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Petroklos

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About Petroklos

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  1. There's a video. Zarr is fully moded, Mirage only has Umbral Vitality on.
  2. After its buff and the bugfix that made it function, it's an absolutely okay mod. I still expect to down myself when on low health or while using Unranked and/or Squishy Frames, but it won't insta-down me otherwise. Perfectly fitting for an exilus mod. Though on a second thought, not knowing which other Mods will make the cut for Exilus compatibility makes my assumption of its potential to be meta much less certain.
  3. Not sure if Weapon Augments will make it, for the same Reasons they're not making Warframe-Augment-Mods Exilus Mods as well. But that list is pretty much what I'd like too. Pretty please with sugar on top for the Cautious Shot. And expand its compatibility list to every Weapon while we're at it. I'd say every self damaging Weapon, but just expanding it to all would be much easier and would remove the need to update the list every time a potentially self damaging Weapon is added.
  4. Cautious Shot (mostly) deals with Self Damage being fatal but it's hard to justify a Mod Slot for it. Making it a Weapon Exilus Mod however, would significantly reduce the competition and make using it on Explosive Weapons a common choice. It would most likely become the undeniable "meta" for that Slot, but it's an Arbitration Reward, that takes 10 Ranks of Credits and Endo to Max and due to its Capacity Cost, would demand a Forma'd Exilus Slot, so I don't see it being an issue. In addition, the Mod's applicability is very limited, excluding several Weapons that deal Self Damage. Expanding its Compatibility List to every Weapon that deals Self Damage would be great, but also just allowing us to put it on any Weapon would do the trick and be much easier to do. Please don't forget that Secondaries and Melees can have self Damage.
  5. I have 4 or 5 Aura Forma BPs. They each cost 4 Formas to build. All the Frames I'm invested enough in to use an Aura Forma on, I've already done so. I constantly need regular Formas for Frames, Weapons, Companions, Archguns etc. Why would I ever craft any of my Aura Forma BPs? Every time they drop as a Rotation Reward, it feels like a wasted Rotation. Please either reduce the BPs' Forma Cost from 4 to 1, or move them from the Drop Tables to the Vitus Trade Shop thing.
  6. I have 4 or 5 Aura Forma BPs. They each cost 4 Formas to build. All the Frames I'm invested enough in to use an Aura Forma on, I've already done so. I constantly need regular Formas for Frames, Weapons, Companions, Archguns etc. Why would I ever craft any of my Aura Forma BPs? Every time they drop as a Rotation Reward, it feels like a wasted Rotation. Please either reduce the BPs' Forma Cost from 4 to 1, or move them from the Drop Tables to the Vitus Trade Shop thing.
  7. Warframe and Weapon Slots are significantly more important to newer Players than Companion Slots. Always having the Warframe/Weapon Slots first and the Companion Slots later would be better. Series Credits could do with more things to spend them on. Forma, Exilus Adapters, Daily Boosters, Weapon/Warframe/Companion Slots etc. In addition having some really expensive rewards could be an interesting addition, especially for the few players who don't need any of the existing or proposed additional rewards. Built Aura and Umbral Formas, and Riven Capacity come to mind, for a lot of Credits. There was talk of rewards from past Nightwaves returning, possibly as part of the Intermissions. The Mods should return, if as progression rewards: those who already have them will have something to trade, if as purchasable via Intermission Credits: those who already have them can chose what to do with them. Cosmetics however shouldn't return, as this would lessen the importance of acquiring them, reducing the incentive to do the regular Nightwaves. Unspent Series' Credits should transform to Intermission Credits, instead of becoming trash to sell for some regular credits. Just makes more sense and makes leftover Series Credits feel more significant. Mining, Capture and Fishing Weeklies shouldn't be tied to specific Open Worlds. I've barely done any Conservation in PoE and I'd love to do my weekly conservation there, but it asks for it to be done on Orb Vallis. When I need some mining resources from Open World A, but the weekly asks me to do mining in Open World B, there's a significant chance that I'll skip one of them or both, whereas if the mission didn't demand a specific Open World, I could easily combine those which increases incentive to do either instead of decreasing it for both. "Fill Ayatan Statues" and "Guild Item" Missions stick out as the only ones who demand preparation instead of allowing you to just do them. This incentives hoarding Aytatan Statues and halting your Mod Progression, or holding on to un-guilded Max Rank items instead of using them. Changing these to 1.000 Standing half-weeklies would reduce their significance and make this much of a non-issue, especially if paired with the reduction of needed Ayatan Statues down to 1. Nightwave Specific Nodes: The Wolf Series' 60 Minute Kuva Survivals were too time consuming and kinda boring, up until the last 10 minutes or so that the difficulty ramped up and then they became interesting and fun. Having even shorter Survivals instead of the current 30' ones, on specific nodes (like Nightmare, Syndicate, Relic, etc Missions) with higher Starting Levels, faster Level Progression and other difficulty enhancing changes, would be much more fun than the current missions. And that's all. I hope some of this was helpful. I overall really like Nightwave. It works as a guiding hand for new Players, it provides Item Slots that were previously only accessible via Platinum and the Stories make the world feel bigger than just "wow look how cool the Tenno and their adventures are!".
  8. Was Nightwave's simultaneous release a first step towards, or a test for the feasibility of Cross Platform Play?
  9. Combining Elemental Mods on Beast Companions doesn't work as expected. For Example installing VenomTeeth-FrostJaw-ShockCollar-FlameGland (in this order) should provide Viral and Radiation Damage, but it provides Blast and Corrosive (what the Frost-Flame-Venom-Shock ordering should do) More examples + images ^there^
  10. Combining Elemental Mods on Beast Companions doesn't work as expected. For Example installing VenomTeeth-FrostJaw-ShockCollar-FlameGland (in this order) should provide Viral and Radiation Damage, but it provides Blast and Corrosive (what the Frost-Flame-Venom-Shock ordering should do) More examples + images ^there^
  11. Combining Elemental Mods on Beast Companions doesn't work as expected. For Example installing VenomTeeth-FrostJaw-ShockCollar-FlameGland (in this order) should provide Viral and Radiation Damage, but it provides Blast and Corrosive (what the Frost-Flame-Venom-Shock ordering should do) More examples + images ^there^
  12. Combining Elemental Mods on Beast Companions doesn't work as expected. For Example installing VenomTeeth-FrostJaw-ShockCollar-FlameGland (in this order) should provide Viral and Radiation Damage, but it provides Blast and Corrosive (what the Frost-Flame-Venom-Shock ordering should do) More examples + images ^there^
  13. Combining Elemental Mods on Beast Companions doesn't work as expected. For Example installing VenomTeeth-FrostJaw-ShockCollar-FlameGland (in this order) should provide Viral and Radiation Damage, but it provides Blast and Corrosive (what the Frost-Flame-Venom-Shock ordering should do) More examples + images ^there^
  14. Combining Elemental Mods on Beast Companions doesn't work as expected. For Example installing VenomTeeth-FrostJaw-ShockCollar-FlameGland (in this order) should provide Viral and Radiation Damage, but it provides Blast and Corrosive (what the Frost-Flame-Venom-Shock ordering should do) More examples + images ^there^
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