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SoulOfTheHunter

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Posts posted by SoulOfTheHunter

  1. Valkyr's Warcry should be recastable. This is for 2 reasons;

    1. So you can apply the buffs to squad memebers who may have been out of range when you cast it first
    2. So you can apply a slow effect to a new group enemies (eg when reviving downed allies)

    Warcry is not an 'aura' effect so the Speed & Slow buffs only apply to allies who are in range when you cast it. This is particularly annoying with an Eternal War build as the extra duration you built up will have to expire before you can cast it again.


    I propose that Warcry can be recast, and the duration simply reset to what your power mods would be.


    For example;
    A build with a 30 second duration can have Eternal War double it to 60 seconds. If you want to slow a group of enemies to; hack a door, revive a player etc you would otherwise have to wait 60seconds before you could cast it (or run into a nullifer bubble, run off a cliff etc).
    But if you could recast it, it would reset the duration to 30seconds as defined by your power duration and apply the speed and slow buffs as per normal

    You could of course run a low duration build so that Warcry expires quickly, but this also reduces the point of casting it at all.

    I'm sure this has been discussed before

  2. I like the idea of more corrupted mods (and multi effect in general), but losing 100% combo counter in 1 miss is a bit much. It should be perecentage based, but maybe capped cap the reduction of 50%?

    Alternatively hits increase combo by 25/50/75/100% but a miss will reduce attack speed to 50% (kind of like a loss of balance, and you have to regain your momentum). The attack speed is regained (upto it's original value) with each melle hit that is landed; 5 hits each adding 10% original attack speed back onto the reduced attack speed.

    A 50% reduction in speed would make an attack speed of .65 (for a weapon with 1.0 + Fury). With faster weapons, Berserker or Primed Fury the attack speed would be reduced to about Scindo level speeds.

    Example;
    Galatine + Fury (1.3 attack speed)
    hit = add combo bonus
    hit = add combo bonus
    miss = reduce attack speed to 50% (now .65)
    hit = attack speed +10% (now .78), add combo bonus
    hit = attack speed +10% (now .91), add combo bonus
    hit = attack speed +10% (now 1.04), add combo bonus
    miss = reduce attack speed to 50% (now .65)
    etc

    (numbers are just placeholders)

  3. A lot of great points by @Arkvold, I think this one in particualar is very true;

    7 hours ago, Arkvold said:

    But here's the kicker - in foresight, getting three other people who've gone through this kind of grind for the same item is a good idea, because it's four chances to get the item you want.  In hindsight however, three of those people (the three people who didn't get the item everyone wanted) are going to waste their relics for nothing.

    If you have a squad of 4 and none of the raidant relics yeild the desired part that is a hell of a lot of wasted time. At best, 1 of them will yeild the reward, meaning that 75% of the time and energy invested by those 3 players was simply a waste.

    I had this happen to me last night; Radiant Axi G1 (for Galatine Prime) and the rewards offered were Nekros Prime Chassis OR Galatine Prime BP, this would have been great, except we can only choose one. In the old system, while the drop rates were 'lower', at least if we would have had a chance at the common drop (Nekros Chassis) on rotation A/B and then a chance at Galatine Prime BP on Rotation C. I played about 3hours last night, and only earned one Axi G1 relic. During that 3 hours; I wasn't farming traces, so adding those two grinds together and its a metric sh!t tonne of grinding just to get the ONE chance at ONE item.

  4. I knew this was coming, but didn't think it right to complain until it actually dropped.

    We can't farm relics/keys in preperation for new prime gear being released. As a veteran player who lives on content patches, there is now zero reason for me to play between these updates as I can do nothing to prepare for them. As PublkDomain points out;

    3 hours ago, PublikDomain said:

    I'd have been better off spending that time at work and just buying the PA, but then I'd have nothing left to do (again)!


    After SotR I've generally been playing endless missions (Tycho & Ophelia almost exclusicly, my void substitutes) which reward me with relics I don't want or need. I was literally giving them away; every trade I would fill the slots with relics just to get rid of them. Under the old system I would have a stock pile of keys ready for the new prime release. Thanks to this void 2.0 now I have to go farm even more relics.

    All that said, I haven't been farming the new relics because I simply cannot stomach void fissures. Galatine was the one weapon in the game I wanted primed, but the thought of running those flustercluck fissures is simply too much. Once the market becomes flooded with the prime gear, maybe I'll trade for them.

