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VENDOMINUS

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Everything posted by VENDOMINUS

  1. With the pet's rework I also feel like the smeeta has gone out of favor. I only ever use it on profit taker or if I want more void traces from fissures (I on average don't run her on fissures). I currently classify pets by what they do Diriga (immortality,free energy, free casting, CC, priming), Nautilus (grouping, priming), Hellios (Armor strip), Oxylus (plant scanner), Wyrm, (buggy cleanse, sometimes nullifier protection), Djinn (potential immortality), Hounds (grouping, priming, CC, armor strip), Smeeta (more loot, crit buff from bond mod), Kobrows (I don't use, but they have their potential uses), Adarza kavat (crit buff and more crit buff with bond mod), Predasites (I can't really find a decent use for them. They probably need a buff). Moas (grouping, cc/damage, autohacking (not very reliable)), Panzer Vulpaphyla (mini priming) Smeeta doesn't have much going for it currently. If it gets a big nerf, if will probably follow the vasca kavat into obscurity. At this point, the expected nerf seems unwarranted.
  2. I'd personally rework Hildryns 4 to have the effect of chromas electrical elemental ward. The helmith feels like it makes Hildryns abilities complete. I've only ever played her with elemental ward and I don't want to change it, since it feels like it's what she should have by default. Another option is to combine the her current 4 and elemental ward. Keep her flying, but increase her speed to her sprint speed, to make it at least a bit viable and allow her to melee while flying . Keep the double belfire thingie (not sure if it does anything), remove the orbs spawn. The belfire in itself is very powerful especially when in doing fissures and you get 2x strength and range. You get a 20+ meter rocket launcher with no downside that hits for over 300k, w/o viral procs and no damage buffs (from abilities). (The 7-8 formas required is a bit much, but hey, what can you do).
  3. I fail to understand what you're trying to say. I mean, what is your point? Just stating the facts has me puzzled.
  4. You might not realize it, but freedom of speech is not a universal right in all countries. Private spaces like the game Warframe in this case, freedom of speech is not law, while it does say that it's against the rules to harass players. Harassment is in itself subjective. The harasser might not think what he's saying constitutes as such, while the receiver might think it is. After that it all can lead to a lot of wasted time for all parties involved, including those that have nothing to do with it (as what we're doing right now xD). Correcting inadequate knowledge, depends on the willingness of the participants. If one side doesn't want to hear it, then there's little to argue about. I personally always try to have a reasonable discussion with people who disagree with something or could know more on a given subject. However I'm not blind enough to assume that when I want to tell players how to play the game, they HAVE TO read what I tell them..
  5. At first I thought It'd be a notable drain, but in all honesty it's soo little, that I barely notice the cost. On the other hand I do use it a lot less, so it's not as clear cut as that. Imo it's fine, since both were supposed to have that cost to begin with. It's just a fix that happen to be negative for players, similar to infinite 12x heavy attack builds that got hit in the last 2 major patches.
  6. If you don't hear/see it, how will you know if they're telling you stuff? Ignoring them solves the problem for both parties. It allows the mean person to vent, regardless if he's right or not and doesn't cause negative emotion in the person who ignored him. Sounds like a win/win. If the mean person wants to harass with whispers, then he'll be prevented, which is better than being banned for harasment imo.
  7. It seems to me that Dante's 4 and Nezha's new augment are in the same boat. DE is currently trying both approaches. In Dantes's case it's LoS with massive range. In Nezhas is just less range with no LoS. We'll see which comes up on top in the future. I personally don't like major nerfs, just because someone feels butthurt.
  8. Last time I encountered such toxicity was when I was doing some random bounties on Cetus, while leveling Loki, which is actually not bad for the bounties there. An Ignorant Volt Prime noob joined me, insulted me for playing Loki while doing a much worse job than me, left and ignored me. I was amused when I tried to type a response to him and saw I couldn't. All in all just ignore people that suck at being a good person. There are far less of them than good sociable players here. And don't care what people saw in WF in general. It's a game where you can play whatever you like, wherever you like. Don't let anyone tell you otherwise.
