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Having 1 pet and 1 sentinel at the same time


enerdragonsword

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I was thinking about how cool it would be to make it so that we can have sentinels and pets at the same time.
For one, the Companion menu is pretty empty, and adding that option can unlock even more persona use.
Imagine for example if we could use the Sentinel for creature hunting and our cute pets at the same time. That way, we can still have our cute pets while also using a sentinel that otherwilse would've been collecting dust. 
After all, pets can't scan creatures, or help with hunting, while Sentinels don't have resource boost or vampiric powers.
Maybe even add mods that work with a specific combination of pets and sentinels for more customisation?

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We just need one pet at a time, that actually helps. We spend too much time babysitting them or having them dead so they contribute little to nothing.

Make them invulnerable, or remove the bleedout timer and make them inherently respawn after a minute. Suddenly the effectiveness of most companions will shoot way up just by the fact they aren't dead most of the time.

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10 minutes ago, (PS4)IIFrost_GhostII said:

Speak for yourself!!! 😲😡 I need 10 kubrows at a time, 9 of them will have no revive option when downed, and wont be able to use abilities

That could be a "pack hunter" warframe. :) 

Unfortunately, Xaku won the last round of community-made frames so we're not seeing that again for a long time, if ever.

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3 hours ago, (PS4)Ozymandias-13- said:

Make them invulnerable, or remove the bleedout timer and make them inherently respawn after a minute. Suddenly the effectiveness of most companions will shoot way up just by the fact they aren't dead most of the time.

try the Vulpaphyla's... if they die, they turn into a 'larva' state as a sentinel above your head, after roughly 8-30 seconds they return in pet form, they literally cannot die at all! but give them invincibility after being revived like players, it'd make Kubrows and Kavats more useable, especially with how good they are, especially Vasca Kavats

this is also the reason this idea may not happen since the vulpaphyla's might interfere with your other sentinel plus it'd clog up the health-bar section even more since you'd have 6 healthbars to look at now. that being said, I wish there was a more useable sentinel, since people only use Helios for like, a week after a new tile/area is added and then they go back to collecting dust.

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16 minutes ago, (XB1)KawaiiAsa said:

try the Vulpaphyla's... if they die, they turn into a 'larva' state as a sentinel above your head, after roughly 8-30 seconds they return in pet form, they literally cannot die at all!

I'm aware. And DE gives us that after years of asking for the existing companions to be more reliable, and it still requires a mod slot.

DE has a bad habit of taking player feedback about the things that don't work in their game, and they use it as a unique feature in something new instead while leaving the broken stuff to be forgotten.

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Just now, (PS4)Ozymandias-13- said:

I'm aware. And DE gives us that after years of asking for the existing companions to be more reliable, and it still requires a mod slot.

DE has a bad habit of taking player feedback about the things that don't work in their game, and they use it as a unique feature in something new instead while leaving the broken stuff to be forgotten.

it only takes uses 3 capacity so its not that bad... although I find it annoying that they still haven't given companions invincibility for a few seconds after being revived, if players can have it, why can't our pets? half the time I revive my pet only for it to die literally the instant it gets up.

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9 minutes ago, (XB1)KawaiiAsa said:

it only takes uses 3 capacity so its not that bad... although I find it annoying that they still haven't given companions invincibility for a few seconds after being revived, if players can have it, why can't our pets? half the time I revive my pet only for it to die literally the instant it gets up.

3 capacity out of 60 sounds decent.

Try saying it as "1/8 of maximum mod slots" and the math starts to look a little scarier.

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8 hours ago, (PS4)Ozymandias-13- said:

3 capacity out of 60 sounds decent.

Try saying it as "1/8 of maximum mod slots" and the math starts to look a little scarier.

1/10 maximum mod slots. Companions have 10 mod slots, not 8.

That being said, DE REALLY needs to take a review of their past companions and their sentinels to bring them up to match the viability of new ones. The introduction of the Vulps, especially the Panzer Vulp which has the added function of being a pocket Saryn just shows how neglected the others are. Reviving, survivability, aggro, the companions need some work on many fronts. From their AI and pathing to survival mods, even adding an Adaptation for companions would be a start. Link Armor and Link Health was a good start, years ago. But enemies have increased in power, with new and heavier hitting modes. The Vulps show that DE has the capacity to do interesting things other than destruction or bleed out for companions. They need to expand on that.

