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Kalvorax
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Posts posted by Kalvorax
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2 minutes ago, seprent said:
I have also found the purest source of cuteness next to kittens and puppies playing
Wonder if our own moas will be able to do this XD (whenever we get them......they teased animations a couple months ago on facebook)
OT: were the changes necessary? probably not, but honestly MOST of her changes are good....in high level stuff...but her so called survivalbility seems to be down a bit...that being said, as another poster pointed out, she doesnt work well outside of mission types that have the enemies clustered together (basically defense on small tiles and SO...MAYBE interception)...personally i still think that the cast to detonate needs to go....i for one see it as more of a hindrance than anything else. -
when not on naramon...sure...one of naramon's passives is exactly this, except its per x amount of hits per combo decay...
that being said, we will find out how it will really work after melee 3.0 -
definitely behind the call for a toggle of animations...as much as i like them....with the camera attaching to weapons, it makes it REALLY annoying and hard to fashionframe..
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1 minute ago, ShadowHvo said:
I may try this, though that is indeed a rather awkward requirement, and surely that must be a bug. If the original obstacle course (Which is longer) can fit there, so should the new obstacle course architect be able to.
im thinking it just has something to do with the rather massive cube-like size of the room.
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when i built mine, i had to add a corridor first, then add the architect room...maybe try that?
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3 minutes ago, PikeOrShield said:
When enemies die (from spore or getting killed by you or a friendly), the spread range is halved unless the spore was popped, then the range is normal. I hope that explains it clearly enough, sorry if it's a bit unclear.
Just now, Cibyllae said:I would quote the wiki but somebody just changed it today, spread range being halved on enemy death was listed as a function of spores on her preS2.0 wiki
hmmm ok...guess i never saw it myself on the wiki....its really something that should be added to her stats then in game.
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10 minutes ago, Cibyllae said:
This was the case Pre Saryn2.0
2 minutes ago, PikeOrShield said:That's how they worked before the rework too.
what...that the listed spread range is false....and only true when using toxic lash? how was this NEVER pointed out until now then? (yes i am really curious about this...because it sure seems WORSE than pre-change.
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1 hour ago, Cibyllae said:
Spore range is halved when enemies die, this means your spread radius is half of what it is when calculating the range at which your spores will propagate.
so basically the ONLY way to spread spores reliably is using toxic lash and then shooting spored enemies.....bah....thanks for the confirmation that spores doesnt have LoS....just the crap spread range on death....no wonder it seemed worse than before.
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what changes were you expecting (not that any seem needed) and why lose the grass (yes as an option...some of us like it)?
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it spreads on enemy death or from using Toxic Lash....that being said it does seem to have issues still in spreading...particularly since they added Line of Sight check to it, thus making it quite bad imo, compared to pre-change
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it is really annoying...wanted to add a transporter to my clan's architect obstacle course....and cant...not even the needed corridor.
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On 2018-05-10 at 11:00 AM, [DE]Danielle said:
Recasting Spores will detonate all active Spores and will deal 2x the damage on an infected enemy based on the number of active Spores and their current damage per tick.
of ALL the changes to saryn...i HEAVILY dislike this the most now that I've played it.....EVERY other power in the game that is a one DOES NOT have a cast to be made useless like this one does.....IF the damage ramp up wasnt nuked to nothing each time and instead was say, 1/2 of w/e the current is...and then recast on an unaffected target...well it would be far better than now.
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5 hours ago, Arbitron said:
Please switch to HTML 5 or something that doesn't require java. Java is not supported on windows 10 Edge or Google Chrome.
what part of it doesnt work for you? even Firefox doesnt support java anymore...and the riven market site works just fine for me.
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13 minutes ago, WhiteSpike said:
Funny how this happened on PC and now it's happening on Consoles.
