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Lahared

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Posts posted by Lahared

  1. 4 hours ago, Cerikus said:

     Especially when DE are the ones that proved all of those arguments wrong.

    They can't set a date a deliver on time. They did several times.
    When they do, the update is bad. No, Angels of Zariman was excelent and it was announced a month early.
    Other games can set release dates, because the content is more simple. And yet DE failed to upkeep the simplest content like Sortie and Nightwave seasons.

    They can do it, they can communicate, and sometimes they don't. And I don't accept that.

    Well we are not random people, we are customers. If you come to a restaurant and order a food and the waiter tells you, it will be done sometimes in the next hour. And you say after 30 minutes. Hmmm it's kinda frustrating that the steak is still not here. And you ask the waiter and he says: I told you it will be in the next hour, which is the hour we are currently in.


    I don't really have much to add that wasn't already clearly pointed out by others.

    Angels of the Zariman was not excellent. It had day one bugs like most updates. Clients couldn't get through doors to progress, while hosts had no trouble. They also gave it a slew of Quality of Life additions some time after, if it was, as you say, it wouldn't need to be:
     

    1. Bugfixed
    2. Expanded upon
       

    It's all extreme lines of thinking that lose the nuance of happenstance. The world is not perfect. Things don't just work, like we were led to believe. The mere whispering of inconvenience truly shows us the very best that humanity can achieve with words.

  2. All instances of weapons like the Zenistar (and I assume the Zenith and Azima, etc) are unable to be sold from the players inventory. Given the ability to freely buy blueprints on these items, from Simaris' Offerings, could only ONE of EACH of the listed items be account bound at any time? In this hypothetical, if a player were to choose to sell both, they would be displayed a message saying that only one could be sold, (something along the lines of: "You can't sell your last copy of this item."), and the other would have to be removed from the sell manifest to proceed.

    If this is reasonable, moving forward, could this possibility be extended to other unique weapons where it makes sense to do so?

    • Like 2
  3. Khora & Venari are what this post is primarily about. The latter portion relates to effects of arcane interaction with companions.

     

    Khora seems to be the only warframe with an exalted companion ability, at the time of this post anyways. This is where the issue comes in:

    The aura Shepherd gives armor and health to companions, and obviously Venari benefits from it. That makes her a companion, right? Apparently not. Venari does not benefit from Arcane Bodyguard, an arcane that gives X health on X melee kills to companions. Venari should be able to benefit entirely from the Tek and Hunter mod sets, but she can't do all of what's advertised on the cards yet. What is the point of calling Venari a companion when she cannot fully use what is allowed to be equipped?

     

    Let's move to an example. I'm using Ash, I have Arcane Primary Charger equipped, it adds damage to Blade Storm, which we know is a warframe ability. Sentinels can meet the conditions for Arcane Primary Charger (+300% melee damage on primary kill) & Blade Charger (+300% primary damage on melee kill) to be active, yet inherit none of the aforementioned bonuses (if applicable), yet contain the necessary per-requisite to make the arcane "work". Khora & Venari cannot proc Blade Charger, yet other warframes seem capable of doing so with melee abilities. What even?

     

    Build diversity is nigh pointless if you spend time making something that cannot interact with another facet of your game. I implore the developers to pass back over arcanes and their interactions, there's still much more to do.

    Thanks.

    • Like 6
  4. On 2020-05-21 at 2:57 PM, (PS4)Unstar said:

    DE does care about the health and well-being of its players.

    Coughs quietly in 0.1% and other flavor mod drop rates. That aside, I seriously, vehemently doubt that.

    While there are warframe abilities, boosters that improve the reliability of items that have drop rates, it doesn't detract from the fact that these low drop rates mean actively engaging in player retention. You either buy it, or you suffer the grind to "earn" it. Furthermore, it's interesting that they have aspects of their game dedicated to reduce the sheer brute-force rng dilemma; You trade your time and the seconds of your life, and in exchange have a CHANCE to get the item that you want, which funnily enough is quite similar to gambling. Except it's not funny when you're doing it to people you supposedly care about.

