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MzKsG

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Everything posted by MzKsG

  1. Yes, of course, since every frame now has its own Signature Weapons, why not patch the old ones, are they not worth it? I actually don't like the Signature Weapons design itself though, after all, it severely limits weapon play, but the thought that it's there and some frames have it and others don't makes me feel unbalanced. (Forgive my OCD).
  2. In fact it's a good solution since titania can use digging guns and and fishing forks or other props while razorwing, so it stands to reason that just allow batteries to get the magical shrinking feature from the galaxy of origin as well. :)
  3. In open world, warframe can also interact with batteries or consoles in Archwing mode, which was not possible at first but was optimized in subsequent updates. So when will titania also get this optimization and be able to open doors and pick up batteries while razorwing? Yes, of course I know I can use the operator to do these things, but it sounds irritatingly like a pilot in a fighter jet who has to land at every checkpoint he passes.
  4. Titania's tribute skill is truly a disastrous interaction design, with 4 gains needing to be released four times in a row, and needing an enemy as a target in order to release it, and also requiring the player to pick up that soul in order to get the effect. I don't know for what reason DE designed this mechanic, maybe they thought it was cool in the first place, but it actually causes endless pain to the player, who obviously wants these gains, but has to perform a series of ridiculous pre-actions every time, like a shaman dancing.
  5. This has been a long-standing issue that has troubled me. However, this problem has been raised by many in the past, and there would often be replies like 'Titania shrank, can't XXX, that's normal.' Over time, such complaints have become less frequent. It's not that people have stopped complaining, but rather, they realize that complaining doesn't seem to make a difference.
  6. The issue here is that, for instance, Zephyr's passive ability only works when she's in the air. While Zephyr can't be in the air throughout the entire mission, her specialty is aerial combat, and she tries to stay in the air as much as possible. However, for Titania, her jump-enhancing passive ability only works when she's not in her flight mode. Yet, Titania's specialty is her flight mode. While she won't be in flight mode all the time, most of the game time demands flight, which significantly hampers the efficiency of this passive ability. In fact, the reason I didn't initially mention the issue with Tribute is because I always replace it. I dislike its cumbersome operation, so I simply don't use it. Furthermore, apart from the issue of its cumbersome operation, its aura effects are fixed, which also limits the potential of this ability. While in some configurations, this might be a good thing. So, I believe a better solution would be to allow her Razorflies to function as actual moddable companions, but DE may not share this perspective Every time I bring up this 4 health per second recovery, it reminds me of Citrine's passive ability. Combined with the underwhelming jump passive, I can confidently say this is one of the few abilities in Warframe that has been entirely outclassed. In fact, what I hope for is that this ability becomes easier to trigger. I believe that accumulating control over a certain number of enemies to trigger the effect would be much more flexible than the current requirement of simultaneously controlling multiple enemies. This way, I wouldn't have to decide whether or not to use the first ability just because there aren't enough enemies to meet the four-enemy requirement. I believe we can take a cue from solutions applied to frames of a similar nature, such as Gauss. Gauss likely faces similar issues, even though his pets don't disappear. He, too, deals with constant high-speed movement, requiring his pets to teleport continuously. Perhaps we can find some answers there.
  7. This is similar to Wisp's special ability mods. However, Titania already has four special ability mods, so DE might not adopt this suggestion. Nevertheless, I agree with your idea. Using Titania's Tribute is indeed quite cumbersome, and, without exaggeration, it provides players with ample negative feedback. DE should find a way to address this issue.
  8. The details I checked on the wiki seem to indicate that the range buff only applies to the first ability, and not to other abilities. A 10-meter range is indeed manageable indoors to simultaneously control four enemies, but in larger, open rooms, unless there are other skills to group enemies together in advance, meeting this condition isn't as easy. My suggestion is to change the condition from simultaneous control of multiple enemies to accumulating control over a certain number of enemies, would that be a better option?
  9. Titania is my favorite and most frequently played Warframe. While using her, I've noticed some issues. Though these issues may not warrant a rework, they still have a somewhat negative impact on players. Firstly, Titania's passive skill doesn't synergize well with her other abilities. Just like Nezha and Mirage, these passive abilities don't quite match the style and synergy of her other skills. Hydroid had similar issues in the past, but his rework effectively addressed this. Secondly, the special function mods for Titania's first ability are underwhelming. While the idea of single-cast ability hits on four enemies providing energy recovery and the promise of increased range for the next ability seems promising, her first ability's base range is only 5. Even with a passive range increase, it remains challenging to meet the requirement of hitting four enemies with this instant-cast ability. In actual missions, it's rare for four enemies to be in close proximity, making it effective only in scenarios with specific enemy spawn patterns, like survival missions. Lastly, and most importantly, Titania's pets disappear while she's in her flying form, replaced by a maximum of 10 drones. For a long time, this wasn't an issue, but with the recent pet system overhaul, the balance has been disrupted. Unless Titania's pets are allowed to remain or these drones become alternative moddable companions for her, it feels like an unfair situation for Titania.
  10. While flying, Titania's pet is disabled, which puts Titania at a clear disadvantage compared to other Warframes, especially after the recent update to the pet system. Additionally, in the Endless Kuva (I'm not sure if this is the correct English translation) mode, exalted weapons cannot have individual mod configurations selected.
  11. When Titania activates her fourth ability, her companions disappear, and the status bar turns gray. In the past, when pets didn't contribute much in combat, this wasn't a significant issue. However, with the recent changes to the pet system and their ability to provide numerous buffs, Titania seems to be missing out on the benefits of having a companion. I chose Titania primarily for her ability to fly, but losing a companion feels like a significant disadvantage. Furthermore, while it might make sense for Archwing mode to not have companions originally designed for space combat, it's perplexing that Titania loses her companions even on standard maps. The alternative provided, those drones, are disappointing. In slightly more challenging modes, they quickly get destroyed and don't have a self-revival feature. Now even that pets can be revived indefinitely, it's cumbersome to have to toggle the fourth ability or keep using the second ability to revive them. It just doesn't seem very practical.