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12 hours ago, (PS4)Ozymandias-13- said:

That could be a "pack hunter" warframe. :) 

Unfortunately, Xaku won the last round of community-made frames so we're not seeing that again for a long time, if ever.

Thus let all frames be able to do it through some form of balanced ability!

It could be part of the helmith system actually 🤔 Half skeleton half zombie looking dogs/wolves

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I think that they should just remove the modding system on pets and sentinels. My idea is to make sentinels completely support-only units (don't make them attack) while the pets are the ones that have offensive capabilities, then we could use both at the same. Also, DE could make it so that sentinels don't die and like Ozymandias said, make pets just respawn after a few seconds.

 

P.S. Also, is anyone else annoyed by the DNA Stabilizers and Damage Reduction system in pets, or is it just me?

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2 hours ago, DeL4nce said:

I think that they should just remove the modding system on pets and sentinels. My idea is to make sentinels completely support-only units (don't make them attack) while the pets are the ones that have offensive capabilities, then we could use both at the same. Also, DE could make it so that sentinels don't die and like Ozymandias said, make pets just respawn after a few seconds.

 

P.S. Also, is anyone else annoyed by the DNA Stabilizers and Damage Reduction system in pets, or is it just me?

removing the modding system would only make them die faster since the max health of pets is decent, but they have god awful armour, having even less than a frame like Mirage (who only has 100 normally), meaning you'd be seeing 'x has died' a massive amount of times. Modding is highly needed for companions due to their awful armour and poor AI, so modding is 100% needed on them. If I can put mods on a block of ice on a stick, I can put mods on a messed-up infested dog.

also, if you hate the dna stabilizers, get the Nutrio Incubator upgrade, their dna integrity can't decay and nor can their happiness.

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22 minutes ago, (XB1)KawaiiAsa said:

removing the modding system would only make them die faster since the max health of pets is decent, but they have god awful armour, having even less than a frame like Mirage (who only has 100 normally), meaning you'd be seeing 'x has died' a massive amount of times. Modding is highly needed for companions due to their awful armour and poor AI, so modding is 100% needed on them. If I can put mods on a block of ice on a stick, I can put mods on a messed-up infested dog.

also, if you hate the dna stabilizers, get the Nutrio Incubator upgrade, their dna integrity can't decay and nor can their happiness.

No, not if they implement some kind of separate upgrading system exclusive to pets/sentinels that doesn't require mods. For example: a training system for pets. Each type of training is focused on an aspect of the pet such as survival (armor/evasion/damage resistance), attack, and tactical (distraction/disabling). For sentinels, I recommend making them not attack at all and instead be used for support. This means that they won't have any health bar and instead focuses on using abilities (precept mods). Upgrading them can use stuff like upgrade chips, etc. Anyway, my point is, modding the companions makes the modding system more tedious especially since they also require Orokin reactors, and Orokin catalysts (in the case of sentinels), as well as forma.

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16 hours ago, DeL4nce said:

No, not if they implement some kind of separate upgrading system exclusive to pets/sentinels that doesn't require mods. For example: a training system for pets. Each type of training is focused on an aspect of the pet such as survival (armor/evasion/damage resistance), attack, and tactical (distraction/disabling). For sentinels, I recommend making them not attack at all and instead be used for support. This means that they won't have any health bar and instead focuses on using abilities (precept mods). Upgrading them can use stuff like upgrade chips, etc. Anyway, my point is, modding the companions makes the modding system more tedious especially since they also require Orokin reactors, and Orokin catalysts (in the case of sentinels), as well as forma.

This would work too, since the sentinel weapons have use already on MOAs. So, migrating them to a MOA specific category would be fine. MOAs also have the added function of not having range limitations to their weapons, which is another front that is severely limiting to sentinels. You require a mod slot just for their attack functionality, which puts them at a great disadvantage. Combine that with a lack of link health, link armor, and link shields, and we have some severely weak pets. They do have some utility though, which is why I still find some use for them on specific frames. For instance, Carrier Prime on my Ivara or Loki as my stealth specializing companion due to its ability to break containers and freeing up my focus on spy missions or just killing enemies. Or Dethcube Prime on my Frost or Gara so that I can keep my companion from running off out of my barriers, as well as generating energy orbs right next to me to refresh or recast my barrier. But that's the extent of my Sentinel use. Even the codex function of Helios became meaningless when it doesn't continue to scan things once the codex is full. So, I just use Ivara and the Simaris scanner instead, getting Simaris rep as well. A migration of Sentinels from combat companions to invulnerable support utility would be excellent.

