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-Onyx-Phalian

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Posts posted by -Onyx-Phalian

  1. Patch 27.0.12
    STILL can't edit Engines, Thursters, or Shields. I have a darn Zekti Shield array waiting to be equipped for 2 WEEKS! Because of this glitch I have been unable to not only upgrade my ship, I am unable to scrap any salvage for the previously mentioned parts so it's really starting to fill up and there is nothing I can do to stop it.

  2. I can not do anything to my Shield Generator, Engines, or Generator. Whenever I do, my ship spasms and doesn't let me go to the selection screen I can research what I want to research. It has a chance of not happening the first time I go to the Dojo when logging in BEFORE a mission but afterwards it never lets me in which sucks because I just got enough resources for a nice new Shield array. 

  3. Hello, I am a long time player. Love the game. Anyway, there seems to be a glitch with the interaction with the Danaus skin with several Shields & Swords weapons. When the weapon is visible and holstered with the skin attached, the sword would not shrink on the Sigma and Octantis, leaving the sword clipping and stabbing through the shield. This visible glitch also occurs with the Silva & Aegis Prime and the Ack & Brunt. These are obviously different than how they are suppose to react, with the sword shrinking into the shield to hide it until you switch to melee like before. Sorry for the probable mistake on the "Category", I just didn't know which would match best for Weapon Skin Graphics.

    cXHtkC26X6m4mxZZLzI8PsyrQ?token=eyJhbGciOiJkaXIiLCJlbmMiOiJBMTI4Q0JDLUhTMjU2In0..ua75pGOmXAnzOB2EY9ShRw.NZ7wsd7Gyc_8NxQ8p5wyl8JBF6QXp7imNwP5qKWsfizrHAyoQulfvg8958Qlrf4Iy69T4Pg2Kb1R9ZVMUQ1SFVf2Adz9HBhxYPZpcVBUq10UawPnZ43PUqgj70cJi51ibOvLVqgsBFWViTzCgTZHJ_G-zXN0LWCZV0Gte5kJEUb_qPr_hw73r7WRTQbnHVdp2dqTScFXafQ8T200Gkn-W-0VjDgR_EWIAJJ4dyw8op1JTL6cCV7MzDrP825crssl9inAZWybo2LbIC8xVV8qWWqImZPsPpTmfBsw3HwI2Lc.g4r7YevI9E1M8t_OgPvQxQ

  4. 9 minutes ago, DeMonkey said:

    I have a cloud walker replacement thread somewhere as well :3

    Perhaps we should help DE think of new abilities by listing off all of Wukong's tricks and abilities from the story. Especially since WUKONG NEVER LEARNED CLOUD WALKING! Yes he could fly on a cloud but he couldn't fly by himself. 

  5. I actually believe Wukong doesn't need a HUGE rework like many people say BUT his 3 (Cloud Walker) has to go. 

    Passive: Tenacity: Buff it. instead of 50% bonus combo duration flat, change it to 50% on Melee weapons, 100% on Exalted Weapons. 
     

    1: Iron Jab: Other than the obvious FIX THE BUGGY HITBOX DE! I believe adding some synergy to his kit would be great. When used while using Wukong's Primal Fury, the pole is much thicker, doubling the max range of impact from 2 meters to 4 meters (animation wise it would be poking with the max thickness, refference, use Primal Fury block combo)

    2:  Defy: It's good as it is, moving on


    3: Cloud Walker Doppelganger: In the book Journey to the West (were Sun Wukong is from), using clones/Doppelgangers was one of Monkey's most useful and used tricks. Wukong would summon 1 (or 2, depends on balance) sectors of himself. These sectors are immortal but have a time limit which is affected by Power Duration but otherwise act as normal sectors. This Synergies with Wukong's Primal Fury as if you have it active when casting Doppelganger would cause the copies to also wield the same weapon and explode once the duration runs out (or ability is nullified). {The simplicity of this ability is also meant to reduce time for coding and making new assets}

    4: Primal Fury: Increase the Crit chance of the Iron Staff by 15%-25%, (I know that's about the same as Valkyr but she also has lots of knock down and had immortality tied to it.). And Either increase the status as well by 15% or give the pole a passive Shattering Impact as Impact damage scales the worst of all. Now having multiple passives would be confusing so I can see the removal of the "Growth" passive where combo counter = reach and possibly bring it to the length it is at x2.5 multiplier (maybe 3) or even the length used when seeing it in your Loadout. 

