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Beelzebabe

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Everything posted by Beelzebabe

  1. Please fix Lua's Halls of Ascension (Drift mod puzzles) not awarding their respective mods when completed, as reported here: Also, please fix the duration extension portion of Chroma's Guardian Armor not scaling with Ability Duration, as other identical effects do (Eternal War, Lycath's Hunt)
  2. Can also confirm. Tested with Power Drift and Cunning Drift as both host and client, no mod drop for either puzzle. Easily and consistently reproducible. Genuinely interested to know how they manage to break content like this that's nearly a decade old with an entirely unrelated update, it's kind of embarrassing.
  3. Halls of Ascension on Lua (Drift mod puzzles) are no longer awarding their respective mods when completed as of either this patch or the main update. Tested on both Power Drift and Cunning Drift with both host and client, no mod drop in either one. This content is from 20-effing-15, nearly 10 years old at this point, what on earth did y'all do to break it? I'm genuinely curious how something like this happens
  4. Can confirm, also, the mod's duration extension does not scale with Ability Duration, and it really should considering Eternal War does (as does Lycath's Hunt).
  5. This is extremely important. At only 30% there is no reason to ever choose Eclipse over Roar as a damage buff. Both are final damage multipliers with the same scaling values, but Roar is *faction damage* for DoT effects and also applies to abilities vs only weapons. Roar also lasts base 5s longer and applies to teammates without the need of an augment. The 25 energy vs 75 energy cost is irrelevant. At this point you'd only be subsuming Eclipse for the DR portion, which, given how fundamentally defective health tanking becomes at higher levels, is very niche - especially considering the current arbitrary hard cap of 75%. Subsumed Eclipse needs to be AT LEAST 50% damage at base to have any place in the system over Roar, and frankly should be higher than even that (75%-100%, probably). The DR also needs to be uncapped and allowed to scale to the default 95% maximum, albeit with higher investment than Mirage requires (and there is precedent for this, re: Wyrd Scythes still being able to hit 95% slow cap on other frames with more investment than Dagath). Apparently, contrary to how rationality & extant game logic dictates infused Wyrd Scythes would/should scale, this is not the case - It turns out that Wyrd Scythes isn't coded to be capped at 95% slow, but rather at 272% Strength, meaning the Helminth version is arbitrarily hard capped at a bizarre 71% slow because of course it is. Silly me for giving this company the benefit of the doubt about anything making sense ever. And while we're here, tangentially related but I swear there's a point to this: Why is Wyrd Scythes infusion nerfed at all? Y'all want people to use more than like 5-10 Helminth abilities, and we should have reason to, given that there's fifty-effing-five of them - But then you give us straight up trash like Mind Control (when Psychic Bolts is on the table!) and prelaunch nerf potentially interesting stuff like Wyrd Scythes and Fractured Blast (ESPECIALLY Fractured Blast) into the grave before they were ever so much as a consideration, and by design would never have been oppressive. The one and ONLY answer to successfully getting folks to use other Helminth abilities is NOT to continue this wildly out of touch kneejerk nerf song and dance, but to give us more >compelling< Helminth abilities. This would require revising many existing selections, since the vast majority are hyper-niche/meme-y at best and unslottable more often than not, but it's worthwhile labor and it's the only way. Otherwise you're just gonna restrict us to fewer and fewer real choices instead of creating more, all while leaving a lasting sour taste in the community's collective mouths. Infusion nerfs should be a tool that is CAREFULLY utilized to allow access to better subsumes which would otherwise be unjustifiable due to power level or compromising frame identity, not something you just *do* on a whim because blah blah blah unnuanced """usage statistics""" or "well, I mean... it kinda looks like Roar if you tilt your head and squint, soooo?". The overwhelming majority of people in this thread (who, you know, actually play your game for collective tens-hundreds of thousands of hours) are consistently telling you the same things for a reason, and make no mistake their labor is straight up charity, so maybe idk listen? Like, actually listen, for once? Please consider the actual math & functionality involved here instead of just arbitrarily "matching" Roar because they look similar at a glance. This monkey's paw design philosophy y'all have become known for has gotten really old.
  6. Title. Nataruk IS NOT an AoE bow. It has NO radial damage on any of its charge levels - any "explosions" it appears to generate are purely aesthetic. This can be easily tested and confirmed by firing charged/perfect shots directly at the player's feet with no stagger immunity equipped. The weapon simply has large projectiles with infinite body punch through. The same is true for Incarnon Paris/Dread & Cinta. Cinta even has the exact same perfect shot mechanic as Nataruk - Furthermore, it is a new weapon that shipped with these projectile mechanics innately just like Nataruk, as opposed to being an older traditional bow that received an Incarnon upgrade. Split Flights can be equipped on all three of them, but not Nataruk. Nataruk being ineligible for Split Flights cannot be, in good faith, considered anything other than a bug at this point. If consistency is a goal for Warframe, as it has been stated to be many times, then there is no reason why this should be an arbitrary exception. Developers, please address this issue in addition to addressing Hata-Satya/Double Tap on Incarnon Soma/Latron.
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