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February 7Th: Community Hot Topics!


[DE]Megan
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Feedback/comments gathered from January 31 Hot Topics mostly targeted the topic of Hysteria and Melee 2.0:

Archwizard: “A number of Valkyr supporters have been hoping Melee 2.0 would solve some of the issues with the "Gauntlet" fighting-style…”

This topic includes both sides of the coin; Hysteria’s damage output and the animation itself. Geoff wants the animations to receive a makeover, but there is no guarantee that it will make it into Melee 2.0; but it will at some point get an update. As for her damage output, Update 12 tweaked Hysteria to now take weapon damage/crit into consideration.

Invasion Balance
Recent events have caused Grineer to ‘dominate’ the solar system and continually wipe out the Corpus. Certain factors like the Harvester and Operation Oxium Espionage continued the execution of the Corpus. Feedback that Corpus has no hope of survival is being heard, and faction’s standing in the Solar System will definitely be addressed. The Corpus have had enough of this ongoing slaughter and intend to level the solar system.

Warframe Balancing
Update 12 brought the “Buff Train” and to many players' discontent; the ‘End of Frost’. Warframes continually get tweaks from feedback/community concerns; Scott being the conductor of the Warframe Buff Train will be looking into feedback. He has mentioned some suggestions that he wants to try for Frost, such as Snowglobe taking on Frost’s armor rating.

Clan Tech Weapons
All of the new weapons added in Update 12 were put in Clan Tech Research or for purchase in the Market. Concerns that we missed the window to add lore into the game by putting new weapons on enemies are somewhat true, but considering the amount of feedback from putting the Detron on the Harvester were “too many RNG walls” we decided to put them in Clan Tech. The move was intended to bring light to the Dojo’s and make them more viable.
Does it make sense that you can purchase a Cestra BP twice and technically have dual Cestras and yet the Dual Cestras is Clan Tech/purchase only? Not quite, further monitoring will be done.

HUD 2.0
We knew there would be a lot of feedback about HUD 2.0 when it was launched because of the drastic change it brought. Not only has a new HUD been largely requested, but it was also needed. Constant feedback has been implemented throughout the process and it will continually be monitored.
DE_Pablo has created a main HUD Feedback thread where he has commented on a few reoccurring suggestions, visit the thread and let us know your feedback!

Interception Game play
More monitoring of this new game play mode will be necessary to balance the mix between ‘too hard for Solo players’ and ‘too easy for a squad’. Players are finding themselves standing there for an extended amount of time without seeing a single Grineer try to steal their base. Some suggestions are
· Decreasing the number of bases depending on how many players are present
· Increase the spawn rate (even more) for when 4 players are playing
· Have the Grineer attack in large groups with a ‘Leader’
More community feedback is being taken into consideration.

Continuous Fire Weapons
The request for continuous fire weapons to be reverted back to showing a ‘damage number fountain’ is a double sided argument. Some players enjoy the new ‘condensed damage number fountain’ and some player’s want it reverted. So where is the middle ground? The reasoning behind the change was to make it more obvious for players who are applying damage mods, as it’s easier to notice that numbers are 5% larger in magnitude vs being generated 5% faster.
The satisfaction of seeing numbers fly while using continuous fire weapons is what’s being missed. Feedback and suggestions have been noted.

PS4 Account Migration
As discussed in Livestream #22, we're getting in critical hotfixes before we submit the build to Sony. Next week or the following will be submission week! Stay tuned for more updates.

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Grineer need organization. They should march around in larger rooms while unalerted. A leader should lead them. When heavies approach, Shield Lancers should be in front of them. They need real military tactics. I could rant on more, but my Loki has some Stalker to kill.

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Warframe Balancing

Update 12 brought the “Buff Train” and too many players discontent; the ‘End of Frost’. Warframes continually get tweaks from feedback/community concerns; Scott being the conductor of the Warframe Buff Train will be looking into feedback. He has mentioned some suggestions that he wants to try for Frost, such as Snowglobe taking on Frost’s armor rating.

Frost’s armor rating

armor rating

armor

....

No.

We can go over the math, again, but it still won't fix the problem of the defense becoming pointless as the levels keep scaling.

....

For the same reason we got on Valkyr's case and are still on her case.

The problem is that enemy damage will keep scaling and quickly bypass your HP balance point. The only way to effectively counter this is by Damage Capping incoming damage the way Lephantis does.

Give HP Pool Powers

--> A Damage Cap <---

Start there, not with Armor.

