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iDEBz

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Posts posted by iDEBz

  1. 23 minutes ago, MaggyYolokraut said:

    it was perfectly fin in its state why did you have to change it how it interacts with covert lethality it wasn't broken

    Do you realise that covert lethality specifically says dagger, meaning its only intended to work on daggers? Working with a seperate mechanic means its broken and should be fixed does it not? 

     

  2. Vomvalysts have an apparent death gate for a 2 duration after losing their shell. Meaning if you hit them with your operator after destroying the shell they will survive lethal damage which kills the overall flow of combat. For an enemy that's supposed to be a minion it feels incredibly cheesy that they can't be killed with relative ease given how many of them spawn.

    Can we get a confirmation from DE stating whether this is a bug or not. I haven't seen it addressed what so ever since PoE's release and not to mention it's a bit shady to not make it it clear from the release if it is in fact intended.

    Edit: It seems it's been fixed in 22.2. They're now dying to lethal damage.

  3. After using archwing for a bit i've noticed 4 things. 

    1. Momentum is very much broken at the moment, eg if im flying in one direction and let off the afterburner i will continue drifting in that direction, now that's fine but if i move the camera at all rather than the momentum maintaining the original direction, it will follow the direction of the camera which is very disorienting if you try to shoot enemies as you pass them. This should only happen when using the afterburners/sprinting.

    2. The braking is horrible, 9/10 times i end up 300-500 meters away from where i intended because slowing down takes an eternity.

    3. You get knocked out of archwing far too easily. I feel very cheesed when and enemy pops a small flare and thats all it takes to knock me out and beyond using the itzals invis, just moving out of the way with other archwings just doesn't seem to help. The fact that not only is archwing something you would use rather often in PoE and that you have to craft charges for it, makes it very unfair that enemies can just cheese you with one single projectile. Its a waste of resources at this point.

    4. The height limit is way too restrictive. Say im flying 50m above a hill that goes down hill, all of sudden i aggressively get dragged down at high speed to the ground because as i go further i'm getting higher and higher relative to the ground. Particularly if im 100m high i get slingshot downwards and slammed into the ground losing my shields in the process from the impact damage. Having said that why can't the height limit be a fixed invisible roof X meters above sea level? This would solve the dragging as you fly over hills and make for a more consistent flight without feeling like i'm tethered to the ground like a RC plane to a tether pole.

     

  4. 15 hours ago, JustinWood said:

    Couldn't you guys have done a survey or something to see if the community at large even wanted this? Why devote resources to this that could be focused on getting PoE out sooner rather than later? It's just disappointing to be so excited to see more news this week only to get an announcement for a partner stream that I personally have no interest in watching.

    Ever thought that the only "resources" getting devoted to this is the community team? You know, the team that has nothing to do with the actual development of the game other than PR and creating publicity. Releasing any new product involves more than just putting all resources towards developing it.

    You may not be interested in such a stream just as another might not watch a single episode of prime time, whereas someone else might because maybe there's more content to show than they did in the previous devstream/prime time. Does that mean that it's a waste of resources? No it doesn't. 

     

  5. 9 hours ago, [DE]Megan said:

    Reduced the frequency that Quick Thinking can stagger lock a player. This is actually undoing a bug fix where Quick Thinking wasn't staggering players as often as it was intended to, but this is the new intention now! Essentially Quick Thinking is back to the way it was pre Update 21.

    Because not being stagger locked with QT when it is actually useful ie high level makes a difference at all. Being staggered once is enough to get yourself, killed defeating the purpose of the mod in the first place. SMH. The only disadvantages that should come along with the mod is a the mod cost and b the huge amounts of energy that you lose when taking heavy hits. Add a stagger on top of that and you might as well not use the mod and just use a revive.

  6. On 4/24/2017 at 8:34 PM, Genesis7000 said:

    Where is your source on that? Because all of your account data is saved in their servers.

    Reinstall Warframe and see for yourself. Every time I've had to uninstall and reinstall gear assignments have reset. 

  7. 3 hours ago, Genesis7000 said:

    This could be manipulate for example a Programmer could change the function of say the secondary slot in primary slot witch means without careful planning and programming this is a high risk that ppl just break the game.

    Never stopped them from storing gear equips locally. What makes that so different?

  8. Can't cataclysm just not have shrinking? Can't count how many times I've used stasis with cataclysm only to have to the enemies at the edge of the bubble leave the rift and waste all my projectiles. Or maybe make it so that any enemy that enters the rift via the bubble and put into stasis will be stuck in the rift for a short duration (maybe 1/2 duration of banish?) after the bubble has shrunk. That way the stasis isn't wasted and all the while cataclysm can still be used for the scaling damage as it shrinks.

