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CanOfCraig

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Everything posted by CanOfCraig

  1. I see it as a nerf because it removes the ability to equip Merulina guardian, a powerhouse of an augment. The mod actually makes me upset because we should just have the ability to dismount and re mount in mission. Now that the code is there to have Merulina follow you at heel, it feels like even more of a blatant oversight if not stubborn refusal to improve Yareli's K driving experience in game. All of this could have just been added to the ability. I will fully admit though between my issue with Loyal, and Onos not transforming while on Merulina (even though the weapon more or less NEEDS the fire rate that Yareli gets from Merulina guardian to work well) this whole update leaves me with nothing but a sour taste in terms of how Yareli has been treated. like Dante is good, so that's a positive, but the rest of the update hasn't given me much to celebrate.
  2. I would like to start this by saying my opinion on Loyal Merulina is that it does nothing but weaken her kit to equip. I've been a Yareli main for a while, I am one who K drives in missions regularly without issue, and I find using the K drive in mission to give me more speed, and better mobility than standard warframe bullet jump movement. The mod itself feels like a brush off to say to people who never really tried to play Yareli "Fine. No K drive, Ya happy?" - I don't believe those people would ever actually enjoy Yareli, and I'd be curious to know if they are playing her in a week, a month, a year from now (well i suppose next year she gets a prime, but you know what I mean) I will also concede that there needed to be some option around it for a while as playing with K drive on controller is quite terrible indeed. My issue today isn't with people who don't want to learn K drive, it's more the tale of two augments. Merulina Guardian, and Loyal Merulina. We now have two augments for an ability when one of them is only really a half measure. I don't think loyal Merulina should exist at all. I think that we should be able to maintain our cast of her, and be able to dismount/remount without another cast. The addition of having Merulina cast sea snares was more nice before experiencing it. I'm not sure if my testing methods were the best but I noticed no damage increase from her sea snares, as well as the fact that she only casts one bubble, rather than five. Had she acted more like a companion pet and done proper sea snaring, I might see value in the augment - but as is I think it should be considered to dissolve the augment into standard mechanic with the ability to charge the ability to summon Merulina without mounting, and also provide the option to get on/off at will without losing the damage reduction buff. PS : Get good at K drive, trust me it's actually solid in missions if you give it more than a half attempt to learn.
  3. you can't double dip with two augments for the same ability - the game won't let you equip both.
  4. I'd just like to express how disappointing it is that the Ohnos will not transform while riding Merulina while playing with yareli. It's a postil, she's great with pistols, and literally every other incarnon weapon works with her in K drive state. I have a feeling the argument for it not working is going to be something along the lines of "well we decided for whatever reason that yareli is left handed when on K drive, and don't want to make the art team flip the model just for one warframe's use" I would like to counter that in advance with - The weapon doesn't even show up in her hands on Merulina/K drive just let me shoot my big buster cannon bullets?
  5. As someone who's been a long time Yareli main, I would honestly argue that Loyal Merulina is a meme of a mod that does nothing but weaken Yareli's kit. unless I was bugged or something merulina was only casting a single sea snare per 2 seconds and I wasn't getting damage increase out of them at all in testing. Merulina Guardian is an actual good mod that adds synergy to the kit while doubling down on what Yareli does best (Blasting fools with a secondary weapon) I'm aware that my opinion comes from a position of "Most people need to just learn to K drive" but my hope with this mod was that it would actually make it worth playing yareli on controller where K drive controls while shooting are in my opinion "Yucky" but overall it just solidifies my opinion that if you can't K drive, just go play any other warframe.
  6. I love these changes but see something that feels missed. Mods like Assault Mode/Striker waste a whole mod slot just letting sentinel companion use the weapon you already need to equip and mod separately. Is there a chance we can see a death to this mod and the behavior of attacking be set to weather or not I gave the thing a gun to shoot? If it needs to be a compromise can there be behavioral mods that dictate weather the companion attacks freely, or attacks to assist enemies you've already attacked as a mod to the weapon, and not the companion preferably as some new exilus type to refrain from wasting mod spots on behavior. TL;DR Please Kill Assault mode mods. Edit: Also will we be getting a balance pass on companion weapons - many of them have some base stats that are more just sad to look at than anything. ie. Artax with it's 2% crit chance, 3% status chance, 1.5% crit multiplier, and 5 cold damage.
  7. I've taken the time to think this through over a few days, and even bought the pack myself. And now I'll break down my final thoughts on this pack here... I paid 100$ for 2 deluxe skins, 2 accessories, a pallet, some plat, and a currency that holds virtually no value for me as I've played the game for a while (I don't think Regal Aya is a terrible thing itself. but the only thing I can get with it are horribly dated syndana's and noggles - so effectively it means nothing to me) My opinions are this... 1. This price too damn high. the pack would sit much better at 50$ with no regal aya, and no "accolade" I streamed for 4 years and feel lucky every day to have the accolade for the creator program, but one for being bad with money feels icky to put next to it, and honestly I hope we get an option to display or hide accolades in the future. 2. I want to support DE. but I never want to support limited digital items again. Please take this product into a seasonal sales direction if it needs to be limited at all. It's a slap against those who support you now but can't spend a silly amount of money on a skin in a videogame, and a slap against every single player who picks up warframe after the skins are no longer available. If I wanted an NFT, I'd buy an NFT 3. I hope this practice is dropped - full stop. I've looked at the early access to Wayfinder and find the same issue I have with this skin pack. I really hope I don't see it in SoulFrame. If you want to give a special sticker or early entry at the start of a games life, cool, whatever. they are small things you can do to show appreciation to those who support something early. However, The practice of giving something big, like a really cool skin that is more or less only ever going to be used as a way to flex on those without is more of a 'fighting for survival' move, rather than 'sustaining a community' move. I'm more than willing to throw money at Warframe - but this isn't the way I want to go about it, and I don't think it's a good way to go about doing it. Were I given a magic wand to re do this set. I would do the following. 1. remove the Regal Aya. 2. have options to buy each skin/Signa in their own packs (ie. Mag Pack, Frost Pack) 3. Make Signa Only packs. (I promise you will make more money off of this than you think) 4. Play the "Stop it, Get some help" meme for whoever came up with the Risen pack - and throw the pallet into the anniversary set as a free to play item. 5. drop the price. 69.69 Canadian for everything seems like a nice price. (though 55 would be better) 6. Make them only available during Anniversary events. Thank you for coming to my ted Talk #MakeMerulinaGuardianAnExilusModPlzKThx
  8. I love this idea! I would love to see it expanded on with Damage Number Alpha scales as sometimes even numbers as they are block critical hit target view, and though I love to see my big red crits, I would also love to see through them. This becomes a bigger issue when you're playing with high fire rate weapons.
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