    There should be an actual challenge system for things within relevancy to that specific item. Hypothetical example with a solution: Complete 3 rush missions within X for a guaranteed drop of some rare arch-wing, arch-gun, arch-melee mod. No duplicates until you go through the entire drop table. Here's an example of how punishing the current system is: Only three or four regular outriders spawn per mission depending on the spawn cap total and the avionic drop rate is 0.1%. How many times do the developers actually expect me to run that mission until I give up? How many times would they? If someone made something that is problematic, that actively exploits how people think, why did they do it? It's one thing to make a mistake, it's another to let it sit all these years and to keep doing it as if nothing is wrong.

    Saying that game developers care about their player-base is like saying a poison cares for those it has afflicted. It's very anecdotal if I'm being honest. Encouraging unhealthy behavior has consequences and shouldn't be given reassurance. It requires only a few moments of thought to understand how anti-consumer games are becoming these days.

    • Like 3
  5. 15 hours ago, (PS4)TNDA_Vice said:

    An ability could work very well.  Would you intend it to have a duration then if it's a hold ability?

    I was thinking more of a secondary toggle effect that you can interact with using the same button you drew the talons with to retract them. I would assume this would allow you to use Garuda's kit as if nothing changed, with an easy to opt-in mechanic. (Basically hold your assigned keybinding for Garuda's 3rd ability). Since there's really no energy requirement to use the talons, I don't see much of a point adding further restriction. If the developers should see this post, if you really must add one, add the condition to aim at an enemy to be able trigger the toggle aspect. It would synergize with Garuda's 2nd ability.

     

    Lastly, allow them to be modifiable at the arsenal screen while having another melee equipped. I'm not sure how you feel about the proposed solution presented above, but it's the only practical and logical one I can think of. The same ability that is used to generate energy with those talons could be used to eviscerate enemies all the same.

     

    TL:DR to your initial question in that post: No, I wouldn't, but Digital Extremes might.

  6. 3 hours ago, (PS4)TNDA_Vice said:

    I don't know if I'm alone in this but I'd really like to have to not choose between her talons are my other equipped melee.  We could either hold the swap button longer or maybe have it as an already equipped gear item in the selection when you are playing Garuda so that you could use it on the go.

    Yes, but if we're gonna make strides here, I want my arcane helmets converted into arcanes usable only for the respective Warframes they exist for. I genuinely don't understand the logic behind gating off a pseudo exalted just because they feel you shouldn't be able to use more than one melee in a mission on a specific Warframe. Meanwhile, Excalibur, Baruuk, Titania, Valkyr exist.

    3 hours ago, Xaero said:

    I don't see a reason to have two melee weapons at once in the same mission. Actually, I'm all for giving all exalted melee weapons Garuda Talons treatment, replacing respective ultimate abilities with something useful.

    A friend brought up an excellent point: If you make it linear across the board, do they still have a requirement to be used? Because Garuda doesn't, and you're asking for the same way the frame is set up now, to apply to frames with melee exalted, pseudo or not. They can see that kind of becoming a problem with Baruuk and the augment associated with that particular exalted.

    3 hours ago, (PS4)TNDA_Vice said:

    Perhaps as the gear option then?  That wouldn't add problems for controllers but it wouldn't really be fast.  That's the downside.

    The friend I mentioned above, we discussed potentially having it moved to Garuda's third ability: Bloodletting. Hold to use, with the addition of a neat animation.

     

    Inconsistency will plague those who feel that they should adhere to the opposite; and yet simultaneously strive for a difference.

  7. Oh boy. Where to begin?

    4 hours ago, (XB1)Primus Patronum said:

    It's extra grind but one I think I could live with.

    Meanwhile, everyone else who doesnt?

    4 hours ago, (XB1)Primus Patronum said:

    If you run out during mission, weapon won't work and you have to switch to conventional weaponry.

