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S074

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Posts posted by S074

  1. On 2024-04-30 at 7:25 PM, Mardoll said:

    1. Make Duality mod have the same duration as Metamorphosis
    Just that, she got unfairly nerfed when they nerfed Wukong clones, all I ask is for equalized durations so they synergize better.

    Agreed, but I think it needs more than that.

    I would also apply the following:

    • If you're using an archgun, the clone should be able to use the archgun. I know it's been patched out, but archguns are far from being top tier weapons anyway so I see no harm.
    • If you're on quick melee mode, the clone should be summoned with whatever primary or secondary you were using, not with the melee
    • If held to cast, the clone should spawn without you changing forms
    On 2024-04-30 at 7:25 PM, Mardoll said:

    2. Mend & Maim Augment mod needs to be part of it's base ability.

    Agreed 100% equinox is super clunky. We should be incentivized to change forms, not be actively penalized for doing so

    On 2024-04-30 at 7:25 PM, Mardoll said:

    3. What the new 4 augment should do

    Agreed on this too. I'd say that on usage the skill cannot increase the stored value for the following 3 seconds and use 25% of your charge to damage/heal.

    Holding the button shoots another explosion 1 second later for another 25% until fully discharged (so 4 bursts in sequence). This could give Equinox the flexibility she needs to be a little more in line with newer warframes and reward people that can manage switching reliably to make good use of the skill.

    • Like 1
  2. 2 hours ago, _GoodLuck_ said:

    I personally use Arcane Steadfast + Nourish with Zenurik. Helps a lot.

    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.

    1 hour ago, Venus-Venera said:

    He's also as slow as an ancient grandpa from the Stone Age.

    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.

  3. 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.

    • Like 1
  4. 12 minutes ago, CrendKing said:

    I completely agree with you that the 50 vosfor should not be the ultimate reward for EDA. It should be that diamond reward pool. DE, listen, you gotta switch the reward order to be

    • Vosfor X 20
    • Vosfor X 50
    • Gold
    • Diamond

    That's the correct progression everybody is asking!

    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.

  5. 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?

    • Like 2
  6. 15 hours ago, KiteForest_2035 said:

    this difficulty level is quite easy.

     

    14 hours ago, YNCShadow said:

    I just find it way too eeeeeeeeez

    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.

     

    13 hours ago, Snowbluff said:

    the difficulty comes from the potential of getting absolutely shafted with gear and frames that can't handle the 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.

    • Like 9
  7. 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.

    • Like 2
  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.

     

    • Like 4
  9. On 2024-03-12 at 6:08 PM, Tiltskillet said:

    ...keep in mind the Pillars need LoS.  And it's quite strict, seemingly based on a point pretty low down on the Pillar.

    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.

    On 2024-03-12 at 7:46 PM, Pakaku said:

    I guess I can appreciate it as a pocket CC, but it feels like a copy of Oberon's 2

    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.

    6 hours ago, -ShadowRadiance- said:

    Ivara. Use noise arrow in the centre. Microeave some popcorn.

    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.

    6 hours ago, -ShadowRadiance- said:

    As for equinox. Fractured blast. To help with enetgy economy is my suggestion for a helminth as it lets you stay highly mobile.

    I completely ignored Fractured blast. I'll give it a shot!

    • Like 1
  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. 2 hours ago, Zahnny said:

    Turns out we've been submitting Capture Targets to the Helminth after data retrival.

    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?

    • Like 1
  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.

    • Like 2
  13. 18 hours ago, Taria_Lorefield said:

    [snip]
    cqjvz72yrut41.png?width=1080&crop=smart&
     

    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. 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.

    • Like 1
  15. On 2023-12-08 at 1:25 AM, (XBOX)Rez090 said:

    My guy, please explain your lack of thinking with this section. It confounds me how you think Neptune and Jupiter share the same tileset. Or Sedna and Ceres either.

    My rude friend, I distintcly remember Neptune used to have at least one map with the gas city, but this isn't the case: happy to agree I was wrong on that. Sedna however, shares Ceres' tileset on Nakki, Marid and Berehynia.

    Let me rephrase my previous sentence with a little more thought:

    • I would like to see a unique tileset for Neptune to replace the Venusian Corpus Outpost and the Ice Planet maps. I think that the old Corpus Gas City is an easy candidate for it: it exists already, and with a blue skybox it would make playing on Neptune a feel more unique.
    • I would like to see a unique tileset for Pluto on its surface, as the Corpus Outpost already fits in for Venus
    • I would like to see a unique tileset for Sedna and have all non galleon maps replaced with ones that could reflect the eerines of being so far from the sun in its skybox and appearance.

