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quxier

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Everything posted by quxier

  1. Then you would have to not play for long time. They posted it on 1st may that it will end at 18th. Nighwave is on light side of FOMO. I had like ~35 rank with not doing many tasks (eidolon, orphix, cetus/fortuna bounties, sorties etc). At least some parts or weapons/frames/arcanes/things are tradeable. I get that fomo/grind/huge-rng is bad but if we can trade/buy it's "half bad". Sadly with some recent stuffs we cannot buy/trade them (archons, genesis adapters). I've posted: but people were afraid of P2W. They would rather grind themselves to death than just being able to buy. "So long, and thanks for the fish". But you can farm caliban all they long. Day cycle in POE then change to Fortuna. Am I missing something?
  2. No it wont. It will take just part of your hp/shield. ... then enemies take the rest :D
  3. Then add all those stuffs to the shop.
  4. Sounds for different weapons (melee as well), movement, abilities would be nice.
  5. btw. What you are seeing here is started but not finished quests. I've started Waverider & Duviri. I have Duviri active. As fair I remember you can deactivate them in the codex. This is helpful for quest that show some kind of reminders like Waverider.
  6. Except it does. If 99% players use primed sure footed on everything they play, you just dont care about knockbacks as a dev. You go zombie mode, follow standard scheme (explosion = knockback) and move on to the next thing. Besides, if sure footed works for it, its pretty irrelevant. No it doesn't. No one should be forced to use certain mods. I'm using Rush on most builds. If it's some one attack (e.g. aerial attack from Exodia contagion) then it's ok to have knockback (not ok to require double/bullet jump). From what OP is saying (I don't have incarnon) it triggers on many attacks. You are basically forced to use "immunity" or not use most of melee.
  7. I already answered in the section you quoted: an augment that grants stripping. As I said, augment shouldn't fix ability. It should be "good enough" on their own. With all due respect, and i mean that sincerely, this is a skill issue, not a design flaw. Getting 20 kills anywhere on steel path shouldnt take you more than 5 seconds and you dont lose the shadow form by switching back and forth, only if the deathwell is below 75% as 75% is the minimum threshold for shadow summon. What if you don't play SP? Or you are running slow mission? Not everyone plays the same thing. Not necessarily. Sevagoth is a caster supporter frame who’s primary function is to buff his weapons using his 1 to get kills to get shadow out to group enemies and use his 3. Gloom certainly has better synergies with many other frames, but saying sevagoth is only gloom is a gross reduction and, again with respect, shows a profound misunderstanding of how sevagoth functions, albeit with much room for improvement as per the spirit of this post requesting augments (and not debating whether sevagoth is good or not; he isnt but your problems with him are off) The thing is it's just better/easier to use Shadow, maybe use Shadow/3 if you like and just kill enemies with already powerful Claws. I could test it only on non-sp in Simulacrum but even without too much mods (or not at al, I don't remember) claws were killing Corrupted heavies at rank 100 or 155. I had to literally go to Simulacrum and check ammo to see if 1/2 increases damage. That's how weak they are. Of course Gloom is not to be used for all situation. Like Slova on not hard missions or Limbo/frost bubbles in wrong places or too small/big. If my weapons already kill (or even melt) enemies then there is no reason to use such buffs. If my weapons struggle (or are not THAT efficient) then such buffs are too weak. I think I had like 200 or 300 strength and I've seen SOME difference in killing time. They had to change it, like you said to armor stripping or buff it to like 100 (50 now). Because the base ability isn’t meant to dps but to clutch heal should you not be running gloom with shadow out (which is often good). Like itd be cool yeah but i dont think its necessary to rework it to target multiple enemies as an augment here would be more than fine. It's not about dps. It's about flow of game. You should go where you are pointing. It shouldn't move past that point. It shouldn't rotate you. You do unique movements and features with his claws What kind of unique movements/features? It's just random animation that deals damage. We have already seen it with dozen of melee