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-Reylik-

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Posts posted by -Reylik-

  1. Happy(?) to see other people have come across the issue and that I'm not the only one😔
     

    Happened to me just now. For me, I entered almost at the start of Envy and played about an hour -- there would have been a solid hour until the emotion changed -- so it doesn't seem like [Spiral changing during Duviri Experience run] was the trigger in my case.

    Spoiler

    image.png

    Similarly to OP, I also blasted all the wyrmlings quickly, and there aren't any left or target waypoints to be seen. Floated around a couple minutes thinking maybe something would change but ended up having to abort.
     

    It'd be nice if this bug got some more visibility and a fix soon. 

    • Like 1
  2. 1 hour ago, TakasuNight said:

    Beyond this, is there any problems with the mod Equilibrium? I noticed that it is not always activated, and I don't understand.

    Bit curious about this, it seems to work fine for me. As far as my thinking goes, you'd need one of several things* to be able to pick up health orbs in particular:
    - Less than full health
    - Synth Fiber on companion
    - Citrine passive healing aura not maxed out at 25 hp/sec

    -Arcane Blessing not maxed out at 50 stacks

    In Circuit, pets are noticeably unavailable so Synth Fiber's out of the question, and Citrine/Blessing do stop automatically collecting health orbs after a point. I don't mean to say there isn't some sort of a bug, but maybe one of these things is related? You could potentially use the Combat Discipline aura to damage yourself on-kill to be able to pick up health orbs.

  3. Thanks for the update! I'm looking forward to trying all the new stuff. That bow seems awesome 😄

    Since Nekros's Soul Punch got touched up a bit with this update, do you think maybe the Soul Survivor augment could get a small QoL buff/change to grant revived allies the short invulnerability period while they get up? I'd like it to match the effect of picking up allies through the usual means, since it can be a little silly (or frustrating) when the person who got revived just gets dropped again while they're in the getting-up animation.

    • Like 2
  4. It looks like Hema's innate health-drain-on-reload effect is a little too excited every time Tactical Reload refills some of the ammo. This appears to apply to the Synth mod set as well. 

    Try an' top this, Garuda!

    Edit: To explain a bit more clearly for anyone confused: Hema takes a bit of health to replenish its magazine instead of drawing from a reserve pool of ammo. It's usually a trivial amount, certainly not the entire health bar as the .gif shows. 

    Not a new issue borne of the Empyrean update, I've been randomly sent near-death in various missions since Pexilus slots were introduced but it's only today that I realized what was causing it. This interaction might have been around far longer but I haven't used the auto-refill mods until recently. Note that my health begins draining once I swap to my secondary.

    It's one of my favorite weapons for its unique trait, so I hope I can bring some attention to this... whatever this is. Also it would be super duper appreciated if Tactical Reload and other such mods worked for clients too when not hosting the squad.

    Anyway some things in Empyrean are on fire and understandably demand more attention, and I won't die without fixes for this. I'll be at 2 hp though. 😀

    • Like 1
  5. Heyo, first Forum thread I've started after a few long and enjoyable years with the game, lemme know if this is in the wrong spot. This seemed like the most relevant place for my request. 

    TL;DR at the bottom~ Open the Spoiler!

    This will lead in to why I'm asking for this particular Quality of Life adjustment, so lemme just preface this by saying that I consider myself to be a Nekros main. I love playing him and have attempted to use him (with and with-not-as-much success) in various content, from the more common purposes like survivals and lootframe squads, to the relatively later-game Arbitrations, Profit-Taker (this one went badly but I swear I'll make it work) and Exploiter (imo I look really, freaking cool jumping on cranky ice spider). 

    Basically I'm just saying I use Nekros quite a bit. More recently, I've been taking Ol' Bone Daddy to Eidolon hunts. Put away the pitchforks, I'm well aware this is non-meta, and he is apparently useless to teams, so I'll just say this: I'm not trying to ruin anyone's day, only here to have fun and enjoy the game in my own way. I only run this in Public squads, and I've made every effort to set up my loadout such that everything else is useful to my team, be that Unairu Wisp, Sarpa armor shred, or taking on the role of shooting all the limbs out when I get queued with less well-equipped players. 

    And my efforts to contribute to my team led me to this!:

    <Soul Survivor> - Soul Punch Augment : Use on a downed ally to revive him with 30% Health. Nekros's Energy will be consumed.

