-Mittens-

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About -Mittens-

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  1. Beasts of the Sanctuary: Hotfix 22.18.7

    @Cephalon_Morrigan I understand the anger and stuff, but stop witch hunting the devs. That's not cool.
  2. Beasts of the Sanctuary: Hotfix 22.18.7

    Okay. So. I realize what this has turned into. I'm still very upset about it, but I want to return here and offer some constructive criticism and not just an opinion. --Elite Onslaught-- The drop tables seem a bit cluttered now, but that is okay. I think you guys should increase the drop chances on the Vandal parts with less than 5% chance, to 5% chance. This way they do not seem impossible to obtain, or at the very least, won't take nearly as long. --Onslaught on the whole-- I think you guys should make the AABC rotations give 1 reward per zone. This way, people who solo can reach Zone 4 and still easily get that sweet C rotation drop. This will also entice people even more to play the game mode. I think you guys shouldn't have touched efficiency drain. 10x is way too much, 6x felt a bit much at the time but was still doable. Go back to 6x drain please. I realize this isn't meant to be like survival or defense where you go indefinitely, but a bunch of us Vets really enjoy this mode and want to go farther than Zone 8. --ADDITIONAL NOTES-- I see some dev witch hunting in here, you guys need to stop that. That's not okay. Hopefully DE understands why we are so upset and why we don't want to be censored, but this is not the way to win their affection. Don't witch hunt the devs. Knowing that this whole storm fiasco is my fault, I want to say this: I love this game. It's my favorite game to play, and I only want what's best for it. This is my way of saying that I would love to keep playing, and hopefully not get banned. I have given this game more of my time and money than I can comfortably admit on the forum, so I really don't want to see that go. Please address the Public Relations and understand that everybody who is angry, is angry because they care. With kind regards -Mittens- ADDENDUM: Also, stop being so vulgar with your messages. That only paints us as unreasonable and overly annoying. Thank you.
  3. Sanctuary Onslaught: Difficulty Changes!

    I have a wonderful solution that everybody, including you peeps at DE will like. Just make it so each zone is a rotation. Zone 4 will be the new C. 1-A 2-A 3-B 4-C. Just do it that way. Then the level scaling doesn't even matter much. Furthermore, increasing the efficiency drain by almost double is a dumb move. I realize this isn't intended to be, like, normal endless missions. But that just means there's no real reason to play it much after you get what you want. I don't care so much about the scaling and stuff, just change how rewards are given and leave the efficiency drain alone. This whole TL;DR reads as "No fun allowed" with the proposed changes.
  4. Khora's Planned Changes

    This is definitely a step in the right direction, but there's some issues I have with it. Whipclaw: The damage AoE should be enlarged, so you don't straight up miss an enemy with it. Ensnare: This ability seems fine, but I feel like there should be some % of total damage from teammates and you spread across all the enemies ensnared. Venari: There should be a 4th option to revive Venari if you cannot rez her in time at the cost of some energy. Also, you mention Animal Instinct, but what about making the Hunter mods and their set bonus work on her? Strangledome: Honestly the only way I see this being good is if it were to act kinda like Frost's globe and protect people inside it. Furthermore, it should act like Zephyr's tornadoes and spread damage to all enemies inside. Also I feel like an increase in the base duration and making it at least 2x larger would make it better to use.
  5. Lol still no change to the reward amount or scaling rewards. The Harvester could really use a boost to 400 by default, with 50 kuva being added every rotation (5 minutes). As it is right now, it's not worth it for people who don't have boosters/cats, and it's barely worth it for those of us with boosters and cats. Heck, let's throw out an alternative: reduce the roll costs for rivens? EDIT: Can you also for the love of all that is holy make PLAGUE ZAW BPS REUSABLE? Along with the exclusive Arcane BPs? There is no reason for a limited time thing to not have reusable blueprints.
  6. Where is Update 22.17.1?

