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(XBOX)KayAitch

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Everything posted by (XBOX)KayAitch

  1. Same here, but I think "Switch Profile" actually does the same thing - it leaves the game running and quick-resume is still broken, but I think you're logged out. I could do with someone from DE actually confirming it.
  2. OK, so on Xbox there is no "log out" option, anywhere. There is a "Switch Profile" option, but it doesn't take you back to the starting screen (and it still crashes with quick resume). I still need to force quit Warframe. Please could you (or someone at DE) confirm that "Switch Profile" does whatever profile save and sync process you need for cross save to be stable?
  3. Its on PC while in orbiter, but not consoles? Other games with cross play have in-game option for logout or return to title option on all platforms I don't know about Switch or PS5, but on X1 it's not there. Yes, even with the old mobile app (where you can access your build queue) I'd just hard kill Warframe on X1. I've been doing that for a decade. On console (or X1 at least) you're logged in to the device before you can start the game, it always starts already signed in. My XBL account can't have multiple profiles on Warframe (the way you can on PC). I assumed they'd add something to support cross-save sync points, but I guess not.
  4. I'm sure it isn't, that's my point. Is that what you have on PC? On Xbox there is no "Logout" option.
  5. Looks like there's a way to turn off quick resume on a game by game basis? Yes, but it just kills the process. There's no "logout" button on Xbox, there's only kill process.
  6. On PC it's the ESC menu. Presumably it's Start on console, then down at the bottom once you're in your orbiter or at the hobo camp. But perhaps you only have the option to exit the game instead of log out? On X1 you can go home, but the game just tombstones in quick-resume mode. As long as you go back to it within a minute or so it will just resume, after that it just crashes because Warframe doesn't support the Xbox's quick-resume feature and the always-online bit gets out of sync. Basically, you exit to dashboard and then force quit. The equivalent on PC would be ALT+TAB and then CTRL+ALT+DEL and then kill process. I don't think that's what they mean here.
  7. How do you do this? What menu has the log out option? I've been playing for years on X1 and I had no idea it was possible.
  8. Seems a good idea, but I'd add the ability to break down unrevealed rivens. I have 20ish useless Zaw and Kitgun rivens, it's not even worth finding what the challenge is on them. You can only transmute rivens once you've revealed the challenge (so 4 wasted riven slots) and you need a transmuter. Yeah, like that. I'd drop the need for transmuters entirely, then it's 4 revealed rivens to get a new one, or 5 rivens into a resource that doesn't need slots.
  9. I get these (though it's hard to be sure on a different platform with different colours) - I have floating light ephemera that look like what the sisters' have on my tenet weapons.
  10. Several frames have custom roll animations you only see these rolls on these frames. The rolls are animations, not unlike stances. Could we buy and assign rolls the way we do stances? For instance, could Mirage do Protea's flip roll? This is something you could sell for plat (like stances) so a potential revenue stream.
  11. Thank you, I knew this had to be a bug! Gorgon Incarnon being a weak version of the Lenz was too much of a troll.
  12. Thats just how it is, It's a sluggish charged explosive round with a 1.2s delay on the explosion and 10% damage dropoff Nah, it's a bug. DE wouldn't give us an Incarnon adapter you can grind in hours with a time gate or buy for plat, and that takes headshots to even activate, and then make it worse than the Lenz. They just wouldn't, they're not cruel.
  13. Any news on a fix for the Gorgon Incarnon mode being a slow charged semi instead of full auto (like the Lenz, only less damage, less crit, slower and without a Cold proc to keep enemies in range). That's a bug, surely?
  14. This would also help with melee Incarnons, which have a poor experience because their UI is so obtuse:
  15. Let's get this one out of the way. Nope. No more dual variants. They suck and just create an annoying almost identical weapon that can't use the same augments or rivens. Either would be fun, but I am getting a bit sick of Incarnons now - they're great, but often I want something that just works from the first shot, and they all feel like the same gimmic after a while. So, my vote would be for Kuva Marelok - magazine increased to 12, primary fire gets a lot more base damage (up to 300ish) and crit (up to 2.5x), alt fire uses 4 ammo and fires a projectile rocket with 4m radius and around 4x the base damage. Shrapnel Shot should still work with it, giving you base 3x multishot but ⅓ base damage.
