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DemonbaneSol

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Posts posted by DemonbaneSol

  1. Why can't the acolytes from the final missions count towards the 10 confrontation count? I'm at 9/10 and I'm screwed this way :/

     

    I echo those sentiments. My friend and I didn't have time to do the event until Friday, what with his college stuff and my tech school graduation prep, and by the time we started, two were defeated already, one was almost dead, and the other two had about 1/3 of their health left. We managed to get 1 run in, but his connection went to **** and we couldn't continue. We resumed yesterday and saw that just overnight, all of the rest but Malice were defeated, and he was almost out. We did what we could, made it to 7/10 confrontations, started having connection and game crashing problems, stopped for the night when Malice was at about 0.6% health, and now we can't get those last 3.

  2. Personally I say that either the actual AOE should be reduced in size to match the effect animation, or the visual effect should be enlarged to match the actual AOE.

  3. I have the gear to own his &#! (Hek is love), but in the most recent appearance, I managed to remember to scan him with my Codex Scanner, getting that 2/3, but it cost me the fight because in the time it took for my character to put it away and get my Hek back out, he went invisible, teleported around like a spastic madman, and then killed me in 2 or 3 hits from his throwing knives. Still not sure how that happened to my Frost, but yeah, if I can scan him before he leaves after I beat him, then completing his Codex entry won't give him the win next time.

  4. Yeah, in both the Ninja Gaiden series, and the DMC series, specifically 1, 3, and 4 (don't know about the reboot), button mashing will get you killed on anything above Normal difficulty, and can easily get you killed on Normal, too. Trying to win in those games via button mashing is some DarkSydePhil-levels of wrong and fail.

  5. Nezha is male, and given that I don't have the gear to do sorties yet, and the fact that there exist the rumors/news about DE looking at changing/removing IPS damage boosting mods and changing multishot mechanics, which leaves me unwilling to try to upgrade said mods until I see what happens with them, and the fact that I happened to have enough platinum to afford Nezha, I simply bought him.

     

    Personally, I only have Frost's and Rhino's Primes, so I can't really choose between other vanilla or prime frames yet, but while I do intend to keep my vanilla frames, I'll likely switch to exclusively using their Prime versions once I get them and have both the vanilla and Prime versions maxed. Rhino Prime having higher armor than vanilla Rhino is nice, for example, and once I get Volt Prime, I'll likely never use regular Volt again except to mess around on low-level missions.

  6. How about for energy they implement something "active" like maybe you get 0.1 or even just 0.05 points of energy for every hit you take in combat from enemies, from all types of attacks, maybe get about the same (0.05 to 0.1 points of energy) per shot landed from shooting enemies, and a bit more, like maybe 0.1 to 0.5 points for each melee strike landed? Tweak values as needed for appropriate balance, or even change it to percentages if that would work better.

  7. How about something like a finite number of enemies as long as you're not detected? An enemy sees you, sets off the alarm, or you set off the alarm in the data vault, and the enemies respawn, but if you can kill all of the enemies in the area without being detected, there won't be any in your way to the vault, and they won't come back until you either set off the alarm in the vault or succeed at hacking the terminal, the former causing them to spawn nearby and make a beeline to you, the latter simply causing them to respawn in the map unalerted (until you're seen).

  8. Thinking that maybe, as was suggested by someone else, that the last enemy would be moved to a reachable place after some amount of time, which clearly didn't happen.

     

    I'll say again that I understand the idea of the change, why it was made, etc., but the lack of some sort of failsafe measure in the event that something like this happens is a glaring problem. One possible fix is that any remaining enemies that have either spawned or have yet to spawn be moved, one at a time, to somewhere within two or three tiles of the player(s), not in the same tile as the player(s), at 30 second intervals. Probably sounds stupid, but it would be one way of dealing with the previous spawn exploit without outright breaking them.

