DE should keep some sort of amphitheater relay for people to take turns playing shawzin on stage.
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Feedback and Ideas
By now, if you know, you know. DE is aware.
In the meantime, sound off on what you can do, since were thrown back to nearly the stone age before Galvanized mods and Primary and Secondary Arcanes, besides level capping with the typical 12x-combo-viral-slash-with-full-armor-strip-mash-E-with-some-damage-mitigation gameplay.
Ironically, I think Berserker Fury is also impacted, if I'm not mistaken.
So you know how there are locked doors in tilesets, maybe we could get codes in containers nearby then when you openthe door it starts a new game mode, so basically turning a extermination into a spy, rewarding you apon completion of the challenge then returning back to the normal objective.
I
I know it’s sort of blurry but this nullifier currently does not cancel abilities yet still displays the circumference of its smallest sized aoe. Only started happening after updating to 31.6.0
So basically, the Overguard should be completely invulnerable to any damage types (excluding Void damage) but WILL be vulnerable to Parazon.
All you need to do is to go in close combat with the Eximus, press X, and delet his Overguard in 1-2 hits depending on the unit (Light/Heavy), that will make the Parazon more valuable and useful for once! like the lore says it should be... and then, you can kill that Eximus normally with the rest of your arsenal, or manipulate them safely by "Mind Controlling" abilities without being scared to turn 'em into ashes with your 100+ Heat stacks before your very fucking eyes-
Ahem, yeah.. and therefore it'll make things more right and interesting in my opinion, but what will be YOUR opinion on that?
I just got Nekros today and I saw that Shadow of the Dead raises enemies up to fight with you. I got the helminth a year back and I had subsumed Limbo to get banish and this is what I've been wondering. If I give Nekros banish, raise enemies from the dead, and banish those enemies with rift haven equiped, does it heal them?
Melee Entrati weapon (needs a name, please)
Hammer weapon. after five kills, to charge it, heavy slamming opens up the head and launches a volley of grenades in every direction.
We should have a blank page called spoiler, so we can have a spoiler tag. (I have no idea if thats how the tags actually work, if my assumption is wrong insert however tags are created here).This would be usefull if you are in the scenario where a post would better fit a section other than spoilers, but the post still contains spoilers. An example being my previous post.
Steel Path+, where it just doubles everything that SP normally does. (4x loot, affinity, ect, but 4x armor, hp, shields, damage, ect, and level 200+)
Chroma's Rework Concept:
Passive: Elemental resilience:
Chroma, being in symbiosis with his Pelt, takes 50% less damage from basic elemental status effects and grants his allies an additional 25% basic elemental status resistance.
1st Ability: Spectral Scream:
Exhale a deep breath of elemental destruction. Tap to cycle through elements, hold to cast. The chosen element applies to all of Chroma's and Effigy's abilities.
General Spectral Scream changes:
-Now drains 7.5 energy per second.
-Beam's direction is now tied up only with Chroma's reticle, rather than his head position.
-Status chance now can be increased.
-Deals maximum of 500 damage (at rank 3).
-Increased attack speed (3 ticks per second).
-Increased elemental stream's range (from 10 to 12m. at rank 3).
-Added a 3m. damaging area from each enemy connected by elemental beam.
New Spectral Scream augment:
Spectral Rage:
Allows Chroma to gain extra damage and attack speed over time at the cost of more energy per second.
Passively: +200% Status chance.
2nd Ability: Elemental Ward:
Depending on Chroma's elemental alignment, an offensive area-of-effect is created. Chroma and his nearby allies are imbued with defensive energy.
General Elemental Ward changes:
-All additional bonuses now will actually apply in percentages, for example: Heat will grant 200% additional bonus Health, which will be +200% from Chroma's basic Health value, and not a flat 200 Health.
(kinda in the game, but currently broken).
-Everlasting Ward augment is now a part of the ability.
-Increased Heat Health bonus from 100% to 150% (at rank 3)
-Increased Electric Shield bonus from 100% to 250% (at rank 3).
-Increased aura's range from 12 to 16m.
-Increased range for Heat and Toxin damaging auras (6 meters at rank 3).
-Increased Status chances of Electric, Cold, Toxin, and Heat aura's (up to 50, 50, 100, and 75% at rank 3).
-Cold aura's armor increase now grants flat 750 points of armor instead (at rank 3) and redirects projectiles at much higher speed.
-Electric aura's discharge now deals x15 more damage (at rank 3) and applies properly.
-Toxin's aura now grants a faster movements speed, in addition to faster reload and weapons switch bonuses.
-The ability now can be recasted.
New Elemental Ward augment:
Strengthening Ward:
While active, protected allies gain Chroma's defensive aura of the Elemental Ward's currently active element with a 100% more Status chance and 50% elemental damage increase.
Passively: +50% Ability radius.
3rd Ability: Vex Armor:
Upon activation the pelt starts to hardening, increasing concentration and vitality of both Chroma and his allies.
General Vex Armor changes:
-Instead of only gaining bonuses through taking damage, Chroma now gains them over time (10% per second) all up to 250% of Weapons damage and 350% of Armor increase (at rank 3), however, 3% of the incoming damage also converts into the additional bonuses to gain them faster.
-Changed ability's cost from 75 to 50.
-Is now acting like Channeled ability and drains 10 energy over the time, on maxing out the bonuses Energy drain decreases by a half. Renews energy drain value upon recast.
-increased range from 18 to 20m.
