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iHaku

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Posts posted by iHaku

  1. i cant even really comprehend what the issue is, since i've never been in a situation in which i wouldnt want volts speed. even on my high strength titania build, if i get volt speed, i just stop holding shift and its fine.

    having more reload and movement speed is just a net positive to me, so maybe you should just start learning to use the speed better or something? the game has a bunch of ways to controll your speed, from zoming in, crouchtapping/sliding, bullet jumping etc.

    • Like 1
  2. 13 hours ago, (PSN)Sentiel said:

    Nourish isn't strong, it's versatile.

    versatility is a strength. a strength that it has over most other abilities, because those are just bad, which is a problem aswell.

    i dont see why nourish couldnt just be made 2 different abilities that grant auras for "get more energy" and "get added viral damage" seperately.

    or even better, have nourish be the energy only aura, and then modify a bunch of those garbage abilities like volts shock so that they do the viral weapon damage aura part of nourish for their respective element (and no, having to painfully recast it on each individual ally while also losing an augment slot is not just not the same but its also aweful), so people can choose what to bring to their squad. there'd more choice, which is what the helminth system promised to be.

    "but that wouldnt be the same as how it was on the original frame" then just make up an in-universe reason as to why they are different. helminth modified them to be better or more applicable to your weapons or whatever. DE constantly pulls reasonings from where the sun dont shine, so this should be perfectly reasonable.

    • Like 1
  3. 7 minutes ago, Hexerin said:

    Trinity currently has 93.75% DR, but getting that also requires high maintenance upkeep (keeping two separate abilities active, both of which have extremely short durations) and is extremely expensive to build to a reasonable level (many forma and full tauforged shards).

    its not that much upkeep really, especially now with archon shards. she's still my most played frame, and that was from a time before archon shards (which to be fair, havent been in the game for that long all things considered)

    but you're right that you'd be crazy for wanting to do all of this upkeep just to play her when you could instead just play a frame that does it nearly just as well by putting 3 motes down. This is an arpg, and being lazy is king, if it achieves similar results.

  4. 7 minutes ago, (PSN)FrDiabloFr said:

    Well no they don’t make you immortal, so the point is still empty wisp and citrine are great healers but they certainly don’t make you immortal you still take damage.

    if you have either on your team, you can literally go afk in pretty much all content, including netracells, which is, right now, the supposedly hardest content in the game outside of doing endless endurance runs, the amount of people that actually do that more than once in their live tho you can probably count on one hand.

    so yes, they make you functionally immortal, as you can not die unless you somehow avoid staying in range of their buffs, which could be said about revenant aswell. you'd have to go out of your way with dragon keys and unequipting adaptation to even entertain the possibility of death.

  5. 1 hour ago, (PSN)FrDiabloFr said:

    What’s your point?? The op is correct nobody mentioned wisp or citrine because the post was about rev.

    I mentioned those 2 frames because they are examples of frames that do what OP critisized revenant for (but do it better), while at the same time are able to do more for the team than what he is.

    revenant doesnt exist in a bubble. there are 54 or so other frames that one could be playing instead and obviously he's going to be compared to them. every frame should atleast have a niche that they fit into while at the same time be enjoyable to play, but right now he barely has one of the two, if you like the spin. and just "his invincibility is op, nerv please" doesnt fix anything, he's already barely ever looked at because he just kinda sucks.

    • Like 1
  6. Just now, _GoodLuck_ said:

    Don't get me wrong, Revenant is a good Warframe but

    yeah thats why you never see that frame in public games, right? bringing wisp or citrine into a lobby will already make everyone immortal for 100% of the content that is actually being played, while also bringing a bit more to a team than just that.

    • Like 3
  7. i would've suggested will o wisp to move autominously. kind of like a wukong clone, but it doesnt do damage and instead just acts like another player when it comes to drawing fire. it would ideally copy all your current buffs and debuffs aswell (so it gets equally tanky) and you can switch places with it by pressing the skill again (maybe hold functionality, while tap respawns the clone on you)

    breach surge teleport would be pretty cool as a unique traversal ability. right now you never use the teleport outside of open world mission cheese, because moving yourself is just... fast enough, with how small rooms typically are. together with 1, you could even set a clone, teleport to your motes and then teleport back to the close by swapping places with it. that'd be a really fun gameplay addition.

    o yeah, also maybe make it so that teleporting on motes doesnt require pixel perfect aiming to get the teleport prompt to show up.