    Ah yes the ol' you own it, but you can't use it. That'll sit well with a large portion of this community.

    4 hours ago, (XB1)Primus Patronum said:

    Kuva Fortress once a day and even if you grind an excess amount, it goes 'off' and rotten after 24 hours like argon crystals do.

    I think this is a terrible idea all around. You've essentially gated the usage of Kuva Weaponry to make the game... What? More interesting? Fun? Your suggestion does neither of those things. Please don't try again.

    It's worth talking about how some people think that enforcing more mindless grind on others is somehow a grand idea. So we will. In what way are you being fair to players who already have enough on their plate? Limited play time? Other goals and objectives?

    What? Don't use it then? That cannot be a serious reply.

    4 hours ago, (XB1)Primus Patronum said:

    I'm thinking 1 Kuva = 1 bullet. This increases if you have multishot mods applied.

    Why do you, for some reason, think using a limited resource as ammunition is a good idea?

    4 hours ago, (XB1)Primus Patronum said:

    What do you think?

    giphy.gif

    • Like 4
  8. 10 hours ago, Ofbac said:

    My wife plays a  mag and loved it.  Ben playing for years, but just returned after a year away to see the new stuff.

    Last played on Wednesday and her Pull power worked fine.  Now today on Saturday after the Railjack balance patch and when we're in regular missions, her Pull is only pulling items half the distance she could pull before.   Say I item is 50 meters or so away.  She will have to pull 2, maybe 3 times to get it to her, where before it was just once.  I loaded up my Mag and same thing.

     

    Anyone else noticing this?    Maybe a bug introduced in the last patch?

    Regardless of your power strength, the strength at which items are pulled to you with Greedy Pull shouldn't be effected, however, it is for some reason now slower than prior to the recent update. The only case in which this is not true, is for enemies. The strength at which you pull enemies is affected by power strength.

     

    Before: Cast 1, items within FOV were YOINKED to you.

    Now: Cast 1, items within FOV are now gravitated to you at a slower speed, almost as if dragged upon by gravity and slowed down.

     

    Brief testing on E Gate (Venus):

    Build 1 (Positive Strength w/ Greedy Pull): Growing Power, Blind Rage, Augur Reach, Stretch, Arcane Coil Helmet. (200% Range) (224% Strength)

     Results: Still gravitates, and sometimes does randomly stop at a point in between its origin point and the location you are pulling it to.

    Build 2 (Negative Strength w/ Greedy Pull): Power Donation, Cunning Drift (4/5 but a 2% range discrepancy of a maxed one is negligible), Overextended, Augur Reach, Stretch, Arcane Coil Helmet. (305% Range) (10% Strength)

     Results: Roughly the same as Build 1, but didn't notice resources stopping.

     

    My assumption is when they increased the vacuum radius for the Railjack and reduced the pickup time for objects, it also indirectly affected the augment. Maybe they streamlined all forms of vacuum? Maybe they broke it.

    On 2020-05-01 at 6:21 AM, [DE]Megan said:

    Doubled the Railjack’s innate loot-pickup (Vacuum) Range.

    • We’ve also improved the way that Vacuums pull items towards the player and the Railjack. The maximum amount of time it takes for the pick-up to reach the player should be a little more consistent now (about 0.75 seconds in most cases).

     

    I don't know though. I stopped bothering when my bug reports were either overlooked, ignored, or not addressed.

     

    Hope that helps.

    • Like 1
  9. 3 hours ago, (PS4)Hopper_Orouk said:

    please read the thread...i answered the problem of "setting it up" there

    You will learn very quickly that people don't do that here. They want to slam dunk arguments into your thread because their preferred method is overall superior to your suggested one. These types of heated discussions are pointless when it comes to a subjective nature. Just shut them down. As a side note: I happen to enjoy using his Vector Pad.

     

    3 hours ago, Aldain said:

    Yet you haven't answered the question of "Why bother" especially when if you're in a team you have to wait at extraction for the slower players.

