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Kainosh

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Posts posted by Kainosh

  1. On 2024-04-07 at 6:07 AM, ChaoticOrderly said:

    The concept of difficulty in Warframe has now been warped to owning everything in the game, understanding how it all works, and having functional build for every single item in the game.

    OR you can communicate and help each other (friends, clanmates and such).  

    Yesterday, I equipped unpolarized Korinth and Magnus....equipped my barely optimized Garuda and did a few PUG runs.    Unlocked Elite in 3rd try.

     

    And it didn't feel like I was useless.   Garuda's instakill on 40% and bleed proc chance was useful, and i even got some blood bomb nukes in.    And during disruption i killed lots with my Necramech.  

     

    Point is....its a teamwork mode.  And you can help your team even with a crappy build, thanx to Operators, Necramechs and many other things you can do. Even just spreading status effects without killing is a huge boon.  

    • Like 2
  2. On 2024-04-17 at 12:05 AM, Aerophobius said:

    specific examples if you don't mind sharing!

    Like......If you built your, I dunno, Lanka with 5 Vs, and then you wanna have a different build that involves lots of Dashes or any other polarity mods.     The only way now is to completely reforma your Lanka and forget about old build....OR build a duplicate Lanka. 

    Same with Warframes.      You have a good build with Vs Ds and Dashes. Filled to the brim. Optimized.  And now you wanna try a  3 Ability augment build, that is a foken glass cannon and relies on Voodoo dodging skills.   Requires completely different set of polarities, and will not fit without ruining your old build.  

     

    If polarities could stack, i would probably even buy extra config slots.  Now i see no use for these coz i cant even fit 3 completely different builds because of polarity limits.

  3.  Dunno why they decided to "hide" stats, when there are less important things on the screen occupying so much space.

    Weapon's description should be collapsible.  Collapse it into unique trait icon.   Material of the stock is less important than the weapon's functionality.

    Same with Incarnon evolutions. They take up a lot of space for no reason.  Can be arranged in a line instead of a circle.

     

    That will free some room to display more stats.  And scrolling exists too.   Can also display few stats in a single line, like Ammo max/ Mag size/ Pickup = 200 / 50 / 25  or Crit Chance/ Crit Mult = 50 / 2x

    • Like 5
  4. Hmm.     

    3 hours ago, --Leyenda-yight6 said:

    casting shock on an electric shield restores its duration only once.

    You must remember that you can put 6 shields.    And its kinda hard to keep track of their "hidden timers" to refresh em properly. 

    I think Expiring shields should flicker before they disappear.   With sound too.  Like.....Bzzzzzzz, bzzzzzzz, bzzz, bzzz, bz bz bz POP. Gone.   

     

    But easiest solution is "infinite refresh", especially because Shock's chaining is unpredictable af.     

    Spoiler

    OsYoW3g.jpg

     

  5. 3 hours ago, Densoro said:

    I agree that a buff menu option would address this beautifully.

    Depends on how its made. 

    If its hidden in the game Options menu and you have to scroll through ALL buffs there is to toggle them..... then its garbage.  People will quickly realize how they forgot what's on and what is off, and that there is no quick way to check it during the mission.

     

     I think that buff toggle should be right in the pause menu, front page.   Showing all squad mates and their buff abilities with toggle buttons next to them. 

     For example, you have 3 volts in your team.   But want Speed from only ONE.   So, you "mute" Speed for 2 other Volts.   Basically, it should be similar to voice chat "mute" function, but for abilities of the current team.    Option to "remember buff toggles" should be there in the menu too, so that you would not have to retoggle every run if you wanna.

    • Like 1
  6. 6 minutes ago, (PSN)robotwars7 said:

    the in-universe reason why we can't fight unarmed is because most of our enemies wear armor or are protected by shields, and striking them would do more damage to us than them

    No such thing.   Warframes are strong enough to rip out Orb's vents barehanded, and there is an "escape from prison" (after zanuka catches you iirc ) where you whoop enemies completely unarmed, while searching for your gear.

     

    • Like 3
  7. DE should just remove shots from melee combos.   You melee with light attack, and you shoot with heavy attack.    Same with Slams.  You slam with light, and you shoot from the air with heavy.

