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Darkvramp

PC Member
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Everything posted by Darkvramp

  1. thats not how this works..... things have to be worth a mod slot. it gets the mod used , it lets the augment have a place. it also leaves less room for snide remarks like this. be nice ( or try too)
  2. its almost like they forgot about the ability interaction........
  3. there are the polarize shards that add damage to magnetize, why don't they just add damage to crush as well......?
  4. Wisp needs a chance to feel complete. that being all the flowers need both a cc and a buff capability to them. as it stands the 2 buff flowers feel more powerful than the cc flower because of the weakness of cc, and adding in a cc to the other flowers will simplify them so they all are the same, all of them are a buff and a cc, not 2 buffs and a cc.
  5. This is unacceptable considering you just buffed ephemera drop chance for the very reason of them being too rare. Amalgam Arca Kucumatz Additional Item Drop Chance: 2.00% Kavat's Grace Uncommon (25.00%) Anti-Grav Array Uncommon (25.00%) Gale Kick Uncommon (25.00%) Odomedic Uncommon (25.00%) Amalgam Cinder Machinist Additional Item Drop Chance: 2.00% Kavat's Grace Uncommon (25.00%) Anti-Grav Array Uncommon (25.00%) Gale Kick Uncommon (25.00%) Odomedic Uncommon (25.00%) Amalgam Arca Heqet Additional Item Drop Chance: 2.00% Kavat's Grace Uncommon (25.00%) Anti-Grav Array Uncommon (25.00%) Gale Kick Uncommon (25.00%) Odomedic Uncommon (25.00%) Amalgam Phase Moa Additional Item Drop Chance: 2.00% Kavat's Grace Uncommon (25.00%) Anti-Grav Array Uncommon (25.00%) Gale Kick Uncommon (25.00%) Odomedic Uncommon (25.00%) Amalgam Swarm Satyr Additional Item Drop Chance: 2.00% Kavat's Grace Uncommon (25.00%) Anti-Grav Array Uncommon (25.00%) Gale Kick Uncommon (25.00%) Odomedic Uncommon (25.00%)
  6. motus signal needs to be made a exilus mod
  7. it says next week, so hopefully, they are honest about it
  8. Why isn't the set bonus a flat 25% damage reduction? that way when you are wall latching you just get a 1/4 damage reduction. What's with this 17% number?. 25% is just enough and not too much, is easy to calculate and is enough of a buff to this for people to notice and go "hey they buffed it" and maybe check it out. Why is there nothing here in the set to increase LATCH TIME? proton pulses speed increase, how long does that last? (its also another example of a mod that does not follow its gimmick) Proton jets increase to status and critical chance needs to be buffed to 60% so it at least matches a dual mod for a reliable status increase. how much toxin damage and how much status chance, it has to be more than the dual stat mod(virulent scourge) to be of any use and hopefully more than 10 seconds to be of any use (i can't constantly be next to a wall to get toxin damage)
  9. The set bonus must be: 100% immune to knockdowns at max rank while airborne. It would give the set purpose and actual MOD STRENGTH. People would use it for something because it could be used for something because it would be reliable. RNG POWERS/MODS SUCK, people won't use them. the rest of the set makes no sense, having 2 mods that focus on the gimmick, that being meleeing in the air and the increased doubled jumping, then 1 mod that has an entirely different goal at the end, one that happens to be on the ground where the set bonus has no effect, and for a highly insignificant amount of time I might add.
  10. Unless the set bonus is changed to: put enemies to sleep for 10 seconds in a 15-meter radius at max rank, no one is going to use this. Also, it would be cool if Aero Vantage gave +100% reduced gravity and + jump height(going along with the vantage theme)
  11. someone check my math. drop chance for wolf part :35% Drop chance for each part is either 38.72% (head or handle) or 11.28% ( motor or bp) which means the total statistical probability of getting say a bp to drop is 35% x 11.28% = 3.948%
  12. why is it not just a nullification of self-damage?
  13. Are the ghouls going to get a remix like these are because I HAVE NO REASON TO REVISIT THEM.
  14. as of today, I have no urge to finish the nightwave or even play warframe anymore because of Nightwave. I liked how it made me play initially, but WHAT it made me play instead of allowing me to get stuff done that I needed to do in the game, instead it made me waste my time doing arbitrary stuff I just did not want to do. Nightwave needs to change to be more flexible, and have a few set things to do, but allow Me, in just playing the game, doing the stuff I like to do, or want/need to do, having that to progress the nightwave. Not this randow stuff I want nothing to do with.
  15. Teeming virulence is a terrible augment, on the level with Ivara's navigator augment
  16. Are you going to go back and add changes to old weapons to make them "sets" with frames like this? (ex. the Oberon bundle, or equinox bundle)
  17. why not just make a better trading system and avoid another problem like this again?
  18. not if they upped the reward thermia at the end, so you spend more time on the plains but get rewarded with possibly a new mod set from the new enemies, it makes kdrives a focus and makes you want to go grind them for once rather than have them be this arbitrary thing that "happens" to be in the game, and it changes the loop, which to be honest, im all for any change in the current loop, cuz that loop is dull AF
  19. no, it's a solution it doesn't make the situation worse, it adds to the experience by adding to the gameplay, everyone gets a kdrive, not everyone has an archwing. like I said, People will hate it, like you do.
  20. make the coolant heavy, so that you need to use a kdrive to transport it... people would hate it but its a solution to this...... it would also add an additional element, where you need to escort the coolant to the location, creating small roles, easily understood tactics, and facilitate the creation of new enemies that chase you on the roads.
  21. agreed, something like the fractures around x area gives x materials, and have x type enemies guarding them, could also be a nice way to spice up the gameplay, and possible gives use to the orokin areas around the map.......
  22. eximus units are both not a challenge and more of the same. it points out another problem with eximus units, that being they need some QOL change to them to make them more of an obstacle, rather than more fuel for our fires.
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