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Mirki

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  1. While this is a nice change, it does not solve the issue, there are still many abilities which functioning is tied to receiving Damage (for which Overguard Damage doesnt count/impede) to work some if not all of it's effects, Nourish (subsumable) and Kinetic Plating to just name a few. Im inclined to believe that this needs the "Catalyzing Shields" treatment to be fully fixed, recognizing the "Berserker" playstyle beyond the game mechanics, in other words, please create a Corrupted Mod that makes it impossible to attain Overguard, but gives 100% Knockdown Resistance (akin to Primed Sure Footed) in exchange for the Exilus Sot, I believe it is a solution where everyone can come out Happy
  2. To me, the one in the Genetic Imprint screen doesnt look any bad, in fact that's how it looks for most of the Game, (try loading into a mission or use captura to check) but it looks TERRIBLE in the Orbiter for whatever reason, and since that's where 90% of the People will actually be able to see their Pet, it feels like 90% of the reception will be negative.
  3. I dont know what prompts this to happen, but if there is a possibility to make the Kubrow Fur in the orbiter look more like the one in the Genetic Imprint Screen it would be a huge upgrade Images attached on Spoiler, Graphical Settings are all maxed out The difference is kinda baffling, I hope something can be done with it
  4. Yeah then it's the second situation I mentioned, they are detrimental and you lost time. Cheaper price points obviously get more sales, higher ends still do sell albeit less frequently. On the Gauss Prime release I mentioned, there were also really low price points (akin to the ones you mentioned), but I was still getting purchases at 250~300 per Mod. Case on point that's all side-benefit from Kahl, side-Benefit from Cavia is not getting anywhere near that retribution.
  5. We are back to square one here, if you find them along the way, sure pick them up no damage, but if you go search for any amount of them, that's wasted time already. Surely you're talking about Public, again assuming a Good bounty, you're better off SOLO and like I mentioned before your best case scenario is having your Public Squad hunt Voca but they're still gonna be detrimental to you, Solo extract is not a thing in the Labs, again this is not the Zariman. Otherwise why would you form a squad to leave it after a singular bounty run? Sounds like they are gifting it. or the changes have already altered it's price point (unlikely since this week still had an archon shard on sale). 200 Platinum is more like it, during gauss prime release the sale price exceeded 300, when I emptied my stock reserves out of it, I had earned more than 5k
  6. You got what I said wrong, HUNTING FOR VOCA is detrimental as a SOLO. Good bounties are the best they can as SOLO. Hunting for Voca with A TEAM that's better, but you have to rely on other people, being time constrained, you're better off SOLO, thus not hunting Voca, thus Voca is worthless. Tons of platinum, Archon Mods are very well priced on Warframe.Market, or well, they were given the very limited amount you could get per week (less than 1) and high demand (Gauss prime release saw an skyrocket of demand), now it's about to be seen since they are the only evergreen offering in the stock shop.
  7. No, im not forgetting, they are worthless. As you said, assuming a good bounty, then you should not be looking for Voca or you will go way over the 30 min Mark for 30k Standing. At best you can let a Public squad get them but doing it alone is detrimental, getting a Team is just not up to you anymore.
  8. Just like Eclipse AND Prism, sleight of hands mechanics functioning still depends on the Lighting Level, case on point it's been unadressed completely trouhgout the entire rework procedure and it will only trigger the Dark Version in the Entrati Lab tilesets. The update did not fix this at all It needs to be looked at just like the other 2 of her Abilities were.
