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Gentleman_Bird

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Posts posted by Gentleman_Bird

  1. 32 minutes ago, (PS4)Silverback73 said:

    I’m missing the SH!T out of old-school channeling with my Volt right now.

    It was/is underutilized and supremely effective and gave us free “Energy Flow Ephemera”.  

    The quick-swap and 30 degree ground slams don’t really make up for it’s absence, and now momentum-and-movement-breaking poses when they were espousing simplicity and streamlined Melee?  Is it like Valkyr’s 4th??

    Please address, DE.

     

    Channeling is still in the game, it's set to secondary fire by default.

    • Like 1
  2. Alright, so I was looking through my clan contributions, and I noticed something weird. At one point, I donated a Vitus Essence. This left me thoroughly confused. Why? Why would I donate a Vitus Essence? Is there any clan item that even requires a Vitus Essence? So I looked in my clan's resource pool, and there is no Vitus Essence there. This means that the Vitus essence I donated was used on something, and I have no idea what.

     

    Does anyone know if there is any clan research or anything that requires a Vitus Essence?

  3. 1 minute ago, Naftal said:

    The buff I want to dual wielding is that you can throw as many glaives as you have time for while in the air. Currently you'll have to do anything that resets bullet jumping and rolling to be able to throw the glaive again. This feels just awkward and puts me away from the weapon.

    Yeah, that would be a good thing to fix. 

     

    A couple more ideas I just thought of:

    Add the ability to "mark" enemies while you're charging up the glaive throw to have the glaive target those specific enemies for ricochet kills, similarly to how Ash's bladestorm marking works. Right now the enemies that are targeted by ricochet kills seems random, so it would be nice to have more control over it.

     

    Here's just another random glaive idea: Mini-glaives (Or one large glaive with detachable mini-glaves.) that allow you to throw multiple glaives at once.

     

    I also need to test if the new Amalgam Organ Shatter mod works on glaives. That might change things up.

  4. Another idea that I forgot to put in my original post: have getting hits with your secondary weapon preserve your melee combo. The current combo system results in your melee combo breaking if you swap to using your secondary weapon, especially if you don't have any combo duration mods. If they make it so that shooting an enemy in dual wielding mode resets the combo expiration timer, it will encourage players to fluidly move back and forth between melee and secondary fire.

  5. For those who don't know, if you equip a glaive and a one handed secondary weapon, you can "dual wield" them when you have your secondary pulled out. At the moment, this is pretty neat to experiment with for a few minutes before moving on to something more useful. I'm not sure if there's something in the works or not for changing dual wielding in the melee 3.0 update, but the melee phase 1 update made the whole thing pretty much obselete since you can now switch from melee to gun instantly. Therefore, I think it would be nice to give dual wielding some boosts to make it either more practical, or more fun.

     

    Idea 1: auto-blocking while dual wielding. Since you have your glaive pulled out anyway when you have your secondary, it might as well auto-block gunfire when you're not aiming or attacking, just like it does in melee only mode.

     

    Idea 2: Combo attacks with the glaive + secondary weapon. I'm talking about doing stuff like throwing the glaive, then shooting it to make it explode and amplify damage. Might not be practical, but it'll probably be fun.

     

    Idea 3: Orvius stuff. Orvius has the unique mechanic of stunning an enemy when hit with a channeled orvius. This mechanic will probably get reworked anyway, since channeling is going away with melee 3.0, but it would be neat if they changed things up to make it work better with dual wielding. Right now, Orvius only stuns an enemy for 3 seconds. I'm thinking either increase this time so that you can put an enemy out of commission while you shoot stuff, or have an extra effect happen when you shoot an enemy stunned by the orvius.

    • Like 1
  6. 31 minutes ago, Evil.Eye said:

    Only way i can see a proper challenging Raid work in this game is to Limit What can be brought on mission and what can be used and have it limited to 4 players and be More reliant on stealth as opposed to bringing the biggest loudest weaponry and heaviest tank.

    See, the problem with stealth is, what happens if you get caught? Does the mission fail? Do you need to completely restart? That's gonna be a hard no from me.

     

    I would love some more stealth content in the game, but I don't think it's gonna fit with raids.

  7. Amalgam Barrel Diffusion's dodge speed bonus seems to have no effect on Hildryn, probably because Hildryn's dodge animation is different that other warframes.

