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(PSN)Deeceem

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Posts posted by (PSN)Deeceem

  1. Am 20.3.2022 um 16:30 schrieb (PSN)RB3-Reloaded:

    They’re really not hard to farm like… AT ALL - Railjack, Kuva Requiem Relics and Steel path are all good ways to get them… 

    ntm you don’t even have to keep the riven or complete it’s mission, you just have to form it from 10 silvers in iron wake you can just get rid of it after you’ve done that

    Not sure about Railjack, but getting 10 slivers via reqiuem relics takes probably forever unless you're lucky. Compare that with the open 10 regular relics 7k weekly and you can easily see which one is worse. If you do the 10 riven sliver challenge via requiems it's basically like turning the open 10 regular relics challenge into get 10 forma bps from regular relics. I recommend trying to target farm 10 forma bps that sit on bronze on any relic since that would be pretty much the same task. Suddenly getting 10 riven slivers from requiem relics might not look that great.

    As someone who regularily runs 1 - 2 hours SP survivals I can tell you from first hand experience I leave those maybe with 0-3 slivers. We don't live in the "golden days" pre SP changes where you left a SP survival with 100s of Riven slivers (where by the way everyone who has that many - including myself - has them from). Maybe I'm just unlucky, but that's exactly the point why these challeneges suck.

    Is either of those farms hard to do? No, but it's f'n time intensive if the game tells you to go f yourself.

    In general, challenges that have no way of manipulating the bad rng involved heavily into your favor are pretty lame. There's for example the collect rare mods challenge, which could actually end up sucking hardcore if you couldn't get them like candy in index or Railjack Veil missions where rare mods drop consistently and plenty. If you had to hope for rng to give you random regular droprate rare mods you'd sit on that challenge for quite a while as well depending on if rngesus has mercy with you. It's the usual "challenge" formula Warframe uses though: find out how you can cheese it, find someone to get carried by, get lucky with rng or resist the urge to smash your face into a cactus because of how annoying it is.

  2. Am 16.3.2022 um 19:54 schrieb [DE]Danielle:

    Ash: Smoke Shadow:

    Before: Conceals allies within 15m for 8s.
    New: Added +150% Critical Hit Chance buff while the player is in stealth.

    Atlas: Titanic Rumbler
    Before: Create a single rumbler with 300% health and 300% damage. 
    New: Rumbler now has 300% health and 400% damage, with 300% more range to hit multiple enemies with its melee attack.

    Baruuk: Endless Lullaby
    Before: Performing a finisher on a sleeping enemy would retrigger Lull for 100% of the remaining duration.
    New: In addition to finishers, Lull’s refill duration now triggers when a sleeping enemy is directly killed (does not trigger on assists). Can now only be triggered once per 3 seconds.

    Excalibur: Furious Javelin
    Before: Each enemy hit would increase Excalibur’s Melee Damage by 10% for 16s
    New: Melee damage is now increased to 15% at maximum Rank.

    Excalibur: Surging Dash
    Before: Each enemy hit during Slash Dash further increases your melee counter by 4.
    New: Doubled Melee Combo gained from Surging Dash.

    Gara: Mending Splinters
    Before: For each target affected, Splinter Storm heals 3 Health per second.
    New: Heal rate has been increased to 15 Health per second per target affected.

    Garuda: Dread Ward
    Before: Become unkillable for 5 seconds when Dread Mirror kills a target by ripping its life force.
    New: The invulnerability duration has been increased to 8 seconds. Dread Ward also has new visual feedback when casted.

    Harrow: Warding Thurible
    Before: Allies in range take 40% less damage while channeling Thurible, and grant 0.5 additional energy charge whenever damaged.
    New: Allies will now take 50% less damage, and are granted 1 Energy when damaged.

    Harrow: Tribunal
    Before: Other players will proc 50% of the effects of Penance and Thurible when attacking chained enemies.
    New: Allies now proc 100% of the effects.

    Chroma: Guided Effigy
    Before: Cast and hold to make Effigy move to your aim point. Deals 2000 damage per second to enemies in its path and roars on arrival stunning nearby enemies.
    New: Now deals double the damage and restores 5 Energy for each enemy in its path. Also improved the responsiveness of Effigy when turning/moving. 

    Hydroid: Corroding Barrage
    Before: Each projectile has a 100% chance of inflicting a Corrosive status effect.
    New: Tempest Barrage gains 100% Ability Strength.

