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(PSN)NECRO5791

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Posts posted by (PSN)NECRO5791

  1. You say it's not bugged, that we can control this, but to control this, we have to work some pretty ridiculous timed controls that are not intentional. The power description on the wiki states :

    • While the Dread Heart is floating above Garuda, holding down the ability button (default 1 ) causes Garuda to grasp the heart in her talons and drain 50 Energy per second to continuously increase the absorbed damage by 50% of the currently stored damage value per second. Releasing the ability button causes Garuda to throw the heart as a high velocity explosive projectile toward the location on the aiming reticle. The heart bursts on impact with an enemy or a surface to inflict the amplified damage and a guaranteed Impact b Impact Status Effect to all enemies within a 6 / 7 / 8 / 10 meter radius.
      • Charge energy drain per second is affected by Ability Efficiency.
      • Charge damage per second is not affected by mods.
      • Explosion radius is affected by Ability Range.
      • Charging in mid-air will allow Garuda to hover for few seconds.
      • The explosion bypasses obstacles in the environment, and its damage does not decrease with distance.
    • Can be recast while active to pounce at a target and refresh the mirror's duration.

    As you can see. The power is supposed to recast the same way you cast it the first time. Press the R1+x on ps4 in this instance, and it's only supposed to grab the heart if you hold down the R1+x to channel it. Tapping once = cast and recast. Holding it down = charges the heart. If you have to go through a bunch of unnecessary steps to make something work because it's not working the way it's supposed to, that doesn't mean it's not bugged, just that you figured out a work around that takes more work and time to trigger. I can control a car that's stuck on first gear. Doesn't mean the other gears are supposed to be broken. I don't want a car with broken gears. I want them to fix the car so that it drives and handles the way it was intended to, without the need for us to come up with extra step workarounds.

  2. I am having even worse problems. I can't get it to shoot through anything, and sometimes at random, the enemies don't have the energy color dot on them, (they are within range, and visible, but the dot doesn't appear when they step behind something. Yes the disc is out when this happens). I've also noticed that for some reason the Zeniths stat line now has a primary stat block, and two different secondary stat blocks. I can't seem to figure out why anywhere online, but I'm wondering if it has something to do with the alt fire not working. The 2nd secondary stat block shows no crit chance, no crit multiplier, and no punch through.

  3. I'd rather use Titanias razorwing, and i'd rather it move faster than it does when using the held dash/sprint. Yes. Everyone's going to say build an archwing. I have. I have all the archwings, and the POE Archwing module. Archwings on the plains suck. Controls suck. movement sucks. They randomly deactivate, whether its a bug or not, who knows (and no I'm not hitting the button to drop out of Archwing, it just happens sometimes on its own.) Sometimes a single enemy hit drops me out of the sky even while doing next to no damage, and sometimes enemies attack me repeatedly, and I stay flying. The POE Archwing mode is completely unreliable on the PS4. If i'm not using Titania to fly around, then I just use grounded frames and lots of bullet jumps. Either way, in plains, or on tileset maps. Titania needs to move a little faster.

  4. Ugg. It's two am in the morning. I'm half asleep, and was in the Helmith room. Didn't even think about the dialogue box, because it was the first time it offered to cure my cyst (just been breeding chargers) the second I realized what the words said, I tried to stop it, to unplug my PS4. I logged back in, and it's too late. So now until  they deliver a patch that lets me re-infect Nidus, I'm stuck. There should have been a safety option there. Like having it ask you (are you sure. Yes or No) before permanently removing it without an option to get it back. I know people are going to say I should just get the cyst on a different warframe from someone else, but I like to play my frames to their themes, so I don't really want the cyst on my other frames.  Any idea how long it will be before they give a  way to get infected again, or do I just have to farm a whole new Nidus, and scrap the one I've already built and forma'd.

  5. 23 hours ago, felixsylvaris said:

    Oberon was and is King of Feries. Not some kind of DnD paladin.

    What could be done is twist his visuals to be more nature/ferie theme. Like reneval cared by pixies, or Hallowed ground being more spirit hounted, and Reckoning being more of tree tentacles catching and squizing enemies, even passive could be summon angry pixie firing lazors from eyes. 

    It is Oberon not Cid/Roland/Zygrif/Boewulf.

