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chaotea

Grand Master
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Everything posted by chaotea

  1. The screens delay before hitting the esc button is part of the orbiter loading process. Even without this screen you'd just be loading longer. Yep, something like diablo 3s' inscription system would be good, where you can re-roll individual slots, or use slotted gems to get slightly less powerful, but set, effects. I think the reason is to prevent people from 're-rolling' litches for ephemeras. Still, maybe 1 abandon that refreshes on the weekly reset would be worth while.
  2. They've barely been out for much time at all. Unlikely they'd get put in a sale.
  3. Yep, they need a descriptor: 'Away crew are the people doing the fun stuff, and the Railjack crew have to hold back and do nothing until the away crew tell them to'. I mean have you tried being the one to wait in the railjack and letting other people do the away stuff? You could lead by example.
  4. Ive mentioned this before but I want to see steel path replaced / reworked with a system inspired by the Halo Skull modifiers. Like instead of having separate matchmaking pools for buffed enemies, have a bunch on modifiers that can be turned on and off the affect the player and stack with each other. This would allow players to tweak their difficulty how they like, but not reduce the matchmaking pool. So instead of more enemy health / armour / level / ect, you'd get modifiers like -30% damage dealt, or +50% damage taken, or more nuanced ones like '+10% chance for a ranged attack to deal 0 damage'. And you could for example have 3 of the first and pick how many you want to put on. In addition, the benefits of steel path could be added to this. Perhaps something like: 'Every steel path modifier applied gives +10% resource drop chance / affinity. Having10 modifiers allows acolytes to spawn in missions. For every 10 modifiers a player has, the acolyte rewards 5 steel essence on defeat' (or something similar).
  5. Not what I meant. I said it would be good if it was based on max not current. Caps still apply, but if you could get to 9 charges or higher, it would always be at 90%, even if all but 3 charges were used to attack. ATM that drops you down to 30%. Sort of my point that if the damage reduction was based on max possible charges you could build for range without your only DR disappearing.
  6. Agree, change the name to 'Wormdoor'! Na, i often target the floor next to me, as im not after distance but the augment speed boost. Its really good if you have low range. It would be nice though if your damage resistance was based on Max number of orbs not current. True its often replaced, though i'd say 70% (i often swap out wormdoor). Its very strong for low - mid level. It could do with better visual indicators for absorbed damage. Yep, do agree on this one. Shes tough to keep going, though much easier with a good slow-va.
  7. I mean strength is never detrimental. Like, its not like after 250% you start to loose value. The only negative is to corrupted mods, and the space the mods take up. But as i only use motes, i dont need range or efficiency, nor do i need the larger energy pool so i dont need flow. With wisp motes, the more strength you have, the higher the health bonus and HP regen. Having used a high strength wisp during an arcon hunt (getting to over 500% strength thanks to bonus) i can confidently say the more strength the better. Still, its only a good idea if you arnt running any other abilities, because having no efficiency or range (I use the corrupted duration mod to get duration back up) makes the rest of her abilities abit pointless. Though helinth'ing reservoir on can be useful as extra support.
  8. Helminth'ing Gloom onto any warframe can help its survivability.
  9. I mean I mostly build for as much strength as possible, with a secondary priority to duration, and put her mote augment on. Then I only use her motes :D
  10. Status duration is the duration of status effects once applied to an enemy. Duration is the duration of an ability. These are separate values. For example, Saryns Miasma damages enemies and applies a status proc. The duration of miasma and the status are separate.
  11. Always check the wiki over redit, it tends to be more accurate. https://warframe.fandom.com/wiki/Lavos#Abilities Duration only affects the lingering effect of his 2. Duration of probe isnt affected by mods.
  12. Not really to be honest. I dont even use most of the prime mods outside of serration.
  13. You do autocollect resources once every 24 hours when you get near. Is it possible you've got the harvest and not noticed?
  14. When i get my Steel Path builds the Circuit is laughably easy. When i dont, its just normal easy, with a pinch of actually have to try.
  15. It would then likely be lowered to the level of eclipse and roar. The only reason it can go so high is because of the taking damage condition.
  16. From the wiki: " Quick Thinking is a mod that uses the Warframe's residual energy pool as an emergency buffer to prevent death whenever a player drops to 2 Health. " " If a single attack is sufficiently strong enough to kill in one strike (i.e. damage value in excess of the total available health after armor damage reduction, plus the possible energy-converted buffer), the player will instead enter bleedout immediately and not lose any energy. This is to avoid wasting energy, as the player would've been killed regardless. " So yes, your likely taking more damage than your combined hp / energy.
  17. Just a few things on these points: 1) Unless you build for super high duration, octavia requires alot of interaction in order to keep all her abilities up constantly. 2) Only if you dont understand how the mantacord works. If you put the notes for metronome on every beat, you can easily gain the buffs. And its quite reasonable when you consider the AoE nature of the skill. Certainly it might be trickier on controller, but its easy to spam crouch for invis, and the other buffs stack easily with a full metronome. 3) Octavia is (according to 2022 stats at least) in the top 10 most used frames. Its also the 4th most popular nuker. The others being Saryn, Volt and Mesa. Ok, in not against a rework, though i dont think its needed. But this is horrible. Firstly, most people have trouble remembering what all the buff icons are for, how are they going to remember the note combinations. Dota2 had the invoker, who had a similar method using only 3 inputs, but even he came with a reference sheet. But also, this is only viable if your standing completely still and just typing codes in. Because your not going to be able to shoot, or even move, while you focus on casting abilities, let alone the right one. The best rework for metronome would be to make all 3 buffs separate powers, click to cycle between and hold to cast. The make crouching, parcore or firing on the beat increase duration by 0.5 seconds.
  18. Well, OP wasnt on console so i didnt specifically mention it, but having 2 buttons mapped to cycle powers (or one if your ok with cycling all the way around) and a button for cast selected power is an option. Depends on how you set it up.
  19. I mean ive 'left' around a dozen games this year. Probably 2 dozen. I dont think it requires an essay, just go. There's plenty of games out there just play something you enjoy more. No ones going to judge. I advise Remnant 2 btw, or Gunfire reborn. Both are great fun.
  20. Maybe something defensive / supportive. Like a beacon that restores shield while near or something. Maybe one that gains charges when nearby enemies are damaged and uses charges to restore hp / shields.
  21. My picks would be: - Health reduced to 1, shields doubled. Health cant be damaged while shields remain. - Shields reduced to 0, health doubled. Heal 5% of your max hp/s.
  22. Hey. So the solution here is something i have mapped that im surprised so many people dont. I know alot of PC players use the numbers to cast, but you can map 'cast currently selected power' to mouse, and charge cast while moving easily. Using mouse scroll to select power also helps with this.
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