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Everything posted by -Mittens-

  1. -Mittens-

    Melee: Present and Future goals!

    Take out spinning meta? That's perfectly fine I guess, as it does get tiring after a while. Take out going through walls/objects, and combo from quick melee? Absolutely NOT. That is absolutely, 100% not okay in my book. Melee going through walls doesn't make sense, and I get that, but this is a game about ninjas in space operated by kids. Melee going through walls is the only bearable way to do things like medallion hunting for syndicates, unless you hate yourself and play box breaker Limbo. Then you're taking out combo from quick melee, which is just the absolute worst. Speaking for myself, I absolutely disdain heavy attacks. I want to go fast and still do good damage, and this will completely nerf every single melee in the whole game in one fell swoop. Like sure, you can buff the damage across all melees, but even with those balance passes, melee will still be nerfed on the whole. Also, I speak for those who spin2win in the sense that those people enjoy efficiency when killing. It's satisfying for them to spin or cast an ult and watch a whole room of dudes vanish. By focusing on heavy attacks and such you are also ruining enjoyment for a large portion of people who crave efficiency in their killing. I foresee this change making a lot of vets leave to be honest, because most of us just want to kill the things fast. Then there's channeling and blocking... I don't know a single person who uses either of these. Channeling used to be more present because Life Strike, but now we have Medi Ray and several really solid heal frames. I find myself only ever channeling for the effect and nothing else, because there's no reason to channel in any other circumstance. As for blocking... why? Why block the dude when I can go in there and kill him incredibly fast? Blocking is so... anti-synergetic with the rest of the game. It's slow, tedious, and nobody ever does it. I highly encourage y'all to please take this back to the drawing board. Because right now, this is looking worse than Damage 2.5 when that got announced. Please, keep melee fast, keep melee fun, but most important of all, keep it efficient. Thank you.
  2. Sweet! Can't wait to see the promo :) https://i.imgur.com/kJQCTS0.jpg https://i.imgur.com/RHecOk9.jpg This is my Operator. ^^
  3. -Mittens-

    Beasts of the Sanctuary: Hotfix 22.18.8

    Gotta be honest, Khora changes don't feel like enough :/ Like, her 1 does pretty good damage now, and her 2 is solid. I still only feel like her 3 is useful for healing and nothing else, and to be honest her 4 needs to just be scrapped at this point. My main issue with her is honestly her 4. It feels like a worse Vauban 3 (and that's saying a lot), has kind of mediocre range, and I feel like you need more duration than you would realistically want for just her 4. I know that for whatever reason y'all are against the Exalted Whip, and for a while I was too, but I'm kinda wishing that was still the original idea... Her 3 on the other hand, I just don't see the point in attack or protect. Cat/Dog AI is unreliable at best, and feels nonexistent at most. Like, why would I wanna send Venari out to attack or disarm an enemy when I can save the energy (because those modes will just get her killed faster) and use heal? Even then I still feel iffy on this ability. As for her 1 and 2, they work nicely and have good synergy. But I don't think those are enough to make Khora a frame worth picking in meta situations or even just for fun. I feel like a bunch of people are just gonna rank her and then never touch her again, and that's unfortunate considering just how long it took us to get her. Meanwhile Onslaught changes seem nice, but still no slight increase for Vandal part drop chance. 2-3% feels WAY too low, and 5% for all the parts would be much fairer. Furthermore I still think we should get 1 reward per zone so Zone 4 becomes the new C. As is, pub lobbies only go to 8 then stop because they only want 1 rotation. This would cut the farm time in half and make it less of a slog to go through. Overall, a mixed update, but mostly good rather than bad. Oh, and those focus changes are literally the best. Like, thank you so much. ADDENDUM: Oh and this stuff right here is one of the reasons I want Strangledome gone/taken out:
  4. -Mittens-

