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selig_fay

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Posts posted by selig_fay

  1. 7 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.

    Yes, this is really what is really needed. The current system where you are locked in one weapon makes me sad. 

  2. I think, Hydroid has good abilities, but they are bad because of the way they work. 

    Tempest Barrage - good control, but the duration of the bombardment is too short relative to the time of the caste ability. There should be something like 10 seconds standard and 30 seconds when fully charged. Well, perhaps a small scaling of damage would be a plus.

    Tidal Surge - Perhaps it would be good if it worked as a similar revenant ability, allowing you to move in the direction you want. Scalping damage would also be a plus.

    Undertow - God, this ability is garbage just by how slow it is and how energy-consuming it is. Actually, do it faster and remove additional costs. Maybe it could be a passive ability like limbo's.

    Tentacle Swarm - this is the only good ability right now and it can be better. Just let me move the Tentacle zone without any additional energy expenditure, so that the opponents captured by the Tentacle will also move along with this zone wherever I want. And make that Tentacle stops when I try to aim at the enemy and it will just be a great thing. Or just let me stop Tentacle Swarm on my own to be able to conveniently kill all the opponents.

  3. 5 minutes ago, dibpwnt said:
    So what if instead of an exalted axe, it take the form of the melee you have equipped? That gives the player a choice of what they want to be there.

    Or you could just enchant melee so that it gets covered in ice and gives the mechanics of waves. And it can use ice axe if melee is not equipped. I mean, always, not just when the ability is enabled.

    • Like 1
  4. 1 minute ago, dibpwnt said:
    So an ideal Exalted weapon would need synergy with the other abilities? I don't agree that less player participation makes for a good gameplay.

    No, the problem is that exalted weapons replace the weapons that players use for their style of play, rather than being an addition to it. The player wants to play with rifles, you give him a snow axe. The player wants to play with shotguns, you give him a snow axe. As a result, this ability will only be supported by some players, while most players will simply ignore the button. 

    That is, instead of making a separate ability that will be ignored, it is better to make some related weapon, like the same snow axe, which gives unique effects when equipped with frost. We do not lose our abilities, we give more customization options, the only thing we lose is an easy passage of a sortie with a limited type of weapon, which is just a joke against the background of a radiation or magnetic sortie. 

  5. 52 minutes ago, Lers said:
    Hysteria is overshadowed by melee too much. Drains energy, takes away range, and if you're already built for melee its just an "oh sh!t I need a heal" button (something operators can also manage). The invul is mostly just a gimmick unless facing extreme circumstances.

    This is the most exalted weapon now. As in Hildryn, this useless Blaster that could be replaced with any secondary one-handed weapon, just with the mechanics of absorbing shields instead of bullets and it would be a useful ability. But now we have it. I have nothing against exalted weapon as a standard weapon for an ability, but the fact that it can't be exchanged for something more powerful or fun makes such abilities very lackluster.

  6. 12 minutes ago, Magus_Tahir said:

    Tho you did make me think of an interesting mod idea that being a mod that would increase base shields by a % set Shield Damage reduction to 50% and reduce Warframe maximum health to 200. Just don't go anywhere near toxin damage! XD

    There's a lot to come up with. Like the mod that gives 0.05*shield_regeneration as energy regeneration when your shields are >=100%. You know, like rage, but in a different way.

  7. 18 hours ago, taiiat said:

    and/or for the Player to be lazy enough in spreading that Enemies aren't already infected. which with extreme Range would be quite the achievement, to not have every Enemy that exists already covered.

    Sorry, but it sounds like you're accusing players of getting the fun out of not abusing the 1+4 vs 40 level abilities to instantly destroy the map? On the other hand, now playing on saryn is equivalent to laziness because of this bundle. I think you got this joke.

  8. 28 minutes ago, Magus_Tahir said:

    This is another way to look at it since the shield changes as well.

