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MirageKnight

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  1. Thanks again for another update / hotfix! The implementation of optimizations, fixes and changes (and the work put into them) that help benefit the Warframe experience are all greatly appreciated, so keep up the good work. Unfortunately, I don't see any mention of fixes and solutions for the following bugs and issues in the update notes, so here's a polite reminder. Quite a few of these are long-standing issues and concerns that have been reported elsewhere by other players as well as myself. Bugs: - Broken animations and fx / sfx for Sarpa if attack speed is modded too high. - Occasional loss of functionality of Exalted melee weapons when playing as a Client. - Baruuk's Desolate Hands' orbiting daggers targeting and killing wildlife, including animals that have been tranquilized for capture as part of Conservation activities. This makes Conservation activities impossible to complete while Desolate Hands is active. - Aiming while performing a melee attack when equipped with a Scanner results in the player switching to their Primary or Secondary weapon instead of switching back to the scanner. This forces the player to go back to the gear menu and re-enable / re-equip the Scanner. - Zenith will randomly switch to full auto after firing a single shot when in alt-fire mode. - Weapons glitching occasionally when Baruuk switches out from Serene Storm. - Loss of sfx for Baruuk's orbiting daggers when they transfer to other players when playing as a Client. - Host Migrations on Defense missions can randomly reset some player scores to zero while leaving one player's scores intact. This happens after players elect to leave or stay for the next set of waves. - Host Migrations NOT "pausing" the game at times, wherein enemies will still attack and do damage to the player. This has been an issue for years and it can be game-breaking. - Failed Host Migrations resulting in a failed mission with a loss of all rewards and pickups. I know there was a fix to address failed migrations not too long ago - but I'm not sure if this part was actually addressed or not. - During PoE bounties, hacked Drones will still occasionally get stuck on terrain / structures and refuse to move, causing the mission to ultimately fail. - Prosecutors fail to spawn on Exterminate, Survival and Defense nodes on Ceres. - Garuda's Talons resetting to inactive / un-deployed position after performing a melee stealth kill (naturally when no other melee weapon has been equipped). - Energy and Emission color options still bugged / broken / half completed for certain Warframes, weapons, accessories, and abilities. You're getting there though! - Numerous missing Codex entries, which includes enemies and PoE animals. Balance / Gameplay-related Issues and Concerns: - Nekros Shadows being affected by Renewal, thus posing a massive and unreasonable energy drain on Oberon players. - Warframes with spam-able "Nuke" abilities, such as Saryn, Equinox, Mesa, and Volt, still being arguably not co-op friendly by being able to dominate small defense maps by hogging the vast majority of kills. All players should be able to contribute and participate in missions in meaningful ways with whatever 'Frame they choose, not be bored to tears because someone was able to delete most of the enemies for everyone with extremely powerful and easy to spam abilities that also has massive range. Nerf nuke abilities to more acceptable levels and you'll also make CC-based 'Frames relevant again without the need to rework them. - "Spin 2 Win" tactics dominating melee due to Maiming Strike being always available while conferring massive bonuses to an easily spammable attack move capable of rapidly clearing maps. - The Wolf of Saturn Sixs being a boring bullet-sponge and gear-check enemy that punishes players for head-shotting and who rewards us for our troubles with a sub-par drop table that has mods you can easily get anywhere else. Yes he's "weaker" now...but he's still a boring sponge that requires little skill but substantial effort and patience to neutralize. That's not challenging. A Nox is a good example of a tough enemy that provides decent challenge and rewards the use of skill and smarts to make the fight faster. Also, it would be really appreciated if you all could: - Allow us, if it's possible, to opt out of certain Warframe abilities (such as Volt's Speed and Limbo's Rift Walk portals) via a game preference toggle. We can turn off Octavia's sounds for other players because of how intrusive they can be, so why not potentially intrusive abilities? Not everyone wants to be Rifted or wind up running around like a Russian Dwarf Hamster on meta-amphetamines. Win-win for all, with no need for a player to have to "manually opt out" by rolling / dodging every time an intrusive ability is activated and winds up adversely affecting said player. - Buff fashion frame / customization a bit and give us a color wheel picker to choose colors from instead of having to scroll though numerous pallets to find the color we want. Grey out color blocks on the wheel that are