asianguy262001
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Posts posted by asianguy262001
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1 minute ago, VibingCat said:
Equilibrium has recently become self-sufficient without Synth Fiber.
isnt synth fiber the mod that increase health orb drop chance? synth something else is the mod that let companion pick up health orb
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4 minutes ago, Hexerin said:
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No augment:
- Merulina gives you 90% DR while she's alive.
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Merulina Guardian:
- Merulina gives you 90% DR while she's alive.
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Loyal Merulina:
- Merulina gives you 90% DR while she's alive.
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Loyal Merulina, with the proposed change to make it a tap/hold and let you choose if you hop on Merulina or not:
- Merulina gives you 90% DR while she's alive.
You get 90% DR from Merulina, regardless of how you build Yareli.
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- 2
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No augment:
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3 minutes ago, Hexerin said:
What garbage YouTuber is still spreading misinformation about the augment? It's confirmed, literally directly from DE themselves, that you still get the DR with Loyal Merulina. Which they didn't even need to confirm, because anyone with eyes and a functional brain could see it working in the devstream.
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 -
On 2024-02-29 at 1:41 AM, _Anise_ said:
what advantage could you get from loyal being able to jump on k-drive in the middle of a mission ? it's not faster, it doesn't give you more maneuverability if anything you get less
it lets me change my mind about the Kdrive's usability mid mission without hurting my DR
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synth fiber on a primer companion + equilibrium 👍
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On 2024-02-29 at 4:56 AM, Demigirlboss said:
This does not need to be "fixed", it needs to be made unneccessary by removing the asinine backlash mechanic from Hysteria altogether, because it's a nerf for a game that we stopped playing half a decade ago.
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. -
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. -
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
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15 hours ago, Birdframe_Prime said:
I get the reason for asking, but consider that DE would rather buff her 4 than allow her to regen her shields during it.
Because Hildryn's 4 is so bad overall, locking her into slow movement, removing her regular weapons, being a CC in a game where there are dedicated CC-resistant enemies that use attacks that have to be evaded (energy leech, health leech, heat blasts, electric sparks, that kind of thing) while you kill those enemies (which she can't do because the ability locks her into slow movement)...
DE thought it was going to be strong. That's why you can't cast her 2 during her 4. You can't regen the Shields that you're spending on the cast.
They thought this ability would perform better and not be the one that players would remove with Helminth, because it drops Energy Orbs for the team and CC's the area... and... no. We know it doesn't do anything powerful enough to have these other drawbacks.
So.
DE will more likely not go back on the design choice, and instead buff her 4 so that it does more to account for those drawbacks.
Silly, I know. But they have a distinct history of not doing things the normal way. Rather than say 'Oh, this isn't powerful enough to have these drawbacks, lets remove the drawbacks', DE have a history of instead saying 'Well, let's make it worth those drawbacks.'
Shame, but...
That's the most likely prospect.
I think it was because she has been out way before eximus rework. Shes outdated for sure
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On 2024-02-08 at 3:23 AM, BiancaRoughfin said:
I dont see Frogs and Deers having a place in the game.
As for Owls/Birds, people have asked for some flyer pet to be added since Plains came out.
owls/birds that land on your head when idling
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8 minutes ago, fknight03 said:
So for 1, increase the range when pointing to obective (tap) but retain existing range when pointing to enemy (hold), should make a better balance then.
Making hysteria forward combo same as hysteric assault is quite fun, but i think not fluid as a forward combo. Have you tried Heavy Blade forward block combo with cleaving whirlwind? Maybe a forward block combo just like that. But then again this will be changing stance combos and animation which takes some work.
if fluidity is important then we can change the animation. Something like voruna 4 animation would be smoother
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36 minutes ago, fknight03 said:
Having the knockback when successfully pulling an enemy should cancel the inertia since it will be slamed where valkyr is standing.
Infinite range is fun but not sure DE can make this.
Tap and hold is good for 1. A nice QOL.
I think 2 is quite good as it is, would be very powerful if changed further without setbacks.
