NekroArts
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Posts posted by NekroArts
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1 hour ago, Stormandreas said:
Rebecca said they are thinking on 2 Arcanes max. Not Arcane Energize, just Arcane (general).
At 9:38
Quote...I think we're going to make this store "beatable" because we got some feedback and we saw people doing um a very serious amount of grinding, which is just... Sometimes we get a little shy when we're like "yeah, go grind for 30 days straight and get [Arcane]... Like it's not that we don't want you to get the Arcanes, we're going to let you get them, of course, but will you'll be able to get a hundred sets? No. It's a burnout precaution, so our intention and my um... approach uh... discussing with the team on this "is there a way we can give you the Arcanes in a event, but not have you burn yourself out and just just do it. Like I'm thinking two sets max for the store, so you can get two sets of Arcane Energize for example. That's just an honest wild card thing and that's uh... relevant to you if you are planning things out.
Disregarding the "burnout" parts, she heavily implies (if not explicitly) said that you'll only be able to get two sets of each Arcanes and not individual Arcanes in general. Even then, she seemed skeptical of that number and so am I - it's too low, it might be higher just not the "high" you and the others want.
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What you want from DA and EDA is extremely short-sighted.
- The research points rng. All player will have week(s) where the combination is not in their favor, yet you can still circumvent that rng by being lucky/fortunate enough to get players with favorable rng. You will get carried.
- Mission progress has surface level info. The closes thing to useful is "damage dealt" and "total kills" and I still consider the entirety of the mission progression UI to be "misleading". The oldest proof I can remember is when Augmented Enemy Shields in Sortie was literally bullet sponge. Most players back then didn't know how toxin really work and were confused when they saw a player that did the least amount of damage, yet got the most kills. In DA/EDA we do more damage to trash mobs than to Necramechs and The Fragmented; assuming the conditions are constant for both, I accumulated more total damage with 15 shots on a trash enemy than 15 shots on boss/mini boss. Which makes stats like this one below not representing what's really happening.
Spoiler- Majority of players takes these "false" stats at some accurate measurements of performance. How many of you notice/experience the weirdness between "damage dealt" and "damage dealt to the murmur"? (look at the image below) Mission progress needs to present relative information that accurately shows a players performance and contribution to the team. Sure you got carried by the one with the most damage and kills, but a player with a lot of sustained healing/overguard was the one that made it possible, or the defensive/cc that protected the defense target allowing to focus on killing.
Spoiler"Wanting to prevent people from circumventing the rng and getting carried", I feel like is going cause the points below to grow more than what they are currently :
- Sympathizers who understands the unfortunate of unfavorable rng willing to help out
- Players working off of unreliable stats, potentially measuring theirs and others' contribution falsely, and acting "off" from it
- By situation, hypocritical players that won't accept being underserving of the rewards despite getting carried
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16 hours ago, UnstarPrime said:
On Week 3, the Exterminate at the beginning of our run took so much longer than it should have because the tiny Necramechs would lose their arms and be left without weak points, meaning that they had an additional 90% DR that made them a tedious chore to whittle down.
In all honestly, this can stay. I ran as Frost stripping all the armor, making them much easier to kill.
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13 minutes ago, _Anise_ said:
but I keep getting instantly downed while at full shields without being able to react!
Just to be sure.
Arcane Resistance resist the toxin status effect, but not the damage itself. A player/enemy that has a toxin "modifier" causes a portion of their damage to go through shields.
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Unless the player(s) likes to do Archimedea just to help, there's no reason to go back to it for the rest of the week after getting the rewards.
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12 hours ago, Drachnyn said:
I think the 37 reward being just 50 vosfor is to encourage people to skip out on the modifier they like the least.
I believe this so much with how the rewards are in this game.
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My loadout option changed, did this happen to anyone else?
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When I saw the possible gear I could run to increase my research, I notice that the game also gave me a choice to run a weapon that I don't own. There's already a post from someone who doesn't own any of the listed melee weapons, so they either need to go out and craft it or potentially miss out on that week. Is that suppose to happen?
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Not surprised when you really think about it.
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There's a reactive crystal hidden within one of the decorations on the right balcony.
