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(XBOX)DisGrl

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Posts posted by (XBOX)DisGrl

  1. Like honestly, why does it exist?

    I understand that it may be to make levels more challenging, or to lock one of the more advanced warframes to more experienced players;

    But honestly

    Either remove it, or fix it. Add Pointsharing or something.

    I not saying it's not manageable, but I just don't understand why it exists. I know it has to do with lore, due to the fact Kela De Thaym is there; and she is one of the more looked up to grineer.

    Also the nodes, don't remove them, turn them into somethig else, like the Index.

    Thank you!

    P.s sorry if I sound mad, im tired.

  2. 58 minutes ago, SenorClipClop said:

    Name one other combo, apart from Nuke Saryn, that allows a player to kill all Starchart enemies within 20 meters (plus mods, which can stretch the range to ~35m without negative effects) of the player in seconds, through walls, without line-of-sight, without moving the character, for the press of two buttons. (By the way, Radial Javelin requires line-of-sight on its targets.)

    Lmao easy: Nova, Volt, Hydroid I guess, Mirage, Ember.

  3. Saryn was much worse before, same with Ember. Do NOT ever expect that DE will change Warframes --or hell, the main game-- to shape and conform to newer players like you. There are much more players than you think in this game, and prettymuch all of them have been nerfed in some way because of players like you who want to change stuff even if you don't have much experience in the game like you said. Do not ever expect a Saryn nerf, she is an all rounded frame. Like I said earlier, there are MANY more frames who can do her job just as well if not better than her. Like I also said earlier, get Saryn; she is locked from newer players as her parts are found on the last planet in the game, PLUS to fight the boss you need "Judgement Points", which are acquired after completing an Arena mission like Yam on Sedna. These "Arena" missions only give you 10-15 points, and you need 25 to fight the boss Kela De Thaym.

    Veterans play Saryn because they had to grind a little to much to get to MR25 or so, they are just making it easier on themselves. It would be a little undermining if I said I have PTSD from farming so much. Saryn is a frame ONLY offered to ENDGAME players. Don't want to play with them? Don't. Simple.

    DE has really bad matchmaking, like Overwatch and games like that; just deal with it. Who tf cares about how many kills you got after a mission. Don't like the player playing with you? Complaining won't fix it. Do NOT expect DE to baby you all the way to the Chimera quest, and do NOT expect them to change a loved warframe to fit your playstyle.

  4. 7 hours ago, XaoGarrent said:

    It wasn't very long ago, actually. This really does demonstrate just how inexperienced you are.

    If you knew the game, you'd know you're still at the point where Ember stomps everything into the ground. Nothing has changed from your perspective, but you have no clue that's the case because you're literally too new to know how the Ember nerf went down. The Ember nerfs did the exact opposite of what they intended. She's still a starchart stomper, just now it's much, much harder to make her work into higher levels. Well, there is one way to make her "useful," but you would cry about that too since it basically involves having a Mesa or the like AFK near the Ember.

    This is not the fate Saryn should suffer, and if she does people like you will just go on to whinge about something else because you don't know how the game works. I know how you lot are, I've seen you do your thing in dozens of games, I've even seen your kind completely kill a few of them. Because you're never happy. Ever. There will always be something else, because you're operating on relativist logic.

    This is a line of logic that just goes around in circles over and over, and misses the point completely. They already butchered Ember, and here you are, fresh off the boat even, asking for more blood. Not only that, but you're asking them to butcher what is effectively intended as an endgame frame (Basic Saryn is locked behind a boss at the very end of the starchart for a reason) because her 4 can flatten low level enemies. Well guess what, Oberon, yes Oberon, does the same thing, but for cheaper and with even less button presses. You ever seen a max range Oberon on sub level 30 corpus missions? Well, nerf Saryn and maybe you will. And you'll reeeeeee about that too. 

    Any level 30 forma'd caster-y frame is going to do this, even ones that aren't designed for high end damage. Volt can do what Saryn does well up to and even a bit past Hydron, except with one button. What you're doing is like complaining a level 100 character in an MMO can stomp level 20 enemies, it's frankly nonsensical. It's unfortunate that DE put things that fully kitted out vets want in areas with new players. It's also a shame that only just recently have they been adding end game content for people to use their maxed out builds in. But that's just the reality of the situation.

