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-_Shiro_-

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Posts posted by -_Shiro_-

  1. When you enter a dark area in Orb Vallis with Adaptive Exposure turned on, your game will get brighter (as it should). However when you exit that dark area, your game will either darken very slowly, or in some cases not at all! This results in Orb Vallis being extremely bright, almost like you're in the middle of a blizzard!

    Here is a spot that's slightly outside of the elevator to Fortuna, when I'm fresh out of the loading screen

    Here's what that same spot looks like after I've dipped into a nearby cave. As you can see, the difference is extreme

    Here's a side-by-side if you need help comparing the two

    Here's a screencap of just before I go into the cave, facing away from the entrance

    And here's that same spot after mining some ore inside

    And once again, here's a side-by-side of the two

    These screenshots were taken with 50 brightness and 50 contrast. With AE and Color correction turned on. Normally I play with color correction turned off, but for the sake of getting these screencaps I enabled it (it doesn't seem to have made a difference).

  2. Hey sorry this is a few days after Baro left, I kinda forgot to report it while he was here. But Excalibur Umbra, despite being a Prime Warframe in every sense except for name (he even gets 250 energy from Orokin Death Orbs), doesn't cause Baro to use his "Golden Warrior" dialogue.

    Reproduction is really easy. Just equip Umbra and unequip any Prime weaponry you may have and talk to Baro. He'll look down on you as though you were common rabble.

  3. Excalibur Umbra now kills the Operator when he dies instead of going into the default Warframe A-Pose for when Warframes don't have an Operator in them. Additionally If Umbra goes out of bounds it kills the Operator as well instead of making the Operator "ring out" like all of the other frames do when they fall out of bounds in Operator mode. As it stands Umbra stacks tons of "Transference Static" on the player to no fault of their own and prevents them from using their Operator.

  4. When switching from Operator back to Umbra as a client, the player will receive a stack of "Transference Static" despite neither the Operator or Umbra dying. Bug seems to occur consistently so long as you're not playing solo and you're not the host. My average ping is around 90ms, bug may not occur at lower latencies but I have no way of confirming this.

    Additionally when switching back to Umbra while playing as a client Umbra sometimes continues to move on his own and cause very jarring camera jerks.

  5. Everything here looks good but there's one small extra little thing I would like to see on Molt. Every other ability in the game that gives status cleanse (Titania's 1, Oberon's Hallowed Ground, Rhino's Iron Skin, Nehza's Warding Halo etc.) also make that frame immune to knock down effects. Knock down has traditionally been treated as a negative status effect.

    Molt however is different in that it only cleanses status at the time of casting, not being a persistent effect and not being castable during knockdown it can't protect Saryn from CC. So my suggestion is that if Saryn casts Molt during a CC effect, she gains the effects of handspring innately. This doesn't cleanse Saryn of the CC, but it allows her to cast Molt as a reaction to being hit with a "negative status" and it lets her recover from that effect quicker.

  6. That's great to hear! This is one of the few things that Renewal desperately needed. So will this fix the strange inverse scaling with Renewal's ability to slow ally bleedout? It's the one thing about Oberon that makes his healing unique and it'd be awful if we still had to choose between having effective bleedout slow or having duration on hallowed ground.

  7. 24 minutes ago, NinjaZeku said:

     

    Hallowed Ground needs a big overhaul or to be replaced entirely. It's bad.

    One way to go would be a flat Armor boost (so it actually helps squishies),
    increase the AoE, make it a circle - or even better, a sphere -
    and if the enemy damage part is to stay (I wouldn't cry over it being gone),
    maybe give it ranged targeting a la Cataclysm for better "offensive" positioning.

     

    Making Hallowed ground a sphere doesn't seem right to me. It provides knockback immunity, which aside from Nehza and Rhino you usually need to be grounded for. It's Hallowed ground. Flat armor boost sounds good though, makes the bonus armor less of a "rich get richer" situation. Making hallowed ground a circle (I assume centered on Oberon) seems weird, the description reads "Sanctifies the ground before Oberon" and personally the magic carpet doesn't bother me. The range means I can extend it teammates who find themselves getting stunlocked or in a cloud of toxin to quickly save them from their fate. 

    IMO Hallowed ground could use a visual update, but I'm shooting for small changes that'll quickly make Oberon a better frame without needing to completely rework him. In my opinion, since in large people seem to not like it's rectangular shape, we should widen the base, by at least twice as much since it doesn't get wider with power range. This way players get more bang for their buck.

  8. I'm gonna open with I personally think that Oberon is for the most part fine, but there are a couple little "hitches" when it comes to the way his abilities work.

    First thing is first. Renewal should not automatically deactivate the way it does now. There's not a whole lot of indication as to when the ability is going to automatically disable it self, and this results in a lot of accidental recasts. There's also issues involving Oberon not being able to properly slow bleedout timers, because the system that decides whether or not the ability should end does not consider slowing bleedout timers as a reason to stay active. So Renewal deactivates after the first pulse, and Oberon doesn't get to take full advantage of this ability. All of this can be solved very easily, and that's to get rid of auto-deactivation for this ability. Let the player decide when Renewal is on or off without interference. After all, Nekros' Desecrate doesn't turn off when there's no corpses nearby right?

    The second change I suggest involves Oberon's Smite, and Reckoning abilities. The damage these abilities can do fall off at later levels, luckily, they come with some added utility. Anyone who survives Smite or Reckoning become irradiated. On paper this does great things for Oberon, he can smite a random enemy in a huge mob and causing them to turn on themselves, meaning they're not shooting at Oberon. In practice, it doesn't work so well. More often than not enemies stand back up and continue to shoot at Oberon despite being radiation procced. So what's the point of irradiating them in the first place? What I suggest doing is making enemies affected by Oberon's Smite and Reckoning have a higher threat level than Oberon himself. This way Oberon can rely on his crowd control abilities more effectively, and not have to worry about whether or not enemies will actually start fighting each other.

    What does everyone else think? Are there any other buffs/changes to the way Oberon's abilities work you would suggest?

  9. Yes please. The fix for this ability isn't allowing friendly fire on it, the fix would be removing this unwanted feature of Nyx's ult. Limbo can't force teammates to stay in the rift anymore, and Volt can't force teammates to use his speed buff anymore. So why oh why, would we allow teammates to sap Nyx's energy at a absurdly high rate?

  10. I have the same issue but on Mars. I was running an Orokin derelict mission and the scan gave me progress towards the Mars settlement fragment while I was still on Sentinels. Now Mars settlement is complete and I cannot make any progress in Sentinels because all Mars fragments show as "Codex entry Complete". This is a real bummer considering I was enjoying tracking down the new lore. Still an issue as of SOTR 6 :/

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