Jump to content

Joezone619

PC Member
  • Posts

    2,004
  • Joined

  • Last visited

Everything posted by Joezone619

  1. Valkyr main actually, rage + overguard = n o e n e r g y
  2. At this point, we have so many different buffs in the game, its hard to keep track of them all. Some are very helpful to a player's build, like health regen, armor, damage. Others are very harmful depending on a player's build, like fire rate for builds that use mods like [internal bleeding] which require you to be under a certain fire rate, or overguard for builds that use [rage], or [hunter adrenaline] that rely on taking damage to health. We need a system in place where player's can opt out of different types of buffs. A menu, in arsenal or in settings, that has a list of all the stats you'd like to allow/deny buffs for, fire rate, overguard, melee speed, damage, movement speed, etc. Say you disabled melee speed buffs, and a volt used their speed buff on you, you'd still have the movement speed but not the melee speed. At the same time if you yourself used volt's speed, you still receive the movement speed and no melee speed. Completely disabling the stat from being affected by abilities/buffs. In short, we need a menu where we can toggle on/off certain stats from being buffed. With so many build options, and so many buffs, we're starting to hit a point where some buffs just aren't helpful anymore to certain builds.
  3. Overguard easily breaks builds that use rage, and hunter adrenaline. Especially since its a buff you can't deny, decline, or get rid of, even by running out of bounds.
  4. Limbo needs much more then this, but i agree. He needs a genuine rework, most of all though we need better visuals and indications for enemies and allies in the rift. With the new lighting system its almost impossible to tell at a glance now.
  5. Its understandable, so long as it's still 1 credit to keep temporarily during the season, i see no issues. You want to keep the skins, cosmetics, and attachments permanently, it makes sense to buy them with plat like every other skin, cosmetic, and attachment.
  6. I don't see gauss as a speedster frame. His theme isn't "go fast", his theme is "kenetic energy" to me. You can completely remove his speed ability and be totally fine, i did in favor of "infested mobility" from helminth for more control over his speed.
  7. As the title says, equinox's abilities are only showing the day form stats.
  8. You know, nothing is stopping them from making a free roam - standard mission hybrid. Picture it, no factions, no new syndicates, no vendors or shops, no loading doors or player hubs, just Massive RNG maps with a bounty system accessed through the spawn room, or through a new item on gear wheel. It could set a new paradigm for standard missions, actually relate them somewhat to the open worlds.
  9. That actually tracks pretty well, i just hope infested corpus isn't ALL their doing. Give the grineer some love too.
  10. I'm still waiting for grineer tileset rework, we got juipiter, we got corpus ships, even a bit of corpus outpost although not much. Where's the grineer? or infested corpus ships?
  11. IMO they never really fixed the issue, just offset it. All the things they added in the update that was supposed to bring guns up to par with melee, are conditionals. On top of that, you need to kill to get the damage boost, AS IN THE WEAPON NEEDS TO ALREADY BE RELIABLY STRONG. We needed buffs to mods like serration, hornet strike, more raw damage, not a bunch of "kill stuff, get boost"
  12. I have a near endless stockpile of relics just from playing normally. But if you're looking to mass stockpile up quickly, i suppose the best method would be relic packs, from syndicates and free roam traders.
  13. Pretty much yeah, 3-3-4-repeat. With ease. Are you talking about nerfs or bugs? Its a no in any case but this has seemingly nothing to do with your point. Yes, in several ways. Dante needs a nerf imo, what was DE thinking when making this dude have so much overguard, Especially with the double light 4th.
  14. I can't think of a single time i've used mobility mods. Not the simple ones like [rush] on volt/gauss, i'm talking about mods like [firewalker], [nira's anguish], [streamline form], mods that increase bullet jumping, sliding, rolling, etc. I've never had a reason to actually use these mods, and thats mostly because they're not worth using a mod slot over something that will actually help gameplay like power strength. IMO, the exlius slot isn't enough, we still have mods that can go in there that will aid gameplay far more then a bit of sprint speed. So what i propose is a separate modding menu on the warframe for these mods exclusively. It wouldn't be 8 slots, an aura mod, and an exlius, ideally it would only be 4 slots. This menu would use its own separate mod capacity from the normal modding menu. That way, you would actually have the space to use some of these mods. Some of these mobility mods sound actually cool, but i refuse to sacrifice a mod slot, and performance along with it for something so trivial. Bullet jumping on its own without mods works just fine regardless of the frame, but options and space to put them in, is nice too. This new menu would allow DE to label mobility mods like [rush] and [firewalker] as "mobility" instead of "warframe" mods, making room for mods like [dispatch overdrive] too, changing it from a melee mod to the new "mobility" label. Meanwhile mods like [armored agility], or [speed drift], which have both mobility and gameplay effects would be kept to the normal menu, or perhaps split between both but can only be equipped on one. Warframe has so many mods that just go unused, front and center of that list IMO is the mobility mods. TLDR: A separate menu for mobility mods only, with 4 mod slots and its own capacity. Allowing for a new mod label "mobility", instead of "warframe" or "melee".
