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MysticDragonMage

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Posts posted by MysticDragonMage

  1. On 2019-12-13 at 10:54 AM, DrBorris said:

    Thus, I would actually like to see an entirely separate "Archwing" Intrinsic category. Something that enhances abilities of a person who is off of the Railjack. And because the "away team" experience is likely something everyone wants to partake in, it should be ranked up in conjunction with the other Intrinsic. So for every Intrinsic point you put into any Intrinsic category you automatically rank up your "Archwing" Intrinsic. The game is still called Warframe, you shouldn't have to separately specialize into typical Warframe gameplay (away-team gameplay).

    lets be honest here. if everyone had the potential to destroy fighters as easily as a gunner, no one would be in the railjack. players would just leave their railjack on the side of the map and teleport to it when it has a few ruptures. archwing should be buffed but lets not forget that railjack missions should focus on the railjack. it does not matter if other intrinsic progression was linked with archwing's, if it is possible to upgrade archwing to a certain point, then this will be the result.

    let me suggest this instead. a player's archwing stats will be buffed for a short amount of time if it stays within a railjack to charge. then players wouldn't be outside most of the time and instead be within the railjack while their archwing is charging. it would also potentially give other players a chance to play archwing once their archwings are fully charged. everyone gets the chance to have fun.

  2. 15 minutes ago, Zyion said:

    That would be awful given that Crewships hit like an armada of trucks. Delaying the taking out of a priority target would make a mode that is already pretty difficult even harder.

    nevermind what i said then.

    4 minutes ago, Zyion said:

    Honestly, the problem isn't Archwing, it's allot of things compounded on top of each other. The high amount of movement of a Railjack combined with the unpredictability of the pilot just makes it difficult to shoot anything in the side guns. So much so that it is generally just easier to jump into an Amesha and slow all the enemies down for easy pickings. The pick up range of the Railjack is also so small that you almost need people in Archwings flying around to grab all the loot. Most of my time in an Archwing is just grabbing the loot that the Railjack left behind. On top of it all, there's no guarantee that the owner of the Railjack bothered to properly upgrade the ship before going on a hard mission. The one known in Railjack missions that players can control is their Archwing gear.

    i think you are connecting one two many strings to the archwing issue. its just saying that you want more predictable flight model, a larger vacuum range, and a more reliable way to be matched with better railjacks. that's all just the common things requested for railjack in general and i dont think the devs would give players any of this for the sole purpose of keeping players on the railjack and not flying around on archwing.

    im not disagreeing with any of it, but dont see how anything you've explained connects with people who play archwing on railjack for the sake of having fun on archwing.

  3. 8 hours ago, Zyion said:

    Not sure that would solve the problem as the best way to take down Crewships is to board them. You could put an incentive for people to not use their Archwings as much (hell the current balancing does that plenty), but when jumping into an Archwing is so essential to complete missions, it isn't going to do much to keep people on the Railjack.

    what if only a fully charged archwing could board crewships?

    my suggestion was mainly for the people who fly in their archwing as an alternative to dealing damage on the side guns or doing anything else on the ship. in reality, they are not doing much damage to the fighters at all and would be much more useful within the ship using the side guns. it does not bug me that people are using archwing to board crewships. it only bugs me when they use nothing but archwing through the whole mission, never coming back to the railjack, and are far less efficient than other crewmembers.

    the idea is that a fully charged archwing would make them effective for a short time before coming back for a recharge and help manage the ship. this is also potentially giving someone else a chance to use their fully charged archwing without hurting the crew's efficiency.

  4. it kind of bugs me that players are so eager to battle other ships outside in their archwing. archwings are good for boarding crewship and eliminating them, but for anything else they are massively underpowered.

    give archwing a charge time while docked within a railjack. a fully-charged archwing would have buffed archwing and weapon stats for a limited time and an archwing with no charge would be in a similar state that it is in now.

    players would be more motivated to stay on the railjack with their crew while their archwing is charging, then use their fully-charged archwing with increased stats for a short period of time before returning for another charge period.

  5. tactics feels somewhat useless. niche at the very least. however, what can be utilized feels like its just hurting the experience. for example, teleporting from one point of the map to another or using abilities while in a station takes away the exhilaration of traveling past the fires and claustrophobic halls or though space and past enemy fire; its not exactly tedious to do so. more than likely, the engineer role can clear the ship of enemies and repair the ship faster than what a person could do in their tactical menu.

    • Like 1
  6. i believe this concept is long overdue.

