Jump to content

Chewarette

PC Member
  • Posts

    4,251
  • Joined

  • Last visited

Posts posted by Chewarette

  1. Just push the request even forward dude. Make it an actual secondary dealing damage, but you need to do the minigame on enemies to kill them.

    Overheat the weak points (eye, kidneys, heart...) = instakill

    That S#&$ would require some mad skill though

    • Like 1
  2. 3 hours ago, ShogunGunshow said:

    I get the feeling Minn is around.

    In fact, I get the feeling we might have met her already, just in a different body. 

    Minn's probably not far away !

    11 hours ago, IggySnow said:

    I agree, my hope is that if Minn is found, she basically becomes some sort of void being. Like shes been exposed to the void so long that shes no longer "Minn" anymore.

    It would kind of give everyone a "happy" ending, because Minn isnt dead, but it wouldn't give a resolution that actually changes any of the character developments, or fixes any of the negative things that have been done/ said/ happened.

    It would also serve as a pretty good excuse for Minn to have more content for us. Like shes a void being now so she has a ton of knowledge and stuff for us to unlock through her. Kind of how Teshin turned into old man Teshin after almost dying and being sent into the void.

    Imo Minn will likely be used by Wally to try to get a foot in the Sanctum by exploiting Tagfer's weaknesses. She could come back as a friendly NPC that you're never really sure what her real goals are, or as a full-blown enemy

    12 hours ago, (PSN)Unstar said:

    Personally, I think if Minn is "saved/found" and that fixes Tagfer's mood, that would undermine and ruin Tagfer's narrative.  Broadly speaking, the solution to grief is not to regain what you lost, but to find a way to live on despite the loss.  I would rather see Tagfer grow.

    If Minn was "saved/found", the only way I can imagine it still being a rewarding narrative is if Minn and Tagfer can't stand each other, that the people they became are utterly incompatible.  As Tagfer says, "I never met the person you'd become."  That would not only subvert the fairy tale ending, but offer fertile ground for meditations on desire and change.

    Well, in fact that's why I indicated that we should "solve" Tagfer's issue, I fully agree with you that a fairy tale ending would not fit that well.

    But if we can resolve the problem by not leaving him banging his head against the Sanctum walls, that's good for me.

  3. The goal of these events is not to completely negate the other ways to obtain them. They're a good way to complement your set if you're missing a couple, or to try new ones.

    That's as if complaining that Nora's Nightwave should give you 2.000 Nitain per level so that you do one level and are set for life

  4. They could be Exilus mods. So this way, Grimoires would have functionally another mod in comparison of secondaries ; this way you wouldn't need to sacrifice something that may be vital (element, crits...), and that would give the Grimoire a bit of edge, because today it struggles a lot against the meta secondaries, and it can't compete if you have to sacrifice one mod slot for the book's special mods

  5. 38 minutes ago, (PSN)Hikuro-93 said:

    I must confess these lore drops during each syndicate rank-up are very good. Reached Rank 4 today and been tearing up with each interaction.

    Loving all the Cavia so far, specially Mr. Fish-o-nashy and Tag.

    That's a great feat from Whispers in the Wall : the Voice acting is so well done that you care / empathize with animals. The VA is awesome in this aspect, you get to feel Tagfer's distress (then anger), Fibonacci's remorse, and I don't know how to describe Bird 3's but it's so great as well.

    • Like 3
  6. The main reason for the change in Ash's bladestorm was the animation lock (despite being cool af) and the fact it also locked the enemies in an invulnerable state until your clone kills it.

    Honestly - I would take back previous Ash's Bladestorm, but with very minor tweaks :

    - Hit 4 to bladestorm up to X enemies surrounding you (I don't remember if there was a cap with the previous one, but definitely it shouldn't perform a Finisher on all enemies in range to not be too OP). Maybe this number could be increased conditionally to being stealthed to give some sort of synergy to Ash

    - See the finisher animation but just once and not once per enemy to not be animation-locked for 50 seconds

    And that's it

    The marking stuff is OK but too limited and it doesn't work in squads unless you're hitting level 3k enemies without armor reduction in your team, in which case your bladestorm will do jack S#&$ as well

  7. They need to rework focus deeply if you want to get rid of the Zenurik's supremacy.

    Why is Zenurik the most used one ? Energy. Energy is cool, Energy is versatile whatever you're playing, having Energy is fun, having no Energy sucks. Everything that gives energy is quite important to most of your builds (except Inaros OK, but nobody cares).

    What would be the first balancing step so that all Focus Schools are used relatively evenly ? Give an energy node to all schools.

    Zenurik could keep semi-passive energy as of today

    Unairu could have a Rage-like effect (X energy on damage taken, either a very small value or a big one on cooldown)

    Vazarin could have an Equilibrium-like effect, or Protective Sling could also regenerate a bit of energy over time (in addition to invuln / healing)

    Naramon could have energy gain on melee kills or increased orb drop chance (akin to Voruna's 2)

    Madurai already has the Void Strike / Void Fuel combo which is kinda cool, but too limited (8s duration on 40s cooldown). Making it a bit less restricted, at least for the Warframe as you already waste 3 seconds transferring back to the Warframe might expand its use.

