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Sceles

Disciple
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Posts posted by Sceles

  1. Kuva lich feedback / changes that I think need to be made:

    • Less thralls
    • More murmur for each thrall
    • Murmur for mission completion
    • Getting to 100% for each symbol should be half of what it currently is
    • What if you end up getting a lich with a weapon that you already have? A different element doesn't necessarily mean that you'll want it and afaik the only way to get rid of a lich is to kill it or to make it your ally. It's a very tedious process to go through, especially if there are not any rewards to be had.

    I don't know if this was the right place to post this but better here than nowhere.

     

    EDIT: Also, some Melee Feedback:

    • The changes to Blood Rush and to the combo multiplier have made other critical chance mods completely redundant. For example, I have a Ninkondi riven that has a little over 120% critical chance. It's a high disposition weapon, this should be a very good roll. But with Blood Rush it's easy to achieve over 600%! Not to forget that the regular True Steel gives only 60%, half of what I have on my riven.
    • Like 1
  2. 1 hour ago, Fallen_Echo said:

    An even easier idea would be to simply make the second press teleport you to where you aim while consuming a chakram.

    No need to mix up skills, make additions and such.

    I think the fact that you teleport to the chakram and not to just any random location is an important part of the skill and taking that away would make him less interesting.

    Anyway, this is not why I made this thread. I mean, I did not create it because I have issues with how he teleports. I do have slight issues with that also, but my main point was to improve his Blazing Chakram, to help it function like it's supposed to. I'm talking about its damage dealing capabilities and its awesome new synergy with Divine Spears. These are currently kind of going to waste. It's still useful for boosting damage and for occasional movement. This just does not seem like all it's intended to do.

  3. Change the places of his bouncing throw and piercing throw so that piercing is regular and bouncing is charged. Then remove the ability to teleport from bouncing throw and make it punch through terrain.

    So by using Blazing Chakram without charging you would throw the piercing chakram that would function as it does currently, and by charging you would throw the bouncing chakram and it would bounce between enemies as it does currently, but it would also get to targets that are blocked by walls and other obstacles and it couldn't be teleported to.

    This would prevent all the teleport related screw ups and would let him deal some skill damage even when there's no space.

  4. 20 minutes ago, Vayn31 said:

    @[DE]Rebecca happy to know that gorgon wraith come back in game, one of the weapons i missed. I hope you will do the same for the snipetron its the last weapon i miss. Thank

    Same here, excluding the founders weapons they're the only two I miss. I've played the game since its beta but I did not get Snipetron when it was available and Gorgon Wraith required so much grind that I did not even bother. I've been wishing for them to appear in invasions ever since sorties got revamped. It wasn't very nice to start the cycle over when there were still weapons that had not been available from them.

  5. 8 hours ago, (PS4)robotwars7 said:

    it's hard to use Snipers in high level missions full stop, since they are so bad: no Punchthrough, sluggish, loud and not powerful enough.

    Lanka and Snipetron do have innate punchthrough and the only sniper that I would say is sluggish is Vectis because it needs to be reloaded all the time. They propably feel sluggish to you because you're playing on PS4, mouse aiming makes a huge difference with slow single target weapons.

  6. What isnt fun about applying a tactic to beat a certain enemy?

    If the game was nothing but move forward and shoot THAT would be boring.

    The problem is that most of the time you won't even see them coming and sometimes even if you do it's impossible to avoid them(e.g. you're in a small storage room or you get teleported by a commander). There is only 1 effective way to counter seekers: staying together. Needless to say, this is almost impossible with PUGs.

    You forget one more brilliant suggestion:Make those tesla latchers and latchers 1 HP overall,so a single jump attack can finish em off.Better.

    +1

  7. I think 4 daily revives is more than enough. Once you play a few maps and get hang of the game you will almost never die, except maybe against some bosses.

    Also, it already is VERY easy to craft platinum weapons so I can't see why should we have a way to get free platinum. In other F2P FPS games it normally takes 10-50h to get even one rm weapon IF they're achievable through normal means, and in many cases they aren't. In Warframe you can get every weapon in the game(excluding HEK) in about 50h, starting from zero. Warframes are also just as easy to get, once you have rank30 gear it will take less than 5h per frame. You can't have more than 2 unless you buy plat though.

  8. 4 - when you knock down enemy, there isnt much to do but to shot it, the swords aim doesnt let me hit him on the floor or at least i miss, ALOT... maybe there could be an ability, for everyone, to crash enemy's face why they are on the ground or something like that...

    You can press CTRL to crouch you know. But I do agree, it would be nice to be able to kick enemies that are knocked down.

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