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Zharun

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About Zharun

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  1. Honestly the Clone needs to be changed to always use the gun you give him when summoning him. Like Equinox's Clone. As soon as you use a gun yourself or go Ultimate the Clone becomes a useless onlooker because the AI just can not handle melee efficiently. Basically forcing you to only ever use a meleeweapon if you want your clone to be useful which is sad since I was looking forward to having him give my Ultimate additional statusprocs for increased Condition Overload Carnage.
  2. Zharun

    Wukong Revisit

    Honestly the Clone needs to be changed to always use the gun you give him when summoning him. Like Equinox's Clone. As soon as you use a gun yourself or go Ultimate the Clone becomes a useless onlooker because the AI just can not handle melee efficiently. Basically forcing you to only ever use a meleeweapon if you want your clone to be useful which is sad since I was looking forward to having him give my Ultimate additional statusprocs for increased Condition Overload Carnage.
  3. Great fixed the clever use of gamemechanics that makes this timegated fight somewhat tolerable to farm and as I write this we are still stuck between doors after phase 1. After literally 350 toroids are piling up and no shocking step in sight. Very next run the same bug. 3rd run in a row stuck after phase 1 between doors... jay.
  4. Nyx's passive seems kinda pointless. Does not do much in early levels, and in later levels enemies accuracy scales up so its like a very low % chance to not instantly die when you are caught with your pants down(out of assimilate). I would have preferred something like Nyx has a reduced threatlevel so chaos'd enemies would attack other enemies over a Nyx. The Mindcontrol change may be somewhat useful but I doubt it very much. AI in Warframe is godawful be it enemies or lobotomized Companions. That is the sole reason that Kavats are basically only 1 extra Modslot for your Warframe to stick the Critmod or Resourcebooster-mod there. Building them for damage or CC is pointless because unreliable. Psychic Bolts removing 100% Shields/Armor with some Powerstrength seems pretty useful in lategame so thats nice. Changes to Assimilate seem like not much at all. It is pretty much only used to stay alive and never for Damaging things and this just changes the damagetype so basically no change at all there. All in all this rework gives Psychic Bolts a use and you can hopefully fool around with Mind Control without feeling like you totally wasted your time but nothing revolutionary that would catapult her into competitive levels with other Frames until such a time when CC matters again in Warframe and it is not just a low level nuke anything Meta. So basically until we finally have some Endgame worth playing. Arbitrations sadly missed that mark. The added Vacuum for Titania is a godsend in QoL so + Points there. (though really it should have been there from the start) Tribute still seems pointless and only kinda useful for Dust if you want to rely on Coinflips to stay alive in higher Levels. The 25% slow is handicapped by a 10m Range rendering it pointless on a frame that is flying above ground therefore Melee enemies already can not hit her while ranged attackers will merrily shred her to pieces due to being farther away than 10 m most of the time. Especially with all the open world content. Thorns is a hilarious joke I hope you know why already. And buffing Companions damage is a joke too because Companions are brainless fools like I explained above. Lantern changes seem pretty solid though but Titania still has low low low energy reserves considering you want to be in her 4 at all times so casting a lot of spells will still be hard although the Vacuum might alleviate that a bit now. Overall Titania did not get much better. Animations are slow. You still need to recast her 4 to get Razorfly's back, using Razorwing Blitz is still awkward since you have no spell you can use at will (you have to target enemies with 2/3 or the ground beneath you with 1 meaning you have to hug it which breaks gameflow) and she is basically still a slow-flying cumbersome mosquito that can admittedly sting pretty hard with her gun but that's it. You are better off using a frame with good and easy to use abilities and stick a good assaultrifle on it if you want to simulate Dex Pixia. No reason to waste energy on tribute still because the buffs are not worth the hassle. And her passive does not do much for her either when she is in her 4. I hope more changes are to come since this feels somewhat half-baked.
  5. Please fix being unable to name self-assembled K-Drives. Also K-Drives provide no Mastery. Would be Nice if there was an Option to name your K-Drive for people that did not get the chance to do so because of this bug.
  6. Please do not nerf the enemies in Fortuna more. I and I think many others really crave for some challenge in this game. Why else even bother to farm and Forma our equipment to god-levels. Just to kill fodder? Any new thoughts about Garuda's abilities? I would love If you could wrap Garuda's shields around so it also protects her left and right side. Having to only worry about her back and enemies above her is way more sustainable for a frame that constantly needs to jump into enemies with 2 of her abilities and reduces her health while keeping her unique style of defense. (Cause basically no one picks up Volts shields since Riotshields also suffer from too small a surface area.)
  7. Sooo after this recent hotfix Mesa's Shattershield does not reduce ranged damage anymore at all. Found out about this the fun way in the first seconds of a Arbitrations Intercept Match. Tested it afterwards in the simulacrum and got confirmation that it does zilch. 1 lvl 60 Heavy Gunner is enough to tear a fully built Mesa to pieces in seconds. Tested Garas Glassshield and that one worked.
  8. Cautious Shot (Unique): -90% Self Damage, -30% 15% Total Damage A lot of people already complained about the uselessness of this mod since -90% selfdamage will still 1hit K.O. most nontanky frames. Why in Gods name does it have to reduce weapon damage too? Besides not even fixing the instantkillproblem. And costing a valuable mod slot reducing damage further! Please just make it -100% selfdamage with no downsides since the downside of being an actual mod is already bad. Launchers are some of the worst weapon types in the game scaling mostly very badly against 60+ leveled enemies and being unfun. Exceptions are weapons with a nonselfdamage mode like Phantasma or those where being damaged is very hard like Lenz or the Corinth. It would be awesome if you could implement a Rework similar to what you did for Snipers and Beam-weapons. Or at least reduce selfdamage innately for all launchers to 50% of your Warframes maximum HP (ignoring damage reduction by armor or abilities) so at least 1shots are impossible if you pay attention. The rest of these mods look very fun and creative just please rescue the oldschool-launchers from their graves. (preferably without a Band-Aid Mod)
  9. Are you looking into a rework of Chromas 1 and 4 since they are sadly a waste of time and energy. The 2 useful abilities are only passive buffs making him really bland to use and after the decrease to his survivability and damage he is now essentially a worse and blander Rhino without the added cc that stompyboy has. Even Nezha outclasses him now after he got Pablo's love in the survivability department and arguably even damagewise against enemies that can be affected by the fire-frisbees. I just want him to be fun and viable to use. :'-/
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