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(PSN)Zer0-Rama

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Posts posted by (PSN)Zer0-Rama

  1. I got the 4 new dual status mods for beast. But no matter were I put them or the order I put them I will always get corrosive and blast. I have frost jaw and venom teeth at the top next to each other and shock collar and flame gland at the bottom. Which should give me viral and radiation but nope  

     

  2. For a while now gara abilities don't work sometimes when I use her splinter storm and then try to use her mass vitrify to refresh it doesn't. Also when I try to use her shattered lash to smash her mass vitrify it doesn't. Also there's a bug were i would attack and my screen would stay one place and my warframe would still be moving. Happens more when am in my operator. Look at the two minute video 

     

  3. On 2018-05-01 at 3:54 PM, DarkRuler2500 said:

    One important thing for Zaws isn't inside your calculation: Zaws can equip Exodia arcanes.

    Yip that's what makes it awesome. Exodia force or Exodia hunt(This one can work with blind justice stance with the block combo "Heeding call")And what I like about exodia hunt is that when it pulls in enimes u can use finishers on them. Zaw's are not supposed to be stronger than the weapons that DE are bring out,but what makes them strong and be able to stand hand in hand with other weapons is the exodia's.

  4. It's not showing up even when am using my operator hopefully it can be fix in the next update. And also naramon power spike don't not active in the simulacrum. Combo counter goes away after 3 seconds 

  5. 46 minutes ago, Ijaa-Aden said:

    Non-set mods work. Set mods work but the set effect don't.

    I think that using set mods with Venari and a Kavat at the same time would be problematically buggy. I guess that it's the point DE would like to avoid.

    Ahhh tru tru

  6. 6 hours ago, Ijaa-Aden said:

    Hunter Mods effects applies only to regular Kavats, same thing as the mod bonus not stacking. She's a skill, not a real Kavat 😃

    But I just realized the other kavats mods work. That don't make any sense. They should let the bonus for the hunter mods to work with venari too. She'll be stronger this way

  7. On 3/4/2018 at 1:07 AM, (PS4)lagrue said:

    Kubrows and Kavats are vastly superior and there's no question.  The only 2 advantages Sentinels have is vaccuum, and the lack of need for DNA stabilization - which I can't speak for all players, but as an MR25 I'm stacked on resources forever, the only time I do happen to need to farm is the one and only time I take out sentinels - I can afford 100s upon 100s of stabilizers, and I'm never really in need of resources so bad I need vaccuum.  If I'm not farming, guess who's going back to stagnation in the arsenal - sentinels.  

    The pets are vastly better.  They have way better stats - no question about it.. their damage outpute and even the H/S/A stats are like 3x that of sentinels.  And most of their abilities are far more useful than Sentinel abilities.  The funny thing is you can deck our a Primed Sentinel Weapon with all the best mods in the game, Primed Mods included - and it still won't hold up to the damage Kavats and Kubrows can dish out when built right.

    Sentinels are also plagued by the fact that they literally die in missions, and seem to be made of paper mache, where they die quite easily over level 50 to a point where it's quite sad how fast they're gone, mitigating any potential uses they have.  They get a maximum of 3 revives - but ONLY if you have Maxed Primed Regen.  Regular Regen is one single revive  You can just keep picking up pets over and over, and they actually have bleedout time versus insta-death.

    I'm not saying Sentinels don't have their uses - but for serious, non-farming use, they just don't hold up against pets.  The Smeeta Kavat in particular is a god among pets...it's Charm can do many things like; double resources, high crits, shield boosts, energy restore, instant reloads and even just flat out give you rare resouces from the map you're on - that one ability alone supersedes almost everything all Sentinels combined could do. 

    Sentinels also have some seriously stupid delay between their attacks - which pets don't really suffer from.

    Either you've never really considered pets from a serious standpoint, or you're so fixated on vacuum you can't see the obvious and overbearing superiority pets have over sentinels. 

    Give this man/woman a beer

  8. 5 hours ago, (PS4)Gaelic-_-Flame said:

    Full duration trap would be quite OP, however I do agree that they need to hold enemies somewhat consistently. I think even consistent 5 seconds of holding before the chance to spit them out would be a really good change.

     

    Another thing they should definitely work on after this rework is Tailwind momentum (and distance in general). It feels great on open maps and especially Plains, but on small tilesets I feel really hesitant to use it even with like 140% duration, because it often just faceplants you into a wall. Ideally Tailwind's distance shouldn't scale from mods at all, and have controls inputs affecting the distance instead. Something like holding forward during Tailwind will get you further, pressing backwards (or maybe crouch) instantly cancels your Tailwind along with all your momentum from it. This way you'll be able to go far or just use a short dash depending on situation, regardless of your build. Tailwind distance shouldn't be reliant on your mod builds, because it just limits your modding based on where you go.

    I think with tailwind they should let us be able to roll out of it.That way we can cancel it instead of waiting and getting stuck to walls and doors

  9. So DE plz as zephyr players we really need u to be able to let the tornado keep the enimies trap for the full duration or a fix duration. And if not that then plz atleast let the tornado keep the damage that is put into it and let it keep absorbing the damage that is put into it so that it can scail so when the tornados go to the enimies it can be damaging them as much as the weapon were using. 

     

  10. 2 hours ago, Thaylien said:

    The problem with this is that it would make it a mobile Vortex cast. Literally the same function, with damage and status spreading to all enemies inside, that you can steer around for nearly a minute if you mod right. Four of them.

    We're never going to get Tornado to hold enemies within permanently, although maybe we could petition for a fixed hold duration? So once it picks them up they're held for 10 seconds or so each, and then dropped, rather than just dropped out every time the funnel changes direction. Sound fair?

    Yea I agree with that give it a fix duration to hold the enimies.Cause when u think about some tornadoes do stop for awhile then move on.So giving it a fix duration would actually be nice.Cause it doesn't make sense  if enimies are trap in the tornado and as soon as I shoot it they get throughout and dont take the damage at all. Smh doesn't make sense. Plus it doesn't keep the damage i put into it.

  11.  

    4 hours ago, AXCrusnik said:

    Sounds like a good way to prevent the tornado from pulling in more enemies.

    I said that because if the tornado is keeping 100 percent of the damage and keeping the enimes trap inside to keep on moving would be a lil op. Plus depends on were it stop enimes will end up running into it anyway.

  12. After getting the update and testing zephyr's rework on the ps4,the only thing i see that is needed to be worked on is her tornado.It needs to be able to hold the enimes and keep them in it for the duration of tornado and if it has any enimes trap in it it should stop moving until all the enimes are dead. Also i think that allowing each tornado to be able to keep the damage that is put into it instead of just for that moment would help it greatly and help with the scailing and make it a awesome Ultimate for zephyr.

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