    Using Tennokai will let you shoot fast during melee combos with no combo cost.    

     

    There is only one thing....Tennokai should not "interrupt" combo.    It should be possible to Start combo>Tennokai>finish combo.

  8. I do not like Auras in general.

    You can't know what auras are already in the run if you join in.   And it takes too long to swap and coordinate em with the team through arsenal and chat.

    And i do not like how mandatory they are, because of bonus capacity they give....and that some give less than others.

     

    Auras are bad design in general.    In a freaking game that encourages unique personalized build, they allowed people to affect each other without any notice (and no, its not similar to buffs that you can at least ask to stop in mission)

  9. On 2023-09-28 at 6:37 PM, [DE]Juice said:

    Plunder

    Why did you guys put a simple "stack detonator" on a separate ability button?  This ability's effect can be added to Surge, Undertow or Swarm.  

    Replacing Undertow with this is just eh.   Especially because Undertow always can save you....and Plunder needs enemies and their armor. If there is a single strong enemy, you gonna have trouble.

    Anyway, a combination of Undertow and Plunder would be better IMO.  You keep Puddle and put armor steal on it. Done. 

     

     

    Also, why Corrosive?  PoE water deals Magnetic.  In some other areas its electrified (Grineer ships) or poisoned (Uranus sharkwing segments).     

    IMO, Hydroid's water (Undertow and Swarm) should conduct and boost all elements.    Similar to Zephyr's Tornadoes.  Shooting one tentacle with electric damage would send electric wave through all tentacles.   

     

     

     

     

    • Like 1
  10. At least its stock is not pointy.....   And it doesn't have golden needles all over it.

    Its on "safe" because its safe now.  It can sense enemies and disables safety when they are nearby.  Magic AK.  Its name is Merlin.  (Im just making up some bs, don't mind me.)

  11. 2 hours ago, quxier said:

    So it's not "transition but more like "end".

    Depends on.....how you play.    In my case, i usually transit from aerial gunplay to ground melee with it.    Delay after slam is tiny....never gave me trouble.  When i need to keep going after it, i roll-cancel, yes.

    When i move around, im usually airborne.  Slam is a quick way to land and deal some damage in the process.     

    Its way faster than falling down normally and then using quick melee, especially if you were like 40 meters above and will need to glide or roll to avoid heavylanding.   I just slam and then roll/melee.

  12.  Have you tried landing it on enemy's head directly? It IS affected by mods and does decent damage.

    I am pretty sure that Slams are meant to be used for "Direct hits" as a "transition attack".  Its a move that grounds you fast while hitting an enemy. 

    AoE is, in most cases, just a bonus effect. Only very few weapons have actually Damaging AoE of the Slam.

     

    The only thing i do not like is that Slam uses same button as Aerial melee....   I'd rather have only one type of slam but on a different button.

  13. Ability damage is not good, thats true.   But its countered by utility.  Impenetrable shield, Speed and decent CC that can cover a very large area.

     

    There are functionality "bugs" tho: 

    1) Passive is drained on Shot.  Should only drain on Hit (even then it will be pretty weak....needs some duration to at least buff several attacks)

    2) Shock's aiming is not very reliable.  It can chain very far away from group of enemies you aimed at.   And it doesn't stun enemies in animation.

    3) Carried Shield is dropped on transference.

    4) Discharge doesn't count as electric proc for some reason.  Weird.

     

    That, and Ability combos (Discharge + Shock and Shield + Shock) didn't age well.  Electric damage they deal really doesn't matter these days.

  14. Ash, tho, has Invis.    Even if his killing power is weaker....Invis is a strong tool.  It works well with Blade storm, allowing you to chill and mark your targets...or to sneak around.

    While Kullervo is very adept at killing....he is just that  ( killing tons of enemies fast is necessary only in Survival, Defense, Extermination, Disruption and Sanctuary )  

     

    If DE manage to add actual Smokescreen to Smokescreen, so that it could cover up Objectives and Team while making Ash invisible...... Then Ash's presence will be much more prominent on the battlefield. 

    • Like 1
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