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Maryph

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Posts posted by Maryph

  1. il y a 30 minutes, [DE]Megan a dit :

    Hello Tenno!

    Quick PSA to broadcast that the team is actively investigating a crash related to running Warframe on DirectX 12 on an AMD Graphics Card.

    From what we can tell, this impacts RDNA 2 and older GPUs; Radeon RX 7000 series do not seem to be effected.

    If you have experienced this crash, the current workaround is to switch back to DirectX 11 in the launcher for now.

    We will update this thread once we have found a solution and what the next steps are.

    Thank you!

    DirectX11.png

    Thank you, I thought it was linked to that. I crashed 6 times yesterday with the last crash killing my GPu driver and disconnecting the GPU (rx 6700xt).

    Went back to DX11 and nothing happened since. I've opened a support ticket with my logs, let's hope it gets resolved quickly ! 

    And no, it's not related at all to the Network Issue, those are separated problems most likely coming from Cross Save deployment.

  2. Le 28/10/2023 à 13:55, Vaml77 a dit :

    I watched the last devstream and they mentioned a possible nerf to his resource buff... Why take that action? Why not improve the power of other pets and give better reasons to use them? Or would another solution be to share this kavat buff with all the other pets? Today the kavat is the best and most used pet due to its critical chance and resource buff... I don't think it's fair to do that to it! There are other pets that no one uses like kavat adarza that doesn't buff the player who uses it and only the other players in the match... which is unfair in my opinion. There is no motivation whatsoever to use this adarza, helminth, kubrows and other types of pet. The "solution" of nerfing something that is useful is not a good practice or philosophy... there is a lack of depth in this discussion! My humble proposal would be to make this resource buff something common to all pets and the critical chance buff would be something optional that would come from the helminth. Today the most wronged pet is the adarza and the kubrow and some types infested with deimos. Or turn these usable resource and critical chance buffs into mods to be used on pets? If they really want to democratize the use of pets and forcing players to use other things is not the ideal path....the idea of nerfing the kavat's resource buffs will only create discontent in the warframe community.

    The CC buff is a nerf most of the time with common builds since it caps your crits for it's duration.

    The Resource buff will always be superior, now that the smeeta can't die, it's the logical choice for everyone to use, they removed what made the Vulpaphylas special while buffing the smeeta a lot more.

    They seriously need to think about an alternative or just slapping charm on every companion at this point, it wouldn't change anything. Even nerfing charm wouldn't do it as it's still a buff to affinity and drop amount. 

  3. Le 30/11/2022 à 17:01, [DE]Megan a dit :

     


    YARELI ABILITY CHANGES 

    Ride the wave, Tenno! Yareli has leveled up her water bending skills and increased her survivability with the following changes. 

    Passive

    • Added a 1 second delay before the Critical Flow buff ends after Yareli stops moving. 

    Sea Snares

    • Enemies captured in Sea Snares now have 200% Damage Vulnerability from all other sources (similar to Nezha’s Blazing Chakram). 
      • Enemies that are immune to Crowd Control (Eximus with remaining Overguard for example) will not be impacted by Sea Snares’ immobilizing effect (as intended), but will still be affected with Damage Vulnerability if caught by the ability. Sea Snares’ bubble effects will still circulate around  Crowd-Control-immune enemies to indicate that they are being affected by its Damage Vulnerability (and its other damaging effects).  
    • Increased the seek radius range of Yareli’s Sea Snares from 4m to 10m. 

    Merulina

    • For the first 4 seconds after casting, Merulina will gain Health instead of losing it when being attacked, similarly to how Iron Skin functions. Additionally, Yareli will be temporarily invulnerable during the damage absorption. 
    • Merulina will persist with your Warframe when transferring to and from Operator. 
      • Also enabled this for all other K-Drives and Warframes during Transference.


    Riptide

    • Riptide can now be cast in different ways for different effects:
      • Tap to create a Riptide water tornado that pulls in nearby enemies. 
        • Upon expiry of the ability, or when recasting while Riptide is still active,  the existing Riptide will explode. 
      • Press and hold to create a Riptide that automatically pulls enemies in and explodes them out (how it used to work before above changes). 
    • 2 seconds after casting, Riptide’s suction range now defaults to 5m (non-scaling). 
      • Similar to how Nezha’s Divine Spears impales and slams enemies in two separate actions, Riptide now pulls in enemies first and explodes in the next. 

