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(PSN)Sentiel

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Everything posted by (PSN)Sentiel

  1. Shhhh Don't remind DE they exist or they'll nerf them. I love my specters.
  2. Yareli's +200%CC on Peacemaker with the augment.
  3. Bruh! I would immediately put Chroma's passive on EVERYTHING. That double bullet jump is soooo good and addicting.
  4. I would make a RPG with the combat depth and the sense of adventure like Dragons Dogma, difficulty of bossfights like Dark Souls, and characters like Baldur's Gate 3.
  5. Ah! I didn't know there's a order to the elements! This explains why different progenitor weapons combine differently. What a stupid system! Thank you very much for enlightening me.
  6. As long as the game guarantees you get a owned item per slot regardless of what it is then the system works fine. It is intended to be extremely challenging and is meant for longtime players that can tackle it. The mode expects your Arsenal to be ready to handle it. Naturally there will be cases where you get a weapon that's bad by design, courtesy of DE, which certainly sucks but it's a hurdle you're expected to overcome by using your other weapons, Warframe, Archgun, Necramech, Operator, or in worst case, asking for help. You also have a week to run it, which is enough time to obtain a weapon and mod it to handle EDA.
  7. Azure Shards are my most sought after ones, followed by Amber Shards. I usually put 1-3 on every frame to get their max Energy to around 300, which is the most comfortable for me, without having to waste a mod slot for Flow and then usually one Amber for casting speed. I also use them to make Emerald Shards because those extra Corrosive stacks are amazing. I would gladly trade your Azures for my Crimson's which I don't use.
  8. 1. Adding the Arrester helmet. 2. Disabling Electric Shield energy drain and removing the Shield forcing you to use your secondary weapon when carrying it. 3. Adding cloth physics to Volt's skirt.
  9. I don't disagree when it comes to CC but most of their problems can be fixed with tweaks instead of reworks. If I go in depth on each of them... Bashee She needs a new passive. Having your weapons silenced doesn't provide any benefit since she also has Silence which does the same thing and spreads it to your team as well. Sonic Boom by itself seems like doesn't do anything but it pushes enemies away. It works on Demo Units and even on the otherwise invulnerable enemies in EDA. The augment armor strips which is awesome imo. Sonar by itself is an amazing ability but I'll agree it's unreliable. That's something that needs fixing more than reworking. Silence seems initially lackluster since it stuns only once, but since it's a active effect, you can learn the range and stun enemies repeatedly. I would give it a visual border to make doing this easier. Also, it has a invaluable feature of shutting down enemy abilities. Sound Quake needs a lot of love. It's a very bad ability even with the augment. Perhaps with the Orange Archon Shards that deal with Blast and if Blast gets rework it might be decent, but it's the one ability that should get looked at. All in all, some minor tweaks and a closer look at her 4 and she's golden imo. Nyx Now, Nyx is in a much worse spot imo and she is my second most played Warframe. Her passive is trash, especially since you cannot see it's effect, so it might not even work and you wouldn't know about it. Mind Control isn't a bad ability but the Mind Controlled enemy AI needs tweaking. It needs to be more aggressive, move faster, attack faster, and be more accurate. Also, it would be nice to be able to press the ability again to refresh the duration and hold it to cancel it. While I can buff the enemy to over 9000% (meme intended but Incarnon weapons really can do it) it doesn't matter if they can't hit. The augment needs to be changed since 500% is easily lost in thousands. I would replace it with short range defence stripping AoE around the Mind Controlled enemy so it's more likely to kill something. Psychic Bolts need better guidance. They often home in on the same enemy while ignoring others. Also, while the augment increases their number, it also introduces a unnecessary stun. If you hit an enemy with it and then cast Mind Control, which you'll generally do increase the damage dealt and thus increase the Mind Control damage buff, the controlled enemy will be kept in stunned animation until it runs out or you recast Psychic Bolts again. Chaos needs to make the enemies ignore Nyx. As it is now they can still intentionally target her. Also, recasting it should stun the enemies again. It costs 75 energy so it should be more potent. Absorb should allow you to use the Operator because just sitting idly is boring. The buff should have it's base duration at least doubled and it should work like Roar. You need to sacrifice a lot of time and energy to get decent numbers on the buff so the result should be worth it. The visuals should be toned down. Regardless of which version of Absorb I use, even with reduced ability effects and black energy, I can't see over the bubble and the particle effects. As you can see, I don't believe they really need a rework, just some tweaks, even though some of them are more thorough but that's because their abilities have mechanical issues and are outdated.
