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  1. playing is getting extremly annoying and I'm starting to get more and more... extreme towards newer players..... this game has some problems in my opinion, and i want to know if i am the only one who thinks that some of these ideas for DE could work out well i am addressing farming, leveling, and conclave in general this isn't a new content idea but something, i think would fix some obstacles for up coming (or even already existing) rewards and content please make an elite abi (similar to EOS) without revive burdens.... i don't even care if there are revives at all, i dont think stuff like that makes the game easier or harder... the only thing it does, is that you need to go through another loading screen after waiting for the next arbi.... i just dont want to get potentially one shot... rdm 1shots=/=hard content please replace rewards with place holders that give you rewards depending on the rota you reached ON ALL ENDURANCE MISSIONS (EOS/Kuwa/Arbi/ect...) only after you left. So if you play A, A, B, C (you left after C, the 4th rotation) you get 4 times something from the C table please hold back affinity if you dont reach a certain rota (+ something to cancel out all those 0% dmg limbo's, maybe an activity meter), so leveling gets less brain dead and tedious. ppl shouldn't be able to join just for 5 min... players should be able to join EVERY ROTA, and with my prior idea of reward place holders it shouldn't be that big of a deal, you still get rewarded for playtime and please give us a 50% loot,affinity bonus if you leave solo/the last.... so ppl get encouraged to play longer and you don't need to leave because everyone else left and there is a minimum of enemies and affinity please let conclave sigils give extra affinity, like every other syndicate sigil too, at least while doing conclave.(would be great if it would count in pve too tho) let us stay in a conclave queue even during missions, so you are just a host migration away from it after finishing a mission. So you are not frozen solid while wasting time in the waiting room. And maybe do some pvp event, waiting 30 min for 1 player that rage quites after the first death is stupid (btw if anyone wants to do the conclave dailys with me, HIT ME UP!) i am at 3k h in mission now and I've seen many players getting burned out way before that mark ._. i think my suggestions would affect newer players and some older players in a positive way (i am not talking for the 1% who really have everything, and have no interests in endurance runs) wouldn't everyone appreciate it? DE, please don't understand this as a decimation of playtime. Everything i mentioned is no content cut. there is more then enough stuff players can invest playtime in, even if they don't want to admit it. Players get burned out before "they have done everything". Like in most of my posts I ask you to consider trying out some ideas as weekend events/tests. And don't even comment "use recruit chat" or whatever community you think of... i tried, sometimes it works, most of the time it doesn't, i don't want to do that before every mission, thats even more ridiculous Mandarin Chinese my bad sorry, I'm German I hope this reaches someone Have a nice day edit: 3k hours, not 3000k lol I still love this game, and I'm not tired or annoyed of this game as a whole, but of some mechanics
  2. Maybe I speak for myself but I miss the raids. I see threads and conversations about how disappointing the loot was, or for some it was too easy or too hard. All I can do is wonder where did our raids go? I came from another world, Azeroth to be specific, where I did nothing but spent hours and hours waiting pull on pull hoping to make a single percent of progress. Some nights we’d get no where, some nights I’d get nothing. When I was newer to the game I set my eyes on the Law of Retribution. It was the reason I joined my very first clan. My inexperienced self had a reason to learn. I wanted to raid. Lately I wonder what to do with my shiny gear I obtain as I continue to grow in power in this game. I remember getting home every day and jumping at a reason to grab a new mod, a new weapon, or a new warframe. I wanted to be better so I could keep up. I remember our clan members being congratulated and excited to receive new items just so we could all raid together. We may not have been the best players with the best mods, we may not have had everyone’s experience but, I remember sitting under that frost dome laughing as we pushed our undergeared warframes and weapons to their limit. I remember feelings disappointed my very first time when we couldn’t even get past the 4 lock door. We were inexperienced and dumb and that’s what I miss the most about it. We spent hours and hours continuously failing and it’s the reason why we all wanted to try even harder. maybe harder raids with bigger rewards would have fixed the problem. I wonder these days what to do with my shiny Saryn and my new weapons. I wonder where the lackluster rewards went. What used to be nights and nights of wishing I could be good enough to raid, have turned into nights I’ve spent in region chat. No one will ever agree on what a “true endgame” is but to me, endgame was a reason to strive to be better. A reason to use the gear I had desperately tried to obtain. Endgame was the pathetic attempts at a raid that my clan just couldn’t make work. I miss those days, but maybe I’m alone in that thought. I miss the raids, and I miss my worthless rewards. Does anyone else wonder where our raids went?
  3. The Wolf of Saturn Six will soon leave the airwaves. Nightwave Series 1 will be ending on Sunday, May 19th at 20:00 ET (8pm). This week's Acts will be the final Acts for Series 1! Be sure to spend any Wolf Cred you have left before this time in the 'Cred Offerings' shop, as Wolf Cred is only usable in 'The Wolf of Saturn Six'. There will be a gap of time between the end of Series 1 and the start of Nightwave Series 2. This is partially because we’ll need time to sync on all platforms, but also because we don't want to simply lead right into another schedule. We are confident the changes to Acts and structure will make Series 2 more enjoyable and well paced, and we're also confident some week's downtime will help. As a reminder, we’re changing the Acts and tempo of Series 2 to reduce the time needed to progress through the Nightwave ranks. This includes making expired Acts obtainable again and making changes to existing Acts - which you can read more on here. Remember - the end of Series 1 will not be the end of the Wolf of Saturn Six himself! There will still be a chance to hear the wolf howl... Thank you all for joining us for Nightwave Series 1 - your invaluable feedback has helped us move in the right direction for future Series installments.
