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TheHalfsightedOne

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Posts posted by TheHalfsightedOne

  1. 16 hours ago, (PS4)Black-Cat-Jinx said:

    I really have no idea why they won't just let you buy "login reward weapons" back in store for like 500k creds already built. If someone wants it back, make them repotato and reforma and be done with it. It will be an end to people who accidentally or deliberately delete the thing and then have to bug tech support trying to get it back.............

    Just let people buy the weapon from the store and be the EFF done with it. Saves everyone a lot of bloody drama. But no. Can't sell the,............ What ever........ Seeing as almost all of them are mastery fodder trash not sure it matters...

    While the Azima and sadly now Zenistar, arent exactly great, I'm at MR28 and one of the things I just kinda, do, is to max weapons out with forma to make em as potent as I can, especially if itd be funny, or it just has an interesting/fun gimmick. (and though I dont HAVE Arcane Pistoleer maxed, I think itd be hilarious and fun to see what the Azima can do with it haha)

  2. 2 minutes ago, (XB1)Skippy575 said:

    I'd wait and see if they add the login weapons to Simaris so if you end up in this predicament you can reacquire the weapons. 

    The main problem with this even happening is, they removed the ability to sell them so its likely not even a thought. As mentioned this was a LONG time ago.

  3. 4 minutes ago, Alcatraz said:

    Asked who? People of the forums or people of the support desk? They are the actual ones to ask anything related to selling your Azima.

    I've heard of plenty of cases where people sold and gotten "it" back before. Depending on how long ago it was, it may be too late for them to return it to you. I don't really know that, I am no expert, I just know what I've seen around.

     

    The support desk. (Have never actually gotten a proper response on the forums if I remember right) Because it was so long ago, theyve consistently in tickets (3x) told me its been too long. Which is why as I said there are likely a good lil chunk of other people who are "too long ago" like my situation is. It was over 1000 days ago, but the fact they never reimbursed people for ones when they rolled out the "Hey you cant sell them so this cant happen" patch, is what I just dont understand.

  4. Long long ago, back when one was allowed to sell login weapons, like the newer dumber player I was, I got my mastery and sold the Azima, and it is now perpetually gone. I know that there have been scripts ran to give out say, blueprints of the mote amp, to those that needed to be able to craft it again to be able to get the mastery. 

     

    Is it at all plausible for a script to be made and ran to give the login weapons, or even a BP for the affected ones, back to anyone who has atleast gained amy % more than zero of the mastery for said weapon, but does not own the weapon anymore? As having any mastery exp on the weapon would mean that it was chosen as a reward already. I know there are some other players out there who are undoubtedly missing say, a Zenistar, or Azima etc, due to said weapons previously being sellable, I'm honestly stunned a script like such was not run for the people who literally cannot re-attain them anymore, incase they left it unleveled, or tossed it by mistake etc and forgot about it, but may at some point have wished for it back.

     

    I've asked this several times before, and have always been told "Oh that was too long ago, too bad" but that just seems like poor practice that the above was never done during the swap to making them unsellable. It may not be powerful, but it looks like a fun little gun Id still wanna use from time to time for its gimmick.

     

    Also, if this is in the wrong forum, may a mod please move it to the correct one? 

  5. 14 hours ago, Catacomb said:

    Your best bet right now is contacting support.

    That is what I had initially done. They told me to make a topic here in hopes that someone like pablo or rebecca etc sees it I guess.

     

    But come on, its still super dumb we were allowed to sell them in the first place.

    11 hours ago, Caidezes said:

    Support won't be able to help if you sold it a long time ago. Trust me, I tried it myself.

    They need to just add them to Simaris' offerings or something. Players aren't given any indication that those weapons are unique.

    This was my initial thought too, cause they did so with chroma and limbo etc. Why not these? Atleast you can re-buy them with platinum, but the login weapons? Nah youre screwed. ._.

  6. Look, long long ago, back when it was actually possible to do so, to have an extra weapon slot, I sold my Azima. And for the longest time I have regretted it, only to look recently to see that login weapons are NO LONGER sellable. Is there ANY way we could add in a way to give those who no longer have one or multiple of said weapons, the ability to get them back, or just a straight hotfix sweep to return them to the player's inventories, even at rank 0? Its just really dumb, and really bugs me, that there is no way to get them back if you had sold them when you were allowed to. Maybe have there be a blueprint in your foundry or something. Aside from founder stuff, (and till the machete comes back again) it is the ONLY thing that is 100% IMPOSSIBLE to obtain, because I'd already gotten it.