associated with pallets that a player doesn't own. - Please bring back manual blocking for melee - or at least have it as an option. There are stances and a couple of mods that used manual blocking - and said mods are effectively useless now. In addition, auto-blocking can be really inconvenient and irritating. Which brings me to... - Please stop defaulting RMB to equipping the last ranged weapon used while a melee weapon is currently equipped - Exalted included. When an Exalted melee ability is active, right-clicking switches from the melee weapon to the last ranged weapon used, forcing players to turn the ability off and then on again which wastes energy. RMB / aiming also de-equips scanners / mining tools if the player has to switch to melee in the middle of scanning / mining, forcing us to re-equip the scanner / mining tool, etc. Some of us hate this "switch" feature and want to be able to turn it off. You can work in a toggle so that players can "lock into" whatever melee weapon they have equipped - exalted or otherwise. - Make Ogris fun again and give it a semi-auto trigger. Make the rockets only detonate after they've traveled 6m (at least), for obvious safety concerns that players have brought up. - Please bring back regular Alerts for players that either can't or don't want to deal with Nightwave. Players appreciate having options and Nightwave has not been particularly new-player friendly. To add to this, a number of players have complained about how Nitain is now being effectively locked behind Nightwave credits and a very unreliable reward system (Sabotage & Cetus Bounty, the latter only when Ghouls are present). - Lower the credit cost to build Ephemera and drop the resource costs substantially. It's a purely cosmetic item that does nothing but leave footprints / trails that disappear after a few seconds. Also, if these are supposed to be a prestige item / badge of honor...they need to be a GUARANTEED reward when reaching a particular milestone. If not, lower the grind needed to acquire them please. - Lower the cost of Domestik aka "Corpus Roomba" - a mobile cosmetic - to 35 - 50p. At present, it costs significantly more than a Sentinel. 100p for something that does nothing but run around when 75p grants players a Sentinel with a weapon and useful abilities is a bit much, especially considering that most Orbiter cosmetics don't cost more than 25p. Thanks for reading. No, I really couldn't care less if certain points I've made here are unpopular with certain members of the community. My concern is that the game be as functional, balanced, and enjoyable for as many players as is reasonably possible.
  2. Thanks again for another update / hotfix! The implementation of optimizations, fixes and changes (and the work put into them) that help benefit the Warframe experience are all greatly appreciated, so keep up the good work. Unfortunately, I don't see any mention of fixes and solutions for the following bugs and issues in the update notes, so here's a polite reminder. Quite a few of these are long-standing issues and concerns that have been reported elsewhere by other players as well as myself. Bugs: - Broken animations and fx / sfx for Sarpa if attack speed is modded too high. - Occasional loss of functionality of Exalted melee weapons when playing as a Client. - Baruuk's Desolate Hands' orbiting daggers targeting and killing wildlife, including animals that have been tranquilized for capture as part of Conservation activities. This makes Conservation activities impossible to complete while Desolate Hands is active. - Aiming while performing a melee attack when equipped with a Scanner results in the player switching to their Primary or Secondary weapon instead of switching back to the scanner. This forces the player to go back to the gear menu and re-enable / re-equip the Scanner. - Zenith will randomly switch to full auto after firing a single shot when in alt-fire mode. - Weapons glitching occasionally when Baruuk switches out from Serene Storm. - Loss of sfx for Baruuk's orbiting daggers when they transfer to other players when playing as a Client. - Host Migrations on Defense missions can randomly reset some player scores to zero while leaving one player's scores intact. This happens after players elect to leave or stay for the next set of waves. - Host Migrations NOT "pausing" the game at times, wherein enemies will still attack and do damage to the player. This has been an issue for years and it can be game-breaking. - Failed Host Migrations resulting in a failed mission with a loss of all rewards and pickups. I know there was a fix to address failed migrations not too long ago - but I'm not sure if this part was actually addressed or not. - During PoE bounties, hacked Drones will still occasionally get stuck on terrain / structures and refuse to move, causing the mission to ultimately fail. - Prosecutors fail to spawn on Exterminate, Survival and Defense nodes on Ceres. - Garuda's Talons resetting to inactive / un-deployed position after performing a melee stealth kill (naturally when no other melee weapon has been equipped). - Energy and Emission color options still bugged / broken / half completed for certain Warframes, weapons, accessories, and abilities. You're getting there though! - Numerous missing Codex entries, which includes enemies and PoE animals. Balance / Gameplay-related Issues and Concerns: - Nekros Shadows being affected by Renewal, thus posing a massive and unreasonable energy drain on Oberon players. - Warframes with spam-able "Nuke" abilities, such as Saryn, Equinox, Mesa, and Volt, still being arguably not co-op friendly by being able to dominate small defense maps by hogging the vast majority of kills. All players should be able to contribute and participate in missions in meaningful ways with whatever 'Frame they choose, not be bored to tears because someone was able to delete most of the enemies for everyone with extremely powerful and easy to spam abilities that also has massive range. Nerf nuke abilities to more acceptable levels and you'll also make CC-based 'Frames relevant again without the need to rework them. - "Spin 2 Win" tactics dominating melee due to Maiming Strike being always available while conferring massive bonuses to an easily spammable attack move capable of rapidly clearing maps. - The Wolf of Saturn Six being a boring bullet-sponge and gear-check enemy that punishes players for head-shotting and who rewards us for our troubles with a sub-par drop table that has mods you can easily get anywhere else. Yes he's "weaker" now...but he's still a boring sponge that requires little skill but substantial effort and patience to neutralize. That's not challenging. A Nox is a good example of a tough enemy that provides decent challenge and rewards the use of skill and smarts to make the fight faster. Also, it would be really appreciated if you all could: - Allow us, if it's possible, to opt out of certain Warframe abilities (such as Volt's Speed and Limbo's Rift Walk portals) via a game preference toggle. We can turn off Octavia's sounds for other players because of how intrusive they can be, so why not potentially intrusive abilities? Not everyone wants to be Rifted or wind up running around like a Russian Dwarf Hamster on meta-amphetamines. Win-win for all, with no need for a player to have to "manually opt out" by rolling / dodging every time an intrusive ability is activated and winds up adversely affecting said player. - Buff fashion frame / customization a bit and give us a color wheel picker to choose colors from instead of having to scroll though numerous pallets to find the color we want. Grey out color blocks on the wheel that are associated with pallets that a player doesn't own. - Please bring back manual blocking for melee - or at least have it as an option. There are stances and a couple of mods that used manual blocking - and said mods are effectively useless now. In addition, auto-blocking can be really inconvenient and irritating. Which brings me to... - Please stop defaulting RMB to equipping the last ranged weapon used while a melee weapon is currently equipped - Exalted included. When an Exalted melee ability is active, right-clicking switches from the melee weapon to the last ranged weapon used, forcing players to turn the ability off and then on again which wastes energy. RMB / aiming also de-equips scanners / mining tools if the player has to switch to melee in the middle of scanning / mining, forcing us to re-equip the scanner / mining tool, etc. Some of us hate this "switch" feature and want to be able to turn it off. You can work in a toggle so that players can "lock into" whatever melee weapon they have equipped - exalted or otherwise. - Make Ogris fun again and give it a semi-auto trigger. Make the rockets only detonate after they've traveled 6m (at least), for obvious safety concerns that players have brought up. - Please bring back regular Alerts for players that either can't or don't want to deal with Nightwave. Players appreciate having options and Nightwave has not been particularly new-player friendly. To add to this, a number of players have complained about how Nitain is now being effectively locked behind Nightwave credits and a very unreliable reward system (Sabotage & Cetus Bounty, the latter only when Ghouls are present). - Lower the credit cost to build Ephemera and drop the resource costs substantially. It's a purely cosmetic item that does nothing but leave footprints / trails that disappear after a few seconds. Also, if these are supposed to be a prestige item / badge of honor...they need to be a GUARANTEED reward when reaching a particular milestone. If not, lower the grind needed to acquire them please. - Lower the cost of Domestik aka "Corpus Roomba" - a mobile cosmetic - to 35 - 50p. At present, it costs significantly more than a Sentinel. 100p for something that does nothing but run around when 75p grants players a Sentinel with a weapon and useful abilities is a bit much, especially considering that most Orbiter cosmetics don't cost more than 25p. Thanks for reading. No, I really couldn't care less if certain points I've made here are unpopular with certain members of the community. My concern is that the game be as functional, balanced, and enjoyable for as many players as is reasonably possible.