    This thread is parading a 0.01% speed increase like it is some grand revelation or meta changing moment when other methods aren't even remotely slower comparatively.

     

    3 hours ago, WarriorSoundwave said:

    ...Or you could just void dash and give Vauban a better ability.

    You cannot (at this point in time) use Void Dash on other players to make them move faster. This was a discussion I remember in Region. Why not just remove all abilities that assist with mobility, since we have Void Dash? Let's remove choice while we pigeon hole the one Operator ability that trivializes all content that you can reach on foot.

    What purpose do you serve when you are always raining on someones parade about how they're enjoying the game their way? A majority of this thread is beating on the same drum, which just reinforces my point.

    Come on now.

    • Like 3
  10. Hello to those that decide to visit and read this. For quite some time I've been dwelling on the fact that lens's cannot be removed from items that are unable to be rebuilt, or sold. Such an example is Excalibur Umbra. Technically this would also include Excalibur Prime, Lato Prime, Skana Prime, but I don't own those. I would like to make this perfectly clear, every lens that I've added to an item, has been replaced with another of that prime that will not have it. The flash of the convergence orb slightly hurts my eyes and adds an unnecessary distraction for me personally. This is due to the fact that having all focus schools maxed out; there is little reason to keep them on items I own. I haven't tried support for this matter, however, I see that ending in disappointment. A copy paste reply does little to no good for a personalized matter.

     

    It would be very silly to assume that I should just get over something that I can't remake, right? To say that it is my fault for clicking yes to install a lens, is not untrue, although there's a problem with that. Mistakes are the premise of which anguish derives itself from. Simply, trivial mistakes shouldn't be treated as otherwise. I'd prefer if we could optionally remove lens's, be it from an extra item that would need to be built or making the frame UNRANKED upon removing it. At least with the former, you'd have another market item to add, right?

     

    I see there are a few archived posts about this sort of topic, so I will add this one to the pyre. An ignored issue does not make it a solved one.

    TL:DR: Specific frames and items cannot be rebuilt compounding existing issues with lens's. An option to remove lens's would be practical here.

    Disclaimer: If a forum moderator feels that this isn't in the appropriate thread location, please feel free to move it where applicable. I didn't see any other forum where this subject would be relevant, even in feedback. This is due to the ambiguous nature of lens being able to be on both Warframes and Weapons. I hope that this is the correct place, I apologize in advance if it isn't.

    I foresee vitriol and straw-man based replies.

  11. 3 hours ago, Thunderised said:

    Werent heavy attacks used by holding E as well?

    Yes. At one point they were, see below.

    On 2020-02-04 at 10:58 AM, [DE]Megan said:

    Changes:

    • Melee Heavy Attacks are no longer able to be triggered by holding 'E', they again live exclusively on Alt-Fire.

    Source: https://forums.warframe.com/topic/1166021-empyrean-kuva-lich-changes-2710-27101/

    3 hours ago, Thunderised said:

    Alright nevermind it seems that holding E just doesnt work anymore for anything and i was using the wrong button.
    how do i delete this post now?

    I think by contacting a forum moderator. Users can't delete their own posts.

  12. 3 hours ago, Thunderised said:

    I tried with both my redeemer prime and sarpa's heavy attack, and both stances, neither will heal me even if i deal half the mob's hp in damage. 
    Is this intended? I cannot find any information about this being patched out for being too strong or anything like that.

    Hey there,

    I just tested this myself and cannot find the issue you're talking about. I did a fissure mission with the Redeemer Prime (with life strike equipped), and on hitting an enemy with a charge attack (middle mouse button/alt fire), my frame received health.

     

    Are you sure you're using alt fire, and not just a regular E attack?

  13. Two years ago:

    Different problem with the same cause. It was likely my misunderstanding of what the mod was supposed to do compared to what I wanted it to do.