  4. Tenno! Today has been a confusing day for Baro: On Consoles, Baro accidentally brought with him Primed Pack Leader. You were expecting Primed Animal Instinct and were bamboozled! We rectified this and added Primed Animal Instinct approximately 20 minutes after Baro's appearance. On PC: Now that Primed Pack Leader is out on Consoles - we also wanted PC to have the same chance at getting the Mod so it was also added there about 50 minutes after Baro's appearance! The Kavat is out of the Primed Ducat Bag, so Primed Pack Leader is now available from Baro on all Platforms.
  5. Plop les Tenno ! Présentés par la communauté Française, en partenariat avec Digital Extremes, voilà non pas un mais DEUX événements pour XBox et PS4: voici l'événement "FashionFrame Sans Limite" !!! Un événement sans restrictions ? Des récompenses sont en jeu ? Des Warframes resplendissantes ? Préparez-vous pour une nouvelle édition FashionFrame ! Pour le mois de Mai, nous proposons un événement communautaire PS4 et XBox One sans forcément de thème en particulier. Bien évidemment le but sera de montrer à la communauté Warframe votre talent dans l'utilisation des couleurs et des accessoires. Toutes les informations seront indiquées ci-dessous. N'hésitez pas à donner libre court à votre imagination ! - Quand vais-je pouvoir montrer mon plus beau personnage ? L'événement aura lieu le Samedi 18 Mai 2019 : - 21h Heure de Paris (GMT+1) / 15h ET sur PS4 - 19h Heure de Paris (GMT+1) / 13h ET sur XBox One - Où aura lieu cet événement ? Il y aura un rassemblement sur le relais Strata de la Terre pour PS4 et sur le relais Vesper sur Vénus pour XBOX. - Que pouvons-nous utiliser comme équipement ? Y-a t'il des restrictions ? Non, il n'y a pas de restriction. - Qui fait partie du jury ? [DE]Kev, CooKie_Kawaii, Steamox et Alix-712 vous ont proposé cet événement PS4. Ils seront également du jury sur PS4. Tandis que sur Xbox, [DE]Kev, Freefighter31, DF I Phoenix et Ades x Hunter x vous ont proposé cet événement. Ils seront également du jury Xbox. - Comment nous allons déterminer les vainqueurs ? Il y aura 3 gagnants par plateforme qui seront choisis par rapport aux couleurs et aux accessoires utilisés. - C'est bien beau mais on nous a parlé d'une récompense è_é ? Il y aura 3 vainqueurs sur PS4 et 3 vainqueurs sur XBox One pour cet événement avec 125 Platinum chacun qui seront crédités sur leur compte ! Merci à vous, vous pouvez donner votre avis également afin de nous améliorer ! Bonne chance Tenno ! ╰(•̀ 3 •́)━☆゚.*・
  6. As I currently see it, Atlas' kit is lacking the capability to scale in endgame (Sortie level, or lvl80+). I'll go over what I think of his abilities as they currently are. Landslide is okay as far as I know. It deals decent damage, grants invincibility for the duration of the animation, & only really starts to suffer at sortie level due to how armor works. Shields are still inconsequential unless the enemy is a lvl150+ eximus. Landslide is affected by equipped melee mods, but isn't yet considered an exalted weapon. Tectonics as a cover point is inferior to Volt's Electric Shield in practically every respect. Tectonics has a limited health pool determined by power strength, while Electric Shield is invincible for the entire duration regardless of any other power stat. Tectonics can't be moved, but Electric Shield can. Electric Shield doesn't reduce visual awareness because it's transparent, while Tectonics does. Electric Shield increases critical damage from guns by 200% regardless of any power stat, while Tectonics turns into an oversized rolling cotton ball that desperately needs a buff (Petrified Bulwarks aren't much better). The boulder rolling along the ground is very limiting to its versatility as an attack. There are 3 things Tectonics has over Electric Shield. Tectonics will delay enemy movement if placed well, but only in enclosed spaces. Tectonics can last forever, so long as the enemy doesn't vaporize it. Even though it's pitiful, being able to turn a Bulwark into an attack is a nice mechanic. Petrify is great as a hard CC ability, except that it makes armored enemies unnecessarily more difficult to kill, if not borderline invincible, for the entire duration. This happens because petrified enemies can't have status effects inflicted on them. While this flaw can be bypassed with armor stripping beforehand, it's such a tedious process, the player might as well just use a decked weapon that can do the job all by its lonesome. It's much faster that way. This is a problem because the Rubble mechanic requires that petrified enemies actually die while petrified, because good luck getting the Rumblers to give rubble at a fair rate without spamming them, which is only possible on an efficiency build. 100 base energy cost for 100 armor from the two rubble (50 each) from the two Rumblers, versus 75 base energy cost for 3+ petrified enemies whose rubble give 75 each. Easy math. Besides CC, Petrify is also good for locking in preexisting status effects already on enemies, so that they can essentially suffer 20s+ long bleed & toxin procs (yes, it's still troublesome to do). As an aside, Gara's Mass Vitrify & the freezing effect from Frost's Avalanche suffer the same issue, but at least Avalanche reduces armor (though not shields). The Rumblers are one of the few aggro abilities in the game. It's actually really good, especially since the Petrify bonus was added on cast, though the Petrify can still make enemies more difficult to kill. Even though the Rumblers are really good as offensive aggro support, as an ultimate costing 100, they deal poor damage & don't always pull attention away from Atlas. As for fixing this: Landslide is mostly fine as is. It's a standard attack 1 with some tank on top. It would be a nice QoL change if Atlas' fists were separated out & considered an exalted weapon. Bulwarks need a massive health buff. The boulder mechanic needs a damage & mobility buff. I'd like it if instead of rolling the boulder, Atlas hoists it over his shoulder or head like the power lifter he should be & throws it wherever the player wants, which will explode on contact with a major obstacle while plastering any foe in the way. When lifted the player can take the time to aim if they need to, then throwing with the fire button. I think this would really bring in his theme & lore as a mover of mountains better than the rolling boulder does. A petrified Bulwark gains health, & as a boulder it gains damage, though lifting it is slower than for a regular Bulwark & won't travel as far. Trade-offs like these force players to think & plan, which is good. Since Bulwarks working this way would require Atlas to be next to them to lift, recasting while away from one simply creates a new one while the old one disintegrates. To offset that downside, a Bulwark can be Landslide punched for an immediate explosion of the Bulwark, with a petrified Bulwark needing a full 3-hit combo for a significantly bigger explosion & payout. If using Tectonic Fracture, Bulwarks can't be lifted, but they can still be punched &/or petrified, with the explosion &/or damage being smaller, respective to whether the Bulwark is petrified. A petrified Tectonic Fracture Bulwark will have the same explosion range &/or damage as a regular un-petrified Bulwark. To fix Petry, I think it should be given a percentage based armor & shield reduction stat, starting at 50% as base. This way, petrifying exceptionally tough &/or high level enemies isn't as much of a detriment to killing them, & thus the same for the squad & mission. To balance this, the base duration of 20s will be nerfed to 8-12s, & enemies must be in line of sight & facing towards Atlas, the same way Inaros' Dessication (pocket sand) currently works. Because of the 75 base cost being potentially steep considering the LoS & duration nerf, it may be appropriate to reduce the cost to 50. Besides the Petrify effect making enemies a potential headache, Rumblers don't deal enough damage to warrant their position as an ultimate, especially when they could do a better job at being decoys. They could use a damage buff. The taunting ability of Titanic Rumblers could be built in to regular Rumblers, & the Titanic Rumblers could have their buff changed to "can now stagger/stun enemies for finishers". Please let me know if I missed anything.
  7. I'll just keep it short and simple. Rewards for certain content such as ESO, arbitration, etc. Are currently pretty underwhelming. So here's my proposal. Common Rewards: resources in amounts decided by DE such as Kuva, plastids, circuits etc. Rare Rewards: subjective to whatever drop chance percentage DE deems fit. Forma blueprints, exilus adaptors, orokin reactors, boosters(1 hour, 3 hours), etc. I personally hate having to farm for resources for hours on the same mission. Almost being forced to play warframes such as Nekros or Hydroid to increase my efficiency. It's also not worth the effort without a resource booster. A competitive aspect could also be integrated based on your performance which could scale your rewards. Conclusion: I believe this approach would make veterans content and give "casuals" something to aim for or do. Make us enjoy playing whatever mission type we want with our favorite warframe. Give us something that's worth our time and effort. Thank you for taking the time to read this. 😃
  8. Good evening DE and to every Tenno out there. I am curious to know if you have any plans to update/revamp the web page to buy platinum here: https://www.warframe.com/buyplatinum?gameplat=1&msi=1 I believe it has been some 3 years perhaps since this has been changed or updated. I do recall the last change was before Second Dream. My questions is, would it be possible to change the page so that we can purchase platinum, and if you do insist on including bonuses, then consider things like Endo or Kuva, or better still, Focus, instead of mods. (New players can store focus until they have done the Second Dream quest.) Or better yet, offer players the choice of what they want. With the new system to ranking up mods whereby we can no longer use duplicates to rank them up cheaply, it simply makes no sense to be selling mods anymore. I thank you for taking the time to read this and consider updating the web page. Cheers!
  9. Wouldn't it be cool if the swords and other melee weapons had combos that lock on an enemy and make an incredible combo, like the "Izuna Drop," from Ninja Gaiden games. Is this a good idea? Make an enemy go to air and keep hitting them on the air so you can be distant from the combat and still cause damage to them.
  10. I am on xbox and I've been having these 2 problems sence the wolf tactical alert a week ago and I haven been able to 1. Log into the game almost at all and 2. After i do get in it tells me theres an update required and I've got to reset the game able 10 mins into playing and I dont know what to do now I've deleted the game and reinstalled and reset my xbox and almost every other possible thing I've seen and thought of and I need help
  11. Passive, Relentless Mist: +30% melee damage per Status Proc Valkyr is afflicted with. Duration is tripled but potency is halved, negates dot that isn't slash. Frenzied enemies killed by abilities add Frenzy Venom counters aka FV Counters. Immune to hard falls outside Ripline aoe. Combo Counter affected by Ripline hits. +150% innate combo duration. Inflicts Frenzied status on enemies hit with her abilities excluding Warcry. Ripline: Pulls you to enemies/objects or enemies to you fully. Enemies in the way are knocked flat. Use midair to pull you to anything. If cast again at the ground while target in animation to be launched they are hurled at the reticle doing aoe damage based off their hp x FV Counters/ 50. Loses cast delay, casting speed dropped to .2 seconds, flight speed is tripled for Ripline. Unaffected by bubbles/nullifier bubbles. Loses current damage multiplier and duration window. Free to cast in Hysteria; Range of Ripline, tether count and cast speed doubled. Using Ripline charged: Can pierce marked target(s) and pick them up allowing for different attacks using Ripline. Can store multiple, if all lines are occupied can't use Ripline to rappel pull. Using Ripline while being knocked down nullifies it and pulls Valkyr towards whatever the reticle is pointed at. Velocity of the pull is doubled as flight speed is tripled when used this way. Usable even midair while knocked down. Ripline affected by range only. Ripline Attacks: Midair: Enemies below you can be hurled towards you, cast again to hurl them downward. Otherwise they are launched skyward for true damage. Enemies take damage from Ripline via FV Counters x3 before enemy resistances are calculated, deals Slash damage w/o proc. Enemies thrown downward through this knock all enemies nearby down. Full charge on ground: Sweep Horizontally with affected targets dealing damage based off FV counters x targets stored. Charged version Hysteria: Requires 4 snared enemies to use. Can be used to add slam attacks during Hysteria's combos. Deals impact damage. Normal cast to rip the lines out hitting them with permanent slash procs nonstackable. Does