McRibbles
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Posts
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Joined
Posts posted by McRibbles
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I think Magnetic is still going to end up far too weak to actively consider, and could stand to get another pass, especially when Toxin exists.
Source: Just trust me on this one bro- 9
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Eh, Warframe Content creators tend to have some pretty S#&$ takes (like the absolute joke of the '70m nuke' buzzword and Dante's nuking abilities in general somehow completely dunking on the actual top tier DPS/nukers. Lets not lie to ourselves now) so this is no real surprise. This'd ordinarily be fine, but their viewbase tends to be people who will latch onto whatever they say and parrot it as fact. It's likely just a genuinely bad take from a pretty bog-standard youtuber, so business as usual.
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1 minute ago, EdinaMonsoon said:
my brother in christ i did not ask
You're the one yapping about a frame being able to kill star chart level stuff. Figured it might've been news to you, since it's been pretty obvious to the rest of us for quite a while now. Never played with a Titania in recent memory, I take it?
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21 minutes ago, EdinaMonsoon said:
my tragedy can clear whole tilesets on regular content so i can see them nerfing the radius on that
My brother in christ I assure you we've long since passed the point where things are actively balanced around star chart level enemies. There's a dozen frames who can just snort glue while mindlessly nuking the entire mission leaving your squadmates with nothing to do, a good few can easily do it well into Steel Path. Dante was no bigger menace in the star chart than a sizable portion of the roster.
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2 minutes ago, Hexerin said:
Especially since Coil Horizon (2nd ability) is so bad, easy Helminth choice.
That's a weird way of spelling Arcsphere.
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My cold take of the century is that Loyal Merulina is yet another augment that should just be made part of Yareli's baseline kit. Make it a Tap/Hold distinction. God knows I'd love it if they actually went and fixed Yareli's core issues, but that's the easiest and most obvious thing to do atm. Not like Yareli of all frames is pushing any power envelopes.
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So that's what it is! Good to know. Annoying as heck. Started showing up after the mainline hit.
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It might be best to talk to Warframe's Zendesk Support and explain the situation to them. Far higher chance of you getting the help you need.
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2 minutes ago, ArcusVeles said:
Love to see an augment folded into the base effects of an underperforming ability/kit. Hoping to see a lot more of that in the future.
I'd kill for a big augment pass like that. A lot of stuff really should just be baseline at this point. Fused Reservoir, Revealing Spores, Molecular Fission, Seeking Shuriken (Shuriken is still terrible and needs a rework anyway but it's something), Energy Transfer (probably part of some slightly bigger Equinox tweaks as a whole, also affecting the 3), Biting Frost, Iron Shrapnel (the recast, ofc), Despoil, etc. One day, maybe.
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2 hours ago, [DE]Megan said:
- Fixed the Munio, Mirror Defense mission not counting towards the “Crystal Clear” Nightwave Act (Complete 3 waves of Mirror Defense).
Unless there's somehow additional buggy shenanigans going on with specifically the bounty variant of Mirror Defense, this wasn't actually fixed.
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Ah, that Topaz shard nerf is a shame. Back to my cookie cutter Verglas build!
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4 hours ago, Joezone619 said:
If it was a genuine open world and not the half-baked version like the zariman or the new entrati labs? I'd enjoy it.
A new tileset =/= an open world? They not 'half-baked' because they're not the same things.
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11 minutes ago, [DE]Megan said:
Energy Nexus (Warframe)
Warframe receives +3 Energy Regen/s.Nourish Gaming
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10 minutes ago, (NSW)Probably_Asleep said:
Won't the changes to Health/Armor/Shield/Energy Mods reduce the effectiveness of Archon Shards?
It's not like the +Health/Armor/Shield shards were very useful to begin with tbh. Or, like, at all actually outside of very few niche gameplay scenarios. Speaking of.... this seems like a pretty good time to make them +flat bonuses, eh, DE? Eeeeh? No? Okay. Yeah. They still won't be used, I guess.
