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Ironlixivium

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Posts posted by Ironlixivium

  1. 3 minutes ago, Vyrndragon said:

    That's just a UI bug present with all continuous weapons -- when selecting a weapon to equip, it displays the same dps as before except with a fire rate of 1. Once you equip it, though, the fire rate and damage revert to their actual stats.

    oh it is? lame. I knew it changed back to the normal stats, but I thought it was just b/c of an issue w/ the changes to it, showing old stats. 

  2. 1 minute ago, PoisonHD said:

    I say its for one reason still.

    His iron skin. If you learn to play early on, relying on Iron Skin to save you, it will be hard to transition off relying on that ability. In turn, making it harder to use other frames when you first start out.

    but why do that when you could just get wukong, and never rely on anything again, except your team, to actually you know, do everything objective related

  3.  

         I have made a million Limbo rework threads on this before and I know DE said that they would rework limbo already. This may even come off as beating a dead horse :/ sorry if it does. I just want to say that I fully support the idea of a limbo rework and hope DE gets to at as soon as they can. At the same time though I just wanted to state the exact problems I see in limbo, in hopes that DE finds this and reads it.....hopefully.

    • I really believe that his third ability should be a natural part of the rift: that all enemies take more damage in the rift.

         - this is more of a preference, I admit, but I feel strongly about it. I hope DE gives him a good 3rd ability that helps his survival somehow, maybe directly or through cc?

    • It would make sense if cataclysm put items in the rift so that they can be interacted with/ picked up by limbo and allies while in the rift.

    • I believe he should put items in the rift simply by interacting with them, like LS pods and etc.

    That's basically it. I mean I could complain all day but the rest isn't important; I just want to make sure DE knows about these.

  4. Just now, Berserkerkitten said:

    I wish they made this the new Warframe slogan. Instead of "Ninjas play free".
    I don't like the new operator mode, though.

    I don't really like it either, at least in its current state, I just thought this would be a fun challenge for older players who have all the weapons and want a challenge.

  5. Just now, Cebius said:

    Huh, i thought i was the only one who did this.

    Its alot of fun to do and it works, but it is hard. Not impossible, jsut hard.

    To bad that you wont get any affinity or standing while doign this, but its still fun.

    Have you done it in the high level missions? honestly I don't even know if its possible in those, I think it would be though. and I KNOW its hard, lol

  6. If you haven't completed the war within quest, go away.

    I have a challenge for this community. It's quite simple, utilizing the new operator function. To put it simply, complete the the pluto or sedna spy mission (Oceanum or Kappa) entirely as your operator. NOT just the vaults, the entire mission, although I recommend finding a good place to stash your warframe before starting, so they don't find it and kill it (causing you to be recalled). I expect this to be very difficult for most people (but maybe I'll be wrong). If you do manage to do it though please record it and put it on youtube or something and post a link here if you can. You don't have to, but I probably won't believe you if you don't, good luck! :P

  7. Just now, HalfDarkShadow said:

    Well, you know what they say:

    "If you can hold 2 Grakatas, you can hold 2 Nikanas."

     

    Pretty sure that's how it went~

    pfff.....2.....I use 3 tyvm......secondary for general clearing and primary is for stripping armor.

  8. On 11/14/2016 at 2:29 AM, Dima19U said:

    Maybe a dual eadge nikana un one hand (like the dark split sword ) and un the other hand the regular nikana?

    What? that's ridiculous dude, why would we ever do that.....

     

         ....when we could just hold a nikana in between all our fingers?

    OCTO-NIKANA!!!

     

  9. There's little to no reason to ever have split chamber on a simulor. The damage of this weapon comes from when the orbs combine, which creates an explosion (the combine explosions do your damage) there's no point in creating a vortex sooner, unless you like your items hovering or something. Anyway, seeing as the orbs combining is what does your damage, you want as many orbs out as possible. Split chamber does not do this because the orbs are simply released from the gun pre-combined (aka you don't get an explosion). You ABSOLUTELY want rof with this gun. This is why vile acceleration is so recommended, as I already said the damage comes from the rate of fire. (this is actually why its so deadly with mirage; more orbs, faster explosions). I'd say both speed trigger and vile accel are a must, idk why you'd use shred over speed trigger, it uses more mod slots(11 vs 9) and the punch through doesn't affect it.....you weirdos :P

  10. 11 hours ago, shuizuiyue said:

    不会吧 持续时间也影响效率?那我之前提到 裸装3点/秒 115的效率竟然还升到了4点/秒

    sorry, I do not speak chinese, so I had to use google translate to understand what you're saying, and that may be incorrect. From you're saying, you have maximum efficiency and you're wondering why your energy per second is so bad. It's because energy per second is affected by duration, while the base cost is not. For example with 150% efficiency and 50% duration, the energy per second will stay as 3 per second (for ember's fourth ability) even when the base cost is lowered to 25. I hope this helps.

