(PSN)Etheral_Synergy
-
Posts
177 -
Joined
-
Last visited
Posts posted by (PSN)Etheral_Synergy
-
-
Oh wow this is a 2019 thread lol. but yeah i went onto a kuva siphon surival today and had to tell 2 different guys who joined at different points it was the wrong mission. There is only one node of actual kuva survial so naming the node would probably be the easiest way of clarifying this. The name distinction of kuva survival and kuva siphon survival really isnt enough on it's own.
-
Unedited outside of captura
"Ancient Evils"
-
I know its a dumb question but is it perhaps equipped on mod loadout B or C, as mods from all loadouts appear in the installed tab when upgrading.
- 2
-
Just did all my mem fragments today only to find I had already scanned the Eudico 5/5 fragment and it appeared green and was unscannable, however it does not appear as scanned in my codex. I did some looking up and found a few archived threads with no replies or edited in solutions. anyone know how to fix this?
-
I'm afraid to inform you there is a single button press that does all this. pressing triangle on the main customisation screen randomises all aspects. im sorry for your loss a it is annoying when accidentally pressed.
-
Operator... Those infested are *DISGUSTING*, please ensure you *PURGE THEM*... Wash your chassis, before boarding the orbiter next time.
-
Hey! They announced they were aware of this however it touches on code only changeable by going through cert. Fix should be coming with deadlock
-
Can also confirm
- 2
-
Hey! Happened my end too. I believe all avionics are now belonging to one house each rather than having 3 variants each. This means all mods of that type will be converted to this one house. Diarac appears to have been refunded too. It's annoying but it means you will always have the optimised mod and won't have to grind for 2% zektis and some mods are cheaper which is a big win overall.
-
Upon release of railjack revisited part 1 button binds appear perma linked to both previous custom binds and default binds in the menu to change them. On using the button the game will use the default bind on use with no way to change this.
Found with previously bound touchpad swipes for gear shortcuts being overwritten by the default of ability usage.
- 1
-
Limbo's passive allows him to gain 10 energy for every kill in the rift and I was wondering if this applies to rift bound allies as well as limbo. Been looking for a non disruptive way to play limbo until the stasis changes drop and support limbo sounded like a fun idea.
-
-the name while I understand the basis is completely inappropriate for the theme, no matter how much anyone wants to belive it therians cannot shapeshift.
-first ability is a glorified cloak unless it features using the weapons of said enemy which would be extremely difficult on the dev end and feel restrictive in gameplay.
-you shouldn't need to scan enemies again as the warfare just to be effective, it should just disguise no matter what. Passive could be adapted to being less visible to enemies overall to suit the theme. Scanning upon disguise could be an augment.
- second ability should work by single target or aura rather than a beam to make it easier to apply
-third ability, shrink is essentially titania without flight which would make it irritating to traverse the map and for both forms hit detection and such would require a lot of work and de bugging, with growth the frame may have trouble fitting in the very conviniently warframe sized vents and such
-forth ability feels like it doesn't fit with the theme and can essentially be boiled down to vaubans vortex meets undertow, it sucks people in but you are stuck as that and can't to anything to said enemies other than wait for the power or a team mate to kill them
-
While the rework has only just hit nearly all the player base are still fully aware he is not very viable as a frame specifically in higher tier levels. While he can still be somewhat effective he faces the issue that compared to other frames he simply does not have the potential to kill faster or to more effectively crowd control a room. Personally I think this is due to the fact that he seems to be focused around some mess of trying to effectively mix crowd control with damage with his abilities seemingly focusing on half on half with each, which is a fine idea it was just not eexcused well. This brings up issues as you cannot build him effectively for either side of this spectrum except arguably crowd control but with all his current gear after crowd controlling the room it becomes a small marathon tying to shoot those enemies let alone kill them. And so I've gathered some idea's that may make him more effective.
1: give him treatment similar to excalibur and move tentacle swarm to the third ability slot removing undertow (before criticising the complete removal of the ability please read the entire post while I'm sure very few actually worry about its absence) while tempest barrage, tidal surge and tentacle swarm may still need tweaks they are viable abilities in my eyes at least.
2: give him a 4th ability with the current work in progress name of "water form", while this ability is in effect energy will be drained and hydroid will turn completely to a humanoid mass of water or have another visual change to signify the ability is in use, during this ability crouching for a short period of time will activate an identical effect to undertow, slam attacks will create a ripple of water that knocks over enemies similar to a radial tidal surge which has a base radius at level 30 at least 1.5x that of a standard slam attack, similar to 'weapon abilities' I.E exalted blade hydroid will lose the ability to use equipped weapons while this is active, hydroid will have the ability to fire sonicor esque projectiles that are effected by primary weapon mods with the explosion radius effected by range mods that areally visually similar to tempest barrage. The undertow effect and slam attacks will consume extra energy. This will allow hydroid to still hold crow control and damage aspects but be more effective at either or both.
3: tidal surge will not throw enemies rather they will be absorbed into the wave and be dropped in front of hydroid once the ability ends in a knocked down animation
4: tentacle swarm will repeatedly bash targets into the ground instead of flailing them around in an unshootable mess
5: while I am relatively happy with tempest barrage I do believe it could heavily benefit from better accuracy, seeking out targets better and maybe even have it function similar to world on fire where it follows hydroid rather than staying in a fixed position
Those are my ideas on what could make hydroid a more enjoyable and effective frame, feel free to leave your feedback and any additional changes.
-
My thoughts exactly, although titanic rumbler already exists you can't just put the thing I have been wanting since atlas day 1 and restrict it to just conclave, the specific conclave augments aren't even that powerful, 500 armour isn't much in many pve situations, so possibly a scaling when taken to pve would be necessary. Even if it isn't buffed it would still be a desirable mod.
DE, please make the kuva survival nightwave explicit
in Missions & Levels
Posted
Dont underestimate the persistance of people who dont know lol. Had someone ask how to make the survival last 30 minutes thinking there was some secret way to do it