  9. I think SabreWalrus missed the point a bit. Like other mentioned the problem here is that our operator void damage doesn't scale well against the targets that only they work against and also the extremely limited choices we have if we want to do anything well. While the meta amps work even at levelcap,, don't you think it would be good if you actually had a choice in what your ran? Also, would you agree that having to actually get headshots to kill something that runs away, with it's head barely visible to you, is actually enjoyable? If so, then our viewpoints are polar opposites Actually after writing this. another change that may help is having another weakpoint added to enemies on their back (to thrax and angels), Since a low of the lack of damage problems also come from having a hard time finding the head, when they're not facing you. That won't solve the problem with scaling, or the overwhelming power of madurai, but it will help in the short term. I personally like my own suggestion of having a Max hp % damage added to amps against the target's they're supposed to counter. That way you wouldn't get a major buff in low levels, but would still be able to kill thrax and angels at higher levels no matter the school, while not breaking normal mobs more than they do now. Also when you convert your void damage to something else currently, your amp becomes 98% useless again those same targets, they're supposed to counter, which also limits you in what you can use and where you can use it.. That would also give some purpose to efficiency for amp. On paper the stat looks good, but in practice it's bad, when compared to onslaught and eradicate. It doesn't look like DE ever plans to have amp only enemies be killable via normal weapons, so it's a good idea to have some rebalancing, with the new Modes and their base levels taken into account. Like I said, I just don't like that newer players are almost forced into buying arcanes and using the same amp, or just wonder why they can't do their missions solo.
  10. Tried farming some void cascade but even with increased drop chance of reactant people still often end up w/o opening their relic. Since Reactant usually spawns around 1 player and if that play is 400 meters away from the people defending, it makes it impossible sometimes to get the needed reactant. The only way of solving this imo is to make the reactant be shared map-wide like in railjack missions. Void Cascade isn't a mode where people can stay together all the time like other missions. People often need to split into 2 groups and when going from the 3rd room back to the 1st, things get unreliable and the distances get big.
  11. I've noticed for quite some time, that operator damage is very low for any school that isn't madurai. It used to be enough to deal with enemies that are weak to (Angels and Thrax) it, but as levels get higher, playing anything other that Madurai seems pointless, since it can take you multiple energy bars to take down 1 enemy if you're not hitting the head (for angels even hitting the head isn't enough). In the recent conjunction survival omni fissures thrax seem be hard to kill even with madurai, which is showing the system getting to a breaking point, since you have to kill those fast in order not to fail the mission. With the last updates the thrax specters seem to have become immune to zenuriks slow, making them a lot harder to catch and kill, while they still don't count for the damage buff from narumon, desppite technically being lifted ( they also ignore it's 1 ability, making it impossible to get the damage buff, if no unOG mobs are present). It also seems to me that too much of the amps power is tied to crit. A normal hit can deal as little as 2k, while a Tier 2 crit can deal upwards of 27k with the same base damage on the same mod. As of late everyone seems to be buying the meta Zariman arcanes to combat, them simply being unable to deal with the mobs. I'm not against making more plat of new people who don't have access to the arcanes yet, but it seems to me, that it's unhealthy for the game in general. I would make the following suggestions to combat said issues. 1.Consider buffing base damage of amps, at the cost of the crit multiplier. Some amps that don't really crit seem almost completely useless at the moment. 2.Consider adding a %max hp damage to mobs that are weak to amp damage (% should be tied to fire rate,Higher fire rate, lower % max hp damage), so that scaling doesn't make mobs effectively immortal to anyone that isn't running Madurai. 3.Consider increasing the damage of other schools, or having their effects be useable on the enemies that they're currently not affecting. Before I used to slow Thrax with the zenurik slow, but that no longer works, for example 4.Consider adding a new mechanic in the game in which we'll be able to further improve our amps and operator damage. Any one of the suggestions would move the balance in the right direction at relatively low cost. I don't like seeing new players feel like they must buy the arcanes ASAP to be able to do SP content.
  12. Are you sure there are limitations to rivens? When I click on the buy more riven slots it shows me that I can buy over 130 x3 slots in a single purchase. That would be 390 more slots not accounting for my 111 slots I have already.
  13. I'm also experiencing the "auto-melee will randomly stop" bug. Sometimes it hit's once , sometimes twice or more before randomly stopping. This started after the last changes that fixed getting stuck in auto melee for random reasons. I have to say that it is very annoying when it happens 3+ times in a roll on a weapon that has and needs high attack speed to do work. It's not a major problem, but I should be looked at.
  14. Soo, today I thought I'd do a duviri experience run and after it do the weekly shawzin challenge. After killing the wurm, I left the party. After the host migration, I went around and did all 12 shawzins. Where 11 of them were showing the same song. After the 3rd one the weekly challenge was shown as complete, but after exiting the portal in the end, is was still 1/3, which is not surprising considering I played the same notes 12 times. It's not a major issue, but it seems like something that can be put on the "to fix list" at some point
  15. For me the official warframe sites don't work well (are unusable) with firefox, so I started using chrom for them some time ago.
  16. Having changeable dodge animations seems like something DE can add in the future, similar to animation sets. You probably just need more people to request it on streams. Remember how the recent Sand ephemera came about and gausses emote. Having their attention turned in that direction definitely helps, when it come to having people spend more plat. I personally wouldn't mind having custom dodge rolls.