    Yareli Fixes: 

    • Fixed Yareli going invisible during the Archon struggle animation in Archon Hunts if she is riding Merulina when the Archon grabs her. 
      • Once the interaction begins, Yareli will be dismounted from Merulina to struggle against the Archon. 
    • Fixed loss of function after hacking a panel while riding Merulina and then using Transference. 
    • Fixed Yareli Specter not using any abilities (apart from Merulina as intended). 


     

    I sure hope these aren't the final changes for Yareli, she still needs a lot of tweaks and bug fixing.
    Her one and the blade from the augment of her 3 are now slower to cast when on Merulina. Weird but you can only cast 3 rows of bubbles before entering a hidden cooldown while on Merulina whereas when you're on foot, you can spam it at will without any cooldown.
    Sure hopes it gets adressed.

    There's also a weird issue where if Yareli and her K-drive dies at the same time, the death animation don't play. Instead everything freezes but Yareli keeps playing her idle animation and every other animations (water bubbles, blood bubbles) are also playing.
    I'm not sure if the death of both Merulina and Yareli at the same time is the cause, but it made me loose 40 minutes of my time in SP conjunction survival and that was not really appreciated.

    Aside from Yareli, Grendel rework is great, he's useful now and not a chore to play with
    The Update as a whole is just a big gap filler, only effectively "filling" 2 hours of playtime but that was to be expected, I'm not at all surprised there. I might have expected a quest, but that would've been a miracle.

  4. Il y a 1 heure, Krankbert a dit :

    This game has had a consistent issue with really obvious bugs on clients for all the years I've been playing it, probably since the beginning. Once or twice is a hickup, the same type of issue cropping up again and again in every single major patch is a systemic problem with the way they do QA.

    That's because players are the QA for warframe or we wouldn't have bugs like loot tables not being correct or rewards being different for hosts and clients (this bug was there at practically every update btw).
    Still, I hope the support can actually do something about the lost items, there's going to be so many requests.

  5. There's a "new" bug with Yareli (maybe old since I don't play her that much).
    When an Ancient infested grabs you, he locks you in a state where you can't cast anything nor shoot.
    It happen while riding Merulina and it's really annoying.
    The augment is nice tho, should've been in the base kit but it's ok.

    • Like 1
  6. il y a 21 minutes, Rusty_Shackleford_Prime a dit :

    As for damage being bad, I've got I think 169 strength and enough duration for 15 shots on my build and 3 turrets kills groups of level 145 chg's and bombards in a few seconds. One thing I've found that makes a big difference is bunching up enemies enough for the punchthrough to do its thing and stack up the multiplier in fewer shots, so I've been using the ferrox for that. Then factor in stacking viral with a kuva nukor and you have a pretty well scaling crowd clearer. I can understand if that seems like too much work to make an ability work really well, but I've been enjoying my playstyle with it and I kinda think a lot of people are writing it off sooner than they should.
     

    253 strgh, 203 duration, 3 turrets don't even scratch the paint of 145 chg, DoT is ending before even killing one, are you sure about what you're saying ?
    Having to use 2 things plus the ability to make it work correctly against Higher lvl ennemies means it's not really working well

    If she had a 3rd tether coil grenade to quickly pack the mobs, it would be fine like that

     

  7. Il y a 19 heures, Mr.Holyroller a dit :

    Yeah id love if it was just duration based and capped at like 10x or something

    Well, it would be normal to have that
    Having it duration based AND ammunition based makes it clunky to use, you can't really place the turret somewhere to cover a point, you have to cast it every 4-5 seconds (depending on your mods)
    Even removing the duration and keeping the Ammo while capping it at 2-3 deployed at the same time, with a lvl scalin AND a multiplier cap would be a lot better
    Plus it costs a lot for something that needs to be spammed (64.5 in my actual build, every 4 seconds, that's just insane, don't really know if they tested it before putting her live)
    And her turret is S#&$ against higher lvl ennemies 120+, considering the new difficulty set that is coming, I don't think she'll be picked up that much often.
    Why deploying an ability that don't even kill things past a certain level when you have an overpowered melee, AOE guns, and even better frames with less energy hungry powers to do that ?
    Placing the turret is more time consuming than blindly firing with an acceltra in a pack of mobs (And that's actually what I'm doing, I usually forgot to place the turret)