Here are some ideas. First, all sentinel attack mods removed, and all Sentinel weapons migrated to MOAs.

Second, Certain mods moved to a new "Ordis" system become "Ordis Bound" as if they are being taught to Ordis himself rather than bound to the Sentinel. Vacuum, Spare Parts, Medi-Ray (Changed to Vitality Ward), Self Destruct, Primed Animal Instinct (split into two Precepts: Animal Instinct and Radar), Coolant Leak, and Sanctuary become "Ordis Bound" precepts. Reawaken and Sacrifice are combined together into a single Ordis Bound precept. These become available for use on any sentinel once their max rank has been reached, and they have been unbound. In the change, if a player already has these mods, they would begin with them already unbound and available for use on any sentinel.

Third, stat oriented Sentinel mods removed like Synth Fiber, Calculated Redirection, etc., and the loot tables for these mods replaced with link armor, health, shield, and a new Link shield recharge rate.

Fourth, remove the Sentinel specific mods from Simaris to be moved to an Ordis system. In this change, if you already have the Simaris mods, you would start with them already ranked up in the Ordis system.

Fifth, Certain companion mods removed from companions and moved into Sentinel precepts in the Ordis system.

Sixth, introduce an Ordis system, kind of like how the Tenno have their focus system. Sentinels would become Ordis' extension in missions, and depending on the "Focus" chosen for Ordis, the Sentinel that accompanies the Tenno changes. You'd then build the Sentinel, and gain affinity with it to spend on upgrades, much like the Tenno "Focus" system. Each focus "tree" would have 4 sentinel specific precepts to rank up as well as one "Ordis Bound" precept to rank up and unbind.

Seventh, Prime/Prisma distinctions would become purely cosmetic.

Carrier/Carrier Prime - Ammo Case and Looter would remain effectively the same. The Ordis Bound precept would be Vacuum.

  • New Precept - Ammo Feeder - Carrier refills 1,2,3% of a weapon's clip when it is holstered.
  • New Precept - Auto Breach - Carrier automatically opens lockers within 4.5/6/7.5/9/10.5/12 meters

Dethcube/Dethcube Prime - Vaporize and Energy Generator would have fundamental alterations. The Ordis Bound precept would be Self Destruct.

  • Vaporize - Dethcube will do 150/300/450/600 radiation damage periodically to a target the Tenno damages with a weapon. 8/7/6/5 second cooldown.
  • Energy Generator - Dethcube drops an energy orb after damaging 15/14/13/12/11/10 enemies with Vaporize or Nullify
  • Nullify - Dethcube inflicts lethal damage to Projector Drones within 15/20/25/30 meters.
  • Fired Up - Dethcube adds 10/20/30% heat damage to Tenno's ranged weapons as they attack continuously.
  • Ordis Bound Precept - Self Destruct - When the Tenno takes damage, the Sentinel will explode for 100/200/300/400/500/600 blast damage in a 3/6/9/12/15/18 meter area before reforming. Cooldown of 30 seconds.

Diriga - Focused on CC. Electro Pulse and Arc Coil function essentially the same. The Ordis Bound precept would be Coolant Leak.

  • New Precept - Ice Hazard - Every 10/9/8/7 seconds, Diriga deploys an ice hazard at an enemy within 15/20/25/30 meters in a 1/1.5/2/2.5 meter radius. Enemies in the area slip and fall and are afflicted with a cold proc. Lasts 3 seconds.
  • New Precept - Shield Destabilization - Enemies hit by Arc Coil have a 10/15/20/25% chance to have their shields violently destabilize, inflicting 10% of their total shield as magnetic damage to themselves and enemies within 2/3/4/5 meters

Djinn - Fatal Attraction removed. Djinn becomes more focused on Tenno shield care. Ordis Bound Precept is Sanctuary, functioning the same.