only base tick damage of Ripline w/o modifiers. Charge cast again to pull the ensnared around Valkyr as a shield against most forms of damage. Charge cast again to shred through them sending the parts in every direction. Enemies shredded this way drop no loot, enemies hit by parts from this are marked. Charged aerial version Hysteria: Huck 2 snared enemies towards your reticle, Shoot Riplines piercing any nearby enemies within range of 50m, stitching them together. Enemies hit with this suffer bleed procs scaled off FV Counters. Charge cast again to perform a group finisher from above. If used during Hysteria; Normal use causes Valkyr to somersault through enemies in the way of her target granting punch through. Enemies hit with this are stunned. Normal cast and melee immediately after; intercept lined targets with melee attack dealing double dmg. If used midair will lead to a melee aoe slam using pulled enemies hp as aoe damage. Ripline ability Interactions: Enemies affected by Warcry are prone to being pounced on by Valkyr for a knock down grab attack while running or while flying from Ripline. Pounced enemies take 100% more damage. If used while Hysteria is up slices through the enemy before lobbing them to spread Frenzied status. Corpses made this way emit Frenzy mist. If used after Warcry and Frenzied Roar while in Hysteria can use group finishers in place of normal finishers. Marked enemies are pierced through if hit with Riplines and transfer stored damage into all pierced through with a Ripline that seeks out marked targets within 50m of Valkyr before being pulled together. Enemies that die after this exude a slash aura dealing 30% of that dmg per tick for 1 minute. Ideal for setting up group finishers. Warcry: Strips armor, slows enemies, buff allies atk/movement/sprint spd, buffs allies armor in range of aura. Including Frenzied enemies. Warcry during Hysteria; makes non frenzied enemies flee, Duration and range are doubled, cost cut in half. Cast speed doubled. If Hysteria is used while Warcry is up will extend it's duration to it's duration while doubled via Hysteria being up to begin with. Warcry's range is affected by range mods, base range of 30m capping at 50m around Valkyr through mods only. Duration is fixed at 30 seconds but buff is refresh-able. Cast time fixed at 1/2 second. Paralysis renamed Frenzied Roar: All hit are marked. Enemies are drawn in as Valkyr exudes sanity corroding mist around her. Hostile guns of all types are jammed and when misfired deal true damage to the wielder upon detonation. Enemies in range are Frenzied. Deals damage based off all FV counters used X 3. Afflicted are stunned for 5 seconds flat. Range mirrors Warcry if used in tandem. Guns are perm destroyed. Finisher multiplier buff applicable only during Hysteria and will count towards group finishers. Range is fixed at 20m but covers 360 degrees around Valkyr. Hysteria: Set energy per second rate of 20 can drop to 10 energy per second with mods. Frenzied enemies are constantly prone to finishers as Valkyr. Can execute group finishers when using Riplines if criteria is met. Tendrils will home in on Frenzied enemies and transfers damage into them multiplied by 3x when not in use. These enemies can be used in some of Riplines attacks. Loses Invulnerability but gains 95% DR. Take received damage value as true damage if you run out of energy with enemies in aura. Take full damage after resistances if Hysteria is nullified or uncast while enemies are in the aura. Aura range still drops per kill. Aura range is 50m fixed. Lifesteal only usable on Frenzied enemies while Warcry is active, 1% dmg done while channeling is healed. Gains more in depth combos as her FV counter goes up. +150 FV Counters = a new combo in Hysteria's Stance. Riplines will seek out enemies while she's attacking with nothing near her. Tendrils will be used in her attacks giving her more hits per movement. Valkyr's Talons Does lethal damage to Frenzied enemies. Valkyr's Talons gain critical chance times combo counter and cd multipliers based off how many Frenzied enemies killed ie FV Counters. +100% cc times combo counter and 50% cd per every 100 FV. Bonuses calculated like their mod counter parts. Bonuses reset if Valkyr is downed or killed. FV Counters needed to get next bonus are doubled if hit with nullifier bubbles/fields. Valkyr's Talons range is doubled if using Claw melee weapons. Valkyr's Talons not affected by Gladiator Set bonus, acolyte mods, melee range mods, lifestrike/healing return. FV Counters used will not take away bonuses or stance evolution, but will reset progress to the next tier. Frenzied enemies: take double damage but deal triple damage. Will not attack Valkyr till no other uninfected are nearby. Will attack other players too but will not spread the Frenzy status to them. Drop health orbs upon death unless killed via Ripline shredding move. Loses hp at 1% every second. This status is incurable without dying. Should Frenzied enemies die after dmg is transferred into them via Valkyr's tendrils/Riplines will exude FV mist 10m around their corpse for 30 seconds dealing slash based dmg based off how much damage was transferred into them x FV counters/5. Frenzied enemies that die otherwise leave a 5m radial puddle of FV that infects other enemies. Valkyr notes: Lose all FV counters if knocked down or killed. Range and strength of all abilities halved for 2 minutes. Cost of abilities are doubled in this time span. While in Hysteria Duration of status procs Valkyr takes are multiplied by 10 but debuffs are negated. Dot will hit for double value. The Frenzy Venom secreted by Valkyr is a by product of her abilities. It's limitless but corrodes shields and firearms removing the ability to use them. Infects those it comes in touch with the same limitless blinding anger she is stuck with. Valkyr loses her shields from this. Firearms used by Valkyr take a fire rate and magazine debuff while her FV mist is around her. All enemies in aural range are tinted while Hysteria is up. Frenzied Roar consumes all FV Counters in reserve. Hysteria still stockpiles dmg received and stores it. Hysteria uncasts itself after 60 seconds of continued use, cooldown of 20 seconds. Frenzied Roar has 10 second cool down. Her augments would need remaking as they would be rendered moot by these changes. Gotta keep up the theme of uncaring elegant cruelty in the form of this Infuriated Berserkress. Just a fun Valkyr Rework with spreadable rage in form of the Frenzy Venom. Code Orange to regard how the venom she secretes is hazardous material.