    I'm all for Plague Star coming back, but could we get some more uh... unique mission variation? Like, in Bounties as a whole?
  7. Now if only Smeeta's proc was reliable for farming
  8. All of these changes sound really solid and fun! However, Kuva gains across the Board are way too small. In order to get a good amount of Kuva, you basically NEED a booster to farm for it and a forma'd Smeeta Kavat on top of that. So while I like the ideas in this workship, I have suggested amounts of Kuva to reward per Siphon/Flood/Harvester: Siphons: I would increase the amount from Siphons from 600 to 1000. This is enough for players to at least roll their unranked Rivens at least once without multiple trips back. This is 2000 for those with a booster, which for the people who are into the niche market of Riven trades, is a good amount for the time invested. Floods: I would increase the number from 1200 to 1800. This is enough Kuva to get a possibly a roll or two from one Flood, which is definitely worth the time. This number becomes 3600 with a booster, making it one roll at max Kuva cost (3500 per roll at roll 9). This is insanely important, as someone who actively finds himself wanting nothing but Floods due to owning mostly Rivens with 9+ rolls on them. This also gives incentives to Veterans into the Riven system as well to farm a lot more, combined with the suggested Siphon number changes, as it allows for a sizable amount of rolls for just 2-3 missions. Harvesters: Increase the number from 200 to 600 (old Siphon numbers). This is an acceptable amount of Kuva, and gives more incentive to defending one place for a minute. As Survival levels ramp up, the rewards should too however. So after every C rotation (20 minutes), increase the Kuva gained by 200 (600 to 800 at 20 minutes. 800 to 1000 at 40 minutes, ect.) As I said, I'm really excited for these changes, but the numbers gotta be in there too. Overall my suggestions make Kuva feel more rewarding and less like a slog, due to needing fewer missions to get rolls on your Rivens. Overall really looking forward to what you guys have in store. (PS: Locking Riven stats when???)
  9. Warframes and Abilities to be Nerfed

    No. Just no. You say Volt is your favorite frame, but then you suggest nerfs to him. As someone who also loves Volt, I'm gonna break this down and tell you why this is bad. First of all, your argument is basically "How DARE he get shields from an OPTIONAL augment and try to survive end game!" All frames need the power to survive end game content, so the sheer fact you're suggesting this get removed on him is asinine. I cannot in any mind see why you think it's okay to take away a frame's ability to live in end game content. Second, you are suggesting a cool down for Discharge, this is also hilariously wrong. First of all, it's already been STEALTH NERFED (the OG duration was 8 seconds, now it's 4, which is unacceptable as is and ruins his CC). Second, the damage doesn't even scale and is flat, making it actually useless for enemies with armor and high EHP. The logic of "it makes sense, you need time to recharge" is also wrong because this is a video game. Real logic does not apply to video games, especially games about flying Void-powered space ninjas. When it comes to the Phoenix Renewal comparison... you ever consider that has a cool down because it literally saves you from dying instantly? Savior Decoy for Loki has the same type of system, where if you get hit and it "kills" you, you get revived with a cool down on the ability. Volt's Discharge isn't even significant enough to warrant a cool down reduction, in fact it needs to get buffed! Volt's 4 needs scaling damage, duration-based range, it's original duration of 8 seconds back, and the halved duration at X meters taken out. Volt as he is right now is an undead warframe. All he has in the meta is fishing and babysitting kids for Eidolons. He's begging for a spot in the meta and to be recognized, so nerfing him would go against that completely. If anything you should be advocating for the buffs I suggested so Volt is actually a great, functional frame to play. As he is right now, so many frames go faster, survive better, have better damage buffs, and better 1 casts. So I urge you to please reconsider your opinions.
  10. Day 850 Login is a joke

