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LuinCeltchar

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Posts posted by LuinCeltchar

  1. CO will allow you to get around the lack of scalability from losing combo counter, but what will kill melee after the rework is reduced range and no punchthrough, and CO will do nothing for that.

    My problem, and the problem I thought DE/players had, was that spin2win was just constantly spamming one attack to get the most damage. But it seems like people just don't want melee to be able to kill things. Personally I don't want to go through a 10 second melee combo just to kill 1 Grineer pleb.

  2. Hopefully they remember that they built up their player base with a fast paced game. All this nonsense about no univac because they want us to pixel hunt loot, and the massive nerfing of AoE abilities and weapons with punchthrough is becoming seriously off-putting to me. I've spent a lot of money on this game and would spend more, but if they try to turn it into another bullet sponge shooter (which is going to be the cumulative result of all these nerfs to individual playstyles the devs don't like) I'm out.

  3. I'm pretty pissed they gave the Braton Vandal parts different drop rates right after fixing this with the Imperator Vandal. It was a terrible idea then and it's a terrible idea now.

    Also, how the Vandal parts are stacked in rotations B and C with an AABC rotation in a game mode with a set time length is just insulting. It's a pretty blatant attempt to drag out Onslaught to cover a content drought, but to be honest it's more likely to sour people on the game altogether than make them stick around. 

  4. 27 minutes ago, Gamma745 said:

    Void dash is superior to Tail wind? Are you kidding me? I've seen some people state that the only an Itzal can beat Tail wind Zephyr.

    Air burst is like a built in, far longer ranged, albeit slower moving, Sonicor. What's not to like?

    Turbulunce is complete immunity to ranged attacks. Iron skin is another set of hitpoints added. Turbulence immunity never fall off, Iron skin will eventually hit a limit.

    Tornado is a CC skill and a damage multiplier rolled into one. One tornado can give you virtually unlimited punchthrough to weapons that otherwise don't have it. Could use to be more controlable, but far from useless.

    Itzal for PoE, Void Dash everywhere else. 2 things available to every frame that are better than tail wind. Her 2 is a joke, but to be fair so are all the other projectile warframe abilities. Turbulence is only immunity to projectiles, there are plenty of things not affected by it; Iron Skin protects from everything and gives status immunity, while Defy+Hunter Adrenaline/Rage just makes you invincible. Her main potential is in her 4, but is extremely situational.

    Just to be clear, I don't think she's useless, and I don't even agree with the OP that she's the worst frame (Nyx takes that trophy). My issue with her is that she's almost good, but there's no niche where she's the best option.

  5. Really don't get where the Zephyr love comes from. Void dash is superior to her 1, her 2 is useless except as an annoying extra step to using her 4, her 3 is decent but surpassed by Wukong's Defy and Rhino's Iron Skin, her 4 could be good on babysit missions if the tornadoes weren't always in the wrong place after the initial cast, slow moving, and require an air burst + shooting into them to make them useful, but it does and so other AoE abilities are superior. Oh and who could forget that her passive 'ability' is a negative modifier.

  6. I don't care about scaling, kuva per tower needs to be buffed to 300 before I'll touch it. We're farming resources to unlock a pull on a slot machine (i.e. flush down the toilet), there's no need for DE to be as stingy with it as they are. And I'm saying this as someone who keeps a resource booster active permanently, it's still not worth playing.

  7. It's DE's game, they are well within their rights to ban people who break the ToS and AFK leeching breaks the ToS. That's really all there is to it.

    Also, we're way off topic now, but I just have to say of all the ridiculous things I've seen twisted round to an argument of free speech I never thought AFK leeching in a video game would be one of them. 

  8. 45 minutes ago, NezuHimeSama said:

    There's never too much of something for a blacklist to be effective. Just takes time.

    If a blacklist was already in the game, it wouldn't be such a problem.

    A blacklist would require the entire active playerbase to blacklist a player before it would become effective. That's a terrible idea for multiple reasons, but the main ones are: 1. leeches shouldn't be allowed to leech off every player before being punished; 2. it doesn't allow the leeches a chance to change their behaviour like a temporary ban (followed by a permanent one if they continue to leech) would.

    I'm not against an option to opt out of playing with certain people, but it's a terrible idea for dealing with the leeching problem.