    But anyway, everyone is hoping for things to change, but remember Revenant when everyone was saying that things needed tweaks or even big changes (that happened to some other frames too)
    We're just suggesting things, but in the end, they do whatever they want, and they'll surely not tweak the turret as suggested by the players that are actually playing her.

    Please, show me that I'm wrong here

  8. il y a 7 minutes, Mr.Holyroller a dit :

    A step in the right direction, but more work needs to be done.

    Currently, the only real way to min-max her is to build around hitting her 4 and them spamming grenades or turrets as much as possible in the time frame and refunding energy. It feels very clunky and I think its because the damage the turrets do and the damage the temporal anchor does and its range are mediocre.

    Blaze Artillery still needs more work to be anything comparable to just using mesa or a "meta" primary/secondary weapon.

    Issues:
    - You need to spam turrets for it to effective and its still worse than just using weapons.
    - The duration/shots system is terrible.
         - If its shots based, the duration should be much longer
         - I would much rather it not be shots based and just have a duration (8-10 seconds at max rank so the increasing damage per hit doesn't scale too out of control)

    Ideas:
    - Allow blaze artillery to be charged for additional affects
         - Option A: Triples the duration and shot maximum for 4x the cost
         - Option B: Deploys 3 turrets in a fan for triple the cost

    If feels like the gameplay design behind protea was confused about what they actually wanted her to do/be good at and what roles she fills or if she brings something new to the table.

    I want to like her a lot, but right now she still feels very clunky.

    Well, right now Blaze is worse than Vauban's nail turrets, so removing shots, and having it scale with ennemy level AND still keeping the combo while capping it at a fixed value, while also increasing a lot the duration (10 seconds) would be a lot more useful.

    Like I said in another post, they should not be afraid of making her op, since every single warframe is litterally way over the top when you play normal content ennemies.
    I get that they don't want to see proteas in every games, but right now, she does not have any identity.

  9. Turret should be duration based with strenght buffing both ammo and damages, it would be a lot less cast-consumming

    Range should also increase the angle, I don't know why it's not here, since every abilities with an angle can be increased with range

  10. il y a une heure, [DE]Megan a dit :

    As we pass our 7 day mark since the launch of The Deadlock Protocol on PC, our hands are busy at work making changes based on great player feedback! We hope to provide Protea with both visual improvements as well as touching on some Ability mechanic improvements. We’re aiming to slip this in before Console Cert as well so our Console Tenno can enjoy an improved version of Protea!


    Grenade Fan

    • Increased Duration of both grenades by 3 seconds.
    • Increased Range of both grenades at max rank from 4 to 5 meters.
      • For Shield Satellite, this applies to the grenade pickup Range.
    • Increased Shield Satellite grenade count from 3 to 4 to accommodate max Squad sizes.
    • Increased visibility FX on available Shield Satellite grenades to aid in differentiating between the two grenades.
    • Doubled the Damage of the Shrapnel Vortex grenade.
    • Fixed Protea's Grenade Fan/ Shield Satellites appearing giant while using Archwing.

    Our goal here is to improve efficacy, usability, and logic of Grenade Fan! 

    Blaze Artillery

    • Increased Duration of Blaze Artillery by 1 second, and doubled the Damage multiplier to compete against higher level enemies. Duration will now show in Arsenal stats instead of the maximum number of shots.
    • Protea’s Blaze Artillery will now shoot through Volt’s Shield, but won't benefit from its buffs.
    • Fixed Protea’s Blaze Artillery not targeting ragdolled enemies. 

    Our goal here is to keep the spirit of the rapid fire Artillery alive, with just a bit more punch. We will monitor for feedback after this change as well. 

