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(PSN)RB3-Reloaded

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Everything posted by (PSN)RB3-Reloaded

  1. Keep crashing every time I enter a room with the gargoyle in it
  2. I mean if you pay attention it literally tells you the amount of forma the frame you are about to subsume has had and essentially asks you “are you sure” several times. so this is pretty much on you buddy but still I agree with Skillet see if support can help you
  3. Oh most definitely Agreed and it does work on those units it’s just really bad because the slow is a measly 10% it’s basically unnoticeable and it’s a short range. by the way quick question if this mod was to get that change of procing cold and maybe getting a slight range buff what mod capacity would you think it would increase to balance that just theatrically btw?
  4. Oh yes because we don’t have companions that don’t spread viral spores room wide. Yh just stop the copium pal you clearly don’t know a what you’re talking about neither do you know anything about “balance” lmfao
  5. I believe the idea was to give the mod a decent buff to actually be considered useful not to make so “good” (in your eyes atleast) that it needs a 16 capacity drain. just making proc cold and slight range boost is more than enough it does need 16m range nor to stack procs in order for it to be useful. I’d actually like to have space especially with all the new mods expected to come with the companion rework to actually slot this mod Infact this mod as it is is honestly not even best suited for sentinels unless the frame is invisible or if buffed to proc cold, bolster CO builds. If anything it’s better used on moas and hounds for their own independent dps if you build them properly or for that A decent 5 - 10 range and procing cold like Luscinia’s Suffering is sufficient, anything that’ll cause it to “apparently” cost 16 capacity most definitely isn’t needed also this mod doesn’t even have ranks how would that 16 even work?
  6. I’m gonna stop you right there… The cold proc doesn’t even need to stack it just needs to proc with infinite duration like Luscinia’s suffering that’s all… This I agree with it should just be passive like guardian or animal instinct to stop it getting in the way of the sentinels usability anyway it’s drain should be 7 at best and 11 at worst why on earth would it now join the likes sanctuary as the highest costing sentinel mod? unless providing survivability or universally good utility like radar ect Overall good idea op hopefully they consider it 👍
  7. Exactly especially considering to even cast it you NEED a target which makes it more of a hassle so not only to do you cycle then caste then have to pick up the buff you then have it to do that 3 more times. I’d easily take an energy increase for all 4 to be cast at once even more so if it can be done WITHOUT a target being necessary but we can only hope Pablo sees and saves us
  8. Oh we have another fallen soldier 🫡 I’ll give you a like for your bravery before the “WAHHHH PVP TOO TOXIC” users come… wishing you luck brotha 🫶 -from someone who’s gone through the same…
  9. Another Nice Synergy would be to have razorflies do extra damage and proc forced slash on spellbound enemies. (and to also gain the speed boost from Razorwing blitz speed boost) but this might already be the case so I’ll just keep it in brackets
  10. This idea of putting khal mechanics in the main game will always be terrible and I truly wish for Warframe players to stop acting like khal missions and mechanics are some GOD given savour that’ll fix everything.
  11. I feel like I have to agree with the assimilate mobility change being given to the augment as I feel like that was the point to keep any type mobility of Assimilate to the augment only the only thing that I wish was the base ability to get a decent damage buff and to allow targeting to concentrate damage to a single point there was a guy in this thread that came up with some great ideas I couldn’t even think of @Azamagon you should read his they were also added to the OG post. As for the MC unit maybe they should’ve worked via enemy line of sight where they’re teleportation only teleports them back to you at the distance where if they you see you as an enemy so it would generally mean that atleast if they teleport the enemy they’re attacking wouldn’t see you either. im not sure if this is a good idea at all as I think that MC units teleportation was a buff and has only really benefited me in the context of playing, I’ve never really experienced a problem with it. But in reality tbh you should really be trying to prioritising strong longe range units anyways so making maybe a complicated code change just for trash melee units wouldn’t really be needed tbh.
  12. Comonnnnnn DE just a nice enemy to ally AI change and code to let it match colour pallets with the player we’ll have a dope augment to fight with our own Stronk Simbilyst Senti Boys
  13. It’s so crazy how actual feedback forum posts about upcoming changes get removed by the community team but this thread of insanity is left up like nothings wrong it’s honestly hilarious like look what this turned into 😭😭
  14. This is a good discussion to have but I HAVE to say this… these forums are supposed to be a place for constructive and high quality discussion and the ability to have that tarnished by an easy “dislike button” just because someone “doesn’t like” your idea not necessarily because it was not thought through or low quality but because they don’t like certain ideas brought to the table (I know WF players do that ALOT with any pvp discussion) can be very obnoxious and can steamroll out of control easily I feel the like atleast now players can comment under a post with an explanation on why they don’t like something but even then that has holes… I feel like the REAL problem with forums is how certain high quality discussions are removed or locked for no good reason meanwhile complete nonsense (as in the biggest BAITS ) gets left on here and sometimes even gets a developer response it’s kinda wild and to me disheartening on what a high quality forum is supposed to be like
  15. Well Venari could use it and benefited greatly from it and couldn’t perma “die” either and as for the core gameplay functionality thing that’s honestly just a sentinel problem if you don’t wanna pick up your pet that’s just on you. But I hear you though vulpaphyla was basically the only un frustrating way to decently pick up loot and have radar but I never really had a problem just going over to a place and picking it up idk Also I suggested it should have the bonus feature or reducing the incapacitated timer on melee kill which would greatly bolster its use
  16. Well with all due respect when it was overturned it was definitely being used it just depends on the companion really and if they needed it so I’m just assuming your a Vulpaphyla user and didn’t slot it cus why would you slot it on an invulnerable companion?
