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Ivi104

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  1. Hello! I'm using a melee setup that relies on combo. While playing Alchemy, I find myself often losing my combo count trying to throw an ampule I did not actually pick up. Please allow the throw key not to be identical to melee heavy attack key. Thank you!
  2. @[DE]Megan please see this: Necramech modding screen has a bunch of their stats missing. Any chance for a fix? TYSM!
  3. Update 35.0 introduced the following: I've seen this change work maybe twice in 35.0 and never since. Is this tied to some option or graphics setting? Does it work for others? I just played a Grineer mission, and whenever I hovered over a Grineer Explosive Barrel, no indicator of any kind showed. The barrels do increased damage and explode in a bigger radius, but there is no indicator for the radius. Thank you!
  4. You're missing my point, so let me make it plainer - I'm here to enjoy myself, like we all are. My definition of enjoyment is probably very different than yours. All contents and all rewards should be equally accessible to both of us, since the point of the game is enjoyment and ease of play - you go around and indiscriminately shred hordes of enemies. The two fights I mentioned were disproportionately difficult compared to the rest of the content. Not completing one is a complete progstop, and the other has a very cool reward I couldn't get. Why should I be left without a reward if I enjoy the core gameplay more than artificial and pointless difficulty?
  5. I beg to differ! I couldn't get the Vitrica sword because I couldn't complete the fight. I had to have a friend complete the first two Archon fights in TNW. Certain parts of WF are most certainly Dark Souls-level difficult, and that has no place in a game whose literal motto is overpowered space ninjas. I play so I can feel overpowered, if I wanted Dark souls-level difficulty, I'd've installed a game called Dark Souls, not WF!
  6. I feel like this is some marketing BS. Tencent said "you have all these weapons but noone uses them, make them be used or else". That's why they keep forcing random loadouts first in Duviri and now here. JUST STOP!!! The game's motto is literally overpowered space ninjas, and modes like this are the exact opposite!
  7. I feel like this is some marketing BS. Tencent said "you have all these weapons but noone uses them, make them be used or else". That's why we have all these random loadouts first in Duviri now here. I just lost an Archemidea run on the third mission, we all died in the span of 30 seconds. We were fine, and then suddenly we somehow weren't. The entire thing is miserable and very dissapointing. Subpar weapons, Necramechs that can't be CC'd, random disables, I hated all of it. This is the opposite of fun, ranking in the F- tier somewhere between the Vitrica Boss fight and TNW Operator vs first two Archons. PURE MISERY! What's the point of playing Warframe if all the fun elements or the game are disabled? "Here boy, look at this shining unreachable carrot on a stick, play the game and suffer boy!" I made a whole post about this with the release of TNW, and it bears repeating - I'm here to enjoy the power! If you strip me of power, and add on super tough enemies and random disables and whatnot, you are doing the exact opposite of what this game is supposed to be - overpowered space ninjas. This mission is the exact opposite, and it shouldn't exist in Warframe. I tried the game mode once, and I'm not touching it ever again! DE, you could've spent all your hard work doing literally anything else, making new engaging modes like alchemy, making new skins, fixing THE BUGS. Instead you added - yet another - gamemode that is the exact opposite of what the game is supposed to be about.
  8. I just played a SP Survival mission that failed after 18 minutes. I have 948 kills. That's 52 kills a minute, or 0.877 kills a second. I was struggling with keeping life support up the entire mission. Please have a look at the drop rates for personal modules. Survival is a balance between killing enemies and running into places with no enemies to activate capsules. IMO both strategies of play should lead to success. As it happens, neither does. I exhausted all my towers, and the enemy drops weren't enough to keep me afloat. Please fix this, survival missions, especially higher level ones are A PAIN, and a cause of stress the entire time!
  9. Thank you, that's the same effect I had. I didn't use Rolling Guard or Protective Sling, and I'm pretty certain I didn't roll during the fight. When you interrupt the casting of an ability with a forced animation (from say a Knockdown or Ragdoll, or even a proc with an animation, such as Electric or Heat), the ability effects tend to stay on forever. There's an old bug with the acolyte that likes to ragdoll the player (I don't know them by name), if they do the ragdoll during Wukong's Defy, the ability's cloud effect will stay on forever (and weapons may sometimes be disabled). Edit: I was using a tonfa with Sovereign Outcast stance, the last attack in the neutral combo does a forced Knockdown, I think that may have caused the bug.
  10. I was playing a solo SP Grineer Survival. The first Acolyte that spawned cast an ability on me (red horizontal-ish lines that seem to continually travel toward the Warframe's center, maybe Malice's Magnetize? It had a wavy artificial tech-y sound). The Acolyte was killed, but the ability it cast didn't end, and kept playing both the animation and the sound for the rest of the mission. Please ensure all Acolyte abilities stop when they die, I had to suffer through the same looping sound for 20 minutes. Thank you! (I have logs if needed?)
  11. While modding a Warframe, changing their Ability Efficiency stat does not update the ability energy costs when hovering over the ability in the modding screen. The right side of the arsenal and the separate "Abilities" screen both update energy costs correctly. Happens on every Warframe, demonstrated below with Baruuk.
  12. Happened to me, a squadmate activated the conduit I was stuck in and that allowed me to escape. Tough luck if you're playing solo. Hope they patch it soon!
  13. I'm loving the new Entrati Disruption! In it the player has the ability to get their Necramech into the fray. When you do, however, it's very tedious to constantly jump out to fetch keys and get them to the conduit, then backtrack to bring your Mech with you, then out to activate the conduit, then back in to kill the Necra-molisher. Necramechs have two arms, one is using the gun, the other is just hanging there doing nothing. I would like them to be able to pick up dockets, it would help the flow immensely. Thanks!
  14. Happened to me many times on Protea when jumping past statue heads in Disruption, especially if Void slinging too high. The screen fades to black, but I seem to make the jump I was doing.
  15. I like the new Disruption changes, they are very helpful. The problem is the Deimos map is not as open as some of the others so the Necra-molisher spawns rather close. When you play Disruption on Mars or Lua, it works as expected. When a Conduit is activated it shows a short blip of the direction that disappears immediately, and it starts showing up more and more as you start to hear the Demo, becoming permanent when the Demo is in your line of sight. The new map spawns the Demos closer, where you can immediately hear beeping, so the disappearing marker stage is lost.
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