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Alienami

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Posts posted by Alienami

  1. This is in reference to the conversation from Quite Shallow's dev interview with Rebecca.

     

    There was a discussion towards 70%? or so into the video on how to turn unwanted warframe and weapon parts into Evergreen rewards.

     

    I believe the best way to do that is take the Prime Junk system with Baro and allow people to convert Non-Prime Junk into a new currency.

     

    This should allow you to balance the Evergreen system and by making it a Shop instead of changing loot tables it will be far easier to implement on that end.

    You could assign custom currency trade-in values on parts, or use other ways to tweak to prevent speed farming, if needed.

     

    This would be amazing to tie in with Maroo's Bazaar.

    It could breathe more life into her relay and I really enjoy her as a character and want to see more of her.

     

    ✌️

     

  2. 1) The Catchmoon NEEDS more Magazine, 10+ on the small side and 30+ on the large... automatic shotguns have higher magazine capacities than semi-auto shotguns for the same reason automatic rifles have higher capacities than semi-auto rifles... without that, it feels really bad and not even like an automatic shotgun.

    2) If you are going to make us use "energy slug shotgun rounds" (compared to what Pistol and Arca Plasmor are like), you need to consider ways to buff the AOE in some way beyond piercing (because there is a MOD for that!) and make the slugs "Astilla" explode for each target they pass through as a unique mechanic... a hybrid of slug and exploding shotgun shells.

    What this would do would be allow you to line up down hallways for shots or cluster enemies with powers and for each enemy it goes through there would be an AOE that would help chain kills... instead of using the width of the projectile plus punch through as the Pistol variant does. (Just make sure the cone blast is big enough to matter in average hallway situations.)


    For the Astilla explode... should somewhat copy the feel of the dude in  Avatar: The Last Airbender  that could shoot a Fire combustion attack from his Forehead/fire bending tattoo... the 3 loud pops and the big boom at the end, very satesfying and interesting, so use that for VFX and SFX ideas...

     

    • Like 2
  3. I honestly like Revisited stuff in general, but I may not always agree with the changes made... like Gas.

    But, revisited content, changing how stuff works a bit, balance changes, etc.. are my favorite patches because I enjoy the gameplay and having toys that don't suck means I can have more fun, but I also like making strong builds and this gives me more options.


    Y'all need to make all IPS damage similar to Slash in effect, but only ideal against one faction.

    This will buff a lot of weapons from "trash tier" to "Wow, this is great against X faction!" and give more variety and allow easier balancing, hopefully, because Slash dominance is a HUGE problem for the game balance and variety.

    Grineer should be weak to Puncture (150%) -> Impact (100%) -> Slash (50%)
    Infested should be weak to Slash (150%) -> Puncture (100%) -> Impact (50%)
    Corpus should be weak to Impact (150%) -> Slash (100%) -> Puncture (50%)

    So to explain briefly using one faction: Corpus, logic being shields have a large surface area so impacts against it would drain more power, electronics tend to be sensitive to shock, and their ballistic soft armor not protecting from Impacts at all, some against Slash and a lot against Puncture because like Soft Body armor today it catches the bullet like a net.


    Basically, I think a Rock Paper Scissors approach to overall balance in factions and weapons and frames against factions, is a good idea; simple but effective and encourages more diversity and is easier to balance because of rules.

     

    Bane Mods should be changed to reduce faction damage resistances to that IPS type. This pulls back Power Creep and allows people to brind their favorites more often.

    Example: If say.. Slash is ideal for Infested (150%), okay for Corpus (100%), and crap against Grineer (50%, they wear tons of hard armor, duh!) than putting a Bane of Grineer would take the weapon from half damage to 100% or normal damage and a Primed Bane mod would take it to 125% or something.


    Armor... declutter: each faction gets one type and only 1 type, but the intensity of it differs by enemy type or rank in the case of elite and boss-types. The intensity of the armor will be colorized to a standard across all factions. Probably 3 tiers.

    Armor should probably influence CC types and their effectiveness, making a way for you to allow for more Status based stuff to shine without trivializing as much.

    The armor should also reduce frame powers and weapon damage types, but not as much if any if they keep to the RPS design and bring good choices, than they will hardly notice. Nullifiers should be modified as a result.

     

    As it stands, each faction has their scaling survival gimmick more or less figured out: Grineer, Armor. Corpus, Shields. Infested, Health and Speed. Sentient, Adapting.