  17. The Mod for what it costs compared to its value is definitely bad especially compared to what it used to provide. if we’re talking about multi hits then once again we’re talking about good range good attack speed and a good combo which not all melee weapons can provide nor are all 3 things players necessarily have to invest in just to give their melee a good hit box just to heal a companion. and as for the per pellet redeemer example? Wake up that doesn’t address the issue at all so we will now be equipping high pellet gun blades to heal companions? Niche solutions aren’t what I’m talking about. A High rank maxed primed mod that taking up space for a companion no less needs to be universally good or just don’t bother. And as I said with the overguard gating companion are shield gating now and mods that are going to benefit it by reducing shield delay ect overguard is either going to be useless or as the person on top of you stated be tested to see if it’s the only thing used for pet survivability so God forbid you wanna shoot your primary weapon with using your melee every 0.5s. And no it overguard doesn’t work like how pack leader does pre-rework to make pets survivable because it ACTUALLY heals your companion and made sense if you’ve built your companion for health and Armor. Not swinging over 10+ times to heal a companion just for it to get a health buffer that has no defensive traits whatsoever unless you are literally swinging every 0.5s And okay the mod needs hands on experience before passing on any “real” judgment that’s the only thing I’ll take you on about but I’ll say this straight up looking at these numbers and features said in the post already you can get a good prediction on how bad the mod is going to be also we would’ve had some hands on experience if DE used their tests servers to get input before nerfing mods so severely.
  18. All Companions except venari have shields so since they’ll also be getting shield gating no… not really…
  19. *This was supposed to be a separate post idk why it was fused with this thread*
  20. •There already is •lol why bother it would be un-tradable anyways •Not even in HELL •There’s already a feature to filter trade chat if you are looking for a specific thing I’ve said this once and I’ll say it again what DE should do is simply make things like Orokin reactors Orokin Catalyst Forma and Certain Slot types aka evergreen items (that players will most likely be farming platinum for) more accessible. and do it in a way that will FORCE ppl who want access to it do interactive gameplay only and not even the slight chance of “meta” and “afk” farm but everytime I bring up pvp the player base scream and pee their diapers. It is the only feasible way that won’t ruin the economy because the idea of converting resources to platinum absolutely will crash it or will absolutely not be worth it with little to no space in between, with that space quickly being obliterated as soon as a “meta farming method” is found like the player base finds with everything in this game. You also gotta take into account that DE NEED to make money and in game cosmetics and resources such as catalyst ect are their “platinum sink” to remove platinum from the economy if not platinum is just going from hands of player to player with no real way of getting “rid” of it. So now with your idea of spending resources to earn platinum it will truly crash without a shrivel of a doubt
  21. I agree but the best option is to ignore them really I instantly ignore cheap sellers who wtb 100 ducats for a measly 5p it’s gross however the best thing to do is let newer players know not to do such bad trades Coming here to complain to DE about a player driven market is like going to the CEO of Nike about Shoe resellers what do you truly want them to do about it? That’s not on THEM
  22. Yh No I’d rather have a brainless AI if I’m going to have another control bind UI on the screen. The Khal mechanic works for khal because khal is NOT what an average Warframe mission experience is like he’s slow there’s not much enemies and his mission aren’t necessarily always about killing either. I don’t know why ppl keep trying to suggest khal and vento mechanics in the main game knowing how much of a wasteland they are now and that’s for a reason…. AT BEST DE is going to add mods that influence companions AI to trigger certain actions like the hunter set does with our passive gameplay because companions aren’t even supposed to be high maintenance they don’t even provide consistent high damage output like wu-clone or venari so why even give them control mechanics like they do?
  23. I mean… yippie I guess but that’s not the biggest problem here it would definitely be the lack of a consistent way to heal your companions after Pack Leader and it’s primed variant gets nerfed to oblivion. Please take this seriously many players are not running frames with healing abilities or even allie healing weapons or arcanes so these mods NEED to do their job effectively TLDR: Suggested Change The healing of the base mod should be atleast 100hp ~ 125hp on hit at max ranked and should have an addition of reducing 2s ~ 4s of companions incapacitation on melee kill The primed varient should be 220hp ~ 275hp on hit at max ranked and should have an addition of reducing 6s ~ 10s Also just remove the whole over-guard mechanic if it’s gonna get in the way of you guys buffing these mods. it isn’t useful as you think it is companions compared to Warframe and especially compared to just substantial healing which these mods used to provide As For Arcane BodyGuard I suggest it should now have the healing by a % OR if you’re truly that against it give it a trigger to completely revive incapacitated companions since it IS an arcane and one we have to rank up to level 5 at that. at base the arcane instantly revives incapacitated companions at 25% health after melee 6 kills and at each rank it adds a 15% until at rank 5 it’s 100% after 6 melee kills. It will allow for those who want more build/mod space on companions to ditch healing and incapacitated recovery mods at the cost of warframe arcane slot.
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