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Turboameeba

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  1. Marked for Death nowadays triggers from the first shot you land on the enemy. This effectively makes it so limited now. The version Stalker has, would not be too powerful in today's Warframe. We've had years of power creep, since the ability was nerfed. I think many abilities in Helminth would deserve some love. So many of them are pretty much useless.. Lacking either synergies with different things, or just don't meet the standards in general to be worth using. For example Sickening Pulse is another one too. Please consider looking into some of these abilities, and bring them to modern day standards? That would introduce so much more variety in builds again, and people would be excited to get some of this stuff viable again. The Marked for Death triggering from the first shot you land on the enemy, limits it too much.. We live 2024 now, where it is normal to do tens of millions of damage, killing hordes of enemies. It is normal to have ridiculous levels of power, and have fun with your builds. There's increasingly more outdated systems in the game. Many missions types, from Kuva Siphons, to Syndicate missions.. From Nightmare missions to Invasions.. Some of these could be put for example into Steel Path. People farm nowadays hundreds of thousands Kuva per hour.. Kuva Siphons in Steel Path, with some endless mission type would be plenty fun. Wouldn't even need to have that much Kuva, as long it was a fun thing to do with modern levels of damage, and enemies.. Nightmare missions in Steel Path would be fun just for the challenge alone. Would not need to have new rewards in any way. Just give us the ability to challenge ourselves like that. There are plenty stuff that could be reworked to modern day era, revitalizing old game systems too. It could breath new life to so many things. You don't always have to be making new content. You could for example make sure the old outdated systems are good again. These were only examples of some systems like that.
  2. Thank you. I've played for many years and didnt figure that out from this new system.. Most likely new players will not either. I still think this system should be tweaked more, or give some indicator to hover your mouse.
  3. The new UI tweaks totally removed Reload and Max Ammo from some weapon stats. How come? Reload speed has always been a topic within the community, so why were those stats removed? Also after the ammo enonomy nerf, many weapons have very low max ammo, so it would only make sense to keep that stat in as well. Both of those stats are now missing from tons of weapons, and it doesn't make any kind of sense. Both max ammo and reload are very essential stats, that should have been kept in.. These kinda changes were supposed to be Quality of Life, but this is in fact the opposite of that. Those are NOT irrelevant stats to get rid of.. The should have been kept in. We have many weapons that need reload speed.. For example Kuva Tonkor (can use magazine as well) or Tenet Envoy. There is a huge amount of weapons that have low max ammo, so don't you think that is something that should've kept in? I know the weapon stat system was reworked a bit, but clearly it has plenty stuff to improve. Please look into this a bit better. TONS of different weapons' stats are now screwed up somehow. Good example Kuva Ogris or Zarr as well. Kuva Zarr has only 5 max ammo, and reloading fully takes only 5 SECONDS. These kind of stats are absolutely important for many weapons. As you see, no reload, or max ammo anywhere to be found.
  4. I just started ranking up Boltor Prime for MR points to reach LR4.. But it says I have Incarnon upgrade available for it, when I do not own any unused Boltor Incarnon adapters. I already own Telos Boltor Incarnon, as you see from the picture.. But when I equip this Boltor Prime is keeps saying I have Upgrade available for it.. This is just not true. I don't own any extra Incarnon adapters for Boltor. As you see, the Telos Incarnon has already been fully evolved a long time ago. When I search for Boltor at Cavallero, my Telos is the only one that shows up.. And I do know that I have not farmed any extra Boltor Incarnons at any point.
  5. When Diriga primes statuses with Arc Coil (the full priming build with Manifold Bond and so on), it fully resets Magus Lockdown. Lockdown is a very important arcane to me. I use it to charge incarnons. Use it to kill Demolishers, and much more. When you lock enemies down with it, and you have Diriga equipped.. It starts to spam Arc Coil, which instantly resets the Lockdown, prioritizing the stagger animation. The staggering statuses like Electricity, instantly resets the Lockdown. By all logic the Lockdown should still have priority, since it is an external thing that forces them to be frozen in place.. Therefore something like heat or electricity giving them panic or muscle spams, should not be possible. If they are focefully frozen in place, then how do you expect them to do this animation with their own muscles? Doesn't make sense. If this is by design, it is bad design and should be changed in my opinion. You cannot use those 2 together, even though both are widely used things. If it's a bug, please consider fixing it at some point. This is honestly putting me off from the whole companion now. -.-
  6. I am perfectly happy how the system is already. I have hundreds of weapons fully built, totaling probably to thousands of mod configs i have. I personally absolutely LOVE the challenge of making full builds to run the EDA. I have zero issues with the loadout system, but I have some complaints about the last Vosfor tier. However that is another topic.
