ShogunGunshow
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Posts posted by ShogunGunshow
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11 minutes ago, (PSN)robotwars7 said:
Valkyr needs a rework, plain and simple. I'm hoping that now Hydroid's out of the way, frames like Valkyr and Inaros will be looked at next
Yeah no.
Caliban should be next.
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Holy f*** I am not reading that. Use paragraphs by jebus
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We also haven't even seen the other companion mods/sets? coming from the vendors so it's a little early to jump to conclusions.
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Are there any plans to update Arcane Bodyguard? I don't see it mentioned. Adding on an incap reduction would be nice.
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I mean with the huge amount of energy orbs lying around these days, if you really can't stomach not having vacuum at all times of the day, just use Djinn with Primed Regen. Probably isn't going to be down for more than 10 seconds that way.
2 hours ago, PollexMessier said:No. Primed regen is sentinel only. and medipetkit is companion only
Yeah, I brain-farted on that one. My b.
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Actually I think Tempest Barrage is the least interesting part of Hydroid's kit but hey they're giving helminth peeps another way to get free viral with the augment.
(We're never getting a status 3.0, are we? I think DE has built too many things leaning into the obvious flaws of the current status system to actually fix the problem at this point)
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Unless you're somehow queueing into full parties of people deliberately doing things badly I don't see how it even takes you 15 minutes.
Also you NEED the one-shot builds to get the content done in a week? When the final hunt usually takes up the least amount of time? Suuure.
Yeah. Sorry. That ten or fifteen minutes a week somehow being the point where things are incompletable for you doesn't mean everyone else should have to suffer poorly thought-out mechanics forever.
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@[DE]MomawDoes Trinity's Vampire Leech augment restore shields to pets with this change? Do pets even have an energy value, or is their energy hidden and coded as 'zero'?
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11 minutes ago, Randomguy65 said:
Okay first of all, before companions if they die in mission, can't revive them(i am mainly talking about sentinels). Now they can revive in 1 minute intervals(can cool down by mods). So the companions will die, comeback repeat. I will take this then having no sentinel at all.
If you have Primed Regen and Medipet (and it seems at this point why wouldn't you), you'll have a 10s respawn time.
So yeah.
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21 minutes ago, ShogunGunshow said:
I feel like fixing the health/energy/armor mods to display accurate to actual stats but leaving warframe buff abilities to still mod base stats is going to lead to the same amount of confusion, and maybe worse because it's now inconsistent.
And yeah, what about archon stuff? With the modifiers for the mods being so much lower, it actually wouldn't be as nuts a consideration as it would have been before. I kinda doubt it, though.
No wait I'm f'ing high lol there's no way because armor mod still is pretty much unchanged and giving people the ability to get 2k armor from armor shards + 1 mod is a little too much.
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I feel like fixing the health/energy/armor mods to display accurate to actual stats but leaving warframe buff abilities to still mod base stats is going to lead to the same amount of confusion, and maybe worse because it's now inconsistent.
And yeah, what about archon stuff? With the modifiers for the mods being so much lower, it actually wouldn't be as nuts a consideration as it would have been before. I kinda doubt it, though.
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Even a reduction to 25% bile would be miles better than the 50% we have now. So barf.
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He can't be a hipster anymore.
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Which one is gonna be her Helminth?
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1) Take any of the new shield recharge delay mods
2) Take Vazarin with Guardian Break and its -90% shield regen delay bonus
3) Grofit.
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Also uh.
I wonder how these new mods that reduce shield delay combine with Vazarin.
For those that don't know, Vazarin has a node called 'Guardian Break' where when the shield it conjures is broken, the Warframe enjoys 8 seconds of 150% regeneration rate and a 90% reduction in Shield delay.
If that stacks additively with the mods, that'd be over 100% reduction in shield delay. So basically a shorter Arcane Aegis (8s vs. Aegis' 12), but on demand. But also needs set-up whereas Aegis is automatic.
I guess that's ... okay?
Is Vazarin finally taking its place as the ultimate survival school?
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2 hours ago, SDGDen said:
i just said it *shouldnt* be balanced around steel path.
Well it's nice to live in that fantasy land. And we did have that once upon a time. But the moment DE started locking content and drops behind Steel Path, its existence as a 'just for bragging rights' mode got thrown in the dumpster.
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Highlighting is so good... but I'm going to be using it even when I don't need it for accessibility. As I imagine most players are.
I can't help but feel like the art direction on enemies is wasted when the best way to play optimally is to just smear neon paint all over them.
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I wish Undertow could have been made good because it was pretty unique, but if this is the blood sacrifice required to make the pirate less poo poo then so be it.
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19 hours ago, ShogunGunshow said:
Unfortunately DE has made the classic DE move of allowing something clearly dumb and unintended to exist for years so that by now1 players feel entitled to it.
The crying and whining about any eventual shield gate fix is going to make the ammo economy changes look positively civil by comparison.
Well this aged like warm milk lol
Good job, DE! At last.
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18 minutes ago, AntifreezeUnder0 said:
Shieldgating of grendel is least of his concerns... The butched scaling dmg replaced with generic stats of abilities, and making his forte- nourish , be better on others than himself is real issue.
Sevagoth cries quietly in a corner.
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I would like the Mecha set to get some QOL so that the icon indicating the the pet mark follows their energy color, or at least is made more visible.
I would also like it if allies killing the marked target didn't steal the armor buff from me.
This set has the potential to be really nice for survivability in a world where the good boys stay alive and mob density in Steel Path is ridiculous enough to rack up +1000% armor pretty easily. Just needs some tweakin.
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Unfortunately DE has made the classic DE move of allowing something clearly dumb and unintended to exist for years so that by now1 players feel entitled to it.
The crying and whining about any eventual shield gate fix is going to make the ammo economy changes look positively civil by comparison.
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People be complaining about how melee is overtuned... Valkyr weeps for you all
in General Discussion
Posted
Caliban's 1 is piss-weak even by Warframe damage-cast standards.
His 2 is a janky, middling damage amp that gets canceled by any impact or stagger effect.
His 3s don't even do the thing you want them to do half the time, which is feed you shields, and otherwise get owned like any other AI companion does on Steel Path.
His 4 doesn't vacuum properly anymore. His 4 used to be KB on release but people complained and DE quickly made it a vac, but, instead of getting vacc'ed now, enemies just sort of fall over after moving a few feet in the direction of the explosion. Just for extra fun, the fallout zone's visuals are bugged, and don't even appear when you're a client, only the host. And this is STILL Caliban's best ability, because hey, at least fallout zone strips enemy defenses - but this is also a thing LOTS of other frames can do at this point.
He just lacks any cohesion in his abilities. Which you could maybe say is on-brand considering his appearance, but doesn't change the fact that he still sucks to play.
He is not 'beyond strong,' and if a Caliban was clowning on you it was because he was either using busted weapons or you were playing badly.