  16. Er, mate, it is. It so is. Impact is useless. Nobody needs an Impact proc unless it's guaranteed so they can use Haemorrhage to reliably get Slash. I've tried Stagger builds and sure, you can stun lock an enemy with it. I'd still rather kill the enemy. Likewise Puncture, it's not useless, but it's not good either. Most of it comes from Puncture being a good damage type, even though its proc sucks. You can argue about it if you want, but you'd still be wrong. You can complete the Star Chart fine with anything, but ultimately a build with Slash+Viral will perform better, and a weapon with Slash+Viral will perform better, and you can go all casual and "I don't need the best builds when this kills level 50 enemies just fine" and sure, go for that if you want. But I want to get the most out of my weapons, take on the toughest content I can (SP Circuit and endless modes) and I find it always, always comes down to the same builds. Then I burn out and stop playing for a bit. Do you know how to play Rock Paper Scissors? Everything gets to be strongest in context, but nothing is universally the best option. It's vasic game design and IPS damage types actually follow it - ignoring procs, Slash for flesh, Puncture for armour, Impact for shields. Conclave is still kinda like this because procs are nerfed in PvP. At some point this game design element got broken - I suspect Bleed never should have done true damage (Slash procs do more damage than the Slash damage type can), and CC was much more powerful in the early days where you couldn't just jump, slide or Operator mode out of there. Anyway, my case is we need that rock paper scissors balance between the types. Not to just make another one of the IPS types the strongest. Exactly. I suspect this means either a nerf to Slash, or boost everything else and then make enemies tougher so you end at the same point with bigger numbers.
  17. Currently Slash procs do True damage - it does the same damage to robots as Infested, which feels wrong. Meanwhile How? I'm suggesting that both would block Slash procs. Bring Puncture on a Corpus mission and you aren't going to hurt enemies with procs. Slash would still do the most damage, over time. Puncture and Impact would do more burst damage to Grineer and Corpus respectively. Maybe it needs tweaking, but the basic idea is: Slash is no longer universally the best, but still does the most DoT, Puncture beats armour, Impact beats shields. Basic rock paper scissors game design stuff.
  18. At high enough levels they do, with lots of AoE that kill you from across a tile set. I think the fix for Infested is really simple - just double the spawn rates. Where 1 Grineer or Corpus would spawn, spawn 2 or 3 infested. A level 20 Infested mission should spawn as many enemies on the map at once as level 200 Steel Path (though still at level 20). I've been here a decade, what do you think I've been doing? I have over 100 viable riven builds on all kinds of weapons, I've made all kinds of gimmick builds that were fun to try out. But every build ends up the same. Sure, there are a few builds that a QoL builds for mashing Gifts of the Lotus and the like, but they're the exception and if they come up in Teshin's cave they are rarely a good pick. Everything else ends up Slash + Viral. Even with galvanised mods, Arcanes, etc my top 20 weapons all have almost identical builds. And if it doesn't have either high crit (for Hunter Munitions), high status+Slash (just add Viral) or a guaranteed Impact proc (for Haemorrhage) it just doesn't end up usable. That burns me out. Variety is what keeps us here long term, a fixed meta is the opposite of that.
  19. Or, like I suggested, have all 4 do extra damage because extra damage is always preferred, and just make them situational. It's boring though. Burning down a single enemy with Impact stagger-lock is slow and becomes boring fast, but every build being the same because you need Viral and you need Slash is boring too.
  20. Yup. Blast needs fixing too, but I think combined elemental effects are OK being extra to damage, at least until we can fix IPS. That might work too, but we already have headshots penetrating enemy shield break and getting a damage buff (on most weapons). I don't think anyone is asking for that, but the Knell is amazing and the Stug is garbage has nothing to do with IPS. The Stug does low damage, with low crit chance+damage and low status, but also with a delayed explosion that does extremely low damage. Fixing the Stug would be easy - it should be a beginner's status spreader. Guaranteed Corrosion proc on hit and explosion, high chance of additional procs (say 30%) but keep the low crit and no headshots. Then it would be a viable step on the way to later star-chart stat spreaders. I disagree: loads of weapons come with IPS, almost none come with combined elements (and when they do Blast is the most common). But my point is they don't compare. One does damage and the others don't, end of discussion. If you could pick would you ever, EVER, pick Impact over Slash? Impact isn't entirely useless. It's fine in the mix or on a high crit weapon that gets its Slash from Hunter Munitions, or even good if guaranteed on a secondary so Haemorrhage can add Slash. I'm bored of the Viral+Slash meta. It's boring. I don't care if Impact compares OK to Blast, it's still the same boring builds. It needs a shake up.