  7. Dormizone is currently pretty useless. There is no reason for us to go there, besides once in every 10 years buy something from the lady. I personally think this is massive potential lost... If we could for example get some orbiter stations, or even navigation in Dormizone, there would be plenty reason to fully decorate that place, and get like a breath of fresh air to have some alternate place to use as our base. This would be more refreshing for the people, than you think. Maybe even give us some sort of cost to get these things there, so we have something to grind for.. Maybe give us at least SOME sort of real reason to spend time there, and decorate, like it had some real meaning. Currently it us criminally underused, and I think this is massive lost potential. Zariman is a HUGE ship, and we can get there with our own crafts.. So even by lore, it wouldn't be wrong to be able to have navigation there, or even crafting- or mod stations.. Arsenal and whatever. I think many players would start using it, and even decorating it.
  8. The new disruptions absolutely only disrespect endgame players. Disruption has always been about utilizing your knowledge and full loadout to overcome these harder enemies, in limited time. It has always been about your SKILL. These new demolishers are the opposite of that. If someone wants to use all their knowledge, and make a full loaodut to for example use Heat Inherit and heat stacks to take down a demolyst.. They hsould be able to. They put their experience to do that, with multiple weapons and their skill to make builds. Any player who has the skill to make builds that can take down difficult enemies, should be able to do that. Those are endgame tier enemies, you have to keep that in mind. We cannot even armor strip the new demos, and you even status cap them.. And slap the archon damage reduction on top. That only says you took the easy way out. If you deisgned yourself in a corner with this game.. That is on you, not the players. With endgame stuff like this, the players should be able to use their knowledge about the build system to their fullest extent. NOT LIMIT THEM LIKE THIS. That only screams bad design, nothing else. If you start slapping this Archon system on all enemies you deem "challenge" will only kill the game eventually. If this means you have to start designing stuff again, so be it. We should absolutely be able to use our experience, and skill about the build system fully. If this means you have to slap ridiculous defensive values over the enemies.. Even that is better design, than hard capping us like this. Like this we will always have the archon dmg reduction at the back of our minds.. The status caps at the back of our minds... Instead of the knowledge that we were able to take down an incredibly tanky enemy with our knowledge and skill.. Now we will only have the thought we were able to take down an enemy with the archon dmg recution system. There is a big difference there. This system does not make us feel good about ourselves killing them. Normal oldschool demolysts are much better design, as there people still can use their knowledge fully. Even with them, people still use their whole loadouts, jsut to take down one demolyst. Please stop using this archon system on enemies. If you have to go out of your way to design more challenging enemeis, so be it. It is supposed to be endgame tier content, so of course it is harder to also then design them. Even if these demolysts had some stupidly high numbers as their healths, and armors etc.. It would still be better, than this Archon system.. At least people would then sitll know they took the enemy down with purely their knowledge, experience and skill.. Intead of overcoming some stupid system that has nothing to with your knowledge of building, and experience with the game.
  9. I don't have issues with random gear, as I have every single item in my inventory fully built in multip configs.. However I do have a problem with the archon damage reduction mechanic. If that is their answer to making more difficult enemies.. Give them a stupid dmg reduction that limits the status effects, and damage you do.. With hard caps like that.. That is the easy way out for them. How about actually designing difficult enemies? You know fully well some status effects rely on their stacks. Just make the enemies actually tankier, so we can build getting over that. Limiting them like that is not harder content.. It is just a stupid mechanic that puts a cap to what we can do. It screams lazy job. How about actually designing hard enemies? How about just giving them high values of defenses? If someone knows how to get past that, then they should be able to do that as well. The archon damage attennuation really is bad design. It is a system that just straight up limits you. It does not scream about players getting over it by their skill with making builds. It only screams lazy work by the developers, so they can put it on anything, and call it difficult. It does not say absolutely anything about going your way to design challenging enemies. Since the thought of it is always at the back of our minds, when we are fighting those demolysts.. It only takes away from our ability to make builds, IN ENDGAME CONTENT. If you want to make endgame content for us, then you have to also keep in mind, it is the endgame player's builds as well, that should be able to be played to their fullest extent. Not hard capping them like this. That is the worst possible way to do it. If we want to put 500 heat stacks on the demolyst, we should be able to do that as well. If it takes 500 heat stacks for someone to take a demolyst down, they should absolutely be able to do that by making a full build around it as well.
  10. I absolutely disagree with that take. This only means you never built your stuff fully. That is on you, not the game. I didn't have any kind of issues of getting a good loadout going. It is you who should be building your stuff more. This mode is very much for people to make builds. I made multiple configs per weapon jsut for this week's rotation. If you don't have the items in your loadouts, that is YOUR problem. Not the game's. It means YOU should be working towards building more, and better. Like you said, this is an ENDGAME activity.. Therefore there is nothing abnormal to also expect you to have your gear at endgame level as well. Every player enjoys different stuff in this game, so whether you use the given gear or not.. Is not an argument really for anything. this whole comment mostly says more about your frustration, than anything else. You absolutely can build a very well working loadout from any frame/weapon combination in this game. Whether you have those items or not.. Again, that is your issue.