    Dispensary

    • Protea’s Dispensary location is now displayed on the minimap in the form of the Ability icon.
      • Similar to Wisp’s Reservoirs! 

    Temporal Anchor

    • Protea is now invulnerable for the first 3 seconds of Temporal Anchor (i.e on cast, to prevent casting animation deaths).

    This invulnerability window is an important add based on all the ways players have used Temporal Anchor thus far - that key survivability reaction should include invulnerability. 

    We look forward to your feedback on these changes after they are live! 

    An ability like anchor in warframe is certainly not useful, there's no need for that, you can already do what anchor does but without the incovenient Anchor is bringing
    Just a thought, but you might reconsider that ability for something else, a bit more useful.

    What's funny though, is that you're really not wanting to give protea "OP" powers
    Considering the new Vauban can lockdown an entire map with two vortexes for 25 seconds, saryn has an almost infinite nuke with spores, Equinox can nuke entires rooms...

    I think you can really up a lot more to be on par with other frames, right now she's doing okish but others warframes are doing a much better job (Vauban with his nades, turrets, CC is litterally doing her work + a lot more, and the nail turrets of Vauban are scaling with the level of ennemies, you should really do that too for all of her offensive powers.)

    • Like 3
  11. Il y a 1 heure, Lenodas a dit :

    I've got the three known requiems (Vome, Ris, and a blank one) at this point, and I have the first one in the correct order, but it doesn't seem to matter how I order the other two, it always fails. I'm not sure if the blank one is supposed to be blank, or if its a bug, but its highlighted as if its known, unlike how its grayed out if it isn't. I've tried two other requiems in its place, khra and netra, but those didn't work either. Should I grind for the other 4 req's and just trial and error it? Or is there something I'm missing here?

     

    If you mod is destroyed (All 3 charges used) you'll still see it's name, but not it's Icon, that means it can no longer be used, so you've to farm for another or pick one from your inventory

  12. Trin can go to rot C with no effort, plus you don't need 500K focus to make it work
    And you don't need to go further than rot C, just leave and repeat
    Your strat sure is working, but it can be achieved with far less farming, and just one frame.

    And when I farmed it, I noted that when you're not following the defectors, infested tends to forget them and just spawn near you with little to no spawn near the defectors

    • Like 1
  13. il y a 52 minutes, MR9BCI a dit :

    Are 2 positives significantly worst than 3 positives? For example, is CC CD rivens are that much worse than CC CD MS/DMG? If it's just 2 positives we get better values than 3 positives. So considering that .. what's better? 

    Also let's assume that the 3rd stat in this case isn't mandatory other than boosting overall damage (like some melee rivens where just getting AS, Range or Combo outweighs all other calculations).

    Having a negative also boost the three other stats, so you might want to look at having one as well

  14. The teralyst is easy to do, even with a pub group
    And people know that if they tag they'll encounter some players that are not used to the eidolons
    Don't go solo tho, you'll not be able to take it down with your actual stuff

    The tridolons however are harder to do with a pub group, so find yourself a team first that is willing to teach you the basics of it before going for the trio 

  15. NMS deserves it.

    15 guys sticking with the game, and hard working even through the justified roasting they had at launch (thanks sony), the game is nice now, and it keeps getting better.

    As for destiny, EA, fortnite, and other things, they don't even deserve it.

    Destiny is even launching DLC of DLC (a season pass for the forsaken dlc that is not included in the forsaken base price) like wtf, it's 70 bucks for a full extension, are you kidding me ?
    The game cost roughly 140 if you bought it at launch lmao
    EA is a joke
    Fortnite, just a trend liked by kids, so sure it'll succeed 

  16. She's a good solo frame.
    Much like mirage or rev

    In a group you'll not be able to do much apart from healing team mates and trying to kill things with your 1 and 4 before volt nuke them.

    She suffer the same fate as rev, all of her power are useful at least.

    But most importantly, she's fun to use.


    The only well thought frame they put out was Harrow, all of his powers are useful and are working well together, and he is fun.
    The last two frame we had just have force synergies between their powers, and it makes them really clunky to use sometime because it breaks momentum.
     

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