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Soridian

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Posts posted by Soridian

  1. 5 minutes ago, Mr_Fats said:

    Having the same issue, was wondering if I was the only one,this is my 5th attempt... fingers crossed

    failed again here for me too - EU player here. having fun chatting to clannines while everyones downloading though so not all bad :).

  2. downloaded (at amazing connection rate for an update btw) and failed when complete. attempting again - not salty, willing to wait! i have faith! looking forward to enjoying fortuna when it does download successfully 🙂

    • Like 1
  3. 1 hour ago, (XB1)MediocreSupreme said:

    This contest was poorly managed and poorly decided.

     

    One clan in particular won simply because they broke the rules by having someone respond to their post to the point of flooding the pages.

     

    Decided by one person? On what basis?

     

    It wasn't that our clan didn't place but the clans that won ...seems so random

    For this reason I'm done with warframe. 

     

    Thank you DE for four years of great entertainment but there was so much "I just don't care" given to this contest.

     

    Wish you all the best in future endeavors.

    little bit of an excessive reaction there. while i agree with that the contest was ran badly - there's no reason to quit over a single instance of bad management from DE. As you've mentioned you've played for years, DE might not give feedback straight away but dont you think they have a track record of listening and changing future plans accordingly?

    just to lighten things up...

    ....do you drink tea?

     

  4. I quite like her current 1-3 from what we've seen but i kinda want the whole 'gore' concept to go further i.e:

    Ravenous Golem

    I kinda envision a golem ultimate summon made of bones with long serated fore-arms which does different sweeping attacks that cut up enemies it killls. As it/you kills the enemies, it absorbs the body parts/machine parts (corpus) growing stronger and gaining bonus damage depending on the type of enemy bodies it has access to.

  5. Was remembering scot's comment on shield gating on the devstream 100 and how he said he didnt solve the problem (which im assuming is the one shots to the shield heavy frames in higher level content) and i had a thought...or well a seperate thought to my final one which is further down (for "tldr", see bolds). i first thought  "why does 'armor' have to apply to just health at all?" if the description calling it 'armor' is what stops the added potential health bonus of the attribute being applied to shields, would not renaming it 'durability' and have a survival mod added to help shield users?

    shield heavy frames themselves generally have little 'armor' though as it is currently, and though i had toyed around with the idea of the dmg reduction being passed onto shields, or a portion of it, it would become somewhat awkward when shields are so variable - and can change with the use of over-shields via other mods or frame abilities. though then what about an additonal survival mods based arounds shields? an example of a similar mechanic ingame:

    Nekros and Health Conversion: Nekros is one of the few frames that have an innate chance boost to extra health orb's being made through use of desecrate. this means that even though he only has 65 armor even in his prime form he have a pretty high upkeep of the 3 stacks of additional 'armor' (thats 450 per stack, 1350 extra in total). This makes him in a very beneficial position to continue on past what a 'squishy' frame would usually go (and lets not get into adding shield of shadows on top!).

    What about a shield variation to this with a sort of quick thinking mechanic thrown in? " if shields drop to 0 - for every X amount shields lost within the last X seconds, have 75% of this value added to armor for X seconds". This would give additional survival for shield users without becoming game breaking and would also give an increased defence against one shots as the dmg reduction for what little health shield heavy frame use would be ramped up dramatically if all shields are lost - it would not however stop the scenario of simply being over powered by more mobs than you can chew as you shields would be whittled down over a prolonged period - or being abused immensly for long endless missions as having 75% being the value limits the short term damage reduction from the boost of armor.

    Well - the above is my idea to solving the one shotting of shield heavy frames anyway. I thought it was worth a mention so there we go! discuss! destroy my beloved thought train my fellow tenno's!! you know you want to :).

     

     

  6. On 06/06/2017 at 7:46 AM, Faulcun said:

    Well first of all, your title isnt going to get the attention you seek from DE.

    Aside from that, I feel like Mag, as well as many other frames, are the way they are largely due to some form of massive abuse in one or all of their powers; Greedy pull being a perfect example.

