Jump to content

KitMellow

PC Member
  • Content Count

    53
  • Joined

  • Last visited

Community Reputation

94

About KitMellow

  • Rank
    Gold Initiate

Recent Profile Visitors

250 profile views
  1. I'd say fine if that's by design... but at least make these buffs not consumed when using her 1. Also, is anyone else experiencing a bug where certain enemies are completely immune to Wisp's Sol Gate damage and procs? I've experienced this a lot on eximus enemies especially in Kuva survival, and I think some people mentioned that some bosses/minibosses that aren't normally immune to Warframe abilities are immune to Wisp's 4 for some reason.
  2. The Power Strength buffs from Energy Conversion as well as Kitguns' Pax Bolt Arcane does not give ANY Power Strength to Wisp's Reservoirs/Motes despite consuming these buffs when using her 1. It should be changed to do something, or at least to not consume these buffs if her Reservoirs/Motes are not going to take on the extra Power Strength. Additionally, picking up the Motes to refresh their buffs does not update them to the correct Power Strength values in regards to if buffs like Growing Power, Pax Bolt or Energy Conversion are currently on Wisp; Even if all these buffs proc, picking up the Motes during this time only extends the duration of the Mote buffs without modifying their potency.
  3. Where are your standards though? Knowing how to iterate and taking in the majority feedback of your audience is how you improve your game. You can't be ignorant... if everything was a "non-issue" then what's the purpose of melee 3.0? Most people are asking for options and simple fixes that could be easily implemented without shedding the features we gained, that's all. And DE has yet to show that they have listened to feedback here (correct me if I am wrong), whether that is on the devstreams, or anywhere in the forums. I don't think what we are asking is unreasonable, or that any compromise of any kind can't be made. Are you saying the complete removal of quick melee didn't change how anything about how we used melee? How the vague and clunky forced channeling toggle doesn't make us apprehensive about using it for short bursts, breaking up the flow of combat, because it uses up so much energy expecially if it autoblocks in between? This is an accessibility issue to begin with, made worse by the current channeling system in the game. I have a reason to doubt that you have read all the posts in 41 pages of this thread, especially the constructive ones. You should have understood at least to some degree why they are real problems if you did. Rather than being completely dismissive to feedback suggesting inconvienient workarounds that shouldn't even be required, please acknowledge that you aren't the only person playing this game. Try to have the maturity to understand that people have complaints to geniune problems and they are passionate about them at least being addressed, otherwise we wouldn't be spending our time posting here. Being selfish is not how you make a better experience for everyone.
  4. This doesn't mean it's fine to disregard the opininon and experience of every other loyal player because you personally didn't see all the issues with the changes. What most people here are complaining about are the sacrifices made, which aren't really compensated for what we actually got in return. Realistically speaking, what we got were mostly tradeoffs. The reason why we are here is so that we can hopefully better steer the direction of the phase 2 changes going forward. But why should everything be black or white? Certain quick melee combos were core to gameplay styles, actually being more efficient, useful, faster and more fun than a lot of the dedicated combos. If quick melee combos were added back across the weapon classes, only triggered if you were holding the sprint & forward button while spamming the melee button, then everyone benefits without any loss. The issue of not having proper switching modes as an option is that there are still some older weapon mechanics that haven't been addressed. Glaives for example require a proper melee mode in order to function. Right now, if you have a glaive + secondary equipped, there is actually no way to switch to the glaive's melee mode, because your melee button is tied to Glaive throw and quick melee, and holding the switch weapon button doesn't switch the glaive into melee mode. The glaive throw mechanic also behaves differently when used with a secondary as opposed to full melee mode, so unless they streamlined and consolidated glaives somehow, what we have now is downright illogical and broken. Aside from this, as an option of choice I don't see any downsides of adding back in the ability to switch into your melee mode manually by holding the switch weapon button, whether it's for filmaking/animation/captura purposes, or for functional purposes. Auto block is not desirable for all cases, if you are running a Rage/Hunter Adrenaline build and are in melee mode, whether it's Exalted or not, you want to be