     

    Rather than chew me out in a condescending tone while subtly suggesting adopting a "shut up, lay down, and take it until they do something" mentality, and then hypocritically making your own thinly-veiled complaint in the same post, you maybe do such with those who come in cursing and "screaming" in all caps while demanding either changing, removing, or temporarily locking content until the problem/issue is taken care of?

  9. Enemy spawns were broken before, fixed and then it borked again with the stealth update. Not easy having to fix things. 

     

    It's always one of those. You fix one thing but then another problem comes up over and over and over.

     

    I know. I've read other complaints on the issue. As I've said in my post, this is me adding my complaint to the "pool".

     

    Law of unintended consequences.

    This is why ham-handed, knee-jerk reactionary changes to head off "exploits" usually wind up causing more problems than they ostensibly "solve".

    <grumble>

     

    Agreed.

  10. ...and the one enemy left is clearly back in the first half of the map, before the one-way teleporter. It is now impossible to complete the mission. Consider this me adding my voice to the crowd of those pointing out the broken enemy spawns. I know DE wanted to do something about people exploiting stealth in Exterminate missions and the spawn system, but breaking the enemy spawn system and thus creating the possibility of impossible-to-complete missions is not the answer.

  11. Another possible solution I thought of was something based on the Devil May Cry series and others like it.

     

    Get energy from dealing and taking damage in combat, including damage to shields.

     

    By doing so, you could keep the RNG energy orb drops similar to how DMC 3/4 has White Orbs, but you're encouraged to actually get in there and fight so you can use your abilities more often. Maybe even have it so that you get slightly more energy for hitting an enemy with your melee weapon than you do by shooting them, to encourage you to close the distance and engage in melee if you get/see the opportunity. This technically also covers the biggest part of the pace argument. With people arguing that it would slow down the gameplay due to people waiting for the alternative of passive regen or cooldowns, which some already do in a way by dropping a restore at the start and waiting for all 4 pulses before moving on, this could get rid of most of that by having your energy gain be mostly dependent on you actually moving forward, playing the game and fighting/killing enemies rather than standing around and waiting to use your abilities.

  12. Just for confirmation, for the bit about affinity and Forma, do you mean the amount of affinity required to relevel the weapon/frame should be reduced for each Forma, or that a Forma'd weapon/frame gets more affinity per Forma? I haven't Forma'd any of my stuff, but if that went into effect before I did, it would be quite nice.

  13. Like not even as much as the rate Archwings get, but something where the unranked frame would have a barely noticeable energy regen, and then as you get it to 30, it gradually gets a natural regen of about half of a max rank Energy Siphon mod, maybe with the Energy Siphon mod being tweaked so that at max frame rank and max mod rank together, you get what maxed Enegry Siphon gets now.

     

    In other words, a balanced passive energy regen; not so high that power spamming becomes a thing, but still eventually strong enough to do some measurable good (regen would automatically stop during toggle abilities like Exalted Blade, Hysteria, Spectral Scream, Effigy, etc. to keep them from becoming truly infinite, and maybe regen temporarily stops when inside a Nullifier's bubble).

     

     

    Your thoughts?

  14. It's my understanding that the Corpus Nullifiers' purpose is to prevent the use of Warframe abilities. As it is now, it's clearly anti-fun, as has been stated by many thus far. My opinion is that since the bubble is supposed to "nullify" Warframe abilities, it should only prevent the use of them inside the bubble, acting as a "zone of silence" or "anti-magic field", without the additional dispelling effect.

     

    On top of that, their bubble is supposed to work against Warframe abilities. I think it'd make more sense for it to block offensive abilities from the outside (you wouldn't be able to use them inside the bubble because you're "silenced") such as Volt's Shock, Excalibur's Radial Javelin and the projectile/wave from Exalted Blade, etc., but not regular weapons. Basically, they'd be immune to Warframe abilities, but their bubble wouldn't stop your bullets/arrows/rockets.

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