     

    Anyone else agree?

  7. Agreed haha. Was piddlin around with Zephyr (I make 3 looks for each frame, a completely my own one, one thats the default colors and I find armor etc to accentuate them, and one thats prime colors (white gray gold, etc)) and yeah. Went to put it on, this happened. 40B1FF9E91B77D865798D43493C66140A32A3481

    Don't think she appreciates it stabbing through her chest and out her butt and thigh.

  8. 4 minutes ago, DeMonkey said:

    It really isn't. When Wukong gets his rework it'll have to change, for the better.

    It sorely needs a buff.

    Defy is practically free Quick thinking as an ability, and you feel it needs a buff? Maybe make it ALSO do something else, but having Quick thinking for only the cost of energy, especially if using rage or hunter adrenaline, feels strong to me unless you're going up against hour + survival sorts of stuff. Because while it CAN be, it really shouldnt just be left on unless the enemy level reaches that point where you just die. I mean the man has 225 armor and 300 hp, which is nothing to sneeze at at base. its not Valkyr's tankiness, but hes not SUPPOSED to be monkey valkyr.

     

    6 minutes ago, DeMonkey said:

    So... a nerf? Wasn't expecting to read that tbh.

    How would it be a nerf if it were to act the same it does now, with that added benefit of more damage the longer its on, at increased energy drain? As it can always be toggled off and on to reset this like with Ember, to help take down especially beefy targets? I know Melee is VERY strong right now, but for all we know, this may be exactly what will be needed for it to work in Melee 3.0. It would be how Valkyr's Hysteria functions as well, except he would gain a benefit for having the drain higher, as opposed to Valkyr recieving nothing except more drain. Though we dont want monkey-valkyr, it does make sense for an ability funcitoning similarly to well, function similarly. Again, it could potentially be some other sort of buff instead of just damage, but this is just speculation and what I personally feel would work to make both these frames more fun and worth using.

  9. Vauban

    Passive: Fine as is.

    Tesla Grenade: Damage and % to stun scale with power strength, 130% strength = 100% stun/electric proc chance. Duration no longer affects charges, but how LONG each stun charge lasts, with a set number of charges at eeeh... 5. Cause you want duration on him anyhow.

    Augment changed from causing slash damage, to scaling with range to cause enemies surrounding the target to be stunned and damaged as well, 1 charge removed for each 2 additional enemies it hits, but at the detriment of 50% range, and maybe 75% duration on the stun, perhaps normal stun for initial target, but 50% on AOE affected targets. (Yes you can still cast it on allies to have them be AOE zap balls, but with this, there's elss need to spam 50 just to tickle enemies.)

    Minelayer: Potentially remove this entirely for a new ability, or the following are good places to start.

    -Bounce: Remove players being able to trigger the pads, have no cooldown, but remove the ability for it to trigger on ragdolled enemies (enemies that have been bounced, so they dont just bounce repeatedly/eat charges before being fully launched. they have to atleast stand up again) Scale # of bounces to duration.

    -Trip Laser: Launch the enemies forward slightly, so they arent just stuck on the trip laser, scale damage to 2-3% of enemies max health, affected by power strength so at 200% strength, it can reach ~5% enemy max health in faceplant-ey goodness.

    -Shred Grenade: Increase base range, same damage scaling/strength as Trip Laser, but removes armor, armor strip buffed to 60% at rank 30 so you dont need 250% strength for full strip.

    -Concuss Mine: Range for landmine activation increased by 1-2m, Stun acts as a catalyst so Radiation procs once stun ends, preventing the radiation proc from wearing off before the target is even able to interact with players and other enemies.

    Bastille: Fine as is. Fix Repelling Bastille. Vortex: Increase base range to 10m, still scales with range, pull is weaker the further the enemy is from it. (A walking unit at the very edge should still be able to walk away, but 75% from the center unless running should still be pulled in.)

