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Luffy490

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Posts posted by Luffy490

  1. 13 hours ago, Koldraxon-732 said:

    Riven mods haven't helped at all, because they're locked behind:

      Hide contents

     

    Natah quest requirement (RNG entity spawns on Uranus, becomes more frequent, requires Scanner, requires access to Uranus).

    Second Dream.

    Sedna Junction.

    War Within.

    AND THEN:

    Sorties exclusive.

    PLUS U19.1:

    Diluted Sortie loot table makes Rivens a neigh-impossible drop, even if it's labelled as 'common'.

    Experience:

    The only Rivens I got were:

    A: Snipetron (cannot get this weapon, plat price too high, parts and blueprint unobtainable), adds dmg and ammo (sold for 40p, terrible mistake).

    B: Paracyst (nobody uses this weapon, everyone hates it; apparently useless), originally added crit chance and fire dmg, at cost of status; rerolled into something better (sold for 30p, because that was the only offer I could find).

    From this experience, I have already given up on Rivens. The hassle of unlocking them, only to find that they are for something you don't have, or are, bluntly put, utterly useless (specifically the Snipetron mod, because I just don't have or can't obtain that weapon).

    What's worse is that you can't try to change what weapon the Riven is for, making the mod a waste of time, effort, and resources (sometimes)! 

    Then you see the 'best rolls' selling for nearly 10k or more in platinum, and being used on the 'best weapons'.

     

    DE should consider making Riven mods drop from more things than Sorties (i.e: Queens' Fortress tileset), and/or give the 'useless' or 'low-stat' weapons a reasonable buff to their crit, status, or just outright damage in general to compensate until Damage 3.0 is ready, if not 2.5. 

     

    In short, unpopular/'useless' weapons will forever be useless until Damage 2.5 (which would be a transitioning stage while DE perfects 3.0, I doubt they've considered this).

    Spoiler

     

    Yup, I'm soo happy I got a Riven mod for the Miter /s

    The Miter, of all things.

    Riven mods does not really solve the problem the way it might be sought out to do. Some weapons benefit from it, sure. It is obvious that no weapon is spared in this system. Some people got some really good Soma mods, good for them.

    Sadly, even trash weapons like the Miter wouldn't be able to use it without a god-tier roll (Maybe not even that can save it). I don't want to be bothered by re-rolling the mod for it, while needing alot of Kuva to go with it.

     

     

  2. I've noticed that as I've been trying to do Temple Royale's (heavy blade stance) Bold Reprise combo, my warframe faces the opposite direction of my cursor instead. You have to move backwards in order to use the combo.

     

    The same situation occurs with any melee weapon, moving backwards will cause your warframe to attack the opposite direction of your cursor. 

  3. I've had this happen a few times. I usually host void missions, and this bug happens shortly after the countdown timer. Once the timer runs out, I may get a "host migration" message and then this bug appears. 

     

    I've talked to other players and asked if they had a host migration message, but they did not see anything about migration.

  4. I don't see this reported on the OP yet, and I don't want to read through the many topics

     

    If this already reported, then I am sorry.

     

    On topic:

     

    I've found another Kubrow bug. My Sahasa female Kubrow can become stuck at an opened loot locker as it attempts to pry it open with the Scavenger mod.

     

     

     212g5j9.jpg

     

    As you can see from the screenshot, there are 3 lockers along that wall. The middle, and right lockers were already opened by me. However, my Kubrow tried to scavenge the middle locker. 

     

    I went into the next room from this area, and my Kubrow does not follow or move from that same locker. No matter how far I go in the mission, the Kubrow remained at the locker. I was even at the extraction point and she was still there. 

     

    Image of me in an area away from the Kubrow (Who should be following me, but did not):

     

     33adl3t.jpg

     

    Hope this helps :)

     

     

     

  5. I don't know if this was already reported, so:

     

    I was playing as Valkyr on a Hive mission, and accidentally fell into the Void (Not sure what to call the mechanics that limits how far one can go on the tileset) with Hysteria activated. As soon as my warframe was placed back on the previous location, Hysteria immediately cancelled itself out when it had over 30 seconds of time left.

     

    This does not seem to be exclusive to just Valkyr, as I've tested this with different Warframe powers.

     

     

    Any Warframe's abilities that run on duration (time) is affected in the same exact way. 

     

    To name a few that I've tested:

     

    -Zephyr's Tornado and Turbulence

    -Valkyr's Warcry and Hysteria

    -Nyx's Mind Control and Chaos

    -Loki's Decoy and Invisibility

     

     

    Hope this helps :)

     

  6. During an alert, I was using Valkyr and I was in Hysteria mode. 

     

    I accidentally fell off map, and when I was back on ground, Hysteria instantly cancelled itself. I was curious, and decided to try it with Warcry activated and the same scenario happened. 