    This video was a long time ago and now it is a little not relevant. When the shields are equal to 0, dirk dagger is not able to restore the shields. But I think you will find a solution to this little problem.

  9. 13 hours ago, Krenlik said:

    Just pointing out that there were more ways to regen shields than the two initially listed.

    https://warframe.fandom.com/wiki/Rakta_Dark_Dagger

    https://warframe.fandom.com/wiki/Focus/Vazarin#Guardian_Blast

    https://warframe.fandom.com/wiki/Brief_Respite

    https://warframe.fandom.com/wiki/Augur_Pact and like mods

    https://warframe.fandom.com/wiki/Protect

    https://warframe.fandom.com/wiki/Shield_Osprey

    These are all ways that I remember now, and that no one uses, although they are quite strong. People may have used dirk dagger too often, but it got such a nerf that it actually stayed strong, but people just don't know why it stayed strong.

    Well, all the abilities of warframes that restore shields. They are not so few.

  10. 5 hours ago, FaridRLz said:

    This is exactly what makes her unreliable, just depending on the environmental light in a nightmare in this kind of fast phase games

    Well, She should be able to control the light. I remember how Volt turned off the lights, but this was part of His ability where light sources also emitted electricity, causing damage to enemies.

    • Like 1
  11. 2 minutes ago, (PS4)Deeceem said:
    I always think of the Octavia mod that allows you to direct your ball thing when I see augments like this one and end with the question: "Why isn't that a base function? It would be awesome as a base function, but there's no way I use a mod slot for it.". Which, to be fair, is a me-problem. I just don't like using augments when they seem like only fixing an ability to how it should be without it, I guess. Like, they made Grendel's buffs cyclable. Now imagine that was made into an augment instead.

    Yes, maybe as a basic function it would be much better. I don't know. I just think back to when they released an augment for people to be able to turn off the vacuum on Titania, when it should be by default, because people want companion mods to work in razorwing. 

    But I don't know what balance they are trying to make. I would be really happy if they provided an augment to disable Dex Pixia/Divata to use my weapons, although many people will say that this is useless or should be the default feature. Purely as an example. 

    There's another example with Mesa's Waltz where this thing just lets you walk slowly. Is this really a useful feature? I don't know, but I see people using it.

    I just think that spore radar is a really good, maybe even strong, feature for some people and of course most people may not understand this because they just don't need this feature.But if you ask what you can put in exilus, it will be something +15% strength or radius, or something you find convenient for yourself, like Aero Vantage (which is my favorite for exilus, but for most it's meh). 

    • Like 1
  12. I will write here, too, as in the previous topic. This argument is intended for people who try not to use the fourth ability. Without it, you spin the camera to find infected survivors. With augment, you just look at the minimap and you can immediately move in the right direction. This is just for convenience, like all exilus abilities. 

    This does not directly perform the function of detecting enemies. This performs the function of detecting your spores. These are not equivalent things. 

    On the other hand, I don't see anything wrong with allowing 2 augments to be set for 1 ability, because we still lose slots.

    • Like 1
  13. 7 hours ago, (PS4)Captain_Bonecold said:
    I just want to increase Nidus health. Inaros Prime, I wonder what they'll give him. More armor? More health? Inaros is the next or second next warframe to be Prime. Inaros has same armor as rhino.

    More speed and energy pool. I will laugh for a very long time.

  14. To be honest, I would like the dark Mirage to have partial invisibility mechanics instead of DR. For example, in total darkness, you are completely invisible and do not generate aggression, but in partial invisibility, you reduce the detection radius for enemies (as with dark dagger only working even when enemies are alarmed) and become a lower priority target for enemies. I think this is more correct and powerful. Maybe with augment, it could make the defense target less of a priority for attacking enemies, which would be a good plus, remembering Ivara's invisible arrow.

    By the way, Ivara would also be able to do this. I mean, it's not a complete invisibility. I mean, to lower the threat level that the object creates for enemies, so that they no longer consider it a priority target.. Ash in my opinion also has a similar mechanics.