    XYImQU1.jpg?1WksIRbC.jpg?1

    armor and syandana cosmetics are among some of the many options a player has to make their warframes look unique and different from others. however, some armor and syandana's can either be too small, too big, or not very noticeable at all to some players.

    this concept suggests to make armor and syandana sizes and position adjustable, inspired by the already adjustable weapon holster positions.

    players would be able to adjust the size and position of each individual armor piece and syandana to make them pop out or blend in. maybe it would even help players solve some clipping issues that would normally bug them. maybe it would help them create the heavily armored warframe of their dreams.

    whatever a player's style, adjustable armors would give these players more cosmetic options for fashionframe.

  7. everyone had the idea that railjack was going to save archwing somehow. in truth, its just another way to include archwing within new content. just like open worlds, kuva fortress, and sharkwing.

    if you are looking for more archwing power, rank 8 in all intrinsics buffs archwings stats.

    rank 8 in tactical decreases blink cooldown by 20%

    rank 8 in pilot increases speed by 20%

    rank 8 in gunnery increases damage by 25% as well as increases ability strength, range, and efficiency by 20%.

    rank 8 in engineering increases health, armor, and shield by 30%

     

    still, i think the main focus is the railjack gameplay. admittedly, everyone would be outside on their archwing if it had the same power as the railjack.

  8. On 2019-12-13 at 1:17 AM, Midas said:

    Please include a role selection before entering matchmaking!!! It is super important. Once in mission specify the role for each player!!! Thankfully I am in a decent clan and do not have this problem!

    sure, that sounds nice, but admittedly restrictive and demands a revisit of the intrinsics system. i would support it though, if they made it work. the question is just how.

     

    a tactical role should be blended in with engineering/support. this would be the player that guards the ship from attackers, manages the forge, and repairs the ship from damage.

    the Pilot should always be behind the helm. intrinsics upgrades hardly need to be touched.

    the gunner role would be a two person job. gunners would be in charge of dealing extra damage from either the side guns or archwing as well as board enemy ships and hijack or destroy them from within.

  9. apparently, you can upgrade your archwing with railjack's intrinsics.

    • tactical rank eight decreases blink cooldown by 20%.
    • pilot rank eight increases the speed by 20%.
    • gunner rank eight increases damage to 25% as well as increases ability strength, range, and efficiency by 20%.
    • engineer rank eight increases health, armor, and shields by 30%.

    I've always said that consistently overhauling the movement system alone wont magically save archwing. a lot of feedback acted like it eventually would even though the movement has been updated 3 times since 2014 before this fourth attempt. i was satisfied with 3.99 and 2.0 but now, as you have said, the gameplay has taken a few steps back. i still hope that this is their last overhaul and add a drift, afterburn, and target lead assistance.

    i am still waiting for archwing dailies with worthwhile rewards and more weapons/archwings afterward.

  10. why would you spend so much platinum on items you can get in game for free?

    for example, if i have so much platinum, i either buy a nice skin, a booster, a few weapon/warframe slots and some vaulted primed warframes.

    2,625 plat can get me a 30 day booster of my choice, leaving me with 2,425. and thats only if i dont feel like farming so much.

    say that i feel like getting the latest zato deluxe bundle. that would leave me with 2,170 plat left.

    then i get one warframe slot and two weapon slots, leaving me with 2,130 platinum. this is only if i need the slots in the first place.

    i now have more items that will help me long term that you cannot usually get in game so easily or at all. even with 2,130 plat, i'd still pay for the same things. mostly cosmetics and sometimes vaulted prime warframes.

    if you are paying for a whole warframe, you are paying for the warframe and skipping all of the build times and farming required to build it. rushing an entire warframe's build time alone costs 125 plat, for example. the developers have the freedom to set the price for convenience (which refers to the amount of time you've saved). not to mention the warframe/weapon comes with its own slot and an Orokin reactor/catalyst already installed.

    taking this into account, i'd say that the price is reasonable. this is why people sell an entire primed warframe set for less then 200 plat, because you yourself still have to collect the resources and wait for the build time.

     

     

  11. I do not like this skin.

    I mean no disrespect to the artist, but I feel as if too much of his preferences went into the design. While some are satisfied with the whole nomad samurai warrior demon design, others are tired of it. Umbra did it before this skin.

    The skin is aesthetically pleasing to look at, and that's all the skin will be. It does not draw inspiration from the game or the warframe.

    • Like 2
  12. its a lot worse than you may think.

    below is the primary color as bright green while the rest is black. just to show just how much the primary color effects the skin.

    Spoiler

    xmrg6b1.jpg

    then turning the tertiary colors red turns overlapping areas bright yellow (mostly the robe and partly the fur).

    Spoiler

    YDiHZcT.jpg

    turning the accents blue will turn overlapping areas bright blue (ponytail and belt).

