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Ogger

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Everything posted by Ogger

  1. No one said that. I am all for more variants or buffs to older weapons. All I did in my original comment was hint you at a use case for that weapon..
  2. There are over 500 weapons in this game and the sobek has one niche it fills I think that's pretty good. I think there are many other weapons that need to be looked at that can't even fill a niche.
  3. Sobek is probably one of the most overpowered guns in the game due to Acid Shells if combined with Saryn and green archon shards
  4. If you have completed phase 3 of the Profit Taker Orb Heist but no heavy weapon slot is visible in the Vehicle's tab of your arsenal you should contact support. If there is a heavy weapon slot you should own the Archgun Deployer and be able to equip it in your gear wheel. If it doesn't show up in your gear list you should contact support. Make sure to include as much detail as possible in your support request.
  5. I get your frustration and I have run into the same issue frequently as well but it's easily solved by just walking people through activating cross save and being patient enough to wait for them to enable cross save.
  6. As much as I hate the randomized loadouts as well, that's just not true in my experience. You could literally play this gamemode with one of the worst warframes and without using the weapons you got. Just use your archgun, on call crew and specters. ( Mirror defense was no issue at all as long as you don't let necramechs spawn. Last weeks assasination was WAY worse requiring you pretty much to have both a good frame and weapons and additionally locking out teammates once they are dead because the void angels spawn outside the boss fight area. Who are you talking about. What kind of straw man is that. I am sure no one enjoys not being able to use the gear of their choice but endless complaints are unlikely to get you anyhwere. You also don't need to abandon all rewards. Unselecting one modifier will still grant you all the important (time gated) rewards. Of course people play stuff for the rewards. No one replays sabotage without searching for any the hidden caches just because they like the gamemode. Personally never had any issues with the matchmaking so far I have always been able to get full squad every time I played with other people. I think a great idea to fix both the "required randomized loadouts" would be granting players a small amount of further progress upon subsequent completions. That would still make choosing the random loadouts rewarding by saving time while also allowing everyone get all the rewards with how many of the modifiers as they are comfortable choosing.
  7. Randomization is really bad and annoying but if it's too unbearable just get a carry. This is a co-op game.
  8. My favourite Incarnon and most played weapon is Torid. Works great with Primary Blight. With enough multishot you can charge it with a single shot. The incarnon form is really great for extermination missions where you try to get through enemies quickly. Praedos is a really nice alternative to Kronen Prime and with the extra mobility good as a default pick for most missions. Really excited to get Miter Incarnon once it returns. Just wish DE didn't put Torid, Dual Toxocyst, Miter, Dual Ichor and Atomos all in one week because all of them are really good and you have to wait at least 21 weeks to get them all.
  9. That's what annoys me too. Will the nerf stay the way it is? Ok then I can remove all the shards from my nezha. Will they tweak it (as they honestly should) ? Great then I can invest even more into my nezha to make him worthwhile. But there is complete radio silence. As far as I have seen DE never even said if they are evaluating it. If this augment is left as is and forgotten, so will nezha with his <2% usage of players (even though he is really cool and fun to play)
  10. Nothing on the ridiculous nerf on nezha's divine retribution :(
  11. Coming back to this post I must honestly say I really hate how they approached the nerf. They did not nerf the absurd damage potential but instead reduced the range in half resulting in 26.6m at 280% range which requires all 4 range mods. This is just barely bigger than some AOE weapons and still excludes ALL overguarded/CC immune enemies. In order to use this mod somewhat effectively you would need to constantly run around and spam it and one hit enemies which is not only tedious but also just straight up pointless when only a few enemies are actually being impaled. Especially if you have someone with an anti-synergy ability in your team (namely hydroid's tentacles).
  12. Been playing max range either way and with the diminshed range it's a necessity to slot all of them. Divine Retribution is the only reason to play nezha in terms of effectiveness in my opinion. I can't think of a single thing nezha excells compared to other frames.
  13. The consideration in question being even more casting speed? There are still the same 4 range mods to choose from
  14. The range nerf on divine retribution is negligible on small tilesets and detrimental on big tilesets. Should have left the range the same and nerfed the damage output instead. Now you still oneshot everything but just within a smaller radius...
  15. Quick reminder that restricting your loadout selection randomly is not a good way to impose difficulty. Just makes it more luck based. Now I gotta pray to RNGesus that I get one of the 30 out of 540 weapons that are good and I have a build for.
  16. (APRIL FOOLS POST, Look into replies for a more serious discussion) Hello everyone, While there is plenty of feedback on the reworked inaros and other new augments I have yet to see a post dedicated to divine Retribution. Probably because with the mods description it was immediately disregarded by most players as not being of use. Let's look at the mod description: "When a speared enemy suffers from a Status Effect, the Status Effect spreads to all speared enemies. Spear explosions apply 1.5x Status Damage" This may sounds great in theory but is barely noticeable as enemies already die once they get dealt mighty 600 (x2!) damage from divine spears itself. The only use would be for tankier enemies like eximus, but they unfortunately cannot be impaled due to overguard. The 1.5x Status Damage multiplier is very nice though but should have a higher base value to be of use. My rework suggestion for this augment to synergize better with nezhas kit is to store all status effects dealt in nezhas warding halo and continuously deal current damage and status effects to all enemies in warding halo's stagger range as well as on any subsequent spear explosions. This allows for building up damage with each subsequent cast of divine spears and encourages skillful gameplay of avoiding enemies to not loose your built up halo from taking damage. A nice and much needed extra addition would allowing divine spears to impale cc immune enemies so they can be affected by this augment as well. Happy April everyone!
  17. Nourish was just too good compared to other helminth abilities. Before the nerf it was a better version of Grendel's Nourish. Now it is still very good but no longer the best infused ability on every Warframe.
  18. Thank you so much for the quick travel to trading post. This has been a huge pain point for years!
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