     

  5. Why can't Tactical Reload be equipped on Snipers and Crossbows?

    Tactical Reload is a mod that reloads your weapons magazine while it is holstered. This is particulalry useful on slow reload weapons eg Soma, Gorgon etc. Snipers and crossbows also have slow reloads but cannot equip this mod.

    We have this mod for rifles, an equivalent for sidearms and another for shotguns. I don't think we should have one specifically made for snipers or crossbows, just allow Tactical Reload to be installed on these 2 categories of weapons.

  6. Urgh, having to wait 4 hours just to collect 4 more Moonlight Dragonlilies (Earth day/night cycle). Waitframetm more like it. I guess it's slightly better than the wait 12hours quest blockers in the Limbo Theorem.

    I'll leave more feedback when I can progress...

    Edit: This seems like it could be an issue for players who only play 2hours a day when they get home from work. They would be in the same part of the cycle each day/

  7. On 22/05/2016 at 1:57 AM, 0DarkSoul0 said:

    HAUNTING ESSENCE:

    Summons a pack of spectral wolfs ( 3 in total at rank 3 ) which attack enemies for 30 seconds.

    Damage depends on abillity rank.

    Cost: 50 energy

     

    With regard to this, perhaps these wolves (correct plural?) could become more spectral ie faded & transparent the further away from Omen they are to the point where the fade into non-existence. There are two reasons I am suggesting this;

    1. It puts value on Power Range, ie more range means they stay in the physical world for a bigger radius from Omen.
    2. I'm not a huge fan of AI driven abilities, they (the AI) are generally 'stoopid' (see; Shadows of the Dead). If these wolves are designed to target the closest enemies first then by the time they 'fade' away in the distance the area local to Omen is cleared. This allows the ability to end when the immediate threats are dealt with and I think that makes it easier to keep track/convey the state of these wolves. Perhaps if the ability worked like this;
      • Cast ability for 20 energy (effected by efficiency)
      • energy drains at 1/second for the abilities duration (not effected by efficiency)
      • if all 3 wolves are killed or fade out of existence then the drain stops
      • Example; cast ability, wolves survive 15 seconds = 20+15 energy total

    These are just thoughts, I think the concept is great overall with this ability being the weakest of the four. FYI, weakest doesn't mean it needs to be changed at all. I don't have any issues with the passive and I assume it is effected by bleedout duration mods etc?

     

     

  8. 33 minutes ago, (PS4)BMWWOW said:

    2) The new names for the Void Keys
    -- sure we will all get used to the Secret Code that is instilled in the new name (e.g. a Meso Key is what used to be called T2....er no T1....er wait... what is it again? Etc) But could you at least ADD a Signifier to the Key so it makes a bit more sense as to what it opens?  Like a Prefix or Suffix that gives a FAST indicator what the key does, e.g. Meso S2 for Meso Spy Difficulty 2, or the like.

    Agreed, however the relic system is designed to remove the ties between mission type and relic eg a Meso S2 might be survival or Spy or defense or any mission type. Lith, Meso, Neo, Axi are now the 'Tiers' (aka difficulty). I've no idea what the S1, K2, V2 is meant to signify, I suspect it simply mumbo-jumbo that lets DE continually churn out new relics without conflicting names. Personally I think the relic system is a massive step backwards both in terms of fun and understand-ability; but that is covered by the void feedback megathread.

  9. 15 minutes ago, (XB1)LexaHex said:

    Its way too grindy in its current form.

    Not grindy, it's waity. Get the 5 from sortie season, then wait for the season to swap over. Every 50-60 days you can earn 5 lenses. After 200-something days you should have enough for each of your frames (if you wanted to kit them all out). But in reality, Focus simply isn't worth it anyway. You unlock their passives to level 1 or 2 each and that's it. The time investment to unlock the whole tree (and what it does to the cooldown) is simply obscene.

  10. 1 hour ago, LazerSkink said:
    Spoiler

    giphy.gif

    Yes.

    Sweet jeebus I hope Galatine skins work on Galatine Prime, that is one fugly sword. Might look better in other colours but that cross guard... ewww.

    Nekros Prime is looking like mastery fodder to me. Body is ok except the open ribcage bit in the middle. Thematically it all seems nice and makes sense. I don't think much of the helmet. Soul Punch should be renamed to Shinigami Chop! on Nekros Prime.
     

    Spoiler

    big_thumb_3daaed5fdaa1772cfdb3ba072fa0ce

  11. 12 hours ago, FLSH_BNG said:

    I personally don't find myself less likely to fall over when I have a heavy case I'm carrying around in my arms.

