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Arreka

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Posts posted by Arreka

  1. 2 hours ago, White_Matter said:

    Held down melee key = Strong attack 

    Held down melee key WAS Strong attack.

    I already tested with Dakra Prime and Orthos Prime to see if holding down melee attack still has that functionality.

    It has not.

    This bug does not apply to all types of melee weapons, nor does it appear in the tooltip.

    It is bug.

    Don't pretend to know what you don't know.

     

  2. A bug was found from Reaper Prime.
    When I held down the Melee Attack key with my Reaper Prime, Strong Attack was used and the combo count was consumed.
    I did not press the Strong Attack key.
    I just pressed and held the Melee Attack key.
    It's considered a bug because stance's tooltip doesn't explain this feature.

    I noticed the same phenomenon in Scythe stance Reaping Spiral and Stalking Fan.
    I think this bug can be found in other Scythe other than Reaper Prime.

    Don't be in a hurry, I'd appreciate it if you fixed it right.

  3. 5 hours ago, Xaero said:

    What's so exciting about floor polishing?

    At least rushing through the level doing normal combos looks cool.

    As I said, I've done a lot of experiments to recover my deal.
    It included 4 good stances of 4 good weapons.

    Do you like normal combos?
    So do I.
    I wouldn't have written this post if only 1/10 of my previous deal came out of it.
    Because 1/10 is enough to me.

  4. I have something to say to developers of DE.
    I don't know if you'll see my post here.
    I wish.

    I want to talk about melee weapon updates.

    For at least the last four years, melee weapons have been much stronger than guns.
    I've been doing most of my battles with melee weapons for four years, and I'm happy with that.
    But I also thought that performance needed to be balanced between melee weapons and guns.

    There were many changes to the melee weapons in a large update that was released a few days ago.

    There were a lot of melee weapons that Tenno didn't use due to bad base performance.
    The weapons have been changed to be good enough to use.
    Melee weapon stances that are reluctant to use are now very useful.
    The range system for melee attacks has changed and shorter weapons can now be used more usefully with [Primed Reach].

    I think these are surprisingly good changes.
    DE found out exactly why non-mainstream weapons are being ignored, and they succeeded in balancing them.
    I would like to thank the DE developers for this.

     

    But I found some imbalances in other changes.

    The old [Blood Rush] used to be used with the old [Maiming Strike].
    This needed to be nerfed because it created an unusually high critical chance compared to melee weapons not suited to slide attacks or guns.
    [Condition Overload] was also used to create overwhelming damage that guns couldn't keep up with, so it needed to be nerfed.

    However, melee weapons have become too weak.
    It's probably because [Blood Rush] and [Condition Overload] are nerfed at the same time.

    I have made many experimental attempts over the past few days to maximize the performance of melee weapons.
    I've done a lot of experiments, including adding or excluding [Blood Rush] or [Condition Overload], and putting mods to replace them.

    I failed as a result.
    Although I've completed the most efficient modding, the performance of my melee weapons is only about 1/20 of what they were.

    I think the developers of DE created Heavy Attack to complement the nerfed modes of melee weapons.
    Or they might have nerfed the mods of melee weapons in consideration of Heavy Attack.

    But Heavy Attack is slow and uncomfortable.
    Even this is not as strong as the combo count consumed.
    I don't want to use heavy attacks, but if I don't use this, my melee weapon's performance will drop to 1/26.

    It is true that conventional melee weapons were too strong.
    Guns and melee weapons were out of balance.
    So developers of DE needed to nerf melee weapons.
    But this patch isn't balanced, it seems to have collapsed in the opposite direction.

    Melee weapons have a penalty of approaching an enemy for use.
    Given the low damage of current melee weapons, there seems to be insufficient return on that risk.

     

    I would also like to talk about [Maiming Strike].
    [Maiming Strike] was a Mod that increased the critical chance only for slide attacks.
    It was a special mod that adds up to '+90%'.
    And, as I said before, [Maiming Strike] was also a Mod that made unusually strong damage when used with [Blood Rush].
    [Maiming Strike] was nerfed with this update.
    The number increased from '+90%' to '+150%', but performance went down a bit as the calculations shifted to multiplication.

    I was wondering if DE really needed to nerf [Maiming Strike], as DE nerf [Blood Rush].
    [Blood Rush] has already lost synergy with [Maiming Strike].

    [Maiming Strike], which is used without [Blood Rush], is useful enough, but not an OP.
    Rather, this mode was a grateful Mod that allows you to use bizarre weapons with high critical multiplier with low critical chance.
    I thought [Maiming Strike] was one of Warframe's unique personalities not found in other games.

    Melee weapons would weaken anyway due to the nerf of [Blood Rush] and [Condition Overload].
    I wonder if you really needed to nerf to [Maiming Strike].

    I think the nerf of [Blood Rush] and [Condition Overload] was necessary.
    If not, the new heavy attack would be too strong.
    But [Maiming Strike] has no correlation with heavy attack.
    I wonder if you really needed to nerf to [Maiming Strike].

