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Frostyinferno

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Posts posted by Frostyinferno

  1. 9 hours ago, xcrimsonlegendx said:

    It was a fix in the last patch
    - Fixed the Kuva Bramma multi shot sound FX spamming.

    It was unintended for it to play the audio multiple times with multi-shot

    Honestly a shame, it sounded better with the bug.

  2. On 2020-02-15 at 7:54 PM, IamLoco said:

    To be honest, the Kuva Bramma is insanely strong. It not only has a 7m explosion radius, it also emmits little grenade clusters.

    This weapons needs to have some negative issues, or they will nerf it.

    I am fine with the self damage, it´s really a weapon you need to take care of.

    I agree. It's the first self-damage weapon in my eyes where the risk of one-shotting yourself is actually worth it.

  3. 3 hours ago, -AoN-CanoLathra- said:

    If anything, I feel like the Bramma is the first time that self-damage was actually warranted on a weapon. Most, if not all, other self-damage weapons don't have the damage output to justify the risk. The Bramma does. (The only other weapon I consider deserving of self-damage right now is the Lenz, and simply because it gives you a warning and an indication of range.)

    I hope DE recognizes this, and and only nerfs it if they remove the self-damage component as well.

    I agree entirely. In fact that's the reason I have concerns about them saying they're planning on making a cautious shot equivalent, because that would remove the drawback of using the bow. I don't mind the self damage at all, because the payoff is both very strong and satisfying and fun to use. It's the perfect high risk high reward scenario.

  4. I too definitely noticed the weird lights floating above the bow, over your warframe's shoulder during a full charge. Honestly, I think they're supposed to be on the tip of the arrow, but I might be wrong. They're definitely not in the right spot though.

  5. The riven thing has me pretty bummed too. Like I don't really care about Maiming Strike, but people seem to forget that the effect maiming strike gives was a riven roll as well. I spent a good amount of kuva rolling my Keewar Riven to augment a hybrid crit/Condition Overload build. Now, because the way crit is calculated with blood rush and the slide crit effect, my riven is ACTUALLY useless. There's a big difference between minor nerfs via disposition changes and totally gutting a hard-earned roll. 

    If anything this update has taught me to never even bother with rivens. 

    • Like 7
  6. 7 minutes ago, Zilchy said:

    With Eidolons as easy as they are, a lot of people have many. Even without the arcanes you're only really losing Arcane Energize which can be suplemented by Zenurik, energy pads etc. 

    I think that's a pretty gross exaggeration as well. Many of the strongest Arcanes like Energize, Grace, etc have a very low drop rate, and considering Eidolons can only be fought at a certain time of day a limited number of times per cycle, I would wager the majority of the playerbase doesn't have the time to constantly farm eidolons to try to grind a full set of a rare arcane. That's why they cost so much in terms of platinum. Most people who have them bought them from other players.

    Also, to your statement on level 9999 enemies being as easy to kill as level 250s, I think that's a little insane too. Many people would find that level, or even level 250 enemies to be a challenge. The game isn't just built for people who have everything and know every way to exploit the game.

    • Like 1
  7. 2 minutes ago, Zilchy said:

    NO. It really wouldn't. Perhaps you're just bad or inexperienced at the game? It's not much harder to kill level 9999 enemies than level 250 once you get good. With access to all mods, arcanes, frames, etc the game is entirely trivial.

    I guarantee that the VAST majority of the playerbase doesn't have all the arcanes. That's pretty silly. That's literally thousands of platinum right there.

  8. Wukong's Iron Staff is pretty bad now, due to multiple things (No damage boost, C/O, Combo not boosting anything but heavy attack, the sheer inability to get red crits anymore.) Honestly more than anything this is what has totally killed my drive to play Warframe. Yeah, I'm a little busted up about my old melee weapons, sure, but tearing through things with Wukong was the most fun I had playing the game. Now Iron Pool Noodle is back and I hate it.

  9. 1 minute ago, (XB1)GearsMatrix301 said:

    Hence why I said the new meta is going to weaker than the old meta.

    This is the thing that is super frustrating to me when it comes to the responses of this board. Yes, certain weaker melee weapons are now better than they used to be. That's good. But overall, Melee is just weaker now. These meta mods likes Condition Overload, Maiming Strike, and Blood Rush that some people on this forum are celebrating the death of were mods that pushed melee into being a viable alternative to gunplay. Now, with the heavy-handed nerfs to them, melee can't keep up like it used to. Overall it's just very disappointing.

    • Like 3
  10. 10 hours ago, (XB1)GearsMatrix301 said:

    I have never owned maiming strike in my 3 years of playing. I loathe the tactic and am glad that it is atleast dead.

    But. We’ve lost a noticeable portion of damage output, condition overload is now completely useless, Melee combos have lost their damage multipliers, numerous weapons have gone from top choices to below second rate. Heck Wukongs Staff is now back to being a garbage exalted.

    And for what? A useless heavy attack that’s only there to completely drain your combo counter? A lifted effect that’s just Titanias terrible zero G Ragdoll?

    I’m sorry but these are not buffs. Melee as a whole as regressed and I hope that the changes we see over the next month rectifies these mistakes.

    This is the thing that hurts most. Wukong became my favorite frame after the rework. Now his Iron Staff is weak enough I don't even feel like playing Warframe at this point. 

  11. 1 hour ago, Rawbeard said:

    I think I have the mod on one weapon I never use. I feel like this "nerf" will affect a very vocal, but numerically utterly irrelevant amount of players.

    You say that like there was something wrong with using one of the strongest melee mods prior to the update. This nerf (not sure why you put it in quotations since its a heavy and real nerf) essentially guts status based weapons way harder than was needed.

  12. Just now, Loza03 said:

    You bought into rivens, knowing full well that by their nature, they are ephemeral.

    I fully expect and understand disposition changes, and that's fine, but making effects like "crit on slide" ACTUALLY worthless is unexpected and a step too far. Putting hundreds of hours of kuva farming into a riven only to have it be slightly less effective is one thing, but after the complete gutting some of mine have received I feel I have a right to be a bit upset.

  13. Just now, Loza03 said:

    Basically not relying on one thing all the time is a good thing.

    Which would be fine, if the riven system didn't exist. People like me who invested a lot into specific rivens for those useful melee weapons essentially get shafted. Doesn't matter if there's no riven disposition changes yet, many of my melee rivens are basically worthless now.

  14. 2 hours ago, (XB1)COA Altair said:

    Blood rush and CO were broken, anyone who said otherwise doesn't know how math works.  

    Considering how insane armor scaling gets in this game, "broken" was fine for endgame content. Now melee feels like you're smacking high level bombards/heavy gunners with a pool noodle. It's pretty bad now.

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