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About runx0

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  1. @[DE]Pablo I think this iteration of Saryn (or the spores) is actually quite decent. I played some ESO (solo) and also some normal missions with Saryn and I think I am liking what I am seeing. No longer will one be able to just spore an enemy and go hide in some corner, but keeping up the spores actually takes some effort. This is really good, because playing warframe actively is much more interesting than waiting passively something to happen. The spread of the spores is much better now, which was not really the case before this patch. I checked the damage ramp-up in simulacrum, because it would be difficult to see during the normal gameplay and I can see the nerf there easily, but it is not bad at all considering I am testing against Lv.155 corrupted heavy gunners. While playing ESO it was still killing enemies to the last wave (8) good as long as I was keeping the spores up after enemies died to it. I also did some normal start chart missions (syndicates, alerts, etc) with Saryn and it was fine, I could easily see the spread being better and while the damage ramp-up was slower than before, the low level enemies still got killed quite fast, faster than I could shoot them down with my shotgun in most cases, especially if the enemies were behind geometry or just otherwise scattered a lot. For the first time ever when I am playing Saryn, I feel I am being active thanks to the change of spores not spreading on their own. Thanks for these changes, they were much needed.
  2. runx0

    Melee: Present and Future goals!

    This has probably been mentioned before (I haven't read the whole thread) but I will mention this anyway. I've been playing a bit with melee lately and I have noticed that your melee swings can actually be blocked by other enemies. If there are two enemies so that one is behind the other and you swing at the enemies, the one that is behind the other enemy does not get hit for whatever reason. By all means, if my great sword cleaves enemy in half and there is an enemy behind the splitted personality, that enemy should definitely get hit too. Melee weapons should have similar punch through as ignis has for example. It goes through enemies, but not through walls.
  3. @[DE]Saske This is still happening. I managed to somehow fix it by swapping to my primary and secondary weapons and reloading them both, after few swaps I could throw the disc again but it was a pain to swap out of the zenistar as it basically took 2 minutes of trying to do that.
  4. As mentioned before, stealth is almost completely broken now:
  5. runx0

    Update 22.20 and broken stealth

    @[DE]Saske As the topic suggests, the latest update broke the stealth almost completely. It is very difficult if not impossible to keep the stealth multiplier going because enemies can and will detect you all the time even when they have been put to sleep. I made a video where this clearly shows and also one can notice how the grineer are actually noticing player while they are on the sleep and start yelling. I did the test with my strun wraith and silent battery, but it is exactly the same with melee weapons.
  6. @[DE]Pablo @[DE]Saske Saryn's spores are still broken. I am not exactly sure what triggers this, but it makes spores unusable as the game thinks they are active somehow. As you can see in the image, the damage counter is up there but no enemies are affected, also the small ability indicator is active.
  7. runx0

    Melee: Present and Future goals!

    Please, make it go away. It would also be much more interesting if the melee range did not exceed 20 meters like it does with some builds as this is completely absurd.
  8. Ok I just spent an hour or so playing around with Khora and I have to say that the changes are pretty decent so far. Some opinions: #1 The whip: Nice damage output and range, but seems to still miss obvious shots sometimes #2 Entanglement: For some reason it still feels very inconsistent on grabbing the enemies #3 Venari: Very good changes here, but I also feel that Venari is a bit lazy sometimes. Can you increase the ferociousness of Venari and make her attack/use abilities with less delay? It's like there is sometimes some delay when the cat is just taking a posture and not doing anything for some seconds. #4 Strangledome: I am not sure about this ability, it feels a bit out of place. It does grab enemies and even deals some damage to them, but I don't know in the end. If it has to stay like this, I suppose it could use some more range and maybe even damage.
  9. runx0

    Thanks For Watching Prime Time #205!

    @[DE]Rebecca I absolutely and completely loved the reaction for "never seen before thing in warframe". is that.... inappropriate? did someone propose, is this love? what is it, what am I looking at? And then the realization finally came. Absolutely beautiful, keep up the good work
  10. runx0

    Ongoing Sanctuary Onslaught Recalibration

    These changes are exactly what I was hoping for and what I also told my friends / clanmates as what I would like to see. For this, I shall reward you with: +1000 respect points! Thank you for doing this change.
  11. runx0

    Sanctuary Onslaught: Difficulty Changes!

    Fix it. Give us strong enemies to shoot at. The kind of enemies that will wreck you if you go in half-assed. I guess I am too late though as the damage appears to have been done already, and apparently you did not listen to the people voicing their concerns in this thread. I just hope that at some point you will learn to really listen to people and think for a little moment before doing your changes. EDIT: It would appear I judged the changes too hastily. The difficulty level is actually quite fine and the enemies are not complete pussies compared to what they used to be, so this is in fact a good thing. I will, however, still disagree completely with the efficiency change as it is absolutely not needed.
  12. I am sorry but I have to ask you guys, what on earth are you doing? Why can not you fix the enemy scaling properly and why can not we have uncapped enemy levels later on in the elite onslaught? Why does the efficiency have to ramp up even more than what it already was? This game is already way too easy as it is, unless one is willing to spend hours in some endless crap that scales slowly. I was really happy about the fact that in onslaught elite the starting level of enemies was decent and it ramped up from there nicely, actually providing some challenge at least. The one issue my friends and I have about warframe is the lack of challenge and high level missions and we really, really hoped this onslaught would give us that but no, you just take it away and make it another useless weak enemy boredomness.
  13. runx0

    Khora's Planned Changes

    Please let Venari die as she dies currently, without bleedout timer. Let her to be recast with ability 3 though, even if it would mean increased energy cost. The reasoning: The pets are stupid and they go get stuck, get killed and otherwise do stupid things which lead to their untimely demise. When one is doing high intensity content, one might not have the time (or the will) to revive a fallen pet during the bleedout, because it eats up precious seconds that might cost you the mission. Nothing is more annoying that reviving a stupid pet (except reviving warframes that didn't want to bring HP mods when rank0 and leveling) that decided to do stupid things and got downed, so just die off and we'll revive you with an ability cast. Even worse, it would be really bad design if it was actually possible to somehow lose an entire ability for the remaining mission just because the pet AI did not really live up to the expectations of what it should actually be doing and the only way of bringing it back would cost you affinity and a revive. Keep Venari a summon and/or make her recastable in the event she dies, like it is now on live.
  14. @[DE]Saske One more of the bugs encountered while doing kuva survival. The kuva catalyst can sometimes get stuck in a falling animation while it keeps falling off the map.
  15. @[DE]Saske This happened to us today while we were doing a kuva survival, while I have no idea what triggered the bug, I decided to take in-game video for showing off the bug. One of the kuva nodes did not accept any of the kuva catalysts we brought to it.