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Kadikos

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Everything posted by Kadikos

  1. Slam attack before had direct hit with mods and slam without mods, now we have only slam with mods. The slam dmg increased +100%, but dirrect usually had +200-300% and there are weapons that relied on direct attack more that slam like weapons that have small slam dmg and small radius. Status that can be applied by normally attacking and by slaming are different. I tested it on ether daggers high status and high slash weighting. On slams i got impact(i assumed its guarantee status) and in rare cases viral that i moded on, but no slash or puncture. Before changes slam direct attack could apply slash and headshot. Dual daggers, daggers, claws and more have been affected negatively by those changes. Those were bad at slams by design and getting rid of slam direct hit make slam worst/useless on them. Maybe make slam attack on those only a direct hit + radius with no dmg just stagger. Anyway those need some work. additionally ghoulsaw stance have unique slam. After slam its performing additional direct attack, now that attack is void now. Animation still playing, but dmg is none.
  2. I meet the same problem with cobra&crane prime and i checked sigma&octanits and those have same problems as OP described. It maybe have connection with trowable shield while in air. I encounter having my heavy attack just wind up and animation just stuck there and it would require pressing e to make it dmg. on neutral combo insted of heavy attack i performed normal attack, to have tennokai heavy attack i need to press heavy attack twice.
  3. nice!!! they finally started looking at caliban. After so much time he gets some needed fixes. Now add a proper outline to this ability because it's visual effect becoming transparent if player get close to it.
  4. Same stuff happen to me. I got abundant mutation and new parasitic vitality mod. I got downed, then i wanted resurrects myself with last gasp, but i got immediately turn back to nidus in downed stated and stay there. I couldn't shot, move or pause or even turn chat on and type in it, tab and 'p' didn't work. i waited for more than 2 min and pressed all buttons and nothing happen. I saw enemies moving and shooting. I got allmost same screen as op screenshot. My sentinel had writen dead insted of recovering and i had no helmith ability on nidus. I played on void fissure alchemy.
  5. oh... yea it huge miss on my part. So dmg bouns reset on dash is kinda usefull to reset drain too. Thank you for pointing it out.
  6. Caliban is jack of all trades master of none. He got heal, dmg volnerability increse, hard cc, summons with same priority target as warframe and defense objective shield regen, shields and armor strip aoe that last, dmg taken reduction. I say caliban don't need buffs aside his 1st ability, but just some attention. His 2nd ability is fine. The problem is lifted status application. Most of time enemies slowly fly away from caliban and sometimes they just fly up. Enemies under lifted status sometimes can't be hit by melee companions including Caliban summons from his 3rd ability. It might be because lifted enemies just fly away from where companion is aiming. His 3rd ability summons might use increase in vertical range attack so they hit lifted enemies. His 4th ability have visual problem with range of its defence strip. It has nice looking visual effect, but even with bright yellow and green color it hard to see and on top of it the effect of outline disappearing if player come lose and it is dashed line visual effect. Adding proper outline to defences strip area would be good. His 1st ability is just trash at least the spining part. Not many people probably use it better side the dash. If only dash is counted then it is the fastest movement asides teleports. It is faster than Gauss dash. Sadly it has spining part which roots caliban in place on cast and decast of ability. There should be no rooting in place. Aslo dashing should not resets bonus dmg gained from holding mouse button. in summary: 1st ability: no rooting caliban in place. no dmg resets from dash. 2nd ability: lifted enemies should not fly away. 3rd ability: make summon hit lifted enemies more reliable. 4th ability: Add visul outline to aoe. First fix Caliban and then we wil see. Btw in warframe lore chronological Caliban is the lasted warframe and perhaps the last one to be invented.