     

    3 hours ago, Kareekoe said:

    makes it so that you are forced to use + projectile speed to get the most out of the seemingly "bugged" and limited life of the projectiles, and i hate being forced to build something to attempt to enjoy a weapon for what it's intended to be able to do, i shouldn't HAVE to build and insane projectile speed to use not even half of the 6 bounces.

    The mod will only allow a sixth shot in conjunction Terminal Velocity. Why? Ask Digital Extremes, because I sure don't have an answer for you. Not to mention if the roll of dice decides that you deserve the rare and elusive 6th bounce. I did some testing with a friend a while back after my post was closed. It appears that if it doesn't have a surface to bounce off of within a short span of time, it will expire.

     

    If my post was anything to go by, this will be uneventful for you and I.

  14. 4 hours ago, Dazubo said:

    Why do my teammates in Veil Proxima operate like bots? Virtually every pub match I've had, no one destroys the crewships until the very end of the mission.

    Literally below.

    3 hours ago, KCToxic said:

    Boarding crewships being absolutely terrible is probably a factor in why pubs never want to do it. Need an amesha or hope you find the one pilot who doesn't turn the railjack into the vomit comet the second they see the slingshot icon in the squad UI.

    3 hours ago, Thando said:

    Mine is getting at proper line-up from Slingshot, when I load up to penetrate a CS.

    The whole experience is nauseating, especially if you are prone to motion sickness, not to mention adding motion blur to the mix. Often I've noticed that people will focus on fighters when someone is in the slingshot. Trying to aim the crosshair in one specific direction while the person flying goes in the other, it gets rather irritating real quick. When realistically crewships are the major threat here. It could also be that they don't know you're in the slingshot, what with Cephalon Cy repeating lines ad nauseam. There's too many reasons to list what might be the case.

    Human nature dictates that it boils down to two though:

    1. They don't know.

    OR

    1. They don't care.

     

    Exiting the Railjack through other means results in death. It appears that the 3 second invulnerability when entering/exiting objectives is present when you are transitioning from one zone to the other. To clarify, let's say you exit the Railjack and it takes you three seconds to load, by the time you do load, you could be, or will wind up downed by the fighters or crewships. This is from my own testing though.

     

    4 hours ago, TacitCensure said:

    what a tired excuse for people not playing the objective. you must join pubs and stand around watching crew ships blow up a railjack because "LUL THIS IS PUB IF YOU WANTED ME TO ACTUALLY PLAY THE GAME YOU SHOULD'VE SOLO'ED HOST"

    If it is said as an example, it is based on truth. Terrible behavior will always be easily cited from imagination or reality.

    A clan member told me of someone who (supposedly) joined their game, decided to fly the railjack while they were trying to handle other objectives without using the ship until it was necessary, all the while the random is taking it into enemy fire and it kept getting catastrophic failure. The host was trying to repair it and keep up with the mess the random was making. Then the random decided to get the ship stuck and promptly left.

    I've personally encountered a few unsavory types that seem to follow the same type of behavior lines: "You aren't doing what I want, when I want it, and the way I want", a short choose your own adventure book where you blame others for your shortcomings. As an example: Impatience. I've been blamed for doing nothing when I took it upon myself to destroy crewships, warp back to the railjack and repair as needed and repeat. We ended up running out of revolite and the timer ran out. There were only three people in that squad. If you have two people that are focused on fighting, and one on making the aforementioned easier, who is left to accrue materials?

    Any specific update that revolves around co-operation will most certainly bring out arm chair generals.

     

    There's good reason why they say to manage your expectations if you do anything with people you don't know.

  15. 3 hours ago, 844448 said:

    Let's see from the drop perspective

    Like you said, we have that 1.01% drop chance which is not something you like.

    Now, let's see if we can get tiers where things you don't really want like endo or relics are removed from the drop table. At certain tier, let's say the drop will only have 6 in them, means we have the weapon blueprint drop chance increased from 1.01% to 16.6667% when you push far enough. The goal is making incentive for people to push as far as they can with loadout they like instead of getting stuck with nuke gears and just pushing to zone 8 and extract.

