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Zebiko

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  1. Tap/hold with theorem/residual arcane mechanics. Spawn circular areas on the ground where you can enter to pick up a buff of the corresponding type picked. It should play like wisp's reservoirs but with RNG spawning areas. You can still nerf the ability as well.
  2. I don't mind netracell type content, but I would like some kind of change to incentivize me to keep playing them weekly. This past week was the first week I got zero shards, and it just made me not want to do them ever again, because it was a total waste of time to me. I wouldn't mind more than 5 runs a week, to have more chances for shards. I wouldn't mind removing the bad loot drops (all of the arcanes). I will continue to do just the weekly hunt from here on out, because that gives me a shard for sure. What ever DE decides, I hope they improve it.
  3. The sacrifice was the last very good story mission for me. From there on out, the story has fallen a bit. The Zariman story is decent though, and a pretty good update overall. The last good content updated was the simple conjunction survival missions. It gave me the old tried and true warframe experience with a touch of new bits added. It's not a content island either, a rarity in warframe these days.
  4. I would like to make his 3rd ability invisible or much smaller. Aiming your guns already makes it go invisible, but I would like to have that permanently. It's visually in the way of the action. Other than that, big thumbs up with his design.
  5. I think the mod is just fine from my limited use of it. Works well with the new Qorvex (edit: Octavia, I remembered wrong) warframe. Channeling abilities disabling all energy gain except for energy orbs is a separate issue, not the mod's fault.
  6. I have put on tennokai on 2 melee weapons, and it's a nice feature that gets me to use heavy attacks for once, because I usually never did before. But, as soon as I added a tennokai mod to my Gram Prime, I started spawning into the new missions not able to use my weapons, having to weapon swap to 'fix' the bug. My operator also can spawn in not being able to attack or use an abilities at all. Also, operator movement (walking) is forced to stay in the direction I spawned in, and I move like I'm Micheal Jackson, moon walking all around. Sometimes, going back to warframe from operator mode, my warframe will inherit the operators bugs of not being able to attack or use abilities, but that seems to 'fix' itself when I just wait a few moments. I have no clue why this happens, but these bugs break my gameplay pretty hard. The bugs are not consistent either, only randomly triggering in the instances I have described. Taking off the tennokai mod makes the bugs go away. And the bugs only happen in the new mission types, so far. I would like to use tennokai, because I think it's a great addition to melee, but I cannot use it when it bugs out this hard for me.
  7. Getting the same arcanes that you can get from whispers, or from the assassination boss, or from the loot box pack feels so bad. If I didn't get any shards, I would have considered it total waste of time. I do like I can do 5 missions a week, instead of sorties dailies (which have outdated rewards). The mission itself is pretty bad too, can be boring with a group, or really intense solo. Luckily I haven't been screwed out of a run from complications that I heard about. The new content missions seem to instantly fail a run when the host leaves.
  8. He is, but I wish he has a proper name, and what happened to birds 1 and 2?
  9. I really enjoyed the zariman ten-zero update and mechanics, and this update is a bit of a rehash of that update. I have mixed feelings, because most seem just a worst version of zariman ten-zero mechanics, even though the new title sets are nice and lots of work went in to making them. The only thing that really fits the new title set is the lore, and I feel like everything else could have been integrated into the zariman title set, expanding that instead, and saving this title set for later. I don't like the running around for long distances either, as it seems artificially made to waste time. And trying to get behind 'secret doors' isn't intuitive like that zariman title set. The best new game mode is alchemy.
  10. I subsumed her 2 out for nova's null star ability. Then modded her like a slow nova build, max duration, negative range, and some strength. Then slap on some blue shards for armour or red shards for duration or power strength, This makes her very tank with a free death save. I have chosen this build because surviving is the priority, because a dead warframe does no damage. And only her 2 wants range. It hurts that her 2nd ability facilitates other good effects, like armour stripping, but I rather have a coozy play style that is super tanky. I like spamming her 1 too, because it's fun to use, but not that strong. 4th ability without armour stripping is kinda pointless, but still does good damage. Maxing range just so her 2 feels okay to use isn't great either.
  11. It seems like a simple thing, but I cannot find where or how to combine shards. I did the main quest and have level a few ranks into the new faction, have over 600 Stela resource, but no clue or any indication on how to combine the shards. I have seen glimpses on the window and how it looks from streams and videos, but it alludes some how, and haven't seen any talk about how to combine them. Please help.
  12. Hydroid's rework has elevate him to usable, even in steel path! Nice work. I like how you can shield-gate with him along using his 2 to iframe, or you can armor tank with his 3. I like his 1 skill the most, which is a feat, as those are usually lackluster for most frames. That being said, his 3rd ability clashes with itself. You want to use it for the armor buff, but it requires you to be near enemies and apply corrosive procs on them to get a high armor buff. If you mess up and get a low armor buff amount, you have to try again from zero, because it refreshes the whole buff, instead of adding to what you have currently. It's a bit frustrating to use, because you want that buff BEFORE going into a fight, but you need to use the ability towards the end of a fight, with a good amount of corrosive procs on them, just before they die. The ability requires too much work to constantly keep up a high armor buff, and risk dying before you can get it. It wouldn't matter if it was an offensive buff though, as that would make more sense mechanically. Rhino's charge augment has the same problem, which I would never use. Most of this critique is mostly from my experience on steel path, as his armor values pre-steel path are fine as is. Other than that, I think he's pretty good.
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