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Darthplagueis13

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Everything posted by Darthplagueis13

  1. Just after the hotfix today which brightened the Orbiter a little I have seen both complaints that the Orbiter is still not bright enough (I'm honestly in that camp, the colours can look very desaturated in there) and that it is already too bright. I think everyone would be happier if they could just change the lighting to be in accordance with their own preferences. Surely a hyper-advanced interplanetary ship serving as someone's base of operators could have a little mood lighting?
  2. Why did you, then? Do you not recognize that what made tragedy good wasn't its damage potential but the fact that it didn't have a LOS check? That's what makes a frame a respectable nuke frame. Not needing to have every enemy right infront of you in order to hit them. It's why frames such as Saryn and Volt dominate Sanctuary Onslaught and any other made that needs fast kills. Also, you massively stifled tragedy's damage potential with the nerf to Pageflight already. I'm sorry, but this is a classic example of a balancing patch touching too many things at once and going way overboard in the process.
  3. I believe there's a Lotus voiceline about it, but it plays very inconsistently for some reason.
  4. So, with the most recent crime against humanity hotfix, Nezha's new Divine Spears augment was hit with the nerfhammer. 50% less base range on the ability, mostly in an effort to adress certain degenerate builds that could be used to nuke everything in roughly a 60 meters radius. Why do I think this is bad: Because it nerfs the wrong part of the playerbase. Endgame players have fairly comfortable ways around this nerf. Throw in a few maxed out corrupted Mods and compensate for whatever is left on the wayside with Archon Shards. However, for newer players who don't have all these mods maxed out and who don't have Archon Shards, this nerf simply means that the augment isn't worth using. The range you get with the augment and Stretch is so pityful that there's no reason to bother with it. If you want status application in that kind of area, get yourself a Diriga with Manifold bond. Before the nerf, building range for Divine Retribution was a good idea because it was powerful. After the nerf, building range for Divine Retribution is mandatory because otherwise it isn't worth using. How this nerf should have looked: "Reduces the effect of ability range increases on Divine Spears by 50%". That's how. This way, the augment would still provide a good amount of power at base, but it would be prevented from escalating as much. Nerf the peak, not the bottomline. Running Overextended and Stretch on it would be equivalent to running a level 3 Overextended on its own without the augment. Or simply put a cap on it. "Range is capped at 25 meters". That would also be fine. There's several options, and they're all better than laying waste to the base stats of the ability in a way that costs 120k endo to fix.
  5. Holy S#&$, half the meta that was about to form after Dante unbound is about to die a painful death.
  6. Well, we did half-win it. Killed the Hydrolyst instead of capping it, so technically the bounty was considered a fail. Surprised me a bit, too, because I thought we had enough lures, but maybe one wasn't properly charged. Either way, we were running really short on time so I couldn't go get another one at the end. But yeah, it would have been a lot more relaxed and have ended in a lot more living teammates at the end if those people had simply had the patience to wait for a res instead of pressing the button as soon as they went down.
  7. Just finished a tridolon this evening and by the end, I was the last guy standing. Everyone else had gotten downed over and over again and instead of giving someone else a chance to pick them up, they insta-revived. I get wanting to be back on your feet again rightaway and I also get that sometimes you don't wanna endanger a teammate by making them stand in place and wait for the revive to finish, but please, take at least a second to look if someone is moving towards you to revive and whether or not you can be revived somewhat safely. Also, consider the mission type. It's one thing if it's just a quick regular mission and you just got unlucky and don't wanna slow everyone down, but if the entire team is taking a beating and you know that you're likely to go down again, you gotta give a team revive every chance there can be, I'm gonna be honest: Failing a mission in Warframe just from a complete team wipe is hard (outside of specific mission types such as Netracells and Arbitrations), but spamming your revives is a promising method to do exactly that.
  8. In Disruption, unlike all of the other Lua Nodes, Sentients don't spawn in after a certain amount of time, but rather are triggered by one of the Conduit interference routines. However, their level remains the same across the entire mission. Last week, I played 14 rounds of it and by the end had enemies well above level 100, however the Sentients spawned in by the interference routine were still level 40, which is just the initial star chart level of Apollo. Made them feel a bit pathetic, ngl.
  9. Efficiency still works, but if you look at an ability in the upgrade tab, it doesn't show you the actual energy cost, it just shows what it is at base.
