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(PSN)DidacoJack

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Posts posted by (PSN)DidacoJack

  1. 10 hours ago, (PSN)MvS3G4TT0_NSQV said:

    I have a question for you that I have already managed to do the "unification" I have Primegaming (Amazon) and both my accounts, both the PS4 account (Maestria 22 main account) and the PC account (Maestry 8 secondary) are linked in the same email from Amazon and Twitch drops. However, the Prime Gaming and Twitch drops items only went to the PC account, which is the account I use least. When I make this union, everything I lost, will these and Primegaming drops be sent to my main account? One more thing... will the glyphs be there too? Because I have very rare glyphs on my PC account that I lost due to these drops, so the glyphs were transferred to the main one in this union? if you can be grateful ^^

    I really can't answer with absolute certainty, I sure only DE can.

    I can only assume that since you've overwritten the pc save you lost everything that was inside it... But prime gaming stuff might be something that DE could have kept track of, maybe in the future they'll make them available for people in your situation? Maybe it's wishful thinking, but who knows.

    Again, take everything with a pinch of salt, you're questions are a little bit more technical than the stuff that was explained officially by DE. Maybe try contacting DE customer service?

  2. On 2018-06-27 at 7:41 PM, Mints said:

    That depends on your definition of "human." The Grineer are a former slave caste of degenerated human clones. The Corpus are largely human and their Crewmen, while genetically stifled serfs, are certifiably more human than the Grineer. The colonists of Cetus and the Syndicates/Relayfolk are clearly human. Baro's a human. There's humans everywhere. Now what really confuses me is why everyone is so damn short. It's like everyone over 6 feet tall died off or got recruited as Corpus Techs.

    I see some npcs in the relays are taller than Warframes themselves.

    EDIT: yes, I wanna know why.

  3. DE just listened to what a lot of player (including me) were asking: to revert the changes to threshing gain, by putting the spin attack at the end. 

    I actually asked for Wise Razor to have a tactical combo and for that attack to be moved there, so that people could start with it if they wanted to; DE just decided to revert the change made months ago.

    They actually did more than that, as the whole combo order is now reversed compared to what it was pre-arcana update.

     

    I see many other people in this thread have explained the reason behind it and let me tell you, just outright ignoring them doesn't make your argument more valid or acceptable.

    The change is good, deal with it. 

    • Like 2
  4. Imho, Baruuk has one of the best base models. It's just the helm that I don't like, but that does fit in the archetype he's esthetically attached to, so...

    Also, Bedouin skin launches on consoles today, so I can finally replace his helm :' )

  5. 20 hours ago, (PS4)UltraKardas said:

    This might surprise you. 

    But enemies being a larger threat to players would just usher in the second coming of the CC meta. I disagree that there is too much power in this game completely. 

    Power is the difference between slowly killing stunlocked enemies while a trinity spans energy for everyone. and the faster paced gameplay we can have now.(Oh, how I remember those days, where Trinity was everywhere and everything. Gotta fuel that ability spam.) 

    I'll never understand people like you, who complain about the relative power of killing hordes of enemies in a horde shooter. The CC meta existed for a reason, and its actually a good thing, the game has grown past that. 

     

    Just as I'll never understand people like you. When it comes to balance discussions, it seems like it is always either black or white for you guys, with no shades of grey at all.

    "DE is about to nerf/revise this item in the attempt to bring it in line with other ite-" END OF THE WORLD, WINTER IS COMING, doom and gloom etc.

    I don't complain about having power, I complain about having too much power, to the point that this game is universally known as an AFK farm simulator and the gameplay is comparable to ones like cookie clicker's. And I don't understand the "it's an horde shooter" that gets brought up in every discussion like this: where it is implied that an horde shooter must have a non existant gameplay and must be all about efficient farming? Left for Dead is a horde shooter, but the moment you get back from a 5min AFK because you had to watch a video on youtube, you'll find that you and the whole team have died.

    On the CC part: I don't know why you bring up CC meta as if I implied that the game back then was balanced (or as if I implied it was better at all), but I can tell you that at least every frame in the team could have a role: if i brought a Trinity it was to support, a Mirage to deal damage and a Zephyr to do nothing.