types. I've tried it once, not liked it, Helminthed it. Later I get it again (doing many Holo runs). It's not about dps/kps. Shadow/Claw has good damage, afair. It's about how I use it. Except combo with Embrace, it was just "tap tap tap" kind of gameplay. In general melee has problem with kind of boring gameplay but some at least give you unique features (e.g. aerial attack, pull enemies on slide of Arbiter melee etc). This has none. And I'm using, maybe not the best, Xaku, 14 guns, armor stripping of STyanax and Kuva nukor. I go around and kill enemies. Does it have good damage? Yeah, pretty good (bug some SP folks would say it needs more). Is it fun? No. Not at all. If I want to play idle game I will play one that doesn't require me to use so many buttons. Like this, this feels pedantic and prideful. We both want changes to his kit but for some reason you insist on these things being reworks—something the devs are notoriously slow about (looking at inaros)—that could have the same if not better results with augments that would allow his mod loadouts to look radically different while also not rocking the boat for players who prefer his old playstyle for whatever reason. You have basically 8 mod slots + 1 aura and 1 another one (forgot the name). So you put aura & like Primed sure footed (I like rush on most builds). Ok so 8 slots left. Now imagine having to put 4 augments. That's 4 mods left. You need some hp or something. 3 mods left. You need some efficiency (efficiency or duration based). So you have 1-2 slots left. YEAAAAAAAH. That's not fun. That's not the point of modding. I want to use it to change my frame to my need, not to fix it. And whenever it's augment or fix/rework it's still takes same amount of time. With augments it takes little more because you have to pick name etc. Duration as Embrace grouping ability stays longer so you can use Sevagoth form. Ok, but look how you play other frames, that aren't even the best. Yareli: - put Roar - Cast Roar, Aquablades - roll around and maybe proc viral Styanax: - keep your 3rd active all the time to shield/energy gain - Group enemies with 1 - Armor strip them - kill them (I avoid 4 but it's still possible) - you can just spam armor stripping without grouping Citrine - Cast 1 and kill enemies for energy - Cast 2nd and kill for damage reduction (synergy with 1) - Cast 3rd and proc something (it's more stationary gameplay) - Cast 4th if you need extra crit. All of those frames has much better flow. It doesn't require any setups in most cases. You want to armor strip enemies? Just cast Citrine/4th. Armor strip? Styanax/2. Aquablades, while weak on their own, they just work. You cast and everything near you take some damage. Most of them doesn't require any augments to function somehow properly. Aquablades need a lot of Strength but it doesn't have to be Roar. It could be simple fix that increase damage. Sure, Styanax/4th, Citrine/4th and Yareli/4th (mostly, without merulina) are little flow breaking. However you can use some of their kit with some proficiency. Sevagoth could be just 1 frame: - Embrace - Changed heal OR some armor strip (we have gloom) - Gloom - Exalted melee - passive: use heal with maybe some changes. But they wanted to make "2 form" frame (which is good that they have tried!).
  8. Ok, but what's the point of those abilities without armor strip (or grouping as with my example)? Of course not shield gating. It's not about staying all the time. It's about being able to choice form on demand. If I cannot do it then any sort of interaction between forms is not great for me. The thing is Sevagoth is basically Gloom so CC. On other hand Shadow has more versatile kit. For me it make sense to want play Shadow some more. Otherwise I can subsume Gloom into any frame and had "better time". Both have small debuff values. Without specific strength builds I've not cast those abilities to debuff enemies (Sev's abilites just to refill meter). If I could put STyanax' ability on Shadow I would be happy. Consume should stick to enemy on base form - no augment required. Why have I use augment when base ability should be good? The thing is with other melees I have some unique features, movements etc. Melee isn't the greatest in this game but I would rather not use Claws. At least Embrace is good combo with it. Sure, simple changes (no need for augments) are fine. No need to rework all abilities. However SEv 1+2 should be reworked imho. No skill or stat changes that those abilities are boring and watered down. It's almost like I'm using passive or 1 ability but with 2 keys. That would need some huge duration to use between forms.