    Some people werent around when all that stuff went down. But in many regards, the few will suffer for the lack of self control of the many. Those who werent around back then might say "Oh come on. It couldnt have been that bad.."

    It was.

    Things havent changed much with the community either. If DE gives an inch, the community will take a mile. This community functions on the basis of instant gratification with no foresight on consequences of actions. Of course theres always room for improvement. But things like LOS on some abilities will probably never change now.

    Take Banshee's sound quake as another example. Locking down the whole map might seem like a fun idea, but i fully expect to see that get nerfed right into the ground eventually. Mark my words on that.

    Not read much past this comment but a major point in response - 

    why is it the communities fault for using something in the game? Mag has a huge history of knee jerk nerfs stating it's too powerful and being abused - why are mag changes not tested properly in the first point? Greedy mag was obviously going to be abused from get go - magnetise changes were horribly broken with energy weapons: pull originally placed the enemies right in front of you; why we're these put in the game in this state to begin with? 

    I'd agree with you if it was some obscure interactions that have to be done a certain way - but the issues with mag haven't been, they could of all been implemented properly if given proper testing -  but they weren't and then the nerfs that follow after its brought to de generally go past the point of the problem and they nerf other aspects to the skills aswell 

  7. have to say, the new conclave mode feels so gimmicky ;s charge attack after charge attack with the odd slam thrown in...

    could you just make it play 3 matches for the rewards? i dont mean to sound ungrateful for an update to conclave, but other than for the rewards, I'd like to avoid this mode like the plague! i actually like conclave/lunaro every so often, but this mode is just so monotonous as it is ;s

     

    slight rant over the conclave mode aside ~ i noticed mag's polarise in the patch notes, could you perhaps look at removing the energy loss on magnetise if the enemy dies before the bubble forms?

  8. 7 hours ago, (XB1)Oussii said:

    You were in simulacrum, somehow a controlled environment. :(

    In real game, your team may kill enemies you marked already :(

    In real game, things unexpected happen, such as enemies spawn or other stuff. :(

    In real game, you may mark an enemy and by the time you wanna BS him he is out your sight,,,  :(

    in real game a lot of variables.

    Goodbye Ash, time for you to retire

    Unsure if sarcasm considering the original quote or serious.....if the latter, this sort of comment isn't really helpful. If not... end with /s!

    For In-game examples, I've been using the new ash rework on tycho runs on lua:

    Iv had no issues with kill steals on marked targets as iv been cherry picking those that are out of the way or high priority targets like bursa's.

    Energy costs are fine, I run with 125 efficiency and zenurik, more than manage-able.

    Rework pairs brilliantly with a mellee focused load out but I'm also using soma prime for mob clearing  but I'm still marking and using Bladestorm for the ones who went behind cover or just awkward to hit.

    Beetween teleport, smoke bomb and Bladestorm to help maintain high combo counter and some extra easy to do damage + slash procs, I'm generally making most of the sentient kills without taking too much damage. 

    I think the new ash requires a bit of  change to gameplay as its not really worth going into a room stealthed and Marking everyone. Energy costs seem to try to dissuade that play style and seem best used as a hit and run style or targeting mobs off to the side or coming up in the distance to control the flow. Personally, I find ash a more fast paced frame now as I'm not constantly utilising the one skill. I don't think he's perfect and there's been some good examples of how to make his skill set flow better such shuriken being better tied/Bladestorm animation changes/ways to cancel marks talk but overall i don't see how people can describe him as ruined.

     

  9. Hmmmm.....personally when I think of stat re-rolls Diablo 3's system comes to mind. However there it's you can get plenty of drops for legendary gear if your strong enough to play on high torment difficulties (read had the blessing of the rng gods(kadala you little!-) for decent sets), and can just re-roll one line of attributes at a time.

    I can see both ways such as rerolling all but one stat's, or a reroll of just the one stat making rivens much easier to cope with as rngesus is a fickle deity in warframe so some sort of player control is defiantly necessary.

