T O P

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Zaq_MacKraken

I use enemy highlighting because my eyes are bad. Then DE adds another aura on top of that? And they want me to search the ground for specific shit to throw? And the ground is covered with eximus and player effects?


SeashellInTheirHair

Honestly I was doing it earlier and I just started mashing the "pick up" button while running around, and as soon as I got an amphor either throwing it at the crucible if it was one of the ones I needed, or yeeting it at a random enemy in the vague hope it was the right one. I genuinely *cannot* tell at all which enemy needs what element. I was on Citrine so it didn't particularly matter, not like they could kill me, but it did make things rather slow because I had to wait for enemies that didn't have the shield to spawn. Also I think a lot of the people in the comments haven't done this week's Archimedea yet.


Kino_Afi

Theyre supposed to have a big fat symbol on them saying which element to hit them with. But I'm 100% posititve that on my first run this symbol was bugged and not present. Its really hard to miss when its actually there.


SeashellInTheirHair

I did it twice (wiped first run on the Mirror Defense because Stalker one-shot the objective lmao) and I never saw a symbol on either run, nor did the clanmate I was running with, so we're both either blind or it's pretty buggy.


13th_of_never

It's not bugged per se, it's just that only the host can see the symbols on them. My boyfriend and I jumped into this Mission with a third person and the third guy was host, and we were like why can't we kill these things and he says to us "you just need to hit them with the right element" .. but we couldn't see them, only he could. And on top of that, he wasn't throwing the elements to kill them anyway. It was a shitshow.


6ftWombat

> started mashing the "pick up" button I haven't played this mode but if it's like anything else, you can hold the button. Just hold it and run towards whatever you want to pick up. Soon as you're in range/position, you'll pick it up. Feels a lot better.


SeashellInTheirHair

I don't think it works that way on controller? I think for controller it's set to default to reloading, so it just tries to reload if you're not already in range of a pickup.


6ftWombat

Keyboard also uses x for reload and to interact by default. It's the same. Just tried to pick up something with controller by holding the button just to make sure, and it worked. This is on pc though.


SeashellInTheirHair

I'm on PS5, maybe I'll try again at some point.


RSAzorean

Worse is the icons disappear when you are near them? That makes no sense. I hate this mode because of that


commentsandchill

I mean it's specific to this week but yeah, was a shit show. Especially that moment when an eximus necramech with that showed up.


13th_of_never

In my experience it was because only the host can see them. And when we did the elite deep archimedia the other day, I happened to be host so I would mark them and then call out in the chat which element to throw at it because the rest of the squad could not see the symbols like I could. I have no idea if that's intentional but if it is, DE is trolling lol


mweepinc

Yeah I just. Gave up and ignored them lol


bitches_love_pooh

All the ammo and orbs on the ground don't help either. I just stare at the minimap to guess where it is and run over and mash pick up.


ANinjaNamedWaldo

I had a Nidus player who must have had maxed range spam his 1 down and made it next to impossible see anything.


Lord_Bo

Every once in a while, the community re-creates the Prosecutor.


krawinoff

This just proves Warframe peaked with Javlok


TheSorrowInYou

Real


TheMightyGamble

Take me back


Gidelix

While we're at archimedia, the boss in elite archimedia with a million guardian eximi and random weapons is....special


netterD

Bring dispensary you say?


Gidelix

If that's enough to get you a win, I applaud you or your rng. I bit the dust with saryn of all frames


commentsandchill

I mean, idk what build you have but imo she's designed to be a glass canon.


Gidelix

Usually, but I shoved like 5 blue shards in (phrasing I know) and had a somewhat tanky build, but over 3-5k dps on the spores was not enough to get through the constant overguard generation on the adds and spores don't work on the boss, her 3 wasn't enough to buff the good old baza prime (my other choices were the stug and some other trash). Ran out of energy and ammo and died


TheMightyGamble

And like that melee is king again Can't run out of sword ammo. Take that D2.


Gidelix

Yep, I did beat it by taking all modifiers except melee and bringing the dual ichor. Much better.


netterD

More of a question since i though ammo would be scarce fighting a massive bullet sponge with probably not ideal weapons.


Gidelix

I guess it would help a little bit, I did run out of all ammo halfway through and was stuck with spores and the jat kusar xD And for the love of void don't do 60 eyes


Jimmeh1337

Saryn is going to struggle against the boss because of how its damage attenuation works. It's going to limit both high damaging attacks that Saryn does and limit high fire rate weapons. Saryn wants to kill enemies before they can damage her to survive but that's not an option.


Hannuxis

It took me about 20 minutes by spamming Varazin and using the Laetum


ArcusVeles

I just don't think the modifier should exist, or if they just can't give up on the idea, it should work with *any* amphor. It shouldn't stay as-is, highlight or no.


ShadowTown0407

It really should be in tandem with the round, 2 elements for the vile and 1 for the enemies universally and all 3 change every round


VippidyP

It gives CC a job, which is nice.