I think the problem with 4 is mostly the forward combo. So i opted for additional reach instead. Her 4 is very powerful with tennokai.
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 -
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 -
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
On 2024-01-20 at 12:26 AM, _Anise_ said:I still think they should just make an augment that makes the broken surfboard into a fighting pet that gives her DR / immunity, her kit would still be boring but at least wouldn't be terrible to play and break everything !
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
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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
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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 thisalso 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) -
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- 1
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On 2019-07-20 at 2:27 PM, (XBOX)TyeGoo said:
I recommend farming credits and Endo and selling maxed R10 mods, it's stable income.
i've only been farming prime junk. How's the paycheck for r10 mods?
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outfit that warframe wears like normal clothes. and a twin sword stance mod that copy pontiff sulyvahn moveset
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i agree. i'll TRY to list everything obsolete with valkyr imo cause DE needs to give her a rework that can fix these issues. Looking at the wudong rework i really have hope for DE
-hysteria combo is frustrating. in her combo there is one specific part where she slam her legs which if you're moving, it will stop you immediately. If her gameplay and identity revolves around "agile berserker" then why is this pausing necessary? it ruins the fluid and its annoying to use. you're in your 4 back flip and S#&$ and then this part of the combo just stop all the momentum you build up
-her 1 was meant to be beneficial in combat but it doesnt. when you look at her 1, it has damage, a clear indication of "use this on the enemy". But when you do, you dont close the gap between you and the enemy like you're suppose to. it is really not that hard to code it so that the enemy is pulled right infront of you.
- why isnt her 1 usable on some doors? or even trees in POE. i really fail to see why they wont just make it so that she can use her 1 on everything. If she can use her 1 on bosses and instead of pulling them in, you pull yourself toward them, it'd be really cool_her 3 is the worse version of excalibur 2, and beside the screaming i fail to see how that's connected to her theme and aesthetic
-valkyr theme is that she's a berserker cat, NOT a support. however, the only good thing she brings is the buff from her 2. if i am a new player, i look at valkyr's kit and description, i would see her as a dps melee, not much of a support frame. This is just as bad as old excal during the time where the only thing you can do is to spam 2
_fixing her is easy af. give a new combo for 4, merge her 4 with [hysterical assault] and make it so that i dont have to press 2 buttons just to jump to an enemy (for the sake of fluid gameplay), fix her 1 just like what i suggested above, give her a new 3rd ability or to heavily rework it.
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the hair is amazing. Finally a big leap from just the plain old boring model that every tennogen skin follows
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3 minutes ago, (PS4)chibitonka said:
However her 1 not being integrated in actual combat leaves a sour taste in the mouth.
thats why i suggested her 1 to pull the enemy right infront of her or if its a boss (or a wall or door for the sake of mobility), it pulls her right toward them. Personally i think that's juicy enough but you can add a bit more spice to it, like gives her increase attack speed, or instantly disarm/fear that enemy
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On 2019-03-05 at 4:56 AM, tobascodagama said:
That's fine, but you had TWO Elite weekly challenges dedicated to endurance running, which is something like 1/4 of all the possible standing that is earnable in one week. If you don't like endurance runs, you're missing out on a ton of standing and need to max out absolutely everything else (including all the dailies) for the week if you want to stay on schedule to "complete" the rewards track.
Not to mention that the whole idea of putting your gameplay on a tight "schedule" of activities, booked ten weeks in advance, that you may or may not enjoy that is anti-fun to begin with.
i think they should give us 5 elite missions that give a reasonable amount of standing each. When we finish 3/5, the others disappear. This will give the player and the dev the option of variety.
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change it so that his 4 work like hildryn's 4. While chroma is in his 4, he gain movement speed, range on his 1 and he can freely cast his 1 without energy cost.
Allow Yareli to go on and off of Merulina with the new augment
in Warframes
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youre giving me ptsd on all the fun but not polished game modes warframe has gotten over the years
prime example, frame-fighter