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AntiMomentum

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Posts posted by AntiMomentum

  1. 23 hours ago, [DE]Megan said:

    Temporal Anchor

    • Protea is now invulnerable for the first 3 seconds of Temporal Anchor (i.e on cast, to prevent casting animation deaths).

    This invulnerability window is an important add based on all the ways players have used Temporal Anchor thus far - that key survivability reaction should include invulnerability. 

    We look forward to your feedback on these changes after they are live! 

    Her 4's range seems to have the same issue Baruuk's Lull had when he first came out. If enemies are at a different elevation (like literally just down a ramp sometimes) it won't effect them unless you're airborne or something. It feels over dependent on Line Of Sight.

    Also a 4 augment that causes the AoE to occur at the anchor would be nice. Or one that gives the AoE a viral proc

  2. 1 hour ago, fakeplayerr said:

    it is free to play title for god sake! Dont play it, if thats too much for you to handle. Can you you moaners ever be satisfied? All the pandemic and working at home going on in the world now, just give it time. Go play something else, chill, come back later. 

    Just take the whole pandemic out of the equation and you still get massive DElays lol.

    Editing this because there is so much that needs to said about DE's habit of delays but due to the state of the world, well, I think it's probably best to just not.

    We all have enough going on in our lives and that includes the devs so it is what it is.
     

    • Like 1
  3. 4 hours ago, Peter said:

    I can't find the problem, don't have any kind of log, its getting annoying.

    I've played for the entire day without a problem, after some time the problem started again...

    Check the windows Event Viewer. It will tell you where the "faulty module" was at the point it crashed.

    In search type: Event Viewer

    or go to control panel>admin tools and look for event viewer (control panel has a search as well).

    Give Event Viewer a bit to load after you open it. Then press the + sign next to "Errors"
    under Errors you want to look through the Application Errors until you find the ones for Warframe.

    (You can press the Source tab or arrange the errors if it makes it easier for you to find some for WF.)

    This isn't a surefire way to solve the issue, but it will certainly help rule out at least something. I'd personally be curious what the faulty module is in your case if you don't mind.

    • Like 1
  4. I was updating Windows it broke WF and Rocket League for me for a bit. I pressed Play and got the same crash window there.

    Keep going through the windows updates until it works. Also update graphics driver just in case. I'm using Geforce 845M

    Also, in search type: Event Viewer

    and open that up. It might take a while for Event Viewer to load.  Then click the + sign next to Errors, then look for "Application Error" events until you find some for Warframe when you tried to press play. (You can press the Source tab to put Application Errors at the top of that Errors list)

    In any of the Application Errors for Warframe it should say something like: "Faulty module path: C:\Windows\System32\ntdll.dll". <--- The faulty module path is essentially where things broke.

    In my case, updating windows fixed "ntdll.dll" and some weird name like nwbUsomething. If ntdll or that is your issue, updating should fix it for you too.

    If it's not ntdll or that, checking event viewer will at least tell you where it broke for you. So if updating doesn't fix it let me know where the "faulty module path" is for you.

    If you have steam add me and we can troubleshoot faster. My steam name is the same

  5. 17 minutes ago, bl1te said:

    IMO,

    Allowing newer players to participate in close-to-endgame content is bad. It ruins the whole purpose of such game mode - high risk for new/better rewards. New player wants those rewards too? Git gut.

    Exactly! It's to protect the game mode. That's all. When they are ready they can join in too but until then stop ruining it for people who are.

  6. 1 hour ago, PatternistSlave said:

    Arbitrations when first introduced catered almost exclusively to "veteran" players.  Either you had the gear to stay nigh indefinitely or you didn't and died 2 min in never to touch the mode again.  Pleasing no one in the process.  The genius of the rework was in designing a system that not only added challenge to veterans, but allowed newer or different types of players to participate.  I dunno about the rest of you, but reviving 2 or 3 of my teammates while keeping up life support is the closest Warframe has come to "challenging" or "suspenseful" since the raids.  Which kindof had a similar thing going on.  Running with less experienced players certainly added challenge.  Whether through Squad Link or by some other mechanic, I feel like any "endgame" is doomed to failure if it doesn't include a similar design component.  Thoughts?

    I don't see why DE doesn't use other factions as testing grounds for more content. Yea Arbys aren't required to be in Arbiters, but I don't see why there can't be other modes that present an extra layer of "difficulty" to try out with the vet players (with a better gate to keep out newer players)

    DE has a sort of sandbox opportunity behind gated content to do this in the live game BUT some guidelines should be stuck to in order for this to work. It doesn't have to be perfect as long as DE just tries lol. See what sticks with the vets.

