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  1. do you find hydroid fun? if yes - keep him until you have his prime if no - feed him to the wall fwiw hydroid has very few aspects about him that aren't entirely overshadowed/outclassed by other warframes 1 - large aoe knockdown, augmentable to apply corrosive stacks; or just use any nuke aoe frame to skip the cc part and just kill an enemy directly; additionally saryn's spores are better 2 - mobile dash, augmentable to apply status effects; augment is outclassed by other status cleansers (titania, nezha), and the ability itself is worse revenant's reave tbh, which is also helminthable 3 - become a puddle whose only mobility comes from casting 2; fun but really meh ability, decent healing augment but again if you wanted healing there's just better options 4 - cc enemies in an area, augmentable with looting bonuses; the bread and butter and 95% of the reason why he's even used still; but khora does it better in large crowds and the two do not stack make your own opinion but if you want mine as inspiration, he's mr fodder unless you find him enjoyable (i do not) or need an on-death looting frame (khora or hydroid).
  2. what difference would it really make if you had the date or not though tbh 2021
  3. Actually I'm not so sure if it's intended though. IIRC when it first came out it reloaded automatically on hitting 0 and it felt way better this way. Also there's no patch notes that have this change in it, so I don't think it's an intended one. Sometime between then and now the reload was altered but it wasn't a documented change on any patch notes. I'mma say this one's a bug. And if it's not I'd still really hope it gets changed back to how the Catabolyst felt on release.
  4. Recently noticed this too after dusting it off. Really hoping it's a bug because it would suuuck if it was intended to be like it is right now. Pre-change: Alt-fire was toggleable. Changing back to normal rounds by hitting altfire allowed you to shoot normally and cancel any marked targets. When in altfire mode, the primary fire button allowed you to shoot the rockets. Post-change: Alt-fire is toggleable. You can't change back to normal rounds after marking at least one target; you're forced to shoot the altfire. You can no longer use the primary fire button to shoot the missiles; you have to click altfire again.
  5. We're warframe players and forum users. When the hell did we start caring about productivity? Just let me slap viral on at the start of a grineer mission and have it be one and done. Would you rather just not have that for some reason/arguing against that implementation? Otherwise what's the point of this bit? Right but I'm not always using different elements for every single mission. Again - for the times when I'm not switching elements constantly, what is wrong with just wanting the element I chose to not be consumed? This wouldn't affect the times when I'm switching elements constantly whatsoever. You can see the keystroke difference between casting each ability with and without the toggle. I can't see what would be wrong with that. ya Disagree but that's a preferential thing so it doesn't matter what I think really. It's not. I think the smart thing to do is to play to your frame's strengths. Work on your positioning (eg. being in the middle of a crowd and finding flat enough rooms to work with) and use status spreaders if you need to (if your goal is to use Catalyze well); the frame shouldn't do absolutely everything. That's the beauty of having weapons, pets, and sometimes teammates if you'd like to count that. This problem pretty much goes away by necessity if you play Lavos with the logically correct positioning imo. I see where you're coming from but this is also solved by just positioning well tbh. Playstyle difference ig but I prime with weapons, abilities, and mecha set. I think it's okay for abilities to not be the sole source of status priming. Please don't attempt to derail the thread into a DE hate thing. Those are weird as hell. :/
  6. TBH I haven't really had verticality issues since Lavos' last QoL pass where they added some height to it. Sometimes I'll have to jump midair and cast the ability to get some enemies. Yeah, I totally understand your view. It just really sucks because the way I see it, the other frames in general tend to helminth off an ability that they can comfortably go without, whereas Lavos - regardless of what ability the user chooses (probably 1 or 3) - they lose not just the ability, but rather the ability and a big chunk of his passive. I know there's not a super clean solution to it, but this is what I was thinking when I wrote this (I didn't add it because idk there's probably better options than what I thought) I think ideally: Single-function tap only abilities should function as normal, and the unused hold functionality should be given to Lavos' passive. Tap/hold abilities should warn the user before they helminth it to Lavos that the tap/hold functionality of the chosen ability will override Lavos' passive. I think this way, it'll be a little less punishing to use the wide variety of single-function abilities while still giving the option to use the tap/hold ones. I haven't put much thought into this idea though tbh. Adding.