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Assuming I maxed out my standing, after purchasing the shard, I have 4 free weeks on not doing bounties. Any Vocas I picked up will mostly be between the start, objective(s), and the extraction point; those will be used when I can't/don't want to do bounties. Despite Kahl being only weekly for about 15-20 minutes, I feel I have more freedom with Cavia in terms this being a schedule.
New and unfinish players will be the ones likely to burnout trying to purchase/complete everything from Bird, but after that it's gets much more casual.
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34 minutes ago, Nev3rD1E said:Oi Oi Oi DE WHAT DID YOU DO TO THOSE EXIMUS NOW, EH? AND WHY YOU DIDNT YOU TELL US ABOUT IT?for everyone who doesnt know what I m talking about, Eximus units are now totally resistant to any ccs....What were you thinking. JUST WHAT.
You're late by about 2 years and their thinking can be found here.
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I'm thinking this as I'm going along and not tested, but I think there might be a weird interaction if you have other players that gives invisibility. Only frames with innate invisibility have the option to do this, so the other players might be subjected to the source's option.
If not this then, yeah, it's a bug.
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New mechanic to choose what kind of invisibility you want: transparent or semi-transparent.
Arsenal under appearance -> Attachments -> Auxiliary -> Attachments
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6 minutes ago, (XBOX)K1jker said:
I don't even know where to access this
Warframe homepage -> Account Management -> scroll down to Data Permissions
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Is receiving that email dependent on this?
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My main concern is more visual clutter, especially when it's on sentinels.
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16 minutes ago, Voltage said:
Status Chance increases on fully scanned targets.
Skeptical. If the enemies aren't ones we "commonly" engage in, then odds are there won't be a reason for them to do so.
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2 hours ago, Jivy said:
is there a way to report this bug?
I don't think it's a bug, but some kind of "feature". I have 3 unique interactions when it comes to accounts and log-ins:
- Destiny 2 game and the associated companion app. While I'm in the game with my account, I'm allowed to acquire bounties (under certain conditions), moves items in/out of the vault, save/remove loadouts, etc. through the app.
- Warframe and the companion app. I can never log in to both at the same time, it has to be one or the other.
- Amazon's "keep me signed in". As a uneducated tech-related civilian, Amazon is doing something from their end that's causing my computer to "remember" and this "remembering" persists when I close all my browsers, shutdown my computer, or even do a restart. Unless I open Amazon in a different "clean" device, I'm automatically in my account whenever I open Amazon on my computer.
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From my experience, this only happens to me when I'm logged in to both the Warframe Companion app and the game; I don't know when it comes to different platforms. Outside of those, I'd recommend contacting support and get details on where and when it happen.
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I have a feeling that DE is slowly transitioning from general-passive to niche-activation for legendary arcanes. There have been "items" from other games that are mechanically simple and can generally work anywhere ended up being a "problem" as the game evolves.
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1 minute ago, Ampathetiic said:
They removed Eclipse's interesting mechanic, only to then remove the reason people used the ability to begin with? It feels like there was a lack of coordination between these two changes, despite them happening at the same time.
"We let [current] Eclipse be a multiplier due to it mostly being out of players' agency on what effect is applied; so you had instances where one side of the buff had more presence than the other. That uncontrollable factor was a key reason to why the buff was a multiplier. New Eclipse gives total agency to players, flat-lining those [mostly] uncontrollable shifts, thus the change from multiplier to additive" -DE most likely.
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21 minutes ago, voltocitygel said:
I think what the OP is getting at is not an issue with multishot as a mechanic, but more so the issue of “mandatory” mods.
If that's the case then they need to cut out "thematically appropriate". It doesn't add any value to their case, just causes the discussion to be out of sync.
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There might be a chance of it being implement, heavy emphasis on might. This is what Rebecca tweeted in regards to her "gauche" response to disabling auto melee:
Why skip kills in Disruption, what does it do? How does it work?
in Players helping Players
Posted · Edited by NekroArts
Disruption gives different tiers of rewards depending on what round you're on and how many conduits you protected at the end of that round.
Round 1: Protect 1-3 conduits gets you A tier; protect all 4 gets you B tier
Round 2: Protect 1-2 conduits gets you A tier; protect 3-4 gets you B tier
R3: Protect 1 is A; 2-3 is B; all 4 is C
R4 and so on after: 1-2 is B; 3-4 is C
Naturally, this can cause problems since it's possible for a player farming B rewards to be grouped with someone farming C rewards in pubs.