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About p_silveira

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  1. Couldn't agree more, especially for Blood Rush. It adds such a ridiculous multiplicative value on the total damage (because of the nature of crit multipliers) that it just becomes plain ridiculous. The "complete a mission only by pressing E" squad will still want to hang you (maybe me too) over this though. Edited for better clarifying my choice of words.
  2. That would really make things much easier. The link should just have an expiration timer, like for example, 120 seconds. That's to avoid people clicking our :join: link after we have already done the mission and back to the orbiter (it's usual to very see old messages on Recruiting Chat if you just get back to your orbiter because the Chat just picks up where you left at the start of your last mission, and display the old messages that are still there, and as far as I remember Chat Timestamps aren't toggled on by default for some reason).
  3. I did, and many others too. Warframe is basically a Dinasty Warriors reskin right now, player damage has to go way down, otherwise we get stuck with ridiculous DPS-based damage reduction (enemy necramechs have this), enemies with invulnerability phases, and other shenanigans, so that the players don't one shot every boss in the game with a gazillion-damage weapon every 3 seconds.
  4. - What happened to modular archwings? - What happened to Pets 2.0? Are these projects "abandoned" by now or should we expect them sometime in the future?
  5. Question: Does DE have plans to "re-balance" the player damage at some point? Because the players are practically gods right now, the damage scales way too much, specially in melees.
  6. While we're at it, could as well add "Steel Path Sorties" with better rewards / drop rates.
  7. Couldn't agree more. Tbh I really wish for DE to severely nerf the entire modding system, because the players have so much damage amplification and multiplication makes the game "balance" become simply ridiculous. Doubt they will do it though, a big part of the community likes being able to go full Dinasty Warriors and will scream their lungs out if DE would take such an approach to fix the ridiculous state that the player damage is right now. Edited for missing words.
  8. But in all seriousness now: the reason for Balefire performing "poor" against Eidolons that is that the Eidolons have some kind of strange damage reduction (apart from Armor), in which the higher the damage from the weapon, the higher the damage resistance they get agains it. This damage reduction of theirs doesn't take into account critical multipliers though, so that's why high crit weapons (like Rubico Prime, Redeemer Prime, Stahlta, etc) excel against Eidolons, but high damage / low crit weapons (like Exergis or Balefire) suffers against them. This is a link for the Wiki page/section
  9. Couldn't agree more. On today's sortie (PC) I aborted the Lua Defense phase 2 times (even as I was the host in one of them) because I was playing a frame with a precision/non AoE weapon and couldn't do anything, because in one there were 2 Embers meteor showering the entire map every 4 seconds and it became so much explosions it felt like a Michael Bay movie, and the other one there was a Mesa one-shotting everything in sight, at one point when I checked the mission stats Mesa had killed like 180 enemies, one guy killed 1 enemy, and me and the other one killed 0 enemies both (and neither of us
  10. The Djinn experience in higher levels: 1 - It's alive 2 - Dies in 5 seconds from one hit from a Bombard's attack 3 - Stay dead and useless for 90 seconds 4 - Respawns 5 - It's alive 6 - Dies in 5 seconds from one hit from a Bombard's attack ** repeat **
  11. A complete rework, I don't think so. Some QoL and touch-ups, definitely. My biggest problem with him is is 1, even more now with Trall Pact: the fact that teammates wipe the thralls out all the time. You can't get a good crowd control, and now with the augment you can't get a good bonus damage because the thralls never live more than 2 seconds. Personally, I'd make his trhalls immune to damage from the teammates, but to have that damage stored and dealt all at once once the ability duration wears off for that particular thrall (also this avoids trolling in missions like Exterminate).
  12. While I totally agree that thralls shoudn't get damaged by the teammates (even more now with it's new-ish augment, Thrall Pact), I believe they should be damaged by Revenant to allow for player choice. Maybe the player want the effect of the thrall death, or maybe he wants to free up a "thrall slot" for another, stronger thrall (like killing a grineer lancer so that you can enthrall a grineer nox). The damage caused by other players could be stored and delivered all at once, once the ability duration for that thrall wears off, to prevent trolling (on missions like Extermination). Plus the pl
  13. Nor it should. My comment was a reply about another comment about a QoL for his current 1, not about your crusade for his "theme".
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