    I propose some tweaking to Sentient: They should be a blend of all the factions due to RPS theme and should be in the "middle" of the triad of factions, so something like: 25% Armor, 25% Shield, 25% Health+Speed, and then their Adapting, but probably toned down.

     

    Elemental mod blends should be made into their own single card, but have a limit of 2 elemental cards in a weapon for balance, no "Rainbow" builds like in ancient Warframe days but still allows people to make the combinations they want and need.
    This is crucial for balancing a lot of the weapons you have now so we don't have as many "Trash Tier" because of optimal damage types that are only possible on certain weapons.

     

    I have had ideas last year for putting the Elemental mods into a RPS layout that makes sense and easy to remember, but I kept running into issues of elemental combinations breaking the pattern and having a odd number or whatever, as I recall I added Void Damage elemental mod to fix that bit but didn't drill down and solve the re-shuffle and honestly gave up because I knew I was wasting my time, because I didn't think Digital Extremes genuinely listened anymore.

    But to give the gist:  I had the idea to make the current elemental system easier to understand and remember by following a formula, like that if Toxin was the base mod for countering a faction's scaling, i.e. armor (corrosive), shields (magnetic -- problem, no toxin), health (viral -- problem, no heat)... then you add-on the damage element good for a specific faction, like Heat for Infested, would yield an anti-infested elemental and you didn't need to reference a Wiki to do it once you know the simple formula.

    There was also a RPS Faction based AOE Damage element.
    So, Explosive best against Infested, Radiation against Grineer (Would be changed from Confuse to a AOE damage), Gas against Corpus (a Nanite Gas would bypass shields and get into machinery).

     

    Back to weapons: We IMO should be changes here also. Weapon Mastery rank should matter, but I think you really missed out on how Rivens work and their function.
    Rivens, in my view, should be to make MR 1 weapons somewhat as good as MR 12 weapons.
    They should at higher MR likely just make the weapon more comfortable, reload speed, magazine capacity, stuff like that and not insane damage.
    Why? Because 1) Power Creep/Game Balance, 2) Reward and Respect player weapon investment, 3) More options is better...and 4) Waiting around for an objectively better version of a weapon is annoying and is off-putting.

    This means Rivens don't get balanced based on popularity...but MR rank. So, you know when you invest in a weapon its viable forever and if you buy a Riven its not going to suddenly get nerfed hard.

    Then, you can create a balance framework. When I worked on Marvel Heroes' White List, we balanced characters based on specific test bosses in their version of Simulacrum and their time to kill that enemy.

    That was good, but then they came up with a design framework for balance that sped up their balancing. Their framework to help determine the base stats of an ability based on if it was Single target short range, single target long range, cone attacks, PBAOE, melee AOE, ranged AOE, etc.. and then from there it was tweaked until it felt good and was balanced.

    The goal was to make everything keep its uniqueness but ensure nothing sucked either, and it worked very well and the game did well with those changes... and I think Warframe could and should do similar for weapons and you can see elements of this already, but doesn't seem to be as rule based.

     

    Also, for Railjack, I was thinking maybe you need to maybe make Ship Hazards scale... if you ignore a Fire, it increases a tier, with 3 tiers, and the higher the tier the worse it becomes.

    Railjack needs a lot more UI work done, like for the ship to indicate what is going on, where and why, even remotely... there needs to be intruder alert UI element especially.
    You need to give the players the info they need to handle situations, and if you do that, you can make the situations more interesting and dangerous, and incorporate a lot of cool elements we see in shows and such.

    I personally can't wait to see Railjack in a few years from now, I like space stuff and want to crew a ship with other players and wish more games had stuff like that... but yeah, you need to go back and fix Warframe's core game some... after 7 years, y'all need it... and we the community are more than happy to help, because we love the game also and have invested a lot of money as well as our time, so obviously we don't want the game to die... its time we got real with each other and work this out like a family.