Edited by Brasten
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I hate to be harsh, but the "buff train" is nothing of the sort, with the latest change to Frost, it more closely resembles this:

fail-train.jpg

 

In regards to Frost, for example, moderate increases to other abilities don't outweigh crippling the one that made the Frame excel within its role. It's not competitive with other frames in speed, durability, CC, or offense, or defense for that matter. So exactly what purpose is the frame meant to serve now? Hint, it no longer has one.

Edited by Taranis49
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Clan Tech Weapons

All of the new weapons added in Update 12 were put in Clan Tech Research or for purchase in the Market. Concerns that we missed the window to add lore into the game by putting new weapons on enemies are somewhat true, but considering the amount of feedback from putting the Detron on the Harvester were “too many RNG walls” we decided to put them in Clan Tech. The move was intended to bring light to the Dojo’s and make them more viable.

Does it make sense that you can purchase a Cestra BP twice and technically have dual Cestras and yet the Dual Cestras is Clan Tech/purchase only? Not quite, further monitoring will be done.

 

Time wall over RNG wall ANY DAY!

 

Been sort-of trying to get Banshee and Volt for months, now it's just a matter of time.

 

People who cry about this should seriously reconsider..

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Archwizard: “A number of Valkyr supporters have been hoping Melee 2.0 would solve some of the issues with the "Gauntlet" fighting-style…”

 

This topic includes both sides of the coin; Hysteria’s damage output and the animation itself. Geoff wants the animations to receive a makeover, but there is no guarantee that it will make it into Melee 2.0; but it will at some point get an update. As for her damage output, Update 12 tweaked Hysteria to now take weapon damage/crit into consideration.

 

 

This is sad to hear since we won't see changes until 2.0 however I am glad it's being looked at and that something is going to be done about it. I am loving this company more and more as I see them actually listen and consider to things we say and suggest.

 

You guys rock. :D

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Interception maps have the worst design ever, enemies literally spawn in point blank range to control points. This is too silly.

Maps should be designed with condition that it should take mobs at least 10 seconds to reach border of control point, then increase the number of spawned enemies and their general flow.

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Do not "try" to fix frost, JUST DO IT!

 

here are some great advices:

 

- snow globe should add a % damage reduction

- DAMAGE OF ABILITIES SHOULD SCALE because try avalanche against lvl 50 mobs :-D it's damn useless dear DEs

 

sometime I'm wondering, do you really play you own game vs high lvl mobs???

 

In every game I played so far, there was always a way to increase the amount of damage you could do. And if you grind a lot and build smart you can always become powerful and crush the mobs (but not the bosses).

 

In warframe I'm laughing at the bosses (except stalker) but damn high lvl mobs just ruin the game because there is no damaging ability (even ultimate) for frost to deal with them.

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Warframe Balancing

Update 12 brought the “Buff Train” and too many players discontent; the ‘End of Frost’. Warframes continually get tweaks from feedback/community concerns; Scott being the conductor of the Warframe Buff Train will be looking into feedback. He has mentioned some suggestions that he wants to try for Frost, such as Snowglobe taking on Frost’s armor rating.

The problem with Frost is that you are trying to turn him into DPS. Stop it. Just stop. Revert the changes, go back to the drawing board, and think up new powers that add utility and/or crowd control.

 

Frost's 1,2, and 4: No amount of damage buffs will make them "better" for frost, frost's job is the area tank. It's fine to have powers with damage, but the focus of his powers should not be damage, or he'll simply be "Damage frame #12", which means he has every problem damage frames do: Lack of scaling. He does X damage at level 1, or level 1 billion, the reason Vauban or loki, or trinity get taken to high level areas in every team is because they scale well. Blessing is just as useful vs level 1 enemies as it is vs level 1 billion, same with vauban, or loki.

 

In short: Give frost CC, not damage.

 

Frost's 3 (Snowglobe): The thing you guys really messed up here was that you didn't bother to check if the HP would work, 3.5k is nothing. A few enemies will kill it in seconds, and to make it worse it still has a timer. You either need to put a duration cap in, or give it a cooldown of say, "Duration + 30% of duration", to prevent endless spam if that's what you're trying to do. Putting a HP cap simply gives it the same problems as Iron Skin. God mode in some areas, liability everywhere else, but with how low SG's HP is, it becomes useless pretty dang fast.

 

In short: Give a duration limit, or add a cooldown to SG, and revert it to unlimited HP.

Edited by KvotheTheArcane1
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The problem with Frost is that you are trying to turn him into DPS. Stop it. Just stop. Revert the changes, go back to the drawing board, and think up new powers that add utility and/or crowd control.

 

Frost's 1,2, and 4: No amount of damage buffs will make them "better" for frost, frost's job is the area tank. It's fine to have powers with damage, but the focus of his powers should not be damage, or he'll simply be "Damage frame #12".