  7. Caliban 1st ability razor gyre is useless spinning that heals with nice dash possibility. So just cut 50% of this ability and make it better. My idea is just keep nice dash and slap heal on it. Cost cut down to 15 energy. Augument idea: summons from lethal progeny perform dash towards same target. Each enemy hit increase lethal progeny duration. Cuting out spinnig will eliminate helpless state of not having weapon, not picking up items and being unable to use abilities 3 and 4. And this dash would be one fast cast ability in caliban arsenal. And it would be in theme of Caliban 'abilities of sentient', since Vomvalyst perform dash.
  8. My Mirage eclipse proposition: We can have on cast grand 25% dmg reduction(max 50%) and 100% dmg increase, when traps from slight of hand explode in shadows(2nd ability) gain dmg reduction up to 75%(max 95%), when traps from slight of hand explode in light(2nd ability) gain dmg increase bonus up to 200%. Standing in light decrease slowly dmg reduction bonus, standing in shadow decrease slowly dmg bonus. It would invite to use her second ability more. The decay of bonuses should be let say 6 seconds to bonus fade and it starts fadeing after 1 seconds in shadow or light. Mirage still would have base 25%(max 50%) dmg reduction and 100% dmg increase active all time. Extra bouns could be gain with 4th ability to give mirage more ability synergy and while 4th is active bonuses don't fade away. Others warframes with helmith version can have base buffs 25%dr and 100%dmg increase, but only mirage can have full power of eclipse.
  9. I think i didn't specify the platform, so your confusion is on me, sorry. On PC we got 'f' button and 'y' doing same thing, so players would still have swap guns button. I added PC to tags.
  10. To switch to melee either player need to attack or hold f. If player wants silent switch then only hold f works which is bit too slow. In key binding setting there is "switch gun" position on default it's 'y' and it have exactly same functionality as "Switch weapon" even when you hold 'y' it switch to melee as well. My proposition is to change it to switch to only melee equipped. It would allow to utilise melee incarnons options with "only melee equipped" buffs a bit better. If player want to quickly use only heavy attack without alerting enemy, pressing is faster than holding. It get rid of useless/duplicated option in key binding. I know it can seem to be meaningless for many, but it always irritated me that we have two switch weapon key binding option and none of them can switch me to melee without attacking or holding a button.
  11. Hemocyte is not immune to raksa kubrow "howl" mod's fear. During fear it won't attack and just stand for 16 seconds, sometimes slaming ground.
  12. I did more test after reading comments. Clone with Lanka have better hit accuracy than player shots from hip, almost all shots hits, it's like twin stubba shots in vid. Komorex work well too. Hema don't have exacly same problem, but extremely similar. First shot of burst is fine and then 2 last are crazy of mark. Perigale have same problem with clone. It might be accuracy problem buzzlok, rubico and vectis have 16.7, but then why komorex have 20 and work fine. Even komorex with heavy caliber have 12.5 accuracy and still work fine. Ferrox have 16.7 accuracy and hit all fired shots. Sporothrix even with heavy calliber(+165% dmg -55% accuracy) don't have that bad aim as buzzlok in vid. It don't seems to be a problem with accuracy. It seems like problem with those specific weapons interacting with specters. Majority of weapons behave like twin stubbas a.i. aiming properly most of the time and sometimes shoots over targets head. In case of buzzlok, rubico, vectis, hema, perigale and maybe some others that i didn't test( i don't own them) its seems switched if specter is too close to the target. It wouldn't be a problem, but with duviri where player have limited choise this could be annoying. (btw pls remove stug from duviri)
  13. I pick wukong and buzlok in duviri circuit and i notice that my clone didn't kill anything while it was using buzlok. I went to similacrum and test this. In video i showed no mod buzlok and twin stubba. With twin stubba there was no problem, rarely clone aim outside of enemy body. With buzlok clone aim around enemy and rarely hit them, when clone gain some distance the aim improves, but at close range it just outrageous. Others weapon that i found with same problem are hema, rubico and vectis. Aim of buzlok should work like twin stubba aim.
  14. Another example is operators/drifters of others player go transparent while they colide with camera. DE could program that to kind of stuff to aim. Atlas have the biggest problem with blocked vision and it's the reason why i don't play him much.
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