    Augment: add additional damage for each vortex thrown in. Possibly max at 5. .(edited)

     

     

    Wukong

    Passive: 30% chance for enemy attacks to phase through him like Baruuk's Elude, OR, has a base Rejuvenation aura effect on himself at all times (+3hp/s)

    Iron Jab: INCREASE KNOCKDOWN RADIUS from its PITIFUL 2m. Also, make it actually always deal its supposed 800 impact. Oft times it glitches, and deals a grayed out 0 impact proc. While using Primal Fury, have wukong jab three times, in a wider cone, possibly having the other two jabs be etherial energy arm and staff clones. Not activated with the Augment obviously as the augment slams the ground to launch you.

    Augment: make it so you cant kill/hurt yourself with it. You're an immortal monkeygod. your weapons shouldn't hurt yourself. If Iron Vault is recast in midair wukong will slam the ground infront of him with his staff, and pull himself back down as a slam attack after the initial knockdown. If Primal Rage is active when recasting, Wukong will iron Jab the ground three times, again with two staffs being energy clones, in a wider conical horizontal area, though only slamming the middle jab location where he lands.

    While Primal Fury is active range and damage is increased based on combo counter like how Prima Fury scales. (unless melee 3.0 changes this)

    Defy: Prettymuch fine as is, potentially add an augment that lets allies within range survive lethal damage taking a 50% strength activation of the ability, which scales to heal less and less far faster as to not have it be broken.

    Cloudwalker: Its garbage. Like, its REALLY bad. You're invulnerable, but move slow, and cant do anything. When deactivated near enemies, you can stealth attack a total of ONE before they're all ready to maul your face again. And you already have Defy. Rework this ability entirely. My thoughts are as follows.

    NEW Cloudwalker: Toggleable movement and attackspeed buff, giving slight damage reduction, or evasion, keep the same free, go anywhere on any axis controls it currently has, just change it to be able to shoot and melee from it, and make it a speed buff instead of moving at like 40% speed. Perhaps have Wukong standing ontop of a cloud/mist while active. Augment: enact the invisibility buff when moving over your teammates, with a cooldown of 30s, as it lasts 14s at max rank.

    Primal Fury: Change to increase in damage the longer it is active, but costing more and more energy the longer it is active, much like Ember's World on Fire rework.

    Augment: Instead of absorbing more energy for the benefit of more damage. Primal Rage would do the same but at the cost of recieving damage. Which would tick back down at a set % of your total bonus % damage constantly. So it is a near constant buff if in the thick of things. This however is not a how much damage you absorb buff, but a sort of reverse Mesmer Skin. The amount of instances of damage you recieve per.. 3 seconds perhaps? But if you cannot weather that damage, you die, and or lose the buff.

    This will encourage use of your Defy WITH Primal Rage, and using your Iron jab/Vault, and Cloudwalker more deliberately with both Primal Fury and Primal Rage instead of willy-nilly, or just leaving everything on at once at all times.

     

     

  10. Please, please, please!

     

    Before/with the release of Railjack, LOOK OVER THE ENTIRETY OF ARCHWING. Underwater, land, space, ALL of it! It's just a mode that has had so many little extra puzzle pieces stuck onto something unpolished and broken that noone wanted to play because as neat as it is, and the fact that I enjoy it personally, is not enough for many MANY people to even want to consider using it at all. And Railjack, a mode that is CENTRIC about using a ship, and space battles, and JUMPING FROM YOUR SHIP TO THE ENEMY'S, Archwing as a WHOLE, mods, weapons, archwings, EVERYTHING, N E E D S to be looked at, and brought up to the current game's standards.

     

    This is all I ask. Give us a reason to enjoy and WANT to play archwing missions, do railjack, and use land archwing as more than just a little speed boost with Itzal. It is an old OLD mode, that needs to be shown some proper love.

  11. On 2018-09-24 at 6:41 PM, (PS4)LoisGordils said:

    I will never ever understand why people decide/want to sell unique items that can only be obtained once in a game like Warframe, that is constantly evolving. Reminds me of a guy here that whined about not being able to sell Excalibur Umbra because "hE tAkEs uP sPAcE"

    Hey, im at 700+ days now, I was dumber, and noobier then.