Guess it will take a while to fix this.
while it was fixed on pc, it didnt make it in time for the console certification
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1 minute ago, Hixlysss said:
They could use armor..
yeah...no *looks at grineer armor issues*
OT: I love farming infested...at this post i have 663,761 infested kills...the next lowest is grineer at 295,469, with corpus at 137,266 and corrupted at 138,550 heh
i do hate the near constant hookshots...but apart from that they are fun and easy to kill, though the 5-7 types of parasitics is stupid...not to mention disruptor auras letting all infested have the same energy draining affect on hitting us)...as long as i have one weapon with radiation status or some way to proc it, im good. -
1 hour ago, Feuershark said:
Whipclaw augment : Whipclaw's damage jumps to enemies within x range on killing blow
it actually WILL be doing this natively...its just bugged right now in that range doesnt affect the aoe
1 hour ago, Feuershark said:Strangledome augment : the Strangledomes now last twice as long, but no longer damages enemies
would be great for high level for sure.
1 hour ago, Feuershark said:Venari augment : Venari's damage now profits from melee combo, and Venari's hit add to your combo counter
will have to wait and see what melee rework will do.
1 hour ago, Feuershark said:Ensnare augment : Ensnare no longer pulls in enemies, but instead jump and propagate to enemies further and faster
hmmm....kind of iffy on this one tbh...particularly since i dont like how useless Ensnare currently is if the main enemy is killed....hopefully the fixes this week (based o nthe devstream) will help out.
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most, bosses are immune to most status effects
I think radiation status is the only one that works on some bosses. -
i wouldnt think so considering that the marking is done by simply hovering over the target...more often than not i tend to just wiggly the crosshair around quickly.
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the main issue is..DE does not want us to be staying in a single round for more than 8 zones....apparently players were staying until 40-50 zones (nor sure if normal or elite).
While this is and endless mode, DE themselves have said it is meant to be arcade like in short bursts....which is why the insane ramp-up of enemy level and efficiency decay (though its locked at a max of x6..the longer it takes to kill the higher the drain seems)...after the more recent hotfixes, most PC players have only been able to get to zone 8-12 before not being able to keep up any longer.
personally, I've only ever been able to get to zone 8 or 9 at the most with the changes...before them i was getting to zone 12 (and getting FAR more focus per run than i am now...and kills (just between zones 8 to 12 i was getting nearly 3k more kills than zones 1-8...pre nerf...which equaled for me roughly 150k focus...now, now i only get maybe 50k a run in 8 zones...if im lucky and get corpus or infested the majority of the time
That being said, Ive only ever done it solo...its rare for me to pug anything and even moreso for my clanmates to be on wanting to play warframe. -
Just now, VPrime96 said:
This would be a good idea if they make WarCry's Aura wider than Chroma's 3. Seriously, his Aura's range is very small.
a base of 18 meters is small...but with valkyr being a melee based frame, that would actually be decent.
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why recast when all they need to do is turn it into an aura (looks a chroma's 3)
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5 minutes ago, VampirePirate said:
When was this decided?
6 hours ago....now with a devstream showcase
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50 minutes ago, (XB1)Cash201293 said:
I kinda don’t like corrosive replacing viral. Something about spreading Viral was so satisfiying. But corrosive do have some use against infested but only against the heavier units. But I rather spread viral against infested instead of corrosive.
as extra damage yes...but as status....which IS late-game...no...corrosive is only good against a single faction..viral is good no matter the faction
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radial blind...chromatic blade with healing return (or even just normal exalted blade fpr more status effects, though lower proc rates)...mini radial blind with slide attack while in EB.
life strike, for those who use it.
There is Exodia Might on Zaws that can heal on finishers (50% chance with a 30% of damage dealt healed..at max rank)...which radial blind opens enemies to.
Personally, I've shelved Excal as I now cant stand his constant energy blade spam (really with they had made that into the combos...instead of all the attacks).
Developer Workshop: Saryn Revisited 2.0
in Developer Workshops
Posted
the main thing they did was buff it...the only nerf was to energy, but honestly...with the other changes it was fine with getting taken out.