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BasKy

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Posts posted by BasKy

  1. People compare Ash's Bladestorm with Peacemaker as if Bladestorm was the problem and not Peacemaker. I don't find it fun when Mesa gets all the kills, simply because the fun part about almost any shooter is killing things. Even playing support frames is useless because Nuke frames don't need support. Ash doesn't have this problem. Mostly.
     

    hace 17 horas, Gehemnis_Schwar dijo:

     I agree with this, I didn't say the skill is weak, it just not as competitive as other waframes 4th skill because the targeting system is way slower than, for example: mesa 4th, current ember 4th,...etc

    Well you did say it was useless, hardly seemed sarcastic. If it was up to me (hold your hats, unpopular opinion incoming), all nukes would be nerfed to the ground. I would not change the way Peacemaker works, but I would nerf the energy cost per second and rate of fire. Saryn would be damage over time (nerf 4th damage, maybe buff duration). That's my opinion, I don't like playing in god mode and I like it even less when others are playing god mode and I do nothing.

     

    hace 17 horas, Gehemnis_Schwar dijo:

    This is what Ash 3rd skill meant to be, single target, also refund energy, almost one shot everything (except for those we cannot finisher on). If we alrd got our 3rd skill for that purpose, then why need another one? Also 3 marks of the 4th skill cannot compare dmg with one click 3rd in some situations (I know it will bleed for tons of dmg later, but still slower than 3rd one-hit)

    True! Frames shouldn't have a skill that completely replaces another, that's why teleport needs a change.

    It doesn't refund energy as you claim and it doesn not deal more damage than Bs. My opinion is, make teleport a mobility skill. No target needed.

     

     

    hace 9 horas, ES-Flinter dijo:

    Very low energy compared to other frames, who can become invisible

    Those frames can't use rage. I use Ash without Flow and I don't need more energy.
     

    hace 9 horas, ES-Flinter dijo:

    because it's the ability with the shortest invisibility duration.

    Other frames with invisibility are like paper. Of course they need to be invisible more. How could Ash have Loki's invisibility with the same duration? You think it would be fair for Loki? You want Ash to give stealth to his whole team? Ivara needs a second skill for that, it's not fair.
    Smoke Screen complements Ash in a good way, but it should not last as much as Loki's.

     

    hace 9 horas, ES-Flinter dijo:

    Teleport

    Correct me if I'm wrong, but didn't they fix the buggines of Teleport by binding the finisher to a different key?
    Anyway I agree, Teleport without target sounds nice. It needs a change, hopefully without removing the actual teleport.

     

    hace 9 horas, ES-Flinter dijo:

    Bladestorm

    Is not a nuke. Ash is DPS, a good frame that kills. It's not my choice for solo defense missions. I don't like it when one Warframe can do everything.

    • Like 1
  2. hace 18 horas, ES-Flinter dijo:

    me: using bladestorm as a CC on a group of enemies to go sure, that I won't be attacked while I'm using my rocket launcher.

    And the problem isn't only Bladestorm. Ash needs a complete rework. Why? Let me ask you first, do you want a list, or a text?

    Sorry I don't know if you are joking or being sarcastic. What rocket launcher? You use Bladestorm as CC? Sorry I don't understand what you are trying to tell me but I suspect you don't agree with my statement.

    I guess you can make a list if you really want to tell us

    • Like 2
  3. Bladestorm is Ash's best ability right now. Teleport seems the one useless (because Bladestorm exists, dealing more damage, faster, cheaper, you can keep killing or moving, you are not defenseless in a finisher move).
    It's a cheap ability that deals TONS of damage. Making it even faster would make it a nuke, wich I am heavily against.
    Targeting enemies one by one can be a good idea. Sometimes I want to kill one Ancient/bombard without using all my energy.

    At what level are you using Ash and what frames are your squadmates using?

    • Like 1
  4. hace 6 horas, Zyga21 dijo:

    I don't want balance, and I don't want to respect my ai enemies with the thought that they should live more than one hit. I want to jump around, do my fashion frame, and assert my dominance on the game

    That's your opinion, Warframe isn't designed to suit your needs. I'm sorry you don't like it.
    Personally I find the new melee vastly superior in any way. I want more mechanics, and I definitely want balance.

