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84773-RY

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Posts posted by 84773-RY

  1. I've seen this a couple times now. I play with a group of friends and I am designated host, due to my decent net connection.

    Occasionally, another of my friends becomes the chosen one, and in between selecting the mission and getting into it, we have a host migration and they become the host. This in itself causes no issues and aside from some lag in me joining the mission after everyone else, we don't loose anyone.

    When this happens on a Lich mission variant, no Thralls spawn. We have not seen Lichs spawn during these missions either, however the enemies are scaled and grineer'ed as expected.

     

    I'm guessing Kuva lich flags/spawns are not migrating properly. Not encountered a host migration mid-mission to make sure the thralls continue after this.

  2. I agree! 

    I had a Lich I planned to vanquish for their weapon, however with the quirk Always Hungry. Something about her always starting each fight talking about nutrient slurry or food pastes had me feeling a greater connection/fondness to them and so I converted them instead.

    I was most disappointed when she came to help me in a fight today talking about probability instead of her need to feed. 

    • Like 2
  3. Was just coming to the forum to post my own concepts for Wisp Augments, but first feedback!

     

    1st Ability- Reservoir Overflow:

    I like the idea but think it could easily step on toes when it comes to crowd control or weakening that other frames are good at.

    2nd Ability Idea #1- Unnamed:

    Not a huge fan of the idea, reminds me of Tracer's recall from overwatch. Since I use her number 2 almost always for manoeuvring, its not one I'd use.

    2nd Ability Idea #2- Dancing Lights:

    This one could be interesting, would like to see something like it in action.

    3rd Ability- Surge Repeater:

    Nice and simple, I like it! Would be nice to use when defending on a interception or other map with chokepoints.

    4th Ability- Elemental Gate:

    I'm a big fan of the ability myself, love the feeling of shining the sun on enemies to quickly erode away tough opponents. Some synergy with Reservoirs would be nice though and supercharging them with the gate sounds fun. Another tweak to this idea would be that while shining the gate on a Reservoir, it turns the whole reservoir into a void gate, blasting Sol power to all inside the zone and destroying the reservoir once the ability ends. 

     

     

    For my own ideas:

    1st Ability - Greater Reservoir

    Description: Reservoirs are placed twice the size, with double base strength and range but a maximum of two available to place. Changing Reservoir mode changes all existing Reservoirs to force a choice between mode. 

    2nd Ability - Fleeting Visions

    Description: The speed of Wil-O-Wisp is always the 'held' speed without the power key needing to be held. By holding the power key you will be teleported to its position on impact with a surface or duration expiry. 

    2nd Ability Idea 2 - Repeating Visions

    Description: When Wil-O-Wisp hits a surface it will rebound, to continue bouncing around the area. When teleported to, the ability is automatically re-cast at half power cost. 

    3rd Ability - Reservoir Surge

    Description: Using Breach Surge will also grant nearby allies with copies of any active Reservoirs you currently have, and refresh the duration of any Reservoirs. 

    4th Ability - Greater Gate

    Description: Wisp becomes the gate, enveloping herself with the power of the sun. The size of the beam is the size of her, damaging her in the process of its use, lowering her max health the longer the power is used.

  4. This is hopefully a nice easy one to address.

    After Railjack is unlocked, if you delete the dry dock, then navigate to the dry dock you get stuck in an endless loading screen.

    This can be done by fast-travelling to the railjack from the orbiter then using its navigation.

     

    As a 'bonus' bug I also found if you are still on a railjack mission when an update lands you are unable to return to the drydock to get your rewards and are forced to abort the current mission, resulting in the loss of rewards gathered.

  5. I have noticed on two missions now that Grineer cant use Ramparts. Seen on Earth and now on Sedna. I first saw this way back in nightwave 1 when the wolf minions would jump on the Ramparts, but thought it was isolated only to them.

    Grineer that attempt to freeze in place, do not turn and are stuck in mid run pose. They also show up on the mini map as an arrow.

    I've got some pictures found here:

    https://steamcommunity.com/sharedfiles/filedetails/?id=1904637446

    https://steamcommunity.com/sharedfiles/filedetails/?id=1904638012

    https://steamcommunity.com/sharedfiles/filedetails/?id=1904637718

     

    It looks like their cloning process may be deteriorating faster than expected with the loss of this skill. I think if one of the grineer leaders threatens them enough they might re-learn it.

  6. I personally enjoyed the fight. First time I played I soloed with Valkyr, and kinda ran about and experimented to work out what to do.

    Having fought sentients before I tried the operator weapon fairly early on and when I found after taking down the shield I could not harm it still, I jumped at it (Similar to Exploiter) in the hopes of finding a epic cut scene, and discovered the grab prompt. It was after this, it took me longer to work out what to do.

