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Joezone619

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Everything posted by Joezone619

  1. Funny enough, you can actually use viral heat as operator, and when using "virtuos trojan" "virtuos fury" and "magus melt" on the more status heavy prism and multi-hit prisms like the lega prism or the klamora prism, it actually does pretty decently. Combine it with unairu for armor strip and its actually steel path viable. IMO tho, its not the best method. Using unairu, i just go for raw damage with virtuos strike and eternal eradicate (or eternal logistics for klamora), and it goes just as hard on steel path. And it doesn't reduce void damage's advantage against sentients and eximus overguard.
  2. -Kuva Twin Gremlins (favorite secondary) -Kuva Grakata (clem, grakata) -Tenet Staticor (also favorite secondary)
  3. I think these shield changes will finally have people focus shields some frames instead of health/armor on all of them. the raise to 50% damage reduction is significant, and compounded by the recharge delay mods.
  4. My problem is her 4th. its too rock based, not fire based. "But meteors are on fire", yeah they're also meteors, as in made of rocks. It would fit atlas, not ember.
  5. I think the zariman maps are the perfect size and decor density. The corpus ship maps are too large and empty, enemies spawn far apart and don't clump together enough. Most infested corpus ship maps and some grineer maps are too small, enemies clog the doors, halls, and you barely have room to stand. Often the camera doesn't even have enough room.
  6. My problem with these are they require a second arcane to work, effectively taking up 2 arcane slots for 1 wanted benefit. Sure you get the benefits of the other arcane, but when you don't want them it stops being a buff and becomes a burden. There are reasons why these theorem arcanes were considered dead of arrival even before they were in the game.
  7. Losing animal instinct is less significant because we have universal enemy radar, but it does give loot radar still, and losing vacuum is a big no. i agree overall, either keep the radars and loot vacuums or this was a massive waste of DE's time and money to make.
  8. Not to mention the decaying dragon key, its supposed to be a burden, not a buff.
  9. Add it to the list of stuff DE will never do, right beside "make a cheaper 4th bundle with just the skins" The community has made itself crystal clear they want cheaper options and DE has made themselves clear they aren't lowering the price, no matter how much platinum they add to the current bundles. Simply put these will go down as the worst exclusive skins in warframe's history, all because DE wont make them affordable. $100 can buy you a lot things, food, clothes, games, 1 thing its not buying me is those skins.
  10. From what i can tell, eternalism is not the same as multiverse theory, although very close. From what i understand its not like "there are multiple universes at any given time", more like "reality splits into multiple outcomes that can interact with each other, and eventually collapse at a conclusion". Multiple worlds do exist, but only for a limited time, eventually they recombine into 1 world. At least, they is the impression i've gotten from what we know. We can alter and change the frame of reference, but ultimately there is only 1 at a time.
  11. Even at minimum settings, its laggy, has long loading screens, and on me it kept crashing past the tutorial so yeah, i dont recommend. Keep in mind, I run warframe at max settings with little to no issues.
  12. 1: Ravage (New): Valkyr dashes toward an enemy and performs a finisher on them with her claws. -Has increased finisher damage based on power strength. -Can be used on enemies with overguard but does reduced damage. Augment (Eviscerate): Every enemy killed by ravage increases melee damage by 10% up to 100% for 10 seconds. -Both the damage buff and damage cap are affected by power strength. -Timer resets upon killing enemies. -Only increases melee damage. This includes hysteria's damage. I decided to get rid of ripline entirely because it no longer serves a purpose. It was made at a time when bullet jumping didn't exist and we had stamina, made to give valkyr some extra needed mobility. But now? We have bullet jumping, rolling, air sliding, aim gliding, we don't need this anymore. I can think of nothing more fitting for valkyr's 1st then an ability for that straight up performs a finisher on an enemy using her claws. The augment was made/changed to give players more reason to use and even focus on the ability. A minor melee damage boost, but one that adds up stacks with a timer that keeps resetting so long as you have the energy to keep casting the ability. 2: Warcry (No Changes): Valkyr buffs melees speed and armor. Augment (Eternal War): Extends the duration of warcry by killing enemies. This ability is perfectly fine as is. The only thing I might've done was make an AoE slowness field around valkyr, but we have gloom for that. The way i see it, warcry is a perfect ability for what its supposed to do. 3: Paralysis (No Changes): Valkyr uses her shields to open nearby enemies to finishers. Augment (Prolonged Paralysis): Drags enemies in range toward valkyr. Increases stun duration by 200%. This is another ability that is fine as is. Its not supposed to be a damage ability, its supposed to open them up to finishers and make them easier to kill. The only thing i'd do is change the augment to also open up enemies to finishers, as if you add the augment it stops doing that, but its not too bad because it also knocks down enemeis entirely, just in slow motion. The augment really makes this ability shine. The new 1st ability uses this one as inspiration, only instead of having to manually assassinate people, valkyr just jumps at them and immediately performs the finisher all automatically, and only 1 enemy at a time. 4: Hysteria (Tweaks): Valkyr is imbued with energy and becomes a ball of