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SairentoDangan

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Posts posted by SairentoDangan

  1. In the DEV workshopDE announced a way to Transmute Defiled rune to a fully charged random one, it's nice but it's still RNG.

    So if only we can use spare runes that is not used (fully 3 charges) to charge up 1 or 2 charges of our desired Defiled Rune, it would be a nice addition, thus we got to choose what rune we want. Or use 3 Defiled Rune to charge up 1 charge of other runes.

    That way we can use up spare runes that we got from Relics/ Defiled one, and focus more on the Lich fight with a certain runes.

  2. I'm addressing 1 tiny annoying thing that happens since the Melee 2.9 dropped with equipped Gear items (Mining gears, Scanners, Fishing spears): When you're equipping  said gear, and press Melee button, you Melee and then use Right click to aim again, you swapped back to the gear item, which is super convenient and I love it .

    But since Melee 2.9 dropped I can't do it, and I am forced to open the Gear menu again everytime I do anything, like casting a skill that use both hand (Chroma 1, Operator mode, etc), or use melee to hit the enemy and it swap back to the Primary weapon when you aim. I know I can setup Keyboard shortcut for those, but I'm running out of shortcut for the infinite things I want to bring.

    Also in the Market, another check box with "Exclude Mastered Weapon" for those who want to buy Blueprint of what they don't own and stuff would be nice.

    Thank you for reading.

     

  3. Hello everyone,

    I'm currently playing Risk of Rain 2, and I think that game concept is kinda fun, and wonder if it can be brought to Warframe for some kind of roguelike experience (yes I know we have Sanctuary Onslaught with 1 life only).

    It will look something like this:

    You start with 1 Warframe of your choice, fully skilled but at rank 1, with a Braton/ Lato/ Skana. You get xp from killing mobs, increasing in ranks will allow for more HP, Energy. Energy will regenerate to counter the "pressing 4 and everything dies", or some kind of cooldown for skills. Mobs will also drop "some kind of currency" (maybe this will be some kind of Simaris experiment), then there will be some chest, put randomly on the map, and require currency to open, upon opening, you will be rewarded with random mods or Weapons (you can choose to pickup the weapon or not), each duplicate will increase the rank of the mods by 1, and this will have no limit.

    Limit the amount of mods that will appear in this game mod to the useful one, (WF has way too many mods) and there will be no mod slots, just pick up and it's effect will apply. Objective will be survive as long as you can, then start a console for a 1 minute countdown to open a portal, where there will be lots of enemies spawn and try to kill you, get in portal, and the loop repeat till you die.

    Reward can be points for killing things, surviving long enough, or kill bosses etc etc. Points can be spend at vendor (Simaris in my case).

    Thank you all for reading.

     

    • Like 1
  4. My time in Sanctuary Onslaught mode is a little bit too odd. You kill mobs, you get more time, you kill more mobs, that's how the mode work. But the thing is: If you don't kill mobs fast enough, they won't spawn more, there's a cap to the amount of mobs that appear I think, and that lead to a boring race of KILLING MOBS AS FAST AS YOU CAN before the next wave spawn, and you can't get overwhelmed by the mobs waves. 

    In my opinion, Sanctuary Onslaught mode should have their mobs spawn limit removed, and it will continue to spawn more and more mobs even if the current wave is not defeated (at a static timer). It will be better for some gun style mowing down horde of mobs or get it in the ass, other than just pressing 4 and kill as much as you can or you run out of time. 

     

     

  5. I go mining today and notice that the color and text is small, while some others get the big images and no text, but the color is the same as mine.

    It doesn't happens before 24.0.7 I'm sure. I have 1920x1280 resolution in game.

    Pics:

    FX2AD28.jpg

  6. Just as title says, an option that get us Solo player get the big amount of mobs for 4 man party? I mean I know it has some balancing about the drops and all, but it is challenging right?

    Or maybe increase the mobs counts but keep the drop rate the same as Solo and lock the option to the SOLO tab, and there we go, we have 4 man party mobs to kill and no resources increase. 

     

  7. LOL balance to the game. Now the Simulor can delete 115 HG in 1,5 secs. AND I'm going to put the brightest energy colour to it because of you all. PREPARE FOR THE COLOURFUL SCREEN SHAKING SIMULOR.

    P/S: No really, the Simulor is better than it is before now with the right build. New mechanics are good for the game, just need to tune down the screen shaking a little bit and we're fine. Nice job DE.

