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Yasha-7HS

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Posts posted by Yasha-7HS

  1. Just now, Joezone619 said:

    which doesn't matter if its still void energy, hence why your operator VOID beam is not the void, but cannot be adpated to by sentients

    All of our abilities are void energy. You go a step down from the real void's energy with every step, from the void itself to beings forged in the void to Warframes where the void is channeled. 

    They're not adapting to the Void, they're adapting to Limbo's energy, which isn't pure enough for them not to adapt to. 

  2. This is Limbo, master of the Rift.

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    5 minutes ago, Joezone619 said:

    the rift is a plane made of void energy, hense why you regen energy by being inside it, therefore sentients shouldn't be capable of adapting to it, since its still void energy, DE made the rules, and now they shattered them into a million pieces.

    Being made out of Void energy and being the void itself are two completely different things. Such as being Coal and being Diamond, they're both constructed of pure carbon, but one is not constructed the same as the other. 

    Hence, why we have abilities as Warframes from Tenno fueling them and focusing their void energy through them, yet nothing a Warframe does resets their resistances, and Tenno don't instantly eradicate them from existence like the actual Void does. 

  3. Missed the right feedback forum, and it's probably the same person who though Mending shot needed to be a rifle only mod, despite already having two rifles that heal as well as being equippable on the Basmu as well, which has no need of it yet also has the best use of it considering its AoE. 

  4. I'm imagining having to layer radial blind by spamming it in order for enemies to actually stop being able to hit me, essentially just having a S#&$tier version of blast. 

    Or having to layer Gara's Mass Vitrify in order to actually have enemies stop. 

    You're going to have to elaborate or else my default emotion is "No, that's a terrible idea." Or, even if it's the other way around and it's that you start at 10 stacks (100%) of Radial Blind for enemies to be unable to see, yet some enemies just randomly decide they take off their mask and suddenly it's easier for them to see, or they just decided to bring sunglasses that day, and the sunglasses melted instead of their eyes, I'm going to find it really silly that now CC not only doesn't work on more units, but the duration of my CC is essentially never a set number, or can randomly be cut in half, or requires more energy for full effect. 

    If this is a Vauban being too weak against specific enemies, that's a Vauban problem, not a problem for the entirety of CC, which a lot of happens to be rather balanced outside of a few exceptions. Say, Loki's Radial Disarm making enemies useless melee meatbags forever because they can't find their weapons. Actually, that's the only example I can think of that might need some tuning, like a duration when they get their weapons back so you can't just permanently fill spawn with melee only enemies that are all worse and slower than infested. 

    • Like 1
  5. 22 minutes ago, Rovaeden said:

     

    What would be better than having a “design a Warframe” contest in which one person wins and everyone else loses?

    What would be better than a pointless Excavation and Railjack defense “event” that comes from nowhere and leads to nowhere?
     

    A questline to discover and repair an Orokin era Warframe forge of course!

     

    The Warframe forge, in whatever form it takes in game, would allow players to copy the looks and abilities of Warframes they already own.

    They would then be able to combine body parts, passives and active abilities into their own custom Warframes.



     

    Ah, yes. Finally, the idea to buff Excalibur exactly the way I wanted. I remove Radial Javelin from the game and give him Iron Skin, or Warding Halo, or Gara's Passive, or Mirage Eclipse, or Baruuk Desolate Hands, or Chroma's Vex Armor, or Ash's Smoke Bomb, or Loki's Invisibility, or Zephyr's Turbulence, or Revenant's Mesmer Skin. 

    The joke is, any of these abilities at full strength without the need of aid from another Warframe makes Excalibur far too good. Iron Skin to just completely ignore his lack of survivability without heavy casting or Healing Return builds? Smoke Bombs to do both and give him constant stealth multipliers? Vex armor to do slightly less than Iron Skin, but more damage than both Roar and Smoke Bomb? No, that's a terrible idea with no sense of balance, in a game that's already struggling to bring the low end up and the high end in line. 

  6. 1 minute ago, Zeyez said:

    its good as substitute of the Vazarin's healing dash, since it can heal everything: companion, warframe, cryopod, fomorian core... just not sure about Uplink, since even Protective Dash doesn't work, besides Rejuvenation can slowly heal that thing

    It does, easily. 