  10. 15 minutes ago, (PS4)ATreidezz said:

    Or on an uneven ground like stairs...

    They will have to make a tight Close quarter finishers (like, performing finishers to more than 1 enemy at once, like dual assassination on AC, or dual takedowns on Batman Arkham Series)

    Wtih the uneven ground, they could learn from TENCHU stealth kills, it has a unique way to address animation on an uneven grounds.

    Heh, I think they'd just use the usual response for animations for powers on stairs or uneven surfaces....play it as if the surface was flat lol.

    in all seriousness though the map limitations probably would rule out teleporting groups of mobs to yourself and is why there isn't a power like that already.

    Personally I don't see why the Bladestorm animation can't just be a simplified and quicker animation such as a slash to the stomach or stab to the chest or back only and focus on the smoothness of the animation rather than the cool factor of 'i'ma stab this guy repeatedly in the head! Ye!!!!!' 

     

     

  11. 18 minutes ago, (PS4)ATreidezz said:

    REVERSE BLADESTORM

    Instead of ash teleporting all over the place stabbing enemies, how about ash teleported the enemies to him to stab?

    Never played assassins creed much so unsure what your on about there but the mobs being dragged to ash rather than him going to them is an interesting concept to overcome the headache-y animation you currently have. Though it raises problems on how would they be able to place the enemies properly if you yourself are in a confined area?

  12. 30 minutes ago, Hypernaut1 said:

    Mag is by far the most often unfairly nerfed WF in this game. That said, I did come to realise that I didn't need to be able to nuke entire corpus maps for 15 energy and I'm still very effective with her. I've come to grips with her nerf.

    Oh I'm not saying she's no longer playable, on the contrary she's my most played warframe and I still enjoy rampaging through levels with her. My problem was how the rework was handled - i.e the bugs on magnetise on launch of the rework were left in for ages and skewed the feedback for it as people were defending the rework quoting damage that should not of been possible. 

    -In regards to ash: I'd also like a way to cancel Bladestorm marking for those times when you just want to extract or you hit the 4 accidentally (perhaps the middle mouse button?). Also, it might be asking a bit much but it'd be nice to have some sort of use for the marking mode beyond bladestom I.e perhaps reduced enemy awareness like the rakta dark dagger effect?  Truthfully i just want a reason to run around with the black cloud effect more often, lol 

     

  13. 1 hour ago, Hypernaut1 said:

    I was guilty of this too with Mag. 

    *Triggered*

    I still have qualms with how mag was handled, i shall stop there before I write essays about mag In an ash thread lol.

     

    in regards to the ash rework....I generally quite like it. I feel like shuriken needs some TLC with say auto headshot tracking if possible (for the dmg multiplier) and say an additional shuriken based off power strength.

    Bladestorm's animation could do with some tweaks as it can still be very awkward and headache-y to follow, and I'd  also like fatal teleport augment looked at as its still a lil buggy where sometimes it doesn't trigger the finisher on teleport and on the flip side if you don't have a weapon equipped it still sometimes plays an animation but without any damage. 

    My overall opinion for the ash rework is that though he might not be as powerful as before, he's more engaging, and more importantly, fun to play.

     

  14. Sortie changes sound pretty interesting though I would say that nitain for some they have more than they need already so could be seen as an unneeded reward. Might perhaps need some sort of resource drain to spend it on that's somewhat useful.

    ash rework sound interesting and ash deluxe looks awesome so excited to see it. 

    I'm not going to comment on the kuva changes till iv played with them  but is it being considered for there to be an endless option for the siphons such as with the relics update we can choose? if your doing anything but a capture run currently you'll be losing out significantly on possible returns over a period of time for kuva drops if you want to farm it. I'd personally rather just run the one mission for a length of time than constantly running short missions.

  15. After playing some of the new endless mission i quite enjoyed them. i personally enjoyed endless missions previously as it was something i could do with clan mates and have fun running for 40 minutes +. I think its worth noting that you still get the general endless mission type rewards at the end of each rotation (and please don't say that's unintended) so you have a chance to replenish your stock of relics with how common they are on drop tables now.

