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Malurth

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Everything posted by Malurth

  1. those are useless if you have no idea what room it's even in lol. I'm not about to search the map looking for it
  2. lmao no wtf it's designed that way so you can disable 1 requirement and still get max timegated weekly rewards what you're asking for is for them to make it so you're not allowed to disable ANY requirements devs, please ignore these buffoons. it is fine the way it is
  3. here's hoping they continue to reconsider the LoS change, it just straight up ruined his "tag enemies with 3, pop them with 4" gameplay. IMO LoS is fine as long as Dark Verse tagged enemies get to ignore this restriction, but until then this change is garbage.
  4. good thing there's no point in getting 37, you can just get 34 and only miss out on 50 vosphor (wow, a whopping 2.5 acolyte arcane drops, freely farmable at any time) you can bring any frame or weapon you want and still get max relevant (weekly timegated) rewards. y'all are crying way too much.
  5. elite lets you get all timegated weekly rewards while disabling one restriction, unlocking elite however does not allow this wiggle room. thus IMO unlocking elite is potentially quite a bit harder than getting max weekly rewards in EDA, the difference between bringing along your favorite gun and having only trash to work with can make the games a lot easier even with another 150 levels and more risk factors. it's the only real gripe I have with this game mode, and it was a one-time thing, so overall good job! (now just revert the Dante LoS nerf and dial back the Divine Retribution nerf to 70% and we're square!)
  6. oh cool it did it again in the very next one I attempted 🙄
  7. here are 2 different screenshots (taken via the F6 function) of two different Netracell missions where the game fails to spawn a marker for the drone that I need to kill. Both on the Dante patch, the latter taken on the most recent hotfix (35.5.3). very, very annoying. just have to quit and try again each time.
  8. goddamn, DE. I understand the need to nerf now and then. but you absolutely gutted two frames with this patch. big smh. honestly everyone would be happier if you reverted the nerfs in full
  9. 1. Have an incarnon upgrade available 2. Sit down in helminth chair 3. Select the "Incarnon Upgrade Available" dropdown from the UI the screen will fade to black and become largely unresponsive, indefinitely. Pressing Esc seems to exit some sort of menu, denoted by a slight UI change + audio cue, but the screen stays black. Thankfully after a few seconds you regain access to both the pause menu and fast travel quick wheel, and selecting somewhere to travel to fixes it. If you want, you can go back in the helminth chair and reproduce the issue as much as you like. works every time.
  10. bump cuz I just encountered this bug for the first time. triggered the moment I acquired my 2nd boltor incarnon adapter, after having already fully upgraded the boltor prime's incarnon form (w/ Telos Boltor in inventory).
  11. yup, +1 for Tap/Hold toggle with helminth nerfs.
  12. in retrospect sometimes you want to walk cuz titania razorwing blitz sprint 2 fast but yea that should be an opt-out of sprint, not opt-in
  13. please devs end my misery walking is objectively inferior to sprinting, it's literally just sprinting but slow. there is literally 0 practical reason I would ever want to walk. and yet the game always treats this as the default, and if you use toggle sprint, will frequently reset you back to walking (load screen, arsenal equip change, etc). and the game won't let you combine keybinds so I can't even work around it by binding both move forward and sprint to W sigh "Always Run" has been a standard feature on garbage-tier RPG Maker games for well over a decade now. come on devs pls
  14. lmao bro clearly that was an unintentional bug. this is still basically just a 2x upgrade on the red shard version, it's plenty useful.
  15. Copied a build I made in slot A ('Healthtank') over to CONFIG D here by chat-linking the slot A build, clicking on it, and using the "APPLY MODS" button (combined with typing out the confirm text); I was surprised to find out that the copy build was sitting at -7 capacity instead of the 0 I copied from. This is because the Ulfrun's Endurace mod was for some reason converted into Umbral Fiber in the build copy process. They are otherwise identical. I don't know why this occurred and I didn't bother trying this any further to attempt to replicate it again, but there you go. Only other info I can think to give is that Config D was a blank loadout that I just added (plat purchase) and then Helminth'd Wrathful advance on before copying the build from slot A, which has no Helminth ability. Pictured below is the erroneously copied build. (As mentioned, it was sourced from a chat link of slot A's build, which is otherwise identical save for a different (no) helminth ability and the one bugged mod difference.) So in other words: Expected result: linked build properly copies (with perhaps some mods shuffled around because it often does that for some reason) Actual result: linked build almost properly copies, but swaps Ulfrin's Endurance for Umbral Fiber for some reason. (Results in neg capacity build that can be used. Tested in game, build works in full despite being 'illegal.') (imo y'all might wanna elevate the priority of this cuz if I could figure out consistent repro steps I could plan out usable neg capacity builds, which amounts to an abusable exploit...not a huge deal admittedly but still) EDIT: oh wait, I'm pretty sure I know exactly why this happens the mod that got replaced was an augment mod, applied to a build lacking the actual ability due to helminth; what SHOULD have occurred would be to leave the mod slot blank, I imagine; instead it seems it simply seeked out the next available mod alphabetically and applied that instead. (Admittedly I have no access to the code but it makes perfect sense, 'Ulf' -> 'Umb' alphabetically too (and 'Fiber' alphabetically first of the umbral mods))
  16. my issue with the new DDK-esque mod is twofold: 1. does not solve the outstanding issue of "more shield is bad," meaning prime frames and relay shield buffs are still nerfs to the effectiveness of this build. this was literally the main issue with shield gating and it didn't get solved. should be capped to a flat value, not a multiplier on max shields 2. takes up a mod slot where it was before slotless. and I don't mean this in the sense of "WAAH NERFS" (just complaining about something I use/like getting less good), I mean it in the sense that the tradeoff between healthtanking and shieldgating just got a lot more lopsided. shieldgate was already a good tradeoff because you were able to crank more performance out of your frame in exchange for having to actively manage your shield to not die, as opposed to just braindead facetanking with less performance. now you get less performance anyway. also some builds that were quite tight on mod slots just got pretty significantly nerfed by this.
