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Kalvorax
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Posts posted by Kalvorax
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check your filter settings? iirc its the bottom right of the mods screen (cant recall as i never use the filters)
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I know it was a bug on PC upon release...looks like consoles didnt get the hotfix part of it.
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3 minutes ago, ---EG---Kramer said:
NOT limited by syndicate medallions AND daily syndicate mission standing
Standing gained by redeeming medallions does not count towards the daily limit. (added to my original post)
not sure what you mean. -
its 1,000 * (your Mastery rank+1).
ie. if your MR 21, then you have a 22k cap per day. (NOT limited by syndicate medallions * Standing gained by redeeming medallions does not count towards the daily limit. *) -
16 hours ago, Dolomaticus said:
No SS is not having issues, it never has blocked explosions, it only deflects shots. I have defected back rockets, but if the rocket lands near where I am standing, it will hurt badly.
the issue i personally see is that SS with 130% Power strength is a 95% dmg reduction.....which is being completely ignored by the napalms fire....the damage im getting with it active is imo what i should be getting when it is IN-active....just like everything else.
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3 minutes ago, Flames21891 said:
Haha, yeah. It's kinda funny, if you let a rocket hit you directly in the face, Shatter Shield will mitigate the damage from the direct impact, but the resulting explosion will still do full damage and kill you. Between the constant bombardment and stupid armor scaling, Mesa is a pretty subpar choice for doing lv60 bounties on the plains. It can still be done, but you basically have to walk on eggshells. Honestly, I eventually just got tired of enemies cheesing me with explosions, so I almost exclusively play a Rage Defy Wukong for those bounties now.
hmm, and i made a feeback post on napalms.....just to see its actually Mesa's shatter Shield that is having issues....or both lol
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1 minute ago, Flames21891 said:
Sadly, Shatter Shield does not block explosions, which is why Mesa melts on the plains unless you can instagib everything everything else first. Grineer with rockets are ridiculous to begin with. The rockets are hard to see in the middle of a fight, have absurd tracking, cause a massive explosion with no visual effects so you just die out of nowhere, and are capable of instagibbing most frames at lv60. The napalm rockets don't have tracking, but they do have what seems to be a larger explosion radius, and a DoT proc that basically guarantees your death if the explosion didn't already do it.
your kidding me???? no wonder i had more success with Zephyr than mesa....even with a 12 meter range on mesa's SS.
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24 minutes ago, (Xbox One)Ubern00ber88 said:
Low shield, low health mesa with no shield ability active. While I think these boys hit like trucks this is not the best example of that situation.
Edit: Nvm, saw the recast after watching it a 4th time
there is also the fact its NOT a low health mesa...my build works against literally EVERYTHING except these OP napalms...
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I am getting tired of the fact that literally any other enemy damage IS mitigated (yes even the occasional venomous Grineer trooper i see on the plains), however Napalms and even Scorchers fire damage is absolutly OP in comparison....as is their AOE burn....they are the majority of my deaths on the plains.....with the occasional Super Bolkor turret spam.
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On 2/3/2018 at 10:35 AM, AreeSoothsayer said:
Limbo: Banish, Rift Surge and Stasis, no Cataclysm seen.
This seems like a bug as DE themselves have said that he shouldnt be using ANY of his abilities.
Nidus....oh yeah he is FUN as hek to use as a spectre :D
I'll have to try trinity out.
overall i love the great changes...now DE just needs to lower the build time to around an hour or 2 at most....8 hours is far too much imo.
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16 minutes ago, Akram-The-Reaper-Panda said:
3- Going solo is ur best choice, get a dps frame that can sustain damage to finish quickly.
and hope and pray you dont have bloody tusk napalms (died 3 times in a t5 just now due to them......ridiculous lol) firing at you or a ogms..(turrets sre OP)
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holy.....
how did you do the ramp part? looks nice -
not if you buy it straight out like your planning to. only if getting the parts and building them
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those top two are are separate as one or both are actually equipped.
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On 2/2/2018 at 11:03 AM, [DE]Connor said:
CHROMA
Spectral Scream - Removed walk speed and jump restrictions You can now freely move while this is active! Damage output is now also affected by the Vex Armor's Fury bonus!