    I'd say the major drawbacks though are still the rng on mission setting, factions your facing and reward set (i.e - enemy level) since the relic update. The old system was fun as you could narrow down how challenging you wanted it to be. want it to be tough? go t4. slightly easier? t2-t3. Now what you get is entirely dependent on the rng roll of the relic runs at the time you click the missions (for missions type).

    With the upcoming clan made missions, could this not be expanded upon to allow a more custom game play in general to address the above? my thoughts anyway.

    also, just a note but there has been 2 rotations so far where I've missed selecting a relic for one reason or another. could there not be a way to choose as the game is progressing aswell? say a relic run specific console that appears, or even just a menu option.

     

  16. If your kavat farming, is suggest farming Simaris rep first and getting the widget for double scans. Each scan counts twice and afaik should double the chance to get a genetic code. Even 30% is low however imo, rngesus can be a fickle diety a times. 

  17. 1 hour ago, DEATHSCYTHE38 said:

    How do yoi'm trying to scan a kavatu expect us to get kavat mods if the kavats can't be killed in mission after scanning. Plus try to scan a kavat that is suppose to be there but infact the scanner doesn't show anything; might as well shoot fish in a barrel, can this be fixed please.

     

    you can kill the kavat after scanning, there's no penalty. The scanner is finicky yes, the kavats pulse red but it can be hard to track them when they go invis. 

  18. On 06/07/2016 at 3:57 PM, Noamuth said:

    Mag is viable against more factions, has synergy between her abilities and, in my opinion after playing her for over 2 years, is in a better place because of those things.

    The only thing abusable about Magnetize, like tnccs said, is the beam weapon thing.  Beyond that, I'd like to have seen Crush get some Exalted treatment.  But, with Polarize in play, it's more useful since it's damage is augmented by power strength and it's damage can be applied directly to the enemies health.

    Bullet Attractor was a good ability, but Mag outgrew it.  The ability was lack luster and wasn't viable late game due to the player only being able to cast once.  Now, it's castable 4 times and the player has more control over how the ability works.  i.e., Range/Duration for damage increases.

    How is this a bad change?

    Magnetise is the thing by which Mag is now more powerfull against factions, not anything else. as i've said before, remove magnetise from the equation and what do you get? a lesser mag than before. the rework has simply moved polarise being her OP skill to Magnetise while leaving polarise almost useless after a certain enemy level and with mechanic restrictions which limits her synergy with the new magnetise (restricts low duration builds, i.e range of polarise being affected, which practically forces a high duration build).

    with Magnetise is not just simply a fps interaction with beam weapons aswell, i run the game on a 4 year old PC and i can boost the DoT on magnetise to 10-20k per sec very easily. It's also not the only interaction bug thats around, the whole lanka thing? it can still be done, to a slightly lesser degree but its still possilbe, alongside other high damage-fast fire projectile weapons.

    Also, with Mag's position being a starter frame. prior to the rework a new player could very easily get a fair amount of the skill ceiling with Mag without a large modset/weaponset and could explore/progress quite quickly. Now, to get the most out of mag you'd need to understand the interactions beetween range and duration for the new polarise, find a weapon suitable to play her with to make the most out of magnetise and is almost forced to build for high duration over anything else which also promotes slow paced gameplay and specific area lockdown with the nature of how the new magnetise function.  The interaction with teamplay is also detrimental with the new skil  with many players often criticising its use as it re-directs fire within passing through the bubble with no means to end it early.

    As mentioned before, my main concern with the arguments here that the new mag is better are all generally focused on magnetise, which is in itself an OP skill and is being abused through mechanics already. this is taking away from any positive contributions onto how to make her better as the minute someone writes on here that the pre-rework mag was better figures and examples of what can be acheived with magnetise are put up as the argument even though people admit they are themselves using mechanics which are more than likely unintended.

     

     

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