Vexing Retaliation augment changes:
Taking damage every 10 seconds will trigger a 15m. radius effect;
Shield damage will create an impulse that slows down enemies, while Health damage makes them burst in elemental flames.
Passively: +50% Ability duration.
4th Ability: Effigy:
Chroma deploys the pelt of the Ancient being, using it's power to prevail. Effigy strengthens nearby allies and engulfs enemies in various elemental attacks.
General Effigy changes:
-Effigy is now using an "advanced" Specter AI (similarly to Wukong's Celestial twin), allowing it to act more reliable and efficient in battle.
-Removed the Energy drain over time completely.
-Effigy is now follows Chroma, and teleports whenever it's stuck or can't find a path to his location.
-Effigy can now be upgraded with Companion and Sentinel mods (similarly to the Khora's Venari and Sentinels).
-Guided Effigy augment is now a part of the ability.
-Increased ability's cost up to 100 Energy.
-Increased Status chance up to 300%
-Increased Effigy's maximum damage (800 damage at rank 3).
-Roar is now dealing Puncture damage in 25m. radius and reduces enemies' Shield and Armor efficiency for 10 seconds.
-Can perform a Melee attack when in close range that deals Slash and Impact damage based on a Maximum health percentage of the enemy.
-Increased Effigy's Health pool from 8000 to 12000 (at rank 3).
-Increased the damaging cone angle up to 120°.
-Now has an infinite Punch through for ranged attacks.
-Increased elemental stream's radius up to 35m.
-Removed the Double Credit/Credit chance drop bonus, Instead, allies gain 75% Status effects protection while in Effigy's area-of-effect.
-Effigy now regenerates 50 Health per second.
-Chroma's armor reduction while in his lightened form is now applying to Effigy and doubles the effect.
-Chroma's speed boost increased from 20% up to 35% when in his lightened form.
New Effigy augment:
Nullifying Effigy:
Effigy creates a 15m. radius bubble around itself that absorbs the incoming damage and nullifies enemy's abilities and auras.
(that includes: Eximus auras, Comba/Scrambus's auras, Ancient protective auras,
temporary on: Stalker/Acolytes/Liches/Sisters/Zanuka/Grustrag/Wolf's abilities as well as regular Bosses).
Abilities Synergy:
-Casting Spectral Scream while Vex Armor is active and at it's maximum Weapon damage bonus value will create a staggering wave in Chroma's reticle direction that opens enemies for Finishers.
-While under Elemental Ward defensive aura, Effigy becomes immune to the chosen element.
-While under Vex Armor's full Armor bonus - Effigy's Armor strengthens.
-Toxic aura of Elemental Ward greatly increases Spectral Scream's and Effigy's attack speed.
68 Votes in Poll
I am going to get a Sporelacer kitgun which I hear is the best kitgun for wide range. Anyway, I needed a name for it and I have no idea what to call it. Any suggestions?
On more than 50% of the bounties I join in through public missions I fail to recieve all the rewards and sometimes no rewards at all! Most of the time I get a plain Eidolon Shard, no Brilliant or Flawless. Especially when the mob is killed in an area that is rocky or has many nearby obstacles. But even when it's on a smooth area where you can easily see the rewards floating in air above the ground I still don't receive all the rewards? Why don't you folks make it so the rewards go automatically into the players inventory instead of us having to fly around or jump around and hope the other team members don't drop while they wait at the door and I'm still trying to find the rewards! And today just now i spent a whole hour on 3 different missions and received 1 measly plain Eidolon shard and none of the other stuff, no arcanes no mods no brilliant no flawless! And this isn't the first time at all that I've had such experience when doing the Eidolon kill bounty. Please tell me the next update will have a change in this procedure and if I'm complaining in the wrong place (cause I don't use the community tools very often) just direct me to who I should be complaining at/to/towards!
I’m just curious to know what everyone’s running on their railjack in terms of components & armaments. I just want to see what everyone else is doing.
I currently have…
Componets:
-Shield Array: Lavan MK III
-Engines: Vidar MK III
-Plating: Lavan MK III
-Reactor: Zetki MK III
Armaments:
-Zetki Apoc MK III
-Zetki Vort MK III
1st question what’s a good subsume ability for Baruuk?…I have high range & high dmg builds…I was thinking Airburst or Ensare to group up…2nd question…Baruuk‘s longe range wind attacks from his Serene Storm count towards combo multiplier?…haven’t tested yet…
Whats the strongest most op build for a warframe
So I'm going to be getting Gara in 3 days from now yet I have no idea what would work as good mods for Gara, so I would greatly appreciate if someone were to tell me what would the best ones be for her. Also if you have any suggested uses for her that could help with the process of making builds for her I would appreciate that as well. P.S. If you don't mind please state where I could find certain mods that you may say in case that I don't have them.
I saw a burston riv w/ cc and it was like 260's cc. so i wanted to work out what it would be on burston prime . The prime has a slightly lower disposition so i used 250 (i dont really need to be exact as long as its kinda right).
If this is considerably incorrect what would a burston prime w/ a good cc riv look like? IMPORTANT: i dont own the burston prime, im using this information to decide if its the next prime i get.
Is a viral/slash broken war setup viable for high lvl play? im running nezha prime btw.
So on the Wiki it says about Orokin Bridge has some. Just further to the right of where the bridge ends there is a Requiem Obelisk. Around the Obelisk is 4 crystals to break and the immediate vicinity has a couple more for plenty of Lucent Teroglobe too.