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SirTeemo

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  1. Why DE, just why? The Frame just got launched. Nerf his range or his damage numbers. But the LoS nerfs always destroy a Frame.
  2. This makes this shard almost useless for finite missions, the stacks will be accquired too late to be impactful, if this was a mod, I would not be complaining, but shards are way hard to obtain and rearrange, also, once you create the Topaz, you can´t separate it back. It needs to be fixed to 1 enemy = 1 stack.
  3. Yeah, same thing here, I tested with my Tenet Cycron with more than 100% status proc chance. Heat damage only, not every enemy was giving the buff and even them they were not giving the proper amount. Using 2 Tauforged Topaz shards on Mesa, tested on Survival, I needed almost 350 enemies killed solely by heat damage before the max stacks were accquired. Also max stacks bugged at 149% Heat damage.
  4. Similar problem here. Watched for an hour and a half, only counted 40 something minutes, watched on Opera.
  5. I never had 5 redshards with critical chance. I had 3 redshards with Ability Duration and 2 Tau with Critical chance. Every Tau I dropped I was swapping for Less Ability Duration and more Critical Chance. The description of the post summarizes what happenned. I had 2 Tauforged for CC, added one more and now my CC is lower. Edit: I'm a little short on Bile, will farm mats to remove the shard and get more screenshots.
  6. 3 Tau for Secondary Critical 2 redshards for ability duration
  7. After including a new Red Tauforged on my Mesa, for Secondary Critical Chance, my secondary weapons got downgraded instead of upgraded.
  8. Here is a list of some passives that may need to be review, because they feel to dated or offer just too little compared to more recent ones. This list is only informing my personal opinions about the subject. I'll use the following color code to differentiate between things: Feels like is not a passive, or is part of some other ability. A minor incovenience, not really relevant, but a little QoL. Has been surpassed by new mechanics or new passives. Has no impact in the game atm, probably wouldn't even be missed. Atlas: Atlas is immune to Knockdown b Knockdown while in contact with the ground. Why not just give him immunity to Knockdown already? Baruuk: Baruuk's fourth ability Serene Storm utilizes Restraint instead of Energy to cast and maintain. Restraint is a resource unique to Baruuk that provides up to 50% Damage Reduction when the meter is completely depleted. I know I may get a little disagreement on this one, but this feels like it's part of his 4th ability and not a proper passive. Caliban: Caliban and allies within his Affinity Range gain Adaptive Armor that builds damage resistance against the highest damage type received from enemy attacks, stacking 5% per hit up to a cap of 50%. If Caliban or his allies do not receive damage for 5 seconds, their Adaptive Armor loses 2% per second until fully removed. This not scaling along with Adaptation is not that good. I understand that since it's a squad buff it can't be buffed too much, but this value does not translates well into SP. Chroma: Chroma can alter his abilities to match any basic (uncombined) elemental attribute of the player's choice. Customizing Chroma's primary emission color determines what abilities he starts with. Color choices are grouped into four categories with each category corresponding to a given element. This should be a selection box or toggle on the Arsenal somewhere. Most new players will have little to none Color Palletes, and this kinda interferes with warframe fashion. Equinox: When Equinox collects Health Orbs or Energy Orbs, 10% of the restored amount is converted into additional Energy and Health respectively. This effect stacks with Equilibrium. Seeing Dagath, this pales in comparison. At least increase this value to 50% or more. I know Dagath passive only happens 1/3 of the pickups, this still leaves her with a 100% more energy/health per pickup. Frost: Any melee assailant that strikes Frost has a 10% chance to be temporarily frozen for 20 seconds on impact. Really old passive, only good thing about it is the Augment Mod Inaros: On fatal injury and entering Bleedout, Inaros enter an immobile Sarcophagus. Within his tomb, target an enemy or ally on the aiming reticle to release a beam that continuously inflicts 75 True damage per tick and siphon hitpoints from them, gradually filling his revive meter to allow Inaros to rise again. Alternatively, allies may manually revive Inaros by interacting with his Sarcophagus. The damage is too low to matter, Sevagoth's does a similar thing but way better. Ivara: Ivara's innate enemy Radar has a larger radius, detecting enemies and displaying their position on the minimap within 50 meters rather than the usual 30 meters. At least give her a little more, like 60 meters. Every frame has a radar now. Loki: Loki's Wall Latch duration lasts 10 times longer than normal, up to a maximum of 60 seconds. Unless the meta shifts drastically, this passive does nothing. Mag: Mag automatically Vacuums Pickups that are within 8 meters towards her. At least let this scale with ability range or something. Mesa: Mesa has improved proficiency with secondary weapons, and gains a health bonus at the expense of not having a melee weapon equipped Bonus Health is too low to matter, is not updated with the new Dagath values that increased everybodys Health values. Also, a passive that asks you to not equip a weapon is kinda bad. Mirage: Mirage has an increased proficiency when performing several Maneuvers. Does not feel like anything in the rest of her kit, really out of place. Also, could be easily integrated into her First ability. Nezha: Nezha slides 60% faster and goes 35% farther. These effects stack with Cunning Drift, Maglev and Streamlined Form. So bad that it even lets you disable this using a mod. It charges you 7 drain and a slot to disable. Nova: Whenever Nova is knocked down, she emits a neutron burst which knocks down and damages enemies in a 6 meter radius and 250 Blast damage. After 400 login days and finally getting Prime Sure Footed, this passive stops existing. Nyx: Enemies are 20% less accurate when targeting Nyx. Look at Xaku's passive and compare, this is a little too old and needs some tweaks. Revenant: Harnessing the essence of Eidolons, Revenant is immune to the Magnetic night waters of the Plains of Eidolon. Maybe let his passive work on the rest of the game and not only in a single open world map that is not receiving new content. Rhino: If Rhino falls far enough to incur a Hard Landing (even if he avoids the animation, such as by sliding), the ground impact will discharge a shockwave that deals Impact damage in a 6 meter area of effect and knocking down nearby enemies. This could become something really cool, but with soo little range and damage, it's not worth at the moment to invest. Trinity: Talented in rapid restoration and emergency triage, Trinity commences revival of fallen allies in bleedout 25% faster and from 50% further away. A cool gimmick and all, but maybe add something that can be useful to the player and not only his Squad mates. Valkyr: Valkyr is nimble, able to recover from knockdown 50% faster and is immune to Hard Landings, landing with no touchdown delay. Maybe if the recovery were like Handspring this would be worth. And also, this is only usefull while we are waiting for Prime Sure Footed. Volt: Traveling along the ground between Volt's attacks (by walking, running, or sliding) will build up static energy, adding bonus Electricity damage toward Volt's next weapon attack or ability cast. The maximum damage(1000) stops being relevant really soon, and this buildup is too much for it to matter anyways.
  9. It's the same bug that has been reported on 2020 by Xenvron here. I couldn't post there to show the same error again because the post has been archived. I'm using a skin on my regulators, but they don't show on the mission end screen as seen here.
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