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Khaeji

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Posts posted by Khaeji

  1. Ok, i dont thing this gonna work and this is why:

    Point 1 - Buffs on kill: 100 level enemys is already hard to kill, a heavy gunner or a bombard 100 is hard and on simulacrum you can spend all the bullets on a single enemy, without headshots. If you upgrade this for steel path nad get enemys around 200 or 300 and above, this buff will be useless and so the mod.

    Point 2 - Why nerf condition overload and blood rush? I get it, melee is powerfull. But we get more powerfull enemys and isint that easy staying alive doing melee with enemys shooting you. The role point of this game is the feel of being a super powerfull robot ninja and not every warframe have the toolkit to be like this. I like to play vauban and if i odnt have a good melee to kill enemys with my cc i'll never play with this frame again, and this is bad. I dont wanna to be lock to a meta of frames like eidolon hunting have.

    • Like 2
  2. 46 minutes ago, [DE]Megan said:

    Changing the pacing and general feel of all Railjack Piloting and movement to be less reliant on the optimal strategy of “Single strafe Boost then Repeat”: 

    • Doubled the Railjack’s base Speed. 
    • Lowered Boost Speed by 75% 
    • Increased the Boost Speed cost of dodge. 
    • Increased Boost Drain 

     

    Why? This are just bad for piloting. Who would invest on piloting now?

    The piloting experience is all about maneuvers, all great spaceship great games have a amazing maneuvers on their arsenal. Please dont apply this.

    • Like 7
  3. Kuva lich system(Murmur): To much grinding for one weapon, even for warframe.  We have many examples of grinding for many others weapons that players have to invest some time, but not that much grinding, like acceltra, akarius, opticor vandal, etc. 

    This, maybe, would justify if kuva weapons are extremely powerfull, and only a few are, like kuva brahmma, nukor and kohm.

     

    Self-damage: The fun part of playing with self-damage weapons is the fear part. You need to be careful with your aiming and this is great because skillfull players get better results. Is always good reward skill over press buttom.

    I hope this stagger effect come with something else, like a blind or disorient effect, or maybe you need to pick up your weapon on the ground.

     

  4. "Forward Tactical Combo (Forward + Block/Aim + Melee) - This move is usually a distance-closing opener, bringing you closer to the enemy and getting you within range to continue a harder-hitting string of attacks. The beginning or end of this combo can have a slam effect, allowing you to control the enemy, and during the mid-point of the combo, attacks will be large and sweeping, allowing multiple enemies to be hit."

     

    I back to the game after 2 months just for the new melee system. Its a very nice change, but some things feel weird:

    Point 1 -  We dont have a decent dash attack or a gap close. Of corse u can double jump and slam attack on plains or some areas, but warframe have so many narrow places and because that i really can't slam the enemy. 

    Point 2 - Foward tactival Combo isint work like ur video post here, far away from that. I can't gap close just with that, the distance is poor and i dont feel the impact of the blade or anything when i hit the enemy with this move. Improve the distance and make this move more viable, like excalibur 1 (one) ability.

    Point 3 - Bullet jump + melee = Why kill that? Transforme the old bullet jump + melee on something with heavy attack, or a new gap close that stun the enemy. I can't feel the hit when i'm in the air, with is 90% of time on warframe. Bullet jump and melee air combat deserve a special move, slam attack alone wont work on all places.

    • Like 1
  5. I see many complaints and zero solid arguments, kkkkkkk, good work DE.

     

    Buuuut, i dont know if this is the solution. Making kuva more acessible with bosses rewards on spiders and eidolons, or maybe just a new event content like thermia fractures, ghouls, etc, maybeeee, IMO, can let new players come more often to "endgame" content and make it more easy to reroll your riven. Farming kuva today is boring as hell, maybe chaning that is to important as trade chating rivens and toolmakes.

    Adding some new mechannics on riven like "save this status i like for more kuva on the next reroll" can make more nice rivens, and getting prices low.

    idk, just my opinion, i play this game about 4 years now, and i see a lot of people complain about rivens rolls. The rng factor is to bizarre for some players to invest their time on kuva farm. Change that pls, make kuva more fun or add some events with it.

    CREATE A LOCK SYSTEM ON RIVENS!

     

  6.  

    I was looking for information on tenno weapons, so I can predict what the next weapon will be released and not have to pay 10k on a riven, but I just found an outdated list. I'm bringing an updated list, hope it helps.