    • Like 1
  5. hace 2 minutos, Johan_Force dijo:

    The pillars only do so much damage. They fall off very quickly in late game content.

    1000 Damage/s for 11s with a 2m radius (no mods) with a chance to make more thralls seems fine to me for an ability that is almost free (killing thralls, wich can be 100% free).

  6. hace 2 minutos, Johan_Force dijo:

    Then make it to where only he can damage them as they are now they cant last and you only get 1-2 thralls unless you play solo. You also nullified your point because the thralls can do the same as nekros's shadows(without the augment of course).

    He didn't nullify anything. Revenant scales great at high levels, you should try a different aproach to his kit.
    Killed thralls leave a pillar of energy that deals massive damage. It also has a chance to make more thralls.

    At low levels it's probably a pain to use him scince any weapon can deal with enemies faster than making thralls. Many other frames suffer from that (weapons being better than skills, especially in publics).

    • Like 3
  7. hace 8 horas, (PS4)Vexx757 dijo:

    What make you say this? is it coz you have seed better ideas?

    Because the only problem I see with Ash is that I don't use 2 of his abilities, and your buffs don't fix this issue for me.
    I also dislike gimmicks. Almost every passive in this game is a waste when they could be much better. They are meant to reinforce the frame's theme and that's a waste. That's why I personally don't like the buffs you suggested to teleport, minus the teleport through walls wich I liked very much.

    Also, Bladestorm can be relatively fast at killing. It depends on enemy levels. Take Revenant, looks like a useless frame until you take it to high levels.
    Saryn and Mesa shine everywhere, if you go to a public with nuke frames your Ash can fall short because you can't kill everything with a button in 1 second, but who cares really, at that level you can win without using powers at all. But at high level Ash is a beast. No need to go full melee either, just the primary weapon and Bladestorm. It doesn't kill slow, and your squadmates won't "steal" every kill because enemies are too strong. Meanwhile you can oneshot anything, at 12 energy, and if someone kills it faster you get your energy refunded. Why no one talks about how cheap BS is lol
     

    hace 8 horas, (PS4)Vexx757 dijo:

    Using the 3rd ability to be in the animation costs no energy but you need energy to be able to use it

    Maybe because they thought giving you immortality for free was too much i guess, if you are about to die and lost all your energy you can't jump into BS. I also don't like how this is implemented because sometimes I want to join BS but the clones kill so fast I cant aim an enemy. Should've been just recast 4 to join, or remain inside bladestorm while holding 4.

    Haven't read the Loki part, I wanted to give my opinion about Ash because I use it regularly.

  8. hace 4 horas, (PS4)Vexx757 dijo:

    The 1st ability is only good with its augment. Augments should be used as an option and not coz the ability on its own is bad, the 2nd ability could benefit by having better cc and even through ppl say that his invisible is too short I have no issue with it, the 3rd ability has potential to be so much better just of the concept of teleportation alone and the 4th ability is terrible when it comes to activation speed, it`s too slow and other ppl can take your kills (even in low levels) and even more things that make it bad.

    Mostly I agree, but I think the way you approach the issue isn't the best.

    hace 4 horas, (PS4)Vexx757 dijo:

    1st Ability:

    ·       If enemy is killed in one hit it is considered as a stealth kill.

    ·       Holding the ability will make both shurikens target the enemy you`re aiming at dealing double slash damage and adds critical damage based on what mods you have equipped on your melee weapon.

    ·       The more health the enemy loses, the slower the enemy moves when bleeding out.

    ·       When the enemy stops bleeding, it will go back to its normal movement speed.