vicious rage, capable of unleashing a torrent of deadly claw attacks on unsuspecting foes. -Needs a new melee stance, something akin to vermilion storm. Current one is too focused and short ranged. -Increase valkyr talon range from 1.7m to 2.0m. Augment (Hysterical Assault): Leap forward toward a target via aim+melee. Augment (Enraged): Changes hysteria from a constantly active ability to timed ability with a matching cooldown. Also increases its damage and critical chance by 200%. Hysteria is pretty good, amazing even, the only problem is the melee stance, and melee range. The only good attack on it is the slide melee. It lacks a gap closer, its attacks are all close range, and don't hit many enemies unless they're directly infront of you, barring the slide attack. Its only redeemable quality is that it has built in finishers, however most of them take way too long, and by the time they've actually used them, you could've cleared the entire room with slide melee alone. New Stance Preferences (The theme here should be valkyr against the world. She's gone hysterical, she should be trying to take out everyone around her.) IMO, the standing melee (E,E,E,E) needs to be something that holds the player still but strikes enemies in a cone radius forward, not going all the way around valkyr but focused on hitting a large number of enemies from a single spot. The blocking melee (Block+E) needs to be close range and frenzied, while also holding the player relatively still, something focused on attacking directly infront of you. The forward melee (Forward+E) needs to be something that strikes enemies in a wider range while on the move, something that covers a 360 degree range. Maybe something that has her twirling with her claws extended outward, similar to vermilion storm. Finally, the forward blocking melee (Forward+Block+E) needs to be a proper gap closer, im thinking something that has the player flip sideways and spin wildly like a razorblade while jumping forward a medium-long distance, slashing all enemies along the way.
  13. IMO ripline needs to go entirely. The reason it was made give valkyr mobility during a time that bullet jumping didn't exist and stamina was a thing. We no longer need it, it no longer serves a purpose. As for hysteria, it needs a new melee stance. The one it has right now minimizes the range, making 7m of reach look more like 3. Yes it has built in finishers, but if that comes at the cost of not being able to use melee effectively, i dont want it.
  14. I agree, my point was nuking the map with warframe abilities specifically doesn't hold up well in late game/steel path.
  15. Try steel path, see how many enemies they kill w/o AoE weapons.
  16. This is why we need a first person mode. It would be so cool, idk why so many are against the idea, just dont use it.
  17. In a lot of ways it almost seems like DE themselves also hate limbo, despite having the power to fix him at any time. Every time during the game's lifetime limbo finally became useful, DE shot him down. Take necramechs for example, everything limbo has, doesn't work. He can't go into the rift to avoid damage, he cant banish them, he cant stasis them, they aren't affected by rift torrent, nothing. It makes me somewhat worried about warframe 1999 and the new tileset/enemies they're releaseing. At the end of the day, if DE is gonna remove all his usefulness against an enemy, why even play him at all? If his abilities aren't working, why is he a warframe? This is one of the many reasons limbo needs a serious massive rework.
  18. A good start. Maybe add it so if you have enemy radar mods, they show up on minimap different when riftbound.
  19. Also add fixing that bug where you can't use ability, shoot, melee, bullet jump, roll, or do anything until you die.
  20. Appreciate the feedback. The rift haven augment change was more or less because 25% health/s seems overpowered if it worked inside a cataclysm, so that just seemed like a good way to add some extra defense for limbo. As long as the current augment doesn't work inside the rift bubble/cataclysm, im fine with it staying, damage reduction just seems a bit more useful because we got soooo many other healing options. I do agree with the rift jump augment, 75 energy for a teleport seems a bit excessive, perhaps if it lowered the cost to 25 on holding down the third. Personally though i'd be fine if they just scrapped the augment for the 3rd entirely. For rift surge i tried to combine it into the banish 2nd part, as well as somewhat in the 3rd part via banishing if enemies leave the cataclysm. If i had to give up one of the new abilities, i'd say keep rift surge but cataclysm as an ultimate needs to go. Frost has something almost the exact same, and he can use 4 of them, at once... its not even his ultimate either...
  21. I was debating rather or not to allow ally players to damage enemies outside a cataclysm while the allies are inside it, but came to the conclusion that it would just be heavily abused in defense missions since limbo would be able to just throw down the cataclysm and the other players could just spam kill the enemies free from all danger. I still want ally players to be able to kill enemies that are banished if they themselves aren't though, so long as its not in relation to cataclysm. For balance reasons, a few banished enemies not harming players while they can be killed is fine... Every possible enemy being unable to damage players while being damaged isn't. Though personally, i'd rather have it so ally players can shoot enemies inside a cataclysm while they themselves aren't, but still be unable to shoot unbanished enemies if the players are the ones inside the catacylsm. But that seems rather complex to understand, let alone make. Then again things are always complicated when it comes to limbo.
  22. I chose Natah. After everything she's been through it doesn't make sense to keep the mask of the lotus up anymore. And Margulas makes even less sense.
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