    Ongoing Sanctuary Onslaught Recalibration

    Great post from you guys. THANK YOU so much for this. This is a much better way to do the bite-sized content thing. Much better than crippling efficiency! Yeah I can understand why it's taking so long. Appreciate the honesty on it taking a while! If I run anymore I'll be sure to post screen caps, assuming you guys want them in support or bug reports. While I haven't encountered these environmental hazards, I do appreciate the spice. Just going around with an Atterax can get taxing after a while, so I appreciate the efforts going towards this. Can't wait to hear more! I LOVE THIS CHANGE! Since I've been using the mode to work more on focus, as a Vet who usually runs Greater or Eidolon lenses on focus farming gear, I can greatly appreciate the increase.This also means there's more reason to keep playing for peeps since there's more focus to be gained. Once again, very understandable. Scaling in the game is busted everywhere, so I appreciate the acknowledgement. As for the undue stress, I feel like you guys handled this the best you could given the chaos of yesterday's hotfix. Can't wait for the changes to host migration and such! One last note though: Even with the efficiency changes and the enemy scaling, I still feel like we should get 1 reward per zone. I find in pub lobbies people don't want to stay long, so having a rotation per zone would further help that bite-sized ideal you guys have for this. This way, Zone 4 becomes the new rotation C. This will also help peeps who want to solo sometimes (like myself) be able to obtain the C rotation. Then, going past Zone 4 is for those who want to risk the efficiency drain and enemy levels. It would also be a wonderful way to entice even more people to keep playing, with a steady stream of rewards. Furthermore, I still feel like the Vandal parts in Elite need to be at least 5% drop chance instead of 2% and 3%. It's a simple 2-3 percent addition that will go a long way. You can keep the Captura scenes at 3% however, because those will always be welcomed additions. As is right now, the Vandals are really tedious to farm with the 2-zone-1-reward thing going on, and the drop chances of the parts really doesn't help that case. Also, and this might sound crazy, but I feel like Khora parts should come back to Elite's drop tables and some of the relics be removed. Like, keep the relics of the current Prime Access in there, but also let people have an option to farm Khora outside regular mode. The main reason I bring this up is for Vets who find the regular mode boring, like myself and some others I play with. This also lets us kill 2 birds with 1 stone. Overall wonderful post, love the snappy response to everything, and really looking forward to seeing what you guys do from here on out with Onslaught!
  5. -Mittens-

    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.
  6. -Mittens-

    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.
  7. -Mittens-

    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.
  8. -Mittens-

    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.
  9. 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.
  10. -Mittens-

    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?
  11. Now if only Smeeta's proc was reliable for farming
  12. 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???)
  13. -Mittens-