    • Like 3
  8. 32 minutes ago, Circle_of_Psi said:

    Maybe, that's a good counterpoint, if DE do such.

    Although folks will waste their time sure, but still they get a kick out of the fact you can't invite others and force you to extract, but then again, report and move on. So yeah I'm down for such and hell maybe it'll help us weed out such players faster, by giving them another "choice" to leech.

    Two birds one stone

    The easiest, imo, to avoid all forms of abuse, would be for the suicide option to outright kill you and revive you. So you can't "benefit" of being dead, you'd just be back where you already were, but with the automatic 10% affinity penalty and the loss of one revive.

  9. 17 minutes ago, Circle_of_Psi said:

    Yes, you'll be right in this however, it can be abused to a certain point.

    Take this for example: Someone can load into the mission, use the "Killme" command and then remain dead until the end of the mission, sure you don't get rewards for dying (loss of affinity, loss of stacks/buffs, mission rewards due to afk thing). However, people can still use it to troll, so it makes everyone do the work while you sit back and watch.

    Similar to the "AFK-leechers" method, where I know certain rewards are given to you regardless of if your AFK or not IIRC, so someone can just stay dead, not care at all and then only come back after the mission is done or close to being finished and there is the people who'll die right out, rather then letting a teammate bring them back, making the mission slower.

     

    But yes, you are correct there isn't a practical way to abuse it, but people will find a way. It's what people do.

     

    It's the same thing as if you AFK completely without being dead, though. You get the inactivity penalty + the risk of being flagged as AFK and subsequently banned.

    No difference from current situation where leeches just leech

    • Like 2
  10. 1 hour ago, Circle_of_Psi said:

    I'd not mind having something like this, but I think the reason we don't have such is cuz it can be easily abused 

    There is no practical way to abuse that. There are drawbacks in suicides (limited revives, loss of affinity, loss of stacks/buffs), but 0 positive aspect. The only potentially interest would be to force-spawn your Lich/Sister (that procs upon entering bleedout), but they're practically useless I don't see why you'd do that on purpose.

    The only reason why they wouldn't implement such a standard option, is that it would be them admitting they can't fix their bugs so they give us a workaround. But we know they won't fix anything (and bugs re-appear anyway), so just implement it, we understand

    • Like 1
  11. The randomizer is quite enjoyable tbh. Of course there are times when a quick glance at the list of warframes/weapons will make you go "meh", but most of the times you can get something to work - I'll admit that the Circuit made me enjoy some weapon I had forgotten their very existence.

    Even the premade builds can go pretty far if you pick the proper decrees - the key here is to check which weapon is the least garbage, and funnel all decrees in it (Melees take melee decrees, guns take on-shot decrees, critical/status go well on both). If it's the warframe that's good, warframe decrees make them unstoppable.

    It's a good breath of fresh air to leave the meta-side from time to time. I had very rarely played Saryn with another weapon than the usual suspects, and I had lots of fun while doing so in Circuit

    Also - Hyperbola leads nowhere. It can't be the "worst gaming experience you've ever had", especially when things like Kahl exist in the very same game.

    • Like 12
  12. The point is : this change was always foreseen to be shipped as "added challenges", because it makes no damn sense to replace 3 existing ones with 3 evergreen ones. It's like statu quo, except that it brings more problems (no catch-up, fewer incentivization to do different content every week as most of the weeklies are now passive ones) than it solves (0, none, nada, que dalle, nichts).

    If they're supposed to replace old ones, then it is clear that it's a useless change that has eaten up, and will continue to eat up, dev resources for no benefit (neither on the player's side, the devs' or the company's). The only way for them to get out of that S#&$ is to just rollback the change and give us back "old" Nightwave.

    That's a pretty terrible change considering the catch-up issue very likely won't be fixed in a few weeks, so many people leaving for the Christmas Holidays will intensively be screwed of this nightwave standing.

    • Like 2
  13. Spaghetti coding and terrible communication hits again.

    What's particularly impressive this time, is the fact they succeeding in #*!%ing up a terribly unconsequential change. Like, nobody cares too much about Nightwave which is merely an inconvenience giving very negligible rewards. They announced they would increase the standing gains, which was received like "OK, cool I guess, thanks". And then they #*!%ed it up. "We never said that, hehehe [ninja post editing]". "Hoplala it's corrected now, we've properly replaced 3 random weeklies by 3 ones that'll forever be the same and won't be recoverable". "Woopsie heheheh they will be recoverable but we need to add Spaghetti in our Spaghetti code and ensure all Spaghetti are properly intertwined with each other, please wait for 15 months that we implement the fix, that will break 10 unrelated stuff, if you're even lucky to get this fix, it's very likely we just forget about it anyway".

    Pathetic

    • Like 8
×
×
  • Create New...