    • TYPE: UI
    • DESCRIPTION: My ESC menu to Equipment to Arsenal fast travel was GONE... "ARSENAL" removed from UI, had to manually walk to the aresenal on personal Orbiter.
    • REPRODUCTION: No idea, had just been doing ground runs with random people, then tried to do railjack event with clan and kept getting dead instances and team quit and re-joins and then did sortie then got more failed to join squad stuff.
    • EXPECTED RESULT: To be able to fast travel to Arsenal.
    • OBSERVED RESULT: The button was gone.
    • REPRODUCTION RATE: No idea.
    • VISUAL:
      LQIQhmX.jpg
    • TYPE: In-Game
    • DESCRIPTION: Mag seems to bug the Ground boss fight with her 2/Magnetize. I think its breaking boss stages directly or indirectly by bugging the Sentients in Magnetize.
    • VISUAL: Boss tends to close his weak spot and never re-opens or re-opens after a long pause.
    • REPRODUCTION: Cast Magnetize on Sentient enemies and touch boss with bubble of Magnetize, may require large (305%) range/mag's arcane helm. The Flappy Sentient with battery belt bubbled next to boss or one of the crosshair marked smaller ones.
    • EXPECTED RESULT: The fight shouldn't have permanently stopped... or NOT have a like a 2 minute delay with no sentients alive before boss can be harmed.
    • OBSERVED RESULT: Boss fight broke, people went to exit.
    • REPRODUCTION RATE: Doesn't seem to happen all the time (2 out of 4 Mag runs), may be a timing thing or which part of the boss fight stage it happens on or maybe which Sentient type Magnetize is cast on.

      I tried to NOT bubble infront of the boss to NOT troll team attacking boss weak spot because I have 305% range... but when it was just me and a Mesa Prime it didn't matter so the bug occured more.
  4. 2 hours ago, Yxivi said:

    OP clearly said "blue damage ticks from Gas damage". 
    In OP's 2nd response they even explained the old behavior of gas proc and said "now its just "Gas" damage in area".
    OP understands that gas proc no longer creates toxin cloud but is still probably under the impression that the *now* gas cloud will behave like toxin (bypassing shield), but gas doesn't behave like that.

    I didn't see in the notes that Gas had been changed, then I read up on it via the Wiki... the change to Gas is a bad nerf in its damage output and viability unless you have room for another element to either add more DOTs or use Magnetic to neutralize shield recharge..

    And the fact that a "Gas" cannot go through an energy shield, but a toxin fluid slapping against the shield can, is baffling... I mean, I can contrive a scenario where the shield repells it through use of the electromagnetic field / charge particles and such... but then that same logic would apply to a fluid on a shield that can stop basically all damage and projectiles and particles...and since Gas is allowed to hurt robots, it would logically eat through their filtration system the Corpus may or may not have as well.

    If anything, they should make Explosive Damage do something useful on repeat attacks, make it good in some way against Shields: the shield would be weak to explosive damage because of sheer amount of energy / the pressure wave hitting it, thereby overloading either its ability to stop such a surge or to recover from such a surge... then people could run AOE explosive weapons modded for magnetic and toxin damage. 🙂

  5. No, it definitely used to bypass shields...

    It used to force Toxin damage in an area... now its just "Gas" damage in area... so I guess this isn't a bug, but a nerf.

    Gas without Magnetic is pointless for Corpus... Magnetic helps it not suck by disabling shield recharge or whatever it does now.

    So, now we *have* to do like other factions and mix Gas with something, be it mod or weapon innate element, to get stuff like Gas + Rad for Infested, Gas + Fire for Grineer. Or at least do Gas and Slash or something to put enough pressure to get through the Corpus shields.

    https://warframe.fandom.com/wiki/Damage/Gas_Damage

  6. Sounds amazing!


    Though, "battle passes" vex me and I strongly dislike them, but that is primarily due to the paying for them and the time frame to achieve the goals... It punishes people with 1) limited income and 2) limited time.

    This has neither of these issues, it seems.

    So, as long as the time allowed to achieve the weekly stuff is sufficient, than I see no problem and fully support it. ❤️🤘

     

    Also, I would like you to add a similar system to elite alerts, and include riven slots and boosters into the evergreen rewards there. 😉

     

    My friends who are iffy on Warframe will undoubtedly be very happy with these changes as well, because cashshop items such as slots and Catalysts and Reactors being basically impossible to really grind for due to pure RNG, and slots being a grind for stuff to sell plus trade grinding, so I will have a far easier time scheduling play sessions with them and us all getting those sweet sweet rewards we want or need. 😁

    And, if the story is fun and engaging, they will also be more inclined to get into the game more, grinding to grind so you can grind to grind, hard to sell people on. 😣

     

     

  7. So, I activated my Ult on Akkad, didn't have much Edginess (BTW, do not enjoy this negative-feature of blocking a objectively sub-par damage ult behind a meter mechanic; edge meter to buff damage, would be better.) because its difficult get to the edge against Infested on a Strength build, which is where and how you would want to use the Ult in the first place...