    The buffs are welcome but I still wouldn't use it. Flat damage will always become useless at high levels and I use Ash in Arbitrations. One BS mark costs 12, Shuriken costs 25, if I want to kill the guy BS is always better.
    What Shuriken needs in my opinion is a utility function. Maybe teleporting to an enemy recently hit by Shuriken could make you invisible for a short duration. It's still more energy than Smoke Screen alone but you get the damage and mobility from Teleport. It's not just a buff, but a new situational mechanic.

    hace 4 horas, (PS4)Vexx757 dijo:

    2nd Ability:

    ·       Increase the cast stun duration to 4 sec.

    ·       The smoke left behind will last for 10 seconds.

    ·       Enemies that enter the smoke will have a 6 sec stun duration and are 40% more susceptible to damage.

    ·       All stun durations cannot be increased by duration mods.

    ·       Increase smoke cloud radius by 7m

    ·       Smoke cloud`s radius can be increased by range mods.

    ·       The stun and the smoke damage buff will also work on bosses.

    ·       When Ash is invisible, the apparitions from bs are also invisible.

    The first problem I have here is that some of these stats are not affected by mods. That takes the fun of it, isn't it fun to make builds?
    The rest is fine I think, as long as you retain the stats from current SS.
    Right now SS serves me well to escape dangerous situations. I don't build duration and I could even build negative duration and still find SS useful but for that only.

     

    hace 4 horas, (PS4)Vexx757 dijo:

    3rd Ability:

    ·       Holding the ability will give Ash certain mobility buffs. Teleporting in the air will give him sprint speed, bullet-jump before teleporting will give him increased bullet-jumping distance and sliding before teleporting will give him maneuverer speed.

    ·       The buffs start at 5% however, multiple used can increase them up to its maximum of 25%.

    ·       All buffs will have a duration of 20 seconds.

    ·       These buffs are not affected by strength and duration mods.

    ·       Holding the ability while on the ground will make ash kick the enemy across the room causing a small ragdoll (visual animation is the same)

    ·       You can teleport through windows if there are allies, npcs, enemies or objects with a health bar on the other side of it.

    ·       You are able to teleport to enemies in the air.

    ·       After teleporting in the air, preforming melee attacks will keep him in the air. (if DE decides to add aerial combos to melee 3.0)

    The same about not being affected by mods.
    Movement buff is better than flat damage, but is this enough? Would you use teleport just to bullet jump faster? I wouldn't, these buffs are at the same level as most Warframe's passive, a bonus that is there but not really useful.
    I hate ragdoll.
    Teleporting through walls? Sounds good. Make it so we can see the enemy behind the wall when marked or hit by Shuriken, just for QoL. The same effect as the codex scanner.
    And in order to fix the buggy finisher that sometimes doesn't trigger, it should just use BS animation automatically.
    I still wouldn't use this skill unless it kills the enemy (even then, BS does it cheaper). Using it as mobility seems like a waste of energy to me. What about lifesteal? Either that or it makes the same damage as BS (Including Combo Counter). It costs more anyways and it's slower.

     

    hace 4 horas, (PS4)Vexx757 dijo:

    4th Ability:

    ·       When activating the ability, it will start instantly.

    ·       Pressing the ability will bring you into the animation while holding the ability will send clones out to kill instead of you.

    ·       If you want to jump out of bs, press the ability again and the clones will continue to kill enemies.

    ·       Enemies that are red can be killed by players.

    ·       There is no limit to how many enemies he can kill within the radius of the enemy he`s aiming at.

    ·       An indicator is shown of the number of enemies that are going to be killed by bs.

    First cast should always be the clones. in most situations it's more useful to do something else while they kill.
    i'm not sure what to say about the rest. I was one of those that hated new BS, somehow now I like it. It's not weak at all as long as you have the damage.

    This ability doesn't need to be a Nuke. You compare it to Saryn and others as if Ash was the problem and not Saryn.

     

    hace 4 horas, (PS4)Vexx757 dijo:

    The current bs we have now made him absolutely useless in a team

    This is NOT true at all. As I said I use him in Arbitrations and I always have a high (if not the highest) kill count and damage dealt of the team.

     

    hace 4 horas, (PS4)Vexx757 dijo:

    Since DE is getting rid of the combo multiplier, here is a solution to building up damage.