  11. 4 hours ago, (XB1)AnnoyedHaddock said:

    He's not quite as tanky as he used to be now we have less shadows

    I have no idea what you or anyone else who thinks this is talking about. I mean, I have no idea whatsoever. Pre-rework when I played nekros I would die all the time even with my shadows up. With desecrate being a constant thing and shadows having so much aggro, a rarely die ever anymore, and despite not caring about nekros pre rework I'm very excited for nekros prime now, as he's a ton of fun to play. But seriously. I've been soloing survival missions with him like eris DSS and I have no problem going until the enemies are level 100 (where I can get one-shotted by moa goo that was aimed at my shadows, but only because my build has no forma, with nekros prime so close. Imo he's perfect now.

  12. 13 hours ago, Marthrym said:

    Just giving the passive a Cooldown would prevent the infinite self revive you know. And that's just one example of the many I've read. Many pretty simple solutions exist to that kind of balance issue.

    And if an ability, passive or whatever requires you to have teammates to get the job done for it to work, then it kinda shows that there's a problem with it IMO.

         I dunno, would a cooldown really help? I mean if it's only 30 seconds or something, then that wouldn't change his unkillable state at all. Making it longer still wouldn't improve the "his passive sucks" complaint. Also some might argue that warframe is primarily a coop game, which it is, just look at the affinity system. still, my opinion has not changed, I think that all it needs is a suicide button to not make it a hindrance. It's far from the worst passive ability and he's far from the weakest frame, so he doesn't really need a strong passive anyway. At the moment, aside from the fact that it effectively forces you to afk for 20 seconds in solo when you die at high levels, you could say its one of the strongest passives (I mean seriously, in coop you can be revived by KILLS. That is SO incredibly powerful even if it's limited to coop).

  13. I think the damage immunity is ridiculous altogether. in sorties it can have way too much hp and take way too long to kill, and it just does way too much damage for its rate of fire, and the turn speed for grineer is stupid. they should have 0 damage resistance from the front. the fact that a lancer can sneak into a rampart and kill the entire squad if unchecked is enough.

  14. On 8/12/2016 at 7:58 AM, Marthrym said:

    Inaros is just another example of how flawed the game is in terms of general scaling and balance (or lack thereof). Sarcophagus is just one of many failures. The devs just can't make scaling right, so they probably thought that relying on it more would be a terribad idea. Good call dear devs, good call. Unfortunately this leaves Sarcophagus, for all intents and purposes, effectively worthless where it actually should become useful. Irony, oh irony.

    Also, to the "he's fresh out the oven" preachers... Are you serious with that BS? The simple fact that you say "hey, it took 3 years to fix this or that, so Inaros being 6 months old means we shouldn't expect him to get attention for 2 more years" doesn't strike you as... representative of the devs' inability to work efficiently when it comes to this? They just don't know how to focus on one problem at a time and solve it before they drown under the sheer amount they end up creating, ironically as a byproduct of said attempt to fix it (CC and nullifiers anyone?). They need to hire an exterior team to deal with balance and bugfixing, seriously. Because they have shown time and again for over 3 years now that they simply don't have the time, manpower, or simply the skillset to do it properly themselves. They have lots of ideas, too many for their own good actually IMHO, and can create awesome-looking stuff, but making sure is isn't broken or imba or conceptually coherent? Nope.

    Dude, salt....

    I'm sorry but I disagree with the OP on almost every issue. Sarcophagus's self revival capabilities don't scale BY DESIGN. AKA they did it on purpose. Why else would they base it off of a percent of enemy HP rather than enemy HP as a whole? (you have to drain a % of their maximum hp to revive, not just "500 hp" or something set, that's why it sucks so bad on higher levels). However, unless you are playing solo, your teammates can actually revive you by killing stuff around you (yes, inaros is also revived by ally kills) so that's not the extent of his unique bleedout state. In addition, this scaling would make him pretty much unkillable.

    I do agree however that it forcing you into a death state for 20 seconds is harsh for solo players though, maybe they could implement a "hold x to suicide" function like from the borderlands series?

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