(PSN)Rainbow_Neos1
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Posts posted by (PSN)Rainbow_Neos1
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1 hour ago, MobyTheDuck said:
Wait, did you guys address the Dragon Key + shield gate problem and then added a new mod that does nearly exactly that?
Yes. 💀
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Flawed mods like flow actually have use... They're more efficient per mod drain to the actual stat bonus. Sounds like you should just not make them cost stuff to rank up if that's your concern rather than remove them. Tells me you have a different reason for removing them.
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4 hours ago, [DE]Danielle said:
Vay Hek now takes damage everywhere and doesn’t rely on the weak point mechanic during his drone phase.
Keep it that way. Every new player complains about that fight
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If you understand the ins and outs and have some critical thinking skills, you'll know why cross save and cross trade are so difficult to achieve. The biggest point is money. No one wants to lose out on money. But they inevitably will with cross save and trade.
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1 minute ago, Hypernaut1 said:
If cross save is enabled, will I be able to log in on a console, buy tennogen with plat, then go back on PC?
See this is why implementing cross save is so hard.
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7 minutes ago, Yrkul said:
I used to look forward to Tennobaum...
Now I'm blocking gifts. No trust left in you humans.
Just set it to friends only if you keep that list trustworthy.
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2 hours ago, Scar.brother.help.me said:
TLDR - insta-like by title, good luck.
Shortened version:
Tired of trading duplicates I have equipped due to not knowing which duplicate I'm equipping of Arcanes and mods. Add a marker to indicate this stuff in the arsenal.
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17 minutes ago, Drasiel said:
*sigh* it's a super tiny indication that is easy to miss isn't it? If I was one who bets I'd bet the only way you'd know it was there is if you read the patch notes when it was first released.
Completely agree. Just was trying to be clear.
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1 minute ago, Drasiel said:
I'm really surprised this was never added. Marking equipped arcanes and mods in trade windows should 100% be a thing
Equipped mods are marked in trade window. Not in the arsenal. Arcanes aren't marked at all.
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24 minutes ago, Voltage said:
I'm mad at you now as I cannot unlearn this. That's awful.
This would explain the mods going missing on builds.
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24 minutes ago, (NSW)SoulReaperX said:
since there is a working crossplay has the prices of items taken a steep dive or have they relatively stayed the same
Not affected. No trading between platforms yet.
Prices will either decease or increase depending on your platform.
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1 minute ago, Flannoit said:
I didn't even know that was a feature lol... But if it swaps order so far in post, that's another big problem entirely, because I don't even mod for Adaptation anymore.
Either way - point of the thread still stands that this is a problem that seriously needs some addressing.
It's inconsistent AF.
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1 hour ago, Flannoit said:
I didn't actually, unless if the game swapped them around without me telling it to. The mod in question was Adaptation, and the 2nd one was leveled long after all my other frames who used Adaptation had the 1st max rank one. So the 2nd Adaptation shouldn't have been considered equipped at all.
They'll swap order sometimes. Especially if you use the mod link copy feature.
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5 hours ago, SiriSnugglebottoms said:
It's even dumber than that. I recently did a new setup for my Nataruk and couldn't fit a max rank Terminal Velocity so I put on an r0 one and upgraded that. What happened? It unequipped my max rank Terminal Velocity, which I didn't even touch, from the mod setup where it actually fit. The whole thing is just broken in half 20 times over.
Can you elaborate in more detail? Because I think a similar thing happened to me but I'm unsure with your description.
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6 hours ago, Flannoit said:
One thing I noticed is that if you have 2 of identical rank but one of those 2 is equipped, trading/selling/dissolving the one will unequip it regardless. I tried to trade away a mod I had equipped but had 2 of at the same rank and got the warning for both of them and after the trade it was still unequipped regardless.
This means you had both mods equipped somewhere and didn't know it (as is the problem). Look for the little hexagon on the bottom of the mod card in your mod station. That tells you which are equipped.