  • Guardian - Functions the same
  • Improved Shields - Decrease damage to shields by 10/15/20%
  • Shield Charger - Changed from increasing max shields and shield recharge rate to providing a set amount of shield recovery per second. 10/20/30/40 shield per second for 10 seconds, and can generate overshields. 30 second cooldown.
  • Static Field - Enemies that damage Tenno shields have a 25/30/35/40% chance to be dealt an electric status proc.

Helios - Improvements to match Oxylus, but focused on scanning enemies rather than plants or fish. Ordis Bound precept would be Radar.

  • Investigator - No longer scans plants, but will scan enemies and other objects, and will continue to scan them even when the Codex is full, using the equipped scanner.
  • Detect Vulnerability - Functions the same
  • Systems Bypass - On bypass consoles that have been scanned, Helios has a 10/20/30% chance to automatically hack the console when the Tenno interacts with it.
  • Precision Strike - Improves Tenno ranged weapon damage by 10/20/30% when hitting spots marked by Detect Vulnerability.
  • Ordis Bound Precept - Radar - Functions as just the enemy radar part of Primed Animal Instinct

Oxylus - Continues to be focused on animals, plants, and resources. Ordis Bound precept would be Animal Instinct.

  • Scan Matter - Changed to show lockers on the map.
  • Scan Aquatic Lifeforms - Functions the same
  • Botanist - Functions the same
  • Pacify - Oxylus fires tranquilizer darts at conservation targets within 15/20/25/30 meters
  • Ordis Bound Precept - Animal Instinct - Functions as the resource cache part of Primed Animal Instinct

Taxon - Becomes the reactionary support sentinel, similar to how its currently only Sentinel specific mod functions. Based on Tenno behavior, the Taxon performs different functions. Its Ordis Specific Precept is Sacrifice, a reaction to the Tenno being downed.

  • Molecular Conversion - Occasionally provides 200 shield to the Tenno as a reaction to their damaging an enemy. 10 second cooldown.
  • Duplicate Item - When the Tenno deploys certain gear items, the Taxon deploys a duplicate. 30 second cooldown.
  • Orb Improvement - Increases the amount of health and energy recovered by orbs by 20/24/28/32/36/40%.
  • Negate - Functions the same.
  • Ordis Specific Precept - Sacrifice - When the Tenno goes down, Sentinel sacrifices itself to revive the Tenno, reawakening after 100/90/80/70/60 seconds.

Shade - Adjusted to improve stealth play. Its Ordis Bound Precept is called Spare Parts, but changed to function well with stealth play.

  • Ghost - Functions the same
  • Ambush - Improves the next instance of weapon damage by 30/60/90/120%. 10 second cooldown.
  • Sound Interference - Shade reduces the likelihood of enemies hearing tenno weapons by 25/50/75/100%
  • Concealment - When performing a finisher on an enemy, Shade will conceal the dead body for 3/4/5/6 seconds.
  • Ordis Bound Precept - Spare Parts - Rerolls the loot table on enemies that you perform a finisher on.

Wyrm - Changed to focus on Tenno health and protection. Its Ordis Bound Precept is Medi-Ray's replacement, but improved upon and renamed to Vitality Ward.

  • Crowd Dispersion - When enemies come within 5 meters of the Tenno, Wyrm emits a radial knockback, affecting enemies within 10/15/20 meters. 15 second cooldown.
  • Reflective Scales - Has a 1/2/3/4/5% chance to reflect an incoming projectile back at an enemy.
  • Wyrm Armor - Improves armor by 20/40/60/80/100
  • Bonded Will - Increases health by 20/40/60/80/100%
  • Ordis Bound Precept - Vitality Ward - Restores .25/.5/.75/1% health per second to Tenno and their allies within 2/3/4/5 meters. (Multiple instances do not stack)

 

Give it some critique. I'm sure I've broken the game in some places.

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On 2020-09-06 at 1:57 AM, xZeromusx said:

This would work too, since the sentinel weapons have use already on MOAs. So, migrating them to a MOA specific category would be fine. MOAs also have the added function of not having range limitations to their weapons, which is another front that is severely limiting to sentinels. You require a mod slot just for their attack functionality, which puts them at a great disadvantage. Combine that with a lack of link health, link armor, and link shields, and we have some severely weak pets. They do have some utility though, which is why I still find some use for them on specific frames. For instance, Carrier Prime on my Ivara or Loki as my stealth specializing companion due to its ability to break containers and freeing up my focus on spy missions or just killing enemies. Or Dethcube Prime on my Frost or Gara so that I can keep my companion from running off out of my barriers, as well as generating energy orbs right next to me to refresh or recast my barrier. But that's the extent of my Sentinel use. Even the codex function of Helios became meaningless when it doesn't continue to scan things once the codex is full. So, I just use Ivara and the Simaris scanner instead, getting Simaris rep as well. A migration of Sentinels from combat companions to invulnerable support utility would be excellent.

