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S074

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  1. I agree, Arcane Steadfast is the way to go. I think it's more efficient for him than Energize is by virtue of his rather small mana pool. One Tau for casting speed and Mobilize solved that for me. Don't sleep on Mobilize: you may end up loving it and become unable to live without it on any of your frames.
  2. Not fun, tedious. Extreme amount of particle effects and overall visual noise, far too many HP, extreme repetition. I had to stop in void mode for a few seconds multiple times to recollect myself and figure out where the things were as I could only see epileptic teal flashes on screen. Effects should definitely be doned down a few notches (unless they are actively trying to induce seizures). I got all rewards for the week, but I'll consider skipping any future iteration of this boss due to the sheer amount of "anti-fun" vibes it gave me.
  3. Not really. It's only the logical progression if your objective is to force everyone to play with near-max debuffs to get the diamond reward, which is not what DE wants (Which I think is to allow players to still keep something disabled, as Vosfor is something you can do without) What I would subjectively ask would be Gold, Gold, Diamond, Diamond. I have no interest in two bloat rewards so high in the reward pool.
  4. Hello, players routinely experience the UI freezing or losing parts of it. This is especially painful if it happens during a mission like Netracells. You must follow the UI to find the necramite, which becomes nigh impossible if this happens (and it happened to the entire team at the same time). As you have a /unstuck command in the chat, how about adding a "/refreshui" command or something similar to force one pass on the UI elements to restore them to a working state?
  5. I agree, but only as long a you have at least *something* in the combination of equipment that successfully works around at least a few modifiers. This. You can try to make it work, and with luck you can still do it, but when you have no shield regeneration, no operator, lose energy on enemies nearby, bad weapons, double demolishers and enemy defense strengtened it ceases being challenging and just down to luck.
  6. Hello DE. I'm aware you do not care much about the Flox Syandana. You know, the Lunchbox that looks amazing in preview only. You recently released the Huitzilin Syandana, and the way it spreads open when you stand still is great. Can we have that behaviour applied on the Flox too? Pretty please? I would really love to see those electro-magnetic wings open outside of the arsenal.
  7. Agreed. I would personally love to be able to pick any invisibility effect (that we unlocked, for example by mastering a frame) on any other warframe. It's less immediate to be cloaked on the average frame, but relatively easy to so it could be nice to be able to customize that.
  8. In terms of wishlist... I'd like for not only the stalker but also have the acolytes as unlockable warframes. I don't care much if they are in fact reused warframe with mixed up skills and an edgy helmet. I want them for the fun factor. I'd love to see what could be pulled off with the mixed builds they could have as well as their unique skills. So many videogames give us unlockable bonus characters that are reskins with different stats and skills: I don't see the harm in unlocking them for us to play with in warframe as well. They clearly are modified warframes (possibly independant ones like Kullervo was) and we already regularly rebuild warframes from blueprints (or their splattered remains as it happened with Umbra), so why not? I would be more than ok for them to have no augment mods and no prime associated with. Just fun little extras.
  9. I agree, the LoS limitation seems overkill on it. And it's like the check happens on ground level, so the tiniest pebble on the floor breaks it like it breaks Zenistar's disk. That's kind of the point though, a good to great fire and forget thing to drop on a choke point and halt an incoming wave of enemies on itself. Oberon's 2 can't be subsumed. This one might be pretty fun to turn any interception into super easy mode. With Loki I run wratful advance in place of his teleport and love it too much to change. I completely ignored Fractured blast. I'll give it a shot!
  10. I'm finding Chyrinka Pillars as a very handy CC tool for Qorvex (they can be much more in his hands, but to me the CC part of the skill is what shines of it). I feel like it could be very handy in the hands of some other warframe as an helminth skill, but I am finding out it conflicts (or overlaps) with other warframes' kit. I would like to have it on the warframes I play with high range and duration to squeeze the most of its CC. I briefly considered Nyx, but I have too much fun with wrathful advance on her, and chaos does the same CC in a much, much wider area. With Limbo I'm settling on Thermal Sunder just so that he can at least do *something* when I dust him off. I'm considering equinox, but I'm not sure it can help her kit (I'm struggling to find a good Helminth for her, using Coil Horizon atm and not too sure it's good on her). Did any of you manage to squeeze fun out of this helminth on some other warframes and cares to share their findings?
  11. Captured Targets have always been an integral part of the support system of our orbiter without us knowing it. To continue with my tangent I was imagining something along the lines of some dedicated infested units (bosses? Phorid like Eximus things?) that could be foun and captured around the solar system's infested areas (dark sectors, caves on deimos and such). In addition to their helminth-ability they could drop some trinkets with more infested lore...maybe a chance to interact with the Myconians again too?
  12. I'm not sure the Helminth skill system should be expanded to non-warframes, but a rework of some helminth only skills to bring them to viable status would be really appreciated. I think that augment mods for Helminth skills is a good idea as well: it would help to bring them in line with normal warframe skills. I also believe there is room for new Helminth skills as well. Going on a bit of a tangent now, but it would be nice to have a way to subsume an infested eximus to gain the eximus skills (or a variation of them) for our warframes. Captured infested feel like viable targets and are probably just as tasty as warframes are for the Helminth.
  13. I'd love to see where that could go. Those three designs are quite interesting! To have Xaku Prime doesn't exclude having the three original frames made in the future. Why not wish for all? I guess that for the three it boils down to DE getting in the mood/having the right idea for them. Mother states that the three warframes served the Entrati family in the past, so they can't be those that died in Ivara's story: "This Warframe Xaku. Somewhat of a family themselves. A sum of many, a composite of others we lost in the ages that our Entrati family has served here." To be honest the most recent tileset would be a good excuse to introduce them, with their blueprints hidden in the deepest recesses of the labs, and possibly tied to quests that explain how they met their demise and ended up becoming Xaku. On the topic of the warframes that lost to the Myrmidon...It could be fun to have them as "bonus" warframes of sorts. Any of them with some kind of glaring limits that can't be fixed with modding to have somewhat of an optional "hard mode" to play. Don't mind me, I'm just digressing!
  14. It probably has the exact animation of cetus wisps (which I never closely examined before), which is surprisingly cute. May we have a cetus-wisp styled skin for sentinels? Pretty please? And while we're here, could you extend the amazing Carabus skin to all sentinels?
  15. I've been experiencing occasional bursts of changes in lighting while playing inside the new tileset, switching extremely quickly between dark and very bright (quick enough to maybe trigger a seizure for someone, I think). It seems to be triggered in a tile whenever the cell they are adjacent to is of the alternate type (a Lab one connected to Sands and vice versa) and seems to be related by camera position and orientation. Facing towards the sands in the lab lights everything up, facing away immediately darkens everything. The opposite is true when standing in a sand tile. I didn't catch similar threads reporting this, so I am unsure if it is happening to other players as well.
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