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ThomasBrody

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Posts posted by ThomasBrody

  1. 22 minutes ago, Grimmstyler said:

    Damn good job on the Tiberon Prime DE.. Its everything i expected from a weapon in Warframe (Corinth has a great Alt fire too, Airburst  grenade cannon seems more suited for a shotgun)

    -The sound of Tiberon Prime in full Auto is very satisfying.. Burst and single shot too!

    -The Riven disposition is there for the stats.. The stats seem balanced

    -Love how you can switch fire modes with alt fire (only if all weapons could do that)

    -The look is ok.. But the prime features give it a nice racked up feel.. 

     

    Dissapoinments: 

    -With the blades in front, i would have liked to see a finisher attack with close range alt fire (but id like to see that on all the weapons)

    -Tiberon Prime sets a standard for weapons like Latron, Burston, Braton etc.. (which is well overdue)

     

    I hate how it is basically better than ALL those weapons. 

    Even arguably better than the sybaris prime with nearly the same function.

     

     

  2. 30 minutes ago, Krhymez said:

    If it is, with trusted players. The outcome is the same though, since it is the same odds. There is a "chance" you can get more than 1 gold per radshare, but unlikely. This is mostly done when the other items you get from the the relic are wanted. These Zephyr, Tiberon and Kronen relics do not fit that criteria.  Vaulted relics on the other hand do

     

    I run like this in my Clan. We do an Endless Mission... and one by one we use Radiant. 

     

    5 minutes ago, (PS4)lagrue said:

    The chances are 100% exactly the same as if you all cracked the relics at the same time just with added time wasted on 3 pointless runs.  

    YOu don't understand the point of it?

    It's not about increasing the chances overall. It's about getting potentially multiple uncommon and rare items.

    Basically using the value of your one radiant relic, and trusting 3 other people, you get 4 chances at the rare item. 

    Because running just one run, there is potential to get rare multiple times, but only able to claim one. 1 by 1 is by far more efficient but it requires complete trust. 

  3. Just now, VortexInfinity said:

    Then they can just leave. I dont owe them their enjoyment in the game. And is not like im intentionally trolling these people or showing toxic behaviour. Im simply using the tools DE gave to complete the mission. No one is forcing these'poor souls ' to stay in the mission

    And no one owes you mindless fun at the expense of others. The ol' "clever use of game mechanics provided" argument. 

    They gave you the tool, which means they are free to take it back, which they are planning on it.  

     

  4. 3 minutes ago, VortexInfinity said:

    i agree with you nerf whiners are just pissed that people like us who grind more or spent more plat deal more damage than them

    Has nothing to do with it. 

    It hurts the value of the gameplay for teammates, like a limbo.

    When Teammates are aiming with their 5 forma rifles, using a bunch of ability combos to  clear half a room, suddenly the room is dead because someone pressed slide, melee attack, leaving everyone else with nothing to aim or kill, Then extend that for the whole match. Then add into the fact that the slide melee has pretty great scaling compared to a majority of the abilities and weapons in the game, it takes the enjoyment of the game from others, with basically no downside besides being mindless.

    Even room clearing abilities at least require energy.

    It's not fun for many others that have to just twiddle their thumbs while everything is one shotted by one person .

    By your logic, the game should be filled with things that are overpowered because thats fun for a certain amount of players. I'm not against strong builds and play styles. But there should be a limit or downsides to strong things. 

    I play Saryn Spores. Was my favorite frame way before the changes. While in most missions everything dies in a few seconds. The harder ones, especially with high armor the damage drops significantly . There is a clear drawback.

    With range melee builds though, You get 100% crit chance and melt high armor targets with ease, which means everything dies with some of the best scaling damage in the game. 

    The damage I think could be kept, but the range of "melee" weapons needs toned down. I dont care if people can kill things fast, but whole rooms of high armor , high level enemies instantly with no costs or down sides? It's just too much.

    There's a reason pve games with multiplayer almost universally tone down overpowered builds. Because they lower the value of other playstyles significantly and they can't balance around only the top builds, because new content would only be doable with certain specific play styles.  

  5. Well Mesa has great survivability vs projectiles/hitscan weapons in pve, her ultimate damage falls out almost 100% in end game situations.

     

    Quick comparasion would be Ash. Ash presses his 4th ability on a hitsquad of 10 grineer level 100, they die or are at least half health for the tougher mobs in around 5-8 seconds.

     

    Mesa against the same level 100 group kills  2-3 of the absolute weakest , and leaves the normal and strongest tiers of grineer at 75% health in  20 seconds of firing.

     

    Suggestion would be allow scaling with secondary mods.

     

    Or Make the ability equip her peacemakers as a normal weapon and up the base  damage and scaling with power mods.

     

    Or a combination of both.

  6. Focus System farming spot on Potari, Senda. Can get Way too much focus with stealth kills running around the objective without using it.

