ridiculous numbers, the new mod will only feel mandatory instead of optional for the weapon to even be usable. It's like you're being punished just by wanting to use the weapon. I have all these mods that amp up damage done to enemies, but now I also have to waste a slot to put on a mod that makes it so that I don't yeet myself to the moon? Why, when that could be solved by just not having self-damage implemented instead? I'm not a programmer, but I assume removing something would be easier and less time consuming than adding brand new coding into the game.

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