    In all fairness. all of Oberons powers are word for word DND Paladin power names. I've never seen them in any book refering to fairies, so I always saw Oberon as a Paladin. His paired weapon when you first got him was a Magistar, if that wasn't a paladin weapon I don't know what is. Also Straight from DE's original description of Oberon Oberon is a Paladin. The frames name is the only thing that links him to fairies:

    Release Date: December 18th, 2013

    Oberon is a paladin among Warframes. Zealous offensive powers and sacred protective skills make him a balanced warrior with both assault and supportive capabilities. Oberon came to light inUpdate 11.5.

  6. Honestly. After the last trinity rework, Oberon is a better party healer than Trinity, with her limited range blessing, and his unlimited range renewal. The only changes Oberon really needs, are to have the renewal duration not end once everyone is healed. let the duration last until turned off, like every other channeled ability, to continue the bleedout reduction effect only, and to make Phoenix Revival actually useful. The second alteration should be with Reckoning. Just outright get rid of the whole red health orb drops, and give it some real damage, increased range, and just put an end to that stupid floating bubble thing, and give the enemies increased damage vulnerability for the duration, something like a thirty percent damage vulnerability would be fair for a press 4 power.  Lastly his passive should just be chucked. He was always a paladin, but release one pretty skin and now he's a beastlord with a passive to temporarily tame the animals that aren't all that common if you're not messing with grineer. instead give him a paladin type passive, for instance, a 5 to 10% damage bonus to allies who are healed by Renewel for ten seconds after being healed. (Optionally, maybe add a mod to give Hollowed ground an enemy movement speed reduction rate while they walk on it.) Do these things, and Oberon gets to be viable, instead of the one warframe where you have to force his parts on people as standard drops on every map board. 

  7. Would be best if it had it's own stance, which included stance changes for using  two handed double sided blade weapon, and an alt fire shifted dual blade stance. It wouldn't be wielded like a great sword, because those great sword stances should be cutting the warframe using it, just as much as the enemy given the second blade. I'd say take the concept from dual lightsaber use in Star Wars if it helps get animation ideas. In addition have the alt fire split from this dual sided bladed weapon, to the two split blades, with their own stance shift that's different than the current dual sword stances. I never use dual swords after MR ranking, because their stance animations are jerky and just unpleasant to use.

  8. I would personally like to see another gunblade weapon. As it stands, the Redeemer is the only melee weapon in the game that only has one in its category. Every other melee weapon has two or more versions of itself. Perhaps an elemental version with a more draconic motif, or a version that does puncture damage more than slash. Even newer weapons are getting more versions of themselves. The Mios dropped side by side with the Lacera, and i love them both, but the Redeemer could use a new relative on the board, with a new look and stats more on par with what's dropping about nowadays.

  9. I love the Redeemer. It's mechanics is nice, but mostly I like the way it looks in the hands of a Limbo after recently banishing an enemy. The enemy gets knocked down on Banish, and the Redeemer lets you use its shotgun blast as its finisher attack, so the Gentlemen Warframe is executing his targets with a shotgun to the head one banished target at a time, like a hitman. Yeah I know better reasons exist for choosing a melee weapon, but sometimes, you just got to go with style.

  10. You know what else does not happen when my mate hits me with a stick? Massive Stealth multipliers. A blow to the head is a blow to the head, he does not do x500% extra damage simply because I'm not paying attention. Would you prefer DE keeping your ability to do what you do now and instead nerfing the actual Affinity multipliers? After all THEY are the ones that decided on them.

     

    It's a game. Games have game rules for balance. What is possible or not has nothing to do with reality, they are in place to stop people abusing a mechanic that was never intended in the first place.

    What part of I don't care about the affinity bonus did you miss. As far as i'm concerned, you should only get the affinity bonus for stealth attacks that are truly stealth, in other words, target is completely not alert. I don't want stealth affinity every time a helpless attacker gets hit, but its silly to give them full defense from an attack they can't properly defend against. I also think the timer for them to reset to non alert status should be longer. To the person who said his friend hits him with a stick in real life and he doesn't take stealth damage, that's silly, and also I assume your friend doesn't want to kill you. If you can't see or hear to defend from an attack, there are over a dozen places to land a killing blow that you can't prevent because you can't know where that blow is coming from or when it is coming. I'm not asking for extra affinity, and it doesn't even need to be the full 500% bonus damage, but it has to be more than enemies being fully protected and defended against an attack they can't detect coming, as if they actually could hear and see you, unless of course they're Daredevil, in which case, that's okay, because he's a super hero.