    22 minutes ago, oreom said:

    I thought of keeping it as is and build a heavy attack Sancti Magistar. Does anyone have any experience with this kind of build and weapon? Is it any good against high level enemies minus rivens?

    It takes longer than most other melee weapons, but that's not the reason you bring a Sancti Magistar, you bring it to heal everything in a large radius. I do not recommend that Riven, as the healing given seems to be exponential as opposed to multiplicative with combo count. While I don't currently have the most optimal riven, my riven has range which is the most useful stat for Sancti Magistar to increase the combo gained against groups and the healing range. The most optimal riven possible gives Range, Base Damage, and either Combo Count or Combo efficiency. With combo efficiency, you add something like True Punishment to the build and gain combo extremely quickly, and get the ability to give over 100k healing multiple times while having a melee that's effective against enemies with light attacks. 

    And, yes. It does heal that much at maximum combo, this was painstakingly tested with many defense objectives at near no health with a single heavy attack at max combo with mainly the same build (the riven had a combo duration negative with slightly more range) 

    Spoiler

     

     

  7. Spoiler


    1 minute ago, ADirtyMonk said:

    Op-link does not scale or heal. At all. I thought we just solved this issue with excavators?! Without cheese mechanics like limbo, late waves are instant fails while early on there is zero risk

    They don't need to scale because they hardly take damage, and they can be healed. A single person with Sancti Magistar easily solos the entire ground segment. 

    4 minutes ago, ADirtyMonk said:

    Introduce "HP gates" for objectives. For example. The oplink has 20,000 HP. Non-regenerating. Drop the HP by 50% and put a 15s gate at every 5% HP with a final gate for 30s at 2hp. Low level enemies now need to chew through 500 HP per tick which is a decent amount but doable, but now high level enemies both hard hitting and rapid fire need to hit the link at least 20 times to kill it and the link is guaranteed to survive for around 300 seconds (5minutes) of continuous fire which should be more than fair.

    This sounds like the most entirely boring mechanic for defense of any type, where defense missions already sorely lack challenge. Now, you barely even have to watch the objective and just abuse gating mechanics again like we do with Railjack, what is the point of that? Unless by Non-regenerating meaning you can't heal it either anymore, which would still not matter. 15 second gate, every 5%? So, you get 20 free lives on the oplink for a mission that takes 17 rounds and only has one threat, even with the addition of demolysts who are notoriously CC'd until death through many means. 

    10 minutes ago, ADirtyMonk said:

    Oh my god why is it INVINCIBLE until you kill MULTIPLE TINY weak spots hidden by GIANT INVINCIBLE ARMS while it FLIES ERRATICALLY and FLAILS AROUND and INSTANTLY REGENERATES ALL ITS WEAK POINTS AT ONCE ON A REGULAR BASIS

    The Aerolyst is a joke with a plethora of amps and weapons. A Klamora Prism destroys all of its weakpoints, while stunlocking it in place, and dealing damage to the body itself. Lega Prism, Shwaak, just about any AoE. 

     

    15 minutes ago, ADirtyMonk said:

    This is my Exergis with top tier riven: 

    Do you understand how sentients work? They reduce damage by 95% of the maximum damage at the time in descending order, and also have multiple health gates to prevent being killed in one shot. Which is why we have operators and the Paracesis which resets the former mechanic to restore the damage you're capable of doing. You're trying to circumvent the main mechanic of our greatest adversaries by brute force. 

    24 minutes ago, ADirtyMonk said:

    The Brachiolysts. What even is the point of this enemy other than to be a new sentient model? It's squishy, its not aggressive, its damage is poor, its not a buff unit, its drops arent anything special. Sure theres more than other variants but not enough to be meaningful fodder. It doesnt seem to follow traditional Sentient adaptation mechanics either.

    For the same reason you're currently complaining about the rest of the sentients, so that the entire Condrix gate model isn't fighting heavy armor, high damage minibosses for it to be more possible for those weaker than a properly kitted player.

