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Karl0vich

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Posts posted by Karl0vich

  1. So, I recently redownloaded Warframe on a laptop that I haven't used in a few months and it's downloaded fine and all that, but when I try to log in I'm getting the old "Verification Required" notice to check my e-mail and grab a code. I have 2FA enabled, and have access to said e-mail, but the verification e-mail is not being sent or not making it to my inbox. I've tried mutliple times to log in on said laptop since update 27.5.0 dropped, and still have yet to receive a single verification e-mail. I've checked my spam, inbox, tried checking directly on the PC as well as my mobile. Any suggestions as to what to do? Is anyone else having a similar issue? Should I send a ticket in? Any suggestions would be appreciated.

  2. All I ask is that you don't nerf the difficulty of this new content into oblivion like you did with Fortuna, Cetus, Arbitrations, and much more. Many people in the Warframe community have been crying out for tougher, "endgame" content for years. I've been playing for nearly three years myself, and would love to have some real, truly interesting and tough content to dig my teeth into.

    Also, DE mentioned difficulty levels ages ago; if you're going to nerf EVERYTHING anyway, maybe implement that sooner rather than later? Thanks.

    • Like 3
  3. 1 minute ago, MasterBurik said:

    ...so holding 3 would make the ability a "set and forget" +80-90% DR...

    Technically, yes. Although holding the ability again would change to a "disarm mode" allowing Baruuk to hand off darts to other players to give them DR, or disarm. Essentially, this change would allow players to manage their darts more effectively, and subsequently their own and allied DR better. 

  4. 6 minutes ago, Snydrex said:

     

    Elude: Augment makes you 100% dodgy when you stand still, but when you move, you can get shot. Or the reverse. If you're running and parkouring, you can't get hit, but if you stand still, you can get hit.

     

    I like this, a lot actually. Keeps better with Baruuk's pacifist theme than my idea I think. Thought, if movement caused you to have up to 100% elude chance, there would hardly be a downside, as there are really no situations in any given mission where standing perfectly still would provide a positive. That said, if it were standing still, I think also adding some sort of bonus aggro, making Baruuk a more priority target for mobs while he's standing still with this potential mod, would make it quite good.

  5. Hey there! Been looking at Baruuk for a while and thought of a few things. Just posting them here in case DE wants to steal use my ideas, free of charge! 

        Firstly let's look at Elude; The ability, as it currently stands, seems to work just fine, for me at least, does what it says it does, as long as your facing the direction of the melee or projectile Baruuk "eludes" the attack. It's not quite invincibility, as AOEs still affect him, and I've seem several boss attacks that I think  would count as melee (Lephantis scythe swing, for example) don't get eluded. I think the easiest syndicate mod to do would be for shots to be redirected toward other enemies, with a scaling amount of the original damage, or even boosted damage, depending on rank of the mod, when successfully eluded. This would be specifically targeting other enemies, not the same enemy that shot you, unless that is the only enemy within line of sight.

         Secondly, let's look at Lull; Enemies within 'x' amount of range, within line of sight, during a particular duration, slow down and then fall asleep for a given amount of time, when they wake up, their alert level is reset, and while asleep, they're open to finishers.Overall, wonderful ability, though I've heard some general complaints about the ability. For one, the time it takes for a given enemy to fall asleep is a bit slow, I personally don't mind as this is a pretty large scale CC and the slow windup and requirement of line of sight is balanced out by a persistent range. Speaking of the line of sight requirement, I find it to be actually useful. This keeps enemies from just sitting in their spawn after their nap, making it take less time to kill, as you aren't running around trying to find them after they've been slept. The 'simple' solution for a syndicate mod would be to drop the line of sight requirement, or the slowdown time, at the cost of range of the ability, and the persistent cast zone. This much shorter range, instant sleep, as you rank up the mod, the range gets bigger, to probably a maximum of 50% of the original range.