     Shuriken + Blade Storm:

    To increase the damage of bs you must use shuriken. As long as enemies continuously keep receiving bleeding ticks, your damage will increase over time with no limit.

    ·       Enemies need to be alive and bleeding from the 1st ability for bs to build up damage.

    ·       If no enemies are affected by slash, you will have five seconds before the damage is lost.

    ·       If the five seconds is up, the stored-up damage will decay overtime instead of disappearing completely.

    ·       There will be an indicator showing the amount of damage you are accumulating and the amount of time you have left.

    ·       If you get downed, the timer won`t start until you are revived.

    5 Seconds is way to little. There's no room for mistakes there, the bonus damage should be huge to make it good, but overall I like it because If enemies die in one hit (no time to procc bleed) you don't make stacks, but you don't need them. If the enemy doesn't die, you procc slash and build up damage.
    We need something to replace combo counter yes. I had no idea they were going to remove it, maybe we should wait and see what they do.

  9. Personally I don't care about the stalker mode because I play this game as a PvE, but it could get implemented I guess.

    En 18/11/2018 a las 17:23, Dariel77Angel dijo:

    How about the Man in the Wall coming over to you, like he usually does, and corrupting your tenno momentarily. (Showing the "other" side of the battle for what it's worth)

    Then you get a popup saying, resist the forced transference or not to resist.

    If you let go, you become a stalker for 1 mission.

    I don't know about this. It's part of the lore and we don't know anything about the stalker. Also I get that it would be RNG based? (You need to wait for him to decide to corrupt you). I don't like RNG.

    hace 1 hora, Tsukinoki dijo:

    Way too easy for the stalker player to abuse it and make it utter garbage for this to work.
    Especially if rewards are involved.

    After all: Whats to stop the stalker from attacking the objective?  In a Def/MDef/Rescue he could just instantly ruin the objective before he's taken out with next to nothing teh players can do about it.
    In a spy/rescue he could trigger the alarm and cause a mission failure that way (and please note: AI stalker can actually cause this if he spawns at the wrong time, he's just not programmed to abuse it force mission failures, and a player will abuse it if given the chance)
    What stops him from just running away and hiding until it forces a mission failure for not killing for long enough?  Or waits until the life support in survival runs out?
    What stops him from trolling low MR players endlessly by not killing his target and instead repeatedly killing the other squad members until they are out of revives?

    Simply put there is way too much griefing potential in this, with very little that could be done to prevent it.

    Further they can't really put rewards behind it other than cosmetics, like conclave has, because I don't want to be forced into play PvP in order to get new weapons or frames or something else.  And I don't think a large amount of the player base wants to be forced into playing PvP for something.  If we wanted PvP we would be playing conclave...but seeing how dead that is...

    The Stalker player shouldn't be able to interact with anything from the mission but the player's squad. It should be level capped at MR15 or so, so it doesn't allow you to "invade" a new player and also avoids players creating new accounts to kill new players. You can only get invaded if you previously tried or succeded to kill a player as a Stalker, kind of like the current Death Mark but backwards.
    Still leaves the problem of the player's squad. They are being dragged to PvP even if they don't participate in this game mode.
    Options to fix this:
    -Can invade only on solo mode
    -The Stalker can only kill and be killed by the host (the mission could fail because of the player Stalker, so this doesn't fully fix the problem)

    Being invaded shouldn't stop the mission from progressing. And no exclusive rewards other than, maybe, rewards that can only be used in this mode.

    Changes should be made lorewise. I don't think we should control the Stalker itself, he is another character already. Maybe a corrupted version of our frame or whatever, but not the Stalker scince it doesn't make sense (with the current lore at least, it doesn't seem to).

    I would not play this mode anyways, and I don't think it's a good investment scince Warframe's playerbase is interested in PvE not PvP.

  10. hace 4 horas, peterc3 dijo:

    Your OP is all over the place. This in particular makes no sense.

    I want to play a super high level node of my choice that I can crack Relics and get all the resources I want. This is not reasonable.