  9. Description : Secondary Fire on AMPS seem to not be affected by the increase of Critical Chance from the Certus Brace. Expected Behaviour : Phahd Scaffold's shots combined with Certus Brace and Eternal Onslaught should yield a total 151,2 Critical Chance, always Yellow Critting and Half the time Orange Critting. Actual Behaviour : Phahd Scaffold's shots combined with Certus Brace and Eternal Onslaught yields less than even 100% Critical Chance as it is mostly Yellow Critting and sometimes not. However the Klamora Prism of the same AMP is being correctly affected by both Elements, yielding Yellow Crits and a good amount of Orange Evidence: This is a respost of https://forums.warframe.com/topic/1372955-amp-certus-brace-is-not-affecting-secondary-fire/#comment-12975057 as I did post in the wrong section, however the issue has been not yet fixed as of Dante Unbound: Hotfix 35.5.1
  10. This is not the Zariman, Cavia bounties give you 5k AT BEST, since most of the gamemodes take at least 5 Minutes (with the exception of Exterminate and Alchemy) you will end up rounding half an hour for the 30k AT LEAST
  11. Coming from an Experienced Circuit Runner, this is the one (and only) issue that has made me fail Circuit runs at the Jackal fight more than once, All of the changes made in this patch are great (albeit unnecessary in my opinion) but the main issue has not been addressed, the fight has been from Day 1 one of attrition where if unprepared (or unlucky) you will just fail at higher levels, without ways to regenerate ammo since no Enemies spawn in the fight besides in the inbetween phases if you can't deal enough damage with what your charger currently holds, well tough luck the run is over Using Melee is not suitable for the fight either as the Jackal mechanics just disallow it This is the exact reason why Eximus Units spawn during the Archon Fights, because you would run out of resources and fail otherwise, case on point why not implement that here as well? It would certainly fix the issue, even more if it scaled with Squad Size.
  12. Thanks for clarifying on the state of Prism, as it was let completely unknown for the longest time, however you still havent specified what will change on Sleight of Hands regarding the Light/Dark Effect it has. Im going to, again, criticize the Balancing mentality that has been taken regarding Eclipse (Helminth version), as it is wrong to try and make a comparison with Roar, just like it was wrong to try and make a Comparison with Vex Armor in the first iteration, all 3 Abilities are completely different and work in completely different ways for different purposes, just making all the numbers the same across them doesnt work, all it achieves to set it's Buff to the same number as Roar is to make it worse than it I know it is an optionally 2 Part Ability that has Damage Reduction on the other side, but it doesnt make up for it at 75% and it wont make up for if it was 90% either because the Ability has always been chosen for Damage with so many other ways to complement defense (and better than 75% DR) it will not start being picked because it's optionally 75% DR
  13. Thanks for listening to the feedback, however I believe there is still work to be done, in many fronts actually Regarding Eclipse, the Buff number is way too low, Comparing it to Rhino's Roar is a fatal mistake, as it was to compare it to Chroma's Vex Armor when the first change was made. Eclipse is not a squad buff, it takes an augment to do that, it's nowhere near the same utility or overlapping with Roar (just as it didnt have anything comparable to Vex Armor) given this situation copying the number is just making Eclipse a worse Roar, please reconsider a bigger number, it doesnt even have to reach 3 Digits to be fine. 80% or 100% Tops would be the sweet spot. Regarding Mirage, after all this discussion and dev workshops, it is still unclear how the rest of her kit will function, her Sleight of Hands AND Prism are still affected by lighting, and they dont work at all in the Labs just like Eclipse does, it is vital to address this at this point, because it's 75% of her Kit what's broken, not 25% Finally, going forward, I want to criticize how DE has handled balancing this ability, there appears to be a missconception of what makes an ability usable or good, it's not entirely numbers, it's all about the particulars and context of each ability, comparing Eclipse to Vex Armor was what first caused this mayhem as they're both extraordinarily different abilities coming from different frames which Kits work for different intents, it should have never happened. Now the same is ocurring with Eclipse and you are comparing it to Roar, same situation, it should'nt it doesnt help to put two isolated specifications together and just even them, there has to be considerations for all of the parts, not just the numbers.
  14. Bumping as of "Whispers in The Walls: Update 35.1.0" (35.1.0) since the issue has not been resolved.
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