Jump to content

VasjaTheOx

PC Member
  • Posts

    23
  • Joined

  • Last visited

Everything posted by VasjaTheOx

  1. i like the idea of Effigy following you, meybe could be a good synergy with Spectral scream, like using spectral scream while effigy is active makes it shoot a strong homing elemental blast at a target. oh and yea, now to think about it, yea they should also buff effigy, giving it a timer instead of energy consumption...also more dmg. Regarding VENOMOUS CLAWS instead of VEX. my idea was to give that ability base DMG buff and status bonus on weapons. so adding Intensify for example, would increase the stats, currently Vex only gives base weapon DMG. With VENOMOUS CLAWS you sacrifice a bit of that raw damage for STATUS damage and STATUS chance. Not to mention the next COLD STATUS update where it will increase the base critical chance. + the new selectable passive elemental effect, for example Toxic kills increase fire rate etc and toxic Wards increase in Weapon Reload. for me, VEX armor is the most annoying ability of the bunch. Always making sure you have the buff active while juggling the enemies and energy is a pain in the neck. but thats my opinion. for me chroma should be a slow moving gun loving monster that can also hover.
  2. Passive ability, Chroma can tripple jump and hover for longer when aiming in mid air. 1st Dragon Breath: Similar as his current first, but if activated while hovering, his Dragon Breath get 100% Range, with an increased blast effect. When the Dragon Breath hits the ground, it leaves an elemental wall for 10seconds, afflicting anyone who steps into it. Hoding his 1st ability, Switches Chroma to FIRE Element. Kills done with fire element, heals Chroma and allies in the vicinity by 50hp per kill. 2nd Venomous Claws: Croma imbues his weapons with the current elemental power granting him an additional 50% base status chance, and base 30% Weapon Damage for base 15 seconds. Holding his 2nd ability, Switches Chroma to TOXIC Element. Kills Done with TOXIC element, grants chroma 5% increase fire rate and attack speed. It can stuck up 10x it lasts 10seconds. 3rd Elemental Ward: Keep it the same, no need to change much. Except Electric Ward augments chroma Shield Recharge Delay and speed instead of giving him overshields. He gets overshild with electric kills. Holding his 3nd ability, Switches Chroma to COLD Element. Kills Done with COLD element, grants Chroma 50 point OVERGUARD per kill, for a maximum of 1500. 4th: Effiigy: Also can stay similar. Holding his 4nd ability, Switches Chroma to ELECTRIC Element. Kills Done with ELECTRIC element, grants Chroma and allies in vicinity by 100 OVERSHIELDS per kill. Chromas Elemental Kill Bonuses can overlap, so players can switch between elements in combat and have more than one elemental bonus active at the same time.
  3. They could give us a 3x daily possibility to roll the DA arsenal selection. This way you have a higher chance to get to select the arsenal that you have and like. Or at least make it random, but based on each players arsenal in possession.
  4. Kinda agree, but on the other hand, warframe is a catch em all game. As a high MR player i pritty much have all warframes and weapons with Catalysts/Reactors and at least 2 formas. So DA can throw whatever at me, it does not matter. But I do agree, I don't really like to use "Dual toxocists" and Yarelli or Kullervo 🤮
  5. Yes, I was thinking the same. Omnia fissure missions should be endgame, and only unlockable after war within. And should have all types of relics, even the kuva ones.
  6. The simulacrum should be accessible from the arsenal menu IMO.
  7. Please DE, can we get proper GEAR ITEMS hotkeys and short cuts? Right now the mapping for Gear 1-8 is kinda confusing, and not enough. I would like to see Shortcuts for specific items. And for game pads, it would be nice to get the possibility to add them as CHORD functions, for example: R1 + Down = K-Drive R1 + Hold Down = Simaris scaner R1 + Up = Archwing R1 + Hold Up = ArchGun Etc Thank you best regards
  8. I agree. I also want to be able to fish, mine and hunt with my operator or Drifter.
  9. Please DE fix: RailJack Leeches -Facing back wards, every time, after every LEECH Cut Scene during the Railjack final assault. it gets realy dizzy and realy annoying. -Fusing with the Railjack controlls, every time you get teleported on the capital ship, if a crew mate starts the final assault. -Getting teleported in space (spaced) during certain Leech assasinations in the final assault. Some times you get teleported back to the entrance, and you have to run all the way to extraction. (once it was almost 2km for me). Operator and Drifter -Not being able to Fish, Mine, Hunt with the Operator and Drifter -The appearance tabs some times get mixed, or they copy them self, or do not save the last changes. -Fix Sciroco Amp, its useless in anything else but Duviri. Also fix/buff the other amps, right now the only thing worth using is the 7/7/7 combination, everything else is useless. -Why cant we use Melee with our Operators or Drifters when outside Duviri? -Let us equip Secondaries as back up guns for our Drifters and Operators -Why do we have only 2 Abilities as Operators and Drifters outside Duviri? Can you give us the ability to choose the other 2 abilities? Thats all for now. Best regards.