    Spoiler

    HfLCMb1.jpg

    finally, turning emissive colors red turns overlaping areas yellow (orbs)

    Spoiler

    K55wjTy.jpg

     

  13. i would also like to point something out concerning the color channel overlap.

    below, the primary color is green, showing just how much of the skin the primary color effects.

    Spoiler

    xmrg6b1.jpg

    tertiary color is red, overlaping with primary and turning a bright yellow.

    Spoiler

    YDiHZcT.jpg

    accent colors are blue. primary colors that overlaps with accent colors turn bright blue.

    Spoiler

     

    HfLCMb1.jpg

     

    emissive colors are red. primary color is overlapping with emissive colors, turing them yellow. (orbs)

    Spoiler

    K55wjTy.jpg

     

  14. 1 hour ago, Anthraxicus said:

    I made a thread about the problems with the colors in this skin. It is not just the robe that is affected by the primary color. It is everything. The orbs, the "hair" like thing that comes out of his head, the belt, the robe etc. If you look closer at the original design, the artist suggested the color channels. What is the primary color in the current skin was actually the accents in the concept. It is pretty hard to color this skin correctly, and everything looks bland, including the orbs, which should be glowing with energy, but is actually affected by the primary color as well.

    There are also some details missing, like what looks like to be the grip of a dagger under his belt next to the horn. 

     

     

    FRRCV4f.pngIFaFEAL.png

    Yeah, I was going to let this pass at first but you are absolutely right. The color channels are also a noticable issue.

    It feels like this deluxe skin was rushed.

  15. if you are going to have a heavy attack build, you may as well have life strike for survivalbility.

    basic mods are killing blow and pressure point / sacrificial pressure. range is always useful for both building a combo multiplier and area of effect.

    you have to pick between quickening and corrupted charge. corrupted charge instantly gives you 2x combo multiplier but decreases your combo duration. quickening helps you build that multiplier faster, it does not decrease your combo duration, and it increases your melee attack speed (including heavy attack melee speed), thus i think quickening is the better pick. dont care about building combos? berserk is always an option.

    also keep in mind that critical chance is multiplied even more so with heavy melee attacks. applying a critical chance mod would be helpful. either blood rush or true steel / sacrificial steel. if you dont want to take your time building up combo multiplier, i'd go with true steel/sacrificial steel.

    i know what you said about status, but at this point in time, all builds require it. armor scaling basically demands it. corrosive is always the go-to option. focus energy can be useful because of combo efficiency bonus. you wont loose so much combo count and you get an electric stat. of course a normal electric stat mod is an option. combine either with a poison stat mod.

    but if you still really want to make a build without stats, you would have two more slots to fill in.

  16. i mean no disrespect to the original artist of this skin or the developers for approving it, but i feel as if this skin in particular is in need of review. the following is just my opinion.

    in general, the skin is aesthetically pleasing to look at, but that is all this skin is. it does not represent anything special about warframe or Excalibur. it has a nomad-warrior style to which you could make comparisons to Excalibur at first until you realize most other warframes have the same characteristics.

    probably the main problem is that a lot of the artist's influence and preferences went into this skin, and dare i say a little too much of it. same could be said with Khora's deluxe concept by the same artist; aesthetically pleasing to look at, but does not draw inspiration from the game or the character.

    EDIT:

    i also have a few more problems with the skin that are noteworthy about the skin's details.

    the prayer beads (are they?) have more of a luminescent surface rather than what was originally envisioned. the original artist presented them as clear transparent orbs and energy within. refer to the original art:

    Spoiler

    liger-inuzuka-excalibur-deluxe-final-by-

    there is too much color channel overlap. refer to these images:

    Spoiler

     

    below, the primary color is green, showing just how much of the skin the primary color effects.

    Spoiler

    xmrg6b1.jpg

    tertiary color is red, overlaping with primary and turning a bright yellow.

    Spoiler

    YDiHZcT.jpg

    accent colors are blue. primary colors that overlaps with accent colors turn bright blue

    Spoiler

     

    A0gQT2a.jpg

    HfLCMb1.jpg

    emissive colors are red. primary color is overlapping with emissive colors, turing them yellow. (orbs)

    Spoiler

    K55wjTy.jpg

     

    i'd much rather equip the original exalted blade than the deluxe one. its hardly a sword. the blade (still determining weather or not it has one) only covers half of the weapon and is not as long as the original exalted blade. this is also the reason why i did not purchase the entire deluxe pack with the Nikana skin.

  17. 14 minutes ago, o0Despair0o said:

    Meanwhile I'm not sure what's more annoying,

    the fact that Excal got like 200 skins,

    or the fact that this skin is horrible.

