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Helen

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Posts posted by Helen

  1. Tried showing this fight to people asking for help in chat last night. Exploiter orb still has the bug where thermia fractures stop spawning, softlocking the fight. The same glaring bug it had the very first day it came out years ago. I'm taking noobs here who are using their thermia to start this fight. It's wasting earned rare resources that aren't always available. Just fix it.

  2. by that logic, why do so many cheeseframes exist rn? wisp has two wildly different builds that are massively broken and she's new. They only kept buffing gauss and he's incredibly powerful and unkillable built for tanking and they only BUFFED him. some new frames just fall flat. baruuk and grendal are just kinda meh. it happens. but new frames can be massively op and nothing happens.

    • Like 1
  3. The second or third Scarlett Spear update, where everyone got double scarlett creds purged and refreshed all numbered instances.
    But not just flotilla instances- It made Fortuna 69 not appear on the instance list and therefore made it completely inaccessible, and after the fifteen minute patch auto-kick Fortuna 69 was no more. 
    We had dedicated players online ready to keep it alive, but the patch literally made it impossible. Me and many others have spent over a year of our lives and our electricity and internet keeping the historic instance alive for novelty of the general playerbase, but also it had become a beloved relay for socialization and fashion and generally a place for all to kick up their feet after a long day's grind.
    We have worked to bring it it back in similar circumstances out of our control and once, we simply had nobody online at patch time, and through dev help brought it back.
    But this time, we were online but simply could not keep it up due to dev changes.
    I implore the dev team to once again help us remake this bastion that so many have worked to keep alive.
    It is more than a silly number or a joke to us. We have spent hundreds, thousands of hours to ensure the survival of this instance. Please, DE, bring us home.

    • Like 6
  4. 52 minutes ago, Voltage said:

    These changes will tremendously improve the health of the game for sure. I feel like this hits the mark maybe not perfectly, but definitely in a good direction. Some of the smallest things like the 90 Field of View are huge and dramatically change how players view gameplay.

    The things not mentioned here that would be awesome for the health of Warframe would be looking at:

    Friendship Doors - These should be considered for removal from normal missions (you can keep them in Rescue or other special missions) as they are quite disruptive to the flow of gameplay.

    Stat Sticks, Abilities, and Exalted/Ability Weapons - The modding of abilities and ability weapons should be made consistent with the rest of modding so that players do not feel like they need a specific Jaw Sword/Mire/Burst Laser/etc. Riven Mod, Weapon augments or such to make full use of their Warframe abilities (Gara, Khora, Vaporize on Deth Cube, etc).

    Exilus Modding - I feel like Hawk Eye should be there, and maybe Vigilante Supplies shouldn't. Exilus on weapons is quite nice, but what is and isn't permitted there does seem inconsistent (some indirect DPS mods are permitted, while some QoL mods are not).

    Riven Dispositions - As time goes on, and more Prime Accesses release that alter Rivens, many more players feel time has been devalued in some form. It's an inevitable battle, and it seems Rivens have fallen into a rabbit hole that hurts player investment and the feeling of the system. It should be considered to remove Riven disposition as a mechanic and simply pull a "Catchmoon" change to weapons that are simply out of line, as well as the reverse for weapons like Stug. No disposition would make pre-nerf Catchmoon less desireable (as the stats DE gathered proved), and no Disposition makes Stug worth your time right now. Balance is a tricky thing in this game, and it would be difficult to get right of course. Currently the state of Riven dispositions have unfortunately become a weapons balancing system of sorts by accident, and this sort of rocky road just won't be great for players and developers alike. The effort balancing Dispositions could be spent tweaking base damage and simple base stats on weapons to create a shifting meta and more interesting game that rewards those who try out many different weapons and invest in the hundreds of weapons the game has to offer.

    I also just wanted to note I am excited to dust off my Tonkor from 2016.

    I like stat sticks, and having different uses for weapons you might not be using otherwise, and building them in unique ways. I would like MORE stat stick integration, MORE interaction with abilities/companions by modding weapons and vice versa. anything to spread out build variety is good, given the sheer amount of 'trash' mods that exist.

    more variety in exhilus mods is good. 

  5. This has been a problem since before the last patch. 
    I bind my own Heavy Key to E and my regular melee to V like every other game. (i do like the hold change, since i use high attack speed a lot, i dont like accidentally dumping my combo counter, but that's besides this current point)
    BUT
    Initial Combo Heavy builds are useless, I cannot use my Heavy Keybind after aimgliding, If i melee before going airborne, my heavy slam works fine. My heavy keybind does nothing if i Aimglide before using it though. Inconsistent as regular melee slams work fine with my regular melee key, even after aimgliding.

    there's literally no point using an initial combo heavy build if I cant slam on command, or im not 'allowed' to aimglide to aim a heavy slam. 

    FIx this please.

    • Like 1
  6. 3 minutes ago, Ailith said:

    Heavy attack and secondary fire are the same button, so secondary fire takes priority while aiming. You can fully switch to your melee by holding the swap weapon key, then manually aim/block that way (tap your swap weapon key to go back to your guns).

    No. It's broken. You can bind a hotkey for just heavy attack. It's not working. fully switching weapons is not consistent with initial combo builds (or fun), slows everything down, and plus, this isnt the problem. 

     

    • Like 1
  7. Heavy Melee hotkey (bound independantly of secondary fire, a dedicated heavy melee hotkey) doesnt work at all while airborne and a gun in hands.
    If i jump into the air with my melee equipped, it works fine.
    If I jump into the air holding a gun, NORMAL slams work fine.
    If I jump into the air with a gun out, I dont get the privilege of using a heavy slam.
    this cant be intentional. what would be the point of initial combo? 
    this needs upvotes and to be fixed

    • Like 2
  8. I bound a hotkey for heavy attack, since one of the new build paths on melee is Initial Combo + Spam Heavy attack
    If I quick melee, and have my melee 'out' the heavy slam while airborne works just fine.
    But if I have a gun out, while airborne, heavy attack hot key is a dead button midair. Does nothing.
    This means, that even using aimglide to line up my heavy slams, makes it so my heavy attack button doesnt function since aimglide takes the gun out.
    Works fine with normal slams in any configuration.
    Small problem, small fix. Infinite quality of life.
    Thanks for coming to my ted talk.

    • Like 1
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