    This way, your loadout and time get rewarded for being able to push far to reach that high % drop

    I think people leave at zone 8 because of how trivial and boring it is. Often I run into those who are just there to level up weapons, so this solution doesn't quite hold up if the rewards and encouragement to have an endurance run are overlooked or poorly compensated.

    This loops back into the problem of time. You could theoretically go as far as you can and not walk away with the item you were trying to get. 16% is for sure better than 1.01% though, so there would be less possibilities to NOT get the item. If your proposed change of progression reduces the overall time needed for the game mode, I could see this working.

    The developers are the only arbiter that gets to decide "at what tier should the drop table split for better rewards?" …Which is a bag of mystery skittles.

     

    3 hours ago, Aldain said:

    Make it a test of mastery of multiple fighting styles rather than who can press 4 more, after all, a wide variety of data and tests under multiple circumstances is more efficient than testing one thing at a time right?

    In a design philosophy where the impression that player retention supersedes reason, apparently not.

  16. 4 hours ago, 844448 said:

    1. Efficiency doesn't work as a timer, instead it works as bonus meter where you get bigger score/focus bonus when you keep it as high as you can

    2. You need to kill a certain amount of enemies to progress to the next zone

    2.1 Alternatively, we can keep the 2:30 minutes

    3. Make drops appealing to push far with tiered rewards like this

     

    While I am not certain if what I'm about to suggest has been brought up before, I was hoping that eventually if you don't pick up the efficiency stimulus that each zone spawns in(except apparently after zone 15), you could have a better chance at the rewards at Zone 8. I don't know about you, but when a 1.01% drop chance for a weapon blueprint is also shared for an ephemera, I begin to harbor distasteful feelings.

    I suppose the argument here will be "but then it'd be too easy to get those things." Why shouldn't it be? There's generally a Nightwave challenge incentive to go back there along with focus farming.

     

    Moreover because ephemera's were promoted as things you get from challenges. Headbutting your keyboard does not equate to challenge, neither does sitting in a chair for 25 minutes. Now, I understand that design philosophy and ideas are not permanent and will change, but this is no excuse for drawing out playtime from a user to get one thing in particular.

    What is the intended goal of your first suggested change? I am indifferent to larger numbers and more concerned with my time spent being rewarded. The second may be a monkey's paw thing to want. The developers could purposefully have the number to reach the next zone ludicrously high and say that "it matches the timer!" which again would be another attempt for more grind. As from what was said in the first sentence of this paragraph, it should be evident that I agree with suggestion three.

    Not like it matters, we can suggest until we're blue in the face.

     

    Sorry for the long read!

  17. 4 hours ago, .ROKOVS_BASILLISK. said:

    what is your problem?? I was hacked, you, and they placed the stalker mark on my back. you dolt.

    My sweet lamb, you don't want to really know the answer to that question.

    You were not ‘‘hacked‘‘, they did not ‘‘place a sigil on your back‘‘.

     

    Assassins that mark you for death (save but one: Grustrag Three, when you are captured they replace the visual of your clan emblem), Stalker in this case does not modify your warframe or your accessories. Moreover, the daedelus attachments are just that, optional attachments. The complaint that your Volt is boxy looking is due to the fact that you are using the proto skin for that specific warframe.

     

    You think I'm a dolt because I just explained why these things you proposed cannot be?

     

    giphy.gif

    • Like 1
  18. 3 hours ago, .ROKOVS_BASILLISK. said:

    the mark on my back, pre-hacking, was "New Luna", which is a fractionalist organisation.

    giphy.gif

     

    What is this post about? It's not my intention to be rude but, are you asking why it's there, or did you mistake the forums for meme-posting Imgur and Reddit? ...Or is this some sort of head-canon role-play?

     

    If you're asking about it, based on the picture provided, that looks like a daily tribute sigil. More specifically the "Awakened Luna Sigil". Though since you have it equipped, there's two conclusions I'm going to draw.