  8. ^ to maybe explain it a bit better: just go to helminth and scroll down (or press the second tab icon). it will show you all the missing abilities, which is literally a list of subsumed frames that you're missing.

    image.png?ex=65dc29f6&is=65c9b4f6&hm=9b2

    if you dont know who has the ability, then you could always just google "warframe [ability]"

  9. Just a quick, and in my oppinion pretty obvious GUI improvement:

    have the reset timer for steel path incursions be displayed the same way as the sortie/Syndicate reset timer.

    currently, they are shown on the missions themselves, which is a strange decission because it means you're either seeing the same timer 0 to 5 times, instead of having it consistently be shown. all missions are always on the same timer anyway, so whats the point? its not a big problem since you could just swap to the sortie or syndicate tab instead, but that just shows that the code to display them is clearly already there and could just be copy pasted to this tab aswell, and then removed from the actual mission element, no?

    image.png?ex=65da6cd1&is=65c7f7d1&hm=758

    image.png?ex=65da6cdb&is=65c7f7db&hm=8f4a7794c140204786ec004e7de1d42f4e38f8e0cae8e676c0ad2252fe7576fd&=

    • Like 1
  10. nah, you're just going to make the ability much more frustrating to use by changing it like that. there'd be tons of instances where enemies wont be pulled because some random environment item is blocking the LoS, which is less of an issue on other abilities because they dont hover on a fixed location 2 feet over the ground. he's already suffering from overshield killing one of his niches, and without the spectral siphon energy engine i wouldnt even think about playing him so nerfing him even further is pretty unthinkable.

    there's certainly something to be said about vortex having issues, but those are primarily from remaining enemies losing quest markers (in defense/interception etc) while they are being ragdolled, but thats not an issue with the ability  but rather with how questmarkers function. 

  11. ill take 4 shards any day of the week. you get 2 guaranteed ones per week, thats already 50% of the way to get a tau. the colours dont matter, as those will eventually even out over the weeks.

     

    that being said, it'd be kinda cool if they made it so archon shards wouldnt be one time per week only from kahls garrison, for those who have extra stock, or simply so you can target a certain colour and buy a bunch when the shop rotates.

    • Like 1
  12. 20 minutes ago, DezerayTwT said:

    If a warframe has a broken ability, I will talk about it, regardless of the popularity of the warframe, its role and strength in the current meta.

    in that case, the bug report section might be a better sub forum to post about this, since that's obviously what you're trying to do: highlight an issue with an ability. you can hardly talk about a bug outside of the context of the game itself.

    https://forums.warframe.com/forum/1875-general-whispers-in-the-walls-bugs/

  13. I would take it as a win if those frames didnt already have a niche within the game.

    wisp is one of the most popular frames due to her motes completly ignoring any kind of health reduction effects, and making you tanky enough to ignore damage from most things in the game (assuming you also have adaptation), and thats just one of her effects.

    Rhino has omega personal overguard with the whole shield consumption thing and a strong team damage buff, while also being a very early accessible frame.

    if it was something like valkyr, trinity, yareli, etc, you know, the stuff that noone plays, then I really couldnt care less if those frames would see more play because of it.

  14. 1 hour ago, DezerayTwT said:

    ..it has a greatly reduced damage and does not have a damage multiplier in the head, which makes its damage just ridiculously small..

    speaking of, it'd be nice if they would make the explosive arrow mod scale aswell.

  15. On 2024-01-19 at 7:13 PM, GrimMyfanwy said:

    I'd like to see this power tweaked a little myself, and your idea is a sound one. I hate the fact in in a fast pace, constantly in motion game like this I have to calculate where to cast the ability to optimally place it. Why they felt the need for it to fly ahead of you rather than just staying where you cast it is a mystery to me.

    if i were to take a guess, its because she's an area defense frame. it very much fits her theme (coming from mirror defense and such) and considering that there are plenty of mission types in which you haver to, or at least are encouraged to stay within a certain area for some time, this isn't  a problem at all.

    for example: defense, mobile defense, mirror defense, assassination, void flood, survival (though in public its usually very messy), excavation, interception.... you know, when you put it like that, it seems as though there are far more combat mission types that want you to stay in an area for some time instead of moving around. maybe your issue is that you don't have enough range installed? at 250~ish range, it covers most medium sized rooms entirely. and its already a very powerful ability indeed.

    that being said, it would be cool to have an option to turn it into a sentinel, with sufficient downsides. specifically a range nerf, be reducing the radius by like half, which would still be pretty huge but not as crazy considering the abilities effects.

