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rawr1254

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Posts posted by rawr1254

  1. 2 minutes ago, AltairFerenc said:

    so make every frame a nuker? No thanks bye

    also killing entire room in a couple of seconds alone and making the game a hallway simulator everyone else is not fun to 3 out 4 people(in the same squad)

    I didnt say make every frame a nuker. Where did I say that?

    Also for the second thing, what do you think the point of the game is? Seriously what? Whether you kill enemies fast or slow it does not matter since both speeds inevitably result in the same goal. And you dont have to be in a game with a Saryn. leaving and rejoining takes maybe 10 seconds. But oh no a Volt joined so you have to leave again. So you go back in, no Volt, no Saryn GOOD! But oh no a Mirage with a bramma so you still dont kill everything with your Ivara. Ok so next game a full squad of Ivaras but wait you didnt kill everything again cause one had an AoE weapon while you were using a Kuva Karak. This isnt CS GO. the goal isnt killing the enemy team over and over. Its a looter shooter.

    • Like 1
  2. 8 minutes ago, AltairFerenc said:

    seeing a lot of saryns or mesas doesn't necesearly means they enjoy them, they are just the fastest way of playing, meta sheeps are thing

    This is true, they're more of a convenience because other frames arent up to par. A lot of frames have kits from years ago so it'd make sense that they would be more looked at for ease on the missions success. This is why I feel Rivens were added. So many weapons of current date completely obliterated most old weapons usability. So do we add rivens for frames? No you need to bring them up to date to the current state of the game ability/stats-wise.

    Also this has been mentioned a lot in many other posts and is VERY true. Fun to you does not mean fun to me.

    And another thing. Saryn fills the DPS role. if you join a mission with lets say an Ivara, regardless of even if a Saryn does or doesnt join, what do you think is gonna happen? You arent using a DPS role frame. So clearly you dont expect to kill 1000+ enemies if you want to kill enemies in mass bring a DPS role, if you dont then youre a support class so youre a support role as would a tank role be the same niche.

    • Like 1
  3. While all this may or may not be true, I see a Baruuk or an Ash maybe once a month. Which is almost the equivalent of a Banshees rarity. So while they may be "balanced" clearly that doesnt equal a fun frame.

    • Like 1
  4. Pretty much just needs a voice over that tells you prior to entering "Ok Tenno, time to use what you learned from the crime scene to not waste all your time getting Cephalite"

    I mean after getting that added in screwing up would be your own fault really so the loss of cephalite would make more sense. Also Cephalite is stupid easy to get in open world.

    • Like 1
  5. 1 hour ago, Tokens210 said:

    you ever tried a trial with a public group or just some random ppl you have never played with before, it was always a mess, i was around backkthen often and dont remember a single one or anything about them cause i was barely able to play them, i almost always play the game solo (unless running endless types then public) which ment even tho i was playing back then i was actually never able to complete one, till i came across someone that could solo one and showed me how to complete it

     

    as far as requiring specific frames for specific missions that would never work out, it translates to a direct pay wall to any new players, as they would then need slots for the frames in order for them to be counted as a viable player to others and eventually would come to my experience very early on in the games history when i played as volt and ppl would always quit missions leaving me alone, or the first clan i was in that booted me once they found out volt and volt prime were my only characters at that time, one of the reasons i just started playing everything solo

    Regardless of if a pub of trials was a mess it was just straight up scrapped instead of being made into a generally functional mode. And now with the huge diversity of frames abilities between DR and heals and invulnerabilities that  specific frame wouldnt be as sparse. I mean you'd still need that particular role but it'd have a few extra choices other than a Trinity a Nekros and a Slova. So it's not necessarily a paywall especially since everything in the game it free. Even then it wasn't a paywall. It was an Im a new player and need to build up my frame roster. That is a key part of the game not a wall. And even moreso of it not being a paywall you could farm for prime parts and sell them for plat easily and then buy the slot anyway which is again not out of pocket money.

    I didnt start paying  for primes until after relics existed(1 cause I didnt have a job back then and 2 because relics feel too much of a pain to do honestly). Prior to that I never ever paid for a darn thing in the game and I still had everything up to current date in the game at least warframe-wise. So calling anything at all in this game a paywall in the first place is laughable.

    • Like 3
  6. Personally I started losing interest around when we went from keys to relics. I know getting to pick your loot is nice but nowadays people dont push their limits when doing most missions. It's a lot of go to 5 minutes/waves then leave and go again so enemies stay under level 10... 

    And then we took away trials, which I didnt start getting into until like a year before they went away. And it was good. I miss the 8 man squads and the puzzles in which you actually WORK AS A TEAM and not a 1 man army. I mean this is what I feel has really been lost which is the if I bring this itll help you not die or if I bring this you wont worry about this. Now it's just Ill bring this and if I die cause Im a glass cannon and if you dont get me up when I die in the first 5 minutes Ima be mad *frustrated grunt*. We need to bring back the gameplay that gave reason to bring specific frames to make it so the team can succeed instead of being a team of Leeroy Jenkins.