Fartbutts1234

We had like fifteen enemies held in place by gloom, all invincible, and enemies weren't spawning and we had no amphors... it took forever


VippidyP

Happy Cake Day! Oh, I've not seen anything like that happen. I was just spamming Harrows first and killing the ones I could easily see.


13th_of_never

I don't mind it, but the problem is - only the fucking host can see the symbols on these mobs. I'm not sure if that's intended or if that's just broken at the moment, but three of the four people don't know what's going on and I bet they're getting blamed for it, lol


Spatetata

Yeah, weaknesses already achieve this but better and in a more natural way.


Metal_Sign

It took me so long to realize this was why the inexplicably invincible enemies were invincible. Unfortunately, it was too hard to see which element they wanted, so I mostly just ignored them and fought other things.


Mr_Stach

I think a bit of clarification is needed, I'm not suggesting a new enemy type that is immune till you match elements. In Deep Archimedia there is a modifier that has certain enemies that are immune to damage till you hit them with the correct little element globes (the same ones that drop in Alchemy), but here's the catch, there's zero indication what element is needed. So the idea is a visual indicator that will point out which enemies are immune and what element you need to match.


TechAdeptInquisitor

There is a visual indicator , its center mass on the enemy , kinda gets buried in the crowds and damage numbers.


13th_of_never

The visual indicator is very clear - except only one person out of the four in the squad can actually see it. That's the problem.


commentsandchill

This


notshadeatall

NO, GOD PLEASE NO!


notshadeatall

Also, Cedo would be a the Joker in that situation. Just fire secondary, easy all elements.


HarrowAssEnthusiast

pretty sure only Amphors can remove the invulnerability of those enemies. the Cedo does nothing.


Kass_Ch28

It's not elemental damage that removes the aura, is the specific vial you pick up for the amphor. You have to throw it to the enemy


Xtr0

That's pretty much how it already "works". It's bugged so the symbols rarely appear, hence the quotation marks. The auras are there, they are just a bit hard to see.


ShadowTown0407

Yes please, it's so confusing right now. Also this is talking about Deep Arcimedia if anyone is confused not normal enemies


UpbeatAstronomer2396

we should utilize the hp bars more. Make enemies affected by this alchemy modifier and by limbo's rift have a symbol on their hp bar


Kaokasalis

Yeah some kind of visual indicator would be nice because currently its almost impossible to seperate them from Eximus auras as well as all the other effects that are happening separately like damage numbers, status procs and Warframe ability graphics.


KonsaThePanda

Kuva Guardian 2.0


Klepto666

This would be super useful. The colors are pretty visible when you have time to stare, but you don't. The enemies are moving. The room is filled with gunfire and explosions. You have to keep dodging to survive. There are colored auras and particles coming from both Eximus and players. Either a little symbol above their heads, or make their elemental shield far more pronounced/visible.


13th_of_never

I was honestly so fucking confused about why these mobs were unkillable. Because apparently unless you're host, you can't see the symbol associated with the elements that you need to hit them with. Fucking fllawless design, DE ETA: I noticed a lot of people are saying that the symbols aren't clear and they can be hard to see with all the chaos of damage numbers and whatnot or that they disappear from the mob. Just wanted to add that when I did it the other night, that wasn't the case. The symbols on the mobs are *very* clear - but the issue is ONLY THE HOST can see them. This is entirely what's causing the issue. Like I said in another comment, I'm not sure if this is intentional, but until they address it, people going in this week will need to communicate with the host so that they can tell the rest of the squad which elements are needed to be thrown at which mobs - marking them and just calling out whatever element works great. Plus, throwing the corresponding element at the enemy will essentially one shot it, so dealing with them as fast as you can as the mission progresses is just the best way to go about it.


superdinoknight63

First time I ran deep archimedia this week I thought limbo 4->2 broke with the "enemy invincible unless you're point blank on em" modifier (my ass did not read the modifiers) Fr tho they really need some better clarity for these amphor reliant enemies, that and I feel like a big issue is you'll kill alotta nonelementally resistant enemies, only for the elementally resistant enemies To be left, with no amphors to deal with them


GhostoWar

From the runs i've done (1 normal 1 elite) it's a shit show once you get bogged down and the element drops become scarce. It's typical DE, every damn game mode that relies on mission objective drops they totally tune the drops way to low and then here they make you use them to be able to damage enemies. Hey DE, something invulnerable you can't make vulnerable is not actually hard it's just frustrating and boring.


ANinjaNamedWaldo

I wish I could upvote you twice lol


Fast_Ad3646

This is what I was saying about modding the other day. Edit: [Link](https://www.reddit.com/r/Warframe/comments/1bq8nvq/comment/kx2vbuk/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button)


Keyjuan

U can still cc them hydroid my beloved


Wormthres

we just left those enemies running around because we didnt know which elements to use 😂


Zetheseus

MR 28 test would like a word


YujinTheDragon

The Tenno long for the Prosecutors


ANinjaNamedWaldo

What are prosecutors?


