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About (PS4)sister-hawk

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  1. Or am I just not understanding how it's supposed to work? According to the mod's description, it should provide the stated percentage of armor increase for each enemy hit by Rhino Charge. And this is correctly reflected in the hud. However, the effect this armor increase has on Iron Skin does not seem to stack appropriately. With my current build, Iron Skin alone (without any absorbed damage) ends up with about 19k health. If I hit one enemy with charge and cast Iron Skin within the buffed armor window, its health goes up to 23.4k. But I still end up with that same amount of health regardless if I hit one enemy or two or five. If I can manage to hit six or seven enemies with one charge, the health of Iron Skin will go up to about 26k. This does not seem to be working correctly, or am I just missing something? EDIT: I must have been experiencing a very strange bug, which I cannot reproduce. Iron Skin is now giving me only about 5900 health without Ironclad Charge or absorbing damage, which I think is correct. For some reason I was consistently getting 19k in the simulacrum earlier, which I took at face value because I had added a lot more strength and armor to Rhino than I was previously using. The bug where I got the same value of extra health from Ironclad Charge no matter how many enemies I hit also seems to have disappeared, and it now seems to be stacking health for Iron Skin correctly.
  2. I don’t think this is correct. There may be mastery associated with the “Kuva Tonkor,” for example, but each randomly rolled copy will not grant mastery, from what I understand.
  3. My issue with the energy economy is that in higher level missions, you literally have to constantly spam abilities to not die. There’s no way to thoughtfully manage energy in these scenarios. You just keep casting that one ability over and over and hope that you can regen energy faster than it is consumed. If you can, then the game can become trivial. If you can’t, you die. It’s like every other aspect of Warframe’s difficulty spectrum: it exists only in extremes. It’s either too hard, or too easy.
  4. Well I do think that electricity and cold could use a bit of an update to make them more useful. At the very least the shock could do true damage on top of electric so as to help against armor. Cold could make enemies more brittle, therefor taking more damage. But to be honest that (and the changes to heat) is just a bandaid to the broken damage system. Once they finally decide they’ve let it go on long enough and fix the armor scaling (so we don’t have to use corrosion or slash all the time), as well as fixing the ridiculous enemy damage scaling so one-hit-killing isn’t absolutely necessary, some of the other damage types might finally see some use.
  5. 1) You’re not fooling anyone and no one actually believes you. 2) Level 80-100 enemies (as you would find in sorries or arbitrations) are very difficult to fight if you’re not using some ridiculous cheese. Y’all seem to forget what it’s like to actually play the game without borderline exploits.
  6. I believe the booster says it doubles the drop rate of mods. By exactly what method does it accomplish this? I’m not sure. Either way it equates to a significant increase.
  7. I bought one today, took Nekros to Uranus, and got Condition Overload in about 30 minutes. It was useful for me.
  8. Presently there is only a single captura scene from the Orokin Void tileset, and an extraction scene at that. Not exactly the best showcase of the towers’ beauty. I’d really like to see a few more of the rooms be made available as captura scenes so we can really show off our fashion frame in the best looking tileset in the game.
  9. Yeah they can be pretty annoying. The one good thing about Corpus is you can, to some extent, use mobility to evade some of their damage since their weapons aren’t hitscan. But otherwise you can use a melee weapon to block with (shield weapons are best for this purpose). Crowd control abilities that stun or knock them down also help out a lot. And when nullifiers get to be really annoying, a high fire rate weapon, especially beam weapons modded for fire rate, will pop those annoying shields instantly. Also don’t be afraid to spam any abilities that help keep you alive, Warframe’s gameplay kinda forces you to, especially when playing solo.
  10. The problem I foresee with this is when you base damage on the enemy’s stats, rather than an absolute value or the player’s stats, it could get weird with “weak” enemies at higher levels, where enemies that should be dying super easy end up taking less damage than the big tanks. Idk I think it could just end up overcomplicating the math. And as far as heat doing the same thing as corrosive, we already have overlap in status types. Slash, toxin, gas, and heat all do DoT. Electricity, heat, impact, blast, and radiation all apply a means of crowd control. Cold and puncture both reduce enemy dps. Honestly having another damage type that can help mitigate enemy armor is a good thing because it will open up build diversity so that we aren’t locked into either corrosive or slash+viral for high level armored enemies.
  11. Bruh what the hell are you talking about? I just suggested changing up the kind of enemies we could face, not reinventing the whole damn game. I hate to tell you this but Warframe’s gunplay is already terrible. I mean just look at the awkward ass walking animations while hipfiring. You can’t even strafe without tripping over yourself. Not being able to one-shot every enemy isn’t going to change that. And where exactly did I make any assumptions about Duviri? Why did you feel it was necessary to make this comment?
  12. I love Warframe, I wouldn't have kept playing it this long if I didn't. But sometimes the same horde shooter gameplay can get a little stale, especially with people trying their damnedest to automate the game with cheesy afk builds and tactics. And frankly some weapons and Warframes feel outdated and useless simply because they aren't designed to effortlessly dispatch entire rooms of enemies in the press of a single button. Now I know this core aspect of Warframe's gameplay will never change. But I think Duviri could be an opportunity to mix things up and give some service to those of us that also enjoy slower paced, more methodical gameplay. That can never exist in a typical mission because you can't take the time to duel a single enemy when you're also being shot from every other direction by the 30 other enemies in the room. But maybe the hordes of mindless enemies can simply not exist in Duviri. The trailer definitely gives off the vibe of an old western duel. So maybe that could be the core gameplay. Enemies could be far fewer in number, but much more intelligent and deadly on an individual level. They could require actual thought and reaction and strategy, but not be so overwhelming that you feel like you just need to nuke the room to have any hope of staying alive. And they could be a lot tougher to take down, but not to the point of feeling like a braindead bullet sponge. I think it would be neat and refreshing if they had some kind of actual mechanics that you need to figure out, animation cues to tell you how to react to their next move, and ways to counter all of their attacks if you are smart/quick enough. But hopefully nothing as ridiculous as tusk thumpers, which take the concept a little too far in my opinion (because they aren't actually challenging to fight, just damned annoying to deal with). Anyway that's just an idea for a way to potentially freshen up Warframe's gameplay and explore some new ideas.
  13. Others have explained what cert is, but for clarification the difference between an update and a hotfix is that updates require new data to be downloaded to your console, thus they must pass certification. Hotfixes are done completely server-side, meaning the developer changes something on their end without having to modify the game we have on our consoles. Thus hotfixes don’t go through cert.
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