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Casardis

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Posts posted by Casardis

  1. Saryn's Toxic Lash REMOVES the 100% damage block to apply the old system of blocking in percentage, making it a debuff of blocking.

    Please replace the "bonus Damage Blocked" of Toxic Lash into something fitting of the new system.

  2. 3 minutes ago, (XB1)Togashi said:

    Yea, it looks bad in my opinion. 

    I am on XOne X, and figured maybe it was a console thing, but none of the other melee weapons I use on a regular basis look anything like that. 

    Personally the ephemera and the sword skin are disappointing. 

    I hope the operators outfit doesn't look this bad. 

    It doesn't look bad thankfully. You can preview it from the Nightwave rewards you'll see high quality chitinous infested plates done with lots of care, especially compared to Maligna.

  3. Not only is it inferior in quality to prehistorical items such as Dual Ichor and Tennogen such as Claymire and Ungulata, but the texture quality of the Maligna skin looks like something that belongs to 2013 Warframe, not 2019. It's almost as if DE forgot to put the HD textures for it and left only the low definition version. I might sound harsh, but look at it yourself. It has lower texture quality than a SUGATRA.

    I posted this on the feedback section in case it's intended, but I'm more and more convinced it's a bug.

    UWSVHB3.png  3wXflpQ.png 

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    You can also compare to last year's preview of the sword, which actually has higher quality textures. Notice the glistening on the fleshy part of the sword, VS how pixelated it looks now

    ecd284244f425c7d9225750d5cbc8427.png

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    a8Ime3d.png

  4. EDIT: As for patch 25.6.2, the specular maps seem fixed. However, since the diffuse maps are still low-res, I will assume it's intended and therefore, I'll keep this feedback as a criticism in hopes for better quality.

    Post image

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    Why can't it be on par with newer items from the Nightwave, such as the Emissary armor? Heck, look at how it looks compared to infested sugatras and age-old items such as Dual Ichor and the Mucusk Syandana.

    Spoiler

    UWSVHB3.png  3wXflpQ.png 

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    • Like 3
  5. Can confirm. You can't pick up non-vacuum loot either (cores). You also cannot interact with any objects, including hacking consoles, opening consoles, capturing a target, etc

    This seems to happen often when I switch to Operator at least once during the mission. The bug will then stay for the rest of the session

  6. Can confirm. You can't pick up non-vacuum loot either (cores). You also cannot interact with any objects, including hacking consoles, opening consoles, capturing a target, etc.

    This seems to happen often when I switch to Operator at least once during the mission. The bug will then stay for the rest of the session

     

  7. This JUST happened to me as well. It makes many public Arbitration almost impossible to complete because of that. You described exactly how this can occur:
    1- Player dies and leaves
    2- Revive tower and UI messages remain
    3- More players join in afterward before the lock
    4- Said players die later and don't spawn a revive tower
    5- Survivors get gimped due to perma-debuffs from revive tokens that cannot be dispensed.

    D_8QQkVXUAE0aOF?format=jpg&name=large

    • Like 1
  8. 1. Nightwave creds need to be consistent throughout the entire Nightwave, for each rank
    Those who need the rewards from the creds shop the most have the hardest time doing all acts each week (usually the newer players). Those who can do every acts don't need most of what the shop has in stores. Additionally, Prestige grants credits, but the people who can reach that are, again, the people who need cred shop items the less. Credit gain was my first worry and criticism before release and still is to this day, even with the increased number of creds spread out in the Nightwave itself. I believe at the very least, each rank should give a number of credits, maybe 5 or 10.

    As another example of possible solution, if we still have a similar "fugitive capture" system in this one (currently we don't...), players should be given credits with EACH rank ups and each fugitive captures because of the points of my first post. That way, newer players can get rewarded more often and make purchases from the shop, and it rewards people from simply playing the game.

    2. Bounty counts should be for bounty STAGES, not complete bounties
    Halving the numbers may not change the low engagement in bounty variety for Nightwave by design. People may still be inclined on picking the lowest tier bounty and repeating that task (or Stage 2 of Profit-Taker if it's on the Vallis) because that's the quickest and most efficient solution. Technically, you're being punished (in time investment) for doing higher tiers. Reducing from 10 to 5 will not change that fact.

    Proposed change: count the Bounty STAGES instead of whole bounty. For example, if you make it 15 stages required for a weekly, it will take 5 runs of low-tier bounties (which would match the 5 total bounties of your current proposed change), 4 runs of mid-tier, or 3 runs of high-tier. This may make players feel less strong-armed to play low bounties on repeat, as we won't be "penalized" in time-investment for picking higher tiers. Rather, we'll be rewarded if we're able to handle that tier. You'll also be able to kill two birds with one stone should higher-tier bounties have rewards you're looking for (Augur Secrets, etc).

    • Like 4
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