    So, I think I got knocked down or grabbed also, unsure, both happened a lot, and then I was back to my Prisma Twin Gremlins I was leveling up but I couldn't use ANY abilities, including Transferance.

    So, I jumped off the map to try and reset it. I believe it did, I forgot to check, because I went to go whack some Infested with my Cobra & Crane.. and was confused why I was going all Air Bender instead of whack-a-mole... and I checked and yes my Ult was off. But, I wasn't using Energy, either.

    It was fun, and since I wasn't able to fill my Ult restriction meter elsewise with my build, I had fun using the Ult and messing with it.


    Having the Ult happen on Quick Melee was an interesting feature. 😛 Not overpowered, actually, was struggling to kill the infested in a single hit, outside of critical hits. It also pushed them away only, since I couldn't block to do the Vacuum variant of attacks.

    Was on wave 10 or so, left at 15. Here I am to report it right after.

     

    Note: My Prisma Twin Gremlins would appear and vanish, and the blue ultimate energy graphics were on my knuckles during all the bug, as seen here: https://i.imgur.com/adkuak2.jpg

     

    If I figure it out more, I will post more data.

  8. My biggest complaint about Khora is her 2 / Entangle, enemies die too fast to make use of, except for Bursa's or Bosses and such.

    Wish I could target the ground, like with Nidus' grab move.

     

    And yeah the Defense Venari stance needs changing, damage reduction sounds nice.

     

    And making the heal mode into an aura would be nice.

     

    Other issue is Venari's A.I. and her vanishing or getting stopped somewhere.

  9. So, kind of wish you all would give us text preview of Warframe kit ideas first; sometimes things aren't home runs and we are more than happy to give earlier feedback to cut down development cost and time... WE ALL LIFT TOGETHER!

    Very sad she doesn't make any effective use of those deadly wing claws and her kit and passive is lacking as a gore frame, in my opinion...she has these huge things on her and does almost nothing with them?! 🤔🤔🤔🤨🤨🤨

    Also feel a Hela vibe (from movie) would suit Garuda well and seek to incorporate that in her attacks and provide that sexy slayer vibe.

    Seek to allow her to be used as a run and gun frame or a Exalted weapon frame...

    Overall, giving the fans what they want and imagined.

    (Note: I imagined this without reading around forums since I am on my phone, sorry if I also thought of same or similar ideas.)


    Passive: Blood Lust

    I think she should get something like a "Blood Lust" passive; Like Nidus' Passive / kills give stacks, stacks give ability power... they decay over time like melee combo counter with decay...bonus the bulk of the coding already exists.

    They would be consumed by activation of abilities, costs varying, activation of abilities without enough stacks, it will consume health from Garuda...a price must always be paid in blood, but this will make her more unique as well.

    //Optional, maybe have Slash and High Gore and Critical attacks could feed counter faster, or maybe make them required to trigger full reward thus giving her more flavor?//

    Keep the cute Blood Ball but also add a screen element perhaps.
    ...most of all, give it a voice...a voice that calls out for blood, sounding like Man In The Wall, but a female void demon or something... laughs, moans, quips...demands for more blood...
    (This voice is in her head.)

    This could also serve as an audio cue for when your low or empty on blood so you know you're hurting yourself and for when you're overflowing with blood.

    That would scale well and fit the theme and alleviate issues with healing her and being too squishy / needing low health to scale.

    The low health passive can be too easily griefed in squads and seems difficult to get right for her since she doesn't seem very tanky.


    Impaler - 1:

    Repurpose the bloody impale move showcased on dev stream here.

    Click: Melee range, impale a single enemy, provides a lifesteal healing and blood tether; feeds blood resource, low blood cost, smaller but fastest blood gaining move.

    Hold click / release to fire: Aims her left arm... fires bone javelins in a cone that pin enemies together and then to a surface, like Excalibur's javelin attack.
    Blood tethers feeds more blood resource but costs more blood to use, slower than first in gain, but gives more overall. (No heal on this attack.)

    Enemies that don't die outright will be inflicted with a bleed proc and temporarily CC'd by the spears until spears dissolve.


