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Shaden73

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Posts posted by Shaden73

  1. 3 hours ago, OniDax said:

    So after all the criticism of content islands, they're going to double-down on content islands. That's not going to go over well if that's what they're doing.

    I know. I play Warframe for warframe, not operator, not railjack or necramech, but the game has soo many skeletons, the best they can do right now is going on the side with the content until they figure things out.

  2. Its looks like they are going into more isolated gamemodes with the new updates, maybe to add content without making it a balancing nightmare for them. To me it seems they are testing the waters for a more slower but quick reaction gameplay. They said people enjoyed the drifter section(so did I) from the new war and then complained the warframe section was too easy and maybe this is a way for them to see if theres a middle ground to it.

    • Like 2
  3. What we need is a codex overhaul. Something that tells you exactly what you need to do for the given item/weapon/warframe...etc, so you don't have to alt-tab to the wiki every time. "Need x resource, planet y,w,z has them" / want to get this warframe? Then you need to do this ... for parts and you need this amount of resources to build it.

    • Like 2
  4. Don't get your hopes up.Every rework until this point felt like a band-aid to work around the core issue of the game(enemy scaling). Embers immolate is to compensate for her very poor survivability and the ridiculous enemy armor scaling and its very hit and miss due to the poor energy economy. They need to fix/upgrade the core game mechanics/enemies because at this rate it will hurt the game in the long run, booth in gameplay and creativity. 

  5. Seems they are planning on adding seamless transition to the game and also space battles were requested for a very long time...cough archwing..(love DE for trying to go all they way with huge ship battles like in battlefront 2(old) instead of a simple archwing to ship swap). I hope they stay and improve the railjack content instead of leaving it in the dust right after a few fixes like they did with the open world. Bounties even today feel like a chore to do since they seem soo random and all over the place. I would prefer to have more/multiple objectives in one area like doing missions in PayDay 2. Having my fingers crossed for the Liset to be usable in open space exploration/battles.

  6. The SOW nemesis had a lot of customization for the orcs but after you've sen a few of them you kinda seen them all. Very few differences in terms of gameplay or strategy.

    You level the Lich regardless for the murmur boost and theres also the 30-50% chance of getting the right requiem mods combination 

     

     

  7. Hi there. These are some ideas thrown around there.

    PARAZON(Executions)

    - Make enemies have a chance to go invulnerable for 5 seconds before dying giving you a chance to finish them ( surviving having his arm or leg choped off or crawling begging for mercy)

    - Execution cosmetics/augments - give your kills some flare - from petals of blood to melting them or their face 

    - Unique or common executions that can be unlocked or bought - Titania: rip enemy apart with butterflies// Valkyr(hysteria)/Rhino - Grab enemy in the air and rip in half // Khora - have her kitty make a mess // Nova - shrink and stomp

    KUVA LICH:

    - Add attack or Aoe indicator like a red circle for AOE and Glow red for a focused attack ( everything happens so fast and the charge animations are very sped up giving you next to no time to dodge.

    - Let us destroy their traps with guns (shock Lich)

    - Remove the death penalty for missing a sequence since it serves no purpose and replace it with a debuff.

    - Have the Lich make an entrance instead of spawning right in your face

    - Lich trash mobs - Grinner with banners and Lich's sigils cheering the lich and supporting him in combat .

  8. I think the current lich system or at least how you deal with them is just placeholder since the main highlight of the Empyrean update was amassing a great assault on your/the Lich. It kinda makes the whole presentation pointless since you can just draw him out and finish him playing a random occupied mission.

    And also what happened to the " He learns something/ steal a skill every time you kill him ". I though the ideea was that they are just a nuisance in the beginning until you kill them enough times to become an actual threat.   

    • Like 1
  9. The enemy end game damage or sponginess isn't really the problem. My biggest gripes with the game are mostly the insane enemy spawn logic where they spawn from every hole. 

    Enemies shooting you from impossible angles( plus the insane range ). Enemies tab targeting you with everything ( being charged by a Nox in the air or through a wall is...I have no words for it) if you don't spam the dodge button, you will get hit 90% of the time. 

     DE needs to implement a proper hit/detect system or at least a better aoe indicator and have enemies telegraph their attacks better  

  10. The thing with Umbra Excalibur is that it supposed to be its own frame, similar yet different from the original(more darker or brutal). So his kit should reflect a more darker and more brutal style of gameplay.

     

    [Slash Dash\ Dark Slash]

    Instead of dashing and slashing, he will swing in the air releasing a dark void slash projectile dealing slash damage and causing a bleed dot. It can be combo-ed up to 3 times with the third being larger and knocking down opponents. It also can be held down (holding 1) into a charge forward dash attack with a large radius.

     

    [Radial Blind/Dark Howl]

    I would prefer if enemies get stunned and then run out of fear but good as it is.