    Rivens at 850 *is* a joke. Not because it's the equivalent of 3 sorties, but also because you are NEVER guaranteed anything good from rivens. Now, if you could **lock stats** on rivens and such, it MIGHT be better. But even then it's still bad. I would honestly prefer them to start putting cosmetics behind login days. This way nobody gets mad about the logins being mods or weapons. Furthermore, WE NEED a catch up mechanic in-game!
  11. Couldn't agree more man! I disagree. I mentioned Vauban in my post as a good way to illustrate what I would like out of the ability. Even if it's "smart enough" to chase enemies, it should be smart enough to keep them in also. Furthermore, it does not hold enemies for the entirety of the duration. I've had numerous instances where the enemies would literally walk out and not get sucked up again. I've done some rather extensive testing on the ability and have yet to have it successfully keep dudes in consistently. Not necessarily slower, just more control in the air. Give us a way to stop or "break" in the air. I've thought about several ways to go about this, and the idea that I like most is for it to be sort of like a toggle. You tap it on the ground, or after a bullet jump/double jump and you go flying in the desired direction, then pressing it again in the air stops you, allowing you to get some control. Then you simply hold 1 down for, let's say a second, and she stops flying. It's also a compromise I think everybody will be happy with because then for those who do wanna use her on plains, ultimately it saves more time being able to just have it on until you reach your destination. So I'm sorry if I confused you on my intentions about its speed, didn't mean to do that. ^^' Air Burst is also an issue, yes. I should have covered it and forgot about it. I feel like it needs to do more as well, and here's some ways to improve that: 1) Make it cost less energy 2) Have the number of bursts go up from the current 3 to about 5 or 6. 3) Give it some CC potential. The main issue I have with it is the lack of use outside of her 4. She could really use a good way outside of her 4 to knock dudes down. Even if only for a couple-few seconds. Then not only does it become worth casting, but it's also a good way to get some advantage on enemies who might be in your way.
  12. With Zephyr Prime on the horizon, it's made me come to the realization that a I need to make this post. Can we please get changes to her 1 and her 4? 1) Her 1 feels uncontrollable. Her speed got ramped up through the roof with her rework update, and ever since it's not been talked about or looked at. If you build Zephyr like you're supposed to (range and duration), then your 1 sends you 100+ meters in whatever direction you're facing. It feels really uncomfortable in missions with outdoor tiles (like Pluto, or Jupiter) other than Plains. Before, you could comfortably use her 1 on relatively any tileset, even closed ones like Corpus ships. Also, her straight jump upwards is useless and takes too long to charge. It should just be built into her 1 as you normally use it, like it used to be. The scaling on this ability is severely over tuned for how you normally build her. I suggest toning it down to allow for more control in the air. Furthermore, make her jump upwards like the previous 1 for when you're on the ground. 4) Zephyr's 4 as it currently sits is basically perfect, but it's missing a very important thing... CC. Her 4 doesn't suck dudes up even a fraction as well as it used to. Her 4 should propel dudes in the air like it used to, but still maintain the damage buffs the current rework has. Give us the status/critical applied damages the rework has, but make it actually CC once again. Heck, it doesn't even need to fling them high up in the air like it used to, just make it KEEP the dudes in. The ability being awful CC completely ruins its original purpose aside from being able to deal damages/statuses. I suggest having it keep dudes in better, maybe program it kinda like Vauban's 4 but it moves around? Ultimately keep the buffs it currently has, just give it the same CC potential it used to have. With these simple changes, Zephyr can be good and way more enjoyable to play. Feeling like you lack control and contributions to the team with CC is bad. Players should feel like Zephyr can comfortably "fly" anywhere and take control of the field with tornadoes. Thank you and have a nice day.
  13. Shrine of the Eidolon: Hotfix 22.14.2

    Cool, an Arcane change. But where's that trade tax decrease and distilling/unranking arcanes at?
  14. Shrine of the Eidolon: Update 22.14.0

    So, now that I have read the patch notes and have seen the in-game changes... I am absolutely furious. The Octavia skin is mostly metallics... yay. The metallic texture is hard to color.. yaaay. The primary skin can't be used on all rifles, and doesn't color well... yaaaaay. The syandana colors badly too. The bundle is not worth buying at all, and if you can get the Tennogen skin, it's honestly better imo. Next, you NERFED beam weapons AGAIN by nerfing how they take Sinister Reach. You even nerfed the Cycron! Why the Cycron!?! Next, the new arcane system is a joke. I'm happy I can swap them all around and stuff, but you removed distillers which hurts those who accidentally fuse certain ones together. Not only this, but Legendary tier Arcanes cost 1 MILLION credits in trade tax! That is WAY too much. Then you can't have 2 Arcanes and an Arcane helmet on, which is just asinine imo. Why can't we distill those Arcanes? But the thing that makes me the most furious, the most just angry I think I have ever been at the game in a long time... is the Sekhara we got. You mean to tell me... that the compensation for us who did Raids tens, even HUNDREDS of times... is the Sevati but slightly glowy? That's not only not worth the loss of raids, it's literally spitting in all of our faces. I'm not only mad, I am OFFENDED by that Sekhara, to the point I refuse to use it or acknowledge it. It's such a letdown that I would honestly have rather gotten nothing than gotten that Sekhara. So overall this whole update is just a mess, the things that were supposed to be good aren't, and then there's even more bad things underlying the patch notes. I can't stand the buff but also nerf mentality either. It's such a shame that what was supposed to be a great update is filled with disappointment. Oh well, I guess.. ADDENDUM: Along with reducing credit costs on Legendary Arcanes, decrease it on Primed Mods too! Not everybody has the time to get that many credits. You could get them from raids... oh wait, those are gone.
  15. Shrine of the Eidolon: Update 22.14.0

    Can Volt please get another look? His 4 isn't good CC anymore, and the damage lacks scaling, meaning he doesn't fulfill his purposes!