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VermilionBoulder

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Posts posted by VermilionBoulder

  1. Great idea, dunno why they didn't include such a thing.

    If it were up to me, though, i'd make the compass something similar to a 3D-modelling program's 3-axis gizmo, with distinctive colors for each axis.

    This would eliminate using descriptions like "up" or "north", which aren't exactly useful in space... instead replacing them with, I dunno, "Positive Z" or "Negative X".

    It could also be simplified to X and Y with the third axis ignored, as most maps I've seen are more flat than evenly sized, and Railjacks do tend to align themselves with the artificial horizon dictated by the game.

    • Like 1
  2. Update, I found out that this only happens with Legacy Color Palettes turned on. Turning them off and then devoting some time to finding the closest equivalents in the new palette versions fixed the issue of favourites not saving.

  3. Experiencing the same issue, Halloween and Smoke palettes are affected for me.

    Not favouriting the colors works normally. Really annoying, would be glad to see this fixed.

    Edit: BTW this has been happening since around U24.0.0

  4. I like the changes but not all of them, lemme make a clear list:

    Pros:

    • Quick switching is useful - but should be more flexible when it comes to keybinds. We should be able to split the Fire weapon and Melee channel button into separate keybinds, and that's just one example. Having options never hurt anyone.
    • Directional slams are crazy fun 
    • Auto-blocking is useful - but should be optional, sometimes taking damage is desired and automated blocking gets in the way of that

    Cons:

    • Hold-to-channel no longer an option - Lmao. Guys. Too many people rely on Life Strike as means of staying alive to just take this away. Please bring it back, perhaps with an option to keep it a toggle for players who took the liking to the change. Me and many others find having to toggle it much to tedious and less accessible.
    • Melee aim-glide removed - if somebody's using a sniper and decides to glide, suddenly their situational awareness is out the window
    • Quick melee removed - not a big con thanks to instant switching but the partial combos are indeed handy sometimes, mostly due to not interrupting movement (in most cases), as opposed to some default combos.
    • Block combos are wonky to use - there are too many issues associated with RMB switching to guns. That functionality should be optional. Perhaps a toggle in the settings, something along the lines of "Switch to ranged weapon with RMB?"
    • Directional slams can be wonky - not entirely sure why this happens but sometimes i find myself launched 100m sideways upon meleeing an enemy and maybe not entirely standing on the ground. Maybe a stricter angle limit would help?

    TL;DR - we need options, that's the only way to please everyone.

    I don't know what you guys are planning to do with channeling and Life Strike but please keep in mind that without those, many frames will lose their most reliable way of staying alive.

    • Like 2
  5. I like it when feedback is taken into consideration, shame this wasn't the case.

    Goddammit. How did this even happen, how are we not supposed to be salty about this?

    Can this ability just go die, alone and unloved? Can we get something that actually fits Volt's role as a speed and gun amplification-oriented warframe in the first place?

  6. Tbh the only change they need throw in as well is make Discharge's range base on duration rather than range, like Nova's Molecular Prime.
    This way Volt doesn't sacrifice the effectiveness of his other two abilities just to make the ultimate usable.

    Bumping up base sprint speed was requested for so many years I lost count. Probably ever since the game was released. At this point I've accepted that it won't happen because, in its current state, sprinting is the lazy, effortless and slower alternative to the known and practiced parkour combo that launches you so far forward.

  7. Hi, I main volt since I can remember. IMO, his rework changed nothing and was lazily executed. Here are his issues:

    • Discharge needs to go altogether. Straight up bad design. Having to build specifically for it, and it being so inconsistent, limited not only by duration but by a damage cap?! Just makes it not worth using as you sacrifice the effectiveness of his 2 and 3. Please just wipe this ability out of existence and give him an ultimate that makes sense for a warframe based on speed, not just electricity.

     

    • The energy drain on Current Shield is stupid. It is a gimmick and it costs too much energy to effectively use. And making it slow Volt down? Slow a speed frame down? What? Remove both the drain and the speed debuff, and you get a warframe that can face-first charge into a group of enemies, knock them all down, and keep running. Which honestly sounds like the way to go, and for the energy cost of one 2 and one 3 cast, it doesn't seem overpowered. This would also make the current shield and its augment actually worth using.

