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Yazeth

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Posts posted by Yazeth

  1. When you dash(?) forward with Archwing, the reticle might get covered by your frame. It depends on where you position the camera (either over the left or right shoulder).

    With the camera over your right shoulder (default) and sprinting forward and right, the reticle looks like this:

    uc3aKPs.png

     

    If you change your camera over to your right shoulder (by hitting H), then the reticle looks like this:

    Ou4HXLa.png

     

    I want to see this be done automatically regardless of your current camera position while dashing in Archwing. Making this change be seamless would make Archwing feel even more fluid, even if the change is small.

    • Like 1
  2. Hi guys. I'm having issues rotating the dry dock. The button to rotate a room is just not there for me when I select the Dry Dock, whereas I'm able to rotate the connector rooms just fine. Is anyone else having this issue? Is it just the Dry Dock too big? But I made sure to give it extra space by building it two floors above everything in the Dojo (nothing above, and virtually empty below).

    • Like 2
  3. 10 minutes ago, RisingVS said:

    thing is if i add the critical dmg and slash and toxin one, i get to remove the dual status toxin mod and add in heavy caliber to still have corrosive, albeit much lower status chance and that slash dmg will help with hunter munitions since i have very high crit

    If you are minmaxing, then the Primed Bane mods will do better since they offer almost identical damage output as Heavy Calibur without the accuracy loss, as well as increasing Slash proc dmg (Reference: https://www.youtube.com/watch?v=PBSmngp0Wag&ab_channel=Darthmufin ).

    Also, after checking the wiki it appears that mods that improve Slash dmg do not affect Slash procs at all, just increase the likelihood of proccing it with your current Status Chance (does not apply to Hunters Munition since its based off of crit).

  4. 5 minutes ago, (XB1)MintyFreshMike said:

    So let's say I use mirage instead. My 1st and 3rd abilities last around 20-30 seconds. Will simaris block those abilities?

    Simaris more than often blocks the 4 ability if its spammed often; I haven't got alerted for any other abilities as of yet.

    To answer your question, if you don't spam the abilities to refresh them each second, then no.

  5. 5 hours ago, Glavenusaur said:

    Again im not saying violence in video games causes violence in real life, i'm saying that i myself am tired of the constance violence in games, hence why i would like the idea of none violent activities in the game, please read my replies from earlier for further clarification.

    So add more activities in between killing grotesque clones and punching wild doggos in the face for downtime? Sounds fine to me, though until then its probably better to just play a different game in between sessions. Doubt we'll get anything like this until (maybe) Venus open world.

  6. It still sucks that the current reward system encourages more short sessions rather than long ones, since people would be more inclined to leave after receiving their first or second C reward and then finish the missions. Besides a small group of players who do endurance runs just to see how far they can go before they completely break, everyone else will probably just leave after 20 or 40 min, regardless if the mission was designed for endurance or not.

    Well, I doubt DE ever wants to encourage long sessions anyways, as I remember hearing them say years ago that they are aiming for "all game" updates, where content is made accessible to everyone as early as possible, rather than creating an endgame (and stop it with the whole 'but the game is never ending' argument, DE just need to give something satisfyingly difficult for players to tackle).

  7. Any early build should have some survivability mods so that you don't get destroyed before ranking up your frames while you have no, or underleveled, powers. After that though, depends on how you wanna build her. Go for Strength if you want to focus on her 4 ability (the bow), or Duration and Efficiency if you want to stay invisible and up your survivability. 

    For Valkyr, go kill Alad V (a boss) on Jupiter multiple times until you get her Helmet, Chassis, and System Blueprints. For Nova, kill the Raptors (also a Boss) on Europa, though that's a bit further on ahead. You can buy their respective blueprints in the Market for Credit.

  8. 34 minutes ago, (XB1)Solargeo said:

    Low blow dude

    Granted but everyone thinks the frame is a rip off of Atlas and Excaliber

    I wish that the next poster would dance

    Alright, how about this:

    Granted, but it will never be recorded for your amusement.

    I wish for Poland to be invaded by an army of puppies.

  9. 4 hours ago, (XB1)Solargeo said:

    I wish for a small Green flag

    Granted, but you become colorblind and receive an additional 99 flags in varying colors.

    I wish for a new melee-centric warframe to be added to the game.

  10. I think DE could scale Slide Attacks based on a "Momentum" system. Your first slide attack deals normal damage, but trying to connect multiple slide attacks consecutively leads to diminishing damage output. To compensate, implement a system where your slide damage increases based on how fast you are going before executing your maximum slide attack. Not sure how this would turn out in actuality, but I thought it was a cool idea.

  11. Over time, I have amassed a small collections of Rivens. Half of the collection will probably never be used at all, and the other halve I use extensively. My current favorite Rivens are the Lanka, Castanas, Vasto Prime, Convectrix, Arca Titron, and Hate. While the first two are highly sought after at the moment, the last four have gotten me into trying weapons that I would never have thought about using at all.

    The Vasto Prime is a nice all-round pistol, the Convectrix does have an interesting mechanics that helps clear enemies on the Plains, and although I'm a huge fan of melee I never really fiddled with Hammers or Scythes until I got those Rivens. So, overall, the Riven system does get my blood pumping just thinking about what sort of builds I could try with them. Heck, even after knowing about the whole Trinity-Abating Link-Sancti Castanas combo I never even considered getting myself the weapon until I got the Riven by chance, and even then it's more about "Hey, how can I make these good WITHOUT following the meta?". I have been a huge fan of Warframe's extensive and flexible modding system, and the Rivens have made me love it even more.