     

    • Like 1
  7. Combine his 1 and 3 into one ability, give him a new ability something fitting the trickster theme everything else can stay.

    What NEEDS to change is stealth in this game. Stealth is limited to only certain mission types. So if you wanna benefit from stealth kills there's no point in bringing him into defense or survival etc. other than for his disarm ability but in the same second he disarms the enemies a saryn will make them melt anyway. So...in the same way if I go into stealth and my cat starts killing enemies but I still remain in the "stealth" mode this needs to happen for regular missions as well with other players.

    And this is all while I can bring other frames to literally any mission and succeed so long as Im good enough. So to reiterate stealth needs a buff in which it has a reason to exist again. And just because you can sleep an enemy and use a finisher on them doesnt mean anything because that still isnt registered as stealth gameplay-wise.

  8. Sadly pretty much what Kit said, Its bad enough we complained like crazy just to make it so we could pick up stuff that would fly out of enemies at the speed of light 5000+m away(which they still sometimes do for some reason[thought they fixed that...]). Heck avionics and the like didnt even have markers in the beginning so we dont need to make things even MORE difficult to find in all that empty space space.

    • Like 1
  9. Slash dash just needs to have a 10x quicker animation. Pretty much anime speed in which you hit it and you kill enemies in front of you in like .5 seconds. Damage tweaks across the board as well possibly an increase in damage per hit as well.

    Radial blind is fine as is. But should have synergy with javelines.

    Javelines imo since he's a melee-based frame should instead of just dealing damage also pull blinded enemies into melee range. And enemies hit while blinded will burst a smaller blind AoE where theyre hit first not after the pull

    Exalted blade should become exalted bladeS in which he would have his blade as it is now plus more blades floating around him attacking enemies in range(minus the beam from his sword. Only the main sword would shoot the beam) and providing extra damage reduction. Also enemies hit by the blades ring would contribute to the combo counter. Also as a slight QoL I feel the beams should have a very VERY slight homing ability after a certain range(say after it's traveled 50% of its total possible distance.)

    Art of the blade should remain as is in terms of weapon choice however it should be a stacking buff up to 50% with a 2 second duration

    Augments:

    Surging dash should literally be as its name is as in each hit bursts in a small AoE(5m) dealing elements/ips on your currently equipped weapon. This would be a huge help to users of Condition Overload.

    Radiant Finish is fine as is

    Furious Javelin is fine augment-wise only thing that needs to change is how much damage is given per hit.

    Chromatic blade should get the baruuks augment treatment and it would also make more sense being it's called "chromatic" blade.

     

    Also this is just a personal opinion but considering how stupid hard hitting almost every melee is in the game right now I feel that they should be allowed to use combo mods and most other mods that are locked out of exalted weapons. Again this is my personal opinion that I just wanted to put here.

  10. I like Bramma personally but it definitely needs some kinda change to make it at least a little bit of a pain to use. I see as many people using Bramma as I used to see using Catchmoon or spin to win atteraxes. 

    In all honesty A LOT of nerfs that have happened in the past arent justified or arent implemented in a way the weapon/frame is still as useable as prenerf(Simulor, Ash(yes he's clunky post-changes, dont lie now by saying "but his 3 augment"), slide attacks in general, etc.) but this, this is justified but we shouldnt nerf the damage like you want. but non-QoL changes need to happen.

  11. 5 hours ago, z3us32610 said:

    I really like this idea, as a Garuda main. It would be very beneficial for this augment to add to the remaining duration, in my opinion. Experience has led me to believe that having a balanced build with her is the best way to build her. So if someone were to have Primed Continuity on their build, as I have, their duration of the Talons debuff is about 15 seconds. It would seem to me that whatever's remaining would not let this spread very far.

    On the other hand, I might have to revisit the build I have for her if this augment became a reality. Either way, I would welcome a useful augment for her.

    I love the sound of this too. And on top of that spread they could put a +%duration passive on it like they did with Hallowed Grounds passive. cause 15 seconds is where Im at on my build too so it is a bit low. Either that or each spread adds 1 second to the duration

  12. Im not against this at all or anything but arent we all just gonna see squads and squads of Saryns here? So I mean what's the point of a new challenging mode if a frame that trivializes the whole game will be what most players will wind up using just cause "its too hard" 

    I mean its either gonna be that or full squads of Inaros

    • Like 1
  13. In RJ missions the fighter spawn count is supposed to be randomized according to the patch notes but it so for in my experience hasn't. For instance I go into kasios rest on saturn. On the first run I have iirc 46 fighters spawn in(would prefer more but oh well) if I were to continue running that same mission over and over again without returning to the orbiter it will always spawn exactly 26 fighters from then on out. This makes it very difficult to farm any avionics.