    Hydroid: Curative Undertow
    Before: Allies can stand in the pool to regain 30% health every 1.5 seconds, increasing the energy drain on Hydroid per ally.
    New: The energy drain to heal allies has been removed, and the Augment’s description has been updated to indicate that Hydroid will restore 10% Health (this was always an effect, it was just not indicated in the description).

    Hydroid: Tidal Impunity
    Before: Clears Status Effects and grants 12 seconds of Status Immunity for yourself and allies that come in contact with Tidal Surge.
    New: Reduced Tidal Surge’s Energy cost from 25 to 15.

    Inaros: Desiccation's Curse
    Before: Killing a blinded enemy with a finisher has a 75% chance of summoning a Sand Shadow.
    New: Killing a blinded enemy with a finisher now has a 100% chance of summoning a Sand Shadow. Increased Sand Shadows damage by double."

    Inaros: Elemental Sandstorm
    Before: Sandstorm has a 50% chance of inflicting Status Effects based on the damage types and mods on equipped melee weapon.
    New: Sandstorm now has a 100% chance of inflicting Status Effects. As well, Sandstorm receives a 50% increase to range.

    Limbo: Rift Haven
    Before: Allies banished to the rift will have 25% of their Maximum Health restored.
    New: Allies banished to the rift will have 25% of their Maximum Health restored every second.

    Maybe it's just me, but I honestly don't understand how the majority of these got through some sort of quality- or idea control - assuming there is one. The only ones I see having more than an "on paper" improvement/change/buff are the ones for Ash, Baruuk and maybe Harrow, maybe Gara and maaaybeee - and only because there's probably some broken combination again that I just can't think of yet - Limbo. That's 5/16; if being generous and if I'm really trying to argue in favor of the changes.

    The rest of the changes - which had the goal to make unused augments more appealing/interesting to use if I'm not mistaken - make zero sense to me since my inclination to use any of them still is non-existent.

    To be fair in quite a few cases the problem isn't even the augment itself, but the base ability the augment is for and unless the augment would alter the ability >-drastically-< or the ability got entirely reworked there would be no way of making the augment good without having to make it absurdly strong in the first place (and I mean like "Rumblers become Wukong clones that instagib any enemy they touch" absurdly strong).

    But yeah five augments out of 16 making me go "huh, okay" isn't hype at all for me personally. In the other eleven cases I'd even say to just remove the augments and add their effects straight to the abilities (and the abilities still wouldn't be good in quite a few cases).

  3. Am 30.1.2022 um 03:51 schrieb Drasiel:

    There is already a solution for this in place you don't get an empty reward you get extra nightwave creds. The game already does this and has done it since atleast the second intermission. It just doesn't show it is doing this and the only way you would know is by reading patch notes. 

    You got Necro-baited my friend. I posted this ages (almost two years) ago when you didn't get NW credits for unique rewards you already owned. You're welcome everyone!

  4. I assume none of these new functions work when watching via the console app as per usual? So all it does is make me log in on different devices each time I want to claim a drop from my Twitch inventory asking me to log into my email account as well for the security code and the same if I want to watch a stream on console/tv again? I might be missing something but that doesn't sound like an improvement to me. All these extra steps for basically a progress bar? I had one already: It's called a clock and the ability to do simple math to find out when 31 minutes had passed. Not your fault though.

  5. So, uh, since you just recently ran a script on PC to ensure some people with issues can buy their second Umbra Forma from Teshin I was wondering if the fact that noone on consoles can buy a second Umbra Forma is going to be adressed at some point. Consoles missed the first Teshin Umbra Forma due to receiving the update later but having the same shop rotation as PC. Which makes the current one the first for consoles and second for PC.

    • Like 5
  6. vor 13 Stunden schrieb Letter13:

    Probably never due to contractual obligations. It's not up to DE, especially since in the interest of fairness it'd have to be done for all consoles (XB1/NSW as well) so all manufacturers would have to agree to it before it can be allowed on any console.

    I have no issue with it never happening or contractual obligations but your explanation or rather justification being fairness for all platforms needing the option before it ever happens is [insert words that reflect my dislike].

    You can easily flip it around and say it's also not fair for people from one platform being kept from migration even though they could because other people decided to buy a different console and their manufacturers have to agree. Like, how is that the players fault or responsibility to wait for other consoles - how is that any more fair? It's just the other group being treated unfairly with the difference that they get an opportunity they otherwise might have taken away.