         Next, Desolate Hands; Now, currently Baruuk's 3 gives you 'x' amount of darts that automatically fly towards enemies within a given range to disarm opponents, and also fly towards allies to give them several automatic disarms. These darts also give baruuk, and his allies an amount of DR, based on how many darts they have, and the strength of Baruuk. I've found that a LOT of people would much rather keep up their DR, than disarm an opponent or give up their own DR to allies. Now, currently, if Baruuk is low on darts, or out of them completely, he can just tap 3 again for more darts, but in large hordes of enemies, where one might need DR the most, your just flinging them all off, one by one, until you're out again. What I propose is the ability to, when casting Desolate Hands to hold 3 to make the daggers spawn in an upright position, as they currently do. While in this position, they do not fly towards allies or enemies, and just give DR. Want to make your darts go on the offensive, or help your allies? Hold 3 to switch them to a horizontal position, facing outward, and then they act as they currently do. Want to summon them in 'offensive" position? Tap 3 instead of holding. Basically, holding 3 would cause Baruuk's darts to change from pure self-defense and disarm. Tapping 3 would still, with no darts on Baruuk, summon in disarm mode, and while still holding darts, would simply refresh the amount.  I think it would be even better if allied darts were affected by the position that Baruuk has chosen for his own darts, if the darts surrounding Baruuk are in self-defense mods, so are allies, if they're in disarm mode, an allies are as well. Further, while a dart DOES do a small amount of AOE damage when disarming an opponent, it doesn't disarm opponents damaged by said AOE. Those other enemies damaged in that little AOE blast should be disarmed as well. You could just as easily make the whole switching from self-defense to disarm mode ability a syndicate mod I suppose, but I imagine most players would simply always use it, as it would be a fantastic change to the ability.

         Further, let's look at Serene Storm, and Baruuk's Exalted Weapon, Desert Wind; As it stands, Baruuk's 4 is locked behind his Restraint. This ability cots no energy, unless you're channeling, which as it stands, when melee 3.0 comes out, will no longer be a thing, as far as I understand. I find a lot of people comparing Baruuk's 4 to Excalibur's 4, and say that Excalibur's ability is, at least when damage is concerned, is overall stronger. While this may be true, Baruuk has a lot more truly different powers tied in to each different sort of attack, and I think that's wonderful. My main concern is that mods seem to lack uniformity when looking at Baruuk's different blasts and punches. The statroll seems to show 0% status chance, and yet procs can still happen. I'm not sure if this means the blasts and the fists have different stats in actuality, or if the statroll is simply incorrect. My only real proposed change is to show what the actual physical punches do in the statroll, and what the blasts do in the statroll, ideally with accurate numbers. For a syndicate mod, I simply recommend a Chromatic Blade style mod, but keep the IPS stuff, and depending on energy colour, Baruuk leans more towards Impact, Puncture, or Slash. Obviously, due to Slash procs still being the "most useful" physical proc, I imagine most people will lean towards that but their you are. I think it would be more interesting if, it was more on a scale of red(slash), blue(impact), green(puncture), rather than just "it's this colour, so this is the dominant IPS" so a blue/green colour would mostly deal impact and puncture, and so on.

         Lastly, let's look at Restraint; As you have read, I have almost completely ignored Baruuk's passive. This is because, at this time, I find Baruuk's passive to be perfectly fine and balanced, with one exception: In multiplayer missions, it seems to, as long has you have large scale KPS/DPS Warframes in your party composition, it becomes tougher to erodes Baruuk's Restraint. The only, and rather simple fix to this, would be to add a multiplier to how fast the lock erodes, depending on how many other players are in mission. I personally don't have an issue, but it seems like something that would be welcome.

         I would like to thank anyone who's read this and taken it into consideration. Baruuk seems to be quite an interesting, and rather refreshing Warframe to play. 

  6. Hi there! I completed 'The Sacrifice' a few weeks ago,and checking my in-game achievements, I have noticed I haven't gotten credit for it. I've got the "Quest Completed" message in my Codex, I cannot repeat the quest (which I think is intended, but whatever.) but in my achievements it still says it's locked. Hoping for a quick fix for an achievement hunter.

  7. Was doing a Cetus mission moments ago with my new Zephyr Prime, came in for a landing with the first ability, and never actually landed. Hovered inches above the ground for the rest of the mission. (this happened before the end of round one) Could move, shoot, and (oddly) still jump. Seemed to be considered airborne still though as my aviator and agility drift mods seemed to be mitigating damage. Tried /unstuck twice, just moved me back a little in my path, still in the air. Completed mission, in Cetus, still airborne. Considering this happened with a Zephyr I'm not sure I can even be mad? Still, bugs are bugs! 

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