     

    Heck, I want a proper skin for Banshee.

    i thought that i was the only one that was critical about this skin.

    big fan of Excalibur by the way. i love the melee focus and love how his design was inspired by the legend of King Arthur.

    i was honestly hoping for a more knight-like armor design for the Excalibur deluxe similar to rhino's, Vauban's, or Frost's despite however many skins he has now, but that obviously did not stop DE from creating this one.

    instead it seems they are more interested in creating a skin that draws inspiration from Excalibur's samurai-warrior side. complete with a nipple piercing and a right butt cheek that is blatantly exposed on purpose.

    i respect the original artist, liger inuzuka, and i will respect this decision. its just that a knight-inspired deluxe is overdue for the warframe called Excalibur, dont you think?

     

    • Like 1
  18. 1 hour ago, SpringRocker said:

    I kind of feel like if the lunge distance was increased to a decent distance, allowed you to dash through enemies, had an auto-relatch when hitting a wall, and refilled the glide/latch meter by 1 second it would be cool.

    Some would say that it would be niche but still fun. It would only see decent usage in certain situations (close quarters; which is 1 of the 3 general environmental situations) so it wouldn't overshadow much. However it adds more to the wall running/latch aspect (plus I think it would be really cool for places like Corpus's Gas Cities).

    what would be cool is if we could leap toward a target and perform a finisher from a wall latch. it would be less situational that way and more of a convenient method of dealing damage to a single target.

  19. i am finding it very hard to utilize charge attacks.

    • they are too slow and heavy slam seems to be the more reliable alternative because of it.
    • while you can modify the weapon to have a faster charge attack, there is still the speed matter of the actual strike, which is determined by melee speed modifiers. most of these heavy melee attacks are long animations.
    • i'd rather build up my combo counter to scale critical chance with bloodrush rather than scale damage to a heavy attack.
    • probably the only reason i am using heavy attacks and heavy slam attacks is for life strike. even then, heavy slam attacks with CC and AOE are more reliable to steal health than a slow heavy melee strike.
    • even if i try to modify a weapon to have a heavy attack focus, it still feels weaker in comparison to a critical chance bloodrush focused build, partly because most heavy melee attacks slow down player movement.

    i personally think that melee speed modifiers should also partly decrease the charge time for heavy melee attacks and charge speed modifiers should be trashed.

  20. i like the general idea to replace radial Javelin with a defensive ability. Excallibur as a close-range warframe needs it. however, i think what is suggested seems too practical.

    radial scabard should be focused on defense, as you have said. but it would be an ability with invulnerability, damage absorbtion, buffed armor based on the damage absorbed, and healing based on the damage absorbed, plus you cant cast it again until the buff ends. seems like it would be too OP without the cast restrictions, but place players in awkward situations if they cant cast the same ability again.

    personally, i think the ability should focus entirely on status resistance and healing, which is even more accurate to the lore of the scabbard. its was hardly told that the scabbard could physically heal its bearer, but in most legends of king Arthur, the scabbard prevented its bearer from bleeding or succumbing to illnesses.

    my suggestion is to make the ability a damage trade-off. casting the ability would cause Excalibur to enter a passive state, consuming energy over time. Excalibur would be healed over time and become resistant to status effects as well as removing any status effects. the ability would also increase melee parry angle by 30 and give Excalibur knockdown resistance. the trade-off is that if Excalibur casts another ability or attacks with any weapon, the ability will end.

  21. 19 hours ago, AlphaRyuuxx said:

    I’d also like slash dash to just be a straight line dash so it’d work better with surging dash (something akin to how rhinos ironclad charge works)

    while i'd like to see the original slash dash returned, i think that the more simpler solution is to buff surging dash.

  22. i had taken a healthy break from warframe. since then, most of the relics within my inventory were vaulted.

    i do not wish to accidentally equip or be pressured to equip these relics in the moment i decide to enter a fissure mission. its tedious to memorize each new/vaulted or mouse-over each relic and see weather or not they are vaulted with TAB.

    would it be fair to add a toggle option to hide vaulted relics so that finding newer relics within your inventory wont be as difficult before fissure missions?

  23. 1 hour ago, George_PPS said:

    The nail that sticks out shall be hammered down is the new trend when it comes down to damage capability or fun factor of anything in Warframe. It’s simply too powerful and gives players too much fun so it’s nerfed to the ground.

    a discussion for another thread.

  24. 2 hours ago, FLSH_BNG said:

    So you're complaining that DE isn't releasing enough content, then complain about the content they just announced and will soon be releasing...

     

    ... yes, that seems to make sense.

     

    i just think that people like this want more high quality and polished content or just more content applied to one new system. in the end, warframe is still just a free-to-play game. i personally am just hoping the general concept(s) work as well as function correctly and that they will be added eventually. that is the lowest i can set my expectations. i'm not expecting rail-jack mode to have an equal amount of content to that of the base game.

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