    1. You actually lost connection and upon logging back in and claiming your day 100 tribute, the sigil was automatically equipped.

    2. You are perhaps attempting to meme. A glance at your other posts makes this outcome the more probable one.

     

    Like what are we discussing? Why is it here? Is this the Twilight Zone? Does life get better after love? Do ducks actually quack? What time is it on Pluto?

     

    Please direct your posts to the appropriate categories. This is not a discussion based thread as there are no questions or things to discuss, just like this post below from you is not a bug.

     

  19. 4 hours ago, Gaizeric said:

    Atlas can't recast Rumblers after fall into the pitfall. try press 4 again appear "ability is in use" but no rumblers

    I was just about to make a post regarding this. I can confirm this happens and will put the steps below as to how. It should be noted that this occurs in most, if not all missions, including the simulacrum.

    Repo steps:

    1. Use Atlas and cast 4

    2. Get a refreshing beverage of your choice

    3. Fall into a reset zone/pit using your operator (I assume explicitly Transference) before the Rumblers expire or die

    4. Congratulations, you can no longer cast Rumblers for the rest of the mission!

  20. On 2019-11-15 at 11:24 PM, ShichiseitenYasha said:

    Update: Actually, no. Once it bugs, at least in one sitting, it never stops bugging. After trying a few colors, I swapped back to my original colors just to see it not become noticeable at all, ever again. 

     

    I'd like to add that customization slots untouched after the update, concerning Mag, magnetize dual energy did work on the outside and as stated above after altering anything? in particular in regards to the slot, it ceased functioning.

     

    Still not fixed as of Update 26.1: Rising Tide.

     

    Still hasn't been fixed or addressed as of Update 27: Empyrean.

     

    Hey, @[DE]Momaw, this was the post I was referring to in chat today.

     

     

  21. The release of The Jovian Concord brought two-tone energy. Mag's Magnetize during this time had two-tone on the outside of the bubble, not inside of it. I preferred this. Updates and hotfixes since, this has been switched. Upon testing, I thought it was fixed with the new rendering that The Old Blood brought. It wasn't. It worked once when I went to Hydron and then subsequent attempts after, it didn't. I originally thought being host effected this, but it doesn't. I hope this isn't an intentional change.

     

    A friend from chat who I spoke to about this came along and used the same energy colors as me to help demonstrate the blandness the colors this ability has when it does not function properly or consistently.

     

    A suggestion, if you will: Could dual energy be a toggle? To elaborate, someone prefers a different visual, and would as above, prefer Mag's or any Warframes ability energy colors to be swapped on cast. Basically, dual energy on the outside instead of in or vice versa at will. This setting would likely be near or in-between the random or default colors in the arsenal.

     

    Not sure if anyone will see this post, but thanks. For examples, see pictures posted by those that have replied to this post. Specifically, this one:

     

  22. I'm rather put off by how much rolling of the dice it takes to get a particular weapon. If you truly insist on using the RNG mechanic here, can we at least influence what type of weapon the lich will spawn with by using that weapon on them? Because the devstream team did say the lich would be unique to us, its creator.

    On 2019-10-31 at 1:07 PM, [DE]Megan said:

    KUVA LICHES: Twisted new Kuva spiked foes await - The death of Grineer bathed in crimson fuels an undying thirst for its creator: YOU.  

    Example: I use a Strun to down a Larvaling before using the interact button on them, there is now a higher chance to get a kuva drakgoon, kohm, etc.

    Merging duplicate kuva weapons is a good step, but continuing to get the same weapon over and over and over and over and over—ad nauseam is REALLY somber. Please understand that I do like this update, but this grind has got to take a different turn, please.

     

    While typing this I assume the question about balance will be asked, does that truly matter when everyone will arrive at the same percentage anyways? Though this is under the presumption that there is a cap to the elemental bonuses.

    Thank you.

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