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About HarissonLA

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  1. Lua Lens results in 0 focus gain! It simply doesn't work at all. First I thought it was just visual bug and created a post regarding it but after doing the mission I gained nothing. Pictures:
  2. So I installed Lua Lens on my weapon to maximize focus gain in the future and the icon is not there. It should be instead of <> Other weapons with Lens installed have icon to the right of [MAX] and Lua Lens just doesn't show up as it clearly must be there
  3. Got a few questions: 1. Do you have any plans on expanding Syndicates role further? Other than 1 time quest givers in relay they serve as providers of augments, weapons and cosmetics. Anything planned for Empyrean crew maybe? Syndicate operatives Specters? Real conflicts to side with them, like grineer vs. corpus invasions (but with medalions as reward)? 2. Further rework of Melee status? Just tell us you're working on, it if not showing something good to keep us anticipated. Melee 2.9 granted something good at cost of losing something good. 3. Do you have plans on reworking/bringing back Dark Sectors 2.0 (2015) with custom maps and leveling system? It was fun and progress within 5-10 minutes mission felt differently. Maybe new mode for Conclave? 4. Mods (2014) revisited? Slash/Puncture/Impact common/uncommon mods play no role, even for new players, because of low bonus and high capacity. D polarity status mods have no viability, even though status in rivens can be very high. 5. Any plans to implement Utility/Exilus slot for primary/secondary weapon? Some might use extra slot for reduced recoil or reload speed, and it would be nice to have even more decent gun at cost of couple extra formas and tight fit. 6. (Not a question) Nightwave Season 2 is not so tedious, thank you for that.
  4. Found another issue with current state of Melee: Weapon with secondary attack is unreliable. You get into melee by simply pressing E which would select and use forth melee weapon along with its combos, however, while you can use Aim or primary fire to go back into gun-mode, this does not apply to secondary fire button which currently sharing Channeling toggle keybind (change-able, but that's not the case). Using any kind of weapon that has secondary fire (Corinth, Battacor, etc.) is no longer viable as given form of melee would interfere with common use of these weapons secondary fire, rendering it unreliable in a fight, as player need to manually switch out of melee or look down to see if it's selected or use Aim/Fire button to auto-switch and only then secondary fire can be used. While I already listed a few issues, along with several bugs with blocking in other thread, here are some new features I discovered today fighting with Profit taker, while I did not bother to manually trigger to confirm it as a bug: Melee can/can't be used when using Archgun (both cases were present), melee selected makes unable to summon Archgun, melee auto-blocking interfering with ability execution, melee blocking canceling melee attack (mentioned vice-versa case in my previous message here, well, both are present). P.S. a wise advice from clanmate on how to solve all of my problems with melee:
  5. I am at Phase 2 of my experience with Melee changes (Phase 1 was more emotional) so here goes feedback: In short: Unplayable Long story in parts: Blocking - it is dead. Literally dead. The changes of angle to 45 are bad, angle it too small (and mod doesn't improve it much) even enemy 1 floor below can shoot both my legs (and shields) down if I'm not looking at him. Blocking animation is still there and it is interrupted/not triggered when performing melee attack, which makes it less than half reliable in switching from gun to melee. Auto-Block always on if melee equipped just killed Reflex Guard mod, if anything was good for survivability to occupy spare Warframe slot - it was this mod, not some Primed Vigor and I mean it WAS good. Quick melee - dead beyond return. Let me tell you 2 words: Bleeding Willow. This is just one example of stance that had quick melee attack not the same as first combo hits, and they were consistent. Now they are not - first hits are "quick melee" and perform first 3rd, then 2nd, then 3rd and 4th combo hit. Once done or interrupted - it will perform 1st hit in normal 1-2-3-4 order. Shimmering Blight has other problem, while performing combo hits as intended, it breaks combo-action in split second, at 1.46 Attack Speed there is about 0.6-0.7 second when you can press E button again to proceed performing combo hits, any split second late and it is back to 1st hit. Previously in Quick Melee combo-hits were accessible in about couple seconds, while in melee mode they were same as they're now. Combo with block - these are wacky now, you need to Aim to proceed performing such combos, and they are not the kind of "blocking" anymore, as it felt before they were of different kind because blocking button had to be held to proceed. More to add - simply clicking RMB in melee to perform this kind of combo could trigger weapon Aim mid-action. Ground Slam Attack - not to mention weird controls of this with 30-45 degree activation, all weapon range increase feels wrong when it comes to dual swords + ragdoll for all weapons, as opposed to previous ground slam only knocking down enemies. Channeling - wasn't there an option before to have channeling on toggle or on hold? We need that. Because sometimes weapon could have mods installed like Life Strike that is one-time activate to hit and restore health, having now toggle-only is clunky. FX changes - so bring it could trigger seizure, while I am not the one who could get hurt of this, all the effects from hits must be toned down or separated into slider in Graphic options. Each hit in relatively dark location feels like lightning strike in deep night. P.S. While I appreciate all the work team has done around all of this, some/most parts of these changes need improvements.
  6. Magnum Force When it's getting stats change? We have uncommon 10-ranks Hornet Strike max +220% damage. We have common 5-ranks Augur Pact max +90% damage. We have Rivens (rare 8-ranks), which apply stupid high damage for some underused secondary guns (Lato (Vandal) +400% damage). Then we still have this garbage:
  7. Still no fix for this unintentional stats change in space mode? Or at least mention that was intentional to make Vandal variant to be garbage.
  8. FIX Imperator Vandal space stats, it is literally same pile of S#&amp;&#036; as normal Imperator now with just bigger magazine!
  9. Fix K-Drive displaced parts please. https://i.imgur.com/JIgklM2.png in Orb Vallis https://i.imgur.com/NsoI3eP.png in Arsenal/Preview
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