    Also since the old banish mechanics that ignore the plane you were in may be a little op with the AoE. Can we at least have a single target banish that works on opposite plane enemies? Ever since the rework you can't really single out enemies which was very much a reason to use limbo back then as he could keep the heavier units out of the fight while others dealt with fodder mobs. This would allow people to have more control over what goes in and out of the rift all the while keeping him balanced. Its either leave the rift and expose yourself then banish a group then go back in or bring in a single enemy without risking getting hit or even killed in higher level runs from a stray bullet.

  9. 58 minutes ago, AlphaSierraMike said:

    Probably the same reason why there's a Riven cap. There's a limited amount of space for every player profile.

    A loadout for every frame is impractical anyway. You can make do with a loadout for a specific purpose, and have leftovers.

    This is the reason why loadouts should be stored on the PC. No need for it to to be on database nor should there be a limit in such a game.

  10. Why the do most enemies that have a special ability use their ability the moment they get aggro. E.G 3 scorpions come along and they all aggro so they all try to grapple you at that moment or a commander switch teleporting you the moment they see you with no way to counter it(which is bs btw because no element of skill can be used to counter this and in high level this basically means death).

    Like why not make them only use the grapple if you start running away from them like how heavys only slam the ground when you get near them. Hell even shield Lancers act similarly so why should grapples be any different especially when they're near damn impossible to dodge. 

     

  11. 13 hours ago, BlooDONER said:

    nope its not work

    Trust me - I try every combination of settings, and nothing helps

    What i mean is the input lag brought on by physx will make bad fps feel even worse. Essentially its a delay on top of the delay of a monitor refreshing after getting a new frame. So it will appear even worse on a 60hz monitor so you want to eliminate post processing. May not fix the fps but will help with the smoothness.

  12. 7 hours ago, BlooDONER said:

    Weirdness is that on ship game use more resources and shows better performance than on missions.

    I have:

    CPU: Phenom II x4 855 (3.2GHz)

    GPU: GTX 1060 6GB

    RAM: 12 GB DDR3

    Disabled Nvidia Share aka Shadowplay

    Disabled VSync

    Game in Borderless Window (in full screen it shows same framerate)

    Enabled PhysX

    On old systems (All same with the exception of GPU (Radeon HD5770) and RAM (4 GB)) I had more FPS than after PC upgrade. I know my CPU is the bottleneck but I expect similar FPS, not lower. Now it can randomly drops from 72 to 23 FPS.

    On ship:

      Reveal hidden contents

    Or4iMAOte0I.jpg

    On mission:

      Reveal hidden contents

    qQ6o_F0ClyQ.jpg

     

    Turn physx off it brings unnecessary post processing into the mix and increases frame time. 

  13. 7 hours ago, ViS4GE said:

    Yes I'm farming efficiently, just as you should and yes dead large clans won't be able to complete it.

    I was standing afk on my ship for past 2 hours and got 0 mutagen samples, I can provide screen aswell ! That's Zero samples after 2 hours online, crazy !!!

    Yet any other resource can be gained rather passively. No reason why mutagen should be any different and cause another meta to arise to get around it. Meta's are bad and are only a symptom of a problem. Enemy armor scaling and crazy health pool = everyone has to use corrosive projection/min max their gear, drop rate of a resource too low = pilfering swarm hydroid and nekros.

    The simple fact that people have to co ordinate and build around maximizing their gain to get what is a reasonable amount is why mutagen is a problem not the shear quantity required. For example for a clan of my size a mountain i (1 out of possible 300) could contribute 20000 of the mutagen equivalent of 150000. 13% of it when i have never specifically targeted detonite or fieldron rather just gained it through playing the game normally.

     

  14. 21 minutes ago, iDEBz said:

    I see you're using hydroid so assuming you're using pilfering swarm and im going to assume you have a Nekros or 2 there as well and maybe a nova? Assuming that each run you have a squad built around looting with 200 per 20 waves for a moon clan to achieve this it would be: 500000/200= 2500 runs of 20 waves or 50000 waves. Now considering how many clans are basically full of inactives and few players who can play over and over again let alone have looting builds, how could any moon clan possibly achieve this in reasonable time. I'm in a mountain clan of around 250 players with no more than 30-40 active on a good day, sometimes even as few as 10. Requiring 150000 samples and we have barely scratched the surface with 13500.

