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Tabvee

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  1. Gauss's current Noble Animation set is terrible, it doesn't loop properly and hes constantly stopping before starting back up. Meanwhile in the Gauss Prime Trailer, Gauss does an animation similar to his nobile animation except it loops properly and is a million times better than the one in game. For a while I was like "It would be great if this was in game but it only happens during the Animated parts of the video, nothing during gameplay, so its probably not coming to the game." BUT THEN, during the entire Gauss Prime Redline music video, Gauss Prime is there, in game, doing that animation as his idle animation. Can we please get this animation set in the game? Its so good and Gauss deserves it. Current Noble animation: Gauss Prime Noble Animation:
  2. It was explicitely stated that Modular Archwings was scrapped. "What about modular Archwings?" "We have no vision for that. It's a shame that all that content was made. We would love to do something with it but we have zero designs to support it." - Rebecca Ford, Creative Director of Warframe.
  3. Everything you said is fine but: 1) Wall running replacing wall hopping wouldnt be a good thing imo, it would mean that you couldnt tap off a wall a refresh your bullet jump as easily, you would have to engage a wall run then jump out of it, and do you really trust DE to make it a quick action with no delays to prevent animation jank? 2) Modular Archwing was mentioned as scrapped during an interview with Reb, contrary to popular opinion, the devs do not have to do every single thing they've ever mentioned. 3) Just like with the last one, this was mentioned as *mostly* scrapped, still possible to happen, but again, the devs do not have to do every single thing they've ever mentioned. Devstreams and Tennocon are a peak behind the curtain, some things that go on behind the curtain of every game is that: Things get scrapped.
  4. Have you not looked at the concept art? I mean... you posted it right there, the in-game model shown matches with the concept art 1-1 other than the clipping beard. The Leather and Metal are seperate channels unless you want to suggest he only has 3 color channels, 1 for the Black, 1 for the White, 1 for the Leather+Metal????? Clearly the Leather and Metal are seperate channels. Also just... again, the Concept art has metal on it, thats what the orange/copper parts are, its not a randomly brighter leather...
  5. "nerf it more absolutely not" *suggests the biggest nerf in the games history* 30 energy per second is insane, deranged even.
  6. I feel like i shouldnt have to explain why 1.5x times 1.5x on the Roar Double Dip is not better than 3x on Eclipse but here we go. Slash Proc comparison: Roar double dip: 100 slash tick times 1.5 times 1.5 = 225 per tick Roar + bane: 100 slash tick times (1+0.5+0.55) times (1+0.5+0.55) = 420 damage per tick Eclipse single dip: 100 slash tick times 3 = 300 per tick Eclipse + bane: 100 slash tick times 1.55 times 1.55 times 3 = 720 per tick 1.5x times 1.5x = 2.25x 3x = 3x Both scaling with strength, this gap will get wider and wider. Also heres a little demonstration video made by a guy I know whos stupidly dedicated to the game: Also eclipse can be used as a team buff with the Total Eclipse augment, sure an augment isnt ideal but its still an option. Also Also, eclipse can be used to buff several abilities, just not every ability, go check the wiki for a list of abilities buffed by it.
  7. Roar is not often the better damage buff btw, Roar is notably much worse than Eclipse because Eclipse is so insanely strong. Roar applies the same way as a Faction damage mod with its base value being 1.5x damage (1.3x helminth) Eclipse applies as a completely seperate multiplier, and has a higher value with its base value being 3x damage (2.5x helminth) Which can also stack with the Faction damage mods we have that are 1.55x damage for the primed versions. Roar: 100 damage + 100% Str Roar (1.5x damage) = 150 damage 100 damage + 100% Str Roar (1.5x damage) + 1.55x Faction Mod = 205 damage Eclipse: 100 Damage + 100% Str Eclipse (3x damage) = 300 damage 100 damage + 100% Str Eclipse (3x damage) + 1.55x Faction Mod = 465 damage
  8. As a Mirage Main with almost 40% usage rate, I have never once paid mind to the buff im getting from Eclipse due to its incredible unreliability, and just accept whatever it is that I happen to be getting. Fixing certain locations to be more visually discernable would be a good idea, but it would do nothing to fix the fact that the number changes constantly while walking which is what makes it unreliable. Making the ability more reliable would mean that its something I would actually think about. A toggle, or a tap/hold would be perfect for this, "Do I want a damage buff right now? Do I want protection right now?" would be a good step to increasing the amount of interesting decision making when playing as Mirage. Eclipse is of course an incredibly strong damage buff, and a pretty good protection ability. My personal suggestion for the Helminth version of the ability would be to keep the current diminished stats it has (maybe raise the max DR to 80%?), but make it so that you can only get one buff depending on your energy color, a bright energy color being Light/Damage Buff, a dim energy color being Dark/Protection.
  9. Kullervo at current requires 3 mod slots dedicated to just... keeping him alive. Especially in Steel Path. And its not even that amazing. Umbral Vitality, Umbral Fiber, and Adaptation. You also need to use Umbral Intensify though to boost the other Umbral mods, so technically, its 4 mod slots. When using all 3 Umbrals, and Adaptation, Kullervo has an EHP of roughly 25000. His overguard ability, because of its cap, adds an additional EHP of 5000. In total, he has 30000 EHP. The Overguard makes barely a difference, its a +20% EHP ability, which is abysmal.
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