  3. If you consider Christmas to be "soon", then yeah...I guess. I can't say I'm really "hyped af" though.
  4. Thanks again for another update / hotfix! The implementation of optimizations, fixes and changes (and the work put into them) that help benefit the Warframe experience are all greatly appreciated, so keep up the good work. Unfortunately, I don't see any mention of fixes and solutions for the following bugs and issues in the update notes, so here's a polite reminder. Quite a few of these are long-standing issues and concerns that have been reported elsewhere by other players as well as myself. Bugs: - Broken animations and fx / sfx for Sarpa if attack speed is modded too high. - Occasional loss of functionality of Exalted melee weapons when playing as a Client. - Baruuk's Desolate Hands' orbiting daggers targeting and killing wildlife, including animals that have been tranquilized for capture as part of Conservation activities. This makes Conservation activities impossible to complete while Desolate Hands is active. - Aiming while performing a melee attack when equipped with a Scanner results in the player switching to their Primary or Secondary weapon instead of switching back to the scanner. This forces the player to go back to the gear menu and re-enable / re-equip the Scanner. - Zenith will randomly switch to full auto after firing a single shot when in alt-fire mode. - Weapons glitching occasionally when Baruuk switches out from Serene Storm. - Loss of sfx for Baruuk's orbiting daggers when they transfer to other players when playing as a Client. - Host Migrations on Defense missions can randomly reset some player scores to zero while leaving one player's scores intact. This happens after players elect to leave or stay for the next set of waves. - Host Migrations NOT "pausing" the game at times, wherein enemies will still attack and do damage to the player. This has been an issue for years and it can be game-breaking. - Failed Host Migrations resulting in a failed mission with a loss of all rewards and pickups. I know there was a fix to address failed migrations not too long ago - but I'm not sure if this part was actually addressed or not. - During PoE bounties, hacked Drones will occasionally get stuck on terrain and refuse to move, causing the mission to ultimately fail. - Prosecutors fail to spawn on Exterminate, Survival and Defense nodes on Ceres. - Garuda's Talons resetting to inactive / un-deployed position after performing a melee stealth kill (naturally when no other melee weapon has been equipped). - Energy and Emission color options still bugged / broken / half completed for certain Warframes, weapons, accessories, and abilities. You're getting there though! - Numerous missing Codex entries, which includes enemies and PoE animals. Balance / Gameplay-related Issues and Concerns: - Nekros Shadows being affected by Renewal, thus posing a massive and unreasonable energy drain on Oberon players. - Saryn, Mesa, Volt, Equinox, Octavia and Mag (yes, Mag. Polarize spam is extremely effective at room clearing) still being arguably not co-op friendly by being able to dominate / nuke small defense maps with overpowered abilities. All players should be able to contribute and participate in missions in meaningful ways with whatever 'Frame they choose, not be bored to tears because someone was able to delete most of the enemies for everyone with an extremely powerful and easy to spam ability that also has massive range. Nerf nuke abilities to more acceptable levels and you'll also make CC-based 'Frames relevant again. - Ability to turn Banshee's Soundquake on and off quickly and repeatedly, generating pulses of high range and damage that can readily and easily clear small maps. - "Spin 2 Win" tactics dominating melee due to Maiming Strike being always available while conferring massive bonuses to an easily spammable attack move capable of rapidly clearing maps. - The Wolf of Saturn Six being a boring bullet-sponge and gear-check enemy that punishes players for head-shotting and who rewards us for our troubles with a sub-par drop table that has mods you can easily get anywhere else. Yes he's "weaker" now...but he's still a boring sponge that requires little skill but substantial effort and patience to neutralize. That's not challenging. A Nox is a good example of a tough enemy that provides decent challenge and rewards the use of skill and smarts to make the fight faster. Also, it would be really appreciated if you all could: - Allow us, if it's possible, to opt out of certain Warframe abilities (such as Volt's Speed and Limbo's Rift Walk portals) via a game preference toggle. We can turn off Octavia's sounds for other players because of how intrusive they can be, so why not potentially intrusive abilities? Not everyone wants to be Rifted or wind up running around like a Russian Dwarf Hamster on meta-amphetamines. Win-win for all, with no need for a player to have to "manually opt out" by rolling / dodging every time an intrusive ability is activated and winds up adversely affecting said player. - Buff fashion frame / customization a bit and give us a color wheel picker to choose colors from instead of having to scroll though numerous pallets to find the color we want. Grey out color blocks on the wheel that are associated with pallets that a player doesn't own. - Please bring back manual blocking for melee - or at least have it as an option. There are stances and a couple of mods that used manual blocking - and said mods are effectively useless now. In addition, auto-blocking can be really inconvenient and irritating. Which brings me to... - Please stop defaulting RMB to equipping the last ranged weapon used while a melee weapon is currently equipped - Exalted included. When an Exalted melee ability is active, right-clicking switches from the melee weapon to the last ranged weapon used, forcing players to turn the ability off and then on again which wastes energy. RMB / aiming also de-equips scanners / mining tools if the player has to switch to melee in the middle of scanning / mining, forcing us to re-equip the scanner / mining tool, etc. Some of us hate this "switch" feature and want to be able to turn it off. You can work in a toggle so that players can "lock into" whatever melee weapon they have equipped - exalted or otherwise. - Make Ogris fun again and give it a semi-auto trigger. Make the rockets only detonate after they've traveled 6m (at least), for obvious safety concerns that players have brought up. - Please bring back regular Alerts for players that either can't or don't want to deal with Nightwave. Players appreciate having options and Nightwave has not been particularly new-player friendly. To add to this, a number of players have complained about how Nitain is now being effectively locked behind Nightwave credits and a very unreliable reward system (Sabotage & Cetus Bounty, the latter only when Ghouls are present). - Lower the credit cost to build Ephemera and drop the resource costs substantially. It's a purely cosmetic item that does nothing but leave footprints / trails that disappear after a few seconds. Also, if these are supposed to be a prestige item / badge of honor...they need to be a GUARANTEED reward when reaching a particular milestone. If not, lower the grind needed to acquire them please. - Lower the cost of Domestik aka "Corpus Roomba" - a mobile cosmetic - to 35 - 50p. At present, it costs significantly more than a Sentinel. 100p for something that does nothing but run around when 75p grants players a Sentinel with a weapon and useful abilities is a bit much, especially considering that most Orbiter cosmetics don't cost more than 25p. Thanks for reading. No, I really couldn't care less if certain points I've made here are unpopular with certain members of the community. My concern is that the game be as functional, balanced, and enjoyable for as many players as is reasonably possible.