    37 minutes ago, ADirtyMonk said:

    The Aerolyst is without a doubt the most terrible enemy DE has designed in recent memory. It combines every single horrible miniboss enemy mechanic and turns it up to 11. Its invincible. You cant use explosives on it, it seems to ignore beam type weapons, its hard to shoot weak spots because its giant invincible flailing arms blocks shots, you cannot effectively melee it because its flying meaning you get two hits in at best. You cant force it to drop to the ground because if you stun it GOES TO SLEEP IN THE GODDAM AIR. It doesnt do noticable damage, it doesnt buff other enemies. Its only purpose is to SIT THERE AND HALT MISSION PROGRESS UNTIL YOU AWKWARDLY KILL IT.

    Again, a joke, and it's killed at just about the same speed here at 26 as it does at 110 since destroying the weakpoints deals a significant amount of damage to the Aerolyst itself.

    Spoiler

     

     

    41 minutes ago, ADirtyMonk said:

    Battalysts. This is an old issue. They would be manageable if it werent for the disco laser which spins fast and does TREMENDOUS damage. By Condrix 14 or 15 its an instant room wide AOE squad wipe unless you have a hyper tank.

    Or, you go any amount of distance above it in this map that has nothing but rock cliffs and high ground everywhere. You can even stand on or behind the Condrix, these enemies only spawn once and they're the enemies you should be focusing, the Grineer are garbage fodder that can be ignored even if they got into the 200s. 

     

    45 minutes ago, ADirtyMonk said:

    Why are non gunblade-non exodia contagion melee once again a non viable option? AGAIN. Just, why. Why waste all that effort on melee 3.0 and then make it non-viable versus weak point bosses, AGAIN?!

    • The weak point is higher than most frames can bullet jump.
    • The orb hitbox is located so far in the invincible shell that most melee hits are completely ineffective.
    • There is nowhere to stand in front of the orb, we just slip off before getting a single hit in.
    • There is no proper air melee combo system so we cannot remain in place midair to hit a floating target.
      • I've managed to glitch inside the orb once with operator dash and the melee damage was NICE, but not Exodia contagion cheese levels of nice.

     

    If this is what you meant by melee not being viable, then there's no chance I can agree you should be able to just melee everything in the game with no effort. It's the dominant strategy in just about the entire rest of the game where melee is an option. Not every single thing in the game should be melee viable. 

     

     

    • Like 1
  8. Yes, you are alone. Archwing intrinsics -- while usable everywhere else -- are meant to aid squads wanting to take a fighter jet approach to Railjack in order to keep the enemy fighters away from the ship. They're so high in the ranks for the reason that in general, before obtaining the Railjack you've obtained an archwing decent enough to attack the first two planets worth of fighters without the ship alone. If they're obtained earlier, it does nothing but perpetuate Archwing as the best strategy to play railjack. 

    Or, at least that's how it worked in the most ideal sense if they did any sort of proper balancing of Archwing in Railjack. 

    • Like 2
  9. Firstly, they just... Ran to extraction? That was it? Hmm. 

    There are certain words that, in context, will result in a suspension of chat privileges if a report runs through. Since I don't know the context, nor the actual word as "f" has many words under it, I can't tell you for certain. 

    Additionally, it's unlikely you'll be banned from the game without continuous and/or grievous offenses. Calling someone a bad name in chat will have you put into a timeout corner in which you will not be able to speak on any channel that is not voice. Hence, it is also a soft punishment against trading, recruiting, and information gathering. You can still physically play the game, you'll just be forcibly disconnected from most communication until you've thought about what you've done. 