  16. Some QoL adjustements would be nice, tho i cant really make any comments about bows because i think their usability just suck in general compared to sniper rifles. Maybe if her passive were to be extended and give some charge speed to all bows in general i'd think about it again, but otherwise they are just too bothersome to use.

    i do enjoy the way that movement changes with her, so i dont think i'd like bullet jump to be added. Maybe if you stood fully still? but even then, if you need to climb something high, just operator it, but that might be worth talking about. otherwise, sprint speed-stack rolling is pretty fun, and i'd be lame if ivara just ended up moving like any other frame.

    infiltrate should be an exilus mod, yeah.

  17. Hey there. i have a few issues with how the mod [biting frost] has been implemented.


    just as a reminder, biting frost increases (added to mods etc) critical strike chance and muliplier by a flat 200% against frozen enemies.
    This sounds pretty good, untill you realise that every enemy in the game that you'd want to have this bonus for, cant be frozen.

    This includes pretty much every single boss (besides some joke ones like hyena pack?), aswell as eximus units untill their shield is broken. This makes this augment really bad, because it just straight up does nothing against enemies that dont already die from you just looking in their general direction. It might as well read "do 10x weapon damage against frozen trash units", which isnt something most people would want. Yeah it might make some initial stacking of galvanised mods a bit easier if your weapon isnt strong enough to kill trash on its own, but that's it.

    Frost isnt in a terrible state right now, but other frames kinda just do what he's doing, but better, unless you specifically want armor strip + but cold status on everything in a pretty large radius. Which isn't awefull, but it leaves some room to be desired in the offensive departement, which this mod feels like is supposed to fill.

     

    Because of this, i suggest changing the mod a little bit, while keeping the general idea. Here are some suggestions:

    a) same wording, maybe reduced to 150% CC+CD, but now activates against enemies at max cold stacks (only if max cold stacks =>1) instead of them being frozen (which avalanche usually does as well).

    b) increase crit stage (and crit multiplier?) by [0.25 / 0.5 / 0.75 / 1] against enemies at max cold stacks. (unless max cold stacks = 0)

    b basically adds 100% flat final critical strike chance (and +1 to crit damage?). This would probably be a lot "cooler", since it open up some some new weapon choices for frost to use weapons that have an amazing crit multi, but very poor crit chance, while still being really good on all weapons in general.

    thoughts?

    • Like 1
  18. 1 minute ago, (PSN)RB3-Reloaded said:

    I honestly would have agreed with this before helminth, but because every single Frame can now have mind control giving it infinite duration would be straight broken especially since the unit is invincible. It could work for only Nyx but not the rest of the frames that can have the Unit doing insane things like Revenant with Thralls.

    then just change the subsume. plenty of abilities are not the same when subsumed, some because gameplay elements are missing like fireblast and some because of balance reasons like roar/eclipse and larva. Could just give MC the same treatment, seems to work pretty well for the other abilities seeing how popular the 3 aforementioned still are.

  19. MCd units just need to be more agressive, and focus exclusively on aim and shooting any target the moment it comes in view completly ignoring wanting to take cover or other things. i also do not see why there's any duration at all attached to it, instead of it being infinite untill its released or the mission is over.

    ideally they'd also have the old aiming AI from way back in the day, you know, the one that actually had decent aim and was going for headshots, instead of this first-time-gun-in-their-hands-shaky-fire aim they have right now, but that's just wishfull thinking.

    • Like 1
  20. honestly, there shouldnt be any revives preriod in warframe. maybe +1/2/3 revives for the team, per missing player to gives groups that arent full / solo players some help, but having 6 revives, the new last stand mechanic, aswell as ally revives basically means its impossible to ever die in this game. and you what? that's not very fun in my oppinion. there's no tension. no reason to build defensively. even in SP i usually just slap on  adaptation and call it a day. the game even gives you immortality on shieldbreak that you can use to get really immortal via operator into voidmode switch.

    if i go down now and then, who cares? there's literally zero downside to beign downed in this game. they might aswell just have made players immortal to begin with. so i'm fairly happy with team revive only.

    • Like 2
  21. oh no, who couldve forseen that frames that are really good in bossfights, aka trinity to survive, chroma to deal a lot of damage, whould be some of the best frames for a bossfight.

    most frames are just absolutely god awefull for bosses and bring absolutely nothing to the table for a team when its not for horde gameplay. thats nothing new, and was expected.

    In a game about hyper specialised characters you can have all of them equaly good as the best that fill that niece.

     

    i do like that AoE is part of the fight and that things like max range oberon to cc most enemies are pretty decent. 

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