  14. 4 hours ago, GaaraPrime said:

      

    Thanx a lot for the input 😄

    I don't have Battle Stations or Tether avionic, but I'll farm them now 😄  They do seem better.

    BTW, it's a shame we can't equip both Void Hole as well as Seeker Volley 😐  Both can only be equipped in that one reserved slot.

    I have a question though - Warhead or Forward Artillery?

    Warhead - Increase Ordnance Damage by 71.5%

    Forward Artillery - Increase Forward Artillery Damage by 93.5%

    I'm thinking Forward Artillery?  For killing those crewships?

    Warhead should boost Seeker Volleys damage so definitely that. Artillery as well if you wanna one shot Crew ships(dont 100% know if it 1 shots in veil only been in Earth/Saturn lately trying to get new avionics)

    But personally yea I run both avionics.

  15. Self damage doesnt need to come back but nerfs should happen to a certain weapon. That weapon would clearly be Bramma. And similarly to the old Rhino + Boltor combo I see literally nothing but Wukong + Brammas. So clearly nerf Bramma. We dont need a Wukong coming in with a Bramma deal maximum damage to like 20-30 enemies and see his damage % through the roof in progress and think he helped the team that all got 500+ kills.

  16. Seeker Volley is soooo good right now. Can kill even veil enemies with much ease. And either Battle Stations tact for a bit more damage or Form up in case someone gets bugged or whatever. And depending on if you run with a squad or not Tether would be better than Ram. If you run with a squad they tend to pop the tether prematurely. and it's much better for farming resources than Ram. It can also insta kill all the fighters similarly to Seeker volley.

    Void Hole is still good but the 12 seconds kinda made me stop using it.

    But the rest of what you have seems right.

    • Like 1
  17. Through screwing around earlier this week with a few of the melee that have been sitting around me the ones that tend to have multi-hit have the best results. And when I say multihit I mean hits more than once in 1 attack. So essentially the multishot of melee.

    And in terms of Heavy stances when I was screwing around in simulacrum after trying the other stances Tempo Royale still performed better. I say this because with at least cleaving whirlwind it DID hit more enemies but when using Tempo Royale out of no where the lv 150 enemy gunner would just insta die from most of the forward block combos. Still not sure why, probably getting a few headshots from it or something.

    And with tonfas you'd wanna use sovereign outcast the base e combo deals TONS of hits meaning lots of slashes/element of your choosing(assuming viral+heat)

    Nikanas would be blind justice. With the block combo you again deal multiple hits in one stike causing lots of status procs

    Tl:dr Multi-hit stances + status(weeping wounds helps A LOT)

  18. So one thing I know that me and other people had issues with were the guns that people happened to use. Some like Apoc, some like photor, some like carcinoxx, etc. So if someone saw that say my RJ had a weapon they didnt like they just wouldnt use it at all and either go out of the RJ or just hang out as an engie.

    So I'd propose similar to Minelayer and Tribute let every RJ be able to equip one of each type and then whoever uses it can swap between the equipped weapons. So this means you could have a Zetki Apoc, a Lavan Photor, a a vidar carcinoxx etc etc. and you could swap between all of the different weapons of your choosing. But this should only be for the gunner/pilot position not the ordnance. 

    Another thing is Archguns/archmelee being utterly useless in the mode. And I understand the archwing is supposed to be the fighter and not the huge RJ. So I propose similar to what you did with the skold crewship add weakpoints similar to maybe banshees sonar in which you could shoot to deal more damage which RJ couldnt since it's supposed to be the heavy guns without the precision shots. and as for archmelee it could used to instead of being a flyswatter on hit will disable them for maybe 5 seconds. This would make it easier for the RJ crew and yourself line up needed shots.

    And the final thing off the top of my head I can think of is the healing bubbles of crewships need to really either be shrunk in terms of size, be blown up in less hits, or have an increased cooldown because in veil theyre just rampant all over the map.

    • Like 1
  19. If universal vacuum we're to happen from earlier posts obviously the complaint would be I dont wanna pick up energy when I dont need it. So my idea is such:

    Smart Universal Vacuum

    This would mean vacuum would be as it is now(mod-wise) only it wouldnt pick up energy unless is you were under lets say 75% energy. So this means energy would not go wasted and everyone should be happy. Also the same could be applied to ammo(if that'd also be an issue) This unfortunately would make the new augment for Titanias passive kinda pointless and need to be changed or removed. 

    Another option like most things in the game is to make universal vacuum available in a toggle but I feel the above should be how it should be anyway.

     

    • Like 5
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