    I hope [Maiming Strike] rolls back.
    To be honest, I miss this Mod.

    I don't want to change the control habits that I've used to my hands for the last four years.
    That habit was given to me by you, the developers of DE, not by others.

    And I'm sad to see one of Warframe's unique personalities disappearing.

    [Blood Rush] has already been heavily nerfed.
    Anyway, [Maiming Strike] can't be the same OP as past days.
    I hope [Maiming Strike] rolls back.

    Perhaps there are others who don't like heavy attack, why it's slow and uncomfortable.
    They may not want to give up their habits of enjoying Warframe over the years.
    For those people, I think that the rollback of [Maiming Strike] can be a big gift.

     

    You may not rollback [Maiming Strike].
    Still, I think there should be an buff for melee weapons.

    The performance balance between mainstream and non-mainstream weapons was perfect.
    However, there is a problem with the balance between firearms and melee weapons.

     

    Thank you for reading this long post.

    I wrote my thoughts, and I'm not a nerd who thinks what I'm saying is unconditionally right and DE must follow my opinion.
    DE, please read my post carefully, but please use your own judgment.
    Please accept my suggestion as one of the many opinions and update it in the direction you think is right.

    If your conclusions differ from my opinion, I think you are right.
    And I believe you will do well.

     

  5. I'm not good at English.

    Honestly, I writing this Topic barely.

    Maybe you'll got many troubles on reading this one.

    I'm sorry about it.

     

    I heard about a Plan of Reform of Melee Weapons.

    They said it'll be comming soon.

    And also it could has Nerf of sliding attack.

    You know, Critical Chance is friendly with sliding attack and us.

    It's super convenient and I love it so much.

     

    I cannot sure about something I heard, it could be truth or just rumor.

    But, if it's real, Nerf of sliding attack and its critical chance could be real, it will make me so sad.

    Yeah, If it's really nessesary, really really nessesary, DE will Nuff that.

    I know, I cannot stop it.

    You know, I am just 1/n of so so so many customers.

    Just, if DE have to do that, I want they to know about my big sadness.

  6. I wtb God tonbo riven.

    I want 3 positive options of following ones in a rievn mod.

     

    More Damage than 165%

    More Critical Damage than 90%

    More Attack Speed than 50%

    More Reach than 140%

    More Critical Chance on Slide Attack than 80%

     

    And also I like riven mod with a useless negative option.

    Finisher Damage, channeling and so on.

    If you wts, Send me pm or add friend only in game with offer.

    I don't check this forum often.

     

     

  7. 저는 예전부터 게임에서 만난 다른 플레이어가
    노바의 웜 홀, 로키의 스위치 텔레포트 등의 파워로
    저를 원하지 않는 곳으로 보내버리는 트롤 유저들 때문에
    게임을 플레이하는 중에 스트레스를 받는 경우가 많았습니다.
    그런데 최근에 림보가 리메이크 된 이후에
    수많은 림보들에게 더 많은 스트레스를 받고 있습니다.

    림보의 파워 때문에 제 공격이 수시로 무효화됩니다.
    아이템이 안 주워지는 경우도 있습니다.

    물론 쉬프트를 쓴다거나 림보의 파워 범위 밖으로 나가는 등 벗어날 방법이 존재하기는 합니다.
    하지만 림보의 파워는 시도때도 없이, 예고도 없이, 지나치게 자주 발동되어서 제 앞을 가로막습니다.
    림보가 파워를 켜고 끌 때마다 공격이 되다 말다 합니다.
    저는 솔직히 매 걸음마다 뭐가 막히고 뭐가 걸리니 답답해서 못해먹겠다는 생각에
    림보를 만나서 미션을 중도 포기하고 나오는 일도 빈번합니다.

    제가 플래티넘과 시간, 자원, 포르마, 애정을 들여가며 장만한 장비들을 사용해서 전투를 하는 것인데,
    어째서 림보 유저의 눈치를 봐가며 플레이해야 하는지 이해하지 못하겠습니다.

    요즘은 워프레임을 플레이하면서 호쾌한 액션으로 스트레스를 날리기보다는,
    림보 유저들 눈치봐가며 스트레스가 쌓이는 경우가 더 많습니다.
    이제는 림보의 파워가 적용될 때 보이는 그 흰색 안개같은 효과만 보여도 짜증이 치솟습니다.

    림보, 노바, 로키 등 다른 플레이어의 행동에 영향을 주는 워프레임들의 트롤링에
    영향을 받지 않을 수단이 꼭 생겨야 한다고 생각합니다.

    만약에 '다른 플레이어에게 행동 제한 받지 않기' 등의 항목이 설정에 생긴다면
    저는 평생 이 기능을 켜고 다닐 뿐만 아니라,
    주변 지인들과 친지들에게 워프레임은 갓게임이라고 입이 마르도록 칭찬을 하고 다닐 것입니다.

    혹시 이런 인류를 널리 이롭게 할 기능이
    설정이 아니라 상점에서 플래티넘으로 구매 가능한 상품으로 출시된다 하더라도
    저는 기꺼이 구입할 용의가 있습니다.

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