    Imagine if one guy in traffic had bubble gum under his shoe and couldn't cross the green light everybody had to wait for him to get it removed before they can cross the street "in the interest of fairness". Since when became crossing the street or crossing to other platforms a competitive activity or a matter of fairness and why would it be fair to make everyone wait longer because a part might have to wait longer?

    For the record: I don't care about migrating and wont do it personally. Literally don't care who can or can't migrate.

    I think this statement is just an easy way to shift the complaints to player's own or other consoles and manufacturers and makes console players who want to migrate blame each other. Again, contracts, consoles very obvious financial interest to keep players on their platform etc. are absolute fine, it is how it is (although other games seem to be able to make various crossplatform activities involving multiple platforms possible quite fine) but saying it can't be implemented for each console individually and put a "fairness" blanket over it while it just screws over the other players by making them wait is just nonsense to me. The suggestion DE would tell an XBox player: "Sorry, we have the green light from Microsoft to let you migrate but you have to wait for Sony and Nintendo otherwise it wouldn't be fair." is astonishing. Following this line of thinking DE should keep PC players from getting their updates until consoles are ready to launch theirs from now on (I'm obviously not actually suggesting that since I'm aware that I gain nothing from making others wait arbitrarily).

    In the interest of fairness of course.

    mr bean loop GIF

    • Like 2
  7. vor 21 Minuten schrieb (PS4)Thealteregoroman:

    How? on PS4 in the codex it says ive ranked 590/590, completed the entire starchart and I have all daily log in weapons...I have 2998 in mastery left before I get to MR 30 anyone know what Im missing?

    Should be one 3000 mastery item that isn't listed by default that you're missing. It's 591/591. Could be anything. There might be an up-to-date MR checklist somewhere online. Maybe you find it via google or someone links it to you. Good luck.

  8. Am 28.10.2020 um 13:43 schrieb (PS4)A_850lbs_Gorilla:

    Same issue my friend and didn't get the riven slots either.

    At least I got the umbral forma and the hood ornament that you can't see on the liset prime because reasons......I am sure it looks nice underneath the cockpit window and bump at the front of the ship.  My calculation it puts the decoration some where near the foundry maybe even the arsenal but I can't tell exactly because you can only see the very tip of the actual ornament.

     

    No issue with getting the Riven slots here (at 177 slots and should be able to purchase 3 more) and agreed on the almost noticable ship ornament. Oh well, it'll get fixed eventually I'd assume. As per usual.

    On another note: people should get notified that they got buffed on a relay. I don't care if it tells them by whom they were buffed but people should get notified so they can actually notice it and take advantage of it if they want to. The buff also doesn't show up in the active buffs/effect/sales/whatever bar/box until you either leave the relay and/or in mission. Can't tell for sure since I only checked in mission and not on my orbiter. It certainly doesn't show up on the relay after activation. 

    They also don't stack up time-wise with each other. Do they stack their value with each other? Because the game doesn't tell you anything at all if you and someone else activated the same buff. All it tells you is that it's still at 3 hours.

    I'm not sure how I feel about the combination of 25% and 3 hours. For some reason I think one or even both of the numbers could be doubled easily without a problem. Especially if they are not stackable. I'm not asking for or "demanding" it. Just feels a bit "Eh". It's a cool idea nontheless. Execution seems "meh". (Notifying players should be a thing though)

  9. vor 14 Minuten schrieb vegetosayajin:

    Yes, but he does affect life support. 

    Good to see you didn't read OP's post.

    vor einer Stunde schrieb (PS4)LegionOfZoom1410:

    Because unless there's a Nekros or a looter frame in the mission Rachets are very hard to get to drop..

    Granted I might be crazy for assuming that "Rachet" was a typo and OP meant "Reactants" in the topic's context. Might very well have been a typo for "Life Support Capsules" or even no typo at all.

  10. Am 26.6.2020 um 22:47 schrieb Birdframe_Prime:

    Alright, I have something that might help you. Because DE kind of band-aided this.

    One thing I'll say in advance: DE, when discussing Hildryn, did actually mention her 2 and the drain on her 3 and 4. They actively decided to not allow its use during her 4, but did allow it during her 3, since her 3 is a drain by ally/enemy, not strictly over time. This means it's unlikely that you will ever get that.

    But that's where the band-aids come in, with her Augments. Please note: The presence of these band-aids is also further evidence that you won't get what you want, as DE will believe they've addressed the problem, and it'll take a lot of time to convince them otherwise.

