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Redrigoth

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Everything posted by Redrigoth

  1. Here you go: https://forums.warframe.com/topic/1381871-incarnon-acrid-argonak-stug-convectrix-ripkas-lecta-suggestion/#comment-12957427
  2. support this post: https://forums.warframe.com/topic/1381871-incarnon-acrid-argonak-stug-convectrix-ripkas-lecta-suggestion/#comment-12957427
  3. riven gambling simulator is disgusting. Should let you ban a stat every 10 rolls (2 bans at 20, and so on). You roll a riven and just keep getting the same junk stats over and over and over like it is rigged or something. No I don't want projectile speed for the 15th time thanks
  4. Exalted melee's stances should give them 10 polarity. Having to lock in their mod config with 8 forma just to fit the exilus is bs Garuda talons needs an arcane slot. It is a normal melee weapon not exalted so where is the arcane slot?
  5. I don't even know why they exist. They are inferior to any melee. No arcane like normal melee's, no strength scaling like exalted. No special behavior. They need to be given an arcane slot, innate 1% lifesteal for all attacks. +attack speed = to garuda's current passive damage% Edit: Maybe let garuda be able to switch between normal melee weapon and talons mid mission too so she can have 2 melee's. Hold weapon swap button while already in melee only mode to swap to the other melee and start using that one as the quick melee and single swap hold weapon. Hold twice again to swap back.
  6. Every single time there is an update where we get an end of round reward, I notice an unnatural bias towards specific items. This time, on the disruption game mode, I get Ruvox Blueprint and Ruvox Glove, every single time. No Onos Blueprint or Ruvox blade. I have 3 Ruvox blueprints and 4 Ruvox gloves and 0 of the rest. What's up with the rng? Is it programmed to skew one way based on the player? You get one person that always gets reward A but never B and another player that always gets B but never A.
  7. Hi I'm "those people" and I provided a solution right here last week. https://forums.warframe.com/topic/1392106-class-restriction-instead-of-rng-suggestion-on-how-to-fix-deep-archamedia-design-by-keeping-the-intention-and-removing-the-rng-reward-and-helminth-shard-suggestions-too/
  8. It lets you do that but if you click the buy button it will ignore the purchase
  9. Every time i try to kill an eximus or an acolyte or anything, my hound starts humping it with his reflex denial globe and none of my attacks land. It acts like a frost globe that moves to troll you. Can you change it so it just buffs the hound instead of making a globe? Or let player shots go through it.
  10. this is what happens when you build a system around rng. If rng is good "too easy". If rng is bad "too BS" Should just restrict weapon classes but otherwise let us use our well-built equipment and instead make the enemies actually strong and do other things to turn the mode into absolute chaos
  11. "game mode that doesn't let you play and complete it is not flawed" what a joke. You must own stock in Copium Inc. because you are pushing cope so hard Yes it is flawed. It's a dumb roulette that sometimes tells you "thou shall not play". It should be super difficult content that requires super optimized loadout or an efficient squad to clear, not "do you own all 600 weapons and have the majority of them with 5 forma and a catalyst so you can probably have atleast 1 weapon that you use once per year if it happens to show up in the roulette"
  12. More and more weapons keep being added. Can you increase the max riven cap from 180?
  13. Malurth was clearly responding to CrendKing saying swap the vosfor and diamond box positions and I agree with Malurth. Fk that idea. I have to deal with junk RNG loadout and I cant even leave the "no operator" penalty out or get atleast 1 viable weapon that can actually kill things? lol gtfo. That guy is on some crack
  14. Oi bruv, dark souls is actually challenging innit. This game mode is RNG that says screw your skills. Got numbers or don't got numbers? No skill involved at all unless you get stuff you can use. Only then does it become a question of "did you mod properly?" (not hard to do given all the guides online) Btw, check this post out and see if you like it. If you do then like and comment to bump visibility and let DE know you want that kind of solution:
  15. I think it means taking any damage while shield is 0 will trigger its effect. That way overguard can't cockblock inaros and nidus and kullervo. And I guess any other frame would also gain energy if they gain overguard then get hit in the moment between when they lose all shields and before shield regenerates
  16. I think game logic recognizes kitgun as pistol. One thing I tried to keep in mind is providing changes that their codebase already supports so they can implement quickly. We know they can recognize single vs dual pistol because Akimbo Slipshot arcane only appears for dual pistol for example. Tome and thrown is also recognized since both have mods exclusive to them True some categories can be strong. The category rng helps miss those sometimes (for example if it says use bow then you cant use torid. Use dagger means no glaive prime, etc). I also added all those extra hazards and frame debuffs to increase danger factor to compensate for the fact we would have better gear. They can probably tune things a bit, but I think that is a healthier direction for the game. Forced rng gameplay is just toxic in many different ways