  12. While I know I may potentially be able to recieve the Azima again once the login rework is put into place, I would like to not have to re-get it after being at 700+ days already. I want to work towards the Lodestar Armor and Syandana and such, as opposed to wasting two months re-recieving a weapon if thats even an option that is decided to be kept.

     

    So, if possible, could I end up getting my Azima reimbursed from when i sold it all that time ago? (I kinda wanna re-try it since the whole mastery balancing thing, and since Im MR25, honestly, Im just collecting and releveling everything I can now cause well, its something to do.)

     

    So Please DE might I recieve that pistol again from long long ago? I'd really appreciate it. Thankyou in advance hopefully <3

  13. Honestly, I feel this is a long time coming, as everyone and their tenno knows that Nezha is a slippery budget Rhino.

    Firstly, lets address Nezha's stats. Yes, he's a base frame, that you get from the Dojo (previously as a sortie reward!)

    Health 75(225), Shields 75(225), Armor 175. The 175 armor is nice, but its honestly pointless if you have such an abysmally small health pool for it to have effect on. So 9/10 times, its just a Warding Halo buffer so you dont get nuked instantly. (but in any mission around 40+ even with maxed Steel Fiber and Vitality, if your Halo goes down and you dont INSTANTLY cast it, theres a good chance youre hurting bad, or just, dead.)

     

    Abilities

    Firewalker: It and its augment, are both... terrible. it does exceptionally low damage, and a very small amount of cc if the enemies get heat procced. And the augment is awkward to use to say the least, for its exceptionally minimal buff compared to the main ability.

     

    Blazing Chakram: Honestly this ability has potential, as showcased by its augment. Without which, the chakram just bounces around wildly, and hits nearly nothing, for nearly no damage. Oft times not even stunning. The augment Reaping Chakram, is honestly probably closer to how this ability should function if it is to warrant any use, and even then it needs a buff. The Health is nice, when you can actually hit a, or multiple enemies with it using the augment. but the main downside is, people will always just build towards...

     

    Warding Halo.: Which is because this is Nezha's saving grace. The only thing keeping him alive and even the slightest bit relevant as a frame. Because he has a slightly damaging Rhino Ironskin, that is much weaker, and you can put on allies and their companions (and say, rescue/defection targets). Oh and also its the only reason he doesnt explode if a Corpus Tech or Heavy Gunner so much as sneezes on the poor boy. It also USED to be super broken combined with Divine Spears, but that was a known, and unitnentional bug. (...It WAS pretty fun though.)

     

    Divine Spears: This ability is potentially great CC for a large area, hanging enemies up for a decent period of time, in a wide range, if... anyone... had range or duration on Nezha. As you kindof need most of your mod slots and capacity, to build up Nezha's Warding Halo to not die. I'd love to see what a potential augment for this ability could be, but for now, we need to address the elephant in the room.

     

    You only ever really see anyone build Nezha one way, or else he just explodes. if anyone plays him legitimately any more at all, its Halo or Bust, because HE'LL bust. Itd be fantastic to tweak his first and second abilities, but honestly, we need to be able to build them with things other than Warding Halo in mind. It just makes him a one trick pony. Atleast Rhino has a team buff, and can headbutt and actually kill things. and Nezha's 4 is nearly the same as Rhino's too. just it uses spears and hurts less. Inaros, another tanky frame, has a blind, a slash blender, team heals, and can absorb enemies life and turn them into sand drones for the team.

     

    Something needs to change with Nezha, or even with the shiny deluxe skin, he'll still stay in that bottom like 5% of frames played, because he's just not useful. I wish he WERE because he feels like he has potential, but everyone's just shoehorned into making him slidey budget Rhino. He needs to be his own frame. Not Rhino's little brother.

    warframe__nezha_by_izandra-db42ff3.jpg

    Image by Izandra

  14. Honestly, as good as the Plains are, some things still just need tweaks to really get it going at 100%. For example, while there is lore etc, on Earth its just kinda... THERE. and you're FORCED to do at least one bounty if you're a new player, in order to get to Mars. I honestly feel like the Plains should be behind a quest slightly further in, just so newbies aren't going there with their starter frame and MK-1 weapons. Because honestly, I feel that though they CAN, they'd get a far better experience within the plains if they can access it once they've had a bit more playtime to get to know the game.