    4 Player enemy scaling when playing solo is what I wanted to say. I think Rebecca showed this once in a Devstream.

    Why isn't it reasonable? Isn't playing with a squad still more efficient?

  11. hace 8 horas, EmissaryOfInfinity dijo:

    Any content a player doesn't touch is wasted development time. Ergo, using randomly-placed alerts encourages players to experience all content, and avoid wasted development time.

    I don't think forcing players to play unwanted content is the best idea. And I don't see the point, if you release content for your game and your players don't like it, you force them to play it? Are Archwing fissures the next step?
    Besides, I am not asking to remove randomly-placed alerts (I didn't talk about alerts actually, but I get what you mean). Just a good compensation for playing on the nodes I like, when I want.
    And it wont be untuched content. As I said, you can keep the current system for public matchmaking.

  12. I am a simple person in that I can keep playing over and over the same game, doing exactly the same and not boring myself to death. In Warframe's case that is Survival, Orokin tileset to be specific. So when the relics came out I was happy that I could freely play without the need to farm for keys, but I didn't realize that the rewards were what actually pushed me to play it. And I am sure I am not the only one when I say I feel like I am wasting time when I play on Mot for 40 minutes to get virtually no rewards, when I could be playing a fissure to get MUCH more benefits (the difference being that this fissure is not chosen by me, the one playing the game).

    Why is it that all of Warframe's content is randomly put in the Star Chart?

    Is it to encourage playing on the whole map? I don't see the point on forcing me or other players to play on tilesets I don't want to play on or mission types I dislike. Isn't the only thing this accomplishes is players not playing as much as they would, because they simply don't want to play, say, Europe Excavation?
    It's not enough that every reward is behind a timegate? The 24 hour Sortie. Fissures, Arbitrations, Eidolons, sindicate missions all have timegates. I get that DE does not want players to rush and get everything in a day, but that is a different problem that should be solved differently.
    Still, I am not including things like Eidolons and Sorties (because I know of that other problem), only game modes like relics, Arbitrations, syindicate missions and future new game modes.
    Arbitrations could keep the timegate for now, syndicate points are already limited, and prime parts farming will always be more efficiently farmed with a squad

    Is it to make matchmaking easier? You can keep the current RNG system for matchmaking, but allow me to choose solo only nodes. I really don't see the problem on allowing me to open my relics on the void. It's even worst for the solo player scince I don't have the obvious benefits from my squad (shared relics and affinity, better spawns, more loot, 16+/infinite revives, three players helping me ...).

    Is it because players would exploit short missions like capture? Then attack the root of the problem. Capture missions need changes, don't limit the whole game because of some game modes. But I guess it's a good start applying this change to endless missions only, they are the most famous ones after all. It makes more sense to exclude some game modes so players can't exploit, than to limit the whole game for one problem.

    Higher level missions would give better rewards. In Arbitrations and Fissures' case that is already adressed scince different relics already have their level caps, and Arbitrations are always level 60-80

    Want to make it one life only like Arbitrations but solo? Go ahead. Just allow me to play what I want and get some compensation for my endurance runs.

    Playing solo is already punished, but this would encourage me to play much more. It would be a good oportunity to allow me to open Lith relics on higher leveled missions so I stop ruining these poor level 3 Excalibur on Mercury (and also have some fun scince low level missions are so boring). And a good oportunity to bring 4 player squad to solo missions.

  13. hace 23 horas, Lisztomaniac dijo:

    where 2/3 of the warframes will die from a single stray bullet and there is nothing you can do about it past certain points but avoid or cheese if we have no bleedouts of any kind

    It seems to me that this kind of argument is the one most people bring forward. Bleedout is a bandaid. I actually felt like the whole revives thing was to alleviate the extreme enemy damage and AI that sometimes is unfair, and I think it's DE avoiding the problem rather than fixing it with this system.

    I love no bleedout nor revives. Any problem that comes after it should be solved with gameplay changes. A good player should be able to survive with any frame. If this is already possible, then we don't need bleedout/revives.

  14. En 31/8/2018 a las 11:58, peterc3 dijo:

    The lowest I see happening is 23.