  12. Recently I've noticed a lot of criticism aimed at DE. Most of this is skewed by the fact I watch a lot of YouTube based Warframe content and I know that controversial or provocative topics are more likely to be on there because, well, those kinds of things get views and views mean $$. All things considered, I don't fully understand the harshness of the criticism DE has received. A few things before I get started. I've been playing Warframe for 3 years and have over 1,000 hours logged in the game. I know there are people with far more hours than me, and I'm certainly not bragging, I'm just setting the context that I've played the game more than just a small amount and have played long enough to see both good and not so good changes. Starting off with the not so good. Arbitration needs work. It's not a terrible game mode but it obviously needs some tweaks to be better. Scaling rewards (which I know have been announced) needed to be in place a while back and we will see how they will be implemented. I'll withhold a bit on this as it's pending. Some bugs dealing with connection, staying connected, host migration and so on definitely need work. Waypoints are often goofy and misleading. And probably my biggest criticism is the grind. Not because I necessarily mind it, but it's a tremendous undertaking for new and casual players. Often I feel the grind either isn't worth the time or the reward(s). This is, of course, a subjective criticism. What may be worth it for you may not be for someone else, etc, but I know many of my friends who have left the game cite this as being the principal reason. And even as someone who has amassed quite a collection of things in Warframe and continues to, I sometimes feel the burnout of the continued grind. Conclave is essentially not worthwhile, daily standing limits are silly, and Lunaro is, sadly, DOA. Lastly cosmetics are often too expensive (seriously why is the alpha color pack 281 plat), or don't impress. There are probably other things I'm missing but those things stand out most to me. Now with the good. The game is fun, addictive, and surprises me with how complicated it can be. Damage types and status effects are great mechanics that help to make Warframe distinct and enjoyable and provide it with enough depth to continue diving. The movement, art style, and replayability on Warframe are all outstanding. The new frames (while not always perfect) keep giving us different things to play with and different gameplay styles to explore. There is a bevvy of weapons to build differently and experiment with. There is content for both casual and hardcore players. And most of the content in game can be earned rather than purchased. And while DE doesn't ALWAYS listen they do address and respond to many criticisms that the community puts forward. While some implementations are slower than wanted, I feel DE makes more of an effort than many developers to institute changes players want to see. Frame designs are interesting and intricate especially for a free to play game. And while I know that's a crass comment to make and could be seen as being dismissive it's a good point to make. I've purchased many other games from developers who a) stop releasing updates, b) incorporate ZERO feedback from the community or c) stop making the game altogether. I even recall the lead dev of a game I own stating something to the effect of "if you have more than 2k hours in the game you got your money worth and I don't really (care) about those players". If anything even remotely resembling that came from DE this community would absolutely mutiny. The point is, it wouldn't. I don't deny criticisms exist and that they are valid. I'm simply stating in my view this is one of the better games I play by one of the more involved developers I've seen and on top of all that it's free. I'm not white knighting. I'm just trying to give a different perspective. Also fix Vauban.
  13. Yeah, I know; there are probably better concepts, and this kind of concept is probably not very original. But I'l put it out there anyway. I plan to commission an Artist, for some actual concept art. This Section is for that person, and anybody who would like to speculate- Zauron has two forms. His base form: "Raptor", and his "ultimate" form: "Tyrant". His overall design, is heavily inspired by predatory therapod dinosaurs, and thus would have a less human appearance, compared to other warframes. I imagine him looking kind of like a dinosaur-human hybrid; with a mouth, full of sharp teeth, talon-like hands, a true tail (unlike Chroma), and digitigrade legs with avian/dinosaur like posture and movements. Also, sickle claws. Do note, that while Zauron may be primarily designed with the "Raptor" and "Tyrant" dynamic in mind. He does not have to take all elements of his design from Dromeosaurs and Tyrannosaurs, exclusively. I would certainly like to see his design incorporate elements from other predatory dinosaurs; such as Ceratosaurus, Allosaurus, and Carnotaurus. And perhaps some aspects his design, can come from some types of herbivores. Like Hadrosaurs, and Ceratopsians. Let your imagination run wild. Here's some design references- Something like this, but with slightly less Quasimodo, and more elf-like athletic litheness. Wouldn't be against some Xenomorph-like elements in the design, because this is sci-fi with space-wizard-cyborg-ninjas after all. A little bit of a bio-mechanical vibe wouldn't hurt. Yeah, I know it's gay anime crap (literally), but the fusion of humanoid and dinosaur physiology is still relevant. I absolutely adore this design. I think the tail, head, and overall slender and agile design is kinda what I'm going for. Even though, Zauron would obviously be more inspired by T-rex and raptors. Also, glowey bits. In his "Raptor" form. I imagine him being like a more muscular Nezha. With a slender (be it, a bit androgynous) but athletic appearance, with physical traits akin to various raptor dinosaurs. He should also have feathers incorporated into his design, if at all possible. He would probably be among the smaller Frames in this form. As his "Tyrant" form. Zauron, obviously, would be way bigger (like double or triple his original height) and beefier. With broader shoulders, and more muscle. Taking on a likeness akin to a therapod dinosaur. In this form, he would easily dwarf the tallest of his comrades. Actually, screw it. He just, straight-up,turns