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emmyemi

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  1. As of right now, we don't know. I would imagine quite a lot of people will want to merge accounts instead of having two separate ones, so I'm sure they will consider it, but nobody outside of DE can really say for sure just yet.
  2. Be upset at DE for pushing the pack the way it is in the first place, but there's literally no point in being upset at people who bought it because they wanted to. I don't understand that mentality. Just because YOU want to vote with your wallet doesn't mean anyone else has to do the same. There is absolutely no reason to be hostile to any players for spending their own money on something they wanted to buy.
  3. As far as we know, it will be the next story expansion after the Whispers in the Walls update. There's been nothing to suggest that it will be a separate game, and we don't really know what's going to come after because 1999 isn't even here yet.
  4. I plan on buying the pack, but I haven't yet (need to pay rent first, lol). I've been a Mag main since I started playing, basically, and I have no issues spending money when I've easily gotten 2k+ hours out of this game so far, without feeling pressured to pay a dime.
  5. The PvP probably wouldn't have been a problem if there was an option to either do PvP OR PvE for the same rewards, but by making it PvP only they alienated the majority of their players who are, for the most part, only really interested in PvE content.
  6. If true, I might've actually liked this, lol. Really, just beef up the companion AI and I will happily Umbra-ify my frames. Let them bear the weight of consciousness with me!
  7. I honestly would like it if it wasn't so difficult to maintain combo count without Drifting Contact or Naramon. The former feels like a waste of a mod slot, while the latter doesn't really have any utility other than improved combo gain and decay. Galvanized buffs last for 20s and decays over time. This gives you time to move rooms or reposition if you need to without losing the entire buff even if you drop a stack. Melee combo lasts 5s by default, can only be increased by either sacrificing a mod slot or sacrificing your Focus school, and you lose ALL stacks at once. It's really just inconvenient to keep combo count active unless you are building specifically for it, but most of the time I like to swap between melee and ranged, not build exclusively for one or the other.
  8. My personal theory is that Transference can take multiple forms. What we see the Drifter doing in Duviri Paradox is similar to when we had to transfer into that worm (?) to get through the cave as Operator. The Operator physically and mentally merges with the other entity, and I imagine if that entity were to die or become seriously injured, the Operator would need to transfer out in order to avoid meeting the same fate. This would be the "old" Transference. But in "modern" times, Operators are able to remotely transfer into their frames via somatic link, and it seems that they are able to use that link in order to physically manifest outside the Warframe and return to their pods whenever they want. Case in point, the Operator never "dies" in normal content—they reach 2 HP, at which point they fall down and transfer back. In this situation, "Transference Static" can be explained as the Operator having been badly, physically injured and thus their somatic link is filled with "static," painful noise that prevents them from giving the frame their full power until they recover.
  9. Looks like Styanax's Rally Point. It gives shields per kill and passive energy regeneration over time.
  10. I still don't really agree that PSF "needs" to stay as a 400+ day login reward. I understand that they want to reward players for staying, but with how many builds seem to consider the mod to be essential, having it gated behind over a year's worth of logging in (potentially much longer if you ever dare to take a break), I think it's beginning to cause more frustration than anything. I won't be salty if they decide to move some of the more "essential" stuff, like primed mods, out of the pool and replace them with something else that would be useful—maybe legendary cores or 3-day boosters or something. Just because I had to wait doesn't mean anything really, I'd be fine with players being able to get it sooner. (And to be clear, I've chosen every other mod so far, lol. I still don't have PSF and I'm not convinced I need it, I'll just be getting it on day 900.)
  11. Is this (partly) why I see people praising PSF so often? Because personally unless an ability FORCES me to go to the ground, as very few do, I'm usually either aim gliding or sliding while casting long abilities. This works with a vast majority of abilities and lets you stay mobile during pretty much any casting animation, even if you normally would be forced to stand still while casting it. Super useful for staying out of the line of fire while keeping crucial abilities active. As for the topic of the thread, I wouldn't mind having an Arcane alternative to PSF. Or even having one that requires some condition in order to gain the immunity, instead of just giving it to you unconditionally like PSF does. I'm not convinced they would be likely to do this, but I'm not against having more options.
  12. This always bothered me because it's indicated by a yellow flash around the player model, but I have NEVER been able to actually make use of this. First of all, "jump" is a weird action to use for this, I would much prefer to tap dodge or something. Second, the fact that just having another button pressed down will invalidate this maneuver seems like a pretty huge oversight—as you said, we're literally always moving, so it's quite possible that I'm just cancelling this action every time with no way to stop doing that because it's counterintuitive to stop trying to move when you're getting thrown about.
  13. Incarnion adapters and Nightwave rewards are the absolute most FOMO-y things in this game, but neither of them have ever made me feel compelled to play or lose out in the same way that games like Destiny or Genshin have. I feel that Warframe respects my time because nothing ESSENTIAL is ever time-gated, and the things that are don't bother me at all. I've been wanting the Hate Incarnion ever since I learned about it, but still haven't farmed it because I just kept missing the week. Oh well, it'll come back, no big deal. I can't say the same about many other live service games.
  14. This is the dilemma. IMO, Warframe thrives on horizontal progression, NOT vertical progression. That means building your arsenal to be more versatile and varied, as opposed to being more powerful. There are already plenty of ways to become so powerful that no content DE could ever introduce would be enough to satisfy endgame players and min-maxers. The game needs a major rebalancing to be able to provide that sort of challenge WITHOUT forcefully limiting our arsenals (which most players don't like anyway, as evidenced by all the negative feedback on Circuit and Drifter combat). What people are asking for here really sounds like more of the same momentary power increase + extended periods of "nothing is challenging!!" that they've BEEN complaining about.
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