Here are some ideas. First, all sentinel attack mods removed, and all Sentinel weapons migrated to MOAs.

Second, Certain mods moved to a new "Ordis" system become "Ordis Bound" as if they are being taught to Ordis himself rather than bound to the Sentinel. Vacuum, Spare Parts, Medi-Ray (Changed to Vitality Ward), Self Destruct, Primed Animal Instinct (split into two Precepts: Animal Instinct and Radar), Coolant Leak, and Sanctuary become "Ordis Bound" precepts. Reawaken and Sacrifice are combined together into a single Ordis Bound precept. These become available for use on any sentinel once their max rank has been reached, and they have been unbound. In the change, if a player already has these mods, they would begin with them already unbound and available for use on any sentinel.

Third, stat oriented Sentinel mods removed like Synth Fiber, Calculated Redirection, etc., and the loot tables for these mods replaced with link armor, health, shield, and a new Link shield recharge rate.

Fourth, remove the Sentinel specific mods from Simaris to be moved to an Ordis system. In this change, if you already have the Simaris mods, you would start with them already ranked up in the Ordis system.

Fifth, Certain companion mods removed from companions and moved into Sentinel precepts in the Ordis system.

Sixth, introduce an Ordis system, kind of like how the Tenno have their focus system. Sentinels would become Ordis' extension in missions, and depending on the "Focus" chosen for Ordis, the Sentinel that accompanies the Tenno changes. You'd then build the Sentinel, and gain affinity with it to spend on upgrades, much like the Tenno "Focus" system. Each focus "tree" would have 4 sentinel specific precepts to rank up as well as one "Ordis Bound" precept to rank up and unbind.

Seventh, Prime/Prisma distinctions would become purely cosmetic.

Carrier/Carrier Prime - Ammo Case and Looter would remain effectively the same. The Ordis Bound precept would be Vacuum.

  • New Precept - Ammo Feeder - Carrier refills 1,2,3% of a weapon's clip when it is holstered.
  • New Precept - Auto Breach - Carrier automatically opens lockers within 4.5/6/7.5/9/10.5/12 meters

Dethcube/Dethcube Prime - Vaporize and Energy Generator would have fundamental alterations. The Ordis Bound precept would be Self Destruct.

  • Vaporize - Dethcube will do 150/300/450/600 radiation damage periodically to a target the Tenno damages with a weapon. 8/7/6/5 second cooldown.
  • Energy Generator - Dethcube drops an energy orb after damaging 15/14/13/12/11/10 enemies with Vaporize or Nullify
  • Nullify - Dethcube inflicts lethal damage to Projector Drones within 15/20/25/30 meters.
  • Fired Up - Dethcube adds 10/20/30% heat damage to Tenno's ranged weapons as they attack continuously.
  • Ordis Bound Precept - Self Destruct - When the Tenno takes damage, the Sentinel will explode for 100/200/300/400/500/600 blast damage in a 3/6/9/12/15/18 meter area before reforming. Cooldown of 30 seconds.

Diriga - Focused on CC. Electro Pulse and Arc Coil function essentially the same. The Ordis Bound precept would be Coolant Leak.

  • New Precept - Ice Hazard - Every 10/9/8/7 seconds, Diriga deploys an ice hazard at an enemy within 15/20/25/30 meters in a 1/1.5/2/2.5 meter radius. Enemies in the area slip and fall and are afflicted with a cold proc. Lasts 3 seconds.
  • New Precept - Shield Destabilization - Enemies hit by Arc Coil have a 10/15/20/25% chance to have their shields violently destabilize, inflicting 10% of their total shield as magnetic damage to themselves and enemies within 2/3/4/5 meters

Djinn - Fatal Attraction removed. Djinn becomes more focused on Tenno shield care. Ordis Bound Precept is Sanctuary, functioning the same.