  7. On the elemental passive: Problem 1: Lavos' chosen element is emptied/reset after every ability cast. Suggested Solution: Instead of resetting the chosen element after a cast, the element should stay or have a timer associated with it. All of Lavos' abilities from that point on (or cast within that window of time) should be imbued with the chosen element. Changing elements should override the currently selected element (refreshing the timer) and then continue this behavior. Thought Process: Having to remake the elements for EVERY single cast adds a lot of extra unnecessary actions - especially if the player is making a secondary/combined element. Casting his abilities once with corrosive for example, left to right, needs these keystrokes: 1+3, 1, 1+3, 2, 1+3, 3, 1+3, 4 | 12 total keystrokes. Doing the same if the elements were kept after cast: 1+3, 1, 2, 3, 4 | 6 total keystrokes. That would be so nice. In actual gameplay, you're likely to be casting your 1 and 2 much more often; this just a small example. Additionally it's not like there's a reason to NOT have an element at the ready, so it's safe to assume that one would just want to always have SOME element on. Problem 2: Although the ability to synthesize elements is part of Lavos' passive, subsumed abilities are unable to be used in this manner. Suggested Solution: The ability to make elements should be treated like a passive, independent of the abilities in any of Lavos' slots. Tap/hold abilities should warn the user that the tap/hold functionality of the incoming ability will override the functionality of Lavos' passive for that slotted ability. Thought Process: Subsuming an ability on to Lavos disables the element associated with that ability eg. removing Ophidian Bite removes Lavos' ability to synthesize Toxin and, by extension: Viral, Corrosive, and Gas. Because of this behavior, one would think that the ability to add elements was linked to the ability itself, and not Lavos' passive. However, subsuming Vial Rush onto a different warframe doesn't confer the benefit of giving cold damage on ability casts either. It should be one or the other; either the mechanic is treated as Lavos' passive and he should be able to make any element regardless of what ability occupies that slot, or it should be tied to the ability and Vial Rush should confer the cold damage synthesize mechanic when subsumed to other warframes. It's inconsistent the way it is now. Personally because not being able to subsume abilities without losing parts of Lavos' passive kinda discourages experimenting with helminth abilities on him in the first place, I would want to see it go the first way such that Lavos is able to make any element regardless of what abilities he has. On Lavos 1 (Ophidian Bite): The damage on this ability doesn't scale very well, but the damage from his 2 and 4 are both great so it's not really that big of a deal. If it's meant to be solely used for its healing and slight cc, then that's fine. On Lavos 2 (Vial Rush): Problem 1: Ever since Vial Rush was given a recast delay, the ability has just felt clunky. Suggested Solution: Shorten or remove the recast delay, or add it as an option. Thought Process: ATM the best way to instantly recast the ability is to jump out of it, but that's inconvenient because I don't want to jump. This goes back to the unnecessarily tacked-on keystroke thing. Additionally, Lavos is not a warframe that you spam abilities on in the first place. Infact he's kind of the only warframe in the game that you can't spam abilities on. Because of this, I believe that it's a lot less likely to mistakenly recast any of his abilities to begin with, and the forced ~0.5s recast delay makes playing Lavos WAAAY more clunky than how he felt on release. Problem 2: Casting Vial Rush cancels toggled sprint. Suggested Solution: Toggled sprint should continue after Vial Rush's cast. Thought Process: He's already a finicky frame with all the element holding and tapping. Having to hold shift after every cast of his 2 just adds to the nonsense, and is one more reason why I don't enjoy playing him. (credit: sunderthefirmament) On Lavos 3 (Transmutation Probe): Problem 1: Similarly to Vial Rush, Transmutation Probe was given a recast delay which makes it feel clunky to use. Suggested Solution: Shorten or remove the recast delay, or add it as an option. Thought Process: This ability is even more clunkier than Vial Rush due to the fact that you can't even stop it by jumping - you're forced to wait out that delay. Both of these abilities just feel really, really bad after having played Lavos on release and enjoying how smooth the gameplay felt, just to have this be added afterwards. On Lavos 4 (Catalyze): This ability is perfect imo. The only minor issue I had with it was its travel speed, which has already been addressed. Ty DE :)
  8. and in order to tackle the overwhelming imbalance between melee and nonmelees, your fix would be?
  9. wrong i play it for fun, testing, and affinity wrong more is not always better for example, more generalizing forum posts is not better ngl man i really dont like this. if you wanted something like this you might as well remake it into a sink where you can use path essence to upgrade your weapons or unlock alternate skins or something like that in some fashion. why would you farm boss runs in sp to farm farm spe? why would you do that to yourself and then go out of your way to try and call to fix the game by asking for random things that nobody else asked to be added? why not use the tools the game gives you in order to help you farm? specifically steel path dark sectors, or steel path dailies? honestly to me just sounds like you've forcefully burnt yourself out on steel path grinding for whatever reason and instead of taking a break and doing literally anything else - nobody is forcing you to do something you don't want to do - you came to the forums to ask for random things that nobody else asked to be added for some reason weird man, just weird
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