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WolvenEdge

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Posts posted by WolvenEdge

  1. 35 minutes ago, BiTheWay said:

    There may be a few reasons why DE has yet to respond to this issue. I will give you a good and bad reason.

    The GOOD :

    DE could be working on implementing a button to disable this cursor garbage that is alienating their PC Joystick user base.

    The BAD :

    They could be pouting that no one likes their new changes that they have worked on, so are ignoring us in the interim.

     

    Thus why I am willing to continue posting about it. The more replies to the topic there are, hopefully the more likely they are to give it notice.

    I mean, I can't even bump the thread in the typical fashion, because it's already pinned.

  2. DE; Notice us Senpai!

    There's next to no good feedback about this, just... please, even if all you did was reimplement the arsenal shortcuts and the ability to navigate menus with wads/D-pad, I'm sure many of us would be much happier.

    This isn't fun, and the loss of somme functionality for keyboard users (you can't navigate menus with wads or arrow keys anymore, you're forced to use the cursor) isn't sitting well with me either.

  3. On 2018-05-20 at 12:38 PM, Torrempesta said:

    I don't get this...

    Bombbards, Heavy Gunners, and a few other choice enemies have a ground slam. Typically they punch the ground and force everyone into knockdown state whether they're on the ground or not... but I've quite often had the radial slam trigger even after I've knocked them over, and it always seems to trigger right as their back end meets pavement.

    Wish I could actually interrupt enemy casts the way they can interrupt us, but nooooooooo...

  4. 2 minutes ago, FataL-Flaw said:

    it was really just implemented with the intention of nerfing blood rush so melee can't red crit anymore.

    But the majority of melee weaponry requires such mods to be viable against tougher enemies. Vs. high-end Grineer, blood rush on a high-crit weapon is about the only way to deal significant damage and compensate for the risk of getting up close to enemies that can, and will, one-shot you with the butt of whatever weapon they're using.

    Ogris stock > Nikana Prime.

  5. 2 hours ago, VPrime96 said:

    But Excalibur only build up the combo counter wi5 the blade itself. Not the waves he throw so his damage won’t change.

    After the combo counter change, DE would have to rework other frames again.

    What part of my heavy implication of "i use the blade" do you not understand? I also specifically listed slash dash (another of his abilities that scales off of combo) in my post, which you subsequently ignored.

    I realize most people who play Excalibur do so with the intention of solely spamming sword waves, but I find that the sword itself deals far higher, and more reliable, damage, only adding to the function of the waves.

    Back to the subject at hand, at risk of repeating myself; abilities that strike multiple opponents and count as melee strikes, scaling off of the combo meter, will be wiped by this if they reset the combo meter, as the first enemy they strike will be the only enemy to recieve the full force of the ability, all of the further enemies struck will lose the scaling of the ability in question... reducing a lot of these abilities to single-target strikes, which many players seem to absolutely loathe.

  6. 15 hours ago, Azullion1 said:

    Unfortunately its not. You can select "none" in the animation selection, however the default animations are all still active. There is currently no way to turn them off.

    I didn't say it would turn them off, I said it had very little motion in its idle, and would not apply to your complaint... unless you're talking specifically about melee weapons, in which case, I'm on your side.
    We need some kind of neutral melee stance that allows us to better customize certain weapons... most prominently, nikanas, as we can't even see the blade we're customizing.

  7. Pretty simple solution is already built into the game. The neutral, or 'none' setting in the animations tab (currently in the top left corner) already has very little motion in its idle, and was likely intended for exactly this purpose.

    Streamlining the process would indeed be welcome, but the feature is already present.

  8. 2 minutes ago, Koldraxon-732 said:

    While it may be, Khora's BP (in my case; others may have issues getting other parts) not dropping in Sanctuary Onslaught's 8th Zone ever since it launched is one of if not THE most ridiculous cases of RNG yet, aside from Octavia's Neurops from 40 mins in Orokin Derelict Survival, or some Prime parts.

    Ivara farming's another close contender for worst RNG.
    Not only do you have to perfectly complete specific spy missions, but doing so only gives you a small chance of the part you want in the third vault.

    This is made worse by stealth play being an utter mess without permanent-invis Loki... or having an Ivara already.

  9. Just now, Koldraxon-732 said:

    Despair and Hate do drop. You just need to persuade him to show up more frequently.

    I've had a mark from him via almost every boss on the map for the majority of the years I've been playing.

    It's entirely possible I have poor luck with his drop tables, but this is getting ridiculous.

  10. In either case, what about Excalibur? His abilities scale with combo multiplier as well, and if Warframe abilities now refresh the counter, that pretty makes his rework wasted effort... as all of the damage you've built up for your slash dash or Exalted Blade will instantly disappear after the first foe hit.