Vex Armor - Fixed a longstanding issue with number calculation being multiplicative. Boosts now apply before upgrades instead of after, making the ability consistent with all other damage boosting abilities. Overshields are now considered for Vex Armor. Chroma's Vex Armor remains one of the top performing damage-multipliers in the game - and it's now an aura! Instead of just being focused on Chroma, it can now benefit allies in range.
The only change that comes with a full history lesson!Fixed an issue where Chroma would deal no damage with Vex Armor active. While this may sound like a simple fix, if you're a Chroma user please read on!
Solving Vex Armor actually takes as back to Chroma's beginning. On original power creation, we used some less-than-ideal calculation methods to create Scorn and Fury's effects. If you are an avid Chroma user, you probably know the power maximizing this ability brings. At some point in Chroma's future we will need to revisit and use ideal methods for his Abilities; we will inform you well in advance when Chroma is under review.”Chroma is a complex frame that players usually acquire further on in their Tenno journey. As referenced above, much of that complexity stems from some questionable back-end calculations, which caused Vex Armor to calculate damage boosts AFTER upgrades instead of before. Although the UI may indicate that damage/armor is buffed by a few hundred percent, the actual buff amounts would be much higher. Furthermore, compound elements would effectively be multiplied twice for Fury’s damage boosting, leading to some ludicrous results.
Back in April 2017, extreme damage boosting was not really a problem, so we left the ability as is. However, the Plains of Eidolon update marked a shift in community mindset by introducing Teralysts - featuring multiple large health pools on each weakpoint, damage boosting abilities became an important part of efficient hunting teams. While other damage boosting options require more team coordination, a single self-damaging Chroma could bypass the weakpoint damaging portion of the fight in an instant. At its simplest, we do not want our Eidolons one-shotted.
Chroma’s usage was already somewhat narrow, so we want him to remain a competitive option for Teralyst damage boosting, while also improving other parts of his kit. Although the magnitude of his boost will be lowered, it will still be one of the strongest boosting abilities in the game, and both damage/armor increases will now apply to all teammates in a nearby radius. Furthermore, Spectral Scream without movement restrictions allows players to be the aimgliding, fire-breathing dragon they’ve always dreamed of! We will continue to observe how these changes affect Chroma (and the Teralyst hunting squads) in the coming weeks, and consider further tweaks if needed.
taken DIRECTLY from the dev workshop thread that answers your question....
edit: dang you ninja's are fast :P -
honestly, they just need to get rid of the eye-straining tint when certain powers are active when CC is on (preferred)...OR they need a secondary toggle for the tint so its not bound by CC.
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so A) this thread is more about infestations than the derelict.
and B) You want the need for keys to access the derelict removed
I agree with both points. I think removing the key access to the derelict makes sense as then we can do pubs instead of solo or pre-mades all the time.
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10 minutes ago, Marrt said:
Like a link to the Simulacrum or a Quick-Simulacrum, where you can instantly test your build (without traveling to a station, teleporting to sanctuary, entering simulacrum, configuring enemies from zero every time)
They have recently said that it will not happen (IIRC it was during the dev workshop Saturday during idle chatter). They do not want to devalue the relays anymore than they already are.
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i for one really dont like the changes either....particularly since I can still get lost in the darker tiles now. -
last time they were $60 each iirc....but then they were only 2 and bundled together for i think it was $80.
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personally, im ok with the hook shots...what im NOT ok with is the SPAM and the ping pong effect....THAT is what ticks me off to no end....ive recently had FIVE hook shots all within a second of each other, so i was literally getting pulled around for 6-8 seconds not being able to do anything.....THAT is what ticks me off the most.
I shouldnt HAVE to run knockdown resistant mods to have a CHANCE to avoid that....yes their are a number of powers that can also stop the hooks....but those are for specific warframes. -
5 minutes ago, Koldraxon-732 said:
Likely borrowing Nezha's noble in that case from the looks of it, so its not that new.
from what im seeing ingame right now the only thing "borrowed" is the right leg being lifted, otherwise its a whole new animation. (can be checked easily in Captura and then going to the arsenal with dual pistols equipped, then nezha noble animation)
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Would it be possible to ever get that but without the obvious dual pistol grip?
As a 3rd stance, as i know quite a few people love her noble stance (i for one dont like the blow a kiss thing.....).
Or if its already in game, would it be the nezha noble stance? -
so much support...especially since it truly is only needed in Razorwing mode...
Warframe non meta eidelon buss
in Players helping Players
Posted
oh sweet :D