  5. Any news on Vauban's rework? Any thoughts on bringing back manual blocking as an option for melee weapons? There are stances and a couple of mods that used manual blocking - and said mods are effectively useless now. In addition, auto-blocking can be really inconvenient and irritating. Finally, right-clicking switches from the melee weapon to the last ranged weapon used, forcing players to also turn any active Exalted melee ability off and then on again which wastes energy. RMB / aiming also de-equips scanners / mining tools if the player has to switch to melee in the middle of scanning / mining...forcing us to re-equip the scanner / mining tool, etc. Any thoughts on adding a toggle to allow us opt out of certain Warframe abilities? We can turn off Octavia's sounds for other players because of how intrusive they can be, so why not potentially intrusive abilities like Volt's Speed and LImbo's Rift Walk portals? Can you give us any word on whether or not map nuking abilities such as Maim, Spores, and Miasma (to name a few) are going to be toned down to better promote co-op play and build diversity?
  6. Hyperbole much? Ah yes - the Plague Queen of Hydron and the Nuker of Maps. The go-to for ESO and Defense. The 'Frame with an ability set that's extremely good at preventing other people from actually killing anything. Saryn's a really good reason to actually keep him away from Atlas. With that mentioned, I will agree that Wukong is in a much better place than he used to be and right now, the only thing that redeems Pablo in my book. Everything else he's touched has been either mediocre and uninspired or tends to forget that it has to play well with others - and usually to the detriment of other players. With regard to our rock star Warframe, it would indeed be nice to see his wall get a little bit wider and for Petrify to be able to heal it. I also agree that Petrify is rather costly for what it does; perhaps have it only cost energy based on how many targets it hits? Seriously, if you don't catch enough targets in Pertify's cone, that's a pretty expensive cast for little gain. That being said, Atlas is arguably pretty solid. He could definitely benefit from some QoL tweaks but I really don't think he needs a full-blown rework.
  7. Or...just hear me out here...you could always post feedback saying "I don't like this mechanic, this is why, please fix this." Because the Feedback section of the forms exist for a reason. That being said, I'm really disappointed in this delayed fuse explosive bolt mechanic and the overall nerfs to flight speed, reload speed, and Puncture damage. It not only robs the weapon type of its status as a decent, all-around "stealth weapon", but It can also effectively turn melee-only units that charge you into suicide bombers (as other players have noted) if you're not careful. You really don't want to have a melee unit suddenly get in your face after it's just been liberally coated with Zhuge P bolts. The detonation of all those bolts will more likely than not kill you. The art design for the Zhuge Prime is friggin' gorgeous and I was so ready to throw real money at it, but frankly this arbitrary change is a total deal-breaker for me. I'll be honest - I was looking forward to Zhuge P enjoying a bit extra overall damage (still Puncture heavy) and perhaps some added crit over the Zhuge. Now if the explosive bolts were an alt fire thing, I'd be ok with that because at least then it would be an option. Until DE decides to change the Zhuge P into something less suicidal, I'm sticking with my old, reliable user-friendly and stealthy Zhuge.
  8. 400p for 6 mobile cosmetics...when only one of these costs 100p. Oh that's real value right there... /s Needless to say, some gullible players and their plat will soon be parted.
