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WeissSchnee.

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Posts posted by WeissSchnee.

  1. On 12/19/2017 at 8:28 PM, Somb3rBivalve said:

    with soundquake and hitting just about the whole map.

    Banshees base range of sound quake with no range mods is a mere 20m. They have their build set for range / efficiency / strength. So what?

    On 12/19/2017 at 8:28 PM, Somb3rBivalve said:

    In addition, I think the addition of the soundquake augment in its current form was a really bad decision. By letting the bonuses increase with time (damage and range)

    You're missing a key focus on that mod, it drastically increases energy drain the longer you are in sound quake.

    On 12/19/2017 at 8:28 PM, Somb3rBivalve said:

    So what would I do about it? Well, I would prefer soundquake be reworked in a way such that it would involve some more participation from the player

    How would you go about doing this? Undertow is basically the same thing, sit in one spot and drag enemies into you vs. Sound quake sit in one spot have enemies run into you.

     

    On 12/19/2017 at 8:28 PM, Somb3rBivalve said:

    You still have the option to make soundquake into a "high-damage"

    Sound quake isn't made to be a damage dealing ability, it's primary use is for stun locking the damage is there to help the team kill the enemies faster.

     

    Please note, Banshees' sound quake is a base of 20m. With all range mods on it increases to 50m.  With the augment on it increases to a maximum of 80m. Now take note, that's taking up 3 mod slots, leaving 5 usable slots for duration, efficiency, strength mods and a utility mod (excluding cunning drift since range mod included in the 3 mods {overextended | stretch | cunning drift}). If you have cunning drift in the utility mod slot then you will have 6 slots to work with. Either way you have less spots to work with if you are building a range banshee for stunning enemies.

    If you are building a power banshee you would see them using sonar more because of the massive damage increase to critical spots exposed on the enemies giving the player a chance to hit exponentially larger numbers than the base 100k they get from crits occasionally. 

    Correct me if I am wrong anyone but in my experience of leveling banshee and using her on over 100+ missions, I have yet to see her sound quake hit anything over 4.5k damage on lvl 30+ enemies. That damage is childsplay damage for guns.

    Please refrain from asking to nerf something until you  fully understand the concept and actual use of a warframes ability. Thank you.

  2. 1 hour ago, DrPinkieDIe said:

    A friend of mine can't start the new quest that you get from the Personal quarters, he is MR 10, is there an MR requirement for it? its driving him, and subsequently me, up the wall

    Just got that little void trip, and nothing after that. Based on what I'm seeing as of current there's nothing to this quest except wait until it's in the codex.  I'm considering it a "teaser" type of a trailer to the quest.

  3. 1 minute ago, Alenkj said:

    Making Bless scale with range mods would be really bad actually.
    NarrowMinded for the DR Duration would make Bless Have No Range.
    Overextended would lower your strength making the DR Buff Worse.

    Let's keep it how it is.

    That is true, but it would also bring a new front to having different builds set for trinity other than a pure bless or a pure ev type build.

    In short, this allows a mix between a bless / ev build if modded correctly.

    But my main issue is that fixed range with the affinity limiter all in all.

  4. Thanks for the Mastery Rank Matters DE, and also stop screwing Trinity over 20 times fold. If you don't want players to have a healer frame just remove her from the game already. Also...

    Trinity [ Best ideas for DE to think about ]

    - Bless

    ----- Remove from affinity range

    ----- Give base range [ able to be scaled with range mods ]

    ----- Make it useful again 

    You say in your devstream that you want players to feel that they have the advantage over all factions.

    This in terms include:

    - Primary Weapons

    - Secondary Weapons

    - Melee Weapons

    - Warframes [ Abilities ARE included with this category, correct? ]

     

    Personal Opinion:

    If you say something about having players feel that they have the advantage, stop nerfing everything to the ground and pretty much removing any use of said weapon / warframe from the game.

     

    Thanks~

  5. So, DE, in the devstream, about keeping the game balanced since it's focused mainly on PvE... Where is the Good side to the trash mega-nerf?  Seriously, I'm not seeing anything good other than mag being able to *Finally* being usable on grineer factions and volts riot shield.  Care to fill me in on where there is an upside?...  For example: Trinity possibly?  With the affinity attached to blessing range, my Trinity is now trash. Thanks for making her useless DE.

  6. DE put the alt-fire for tigris back in there...  The only reason I actually built tigris and added 5 forma on it was because the alt-fire made it more usable. Now due to the stupidity of whoever removed it, for me--tigris is now lame again and feels like a waste of time that I put into leveling it. >.>

     

     

    #Revert-alt-fire

  7. Question: Why do you, DE, remove the T4 keys from the syndicates when you could easily do... A: Make Keys on higher tier of syndicates. B: Make them Cost 20k rep / pack (of 5). C: Combination of A and B.   Second question, you have been IGNORING the community that YOU said this game WAS controlled by the community. WHY GO BACK ON YOUR WORD!!?? 

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