    OBS: all number between (  ) - update number

    Warframes:

     01/10/2015 - Atlas - male (17.5)

    25/11/2015 - Wukong - male (17.12)

    03/12/2015 - Ivara - female  (18.0)

    16/12/2015 - Nezha - male (18.1)

    04/03/2016 - Inaros - male (18.5)

    19/08/2016 - Titania - female (The SIlver Grove)

    22/12/2016 - Nidus - male  (19.5)

    24/03/2017 - Octavia - female - (Octavia's Anthem)

    29/06/2017 - Harrow - male - (Chains of Harrow)

    12/10/2017 - Gara - female  (22.0)

    20/04/2018 - Khora - female (22.18)

    24/08/2018 - Revenant - male (23.5)

    08/11/2018 - Garuda - female (24.0)

    18/12/2018 - Baruuk - male (24.2)

    08/03/2019 - Hildryn - female (24.4)

     

    Primary:

     

    Strun(Vanilla)

    Attica  (13.0)

    Panthera  (15.10)

    Daikyu  (16.5)

    Zhuge  (18.6)

    Tenora  (Octavia's Anthem(20))

    Zenith  (20.2)   ##### Login Reward #####

    Scourge (21)

    Astilla (PoE(22))

    Baza (22.4)

    Corinth (22.8)

    Veldt  (22.18)

    Nagantaka  (24.0)

     

    Secondary:

     

    AFuris / Furis  (5.3)

    Kunai  (8.0)

    Akmagnus / Magnus  (11.2)

    Castanas  (12.2)    *******have syndicate version**********

    Akzani  (14.0)

    Aksomati  (16.3)

    Talons  (18.0)

    Azima  (18.5)  ##### Login Reward #####

    Pandero  (Octavia's Anthem(20))

    Knell  (Chains of Harrow(21))

    Zakti  (21.1)

    Fusilla  (PoE(22))

    Zylok  (23.6)

     

    Melee:

     

    Dual skana  (Vanilla)

    Ceramic dagger  (Vanilla)

    Heat dagger (5.0)

    Heat sword (5.0) / Dual Heat sword (6.2)

    Dark sword  (5.0) 

    Dark dagger  (5.0)   *******have syndicate version**********

    Dual zoren  (6.0)

    Okina (Specters of the Rail)

     (Dual)Ether sword/daggers  (7.7.3)(8.0)(7.7.3)

    Jaw sword   (8.0)

    Pangolin sword  (8.0)

    Kestrel  (8.1)

    Magistar (11.5)  *******have syndicate version**********

    Dragon Nikana (13.0) ...yes, i know, have nikana prime, but who know? dragon nikana prime FTW

    Nami solo  (13.5)

    Karyst  (14.2)

    Tonbo   (15.15)

    Dual Raza  (16.3)

    Boltace   (16.5) *******have syndicate version**********

    Anku   (16.7)

    Ninkondi  (17.4)

    Tekko   (17.5)

    Lacera  (18.0)

    Shaku  (18.1)

    Sibear  (18.8) 

    Dark Split_Sword  (18.14)

    Zenistar  (Specters of the Rail 1)   ##### Login Reward #####

    Sarpa   (The Silver Grove)

    Endura  (20.6)

    Guandao   (21.1)

    Volnus   (PoE (22))

    Sigma & Octantis    (22.1.2) (Login Reward)

    Cassowar    (22.4)

    Gunsen   (22.8)

    Dual Keres   (22.18)

    Skiajati (23.0)

    Tatsu (24.4)

     

     

    I've arranged some information from the original post from jFresh215 - ps4 player

  7. 8 hours ago, DADEFUYE said:

    -make PVP more skill based rather than whoever can buy the best mods. 

    -make PVP maps smaller if possible.
     

    Well...mods on conclave dont add damage or any great advantage, and on high rank typhoon u'll see a bunch of mk-1 weapons, because they do a lot of damage...soo, disagree complety with it.

    Smalller maps...pls dont. We play warframe because u can play a ninja robot. On smaller maps u'll only copy another fps games like CS go and call of duty. The essence of warframe is be a ninja, this mean spcae for jump, roll, dash and all others stuffs. 

    I agree with the rest.

     

  8. On 2018-09-11 at 7:23 PM, Judge-R3d said:

    I agree that they should fix this but an easier solution would to be just make the flames permanent, it wouldn't have to update in diromas etc all the time then.

    at least the flames activation would be something else, like doing 5 matches of any game, or maybe the collor of syndana change per matches played.

  9. On 2018-06-26 at 10:40 AM, ARKANOiiDe said:

    On Galatea, did you capture the target as usual and then proceed to farm? When you capture the target enemies stop to spawn. Try taking the target down, but DONT capture it, enemies should spawn, thats what ive heard at least, didnt farm oxium for some time now 🙂

    If u dont capture the target, mission will fail with time.

    Capture mission was patch with sacrifice quest, dont work anymore.

  10. 23 hours ago, FLSH_BNG said:

    There's no need to over-complicate a starter warframe that will be the first of many players' initial experience with the game.

    this dont make sense dude, mag is simple? volt ?

  11. 4 hours ago, (XB1)GearsMatrix301 said:

    Here’s the problem. You want to make excel more complex. He’s one of the starter frames. His abilities should be simple and straight forward. Adding all these little things to him bogs him down and can turn a lot of new players away who chose him.

    yeah, but mag and volt are complex to. Yeah he is a starter frame, but picture this:

    1 - Use slash in dash, mark enemys, use slash in dash again...this combo is simple.