    For one, it's actually better to NOT have totally awesome rewards behind content like this with vets in mind. Why? It attracts the the casuals that cry nerf, someone else above already mentioned this is how Arbys got nerfed and it's true. It's the same cycle that's happened for years before Pablo was ever even looking at the stats to see what's overused lol.

    The fact of the matter is the newer/casual players are the bread and butter of the game so if you want challenging content it has to be done in a way that doesn't attract them which means:

    worse rewards. Nothing like Adaptation or the damage and pistol arcanes, ect. 

    It almost has to be not worth the gate. Certainly not worth it for people who have no business going into content they aren't ready for. So like niche rewards. IMO that's practically essential for more vet favored content or it simply won't work.

     

  7. 11 minutes ago, InsomniaTheMistress said:

    Em, it's just only i have a autolose on arbitration defend? Operative just have full hp and next second he is dead. Or enemy just stop spawn after wave 20?
     

    I had this happen to me earlier today before the hotfix as well. The operator was fine and then suddenly died. Pretty sure it was even banished. Arbitrations need some help.

    *Edit*
    On a side note infested drones effected by arbitration drones can shoot through the rift. And possibly other abilities as well.

    • Like 2
  8. 45 minutes ago, [DE]Megan said:

    Fixed Exodia Contagion projectiles ignoring Limbo’s Rift status of enemies/the player, letting it hit enemies across the Rift.

    This allowed for Limbo to attack from a position of invulnerability, where normally damage cannot cross the Rift unless it’s a Warframe ability of some kind. We intentionally did not fix this until after the Scarlet Spear event, but it is a bug. 

     

    In that case please fix infested drones effected by arbitration drones being able to damage into Limbo's rift.

    Since arby drones cause enemies to ignore WF abilities, the infested drones should not be able to do damage into the rift when effected by them. This bug allows the drones to attack limbo and anything else in the rift including objectives without being in the rift themselves.

    • Like 3
  9. Enemies only being stasis'd once would break his kit. As cataclysm shrinks enemies leave the rift and therfore stasis, then walk forward right back into the rift again. At higher levels you wouldn't even get a second of cc out of that. Then you'd have to seperate enemies, likely with banish or rift surge... but you wouldn't be safe in either plane.

    Enemies already can move faster than stasis at very high levels anyways. A Limbo on Akkad has to use range past about wave 85 rather than negative range due to that. It becomes much more obvious in stuff like Hieracon or Arbitration after a while in those missions that scale faster.

    Frost also has ways around that.

    So anyways back to most players, then you have more noobs to limbo using banish and rift surge and going down with rifted enemies walking around lol. So a change can't just be the ones to stasis.

    What Limbo and Frost both need is just a QoL update. Let ally weapons go through their abilities. OR:

    1. Allow the same roll allies can use to get out of banish to also get out of cataclysm. So bascially if they want back into the rift again while they are still in range of cataclysm they can just roll again to get back in since cataclysm is still up to rift them. What's nice is rolling itself already gives damage reduction so it's good for switching in between planes anyways.

    2. Stop the Frost Globe from preventing ally explosives from the outside to in. Using explosives with a frost player dropping globes everywhere is annoying. In small maps it can even make them a nightmare to use.

    cc frames shouldn't limt dps/kps much if at all ideally speaking. Giving ways to make that possible without weakening them would be prefered imo.

    With all that being said it wouldnt matter in my own gameplay if there was an augment to keep current stasis. But to be fair other frames trivialize as well with just the added step of zenurik dash if that 😕 Limbo just has a passive that gives lots of energy, would I could agree with nerfing is to energy from only kills he himself gets in the rift and not all, so less afk. Personally I wouldn't mind changing his passive entirely but that's just me.

    As for Rift Torrent it really shines in stuff like excavation and interception since you can stay away from teammates (or take back control for them). Any Infested/grineer arby arbitration with high/max range is great with it and exodia contagion despite negative power strength. Since you need to use Rift Surge itself after a while in those anyways for the cc (because again, stasis does actually fall off some at very high levels). It's no Chroma Vex damage buff but it's actually nice when you have plenty of enemies around, especially with such powerful cc to go with it. *Or if you're a mad man in solo survival with negative duration, rolling guard, shield gating, some to lots of range, and some to lots power strength*
    Also in pre-made squads. With RT, any frame that buffs power strength like Nidus buffs your RT enhanced weapon damage. And then a frame like Rhino can outright buff weapon itself damage on top of that. And +300% Limbo power strength arbitrations. Captain Planet frame