    If you're ok with having end-all-be-all factotum dps frames/items that nullify entire game design features, then I don't know what to say. I guess that dealing a 8 digit damage number to a 3500EHP mob it's more important than having an actual gameplay.

    • Like 3
  6. On 2020-03-04 at 1:04 PM, 844448 said:

    Oh we actually can, by adding aggressive enemies that actively avoid your line of fire and flank you, making the fight faster and more intense than firing slow moving grunts but that surely will cause complain for those who can't aim fast and shoot straight if not using ignis wraith

    Then AoE abilities and weapon would be the absolute go to, exacerbating the already big gap between pin point accurate weapons vs AoE ones. And even worse, would encourage the use of AoE frames even more, and that also is already a problem that we have currently.

    Or, trying to flank a character that can literally jump everywhere is not exactly the best option, imho.

    And what about tanky frames? Even in the case an enemy managed to flank a frame, what would happen? An Inaros would shrug and shoot his Plasmor.

    Again, there is too much power that goes in too many direction at the player disposal in this game.

    EDIT: I forgot to mention the asinine enemy spawn points, that makes them able to spawn on top of your warframe: that's already a form of flanking, the main reason why taking cover behind level objects is basically useless... In this game there's always, or almost, an enemy behind you.

    • Like 1
  7. 58 minutes ago, Ham_Grenabe said:

    I don't because when knocked down, my warframe won't automatically get up by itself anymore. 

    Edit: yes, it's absolutely a tiny thing. Sometimes that's all it takes. 

    In a thread complaining about the lessened gameplay, reading of someone that doesn't want to press a button made me genuinely crack up.

    • Like 3
  8. On 2020-03-02 at 2:37 AM, 844448 said:

    And here's the question : How do you make the challenge fair enough that isn't trivialised by massive power like chroma and still doable by other warframes, but not using cheap tricks of bullet sponge, invulnerability, weak spot, area damage, heavy damage or scripted fatal damage?

    Also, have you forgotten your progression and development from earth to sedna? You had your progression, the next progression is the railjack mission all the way to veil proxima if you're finished with star chart. Or perhaps fighting level 5 kuva lich

    If it's only fun for the 3rd time, it's your personal view and my personal view is it's still fun smiting level 1 enemies on earth and enjoying the view

    That's the whole point I'm trying to make and the reason why I often bring up the development argument in "powercreep threads": you don't. You can't.

    Think about the Ropalolyst: we got the Super Mario "bash the enemy head 3 times" boss design because you can't possibly create anything challenging at the current state of the game.

    Starchart progression only lasts more than 20 hours because you are timegated behind the crafting requirements. After those, you can get easily carried by pugs. Or you could bring your very basically modded melee and chew through level, since the melee 2.9999 update made them completely broken for starchart missions.

    Funny that you mention Railjack because it's the content that took almost 2 years to develop and got completely trivialized the day after release by the presence of Amesha (and Cyngas)... another sign of how you end up tying your own hands as a developer if you let go powercreep (or let's just say "unbalances") unchecked for the whole lifetime of the game.

    Kuva leeches add nothing to progression, they are not needed to progress in anything.

    Fun it's not a good measure cause it's relative... I had lots of fun in TES IV: Oblivion by making "only fists runs" but this doesn't mean the game had no problems.

  9. 2 hours ago, 844448 said:

    Question is, do you really need that challenge just to have fun? I have my fun being god smiting mortals, not struggling after working on my knowledge and power like your mainstream games out there. Warframe is one game that breaks the norm and I like it

    Ok, but let's not mistake the inability (or just plain lazyness) in balancing as an intented quality of the game.

    You do need challenge: to make player progression and the development of the game itself meaningful.

    I have way more than 1k hours in the game and I didn't even bother in farming the most common arcanes (so much that many of my frames are hanging around without a single one) because it's pointless since I can clear everything even without them just fine.

    On the other hand, what's the point of developing content if most of the playerbase can trivialize it in matter of hours after the release.

    Smiting mortals might be fun for at max the 3rd time you repeat the same mission, after that you realize that you're left with absymal drop chances and countless hours of farming unneeded equipment ahead.

