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Duk282

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Posts posted by Duk282

  1. The melee 2.0 combos are gorgeous, but they leave you completely vulnerable. It's much more practical to hold the parry button and then just use your basic attack to kill stuff. 

     

    Shouldn't all that flashy swinging from combos block incoming projectiles -rewarding you for being able to pull off the combo? 

  2. Combos should just be default E

    Hold Forward while pressing E

    And Hold Right Click while pressing E

    Makes them all easy

     

    They need to get rid of the pauses and replace them with something like this. Latency is a major issue in trying to get combos to fire. It doesn't feel like it skill -it feels like luck. 

  3. Nami Solo and Nami Skyla

     

    Perfect opportunity to add a (melee) weapon with Cold damage, partially or fully so, considering their "oceanic" connection.

     

    Holy crap why aren't these cold based?

  4. Incredibly rude OP, but it is basically accurate. Certain frames are awesome, others are okay, but close to half of them really need an overhaul of their skills. I really hope DE knows this and is willing to put the time into improving these frames. 

  5. The upcoming game Destiny is going to have the "heavy weapon" swap mapped to the "hold down weapon swap" key. 

     

    Would it make more sense for Warframe to treat our primary weapons like "heavy weapons?"

     

    Having sidearms and melee equipped to quick swap makes a lot of sense to me. melee has a nice defensive feature thanks to parry but the delay in pulling out the weapon is not ideal. On the other hand I wouldn't mind waiting an extra second to pull out my Soma. 

  6. Because of this I have noticed that stances with a double attack (E,E, etc) as opposed to triple or quad combo (E, E, E, etc or E, E, E, E, etc) openers are much easier to pull off. The system will queue up two button press so you can just hit E twice (with no timing) then pause then hit the next command. Longer openers require you to try to watch the animation but there is a minute lag in key press to animation. 

  7. Melee 2.0 is supposed to bring the ninja back to Warframe.

     

    Will most Tenno continue to ignore melee in favor of super powerful guns or should ammo production encounter a hiccup in manufacturing/logistics, thus making ammo drops more scarce? Tenno in the field would be more pressed to resort to the martial arts. 

     

    This would also introduce a demand for new Tenno abilities that replenish ammo and energy (melee 2.0 uses energy).

     

    *cough* Gunslinger frame *cough*

     

    *cough* Valkyr skill rework generates energy *cough*  

     

     

     

  8. I'd love Fireblast to actually combine a fire dash and persistant explosion. Shoot forward while burning, then after reaching a certain distance based on skill rank, have that burning energy explode around Ember just like what Fireblast is now! This would allow Ember to have a shock-troop ability, especially if the explosion has a stun, knockdown or guaranteed fire proc.

     

    I like this idea.

  9. So a third (soon to be fourth) dash skill? We already have Slash Dash and Charge, so that would only lessen the ability diversity, especially with Hydroid's Tidal Surge (is that the name of his 2?).

     

    I'm sure that is factoring into why the devs didn't give Valkyr a dash move but even she should have some type of dash (pounce?) instead of ripline (ripline begs to go on a sniper's tool kit). 

     

    Look at each frame's skill set individually. Some of them have an obvious gap where a simple tweak in one skill would make their skill set compliment each other (despite certain skills being too similar). The trick is finding a way to make skill "re-skins" unique in their own way. 

     

    Hydroid's "tidal surge" is going to combo with his "puddle" skill really well.  

     

     

    P.S. I also want to point out that no one has mentioned how Ember has 3 point blank area-of-effect skills but somehow it would be negative to add another dash skill to the game?

  10. 3 of Ember's skills are point blank area-of-effect skills yet she has no mobility skill to help get her into the middle of the fight.

     

    I do not think she needs a projectile (fireball). I think she should have a "fire dash" skill that leaves a trail of fire behind her. This would be an awesome combo to the rest of her skills. 

  11. but what would be the point of divebomb hue

     

    This is what makes sense to me: 

     

    They should remove the damage from Zephyr's #1 and make it cost 10 energy. That would make her incredibly mobile which would be better for setting up divebomb. Divebomb should be incredibly powerful for a skill that needs to be setup to use. 

     

    Super Jump should go up to a 25 energy skill and have the damage on heavy land added to it.

     

    Currently Zephyr is not the super mobile character she should be even though she has a skill that requires her to be in the air to trigger it and Excalibur has a vertical mobility skill that many players overlook. 

  12. From what I can see, it always deals damage even though the effect stops working after the first impact.

     

    Since Heavy Impact needs to be looked at again to fix it -is there any chance Heavy Impact will get a buff to make it worth a mod slot? 

     

    (we have at least two warframes that are designed to take advantage of it and even more that could use it if they got creative). 

  13. DE -I love your mod system, but I think at some point this needs to be addressed. 

     

    Who isn't going to put Flow and Streamline on a warframe?

     

    I'm not saying take the function out -it just doesn't belong in the mod card system. Mod cards should be about creative choice -not obvious choice. 

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