  10. Personally, no not at all. The story has never mattered to me, while I do brush up on the lore when I have nothing else to do, I've never felt any attachment or reason to care. For this game, it's all secondary to me. It's nice to know why the Eidolons are on Cetus, or why the Orbs are on Fortuna, or why the Mulex are here but to me it doesn't feel connected, deep or move me. The only exception is the point of the video, the Sacrifice. The Chains of Harrow was bogged down for me with how overt the references of Rell being an autistic Tenno hampered the storytelling, like most other depictions of an autistic person in media. While I did care about Umbra, and while I was moved a bit by his story that was... It. It's isolated, it connects to nothing else in the game outside of Umbra and the Tenno. Unlike what the video claims, I'm not asking for the quest to have added something major that changes out gameplay, I was asking for it to connect to the lore during the base game loop. As far as I know, we NEVER talk about these things ever again outside of quests. It happens, and it's over. This doesn't seem to weigh on the Tenno at all -- we are these characters and we don't see it affect them in any sort of way. They never think about it. You know what could make me care about the game more? If I logged into my ship one day, and it wasn't my Warframe that got up right in front of the navigation console, but I fade into my Tenno standing in front of his arsenal, assessing the damage of his frames as persons and not tools, or pondering the meaning of flashes of images or emotions he gets when linked since we have confirmation that it happens. It doesn't need to be a cinematic, or a long drawn out sequence. Just the tenno in front of a Warframe, with a simple related quote. Instead we get... "My Warframe is the hand, and I am the will." We're told they take the pain away, and then I'm supposed to believe we just treat them like objects after that. 

    The story feels completely disconnected. 

    And no, it's not that I don't care about Lore in any game. From Software games, obviously, I can care a lot because it's always twisting and it's something I have to really look into, the game doesn't hand you its lore its entirely implied through gameplay and snippets in items. Hollow Knight is full of mysteries that I love theorizing about and learning new interpretations for, and I could spend hours in those beautiful worlds. There are some games that I feel also where the gameplay is fantastic, absolutely top-notch, but the story is the front seat for why I continue playing the game, like Nier:Automata. In that game, it's not like the Lotus where I hate her just because she's annoying and boring, but I hate a character like 9S because of his defined character flaws, like being weak-willed and quick to anger, his unrelenting obsession with 2B. Maybe one or two people know from my name, but also games like Asura's Wrath story was great for me. It's not complex, it's not deep or profound, it's bog standard but it was able to make me care about Yasha and Asura through a mix of story-telling and gameplay without one being completely separate from the other. 

  11. 7 hours ago, supernils said:

    How? That's how my first mission failed. Game doesn't tell you where the fire extinguishers are, or that you even need to use them, or how

    Maybe it's that I played on the first day, when it appeared in the context menus for pick-ups but I noticed it immediately and found it immediately. 

    7 hours ago, supernils said:

    lol that sounds kinda elitist, like the game was only for intellectuals like you.

    The game is only for intellectuals like me.

    If you have intense frustration from trying to figure out very simple things from the Railjack, the game isn't for you if you're unable to teach the game to yourself through inspection. It's a "Beta" which while not openly plastered on the front page of the website anymore, is still quite relevant to the fact that the tutorials are to be given after the systems in place are deemed to work properly. 

    7 hours ago, supernils said:

    It's just that everyone inlcuding DE knows that the game has a terrible new player experience. It's kinda sad that they don't have this down after so many years, looking at this update.

    We could pull up one dozen threads from every year this game has existed on how poorly the game introduces mechanics; threads like this don't help. At most, it's venting with no clear indication of what you needed to actually know how to play Railjack other than slowing down the already slow progression of Railjack. There are myriads of better threads and better videos that explain concisely the problems with Railjack's introduction and gameplay mechanics. Not to mention the mega-thread, which is still there. 

    • Like 1
  12. Blown away by its complexity? I did the entirety of Earth solo, you go forward and you shoot enemies. They damage the ship, you ignore it until it's critical, repair everything, and then continue to fly forward and shoot enemies. The only difference is when you get more things, it becomes slightly less linear. You... Press one of three buttons to use powers, like you've been doing for the rest of the game. You gain a second level of boost that makes you slightly faster. You gain a slingshot, which shoots you out of it to get into crewships, which just follow regular gameplay of sabotage missions.

    It's not like we're talking actual dogfights in something like Planetside 2 and reverse corkscrew maneuvers, railjack is straightforward.

    Not to mention, there is a node called free flight. You're talking about just wanting to "play the damn game" yet you couldn't just go into the one node that is clearly labeled for you to get familiar with the ship? Like everyone else did, day one, I went into free flight, walked around my ship to know where everything is, what it's doing there, and how to use it. It took all of ten minutes. All of the other systems took seconds to understand.

    The largest problem with railjack accessibility were the resources that new players didn't have. That's what they fixed. 

