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Quimoth

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  1. Not all warframes with voidshells have a real good alternate skin. In addition, you have so many different materials to pick from you can fine-tune even further than usual. Why would you need Gamma color picker if you have the Default color picker? I can assure you the effect of some materials on the effects and colors of your warframe is greater than what you can achieve using color pickers (and I collect color pickers even though I mostly stick to a select set of 5) Any cosmetic could be argued to be a waste of money and resources... the entire game could be argued to be just that. I don't use a lot of chest pieces of armor sets, should we ask DE to stop making chest pieces? Fashionframe exists and it is a good source of money for DE, hence why there are so many different customization options. The value it brings to you personally is not really going to matter. EDIT: Without armor pieces with material customization (voidshells), it becomes pretty hard to actually do proper fashion frame with voidshell however. There aren't that many armor sets and syandanas that can work well with voidshells.
  2. If you can't wait till someone trades you, so you start a mission... why are you surprised that the other side values their time too? Do you realize that: you are being selfish? those players would also rather spend their time enjoying a mission, but they put that aside because they want that item? being unable to read chat is a settings issue? being unable to respond to a chat message while in a mission is a skill issue? you have a whole list of bogus (fake and non-existant) excuses not to respond to people? which in most of the world is considered rude Sorry OP, this seems a you issue, not a them issue.
  3. But considering how little the last tutorial rework improved... I doubt more tutorials are going to cut it. Add to that the dozens of systems we have to customize and play with... yeah it just wont work.
  4. Kullervo's bane always drops when you fight Kullervo. Do Steel Path if you want to do fewer fights. https://warframe.fandom.com/wiki/Kullervo's_Bane As stated above you can fight him even if he is not a part of the bounty itself as long as you do not play lone story mode. On average you should expect 9 normal or 7 SP kullervo fights to obtain the required Kullervo's Bane (excluding the rauta). This means it is pretty much normal compared to other warframes. You could argue that having to do all the other Duviri stuff makes the grind longer... but you need to farm a lot more pathos clamps than you need kullervo's bane. In all honesty, even if you only fight him when he is part of the bounty and without steel path modifier... you are likely to have 2 kullervo's crafted and a rauta before you are done grinding pathos clamps. I see Kullervo as a nice side objective, I usually fight him when I can, sometimes just to break the pace a little between the 3 undercroft portals for duviri acranes. TL;DR; No the grind is pretty much normal for a warfame. Do Steel Path if you want to do less (only if your gear selection is decent for orowyrm)
  5. Which contradicts that EHP should be useful because those mods that provide it. For EHP to be useful, modding EHP should matter. If you don't make it matter just remove the health and shields system and make us immortal already. Why waste the in-between area? Disabling health/s wouldn't improve the game, the regeneration of health is a huge part of the kit of those frames that have it. In addition if health orbs and operator healing methods still work you are not doing much to begin with. With every addition you make I begin to see more, not less flaws in the design.
  6. I'd say that some of the combined elements are already popular and strong enough to be excluded from this list. If you did check the health types of the murmur and culverin you would have noticed they are either neutral or weak to radiation damage. I doubt that it is a coincidence. I can see innate blast or magnetic be a thing. Viral and corrosive are too good to be put on a single mod in my opinion. Although in the end base damage/dps of the weapon will matter more. You can already mod certain weapons to have a lot of different status effects, usually these weapons aren't really A or S tier however. Phage can combine Viral, Blast/heat, Radiation and Corrosive but what is the point if it still deals very little damage and has poor dps and ammo economy?
  7. Sorry but this last, bit... I couldn't disagree more with you. How is it bad for people to have to mod for EHP to get EHP? Hint: its not, so its not a sacrifice, it is a CHOICE. How is it actually a mod slot sacrifice when I can get Nidus to heal more health/s than he can take damage with your current idea and JUST the umbral set? What is the point of health and armor mods when you do not need them? What is the point in not modding for immortality when you can? I haven't even touched yet on how this arcane could make an entire squad immortal by stacking armor auras, using Oberon renewal + hallowed ground combination and many other methods that would make it pretty trivial to get even a trinity that heals more health per second than she can ever take. How do you take into account archon shards that can provide armor and health/s to frames? How do you take into account abilities that grant armor? I don't mind the general idea of giving health only frames some form of a grace period or other mechanic against one-shots... but your current suggestion is ridiculously overpowered and has way to many edge-scenarios that aren't covered/considered. TL;DR; Modding for EHP when you want to tank a lot is not a "bad" sacrifice. It also contradicts the last line of your original post. Your current suggestion even in watered down form is still stupidly broken and having it scale with armor or other stats simply will never fix that issue.