  9. Thanks again for another update / hotfix! The implementation of fixes and changes (and the work put into them) that help benefit the Warframe experience are all greatly appreciated, so keep up the good work. Unfortunately, I don't see any mention of fixes and solutions for the following bugs and issues in the update notes, so here's a polite reminder. Quite a few of these are long-standing issues and concerns that have been reported elsewhere by other players as well as myself. Bugs: - Broken animations and fx / sfx for Sarpa if attack speed is modded too high. - Occasional loss of functionality of Exalted melee weapons when playing as a Client. - Baruuk's Desolate Hands' orbiting daggers targeting and killing wildlife, including animals that have been tranquilized for capture as part of Conservation activities. This makes Conservation activities impossible to complete while Desolate Hands is active. - Aiming while performing a melee attack when equipped with a Scanner results in the player switching to their Primary or Secondary weapon instead of switching back to the scanner. This forces the player to go back to the gear menu and re-enable / re-equip the Scanner. - Zenith will randomly switch to full auto after firing a single shot when in alt-fire mode. - Weapons glitching occasionally when Baruuk switches out from Serene Storm. - Loss of sfx for Baruuk's orbiting daggers when they transfer to other players when playing as a Client. - Host Migrations on Defense missions can randomly reset some player scores to zero while leaving one player's scores intact. This happens after players elect to leave or stay for the next set of waves. - Host Migrations NOT "pausing" the game at times, wherein enemies will still attack and do damage to the player. This has been an issue for years and it can be game-breaking. - Failed Host Migrations resulting in a failed mission with a loss of all rewards and pickups. I know there was a fix to address failed migrations not too long ago - but I'm not sure if this part was actually addressed or not. - During PoE bounties, hacked Drones will occasionally get stuck on terrain and refuse to move, causing the mission to ultimately fail. - Prosecutors fail to spawn on Exterminate, Survival and Defense nodes on Ceres. - Garuda's Talons resetting to inactive / un-deployed position after performing a melee stealth kill (naturally when no other melee weapon has been equipped). - Energy and Emission color options still bugged / broken / half completed for certain Warframes, weapons, accessories, and abilities. You're getting there though! - Numerous missing Codex entries, which includes enemies and PoE animals. Balance / Gameplay-related Issues and Concerns: - Nekros Shadows being affected by Renewal, thus posing a massive and unreasonable energy drain on Oberon players. - Saryn, Mesa, Volt, Equinox, Octavia and Mag (yes, Mag. Polarize spam is extremely effective at room clearing) still being arguably not co-op friendly by being able to dominate / nuke small defense maps with overpowered abilities. All players should be able to contribute and participate in missions in meaningful ways with whatever 'Frame they choose, not be bored to tears because someone was able to delete most of the enemies for everyone with an extremely powerful and easy to spam ability that also has massive range. Nerf nuke abilities to more acceptable levels and you'll also make CC-based 'Frames relevant again. - Ability to turn Banshee's Soundquake on and off quickly and repeatedly, generating pulses of high range and damage that can readily and easily clear small maps. - "Spin 2 Win" tactics dominating melee due to Maiming Strike being always available while conferring massive bonuses to an easily spammable attack move capable of rapidly clearing maps. - The Wolf of Saturn Six being a boring bullet-sponge and gear-check enemy that punishes players for head-shotting and who rewards us for our troubles with a sub-par drop table that has mods you can easily get anywhere else. Yes he's "weaker" now...but he's still a boring sponge that requires little skill but substantial effort and patience to neutralize. That's not challenging. A Nox is a good example of a tough enemy that provides decent challenge and rewards the use of skill and smarts to make the fight faster. Also, it would be really appreciated if you all could: - Allow us, if it's possible, to opt out of certain Warframe abilities (such as Volt's Speed and Limbo's Rift portals) via a game preference toggle. We can turn off Octavia's sounds for other players because of how intrusive they can be, so why not potentially intrusive abilities? Not everyone wants to be Banished or wind up running around like a Russian Dwarf Hamster on meta-amphetamines. Win-win for all, with no need for a player to have to "manually opt out" by rolling / dodging every time an intrusive ability is activated and winds up adversely affecting said player. - Buff fashion frame / customization a bit and give us a color wheel picker to choose colors from instead of having to scroll though numerous pallets to find the color we want. Grey out color blocks on the wheel that are associated with pallets that a player doesn't own. - Please bring back manual blocking for melee - or at least have it as an option. There are stances and a couple of mods that used manual blocking - and said mods are effectively useless now. In addition, auto-blocking can be really inconvenient and irritating. Which brings me to... - Please stop defaulting RMB to equipping the last ranged weapon used while a melee weapon is currently