     

     

  6. On 6/22/2017 at 2:05 AM, AdunSaveMe said:

    There's no excuse for needing datamining to find out basic mechanics. This has been an issue for years, and it's not going to get any better by ignoring it.

    Given some of the things DE has said in the past it feels like they're afraid of "spreadsheets", or making the game too much like an MMO. But this absolutely does not excuse the lack of information present in the game. It's seriously driving newer players away.

    The codex needs to be used to describe, in detail, every mechanic of an ability or weapon. No, the solution is not to put the wiki in-game, or to have links to it. The solution is to have the information itself in the game.

    This is too true. Destiny was heavily criticized for using out of game sources to give information. I know most, if not all dataminers are really huge fans of Warframe who just want to give the community the information we need to use half of the weapons and frames. Seriously, for a solid year we needed them to help us know passives of Warfames and we STILL need them for hidden weapon mechanics such as the Silva & Aegis block mechanic. But the solution to datamining is simple, create an environment where we don't need datamined information to use the freak'n items and weapons. I know, seems stupidly simple, but think about it. Why would you need to datamine if DE simply hands the community the information we would originally need to mine to find? 

  7. 1 minute ago, Grimmboski said:

    these videos are specifically collated from the reddit responses, and placed here as I am not a major youtuber, nor a content creator for Warframe, I think that Mogamu, Tactical Potato, Brozime, AGGP and others have enough of a following that DE is fairly likely to see their videos regardless, where this is literally just the content generated from the reddit warframe community, and not necessarily my personal opinion until the second video where I attempt to clearly define a workable set of tweaks to Oberon's kit based on said feedback. 

    I see. The videos did hit the nail on the head. Not 100% behind all of the ideas of how to fix him but I think all Oberon mains have agreed on what abilities need the most changing and his main problem areas. So at least it shows DE where to start looking. 

  8. 1 minute ago, SenorClipClop said:

    But my whole point was that Smite is dealing tons and tons of damage as it is now. It's two-shotting Level 80 units, which is something that no other power in the game can do for the same energy cost.

    If we compare Oberon's 1 to other 1s in the game that are standard "Warframe lobs a damaging projectile in target direction" powers, the implications are clear:

    • Ember deals 400 damage and inflicts a proc, with a 150-damage AoE
    • Frost deals 350 damage and inflicts a proc, with a 150-damage AoE
    • Ash deals 500 damage on up to 2 targets and inflicts a proc, dealing half of that damage over time
    • Volt deals 200 damage and inflicts a proc, chaining to up to 5 enemies
    • Nekros deals 500 damage, inflicts a proc and deals minor area damage behind the target
    • Oberon deals 500 damage, inflicts three procs (Rad, Puncture, Knockdown) and creates damaging projectiles capable of dealing hundreds, even thousands of damage to the same target or ones nearby.

    If this isn't "actual damage", what is? What is our expectation of what Oberon's 25-energy spammable power can do?

    I never did say it was a perfect idea, simply a suggestion. It's good to see you did some research and your argument is not simply reactionary. The scaling would allow it to deal more damage than the average 1 (though rivaling most of the 1 abilities of more recent frames) but scaling armor would keep it from going insane. Of course testing would be necessary to determine how effective this solution would be. 

  9. Just now, SenorClipClop said:

    Interesting. But don't you think this would be overpowered if Oberon built high Strength and used it on non-Armored targets?

    An excellent observation. But Flesh also has a resistance to Radiation, granted not as much as Shields but still some. By no means do I believe that 5.8% is the end all solution, simply an example to make it easier to follow my logic. This method is meant to reward building strength so Smite can deal actual damage. The down side is that you're basically building Oberon to spam 1 ability since his other abilities require a bit more of a balancing act in terms of stats. 

  10. Just now, SenorClipClop said:

    While you're watching all these Youtube reviews of Oberon, you are noticing that Smite is two-shotting Level 80 units, right? What other Warframe power does that?

    Sure, Smite's damage is being heavily mitigated when the target has heavy Armor, but that same rule applies for literally every other power in the game. As it sits right now, the EHP damage that Smite is dealing to high-level targets, that a one-handed 25 energy power is dealing to high-level targets, is fiercely OP. Do me a favor and try Smite on a Level 80 Corpus Tech or Ancient and watch it quickly die. Then give your sympathies to Ember, Nekros and all the other Warframes whose #1 powers now pale by comparison. (While we're at it, it's also a long-distance knockdown and reduces an enemy's damage by 20%, but there are so many players conveniently forgetting this.)

