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Kaiath64

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Posts posted by Kaiath64

  1. hace 2 horas, Kuettbullen dijo:

    Yes, people wanted Umbra. But NO ONE forced them to make Umbra part of the Sacrifice quest. Steve even said during his periscope stream earlier today before the quests release that it was not intended from the start to have Umbra as a reward. They decided to scrap the original Sacrifice quest and remake it to make Umbra fit. And because of that it felt rushed and was disappointing.

    So... what's the mystery here? You are answering yourself...

    The community wanted exca umbra so bad that DE had to change the quest to fit umbra in it... so the quest felt rushed for most people (not for me though). And who's the one to blame? The community. If exca umbra wasn't part of the quest, there would be a million post asking for umbra, "trash quest didn't gave us umbra", blahblah, stupid things like that...

    The community spit straight up over their heads when they asked so bad for umbra and it fell down right on their faces when DE had to re-do the quest to put umbra in it because the community wanted to.

  2. hace 3 minutos, D20 dijo:

    Bullet's aren't reflected. However enemies themselves are bounced back. As for the tether trap, it's a lasting trap that pulls in the first X enemies getting close and just prevent them from leaving an area without any other CC effects : that's how it gets different from Khora's 2nd power. Khora's power is a hard CC, that tether is something else.

    Thank you for clarifying this. I didn't quite understand the tether trap.

    hace 5 minutos, D20 dijo:

    Vortex won't be added back in that version because its severely outshined most of the time by Bastille. Vortex and Bastille are two abilities that overlap each other way too much. Keeping one of them for the big CC job is enough. As for a conservative rework, I made far enough of those in the past. That thread is about a total rework and remain like that.

    Well, i know both of them do the same thing (kinda) but i prefer vortex over bastile because vortex can move all the enemies to a single point for easy killing without the requeriment of str on your build.
    As for myself, i use both abilities... bastile on big areas like eidolon or interception maps and vortex on choke points like doors or corridors. A full range vortex can be quite effective in almost every map without the annoyance of looking for every enemy that you caught and is less susceptible to nullifiers, that's why i prefer it over bastile.
    But yeah, everyone of us have a different way to play with each warframe and i understand your preference on bastile over vortex and the complete rework idea. I just hope DE can do something to leave us both happy...

    Maybe because both skill kinda do the same thing, they can make a change: holding the skill for vortex and simply tapping it for bastile, so you can cover big areas or choke points according to what are you doing in the mission.

  3. En 3/6/2018 a las 9:19, D20 dijo:

    Deployments : Toss a deployable to control the enemy's positionning.

    • Taping the ability button will toss a deflector that blocks enemy shots. Enemies attempting to pass through deflector will be bumped in the direction the deflector is facing.
      • The deflector will always face in the direction Vauban was facing when throwing the deflector.
      • Deflectors have a narrow size, large enough to bring cover for a single player.
    • Holding the ability button will toss a tether trap. Tether traps will latch on a limited number of enemies entering is trigger radius and reel them towards the center of the trap for their whole duration.
      • The tethering effect stagger the latched enemy when triggered, but does not bring any CC effect afterwards (enemies can still shoot at you.
      • Tethered enemies will only be able to walk on a 2m radius around the tether.
      • Tethering will break if enemies are forcibly pushed away of the tethering area or if they get hit by a Deflector.
      • When the target cap is reached, the tether trap with either break down if all affected enemies are killed/moved or when its duration expires.
    • 25 Energy.

    The deflector is like volt's shield, but instead of blocking bullets, they'll be reflected... Even if the shield is narrow, it sounds a little OP tbh. The enemies won't stop shooting even if they are hurting themselves, unless something in their IA is changed...

    And the tether trap sonuds like khora's 2 without the continuous CC... uh, i don't know what to say about this one.

    I think you should move the minelayer to his 1, bastile to his 2, the turret to his 3 and keep the vortex on his 4.

    PD: Now that i think about it, the only useless skills that vauban has are his 1 obviously... and two mines from his 2: bounce (a CC for a single enemy, in a game like this, nope) and shred (because it's lackluster, the armor removal should be permanent and not temporary, besides, you have to spam it to make the ability effective... the idea is good, but it's bad implemented).

    So... changing his one to the turret that you are saying would be the best and most possible option. (Because... you know... DE won't change a warframe completely, mostly because most of his skills are useful in one way or another).

     

  4. hace 10 minutos, (PS4)big_eviljak dijo:

    If you dont like farming for kuva to roll a riven a couple times, only to farm more kuva... Only to roll a couple more times... You don't like the grind.

    I don't mind the grind if i can acomplish something at the end. With the current riven system you can farm for hours or days even, and not get a single useful roll. Hence all your grind was for nothing. I don't care about salvage, circuits or any material that i found in the kuva fortress cuz i have more than enough... and i have all the primed mods at R10 (not because of the endo that i found in the fortress... it's all those damn anasas from the incursions, 5/7 days of the week are anasas) so i don't care about endo either.

    As an example, i did roll a vasto riven a few days ago, and i didn't find a single useful roll until roll 20 or so (i found all the useless stats... +zoom, +magazine capacity, +ammo max, or things like -damage, -multishot, -reload speed... all the combinations you can think of). What's the point of the grind if the game doesn't give you anything at all?

    The riven system need A LOT less RNG. Let us keep a stat between rolls at the cost of more kuva per roll or something, whatever to lessen the RNG of this system.

    PD: This system actually reminds me the lineage 2 crafting system, farm a week (even more sometimes) for a 60% chance to craft the object...

