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Corvid

Grand Master
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Everything posted by Corvid

  1. As someone who has a regular monitor, I'd also appreciate this. I always have the in-game performance monitor active, and the default chat box placement puts the input space underneath it. Also, being able to decide which channel it defaults to would be nice, so I don't have to switch away from trade chat every time I log in.
  2. Bear in mind that these are just for my Railjack crew, I'm not investing any forma into them.
  3. This is the build I've put on the copies I got for my crewmates, feel free to rip it to shreds.
  4. Regarding the Legendary part, I think they're annoyed that Primed mods are white while Uncommon mods are Silver. Apparently those two are too similar for their tastes.
  5. To add to @Tiltskillet's response, Arctic Eximus bubbles are immune to crits, so we do technically have an enemy type that prevents them.
  6. It's worth noting that even if RNG completely screws you over and gives you nothing good to use, you can load into Duviri, earn a single decree, then quit out. That will completely reroll your offerings.
  7. I think simply continuing to cut down on the grind of previous expansions (at least the ones that will be prerequisite for WitW when it comes out) is the best path. What would have summed up to 100 hours worth of grinding for players who went through each update's respective release could easily be trimmed down to a much more manageable total. I'd say 10 to 20 hours for a player who's focused on the primary progression path should be the target, since I do believe giving players time to get used to what they think they know about their avatar is important for making the Second Dream hit like it does.
  8. You do realise that cancelling a lich would qualify as "getting rid of them", right? I recently stabbed a larvling while my focus was briefly on something else. That momentary lapse in attention (less than 5 seconds) lead to me having to go through a tedious multi-mission process to get rid of the lich. I frankly don't care that you think they're supposed to be a persistent nemesis, the inability to tell the game "I no longer wish to engage with this system" after starting it is an annoyance that the game would be better off without.
  9. Aw... that's so sweet of you to say!
  10. It won't pick up any orbs if you're full on both health and energy, but it will pick up both types if either bar is below max.
  11. Narmer weapons are kinda just the regular version of that enemy's weapon (Dera for Crewmen, Grakata for Lancers, etc) with a gold attachment. If anything, I could see it being something more like an Incarnon Genesis than a separate weapon.
  12. Everyone here's saying that Duviri spoils the Second Dream, meanwhile I still remember the fact that the first quest to imply that Warframes are remote controlled was Vor's Prize, AKA the first permanent quest ever added to the game. Granted, when that quest first came out most people took it to mean that Tenno were energy beings that hopped from body to body (despite DE explicitly stating that said interpretation was wrong, something they rarely do when it comes to lore mysteries), but it's not like the game tries particularly hard to hide the truth about Transference.
  13. Well, 3 clones means 4 companions total (not including Venari). Either way, I'm interested in seeing what Sentinels are like with this mod. I look forward to filling up my screen with Nautili.
  14. If you're going to miss my point by this wide a margin, I see no point in engaging with you further.
  15. At the very least, they should take inspiration from Forge's controls for the Decorate system. For those not in the know, when you're holding an object in Forge, your controls are centred on the object, and moving the camera causes your view to orbit around it rather than moving the object, which is much better for when you want to check your positioning when making fine adjustments. Right now in Warframe, if you want to check your placement from a different angle, you have to "drop" the object you're adjusting first.
  16. It's literally just giving players more options for the "real game". You're acting like this has to be some major addition that requires huge amounts of development. It doesn't. All of the systems and mutators are already in the game, this is just putting them in the players' hands so they can make use of them if they want to.
  17. Setting the player's HP and damage output in such a way that enemies of a given level (lets say 30) are effectively closer to enemies of a higher or lower level. In general terms, this translates to making extremely minor adjustments to the aforementioned values depending on what enemy level range you want to emulate, which means re-modding every single item that you intend to use in a mission individually. Look, I frankly do not understand why you seem so opposed to a feature that is fairly standard in other games (player-controlled difficulty options), especially when the way to achieve similar functionality in this game as it exists today requires so much micromanagement. Perhaps it would help you to know that I don't play Warframe to make builds in the arsenal. That is something that I tolerate in order to get to the part that I do enjoy (the in-mission gameplay). And given the popularity of standardised "set and forget" builds among the community, I doubt I'm the only one. For me, being able to adjust enemy levels and spawn rates up to match my build is much more appealing than having to adjust my weapons, warframe, sentinel and so on down to match enemy levels, since one requires engaging multiple times with a system that I generally prefer to avoid, while the other is literally just a set of sliders and/or checkboxes.
  18. And those are insufficient. No amount of build tweaking will change the enemy spawn rate, or cause Acolytes to start spawning, or apply a nightmare/sortie mutator to a mission on demand. And while yes, you can deliberately weaken yourself to get an experience that's somewhat similar to facing enemies of specific level ranges, doing so is finicky, requiring the player to plan their exact damage output and durability in advance. And while Garrus Vakarian is a beloved character in the gaming community, I doubt many players are interested in emulating his penchant for calibrations. Worst of all, it requires adjusting multiple pieces of equipment every time you want to emulate a different level range (or even fight a different faction at the same range, since the 3 main factions scale their durability differently). Meanwhile, with an enemy level slider all of the could be done by simply adjusting a single variable.
  19. This addition isn't for those players. It's for the ones who enjoy the in-mission gameplay and want some more ways to adjust that experience.
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