Takkov

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About Takkov

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  1. Takkov

    Warframe Moderation: Assessment and Renovation

    Just start by assuming that all people are equal. That means that people dont have emotions, just like me. So people cant be offended, because that requires emotions. Problem solved.
  2. Last time I checked a trap is: a device or hole for catching animals or people and preventing their escape or a dangerous or unpleasant situation which you have got into and from which it is difficult or impossible to escape I dont see a necessity to ban the word at all.
  3. Takkov

    Mask of the Revenant: Update 23.7.0

    Only getting 5s duration on the wukong augment at max rank with 282% duration, there might be something broken
  4. If you perform a heavy or slam attack, combo charges are used as fuel to deal more damage. But there is no reason to change anything, if it is only a change to how melee combat works. The enemy scaling wont change, weapons that can get decent damage out of a combination of many status procs and combo multiplier will get respectively worse as weapons with higher stats turn way more powerfull in comparsion. Heavy attacks and slam attacks feel very out of place in the game, in my opinion, so that I never use them. Especially slam attacks tend to knock enemies away from you which is annoying. I feel that with this so called rework many of the core issues of the game are still not addressed at all. Those would be: enemy scaling and weapon power levels in accordance to that. I will agree that the combo system in the way it is now is fairly flawed. On the other hand I dont see an improvement in the one presented. Building up combo's should be a rewarding experience for skillfull play, which in horde games is usually measured by: how fast can I kill? The combo system also is only for melee weapons. In a better approach to the whole "Tenno are masters of all weapons" concept, the combo counter should extend to all equipped weapons. If you want to take DMC as an example: If you hit an enemy with your sword, you gain combo stacks, if you do so again, you gain more of it. But if you just continue using the same combo all the time, there is no increase at some point. Because of that you are encouraged to learn the multiple combos and perform them in successions, finding an optimal way. Included in that are also your ranged weapons, which you can use to maintain your multiplier, if you use ebony and ivory, or with other weapons massively increase it by spending a lot of ammo. In addition, you also use abilities to keep up with enemies, land hits or kill enemies, so you can also increase said combo mulitplier by that. I think, that if warframe approached something like a combo system, that is rewarding for using different weapons in a fight, then there would be quite a lot more potential to the whole thing than just by changing numbers on the melee weapons a bit.
  5. so instead of applying 5-10 hits you charge one attack that deals maybe triple damage and lose combo stacks on top of it. doesnt really sound fun at all, especially since if you have combos anywhere, you want to keep them as high as possible. I do quite like the Devil May Cry series and other games with such combat systems and for having only one melee button, warframe is nowhere close to those in regards of a good combo system. Melee combat is what I like most in warframe and using maiming rarely to never, I dont see it as an issue at all. as for slam attacks, I hate using them, for the very same reason I dont use hammers. if the enemy flies away, you cant hit him. heavy attacks are, as I already said, not worth at all the time it takes to perform them. Combo counter is also pretty much the only way, some weapons like the okina, dual daggers in general and other ultra short range weapons can compete decently with other weapons, as only through this they can get close to anything with more range in terms of damage. So by taking away damage on the combo counter short ranged low-mid base damage become even worse in terms of damage. For the whole rework to be better, take a step back, look at the whole combat system and enemies and rework it from ground, bandaiding one weapon type after the other without a visible or general combat in regards to scaling, enemy density, damage tiers, advantages of using a specific weapon is counterproductive at this point.
  6. So, I already played the sacrifice quest, but would not want to repaly it just for those two songs, just because they are only now available. Just give it out to the players that already completed it before you added it, since we did not have the chance to scan for them while doing the quest. Also, please think about bringing back the bigger squad bar, so that we do not have to hover over every player individually to check which aura/relic they have equipped, that is really inconvenient.
  7. Takkov

    Suggestion: Modular "Consumable" Items

    I really like the idea to get something like the scanners unlimited uses on other consumables as well, especially if so widely used like the archwing launchers, would really help the whole plains/open worlds, as it is quite costly to build them, especially when running on lower spec machines that are fairly bad at handling those. Fishing and mining at 16 fps or lower is more a matter of luck than skill, just like grineer hacking (for which luckily ciphers exist to counter my low fps).
  8. Takkov

    The Sacrifice: Update 23

    I find it weird that Khora's thing gets mastery while other exalteds do not, it should be either all or none. Either remove the mastery from Khora or give it to all exalteds, just be consistent about it.
  9. Takkov

    [PC] Update 23: General Bug Report Megathread

    I tested Mesa's Regulator and found something confusing, it does not give the player the damage it should give. For the first test I used an unmodded Mesa and unmodded Peacemaker, which gives you following total damage: 125.1 Now if you equip Hornet Strike on it, this damage should be multiplied by 3.2, as it is the base damage, resulting in 400,3 total damage. In reality you only get 235.1 damage instead. The same thing happens if you use other values of power str on mesa, which should result in even higher numerical values, as the base damage of exalted weapons depends on your power str. You only get an increase of 110 damage from Hornet Strike. If you test the same thing on Excalibur Umbra for example, the expected value matches the base value, which is based on your powerstrength in all cases, so in Mesa's peacemaker there is a calculation error.
  10. I tested Mesa's Regulator and found something confusing, it does not give the player the damage it should give. For the first test I used an unmodded Mesa and unmodded Peacemaker, which gives you following total damage: 125.1 Now if you equip Hornet Strike on it, this damage should be multiplied by 3.2, as it is the base damage, resulting in 400,3 total damage. In reality you only get 235.1 damage instead. The same thing happens if you use other values of power str on mesa, which should result in even higher numerical values, as the base damage of exalted weapons depends on your power str. You only get an increase of 110 damage from Hornet Strike. If you test the same thing on Excalibur Umbra for example, the expected value matches the base value, which is based on your powerstrength in all cases, so in Mesa's peacemaker there is a calculation error.
  11. Takkov

    [PC] Update 23: General Bug Report Megathread

    When starting the Sacrifice quest, I was missing 108031 xp to the next MR, after finishing, it was 102031xp, so for the two max ranked items we got (frame+weapon) I only received 6k mastery instead of the 9k it should be. Additionally, the pure damage mods like hornet strike, serration apparently scale wrongly with the weapons, if the frames have power str equipped. Only calculating from the base value, which is/should be determined from the power str in the first place. Might have a look at that again.
  12. I've tried out Sanctuary Onslaught recently and have found some issues, which go from minor to major. Firstly, the time between the end of a round and the spawn of the conduit should really be reduced, since waiting for two minutes just to have one conduit spawn is too far of a stretch to be anywhere near acceptable wait time (it basically doubles the time that mode takes) Secondly, the mode has no rewards other than the rotation rewards, so having the peculiar mods in it feels to me, as a player insulting, especially paired with the two minutes wait time between the stages. I think that the mods could stay, if they were an additional reward that may drop alongside relics or other rewards, but not as something that is supposed to be an actual "reward". In that regard, the whole concept feels weird to me, as having a useless mod is not something that should be part of the game. Thirdly, Khora's and the Vandal weapons droprates could use some adjustment, as again, the waittime between the conduits is so long, that without it, one could play two rounds of it instead of only one.
  13. Takkov

    This year so far...

    Is Octavia's mandachord going to be fixed as well? Since it still cant make anything but 16th notes and does not even use a full scale, making it impossible to create anything decent music wise
  14. Takkov

    Shrine of the Eidolon: Hotfix 22.13.2

    Oh come on, at least let the eidolons only drop one per day, just like raids