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KitMellow

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Posts posted by KitMellow

  1. 8 hours ago, Leontiesh said:

    You are mistaken. This was announced yesterday, as you can clearly see from the screenshot taken from the in game News panel, where News relevant to the game are posted.

    I care about Nightwave and that's where I looked for news about Nightwave, where previously news about Nightwave were posted, including end dates with ample time. I didn't watch Tennocon or read the forums because it didn't interest me at that time. News about Nightwave did interest me and they were posted 1 day ago. I'm not you, so I speak for myself.

    unknown.png
     

    This is absolutely true. I've heard reports on consoles that they got this announcement at around the same time PC got it too (Monday afternoon, PST time). And Nightwave ended today (Wednesday morning, PST time).

    This works out to less than a 2-day warning from when it was announced and it caught a ton of people off guard.

    • Yes, I've watched the Tennocon highlights, but there was no mention there of how long we had left on Nightwave intermission.

    The whole point of the Nightwave system is to improve player engagement through cool rewards and FOMO, but it doesn't work if you don't give people a chance to plan time with the game if all you give them is a 2-day warning. It's just frankly unacceptable to your playerbase.

    Even other games with battle-pass systems clearly state when the event ends with how many days and hours you have left, displayed on the UI.

    I'm not asking for an exact date months ahead on when Nightwave ends, I'm just asking that DE gives players at least a 2-week notification where most players can see it, NOT 2 DAYS.

     

    • Like 4
  2. On 2020-10-06 at 1:35 PM, [DE]Steve said:

    We’re moving into “Next Gen” by phasing out our old rendering engine!

    @[DE]Steve Can you please explain how the current 8x Anisotropic Filtering limit is "Next-Gen" when other PC games have had 16x Anisotropic Filtering for over 10 years now?

    Also, the Local Reflections (SSR) after the patch look terribly grainy and checkered with noticeable banding artifacts...

  3. 1. The skin has a problem with the skull staying out forever after the Silva and Aegis is drawn, then sheathed by firing your primary or secondary weapon.

    2. The "mace" head on the Silva & Aegis Prime still shows up with the Day of The Dead skin despite it being the vanilla model which should just be a flaming sword.

    y3brimE.jpg

    I feel ripped off after buying this skin ☹️

    pls send fix thx

  4. Yay I made it in time! 

    This was done solo with everything recorded live ingame (20+ layers and a bijilion takes) then mashed together. I corrected the timings, cut a few clips, and leveled the volumes of instruments but no FX, or pitching, of any kind was added/used.

    I wish I could make a video of me performing and playing all the layers together but my PC would explode. I don't have enough ram 😞

    Anyways, there's some amazing entries here! Goodluck all 😃

    • Like 2
  5. 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.

  6. 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.

  7. If anything, the current melee changes have actually made Primed Reach + Blood Rush + Maiming Strike/Relentless Combination spin-2-win macro builds even more popular than ever before. I thought this was the opposite goal of what they were intending with Melee 3.0...

    I actually encourage everyone with a melee weapon to start spinning to win and nothing else, so that DE can finally wake up and do something.

  8. 13 hours ago, DreadWarlock said:

    I could have respected your comment if most of the cited problems pretty much didn't exist, you guys are playing Warframe, and the vast majority are complaining about non-issues, the problem with this is that DE does listen, so yes you can be damn sure that I'll need to attack certain points the people's argument here, to show the other side of things. The devs already nerfed things that didn't really need changes, just like this new melee version could be.

    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.

    13 hours ago, DreadWarlock said:

    Like I said in my comment, every single one of the problems you cited,(aside from the bugs which is clearly not a case of the new system being bad, but because bugs will always exist and need to be fied) they are not problems with the system. The commands and they way to use them changed, but you didn't change how you use your melee, and that's the real problem here.

    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.

    13 hours ago, DreadWarlock said:

    the inability some people are having with guard combos, is a non issue. This is lack of coordination on player side and not a real problem with the removal of block.

