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EineSohn

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Posts posted by EineSohn

  1. Just passing to agree, it's silly and adds nothing(it could, as pointed it was supposed to be an option for who doesn't use energy.... who tend to not need it, so can be seen as "too much advantage").

    I wonder on the option off disabling the effects tho: options are great, but who would want that on?
    An answer could be that then we wouldn't see which BJ mod someone is using(if any).  So perpharps an effect change/rework would also be helpful? (considering if they do decide to keep the mods in).

  2. 1 hour ago, secret9005 said:

    That's why people don't use Penta. Even if Tonkor did have self-damage, it wouldn't fix much of the problem. They'll just ignore both instead. Maybe dealing 10%/15%? damage based on health (also direct health damage?), not too much risk of using the weapon, but using it in the wrong situation can definitely end you.

    Indeed, uncapped self-damage turns too many people from those guns. It can only happens so many times before it stops being funny ^^;

    If those guns get some sort of cap they would be much more atractive, but could still do what I imagine DE intended by having that mechanic: punish badly-planned shots.

     

    On Simulor: I just want it to not pickup batteries, and that batteries have stronger gravity. All is solved, I won't slap any more Simulor users I swear : D

  3. I can't agree with "was very well balanced", it was too fast to kill, and (correct me) a 1 hit kill on squishies.
    However, it also punishes misses(auto aim was removed in the last hotfix right? even better), and the knockdown has a cooldown..

    I was wondering if a slower animation, or less damage on pause/more on first could help, but I guess this also helps. 3 hits hopefully are fast enough to be worth, but not instant as to seem from nowhere. That is bad for new players, the idea in my head is that they can at least now see the first hits and "ok, melee is dangerous at close range" instead of "wtf was that!??"

  4. "Weapons that revolutionize the way we play"
    What revolution? More damage makes more people interested in the new toys, but what of new they bring?

    Tigris and it's Sanctis were raw damage monsters, Tigris Prime is.... a damage monster.
    Galantine is/was a big sword with fast attack speed... Galantine Prime only difference is more crit(which makes it stronger due to crit advantage. yay.)

    (Gotta admit the new Tigris looks DAMM gorgeous.)

  5. Finish 2 challenges(host migration made me the host), everyone leaves after the game so I also exit. Game shows my standing cap still full...
    Somenthing passed trough testing, it isn't fair to lock people from leaving AFTER a game is finished. (nor would it be it the host is terrible, like under my connection. I also wouldn't punish the 2 guys that left.)


    Welp, human error on my part.

  6. 42 minutes ago, Nighttide77 said:

    As long as the head hitbox is tumbling through the air, it's largely at random when a shot connects.  It stops being about skill at a certain point and being more like a random crit.

    Maybe, but wouldn't a better solution be to fix the hitboxes?
    (do take note, ping also affects this :/  )

  7. Bolto: Change the augment to lower the fire rate for more damage.

    Embolist: Change to: increases the damage done to targets progresively, so it actualy corrodes stuff. Corrosive wouldn't be good, only works on armor.

    Mire: Keep current, but increase the status chance by a flat ammout. Could be useful for melee Saryn.
    Or, make slam attacks proc toxin in a big area.

    Drakgoon: Gives it an alt-fire, Flak Cannon time!: shoots a ball in a arc, ball goes boom.

    Miter/Panthera: More Slash and/or status chance. The idea is building it without dual-stat mods to taint the proc chance.
    Also: Thundermiter from conclave could be cool in pve, if balanced to scale.

    ALL Snipers: on headshot/weakspot kill, shards of the enemy's armor/body detonate outward. So, it could reduce armor(area debuff), stagger/knockdown enemies(area cc).
    (idea is just a variation on changes from other sniper topics. Aim shake, zoom and combo changes I consider inegotiable(unhelpful mechanics), but this one fits for an augment.)

    Snipers again, Daikyu: Greatly increase weakspot damage.
    So they won't have to rely on crits, promotes marksmanship.

    Amprex: Some way to make it not spend so much ammo..? Maybe a buffed ammo mutation(boring), or every ability cast recharges a percentage of it's ammo(as it's an eletricity-based gun).

    Tysis: +Multishot(a lot!), -Accuracy(and -damage?) The idea is turning it in a status shotgun of sorts. Corrosive+whatever you want in aoe : D

    Magnus: shots proc impact + shattering strike. Long range almost-cc and armor stripping.

    Vasto: (I'm sorry) Adds alt fire to instantly shoot all bullets. What time is it?

    Claws: Every hit inflicts a bleed proc of x% of the target's hp, reduced channeling costs.
    So they could be useful in high levels by bypassing reductions.

    Fists/Sparring: normal attacks/channeling attacks send out energy waves. Reduced channeling cost.  (gives range, and helps with the BS of high energy consumption of fast weapons)

    Dual Daggers: Innate Shattering Strike + flat damage increase based on combo counter, and reduced channeling costs.

    Scythes/Ether Reaper: enemies killed give (blood? edgy enough?) stacks, consume x stacks on a slide attack to dish bleed proc + knockdown.
    Cut their legs out ^^

    Sword n Shields: Flat armor bonus/damage reduction. Helps squishies survive.

  8. 31 minutes ago, bubbabenali said:

    You get damage boni even without crit weapons when hitting weakspots.

