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S7ORM

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  1. As a software engineer, give the team a good ol' pat on the back from me. Love to see infrastructure changes that help to make things run smoothly.
  2. You can do DA solo if you'd like. I grew bored of solo play a long time ago -- having tenno (even newbies) in coop makes the game much more fun for me. I'd rather fail a Spy sortie and retry, teaching them the vaults the second time around, than split the playerbase into "those that can solo it" and "those that can't complete it at all".
  3. I agree. It's no benefit to not having a weapon equipped in a certain slot, especially when that weapon slot would have to be filled with some just-crafted 0 forma, no potato weapon that wouldn't help anyway.
  4. Safeguard's duration is halved for yourself (i.e. when you switch with an enemy). It is the full duration for an ally you switch with. It's written in the mod description, but not reflected in the Arsenal UI.
  5. 1) I do like the idea of frozen enemies being open to finishers, but I think that would be made best into a synergy between 1 and 2: enemies targeted by Banish while Stasis is active are sent into the rift and opened for finishers. That ties in with Banish's role as a single-target, priority-target ability (enabling a certain playstyle while remaining a valid option to subsume over for other playstyles). 2) Swap Rift Surge and it's augment. The existing function of the ability just serves to confuse both squadmates and Limbo players themselves. I never use it, because who wants random banished enemies scattered around? Nobody. You want to your banished enemies in a known position. 3) Alternatively, surged enemies could pull (magus anomaly style) nearby enemies together when they exit the rift instead of banishing them. Think of it like a bubble in spacetime popping and forming a brief vacuum. This would synergize with the kit both for aiming Cataclysm to trap large groups of enemies, and for actually ever having a use to hold 1 and unbanish enemies. Also gives teammates a reason to enjoy having a Limbo on the team. Surge could become a targeted ability instead, in this case, or use some sort of nn-clustering to avoid the 3-body problem.
  6. Allowing the player to pop into operator form while Soundquake is active would go a long way toward making the ability both better and more active.
  7. It's called a trial period. They put the new thing out, see how it performs, and adjust it. That's pretty normal. I don't see many people complaining about his damage output. Most of the feedback seems to be about his overguard generation or the fact that you don't have an exilus slot on his 1 for tome mods.
  8. Is it possible to have the Helminth subsumable ability Parasitic Armor include Overguard in its calculation? That would provide more synergy with frames like Chroma and Trinity that want health to chip down a little bit. Big armor, can't gain more while active, allows ticks of 1 damage (and allows Combat Discpline to work). It won't sole everything about Dante's current state, but it will certainly be a nice treat for Matchmaking groups with Dante, or Frost/Styanax with augment and other warframes.
  9. Were you host or client? Host Was there a host migration? No Was it SP or Normal? SP Were they Bounties or regular missions? Bounty (3rd bounty, SP) Did you start from Star Chart or Sanctum Elevator? Sanctum Elevator Dante BP and Onos BP became a relic and a focus lens :( What a tragic loss.
  10. As someone who started the game with Loki, and now with nearly 3k hours still has base (not prime) Loki as my most played frame, and who still pulls out Loki every now and again, I have to say I disagree with some of your suggestions. 1. Passive is fine, but the two don't really make sense together and it seems like you're just giving 2 passives instead. Hushed Invisibility covers the second one fine already, but I wouldn't mind it moving to the passive and getting rid of the (mostly) useless wall latch passive instead. Hushed Invisibility is strongly recommended at all times for a reason. 2. Decoy doesn't really need to do damage. That's Nyx's Mind Control and Absorb's thing, and arguably Nekros' Shadows of the Dead too. Hey, free buff if they do, but I would not consider it a loss if not. I actually think it would be cool if Decoy had an affect like Magus Anomaly where it pulled enemies towards it on cast (without ragdolling them, just to get them started moving toward it to attack) but that doesn't fix what the core issue with decoy is, is that it dies pretty much immediately at mid-to-high level missions. I also don't think this needs to be part of his kit -- we already have numerous other sources of grouping enemies, many of which can be helminth'd or freely applied (various operator and weapon arcanes, Mag and Gyre's subsumes). It also does fair grouping when combined with Radial Disarm, since all the enemies run over to it anyway -- having a Magus Anomaly effect would simply make that more useful in a faster-paced environment (like when there are other players around blowing everything up). 