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asianguy262001

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Everything posted by asianguy262001

  1. youre giving me ptsd on all the fun but not polished game modes warframe has gotten over the years prime example, frame-fighter
  2. isnt synth fiber the mod that increase health orb drop chance? synth something else is the mod that let companion pick up health orb
  3. I am speaking on merulina as a K-DRIVE no S#&$ its 90 DR if you use it. The problem is sometimes I dont want to use it cause the level was made 10 years ago and the multiple tight corners and hallways intertwining for a "horror game" is not what warframe is anymore. I cant use it without bumping into something every 5 minutes and id rather play titania before the archwing movement rework with the augment, I can finally use the damn fish in said level without wanting to pull my hair out. The augment gives u flexibility especially if you are a K-drive lover cause in the newer tile sets the space is open and big, easy to maneuver. In older tile sets they are narrowed and cramped because the game was a stealth "horror" game back then. One let u use the damn fish and one doesnt. the augment mod fixes this. Its not that complicated
  4. I mean having the augment vs not having it I can always change my mind, but i get punished for it if i dont have the augment
  5. it lets me change my mind about the Kdrive's usability mid mission without hurting my DR
  6. I agree. I still don't understand why the challenging part in her 4 gameplay should be the "getting punished for not using it properly" and not "build up for/maintain this ability/form/gameplay flow" we already have a lot of frames having this idea that by playing the game theyre building up to their strongest form like baruuk, sevagoth, atlas. Baruuk with his lures activated + desert storm can take close to 0 damage while doing massive DPS. The challenge went from "dealing damage while staying alive" to "maintain this gameplay flow aka his fists and lures". Atlas is the same with 1500 armor, invulnerability while using his 1 thus changing the goal of gameplay to maintaining stacks. Sevagoth the same with his gloom + shadow, his energy + second resource. That being said I really don't want to see a secondary resource in her rework. The idea is old and boring at this point. I'd rather they increase the maximum energy drain and give us a way to mitigate said drain through gameplay. However, the energy economy is insanely saturated nowadays with shards, helminth abilities, arcanes ... so if the idea of maintaining her 4 as a core aspect of her gameplay go through, she will most likely get a secondary resource.
  7. Most of the arguments i present here are purely subjective but i think its worth talking about anyway. Her 1 is the most fun thing about her kit, id rather they make it better than removing it or putting it in helminth cause i dont want to waste my helminth option. and the argument that other movement abilities are the same but better mostly hold ground in functionality. Sure kullervo teleport, larvos/revenant dash are functionally also movement ability with superior control, swinging on a line like Spiderman is just more fun cause it gives a unique feeling that isnt replicated in other frames. Nova can teleport freely like kullervo, voruna/excal can jump to an enemy like kullervo, excal/gauss/revenant/larvos has the same dash ability with minor differences, but no other frame has rip line I *feel* like when valkyr helminth option was in consideration, DE realized that rip line's uniqueness is tied to valkyr's identity which is why they picked the genetic buff option in her kit rather than her 1 to preserve her uniqueness.
  8. deliberately stopping is the only case it should trigger cause it gives the player more control of the ability, rather than waiting for a wall to activate or trying to dodge enemies when u dont want to use it
  9. I think it was because she has been out way before eximus rework. Shes outdated for sure
  10. owls/birds that land on your head when idling
  11. if fluidity is important then we can change the animation. Something like voruna 4 animation would be smoother
  12. Fun thing u mentioned her forward combo cause I agree, its kinda bad but at the same time her slide attack (her strongest attack) functionally pushes you forward just like her forward combo while doing massive DPS. I feel like for her forward combo id rather see something creative, functionally unique and not just range. Maybe we turn hysteric assault into her forward combo? And trust me, infinite range is not that hard. hell, you can make the base range really long like 500m and its functionally "infinite" cause theres no such object/obstacle which requires any more range than that
  13. for her 1 id like it to cancel all inertia except for forward inertia (kinda like gauss 1). Infinite range to make it shine when it matters most (in large open space), and a tap for objective hold for enemy cause sometime pulling a corpse instead of the floor is really frustrating her 2 being able to recast it would do wonder cause the slow is useful and being locked out of it for building duration is not an engaging gaming design. its not like the slow is insanely good or anything her 4 id like it to increase parkour/sprint speed cause I want to stick to the enemy better to use the claws
  14. the biggest thing with any movement tool/ability in this game except for gauss 1 cause hes built different, is that you are punished really hard if you use them wrongly (dashing into a corner, missing the door by a mm, etc) due to sticky wall. I'd say wait for the update and see how things go cause it might get better. It wont fix all of the problems youve listed but I have hope that it would be a lot more tolerable remember when Titania 4 didnt have vacuum and it took us an eternity of complaining to get it? Maybe one day we will get this too, in 2026
  15. can you imagine if they let you mod her Kdrive and add in a mod that reduce Kdrive's jump height to that of a normal warframe, or a mod that makes Kdrive turning easier with a caveat? Would be fun
  16. her abilities are good but they all have restrictions which doesn't contribute to the challenge of operating her character but just mild annoyance. For example, ember's 2 interaction with her 3 and 4 makes it a fun challenge of managing your energy + second resource bar and this second resource bar is where all the challenge and meaningful decision making come from. The resource is critical for damage reduction and armor strip, creating a challenge in her gameplay forcing the player to balance what they want + make meaningful decision between damage/defense. Moreover, if you want your 2 to charge faster u have to spend more on your 4 and if you do, you have to use your 3 more often as well to avoid the energy burn. This requires commitment (spam4 for 2 scaling), attention (manage your 2) and most importantly, the risk increases along with the reward. You get your 2 up faster but also run the risk of burning your energy if u dont pay attention. The restrictions on valkyr's abilities doesn't have that, so I will remove them with these QoLs: 1 has infinite range and reset air jump counter, back flipping/backward roll will cancel all inertia. Out of all the movement abilities in the game, valkyr's 1 is really mediocre. Moving in a straight line, up or down this is a really good ability but most of the time you cannot turn a corner with this making this a lack luster movement tool. If you want to turn, you have to overshoot your 1 so the forward inertia in combination with your 1 dragging you into a corner will combine into a force that drag you into where you want. The problem here is if its a REALLY tight corner very much present in a lot of old maps then youre just #*!%ed. Gauss's 1 can be use in any direction because it doesnt carry the inertia as much as valk 1 does. Even wilder is that if you misuse these 2 movements options, gauss 1 will never punish you as hard as valk 1. You gauss 1 dashed into a wall, you can just turn and move. If you're moving forward via bullet jump, a ripline, sprint (generating forward inertia) and then ripline forward (so in this case ripline will not cancel some of but carry the entire inertia previously generated) into a wall the inertia will stick you there for a solid second before being able to turn again. back flipping that cancel all inertia will fix this also the enemy pulling on 1 should work like how mag 1 work. 2 can be recast 3 increased stun duration. 4 for each melee kill it increases your sprinting speed. alternatively we can fix the bug where around 1/10 leap with hysterical assault you FOV will be stuck in lock-on fov (this is if you have aiming as hold and not a toggle. I havent tested if the bug exist in toggle but it shouldn't exist in the first place. This bug has been here since the day hysterical assault was introduced. Still not fixed)
  17. I like this rework, sounds fun while still keeping chroma chroma. In my head ive always wanted his 4 to turn him into an actual dragon, mechanic wise like jumping into a necramech but making new models for all the skins would be a pain. id buff his parkour velocity too as a passive just to go with the dragon soaring to the sky theme
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