    You put it in the perfect words.

  5. 3 hours ago, Marakai said:

    Ow, I am sorry, you have to stand still and press 3 buttons. My bad.

    Saryn and Saryn Prime are both misunderstood for being easy to play, it's really quite the opposite, you actually need to go out and kill enemies to spread the spores. Her abilities allow her to CC extremely well, deleting a map is just part of this game. I have tried to AFK as you said in this post, and it just completely removes a Saryn's utility. Try getting her before you jump to such conclusions, you will see she takes a lot more effort than you think. These people can nuke maps using Corrupted Mods where if you did not know always come with a catch, a really heavy catch; like much less efficiency, strength, duration, and other stuff like that. People build their Saryns to nuke. A normal Saryn that is built towards normal gameplay will just be another frame.

    Try getting her first; try her, she is NOT op, she is only op when you build her to be, just like MANY other frames that can nuke.

    Excal, Nova, and Volt are great examples.

  6. 10 minutes ago, (PS4)Rafahil said:

    "Maybe make it so they revive your allies too.Still it sucks that your thralls can be killed so easily by everyone which is the reason I never enthrall anyone to begin with since it's so redundant...."

    Hmmm, good idea! So as it stands, Enthrall is infact redundant as the enthralled enemies do die pretty quickly, how about...

    Possible Enthrall rework:

    Enthralled enemies have a chance to become a vomvalyst ghost form on death; these will still revive Revenant when he is downed, but do not attack enemies (Their color changes with the Revenants energy color to not confuse players with the real ones in the plains); enthralled enemies (that have not died) have a chance to create one of those projectile thingies that explode into a flurry of deadly homing missiles whose damage scales with the base health of the Thralled enemies averaged.

    Passive:

    Enthralled enemies will rush to Revenants aid, or his teammates aid if downed. When solo; Enthralled enemies rush to Revenants aid, sacrificing their lives to revive Revenant.

  7. On 2018-11-15 at 7:49 PM, Brynhilden said:

    I wanted to share a little feedback on her twin tails as I couldn't find anything related. I think her twin tails are too stiff. Shouldn't they be a little more fluid and less rigid and not 100% connected to her head movement instead?

    The only reference I can think of would be Ne zha's tassels. I'd imagine it'd be something similar to that but with a bit more form instead of being 100% cloth simulation. It feels weird as it is right now and due to the fact that it's so stiff the clipping is horrendous.

    Some images for reference on the issue below.

    https://imgur.com/a/9ndQvH0

     

    They also move strangely to the opposite direction of the head movement, similar to Wukongs energy strand things. I honestly think it is weird due to the fact that physics do not work like that. They should probably do the same to Wukong.

  8. On 2018-11-20 at 7:23 PM, Shadowh4nd said:

    The problem:

    • I can throw down my 1 and 4 and go AFK for the next minute. When I come back, and if I'm even barely competent with mallet placement, I will have vastly higher kills than my teammates.
    • Her 2 ability is buggy enough that it needs augmented to retain its effectiveness**.
    • Her 3 ability is off sync, and the only time it reliably affects teammates is when playing something like [Song: Headache Flower].

     ** This may be a little bit of a stretch, you can definitely still use your roller ball all over, but it's ineffective when you need it the most because it kinda goes on "adventures".

     

    Suggested changes:

    • Her 1 is stupid strong if it's just left in spot and absolutely trivializes defense and mobile defense. To nerf it, and to encourage usage of her 2 in tandem, I suggest mallet be made in a directional cone with range affecting its width.
    • Her 2 would be the only way the mallet would have AOE damage.
    • Correctly hitting a buff from her 3 would buff all nearby teammates also, rather than requiring them to dance. (Which, admittedly, sounds like it would be less fun, but seriously, they can't get it. If you're using a custom song it's not going to happen.)

     

    I honestly think that while Octavia can be boring, she is in a really good place right now. You actually have to do something to ensure your 3 gives you stronger buffs; wether that be jumping, crouching, or shooting to the melody. Probably the only problem she has is how to get her neuros, which was the most pain I have ever been through. Her other parts are quite fun to farm but this isn't the main topic rn.

