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About TermiteFrame

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  1. TermiteFrame

    Chat Moderation Changes and Additions!

    Quite the conundrum: On one hand some players want a the list of blacklisted words and/or phrases for the sake of transparency and fear that moderators will and have abused such a list. On the other hand there is a valid fear of disclosing such a list since that could quite easily back fire and hand out a "Blueprint". So its pretty clear there is a trust issue on both sides here. However one side is claiming to be taking steps now so it would probably be better to take the tried and true "wait and see approach".
  2. TermiteFrame

    Chroma needs a rework

    Why not exponentially bump up spectral screams range and have it either scale off weapons, or be directly customizeable?
  3. TermiteFrame

    Chroma needs a rework

    I was disappointed that Nezha's deluxe wasn't even girlier, so I guess I can relate. Also I feel like a lot of chroma players kept too quiet about his problems which leads to the impression that he had nothing to fix or make better.
  4. TermiteFrame

    Chroma needs a rework

    I was disappointed that Nezha's deluxe wasn't even girlier, so I guess I can relate. Also I feel like a lot of chroma players kept too quiet about his problems which leads to the impression that he had nothing to fix or make better.
  5. TermiteFrame

    Stream Date: Devstream #116 Sept 14!

    What ever happened to shield gates? I also still feel like I have a solid idea of at least 5 of the syndicates, but I feel like I have no idea who the arbiters of Hexis are and what they are actually about.
  6. TermiteFrame

    Dev Workshop: Nezha Revisited

    Like all of this so far, but what if the absorbed damage Nezha accumulates during warding halo also buffed the contact damage of the ring?
  7. TermiteFrame

    Knell: I'm sorry, but this is just bad design imho

    I'm typically a terrible shot (or maybe not...?) and I can get it to function very reliably.
  8. TermiteFrame

    Dev Workshop: Spores Revisited (Saryn)

    If you're not going to be more specific on the mission type then I can't help you. And I don't know where you are having trouble nuking. She's much better at murdering things with her abilities now.
  9. TermiteFrame

    Dev Workshop: Spores Revisited (Saryn)

    Wasn't directed at you, but I feel her damage ramp up shines against higher level stuff.
  10. TermiteFrame

    Dev Workshop: Spores Revisited (Saryn)

    Tell me where you think she's worse.
  11. TermiteFrame

    Dev Workshop: Spores Revisited (Saryn)

    Spore changes are spot on. I initially thought the change death no longer propagating spores would be a problem, but after some usage and build adjustment (that's a thing you can do people) the recast combined with the improved/less buggy range I realized that its not there as a nerf to saryn, but its kind of there to prevent spores from going out of control and subsequently requiring an actual nerf. You can build up damage quite quickly, and if you aren't one of those dorks that stink at energy management, you can build up spores damage quite quickly and turn her one into a sneeze of death, which in early levels usually results in you wiping the very memory of the bloke from existence (in short for early to mid game stuff you may want to tone it down for better results nothing new here with that though, she's always was, and still is, Princess Overkill). You do have to take a more active role in spreading spores, but they are overall much more rewarding, and actively spreading spores isn't really an issue since toxic lashes duration has been buffed significantly and can be used on guns now too. Nothing to say about Molt, the augment is still a cornerstone of the ability, but it provides a lot more utility now which was always its purpose. Toxic lash is a monster as usual. I actually use miasma... sorta... kinda... everyonce in a while... Ok that skill could probably still use something tbh, but the rework is still fresh and I'm still tinkering. Nice to see all the "Frame is dead to me now" "She's nerfed!" comments as usual. Never change Warframe community. Actually no that's a lie, please stop its embarrassing.
  12. TermiteFrame

    Melee: Present and Future goals!

    I'm more positive with some of the ideas being presented now that I have had more time to think about them. I still have some ok a lot of concerns and ideas I think should be taken into acount with this rework. Below is some of them. The combo counter idea is ok, but if, and only if, the substantially increased damage is at minimum, greater than or equal to, the damage bonus any given weapon would have achieved at 3X or a 3.5X combo multiplier, ideally it should represent the 4X multiplier since that's about the norm I get for extended missions (like seriously I regularly get there by roughly 15 minutes of a survival) I understand this may be difficult to balance with the charge attack, but remember to take into consideration that your combo multiplier is going to be expended in one attack. One of the most important issues with melee, especially with reduced range, is being able to close the gap between you and an enemies with guns which is a majority of the enemies in the game. Perhaps it wouldn't be a bad idea to have all melee weapons carry a passive buff to things like sprint speed (in a similar vein to the kogake prime and the telos boltace's passive), jumping, bullet jumps, and parkour velocity relative to the melee weapons innate or potential ranges, shorter range weapons give a bigger buff, while longer range melee weapons give less or perhaps even no buff. I also think that this is a good opportunity to blend melee with the games parkour system more. Perhaps these's buffs get disabled when you block as a balancing factor (or in the case of sword and shields: don't get that penalty). Also being able to keep your momentum while attacking needs to be good in order to keep in the fight. Preserving life strike as a mechanic is a priority that is going to have to be tackled, since without the ability to hit through walls and having a reduced range means that cover isn't as accessible as an option when playing with melee combat: you are going to take damage even with increased movement speed and gap closers there's going to be considerable wear and tear (especially later in the game) when you get into the thick of it.
  13. TermiteFrame

    Melee: Present and Future goals!

    And now people are already blowing things out of proportion.
  14. TermiteFrame

    Melee: Present and Future goals!

    Hmm, if the significant boost to base damage is at least equal to how strong a given melee weapon is at 3.5x - 4.5x multipliers the change might not be as bad, acceptable even.