  17. would you like this system better? If yes, like and comment so DE knows
  18. demand better systems. You are spending your limited time on this game. If everyone wants it then it can happen within reason
  19. Check this post out and like+comment if you agree to push it https://forums.warframe.com/topic/1392106-suggestion-on-how-to-fix-deep-a-design-by-keeping-the-intention-and-removing-the-rng-de-come-read-this-and-implement-soon/
  20. Refresh is bad. I don't want to be time gated on when I can and can't play; I already have to deal with that in duviri. Game is starting to feel like some kind of Gacha-to-play where you chase rng to have good gameplay. Reject this junk RNG system that ruins the game entirely. Check this post out and like+comment if you agree to push it https://forums.warframe.com/topic/1392106-suggestion-on-how-to-fix-deep-a-design-by-keeping-the-intention-and-removing-the-rng-de-come-read-this-and-implement-soon/
  21. @[DE]Megan Implement the suggestion in this post please. Would make the mode much much better:
  22. Also since we can play properly now, maybe increase enemy level and add more risk variables active at the same time (3 for normal mode and 4 for elite maybe) and add new ones to the pool such as these to make it more challenging. Some of these can be added later since they require more coding: New map hazards: Enemies have +50% speed Once every 10 seconds, enemies purge all status effects on them (except ragdoll and downed) and gain 2 seconds of status immunity. There should be some visual and audio effect to indicate this happened Once every 12 seconds, all players have 2 random status effects applied to them. The effects lasts 6 seconds and can be cleansed/resisted by status immunity. Limit toxin so it only does 100 health per second so it doesn't just 1 shot you. Visual & audio queue here too. If an enemy dies, it emits a healing pulse in a 3m radius that heals other enemies for 25% max (Necramech like Voidrig only get healed by 5%) 20% of enemies are kamikaze and explode on you instantly upon performing a melee attack for %max of your health equal to their remaining %max of their health. Blast radius is 3m. Some eximus are marked as mutants. On death, mutant eximus pass on their eximus effect to a nearby non-eximus enemy if one exists within 4m of it Sometimes void fissues appear and spawn 3 mid-tier and high-tier units from each faction like ancients, bombard, corpus disruptors. Gravity is increased so -50% parkour and -20% sprint speed 2 acolytes appear at the same time once per stage and doors don't lock. (The plain old single acolyte spawn is disabled if it is not a bug) Multiple Mini Fragmented One crawl out of the ground and have the same abilities as the boss but with reduced range and damage 3 Murmur hounds show up once per stage and they can use the hound mods and the same abilities as other murmurs. They count as murmur faction The entire floor is made up of status patches that do the respective damage type and status procs on you when you touch it. Similar to the floor during Orowyrm fight being heat, except it's more of a patchwork of types. An orbital strikes hits player position, one per player, every 15 seconds that will instakill if it hits. There will be an animation before the strike happens. These would be like the ones in Kayla De Thayme's fight. You have a chance to dodge them, but if you don't you die. It won't instakill a defense objective but it will do 10% of its max hp as damage so don't stand on top of it when that map hazard is active. On assassination mission, there is 2 of the boss. Half of the enemies' bodies are 80% silver and they take no damage if hit on the silver part. The other 20% is shiny golden (so we can see it properly) and that part acts as a weak spot where they take triple damage and charge incarnons. Rewards adjustment: Replace the first vosfor cache reward (the 30 vosfor) with 150 Stella instead. Stella will always be in demand for shard fusion feature so gaining some per week will always be useful. Change the 37 points reward from 50 vosfor to 200 vosfor so it can buy a single arcane cache. It will only give you one arcane cache per week which will probably give you 3 junk too so it isn't bank breaking or anything so seems fair. It can help people slowly and passively farm random arcanes including ones nobody cares to farm for over time and help people catch up. New helminth shard features: Let us spend 50 stella to unfuse shards (ex: green to yellow+blue) Let us spend 100 stella to split a tau back into 3 non-tau Let us spend 50 stella and 5 Entrati lanthrons to convert a basic shard to another basic shard (ex: red to blue or yellow) 5th effect of green shard: -12% shield recharge delay and -10% toxin proc damage to health while shield is up (-18% shield delay and -15% for tau) 5th effect of orange shard: +20% melee attack speed for 6 seconds when you hit an enemy with a blast, radiation or heat proc on them (30% for tau) 5th effect for purple shard: +20% chance to resist status effect and +20% chance to proc 2 electric procs instead of 1 when you proc electric on an enemy
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