    Aim Glide block was lost?  Well that's not really a problem because Aim glide itself already makes enemy miss their shots, so blocking or not you are not getting hit for a couple of seconds anyway, the only thing that was lost is that aim glide block looked cool, period. Change in the channeling system, well I didn't see anyone complaining about this here, but I'll still give my comments on it. Having less buttons to keep pressed while you attack will lower the difficulty in properly executing combos like delay combos ehie channeling(which was not really an issue, but the toggle still feels more confortable to use)

    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.

  9.  

    22 hours ago, DreadWarlock said:

    Please DE, do not cave in, your changes are almost perfect, this is merely phase 1.

    What most people here are complaining is meaningless, the new melee system is much, much better than the last one.

    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.

    22 hours ago, DreadWarlock said:

    We don't need Quick melee, quick melee was inferior to dedicated melee in all aspects, much weaker in damage, lack of dedicated combos prevented you from depending on forced slash procs, multihits and damage multipliers. Making status melee weapons simply not work. For people that complain about lack of mobility or(they are unskilled and can't control combos that have movement) they should learn that you can cancel certain melee animations with roll, increasing your survivability and granting you a large boost in speed. So no lack of quick melee does not reduce your mobility.

    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.

    22 hours ago, DreadWarlock said:

    Changing modes was also extremely clunky and one way to an early grave due to waiting 2-4 seconds on holtering animations.

    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.

    22 hours ago, DreadWarlock said:

    The auto block also works properly, you can easily do everything you did before by simply not spamming E as if your life depended on it.

    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.

    22 hours ago, DreadWarlock said:

    Defense glide is not really needed because aim glide already makes enemy miss their shots.

    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.

    22 hours ago, DreadWarlock said:

    The new Opaque effects now make it easier to discern the path and range of our melee weapons, making it easier to land headshots with it, this was also a large improvement.

    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.

    22 hours ago, DreadWarlock said:

    Otherwise please I ask that you don't really revert any of the changes. Melee is currently great, more fun that i've ever had in this game. Specially when making use of melee forced staggers to stop enemies in place for a beautiful close range headshot.

    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.

    • Like 2
  10. I had this happen to me too. 

    If you perform a finisher while falling or clipping off the map you will also be permanently stuck in place when you spawn back on the map.

    And yes, the only solution is to abandon the mission since there's no way you can move.

  11. I don't understand Plains of Eidolon... 😞 

    Why is there a permanent raining effect there (but there's no water droplets hitting the ground) even when it's and sunny and when there's no clouds? I'm playing on max settings.

    This streaking rain effect can be fairly subtle at times, but it's almost always there in the atmosphere around you. It's also affected by the "Effects Intensity" graphics setting.

  12. 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...

    • Like 1
  13. 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 🤗

  14. 20 minutes ago, Xzorn said:

    I built my Gaze for Crit as we already have plenty of elemental status Secondary beam weapons and it still manages to put down a lvl 160 Napalm in 4.45 seconds. Gattlegutts kills at 4.7 seconds. Catchmoon I'm not gunna even try on Armor and Tombfinger 4.8 seconds.

    Rattleguts + Lovetap + Sparkfire
    Tombfinger + Haymaker + Splat
    Gaze + Haymaker + Splat
    Catchmoon + Haymaker + Splat

    Unfortunately I noticed the 1.9 reload on Splat after I made Gaze but it's annoying to calculate ramping DPS with reload time.

    This is why I recommend building Gaze with Bashrack instead of Splat. It's still very heavily Crit-focused but with a workable Status Chance, and no extra 0.2s reload penalty, which might never get fixed by DE (perhaps it's intentionally longer as a balance mechanism for all that Crit).

  15. I'm not sure what you were expecting with Kitguns, unless you wanted insane power creep, which would be even worse in my opinion. It's not like there's no reason to build a Gaze, because there definitely is.

    The Gaze is top-tier because when built for Crit, it has both the highest sustained, and especially the highest burst DPS out of any secondary beam weapon in the game. 

    The only real issue is that building for Status instead of Crit is wasteful, in light of the Synoid Gammacor. But it cannot touch the Gaze's Crit, Arcane capability, and innate Punch-Through (which is often overlooked).