  17. I generally agree. I largely HATE all the 'not Warframe' content they put in the game; hard pass on Drifter, hard pass on Kahl, hard pass on Necramechs, hard pass on Railjack, hard pass on fishing, hard pass on conservation, and hard pass on mining. Every time they drop an update like this I just think of all the thousands of wasted dev hours used just to deliver me content that I have zero interest in playing. And I am inevitably funneled through them multiple times anyway because the devs lock rewards relevant to the actual game behind these slogs. It's gotten even worse in recent years, with weekly Kahl missions and the torturous Pathos Clamp grind. Please please please devs just let me play the actual game. That being said, Arthur can bullet jump. While I don't have a ton of hope that the game will let me use my own gear/configs in a meaningful way in this content, I'm at least content that I will still actually be playing Warframe in a sense. His gameplay appears to be entirely using the actual Warframe game mechanics rather than forcing me through some completely irrelevant BS yet again. I'd certainly prefer to be able to play Warframe Warframe, but I can settle for playing mostly Warframe.
  18. Helminth ability infusion problems: 1. You cannot infuse the same ability on multiple different slots on the same frame. For example I want to have a Rhino build that infuses Nourish over his 1 in one config, and a build that infuses Nourish over his 4 in another config. This is currently impossible unless I farm an entirely new copy of Rhino and build him up to the same point as my original copy (which requires acquiring a new copy, waiting for it to build, leveling it up multiple times with multiple formas, and doubling the archon shard drain. On top of +1 warframe slot used, which also clogs up the menu with a duplicate. That is all absurd). 2. If I want to remove an infused ability from some configs but not all, or infuse an already infused ability on more configs, or change which base ability an already infused ability is overwriting, I am forced to completely remove the infused ability from all configs and re-subsume that ability with the newly desired configuration. 3. Config in the infusion screen do not use their custom names. They're always just "Configuration A," "Configuration B," etc. Problems #2 and #3 are merely annoying, but problem #1 is a very serious issue. I'm sort of surprised this has never been addressed. How it should work: Infusing an ability should pop up an "Add/Remove Infusion" screen (perhaps renamed simply "Add Infusion" when the ability has never before been infused on the frame) which functions as a grid; config slots on one axis and base abilities on the other. Users should be able to select which config slot + ability slot combos they would like, and when confirming, a summary of their changes should pop up before a final confirm. This would allow users to infuse the same ability to multiple different ability slots across separate configs, and save the hassle of having to completely purge the subsume + re-subsuming just to edit an existing infusion. Ideally, configs (using their actual custom names) would be on the Y axis, and the X axis would be represented by the base ability icons, in order.
  19. bad take. Frost's 4 still affects overguard enemies by giving them 4 cold procs, outside of Vaubaun's grouping he has the best CC out of any frame you listed, and Limbo sucks ass because he gets deleted by Eximus. Frost is now one of the best frames in the game since with 2 augments you can give team-wide overguard and deal +200% CC/CD to all the enemies you freeze, while permafreezing and 100% armor stripping all enemies in a ~40m radius of him, just by spamming 4. Add Breach Surge in and it's completely foolproof and does massive damage. You're just playing him wrong. Frost has only 2 real big problems: 1. Base energy pool of 100 is a joke. can be worked around but for a caster frame wtf 2. His first 3 abilities all suck ass. 1 is only useful for removing slow globes, 2 is only slightly useful when augmented to slow overguard enemies, and snow globes block ally shots along with just being redundant and useless if you're already spamming Breach Surge + Avalanche. Augmented Avalanche is such a cracked ability now that it makes up for all this stuff, thankfully, so he doesn't need much help.
  20. Sigh. Finally a way to buy pathos clamps, and it comes bundled with a circuit skip. I want to play circuit but not duviri drifter stuff. I was praying this update would allow me to get clamps in a non-cringe way at last but alas. smh devs
  21. Uh, I don't want to use my main config for Circuit. My Circuit builds are custom-built for Circuit, and I don't want them in Config A. This change mostly just means I will have to manually swap configs every single time instead of most of the time :/ just let us specify a default config for each frame, or at LEAST remember whatever config I picked last time and default to that. also OF COURSE it caused confusion, you literally didn't explain anywhere how it works. I asked in the Q&A chat channel and got only one response, which was a guess that turned out to be wrong. better yet, the devs could address the issues that result in the need for extra copies of frames. always thought that was asinine. also shaking my head at the lack of Incarnon fixes. roughly half of the perks don't work, there are still incredibly embarrassing oversights (boltor prime has a perk choice that is strictly worse than the other), telos boltor still vomits insane damage with Galv aptitude for some reason, and the soma incarnon is such a downgrade (and fails to work with the augment) that it's still unclear if it's bugged or just bad design. all this time and barely any changes. smh for real
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