  10. On 2019-11-03 at 8:45 PM, kwlingo said:

    I can see it coming. Everthing too OP is now seeing the effects, example Zenistar. Either kill on sight with ability like Ash teleport dagger or small radius of explosion if not the game becomes too easy. If we talking about killing enemies it should be only cast on a single target not the entire map/ 50meter 100k damage radius scaling. Spamming abilities means no thinking involved in gameplay. If DE allows nukes frames they should also with enemies abilities. Make a counter balance. Then we will need for that 3 revives. lol

    The reason for Melee 3.0 is to have more players use Melee than just having strong primary and secondary weapons. DE has to find out a way to synergize Warframe abilities with Melee weapons. Maybe have upgrades to enemies to be immune to bullets and only be damaged to melee. The only way to open them up to melee is to use bring down a vulnerablity phase.

    Actually the Zenistar disk can now have more time than it did before. It caps at around 120s now lol

    A better approach is to make better enemies. One example that's really simple: In certain defense missions, have an enemy that shows up during each wave or maybe just the last wave per rotation. This enemy would be immune to damage but not CC abilities, and can attack the pod. It doesn't even need to buff other enemies like an arby drone. And only the pod draws its aggro. It's life span would be based on a timer.

    Now all of the sudden dps isn't the only required thing for these certain defense missions. Many (not all) cc abilities get brought into meta simply because it's actually required.

    Nerfing weapons and frames to Ash's current level, bascially much if not most of the game, because enemies are brain dead is a bad approach. The game would be excruciatingly slow. Just make the enemies better first, then find out what really needs to be nerfed.

     

    • Like 1
  11. There's also the issue that regardless of the source of dps, dps almost always beats cc. Unless you're doing something crazy like 85 waves of akkad where enemy movement speed and damage is so fast that they'll one-shot the pod if you don't kill them nigh instantly.

    You're going to have to nerf a lot more than Saryn, or dps frames in general, before you get to a point where cc and utility is actually required a significant amount of the time as a role. It'd be nice. And there are exceptions. But it's not by any means Saryn's fault alone. You'll also need to nerf weapons to make that happen.

    Or make enemies difficult instead. When it comes to nerfing frames or things in general DE kind of has a history of overdoing it. Which might not be a problem to you until they nerf something you like too. The better approach would be to make more enemies for squads that actually require things like cc/utility. Everybody wins that way. It's even easier on DE because they don't have to remake the game to get that desired effect.

    Arby drones are the worst example. They ignore all frame abilities. They should just ignore damage abilities instead, and not cc, and have higher health/ehp. Something kind of like that doesn't require a nerf to any frame.

  12. 33 minutes ago, kwlingo said:

    Im glad they did to the old Ember and Banshee kit

    Yeah and people mostly stopped using them after that. I haven't even seen a banshee in a random squad in probably about 4 months now lmao. Or any type of squad for that matter.  Id rather keep Saryn and other nukes where they are currently than risk them becoming weaker than they need to be again. 

    I do however see people running Vauban now (and yes, that's outside of leveling missions too). I even use him now. He's far more fun than he was, even people in region are talking about how awesome the reworks are. This is actually the first time I've even seen someone say "no one is even running him" post-rework. I've even been in squads with multiple vaubans in them post rework lmao. That was never the case before from what I've seen and I usually play everyday.

    Also Volt can nuke as well. Especially in missions like ESO, much like Saryn. There are a lot of nukes that'd have to be balanced around nerfing Saryn just for the sake of nerfing her. Since most can nuke just as well for quite a while into enedless missions anyways, albeit maybe 2 seconds slower than her.

  13. Title pretty much says it.

    But here's more detail if needed: When using Ash's 4th to kill enemies you can join in by using his 3rd ability  It is by joining in 4th with his 3rd ability that causes this bug specifically in today's "Secondary Only" sortie 3 mission. Once you're done being invincible and killing enemies, his 4th ability is no longer available again unless he dies. (Tossing yourself into abyss won't fix it). You can't start marking targets again, it just keeps saying "Ability in use" unless you die and respawn. And doing it again in the same mission will reproduce the bug again. 

    But this bug does not happen in: Simulacrum
    Some random Grinner mission I tried
    Some random infested mission
    OR some other random corpus mission, even though todays sortie has corpus enemies

    Meaning I narrowed it down to seemingly only happen in today's secondary only as far as I can tell. 