  5. hace 4 horas, D20 dijo:

    Bastille is basically the only ability worth using in Vauban's kit.

    Let me say no, i love vortex, more than that buggy bastille. Vortex need to stay, you can caught an unlimited amount of enemies in very precise places, and you can kill them up easily. You don't have to find every enemy that you caught like a full range bastille...

    Edit: I can see the smoke generator with bright enermy as a useful tool... for trolls.

  6. I tried to trade a Hikou prime (MR required:4) BP to a MR10+ player and the message "this item is mastery locked to..." popped up. He had a Hikou prime BP as well, and when he tried to trade it to me, the same message popped up (i'm MR23). This problem only happens with the BP, i traded the parts (stars and pouches) to him without any problems.

  7. I think a good way for a limbo to create some QoL for the rest of the group is NO stasis, bright energy so you can see which enemy is in the rift, high duration and low/neutral range and use cataclysm to block choke points and use banish carefuly so you don't banish another player...

    Btw, DE, why stasis work on our weapons? I know it makes sense because it stops bullets (and enemies) but it doesn't make it any harder to kill enemies, you can destroy everything with any melee while cataclysm+stasis are active, it's just an annoyance for everyone else who just want to shoot and only shoot

  8. The castanas isn't the problem, the way how link is working is the problem. Making self-damage useless for link (they did that to rhino's iron skin so why not?) is the correct way to nerf this build.

  9. En 17/5/2018 a las 19:04, QuantumPie dijo:

    Right now ESO has been terrible for focus farming. Last run I only got 100k in 20mn. I could get so much more doing Adaro. Plus with ESO you have to worry about unreliable players who DC, leave, and have terrible builds. Banshee hasn't been working either

    "100k in 20mn" Are you really complaining about a number like that? I mean, before sanctuary we had to run specifically equinox on adaro with a sleep build and a long range melee weapon. Now we can go to sanctuary and gain maybe a bit less than adaro... but we can go HOWEVER WE WANT, not specifically equinox and a melee weapon. Why are you complaining about this?...

  10. The only weakness for a mag is a nullifier, because if one of them touches a magnetize bubble, it shrinks and doesn't explode. If she receives a buff, that's the only thing i can think off (make magnetize bubbles that were touched by a nullifier explode (with reduced dmg/range or something negative) instead of just shrink and do nothing). Besides, we can use a miter for the nullifier bubbles...

    Other than that she is perfectly fine, all of her skills are good and usable... she is strong in defenses, survivals, excavations and interceptions (maybe defection too but i hate that type of mission)

  11. Vauban... an engineer without turrets. The idea of putting traps here and there is good, but... the amount of enemies you can encounter in a single room is huge, really huge. His 1 and 2 are lackluster because of that (also, his 1 needs a huge damage or status chance buff to be even remotely viable). The idea of merging his 1 to the trap list of his 2 is a good idea.

    Also... please, i was serious about the turret thing, give him some kind of turret, please...


    PD: As much as i love playing with vauban, both titania and maybe wukong need more help than vauban. Titania is borderline useless (mag isn't useless, you can't change my mind) and except for wukong's 2, the rest of his kit needs some serious buffs or some kind of rework.

  12. Well, the only solution i can see is to simple reduce the cost of the riven rolls to 2500 kuva. Scaling rewards shouldn't be necessary if DE reduce the cost...
    They can also spawn a support capsule instantly if there's no other capsule in the map and the last capsule was used for kuva

    hace 16 minutos, SenariousNex dijo:

    Simple Solution:

    Allow players to start at any difficulty they chose, if my party can handle lvl 400 mobs, we should be able to fight them at get rewarded accordingly without having to wait an hour.

    That just widens the difference between people with good rivens and people without them. The rivens shouldn't be necessary for any content in the game... letting us fight lvl 400 enemies for higher rewards is not an option.

  13. They can simply run a script to downgrade every arcane on the game (we can rank them up again easily...) instead of fill up the UI with more options that'll become useless once the players downgrade their arcanes... also, let us upgrade only one arcane of the same type so we won't have the same problem in the future.

  14. hace 15 horas, SenorClipClop dijo:

    If a Riven is phenomenal except for one awful negative stat, I find it's generally acceptable as long as that one negative can be cancelled out with any one mod. For example, I have a busted-strong Kogake Riven... with -130% Range. This makes the weapon unusable, but Primed Reach fixes the issue and the positive stats the Riven gives me are worth that extra Mod slot.

    If you're trying to sell them for buttloads of plat though, that's on you and I have nothing else to say but a sincere "good luck out there".

    Nah, i hate the riven market, mostly because of the luck involved in it. I roll rivens for myself and sometimes for selling, but only when i have at least two of the same weapon. The thing is that most of my "good" rolls aren't something that awesome, the last one i found was detron riven with +multishot, punch through and mag capacity and -damage. As you can see it's not godtier by any means, even if the negative isn't negative damage.
    The point is that ALL, and i really mean ALL weapons need both multishot and damage, so i don't know why you can roll a negative dmg and ms...

    They should remove those stats from appearing in the negative stat. CC and CD are something optional in some weapons so i understand why they appear, but damage and multishot are a must, and a negative stat of those, no matter how godtier the positive stats are, makes the riven useless.

  15. I just think we need a bit less RNG on the rivens, a lot of times i got a pseudo god tier (for me at least) and the negative stat is either damage, multishot or cc/cd on a crit weapon. Things like that is what makes rolling rivens so infuriating at times. Also the cost... 3.5k per roll. Without a booster is 6-7 kuva syphons.

    PD: Please don't balance kuva farming around boosters.

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