     

    I tested putting Amalgam Barrel Diffusion on my secondary weapon as well as Hildryn's exalted weapon, neither of which seems to have any effect on her dodge animation.

  8. For an endgame raid, I want a challenge that will test your skill in every aspect of the game. I want an exciting series of connected events, such as infiltrating a ship to disable their weaponry, allowing us to archwing down to the planet's surface to take down a boss there. I want enemies with unique weapons and elemental effects that requires planning and preparation to effectively take down. 

     

    What I don't want is a "Screw up once and start the whole level over" mechanic.

  9. Alright, so I've been playing Hildryn for a bit, and there are a few things that just feel off. Here's a few things that I feel will make Hildryn feel better to play

    1. Let us activate Balefire while Aegis Storm is active

    I don't know if this is a bug or something, but I can't activate Balefire while I'm flying with Aegis Storm. If I remember to activate Balefire before I lift off, I'm good to go. If I forget and activate Aegis Storm first, I'm stuck up there without a weapon and I have to awkwardly land, activate Balefire, then activate Aegis Storm again. Better yet, just automatically activate Balefire when Aegis Storm is activated. It's not like you have anything else to use your mouse button on while you're up there.

     

    2. Don't have elevation change affect Aegis Storm's flight.

    Currently, if you fly over a lower elevation area, you automatically lose altitude. This simply doesn't feel very good, I feel like I'm having control taken away from me. And if you happen to fly over a bottomless pit, you're going to awkwardly and helplessly float down toward impending doom. (Although there aren't any real consequences to falling, that feeling of helplessness just isn't good.)

     

    3. Increase Balefire's fire rate while Aegis Storm is active.

    Aegis storm is supposed to be your ultimate ability, so it would make sense to give more potential damage output while it's active. Hildryn already gets a second cosmetic Balefire gun. Why not let us use it?

     

    4. Let us fly faster

    Being able to use the roll button in the air is good, but I would still like an option to increase speed at least a little bit, maybe tie it to the sprint button.

     

    5. Give us some indication of armor damage done with Shield Pillage.

    When stealing shields, you get a nice damage number showing how much shields the enemy loses, and how much shields you will gain. It would be nice to have something similar for armored enemies. Even if it's impossible to quantify and display the amount of armor stripped from the enemy, it would be nice to know how much shields I would get from that enemy.

     

    6. Have enemies drop an energy orb on death due to Aegis Storm's energy field.

    Energy drops due to Aegis Storm feels inconsistent. Unless I'm missing something, there doesn't seem to be a pattern for energy drops, and lower level enemies usually die before any energy drops at all. Having enemies drop energy on death would fix this.

     

    7. Let the Toggle Crouch button cause Hildryn to fly lower during Aegis Storm

    I use toggle crouch instead of hold to crouch, so I unmapped my hold to crouch button. Because of this, it's impossible for me to intentionally fly lower during Aegis Storm.

     

    That's all I got. Some of these ideas might be dumb, but I think this would make Hildryn feel better to play.

  10. On 2019-03-10 at 1:22 PM, bibmobello said:

    Or maybe it's more easy for them  to change the color of a weapon, increase some stats and everyone it's happy! A bit of brainstorming and creating new mechanics it's too complicated...

    Only 2 prime weapons(if i remember good) have special abilities: pyranha prime and ballistica prime.

    well, Prisma Grinlok is supposed to just be a modification of the Grinlok, it wouldn't make sense if both weapons are that different. The creation of new mechanics makes more sense when making entirely new weapons.

  11. One overlooked aspect to the melee changes is how it affects Heavy Weapons. When I summon my arch-gun after the update, I found that it's impossible to switch to a different weapon using the weapon swap button. The  only way to get rid of the heavy weapon after you summon it is to exhaust all your ammo.

    • Like 1
  12. I did one round of Buried Debt fissures, and somewhere along the line I got a Lazulite toroid, worth 12k Vox standing, and I have no idea where I got it. It would be nice to farm these since i need max rank in Vox Solaris to get Hildryn. Anyone know where they drop?

  13. I agree with the shooting range. At the very least, I would like a shortcut to the simulacrum. I don’t really like the process of going to a relay, loading screen, going to Simaris, going to simulacrum, loading screen.

    At least half of that travel time can be cut out.

    • Like 3
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