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(PSN)Sentiel

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Everything posted by (PSN)Sentiel

  1. I do not, under any circumstances, want to be affected by Wisp's Haste Mote. If turning off all teammate buffs is the way to achieve that, I'll toggle them off without a second thought. Doing this will have no effect on the Wisp players at all. Me not being affected by their Haste Mote has zero effect on them but your idea of turning Speed into a single target ability inconveniences Volt players. The proposal would be acceptable if Speed would keep affecting everything except other players. Similarly to Transistor Shield, which allows others to pickup Volt's Electric Shield, the ability to affect other players can be added to Shocking Speed. Everyone should be able to play however and whatever they want without having to think about whether their choice negatively affects others. That's not our job as players, that's the job of the games developers to make sure such a situation doesn't happen in the first place.
  2. I want a whole new Viking Warframe with Exalted Axe and using Cold and Electric (without it combining into Magnetic).
  3. Another addition to the block list.
  4. I would absolutely welcome this. There are a lot of weapons which could have a Prime version as well as there are many frames missing a signature weapon, which they could gain through this. For example Amprex Prime as a signature weapon for Volt.
  5. Nothing. You don't need to spend all your time in Warframe. Go play something else or go touch grass ffs
  6. Go do Elite Deep Archimedea
  7. Both of your ideas are shortsighted and wouldn't resolve the issue. The first one wouldn't work because nobody would use it. The second one would force Volt players to waste a mod slot to retain the current functionality and people would still get affected. Regardless of Augments, Speed affects companions, NPCs (defence targets, defectors, etc), and drones. This is a core functionality of the ability that shouldn't be removed. While I understand people don't want to get the movement speed buff, although I don't sympathise with them, they should broaden their perspective and notice there are multiple other buffs which can be undesirable. Instead of trying to address them one by one, we should have a broad list of these buffs in the game's settings that would allow us to choose which of these buffs we want to be affected by or not. Similarly to how we can choose the preferred Tap/Hold Ability preference. The above would solve the issue for everyone and every ability without impacting nor inconveniencing the ability users themselves.
  8. Imagine a new Tenno looking at Trumna in Daddy Entrati's shop be like: But they won't know about the reload speed until they buy it and craft it. They might regret the purchase and wasted resources only because they were unaware reloading Trumna feels like having a unskippable ad on YouTube. Edit: Feel free to replace Trumna with Quellor if it bothers anyone. It has 4 second long reload time. Also, there's the opposite case. Phantasma. One can jump into a wrong assumption that it will reload for a long time since it's a 11 shot magazine shotgun (going by stats alone). The fact it has a 0,5 second reload speed isn't initially visible and can lead to some Tenno avoiding the weapon.
  9. I lost the overview of what support abilities affect what type of defence targets and in what way to the point where I either completely ignore defending or go full in with Frost. There's no logic behind which support abilities work on defence targets and how. Until quite recently (before he Whispers update iirc), you could apply Nourish to static defence targets, so whenever they got attacked they would unleash the Viral AoE.
  10. I have 3 Azure (1 is Tauforged) set for Max Energy increase, so Kullervo has max 400 Energy. My build is Energy hungry since Recompense and Nourish are 75 per cast thanks to Blind Rage, and Storm of Ukko is 150. I use his 4 a lot for area denial so the Energy is needed but I guess most build don't need it. The rest are 2 normal Crimson Shards for +20% Ability Strength. I'm looking to replace one of them with a Casting Speed Amber Shard.
  11. Since the Arsenal doesn't show all unowned weapons, some weapons have to be inspected through a chat link or the Codex but they do not have the new magazine UI drop-down functionality, so we can only see how much ammo is in the weapon's magazine but the rest of the information (Reload Time, Ammo Maximum, and Ammo Pickup). The Market doesn't have this functionality as well. As you can see from the screenshot above I have no idea what's the weapon's reload time for example, which can be an important or even a deciding factor when considering getting a new weapon. I don't want to go to the wiki to find basic information like this! Please revert this UI change.
  12. Since the nerfs to Tragedy I consider Dante to be more tilted towards a support role and rely on weapons to deal damage instead of abilities, so I find Nourish to fit my playstyle better since it allows for weapon modding freedom and solves any energy issues Dante may have.
  13. It would also address the problem that occurs when the team splits, which is highly desirable in Spy as it significantly speeds up the mission.
  14. Thank god for the Obsidian skin. I'm glad I'm not the only one who is bothered by the size increase on Okina Prime.
  15. That's too situational to justify a Warframe mod slot and it wouldn't address any of the issues Frost has.
  16. I'm concerned solution 2 would create issues, or rather, it would enhance the current issues. Namely, it would motivate people to only play Rescue, Capture, and Exterminate even more than they are motivated now. I would combine solutions 1 and 3 instead as that would help other modes, especially Spy and Survival.
  17. As a Volt main I can confirm this is how Volt was created (Mag friendzoned him).
  18. I stopped running Shock Trooper because it severely screws up people who have Toxin progenitor weapons, which I would guess is the majority of us. To elaborate, a Toxin progenitor weapon only needs Cold to end up with Viral, but as soon as my Shock Trooper gets applied the weapon will end up with Magnetic+Toxin. Usually related to Volt's Speed, this is also another example where giving us the option to toggle which teammate buffs we want to have applied to us and which not would be a huge QoL improvement.
  19. You know, that sounds like a great idea. Heck, I'd buy them from him as well.
  20. As a Void Trader it stands to reason he should sell Void Relics as well. Good suggestion!
  21. I recommend getting a weapon that covers a wide area on heavy attack, like a Twohanded Nikana for example. Your Wrathful Advance will then kill multiple enemies with one strike. Personally, I'm using Ceramic Dagger with Incarnon because once it transforms it shoots small AoE projectiles similar to Exodia Contagion but other weapons that shoot projectiles on heavy like Syam, Tenet Agendus, Stropha, etc are also amazing. Here's my Kullervo build:
  22. Yes. Revenant can be killed during the casting animation, before Mesmer Skin stacks have been applied. This is assuming he doesn't have Mesmer Skin active already from a previous cast, doesn't have any protective abilities applied to him from his team, and he cannot use shield gate for some reason which would otherwise provide enough time to cast Mesmer Skin even under enemy attack.
  23. I would suggest adjusting the message for each type of package and for the ones with missing materials also include a short explanation where the player can find the materials and that they can switch from Nightwave to resource scanner on the Star Chart. Thanks to Nightwave being defaulted on the Star Chart, some new players I met have no idea what resources are available on each planet and where to look for a specific resources when they need one.
  24. I actually use WA only for the really beefy enemies like some Eximus, Acolytes, etc. Oh and for traveling. It feels great to one shot them. 😈
  25. Honestly, Kullervo doesn't really feel like a melee Warframe at all, unlike Valkyr or similar. Sure, his main and biggest for of damage comes from Wrathful Advance but since it's a single attack tied to a teleportation it doesn't feel like using melee to me. It's weird and I can't explain it properly but this weird synergy between an ability and a weapon is a really great feature of Kullervo's.
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