  10. Can you elaborate on Banshee please? I'll agree her 4 is horrible, but the rest of her kit is solid and she's a queen of Disruption for me.
  11. I have originally assumed this entire complaint is a skill issue, however, after doing this week's EDA myself my assumption turned into conviction. I now know for a fact this is a skill issue. This week's EDA was the easiest yet even though I got Powerless and Abbreviated Abilities. Some people are simply not ready for EDA and can't admit it. Perhaps spending more time with your arsenal preparing and/or looking for a squad would be a better time investment than complaining here.
  12. This is why I would rather prefer some minor tweaks instead of reworks.
  13. I don't think it's fair to compare a FPS to TPS (I assume that is from Destiny). FPS will have more focus on weapon visuals because that's what you see most of the time.
  14. As long as the extra Range comes with a negative then it should be fine. That said, some frames are already oppressive, namely when using Thermal Sunder. I'm sure you already encountered Titania or Gauss rushing through the map burning everything in their path even on SP.
  15. That's giving off some serious Shin Megami Tensei vibes.
  16. They really dropped the ball by not giving us Tenet Opticor with some absolutely massive beam of death. I need my Godzilla in a gun.
  17. Why does Channelled Expertise look like a Final Fantasy boss? It's awesome! To the topic, we have a lot more options to indirectly affect our Strength, like Growing Power, Arcanes, Operator abilities, and much more, but we have significantly less variety for Duration (only one Arcane and a Tome mod come to mind) and Efficiency (again, Tome mod and some free to cast options like Zenurik), while we have literally nothing for Range. I've read opinions that DE doesn't want us to have more Range so we can't nuke whole rooms more than we do now but then they give you a +100% Range Helminth buff so if that's available, mods that do the same should be also available (e.g.: Primed Stretch +75% Range).
  18. There are way to get around the low ammo on AoE weapons and Energised Munitions is available to everyone. I quite enjoy the ammo nerfs because it reduced the number of idiots with bright colour AoE weapons spamming them everywhere.
  19. Skill issue. Get a grouping ability and camp the towers.
  20. They do lack creativity when it comes to beam weapons. At least they prefer chaining over whatever the hell they did with primary Gaze. As for Tenet Glaxion, there's not many weapons with innate Cold and this one has a progenitor element on top. Theoretically, we should be able to mod it for Magnetic (progenitor), Corrosive (mods), Radiation (Irradiated Reload), Viral (Nourish), Slash (Hunter Munitions), and Cold (innate). Paired with Primary Frostbite and Galvanized Aptitude it should be able to easily clear rooms of lvl 200+ enemies from any faction.
  21. This might get little confusing so ask me any questions you might have and feel free to double read the post to properly understand the issue. I have slotted a Tauforged Violet Archon Shard which adds 45% Primary Electric Damage + additional 15% per Crimson, Azure, or Violet Shard slotted. I have 2 Azure so a total of 75% Electric damage should be added to my primary weapon. If I take a Tenet Flux Rifle with Toxin progenitor element and add a single Cold mod, Rime Rounds in this example, the elements will combine in the following priority: Mods+Archon Shard first and Progenitor last. The resulting elements are Magnetic (mod+shard) and Toxin (progenitor). Do note that all other Toxin progenitor weapons behave this way regardless whether they are Kuva or Tenet. If I take a Kuva Karak with Cold progenitor element and add a single Toxin mod, Malignant Force in this example, the elements will combine in a different order. Mods+Progenitor first and Archon last. The resulting elements are Viral (mod+progenitor) and Electric (shard). Even though the weapons used in this example have different progenitor elements, the end result of the elemental combination should be the same. This discrepancy can lead to a lot of wasted time Lich/Sister hunting since the elements might not combine as you would expect.
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