  9. i hope not, id drop the game like a hot potato, using ai for lighting ect sure, but the moment it used to replace writers actors or artists im out Why we are still seeing you here? While not as advanced and exactly as ChatGPT (not that I've used it) but Warframe already using Procedural Content Generation for map layout. It's not like they had to use exact results from ChatGPT or any other "fancy stuff". With PCG they are already checking many stuff like "can you walk from point A to B?". Or "can you beat that level". It's probably one of first thing they want. It's already happening for decades. ;)
  10. Why it should be changed/reworked first? His kit isn't working correctly in my opinion. Here is list of issues I have with him (YMMV): - cannot recast Sev's 1st or 2nd - Sev 1 & 2 don't do too much on their own. They buff your damage but it requires A LOT OF strength. On other hand something like Styanax' Helminth ability removes armor/shield in the press of key. They are like passive for changing. - Converting from Sev to shadow, and vice versa, isn't instantaneous. You cannot change with just e.g. 2 kills. You change back from Shadow to SEv by accident? Well, gather those resource. Shadow: - 3rd ability buff is weak as well - healing ability won't stop at enemy - sometimes you land in random position/direction - melee is boring (no effects like Baruuk's) - half of them are (were?) not well visible - it restricts you from use your own melee with better or more unique mods/arcanes There is probably more but I've not played it for long time. Sure, you can slap augments.... but that would make them bandaid mods. There would be (almost) necessity. Augments should be some new & different feature that you don't feel it's cut from base ability. It should change gameplay. However base gameplay should be good as well.
  11. Yareli were in very bad state. Suuure, you can slap Roar and go with Aquablades... but you can do it on Rhino as well. Pick any Yareli's ability and you will see many issues they have changed and there are still some issues. Gyre? Except 2nd, people were mostly talking about armor stripping & 4th damage (speed, raw damage etc). IMHO, it make sense that they changed yareli a lot. I guess one reason is that he has 2 forms that need to somehow works with each other. As fair I remember 1+2 were fine if you armored group enemies (e.g. Khora/Ensnare). I wonder if they could make normal more CC (we have Gloom already) and augment for armor strip OR grouping to kill enemies faster. We have Gruping tool but it's on another form. Yeah, I feel like they would have to fix many issues with him than introducing augments. Sadly Helminht lacks synergies or you cannot use certain abilities while using others. Like you put any stun/sleep ability on Baruuk and it's just it. It won't increase his meter. Or you can put any abilities but you cannot use them on Yareli/Merulina or Styanax/4th. Sevagoth is even worse. You havve 1 frame form that is just "Unhelmithable".
  12. IMHO, every movement should be set using different animation. So, for example, you want to idle like Wisp but roll like Xaku. Especially if such rolls (or other animations) have collision detection. So Protea would "jump over" small obstacles. Xaku could fit through small holes etc.
  13. Press like to disagree.
  14. We felt the level of what's coming in this update goes beyond the usual "Echoes" naming convention, it deserved its own title to capture the flavor of it all :) :3 That's great to hear from folks with low end machines. Maybe we can have some fun. I am going to laugh so hard and so loud (such that my local neighborhood will hear) if they decide to pull another Garuda / Khora switcheroo and do Protea Prime next I would laugh so much if they changed Wisp Prime so much that 3 group of people would be surprised: - I didn't expect such nice feet. Thank you DE. - There is no assets!11!!!1 - (I couldn't think of friendly joke-like short sentence about 3rd option).
  15. Why? It's just waste of time, imho. From melee types (e.g. heavy scythe or 2x nikana) to frames. It doesn't change gameplay. They are just skins and they should be just skins. I just think it would be an easy way to increase build variety for frames. It wouldn't increase build variety. It would just make us copy-paste from normal/prime frames. With normal vs prime you have at least Helminth. This will just make it harder distinguish builds if you want to keep both. With them being skins (or similar) you can use it on all frames. If it was at least frame with different abilities like Umbra then it would be ok.
