Jump to content

-IO-Ferociumkraft

Master
  • Posts

    119
  • Joined

  • Last visited

Posts posted by -IO-Ferociumkraft

  1. 20 hours ago, TheDecembrist said:

    Zenith owner here, this is a good change. Personally i'm fine with a small number of skins being expensive and time limited as long as the bundle is correctly priced.

    I think the change should include not only platinum, and an increase on regal aya. Platinum can be obtained ingame. 

    • Like 1
  2. 7 hours ago, mauromw said:

    I have an opinion about vauban. I tested it on some missions, and in comparison with ember i noticed some things:

    Ember is more tanky

    Ember has more power efficiency -the action power/effect, she has a better perfomance-

    Ember has more power and better crowd control perfomance because has less casting time.

     

    So if i want to make a Vauban team, easily ill pick a hildryn and an ember and i have a bastille with hildryn and a better orbital strike with inferno. 

     

    The point of that? Vauban need an adjustment because:

    Have a low efficiency with bastille because only can hold a capped number of enemies. Hildryn has no limit and when enemies dies on the area, spawns an energy orb. 

    Have a really low defense, cannot focus a tactical warframe on defense because u will loss slots. 

    Have really low animations for being a wf that requires movement, and all animations are slow. 

     

    What i think can solve it?

     

    The Tesla skill is good, and works very well, it seems doesnt needs to be changed.

     

    The Vector pad of minelayer doesnt have an useful purpose, can be removed to make tether coil stick 3 enemies instead of 2. Seems stupid for only 1 unit, but casting 2 thethers increases the cc from 4 enemies to 6, and with 3, from 9 to 12. It needs some ragdoll corrections, and sometimes sticks on dead bodies.

     

    Photon strike is most powerful skill on vauban, does a lot of dmg, even without mods -i tested it on the grendel missions- so? is too powerful for being a 3rd skill, and the  4th is not enough powerful in comparison

    Bastille/Vortex is a good combo, but moding for it exposes vauban to be more squishy, even with the armor buff. Needs duration, range, and strenght, have an high casting time, the enemies suspended is capped -the cap is fair in my opinion anyway, but for a 3rd skill- . It has the bug too that sometimes dont suspends enemies.  What i think can be done to balance this is:

     

    1) Put vortex on combination with photon strike, so u cast a vortex and at end of duration, it will do the photon strike. If its moved to the 4th position or 3rd depends on whether the bastille stills having a cap of enemies, or if photon strikes seems nerfed the damage. 

    or

    2) At end of duration, vortex spawns an energy orb -having this passive have more sense on a tech themed warframe than on ember´s 4rd skill augment- 

     

    Finally: vaubans new passive is good, but the castings time make it difficult to take advantage of that. Vaubans need a passive that can compensate his constant needing of casting bastille to keep it safe on enemies lvl 75+ with more energy or efficiency, or duration; or being more tanky. 

    Maybe can spawn energy orbs on X situations, Maybe can get an armor buff on X situations. But surely dont needs a damage buff with his Overdriver skill

     

    Thx for reading my opinion, have a nice day. 

     

     

    Respect to this i guess is not needed all that modifications. Can be solved simply giving vauban more time on his armor buff with the bastille, base plus 5 secs. The energy drop orb stills being a good option for mitigate the needing of constant casting bastille, and more casting speed for all skills. 

  3. I have an opinion about vauban. I tested it on some missions, and in comparison with ember i noticed some things:

    Ember is more tanky

    Ember has more power efficiency -the action power/effect, she has a better perfomance-

    Ember has more power and better crowd control perfomance because has less casting time.

     

    So if i want to make a Vauban team, easily ill pick a hildryn and an ember and i have a bastille with hildryn and a better orbital strike with inferno. 

     

    The point of that? Vauban need an adjustment because:

    Have a low efficiency with bastille because only can hold a capped number of enemies. Hildryn has no limit and when enemies dies on the area, spawns an energy orb. 

    Have a really low defense, cannot focus a tactical warframe on defense because u will loss slots. 

    Have really low animations for being a wf that requires movement, and all animations are slow. 

     

    What i think can solve it?

     

    The Tesla skill is good, and works very well, it seems doesnt needs to be changed.

     

    The Vector pad of minelayer doesnt have an useful purpose, can be removed to make tether coil stick 3 enemies instead of 2. Seems stupid for only 1 unit, but casting 2 thethers increases the cc from 4 enemies to 6, and with 3, from 9 to 12. It needs some ragdoll corrections, and sometimes sticks on dead bodies.

     

    Photon strike is most powerful skill on vauban, does a lot of dmg, even without mods -i tested it on the grendel missions- so? is too powerful for being a 3rd skill, and the  4th is not enough powerful in comparison

    Bastille/Vortex is a good combo, but moding for it exposes vauban to be more squishy, even with the armor buff. Needs duration, range, and strenght, have an high casting time, the enemies suspended is capped -the cap is fair in my opinion anyway, but for a 3rd skill- . It has the bug too that sometimes dont suspends enemies.  What i think can be done to balance this is:

     

    1) Put vortex on combination with photon strike, so u cast a vortex and at end of duration, it will do the photon strike. If its moved to the 4th position or 3rd depends on whether the bastille stills having a cap of enemies, or if photon strikes seems nerfed the damage. 

    or

    2) At end of duration, vortex spawns an energy orb -having this passive have more sense on a tech themed warframe than on ember´s 4rd skill augment- 

     

    Finally: vaubans new passive is good, but the castings time make it difficult to take advantage of that. Vaubans need a passive that can compensate his constant needing of casting bastille to keep it safe on enemies lvl 75+ with more energy or efficiency, or duration; or being more tanky. 