    The current description of the maxed (Rank 3) augment. It seems weird, and I'll admit it is. In the ideal hunts where nobody drops to the ground, this augment doesn't hold any value. And in such situations, yep, my Nekros isn't contributing to the team at all. 

    Back to the topic though... I have absolutely zero issue with anything listed on the augment. I look back now and see I scribbled up a sizable wall of text (happens when Nekros is involved) but the QoL change I'm requesting seems to me to be quite simple.

    Please add momentary invulnerability to entities that are revived by the Soul Survivor augment. 

    More weird things. For the sake of saying it, reviving players through normal means (standing on them and holding Interact, Vazarin's Mending Soul instant revives) grants them brief invulnerability while they go through the animation of getting back on their feet. About 4 seconds, rough guesstimate. Just enough for them to have a chance to move out of danger. I'm not asking for a meta-changer where people drop themselves and get back up with 15s of invulnerability to whack enemies (Eidolons?) around freely, I just want it to be more in line with expectations, to be consistent with other revives. So the context is this, with a colorful narrative accompaniment:

    Perfect Eidolon hunts are few in Public. People do drop, and very often they opt to die and revive themselves. Sometimes, they don't instantly mash that button and that's where I come aim gliding in. I punch them. I punch their cats. I'll punch a dog as soon as someone actually brings one to hunts. They revive! Everyone's happy, but wait! The Gantulyst called down a Sun Laser with power equal to all of 1/10th of Wisp! This particular, very specific scenario is what prompted this thread. I can punch my teammate, but before their frame stands back up, their health has burned away.

    I try to rouse crit kitties from their naps in the rays of sunshine with a healthy knuckle sandwich but they're too rooted in their feline ways -- they go right back to lying down in the intense heat. And I'm left flabbergasted, without any energy, because that is how Soul Survivor do. The cats aside, my teammates don't typically enjoy flailing around. I promise them that I can pick them up. But they get downed almost as soon as I expend every bloop of Energy attempting, expecting that they'll rejoin the fight. As it stands, I'm left to wait for whatever persistent hazard to end, such as the Sun Lasers, or revive by hand (Not Soul Punch hand) to properly get them back in the game. 

    And so, it's unpleasant for both me and my teammate when this occurs. I use an ability that should do X, and sacrifice all my energy for it. My teammate sees their self rising up, but they don't even get a chance to move before getting incapacitated again. Really, I can just throw down an energy pizza and recast Soul Punch. But there's no benefit to that -- If I try, I deplete my energy just to have my teammate start onto their feet only to topple over again. I would gladly throw away 10 energy restoratives if that's what it took to guarantee my fellow player can get back to playing. The energy isn't my concern.

    Like I stated back at the beginning of my post, I'm not playing this loadout to make others suffer, and by Nora, reviving them over and over for them to die in the same spot is torture. I'm not even sure they can self-revive during the animations. Naturally I don't attempt to revive people with the augment anymore after realizing the lack of safety while getting up from this method, but I get the feeling it doesn't make much sense that I have to choose between using the standard revive method or Soul Survivor. 

    While I may be the only person in the Warframe universe to attempt these hijinks, I would greatly appreciate any consideration towards this thread and the change I hope to see. I am very capable of playing around this difficulty but I don't think there's much meaning to the struggle.

    I'll try to sum this all up. Here's the TL;DR.

    Spoiler

    Nekros main here, bringing <Soul Survivor> augment to Eidolon hunts. Gantulyst fires off giant lasers from the sky, Hydrolyst electrifies a large area of land under itself. Persistent hazards like this deal high continuous damage, which often down allies almost as soon as I revive them with aforementioned augment, because they are immediately susceptible to damage after I restore a portion of their health. Conventional revives do grant invulnerability upon finishing the revive interaction, allowing fallen teammates the chance to reposition to safer locations.

    I would like this brief invulnerability to be applied to those revived by the Soul Survivor augment, to the effect that it doesn't make me feel like I wasted my energy for nothing, and that my teammates don't feel they're wasting time not-quite-getting-up repeatedly when they could just use one of their revives and be done with it.

    With this, thank you for reading, if indeed you did through all my rambling. I know I wrote a lot, but as I said once this is the first thread I've started since joining the game and I pray it was a tolerable read, if not enjoyable. I'm sure it's only a small group of players that use this augment, but it would mean a lot to me if the Dev Team would take a look at this all. Wrapping up soon, I didn't really make this post for the purpose of getting others' feedback, but I realize putting an idea out there means opening it up to debate, so I ask as humbly as I can to please keep any responses and thoughts constructive. I won't claim to have looked at this from every angle, so maybe there will be disagreement somewhere. I could have missed considering some factor or other. The change I proposed is absolutely limited in how many scenarios it would fix. Outside of Eidolons, I can really only think of the Mutalist Tar Moas' yellow goop causing a similar problem. 