  9. 33 minutes ago, (XB1)DisGrl said:

    Maybe Thralls rushing to revive Rev have a chance to cause an enemy affected by Revs energy spike to explode (after Rev has been revived) into an AOE explosion that heals teammates or gives them a short health regeneration similar to Energizing Dash that scales in strength with power strength and duration with power duration. This will reward teammates that are giving a helping hand to Revenant.

    (add what you said earlier about not letting him die for CC)

    And/or make it so that when Rev is being revived, the Thralls that had just revived him turn into those projectiles that the Eidolons shoot into the air that turn into a flurry of homing missiles. Damage, again, scaling with strength.

  10. 6 minutes ago, (XB1)GearsMatrix301 said:

    Eh, not a huge fan of a passive that’s restricted to use when you’re dead. 

    And Trinity's passive is only useful when someone is bleeding out, yet here we are. Still a better idea than Revenants current passive that is only useful when your shields are down, and shields regen preeetty quickly.

  11. 12 minutes ago, krc473 said:

    "Perhaps combine this kind of thing with Thrall reviving? It would add some benefit to keeping the thralls."

    Maybe Thralls rushing to revive Rev have a chance to cause an enemy affected by Revs energy spike to explode (after Rev has been revived) into an AOE explosion that heals teammates or gives them a short health regeneration similar to Energizing Dash that scales in strength with power strength and duration with power duration. This will reward teammates that are giving a helping hand to Revenant.

    (add what you said earlier about not letting him die for CC)

  12. 1 minute ago, krc473 said:

    "...But why would I revive you if you can just suppress the room full of enemies until you bleed out? It would need to be balanced in a way that promotes reviving Revenant, not letting them die for CC."

    True that, maybe just take out damage and knockdown and give enemies a generous magnetic and radiation debuff, now that I think about it, that would not be too bad; enemies could attack each other. People would not let rev die if enemies would not get knocked down. That seems better.

    But then again, enemies do jack-diddly squat for damage against each other.

    (Sorry if I sound sarcastic)^^

  13. 10 minutes ago, krc473 said:

    "I am not sure how useful it would be to have the pulsing waves. Some people might find it to be very annoying. The damage wont be anything useful at all"

    Maybe less visual clutter than the real thing? Possibly have damage scale with power strength or just completely scrap the damage and replace it with the knocking down of enemies to make it easier for revives? I just want the better for revvy boi.

  14. You know what would be cool?

    uh...me neither.

    Actually, i think Revenants passive needs a little bit of a rework to feel more...er...Eidolon.

    My ideas include:

    -When revenant is bleeding out, he does something extremely similar to an energy spike, constantly emitting waves of energy that damage enemies.

    You probably detected a prob, bob.

    What do you do when solo?

    - When Revenant dies, he goes into a stage similar to an eidolon after his (or hers) four joints are destroyed by a lananananka, preferably making the adorable little roars too. The energy spike effect remains, except for the fact that intead of the waves going out and growing, they are coming towards Revenant and shrinking, like the final stage of the Eidolon. These waves drain health from enemies and revive revenant, as to not waste your precious limited revives.

    OR

    Assuming Enthrall will get reworked; his enthralled enemies will rush to him, sacrificing their lives to help the poor guy out. They will basically assume the position of the Vomvalysts in the final stage of the Eidolon fight. When they finally reach him, they will disappear into a cool, like really cool effect that revives him. I think atleast three Enthralls will be required to revive him, so that Enthrall would not be completely useless.

    So what do you guys think? I think that this will totally help the future of Revenant and his Eidolon Disco Awesomness.

    Until the next post!

    See ya!

  15. So I really like Warframe, but there is one problem; the fact that once you complete a quest that rewards a warframe's main blueprint, you cannot receice that blueprint if you make the mistake of selling it earlier in your in-game expeirience. So why am I complaining? Because back in when I first completed the New Strange quest, I sold the main blueprint for chroma, thinking I could just re-buy it for credits in the market. Skip a few months, and I completed the Octavias Anthem quest. Again, I sold it and now I can't get my hands on Octavia without having to either grind in trade chat or pay for her. Now I can'thave one of the two, in my opinion, coolest looking frames in the game. I did something stupid when I was new to the game, and now I have to ultimately pay for it, both figuratively and literally. My suggestion is: Just allow players to re-buy the main blueprints after completing the quest. Thanks for hearing me out guys!

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