    Maybe can spawn energy orbs on X situations, Maybe can get an armor buff on X situations. But surely dont needs a damage buff with his Overdriver skill

     

    Thx for reading my opinion, have a nice day. 

     

     

  4. On 8/10/2018 at 12:28 PM, LSG501 said:

    Not the entire community will be wanting it changed when/if more umbra come out, I'll be sticking with my current view that they should remain separate (not that there's any exclusivity to consider on the the other primes) for the reasons I've said earlier (no point repeating it all again in the same thread).

    Also pretty sure DE have 'made their minds up' regarding excal prime/umbra because I saw in one of the recent PC update threads (23.3.0) a founder saying they'd been contacted by a staff member and told that nothing is changing... which is the right decision imo. 

    Why don't we just let it go now and be happy with what we have....

    No prime frame is made useless when an umbra comes out, this thinking is just wrong because there's no enemy in the 'normal' game that even stresses out a non prime let alone a prime. 

    If you want to complain about the 'power creep' that umbra has over prime then complain about the lack of umbra polarities for other frames, that is the ONLY difference in terms of stats and said power creep, that's something I can fully get behind.  I've put said umbral mods (usually 1 or 2) on other frames/exalted weapons and they just take up 'twice the space' because we can't add a polarity which can limit build options.   It does however seem that this is also DE's intention so as to 'limit', I assume, power creep.

    I dont have to explain all u are asking man, the reasons because umbra is better like the prime versions is obvious, like an elephant behind a strawberry.

  5. Hi i was having a trouble during the TWW quest, in the moment of make the "transference" with the orokin creatures, i lost all the light source, so i only saw the orokin creature in borrow when is coming. Maybe can be a problem of my graphics config, but this happened after another bug with the cinematics that was: 

     

  6. Hi, i want to report a bug in the cinematics of TWW. This was in the moment that the operator said "i can hear them..." and a hand catchs him... Now at the final of the animation, shows this screen for choice 

    Spoiler

    When this option had to appear to me, for a moment the screen freezes and it skips the screen of choices. I was the only one who happened to this? a way to fix it? a friend told me that this affects the game :(

    Thx to all... sorry for my english, im Argentinian. Good luck to all.

    
     
  7. El primer poder se parece al primero de nova, el segundo es parecido al segundo de ember antes del hotfix, el tercero se parece a la de mirage o rhino... y el cuarto, es como que la idea de "volar" ya esta usada con zephyr... y se parece mucho a la cuarta de valkyr, es como que estan muy tomadas las ideas... 

     

    Yo pense varias veces en un warframe que sea algo asi como es mirage, pero que el poder :

    1) haga que pueda tomar la forma de un enemigo durante un tiempo y que lo haga pasar desapercibido ante los enemigos

    2) se teletransporte a un punto preciso donde apuntes

    3) se clonara a si mismo (idea ya tomada con mirage)

    y

    4) que se transforme en un enemigo o warframe cercano, lo que requiera que apunte a este, y que adquiera todas sus caracteristicas (incluido color), estados (escudo, vida, armadura, velocidad) y poderes, por un tiempo determinado.

     

    es una variante entre un ash, la nueva mirage masomenos...

     

    Nombres no se me ocurre ninguno.

  8.  

    1) You don;t need that many formas

     

    2) Steel Fiber won't help too much since he has only 65 armor at base, but it's just my opinion.

     

    I only have 4 formas, put 6 because i forget install Steel Charge on the builder, Steel Fiber make a bit more efficient the Rage with vitality, if not the health drains quickly when are damaged. But I don´t usually use ash, my favorite is loki. The invisibility have more duration, and the powers don´t kill anything, making him most strategic for play... A loki with all powers, maxed range for radial disarm, and playing with a vauban using the third power, can be a very interestly match for level up weapons... (obviusly if not are playing a infested mission)

  9. Para que el "polvo" ese no se vea, creo que tenes que desactivar algunas configuraciones graficas, no se cuales, pero pienso que con bajar al minimo el detalle de particulas y los efectos de physx deberia bastar... anda bajando hasta que se salgan, y despues activa las que no afecten esa visualizacion, Aunque creo que es mas facil, pero no se si funciona, poner la energia en color negro, el caso es que no se si tenes paleta de colores. El poder 4 de nyx en la fase del "globo" solo se ve afectado por eficiencia de poder y fuerza de poder, si queres que el globo sea mas grande tenes que fullear el poder a rango 3 (el maximo), si parece mas grande en otros usuarios, es posible que se trate del lag, a veces distorsiona un poco las visualizaciones graficas, y no se mantienen sincronizadas con lo que en realidad pasa en el juego... por ejemplo, le pones estirar a nyx y aumenta el rango de explosion pero no el del globo que absorbe el daño, el rango de explosion sin estirar, es de unos 10 mts cuando el mod esta al maximo, 10 + 45% = 14,5 mts... con estirar el rango de explosion aumenta a 14,5, pero cuando hay lag, puede pasar que la parte visual de la explosion, se siga vieno hasta los 10 mts, aunque el daño afecta a enemigos que se hayan a 12 mts...  

×
×
  • Create New...