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ShogunGunshow

Hunter
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Everything posted by ShogunGunshow

  1. I don't even necessarily disagree that hitting and killing enemies two to three rooms away is a problem. In fact, I would say that I'm in agreement with DE on that. However, if that was the logic, it needs to be consistently applied across the game. In other words, Saryn's spreading would need to get a nerf bat and adjusted to be something more appropriate and single-tile focused, Thermal Sunder would need to be taken out back, etc.
  2. "50% of health given as overguard" as a Deep modifier in particular feels like a real f you. Especially if you're one of those people still trying to rep Limbo.
  3. There are very obviously two tiers of QA at DE, and it seems totally random which change gets which. Sometimes it genuinely feels like someone just loads something up in a graybox, hits the ability once, confirms that it fires, then declares their shift responsibilities fulfilled and goes to smoke a joint in the break room. Like, for example, the Caliban thing. "We fixed the fallout zone not being visible if you're a client!" But then, post patch, the visual of it only lasted for 5 seconds regardless of actual duration - which seems like something that anyone could have determined by just looking at it. They fixed it in today's hotfix, but the fact that it even went through is embarrassing. Same with the LOS changes for Dante. And they're hardly the only instance. DE for a long time has needed either a larger QA department, to give them more time, or to make sure they're actually doing their jobs.
  4. Revert. Let Overguard contribute to Rage and Hunter Adrenaline.
  5. Good, I hope so, considering Styanax has to use his ultimate, and an augment, AND get a decent crowd of enemies.
  6. No one should be using level 9999 as a metric for anything. The devs have been explicit that they do not design the game around that.
  7. There should be an option to SAVE a loadout, preventing further modification to it unless you overwrite it. Currently, if you swap to a loadout, then perhaps experiment a little by changing a gun here or there, you've modified the loadout by default. Just a little checkmark on a loadout to 'lock' it would be enough to prevent this. As someone that likes to fool around and test things a lot, both for my own edification and reporting bugs, etc., the Loadout feature in Warframe is pretty much not worth using, because none of my loadouts will actually be right when I go back to them. It's also the only game I can think of that does Loadouts like this, too - every other game I've played you have to specifically SAVE a loadout to modify it. IDK, would be nice to finally get this as an option.
  8. Either a change to overguard, or a change to those mods to specify 'non-shield damage' or 'Health or Overguard' instead of just Health.
  9. For all we know, that's what DE will end up doing. People are wigging the f out over nothing.
  10. Stuff has gotten nerfed before it even came out based off of reaction to teasers and devstreams talking about how they're supposed to work. Honestly, I prefer a DE that's quick to address things than a DE that takes YEARS to address a problem and lets players grow entitled to something totally busted.
  11. Title. Probably an oversight, but it's disappointing you can't trail the stuff from Fae Path and the like - stuff that's not even animated on the footsteps, mind - because, well, he doesn't take steps.
  12. I kinda thought the damage should've been 50% at base. DE think that it should be like Roar, because while Roar increases double-dips and boosts abilities, Eclipse can be flipped to DR for that flexibility. But, like, that's not how people play the game. People aren't going to go "oh no there's some high damage units coming, time for me to hit eclipse again to swap my damage to DR!" Warframe is too busy as it is to include even more things to keep track of like that. Whatever a player is using Eclipse for on their build is going to be the way they use it 99% of the time, with most of the remaining 1% being an accidental input that gets immediately re-cast into the intended buff. If you need that 75% DR, it's unlikely you're going to swap off of it for a middling damage buff; and if you're using it for damage, also odds are you're already totally comfortable as far as survivability goes, and don't need the EHP. And in those niche cases where a player can make use of either, it's more efficient for them to just double down in one direction.
  13. I kinda agree. At this point the audio cue is totally superfluous. You know what direction the demo is coming from instantly, and can acquire them in about 5 seconds. Feels like they went a little too far, but I also don't see them walking it back a bit, because it's related to accessibility.
  14. Just had it happen to me in Armatus. None of the usual tricks to get unstuck worked. Not even getting the enemies to kill me worked - the operator just spawned in the collision box, too, and could do nothing to escape.
  15. They fixed the Caliban bug that's existed forever where the fallout zone didn't render on client. Now they bugged it a new way where it is only visible for like 4 seconds regardless of duration. Can't make this up.
  16. So, previously, if Nidus had 100% strength (25% bonus), and the ally had 400% strength, Nidus would get a 1.25x bonus to their final strength, and the ally would get 2x?
  17. They are individually instanced. You can pick up orbs with no feeling of guilt about taking away from your team.
  18. Prior to this patch, Caliban's Fallout Zone on his 4 had a bug where it wouldn't render if Caliban was a client. Now the graphical effect seems to end after ~4-5 seconds regardless of duration. :\ We're not asking for much, here. Basic QA, please.
  19. I'm bemused that people still think Defense is the worst. Run-enders pre-patch has been Survival since they gave the defense objectives actual HP. I can keep enemies off defense objectives; I can't, however, magically make up for half my team standing around with 10 kills and 2% damage done.
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