  15. Subsuming weapons for skins... i actually like that idea.
  16. The idea is simple, warframe skins that can be used with any warframe. I don't know about most people but i HATE subtle asymmetric details, skins, and aesthetics. Yet DE seems to be making more and more warframe's with slightly asymmetric details. I want to like these frames, their kits are awesome, but i don't like their base aesthetic, and that kinda kills the feel of the frame for me. With a warframe skin that can be used on any warframe, i wouldn't need to worry about liking or not liking a new warframe's skin, i could just use an omni warframe skin.
  17. CC really needs to be looked at by DE. TBH, i really like trib's nullifier idea, making them immune to damage abilities and instead be pierced by CC.
  18. I'm a good 70% sure he's gonna get nerfed. The dude is insane, practically infinite overguard, combined with that double dark 4th, this warframe can make even devils cry.
  19. I think its a good idea, but it needs a better execution. Showing us the general direction would be nice, but i kinda agree, pinpointing the enemy kills disruption.
  20. I'm gonna have to respectfully disagree entirely. Warframe needs more challenge not less, I'm here to have fun not be micro-managed.
  21. I don't know about you, but when i hear "gameplay roles" i immediately think about equinox, ember, saryn, nova, mesa, all sorts of DPS and Damage frames clearing a room in 1 ability, and that's fine. There is nothing wrong with Damage or DPS frames, not by a long shot. The problem is with every other gameplay role, crowd control, support, tanks, etc, there is no variety anymore. DPS & Damage doesn't need to be nerfed, CC, suport, and all the other roles need to be buffed, made worth using. For a better idea of what I'm talking about, check out Triburos's video "Loki and The Death of Crowd Control" https://www.youtube.com/watch?v=-3DnrWuVdMM In his video he explains how not just loki, but all CC frames have been neglected and/or discouraged over the years. He highlights many aspects about the game that encourage DPS frame usage as well as discouraging CC. This got me thinking, we essentially don't have gameplay roles at all anymore. Almost every new frame has some sort of tank ability, massive AoE damage, and instantaneous room clearing capabilities. In his video Triburos mentions how when pablo was recently asked about a potential loki rework in the future, pablo automatically leaned into turning loki into a dps frame. I respect pablo and all his reworks, but this just highlights the issue further, his first reaction to "will loki get a rework?" was "loki doesn't look good as DPS." (which i agree with). Now i don't have any immediate fixes to this issue, i mostly wanted to give it more attention as the lack of gameplay roles is a massive problem in warframe and one that only seems to get bigger, causing the game to feel stale. I highly recommend people check out Triburos's video, he explains all this in far more depth then i ever could.
  22. These guys need a nerf. P.S: you forgot rift immune.
  23. Same here, it says its in email but nothing there.
  24. TLDR: Give us a sevogoth scene at the end of the limbo theorem so players know how limbo/the rift works. The limbo theorem is one of warframe's oldest and untouched quests. Limbo himself is never explained, nor is the rift, and this causes a huge astigmatism toward limbo for being too confusing. Most players who pick up him, just as quickly put him back down due to such confusion. So what we need is something to clear up what the rift is for new players. What i propose is not a full rework, but an additional section to the quest after you build and claim the last part. Around where ordis says "Excellent, the final theorem and its unfragmented, processing!". After ordis says this, the screen will fade to black, and the player will be placed in a mission, with black and white coloring, as well as film grain for added effect. The player will simply be taken through a series of tasks, with voicelines from limbo's perspective instructing the player on what to do as limbo. (text boxes may also be used but this will be less effective on its own. Ideally both voicelines and text boxes should be used.) -First, the player will simply be rolling in and out of the rift. -The player will be told to roll into the rift to bypass lasers blocking limbo's path, being told the rift plane is a separate space from the normal plane. (important: the player will be told to roll and exit the rift once past the lasers) -Next the player will be tasked with capturing a target, and will be told to banish them into the rift plane. -After banishing the target, the player will be told to activate stasis so the target cannot run away while in the rift. (for the sake of the quest, stasis will not have a timer, and will remain active) -After stasis is active, and the target is frozen, an enemy squad will show up. The player will then be told to use cataclysm on the group to freeze all of them as well. (stasis still being active should be mentioned) -Lastly, after activating cataclysm, and killing all the reinforcements, cataclysm will begin to shake violently as it explodes and everything fades to white. We are then taken back to the ship, and the quest is finished. This addition to the quest should at least show new players that the rift plane is different from the normal plane. It should give new players a rudimentary idea on how to use limbo, and how the rift works. It will also provide context as to what happened to limbo, aside from the confusingly short lines ordis gives us. This isn't meant to be a tutorial on how to use limbo, this is meant to be an introduction to the rift.
×
×
  • Create New...