  17. http://prntscr.com/CvS_VD4KFnCr Here're the drops from todays full run. Got 2 amber shards and Entrati lanthorn after the first mission, then got Melee adapter and tauforged shard after the 2nd and finally got duplicate after the 3rd. Since there are 5 reward chests we can assume that the melee fortification is not from the DA main rewards. (Also did pick up loot from a gruzzling, so that could be it). I would still be a good idea to have the normal arcanes not show as as main rewards, but that's no really a big issue.
  18. The thing that had changed unintentionally was the modifiers. Not the loadouts. They do seem to change daily by design.
  19. Gruzzling drops normal arcanes like the mocking whisper. Then should show up as unidentified. I didn't pay attention this time around, but I'm guessing they mix with the rewards, that are also unidentified, during the mission (for the 0.1 sec before you get them). That could explain why they the Archemidia reward tag, even if they shouldn't. However. I'm not too sure on this topic. Next week I should look into what I'm getting more carefully.
  20. I've made a complete list of all weapons, you can't complete the DA with: 1.... end of list Since you can pick whichever frame you wand at the cost of 50 vosfor, there is no mode you can't beat by just using something like, xaku ,protea ,octavia ,ash, ember, sarym, wukong, zephyr, volt, vauban, vakyr, trinity, titania, styanax, sevagoth, rhino, revenant, nezha,, nekros, mirage, mesa, mag, kullervo, khora, ivara, inaros, hydroid, hildryn, gyre, gauss, garuda, gara, excalibur, dante, dagath, citrine, chroma, baruuk together with a diriga sentinel with helstrum. After checking out the rooster, I found that most warframes don't particularly care how strong their weapon is when facing enemies of about lv 500. Even those I didn't mention can do it easily with some minor adjustments. Some have a lot of extra damage, others have exalted weapons or pseudo exhalts that don't care, unless you plan on going SP levelcap. On the other hand you can just pick any warframe, put vitality adaptation redirection, energy nexus and brief respite on them, and pick laetrum at the cost of 50 vosfor and you can do anything DA can throw at you. Also considering loadouts seem to change daily, finding something usefull that you own shouldn't be all that difficult, provided you have 7 tries. First week is an outlier. Another thing that can aid you is bringing a specter. Today, one of the squadmates used a wisp specter. it did a good enough job offsetting the bad stuff. Don't forget that you can also use your heavy weapon of choice. While it won't be with you for the entire run, it can help you if you need burst damage. If you summon your necramech, via console, you can also use that. Commonly, any melee weapon with a melee influence build seems to do just fine as long as it has any base status chance. I completely forgot, but railjack crewmate, can probably also help. Last I checked, they dont care about some damage attenuations.
  21. If you know which way the mob is coming from, finding it is not really that difficult. You know new players will never think to look for such an option, like they don't look for the enemy highlight one and continue to complain that enemies blend into the map too much.. Imo easy mode being the default is better, because people who don't consume media are deaf, may just find it annoying and leave, before they find it.
  22. http://prntscr.com/tFgvlxWLUkgA I'm not too sure, since it says Deep Archimedea Reward, but could it be just be the drop from the gruzzling? As far as I know melee vortex shouldn't be a reward at all. These are the rewards from my elite Archimedea run
  23. In my first archemidia I had access to Gauss, stradivar, knell, and nami solo. I simply changed some mods, since I couldn't go into operator mode, added a few forma to nami solo, got a riven, rolled it and after that I went in and did the missions with no issues. My experience was positive. It was about 20 times more difficult than doing stock endurance, because of the modifiers. If I had my normal loadout the difficulty would be 0.001/10. The mode itself promotes spending money, if you don't have extra plat to go around. That's about as far as things go. It's very unlikely that you'll get 4x3 things where there is no combination that will work, provided you build the weapons, frames correctly. On the other hand, you need just one person in the party who has made a decent loadout to carry you if can't manage to come up with something.
  24. Soo, I was doing some solo alchemy, for no particular reason and during one round, things went wrong. During the cooling phase in the new Giant tree room, one of the distressed pipes spawned in the floor (that probably needs adjustment) and all others were spawning way too far away from each other, from the target, behind walls and on lower the floor ,didn't respawn quickly enough and were all in all, impossible to cool the thing down to where it wants to be. From my experience, even if the pipe wasn't in the wall, I'd still be unable to to keep up with the cooling unless I was playing max range Xaku. The room needs an overhaul when it comes to distressed pipes and alchemy. Also, probably increase the range at which the pipes show up. Since they spawn so far apart that you need to look for them on the minimap.
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