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RogueSyndiva

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  1. Aye, we could always use more voices in voicing out the things that need to be looked upon.
  2. Aye, the weapons itself still needs a boost in stats, not tremendously, but just a bit more to make it feel right. I'm sorry as well for any misunderstandings I might have caused in my above reply to you. I was not in a pleasant mood after trying out the Tenet Diplos in SP. I do feel sorry for the comment made above your reply to my reply, seems like he/she/it fails to recognize the issue at hand. That thing's name is 'NovusKnight' since he/she/it removed his/her/its comment just below you afterwards, not '(PSN)BoomStick98' nor 'Amanecer_Plateado'. Just needed to clarify things to avoid any potential misunderstandings as evident by 'NovusKnight' 's illogical comment that was removed for unknown reasons.
  3. Allow me to humour you if you so desire: All mods are max ranked (no arcanes are used in this build to factor in the majority of players) 90% of the total kills from my runs were head-shot kills to maximize its potential damage output. ----------------------------------------------------------------------------------------------------------------- Hornet Strike Primed Target Cracker Primed Pistol Gambit Galvanized Diffusion Galvanized Crosshairs Convulsion Pathogen Rounds Lethal Torrent ----------------------------------------------------------------------------------------------------------------- This is the current most-used general issue build for a lot of players, myself included as well (minus the galvanized version of mods, just the normal counterpart). Making more threads on the same topic wouldn't hurt, it'll increase its visibility if any. So I'm not so certain as to why you're bringing that up. By the way, I'm not doing anything wrong, don't assume. All my test runs were done in Steel Path Adaro on Sedna if you're curious. My points on the Tenet Diplos are provided above. Let me know what you have to say based on the response I've provided to you, I'm eager to see what concepts you can come up and enlighten me with. Allow me to make a guess before-hand, you might recommend Galvanized Shot? It's not useless in anyway, just that the weapon has a below average status chance to begin with. And I've done my runs with Galvanized Shot build as well. The result is just roughly 20~45% better in terms of up-front damage. Believe me, I would straight up use Galvanized Shot in all my secondary builds if the status damage buff is triggered on 'status effect' rather than 'on kill'. But that way, you'll have to sacrifice either Hornet Strike, Lethal Torrent or Galvanized Crosshair in order to make the build. P/S: Please don't let my response rub you off in any wrong way, wouldn't want to upset a fellow Tenno now, would we?
  4. TENET DIPLOS: Increase the base status chance of Tenet Diplos from 14% to 20%. Double the current base ammo reserve pool of Tenet Diplos. Increase the current base fire rate of Tenet Diplos by around 60% (14~15.75 value as shown in-game with a Lethal Torrent mod installed). Change the Aim-Bot fire mode to the middle mouse button for firing the gun when aiming down sights to separate it from the normal aim-down-sights fire mode and also remove the 2 shots per target cap, seriously it's just stupid. The weapon itself is still weak on potential damage output and the slow as heck fire rate only makes it worse. Ammo efficiency is the by far one of the biggest issues this gun faces alongside its stupid aim-down-sight aim-bot mode. DO THE ABOVE FIXES AND THIS GUN WOULD BE SO MUCH BETTER TO USE. IT'S NOT THAT HARD DE. We're literally suggesting these hard-to-miss changes/fixes to you guys whom are the developers of this game.
  5. TENET DIPLOS: Increase the base status chance of Tenet Diplos from 14% to 20%. Double the current base ammo reserve pool of Tenet Diplos. Increase the current base fire rate of Tenet Diplos by around 60% (14~15.75 value as shown in-game with a Lethal Torrent mod installed). Change the Aim-Bot fire mode to the middle mouse button for firing the gun when aiming down sights to separate it from the normal aim-down-sights fire mode and also remove the 2 shots per target cap, seriously it's just stupid. The weapon itself is still weak on potential damage output and the slow as heck fire rate only makes it worse. Ammo efficiency is the by far one of the biggest issues this gun faces alongside its stupid aim-down-sight aim-bot mode. DO THE ABOVE FIXES AND THIS GUN WOULD BE SO MUCH BETTER TO USE. IT'S NOT THAT HARD DE. We're literally suggesting these hard-to-miss changes/fixes to you guys whom are the developers of this game.
  6. Necroing this thread to remind DE there is still a big chunk of things they failed to implement properly that needed to be fixed as soon as possible. Soloing bounties is still the preferred method for the majority of players, I myself, am one of them.
  7. You mentioned the phrase 'Not an enjoyable farm', so you acknowledged the absurdity of these mod sets (be it consciously or sub-consciously). Don't encourage DE to ignore these fundamental design flaws, make them realize how serious it really is. Like what I'm doing right now. Plus, the endless bounty you mentioned have messed-up Reward Rotations, near-zero enemy spawn rate if done solo (which is over 80% of the case). I need your help with this, we need your help. P/S: I don't mean to offend you or against you, if my statement sounds anything like it, I'm sorry. It's just this kind of thing is very unhealthy to the game itself.
  8. (Saxum mods) Currently, the only way we can get them is to do the assassination bounty on Deimos. They only spawn in one by the end of that bounty (which takes 10~15 minutes to complete) and have only less than 10% to drop the common ones. Meanwhile, the uncommon and rare ones are nigh impossible to get. If you don't want to make these mods (including the Jugulus ones) drop from non-Rex variants, then at least guaranteed one of the set mods to drop when you kill them. We don't need another layer of RnG on top of an existing RnG. TL:DR : When you kill the Rex variants, make them guaranteed to drop one of the set mods on death. The guaranteed mods from the mod set will be split into a (template: 33% for common, 33% for uncommon and 33% for rare) percentage distribution.
  9. We can only hope. Yes, a lot of us players are concerned about the current direction Warframe is heading towards in terms of development decisions.
  10. 1) Make the requiem mods drop from requiem relics 'common' instead of the current stupid 'uncommon'. 2) If you can, remove the 'charges' from these requiem mods as well, they are completely unnecessary and just plain annoying. P/S: Either one would work. I personally prefers the second one. It's much, much better.
  11. Yareli's Aquablade ability Fix Proposal: The diameter/width of the Aqua-blade ability has to stretch mostly in-wardly near/towards Yareli herself (center-point) and slightly outward without any mods at base. Only then will this ability hits more enemies competently. Enemies that got inside the Aqua-blade circle will also get hit which is the main detrimental factor of this ability's current state: "Enemies inside the Aqua-blade's circle (the water ring of death vortex thingy) can't get hit by Aqua-blade".
  12. Galvanized Mods: 1) Galvanized 'Multishot' mods: Instead of "On Kill", turn it into "On Hit" or "On Headshot". (Galvanized Chamber, Diffusion and Hell) 2) Galvanized 'Status Effects' mods: Instead of "On Kill", turn it into "On Status Effect" like Condition Overload. (Galvanized Aptitude, Shot and Savvy) 3) Galvanized "Crit Chance" mods: This is okay surprisingly enough from DE, who tends to mess up simple things and tasks. Make these mods worth our time and endo, I dare you.
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