     

    [Radial Javelin\Dark Spikes]

    Impales the ground with his blade and causes spikes to come out of the ground impaling enemies in front of him causing severe bleed damage. If used in the air, the spikes hits enemies around Excalibur.

     

    [Exalted Blade\Dark Blade]

    This ability to function similar to the exalted blade but losses the energy slash projectile and instead the blade gains increased reach depending on the combo meter. The blade will grow larger to reflect that. Heavy attacks will make Excalibur detonate the blade causing huge explosion of spikes stunning enemies and causing bleed. Using slam will cast a lesser version of Dark spikes and slide attack will release a dark slash projectile.  

    • Like 1
  11. Hello,

    I'll try to keep my feedback simple and right to the point:

    1.Kuva Lich:

    - Its a really nice addition to the game but the way of handling him is a bit too much. Having to die on a whim to discover if you have the right combination is bad choice since no one will attempt to take down his lich when they know they don;t have all their slot covered. Having to kill yourself in order to get rid of him during a closed mission like defense is really not fun.

     * To fix this simply remove the death penalty for player when taking down the lich or at least when you have one correct combination. Having at least one correct combination will make him flee but still get exp from you.

    - Requiem relics - Give us more ways to get em or have kuva guards drop them from time to time.

    ** A cool addition to the Kuva Liches  would be a community wide nemesis ( Kuva Lord or something ) where the community works together to draw him out. Something similar to the acolytes.

    2.Melee 2.5:

    - Really nice work on the melee system but some stances need to be redone. Some animations are very clunky and others don't connect properly. To give an example, nikana Heavy attack, most of the time you miss because it goes right past the enemy or the claws lunge attacks. If you need a good example of heavy attack, the tatsu has best one

    * A simple fix to this is to add tracking to heavy attacks. Other thing will be is to put a speed cap to some weapons in order to not break the animations or adjust  the speed to applied to only the swing and not the recovery/transition. Having your attacks sped up so much is annoying since you lose so much control and just jump over the place.

    • Like 1
  12. DE said her theme is portals but after seeing all of her skills, she is far from it. 

     

    My suggestion is to rework the skill FX/mechanics to work in that theme:

     

    1. First ability: Instead of a totem she creates a small portal/black holes that summon a wisp that can be picked up by players ( wisp will have their own color depending on the buff)

    2. Remains the same

    3.Instead of damage over time she detonated the mini portals pulling the enemy and then exploding.

     * If she has her clone out and uses her third skill(hold key to avoid unwanted mini portal detonation) , she will teleport to the clone but instead of radial blind she will leave a detonated black hole at her previous location.

    4. Instead of harnessing the power of the sun, she instead uses the power of the void creating a black hole at the tip of her fingers, staggering and damaging enemies also absorbing all projectiles in front of her. ( the damage will increase to more she channels and when an enemy dies he will be absorbed in by the black hole increasing its range ).

     

    Hope you like it.

  13. On "end game" theres nothing that DE can do in terms of difficulty other than to buff the numbers, Immunities, CC for the enemies to a point that they cc you to death or one shot you.

    Since every one wants to be Jessus and nuke the whole screen every few seconds, the enemies need to be pushed up to godslayers.

    The rpg- elements need to be toned down a bit( even if that means making frames weaker ) and focus more on mechanics.

     Sometimes I think the game is way too fast for its own good.

  14. A warframe mastery system is more than a welcome addition than the operator skill tree we have now.

    Instead of adding more damage, duratio... etc, you will just unlock more unique passives for your warframe and why not ,augment slots.

     Lets give Frost an example: gaining frost resistance // Leave a trail of ice when sliding...you get the picture.

     

     

  15. I think the best solution for this is to have the nightseries set as toggleable missions with their own set of rewards. The weekly missions remain the same but the points go in the active quest sequence selected by the user. The only thing the players will miss is the wolf hammer and the point boost from inmates. The points earned from current event boss or spawns will go into the global active event.

  16. Hi,

    - Can you make normal sword stances available for Nikana/Nikana Prime/Dragon Nikana and also can we expect more cross-stance weapons like the dark split-sword in the future?

    - Is it possible make some weapons change stance/mod in real time, like switching between dual/longblade on the dark split-sword during combat? 

     

     

    Thank you.

  17. Hi,

     

    1.Will there be a full animation overhault with every frame having it's own unique animations ? (movement,casting,sprint )

    * What I want to see is Frost going into an ice slide animation after sprinting a bit.

     

    2.Will swords and dual wield get any love?

     

    3.Any plans on ading new mechanic to full melee like dash/dodge?

     

    4.Can you give us more stage hazards and random encounters.?

  18. 1.Can we expect some revamp on enemy units? (scorpions grappling you with their cable , heavy units block attacks and superman punch you in the wall... this sort of things)

     

    2.New sword and dual sword stance and also how's charge attack doing?

     

    3.Finisher polish and heavy unit finishers?

     

    4.Any news on how the new stamina revamp is going to affect melee?

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