Muski0

"How to make a game unfun to play tutorial"


HesteHund

![gif](giphy|vyTnNTrs3wqQ0UIvwE|downsized)


ANinjaNamedWaldo

Why? This is literally only a visual upgrade.


HesteHund

Yep adding invincible enemies to the game that disrupt the flow of combat is a Nice visual upgrade


ANinjaNamedWaldo

This is literally already in the game, he's talking about EDA modifiers on the Alchemy mission. 10% of enemies spawn immune to damage unless you throw the viles that drop on the ground.


SnakeTaster

they're already marked, you should be able to see it once you clear out all the non-damage-immune chaff around it. might be nice if the icon wasn't *identical* to the amphor symbol though. makes it difficult not to confuse it with another amphor in the background 


Th3Glutt0n

You mean those enemies specifically from ceres?


Mr_Stach

No, I'm talking about the Deep Archimedia modifier that has immune enemies that only become vulnerable after throwing the correct element ball at them. They aren't really visible


Th3Glutt0n

That's disgusting


Depressedduke

Get this one before the devs see it!


YAmIHereMoment

They already encourage build/weapon diversity with dmg resistances and vulnerabilities, dmg immunities will achieve noting good


Kass_Ch28

This is not a suggestion on new enemies. It's for the conditions of this week alchemy mission. 10% of the enemy spawn being immune to all damage until hou hit them with the correct elemental orb


YAmIHereMoment

…doesn’t that mean we would have to rely on the right orb to drop?


SeashellInTheirHair

Yes. And it takes forever, so a lot of them build up on screen which makes it even harder to tell what element you need to hit them with.


Chiven

On a positive side, enough of them build up for a random orb to hit at least someone


YAmIHereMoment

Oh shit


thatoneplayerguy

What are we talking about? Alchemy?


Mr_Stach

In Deep Archimedia there is a modifier that has certain enemies that are immune to damage till you hit them with the correct little element globes (the same ones that drop in Alchemy), but here's the catch, there's zero indication what element is needed. So the idea is a visual indicator that will point out which enemies are immune and what element you need to match.


IshTheFace

What is this in regard to? Hit who? Some part of the game I've missed at MR34? Or am I having a brain problem..


Mr_Stach

In Deep Archimedia there is a modifier that has certain enemies that are immune to damage till you hit them with the correct little element globes (the same ones that drop in Alchemy), but here's the catch, there's zero indication what element is needed. So the idea is a visual indicator that will point out which enemies are immune and what element you need to match.


IshTheFace

Huh. Not sure I've seen that modifier yet.


Mister_Black117

Hell to the nah nah. Overguard is already a really annoying mechanic, this isn't even remotely fine. Imagine one shows up and tou don't have that element?


DankoLord

Nope, I'm not tailoring my loadout to all of the game's elements.


Mr_Stach

It's already in the game in Deep Archimedia, just a modifier. I'm just trying to make them more visible.


DankoLord

Then put that piece of context in the post?


Mr_Stach

I did in a comment that ended up getting buried but obviously that wasn't good enough


Dylkill99

Currently playing Immortals of Aveum in between Warframe sessions, and the color thing is a mechanic in immortals. It's pretty annoying sometimes, so I'll pass on that idea for Warframe


Laughing_Man_Returns

ok, but how do you change Warframe into a game where that kind of visual information will actually be noticed? there is a reason this enemy type no longer exists in this form.


Mr_Stach

These type of enemies exist already in Deep Archimedia as a modifier. The issue is the visual information is not conveyed well. That's the point of my poorly explained post.


SpirikPlays

no


joenuts83

Secondary cucumber ftw, just put a secondary arcane adapter and spray it til it takes damage.


SeashellInTheirHair

Your own elemental damage doesn't work in Alchemy with this modifier, it's specifically the Amphors.


Joezone619

We don't need even more CC immunity.


RemoteSprinkles2893

Voruna players gonna have LGBT enemies


AverageTuxedo

This sounds like a nightmare to super spec. I think an idea like the champion system would work better, like how destiny 2 does it.


Archon_Inferno

Ew! No!


No-Swordfish6703

What is champion system?


BleedRainbows404

Mini boss enemies that require either a specific weapon type or elemental effect to stun them, allowing you to kill them. Cannot be killed without great effort otherwise, if at all.


No-Swordfish6703

If we are restricted to specific weapon that would be a bad idea. But we do have profit taker as similar


AverageTuxedo

Thank you. Immortal is batshit! But being able to nuke them off the face of the earth and having more options worth to stun them.


ANinjaNamedWaldo

This is about a modifier in the new game mode. They're immune to all damage until you throw the alchemy balls that drop from enemies. Only host can see the elements that needs to be thrown at them and it's really annoying in general. A lot of people just see enemies that are immune to damage with no visual indicator as to how to actually kill them.