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Heidelgard

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Posts posted by Heidelgard

  1. I have experienced this bug twice: when the Railjack mission objectives are successfully completed and the timer to extract appears, if I'm still inside a Grineer space ship when the timer reaches zero, the game will get stuck like this

     

    rj.png

     

    And when this happens there's nothing I can do, pressing escape or other buttons have absolutely no effect, so I'm forced to close the game with ALT+F4.

    Other information: railjack skirmish mission, the very first level 1 mission on earth, solo mode.

  2. This bug is quite annoying because it makes the sheath of the katana completely pointless, as it disappears immediately after your first melee attack. But the thing is this bug has been reported for almost a year by now, so it may become like one of those bugs that will never get fixed.

     

    EX2.gif

  3. I feel like melee 3.0 works perfectly with a few melee weapons but poorly with many of them. For example sword and shield combat has never been this good before, but nikana and gunblade have suffered alot. So maybe with some fixes and adjustments they can improve the combat system for every weapon type.

  4. I have used the Zenistar alot too and that's why I kinda agree with the nerf, I mean yea it was cool to have a constant area damage and status for 45 seconds every time you throw the disk ... but it's also true that it was a little bit too much cheap power in our hands. 

    • Like 1
  5. Just reporting a small detail, I'm using Silva and Aegis with Eleventh Storm stance, then I execute the neutral right click combo to throw the shield, and when the shield comes back to me, it shrinks to its smaller version and same for the mace. It's a bit unpleasant to see and I don't think this is wanted.

     

    ezgif-5-f45392f3de19.gif

  6. I would LOVE if the enemies could actually counter your warframe powers, so that way there would be a challenge. Mostly because atm the enemies AI is no much more than brain dead cannon meat. So maybe we could have some special endgame enemy units that can analyze your warframe and after collecting enough data about which type of frame you are, the game will spawn some enemies that have specific equipment made for countering your abilities. For example if you're an invisible frame like Ivara, they can come with some special flashlights attached on their weapons and their light beams will reveal you even if you're invisible. Or another example, if you're Frost some enemies will have heated armors, so they can effectively reduce the freeze effect duration and damage; and if you're a tanky frame like Rhino they may come with heavy guns like arch guns and those rockets can knock you down even if you should be immune to them; and if you're a Saryn they may come with hazmat suits to reduce some incoming elemental damage. 

    I could go on with more examples, but I think you get the idea

  7. Maybe we can give a fresh new purpose to the heavy attacks, like maybe if you attack an enemy that has few hp and your attack is going to overkill him, after charging the heavy attack your character will execute a spectacular and brutal melee finisher to completely annihilate your opponent, and there could be an animation or two for each weapon type. Also killing an enemy this way will increase your combo counter by many points, so it can have a function and not just look cool. Or we could also have a separate mod configuration just for heavy attacks, instead of using the same slots for the melee weapon, maybe we can see them like an augment slot that will affect the charged attacks only, and then we may have a few new mods that can give more special features to our heavy attacks, like triggering an elemental effect in a small area (could be with a cooldown).

    And please, whatever you do, let us use heavy attacks by holding down E again

  8. As a sword and shield melee player, I can say that this update finally brings glory this weapon category! Final Harbinger is no longer uncontrollable, you can choose when to execute slashes or a leap forward to close the gap, love it, outstanding!

    The 100% damage blocked with a successful block is very useful for the survivability of squishy frames, as you can keep blocking and retreat from the enemy while letting the shield recharge, another brilliant change!

    But one thing that I don't like is the need to have another keybind for executing heavy attacks, it's a bit uncomfortable, can't we just use them by holding down the E attack (default melee attack button)? Correct me if I am wrong, but I think that holding E button does nothing now, it's a bit of a waste.

    Anyway I feel like this new melee system, where the combos will change depending if you are stationary or moving forward, could be further expanded in future, adding new attacks with new animations if the player is moving backwards or sideways, so for example if I'm moving backward my idea would be to execute a quick slash to the enemy in front of me while at the same time rolling or jumping back, it can be defensive or offensive, because I may want to retreat or to get myself ready for a leaping forward attack that can do area damage. Same thing for moving sideways, we could have some spinning slashes or jumping attacks depending on the stances, to reach and attack the enemies on our sides, as part of a combo!

    • Like 4
  9. On 2019-10-18 at 9:20 PM, [DE]Helen said:

    Return of Manual Blocking and Melee State

    It took months, I can't believe this is true now!!

    I've lost the count of the feedback posts I had made right about that problem, and now I can fully enjoy this game again!

    I'm impressed, I actually had lost hope but now it's real ... I dunno what to say, thank you developers!

    • Like 1
  10. I agree with everything you said, and I also was reporting the same issues more than a month ago.

    It was a joy to use melee back then, and now for me it's a pain and I can't get used to it.

    I can only hope that we are forced to use this new clunky system to beta test it, and that the developers are collecting information and feedback to improve it in a next update ... or at least to give us more customization and choices. I would be happy enough with a simple toggle "Use Melee 2.0 / Melee 3.0" .

  11. Well when playing in public with a random team, the game is not really a co op, more like 4 players playing solo in the same map, so I usually don't expect much.

    A way to create co op experience can be opening a little clan with your friends or other players that share your playing style. That's what I did and it lets me enjoy this game much more.

  12. How about a Duo system?

    A player can choose to create a duo team with another player, then the two of them will become mission partners.

    As long as they remain a team, they can level up their partnership level by playing together, and they can unlock some rewards at every rank. And in addition there can be Duo missions, missions for a 2 players team that can only be played together with your mission partner and they are supposed to be pretty challenging.

  13. And sadly it's not just about exalted weapons, with this melee system I can't even perform melee block combos, because most of the times it automatically switches to my gun instead.

    I had to abandon a couple of stances because of this!!

    The melee system doesn't have too try to guess what I want to do, most of the times it fails, and I don't wanna fail in game because of a bad unwanted game mechanic.

    I remain open for changes in the next melee phase, but at the current state, it stinks.

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