  16. I'm not sure how other syndicate have it but, I think, Holdfast give you bad stuffs.... even "1 shoe". Yeah, nothing to craft just cosmetics. I could only thing about one reason: for you to play longer. They could put parts' blueprint into rank 2 and main blueprint into rank 3. That way you can farm parts, start building and go rank to 3 in the meantime. Now you cannot. You have to straight up go to rank 3.
  17. While I like this, I think it may defeat the propose of hover. Maybe but as you said:
  18. Incarnos are meant for individual weapons & families (e.g. skana, prisma skana & skana prime). Instead of something like Genesis adapters I would like mods or new system that adds stuffs for all weapon types. For example I get mod that stops melee combo timer and I can put it into any melee. Or Not only old one... new one as well. You get 3 new melee types: Assault Saw, Heavy scythe and 2x Nikana. You can say that Saw is bad but at least they have tried something new (slams 2x attacks & riding attack => block + moving). Take Heavy scythe and 2x Nikana. They are just.... melees with different names. There is nothing unique in them.
  19. If they have let it use melees & rolls that would make it more usable. Making it faster, in my opinion, is not enough to make it much more usable.
  20. Does it have to be fast? Zephyr has negative gravity so you can hover fast. Hover ability is meant for "stop, shoot and continue other actions (e.g. roll)" loop.
  21. It's probably one incentive to rank up MR. In update 16 they had probably much less levels so around 100 were "enough". Now we have like 150 at base level + SP. In that time it made sense but now it doesn't make sense. However as they don't like Simulacrum they just haven't changed it.
  22. Forma, Lens, Potatoes etc were made as sink as well. Why you cannot extract them from frames/weapons? So you have to farm it again. Helminth already is build as resource sink. Subsuming, infusing and invigoration takes resources, which you have to replenish. I guess that's not the kind of sink you want. Trade-able things makes good sink imho. Especially if you don't have to use resource from some places (aka fully build). I farmed some stuffs to sell in Zariman because I liked that node. Not really resource sink but I guess they can prolong focus by making it modable:
  23. I've not played Duviri & I don't own those adapters so I may miss something. What's the point of perks like 0.4, 0.6, 0.7, 1.0 meters? Like 0.4 meters isn't even 1/2 height of our frame (~2 meters). What's even more weird that we have things like 0.5 meters as perk AND 4.0 meter as "incarnon form" (not sure if passive or is it require changing forms). It's not very useful on it's own. The worse part is that other parts are just much better, even not used all the time: I'm using Primed reach (3m) most builds already. Most of those perks are not very noticeable. 1 range is not too much. Combo is paused? That's very unique. What do you guys think about range perks in this system? Are you using it?
  24. It honestly depends on frame. Some abilities don't care about range at all (Yareli/Aquablades) but need lot of strength. Other have increased power with range. Xaku is like heaven & earth with almost double amount of guns of 2nd (6 vs ~12). It's even let you disarm more often (when you are not using 4th). I think there would be have to be more than "recalibrating". We have: Excluding Cunning drift which "supposed" to be "weak. All 3 gives you +165% range. Xaku/2nd guns goes from 6 to ~16. So, let's say, we add 30% for each. (120%, 75% and 60%). That's additional 90% range, 255% total. That range would give Xaku/2nd additional 5-6. So that's goes from ~16 to ~21. To keep Xaku/2nd ~16 guns you would have nerf base 2nd to: 4-5. I feel like 4 is weak. It would mean that we are "forced" range mod to make it "ok". Of course they can change it like, caping max guns but that's like cheating. It's like after some point it's randomly useless. They can let us disarm more enemies with some conversion or something. Sadly they won't touch one part that isn't too powered because "they don't like it to be like Loki". With such reasonings you can expect abilities to be nerfed or some other big disadvantage.
  25. Why not play it on YT or download it (legally of course)?
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