  • Guardian - Functions the same
  • Improved Shields - Decrease damage to shields by 10/15/20%
  • Shield Charger - Changed from increasing max shields and shield recharge rate to providing a set amount of shield recovery per second. 10/20/30/40 shield per second for 10 seconds, and can generate overshields. 30 second cooldown.
  • Static Field - Enemies that damage Tenno shields have a 25/30/35/40% chance to be dealt an electric status proc.

Helios - Improvements to match Oxylus, but focused on scanning enemies rather than plants or fish. Ordis Bound precept would be Radar.

  • Investigator - No longer scans plants, but will scan enemies and other objects, and will continue to scan them even when the Codex is full, using the equipped scanner.
  • Detect Vulnerability - Functions the same
  • Systems Bypass - On bypass consoles that have been scanned, Helios has a 10/20/30% chance to automatically hack the console when the Tenno interacts with it.
  • Precision Strike - Improves Tenno ranged weapon damage by 10/20/30% when hitting spots marked by Detect Vulnerability.
  • Ordis Bound Precept - Radar - Functions as just the enemy radar part of Primed Animal Instinct

Oxylus - Continues to be focused on animals, plants, and resources. Ordis Bound precept would be Animal Instinct.

  • Scan Matter - Changed to show lockers on the map.
  • Scan Aquatic Lifeforms - Functions the same
  • Botanist - Functions the same
  • Pacify - Oxylus fires tranquilizer darts at conservation targets within 15/20/25/30 meters
  • Ordis Bound Precept - Animal Instinct - Functions as the resource cache part of Primed Animal Instinct

Taxon - Becomes the reactionary support sentinel, similar to how its currently only Sentinel specific mod functions. Based on Tenno behavior, the Taxon performs different functions. Its Ordis Specific Precept is Sacrifice, a reaction to the Tenno being downed.

  • Molecular Conversion - Occasionally provides 200 shield to the Tenno as a reaction to their damaging an enemy. 10 second cooldown.
  • Duplicate Item - When the Tenno deploys certain gear items, the Taxon deploys a duplicate. 30 second cooldown.
  • Orb Improvement - Increases the amount of health and energy recovered by orbs by 20/24/28/32/36/40%.
  • Negate - Functions the same.
  • Ordis Specific Precept - Sacrifice - When the Tenno goes down, Sentinel sacrifices itself to revive the Tenno, reawakening after 100/90/80/70/60 seconds.

Shade - Adjusted to improve stealth play. Its Ordis Bound Precept is called Spare Parts, but changed to function well with stealth play.

  • Ghost - Functions the same
  • Ambush - Improves the next instance of weapon damage by 30/60/90/120%. 10 second cooldown.
  • Sound Interference - Shade reduces the likelihood of enemies hearing tenno weapons by 25/50/75/100%
  • Concealment - When performing a finisher on an enemy, Shade will conceal the dead body for 3/4/5/6 seconds.
  • Ordis Bound Precept - Spare Parts - Rerolls the loot table on enemies that you perform a finisher on.

Wyrm - Changed to focus on Tenno health and protection. Its Ordis Bound Precept is Medi-Ray's replacement, but improved upon and renamed to Vitality Ward.

  • Crowd Dispersion - When enemies come within 5 meters of the Tenno, Wyrm emits a radial knockback, affecting enemies within 10/15/20 meters. 15 second cooldown.
  • Reflective Scales - Has a 1/2/3/4/5% chance to reflect an incoming projectile back at an enemy.
  • Wyrm Armor - Improves armor by 20/40/60/80/100
  • Bonded Will - Increases health by 20/40/60/80/100%
  • Ordis Bound Precept - Vitality Ward - Restores .25/.5/.75/1% health per second to Tenno and their allies within 2/3/4/5 meters. (Multiple instances do not stack)

 

Give it some critique. I'm sure I've broken the game in some places.

Honestly I like the idea, but I cannot agree with the idea with the djinn. none of it fits it imo. I've always saw the djinn as more of a field-medic drone than anything else, mainly due to the Helminth and how it is the one that (apparently) repairs our warframes in between missions. I saw it like that so much I even modded it just like that and have not altered the config since I set it up.
In any case, it is a very good concept, I just have an issue with the djinn section. 

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