  21. Given the ammo economy for AoE weapons you can't use them for CC, because you'll need to reapply it and keep reapplying it. This is why crit explosive weapons that you can put Hunter Munitions on are such a fixed boring meta. Meanwhile your defence objective is dead, or the next wave of enemies starts or whatever. While I don't mind killing enemies a little slower while playing with a fun new weapon or frame, I'm always going to go back to something that is at least somewhat competitive. I'd rather not nerf Slash to be honest, but the fact that Bleed does True damage will always make it overpowered. If it did the Slash damage type it would do ½ the damage in many cases. It does seem strange to me that Slash is so much more effective against armour than Puncture. I think we need a kind of rock-paper-scissors approach - that definitely seems the intent of the underlying damage types. The status procs should magnify that. There are two ways to do that - either nerf Slash and boost Impact and Puncture, or don't nerf Slash and Impact and Puncture need to do insane amounts of extra True damage too. The latter is possible, say Puncture does 1 tick of 100% True damage etc, but they all end up ridiculous and enemies will have to scale to fit it anyway.
  22. This feels a little strong but I take your point. Eximus added some much-needed variety to enemy swarms, but they wreck every CC frame in scaling content. It's still what you want. Late SP you need armour strip, but you'll always take a Slash proc over an Impact one. They really don't. If they did then -Puncture or -Impact on a Riven wouldn't double its value. I've build some Impact based weapons - I have a stunlock Gorgon build that can immobilise and burn down any non-eximius enemy. Even back before eximus it was useless, slap on crit and Hunter Munitions and it's 20x as effective. SP Treasurers exist, and enemies tend to have a lot more shields than armour. But it's a solvable problem, just make Impact better against shields than Puncture is with armour. Yeah, you're probably right there.
  23. Slash is king, Puncture is weak, Impact is useless. Every weapon build ends up Viral + Slash, (either from crit or impact conversion mods). This is boring. It results in a very stale meta. I'm so sick of Viral + Slash on everything. The root of the problem is that damage will always be more desirable than crowd control. Why stagger an enemy when they could be dead? This is a hoard shooter, we need to clear hoards fast, not stagger them temporarily and then need to stagger them again. So, an idea for a new design, that's much closer to a rock-paper-scissors approach: all physical procs do more damage, just in different contexts... Slash - as now has a damage over time effect, but now can never proc when shields are up and reduced by armour (no longer True damage type) Puncture - blocked by shields, but each puncture proc causes 10% of total damage to bypass armour for 6s. An enemy with no shields and 10x Puncture procs takes damage as if they had no armour. Impact - blocked by armour, each Impact proc causes 10% of total damage to bypass shields for 6s. So Puncture does more damage to armoured targets, Impact does more to shielded targets, Slash does more damage overall and stacks past 10x, but does less damage to armoured or shielded targets. This would be a nerf to all the Slash weapons, but that's needed to get any kind of balance between these types. Impact and Puncture weapons are going to become a lot more effective, especially for Corpus and Grineer respectively.
  24. Yes, these are all very niche mods. We have mods that only work on single weapon variants, I don't see how that's an argument against the idea? While I'd love them to fix Impact, I don't think they can. Slash does damage - we all, always, want damage, any other effect is always going to be not as good as damage. Plenty of weapons have a sniper scope but are not snipers, for instance the Buzlok or Knell. (The Buzlok is a good candidate for this because it has a hideous scope (squashed like it's a 4:3 texture on a 16:9 screen) with a low zoom level.) These would be for niche builds on gimmick weapons, yeah. Finding what weapons they work on would be part of what makes them interesting.
  25. Depleted Reload is 50% mag, has a positive side effect and takes up a regular slot. It is a solution to those Vectis rivens though, you're right. They need to be exilus - they're purely negative on their own, you're relying on a build that can take advantage of them, but if that build needs to sacrifice a mod for a negative? We're right back to rivens with a negative and the right positives. Yes, but you'd have to build for them. So a -Impact mod could make a status heavy weapon work at the cost of base damage. But yeah, if removing a status just on its own objectively improves the DPS of a weapon that is pretty damning for that status type.
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