     

    P.S. I need someone to make a picture of Gantulyst enlisting Wisps to float in the sky violently blasting Sol Gates down onto the Plains. For science. Thanks

  6. On 2019-05-31 at 4:41 AM, DeMonkey said:

    The shown amount is the highest you've reached in a single forma. It's 192 million for me on Wukong because I keep formaing him to try new things. Currently used 10 forma across both of my Wukong's and fully expect to use more.

    Oh is that how it is! Thanks a bunch for clearing that up. 😀 I really love the passion that players can exhibit with regards to their favorite equipment. 

  7. @Buttaface

    Huh, my stats haven't tracked my Nekros affiinity for a long, long time. I wonder what the trigger is... I'm not competing with ya but I sure as heck should have way more than 300M affinity on it 😬

    //

    Hey, I've been playing Nekros actively ever since I started the game. It's how my friends baited me into joining Warframe late March 2016 (this or the presence of "scythe" class weapons). As for my opinion on the prospect of a Nekros rework, well, I don't think he really needs it. A couple QoL changes, maybe, perhaps.

    On 2019-05-29 at 8:40 PM, Space0ddity said:

    soul punch should be removed

    Personally I quite like Nekros' 1 and its augment. I might be a lunatic but I've recently been having a lot of fun taking it along to public Tridolon hunts. And before trials were removed, I'd always take [Soul Survivor] for teaching LoR to less experienced raiders. Sure it's not the most obviously powerful augment out there, but how many other frames *require* all of their augments to be useful? Augments at their core just modify how an ability performs. I don't run Soul Punch augment all the time, I've got Vazarin for revives (albeit limited to 8 each mission) and death isn't all that common in most content. Plus people opt to kill/revive themselves most of the time. All the same, I think it's a fun way to change things up -- at least I don't have to frantically make my way over to a downed ally. 

    FewWeeksLater edit in spoiler:

    Spoiler

    Wow I didn't even talk about non-augmented Soul Punch. This ability could probably use some work, and people angry at Nekros' lower-interaction-quality can rightfully be upset about this gimmick. I can say what it's good for but I admit that doesn't make it a good ability. I... 

    • Punch Corpus cameras up near the ceiling as I run through Corpus ships
    • Punch low level enemies that probably wouldn't even dent my shields 
    • Punch lower level roller balls because those little pricks don't sit still

    So basically I don't use it for much. The value of this one lies in its nature as a one-handed action. You can use it while reloading weapons (I had to develop a habit of this, it's not intuitive), and if you're say rolling along to move quickly then it doesn't interrupt your parkour. There's no recoil either so your camera won't do the boink thing from firing some guns. And it's a noticeably delayed attack but it's essentially hitscan. Once you cast it, whatever you targeted is gonna pop away across the room.

    It'd be nice if Soul Punch's base ability got a neat touch-up like what Ember got -- a bit more interactivity, or perhaps relevance.

    //

    On 2019-05-29 at 8:40 PM, Space0ddity said:

    terrify armor reduction should be buffed

    Heck, I love Nekros, so I'll take any buff, any day. But in my opinion this ability's fine where it is. It's strong crowd control. Extremely underappreciated. The base duration at max rank is already 25s -- yes, there are better frames for cc. It only has 15m base range, which I've admittedly been sad about in the past, but with typical Nekros builds, energy isn't a problem so recasting poses no issue -- Pop Terrify in one spot, fly over to another and Terrify again; you'll have covered two circles of 15m radius, and you'll probably just get the energy back soon anyway. 

    Edit: forgot to mention a big point: The base ability's fear stops enemies from beginning any other attacks on you. Without the augment's slow it might be harder to hit enemies as they run away full speed but it makes things safer.

    I realize you didn't say anything about those stats, but I'll get there. I just wanna put out there that it should be seen as a cc ability which also conveniently comes with the bonus armor shred. 

    Great if it gets buffed, if not, well... It already lets you smack enemies around for free. The [Creeping Terrify] augment also slows a decent variety of things (such as Thumpers) and you only need 125% total strength to hit the max slow from a single source (75% slow).