able to intentionally take more damage at times. This is only one of the issues, there's always frequent annoyances of auto-blocking animations interrupting your mobility, actions, and melee combos on top of it all. The only way to solve this is to give players a choice by implementing an option in the Controls Settings as Auto Blocking on or off, just like how the "Melee Auto Targeting" can be turned on or off. Tell this to every Excalibur main out there, I'm sure you know the reason why Grineer are so dangerous is because of their hitscan weapons in addition to the scaling. In any case, there's absolutely no reason to remove blocking while aimgliding like what they've done. The only way we can resemble aimgliding while blocking now is to perform a lengthy air attack animation during a glide while losing height before gliding again, which basically defeats the purpose of gliding to begin with. Again, this does not apply to all weapons. Certain weapons like Fist weapons, Sparring weapons and especially Nunchakus, now all have excessive and garish effects that are much less cleaner, are less sensible, and are much less functional than the old opaque weapon trails. The new effects on these weapons are actually harder to tell the range of them, and exactly where you are in a combo at any given time. Even the last aspect you mentioned could be improved. If they wanted more gun and melee interplay, they could have further extended the 1 second window of which you can melee, shoot, and resume meleeing from where left off in the combo to 2 or 3 seconds, so that there's better to the flow to the gameplay and more options. The last point I'll make is absolutely criminal: In 2 months, they still have not addressed the most basic of all feedback which is to allow melee channeling to be pressed/held instead of toggled as an option in the settings... Why has this not been done? The forced toggle right now makes using mods like Life Strike extremely awkward/clunky for most people, and makes it difficult to tell if you are still channeling at times. Compounded by the fact that channeling drains so much energy on every hit, and the forced autoblock during channeling draining even more energy. What this all this means is that channeling is even more dead than it was before the phase 1 changes.
  5. You see guys, this is why you are supposed wait a day after a mainline patch before attempting to play any new content. I've just saved myself time and a headache, and you guys should have done the same too.
  6. It's been over 2 months and we haven't heard back from DE yet? All they need to do is give us: 1. A setting in the controls options to make channeling held instead of toggled. 2. A toggle in the controls options to turn autoblocking on or off (default on). 3. The ability to quick melee again, but only if we are meleeing while sprinting forward (running forward uses stance combo). 4. The ability to switch to our melee weapon again if we hold down the switch weapon button long enough. Right now, glaive melee functionality is broken and players can't switch to glaive melee mode if you have a one-handed secondary equipped. It's also strange that glaives are the only weapons to have a quick melee combo anymore...
  7. Here I am fashionably on time again I guess? lol Probably the most ambitious thing I've ever done in a week of my life so now I can sleep lol goodluck everyone PS. whoever at DE came up with the Ventkids with four tuna is amazing.
  8. Hey DE, thanks for this thread! I'll transfer my suggestions from the workshop thread along with keeping this post updated... Most important things that needs addressing right now: 1. Give us an option in the settings menu to disable the forced weapon swapping from equipped melee to primary/secondary when aimgliding/right-clicking. Switching weapons on left-click/firing is already adequate for most players. What we have now is highly problematic because we can no longer block and have damage reduction while aimgliding (since right-clicking takes away your melee weapon). Being able to block at all times is crucial for Warframes like Excalibur ☹️ 2. Also give us an option in the settings menu to allow for channeling to be held or toggled. Right now it's difficult for seasoned players to get used to the new forced toggle, and it also makes parrying and brief channeling (such as for Life Strike) much less intuitive. Other things to consider changing: 1. Increase the melee stance combo resume time window (when weaving in some gunplay) to match with the melee hit combo counter time of 3 seconds. If a major goal of this rework is to encourage interplay and synergy, it seems natural and still balanced to allow resuming a stance combo within 3 seconds of quickly swapping to shooting, being the same as the base melee combo counter time. The current melee stance resume time window of about 1 second is really not enough to be productive or satisfying with the melee-gun interplay... 