    Queueing, at least for Forma, is bypassing the entire reason a Forma takes a day to build. There's no reason to expect something that makes you interact with the game everyday to get something that allows you to not have to interact with the game every day.

    But the Warframe App exists, wich allows you to keep building without interacting with the game. Adding a Queue would be a QoL. We can already build things without opening the game anyways.

  15. hace 2 horas, meckofGod dijo:

    weapon creation for the warframe: eslingue that drops balls that explode the explosion and electric with rays of energy coming out if the weapon is loaded it is an explosion of plasmor  <New primary weapon, some type of electric granade launcher

    melee sword sword with 4 blades each blade owns an element <New melee weapon

    event for the launch of the warframe find the pessas in the labs and kill stalker at the end to get the blu print <How to get his new Warframe's blueprint
    Warframe style escalibur with mechanical wings, with gold metallic tribal lines across the body

    PASSIVE after the sentinels explode are rebuilt giving damage and healing at the same time

    skill 1 cast energy spheres that drain the armor of enemies in a certain radius enemies without armor take the random owner ex: radiation or corosivo or viral or explosao after the mechanical balls explode leaves random drop or energy or life or shield

    skill 2 defense towers are launched creating shield in defense mode or damage in attack mode towers andao

    halt 3 fixes and improves allies' weapons by increasing the random damage rate on the weapon if the weapon is left on the ground it creates a weapon for the ally temporarily 

    ability 4 the warframe uses the wings to fly and the allies nearby gains mechanical wings that leaves them ivuneravel by a determined cost of energy per second while the allies are with the mechanical wings and the warframe they gain the robbery of life after the wings they break they win shield theft

    That's the best I could do.
    Sorry but no one will take you seriously with a post like this.

  16. En 9/7/2018 a las 2:14, FoxFX dijo:

    [+ Prolonging Mind Control and Strengthening the Hold] Nyx can hold down the Mind Control ability to reset the Duration (or add a few seconds) of Mind Control so the player can keep the enemy they prefer having around.

    This would allow players to troll heavily on defense. Any idea on how to counter this? I would say simply considering the enemy an ally if he is affected by Mind Control.

    I also think Nyx shouldn't be able to move while Absorb is activated without Assimilate.

    Besides those two points, I love everything.

  17. hace 1 minuto, (PS4)lagrue dijo:

    If you're referring to WF builder that was and still is a massive undertaking.  You say we can do it on any browser, why not in game - well I reverse the question.  We can do it in any browser, why do we need it in-game?

    I mean yes it sounds like a nice feature, but alot of work has to go into that and I'm not sure it would be justifiable.  

    I don't think it would be a lot of work, honestly. Quite the contrary. Imagine if applying a Forma didn't reset the weapon rank. It would be just that, but without Forma consumption and inside Sanctuary.
    It would be usefull for the reasons I wrote above. Besides, didn't the devs want to minimize the amount of times a player goes to the wiki and such looking for information? That's probably why the relics display all rewards now. I know it's not exactly the same but still.

  18. We should be able to freely mod our warframes and weapons in the Sanctuary. It won't break the game and it would really help to try out new builds without wasting forma (and time).
    Upon entering the upgrade screen inside Sanctuary, a fourth mod slot called "Sanctuary" could show up. In it we can add polarities, Orokin Catalyst/Reactor, and Exilus.
    The mod capacity would turn red if we go past the capacity limit (so you know how many forma you will need) but without preventing you to test it.

    We can already do this in any browser, why not in game? And with the ability to test it, It would prove a very usefull addition. Specially after you put a fifth polarity on something and you want to try new things.

  19. Maybe I am using it wrong, but I find it really annoying that Dive Bomb doesn't actually stops my movement when hitting the floor in some occasions, and instead I end up much much further away than the place where I was aiming. This happens because in order for the explosion on impact to happen I need to aim it almost straight down. I think it would be much better if Zephyr could stop when touching the ground instead of sliding akwardly for all the remaining range.
    It's even worse with high range builds because you just can't control it and I like having range on Zephyr.

