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Darkvramp

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Posts posted by Darkvramp

  1. On 2023-05-04 at 4:28 PM, [DE]Megan said:

    Changed the following Skana variant’s “Elemental Excess” Incarnon Genesis evolution:

    • Prisma Skana: Increase Status Chance by 20% (was 30%)

    • Skana Prime: Increase Status Chance by 10% (was 24%)

      •  

     why nerf a weapon that weapon THAT WONT SEE MUCH USE ANY WAY

    • Like 3
  2. On 2022-03-16 at 12:58 PM, [DE]Megan said:

    WARFRAME AUGMENT BUFFS
    As mentioned in our last Devstream, we set out to buff a selection of Augments that were underused according to our statistics. Our goal is to bring these Augments up to speed, and align them with our more popular Augments. The buffs below are merely additions onto what already exists in the game. This won’t be our only batch, so expect to see more Augment changes in the future!

    Ash: Smoke Shadow:
    Before: Conceals allies within 15m for 8s.
    New: Added +150% Critical Hit Chance buff while the player is in stealth.

    Atlas: Titanic Rumbler
    Before: Create a single rumbler with 300% health and 300% damage. 
    New: Rumbler now has 300% health and 400% damage, with 300% more range to hit multiple enemies with its melee attack.

    Baruuk: Endless Lullaby
    Before: Performing a finisher on a sleeping enemy would retrigger Lull for 100% of the remaining duration.
    New: In addition to finishers, Lull’s refill duration now triggers when a sleeping enemy is directly killed (does not trigger on assists). Can now only be triggered once per 3 seconds.

    Excalibur: Furious Javelin
    Before: Each enemy hit would increase Excalibur’s Melee Damage by 10% for 16s
    New: Melee damage is now increased to 15% at maximum Rank.

    Excalibur: Surging Dash
    Before: Each enemy hit during Slash Dash further increases your melee counter by 4.
    New: Doubled Melee Combo gained from Surging Dash.

    Gara: Mending Splinters
    Before: For each target affected, Splinter Storm heals 3 Health per second.
    New: Heal rate has been increased to 15 Health per second per target affected.

    Garuda: Dread Ward
    Before: Become unkillable for 5 seconds when Dread Mirror kills a target by ripping its life force.
    New: The invulnerability duration has been increased to 8 seconds. Dread Ward also has new visual feedback when casted.

    Harrow: Warding Thurible
    Before: Allies in range take 40% less damage while channeling Thurible, and grant 0.5 additional energy charge whenever damaged.
    New: Allies will now take 50% less damage, and are granted 1 Energy when damaged.

    Harrow: Tribunal
    Before: Other players will proc 50% of the effects of Penance and Thurible when attacking chained enemies.
    New: Allies now proc 100% of the effects.

    Chroma: Guided Effigy
    Before: Cast and hold to make Effigy move to your aim point. Deals 2000 damage per second to enemies in its path and roars on arrival stunning nearby enemies.
    New: Now deals double the damage and restores 5 Energy for each enemy in its path. Also improved the responsiveness of Effigy when turning/moving. 

    Hydroid: Corroding Barrage
    Before: Each projectile has a 100% chance of inflicting a Corrosive status effect.
    New: Tempest Barrage gains 100% Ability Strength.

    Hydroid: Curative Undertow
    Before: Allies can stand in the pool to regain 30% health every 1.5 seconds, increasing the energy drain on Hydroid per ally.
    New: The energy drain to heal allies has been removed, and the Augment’s description has been updated to indicate that Hydroid will restore 10% Health (this was always an effect, it was just not indicated in the description).

    Hydroid: Tidal Impunity
    Before: Clears Status Effects and grants 12 seconds of Status Immunity for yourself and allies that come in contact with Tidal Surge.
    New: Reduced Tidal Surge’s Energy cost from 25 to 15.

    Inaros: Desiccation's Curse
    Before: Killing a blinded enemy with a finisher has a 75% chance of summoning a Sand Shadow.
    *New: Killing a blinded enemy with a finisher now has a 100% chance of summoning a Sand Shadow. Increased Sand Shadows damage by double.

    Inaros: Elemental Sandstorm
    Before: Sandstorm has a 50% chance of inflicting Status Effects based on the damage types and mods on equipped melee weapon.
    New: Sandstorm now has a 100% chance of inflicting Status Effects. As well, Sandstorm receives a 50% increase to range.

    Limbo: Rift Haven
    Before: Allies banished to the rift will have 25% of their Maximum Health restored.
    New: Allies banished to the rift will have 25% of their Maximum Health restored every second.

    and this  is why i quit the game....because you change the game like this, to NOT change it in any meaningful way. this wont DO anything to make people to use these mods, because they suck before and they suck still. no anticipation for the focus rework.

    • Like 2
  3. I logged on to try out the new update, and I could not because  there was no way to interact with it. No way to interact with the radio or pull up the escape menu and pull up  the night wave. I'm completely excluded from the experience. I verified the game cache and the night wave was still gone, however Nora played one of the OLD transmissions from the first night wave.