  8. Solo everything from Sortie to Nightmare/ Alert, save yourself "blinding" problem, "OP" weapon kill everything before you can touch them boohoo. Or find a group of Tenno who have the same "blinding" problem to use other weapons to play with. Don't just selfishly place your problem in other's fun.

  9. It's a given that Saryn will be using Spore, right?  So all relevant enemies (and pretty much all enemies period if using a max range build) will constantly have the Viral status applied to them.  Why have it on your gun?  Why not put Gas to keep Toxin procs on everyone and also add to Spore damage simultaneously?  Or, why not just use the most effective elements, damage-wise?  Because she has Spore to guarantee constant free Viral procs on everything around, why would Saryn ever need to bring a Viral weapon?  It doesn't make any sense to me.  Using Radiation for CC makes sense, but that's hardly a Saryn-specific synergy.  

     

    It's also weird to me that someone would suggest a weapon build that is redundant for Saryn, and then talk about the Molt -> Spores -> Miasma combo.  I pretty much never have done that since day 1 of the rework; I only do it in emergencies that require prompt killing without needing a target, or to set up a Miasma before the enemies have reached the area.  The whole idea is to bring a weapon-based Toxin proc source to allow Miasma (and Spores) to deal big damage without wasting energy.  

    I personally use all the kits I can use to maximize the effectiveness of putting down things. In this case it's Viral AOE weapon combine with Saryn. I can use another OP gun to kill off ppl and use Saryn for some utilities/ survival matter. But what's the fun in gunning down ppl while your Warframe is just a shell firing a gun? Also spamming skill is nice, but the effectiveness of killing things is way less than combine both.

    And this is just MY way of building Saryn using her EVERYTHING and I want to share it. Ofcoz in your opinion it would be nicer to spread Viral via Spore, but in my way of think, the spreading from my Viral Ignis is way more than Spore. OR just simply Spore then Viral Ignis for both of the damage/ spread.

    Yes GAS is nice, but then you lose the other combination element, what will you put in your gun for combo? Blast? or Magnetic? Or just go full Gas damage and spread Viral with Spore?

    This set up with Gas/ Blast/ Mac I personally use for Corpus Mission, but that's another case...

  10.  

     
     

    Why use a Viral Ignis?  People keep posting this but I'm still not seeing the synergy.  Spores inflict Viral pretty much for free, and indefinitely in a large AOE.  Is Viral used because it is the complement to Radiation?  Why not just go full Radiation (or add some Toxin for supplementary Toxin procs without energy use or weapon switch?)

     

    Viral/ Rad Ignis with Firestorm and Sinister Reach and high Status will proc almost every sec,  and most of all: It deal way more damage than Spore itself. Because it's a gun, that can do the same thing Spore skill can do, with way more damage, and no cast time or Mana cost. Isn't that convenient? 

    Or we can do that the old way: Molt > Spore on Molt / Enemies > Shoot > Miasma or shoot them to dead. 

  11.  I'm sure there are people who have figured out how to deal with the higher level mobs in a more efficient way with saryn than I have.  If you have please post.  I'd love to hear your strategy.  Other than high status corrosive weapons I guess.

     

     

    Hey use my build above, Viral will cut off their health, Rad will make then attack each other, Coro from Miasma will melt them, then you go in and slash them with your Meele.

  12. I personally think you guys need to improvise on how to use Saryn.

    Energy consume too much? Fine, slap rage. Then Rege Molt to regain health. Rinse. Repeat.

    Damage to complicated to max with Miasma?

    Solution: Slap all your dual element / Status on IGNIS, with Firestorm and [Longer beam mod here], spray the VIRAL weapon (yes, Ignis with Viral/ Rad and all Status mod in it), then pop a Molt, then Miasma.

    Since Miasma will explode the Molt BEFORE the Miasma damage ticks, dealing Toxin in AOE, AFTER the enemies was spray with VIRAL/RAD busying slapping each other in the face, and deal the sweet sweet 200% more Miasma damage.

    With about < 60 energy? I think? It's a considerable amount of Energy for a full room of Toxin/ Viral/ Corosive/ Radiation enemies. Ever seen that? Try it, it's fun and DEAL S#&$ TONS OF DAMAGE.

    And if you can't go Ignis because you want to use another weapon and still want to maximize her abilities? Too bad, more energy consume and skills to spread Toxin / Viral. Too bad. Dont complain on that now, that's your choice.

    And for someone who also call Mesa is Dead. No. She is a god now.

