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direpinnacle

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Posts posted by direpinnacle

  1. I'd enjoy seeing it squish a bug with it's big feet.

    Specifically: 
    A - It seems to look at something a bit in front of it
    B - It stretches it's head forward and peers at something on the ground
    C - It backs up and shakes it's head a little (to show disgust)
    D - It stretches it's leg out and hovers above the ground for a tiny bit
    E - It slams it's foot down then rotates left and right to grind the bug into the ground
    F - It steps back into starting position

    This is really just a suggestion, don't care exactly. It might look something like this (not my video) from Men In Black

    In my opinion it'd be neat if it only did this on the out in the plains or perhaps in the desert tileset, but I think it would work anywhere.

    • Like 1
  2. Prime Solstice (Based on "White Christmas" by Irving Berlin, famously Sung by Bing Crosby)

    I'm dreaming of a Prime Solstice
    Just like the ones I owned before
    Where the Warframes glisten
    And Tenno listen
    To hear deals from Darvo.

    I'm dreaming of a Prime Solstice
    With every Tennobaum gift i wrap.
    May your guns be brutal and shine
    And may all your Solstices be Prime.

    I'm dreaming of a Prime Solstice
    Just like the ones I owned before
    Where the Warframes glisten
    And Tenno listen
    To hear deals from Darvo.

    I'm dreaming of a Prime Solstice
    With every Tennobaum gift i wrap.
    May your guns be brutal and shine
    And may all your Solstices be Prime.

  3. Just to add a +1 to this, I was doing this mission pre-patch and got to the last mission with the Sunrise Apothic. Now that I'm trying the last one after patch, I encountered the same exact scenario. (Annoint the shrine, music changes, no enemies. In my case, no defense timer either.) Seems related to the patch, may just be too many people for the server I guess.

  4. I'm having problems with the second issue as well, though I haven't noticed the accuracy thing.

     

    It seems that most of the time if I shoot an enemy (or anywhere really) and then hit the same blob so it 'stacks' the blob then floats in midair, as well as taking a lot longer to explode. Charged shots seem to work fine, as long as I only charge up once and then don't fire at the blob, and I don't have any issue with a single shot using barrel diffusion.

     

    Whenever I hit one of my own blobs it stops sticking to whatever it was on and takes longer to explode. Also, when it's doing that it no longer seems to explode when I step on it, either.

     

    Every now and then the gun will decide to stop doing that and seems to work as intended for a little while, but most of the time it's doing the above behavior, I haven't pinned down any reason why, though.

  5. Faction: Infested

    Grip: Short (Closest to Kama)

    Description: An Infested Flanged Mace, this weapon came forth after the Great Plague as a way to damage shielded and armored targets. Heavy, yet fast, what this weapon lacks in range it makes up for in speed and stopping power. Like many Infested weapons this is a fusion of flesh and metal, with a plant-like growth surrounding a Cross shaped Mace head on a Bone handle. (Possible damage type: mainly Impact, with secondary Puncture damage)

     

    bRj7TsV.jpg?1

    If I have time I'll make a 3d Render to help Illustrate my Idea

     

  6. I find it odd to this agument that both sides seem to have what I believe is a false assumption: stamina has something to do with rushing.  A couple people tried to point out that with regenning stamina on a slide and the use of melee weapon for agility, rushers don't need to sprint and lose stamina all the time, but I think this needs to be emphasized.

     

    Stamina does NOT affect rushers.

     

    I play a few frames: a rhino with all rushing mods and the vanguard helm, a frost with none, and a nyx and trinity somewhere in between. With all of these frames, including the slowest possible frame in the game, I can run ahead of a group or make the effort to stay with the group. On very rare occasion will I find (through pugging) someone who is so much faster and more experienced at the game that I fall behind in my frost because he's too slow. 

     

    All of this was true before the stamina update, during the couple hours where it was different, and since then. I know the game, the tilesets, how to jump off a wall for a boost, how to take shortcuts in most places, etc. Whether or not I rush away from a group will never have anything to do with the mechanics in the game that everyone is using (that affect running). It is a choice I make about how I play and if I choose to rush faster than a group, then in almost every case I will end up far in front of that group.

     

    If stamina is somehow intended to make people stay as a group then it has failed and should be removed. If it has some other purpose (like limiting melee/dodge), then it needs to be totally redone to fit that purpose.

  7. I've had an idea, and I thought I might post it here. When Rhino needed a rebalance, they combined 2 of his abilities and added an extra feature. The same thing might be applicable here.

     

    I suggest combining EV and Link. I know, this sounds OP, but stick with me a minute.

     

    Remove the damage reflected from link, and add the invulnerability back. Use the old EV damage becomes energy, but make it pulse from Trinity, and instead of dealing damage, it happens when Trinity takes damage (rather, would take damage, because she's invulnerable now).  This seems overpowered, but in order to spread energy around Trinity will have to get shot, which isn't the easiest thing for Trinity do do sometimes: she has no threat ability. This one power would be seem overpowered, but would not be any more powerful than the current combos she could do pre or post changes.

     

    The new ability (Energy Link, maybe?) would become her new Ult. Move Blessing to a 2nd or 3rd slot so it can cost less energy, and consider removing the team invulnerability, as others have suggested.

     

    At that point there's room for another ability: the devs can decide to add CC or a damage ability like what she has now, or something others have suggested like an armor debuff, or some sort of positional 'well' that heals or adds energy.

     

    This seems weird and overpowered, but I think combining Energy Vampire and Link should be given serious consideration, as it could make Trinity seem a lot more fun and would actually make her more situational and support-like.

  8. I'm chiming in to express resentment over the new changes, especially to EV. My main point is this: Trinity's best mod has always been a duration increasing mod; with the new change to EV duration is now counter-productive. I can't really stress that enough: A soloing trinity can give herself up to 10.5 energy per second (focus+streamline, including casting cost). With duration mods and the Aura Helmet, which I used to love, that same setup drops to half, about 5.76 energy per second if my math is right.

     

    So with Trinity's best abilities at the moment, EV and Blessing, in order to increase the performance of one you have to decrease the performance of the other. This is unlike any other frame and situation in warframe, and strikes me as bad enough to be a bug.

     

    Trinity was (and is still listed as) my most used frame, with hundreds  of hours into this game. I've had to put her on the shelf for the last month due to issues with link, and I'm not playing warframe nearly as much as I used to because of the way Trinity's been handled. Take away invulerability, change the energy, whatever you need to do, but commit to the change and own it. Right now it feels as if I'm using a bugged frame every time I try to play Trinity.

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