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About Noabettiet

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    Gold Hunter

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  1. Got a couple of inputs to the new skills and passives. First the passives: I truly appreciate them and i think they are quite unique on their own right, however, being that only 3 of the 5 listed are active (which i assume randomly selected) it should be wise to balance them accordingly. In a way, that having either of them is an alright substitute and not detrimental. Long story short, between getting invisible/invulnerable and getting a boost to the efficiency of my orbs, i'd choose the first one. Skills: With the change in wukong status as an extremely durable warframe, i honestly don't mind the changes as much, however i have some suggestions to improve the experience and give some quality of life changes that would help playing with him better. Celestial Twin: (working out of assumptions since there is nothing about this) Make the animation slightly faster If it interrupts movement, please make it so that it doesn't, warframe is a fast game and i think wukong players would benefit a lot from this change! Targeting an enemy places an "icon", similar to ash, that indicates they have been selected. Augment should work on target enemies too, perhaps suspending said enemy till told otherwise by the player or some duration ending. Cloud walker: It opens enemies for finishers/ small ragdoll instead of paralyzing/dazing. (they fall down to the ground) Speed at which you travel is multiplicative of your own and increases with power strength Defy: Why defy changes are polarizing, i really like this change the most, but i think it could have some improvements to make it easier to the users and appease old defy fans play-style without compromising the vision of the DEVs! Taunting enemies stores damage/ kinetic power, just like you guys described it to be. HOWEVER, releasing that kinetic power should be a player choice. It is great that we can release it early but it would better if we could release whenever we want. Holding the skill: Would use the taunt for as long as the button is pressed and once released would trigger the spin counter-attack with the damage stored. PRESSING the skill: Would instead just store the kinetic power as extra armor and range buff to melee/guns alike. With UI wheel similar to nidus or other warframes, to display the damage absorbed. The buff could erode with damage or time, depending on your efficiency. *This appeases players who like running tanks and liked how wukong had the biggest stick on the block. Primal fury: it would be appreciated if it worked with the range buffs above and if the animations didn't impede movement too.
  2. what is the current consensus on what makes good end game content to DE? what makes a good reward? What are the plans for archwing and other bygone modes? We barely get new weapons for it or changes, even though it is now among the oldest of releases on warframe. Any Nyx plans to make her fun?
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