    But if you get these hits also as a random crit the multiplicator is going nuts.

    Yes, of course I'm aware of that. I'm just putting my point that I prefer that instead of random and motive-less crits. That could be a way to mess with balance, if needed.

    But for now, I just want my 1% crit increase to snipers : <

  9. Companions AI buff please .-.
    And a way to give commands too!

    Holster animation change/rework/buff? It's too limiting on freedom to mix stuff up, and downright derpy since it's tied to the host.

    Snipers re-rework when? (Remove aim-shaking, REDUCE THE ZOOM, slightly higher crit chance for no RNG-6%-no-crit)

    The Navigation UI got worse with the added transparency. Besides the small nodes already...

  10. I say tou don't even need the sorties argument: It's a choice left to the player. Some rifles have bad recoil that can be COMPLETELY removed(-120% recoil with stabilizer+vile precision). Let people in fact mod their weapons to how they feel comfortable.

  11. A: non-xbox controllers weren't working for me months ago, tried again last week and it was fixed. Many thanks!

    B: some screens like upgrade/mods don't seen to be usable with a controller, maybe use right stick as mouse, or bring the usage that consoles have?

    C: this doesn't pertain only controllers, but the suggested addition of an 'always running' would be a great addition. You see, I use 3 buttons for pakour, I just can't fit that confortably in a controller. Best I got was by removing aim, playable if I go melee only/shotguns.

    D: Oh yeah, give controller icons to all menus. Maybe make it detect a controller or as an option, but this would help until one gets used to the scheme trougj the windows.

  12.  

    45 minutes ago, (PS4)Xx-Ribbium-xX said:

    How is it not? I have been playing the game longer and thus should have the advantage however it's their fault for being in my game because they should have recruit conditioning on 

    You're for real?

    If it is to be a balanced pvp mode/game, people should be on equal fields. Mind you,  a veteran can get all those early items, or about anything actually.

    Why should one who's trying to learn the game have a disvantage? Are you that eager for free kills?

     

    Also: 0.3 channeling equalizes the damage iirc.

  13. I don't mind there being no big red arrow on enemies, but I'd like to have a better way to differentiate friend/foe. Force accent color to team color? Make the team symbol more visible maybe?

  14. 1 hour ago, Rythiman said:

    I can understand some volt players being upset but the fact is the ultimate is more useful as a CC than it ever was before as a damage dealer. Once you reach higher levels your going to rely on weapons for damage over abilities, unless you're using ash. CC scales no matter how high level the enemy is, it affects all factions, not just corpus, and it works everywhere, not just where there are working lights. I'm not sure why so many people want to go back to an ability that was do situational. 

     

    Edit: I have read more of the comments and I think people's problem with volt is that they are trying to min/max a frame that needs all four power stats. Just don't do it, it doesn't work for volt. 

    If you max out range damage and speed go down the gutter, and I find that the ultimate actually stuns less enemies (almost as if it misses some of them). I just use +45% range, it's all he needs.

    If you max out duration he doesn't have enough range to make his ultimate useful and your stuck with only a shield that is either stationary or drains your energy. In my plays his Shields have enough duration without adding duration mod but you can used continuity if you want.

    If you max out power str you will be disappointed.  With a few exceptions most warframe abilities don't scale into end game and there isn't much point in molding power strip unless you really want the speed boost.

    I maxed out his Shields, which are already pretty impressive, and his power efficiency. I use capacitance and cast the ultimate every once in a while to give him overshields. When done right his Shields recharge faster than he takes damage, making him deceptively tanks. If a heavy unit or bombard appears I will use shields, take him out, then carry on. There is no need for a duration build in that scenario. Honestly some people carry on like they didn't bring any weapons and can only kill enemies using warframe abilities. The abilities should compliment combat, not dominate it. It's no fun if all warframes were just press 4 to win all day long. That would get boring fast for me.

    Just got a Volt to test the rework(still lvl 14, so can't sat much besides how Volt P looks fabulous o.o), I can agree with how "50% more damage" wouldn't help, cc does scale much better. However what I've seen people comment, is how his Discharge isn't lasting as it should. How would is the cap affecting this, are people putting too much strength, and if so, why is it being punished..? I mean, if I put strength, the damage done isn't high, and that also reduces the CC...

    Removing the cap to a flat duration, or maybe changing the CC to power duration, these could solve the problems people talk about.

    But alas, I gotta try him to see how it is going.

  15. I thought for some time, if you want a limit on uses, why not instead of a hard cap, reduce mobility OR bullet jump distance based on charges? Only way I'd accept such a change.

     

    And rockscl, loved your suggestion. I've always wanted changed/reworked abilities for conclave, keeping to pve abilities can be limiting.

    And even better, more soft CC.

  16. On Monday, May 30, 2016 at 5:59 AM, (PS4)JaviOnTheRocks said:

    If the point of nerfing enemies is to make the game easier then I agree, but I would expect the actual point to be re-balancing eveything to make challenge feel more smart and rewarding.

    This. Levels are meaningless, I can pick a Tonkor/Tigris and one shot stuff of ridiculous levels, more health on enemies is just more of the same. I'd like for Warframe to go a reverse way of mmos, more health, bigger numbers...
    (Besides higher level enemies being able to shred frames in seconds)

    Make it flat enough, but keep endless missions and add modes so who wants that sort of challenge can keep it.
     

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