  9. 6 hours ago, NezuHimeSama said:

    No, what we need is a blacklist feature so people who get upset at that can take it upon themselves to never have to play with the players they don't like more than one time.

    Whether you like it or not, AFK leeching is a reportable offense, I'm only asking for it to be added to the in-game report function rather than requiring use of the support desk.

    There are far too many leeches in this game for a blacklist to be effective.

  10. Since you said you were looking for screenshots of tiles that need adjusting, here's the main one I've been having problems with:

    Spoiler

    z8HtWU7.jpg

    I have an enemy radar and animal instinct on, so that one enemy you can see is the only one on the map (and multiple times the map has been totally clear of enemies). I'm keeping efficiency up only because it's zone 2, if you get this later on it's a guaranteed game over.

  11. I hate to jump on the bandwagon, but I'm not sure what you were thinking taking two of the biggest complaints (efficiency drain and vandal grind) and making them worse, while ignoring others (host migration and spawn rates), and nerfing one of the few things people liked about it (focus gain). I don't expect the community to get its way all the time, but this hotfix feels like a troll.

  12. The spawn rates on some of the zones of this new rotation are absolutely terrible.

    Spoiler

    TcX1mkp.jpg

    Unalerted passive drudges should not even be part of this mode, let alone a map with only them in very low quantities (those 5 were the only enemies on the entire map, you can see I haven't killed anything), but since it's the first zone the efficiency at least stays level.

    The worst is wave 11, the huge kuva tile with a tiny amount of Grineer spawns, which I don't think can be possible solo at least. Feels more like hide and seek than a horde mode at times.

  13. 10 minutes ago, Crimson-Tenno said:

    "Warframe is a co-operative game; having powerful tools is a boon to a team rather than a disadvantage. However, there are a few weapons that have such a dominating effect in missions that co-operative missions essentially become solo" - Rebecca when Telos boltace got nerfed 

     

    >Rebecca today

    TbpP4T0.png

    hmm... k

    She got something other than relics... photoshopped.

  14. Yup, they gave them away on two streams recently (first time they accidentally gave 3 away, second time they gave 2 away). Not much chance of them coming back again for a while I'd think.

  15. Just tested, took me 15 minutes to do a full run with 4 catalysts and 4 phylaxis, and 10 minutes without the catalysts. Works out about equally efficient in terms of standing, but you will end up with more bounty rewards by ignoring the catalysts/hemocyte.

    To be honest the hemocyte fight is fine even without cheese, but the mixer stage takes too long and the 'take a stroll with a drone' stage is painfully boring.

  16. 36 minutes ago, Andaius said:

    Is a Slova not good for this anymore? The first go around she was awesome at murdering everything and slowing down the vulnerable phases so much you could pretty much kill a head the first time it went into a vulnerable phase....

    The only thing a slowva was good for last time was making the boss fight take far longer than necessary. 

  17. 11 hours ago, BL4CKN0ISE said:

    Saying that 10 minutes is enough to be through 2 and a half Siphons is pretty meaningless. You can't really leave when you're "halfway through another". Time spent is just handled very differently in Survival. You can leave when you want, so it's not about how many missions you can do in a given amount of time. It's always about how much Kuva you have, which is directly related to your mission time. There's a huge difference. Every 1.5 minutes is 200 Kuva. So it really takes 10.5 minutes to get 1400 Kuva. Still just seems more reliable IMO.

    People always talk about how fast they can do Siphons, but I'm not sure I believe them. I would love to watch a video of someone doing Siphons back to back and see how much time it actually takes and how much Kuva they accumulate. I know the missions can be fast because I did a Flood the other day in 3 minutes. I'm more curious about how much time it actually takes to get 5000-10000 Kuva, for example. I just can't imagine all missions being that fast, but who knows. Maybe I'll compare the two one day. Someone told me that DE already did this and found that Survival is a bit better, but I don't know where to find that info.

    It's only meaningless if you can't work out the kuva per minute. Round it up to 12 minutes then: 3 siphons for 1650-2100 kuva vs 8 towers for 1600 kuva.

    Anyway someone already did the math:

    Kuva survival gives less than all but the slowest siphons. If you can do a siphon in under 5 minutes, you're getting more kuva than from kuva survival. I know most of mine end up being between 3 and 4 minutes since I use void dash to move through maps quickly, so 200 kuva per tower feels like a bad joke.

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