    What exactly are people expecting when they hear the term "scaling"? To be able to press a button 3 times and kill literally any enemy?

    I have. I also know for a fact that he used a target with exceptionally high Health as his target and that the other targets the orbs hit have very low Armor stats. Try hitting a Heavy Gunner with Smite with a couple Grineer Lancers and you'll see it does absolutely nothing. My proposed change was to instead have 35% of the initial target's health split evenly between the orbs, have each orb simply deal 5.8% (before you ask why, Smite releases 6 orbs, 6 orbs x 5.8% = ~34%) so that increased Power Strength would increase hitting power but without going too out of control because of scaling Shields (which has a resistance to Radiation) and scaling Armor. 

  11. Just now, MarrikBroom said:

    OK so it's almost 11pm/2300 CDT. Best make some final thoughts before morning guys, or afternoon if you're in Euroland.

    You do know that they said they would look at the forums Tuesday or Wednesday, not Monday. 

  12. Just now, Suira said:

    A  couple of the older players and I theorized that the renewal struggles to identify more than 4 players. So if this is the case then it is a bug.

    That does sound logical. As I said before, please report it as that would still technically be a bug. 

  13. Just now, Suira said:

    Nope, when someone dies they get a red debuff. I was paying attention and they did not get the red debuff. I noticed it multiple times but the fire at the end is where it was incredibly obvious that it was not working as intended.

    Hmmm, perhaps it is a bug. You may want to report it. 

  14. 1 minute ago, Suira said:

    So I just took a Phoenix Renewal Oberon build into LoR and it didn't work. Half of the time people would just die. At the end of the Vay Hek fight we always kill ourselves in the fire and only the host and I self rezzed.
    Also, the number on the renewal spazzed out constantly.

    Remember that it has a 90 second cooldown. They may have died when you weren't paying attention and died again while it was on cooldown. 

  15. Just now, Plasmaface said:

    That's really dumb. 

    My power strength is over 200%. I should be dealing significantly higher damage. 

    Well I had an idea that DE were instead of it being that the 35% is split between all the orbs, each orb does ~5.8% (which is the same amount of total damage it would do without Power Strength) so increasing Power Strength would increase the number of orbs spawned and therefor the amount of damage. 

  16. 6 minutes ago, Plasmaface said:

    I feel like Oberon's new scaling is too weak. Buff it up a little so smite feels better to use. 

    It's actually a fact. Mostly because of scaling armor and the 35% of the target's health is actually split evenly per orb. Yes, higher power strength mean each orb does LESS damage. 

  17. 4 minutes ago, Epitheton said:

    I added real scaling to him without all the enemy scaling nonsense. I doubt anyone would be fine with powers scaling directly off enemy stats like Limbo's 4.

    Well even if Limbo's new 4 scaling may not clear rooms, it can pack a punch. That is what we want from scaling abilities. 

  18. 4 minutes ago, Music4Therapy said:

    Very well aware of how long reworks have been being proposed, but you'd think that the absolute worst time to propose a full rework was right after he was given a rework. Thats what Steve meant by "give an inch and they ask for a mile"

    Asking for a full rework at this point in time is literally the worst thing you can do. I've seen like 10 different people ask for an exalted mace in the last week. Like, its not going to happen. The best we can do is say "this is whats wrong with the current kit" and be done with it and hope DE listens. Because this kit is what we have to work with and writing a massive wall of text is just going to create more bs that DE has to go through.

    That is why most of the reworks proposed here have been focused at tweaking the numbers and mechanics of already existing abilities. Though i would admit, I would love Hallowed Ground to have some energy grass and or plants to make it more visible and more nature based. Seriously, you NEED to use a bright energy color or you can't see Hallowed Ground. Though as I have stated before, it is not my idea, but one proposed by Rob from AGayGuyPlays and I am just a REALLY big fan of that idea. 

  19. 11 minutes ago, n_0x said:

    And to be fair we've asked for his rework for almost a year now. We asked WAY BEFORE the process was even a thought. Don't believe me? Remeber today's date and google " Oberon rework 2016" and take note of the dates the reddit and forum posts went up for the subject. 

    This is correct. Oberon, Limbo, and Hydroid were kind of known as the "Big 3" as in "Big Problems". Ever since we discovered DE were considering reworking older frames, many people have been trying to get DE to work on the Big 3. So we've been trying to get DE's attention for a year...and they spend less than 2 weeks working on it. Can you see why that may be problematic? 

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