     

    Lastly. I know it's a game, and i know DE decides on the rules. I also know that DE reads the forums, and if they hear or see something that makes sense to them, they may decide to give it a try. The game is ever evolving, and this is a game unlike so many others, where the developers actually listen to the players, so writing THEY in all caps as if I don't know who makes the rules is kind of over the top, just saying.

  11. I don't care about the focus accumulation from stealth, but I am greatly disappointed in the fact that you lose the stealth damage multiplier. Now before everyone blows up about how how seeing a dead body drop from nothing should make the enemies more alert because it's realistic I agree with you. They should raise their guns, move around more and try hiding. That's realistic. But they should still take stealth multiplier damage. Now people are going to say that if they're alert to an attacker they should not take stealth damage. I have practiced this myself, and I challenge any of you, to go out and buy a motorcycle helmet, even a second hand one at a pawn shop, provided the helmet has all the padding, covers the whole head, and has a full face visor. Paint the inside of the visor black so you can't see out of it. Then have a friend try to sneak around you and hit you with a padded stick or boken, while you try to defend with one. Guess what. If you can't hear and see the attack coming, then it doesn't matter if you know its coming or not. You are still going to get hit like a helpless fool unless you're frick'n psychic. There's no way that being partially alert to an invisible, silenced attacker, should make them immune to taking stealth damage, because they still can't defend against the attack. Make the enemy run around a lot and hide, don't make them psychic. 

  12. Is there some sort of bug with energy syphon and Defy/Primal Fury. I have defy at 1.25 energy per second, which seems to be as low as I can get it, and Primal Fury at .75 per second as low as I can get it. When I equip energy syphon (maxed) they seem to drain out of energy just a little faster, than they do when I don't equip it. On other drain over time frames I notice that energy syphon works on them still. Is this some sort of new mechanic that causes energy syphon to work in reverse for wukong, or is there some bug or nerf happening here. There is no information in the Build notes, and the Build notes still list Atlas as the last warframe, so it's not showing anything about Wukong, or the changes that may have occurred to it. I looked it up on the wiki and couldn't find anything about it, and I looked in forums, but I only find rude ignorant trolls hassling people for asking questions about bugs, so I haven't posted a question till now. Only reason I'm posting here is because this is the first thread where the banter didn't get so nasty as to start using deroagatory hate speach at one another, and not filled with bitter hostile aholes who live to troll and bother others for asking about bugs or changes. If anyone has any information about what's happening with Energy Syphon here, I'd appreciate it. I'm going to use Steel charge for now until I learn more.

  13. I would like to ask the same question. I have a maxed rage mod and each enemy hit only restores 1 or 2 points of energy regardless of how much damage i take. If i stand still and remove my armor and defense mods, and let a high level enemy one hit me to death, I'm still only seeing 1 or 2 energy point return. So I'm wondering if rage has been nerfed. If it's just a bug, I won't rush to change my builds, but if it's another mod that has been nerfed, I'm not going to wait for a different option and I'll just change my builds for all the warframes I have with the rage mod. I really wish that all nerfs were accompanied by a disclaimer on the load screen so that players know when something has changed to their character build effectiveness, before going on missions without warnings and getting mutilated by surprise mechanic shifts. I tend to read through the build notes whenever I see an update come through, but there's never any change in the build notes for small updates, only for the major updates that shift version numbers.