    There are many other spots like this, and vast differences in the viability of different weapons earning focus.

  7. 1. Tenticles Failing to spawn in the zone indicated (Usually slightly ahead of farthest distance)

     

    2. Tenticles Failing to spawn on enemies (Less than Usual Chance)

     

    3. Tenticles Failing to Pick up new enemies within a timely manner

     

    This might have to do with the new recast for the ability messing with the AI and mechnics 

     

     

     

     

  8. There are many people on the forums, reddit, and other places stating about how Hydriod's kit needs a rework now that he isn't an overpowered loot farm bot.

    However, his base skills are pretty fun, just ineffective at times for the current game. There does not have to be a huge rework in order for him to be a popular and potent frame.

    The focus of Hydriod to me is concentrated CC, concentrated area damage.
     

    Ability 1: The issue with this ability as well as many others is that in order to get the proper area of cc that you want, you have to reduce range. Too much range the cc becomes too random, too little and it only stops a very very small area hitting only half the enemies in that passage.

    Proposed changes: Have a faster fire rate on the barrages thats drop. Faster fire rate would make the damage and area of denial in moderate to high range builds worth it. 

     

    Ability 2: While a good 'get me out of here' ability, it could use a small improvement, possbility in the form of an augment mod.

     

    Proposed change/augment mod: Have enemies be pushed with you while you travel and end up grouped up. Then you can combo your abilities on them or have your group combo. 

     

    Ability 3: Invincability at the cost of doing very low damage to enemies while making them immune to all other forms of damage is not very fun gameplay wise. But this can be fixed very easily.

    Proposed changes: Have the puddle drop seperately under Hydriod when he casts. This will make the concentrated cc more engaging and less stagnent. You can finally play your frame instead of waiting in the pool "helping."

     

    Second change would be have enemies that cross the puddle be knocked down when first entering instead of pulled in and made invunable. 
    Finally teammates won't be impeded on the kill train when you decide to puddle up. Enemies could also be slowed after getting up, carefully wading the water as to not slip again.

    Ability 4: Tenticles usually go somewhat where you want them to go, but there are huge gaps and usually not enough to cc an area completely.

    Proposed change: More tenticles (8-10 more). This will allow Hydriod to properly cc an area without having too many enemies slip through due to not enough to pick them up or slipping through the gaps.

     

    Combo Gameplay for Hydriod: I feel that chaining CC should lead to the damage a caster frame should have. 

    Tempest Barrage that hits a target that is either affected by Undertow, or on a Tenticle should take more damage from your barrage. Nothing like hitting a Grineer while he's down! Hitting undertowed slowed targets take 2x more from Barrage and enemies affected by tenticles take 3x more damage.

    Base damage of these abilities can be lowered some if the combo damage seems too high.

     

    (Probably too much, but tenticles that are in undertow could do more damage too)

    Conclusion is that small changes can add up and make Hydriod the popular Pirate Frame he should be without making him a Loot Bot. Crowd Control, concentrated ability damage, and combo gameplay would be engaging and active while still being balanced.

  9. Unlimited invincibility is hard to balance around. You can't buff other frames to that level because everything would be far far easier than it already is.

     

    With Nova, too strong early game as well as doing too many things for a single spell. 50% attack/movement slow plus 200% damage increase to target, plus explodes, add that all up into an AoE spell with decent explosion damage, then it's a problem.

     

    Instead of a flat damage on explosion, it should be percent based. Enemies hit by explosion take 5% of max health as damage. Lower the slow to 20% or all together. Increase in damage taken is alright with the other changes.

     

    Nekros ability probably needs remade completely. Remove that ability and add it to a warframe mod. (chance for enemies to drop extra loot on death mod).  Everyone then can run what frame they want, without missing out on extra drops at the cost of a mod spot.

     

    Life support in survival needs changed. Either you are straved, or overflowing (with nekros) with life.

  10. They have explained why cant they do that. And I was not disrespectful you are just way too sensitive and not tolerant, and it is denoted in your posts. You were arrogant with your OP, and offensive when you replied. You don't deserve any respect. Have a nice day lady ... lol

    Have we explained how nice your comebacks are. They are soothing and warm.

  11. Venom: While being very devastating on bosses or rooms full of higher health targets, I always got the feeling from the skill that I should be spreading poison around the battle field. However the skill seems terrible unless I gimp my weapon to not kill enemies in a few shots.

    Suggestion: Make Venom the number 3 skill, This will nerf it on bosses because of the higher cost. But in return for this increased cost, allow venom to spread if you kill the target, or possible after 3-5 seconds make the spore pop.

     

    Molt: Needs higher health or a few second invulnerability period at the start of the skill to make it effective at higher levels without being too good. 

     

    Contagion: Move to first ability. You would be surprised about how much more use a skill gets if it is much more cost effective.

     

    Miasma: This skill seems fine honestly.

     

     

     

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