     

    Hope this helps :) 

  7. I'm going to say the same thing I say every time this kind of thread appears :

     

    MAKE. THE. DAMAGE. TAKEN. ONLY. KICK. IN. AFTER. THE. ABILITY. ENDS.

     

    There, problem solved. We Nyx users get to keep our pets for the duration of the ability without fearing the rest of the "team" will mindlessly shoot at it. Then they die. TADAAAAAAAAAAAAAAAAAAAA!!!!!

    Oh and it will teach a lesson to our so-called "teammates"... >.<

    How DE didn't think of that in the first place is beyond me.

     

    P.S : Sorry, Nyx is my favourite/most used, and it... "irks" me every time I see threads about MC and possible "solutions" to make it worthwile in other game modes than "solo" play when it's so damn easy to get it done. Seriously.

     

    That is a good idea. I don't like the argument that "its your teammates fault, the ability is fine." The only people I see that don't shoot MC'd targets is the people using Nyx usually. Other than that, the highlight just makes alot of players blast them down. 

  8. so how many people use burst weapons? like the burston, the hind....

     

     

    what is bad about them?

     

    i have my own problems with them.....such as the fire rate being tied to FPS, and the RoF not truely being affected by RoF increase mods

     

    what about everyone else?

     

    My most used primary is the Burston Prime.

     

    The only downside I can see with burst weapons is fighting a horde of enemies swarming you. If you can kill something with one bullet, you might want to sway a burst to hit more.

     

    I also don't like the FPS issue either :/

  9. Yes? I'm confused. Do you seriously want this game to be easier than Freddi Fish?

     

    I suggest what Churpy has suggested. Please unbind E and never melee if you still think melee should be buffed when now 2 melee-only players have told you it's already balanced.

     

    I'm not suggesting nor advocating that melee needs to be buffed, and it has nothing to do with recommending others to unbind E and not melee. 

     

    I just don't understand how you can deem Warframe's infinite scaling enemies challenging. At some point, you will barely do anything. 

  10. Hello, haven't made a post in a while. Thought I'd share my ideas on ways to discourage rushing, help players that have fallen behind the group, and just generally help keep the team together.

     

    Elemental floor areas/traps: 

    These floors will use both electricity and ice. It behaves similarly to the ice floors currently in the void initially, slowing players down as well as damaging their shields. But after the first two players have crossed it, the floor switches to electric mode. While the electricity is on, players running past will still receive a small amount of damage to their shields, but their running speed will increase, instead of decrease like the ice. This will slow down rushers and tenno ahead of the group, but speeds up those who are lagging behind. Unlike the patches of ice in the void, the elemental floors blanket over larger areas such as a whole corridor.

    Note: if there are only two tenno in a squad, the first player is slowed and the second player is sped up.

    The floor is always in electric mode if playing solo.

     

    Predator Enemies:

    These enemies are assassin type guys that will prey on the weak and lonely. Basically they only appear if there is only one tenno in the room, and will run away if there is ever more than one player. I can imagine something like the new manic grineer doing this. The aim of this is just to encourage players to stick together. Any predator enemy would have to be a real threat to a single tenno, as well as having no drops. (so that you don't want to see them)

    environment restrictions: does not appear in the new infested tile set. Will also be absent from solo missions and does not attack players with the hobbled key.

     

    Hopefully that wasn't too boring! please share any suggestions or ideas you might have in the comments.

    Elemental floor areas/traps: Not bad, but you still have to consider that rushers usually zorencopter over obstacles/gaps. Even if they were slowed down, it sounds like the speed boost might turn Warframe into Mario Kart. 

     

    Predator Enemies: This could work, but if said lone tenno died and you could continue the mission regardless via spawning or your teammate's own DPS potential, then it might not improve anything. 

     

    Your idea of Predator Enemies reminds me of the special infested in Left 4 Dead. That may work in Warframe, but we are able to deal insane amounts of damage to even care about the full team's full DPS potential (Which was very important in L4D). A big issue DE has about the game is that their AI barely even live 5 seconds to do their work well. 

     

    The only possible solution I can think of is the rework of enemies in Warframe. With wavedashing/zorencopter in the game, traps are probably not a good idea vs. the insane speed you can get with those tactics. 

  11. Then once again, you need to correct your builds for late endgame content, or try different weapons. You say that you struggle against 20 minute T4 heavies. Those are nowhere near level 60 yet you say you have issues with them and not level 60 content. 

    Make up your mind?

     

    EDIT: Also, I should add that the scaling is not SUPPOSED to be proportional. It's meant to actually become challenging. CRAZY, I know!

     

     

    The Infinite scaling enemies should be challenging? 

  12. Theres no need for a fix on this. Shocking Touch is a uncommon mod, the other two are rare mods. Focus Energy is a nightmare mod, so it wont drop too much. Voltaic Strike is a event mod, and even if its now dropping from Vor on T4 it will still be rare due to the RNG wall thats in place there. 

     

    I agree with this, the higher tier mods should be better in some ways. 

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