  14. Just now, Makotori said:

    oh i meant foundry** i went to pick it up from the foundry and it was missing. yeah, i had it crafted and was gonna pick it up today but then the update dropped and i noticed it was missing. i thought maybe i was going crazy but i looked at my materials and it took all my fieldron and one forma was missing. my bud still has it in his arsenal but hes saying a few other weapons are missing too

    Then yeah, if it's not already built there's no way to obtain it. Apparently even if you already started building it before the update dropped

  15. The Lanka is not in the dojo. It can't even be bought for plat at the moment. I asked someone in region who already had it before this update and it is still available for them. So if you already have it built it should still accessible, but if you don't already have it there's currently no way to obtain it in the game.

    It's not even in the codex.

  16. 10 minutes ago, Raikh said:

    Furthermore Exalted Blade already benefits from the combo counter. Its just that the energy waves, same as Baruuk, don't cause the combo counter to go up, only direct hits with the weapon increase it (and the Excal Slash Dash Augment, which is highly recommended).

    I don't see Barruks exalted to ever be useful in its current state. Its literally worse than a well built melee, especially with a riven and is just insanely lackluster. The constant knocking around is detrimental to your damage and the low status chance just causes you to miss both the ability to forgo or strip armor with status effects. It jsut completely fails against higher levle armored enemies and while the baseline buff will benefit it mroe than other weapons, since it could never really get the combo counter going I have my doubts that being enoguh to push it even past a strong normal melee weapon because its jsut so much worse right now.

    "Futhermore" point: I think the combo counter should just build with the waves. That's probably the only buff that's arguably needed. Even a set cap combo amount per wave would do it.

    "I don't see" point: It's still cc regardless of armor or level. Even has a multiplier for true damage. Used with his Lull and enemy radar of all things it happens to keep most defense objectives clear for a while even without finishers. You just need to know where the enemies are coming from when used with Lull.

    • Like 1
  17. tbh I've never had an issue with Serene Storm damage. Then again I haven't done more than a few hours in 1 run with him. Even into Arby's a 1-3 forma build on Serene Storm can keep up for about an hour in just damage with just standard melee waves, not including finishers.

    I think people tend to forget that other than maybe Gauss in highly specific situations, Baruuk has the highest ehp in the game regardless of damage type. So his damage output has to be balanced against that. But yeah a somewhat decent buff to it wouldn't hurt either I don't disagree with that much.

    • Like 2
  18. 41 minutes ago, Rev14 said:

    They did not post any confirmation last week. They did for this one. I don't understand why people complain so much about the update being delated when it's actually not. Even in the devstream they said " this week or the other" . So just stop looking like kids waiting for your christmas gift. But ho, if we still have nothing friday, I'll come with you to complain 🙂

    This. So much this. DE has a bad track record with dates for updates no doubt. But this is one of those times where they are trying to give a more realistic goal, by acknowleding said track record essentially. And they've been smarter about this in execution since Gauss. People are already blaming them when:

    iirc they did technically say "by the end of October" so nov 1 would be a delay, but anytime before that is not.

    They sort of almost thought they had it ready last week, but knew some things might not be, which they obviously weren't. And they expressed that publically in the last Devstream. So I'm leaning towards it dropping tomorrow. Maybe Friday at the latest if things go real bad with coding.

    It's seeming like they'll hit a deadline they set this time around. Not sure why so many people from last week onward are all of the sudden saying it's delayed. Nov 1 would be the first day it's late. 

    I'm not not even the sort of person to white-knight. If anything im usually a little more critical than needed (you can read the post history yourself). Despite that I can see DE avoiding false hopes of unrealistic deadlines and people are acting like the deadline (for being late) has already passed.

    • Like 4
  19. 5 minutes ago, XzWasPzX said:

    I would abandon all hope for today. Not even likely since the patch is gonna be really big and they havent begin to compress the file

    At this time you are better off assuming it won't be today no doubt.

    But it doesn't take long for their Igor server to deploy a build to the update servers. (It's like 20 mins IIRC, and certainly under an hour)

    • Like 1
  20. 19 minutes ago, EchoesOfRain said:

    While I'm not disagreeing that tomorrow is looking more likely, they have done updates much later than 4pm before

    They have updated that late in the day, which they try to avoid that's true. Like how they try to avoid dropping the update on a friday which they have also done as well. If I had to bet money on one day at this point tho, it'd be tomorrow.

  21. 14 minutes ago, IamLoco said:

    Happened too often to me, too. Host leaves, all progress is lost and we all return to the main menu.

    This is so annoying. 

    Also I'm afraid to stay in a mission type with the extract or fight option when the host chooses extract. About half the time the game just ends up freezing after loading back in from a host migration.

    Like I just straight up leave if the host decides to leave now. It's not worth the hassle of staying.

    DE PLEASE fix host migration issues. This is getting rediculous

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