into a large therapod dinosaur. With elements of his "Raptor" form, mixed in. Remember, this is a warframe. So referencing, and keeping in-line with, the designs and aesthetics of the universe is important. Zauron, The Primordial Predator. Stalk your foes and consume their flesh as a fearsome carnivorous hunter, inspired by beasts of millennia long forgotten. Zauron is designed to be a stealthy, mobile, and deadly solitary-hunter. With a kit that revolves around stalking and devouring his enemies. Then finally, unleashing his true strength, after sufficiently filling his belly. Raptor Form Stats- Health- 125 (425 at rank 30) Shields- 100 (400 at rank 30) Armor- 50 Energy- 400 (600 at Rank 30) -I know this sounds crazy, but you will understand this when you see his passive and fourth ability. Sprint Speed- 1.5 Raptor Form Passive- Thanks to his lithe, lightweight form and athletic musculature. Zauron has the ability to bound and acrobatically maneuver through the air, to cover great distances with incredible precision. While also being able to hunt with silent prowess. But is dependent on his biological Metabolism to power his lethal capabilities. In terms of gameplay. Zauron has double jump height and double jump distance. And will jump higher and farther, for as long as the space bar is held, maxing out at the top of his jump (if you have ever played the raptor in Primal Carnage, you probably have a good idea of how this will work). He also, has far greater control of his movement in the air, being able to change and even reverse his trajectory more efficiently (making him the ideal Frame for platforming). In addition, all his weapon's noise levels are reduced by one degree, and enemies detect Zauron at half the normal range. This makes Zauron, a vastly more improved version of Zephyr. With some stealth capabilities. -In my defense, Zephyr had a pretty weak passive already. Plus, copy and pasting a passive would be pretty boring, so why not add in some cool mechanics too. Zauron can eat enemy corpses, by pressing the "Interact" button, consuming it for 10/13/17/25 Energy. But cannot use Energy orbs. He also starts all missions with a flat 100 energy, regardless of rank or max energy. Zauron also has access to his fourth ability at level 1. Note: most of Zauron's best abilities are unaffected by Nullifier's. First Raptor Ability- Scent Cost- 10 Energy Zauron sniffs the air, in search of prey. All enemies, within a 15/22/28/35 m radius, are highlighted and visible through walls and obstacles, for 5/10/15/20 secs. This ability has no cool down, but takes 4 secs to cast. This ability is silent. First Ability Augment- Prowl Scent's duration is increased by 15%/20%/25%/30%/35%/40%. And Zauron is turned invisible, after the ability is cast. This effect lasts for 15/20/25/30/35/40 secs, or until Zauron uses an ability, or either takes or deals damage. Second Raptor Ability- Pounce Cost- 25 Energy Pressing and holding the ability button. Zauron launches himself at 150% of his sprint speed, grappleing one enemy in his path (popping shields, and shutting down Nullifier fields), and carrying them as he flies through the air. Propelling to a distance of 10/14/16/30 m, or until he collides with a wall, obstacle, additional enemy, lands, or the ability button is released. Zauron can use this ability from standing position, travelling only half the distance at only his normal sprint speed. Or charge it up to its full power by crouching for 3 secs. Zauron can disengage this ability at any point by bullet jumping, or jumping off a pounced target, in midair or on the ground. Jumping/ Falling physics is reapplied after reaching the ability's max range, or after the ability button is released, allowing this ability to be arched. Zauron can still grapple a target until he touches the ground, or bullet jumps. Upon landing on the ground, Zauron will then proceed to pin-down, and bite chunks out of his captured prey (shields and nullifier fields are disabled). Dealing a flat 5%/10%/15%/20% of it's max health as damage, ignoring armor, for every second he holds the target down. 50% of the consumed health, is converted to Energy. This continues, until the target dies, or until the ability is disengaged. This ability is silent, but muffled noise is generated for every second a target is pinned, and has no cooldown. Second Ability Augment- Metabolic Regeneration Zauron heals for 25%/30%/35%/40%/45%/50% of energy gained. In addition, Zauron will passively regenerate missing health at the cost of Energy, at a rate of 6->1/5->2/4->3/3->4/2->5/1->6 every 0.5 secs. Third Raptor Ability- Crow Cost- 50 energy Zauron lets out and projects, a shrill ear-drum bursting call. Affecting all enemies within a 3/4 m by 5/9/11/15 m area in front of him. All affected enemies are permanently rendered deaf, and are stunned for a short duration. This ability is Silent, and has a 10 sec cooldown. Third Ability Augment- Primal Frenzy Upon casting Crow. Zauron, and his teammates, receive a 5%/10%/15%/20%/25%/30% attack speed buff for 4/8/12/16/20/24 secs, functioning similarly to Berserk. Primal Frenzy will not proc again until the previous buff has timed out. Primal Frenzy stacks with Berserk, and other attack speed mods and buffs. Fourth Raptor Ability- Tyrant Cost- 100 Energy Upon sating his hunger. Zauron transforms into his "Tyrant" form. Increasing in size and strength. Zauron must be in a large enough area, in order to use Tyrant. This ability has a cooldown of 15 sec. Fourth Ability Augment- Apex Predator Enemies are frozen in fear, at the sight of the Tyrant. Upon seeing Zauron in his Tyrant Form, Enemies are unable to move for 5/10/15 secs. And have their attack speeds and fire rates slowed by 10%/20%/30% for as long as he is in their field of vision. The cost of Tyrant is reduced by 25%. Tyrant Form Stats- Health- 600 (3000 at rank 30) Shield- 50 (200 at rank 30) Armor- 700 Energy- 400 (600 at rank 30) Sprint Speed- 0.7 Tyrant Form Passive- Because of his massive size, Zauron's movement is slowed, and has lost his ability too jump, and his footsteps can now be heard from several meters away. But, what he has lost in lethal grace and stealth, he has gained in sheer destructive power and endurance. Crushing foes under foot, and shrugging off blows that would have stopped any other frame in their tracks, there is little that can stand in the Tyrant's way. From a gameplay