    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.
  14. -Mittens-

    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!
  15. 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.
  16. 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.
  17. So, yesterday (2-7-2018) we were given a post about Warframe's "Trials" (Raids) and how they will be "temporarily removed". This has to be possibly the most hurtful news for Vets. So many players like Raids as their End Game content, and it offers so much (which I will go into). The thought of just axing Raids is awful. Normally I try to be incredibly nice, but this time I have to give Warframe some tough love. So I'm going to make a simple checklist of issues.I need to address -Raids -PoE -The Effects Raids I'm going to keep this short, sweet, and to the point. A LOT of the Veterans play Raids as their end game content. Sorties don't fit the bill, neither do Eidolons. Raids are the "best" and so far closest thing to an end game we have. People have invested so much time into Raids that removing them will legitimately make people quit the game. I am also worried about the economy. Raids were the best source for credits (Index doesn't cut it, sorry not sorry). This also hurts platinum trades over ~300. This is going to make Index the only good source for credits. This is going to make Rivens the only source for larger amounts of platinum (and the market is already toxic with this as is). What hurts me most is all we get for this is a fancy Sekhara. What about the resources people spent to make hundreds of keys? Something has to be done to repay all those people who invested into the keys. I realize that raids take up a lot of server space and resources, but I propose a question: why not just kill Conclave? Conclave has even less activity than Raids did, and yet it gets updates constantly. While I can understand the reasoning behind "vaulting" raids, I do not understand why Conclave gets to stay. Last super important point, people are afraid of them never coming back. Dark Sectors have been out of the game for over 3 years, so the same fear is seen for Raids. If we could get a rough estimate of time on when they will return, it will ease the anxiety of everyone. I haven't talked about Arcanes, but I'll be doing that in this next segment. Plains of Eidolon & Burn Out So, PoE was introduced a few months ago (around October). PoE was (and so far still is) their biggest update to the game ever. A lot was riding on PoE's shoulders, it "had" to be good. Well, I have quite a bit of issues with PoE and things recently. I'm going to break this down the best I possibly can, and hope for the best. 1) The Grind/Relationship With The rest. PoE is, in my honest opinion, the most grind heavy, boring, and detached part of the game as a whole. When I go into PoE, I feel as though it might be a new player's trap. Resource amounts are not the best at all, and without a booster, feel worthless to farm. Nothing in PoE relates to the rest of the game, the resource farms are the most tedious farm in-game, and the mechanics involved in said farming are not done well. Mining becomes tedious after a while, and feels out of the way. Fishing feels overly complex and horrible (this is getting its own paragraph). Then there's Cetus farming for rep and doing Bounties. Bounties are copy/paste mission types, and there's usually at least TWO defense-like missions which feels like a slog. Furthermore, having to worry about TWO more "Syndicates" in-game is the worst. Nobody I know likes farming or going to Plains/Cetus at all, and I speculate that's due to the farming and lack of interesting things to do there. Fishing is getting its own paragraph because it makes me that mad. So to fish, you have/need 3 spears, several specialized baits, and other tools at your disposal. Let's get to the nitty gritty; I hate fishing. The fact you need every single spear is asinine at least, and absolutely soul crushing at most. Why can't each tier be an upgrade, with T3 being the best spear that can catch everything? Why does bait need to hit hot spots for certain fish to EVEN SPAWN? You also pretty much need dye to even see them, because the water is not clear enough (especially at night). Fishing, unlike anything else, has so many flaws that I actively decided to just buy fish instead of farming them, because the farm makes me that angry. Nothing has been done to address these glaring issues, which is the most frustrating part. I really hope fishing, in particular, gets another massive look. 2) Eidolons This is the main thing, the one key factor to Plains: Eidolons. Eidolons at first, are really fun to learn and experience. After you've done the meta, or fought them at least 5 times, they become boring very fast. I expect the same feelings to be found when fighting the new Eidolons (but more on them later). The worst part of Eidolons is their rewards are not worth it. You get Quills standing, so you can upgrade your Operator. The upgraded amps feel worthless. A T2 Prism with T1 Brace/Scaffold should one-shot at least a level 30-40 normal enemy. It should also basically one-shot Sentients, which it doesn't. You'd think them being extremely allergic to void energy would kill them really fast, but I guess not. But this is going to segway into my next point. 3) Rewards/ WHY is EVERYTHING in Plains now??? So, as stated in the original post of Raids being removed, Arcanes will now go to the 2 new Eidolons. This has me immensely worried. I'm afraid that the Arcanes will not have a high drop chance, and will be BLUEPRINTS instead of prebuilt. Nobody I know of uses ANY of the Plains Arcanes on their Operator and such. The blueprint costs require more unneeded farming in Plains that I honestly doubt people want to go through. Along with Riven Transmutation consumables being a terrible idea, this will pollute their drop tables and make the rewards tedious to farm. But now I'm going to get into the part that I'm the most mad about; why is everything in Plains? Why are the new vaulted relics ONLY in Plains' Bounties? Why do the Arcanes have to go to Eidolons in Plains? Why are you changing some weapon requirements to require Plains materials? I'm not sure what statistics are being looked at, but I don't know a single person who enjoys Plains. Everybody I know either doesn't care, or hates and despises it. Most Vets I know hate Plains too because there's nothing remotely interesting to draw Vets in. Plains, as I said earlier, I think is a new player trap. It was marketed as this great update for Vets and Newbies, but it isolates the Newbies with the boring farm and repetitive nature of what Plains is. This isn't just concerning Vets, this also concerns the new players because of the farm, and because of the way Plains has been handles. I feel like Plains' farming has possibly drawn a lot of people away from liking it, and never wanting to do it again. I guess what I'm trying to say is, why can't Arcanes, the Vault relics, and the BP requirements for weapons be outside of Plains? As an MR 25 player, even though I own most of the in-game items, I'm still missing the T3 Prism as MR because I refuse to farm the resources/play Plains. I can only imagine how stressful and off putting it is for those of lower MR, and those who have just began playing the game. Nobody seems to be happy with the vault relics only existing in Bounties, and nobody I know enjoys Plains enough to go farm more Arcanes. I wanna make one final mention towards Eidolons here. I dislike immensely the lack of a good way to get Eidolon Shards/rewards solo. As someone with a lower end PC, trying to even load pub Plains bounties/missions almost crashes my computer, and it basically crashes my game every time. Even still, with people who have better PC's, I imagine pubbing Eidolons is a nightmare and not worth the time. I really want to see a way to still easily get Brilliant Eidolon Shards without needing a meta group or going into pubs. Burnout As mentioned, a lot of Vets play Raids and, the ones I've met/talked to, avoid Plains. So many of my friends have become burnt out because everyone's sick of everything going to Plains and nothing worthwhile coming to the rest of the actual game. I've been starving for content for a long time. Quests, weapons, frames, I want something NOT in Plains. I'm not alone in this thought process either, as many of the people I talk to in the community feel the exact same. Raids offered a good place for the Vets who weren't burnt out from lack of content to still play and enjoy the game, while also feeling rewarded. With that being taken away, a lot of Vets will be burnt out, and ultimately, will quit and even uninstall the game. You might be asking... why is this an issue? Certainly Vets don't play that big a role, right? Actually, they do. Vets offer help, guidance, and understanding to new players. Since Warframe doesn't have the best tutorial system on mods and such, it's mostly been up to content creators and Vets to show new players how to properly understand the game. A lot of the content creators for Warframe are also Vets, and some are even Founders for the game. By making Vets burnout, you're taking away a good source of player help. A lot of Vets also buy things, like Prime Access, Platinum, and Tennogen. By losing these Vets, you also lose an amount of money. Fashion Frame is the true endgame after all, and the ones who have stayed loyal and shown support are those who have stuck around for a few years or more. While Prime Access sales will still most likely be high, it will be enough of a hit that I think DE will notice. This affects the game in such a heavy way, it's kind of unreal. I feel like steps need to be taken to show Vets that they are heard and understood, while also appealing to new players. This way, Vets will get content they want, their opinions will be heard, and with the opinions of new players, they can synergize and make content that is best for everybody. I ultimately want what is best for the game, and so does everyone else who is voicing their concerns. Wrapping Up/TL;DR So I feel it's safe to say, many of us hate to see Raids go. Some of us are incredibly angry, some of us are sad, then there's a few who just feel numb and don't know what to do. I really hope that DE shelves Plains for a bit after this major update and focuses on getting everybody a new quest, weapons, content in general, to do in-game. I also hope DE addresses this burnout publicly in some capacity, to show they understand and will try to help relieve it. At the end of the day though, we can only wait and see. Thanks so much for reading, hopefully we can see some of these issues resolved. With love, -Mittens-
  18. -Mittens-