😕 2. Keep the phase 1 improvements but also bring back the option to equip and put away melee weapons if we hold down "F". Not having the ability to draw your melee weapon without taking a big swing seems silly, and most people would like having the option to sheath and unsheath melee weapons as before. We want to be able to see those beautiful weapon draw and sheathing animations again when we hold down "F" 😄 3. Bring back the "Quick Melee" combos, but only trigger them if the melee button is spammed while sprinting forward. When spammed but just running forward, use the equipped weapon stance's regular combos. The quick melee combo should make a return because it's a key component to some beloved playstyles, and to those who preferred the faster and shorter combos of quick melee. If it's brought back in this way where it doesn't interfere with the stance combos, then it's a win-win for everybody. 4. Give us an option in the settings menu to toggle autoblocking on or off (default setting being on). If autoblocking is set to off, the block key can be manually bound by the player. Although autoblocking is a good idea for most players in general, there's also reasons to keep manual blocking as an option for advanced players who enjoy the additional depth of gameplay and/or for certain builds like Rage and Hunter Adrenaline where you want to take more damage, while still being able to carry primaries and secondaries. The bandaid solution we have now with enabling manual blocking only if we have no primaries and secondaries equipped doesn't work for most people, and is an unpolished compromise until a true setting toggle is implemented. 5. Add a melee reticle slam indicator when your Warframe is in the air, which lights up to communicate whether a ground slam will be initiated if the melee button is pressed when the camera pointed at a certain angle. It would be very useful to know exactly where the angle threshold is that separates an air attack from a ground slam, whenever you are in the air. Overall, I applaud DE's awesome vision in terms of what they are trying to accomplish with streamlining melee and encouraging melee-gun interplay, and there has been some great changes so far like the fast & directional ground slams, the ability instantly swap and fire, and the ability to instantly execute stance combos. However, these changes don't have to shed everything we loved about the old system too with the suggestions mentioned above 😊 Hopefully this feedback is considered! Thanks again for the support 🤗
  9. ☺️ Hey DE, on behalf of me and my friends, we're enjoying the melee changes so far but we came up with 4 suggestions that would make it even better for everyone: 1. Give us an option in the settings menu to disable the forced weapon swapping from equipped melee to primary/secondary when aimgliding/right-clicking. Switching weapons on left-click/firing is already adequate for most players. What we currently have is highly problematic because we can no longer block and have damage reduction while aimgliding (since right-clicking takes away your melee weapon). Being able to block at all times is crucial for Warframes like Excalibur ☹️ 2. Also give us an option in the settings menu to allow for channeling to be held or toggled. Right now it's difficult for seasoned players to get used to the new forced toggle, and it also makes parrying and brief channeling (such as for Life Strike) a bit less intuitive. 3. Increase the melee stance combo resume time window (when weaving in some gunplay) to match with the melee hit combo counter time of 3 seconds. If a major goal of this rework is to encourage interplay and synergy, it seems natural and still balanced to allow resuming a stance combo within 3 seconds of quickly swapping to shooting, being the same as the base melee combo counter time. The current melee stance resume time window of about 1 second is really not enough to be productive or satisfying with the melee-gun interplay... 😕 3. Keep all the phase 1 improvements but also bring back the option to equip and put away melee weapons if we hold down "F". Not having the ability to draw your melee weapon without taking a big swing seems silly, and I think most people would like having the option to sheath and unsheath melee weapons as before. We want to be able to see those beautiful weapon draw and sheathing animations again when we hold down "F" 😄 Hopefully this feedback is at least considered! Thanks again for the support 🤗
  10. Honestly, Sentinel Rivens shouldn't have existed to begin with. They just make the Riven RNG experience worse for most people. Any sane player wouldn't care if they costed over 20k Plat. Many Sentinel users don't even equip weapons on their Sentinel for fear of them drawing aggro and getting destroyed. Better to keep them alive with no weapon and constantly give you buffs, then them doing insignificant damage and dying all the time.
  11. There's a 32-bit Warframe client? What year is this again? 😞
  12. Has nobody questioned how the Riven Disposition system works in the code? How about some transparency on how the decimal numbers correlate on the 1-5 scale?
×
×
  • Create New...