  10. After Puncture and Cold damage both received an extra effect in update 33.6, the only status effects that are well and truly pointless at this point are Blast (which had its five minutes in the sun before the shield restore archon shard was brutally murdered) and Magnetic. There's not much reason to ever use these, the only time you really see them put on a weapon is when people are gearing up for Profit Taker and trying to max out their elemental coverage. And it's not hard to see why: Magnetic is only good against shields and absolutely miserable against armor, meaning there's no niche for it against a faction other than Corpus. Even against corrupted it's really more of a downside since punching through shields with the wrong kind of damage is generally still easier than getting through armour with the wrong type of damage. Blast is just as niche, dealing bonus damage only to Grineer machinery, Infested Ancients and Murmur machines (which are generally the weaker murmur enemies anyways) and it's status effect is even weaker, being only a minor boon to survivability and only against ranged enemies. I think that just like Puncture and Cold, these two damage types just need an extra effect in order to be viable, maybe something that would give you a reason to run them even if you aren't up against targets that take increased damage from them. My ideas would be: Magnetic: Each stack of Magnetic Status additionally slightly increases the status chance of all other elements against the target, maybe up to 30% or 40% at max stacks. Might make it an interesting option to make primer weapons more efficient. Though it would still have to compete with viral since it also takes cold, so maybe we could use dedicated magnetic mods, just like the radiation mods added with Whispers. Blast: Every time a blast status is proc'd, a small explosion (without self-stagger! Otherwise melees with blast on them would be unusable without some kind of knockback resistance) occurs, dealing a portion of the damage of the hit that inflicted it in a small area. Basically, I'm thinking something simular to Gas, with the damage being maybe roughly equal to the damage of three or four tics of Gas. Less than a full Gas status will deal over its duration, but more within a short span of time.
  11. Even then, there's no reason why Machetes, Heavy Blades, Two-Handed Nikanas and Dual Nikanas wouldn't be included when regular Nikanas and Rapiers are, since they are all very obviously types of sword. And I mean, Sword and Shield literally has the word sword in it. Besides, that's only a matter of interpretation. As far as I'm concerned, this could still very much be about bladed weapons as opposed to blunt implements or ranged weapons.
  12. The describtion just says "Art of the Blade", however the effect is for some reason limited to swords, nikanas, dual swords and rapiers. Personally, I think it should just apply to any class of melee weapon that would typically inflict its damage with a blade (as opposed to, say, a hammer), so apart from the types it already applies to, it should also affect - Heavy Blades. - Daggers. - Dual Daggers. - Two-handed Nikanas. - Dual Nikanas. - Machetes. - Scythes - Heavy Scythes - Blade and Whip - Claws - The Ghoulsaw - Warfans - Polearms Not sure how I feel about Sword and Shield in that context because basically none of the sword and shield weapons in the game actually strike with an actual blade. Also, whilst we're at it: At least make the damage boost multiplicative to mods. 10% additive is basically nothing. That's half an unranked Pressure Point. Considering the passives you see on some other frames, I'm sure a true 10% damage boost wouldn't be game breaking. The attack speed can stay additive since that stat scales a lot less aggressively, but the damage boost is just so aggressively irrelevant it's basically just in there for flavour at this point.
  13. There's better options for energy economy these days. Energy Nexus has the same mod drain as Hunter Adrenalin and Rage and will generate 180 energy a minute and Equilibrium can be combined with Synth Deconstruct on your companion for a super steady flow of energy pick-ups.
  14. This is really a minor thing, but the drop from the Necramech demolishers, the one from the pity system, will overlap with the round rewards, making them quite obnoxious to see at times. Maybe don't give the pity currency you get up to 4 times a round the rare resource pop-up. I don't wanna have to go into my mission progress log to see what I've gotten.
  15. This is the same situation as with Nezha's controlled slide. It's not about the power strength, that's just an added bonus, it's about stopping a specific frame from doing something annoying. A lot of people still use base Excal over Umbra even though Umbra has better stats simply because they don't like his transference gimmick.