  12. However, since they already exist now, and some frames have them while others don't, either all of these special buffs should be removed, or it would be appropriate to provide weapons for frames that don't have them.
  13. Since the Zaliman Update introduced a new arcane that allows players to restore a certain amount of health when using energy-consuming abilities, Garuda can achieve infinite energy using this arcane and specific configurations. She continuously uses abilities to restore health and then converts that health into energy. This doesn't provide a significant boost to Garuda's own abilities, but if Garuda replaces certain abilities (such as Gauss's abilities) using Helminth, she can practically stay in one place and finish the game. So, I would like to know if this is an intended game feature by DE. I don't want to invest time in building such a configuration only to have it patched and wasted.
  14. In fact, these bonuses that only take effect when used by specific frames are more like an identity verification. DE cannot provide a weapon with a very powerful buff, as it would truly make that weapon the exclusive weapon for that frame.
  15. I believe the best solution is not to introduce a weapon with specific bonuses for a particular frame, but rather a weapon that is extremely well-suited to the unique characteristics of that frame. For example, the recently introduced Kullervo frame has a signature weapon that synergizes perfectly with its melee specialization, allowing it to stack melee combo counter rapidly. This alignment between the frame and its signature weapon is ideal. Therefore, for frames that were released without a corresponding signature weapon, could DE consider providing them with such weapons?
  16. I understand that this is not a bug but rather a deliberate game mechanic. I just want to understand why DE doesn't allow energy to regenerate continuously while channeled abilities are active. Is it based on considerations for optimizing game calculations or for game balance? Is there a possibility of future changes to allow continuous energy regeneration during the activation of channeled abilities?
  17. We have become accustomed to the release of a new frame being accompanied by their own companion weapon. However, not every frame has been fortunate enough to have their own companion weapon, especially among the early releases. So why not compensate for this?
  18. Arcanes not only provide damage bonuses, but they also offer new configuration ideas. For example, there are arcanes that enhance damage based on status effects, headshots, or consecutive kills. With different arcanes, a weapon can have different configuration ideas and more gameplay possibilities. I believe Exalted Weapons should not be isolated from these options.
  19. As we all know, Titania's 1st ability is a quick, small-range control ability with a short duration. Its design intention is undoubtedly to limit the output of high-threat enemies and swiftly eliminate them. On the other hand, her 3rd ability has a wide range and long duration, resembling the broad control abilities of Khora and Vauban. Therefore, it seems fitting to swap the effects provided by enhancement mods. Enemies hit by the 1st ability should receive increased damage, making it easier to swiftly eliminate high-threat enemies. The 3rd ability, on the other hand, would benefit from enhanced range and energy restoration (of course, modifications should be made based on the characteristics of the 3rd ability). In conclusion, it is hoped that the effects of these two mods can be exchanged.
  20. Your idea is interesting, but it's not realistic because Titania's butterflies actually serve as a replacement for her companions. When Titania activates her fourth ability, her Kavat, Kubrow, or other companions are frozen, and the butterflies take their place. Unless DE makes modifications to allow Titania's companions to coexist when her fourth ability is active, it won't be possible.
  21. In fact, it's not just Nova and Rhino; many Warframe abilities feel like they were added as an afterthought, particularly their passives, which are often quite underwhelming. Speaking specifically about passives, I find Inaros' passive to be rather standout and intriguing (although it can still be ineffective in most situations due to numerical issues). Another notable example is the passives of Vauban and Lavos. They go beyond mere stat enhancements and actually become integral to the mechanics of these frames.
  22. Is it true? I haven't noticed. But I suppose that might not have been their original intention. What I mean is, if they allow Exalted weapons to benefit from Arcane effects, they could simply permit the installation of Arcanes directly on the Exalted weapons instead of borrowing them from other weapons.
  23. In fact, DE may have regretted designing Exalted Weapons. Whether it's the early physical-type Exalted Weapons like Excalibur's Exalted Blade or Mesa's Peacemaker, or the ability-based Exalted Weapons like Gara and Khora's whips, they not only benefit from power strength mods but also from weapon mods, making it challenging to achieve balance. It is possible that as a result of this, DE changed their approach and introduced non-ability-based Exalted Weapons with Garuda and Sevagoth.
  24. I've been wondering when Exalted Weapons will have the ability to equip Arcanes. Initially, I believed that Exalted Weapons were designed to be powerful but energy-restricted super weapons, akin to the guns found in supply drops in APEX. These weapons boasted significantly higher stats compared to their counterparts but were unable to replenish their ammo. Similarly, Exalted Weapons were meant to exceed regular weapons in terms of raw power but required energy to sustain, preventing continuous usage. However, with the continuous updates, enemy enhancements, and the introduction of new weapons, some Exalted Weapons have fallen behind in terms of their effectiveness, especially in Steel Path missions. Therefore, I believe it would be worth considering allowing Exalted Weapons to benefit from Arcanes as well, even if their energy consumption is adjusted to maintain balance. I don't expect Exalted Weapons to become a fourth weapon that can be used throughout an entire mission, as that would undermine the significance of other weapons. However, at the very least, I hope that during decisive battles, Exalted Weapons can exhibit their true potential with the inclusion of Arcanes.
  25. Titania's 2 abilities should not require an enemy to use. 4 Skill drones should not need me to operate all the time to revive, they should automatically revive themselves over time. 3 Ability wants to be able to create beacons in front of you like other frames, rather than only in an enemy position.
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