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(XBOX)GarroThposer

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Posts posted by (XBOX)GarroThposer

  1. 14 hours ago, Zakkhar said:

    What other mods? There are multiple meta builds that use up to two slots for auguments and have no problem in fitting everything they want into the build. Plus there are archon shards to fill in the gaps. Maybe you just overvalue certain mods?

    /shrug. Wasn't thinking that hard. The mods that really come to mind are related to rawr's comment.

    12 hours ago, rawr1254 said:

    if youre talking using helminth just to enable or disable any augment at will Id be willing to have a conversation about that because power creep would probably become the topic of that.

    Also wasn't thinking of power creep. I haven't really been investing in archons at all, really. I've only used them on my wisp, which I have to rebuild anyway. It is still an excellent point, however, and I was probably thinking of it as if the mod slot disappeared (the exact thing I didn't want). I don't think I could improve this further, as I'm pretty sure no-one wants to re-purchase augments just to get a potentially low-power variant to counter power creep.

  2. I might return to this with actual concepts if this get traction

    This is a suggestion to use the helminth to just enable or disable augments on warframes, which would allow a slot to be freed for other mods.

    Generally, by the time augments become available, I'm fairly sure that the helminth would not be obtained yet. However, this should just be the helminth's standard ability. Simply moving a sort of 'pass' for players to buy and changing augments to keys would be something a simple function. This could be overwhelming to new players, but then I looked it up to see when you would get access to the system is MR15, so augments could simply be another tab at the top (also augments unlocked is already pretty far).

    Imma be real, I just want the slot freed for my builds and I'd like the helminth to be more useful earlier. I'm not sure how you would rank up augments tho... maybe by buying multiple? idk

    This has been in my head for a while and I just wanted to share it.

  3. Did you know that you can leave the squad in the plains? I was also suprized when i found this, its really helpful for these situations

    As for the lure problem, it may have been during the day. As you can make the edilon stumble and not make it to the lake where it can despawn.

    Question: were the lures charged and/or within 20-25 meters of the edilon?

    (They can disconnect before the capture animation)

  4. (This may have been fixed)

    The game almost always brakes when the host leaves in fissures, index, or PoE bounties being started

    Fissures have the extract of fight thing that, instead of continueing when the host leaves, it makes you get stuck in that menu

    Index had problems like the fissures or it didnt start the round and you were stuck facing your point or transmission screen (score box)

    PoE bounties didnt start when the host left. If lets say the timer starts then the host leaves, not only will the timer go away and not show the location the bounty, it will count as an active bounty,meaning you cant start a new one, returning to cetus fixes it but you have to go through that gate twice to get back

  5. Sometimes, of course when i get into a mission with all my items equipped, they will be unnequipped, having only saved 15 slots. Plz fix, i dont want to go into a mission only to find out my ciphers were taken out

    I havent spotted when this happened but i know it was big-mid mission when i found out

    (Cerubus, Pluto) is the only one i remember

  6. Sometimes, of course when i get into a mission with all my items equipped, they will be unnequipped, having only saved 15 slots. Plz fix, i dont want to go into a mission only to find out my ciphers were taken out

    I havent spotted when this happened but i know it was big-mid mission when i found out

    (Cerubus, Pluto) is the only one i remember

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