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    Warframe When u come back to an old weapon. Times were tough apparently

    Warframe When u come back to an old weapon. Times were tough apparently


    When u come back to an old weapon. Times were tough apparently

    Posted: 14 Nov 2020 05:35 PM PST

    "These lures are too damn slow, you're coming with me."

    Posted: 14 Nov 2020 06:49 AM PST

    Who i was/ who i am now. 1 month transformation

    Posted: 14 Nov 2020 06:18 PM PST

    decay reaction

    Posted: 14 Nov 2020 11:23 PM PST

    The new mech can summon an archwing sword (Kallim) as its ultimate. It has extremely poor base stats and is worse than any properly modded melee weapon. It's slow, clunky, doesn't have a proper moveset, and doesn't even have access to combo mods. Here are its stats compared to the Vitrica.

    Posted: 14 Nov 2020 12:19 PM PST

    You can make Defectors speed up with Vauban. You can even make them jump the gorge.

    Posted: 14 Nov 2020 01:32 PM PST

    New mod set in Deimos Arcana?

    Posted: 14 Nov 2020 06:48 PM PST

    why though

    Posted: 14 Nov 2020 07:45 AM PST

    Deimos Arcana Public Test: Chroma has an extra jump and sprouts his wings while doing so.

    Posted: 14 Nov 2020 05:12 AM PST

    New predasite mod might be too good...

    Posted: 14 Nov 2020 06:45 PM PST

    Gara Gundam, taking off!

    Posted: 14 Nov 2020 06:42 AM PST

    Hero of Cetus

    Posted: 14 Nov 2020 10:13 PM PST

    The DAMAGE mentality and meta. What we really need to make Warframe better.

    Posted: 14 Nov 2020 07:46 PM PST

    Let's talk real quick about one of the things that have been making Warframe burn out and interest a really common thing. DAMAGE.

    Way before Second Dream, Warframe was a game where each Warframe actually had a purpose and contributed to the overall purpose of completing the objectives and mission, I actually found it the most fun and was one of the things that made Warframe very exhilarating and enjoyable to play with friends and teammates. EVERYONE felt useful.

    Nowadays we're stuck at a meta or situation where DAMAGE IS KEY and IF IT DOESN'T DO DAMAGE THEN IT'S USELESS. This has been to me one of the biggest reasons why Warframe has been in a rut and people get so easily burnt out by the game.

    Now you may end up saying BUT IT'S A POWER FANTASY WE SHOULD BE VERY OP. But the thing is, what's so fun about being completely overpowered to the point that nothing will ever satisfy you anymore? You just end up getting burnt out really fast, you breeze through everything without an inch of care, and you pretty much can just solo everything now.

    Controversial opinion but I feel like Warframe and the COMMUNITY has just gone to the point where it's become TOO FIXATED ON DAMAGE.

    Let's take the upcoming Atlas Bulwark Changes for Example.

    Bulwark: Performs AOE slash when damaged by enemies. AOE damage based on the amount of health lost.

    People without testing the ability immediately assume that IT'S SHIT, that reflected damage is actually very low, that it's not dealing damage to ranged enemies. But the thing is, that's not how it works at all.

    Bulwark actually deals damage in a LARGE AOE around itself that STAGGERS. Damage is based off Ability Damage that can be modded with Power Strength and scales depending on the damage taken.

    Damage is not a reflect but instead procced in an AOE around the Bulwark when damage is taken.

    A single wall kills 9 chargers before breaking.

    We can see that the damage is average at best, and yet that's what majority of the people are complaining about the changes: NOT ENOUGH DAMAGE.

    But when you stop and think a bit more, the problem isn't at all the damage but the DURABILITY of the Wall itself. It breaks too easily at higher levels before it can contribute more. The problem isn't really the damage but its durability and longevity.

    Damage to durability is spread out among 3 walls allowing the walls to take down all 20 Chargers without any of them breaking.

    Basically my point is, everyone needs to stop thinking that MORE DAMAGE is the be all and do all solution to everything in the game, because if we only think of damage and nothing else, then we won't be able to fix the actual issues with the game balance.

    What are your thoughts on the matter?

    Do you guys believe that Warframe should focus on damage and only damage?
    or Do you guys believe that Warframe should focus on making everything cohesive and meaningful again?

    submitted by /u/kerespup
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    Since DE said they would look into it next year, how can Nightwave be better in the future? Can the "invasions" be less annoying and extended seasons more functional? What other recurring problems should be fixed?

    Posted: 14 Nov 2020 11:31 AM PST

    Yes, in a way, this is another "I'm getting tired of glass resonance ruining my missions!" thread.

    But don't run away just yet!

    With DE's announcement that this season will run until the end of the year, they also noted that they will talk about the future of Nightwave during the January intermission.