perspective, Zauron's Tyrant form is immune to stuns and knockbacks. And only winces at knockdowns. This, all the while passively dealing trample damage to enemies he walks on top of. But at the same time, his Tyrant Form also passively produces alarming noise while moving. And due to his size, and inability to jump. Zauron can step over most obstructions, but must climb up low cliff faces, and find alternative routes. He also has a *gulp* Turning Circle. In his Tyrant form, Zauron also loses use of his weapons, as well as equipable gear. On top of it's initial Energy cost, Tyrant will drain Zauron's Energy, at a rate of 4 Energy per sec. Once Zauron's energy hits 0, he is returned to his Raptor form automatically. He can still eat corpses. Tyrant Form Weapons- (use melee mods) Primary Attack- Rending Maw Attack Speed- 1.00 Damage- Total/500, Slash/150, Puncture/250, Impact/100 Crit Chance/Multiplier- 20%/x3 Status Chance- 10% Attack Area- Short Reach(Front)/Small AoE Weapon Passive: Zauron rakes and bites chunks out of his enemies, with his powerful jaws. 25% of damage to enemy health, is converted to Energy. Finisher: Zauron chomps down, and devours, an enemy whole. converting 50% it's remaining health into energy. Secondary Attack- Tail Whip Attack Speed- 0.80 Damage- Total/500, Slash:100/Puncture:100/Impact:300 Crit Chance/Multiplier- 10%/x2 Status Chance- 15% Attack Area- Long Reach(Behind)/Large AoE Weapon Passive: None Finisher: None Passive Attack- Trample Attack Speed- 1.50 Damage- Total:150, Slash:50/Puncture:50/Impact:50 Crit Chance/Multiplier- 5%/x1.5 Status Chance- 30% Attack Area- On Contact/While Moving Weapon Passive: None Finisher: None Weapon Stance- Carnal Thunder Combining Tenno martial prowess, and the prehistoric fury and physical might and form of the Tyrant. This stance offers a more complex, graceful, and disciplined approach to the beast's rampage. First Tyrant Ability- Tyrant Stomp Cost- 20 Energy In a display of ancient might, Zauron Stomps his foot. Creating a shockwave; that stuns, ragdolls, and damages enemies for 100/300/500/700 blast damage within a 10/13/17/20 m radius. This ability is Alarming, and has no cooldown. Second Tyrant Ability- Stampede Cost- 5/4/3/2 energy per sec Pressing and holding the ability button. Zauron charges forward at 110% of his sprint speed. Ragdolling enemies, while stunning enemies who are already ragdolled, that he runs into. Building up speed and momentum, for as long as the ability is held, up to a max of 200% of his sprint speed. If Zauron crashes into a wall, or a very large enemy (Thumpers, Eidolons,and Orb Mothers) both he and the enemy, will be staggered or stunned by the impact, while dealing his momentum as impact damage to the enemy. These effects are dependent on how fast he was moving. When the ability is released, Zauron will stop running, but will move forward progressively slower for a minuscule distance, dissipating his momentum (use with Caution). Stampede also widens his turn radius, why? Because inertia. This ability is alarming, and has a 10 sec cooldown. Third Tyrant Ability- Broadcast Cost- 50 Energy Zauron unleashes a bellowing primordial roar. Causing enemies to panic with confusion, hide behind cover, and run in terror for 5/10/15/20 secs. Zauron, and his allies, also receive a 20%/30%/40%/50% sprint speed and damage buff for 30 secs. This ability is VERY LOUD, and effects all characters who hear it. This ability has a 20 sec cooldown. Fourth Tyrant Ability- Raptor Cost- 0 Energy Zauron returns to his Raptor form. Conserving energy, and opening up areas and paths that would be inaccessible otherwise. Got some better ideas, critiques, or suggestions? I'll be happy to hear them. Also, please let me know where I can get some actual concept art for this guy!! Also, Rahetalius..........notice meeeeee!!!
  14. Bonjour , je viens de commencer warframe et j'ai un compte pc et xbox et je veux savoir , si je migre mon compte pc sur xbox , esce que j'aurais toujours le compte pc pareil que xbox ? En gros j'ai les mêmes items et la progression est la même sur les deux comptes ?
  15. -------------------------------->>> https://www.warframe.com/es/community/partners#partnerIndex <<<------------------------- Echa un vistazo a la lista completa de los Socios de Warframe, que incluye a creadores de contenido en YouTube, Mixer y Twitch. !Lista Completa de la mayoria de Glifos que puedes conseguir, Asociados a Warframe! !streamlabs, streamelements suscripciones con twitch , patreon, mixer, donaciones etc... !si encuentran algun error, diferente o simplemente no existe, pueden comentarlo para editar el post! >>> Puedes activar los codigos desde la Tienda en el juego ó desde la pagina de Warframe <<< -------------------------------->>> https://www.warframe.com/es/promocode <<<--------------------------------- ---------------------------------------------------------------->>> Glyphs Partners (Waves)(Rondas) <<<----------------------------------------------------------------------------- IMPORTANTE: >>> Algunos Asociados, pueden estar "Inactivos ó su Glifo retirado del Juego <<< ---------------------------------------------------------------------------->>> Partners Codigos Globales <<<---------------------------------------------------------------------------- >>> Los siguientes Codigos solo pueden activarse una vez! Algunos codigos son Temporales y solo funcionan cada cierto tiempo <<< IMPORTANTE: >>> Introducir demasiadas veces un codigo invalido puede bloquear vuestra IP en la pagina <<< >>> si esto sucede se arregla a los pocos minutos, solo os bloquea el acceso a la pagina de Warframe, no afectara al juego <<< ------------------------------------------------------>>> Codigos Especiales, Eventos, Promocion y Updates <<<-------------------------------------------------------------
  16. Tenno! Oggi è stato un giorno confusionario per Baro: DE per sbaglio ha fatto portare al mercante Void Primed Pack Leader su console. Doveva uscire Primed Animal Instinct, e invece siete stati tutti bamboozlati. :U Hanno deciso, pertanto, di aggiungere anche Primed Animal Instict dopo 20 minuti dall'arrivo in stazione di Baro.Su PC: Visto che Primed Pack Leader è disponibile su console hanno preferito fare una rettifica anche su questa piattaforma e rilasciarlo anche lì. L'hanno aggiunto circa 50 minuti dopo l'arrivo in stazione del mercante. Così, giusto per informarvi. Alla prossima, Tenno!