    Bloody Barrier/Bulwark - 2:

    The bone / blood shield is interesting but feels lacking, because a shot to the back in Arbitration by a hard hitter and its G-G-Game Over in Arbitration mode.

    A ball shield of blood and bone like Nezha would be more ideal, and the coding already exists, so graphic changes are the only heavy change here, include HUD element like Nezha.

    * Moderate blood and energy cost to turn on.

    * Consumes blood resource over time but no energy / doesn't stop energy regeneration.

    * Castable in Ultimate.

    * Shield scales in damage reduction the lower her health is, but it will also scale off the "Blood Lust" passive.

    * Always prevent a one-hit death at all levels, but it will consume blood in the process, like Nidus' resource.

    Also, can she not one-hit kill herself with AoE weapons?
    ...So mad Nidus can kill himself despite having stacks...so annoying and weird.


    Sanguine Sadist - 3:

    Her current ultimate now repurposed; that bone spear blender move, works mostly as it does there but now a click ability with a very high blood cost since this is a supplemental damage and resource gathering ability;

    * Castable in Ultimate

    * Randomly fires a bone javelin at a larger range than "melee" radius of ability.
    This can like other javelins hit multiple enemies, and fuels blood resource.

    * Allows her to use weapons or her new ultimate with this click ability.

    * Enemies killed by javelins have higher chance to drop health orbs, for allies.


    Give her a sassy saunter walk like Rob / AGGP mentioned on his channel, carry that over to her ultimate with wing claws out, too, but different in that mode as she also holds the claws out as she moves in an elegant but menacing way.


    Sassy Slasher - Ultimate:

    As above in previous ability, incorporate a sassy saunter while this is active.

    Make her fourth ability an Exalted weapon.

    * Small blood and energy activation.
    * Consumes blood resource and energy per second.

    Left click: melee attacks with her deadly wing claws, with small life steal and small blood gain per kill, like Valkyrie's Ultimate, but slower attack speed, bigger arcs of attack.
    * Enemies get shreded, lots of gore, side benefit; synergies with Nekros.

    Alt Fire: Execute; that instant kill attack you showed off on dev stream, provides rapid blood resource. Also make it a gap closer.

     

  10. I have been using explosive weapons in Warframe for as long as they existed in the game... my favorites being Lenz and Phantasma.

     

    So, here is where a lot of you are wrong...

     

    Lag spikes due to non-dedicated servers that  can mismatch locations of entities, random movements by teammates and the always common suddenly Kavat/Kubrow in your shot because they used an ability or ran at an enemy or returned to your side, et cetera,  et cetera...

    In such an environment "g3t g00d" logical fallacy mentality doesn't and cannot apply unless you're able to predict the unpredictable nature of:

    ...the server,  ...your internet connection, ...the battlefield / future movements of every friend and foe on and off screen...especially if people can literally teleport or zoom past you in some way from anywhere in a line of sight...

     

    And if you're somehow a person who poses tremendous luck or godlike forsight... well, congratulations on being you; a unique individual with supernatural powers or talent in a sea of average people who are not you...who statistically, rest around the middle of the Bell Curve.

     

    So, to summarize...This mod is bad; doesn't fit the intent of its design, and outside already tanky or immortal frames and/or low damage weapons people don't like as much...it fails to do its job of making the user any safer other than maybe in their imagination.

     

    Hopefully the developers take note and make changes, because I do love to blow crap up in the game but don't always have the best luck or super human skills of a gamer god and would like to use this in Arbitration mode where its presumed to be aimed at primarily being used.

  11. Having played Arbitrations now...I REALLY want to simulate a similar environment.

    I need to bring Helios and scan up these drones, for starters...but also wanting a endless spawn toggle for the enemies I selected.

    Those drones are a huge game changer... annoying more than anything though.

  12. 16 hours ago, BL4CKN0ISE said:

    Did anybody ever see this Tavier Corsair video? It got me really excited when I watched it because he was talking about this.

     

    I did actually see this recently, and yeah, it played a role in my making this post, as did the Simulacrum nerf, which was the instigator for me to get off my booty and post.

    I definitely want something like that, I really enjoyed in a certain super hero game that got shelved, they had a mission creator... and I definitely utilized it for farming with a min maxed build and mission synergy.

    I filled it with enemies I could easily tank due to damage type, then flooded it with enemies of highest level, herded them up and AoEed them all down...it was still a challenge and it was a ton of fun.