  10. That's exactly where I noticed.
  11. thats wierd, becouse i just run the whole capture mission on earth with gauss with his 1st ability. i actualy emptied the whole energy bar by running, only got stuck on a realy big protruding corner in a tube that goes from one room to the other. adn even that, i just had to steer to the side a little. its bizzare, it feels so fluid. also the gardrails on uranus do not jam you like before, you actualy just slip off it while running, and bigger obsticles, you just walk over them.
  12. Hey DE did you just stealth release the Sticky Corners update? some how, running around Uranus and other maps does not result in 50% of the time getting stuck on gardrails and other protruding "decorations". also i noticed the murmur finishers. nice.
  13. That's why I only play solo. Except for void fissures, archon hunts and nettracells.
  14. i agree, the 15min in prison break is impossible to achive. atleast for me, and it breaks the game for me. I like to take my time and check everything, and i do enjoy Khalls gameplay. DE Should add new scenarios, and improve on the old ones, ad finaly add cumulative stocks, so every time we restart the mission, we can find new stocks around.
  15. I'd still prefer sand storm to be just a storm that follows inaros, and breaks enemies machinery like disabling shields, shield bubbles and jamming weapons and robotic enemies. But oh well, let's give him some slash and it should be fine...
  16. Finally the vents fix for alchemy! That one was a huge headache for me. hope you also fixed the markers for the vents, the game some times marks vents that are not connected to the current alchemy apparatus.
  17. Greetings, im sorry if this post has misspellings or general English grammar issues, English is not my first language. As someone who loves playing as a Tank and in generaly love Inaros, i was thinking. Isnt like sand, realy bad for machinery? Hear me out. How about Inaros, becomes a nightmare for mechanical enemies... especialy shields generators like NULLIFIERS! Remeber... Sand, gets, everywhere! So my idea of a rework is. SandDodge instead of DodgeRoll gets replaced with a Sand Wind animation, Inaros staggers enemies when he passes with his Sand Dodge (kinda like Revenant Reave, but dodge roll short and more sandy). Dessication Remains pritty much unfased, except It spreads Inaros other powers to new victims, if the victimes are under the effect of his 2nd, 3rd and 4th power. Devour HOLD, Inaros brings a target close and if his health is Full Devour will instantly turn his victim into a Sand Shadow. TAP, to trap an enemy into quick send, initial radius 2m. If Inaros leaves a victim trapped in QuickSand, he can use Dessication to spread the QuickSand effect to any enemies close to the victim. SandStorm Inaros envelopes his surrounding in a coars storm of sand, making him harder to see with additional unexpected bonuses like: RANK1 20% less accuracy for all enemies inside the storm 10% per second chance, Enemie Weapons and Machinery also robots, stopping working for 5seconds 5% per second chance Enemies shields and Nullifier Bubbles stop working for 2seconds (Use Dessicate to further increase effects of Sand Storm by 5%) 15m Radius 15sec Duration Enemies trapped in quick send, will turn into Sand Shadows if inside the radius of SandStorm If Inaros uses SandDodge while SandStorm is active, the unprotected enemies will get ragdolled around, other might get staggered. His dodge lenght also increeses by 30%, and can be used more quickly. (Also Inaros is able to walk, run, shoot and operate consoles while SandStorm is active.) Scarab Swarm Inaros unleashes a swarm of scarabs, but it's not a Target Only power anymore. Now Inaros can release his scarabs in an area in front of him, therefore laying a nasty trap for uncoming victims. Inaros and his allies can heal them self by staying in close proximity of the victims under the effect of the power. TAP, to spray scarabs in front of Inaros in his line of sight HOLD, to produce scarabs by sacrificing health (like it works now) All the duration, Damage, range remain the same as pre rework. Except that Inaros can now leave 2 dorment instances of Scarabs, layed anywhere on the battlefield. The duration will only activate if an enemie steps into the Scarab Swarm. When an enemie is under the effect of scarab swarm, inaros can use Dessication to further spread the ScarabSwarm and reset the Duration. So thats it, ell me what do you think. Ofcourse, i left out the Energy consumtion and many other details, but im sure DE could figure those out. Cheers.
  18. Oh god please no, i love Thermal sunder on my Limbo!
  19. The best part is, 90% of the time they are not even marked or they just don't work in general.
×
×
  • Create New...