    I got the right idea by ramming against the conduits but due to not being charged they did not do much. Took me longer to work out they needed charging first. 

    Once land-bound I took down the back thingis a good 5+ times before by chance spotting the console button.

     

    However, once I eagerly invited a friend along they had a vastly different experience. The lasers Valkyr was able to mostly shrug off would one hit kill them, their cues too fast once lag was factored in for them to dodge. The Lotus transmissions took up way too much space for them to run and gun through. And often after they fall off they get blasted by one of the above lasers before they could recover. 

     

    I have the following ideas and suggestions however:

    • When you grab the Ropalolyst and ram an un-charged conduit, I would suggest a light zapping and either Lotus or Alad V announcing that you'd need more power than that. This would at least let you know you are on the right track.
    • The console to fire the laser could have more attention drawn to it. Maybe have it a big console, behind a big blast screen (replacing one of the cover-blocks that already exists) to draw more attention to it. A big conduit coming from that to the laser above could help too.
    • When Ropalolyst grabs you, the delay without being able to do anything is frustrating. I have a few suggestions there
      • Maybe it could immediately throw you, either off the map (with recovery option) or into the ground (for knockdown)
      • Another option is if it grabs you in your warframe to automatically force you into operator to fall down and attack to free your frame (or be pulled back and take damage)
      • For if your operator is grabbed, it could immediately crush you to take you back to your frame.
    • For the Lotus transmissions I think there should be two options when selecting the node, with transmissions, without. In a similar way to how you have the option when selecting nightmare or normal for a node. Without transmissions could also cut down the distance needed to travel to get to the fight.
    • I'm a little sad our operator did not react at all to what the lotus was saying, but can understand why as it would get in the way with how we feel with the new/revelation.
    • The grabbing of Ropalolyst could be an automatic thing same as Exploiter.
    • I'd also up the health a little (No more than double) and lower the damage by the same amount. This would be a fun mission for Zephyr to shine but if I recall she's not a tanky frame.
  7. A few ideas I have on the matter:

    K-Drives could be updated either with their own abilities or allow warframe abilities to be used. Ivara's Prowl, Valkyr's Hysteria and Limbo's rift thing could be pretty interesting to see while K-driving about.

    I would also suggest adding some sort of recovery button to hit if knocked off your K-drive. We are space ninjas, it would be awesome if even if knocked off, you could recover before hitting the ground to get back on it!

     

    For Archwing I think a simple solution would be allowing you to fly vertically upwards to a certain height to allow a 'fast travel' menu to pop up and select where you want to touch down, or allow you to return to Fortuna. This keeps the archwings different but gives the travel versatility to all archwings that is the issue currently. 

  8. To get the Nightwave 40 round mission, two friends and I spent an hour on the mission in an open air grineer tile. 

    On wave 37 a moa used Anti-grav grenade to send the enemy skyward, where it left the game bounds and draw distance, but still counted against us.

    We tried shooting it for 10 mins with no luck and so were forced to fail the mission. Wasting all that time and effort, and failing the nightwave.

     

    Please please please put a duration on the anti-grav grenade, or say if the enemy is more than 500 meters from the defence target to auto-kill them. 

    Screenshots: https://imgur.com/a/Pcd8UxO

  9. Watched the Twtich stream yesterday and half way in got my inbox message saying Ducats had been given to me for studying.

    However when I went to a relay to sell some things for more, I find I've got none. I had none before due to over-stretching to buy during his last visit (Need the shiny loots!), but this might have prevented me from gaining any more from the drop.

     

    Has anyone else seen this issue?

  10. When I first started playing Valkyr was my main, a position lost only when Khora came along. I still enjoy playing her, and love melee focused slaughters she lends herself towards. Her passives of no hard landings and faster recovery I often find myself missing with other frames, and the mobility granted by her 1 mean I always use her for Maroo's hunts. 

    That being said I never use her 3, unless I accidentally hit the button.

     

    Only changes I can think of are as follows:

    1) Might be fun to improve the enemy-targeting side. Maybe allow you to cast and hold to drag an enemy all the way to you for an automatic heavy melee hit? Might be cool if the line remains until released for terrain navigation too, to let you swing yourself.

    2) Think this is fine currently. Maybe a slight tweak to eternal war that if you hit an enemy with melee but someone else gets the kill, it still counts. 

    3) Could replace with something else also fitting. Maybe hitting 3 could launch you into the targeted enemy to literally tear them apart similar to her 4th's finishers. And gain health or an armor buff in the process. 

