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freddiziel

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Posts posted by freddiziel

  1. Hello, I encounter this bug recently, every time I host a railjack mission, after the  mission ended, I would always get a notice that there's a new warframe update, then when I try to go back to the drydock, I was greeted with this i8xcq5.jpg

     

    I quit, rerun the launcher, and don't see any update though, and when I try to host again, it will show up again. If I join other as the crew, there's no problem like that

     

    Another thing that I encounter is that whenever I try to join a crew via the orbiter, sometimes the game says that I need to launch this mission from my railjack, I forgot to take a picture of it though. It happened to me when I already build my railjack already build and upgraded it, some of my friend also encounter that warning (need to launch the mission from my railjack) but they're low MR, like MR2 or 3

     

    Hope this info can help ironing out the bugs 

     

  2. Well, I don't know if my feedback will be read in between hundreds of this feedback, but here goes nothing

    Melee

    In my opinion, it's great, stance mod matters now since their moveset also affects your damage output. In example is between Blinding Justice and Decisive judgment, Blinding Justice deals more damage imo due to how its moveset is blazing fast and has more moves, while Decisive judgment will increase your spin attack damage, it has less moves than Blinding Justice, so I guess Blinding Justice gives you DPS while Decisive Judgment gives you burst damage. Blocking is also very useful for survivability now imo, I don't really find the melee to be nerfed, on the contrary, I feel like it's buffed tbh. If you need to change something I recommend this two things:

    - integrating heavy attack to quick switching, so we don't need to equip the melee weapons to use heavy attack. That way, combat flow won't be too disrupted imo

    - Raises mercy kill health requirement, at this point, mercy kill is unreliable and feels random. I think this should be more like a hotfix so mercy kills can be constant, I can only get them if the enemy is at level 80 or above, even then, it's still not always even though their health bar is almost depleted.

    Kuva lich

    It's not bad, but I can see the problem down the line where people would get bored of it, I want to say not soon enough, but considering people are already too OP and can easily finish them, I think something more need to be done for them. On another note, I can understand that kuva lich mission is basically a variant of high level normal node, but considering players want better rewards with high level content, DE might need to revamp the kuva lich mission rewards to better reflect the high level missions. 

    One thing that I think that needed changes ASAP are these:

    1. Murmur is too grindy for solo play, I think DE wants murmur farming to be a group activity, what with helping your friend or random pubs to kill their lich can net you a large murmur fill, and having another people will spawn more thralls, so doing it with a group is more encouraged, but I think some people are already too used to doing stuff solo, so they would appreciate it if grinding murmur solo has a different value than doing it with a team. 

    2. Don't make failed sequence an instant kill, even if we did get the first sequence right, it doesn't kill the lich right away, so I think the first lich finisher should be more tolerable

    3. Also, it would be great if helping a teammates kill their lich would means our team murmur would be filled right away, and it would encourage more group play. As of now, you need at least 3 successfull lich kill/conversion to get a full murmur in one go, considering thralls doesn't fill murmur that much too, I feel that it's too much to do and doesn't really give us reason to go play with a team

    I think that's all that I can think of, I really love the new melee despite what most people say, the combos are easier to be done and much more intuitive, transitioning between combos and even between finisher and combo is very smooth too imo, having high attack speed won't be a problem too since there's no pause combo. Although I can't find any opening to use air combos,  since launched enemies aren't even launched that high so ground combo still can reach them, and although I'm confused on how to use the hold e momentarily move and wall dash combo, I've been having a blast with this melee update. Oh and kuva lich too to an extend 😅

    Keep up the good work, and hopefully DE can find middle ground and meet everybody's expectation with this feedback

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