  17. A real question to everyone. Why won't DE allow console players to switch from console to pc? I understand the underlying reason but still doesn't make much sense. PlayStation and Microsoft want a cut of microtransactions but then again all it is a cut. Switching from console to pc doesn't break that agreement nor interfere because a consumer has to decide to spend on a completely free game. To start completely new because you can't recover what you already earned. They can even put it on the Microsoft store for PC so another loophole to make money. There are plenty of ways to keep the same agreement but not much a focus because the content is more important but I still see this as a valid concern and question. I myself haven't played Warframe in a year because I switched to pc and didn't want to start completely over again. I was MR20. Can it be exploited with a one time switch? DE is a very careful company with no real breaches in what they create. Economy wise Xbox is behind PC because of cert testing so that wouldn't be a thing for wrecking any platforms economy for a one time switch from Xbox to pc. ANyone let me know what you think of this.
  18. Would it be possible to remove or toggle off the auto-blocking feature in the game? I find it bothersome when using gunblade weapons such as the Redeemer Prime. It's a huge problem when fighting against opponents who wield guns such as the Grineer, Corpus, and the Corrupted, and I find myself struggling to keep my DPS and combo counter going when I am always interrupted by the auto-block. I wish the block function was still a manual trigger like before, or it could be toggled off. I really don't think that the block function is always being used in the game, so why make it be triggered automatically? I'd like to have control over when I would block, and not be interrupted. An auto-block toggle would really be helpful, especially in when fighting endgame enemies who can kill you fast. It's better to kill them first than block their shots, which wouldn't even make a difference once an enemy is above lvl 100 because their damage will be much higher than the auto-block can compensate to save your life.
  19. Ive been waiting ca 15 days for a plat discount and all im getting is boosters and resources. Why should a mr 14 get 1.5k credits or some Oxium? I have 6.6k of those... I know im not that high in MR soo for me to even imagine the PAIN for MR 20 is beond impossible 😉 But 4 real. Id rather get 1 discount pr second week and nothing else than what we get right now
  20. Howdy everyone, its some time ago when DE showed us Nyx "second" deluxe skin. I am so excited for this deluxe skin but its release date takes soooo mega long. Does someone know when Nyx "second" deluxe skin is coming? Thank you for replies 😄
  21. Boa noite! Sou jogador do Warframe alguns anos desde da época do void, pra mim na minha opinião fico muito satisfeito quando vocês colocaram a arma Wolf Sledge pra cai numa dificuldade que vale apena pra jogar e para conquistar, não só eu como outros amigos passamos várias noites e dias para conquistar essa arma, porém fiquei muito chateado quando vocês colocaram a arma pra cair no evento em 100% de chance. Pois eu penso que não tem mas nada raro no Warframe para se conquistar. Vocês deveriam deixar algumas armas com uma dificuldade que falece apena a jogar para ser conquistado, pois é isso que mantém a graça no jogo, demorei tempo para conquistar essa arma e vocês botaram de graça no evento, acho que deveriam rever isso, pois tem muito jogadores chateados com isso, só entra quando tem evento facio pra conquistar a arma. Qual arma que eu possa dizer essa é difícil pra pegar? Obrigado essa é a minha opinião
  22. I would like to see not only splashes of water and waterfalls, but also horizontal type water scenery. For example, a puddle or river bed. It would be great in this way to construct reservoirs or water forks. As well as the fullness of Infected variants of the scenery does not hurt (Nidus style). Where the basic design would remind be Infested Tumor. Dear Digital Extremes! Please consider this type of decoration options and, if possible, add them to the Dojo. \☺️/
  23. What if when we do a melee attack while on our K-Drives or in our Archwing it transforms into our equipped Arch Melee weapon upon exiting the vehicle? Like when you slam attack your Arch Wing turns into your arch melee as you're doing the slam attack and it stays equipped till you put it away. Or as you jump off your K drive it morphs into your Arch Melee before you leap off into a sweeping attack or ground pound depending on the weapon. Would need it's own stances tho o.o
  24. I REALLY need more fashion slot an I am 120% ok with paying for it. 12-20 plat ech. just more than A.B.C. I find so many time I dont got enough space. an making a 2ed copy of the same frame an forming it an building the frame take time. just to make a new look an im sure it take more data that way. why not make it simple. adding more slot than A.B.C. Some I evin tried but you cant get a 2ed Blue print. of many frame as thay are in the codex. I want to make more design for my atlas an Nidus. an so many more. Excalibur Umbra an base for got so many fashion an thing I can come up with. but I locked to only 3. an deleting kill my soul. plz do something about this. I feel like I been wait for this for ever. over 4 year of playing an the feeling only get worst an more tenno gen come out.
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