  11. 3 hours ago, BahamutKaiser said:

    Um, no, the villains are whatever the developers chose to fabricate as villains...

    Duh? That's how story-writing works. What you seem to be missing is that you can fabricate a backstory to make even the worst villain tropes make sense when taken in context.

    3 hours ago, BahamutKaiser said:

     ...and they are bad...

    I disagree, and you've yet to present a counter to my points that their somewhat simplistic and obsessive traits make sense in light of their origins. If you're going to debate me, then actually debate. That which is presented without evidence/argument may be dismissed without evidence/argument, I gave you the benefit of the doubt.

    Please don't prove I overestimated you.

    3 hours ago, BahamutKaiser said:

    ...so they should be reconned into something good.

    Such as? Now you've got me genuinely interested. Rewrite one of Warframes villains as you would like to see them. There's always room for improvement, and if I can see an improvement in story and lore cohesion in your character, I will readily adopt your stance on that character.

    3 hours ago, BahamutKaiser said:

    in case you missed it, it's not an ongoing part of the gameplay.

    One word; Kuva.
    Another few words; Vey Hek, Ghouls, Plains of Eidolon...
    A few more; Index, Rathuum, Manic, Bursa, mutalist, Acolytes, Lynx, Razorback, Fomorian...
    Even more; Battalyst, Terralyst, Conculyst, Vomvalist, Hydrolyst, Hunhow, Natah, Suda, Simaris... Operator... need I go on?

    The bosses' influence, both past and present, pervades the world of Warframe, both directly and indirectly changing gameplay; in missions and varying mission types, in enemies and enemy classes, in both our and our opponents' weaponry, and in both singular and recurring events that change the game completely along the path of the story. If you slowed down and paid attention in game, you would notice a lot of this.

    Blood and fire, why do I torture myself like this?

  12. So... I just lost a Cetus quest, thanks to a Liberate mission. It decided the Northern Grineer cave (the one in a small crevasse) would be a great place for the mission, which I normally wouldn't have a problem with, except that the door is closed and locked, which allowed enemies to spawn in where I couldn't kill them, preventing missiion progress.

    I would suggest either preventing enemy spawns in the caves when the doors are closed, or keeping mission types that rely on enemy spawns from showing in such areas in the same circumstance.

    Thanks.

  13. On 4/25/2018 at 3:53 PM, BahamutKaiser said:

    I pretty much consider Focus an embellishment, the game lacks actual playable content, so a lot of progress is throttled to hell, but I don't need to grind progress, if the gameplay is no longer fun, than it's time to play something else.

    Personally, I'd prefer more story and world immersion, more actual content. And for the love of god, please make believable villains, these cackling fools are nauseating.

    The villains are believeable in context; they're incomplete leftovers, not people from a normal story as you seem to be expecting. Grineer are insane due to genetic corrosion, Corpus are raised to worship money and have next to no sense of ethics running alongside, the Orokin were ancient dictators who started the whole mess by deciding to modify their underlings for specific tasks and obsessive traits... and then treated them like crap. Meanwhile, the flood ... the zerg ... er... excuse me, the Infested are self explanatory.

    You're saying the story sucks while not paying any attention to the story; DE has focused on worldbuilding more than railroading, but a straight plotline is in progress. In case you missed it, go play around on Uranus for a while, look and listen for a glowy blue singing thing, and scan it.

  14. On 4/10/2018 at 6:27 PM, macbox said:

    Why don't you guys realize this is something that should be viewed as a passive leveling system. Most games you level up and then you speed hundreds of hours playing without anymore real progression. I don't even worry about farming focus, just grab the buff when its near and play the game. It's nice checking the focus tree every couple weeks and realizing you have enough points to level something up. Just view it as a nice little reward for continuing to play the game and it gives a sense that you are still progressing. Anyways just my two cents. I think it would suck if DE lowered the amount of grind because we would all max out and have no sense of progression left. Seems like most gamers these days want everything right now and I personally miss the old school way of doing things which is what makes WF so refreshing for me,

    Again; I, and most of the people in this chat, don't mind grind.

    What we do mind is having an entire system locked behind prohibitively high numbers that the average player will not reach in literal years playing the game.

    The 140 more days calculated is based off of the max cap for focus earned, nothing more... and people who play as you reccommend will not likely reach that cap unless they play nonstop for ten hours a day.

    I would like to be able to play with the mechanics being offered somethime in the next decade, and I'm barely exaggerating here.

     

    In the meantime, breaking down eidolon shards for extra focus that doesn't count toward your cap was a great addition; those with the gumption to grind it out can do exactly that, though it will still take a while.