    //

    I'll agree with you that Desecrate's loot bonus doesn't appear that helpful in general but the health orbs are awesome (for your teammates). They might not notice it but if you're cutting down swarms of enemies, that health adds up. Similar to the thing I said about Vazarin offering better revives than [Soul Survivor] though, yea, you could have a Trinity for instant full heals or any number of the other options that have been added to the game as of late (Garuda, Wisp red mote, Magus Repair). But you can't always assume there's gonna be those around, and if someone takes a small hit, maybe Trinity doesn't wanna waste energy on Bless, you know? or even notice the damage. Also don't forget that it can rip out extra life modules in Survivals. I also speed up Excavation arbitrations with it (in the sense that we get more cells so we're not waiting on the power carriers to spawn).

    I don't really like that the majority of people only see Nekros as a loot frame but it's not wrong. I use frames like Mesa and Chroma for very niche purposes, ignoring half of their kits. People will just play what they wanna play, or what's efficient. 

    // 

    Shadows. This is what I consider the meat of Warframe's resident necromancer, and it's the reason I started playing this frame so much (though I grew to appreciate his other abilities with time). It's seen some changes and I miss the 20-minion cast dearly. But it can't be helped if DE had to make the change for performance reasons. 7 minions now. Still got a meaningful army, so I'm not complaining. In my opinion this is the last ability that would need a true rework; Nekros wouldn't be a very good Master of Death without it. Desecrate alone would just make him a grave robber. 

    These guys can draw fire away from you and your team (to the detriment of Adaptation builds, actually), and though it falls off relatively early into the game, their damage is noticeable maybe into the level 50s with enemy armor. Mostly they just kill the small fries like Butchers. Granted, we can one-shot many more things with our weapons than our undead team can with focused fire in a minute, but it's still good. I actually don't know what benefits eximi grant the Tenno, but they do have element-mitigating auras when on the enemy team. And Infested/Corrupted Ancients grant a bunch of damage reduction! And those guys suck up status procs for all allies on your team (unless they're irradiated)!

    Edit: Just did a quick test, got myself a Venomous Eximus (toxic ancient) shadow and sat in front of another toxic ancient. The roars didn't scratch me, so I did get the complete toxin damage immunity from the eximus aura 🙂

    Agree with some comments that his shadows are confusing to teammates (tried blue energy color with a nullifier shadow?). They can be disruptive at times. Sometimes you get the arctic eximi whose bubbles block your shots and you blow yourself up... speaking from experience. If anything could be done to further address the clarity of "this charger is an ally, that one is not" in a fast-paced game like this, that would definitely be great. 

    One last bit from me, something like tips for people complaining about the long cast time for Shadows of the Dead:

    • The cast time is definitely pretty long, so take every effort to be safe while you're in animation. 
      • Don't stand still when you cast. Be on the move, stay on the move. Slide before casting, keep sliding while casting. Jump in the air and aim glide while casting.
      • Or even just... hide in a corner.
      • Pull out your melee before you cast -- Nekros can still block shots coming from the direction of your crosshairs, even if he's flailing his arms around.
      • Significant -- This change came around when the 20-minions iteration was removed, but now Nekros can perform a significantly abbreviated cast if he has 7 shadows alive at the moment he begins casting. You should definitely try to keep your shadows alive and recast every so often to heal them up. It won't always be the case, but if you do this and get into a good habit of moving while casting, you're almost never vulnerable.

    I ranted a good while so if you read through all this, thanks much. I put a lot of thought into him over the years and I've never once been bored of the frame. Feel free to reach out in-game if you wanna chat about him. I don't expect anyone to agree with me completely, and I'm definitely not saying he's perfect. I wouldn't mind some synergies here and there like the newer frames have. But I hope people dissatisfied with him realize he's in a pretty good spot for the most part. He sits snugly in a generalist position, and you can definitely find stronger competition in most fields like cc, pure tankiness, or (obviously) damage. 

    • Like 1
  8. One of my clanmates drew my attention to this—

    When attempting to buy Dragon Key blueprints from the relevant console in the Orokin Lab, an error message pops up regarding Solar Rails. Likewise, the error message pops up even in the console used for specter regiments and such, but I think it's more problematic that it's stopping (a few?) people from accessing an important piece of the Derelict missions. 
    bgKDasf.png

  9. Got the new Chilling Reload from a Nightmare Sabotage (Vampire Mode) on Mars. I did think it was particularly easy, but maybe Mars isn't one of the Medium Nightmare Missions planets as stated in the original post...?

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