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7grims

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Posts posted by 7grims

  1. Yah, for weapons that cost 800p as a pack, or are super hard to get, they should be worth and have some decent damage.

    Long time ago his weapons were the best, there was even a reason to fight to get them or even to buy the pack.

    Dread, the most common drop seems to be still the only good weapon left.

  2. Yes... but they don't give as much power as Limbo's does... Only Sonar does, and that only on certain body parts, and Accelerant, which only works on Fire.

    Besides, in what universe would you NOT be using the Rift? As long as you're actually playing Limbo, the 3 will have use.

     

    Ill recap my point:

    All abilities used alone do something.

    Limbo's 3rd, does sh*t when alone.

     

    That's how far limbo goes on being very very very very bad.

  3. yah, many have started farming months ago.

    although i would say its weird for them to remove glaive prime, its like the pop star of warframe but in prime version, i wonder if they'll do it.

  4. Saryn sheds her skin, removing all existing Status Effects and leaving behind a decoy that draws enemy fire. With400 Shields and 150 / 300 / 400 / 500 Health, the decoy will last for a maximum of 7 / 12 / 16 / 20 seconds. The decoy will explode if it loses all of its hitpoints or its duration expires, inflicting 120 / 150 / 175 / 200 Toxin b Toxindamage with a 100% status chance to enemies within a radius of 5 / 6 / 7 / 10 meters when exploding prematurely.

    Decoy health and explosion damage are affected by Power Strength. The explosion damage diminishes with distance and does not bypass obstacles in the environment.
    The Toxin DoT inflicts 50% of the initial damage per tick. For Toxin procs, the damage ticks 9 times over 8 seconds.
    Should Molt survive its full duration and disperse, two instances of damage are inflicted.
    Should the explosion hit an enemy's head, the Toxin DoT will inflict 100% of the initial damage per tick for the same duration.
    Deploying a decoy while one is already active will cause the previous decoy to explode.
    Decoy duration is affected by Power Duration.
    Explosion radius is affected by Power Range.
    The decoy is placed at Saryn's current position, mirroring her pose and elevation.
    although for clients, the decoy will be in a default standing position.
    Will slowly vaporize and dissipate for its duration, eventually exploding once it nearly vanishes.
    The decoy's shields regenerate over time.
    Shields of the decoy can be buffed with the use of allied Shield Ospreys, whether in Specter or Mind Controlled forms.
    Cannot be knocked down or moved and acts as a physical object, unlike Loki's Decoy.
    Can be cast in all states (except while upside down in a flip jump or while dodging) and can be reused instantly.
    Has no cast time or animation.
    Oddly, although the decoy has no weapon, Elemental augment mods (Such as Ember's Fireball Frenzy) can be applied to it.
    The damage augment will not affect the explosion damage or damage type upon the decoy's expiration.
     
  5. Its gonna change, and for what the devs described, she will loose all that 360º range, and focus more in one path.

    It's a good thing, was tired of leaving good void defenses squads cause someone was joining as mesa.

  6. having no Damage Mods reduces Customization and Playstyle choices just as much as having too much Damage does.

    making Damage and non-Damage options competitive with each other is the only way to have customization.

    if you remove something because you don't like that it's the most tempting option, then you'll be complaining 30 minutes later that what sounded like a good idea 30 minutes ago, now... you either have no choices left and everything that you can Equip, you always do, or the thing that sounded like an interesting choice is now just mandatory like something else was.

    if you don't have competitive choices, you don't have choice.

     

    I cannot disagree with you, you describe it in a proper manner.

    Nerfing the damage side of those mods will have to be huge, almost as removing it, otherwise they pretty much stay the same, with the same issues.

  7. I dont think there is anything wrong with damage mods. We just need more variations. Adding damage is an important aspect of modding. I like having a direct impact on how much damage a weapon can do, we just need creative ways to make those choices. I dont think a modding system based on pure utility is all that engaging or fun

     

    Cause if you can add damage, u will fit all and only damage mods, stuff like reload, zoom, reduce recoil, reduce noise, will never be as worth as any damage mod, making mandatory mods still mandatory.

    The idea is to make all mods equally worth and desirable to play with.

  8. hold up there buddy let's not go crazy I mean what's the point of 4 identical status mods.

     

    Whats the point of keeping those mods as they are, if they are obvious damage mods, that will become (or are already) mandatory mods.

    Element damage is very very useful nowadays, not changing this, is keeping the broken mod system as it is.

     

    I say remove the damage side of it, keep the stuns and stagger animations, they become good mods to make the enemies enter "im on fire" panic animation, to freeze them, make them shoot one another (radiation), etc, its some few seconds that the enemy is not fighting back at u, and u can finish him.

    Or some whatever other solution that would make them equally useful but not as important as they currently are.

  9. yah, im still hoping they do a specific mission just for those.

    something like the gameplay mechanics of star wars battlegrounds, it sounds good as those being an invasion, and justifying a new faction taking over or defending that zone.

  10. instead of a dragon it will be an infested giant monster, and i heard it will be of 16 players on archwings.

    I'm so not hyping for that feature xD not until they do real improvements on AW.

     

    besides that u also have lephantis, he is like a mutated and degraded dragon with 3 heads, but no legendary sword drops, cause this is no medieval game.

  11.    

    What. I acknowledge that Limbo's 3 did not do anything on its own.

    My frame examples were talking about frames with 3 skills that did the same thing.

    O.O

     

    All frame powers do something on their own, except limbo's 3rd.

    All those u mention do something, if not some utility and/or stun or staggering effect.

    Even frames like mesa, chroma, equinox, that have abilities that don't immediately or directly effect the enemy, also have some buff features, or stat improves etc.

    Limbo is really unique on being sh*t and trash, he really wins the prize of most useless peace of garbage, even the other tenno must be ashamed of calling limbo a tenno, even the lotus desires to say "tenno... and limbo, be aware of etc".

  12. Hell no.

    Players would complain that their resources disappeared, right when they almost could build that thing they worked all week.

     

    Also, in my clan it works fine, a few of us, veterans, contribute allot, in few minutes any new item is already building, and its not a problem, since we do own the resources in great quantities, all the other rugrats stay happy.

    In the same way, whenever there is a archwing item, I just say to them all "sorry guys, wont help, will not partake on that trash", and no one gets angry.

  13. Smooth soft nerfs wont make the issue become solved.

    They need to go at it hard and strong (gigidi), or else it will remain a mandatory mod.

    The objective is for it to become so nerfed, and for the game to be re-balanced, to a point were we dont need or want to equip multi or any other damage mod, because we wont need it.

  14. I hope so, its not only weapon mods that are mandatory and problematic, hope DE also turns an eye to frame mods.

     

    Besides that yah, weapon mods, and weapon builds are going to become all broken, right now I believe everyone is using V polarities, after they properly fix the mod system for weapons we are going to have an issue of too much forma, and too much unwanted polarities, its a matter of DE changing how formas work, so we can fix those builds.

     

    In the same way, if they also fix the mandatory mods for frames (hopes), we have the same issue with formas, and also with the exilus slots, they will have to face the fact it was a bad band aid, and that it ruined many frame builds, in several parameters and details.

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