     

    • His survivability could use some work. Speed encourages going melee as Volt. Volt Prime, with his average armor and high energy pool is a very good QT tank. Regular Volt, though? With 15 armor, the poor dude just dies. Volt is supposed to stay mobile. His only damage mitigation ability forces him to sit still, OR slows him down. He needs some damage mitigation, integrating it into Speed or giving him an ultimate that lets him somehow avoid damage without hindering mobility at all would be a good move here. Please refer to the point above, too.

    With all the new warframes coming out and them having such good synergy between their abilities, Volt has been neglected for too long. He needs to be brought back up to speed.

    I realise that there are warframes in a much more dire need of a proper rework, but I hope Volt sees the light some day. Please save the storm dude, DE.

    • Like 1
  8. What the title says. Volt currently has the standard 1.00 sprint speed. Highest in the game is 1.25, which belongs to Loki.

    Since the reworked Speed ability leaves a pickup behind when used, it is only logical that Volts should "lead the charge" if they want everyone to benefit from their ability. However, with his current sprint speed, Volt falls behind many other frames.

    I really think it should be increased, at least to 1.15. No trade for other stats or anything shady. Please just increase it.

    Link to a Warframe Wiki page that compares every frame's stats, including sprint speed.

  9. The only issue I have with Frost's abilities is that players who want to see anything while inside the Snowglobe are pretty much forced to set their energy color to pitch black.

    That little blizzard inside has been grinding my gears since I started playing.

    I like the suggestion to add more and more cracks to the globe's surface as it gets damaged, pretty much like Overwatch Winston's bubble shield.

  10. I honestly don't get how people can complain about having more movement speed...

    No, this is a bad idea. He's meant to be fast and make others faster. Now it's optional, which, I guess, made some picky people happy.

    I'm glad that they removed the 1 second period of the buff's absence when recasting. That was a good move. Bad move was decreasing the FOV bonus. It was actually very useful for maneuvering in tight spaces as you could simply see more around you. The increase should be an option you could adjust in the game's settings, instead they force everyone to be stuck with the impractical FOV.

  11. What even is the point of this thread anymore? It all seems like one big "my opinion is better" thread and I regret having participated in sharing my opinion which turned out to be unpopular.

    Have the devs even acknowledged the existence of this "discussion"?

  12. 26 minutes ago, Inmemoratus said:

    A lot of things wouldn't cripple him.

    They could reduce Shock damage by 50. They could reduce speed duration by 2 seconds. They could reduce his armor by 50%. They could reduce his health by 25.

    But why?

    I'm okay with it because it's a trade. Take the ability to have infinite shields away and give him the riot shield instead. I have over 2.5k hours played and maybe only twice have i encountered a scenario where spamming shields was useful. As such, I don't mind the limit.

    I main volt since U7 and believe me, I don't want to see him nerfed.

    But what DE are working on is neither a nerf, nor a buff. It's a rework. Of course I'm not saying that reworking Overload doesn't mean it gets a buff - it's a different thing because it was such a f***ing sh*t ability to begin with that I don't know how it survived almost untouched since its nerf up until now.

     

    Edit: Now that I think of it, DE are planning to add the synergy with Shock to the shields which I was talking about in the post above. What if this synergy is the reason for the shields being limited? After all, we still don't exactly know what they will be capable of once Shocked.

  13. I don't think a 4 shield limit would cripple volt but that remains to be seen.


    What I hope for though is that they make shields that have had Shock cast upon them proc electricity all the time to nearby enemies, with the proc's range similar to the Shocking Speed augment. That way Volt will be able to create a sort of a solid wall, only penetrable by proc-immune enemies and stunlocking everything else. It would more than make up for the 4 shield limit.

    I see a possibility to exploit that kind of stuff so maybe limiting it to stunning the same enemy 3 times in a row would be a good idea, otherwise Volt would be able to just block every entrance to the defence objective (for some time) and call it a day.

    Just venting my mind here. I really think we should wait for the rework to arrive and then give feedback while praying that DE listen.

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