equipped - Exalted included. When an Exalted melee ability is active, right-clicking switches from the melee weapon to the last ranged weapon used, forcing players to turn the ability off and then on again which wastes energy. RMB / aiming also un-equips scanners / mining tools if the player has to switch to melee in the middle of scanning / mining. Some of us hate this "switch" feature and want to be able to turn it off. You can work in a toggle so that players can "lock into" whatever melee weapon they have equipped - exalted or otherwise. - Make Ogris fun again and give it a semi-auto trigger. Make the rockets only detonate after they've traveled 6m (at least), for obvious safety concerns that players have brought up. - Please bring back regular Alerts for players that either can't or don't want to deal with Nightwave. Players appreciate having options and Nightwave has not been particularly new-player friendly. To add to this, a number of players have complained about how Nitain is now being effectively locked behind Nightwave credits and a very unreliable reward system (Sabotage & Cetus Bounty, the latter only when Ghouls are present). - Lower the credit cost to build Ephemera and drop the resource costs substantially. It's a purely cosmetic item that does nothing but leave footprints / trails that disappear after a few seconds. Also, if these are supposed to be a prestige item / badge of honor...they need to be a GUARANTEED reward when reaching a particular milestone. If not, lower the grind needed to acquire them please. - Lower the cost of an individual Domestik aka "Corpus Roomba" - a mobile cosmetic - to 35 - 50p. At present, it costs significantly more than a Sentinel. 100p for something that does nothing but run around when 75p grants players a Sentinel with a weapon and useful abilities is a bit much, especially considering that most Orbiter cosmetics don't cost more than 25p. Thanks for reading. No, I really couldn't care less if certain points I've made here are unpopular with certain members of the community. My concern is that the game be as functional, balanced, and enjoyable for as many players as is reasonably possible.
  10. Good to know - this is going to make some people really happy 🙂
  11. Wow - nice long fix list! Thanks again for another update / hotfix - particularly the fix for missing Clan XP! The implementation of fixes and changes (and the work put into them) that help benefit the Warframe experience are all greatly appreciated, so keep up the good work. Unfortunately, I don't see any mention of fixes and solutions for the following bugs and issues in the update notes, so here's a polite reminder. Quite a few of these are long-standing issues and concerns that have been reported elsewhere by other players as well. Bugs: - Broken animations and fx / sfx for Sarpa if attack speed is modded too high. - Occucor's target tracking for tendrils will not work if the weapon is modded for increased range. Apparently fixed a little while ago - GG - Occasional loss of functionality of Exalted melee weapons when playing as a Client. - Baruuk's Desolate Hands' orbiting daggers targeting and killing wildlife, including animals that have been tranquilized for capture as part of Conservation activities. This makes Conservation activities impossible to complete while Desolate Hands is active. - Weapons glitching occasionally when Baruuk switches out from Serene Storm. - Loss of sfx for Baruuk's orbiting daggers when they transfer to other players when playing as a Client. - Zenith will randomly switch to full auto after firing a single shot when in alt-fire mode. - Host Migrations on Defense missions can randomly reset some player scores to zero while leaving one player's scores intact. This happens after players elect to leave or stay for the next set of waves. - Host Migrations NOT "pausing" the game at times, wherein enemies will still attack and do damage to the player. This has been an issue for years and it can be game-breaking. - Failed Host Migrations resulting in a failed mission with a loss of all rewards and pickups. I know there was a recent fix to address failed migrations - but I'm not sure if this part was actually addressed or not. - During PoE bounties, hacked Drones will occasionally get stuck on terrain and refuse to move, causing the mission to ultimately fail. - Prosecutors fail to spawn on Exterminate, Survival and Defense nodes on Ceres. - Garuda's Talons resetting to inactive / un-deployed position after performing a melee stealth kill (naturally when no other melee weapon has been equipped). - Energy and Emission color options still bugged / broken / half completed for certain Warframes, weapons, accessories, and abilities. You're getting there though! - Using Melee while using a Synthesis Scanner defaults to the player's Primary or Secondary weapon when aiming instead of the Scanner after melee. This forces the player to re-enable the Scanner. - Numerous missing Codex entries, which includes enemies and PoE animals. Balance / Gameplay-related Issues and Concerns: - Nekros Shadows being affected by Renewal, thus posing a massive and unreasonable energy drain on Oberon players. - Saryn, Mesa, Volt, Equinox, Octavia and Mag (yes - Mag...Polarize spam is extremely effective) still being arguably not co-op friendly by being able to dominate / nuke small defense maps with overpowered abilities. All players should be able to contribute and participate in missions in meaningful ways with whatever 'Frame they choose, not be bored to tears because someone was able to delete most of the enemies