3. Switch Teleport really just needs one thing to actually be useful: the option to not bring the thing towards you, so that you can actually use Safeguard Switch without annoying all of your teammates. If it functioned as a Tap-to-Teleport-Yourself, Hold-to-Teleport-Enemy to you (or honestly even still to switch would be fine).... Literally making your teammates invulnerable for up to 20s at a time would be crazy good. Basically, make this one function like Ash's current teleport (but with Loki's teleport animation), and make Ash's teleport function like a mix between Kullervo's freedom to teleport, and Ash's current teleport if targeting an enemy (to open for finishers) and we'd be ace. I would also not mind if ST removed enemy's alerted state for a few seconds as part of its "confusion" aspect, so that we could get finishers/stealth dmg bonus (and also bonus xp for scanning :p). 4. Straight buffs. Honestly, it doesn't need to be recast while up, otherwise there'd be no chance for enemies to hit you at all. Part of his skill floor is watching the timer and moving out of the line-of-fire to recast. Straight buff on the augment too. We already get bonus for Stealth attacks on unalerted or staggered-for-finisher enemies. 5. Enemies are already disarmed to melee state. I suppose it could be a better approach for enemies that can't be disarmed, to have their damage reduced instead of currently where it does like 100 damage to them... I wouldn't want it to slow them, however, as this combos with Decoy (or, Molt which I prefer to use on Loki because it clears status effects, which are kind of the only thing that kill you when invisible) to group enemies. Slower enemies means slower grouping, which would be worse. If you want enemies to be afflicted by a radiation proc, literally use the augment. True, it's not a "real" radiation proc, but it does the same thing. It also makes enemies group into smaller, less dense groups which sometimes can be annoying, so I don't normally use the augment myself. Adding armor strip to this would be... maybe a bit overkill since it's already so strong. Instead, I could see the augment for Invisibility changed to apply armor strip on melee hit to enemies while invisible (basically, a better Shattering Impact), if we're moving the hush to the passive.
  11. I have had as similar trouble with a riven. Did you try doing the mission in solo mode? I found that the riven said something else, but the actual challenge was "while alone or in solo mission."
  12. Regarding this, could you make it so that the Stalker Pack in the market is purchasable with Platinum more than once ever? It's been almost 6 years since I last saw the Hate, and that was because I purchased this pack to get it. I don't think it's ever dropped from either of the Stalkers for me. I have sold hundreds of Dread BPs though... I've got Rivens and Incarnons for Despair and Dread, and a riven for Hate, but I fear I'll never acquire it. I'd much rather spend some of my platinum to just re-buy it. Thanks!
  13. Well good news, you can undo this because the issue still occurs. I just had it happen to me again, now after the latest hotfix!
  14. I have recently been playing a lot of Ash Prime, using Seeking Shuriken to strip enemy armor. I started to notice this bug with Lua's Prey but I can't confirm that it didn't occur before (as I wasn't playing as much Ash then). Basically, throwing shuriken at targets frequently fails to strip their armor. I don't have an exact set of steps to reproduce, but I'll list what I have seen. First, the default cases that I have verified. - Seeking Shuriken lists 110% Armor Reduction in the Abilities page (should turn enemy health bars red and increase damage dealt by weapons) - Seeking Shuriken can strip Corrupted Heavy Gunner, Corrupted Bombard, Corrupted Lancer armor completely in one use of the ability - Seeking Shuriken can strip armor of enemies with Overguard - Seeking Shuriken can strip armor of enemies near a Corrupted Ancient Healer Next, what I have observed on frequent occasions, mainly in Conjunction Survival (just due to my frequency of playing it) but also in a grineer defense mission and void fissure mission I have run. - Seeking Shuriken will fail to strip a target's armor in any of the above conditions - Seeking Shuriken will fail to strip armor of enemies directly in line of sight - Usually, if a target in the above points fails to have their armor stripped from the first throw they will also not have it stripped by subsequent throws for a few seconds (seen up to 5 throws without armor removal) - Seeking Shuriken will fail to strip armor of enemies out of line of sight that are still hit by it (through walls, etc.) - Seeking Shuriken will fail to strip armor of enemies if they are hit but the shuriken was aiming for a different enemy When I say frequent occasions, it is probably somewhere in the 20-30% range. I believe these instances occurred in Public Matches where I was not the host (but I cannot guarantee). If you could kindly add this to the list of bugs to dig into, I would appreciate it. Thanks. EDIT: Personal theory is that if either of the shurikens fails to armor strip (either it hits an invalid target or passes through an object/surface), the other will also not armor strip, even if it hits a different (valid) target.
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