    Whenever the devs would nerf something and say "No, one person isn't intended to do that content alone!" I would find a way to keep doing it... hahahaha and I loved the game of cat and mouse.

    DE has taken the cat and mouse game of smart vets decently, but hopefully they let us entertain ourselves in new ways...I really want more hard content and I am very excited for the Elite Alerts!

    Which is another fine reason to add these Simulacrum changes...people will really want to practice for these one life alerts, so they don't have to just bring boring and hard to kill builds or max range high damage glass cannon builds... but a variety of Warframe and weapon builds to keep things interesting. 😁

  13. 47 minutes ago, modalmojo said:

    I remember quite a while ago they mentioned that the dojo owner will have the ability to design a mission for the clan, something like that.  Anyone remembers that?

    Hmm maybe, I think it was Dev Stream before last?

     

    Also, updated main topic with quick fix idea for now until more advanced changes can be done.

  14. 19 minutes ago, Kyoketsu said:

    In a way, it is a good idea. With some tweaks, it can be implemented. But for the purpose of testing to, say, endless missions, the missions themselves would work way better than any kind of simulation.

    Specifically because there would need TOO many parameters to repeat the experience of the tileset gameplay (e.g. enemy spawn, spawn rate, etc.), to a point that wouldn't be worth it. Just run Simulacrum in a way that you can test some levels with some enemies for testing, but go for the missions to the true challenge.

    Well, about that, fear of the unknown is natural for the human being. But we can overcome fear with knowledge. Reading, and mainly asking people around about the stuff you're insecure about, will help you way more than any kind of simulation. The community is your friend!

     

    I'm a beta vet and science nerd, want to do a lot of Simulacrum stuff, I was giving a more broad reason for them to add it, new players, not just bored and nerdy vets.

     

    And approximate is fine, just having more enemies coming is the main issue, instead of having to run to console and manually spawn more.

    They could also just add a toggle for now that replaces killed enemies with new ones at the spawn zones...

    That is a far simpler / faster way to code it and make people like me much happier sooner, and new players also who are trying to learn and not practice hitting "Simulate" every 15 seconds. 😁

     

    Then when time permits improve the Simulacrum, as it should be to help test Archwing if they really want to expand space combat, but other reasons to give it some changes could be thought up.

  15. Just now, Oreades said:

    Seems like interesting additions but can we get Simulacrum access from the Orbiter before we go adding a bunch of other stuff?

    Some day, ideally... but that is just an annoyance not an inability or lack of functionality to cater to end game and endless missions minded people.

    People say end game is just fashion frame... really need to help ease people into new content they fear they aren't ready for, let them test snd figure it out and build confidence to do it.

     

    Friends of mine had a similar experience with Eidelon hunting and realizing after doing it was fun and not impossible for them to do.

  16. Well, I was thinking just use Sim map, but loading a specific tile and enemy... would be easier for them than redoing the Simulacrum map.

     

    But then again, they have all those Mastery Rank maps to use also...

     

    But who wants to waste an hour or more to reach a sufficient difficulty to do 5 minutes of testing before you realize it isn't working and have to start over?

  17. "Fixed being able to spawn more enemies/crash the game by spamming the 'Simulate' button in the Simulacrum."

     

    Can you please give us the ability to simulate specific game modes?

    Examples...

    Simulate Survival with level 150 enemies... they spawn indefinitely and varied as they would in that mode and not the chosen specific enemy custom roster of just 20 cap.

    As well as: Defense, Exterminate, Capture (including the Capture target), etc.. what makes sense to add.

    Some stuff is hard to test with a limited supply of enemies... like melee combo counter and Khora's whipclaw augment, etc.

    Then the current mode would be labeled as Custom Simulate, and the new to Endless Simulations.

     

    Or... simple fix for now, add a menu TOGGLE to keep spawning enemies, replacing dead with alive at the cap of 20.

    Please... thanks... ❤

  18. The visuals for Atlas should be toned down to obscure less, otherwise you are going to see a lot of Atlas players forced to use black for energy color.

    Questions: Is the energy per second going to be modified for Petrify? Or will Rage work with petrify?

    Also, I am not sure if leaving the movement penalty on is wise -- there are still times when you can't find a enemy to Landslide towards, as example, plus WF is a fast movement game, which may handicap his pick rates on content besides more stationary missions.

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