    I made a drawing because I don't trust my english :^)

    Spoiler

    Zephyr.jpg

    On the left you can see a successful Hover jump and Dive bomb with the yellow explosion, on the right it's a player that aimed it further away and insted of landing where he aimed, he kept sliding to another location, usually one outside the map.

  20. hace 14 horas, Unagi604 dijo:

    When you're talking about weapon swapping and say "supposed to have pretty fluid gameplay", I'm asking, does that really fit here? Any game (board game, video game, sports, ect) is based on rules, rules that restrict us, and it's those rules that define the game. Instant weapon swapping would make the gameplay more fluid, but so would infinite magazine size. Even on an extreme case, infinite health would too since getting downed has never helped anybody's game go smoother. Removing rules will usually mean things are smoother, but the question is, are we supposed to have it?

    I completely agree with this, and it is something that people rarely understands. This is why I dislike mods and systems that others usualy love, like movement 2.0, energy pizzas, walking peacemaker, and others. But still you need to look at the actual game. Warframe is fast, it requires you tu be fast, and the current speed change doesn't fit with this game. I haven't seen a shooter with slower weapon switch. CS, Battlefield, Killing Floor, hell, even in Dark Souls you can change weapons faster than in Warframe.

    I am all in for mechanics that forces me to think before doing something, but I think that holster speed this slow does not fit Warframe, and even less the Warframe we have today wich is like SUPERFAST.

  21. So I either need to waste 2 mod slots for Sure Footed and Fortitude to have a CHANCE to not being knocked out, or Constitution and Handspring to recover faster (it still knocks you down and drags you), waste energy to cast an ability every 10 seconds one of these guys show up (ancients after 5 mins become really common on infestation), play melee and block because they surely won't wait for you to change to melee and then block, be constantly on the air bulletjumping, or bring specific Warframes.

    The only real counter we have is rolling, but I think that move feels a bit slow and stiff (even Dark Souls has a better roll and it is a MUCH slower game).

    In my opinion what should be done is 1- Make the roll faster and better, and 2- Make it so these enemies don't always do the rope attack. The moment I see one I know for sure they will do the rope thing. It feels dumb, they charge at you and rope. Allways. And I dislike the pinpoint accuracy they have, they should not be able to grab you if you are almost behind them. Their arm is pointing one way, and the rope goes another, that has allways annoyed me.

    By the way OP you could have gotten more support if you didn't act like a child.

  22. hace 14 horas, Kaminariss dijo:

    Anyone else noticed a boat shaped helmet? Constantly reminds me of 

    97353e8db68fee008257af713e890906--helmet

     

    Also yeah giraffe is a problem too. Other helmets dont particulary match either :|

    I don't particularilly like it, I actually don't like ANY Mesa helmet, besides vanilla and Graxx.
    Not even the Deluxe helmet itself really matches if we are talking about the long neck. If they had released some kind of scarf for this skin, just like Excalibur Umbra has a unique one for him, the long neck wouldn't be a problem.

  23. I must say I'm a bit dissapointed too with the long neck. I don't think they need to redesign the entire skin, just make the neck wider and put shoulders a bit up. I really like the vanilla helmet and Presidio looks awesome, but the long neck is ridiculous.
    I've been patiently waiting for Mesa Prime and I was hoping they made a good looking body scince I already have a helmet that I like, but I was fearing that something like this could happen scince it happens with other frames. I totally forgot that she could get a Deluxe skin and when I tried it out it happend what I was fearing, normal helmet simply looks bad. Now the only hope I have is they release a scarf syndana to hide that super neck.

    Peacemaker and Pearl sounds like they have a silencer, but I can live with that (I still preffer normal Regulator sound).
    The Syndana is fine.
    Now if I change back to the normal skin I will feel like I wasted 225pl for nothing.

    About the Pearl reload, I am not sure. Because it sure is cool to have a Marelok reload style. I dislike Marelok visuals and Pearl is much more discreet, and I don't loose the cool part about Marelok (the spining). Besides, think about how it would look if you were using Twin Grakata, what a fast revolver you have there 

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