  15. Question though; status procs generally hit the player in the same way they hit enemies. Are you SURE you're willing to have these same effects turned against you?

    Just a few examples;

    >> An unfortunate shield-built Volt accidentally walkis/was pushed through a Grineer magnetic scan gate. ALL of his shields and between a third to a half of his armor suddenly implode on him, and he dies instantly.

    >>A happy Valkyr, swinging through her mission clawing at enemies, is spotted, and a couple of Grineer unload their Grakata at her. Do note that Grakata do deal some slash damage, along with their primary of impact, and have a pretty high status chance... madame slashycat is now on the floor, unable to do anything until she stops bleeding, and her armor is now drastically reduced to boot... potentially murdering any teammates who had the misfortune of being next to her at the time of her sudden wardrobe malfunction.

    >>An Excalibur is swinging his sword, sword, sword, his diamond sword, sword out on Mars, it was the only weapon he brought, and he has a momentary lapse of complete concentration in the middle of his bloodlust, and one of those annoying Hellions manages to land a lucky missile. ... Wait, where did his sword go? That was a guaranteed blast proc, after all. No more melee mods enhancing your powers, either, you cheeky little warrior-god clad in steel and fury.

    >>Corpus deal primarily puncture damage. Rhino now bows and kisses the boots of every Crewman who has ever existed, as full armor ignore is nasty. There's a reason armor bypass was removed from Ether weapons, turning them into lacklustre shadows of the blades they once were; even with their low damage, their ability to ignore armor made them absolutely godly.

    >>A party of raiding Tenno opens a door on a Grineer ship, and are greeted by the most potentially dangerous sight, a sight that strikes utter fear in their hearts right before it renders them next-to-useless. A Grineer arc-trap. Guaranteed electrical procs; neural malfunctions at random for the rest of the mission.

    I understand the appeal in tweaking the proc system to make it at once more balanced and potentially more useful, but tarust me, this isn't the way to go. Status procs need to be at once balanced, useful, and tolerable, in order to maintain fun in the light of these same effects being able to be turned back upon you... especially as enemies often rely on status far more than raw damage.

  16. On 12/11/2017 at 6:10 PM, (Xbox One)B0NGR1P54JESUS said:

    I really dont understand the big deal with focus farming. grab an equinox, max efficiency and range...stealth kill all the enemies. i make roughly 80k focus per run, with 2 greater lenses on a melee and my equinox. i get my cape in 3 runs. takes me about 30 minutes. diversify yourselves instead of using 1 or 2 frames and weapons. imagine when they implement the diminishing returns for focus. im sure youll still be able to grind for focus this way. just with slightly lesser results.

    This is exactly the problem. I diversify plenty, but I'm no idle player. I'm unwilling to allow Warframe to become my idle clicker game, it's too hardware intensive and generally more fun to ... I don't know... ACTUALLY PLAY?

    I want to play Warframe, not be shoehorned into a boring playstyle for one unrewarding system. For me, that means being aggressively stealthy with Excalibur, Ash, or Nidus; being a damage-turning powerhouse with Volt, Frost, or Chroma; bounding around like some kind of absurdly gliding suit of plate armor with Rhino (his passive plus the Heavy Impact mod are hilarious); creating a living hellscape with Oberon, Nidus again, or Nezha...
    It doesn't mean standing in one place with two abilities active for half an hour while I go eat lunch. This is an active game, and I like being active in it, and this system is getting in the way of actually playing the game.

  17. On 11/11/2017 at 9:40 PM, cursedmoon13 said:

    Can they make it a weekly soft cap instead? The grind is hard enough without having to do it every day just to be efficient. I think I'm in the minority that likes having a cap, because it gives me a point where I can just say "I'm done", but having to reach that cap after the 10 hour shifts I do at work is not fun, rather just spend more time over the weekend on it without losing out to people with more spread out free time.

    I also would give full support to operator affinity going straight to focus for your active school, maybe as if they just had a bottom tier lens on them. Currently, even if you have a lens on your amp, kills with operator abilities give no focus, and I believe I've heard that affinity is split between operator and amp the same way it is between warframe and weapon(s), and the affinity that gets directed at the operator is wasted. This makes even those people who *want* to use operator less likely to use it, because using your operator slows operator progression. It just doesn't make sense. Adding an innate, bottom-tier lens of your active school to operator, would at least create a loop where using the operator makes it better. Not perfect, but much better, imo.

    This.

    Also bump.

  18. Base operator energy color is the color youi choose for the 'eye glow' option. This was overridden by the suit energy color, I'm unsure if this is still the case, and the addition of gilded amps does not simplify matters. Some additional info from DE would indeed be appreciated.

    For now, I would suggest, looking at your 'eye glow' color, to see if it is now overriding your operator suit's energy color.

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