    As you can guess, I'm not a fan of band-aids, but here's the build:

    Redirection and Adaptation for your simple survivability. Primed Continuity for your Duration (it's worth having a little), and then both Blazing Pillage and Balefire Surge. The rest are Strength mods, with Transient Fortitude, Umbral Intensify, Augur Secrets, Power Drift and Growing Power for the Aura.

    The simply logic is that this gives you the Power Strength to be able to restore Shields from... well... anything, and also CC while you're at it.

    With positive Duration to help with the Drain, and then all the Strength you get an average of 60% of the enemies Shields or Armour back as your own Shields. With even level 10 Corpus you can push yourself into full Overshields with only three or four enemies. With Grineer you need slightly higher levels, but they spawn well and don't have nullifiers to interfere.

    For enemies with no Shields or Armour, like Infested, there's Blazing Pillage. Enemies that are connected by your 3 are set on fire (The damage says 200, but... I'm not sure, there seems to be some weirdness that tends to deal way more damage than that with this build) and return a base 50 Shields, which is pushed to 119 minimum with this, and slightly higher if you proc Growing Power first. On Infested levels, there should be enough enemies around that just casting it in a crowd will immediately CC everything and also return a thousand Shields or so. With the drain being less than 20 per enemy, and them restoring 100+ with your augmented 2, it's easy to see how that works.

    And when you need that little bit more? Bring out Balefire and do direct charged shots on the enemy to get around 600 Shields back instantly from normal enemies, and only a little short of 2000 Shields back from a Nullifier bubble.

    This build will sustain you through pretty much anything you care to name. With her 4 active, Balefire will sustain you against everything (as long as you build that for decent damage, I often recommend Arcane Precision here, because that will grant you the bonus damage to your Balefire too, since they're pistols), and with her 3 active Pillage will now sustain you even through Infested maps.

    Does that help? Give it a try, get back to us.

    Much appreciated. Thank you for taking the time.

    I run a very similar build already with less strength and more range and one for perma-flying which struggles to deal damage because of that missing link. I used to run heavy power strength builds. So, I know how they generally function. I'll give your build a try if my polarities match enough. Although I'm already not a fan of the idea of using Balefire Charger constantly. I'll still try it.

    I also vaguely remember the devstreams from that time and see their band aids. I still wanted to post it. I think my issue is that it's a frame that can fly but you are kept from using it because of the clunkiness of her 2 and 4 not working together. Her kit feels like two seperate sections. The Infested issue is pretty obvious in my opinion.

    Again, I really appreciate your time spent on that response.

  11. vor 41 Minuten schrieb Xzorn:

     

    Because raw stats ie hard to kill is part of the concept "Difficulty".

    You can create all the coolest mechanic and tactics in the world for a game but if the enemy dies in 0.5 seconds it doesn't matter.
    At the same time you can push stats high as possible but without mechanics and tactics it also doesn't matter.

    Difficulty is a proper balance of mechanics/tactics and raw stats. Without both Difficulty cannot exist.

    Warframe does have some semblance of tactics to enemies. Most just don't see it because they die instantly. You used to have to push lvl 400 Solo just to see this. Now I don't even know how far. Even before a well designed group was impossible to challenge so what partially worked by dodging common content doesn't work at all now.

    At any rate the problem has always been enemy damage scaling. Damage scaling is what's caused all this immune, anti-CC, massive eHP gaps between frames, meta frame concepts, ect. Personally I noticed little difference in kill time between a lvl 400 Napalm and a lvl 400 Tech because their HP catches up to our damage output.

    Yeah, that still doesn't mean increasing armor and making the enemies more bullet spongey makes it challenging in Warframe. Which I pointed out and touched on as to why.

    OP didn't ask for anything you mentioned or anything else that I'm aware of to be added or increased but only the armor which does very little to increase the difficulty since enemy tactics in Warframe are, ehr, kind of trash which is to be expected. I remember seeing how dumb the AI is even if they don't die quickly.

    I agree however with the overall sentiment that Warframe probably has never been easier than it is now and could need a better thought through change than just to increase the armor scaling again to offer a challenge or cheese testing grounds for those who want them - I'm also aware that the recently announced hard mode doesn't even slightly cut it for that purpose. We've been there and it kind of sucked (careful, just a personal opinion coming through) to have more limited viable options in all regards.

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