  11. Who thought the most difficult reward to achieve in the Elite Deep Archimedea... is 50 Vosfors?! That highest tier is the hardest possible reward to obtain in this new game mode. Don't you think it would deserve a real reward, instead of just 50 Vosfors, and some secret landing craft decoration you are going to get only once anyways? Who thought this would be a good idea? You know people will get that Sumdali only once. After that there is no incentive to push for that tier. Even something like couple tens of Vosfors is barely a reward for ANY of those tiers. It is the ELITE Archimedea we are talking about. Any tier that has Vosfor should at least have a reasonable amount of it. Even all the Vosfors combined from all Archimedeas, is not enough for even once arcane bundle. Not even half of it. I think a better idea would be to change those tiers for actual real rewards, or give the people the amount they need to buy those arcane bundles.
  12. I sitll have not receiver my recap. This leads me assume, the second round hasn't mailed yet? I would very much like to at some point get this, so I hope it didn't somehow miss me
  13. There have been abilities that do not show the stats correctly, for a long time. If someone for example posts a mod config in chat from the frame you have equipped too.. You will see your own stats in the confgig view. Also the Eclipse shows the original stats current in both your mod config, and your chat link. Both of those are the most important ones to show correctly.. Yet that problem exists currently for all frames, and abilitie sin the game.. And have existed for a long time. Don't you think it's the time to finally fix it? Being able to see the REAL stats of the abilities correctly, while making a build, is extremely important. Should be a priority to get fixed. Linking builds in chat, is a VERY important thing in the community. Everyday people get help thousands of times doing whatever, and thousands of times discussing builds... Currently I am not even seeing the energy drains of many abilities correctly. The whole build stats view system is absolutely broken currently. I'll show an example This is Eclipse on both chat link, and your build modding screen, on VOLT (not Mirage): And this is what my Eclipse on the same build really is. I am in the arsenal main menu vieweing the ability. only place where it works atm: Everywhere else Eclipse is not showing the right stats. There are currently so many problems with viewing different builds' stats correctly, that it's honestly getting a bit frustrating. I think something like this should be a priority to fix, yet these problems have been here for years now. Edit: As you see, the first image right side is the eclipse in the build modding screen.. And I am not seeing the energy drain stat correctly either. Okay now, lets see an example of someone else's build. Look at my own Wisp build. It has 155% strength, and 465 health her reservoir. And now look at a clanmate's build, who has 322% strength in that config, yet it shows MY OWN reservoir stats. This bug happens, even if I have some other frame equipped. It shows what those stats would be that other frame's mods. This is something extremely important to fix in my opinion. Nobody can trust the configs they see anymore, without checking everything themselves.. How are we supposed for example help newbies, when the whole system doesnt work? PLEASE fix the build previews properly. This is so frustrating, especially when this is a build making game. The game is full of people tryign to make builds, in huge clans, and alliances. Something like this is very important to have working!
  14. The amount of enemies in the new Armatus disruption feels like they are the same on normal, and Steel Path side. Did Digital Extremes forget to turn on the SP modifier or something? I would be lucky to find even 5 enemies in the minimap at most. This is the normal amount of regular enemies in STEEL PATH run. This is far too little enemies. The new demos are not that difficult.. If the amount of enemies scales up with your squad, then that needs to be turned up, or tweaked a bit more. This is difficult in solo sometimes to get even dockets to drop, because there's barely any enemies to kill. As someone who enjoys more challenging content blah blah blah.. This is kinda making this new mission feel a bit bad for me. I am used to the normal amount of enemies in SP, and this is not it. Just look at the minimap. I've been standing here for half a minute, before taking this screenshot.. So I could get a more realistic screenshot, of what the real amount really is.
  15. The new lighting made the game look so much better, but now even with all the fog and such turned off.. Orbiter with bright colors.. The arsenal is just way too dark now. How about giving us some kind of setting to either adjust orbiter lights ourselves, or give us some decoration that actually gives REAL light effects, instead of just small fake glow? Making fashions like this, jsut doesn't feel that good now. I have 2 Entrati Globe Chandeliers, on both side or my arsenal.. I have 3 on the ceiling as well.. I have lights all over the walls.. Yet my arsenal looks like this. I have just yesterday adjusted the settings again, and they did nothing to fix this. Sure made the game itself look better. Not the arsenal. The hotfix also did not introduce any kind of change. I dont see anything different, after there was a hotfix that was supposed to fix this. It didn't.
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