    But still, the way Rivens were implemented does not necessarily promote variety all that well, and it could be better. For one thing, it may be difficult to get a Riven you want, though this is both a pro and a con. On one hand, the randomness would let you end up with interesting Rivens for weapons you may never have tried on your own if you just followed the meta and aimed for certain Rivens only, but on the other hand the randomness also makes certain Rivens more sought after, increasing their market value. This raises the price of certain Rivens, making them cost more and in turn turning players away from obtaining those Rivens from other players.

    There's also the issue of Kuva farming, and how it seems to promote grinding for the best possible stats rather than experimenting with weapons. I feel like people spend more time grinding for this material than actually playing with their Rivens, which is not in line for DE's vision for these mods. The fact that all stats are randomized, with no way to ensure certain stats, leads people to grind more than test, and also drive prices up further since people who committed more time and Kuva into a mod would more likely sell the mod at a much higher price.

    I would like to propose some changes to the current system so that Rivens become more about playing with other weapons rather than just enhancing the meta.

    1) Kuva farming should be more rewarding. I would start off with increasing average gains by about 25%, and see how things play out. I feel like this is a good increase that would ease Riven rolling while also keep players grinding. Kuva shouldn't be available in surplus because players would then stop engaging in the Riven system since they would not have to put in much effort.

    2) There should be some insurance for Riven stats. Allow players to invest with some sort of special resource or condition so that preferred stats remain while rolling. This would encourage people to roll more often to get the Riven they want without becoming burnt out by the system. This is not necessarily a good change though, I admit, since it could further enforce the meta by having players roll purely for more damage, status, etc., so it's potentially a risky move to make. But, it would reduce the cost of Rivens as well since those stats would become easier to obtain, making people more inclined to try Rivens out as a result.

    I don't believe DE should completely agree with this post, as I'm not that deep into Rivens myself, but I do hope that my points come across well. Thank you.

  12. 5 hours ago, TheBlueJelly said:

    I'm sorry did you just say at-release Manic was "fair"? Invulns outside of a small hitbox on his shoulder, only decloaks to attack (so you get a few seconds to notice him and shoot that small hitbox on his shoulder), and then, if he survives his attack, he cloaks again and runs off to HEAL BACK TO FULL AGAIN.

    No, original Manics were abject horse manure- especially back when LoR first came out.

     

    Not sure what nerf happened to Corrupted MOAs. Did they change their attack drone or something?

    Well it's been 2 years so I don't remember much about them, but I found them to be terrifyingly fun. Though, I'm the kind of person who also enjoyed the Void at release where even invincibility Rhinos were going down (at the time I was using Ash w/ a Latron)  and fighting Lv. 80+ Lephantis w/o cheese tactics.

    The MOAs were able to melt you within seconds with their lasers if you weren't careful, even at lower levels, so you had to keep an eye and ear out so that you can keep your distance. 

    Also I wasn't there when LoR first came out, but yeah the player-created units were mostly suppose to be special units in my eyes, not spammed to all hell against the players. The Juggernaut was suppose to have its own arena and be like a mini boss, but the original concept has been dramatically changed like crazy. The Bursas seemed to have survived at least.

    But yeah, this is going off-topic now. Anyways, long story short, I am fine with content that punishes you hard. It just makes more skilled play and tactics more rewarding (though how DE can create something like that is another issue).

  13. Just wait for the new Eidolons to come, they should be a new challenge.

    My only fear is that DE will nerf them once they get released due to player complaint of difficulty. This has happened in the past, as with Corrupted MOAs and the Grineer Manic back in the day, which I thought were fair challenges since they only destroyed you once they got into melee range.

  14. After playing with Focus 2.0, I found it to be quite interesting. I haven't really gotten into any other trees besides Naramon, but after playing around with that tree only I can see it having some potential in the game.

    I was trying to solo farm Endo in the Arena and I wanted to try bringing a Nekros to increase my gains, but I was getting killed pretty often. Then, I remembered about Executing Dash and how it opens up Finishers, so I rebound my 5 to a button on my mouse and started playing around with it. I was getting some good results, usually resulting in just a handful of deaths at max compared to before when I was struggling to keep ahead. After that farming, transferring seemed like second nature now, compared to my previous opinion where I thought it was too clunky to use outside of PoE.

    Now, that isn't to say that Focus 2.0 is good and should not be improved upon. Many of the abilities in the trees seem underwhelming, and the usage of Void damage is limited to Eidolons and Sentients. Although transferring out feels responsive, transferring back in takes significantly longer in comparison, which makes the process still feeling off. There is still potential for Focus to be useful though, as for filling gaps that one's arsenal may be lacking whether it would be damage, healing, CC or energy regen.

    Things that I would change to improve the new Focus system is to:

    1) Makes transferring back in quicker.

    2) Give trees a more balanced kit, as in have all trees contain one or two CC-related nodes AT THE LEAST (nodes regarding healing, damage, etc. could also be implemented).

    3) Give more uses to Amps Void damage outside of PoE and Sentient, in general.

    I think DE did a pretty decent job on this one, but it could still use some improvements in my eyes.

  15. Honestly I don't mind the extra tankiness. There are many ways to counter them, one of which is CL w/ any frames that can open them up to Finishers, or 

     

    Naramon w/ Executing Dash

    Honestly, just try out different strategies and see what works for you.

  16. I got nothing else I really want to do in the game at this point. Been on a long hiatus, and I figured that the best way to play this game is to not focus on min-maxing stats since endgame has remained pretty much the same, and just playing with whatever I want cause in the end it doesn't matter. Right now I'm just slowly working towards getting all frames and progressing through the Plains, with some Prime farming with a friend over the winter break. If the Sorties is quick and easy then I'll jump in for a bit.

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