  15. 30 minutes ago, Krenlik said:
    Robotic companions also have Guardian and a shield recharge mod. Somewhat pointless if shields are tissue. Being a bit more durable makes them fairly valuable, especially guardian... the higher your max shields, the more it helps.

    Unfortunately, the companions aren't too smart to use their shields properly. They need a shield gate like Hildryn to have the same survivability as with hp. I mean, either they need to get smarter so they don't run through AOE damage fields or into toxins, or they need a break. Of course, sentinels are the best, since they are always assigned to warframes, but I don't see sentinels having good shields.

    • Like 1
  16. I don't know what you're talking about. If you don't use blitz (and you have sooo many ways to ignore blitz), there are literally no problems with speed, because the standard speed remains the same as before the update, but the sprint speed has increased significantly, since now archwing does not have 2 types of sprint, as it was before.

    Another change that has been made is the removal of inertia, which makes speed harder to control, because you have either a standard speed or a sprint speed and nothing more. Previously, you could move a little slower than your speed by simply pressing the move button rather than holding it down. But it is not really clear what is better or worse, because we have an instant stop now.

    If there are problems with the fact that you can not evade from a collision with a wall, then spellbind or any knockdown immunity will help you. I'm not saying you're bad or anything, I'm using it myself. But I don't think there are any problems with speed right now. Yes, I would like the old inertia, but it's more of a purely aesthetic desire that many people will hate.

  17. 1 minute ago, Traumtulpe said:
    I have good news for you: Spores already does this by default (kinda). It constantly deals damage, and you can see the damage numbers through walls.

    Well, I meant that the enemy silhouette will give you knowledge of what type of enemy is currently under spores. But not the point. The good thing about green radar is that you don't need a spin camera to see the damage figures and you can immediately head in the right direction.

    It just gives you a certain playstyle. And I think that's good enough for exilus.

  18. 21 minutes ago, Traumtulpe said:

    Sorry, I made a mistake there; It actually downgrades you radar from 63m to 40-45m (capped at 45 with ability range).

    That is because you use Primed Animal Instinct anyway, and could replace Revealing Spores with Enemy Sense.

    I think you're wrong about a lot of things. This augment is created for the convenience of those people who do not touch the ability 4. You see an enemy on the minimap that currently has spores, which means you can spread them by killing this enemy. Yes, lighting through the walls would be much better, but I think that's good enough too.

  19. 32 minutes ago, (NSW)Blackoween said:

    Could you elaborate please? There appears to be something I am missing.

    Ah for example the, that Mag with 450 shields can do itself 1200 ordinary shields and 1200 overshield, that is equivalent to 240 health under 2700 armor. And all this you get for installing 1 mod. You can put an adaptation and you get good protection in two mods and without using arcanes. 

    And this is only Mag and only because she can restore its shields. But there are also DR tanks, such as the Gara, which make very good use of the 1 second delay when using large shields. 

    Also, shieldgate is activated even if you have 2 shields. I mean, you don't have to wait 4 seconds, you can just put a mod that converts energy into shields and use it, but it will be weaker than if you charged the shields at 100%. 

    Another point, frames like Loki, Titania, Revenant do not need to be protected by both HP and shields because of how their abilities work. But shieldgate raised their defense very well. I mean, they won't tank damage anyway, they just need a way to avoid oneshotes sometimes.

    I really think the shields are in a good place right now. Yes, it won't facetank against level 100, but if you don't get a lot of damage, the shields are just good.

    • Like 1
  20. Gara/Trinity/Gauss/Baruuk/Hildryn/Harrow/Mag/Volt/Mesa/Ember - These are all frames that can take advantage of shield expansion. All the others either use health, or simply do not receive damage, which means they may not use protection at all.

    The shields are in a really good place now. Literally one buff and they will be OP or one nerf and they will return to a state where all frames use health and don't touch shields. 

     

    • Like 1
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