    4) I love this ability but admit I mostly break it out in emergencies, or to heal if running low on health. Maybe a mod could be added to automatically drop you into this ability when you hit 0hp, as a last ditch rage, at double energy cost per tick. 

  11. I love using Titania but do agree for high level content she spends more time on the floor than in the air. 

    Her abilities do need a rework I would agree, whenever I play her I use my energy exclusively for her 4th. As much as I like her 3rd for just temperately taking an enemy out of the fight, the fact it stops her dead to cast makes it a risk to use.

    For her passive I would like to see it change, her trampoline I've never seen anyone else take advantage of. A global evasion tweak could work, or maybe have the jump zone have a chance to knock down enemies if they step into it.

     

    In terms of the power suggestions, I do like the ideas with a few small tweaks:

    1) Maybe rather than shielding, could be themed as evading. Or maybe create razorflys that draw agro as they do currently with her 4th, saving her from being shot at in the first place.

    2) Something similar, but rather than giving status immunity, could allow razorflys summoned with other abilities to be healed/regenerated if enemies are killed in the zone. 

    3) I do like this one, wonder if it is possible to have the enemy 'accidentally' shooting each other while trying to hit fast moving razorflys.

  12. My friend who recently started playing picked Mag and uses her so much, we often mistake other mags in the wild for them! Her bullet magnet I'm told makes relay fights super easy and its always funny to watch the enemys suddenly lurch after being pulled.

    Currently working on getting all the parts for mag prime as a gift for them!

     

    Another friend who is a long term mag user only has one thing they want to see for her. They'd love to see the return of the clang/bang sound that you used to have from mag-ing people into walls as the sound was the most satisfying thing ever, they say. 😄

  13. I was discussing things with a friend and had an idea for tweaks to Ivara to fit her more methodical playstyle better.

    First change/idea was to make it take a few moments to enter stealth. The role of assassin is filled by Loki and showing clearer difference between the two may help.

    Secondly would be to improve her speed a little. Maybe allow sprinting and rolling but not bullet jumping while in prowl, or improve her base speed based on power strength up to and possibly exceeding base movement.

  14. I use Ivara whenever I need a stealth approach, and personally think her slow down is a good balance for how OP she feels when it comes to spy missions, or riven's requiring exterminates without detection.

    I do not think the bug should return for balance with other warframes. However what I would propose instead is to replace the Noise arrow with a 'Spring Arrow'.

    The Spring arrow could create a small zone that could launch you as if you had bullet jumped, if you jump while on it. Maybe also allowing it to damage/kill unsuspecting enemies if they step on it and launch themself into the ceilings. (Not sure if I'm doing it wrong, but personally never used a noise arrow)

    Failing that, I've heard suggestion of a Mod to allow Ivara to travel to the destination of her arrow after fired and controlled, that could aid with rapid travel if added.

  15. Fought him on a defence at level 75. Due to the fact it is a defence, we could not continue until he was dead, but he did not damage the defence target only us.

    I jumped onto a zipline while having agro and he simply stood still so we spent 15 mins non-stop firing to take him down.

  16. Only seen it once, on the Grineer tile set. Enemies were still able to pass through the door while it remained closed, and after the issue occurred a new player joined and could not pass through the door also. 

    I have been told by a friend even hosts can not pass through the door, and had a friend encounter the issue on their own. (not sure if they were simply on their own or solo mode)

  17. Been playing Khora myself and so far been enjoying the experience. 

    I know there are some negative views out there for her but I would say it comes down to play-style.

    I prefer frames that are more forgiving when it comes to making mistakes, and her reasonably high health/armour helps there. Having different modes for her pet allows me to support the team either through dps, control or healing without needing to micromanage ability use. And when things get a little heated, strangle-dome is great for giving pause to the enemy attack to recover. 

    I have been using her for Eidalon hunting as I'm not skilled enough to play trinity and her lack of armor means I go down fast, while Khora is able to shrug off a few blows long enough for her pet to heal you back up. Plus loosing energy is not an issue as she is still around to assist. 

    And of course, I love cats, and think her look is great! The utility of doubling up loot detection is nice too with two companions. 

  18. As I think a few people are aware, the operator ear accessories are misaligned if you use a combination of faces to make your operator.

    This has deterred me from getting plat ear covers, but over the weekend I gave in to get Boro Ki'teer's  Ki'teer solo earpiece. Sadly, as expected, this hovers a fair bit away from the ear of my operator. 

    This has also been raised in a bug way back in 2016. Operator Ear Accessories Mispositionned

    ?interpolation=lanczos-none&output-forma

    While I know it may not be possible to always work out the ear position, could sliders be added for location/rotation like for other items such as melee weapon holster points? This way if there is an issue, it can be tweaked. 

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