In any event, I'm kind of surprised to see that we're finally getting Attenuation changes. Kinda felt like they just forgot about it in lieu of Duviri. Would've been nice to see some small shard tweaks as Red & Blue shards are just generally kind of mid with their only usecases being to replace Primed Flow or hit some strength breakpoint.- 2
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Personally, I like having a bit of a mix. If all incarnon forms were just simply 'base form cranked up to 11' it'd feel a little samey, imo, especially when you can just use the base form with its added evolution stats for that, though I understand that you can't just take an assault rifle and throw a dart on a board to see what it'll turn into for its incarnon. In an ideal world I'd like to see a bit more variance in how an incarnon changes or adds onto a weapon i.e charging up an incarnon alt-fire instead of an incarnon form. A weapon's primary fire could be a generic big damage critter, but its alt fire would instead have a large amount of status: the weapon doesn't get cranked up to 11 or completely change, but instead it acts as its own primer for situations that call for it. Something like the Gorgon's Incarnon, in essence, would be a similar idea. The primary fire is for shredding a specific singular target, while the secondary fire mows through crowds.
Having it specifically be an incarnon form every single time gets a little stale and it'd allow for different interpretations of a weapon allows for situations where the form isn't just an objective improvement to the gun's performance and is something you actively think about. A gun like the Soma Prime's incarnon would've been better received if it functioned that way, as opposed to its (again, imo) rather clunky current standing. Functional, sure, but I was hoping for more. Primary fire is typical Soma, secondary fire would be the obligatory Hata stacker + idk something something maybe give the dang form an actual status chance.
If we ever see another batch of incarnons, my bet's that they'll be in Whispers In The Walls as an added little goodie, maybe with the expansion of Cavalero's shop to go with it. -
30 minutes ago, BlindStalker said:
As an Ivara main, I just wanted to ask a simple question in relation to these upcoming changes. Will Ivara get an updated or new passive? Because Ivara's passive is an innate 20m Enemy Radar, built into her.
I don't mind everybody getting a "universal enemy radar"; but I want to know if Ivara's passive will be changed or updated because her passive won't be unique to her anymore.
@[DE]Momaw I don't mean to bother you with a ping, I just would love to hear an answer from DE's development team on this note, that's all.
I would imagine the easiest (and therefore most likely possibility) is that they'll give whatever amount of Enemy Radar to every frame (EDIT: and thinking about it, really wouldn't hurt to give it to Operators too. Please god.) , and then Ivara just has her passive stack on top of that like normal. Simply put, her passive post update won't be "you have innate enemy radar", it'll be "you have more innate enemy radar". Think of it sorta like Hildryn's shield gate passive after the update that gave it to everyone. It turned from 'you have a shield gate' to 'you have a better shield gate'.
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Just an odd quirk of the generator room. For those curious, y'know that big room in the Volatile RJ gamemode where you pop some vents and have to prevent Corpus engineers from reversing the mess you're making? Yeah, it's that one. If you're thinking of the slightly larger dual layer tile with the other big thing (part of the ship's main cannon), then that's a totally different one.
On the topic, though....no clue, really. Gave it a good couple of runs with 5 in total that spawned the room. The only time I was successful in making the room explode was after reactivating Equinox's Maim within the room (which initially, seemingly, did precisely nothing. Guess I should mention it, though), and this was before touching the consoles. After hacking the second of the four consoles, the room started to explode. Just that -one- room, and it subsided maybe....30 seconds later, ish. Hacking the other two consoles and extra messing around within the room did nothing. Tried doing a similar thing in the next sighting, and no dice.
If I had to guess, it's just a weird rare quirk with the room.- 1
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26 minutes ago, quxier said:
I guess you are not supposed to use 4th too often.
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DE and continuing to fun-police Styanax, name a better combo, my lord.
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Jade Shadows - Dev Workshop: Enemy Resistances and Status Rework
in Developer Workshops
Posted
Hm, no, hard disagree on that one. Magnetic is indeed rendered irrelevant because of Toxin, but the solution is NOT to nerf Toxin. If you just nerf Toxin and hardly buff Magnetic, Magnetic will still be a bad combo, and now you've just senselessly nerfed Toxin. I've always been a fan of the idea for Magnetic's status effect to innately group enemies, as presumably niche of a scenario it might be (Mag+Gas could be mildly interesting for this express purpose, but would require a lot of mod space...), but in any event there's no need to nerf Toxin when you could just fix what's actually bad in the first place.