     

     

    • Like 1
  10. 10 hours ago, Ikusi_Prime said:

    I would rather they start increasing enemy damage and creating more powerful boss-like units, rather than toning our damage down to compensate for the changes to enemy defenses.

    Invulnerable bullet sponges are not fun.

    Aimbot oneshots are not fun.

    Powerful, telegraphed attacks that require awareness, reaction time, and mechanical skill to avoid dying to? Enemies that are tough, but with good aim and knowledge of their defenses, you can take them out handily? That's fun. Give me Monster Hunter, DE.

    Imo the problem lies in the community that wants this game to be the generic arpg à la Path of Exile, where you zoom around while passively releasing countless AoEs...

    I mean, I'd be all for your idea, I've been a fan of the MH series for 15 years and a fan of action games since forever, but with such unchecked OPness given to players, the need for bullet sponges and enemy invulnerabilty are necessary.

    With the typical firepower of a frame the powerful, telegraphed attack you talk about wouldn't even occur in the first place because the enemy would be dead immediately. Think about the eidolons... Without shield mechanics a Volt could bi-shot it in matter of seconds.

    Sadly, that's what this coomunity wants, big damage numbers and loot, no time for gameplay. 

    • Like 1
  11. 12 hours ago, (PS4)ErydisTheLucario said:

    Its supposed to be fire if you read the ability card, thats what im waiting for them to do, turn the grass into fire.

    I don't know if I hallucinated everything but I remember that initially it was some sort of flat wave-effect affecting the ground (which is still there, under the grass) but it was kinda difficult to spot so they added grass, also to match his affinity with nature.

    Frac, now I'm curious, was it real or am I creating memories?

    Btw, I guess that before a visual rework he needs an audio rework, as ALL of his abilities have the SAME sound effect.

  12. 11 hours ago, --KoR--TurroBandolero said:

    I agree that this particular mechanic is slow and unusable given the pace the game currently has, but also I should mention that I see this mechanic as something neglectable in the current meta. Looking at the changes you listed, I see the need of a more efficient baruuk build, currently you need blind rage to have a decent amount of daggers without wasting too many mod slots and that results in 50-70 energy to cast his 3 having arround 17-22 daggers, clearly not enough to feed the whole squad. But as I said, I dont see this mechanic as something relevant. For me desolate hands is the best ability baruuk has, simple damage reduction with a tea spoon of crowd control, little drawback and recastable, more than enough.

    I don't honestly understand why a simple tweak should revolve around what's meta and what's not.

    If DE had to develop content based on what's meta and what's not, 3/4 of this game (quite frankly, much more than that) wouldn't have reason to exist. If they did, every warframe by this point would be a damage dealer because Mesa and Saryn exist.

    the changes I propose are because the mechanics they implemented on Baruuk are clunky and not too usable, while there's Gara that does it in a much smoother fashion in a much broader usefulness.

    Seriously, if I play this game is because I don't give a cent about meta.

  13. I wanted to open a thread for this but since there's already one I'll add up:

    change how his third ability works when you have allies around, meaning that daggers are not automatically shared with squadmates, and implement the following:

    tap the skill button to cast the ability, as it normally does;

    hold to share it in a 6m radius (iirc, it's the base value at lv30, affected by mods) half of the max charges with the closest ally. If more than one ally is in the range, pick one randomly; do not retarget an ally that is already affected by the skill (if there are more than 1 allies in range, of course).

    The visual effect could be half of the daggers swirling fast around Baruuk, in a larger orbit than the usual ones.

     

    This because I find bothersome to not have control over your charge number should you find yourself in a squad (90% of the time basically) since everyone  in this game is slinging themselves from one part to another.

    More importantly, Baruuk has almost nothing to offer to his squad except his presence obviously and his very slowly-shared amount of daggers: in order to provide protection to a teammate you have to stick to them for at least 9 seconds, which is not that fun... Whereas you have Gara, that can literally go "you get a 90% DR, you get a 90% DR, everybody gets a 90%DR!!!" even on npcs and mission targets, with no need of any augment.

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