    Well you should. Physics states that the work required to move (ie knockdown) a heavy object is greater than the work required to move a light object. I would therefore counter your argument and say that he should have knockdown resistance while his heavy pelt is on his back, but not while Effigy is cast.

    44 minutes ago, RealPandemonium said:

    PM has more drain, and Chroma's DR + damage amp are huge.  It's crazy how people come on this forum and ask to make game-breaking stuff even more game-breaking.  

    Game breaking? I just want him to stay on his feat. I already know he is capable of insane damage and damage resistance, but that is already balanced by duration and 'build up' times. Chroma is still an easy frame to die with if you are not paying attention, especially when you are constantly being buffeted by knockdowns while trying to recast your abilities. Rhino has damage reduction and damage amplification but to a lesser extent, where do you draw the line and say "that frame can have knockdown resistance, but this frame can't".  It's crazy that some people come to this forum and dismiss peoples suggestions as crazy :P

  12. 2 minutes ago, FLSH_BNG said:

    his first ability is active.

    He has a first ability? ;)
    It's not something I ever use so I hadn't noticed. However it's not quite the same as how it works on other frames. Iron Skin, Warding Halo and Hysteria let you use your weapons and move as per normal. Spectral Scream reduces the players speed, prevents jumping and parkour as well as disables weapons.

  13. 32 minutes ago, Cydro_ said:

    This bit seems a tad unbalanced.

    I think it's also what the game needs. I just did today's sortie, Infested Eximus Stronghold = Fire Blast knockdown after knockdown after knockdown. I believe having a frame that can provide knockdown resistance to the squad would be a valuable addition. Sure Oberon can do this, but Oberon spends most of his time dead especially in a toxic environment (FYI, I am Oberon fan, but I also recognise his limitations). Considering how small the range on Chroma is even with mods, it really relies on players actively staying close or frequently coming into contact with him anyway. It is a very useful ability, but is very difficult to share with the squad.

    22 minutes ago, p3z1 said:

    Frost is a tank as well, but he doesn't have knockdown resistance.

    Inaros is a tank as well, but no KD resistance.

    You missed valkyr and hysteria.

    Garh, I always forget Valkyr exists, also Nezha and Warding Halo except I don't class him as a tank (updated post).

    I would say that Frost and Inaros whilst they are tanks do no need knockdown resistance because of their CC abilities. Frost can freeze and slow all the things and Inaros is performing finisher animations 90% of the time anyway which essentially makes him immune to knockdowns anyway.

  14. Rhino gets knockdown resistance when Iron Skin is active.
    Atlas gets knockdown resistance when feet are on the ground.
    Nezha gets knockdown resistance when Warding Halo is active
    Valkyr gets knockdown resistance when Hysteria is active
    Chroma gets... nothing.

    These are the tanks of the game, knockdown resistance should be on all tanks yet Chroma misses out, arguably the tankiest of them all. I suggest the following;

    "When Elemental Ward is active it provides knockdown resistance to Chroma as well allies under it's effects (includes those under the effects of the Everlasting Ward augment)."

    This would give a reason to increase the power range on Chroma (at least a little) to provide help to the squad.

    If that doesn't seem suitable it could very well apply to Vex Armour but that is simply copy+pasting from Rhino. It could also be added into his passive ability, which is currently a pretty weak "I am Chroma".

  15. Soul Punch needs something, it's useless.

    I would like to see it punch the soul out of an enemy. Their body hangs in the air (like it's been rhino stomped) whilst their Soul is projectiled away, colliding with enemies. Perhaps even splitting the soul into to parts and scattering in a shotgun blast. If it doesn't kill the enemy then the soul wisps its way back to the staggered/downed enemy

    Best pic i could find to describe it;
    Doctor-Strange-Soul.jpg

    This idea only really adds an alternative visual approach to the soul punch, but I think it brings it more in line with the Nekros theme.

    I would suggest that perhaps damage done by Soul Punch restores (a decent chunk of) health on summoned Shadows. If it kills the enemy then that replaces a missing Shadow if there is a space.

  16. My first major complaint with the rework. I didn't really mind the decay before, but its percentage based. Because of this there is almost zero point in buffing power strength (apart from the augments) as the rate of decay will destroy the shadows health in the same amount of time. You make them 4 times stronger and they die just as fast from decay.

    So yeah, I'm jumping on the bandwagon; decay needs to go. Shadows will naturally 'decay' by damage taken from enemies so they won't be there for eternity; the method of topping them up and replacing them still makes sense. The abilities duration is then effected by the shadows health which is effected by power strength.