    Shrine of the Eidolon: Hotfix 22.14.2

    Cool, an Arcane change. But where's that trade tax decrease and distilling/unranking arcanes at?
  19. -Mittens-

    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.
  20. -Mittens-

    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!
  21. -Mittens-

    Shrine of the Eidolon: Hotfix 22.13.3

    Good update, but I got some issues. You've not fixed enemies being able to walk out of Zephyr's 4, so while the crit and status stats being accounted for are nice, it feels useless since enemies can just walk out of it. Furthermore, there's still no discussion on possibly toning down the scaling/increasing control for her 1. Also, you nerfed cats working on Operators... Cats had a use and now it's been taken away? That's lame. Guess we'll go back to using Vacuu- I mean, Sentinels.
  22. -Mittens-

    Shrine of the Eidolon: Hotfix 22.13.2

    Still no fix/change for Zephyr's 1 launching you way too far/uncontrollably and vacuuming rubble for Atlas.
  23. -Mittens-

    Where is Update 22.13.0??

    Is there any possibility we'll be seeing the new Arcane changes in this update i.e. Steve's Twitter post? Furthermore, any news on Rubble being picked up by vacuum/Zephyr's 1 being toned down? Zephyr's 1 feels like it's only for PoE, which is horrible because I'd love to use it in other tile sets but it launches you too high (if held) or too far (if tapped). Oh, and can we get some QoL changes for Plains also? Like, could we get a timer to know exactly when night/day ends in-game? Because it's the absolute worst when you're trying to capture an Eidolon, and your lure breaks before the Eidolon even retreats. Furthermore, I feel like the new Eidolons are kinda bull. Like for example, the Hydrolyst being able to take up 30+ meters of land with its toxin attack is just mean and kinda unforgiving. And lastly, can we make Riven Transmute NOT cost a consumable and, instead, use that consumable to LOCK Riven stats? This is something a lot of us in the community have wanted for a long time, and without it, Rivens have no real progression.
  24. -Mittens-

    Shrine of the Eidolon: Hotfix 22.12.4

    Still no fix for Rubble not being vacuumed, and no fix for Zephyr's 1 launching you way too far and being uncontrollable.
  25. -Mittens-

    Shrine of the Eidolon: Hotfix 22.12.3

    Wouldn't exactly help sadly. For Zephyr you want your range and duration, and a lot of it at that. The only logical thing is for DE to tone down the numbers tbh. Nothing we as a playerbase can really do about it.