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VermilionBoulder

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Posts posted by VermilionBoulder

  1. 4 minutes ago, matto said:

    Is it really that good?

    I mean, 12% of HP is nothing when reaching higher levels. 15secs cooldown for 12% HP in 4 secs. I don't see how viable it can be.

    Also, is it 12% of base health or once modded?

    I highly doubt it is that interesting. Better drop a pizza or use life strike + glaive with punch through for your example with Banshee.

    Yeah, I don't get the fuss. It's 12% once it's maxed. Nothing overwhelming to be honest.
    It certainly is a nice addition to our sentinels' abilities but it doesn't make Kubrows less viable. The healing is just too weak and infrequent.

  2. Equinox putting you to sleep and then waiting for you to wake up with a gun in her hand is what really grinds my gears.

     

    It's like the goddamn Limbo in dark sectors who prevented you from doing anything with a single stupid key.

  3. I feel that if Overload's damage was dependent on the number of enemies around Volt instead of the stupid lights that only provide a decent boost on the Corpus Ship tileset, AND if Overload's stun was instant instead of delayed by the animation, activating Speed then rushing into a group of enemies with Overload ready would make Volt a pretty good nuker.

     

    If only DE got around to finally reworking this pathetic ultimate.

     

    Also, Speed doesn't buff the speed of parkour maneuvers, which is faster than sprint. If that doesn't change, Speed will only be viable to buff melee weapons.

  4. IMO, DE should ditch the idea of Overload depending on the enviroment. It's cool and all but it seems mapmakers forgot about this ability even existing and the place it's most effective at is still the oldest tileset we have.

     

    Going back to the topic, as LordGreymantle said, Volt should have an advantage in parkour maneuvers as it reduces enemy accuracy, which is basically what Volt relies on. Bullet jumping + double jumping + gliding seems to be the most reasonable way to travel right now, and without changes to Speed, Volt will never have and give the same advantage that he used to.

  5. Volt's Speed doesn't seem to be affecting the speed and distance of parkour maneuvers - how about making it do so?

     

    We all know sprinting was never the fastest way to travel in Warframe. With Parkour 2.0 here, sprint was basically made obsolete as we spend more time soaring through the air than even touching the ground.

     

    Would you consider making Speed affect all parkour maneuvers too, DE?

  6. I feel like your complaints are valid and most of them originate from playing the game too much.

    I don't really know how I feel about it though. For me Warframe got too repetitive and with around 1400 hours spent in missions and above 2500 hours with warframe running in general I sadly don't think this game's core design is ever going to change.

     

    Not having guaranteed rewards and instead basing on RNG was never a good choice and we are all aware of that, but DE have to make money one way or another. Spend plat or grind, spend plat or wait, you name it.

     

    Of course it's all just my personal opinion but I don't play as often as I used to. When I started playing I got my friend into the game. He stopped at MR4 and I can't blame him, that was just before Vauban was added. I loved it back then. We raced with each other in terms of maxing out our weaponry, getting the best weapons and so on. I never really followed the meta. I dislike warframes that make the game too easy, same for weaponry. My goal was to have fun at the cost of completing the game's content at a slower rate. I can't say I didn't have fun.

     

    But then end-game happened and I ran out of things to do. I would ocasionally help out new clanmates on their missions. Maxing your stuff was a necessity if you wanted to attend high-level content. Ever since Void appeared, it became a giant farmfest.

     

    Along came Damage 2.0

    True, it removed "rainbow builds" from weapons, but did that really fix anything? IMO it added more problems than were already present, like shield bypass. Any frame relying on shields would now be inferior to any other frame that relied on HP/armor. Sure, we could damage enemies through their shields. Not like it matters since they die in an instant anyway.

     

    I hit MR17 three days ago and I didn't even feel like acomplishing anything. I guess I have burnt out completely and I'm not surprised, it's not the first time it happened.

     

    Dunno. Just my two cents. Don't h8.

  7. [size=2]EDIT: These are not boss related questions, but answering at least one of them (emphasis on the first one) would still make me a happy Tenno.[/size]

    _______________________________________________________

     

    1. Can we expect the bleeding mechanic to get a rework? It is both frustrating and counter-intuitive to be killed by an unstoppable DoT proc that additionally ignores BOTH armor and shield. Theoretically speaking, bullets and blades bounce or slip when impacting something as solid as a Warframe's shield. Would you please consider either:
         - Giving us a way to block bleeding damage? - something that is NOT an ability limited to only a few warframes, but is instead available to every warframe (we used to be able to do this by simply blocking with melee);
     OR
         - Preventing bleeding procs from passing through shields? - Bleeding would only occur when the target's (or a warframe's) shields are down to 0, but it would NOT be stopped when the shields start regenerating.


    2. Some time ago (before Volt was featured on PA), a question about Volt's Overload ability popped up in Community Hot Topics - Is a rework for Overload On-The-Horizon™?


    3. When will the sniper rifles get a buff? They suffer from a fairly obvious flaw - they are not reliable, because they cannot achieve a 100% critical chance. Currently we cannot expect our sniper rifles to always deal as much damage as the installed mods let them.
    Can we also hope for an adjustable zoom feature for all scoped weapons? This could be done by simply overriding the mouse wheel's set functions to zooming in and out while holding Aim and only if the weapon possesses a scope.

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