  4. there is one umbra singular

    Spoiler

    so far, as we know how he came to be, as being the little torture subject that umbra was of ballas, so unless there is/was another person that wronged ballas so horribly that he uses/used him as a base for a warframe its unlikely that we will see another one. That's why we have umbra forma, a way to make our other frames "umbra" without breaking the integrity of the umbra storyline

  5. 9 hours ago, [DE]Megan said:

    The Warframe Upgrade Arsenal stats now display Resistance values granted by Mods:

    • 98b64ed7f9483b9cbdb8fd4f06ef83f3.jpg 

     

    besides arcanes which can give 102%resistance why do we even have mods like warm body that don't work as intended or like they sound, if they only provide minuscule amounts of resistance, when we have arcanes?

  6. hull puncture amounts need to be tuned down. the game become less attack the enemy and more just about putting out fires. and if your not shooting the enemy they are poking holes in your ship, which means your putting out more fires. and thats the gamemode sofar. Putting out fires the game. it needs a serious tweak.

  7. 30 minutes ago, (PS4)Rygeku_116 said:

    Please listen as I present this Idea of mine and then leave your thoughts about it.

    don't tell people what to do.....it doesn't end well.

    31 minutes ago, (PS4)Rygeku_116 said:

    but also a better way to deal large crowds of enemies or a mini boss and deal it efficiently.

    that's what abilities are for.....

    33 minutes ago, (PS4)Rygeku_116 said:

    The one thing I could suggest to DE (if you could pass this on to them) is to give the players the option to switch the ability to of melee channel with Throwing Ordnances. Not to get rid of them as I am aware that it could be useful for some and many, but to give the player an option to switch them for either Throwing Ordnances or Melee Channel.

    they are going to put something there as a replacement for channeling eventually so this won't work.

    34 minutes ago, (PS4)Rygeku_116 said:

    do some challenges similar to the Ephemera challenge,

    these are not challenging, its just RNG for whether or not you get the majority of them

    35 minutes ago, (PS4)Rygeku_116 said:

    Please present this to DE

    no one can "present it" to DE, like your someone special here and you get special treatment that any other forums poster does not get. if they see it, then they see it, if they don't, then they dont.

    this idea has been presented 1000 times, and the response is always the same. you have abilities that do miraculous things, why would you want a grenade?

  8. Forums are a little buggy on Firefox despite my efforts of cache clearing and cookie eating(deleting) the main forums page is void of any customization, is un-updated (displays outdated information like information for update 24.2.8), but clicking on any link will lead me to the proper places with the right updated information. I thought I should at least make a forum post about it because it's weird. works on chrome tho. (finding this to be a common issue lately)

  9. 57 minutes ago, Jade-Lion said:

    Further more add a few new condition modifiers like a magnetized armor condition that makes any warframe in the mission with an innate armor rating over 75 move like it had a Hobbled dragon key and anything with 100 base armor can't go into the mission. This gives caster frames and those frames that favor shields a bit more of an end game use.

    or add a use for shields in the meta endgame in the first place.

  10. 20 minutes ago, Juggernog234 said:

    Second and last is that the War heavy blade design does not convince me, maybe we can change it if DE is ok with that. Here I let two images, one from the actual War design and other from a sword seen in Prince of Persia: The Warrior Within. I do not want to make any bad by placing it and I apologize if it is not good, remember, the sword is called Spider Sword from Prince of Persia: The Warrior Within. The image is taken from Neoseeker and it is extracted from the one named in the watermark. The one from the War heavy blade is taken from the Steam forums.

     

     

                         SpiderSword4_302830_YsF2u.jpg              966C3DB6AF7A453D566AB3F282D2FE3CBEEE26F0

     

    @Firetempest answered your comment on the Arca Titron

    2ndly, just because you are dissatisfied by the look of something, is not any reason for that thing to change. That is very entitled of you to think that, you, with your small voice on the internet, have any sway with DE. The War has been out and has been loved for its design for so long now that it would anger more people to change it for you, the small voice on the internet. If you do not like the look of the War, then go buy a skin to cover it up and make it look like something else. Or if you so desire, go commision an artist to make a model for submission to steam to look similar to the image you provided.

  11. 7 minutes ago, ranks21 said:

    the best type of pvp in an open world would be to remove frames abilities  

      also remove bullet jumping so a more tactical and coop play is needed.

     

    1

    first, you play warframe to play with warframes, so removing what makes them unique just to make it ABSOLUTELY balanced, is wrong. If you going to do that, why go through the effort to make a pvp open world mode, because it's not the same game anymore. at that point, your better off going to play something else.

    however, removing/changing/limiting the bullet jumping is likely the only way. what makes the current pvp unplayable now, is that there is no community for it, there are no rewards for it that come back into the PvE (because to play pvp i have to stop all progress in my PvE for the day), and it breaks a  cardinal rule of movement balance, where at any point in the air I can change my vector of direction, without a predictable point of landing, while still being able to return fire.

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