  14. First. i'm not sure why everyone is hating on him, and calling him weak. I hear people wanting him to shapechange or have a cloning power, but shape change isn't going to have an effect on computer controlled enemies. They're still going to attack you relentlessly, and we already have a  warframe that makes clones of herself, we don't need another one. That said, this frame is way badass and OP (please don't nerf it anytime soon). It's press one is underated by a lot of people I hear complain about it. Both the press 1&4 powers use your melee weapon mods. mod a melee weapon for impact, criticals, damage, and maybe blast, or viral, and it becomes a godsend. Yeah it hits one target and has a tiny cc, but when you're dealing with energy leaching enemies, that interfere with your ability to use your other three powers, being able to knock them off the map, knock them so far away they can't drain your energy or insta kill them, is a damn good press 1 ability, and it scales up as you forma and max out your melee weapon mods, allowing it to stay viable in late game, just like its 4th power. I call it's second power its cockroach power, because modded right, this warframe simply refuses to die. The warframe even looks like a cockroach. So long as you keep your energy up have good efficiency and duration, you can wade into melee like an unstoppable psychopath the way you were meant to with Rhino and Valkyre, able to use any weapons you want, not just melee, and able to survive just as well in low tier as high tier. Its third ability is awesome for spy missions(correction. after experimenting with this, more it seems that while it bypasses some of the laser grid alarms , it triggers floor drop laser gridalarms. I got no idea why. maybe a glitch), free roam all directional stealth flight once you get the hang of it, bypassing those annoying laser grids without triggering alarms or taking damage, and works as a stunning get out of trouble free card because you turn into air, can go in any direction, are undetectable, and can't be hurt. It's fourth ability is basically a polearm  version of exalted blade that instead of sending energy waves, grows a bigger and bigger reach with every enemy killed. The warfame itself has a passive ability that makes it's melee counter tick down slower than all the other warframes, so the melee damage multiplier keeps going up and soon you end up hitting every enemy within reach with every swing. The melee counter added to the weapon mods (its a crit impact weapon regardless of base melee weapon you have equipped), just makes this ability achieve brutal results, that just do more and more damage. I love this warframe. it's like a New York Murder Roach.

  15. My clan mates and I have had similar bug, but it's not from dying. It just happens. One minute everything's fine, the next someone notices their warframe abilities aren't working, and realize its because their warframe and weapons are all rank 1. This doesn't correct itself after the mission, and the frames and gear needed to be ranked up all over again. 

     

    On a similar note, I have the 90 day affinity booster from prime accessories pack, and after the double affinity weekend, it seems that affinity is accruing not faster, but actually slower than the baseline. Clan mates noticing the same effect. We're also noticing that after completing a mission, the reward screen shows gained affinity and warframe rank increases, but after that screen closes, when you go to the arsenal screen, the warframe isn't the rank it's supposed to be. Example, reward screen says Equinox ranked up to 23, then go to arsenal after that and it's only ranked up to 19. I see in PC forums they have this same problem.

  16. This Update, long awaited, and overall pretty great, had one major disappointment. Mags greedy pull being altered. Having greedy pull only bring in items for the Mag makes her useless for team farming runs. It also limits the usability of Nekros' Despoil, at any range beyond easy line of sight as the loot that pops out of the bodies is so far away you won't even know it's there. usually mag would then pull all the loot in. Now there's no point, and carriers' vacuum power has far too short of a range to be of any real supplement to the loss of greedy pull. I get that you want us to utilize Carrier prime more, and I do have one and I do use it, but its vacuum range is no better than that of the normal carrier. If we can't use greedy pull anymore, then at least give us a primed vacuum mod or increase the carrier primes base vacuum range. I'm not entirely sure why Greedy Pull was nerfed in the first place. It's a syndicate mod that takes up a useful mod slot on a warframe as it is. Why then destroy its utility. A mag that can't actually gather loot isn't really all that high in demand for parties, so basically you just cut the amount of mag players down by a large percent as they aren't very useful to team play anymore. Trinity can do a better job of granting and replenishing overshields than Mag, and can keep the party healed and in power, so why bother with a Mag at all now.

  17. I like getting red crits, and I've been thinking about what a red proc would be. It occurred to me, that some enemies are 100% resistant to proc effects, so maybe a red proc could give a chance of actually effecting them with the proc (ie; the percentage over 100 being the proc chance for such enemies). Maybe turn the proc icon red when it appears and let the formerly immune to proc target take the proc for a change.

  18. I like to use him for spy missions so I can hack the consoles without worry, and t4 missions where I can rift walk and revive my team mates whenever they go down, ignoring enemies in the way to get to them quick and revive them without getting killed (A role I still see players using Limbo perform in tower defense missions often enough, so Limbo isn't completely forgotten).  Cataclysm, banish and rift walk,should have a fix, so that anything already being carried when entering the rift stays carried. Not picking something up while in invincible status (rift walking) seems more than fair to me, but why drop things already carried such as mission items. No one drops all their weapons when they enter the rift after all. This would also prevent the trolling complaint of cataclysm and banish being used to force people to drop power cells and data packs, in missions where the objective needs to be carried.

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