for everyone with an extremely powerful and easy to spam ability that also has massive range. Nerf nuke abilities and you'll also make CC-based 'Frames relevant again. - Ability to turn Banshee's Soundquake on and off quickly and repeatedly, generating pulses of high range and damage that can readily and easily clear small maps. - "Spin 2 Win" tactics dominating melee due to Maiming Strike being always available while conferring massive bonuses to an easily spammable attack move capable of rapidly clearing maps. - The Wolf of Saturn Six being a boring bullet-sponge and gear-check enemy that punishes players for head-shotting and who rewards us for our troubles with a sub-par drop table that has mods you can easily get anywhere else. Yes he's "weaker" now...but he's still a boring sponge that requires little skill but substantial effort and patience to neutralize. That's not challenging. A Nox is a good example of a tough enemy that provides challenge and rewards skill. Also, it would be really appreciated if you all could: - Allow us, if it's possible, to opt out of certain Warframe abilities (such as Volt's Speed and Limbo's Rift portals) via a game preference toggle. We can turn off Octavia's sounds for other players because of how intrusive they can be, so why not potentially intrusive abilities? Not everyone wants to be Banished or wind up running around like a Russian Dwarf Hamster on meta-amphetamines. Win-win for all, with no need for a player to have to "manually opt out" by rolling / dodging every time an intrusive ability is activated and winds up adversely affecting said player. - Buff fashion frame / customization a bit and give us a color wheel picker to choose colors from instead of having to scroll though numerous pallets to find the color we want. Grey out color blocks on the wheel that are associated with pallets that a player doesn't own. - Please bring back a manual blocking option for melee. Because 1. there are stances and a couple of mods that used manual blocking and 2. auto-blocking can be really inconvenient and irritating. Which brings me to... - Please stop defaulting RMB to equipping the last ranged weapon used while a melee weapon is currently equipped - Exalted included. When an Exalted melee ability is active, right-clicking switches from the melee weapon to the last ranged weapon used, forcing players to turn the ability off and then on again which wastes energy. Some of us hate this "switch" feature and want to be able to turn it off. You can work in a toggle so that players can "lock into" whatever melee weapon they have equipped - exalted or otherwise. - Make Ogris fun again and give it a semi-auto trigger. Make the rockets only detonate after they've traveled 6m (at least), for obvious safety concerns that players have brought up. - Bring back regular Alerts for players that either can't or don't want to deal with Nightwave. We players appreciate having options and Nightwave has not been particularly new-player friendly. To add to this, a number of players have complained about how Nitain is now being effectively locked behind Nightwave credits and a very unreliable reward system (Sabotage & Cetus Bounty, the latter only when Ghouls are present). - Lower the credit cost to build Ephemera and drop the resource costs substantially. It's a purely cosmetic item that does nothing but leave footprints / trails that disappear after a few seconds. Also, if these are supposed to be a prestige item / badge of honor...they need to be a GUARANTEED reward when reaching a particular milestone. If not, lower the grind needed to acquire them please. - Lower the cost of Domestik aka "Corpus Roomba" - a mobile cosmetic - to 35 - 50p. At present, it costs significantly more than a Sentinel. 100p for something that does nothing but run around when 75p grants players a Sentinel with a weapon and useful abilities is a bit much, especially considering that most Orbiter cosmetics don't cost more than 25p. Thanks for reading. No, I really couldn't care less if certain points I've made here are unpopular with certain members of the community or not. My concern is that the game be as functional, balanced, and enjoyable for all players as is reasonably possible.
  12. It's an arguably terrible reason. Sort of agreed. Slash needs to NOT arbitrarily ignore armor to inflict bleed procs. Bleed should only come into play once armor has been depleted and the player is doing damage directly to health. It's meta for a bad reason: It's too good in comparison to Puncture and Impact and that's due to arbitrary mechanics. Slash needs to be nerfed / tweaked so that it plays well with other damage types. In my opinion, that's a really terrible way to balance a game.
  13. I can kind of understand DE's logic behind making Zhuge Prime Alarming, as it does lob bolts packed with explosives. That being said, the logic is arguably flawed. The firing mechanism and ammunition for a repeating crossbow would be (and in real life is) relatively quiet compared to an assault rifle or smg. Other crossbows in the game are certainly treated as Silent, even when modded to use Thunderbolt, which grants a chance of an explosion on impact. Heck, Zhuge Prime's bolts don't even detonate on contact. That being said, for the sake of consistency, Zhuge Prime should be treated as a Silent weapon. Also, why add all that Slash damage and not keep it Puncture-heavy like the regular Zhuge? Crossbow bolts are designed to pierce things, not cut them. I swear, DE has an unhealthy obsession with Slash weapons...
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