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Morgana_Arcana

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Posts posted by Morgana_Arcana

  1. "Duration too short" use narrow minded + p continuity + overextended. "I can spam these but it's not impactful" use blind rage. Though tbh strength is mostly useful for the 1 only. If I had to guess, they probably tuned her base durations to be short, because otherwise people could build her with such high duration that you could afk. So at worst, we're looking at a frame that leans heavily on corrupted mods.

  2. So there's an ongoing issue where, if I bind heavy melee attack to left-click, it unbinds left-click to fire. Since you cannot fire at all in melee mode, and you cannot heavy attack in gun mode, it should not be making these bindings exclusive and it is a bug.

    Previously, I could get around this by just holding melee to heavy attack. Now this seems to no longer be working.

    There's a new switch "melee with fire weapon input". What this seems to do is bind left-click to regular melee while in melee mode. Great, now I have TWO buttons for regular melee, and still no way of doing a heavy melee without adding an additional key somewhere.

     

  3. 1 minute ago, gluih said:

    I guess that would work. Generally I don't really bother with making a stat stick, because you just deal enough damage anyway. Maybe that's different with the new heavy attack builds, where you don't use elemental mods.

    I use primed fury and primed reach on a majority of my melees, which makes two dead slots for whipclaw.

  4. 26 minutes ago, gluih said:

    I don't like the stat stick thing either, but why do we need another exalted weapon? Can you at least come up with an interesting mechanic, that would make it different from a regular whip? It also has a nice AoE and I wouldn't want to give that up for an alternative melee weapon.

    You don't need to change the functionality of the ability. Just take what is there, but make it a separate mod loadout. This is really simple.

  5. 10 minutes ago, DarkSkysz said:

    Well, all exalted weapons we have atm we can equip and pay energy/sec.

    False.

    Read my above reply.

    Making weapons separately level-able and mod-able solved a problem, and that problem exists for whipclaw as well. Fretting over the term "exalted" is missing the point.

    • Like 1
  6. 6 minutes ago, (PS4)Shaun-T-Wilson said:

    Possible reason is energy management changing to full exalted weapon would mean changing it to a drain type, which reduces energy gains eg not affected by energy vampire etc.

    Energy has nothing to do with it.

    Garuda has talons moddable as an extaled weapon, which are not connected to any ability, it's simply a weapon you swing with.

    Khora currently has a moddable exalted kavat, there is no drain over time with the kavat abilities.

    Ivara's artemis bow consumes energy when shot.

    The fact that some exalted weapons are connected to a drain over time ability means nothing.

    • Like 3
  7. So there are some issues with Khora's Whipclaw, It uses mods from your equipped melee weapon, and not all mods even do anything (speed for example, or weapon specific mods). Needless to say this is a nuisance because the goal builds for the weapon and for whipclaw are going to be different in most cases. Since rivens do work, it incentivizes using the weapon strictly as a stat stick, and tailoring the riven to the whipclaw instead of the weapon it's intended for. Also this means that the best in slot melee weapons are going to be those that have a high disposition, and then you have to get a riven for that weapon.

    This used to be an issue with many other frames, and it was fixed in one go by making exalted weapons moddable separately.

    Can we please make whipclaw an exalted weapon? The current implementation is a bit janky.

  8. Hey hope this gets out there, I just have one issue personally.

    Since melee mode doesn't allow firing, I should be able to bind left click to heavy attack since click goes unused. (Like how channeling used to work). However, if I bind heavy attack to left click, it removes the binding for fire! Goal: allow binding of both fire and heavy melee on click to avoid needing extra keys.

    Fixing this would really help me enjoy the new features, thanks!

  9. On 2019-05-24 at 9:17 PM, Cubewano said:

    Oh please nobody who used those arguments were being genuine, half the female frames in this game are done like barbies. They just weren't happy hildryn didn't look like the women they've only seen in posters. 

    Oh this baloney again. Plenty of real women are skinny and healthy because that's just how we are.

    • Like 1
  10. On 2019-05-07 at 5:48 AM, FlusteredFerret said:

    The game needs to cater to players of all skill levels...including noobs.

    DE are trying to figure out how to provide more challenging content for veterans, without screwing up the game for everyone else.

     

    In the meantime, if you're bored - go play another game. Elitist tryhards like you make up a small percentage of the player base, so DE aren't going to jump to your command.

     

     

    This is a blatant false dichotemy. One is not simply either a noob or a tryhard.

    The point is, you get through all the milestones of progression, get some cool weapons and fill out your basic mod set, only to realize most of the "hard" missions only do lv ~50 enemies, which are now trivialized. No matter how many new frames or weapons they market, if the content is still a pushover, the game loop is broken. One does not have to be a min-maxer to reach this point, only go through the motions of basic progression the game wants you to.

  11. IMO? Too passive for an active horde shooter. At some point in the game, cc and defense were more valuable. Nowadays though, nuking and calling it a day is more effective.

     

    The other thing is, being dependent on being attacked can be a drag. What if other teammates are cc'ing things? Or killing things too quickly. Then you just don't get to use your abilities as much. (This is why I don't like Rage so much anymore also.)

  12. 1 hour ago, Shinenux said:

     

    Operators ended up becoming a side-grade, instead of the sole being that piloted these warframes. It was probably because of my imagination but I was seriously disappointed. I am able to pilot a warframe that can do god-level things, but the operators can't even hold a proper weapon?

    I felt like my sense of identity in this game was being stripped away from me.

    I expected different pilot modes on the warframe while our operators take up arms, being more vulnerable without our exosuits yet being able to be more versatile in combat. Possibly, being able to shift your combat focus into your warframe, or the one piloting it.

    Operators ended up being nothing more than a buffer/turret.

    I felt nothing more than a scrawny kid trying to pilot something that wasn't meant for me.

    Maybe it's just me, but canonically I felt that piloting the warframes required more skill on the pilot rather than the strength of the warframe itself. The warframe's strength itself was determined by our investment and level of understanding with the warframe's capabilities. It could be akin to some sort of combat synthesis.

     

    Feel free to comment on what you think yourself, I'd love a discussion with other people about this.

    I'm not sure I can relate, because it feels like operators are too strong. Operators with maxed energy let you be invincible for incredibly long periods, something like 30s standing still, but you can go longer if you hit things with void dash. Speaking of, void dash makes all Warframe travel abilities superfluous, once you get 7x max range void dashes in a row. Operator is now the optimal solution to travel, reviving, hacking, interacting with objectives, and even dealing with nullies while channeling.

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