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Chroia

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  1. Meh. Sure, it's a nerf, but it genuinely effectively changes nothing. I was expecting the energy mult to be straight up removed.
  2. All good things. Thank you! Maybe now I'll start doing those bounties again. All excellent. What, pray tell, is chain depth? Also, you are aware that, at least from the visual indicator, (Primed) Fulmination doesn't increase the alt-fire's AoE, and never has? Is this a bug, or intended function? Sad, but probably a good thing. LMAO! I hadn't realised this was a thing. Good to know, though. (Speaking of, can we please get a /die, or /killme? /Unstuck is usually good, but doesn't always work, and doesn't always fix everything.)
  3. A less tedious way to obtain Void Traces would certainly be nice. With that said: * Endless fissures, when available, give you boosters for each Relic cracked, up to +200% on the 18th Relic (after which you don't need to use any more relics). * You can trade 1 Aya for 5 Void Traces with Varzia. This doesn't even pretend to be worthwhile, but it's an option that exists. Hell, it's worse than I remembered, I thought you could trade any relic for Void Traces, which, while still bad, is slightly less bad an option. When I'm low on traces, I generally wait for a Kuva Surv or -preferably- a Lith Disruption fissure and run them for an hour or so. If only. Speaking of bad options that exist, you get iirc 6-12 Traces from inside a Cambion Drift vault. Honestly, load times is less an issue than getting the damned Reactants, imo.
  4. As title. I find the UI glitching rather visually unpleasant (on which note: thanks for making it glitch out only the UI and not the whole screen anymore). Rank 5 Arcane Nullifier grants "102% chance to resist Magnetic Status Effects entirely". Should that not include the vfx? Thanks in advance.
  5. Realistically, you're changing Simulacrum room a fraction as often as you're using the teleport - assuming you ever change back from the Ballroom to the default, once you have it. Just a small bit of streamlining/friction removal. And, since I'm here, thanks for the fast travel to Simaris, way back when :)
  6. As title. I don't think I've ever played Warframe under 160 ping, and it's very annoying to see the telegraph, dodge the telegraph, and get nuked anyway. On top of the fuzzy screen, loss of energy.
  7. Honestly, I'd say 'remake Eclipse'. It never made much thematic sense. But if that's off the table? Make it some variety of toggle: Tap/Hold for light/dark, Tap/Hold to cast/change mode, etc. Reduce the base multipliers in Helminth, if needed. I understand that this is just an example, but PLEASE don't do this. Oberon's Hallowed Ground is bad enough in that it requires you to stay on the ground. Don't make me also have to stay in a specific spot. It didn't wasn't good in Law of Retribution, it's not going to be any nicer now.
  8. This could be a 'sort by' or icon in the Arsenal. This could be adding a keyword for searching via Inventory (which I think is doable?) This could be something else I'm not considering atm. Whatever. But there are many weapons in the game, of which I own many, of which there are many I've considered putting adapters in, Arcane or Exilus. I'd rather not have to start and maintain a spreadsheet for this as well. Thank you in advance.
  9. By default, the # indicator (top-left of the mod-card stack) used to be white. It was recently changed to share the color of the mod's outline, being the mod's rarity (bronze, silver, gold, etc.). It now blends into the card and is harder to make out, whereas before it stood out. Please change it back. Thank you.
  10. FWIW, the Grimoire will occasionally go back to unranked after the quest. I haven't managed to figure out what causes it. idk if you have historical account data, but if so, I can give you a couple of accounts that experienced this, if you want to verify the claim.
  11. iirc the issue started when they removed 'catch up' teleporting(, because people in an exterm would just rush to extraction and have the entire mission's spawns waiting for them there). Whenever that was. (Except that catch up teleportation still exists, in certain game modes.) Far as I can tell, they 1) spawn within X meters-in-a-straight-line from a player, regardless of how far that is to actually travel - could be X, could be 4+ tiles, if there are multiple left or right turns-, then 2) they target a player. This doesn't have to be (and often isn't) the player closest to them. Then they 3) start moving towards that player, until they get LoS. Then and only then, will they 4) refresh and query the decision tree for the next action. Have you never seen a conga line of enemies chasing down a straggler on the far side of the map in a surv, and ignore you as you mow them down?
  12. I seem to recall DE Steve, on a devstream... idk, 4 years ago? making the comment that they want players playing the game, not the UI. I genuinely couldn't tell. Every single one of my graphics settings, very intentionally and with particular emphasis on camera shake, bloom and effect intensity, are either low or -where possible- off. And still there are times when I literally give up on seeing anything and straight up play the (overlay, everywhere but the open worlds) minimap. (Credit where credit is due, enemy outlines have helped, somewhat, in that regard.)
  13. As title. People are idiots, and run off from the red area. People are idiots, and despite poor survivability, do not stick with safety in numbers. People are idiots, and when they die alone 800+m away from anyone else, abandon the mission, reasonably enough. Hell, I'll even cop to having done that myself. Once. (I was not the host.) Would be nice if, if said idiot happens to be the host, they didn't take the rest of the team down with them.
  14. The problem is when they spawn inside the terrain - when the boss arena is under the broken bell. *shrug* It is what it is. Glad it's getting fixed.
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