    Additionally, having a lower Status Chance is perfectly fine, because it doesn't require that much when it fires a whopping 19.2 rounds per second with perfect accuracy plus no recoil, and also being the fastest firing Kitgun by far.

    If anything, I'd say the Gaze is the strongest Kitgun option out of how usable and practical it is compared to the other chambers because you don't have to deal with low fire-rate (slow status procs), projectile travel time, accuracy, or recoil.

  16. Another bug to note:

    • The Ocucor (new Fortuna beam pistol) does not calculate Multishot correctly. This leads to the weapon's currently underwhelming performance and terrible ammo efficiency.
      • Adding Multishot to the weapon only adds 50% of the modded effect. For example, modding with Lethal Torrent and Barrel Diffusion only boosts damage by 90% instead of 180% as it should with the two Multishot mods installed.
      • Multishot also does not scale up the weapon's special tendril beam damage at all, despite Multishot increasing the weapon's base damage.
  17. Hey guys, hopefully this can be helpful. Just a few bugs that me and a couple of other people have found:

     

    • The Anspatha Amp Brace does not reduce Amp energy recharge delay like it says it does in the description (and design) of the brace.
      • The energy recharge delay in the stats still says the default of 2.0 seconds, instead of 1.5 seconds as it should be.

     

    • Weapons with spread mechanics such as the Cernos Prime bow and Fusilai throwing knives do not shoot correctly with Mirage's Hall of Mirrors Ability, no matter where you aim.
      • With the Cernos Prime's Horizontal Spread mode, Mirage's doppelgangers fire the arrows straight into the floor below them.
      • With the Cernos Prime's Vertical Spread mode, Mirage's doppelgangers fire the arrows completely to the side, roughly 90 degrees to the right of her.
      • With the Fusilai throwing knives' Secondary Fire, Mirage's doppelgangers throw the knives straight into the floor below them.
  18. On 2018-10-12 at 8:29 AM, [DE]Marcus said:

    [PC] C̶̹̃h̴̊̍̐͜i̶͓̩͛̽m̸̨̈́͘e̴̤̒ŕ̸͉͋̕å̸̙̭͕: Bug Report Megathread

    Edit: We are aware that the Operator cosmetics aren't playing nice, sometimes 'youth large' doesn't cut it. Earliest fix window is Monday! 

    We will be using this thread to house your C̶̹̃h̴̊̍̐͜i̶͓̩͛̽m̸̨̈́͘e̴̤̒ŕ̸͉͋̕å̸̙̭͕ update bug reports. [DE]Saske will be monitoring this thread and relaying prevalent bugs where needed. Reminder: You must also have all of the nodes in the star chart unlocked to play Arbitrations! 

    Bug report guidelines: 

    • Be as detailed as possible! The more information we have on the issue, the better we can track down the cause. 
    • Provide steps on how to reproduce the bug that answer "How was I able to produce this bug, and can I do it again?"
    • If possible, provide video and image of the reported issue.  
    • Be respectful - We understand bugs can be frustrating, but the better you can report the bug the better we can get to fixing it.

    As always, we appreciate the time you give to improve Warframe! Thank you Tenno.

    Found clearly unintentional bugs (Patch 23.10.8):

    • The Cernos Prime bow does not shoot correctly with Mirage's Hall of Mirrors Ability, no matter where you aim.
      • In the bow's Horizontal Spread mode, Mirage's doppelgangers fire the arrows straight into the floor below them.
      • In the bow's Vertical Spread mode, Mirage's doppelgangers fire the arrows completely to the side, roughly 90 degrees to the right of her.
    • The Fusilai throwing knives' Secondary Fire mode also does not shoot correctly with Mirage's Hall of Mirrors Ability; Mirage's doppelgangers throw the knives straight into the floor below them.

    But basically, Hall of Mirrors does absolutely nothing for you if you are using the Cernos Prime. I have no idea how long these bugs have existed for...

    DE pls fixu~ 💘

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