    Also if someone is super new, having this MASSIVE area, currently the ONLY one in the game, so early on, is... kindof underwhelming. I know you guys at DE want it to be accessible early, but it kinda weakens the impact if you can waltz in, like 15 minutes into your first ever playsession, only to be disappointed there are no other areas like it in game, yet.

    As for Cetus and the Ostrons themselves,

    Konzu's good, Lovely little personality, he feels kinda like a guy getting to that "grumpy old man" stage, but isnt there yet so hes just kinda sweetly-grumpy lol. Also kinda wish we could interact with Saya after the quest...? I don't know what precisely she'd DO, but its kinda strange having everyone with personality interact-able other than her.

    We do need more variety in bounties though. since its ALWAYS Trusk Grineer, even if its different missiontypes, it kinda feels the same because they always act the same. some are nice and quick like the prisoner/drone bits, but it does get boring somewhat quickly, especially when the bounties switch over, and you see what was a T2 bounty mission, then just be bumped up or down on the list, with different rewards. I feel like myself and others were hoping for more unique bounty objectives other than defense and rescue and rescue and defense and exterminate.

     

    Hai-Luk honestly just needs some more line variety. Its admittedly annoying when you hear "mmh just a wee one, nothing to fear" "mmmn... Teeth.. still too big." and "This one will feed the WHOOLE family! And the cousins too!" with how often you go to her.

    Old Man Suumbat I kinda like, but we have very very little reason to go to him, ever. Sure we can turn in SOME mining resources for admittedly still minimal standing for how long it takes to mine compared to fish, but yeah. Other than the blueprints required to make some things/the upgraded cutters, we have no reason to go to him. Maybe, for a price (credits) he could refine ores/gems FOR us if we dont have the Ostron Rank, or just dont feel like going to our ship to craft it ourselves? (You'd still need the ingredients, and more credits than normal) And perhaps let us trade in all the gems/ores, and maybe refined gems/ores for an increased amount of standing?

    Nakak is the mask kid, they were useful during the Plague Star event, but thats about it. Honestly I've seen ONE person using the volt mask, and flares are nearly pointless. I understand its just fashionframe and the flares are supposed to be useful, but theyre... not. Other plus side, if you can nab it, you can make your operator into Clem with the Grineer mask.

    Master Tesonai is... alright? I'd say he has a good stock of stuff if I didnt already have his entire stock by day 3 of release. The Moonless Kavat kit looks amazing (except the ankles, they look a little wonky, and I wish you could still put armor on them, and the Hyekka kit) but honestly, the Drahk and Feral kubrow kits, are just.. really dark. even if you use bright light colors, its still grungy and hard to see what colors you even used. Maybe have him sometime offer other gene masking kits, or special ostron pet armor as specials in the future?

    Hok. Ohhhh Hok. (and Pedlek) Honestly, I feel Hok is the best crafted personality in the GAME so far. even though I've heard all his lines, all of them are nearly as funny still after the 80th time. He's just got a great personality and dynamic with Pedlek (the Ostron kid, presumably uncaring, dumb, apprentice chilling in the basket next to him) and he's actually fairly useful. He doesn't contribute directly to the Plains themselves, but Zaws can actually be really good provided you build them to your playstyle. You can effectively make any weapontype a monster. EVEN DAGGERS AND MACHETES. AKA Hok needs no changes (even more hilarious lines would be appreciated though!)

    Aaand the Quills (since I dont wanna spoil anyone juuuuuust in case). Honestly, cores still feel like they give peanuts worth. Its enough and I understand why it is like it is, but would there be any chance of getting Quills bounties at some point for a boost in standing? Like, T1 Kill 20 Vomvalysts T2 Kill 50 vomvalysts T3 Kill a Teralyst T4 Capture a Teralyst T5 capture/defeat the new one coming out? (just as like, difficulty ranges. obviously for T1 and 2 the Vomvalysts would have an increased spawn rate, and perhaps drop cores even less frequently, as to not abuse it)

     

    Honestly, thats about all I can think of that need tweaks. TL:DR More bounty types, make Suumbat more useful, give Hai-Luk more lines to not sound like a depressed broken record, new Tesonai stuff? and quills bounties or something, please.

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