    2 - Active your 3, use slash in dash or just use melee attacks, gain shield, or damage reduction, or whatever DE think is cool.

    If u have this on a starter frame, u give a new opition for the new player, unstead of farm rhino, and for hardcore player, u give a great weapon in survival and other hardcore mission.

    And when u are starting this game, exalted blade is pretty useless beacause u dont have the mods for use this for a long time.

  12. 5 hours ago, T004 said:

    Well Your new javelin is a good idea but I think Excalibur will be too op if that work with radial blind...
    However since we have mini radial blind from Extaled blade so I think this reduce damage skill should be replace radial blind and for radial javelin ...well  it may multiply damage form the enimies target (more target more damage)...

    yeah, but is just a concecpt, they can ajust this, or maybe only giving him a new shield, idk.

  13. Hi folks,

    Just a ideia for a new passive, 1 and 3 abilitys.

     

    New passive - when excalibur hit a enemy whit a MELEE strike, the target receive a mark.

     

    1- slash and dash ability

    When i image this ability, i see that classic scene in the movies ands animes, when a guys drawn his sword and cross the enemy far away for her back, and after that, that enemy feel.

    Slash and dash (new) - excalibur cast a ability in his melee weapon and dash foward across some range in a line. All the target between the range of that line take melee damage of the melee weapon plus (some base number power strenght). Slash and dash count for his passive.

    Special - when hit a mark target, that enemy will take increase damage.

     

    3 - radial javelin

    Excal is a melee frame, isnt strange that he is the only melee frame with no tankness ability? Valkyr and wukong are melee frames too and they receive some ability to come close to the enemy or maybe survive a some enemy that u cant cc. Thinking on that i picture this:

    Radial javelin (new) - Excal create a aura of energy around himself (or maybe blades, like gara shards) and that aura reduces***** damage that scale overtime hiting mark targets.

    The shield starts with 40% of damage reduction. When excal hit a mark enemy, a shard of exalted blade appears around him incresing the shield resistance for 10% (scale with power strenght) at a maximun of 80% of damage reduction.

    When excal have full shards around him (i image shard blades of energy), he can:

    -  (option 1) active the radial javelin attack, shooting the blades around him of all enemys on the field, like the original ability.

    - (option 2) continuos absorv damage and release all of it in a single AOE damage ability (like equinox), killing enemys around him.

    **** - the reduce damage can be anything, a reduction damage like mesa and gara abilitys, a shield absorving damage like nezha, a overshield like mag and trinity abilitys, the ideia here is survival.

    Extra: His ult can add marks on melee damage too.

     

    Well...that is it, what u guys thinking? 

  14. The lotus boy, the first one, the melee frame. Excalibur.

    We love him, but we dont use him soo much in those days right? On very long endurance runs, the "endgame content", excalibur players seem to put him off a side and back to rhino, chroma, and some another AOE damage frame...

     BUT, if exca is like valkyr, another melee frame, why he dont have some shield or maybe life steal ability? Make more sense to me be a melee if i have some bulkness to take the fight on close quarters...

    I know we have quick thinking builds and a very nice CC, but really guys, how often u see a exca on endurance runs? Its only a ideia.

  15. 4 hours ago, [DE]Danielle said:

    Spores

     

    • Increased Status Chance from 10% to 50%, also scaling with Power Strength

    Molt

    • After casting, Saryn receives a movementary speed boost for a short duration.     
    • Molt will now scale similar to Rhino’s Iron Skin - All the initial damage it takes in the first few seconds will make it stronger. Any damage it receives after that point will target the absorbed health (Damage absorbed will show in a buff indicator in the UI). Once it reaches 0, Molt explodes dealing Toxin damage to nearby enemies. 

    Toxic Lash

     

    • With Toxic Lash active, your weapons will trigger Toxin Status Effect on any damage instance. 
    • Contagion Cloud Augment change: Kills with Toxic Lash will leave behind a Toxin cloud. As an added bonus, Melee kills double the damage dealt by the cloud. 

    Miasma

    We’ve taken what’s great about Miasma, and made it even better in the scope of Saryn’s 2.0 changes! 

    • Changed Miasma’s damage type from Corrosive to Viral. 
    • Miasma has a 100% guaranteed Viral Status Effect on damage tick. 

     

    Niiiiiiiiiceeeeeee!  Corrosive make sense in saryn, we use the first abillity on another frames  more like support/damage abilitys, lets the 4 shiny a bit.

    Toxic lash will be amazing in some weapons.

    I dont know what to say about molt...the ideia seens ok, but in very high endurance runs idk if that will work, maybe add some damage debuff on mobs who attack instead of more hp and resistance, idk.

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