  16. Right, here's the thing: There's a number of ways of getting a new Riven mod, but transmutating Rivens is by far the worst. Not just because you are using 4 previous Rivens to do so, but also because you need to use an additional item to do so. Now, Riven Transmuters aren't that hard to get, since you're guaranteed two from Capturing an Eidolon Hydrolyst, but at the same time, why bother? Might as well just dissolve/sell those 4 Rivens and get a new one from handing in Riven Shards to Palladino, buy them from Teshin, get them from Steel Path Circuit or a few other ways. The only real reason I can see for using a Transmuter is if you're gonna fuse four Rivens of a specific type for a new one of the same type, but honestly since you already need four of that type, making you jump through additional hoops in order to fuse them just feels unnecessary.
  17. Even though it's technically a different companion, the game will just say you have the Shade equipped. Also, when I first played with it, the UI wouldn't update its level mid-mission, so by the end of the mission it was still being displayed as level 0 even though it was like level 6 or 7 by then.
  18. I mean, it makes sense that we'd lose out on radar effects that are on our Warframes such as the Enemy Radar aura mod or Ivaras Passive since the Warframe is disabled whilst you're in your mech, but companions still stay active. And I mean, you still benefit from it when you're in Operator form, so it's just weirdly inconsistent.
  19. I'm not 100% sure if that is a bug or intended, but it feels illogical. Like sure, the mod gets disabled when you do something where your companion isn't present or gets disabled (i.e. Titanias Razorwing or Archwing missions) but like, if I call down a Necramech in Railjack, an Open World or Albrechts Labs, that doesn't happen. My companion is still running around next to me, so it doesn't make sense that it would suddenly lose the ability to point out loot and enemies.
  20. When playing with a Loot Radar ability such as Primed Animal Instinct, Lohk Surges are marked as loot drops on the mini-map. Frankly, I find that quite annoying because I mostly use loot radar in order to catch everything when farming rare region resources, Void Plumes or Voca and activating Lohk Surges doesn't remove them from the map, the marker just stays there. I keep on going back to them because I think there's a container or pick-up I missed. Can we please give them unique minimap icons? I know there already are assigned Icons for Lohk Surges because they're used for certain secondary objectives in Holdfast and Cavia Bounties, so why not use those instead?
  21. Albrecht literally says in his notes that he tried to make changes. As for Teshin, how do you explain the cave, then? You think it was just always there with random Warframes and weapons sitting about, waiting for Teshin to find it, set up shop and guide the Drifter there? Not to mention that he managed to guide the Drifter into a tutorial area within the Undercroft. I don't believe the Drifter can create things they don't know about whatsoever, so I think it's pretty safe to assume that Teshin can shape Duviri as well, at least on a small scale. And Kullervo created a literal new island and added a new character (the Warden) to Duviri when he ended up there. That's not something that was in the initial Stories of Duviri. Hell, a few of Kullerovs crimes hadn't even been comitted yet when the Zariman incident happened. Which in turn is definitive proof that Duviri, whilst it may have initially been built from the Drifters conscious, is not entirely dependent on it and can be shaped by other unfluences.
  22. And then there's the fact that Duviri isn't entirely unique to the Drifter. We know that Albrecht Entrati temporarily ended up there somehow at some point, we know that Kullervo crashed into it and we know that Teshin found himself there as well. It seems unlikely that these people wouldn't have an effect of their own on the world of Duviri. Even if the Drifter created it, it's not in their head anymore, it's in the Void. The one-armed thing might have been conjured up by Kullervo instead, since he was deliberately working to bring upon the downfall of the Orokin Empire.
  23. When looking at the fissure mission tab, if one of the Crossfire missions (that is to say, one of the missions that have two enemy factions present at the same time) happens to be a fissure, it is merely denoted as "Crossfire" even though they can be different mission types. Personally, I find that somewhat annoying. A lot of the time, when I pick my fissure missions, I like to go for the quick and simple mission types. Crossfire missions are usually either Exterminate or Spy, and those are not made equal, with Spy missions having a lower enemy density, often taking place on a much bigger map with the vaults far apart, and being much easier to fail. Typically, I would take an Exterminate any time, but I would only queue up for a Spy mission if the only other mission types are either all endless or mobile defense or I'm trying to open a specific relic and this is the only fissure of that type available. I just wanna know what I'm queueing up for ahead of time. Knowing the mission type is much more relevant compared to whether there's gonna be one enemy faction or two.
  24. Like, seriously. There's dozends of those creepy little nursery-rhyming brats all over the place, especially in Kullervos Hold, and I don't think I've ever seen a single one with both their arms, they all seem to be missing their right one. Do you think they're born that way, or are they all like, convicted thieves?
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