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As I went over in a previous post which I will link, dealing with having multiple of the same mod (and as others pointed out with Arcanes) is frustrating. This results in equipping the wrong version of a duplicate mod and presenting the problem of it being removed from builds when you trade one of the duplicates away. The mod station tells you which is the equipped one (thank you Voltage for that information) but not on what items each is equipped nor does the arsenal screen give you any info. Due to this, the only way to ensure you don't give yourself a future headache is to check back in your mod foundry for each duplicate mod you put on to ensure you put the right one on. Doing so is very frustrating as half my build making is checking back and searching for a mod in the foundry to avoid future problems. This goes doubly for Arcanes which have no proper indication of any equip state resulting in people keeping their arcane at lower ranks for trading to avoid a massive headache of unequipping an arcane on tons of builds.
Can we please get an indicator in the arsenal screen (and trade menu for Arcanes) which tells you which mods and arcanes are equipped elsewhere. This would make it so much easier to know which mod and arcane is my primary and thus which to equip and which not to.
Edit: An additional option (to improve future building( is code the game to always equip the duplicate that is equipped elsewhere so you have one prrimary version that always gets used and always trade one that isn't equipped if there are duplicates.
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Frost
New Passive: For every cold status proc'd or frozen enemy within a 30m range around Frost, he gains a stacking armor and/or health buff.
Why? Similar to Ember passive mechanic (plays into the two extremes) but more geared toward defense (as he is) and synergizes well with his bubble.
Can be paired with this next bit as one passive or a different one:
After 3s (debatable) of an enemy being frozen by Frost and as long as Frost is within 20 (debatable) meters of that enemy when this 3s ends, the moisture on the frozen enemy activates or adds to a frigid mist around Frost. Upon activation Frost utilizes moisture from melting enemies to passively create a 5 meter radius sphere of a freezing mist around himself which centers itself on and moves with Frost. This mist creates a 10% slowing effect on enemies in that area and lasts for 10s unless stacks are gained. For each new instance of absorption while this mist is active, a stack is gained (up to 10 stacks) as more moisture is absorbed from melting enemies. For each stack, the mist increases its slow by 5% and grows by 1 meter (resulting in a 60% slow and 15m radius at max stacks) and each stack lasts 5 seconds decaying stack by stack (new stack at max refreshes the timer). Additionally, any enemy within a Frost Snow Globe AND the Frigid Mist concurrently will receive stacking cold status procs every half second causing further slowing and eventual freezing at 10 stacks. At max stacks the frigid mist has become increasingly frigid and Frost is able to passively influence the temperature closest to him in extreme degrees with this energy. Any enemy that attempts to melee Frost while he is at max stacks will be Frozen for 5 seconds before the strike hits (or after if that's really too busted) as the frigid mist coalesces around the attacker.
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So any update on the old index bugs getting fixed, or the UI bugs with d pad usage getting fixed? Or the lohk surge prompt pop up getting stuck permanently on screen getting fixed?
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3 hours ago, [DE]Danielle said:
Fixed Arson Eximus blast attacks not hitting through Limbo’s Rift.
Poor Limbo. Just gets more and more invalidated by some bad game logic. I want an explanation on how eximus enemies attack through a planar divide.
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2 hours ago, [DE]Danielle said:
We understand that the artificial colors given are on the subdued side compared to the Infested Palette hot pink and neon green. Our desire is to take the enjoyed bug and turn it into a lore-driven feature that fits within the ecosystem of Warframe for all
But eternalism (your own lore) says I can be any color I want.
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2 hours ago, [DE]Danielle said:
We wanted to add an investment path towards earning the Refacia Kit for a couple key reasons: 1) prevent new player confusion who have yet to reach that level of lore within Warframe, and 2) having a cosmetic to strive for in the later game.
Nah. Be honest. It makes you cringe when the idea of giving things out without needing farming is brought up. It terrifies you.
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23 hours ago, (PSN)Tomplexthis said:
dude, this bug has existed for 4 Years. and was never fixed
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Still waiting on an arbitration store fast travel option. Been how many years?
Also... It would still be awesome to have a "Classic Font" accessibility option. Hope y'all don't delete all that old font data.
Abyss of Dagath - Dev Workshop: System Changes and General Quality of Life
in Developer Workshops
Posted · Edited by (PSN)Rainbow_Neos1
Love getting nerfs to some frames and buffs to others because of changes you think need solving. Know what you could've done? Buffed everything slightly. Less energy by 10 on some builds literally means one less full ability per full bar.
Instead of shifting every frames health, you could've just put vitality to 150%. A 300 Excalibur would then get 750.
But instead you leave even more room for bugs because you altered all frames. Less is more in coding.