     

  16. I'm personally OK with the grineer stages other than maybe give them some cosmetic adjustments.

    For the sake of conversation though, I would very much prefer to see tilesets for places still missing one and that currently reuse other planets (EG Neptune/Jupiter, Pluto/Venus, Sedna/Ceres) first before revisiting old ones.

    I'm still incredibly bummed out by the removal of the old Gas City for some reason: with just a few adjustments and a dark blue skybox it could very well make Neptune feel separate from Jupiter with little effort.

    I would not be opposed to have the occasional corpus ship use the old tileset as well. They could very well be justified with them being "old run down cargo class models" for the sake of a little more variety in the maps we run through.

    • Like 2
  17. While previewing the Naimore chest Plate I noticed its ice/glass is rendered with wrong priority: the forward facing ice is rendered behind the back facing one.

    naimore.png

    I'm not sure if it's just a problem during the preview, as it's not yet available outside of it though.

  18. With the excellent companion rework made so far, I've been musing on a few more companion options we could enjoy.

    What if we could use the companion slot to carry a specter, a lich/sister, Kahl or Clem or even a member of your railjack crew?
    I would be ok with a toned down, nerfed version of them to be "balanced" for usage as a companion if deemed necessary, but I think it would open up quite a few interesting gameplay options.

    What do you think?

  19. They have been removed to allow people in the starting stages to have any endo spent allocated to the standard mods instead.

    As a compromise, they reintroduced them in Iron Wake for credits (Which enabled all people that played before flawed mods were a thing to easily access them too, btw! Surprisingly fair from my point of view.)

     

    If you reached the point where you're minmaxing with flawed mods, you can probably spare ten minutes of your time as well as the few credits and endo they require to be bought and leveled up again.

    • Like 2
  20. I do not think skipping the content is a bad idea in on itself.

    Some games accomplished this in what I consider a very effective way (see the first GuildWars: every new expansion had a tutorial area that threw you into its own story and allowed you to go back and replay older stories and content at your own pace.

    Honestly I think that for an online game like warframe it's not bad to allow newcomers to enjoy the new parts first (like it was done somewhat well with Duviri, for example), but I'm not sure it's fair to do so via pay to skip.

     

    Before the cinematic quests were a thing Warframe pretty much forced everyone to be at the same point in the story regardless of when you started after the tutorial: its story was told through one-time events. If you came in during the Suspicious Shipments event, you missed out on anything before that story wise: previous events were in the literal past compare to your awakening in the Origin System.

    The cinematic quests slowly changed that and introduced for the first time mandatory story progression (while at the same time completely messing up leftovers of the previous story events: Corrupted Alad on Eris is the top tier example of incoherent story progression still "infesting" the game today).

    Mandatory progression is ironically an "issue" DE created and kept expanding on. Fast forward to today and the solution would be to pay to skip it? How about simply remove it?

    Let new players go through the tutorial and then enable them to play the new content. Generate "placeholder" archwings/railjacks/necramechs for the purpose of the quests where those items are mandatory and let the items be unavailable anywhere else. Players can then play the game as intended and catch up with the missing stuff if they decide to keep playing.

     

    On the subject of story content DE, I would pay for a cleaned up story mode and the ability to replay it on my account as a proper chain of quests any time I want. Instead of a video that recaps the story, give me the ability to replay it from the proper start. Flesh out old story events and put them in the starchart progression. As a very long time player, I'd love to re-experience old events, especially if proposed as a chain of cleaned up quests.

    • Like 1
  21. I have to test it in practice, but in general I feel like it's an improvement for all shield based frames and opens up some new build strategies.

    Damage reduction raised to 50% means that shield heavy frames got a bunch of extra ehp. Yes, this is literally nothing on high level content, but for average play I think it's substantial.

    I generally ignore building for shields: defensively speaking I lean on armor + HP. The upcoming changes to mods will (slightly) improve stats when you have 2 umbral mods on the build also make me think I might not make any change on my builds, however warframes with skills that can top up their shields quickly (mag, protea, trinity, hyldrin) definitely have a really good incentive to run shields based defensive builds.

    I think introducing the mod to shieldgate is a very good compromise. It doesn't remove the Dragon Key "exploit" strategy, it now costs you a mod slot to use it which balances things out.

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