    15 minutes ago, supernils said:

    Oh and by the way, I need 3, three attempts to gain access to Warframe itself. The first time I just didn't know what the #*!% to do (go to cockpit, start mission), the second time I didn't understand the game play loop yet, the reason to play. That's why I only really started playing Warframe years after.

    It sounds like this just isn't the game for you, then. 

    • Like 1
  13. Or you could just use Sancti Magistar, and literally anything else. 

    10 minutes ago, Renkyrie said:

    Vazarin is a heal, it doesn't protect the objective.

    FocusProtectiveDash
    FocusNodeRing b
    Allies hit by Void Dash are granted immunity from damage for 2s / 3s / 4s / 5s and healed 25% / 35% / 45% / 60% over 5s.

    There's a reason people just chained Protective Dash on an objective in higher levels with Magus Lockdown, because you don't need a Warframe at that point. 

    10 minutes ago, Renkyrie said:

    This means that you have to go back into your Warframe at some point to kill the enemies. 

    No, you're also encouraged to use the Operator against Sentients as well, and amps can still damage the Orb. 

    10 minutes ago, Renkyrie said:

    definitely a challenge if you're a solo player.

    No, not at all. It's actually easier solo than it is with a group, unless everyone else knows exactly what they're doing. From the three public matches that I played on the ground, this is not the case. 

    Edit: For the record, I did 5 rounds, or 15 waves, solo with ease using an Excalibur with a Sancti Magistar. It's a joke. 

  14. 5 minutes ago, fluffmaster3000 said:

    Well, good to know. Thanks.

    And no, i certainly don't have time to read the entire patch notes. This is a game, not a legal document where you are required to read the fine print.

    Do you know how to skim? Use the find function? Just like a legal document, you're not required to read the fine print, at all. You can blissfully go on in ignorance, and clearly all you'll get is frustration from your lack of effort. 

    • Like 2
  15. 19 hours ago, SpicyDinosaur said:

    Also, synth can be used by beast companions, actually. It doesn't appear to be a bug either.

     

    18 hours ago, lukinu_u said:

    Syth is usable on all companions.

    I never said they weren't usable on Kubrows or Kavats. They are not useful on them, nor do they have the space to be put on them without sacrificing utility on the aforementioned companion types. 

    18 hours ago, lukinu_u said:

    I think the main issue about set mods is the way they don't work together. Set mods are pretty much like nightmare mods with shared stats, but you have no benefit from stacking multiple of them, so you end up using mods from multiple sets to get the benefits from all of them, rather than using mods from a same set, a bit like you use damage + crit + status rather than pure damage.
    A simple fix would be scaling stats depending on number of mods from the same set in your loadout, a bit like Umbral/Sacrificial sets works. Something weaker because +25% per mod is strong, but something like +5% per mod up to +20-30% depending on the set size would be enough.

    They don't need that, however, as most sets have logistical usefulness if not the set being strong enough to want to unite them. For example, you don't want Deconstruct without Fiber, or you don't want Mecha set without being able to put all of it on. If it worked the way Umbral set does, the only viable balancing option is suddenly that all of these individual mods have to be very, very bad without multiple mods in the set and scale to less usefulness than the individual effects granted by their base counterparts. 

    Easier to explain by example, if we caused the Gladiator set to scale with the amount of mods in your loadout, even if it's only by a flat 5% per mod (up to 30% for Gladiator), every mod except G. Finesse becomes better than its relevant counterpart along with it having the set bonus giving you Blood Rush for free. That lowers build variety to the point where if you're considering anything other than fully stacking these sets you're not being optimal and at an obvious disadvantage where currently it's a reasonable choice based on circumstance whether or not you sacrifice small parts of these individual stats to receive a mod, or part of a mod, for free. 

    Even simpler, this is why "Umbral" builds exist for every frame that can use health or power strength. Stacking even two of these mods has only the downside of having less mod space, which can be fixed with forma easily so it's just about a non-issue. U. Intensify just has better base stats with increase mod cost, but no sacrifice like Blind Rage or Transient fortitude. It's not a choice, it's just better. 

  16. There are, at most, two set bonuses that need buffs. Tek set, as it's completely useless and Strain set, as it has no cohesion or synergy. 

    Mecha set, with the status changes, is ridiculous. 