  8. Definitely a nice take for such a change, especially for those frames without shields and/or (innate) overguard. For reference: EHP, Effective Hit/Health Points = HP * (armor + 300) / (300 * (1-dr) * (1+modifier)) So just to clarify a bit and crunch the numbers. Nidus Prime. A random reasonable build with 3 umbra forma and adaptation taken. 1820 health 1470 armor (umbral set) +900 with arcane guardian proc Damage reduction of 90% from parasitic link Damage reduction of 90% from adapatation 1820 * 2670 / (300 * 0.1 * 0.1 * 1) = 1.619.800 EHP Your suggested arcane would cap the damage dealt to this same nidus to 100.000 / 2370 = 42 or 100.000 / 1470 = 68 It is clear both numbers are way to low especially since you can easily mod and obtain way beyond this level of armor. Here i assume that after this arcane has done its work you do NOT further apply any damage reduction effects like parasitic link or adaptation can do. Since this arcane is targeting those frames that do have high EHP, you might want to not include armor alone in this. It wont do the game balance any good and will require a complete revamp of all other armor and damage reduction related content just to fit this arcane in. My proposed alternatives to your current approach: Give the arcane a flat %hp/s cap (say, 60/50/40/30% max hp/s), this would already be stupid easy to recover from since space kid can literally heal 25% max hp/s. Don't cap it by second but instead by hit, even with your current suggested numbers this would make all tanks still stupidly immortal even vs level cap enemies. Preferably add a mod that grants all frames some way of obtaining small amounts of overguard (and by extension overgate or whatever you want to call it) Adjust the way energy to hp mods work, does anyone actually still use them with the current state of shield-gating and what not? Think of something that scales on % base armor from mods, flat numbers will simply create numbers that are too stupid big to be ever good. You MUST take into account that things like Defy, Vex Armor, Atlas (passive), etc. exist.
  9. You do realize you are saying nano spores can't drop from enemies? How on earth would you spot players with millions upon millions of those if they only dropped from containers? Planet-wide resource drop rates are not listed per enemy and not listed in the drop tables either. The exception being some recently added resources like hexenon etc. Link to wiki on region resources: https://warframe.fandom.com/wiki/Region_Resource
  10. Sorry to say this but you are spoiled or just uninformed. You have so many ways to restore energy or increase the speed at which you restore energy from other sources these days. The reason we shouldn't be getting any other efficiency mods is because of blind rage. I have a blind rage rank 6 for a reason, adding a stronger streamline would simply remove the need for that rank 6 and thereby increase power strength of those builds by 36% with no costs or drawbacks. Adding an augur like efficiency mod doesn't make much sense either given how powerful efficiency already is. TL;DR; No need for more efficiency in mods, just be efficient yourself.
  11. I guess you play kuva survival outside of the kuva fortress? Or didn't you know you can check the resources that drop in the kuva fortress by: Hovering the extractor icon while selecting kuva fortress Using a search engine or the wiki to find the info If you did either of the above you wouldn't be acting like neural sensors do not drop in the kuva fortress tileset. Back on topic, Nekros Desecrate does not stack, 2 Nekros really doesn't help you. Having a Charm (Smeeta Kavat), Spare Parts (sentinel mod) can help. Having a Khora or Hydroid with augment can stack with Nekros Desecrate, but not with each-other. As with everything that is chance based it does not always act the way human intuition thinks it should act. It has been proven time and time again that our intuition is very bad at statistics and probability.
  12. I'd assume just by logging in with the same credentials you use for your PC-Warframe account (or merged account, it should be the same after link/merge).
  13. Have you checked your account details? this can be done through the website/forum. Verify that the email listed is the one you are using and check your spam folder.
  14. Especially for lower-end hardware it can be really annoying. The bigger issue I have with being put into a player hub is that you do not get a exit option in your player menu, you first have to exit the player hub. This is especially annoying when playing openworld, zariman, necralisk/sanctum or railjack missions where the official extraction brings you to a player hub. While some content might be "fixed" to also allow exiting to orbiter without losing mission rewards. I still avoid using "exit to orbiter" just because of the long history and inconsistencies between these various game-types/modes. Giving players a little more control on where to exit to would be nice, especially when playing on public squads (with random people and no clear way to tell where you might end-up). I can definitely understand players wanting to end-up in the relay just for the chance at getting free boosts from blessings.
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