    Now other than the Hema this clan has started research on every new research that has came out in under 2 days because the players that do contribute either already have a significant amount of the required resources just through playing random missions or can farm it without too much difficulty. Problem is because the drop rate of mutagen in normal missions is abysmal, chances of players having an abundance of it is highly unlikely. Yet the funny part is fieldron and detonite sample is abundant my inventory having 21k and 18 k respectively and mutagen being as little as 116. Never have i ever targeted farming the latter, its just what i have picked up along the way. The simple fact that mutagen is the exact opposite in that respect shows that an increased drop rate in the derelict (whatever is may be vs eris) is not a solution and rather DE's excuse to not address it. All because the only thing they see is numbers and assume every clan member will contribute. 

    20 Waves solo with a double resource booster with a non looter frame. 7 drops.

    http://imgur.com/zpRmaMy

    I rest my case.

  15. 33 minutes ago, ViS4GE said:

    It is, 20 waves.

    Warframe0045.jpg

    I see you're using hydroid so assuming you're using pilfering swarm and im going to assume you have a Nekros or 2 there as well and maybe a nova? Assuming that each run you have a squad built around looting with 200 per 20 waves for a moon clan to achieve this it would be: 500000/200= 2500 runs of 20 waves or 50000 waves. Now considering how many clans are basically full of inactives and few players who can play over and over again let alone have looting builds, how could any moon clan possibly achieve this in reasonable time. I'm in a mountain clan of around 250 players with no more than 30-40 active on a good day, sometimes even as few as 10. Requiring 150000 samples and we have barely scratched the surface with 13500.

    Now other than the Hema this clan has started research on every new research that has came out in under 2 days because the players that do contribute either already have a significant amount of the required resources just through playing random missions or can farm it without too much difficulty. Problem is because the drop rate of mutagen in normal missions is abysmal, chances of players having an abundance of it is highly unlikely. Yet the funny part is fieldron and detonite sample is abundant my inventory having 21k and 18 k respectively and mutagen being as little as 116. Never have i ever targeted farming the latter, its just what i have picked up along the way. The simple fact that mutagen is the exact opposite in that respect shows that an increased drop rate in the derelict (whatever is may be vs eris) is not a solution and rather DE's excuse to not address it. All because the only thing they see is numbers and assume every clan member will contribute. 

  16. 11 hours ago, Helljack84 said:

    *Looks at his pile of vandal/wraith weapons, sigils and "exclusive" mods everyone and his kubrow have now* Yeah, they've always been adamant with these things...

    Literally the whole community was salty about that so of course that needed to be changed, and besides the was nothing to special about the "exclusive" stuff to begin with, just another way to piss of the player base and make them riot on the forums. As for what i said in my original point the problem is this time is a minority that's crying wolf about it because DE wanted to make the experience for newer players better which basically says to the vets they wasted there time and they get salty when it becomes irrelevant. Because of this its beginning to look like DE are biased towards the people that cry about everything rather than worry about the masses that are quitting the game because nothing is being done to improve it.

     

  17. 1 minute ago, -DragonOfTheWest- said:

    Playing 80 mins of a ODS with just a Nekros (AKA not camping in a hallway while Hydroid spams tentacles and you do absolutely nothing...) got me a little 0ver 90 samples. I think it's fair to say I didn't have boosters on. But when a resource pretty much REQUIRES you to have boosters to get any meaningful amount then I believe something is wrong. At that point, you might as well just add Mutagen samples to the market for plat.

    Another classic case of DE refusing to change something because of prior players investment. I.E removal of base damage mods, they wont do it because of vets from open beta when it was very time consuming to max them. Now theres mutagen drop rates/hema cost which they wont touch because of clans that actually have active members and do nothing but farm the whole time rather than actually playing the game for what it is. Digging the game deeper and deeper in a hole because they worry about the insignificant minority who get salty when S#&$ doesn't go their way.

    P.S. Yes I'm a founder, yes i have a lot of in game time and no this doesn't affect me at all as i use plat to get around these absurd grind walls. I couldn't care less if the time i put into base damage mods was wasted if i got legendary cores in return. Nor would anyone who wasn't around during the early stages of the game. Problem is the minority has too much influence and is hurting the game experience for everyone else. 

  18. 5 minutes ago, SilvaDreams said:

    Seriously, I use the redeemer in sorties at times with bullet dance which lets you not only spam off "shots" but when done rapidly you are constantly moving back making it hard for an enemy to close on you. (If they can even get to you before eating lead and dying)

    Exactly!

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