Cephalon_Umbra
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Posts
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Posts posted by Cephalon_Umbra
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Zitat
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Fixed enemies with Overguard being pulled by Magus Anomaly.
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Enemies with Overguard are immune to crowd control abilities/effects, and should not be affected by Magus Anomaly until after Overguard has been removed.
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Doesnt change the fact that Enemy CC immunity is horrendeous game design and absolutely invalidates a ton of Abilities and Builds
Overguard should only make CC 50% less effective instead of entirely useless
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vor einer Stunde schrieb (XBOX)KBones9999s:
Loot radar got added as a bad feature, glad to see you can read lol. And why is everyone so hurt over vacuum not working when your companion is dead. The sucker is downed, it's like saying your Warframe should still be able to bullet jump or use abilities or some core function, while downed. Absolutely ridiculous the amount of people crying over this
Seems like you cant read, its Enemy Radar, not Loot Radar.
ZitatUniversal Enemy Radar
Players now have a Universal Enemy Radar set to 30m to help new players navigate through their missions. Warframe is more fun when you know where your foes are, and we felt that this important mechanic no longer needed to be tied to game progression.
Existing Enemy Radar Mods will simply add to the base Enemy Radar values!
ie. your Enemy Radar with Enemy Sense equipped would now be 60m! -
These stat buffs mean nothing, when you still loose Vacuum and Loot Radar while your companion is "Incapacitated". And having a 0.5 seconds longer Vacuum because they survive so much longer amounts to no actual improvement.
Change Vacuum & Radar Mods to stay active while your Companion is "Incapacitated" and this will be one of the greatest reworks of all time, it's literally what the Community is asking for, for years now.
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Zitat
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Overguard granted by Styanax’s Intrepid Stand Augment Mod is now capped at 15k (at 100% Ability Strength), which scales with Ability Strength.
- Outside of maintaining the status quo (excluding Rhino’s Iron skin, which requires skillful timing to scale), the Augment allowed for infinite amounts of Overguard to be stacked effortlessly and quickly, which could trivialize challenging content and limit future design space. The survivability and team support element that players have been enjoying on Styanax is still preserved, just at a more practical level to encourage more dynamic play.
RiP was fun and actually playable while it lasted. and NO it wasnt overpowered, it takes way longer to even build up 500k then SP circuit enemies chew through it, at lvl 1000 you basically spam Final Stand as hard as you can to keep refreshing overguard gate to keep everyone alive.
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Overguard granted by Styanax’s Intrepid Stand Augment Mod is now capped at 15k (at 100% Ability Strength), which scales with Ability Strength.
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As mentioned above Scavenger Aura mods don't increase ammo pick up when using Kuva Bramma
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vor 4 Stunden schrieb [DE]Megan:
Removed Kuva Tonkor’s arming distance from projectiles.
TY <3
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vor 56 Minuten schrieb [DE]Megan:
Removed Kuva Ayanga arming distance from projectiles.
Thank you about time
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Please reconsider Status Chances for Innate Multishot Weapons. Giving Weapons like Tigris Prime atleast 20% Status chance per Pellet is a lot more reasonable.
Most Secondary Shotguns dont even have 5% per Pellet, because their innate Multishot is very high.
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10% AoE Damage Falloff is awfully low, please change it back to 50% Falloff
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Not happy about that Arcane Energize mega NERF
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No idea why the complaining consoles get updates later besides that when Old Blood launched i farmed 75 Vitus for those 3 keys in about 3-4 hours
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[Weeping wounds] seems bugged and does not increase Status chance, tested with my Venka Prime and other Melee Weapons.
Venka Prime has 24% status wich mean at 9x combo count: Total Status= 24% Base status x (1 + 0.4 Weeping Wounds x (9 Combo Count - 1) = 100.8 Status Chance
Also since Mods like Bloodrush and Weeping Wounds cannot be equiped to Exalted Weapons the combo counter has basically no use for those Frames.
Valkyr Talon (and i assume the other Exalted Melee Weapons too) havent gotten a Base Damage increase to compensate for the loss of regular attacks not scaling with Combo Count anymore. Will this be addressed or is that intentional?
My suggestion is enabling Bloodrush, Weeping Wounds and the other Melee Acolyte Mods for Exalted Melee Weapons, also increasing Exalted Melee Base Damage like the normal Weapons.
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My impression from Anthem Demo play was a "Mass Effect MP Online" ish game with potential to be really good but that will likely be crippled by EA's money hunger
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Nothing changes holster between Primary and Secondary stays the same. Only switching between Melee and Firearm is instant.
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No, but Vandal on its way.
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hapend twice to me, truely evil indeed
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OMG Why...
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A Combo i like to use is Dethcube's energy generator with Equilibrium and synth mods.
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Make your own alliance or change to new Emblem thats all option you have.
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One Prime Access or 4k plat package should be enought to get all Frames and some Weapon, Arcanes etc. Maybe you even get lucky and get 75% off plat purchase.
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Thats a Horrible idea. No thanks.
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I would like it much more if armor or something similar would be applied to shields. Shieldgate doesnt work when a horde enemies shoots at you.
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The true Sacrifice! Thank you for showing us what happens 😄
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Skin doesnt apply to wings anymore
Whispers in the Walls: Hotfix 35.0.3
in PC Update Notes
Posted
I was baffled that DE added auto melee with no menu option to turn it of its so outlandish in comparison to other QoL features DE added