    Slap Dura + Eff + Str into her. Her 4 consume 3,5 energy/s, her 3 reduce bullet damage by whooping 95% for more than 30s, Her 2 + 42,5% damage to her and her 4. 

    Ever stand inside 20 75 heavy gunner for 30s without moving and still alive? That's how she is now.

    Aim with your 4, pewpewpew, cool cowgirl with TANKING AIMING skill.

     

    Bonus: Ignis build: http://goo.gl/PN9m8B (you can swap Catalyzer Link for Sinister Reach or anything related to Status)

     

    Saryn Build: http://goo.gl/HqiXdL (More range = less damage per tick, but more enemies struck, swap Intensify with Stretch).

  13. Okay, I'm here trying to kill a Nullifier Crewman with my Ignis / Tonkor. 

    On the later patch, I can fire through the Globe/ Null shield, now I can't. I think DE fixed the Explosion dmg through Globes and Null Shield. And it's cool.

    But why the hell can enemies Explode/ Spash (Bombard/ Napalm/ Grenade/ anything that can explode / splash) bypass our Globe / Shield? HOW? WHY?

    Seriously if DE tries to fix the squishy enemies with some logic about Globe/ Shield / Null field, they will need to take care those in the side of Tenno too. Too many shield abilities, but explosion can bypass the shield, which is really not very cool.

    It's my opinion.

    Thank you.

  14. You're a loser man. Unless you legitimately created the game, you are not a founder. You bought an item, get over yourselves.

    Sooooo you mean you can't buy an Items that the "Founder" (like you said) dont want to release for those loser who can't buy it while they can, and start *@##&#036;ing about it? Wow, sure make sense bro.

  15. I dont know if anyone has come up with this problem, but here's what I see after coming back from quite some times to Warframe.

    Overshield from Energy Vampire is not granted to any Warframes that are using toggle abilities.

     

    Just as there are more and more abilities become toggle-able, but the Overshield from Trinity EV only affect Warframe that already has FULL energy (so the "over-energy" become "overshield").

     

    But isn't it wonderful to make the toggle abilities acts as the Warframe has already have FULL energy? To let them has the Overshield effect from Trinity EV?

     

    Please dont smack me with your Jag Kittag if I offend you in anyway.

  16. Why people think that I dont consider crit -.- At the end (with crit build or with raw damage one) all is the same. AFTER every stat is considered on both weapons WITH their suitable builds - the damage dealt by Hek is more. Just a plain fact.

     

    Im not whinning about the damage numbers... I JUST DONT UNDERSTAND WHY IT DOES MORE DAMAGE THAN THE SPECIAL version...

    IF you dont understand my point that way, see it like this - What if Boltor had a special mod for Boltor only which buffs his damage and then the Boltor Prime appeared and it is dealing lower damage (considering that the Boltor Prime CANT equip that special mod)

    Oh I see. What more damage do you consider? In 4 shots? Or in one magazine? Or in all the bullet you can have?

    I dont think it will be weaker though. With my build, the VeyHak damage has POTENTIAL to deal 2x more damage than the Hek, while the Hek can deal more sustained dps than the VeyHak.

    Let's get 20% multishot off the table. VeyHak has 14 pellet per shot, 47,5% crit for each, 4.2 Crit damage, 8 rounds magazine. Hek has 28 pellet per shot, 10% crit each, 2.0 crit damage, 4 rounds magazine.

    In 8 shot, VeyHak shoot 112 pellets, avarage 59 pellet will crit, with 4,2 crit damage mean 248 pellet + 53 non crit pellet = 301 pellet damage.

    In 4 shots, Hek shoots 112 pllets, avarage 11 pellet will crit, with 2x damage mean 22 pellet + 101 noncrit pellet = 123 pellet damage.

    And if you compare them with 4 shots, do the same math with 4 rounds from VeyHak.

    *drops mic*

  17. Do you see how the Soma prime with the 12 base damage can deal a tons of damage with crit build? While shooting 1 pellet per shot?

    And VayHek can shoot 14 + 20% chance to shoot 21 pellet per shot with 47,5% crit PER PELLET and 4,2 Crit damage with Primed Ravage? With a high damage Weapon like the VayHek?? You can try it. Different build for different weapon is cool. Dont just: Noooo, Hek is about the 200% Multishot, give us 200% multishot with 25% crit chance and 2.0 Crit damage bla bla bla.

    Just deal with it.

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