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Lilybun

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  1. Railjack is fun when its fun but unfortunately it's riddled with unfathomable quantities of jank like - every door, airlock, turret etc. has a transition animation that slows you down - forge is clunky and feels almost entirely pointless aside from crafting ammo for forward cannon - forward cannon having limited ammo and requiring forge is just annoying at this point - forward cannon takes ages to charge up and requires pilot to stop moving to use slowing down gameplay - archwing slingshot, cool concept but sluggish to use - your ship is large but mostly empty - omni - enemy ship interiors are obscenely repetitive And beyond the actual railjack gameplay we have classics like - loading times are insanely long for some players, stalling progress - you have to return to dojo between missions to avoid losing rewards from host transfers failing during loading - you cant fully customize the ship or manage crew from the orbiter - void fissures can appear to softlock because enemy cap is filled by mooks spawning inside some station you already cleared - none of the railjack gameplay ties into anything else in the game while even the orbiter can provide air support I know that when the mode launched it required a lot more co-operation than now and a lot of the stuff I dislike are remnants from a more involved system that no longer exists. That being said I hope they give us railjack 2.0 some day that irons out the clunk and makes the missions feel as smooth and low friction as most of the rest of the game.
  2. I exclusively play steel path because I get 0 satisfaction from bullying low level mobs that die so fast they don't even let me proc some arcanes. I almost exclusively play co-op as well because I think this game is way more fun when you get to see the wide variety of builds other people bring in and well... in regular star chart you can't really tell whos doing what and how well because there's no resistance from the enemies. They keel over and die in a nanosecond even if you forgot to mod your guns. Honestly I think steel path should have even more rewards in the future (along with making it easier to access for newer players). I already had to swap to americas from my local oceania region because steel path was basically empty. If steel path provided no extra incentive to play it there'd be virtually no one for me to play with.
  3. I would consider myself impatient but it rarely becomes an issue as the game is pretty good at letting you progress at your own pace. Shoutout to the randos who held me hostage in the undercroft for 45 minutes tho.
  4. Personally I'd like for Uranus open world to somehow incorporate naval combat.
  5. Hydroid(prime). I was super excited about his rework and was keen to jump in and get the deluxe skin too to fix his appearance only to find out it cant be colored white, only grey because of the scuffed pre-shaded color channel. I really want to play him but the absolutely cursed state of hydroid fashion is preventing me.
  6. I would like to run primary/primary or secondary/secondary sometimes over primary/secondary but i'd rather have them add more content than implement something like that
  7. I do miss the old zorencopter sometimes but the game is undoubtedly better with the current movement system. The difference between those who knew how to copter and those who didn't was wild. Like 5 minutes of running through empty corridors kind of wild. Not exactly a great experience for most.
  8. +Crit -Mag size primary mod Call it "High Gauge" and give it like 300% crit. If it needs extra negatives give it +recoil as well
  9. From my experience its caused by the host playing on a machine that warframe identifies as low specs and therefore limits enemy spawns massively. It's really boring to play with hosts like that in general but with relics it actually hampers your rewards too. Wish DE added an option to always pick a host with unthrottled spawns and also a guaranteed relic cracks catchup mechanic for those playing on potato machines regardless.
  10. I don't see how things could get worse from going mobile. We already have fomo, pay2skip progression throttling, insanely pricey macrotransactions and a predatory mtx shop with ludicrously bad value lootboxes meant to prey on new players. Warframe has mobile game written all over it when it comes to monetization. Embrace it imo - it's what warframe has been about since the nearly the very beginning. Player trading is always used to deflect any criticism regarding the mtx but it doesn't change the core design which is built to be predatory. We have been playing the mobile game mtx shop version of warframe for 10 years already!
  11. I hope they end up taking a look at all the useless pets and fix the useless and hyper situational skills into something useful (looking at you kubrow who can pin down capture targets). Have any of you ever tried using those maggots the helminth charger spawns? It's genuinely impressive how useless they are. You wait so long for them to cook even with multiple set mods on only to deal like 2% damage to one unit and that's if the maggots somehow make it to their target. I really wanna play with the infested doggo but he kinda just does nothing rn. Turn the maggots into mesmer skin stacks, have his charge create nidus terrain, have proboscis pull in like 10 enemies and spam them with corrosive/viral in the process. Something useful, anything useful. Even if I can only slot in 2 cool things at once that would be plenty if they were actually interesting build options. Go nuts with all the companion power and utility!
  12. I think my worst wait was 40 minutes, got tricked by a teammate saying "sure" when I asked "undercroft"? My mistake for not sticking to lone story I guess.
  13. Guess that part is sort of ruined by the ludonarrative dissonance as sentients are just another meat grinding faction that get obliterated by a single warframe in gameplay. Didn't help that we saw kahl, veso and the drifter sort of hold their own. Made me think the whole time that if they can accomplish anything then a warframe would end the whole ordeal in 5 minutes. Guess that is sort of how it ends.
  14. I think specificity in what weapons you use to dps certain healthbars is a neat idea but you've gone so specific here that a single person leaving can essentially softlock the party and you're expecting too many different builds to be present and the boss adapting to specific ability effects creates an insane burden on the devs to label and maintain and past, present and future content to work with this system. Multiple healthbars? Cool. Multiple different resistances and weaknesses for said healthbars? Cool. After that you completely lost me
  15. An important part about why the parkour in ropalolyst feels meaningful is that you're actively progressing the fight by doing the parkour segments. You're not just forced to wait and do parkour while waiting. I think DE could totally implement some more dps checks to their boss fights and I don't mean damage attenuation + various means to skip it like with archon hunts. To account for various levels of player gear optimisation maybe have them tiered like granum void rewards with ramping difficulty for each tier. Something like 5m, 20m and 100m of hp to chew through as a rough example. No damage attenuation or other secret kneecapping modifiers, simply unlock the next healthbar after the previous one has been fully drained. If you really want to flesh the fight out have us parkour to the next healthbar to beat up while the dps phase timer is ticking.
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