  17. 11 hours ago, Taegire01 said:

    make desecrate a passive ability.

    I had come to this conclusion to. It is even more apparent now that Desecrate should simply be a passive ability for Nekros. Without the requirement to continually recast it is simply cast once at the beginning of the mission and never touch it again ie a wasted ability slot. It can still have a drain (fixed energy cost per corpse and not effected by efficiency etc) and Despoil can be the first augment mod that interacts with a warframe's passive ability. Hopefully this will open the doors to an augment that makes Oberons passive not completely $&!@.

  18. 36 minutes ago, Urlan said:

    I can sympathize with this, currently I am drained from running these fissures and getting either forma or things that aren't even worth the ducats now. Hopefully, this fissure situation can be heavily revamped into a manner that can make it fun instead of more grindy than the previous void key environment.

    If only we could get actual forma, but alas, just forma blueprints. I've got 80+ of those already and acquire them faster than I can build. I used 6 forma's today; 3 on Nekros following the rework, and 3 more on Reaper Prime. 24 hour build time for forma is insane considering how much can and ultimatly must be used in game. Nearly every gun that's worth upgrading requires upto 5 forma (6 in some cases). Melee weapons weren't that much of an issue but now with high drain mods like Primed Fury/Preasure Point/Blood Rush they will need many forma soon too. Hell, if ready made forma, orokin catalyst/reactors or exilus adapters were in relics, even as rare drops, I could see the point in refining relics. Especially as a veteran player where prime parts serves zero use apart from increasing wealth of ducats or platnium.

    But the problem isn't the reward, it's what must be done to 'earn' the reward. I'm a relativly new player (despite being MR22), coming in shortly after update 17 (or whatever Parkour 2.0 was in). Those sorts of changes were improvement that could be universaly seen as such, bugs were accepted because it was apparent that overall it was an improvement, a step forward. This void rework is so hit and miss with the players, regardless of the bugs; how much can a revamp of a rework fix?

    All the old void needed was an increasing drop chance of the 'good' items the longer you player a mission for. If the mission got harder over time, the rewards should get better. I doubt any warframe player disagrees with that.

    The rework has gotten players out of the void tileset, but then it simply spawns all the void enemies into the other tilesets. I can only describe it as idiotic. There isn't even a reason given why void fissures even exist.

    I'm fed up, bitter and have nothing but complaints about void fissures. Best if I just call it a night. I'm sure everything I want to say has been said a thousand times before by others.

  19. I tried a couple more Void Fissures today (bringing my total Fissure runs to about 20 since the update). Congratulations DE, you have made a game mode I despise more than Archwing (which makes me feel physically sick btw). I just spent 20mins getting rid of all my relics in trades simply because I am never going to be running that god awful game mode. Fortunatly I am rolling in Ducats and have no need of any Prime parts (sorry clan mates, no more gifts for you). I truely feel sorry for players who will be forced into void fissures just to get Prime gear.

    • You can't fail rescue missions
    • Capture is a stupid speed run, it always has been; ignore enemies, kill one guy and extract
    • Survivals last 5minutes
    • I can only imagine how terrible defense missions are, but hey, they might have predictable spawns and be the only 'good' mode
    • Interception, hah! over my dead body. I didn't do them when there were multiple rewards per run, certainly not going to do it for 1 reward.

    It's a flustercluck of enemies spawning right on top of you;

    • DE - "oh you thought this was a corpus mission, haha *%$! you here's a bunch of Bombards"
    • DE - "I know how much you love nullifiers, here, have 6 at once! Don't worry I'll deliver them right into your face so you don't have to try and find them"

    The result is me simply ignoring everything, speed running the whole thing as Loki with all the speed mods; grab 10 reactants and get the flock out of there. After doing that about 3 more times, I'm done. No more. I don't even have other games that I want to play, but in this scenario, nothing is better than something. Even the lure of new tileset, new warframes, Galatine & Sancti Prime are not enough to make stay.

    See you in 12months once this mess is fixed.... if the game is still around then

  20. 18 minutes ago, Thebel said:

    The update is right here on the forums so it happened, I'm pretty certain it was 2.5x damage and 2x health because my same build is the same exact multipliers.

    I may be wrong, I am basing it off what I can read. I simply don't recall numbers as high as that without being modified with power strength

  21. 2 minutes ago, Thebel said:

    Actually you unless they changed it since this was posted. 

    I don't recall there being changed to him since that. 

    I have only evern known it to be 100% base. Which is also what the Wiki says. I'm not sure that cahnge was every introduced but it was before my time.

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