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(XBOX)Lady Ukita

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  1. Yeah, I find it baffling that people think it's utterly impossible for DE to make any changes to the Heirloom Packs when Jagex quickly reversed the changes they brought with Hero Pass and even offered refunds for those who were no longer satisfied with the purchase. Albeit circumstances are different, and I don't know much about Jagex, but what we're asking from DE isn't as unreasonable as some are making it out to be.
  2. I genuinely hate to be that guy, but this issue is easily solved by playing solo or with friends/clanmates. As annoying as it is to hear, you can't control the behavior or actions of public squads, but what you can control is the people you decide to play with. I won't deny that AOE is dominating a lot of missions, but the nerfs intended for them also caused collateral damage to less problematic weapons (Merciless getting nerfed, and the ammo economy getting nerfed as well).
  3. I initially liked the gamemode, but after getting all the incarnons I wanted it the cracks started to form, ESPECIALLY after they added the Jackal for some reason which made your loadout matter much more—despite it ultimately being left to Rngesus's hands. Maybe if you had a degree of agency in regards to the cave offerings, like prioritizing formaed equipment rather than unowned/unused items in SP circuit, then that'll probably mitigate some of the friction.
  4. It's been over a year and I still think void sling is a complete downgrade compared to void dash. It's slower, clunkier, covers less distance, and has less skill expression. DE still pushed it despite the overwhelmingly negative feedback, and people are still salty about it to this day. There was no reason to arbitrarily replace void dash, which has been perfectly fine and functionable for over five years, with void sling other than making it more accessible to the mobile audience.
  5. Although I mostly agree with the aspect of platinum being hard to obtain, this brings up an issue with new players being absolutely deprived of slots, reactors and catalysts. Let's be real, starting with 2 warframe slots and 8 weapon slots when the game has 400+ weapons and 50+ unique warframes is absurd. Nightwave remedied this a little, but it wouldn't hurt if players started the game with more slots so they don't hit a progression stopper within the first few hours of playing.
  6. You said DE doesn't encourage extended gameplay sessions, Circuit rewards extended gameplay sessions the way it is designed. The amount of exp you get scales until stage 5, and continuing onwards will make farming the rewards considerably faster than breaking it up into smaller sessions. There's also the fact of your loadout being randomized, so if you do happen to get the ideal loadout then it'll make more sense to run a longer session due to the unlikelihood of having another effective loadout in the future, further exacerbated in the Steel Path. Also decrees: the longer you play circuit the more powerful you get, which in some cases makes longer runs easier despite the heightened enemy level. There's also the case of endless void fissure missions applying a scaling booster for affinity, credit, and resources the longer you stay; which makes longer sessions more ideal if you're planning to farm in bulk. If DE didn't want to encourage long/endurance runs, then the amount of exp you gained from circuit would've been equal per stage, or endless void fissures wouldn't apply an incremental booster per rotation. Then again, it's hard to take what DE says at face value when their actions are often contradictory.
  7. Not only do they release these overpriced cosmetics, but they also had the audacity to bring back Dog Days. Talk about a double whammy.
  8. It's not even a rare drop, two is guaranteed per Hydrolyst Capture. I have 105 transmuters which is more than I'll ever need, and I haven't done tridolons in years. It would not hurt to make riven transmuters available from other sources, and I could tell you that nobody is playing tridolons to farm them; just a consequence for farming for the actual rare rewards like arcane energize or grace.
  9. I don't see the problem, and removing her acquisition from the Circuit makes negative sense. In fact, I'm glad people are able to obtain her blueprints from the Circuit so they could fight Exploiter Orb less; personally that boss is a complete slog to fight, let alone farm while hoping you get good rng for Hildryn's components.
  10. My only problem is that forming squads sucks, Recruiting Chat is barely serviceable. Legit just copy AlecaFrame's TennoFinder feature so forming groups with players is easier/less of a headache.
  11. You're giving way too much credit to a simple damage buff when Octavia, for an example, can cast her 1st, 2nd, and 3rd ability without disabling her invincibility whilst in operator mode. Wisp can buff with her motes without disabling her invincibility in operator mode, and her motes has infinite duration while giving insane buffs; much more impactful than buffing the damage of your weapons. Meanwhile, if Kullervo casts his 2nd ability and enters operator mode during its cast time, he remains vulnerable for the entire time you're transferred out despite the fact his 2nd ability only channels for 5 seconds, and it's only a self-centered healing tool—not as impactful as Octavia's kit or Wisp's motes despite the fact they retain their invincibility. I hope you see the issue, it's the inconsistency. Gauss can have Thermal Sunder active, an AOE damage and CC ability, while retaining invincibility in operator mode. Kullervo having Storm of Ukko active, an AOE damage and CC (somewhat) ability, disables his invincibility in operator mode. Does that make sense?
  12. As someone who plays a lot of SP Void Cascade and Circuit, when enemy level or density reaches a certain threshold where health-tanking is basically suicide unless your frame's kit can support it—Baruuk, Citrine, Chroma, etc.—going into operator mode even for a second sometimes leads to your frame getting instantly evaporated within the incoming fire, despite the 90% DR. Most warframes either have a channeled or duration-based ability in their kit, so rarely will you ever benefit from the invincibility you get transferring into your operator, unless you're just not using abilities. I do agree that having frame invincibility even with an ability active for the entire duration within operator mode is blatantly broken, as Xaku's kit, for an example, would be even more busted if you were able to camp in operator mode with no risk. Although, I don't see why we can't have like, a few seconds of invincibility while transferring outside of operator mode so your frame is protected for a little bit as you do operator things. Like I said before, 90% DR falls off in high-end content, and for someone who tends to play glass cannons like Gyre or Xaku it gets a little frustrating when my frame gets nuked the moment I transfer out.
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