    Vigilante set has always been fine, and will continue to be fine. 

    Synth is useful for anyone who uses sentinels or moas.

    Many people use half of the hunter set without noticing, which is more useful than maul being that Kubrows and Kavats can't hit most things to do damage, so getting the damage innately with other, more useful effects is fine. 

    Aero and Proton has more usefulness than anyone else will know, because they don't want to try builds that take more effort. Any buffs to either of these effects will absolutely break the game if not followed by severe rebalancing. 

     

    • Like 1
  17. All of those are... Nothing. There wasn't a single resource I didn't already have maxed instantly unless it was a new resource that I couldn't have obtained, and even that was just a few minutes per part. What even is this complaint? Is there a point to complain that you don't have 5 argon, or slightly over half a million credits which can be gotten in just an hour with ease? None of these resources are hard to find or difficult to farm, with the minor exception being the railjack resources which have no uses outside of railjack. 

    This just sounds like a lack of wanting to play the game, so you're looking for ways to turn completed content into its components to reuse them so that you have to use less effort everywhere else. How can you say you enjoy the content where it's "regular gameplay" if you don't want to play the content that gives you these rewards in ludicrous amounts for the same gameplay? 

  18. 32 minutes ago, Drakenreiter said:

    It does affect the player as well. If you step over it, it refills your energy... and your health/shields as well if I'm not mistaken.

    No, that's the core of the sentient itself, which can also explode if left long enough and actually damage you instead. 

    This, however, in the past could be forced to affect the player by replacing their arm with the relevant sentient weapon with a Halikar glitch a while back. 

     

    Spoiler

     

     

  19. Just so you know, I went to my Warframe Folder in the steamapps, and allowed it to calculate the amount of space it takes. It's 38 gb. 

    So, you didn't uninstall the game, just the executable for the launcher. Just save your EE.cfg to your desktop and delete the entire folder. EE.cfg is your settings for controls, graphics and miscellaneous information about your compute. Unless you want to set up all of these options again, I suggest you hold onto the backup. 

  20. 21 hours ago, Oldskinzz said:

    Rushing never seems worth it to me as you still spend the resources and blueprint for a tiny saving of 5 plat over a bundle of 3. I'd much rather spend the 35 plat for a 3-bundle outright.

     

    These are resources that I have thousands of, that I get without even trying to obtain them, where as platinum I only have the option of either winning, purchasing, or trading it. 5 platinum over 7 3-packs is another 3-pack for free by just using the more readily available resource to lessen the amount of premium currency you need to use. 

  21. 32 minutes ago, Cicasajt said:

    never. de makes a lot of money from ppl buying forma. 

    The same could be said that DE also makes money from people rushing Forma. If you have the resources, a Forma costs half as much to rush than it does to buy from the market, and still costs 5 plat less than buying a 3 pack. In this respect, they could just make a pack that extends this to its logical end, a 10 pack that costs 100 platinum to rush, as well as a market pack for 10 platinum that costs say 110-115. 

  22. You can do your roll recovery while being hooked, essentially halving if not more the distance that hook takes you and the amount of CC you actually get. It lessens it, certainly, but the most annoying things I've found about hooks weren't being dragged, but them breaking stun animations or ignoring abilities to do it in the first place. 

    Heat-seeking grappling hooks that occur 0.7 seconds after I've casted blind while they're still in their stun animations, or after taking heavy damage and they're doing the matrix only to break their spine in half and snap throw the grapple, or being ragdolled and the moment they land, before they even get up, they're already grappling you. It's rage inducing for those to happen, regardless of if I take damage after it or not. 

    • Like 8
  23. 1 minute ago, (XB1)TehChubbyDugan said:

    This always happens.  They "listen" and then always tack on something that made them listening not worth it.  It feels spiteful at this point, like revenge for the complaints that got them to change things they didn't want to change.

    While I have complained about this in the past, you're blowing this massively out of proportion. 

    The AoE's on the Tombfinger and Kuva Seer are essentially nothing, the only times I've actually "staggered" myself with them are when I've literally shot at my feet. Regardless of that, it stops me for a total of 250 ms, which is next to nothing for me actually aiming at my own toes. 

    • Like 3
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