    [..] we are running Glassmaker until the end of 2020, and in January 2021 we will be swapping into Intermission #3 (which will bring back old items, and offer Duplicate protection for those who already have items)! At that time in January, we'll have a post up about our plans for Nightwave based on 3 Series of experience [emphasis mine] (one of which endured a pandemic)!

    I think this is a chance for us to talk about ways we could fix some of the "pain points" of this system.

    I'd like to start with 2.

    1. Invading ennemies during normal missions
      Whether it's escaped convicts or cephalite ressonance fissures, it seems like a staple of Nightwave is having "invasions" of regular missions that can grant some limited ressources and Nightwave credit.
      For every series, this got old and annoying way before the series' end. Because of this, there should be a way for them to be "opt-in" in some way.
      My suggestion: make those invading ennemies into old-school time limited alerts.
      Play around with mission types too: we could have had "capture" alerts for Saturn Six convicts for instance.

    2. Reaching cap long before the season's end
      Having to manually increase the cap when series releases are slow is ridiculous. Aside from the random invasions, the amount of points available is easily known; if you do all dailies, weeklies and elite weeklies, you get 43,500 points a week.
      At that rate, unless you farm invasions like crazy, that's a little under 4.5 ranks a week.
      So they don't have to manually hotfix the game to increase the cap when the Nightwave lasts longer than expected, DE could script a cap increase of 5 ranks every week beyond the original scope.

    So, basically: let the players opt-in or opt-out of Nightwave depending on what they want to play at the moment and don't block them for too long with cap restrictions.

    Is there any other points of the "Nightwave" format you think should be changed?

    Should we have "reruns" instead of "intermissions"? Or go back to "regular alerts" when in-between series?

    Should DE wait to have an entire series done before release instead of risking delays between episode releases?

    submitted by /u/Nicolas-B
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    Protea gameplay

    Posted: 14 Nov 2020 06:40 AM PST

    Mirage Prime Pixel Art

    Posted: 14 Nov 2020 04:03 PM PST

    Warframe wouldn't let me login for almost 24 hours.

    Posted: 14 Nov 2020 11:58 AM PST

    Before Deimos Arcana launches, remove any flat or tiny objects from the nav room of your Orbiter

    Posted: 14 Nov 2020 08:56 PM PST

    In the Test Cluster, they have completely redesigned the front of the Orbiter.

    My Leverian card that was laying flat on the market table has been swallowed, and is now unreachable unless I reset all decorations.

    submitted by /u/Khodyn
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    Glad we could get past our differences

    Posted: 14 Nov 2020 12:35 PM PST

    Manage to get out of bounds in Cetus, using the "dents" on the top of the "playable area" on the gate and just spamming jump.

    Posted: 14 Nov 2020 11:37 PM PST

    Since the Bonewidow Necramechs are potentially hostile encounters in the Isolation Vaults, I decided to offer some tips that can help defeat the Necramechs

    Posted: 14 Nov 2020 11:48 AM PST

    Currently, Necramech fights requires you to disarm both their arms then target the rear engines. Some tips to help with fighting the Necramechs:

    • Ramming the hostile mechs with your own Necramech

    Whether it be Voidrig or Bonewidow (likely), charging (sliding as called by the game) your own mech into the hostile ones will stun them momentarily. This causes them to turn around and kneel on the ground briefly.

    • Banshee's Silence

    Silence prevents the hostile Necramechs from activating their abilities while in range. I heard it can disable a hostile Voidrig's Storm Shroud (electric reflective Iron Skin in essence).

    • Damage Reflection

    Reflecting damage back to the hostile mechs will bypass their invulnerability. Noticeable ones include: Octavia's Mallet, Wukong's Defy, and Voidrig Necramech's Storm Shroud,

    • Certain Weapons

    Weapons with certain punch through will damage the Necramech's arms and rear engine with not much of a problem. Weapons such as Excalibur's Exalted Blade, Baruuk's Serene Storm, Ignis (Wraith), Stropha, Larkspur. The (Kuva) Nukor or Peculiar Growth can increase their body part hitboxes as well.

    • Certain Crowd Control/Abilities

    The Dreamer Air Support will put them to sleep for the full duration, but activation is delayed by the dialogue of Nora annoyingly. Nyx's Psychic Bolts will strip their armor, but that will depend on the Nyx's Strength (125% Strength is needed for a full Armor/Shield strip).

    I cannot deny how flawed the hostile Necramech fights are still (tiny weakpoint hitboxes still, lack of good visual feedback, status immunity), but that's a different discussion. I have doubts DE will balance fight to be more fun than annoying.

    These are some tips and ideas I can muster for you guys. You're free to add any more below in the comments.

    submitted by /u/Fidelity_43
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    In case any new players were unaware, you can create better lighting in your obiters arsenal by stacking space junk to create varying levels of shade. (Hobo theme optional)

    Posted: 14 Nov 2020 10:09 AM PST

    Can we get some love for Revanant?

    Posted: 14 Nov 2020 04:51 PM PST

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