Tiltskillet
PC Member-
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Everything posted by Tiltskillet
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Necramite drone not marked when doing Netracells
Tiltskillet replied to ViciousTeletuby's topic in General Dante Unbound Bugs
Happened to me for the first time today. Solo. -
A purpose for Duplicate Dex weapons? (Besides weapon slots)
Tiltskillet replied to Zahnny's topic in General Discussion
Sorry! :/ Often my humor is pretty obtuse. Anyway, the intended spirit was Mockery Level: Very Gentle; not Oh God, Hydrochloric Acid. -
My impression is that damage abilities for the last few years may get long range or may ignore LoS, but rarely get both. (And sometimes get neither.) The case with augmented Divine Spears is a little different. The ability itself is old, and much more of a CC than a damage ability. It would be odd to nerf Divine Spears because of an augment. And very unusual if the augment added a LoS requirement where there is none unaugmented. Although I don't think the latter is a terrible idea if the augment is overperforming, as long as it's spelled out on the mod card. As far as your larger point goes, yeah, balance in WF is all over the place.
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It's funny, I'm sure some people would say the opposite: that most of the comments are about things being useless or needing major buffs. And then some people will think it's mostly about features people want or grousing about lack of content, or whatever. Maybe what we see depends on where we tend to stand. People have opinions, and more of than not they're not going to to match up with yours exactly. Almost all of what we say here is just noise that will never affect the game, so personally I try to let most of it just roll by without affecting me much, and just read and reply to conversations that interest me.
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"Aero Vantage" exilus mod does not open enemies to melee finishers
Tiltskillet replied to DOOM--SLAYER's topic in PC Bugs
Good catch! IIRC, it didn't open enemies up to finishers before, but now the new "sleep" tooltip makes it stand out more. -
Maybe an oversight, although it was much pointed out at the time, in matching it to Heavy Caliber instead of Hornet Strike. It's not plausibly a bug, since it used to be much weaker than HC. For five years after it and Heavy Caliber were introduced, Magnum Force only gave 66% damage. :P Funny thing though, if it was raised to 220%, it would stir commentary about how it and HC are still worthless without much higher bonuses than their vanilla base damage equivalents. And if they were higher, you still have a lot of comments about them being worthless as long as arcanes and Galvanized mods exist.
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A purpose for Duplicate Dex weapons? (Besides weapon slots)
Tiltskillet replied to Zahnny's topic in General Discussion
5000 credits each! Right. Which reminds me...I collect Desert Skate Floofs, and I earnestly feel they'd make a good starting point for a "DE deposits $5 in the bank account of players for every Skate Floof in their possession before March 2024" system. :P -
CC Warframes, and Loki - The GOD of Trickery
Tiltskillet replied to UlyssesTheDM's topic in Warframes
Now that's a failure of imagination! :P- 18 replies
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Hot Take: DE, please keep the Kid Gloves on Moving Forward?
Tiltskillet replied to Aerikx's topic in General Discussion
I've had that happen too. I wonder if it was an oversight after moving the Jackal back to stage 4+ in the Circuit. -
Nyx abilites - efficiency mods
Tiltskillet replied to carecaplatonico's topic in Ability Changes & Augments Bugs
Seems to be a general issue with ability tooltips on the Upgrade screen, not just with Nyx. As a workaround, the ones on Arsenal // Abilities do show the correct numbers. -
Damage Decoy (Loki) is super cool, but enemies do not prioritize the decoy enough. They stand there looking at the decoy enemy without attacking way too often, and radiation procced enemies take the heat off the Damage Decoy too much.
Tiltskillet replied to owendawgx's topic in Ability Changes & Augments Feedback
#s 1, 2, and 4 are just standard AI behaviors in this game, that generally work to our advantage. (Pay close attention, especially when there are a lot of enemies, and it's remarkable how often a few will be doing nothing, or next to nothing.) Maybe I'm wrong, but I don't see DE messing with enemy AI other than to increase or decrease aggro priority, unless maybe it's part of a large scale overhaul to AI. Likewise #2 is typical to most enemy melee attacks, and it doesn't seem likely players would react well to it changing just to make a few niche cases better. You bring up legitimate issues with the augment's effectiveness though. A quick and dirty solution could be to just raise the number of status effects to 6 or 7, so that at least when it works it works really well. Or to allow the Damage Decoy to additionally inflict x random status effects on its own hits (to enemies only!) although its AI limitations could still make this frustrating. Or more complicated, but maybe it could have an additional status aura, so that it's always putting out some amount of procs to enemies in range regardless of their behavior. -
Dante is the Complete Package
Tiltskillet replied to CrownOfShadows's topic in Dante & New Weapons Feedback
That was basically just an export of Iron Skin to a system with a much better UI. -
Yes. And now that fewer harder CCs are working, Chaos and other aggro manipulation tools will look more enticing. (Although not especially so compared to murder: the hardest CC.)
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Since Dante Unbound. There's more information here ...although I'm going to wait at least another couple of hotfixes before doing comprehensive testing.
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Muzzle Flash blind still works on Eximus. (For now.). Radial Blind itself never did, although the mini-version on EB did before Dante Unbound--i haven't retested it yet. It's correct about Breach and Stomp and several other CCs no longer working.
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It had to change for accessibility reasons, so I'm pleased about that. But for my own part, as somebody who doesn't have hearing issues (yet) and enjoys using audible clues, and doesn't mind failing the occasional conduit, I have some of the same feelings as the OP. I do feel a loss of urgency in Disruption that I miss.* Perhaps it could have been handled a little differently. Like, instead of a marker, just have a x degree direction cone marked, and only for the player unlocking the conduit, until the Demo comes close-ish to either a player or conduit. Or a toggle in options between "visually focused indicators" and "audible focused indicators". These all sound complex compared to what DE did implement though. I'm not sure there ever was a solution that would be a great compromise between preserving the old feel, accessibility for the hearing impaired, and the practical needs of game design. *Although ironically enough, I did fail a conduit yesterday. It was Lua though, and I think that's just my own personal problems with navigating there. It's always been 10x harder than any other Disruption for me.