 

Frost's 3 (Snowglobe): The thing you guys really messed up here was that you didn't bother to check if the HP would work, 3.5k is nothing. A few enemies will kill it in seconds, and to make it worse it still has a timer. You either need to put a duration cap in, or give it a cooldown of say, "Duration + 5 seconds", to prevent endless spam if that's what you're trying to do. Putting a HP cap simply gives it the same problems as Iron Skin. God mode in some areas, liability everywhere else, but with how low SG's HP is, it becomes useless pretty dang fast.

+1000

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Warframe Balancing

Update 12 brought the “Buff Train” and too many players discontent; the ‘End of Frost’. Warframes continually get tweaks from feedback/community concerns; Scott being the conductor of the Warframe Buff Train will be looking into feedback. He has mentioned some suggestions that he wants to try for Frost, such as Snowglobe taking on Frost’s armor rating.

 

Clan Tech Weapons

All of the new weapons added in Update 12 were put in Clan Tech Research or for purchase in the Market. Concerns that we missed the window to add lore into the game by putting new weapons on enemies are somewhat true, but considering the amount of feedback from putting the Detron on the Harvester were “too many RNG walls” we decided to put them in Clan Tech. The move was intended to bring light to the Dojo’s and make them more viable.

Does it make sense that you can purchase a Cestra BP twice and technically have dual Cestras and yet the Dual Cestras is Clan Tech/purchase only? Not quite, further monitoring will be done.

 

 Continuous Fire Weapons

The request for continuous fire weapons to be reverted back to showing a ‘damage number fountain’ is a double sided argument. Some players enjoy the new ‘condensed damage number fountain’ and some player’s want it reverted. So where is the middle ground? The reasoning behind the change was to make it more obvious for players who are applying damage mods, as it’s easier to notice that numbers are 5% larger in magnitude vs being generated 5% faster.

The satisfaction of seeing numbers fly while using continuous fire weapons is what’s being missed. Feedback and suggestions have been noted.

Warframe Balancing

PFAHAHAH! You guys are really funny! Snowglobe taking on Frost's armor as a "buff". Hahaha... good one, haha... ehhh hehe... Wait, you aren't joking are you? ... *sigh* Is that REALLY your idea to "fix" it in such a completely absurd and illogical way? Just... no. Here you go, a better middle ground for ya right in here: https://forums.warframe.com/index.php?/topic/172833-azamagons-warframe-rebalancing-frost/

 

Clan Tech Weapons

I don't have a real problem with Clan Tech weapons also being in the market for platinum. I have a problem with only the NEWEST Clan Tech weapons being in the market. Either all of them, old and new clan tech, should be available for platinum, or NONE of them. It's not consistent at all.

And the Dual Cestra is an even bigger blunder! What were you thinking with that one? It's illogical and lacks... what's that word? Oh right, consistency! That thing you hate so much: https://forums.warframe.com/index.php?/topic/173629-list-of-des-new-and-old-inconsistencies/

EDIT: Oh, and this part as a whole: "Concerns that we missed the window to add lore into the game by putting new weapons on enemies are somewhat true, but considering the amount of feedback from putting the Detron on the Harvester were “too many RNG walls” we decided to put them in Clan Tech"

Ehhhhh, what? We never said that we want the enemies to DROP the newer weapons, we want them to WIELD them. You know, use them against us in battle. Talk about misunderstanding >_>

 

Continuous Weapons

Wait, what did you just say here? "The satisfaction of seeing numbers fly while using continuous fire weapons is what’s being missed."

...

No, it's the fact that you broke the frikkin crap out of them (such as proc and damage delays, for example)! Wow, seriously, are you guys taking us for complete and utter fools? Or are you just intentionally ignoring what we ACTUALLY are saying to you?

 

And by the way, a correction:

"too many players discontent" should be "to many players discontent"

Edited by Azamagon
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Feedback/comments gathered from January 31 Hot Topics mostly targeted the topic of Hysteria and Melee 2.0:

 

Archwizard: “A number of Valkyr supporters have been hoping Melee 2.0 would solve some of the issues with the "Gauntlet" fighting-style…”

 

This topic includes both sides of the coin; Hysteria’s damage output and the animation itself. Geoff wants the animations to receive a makeover, but there is no guarantee that it will make it into Melee 2.0; but it will at some point get an update. As for her damage output, Update 12 tweaked Hysteria to now take weapon damage/crit into consideration.

I'm glad this has gotten more attention and happy to know something is going to be done about Hysteria's animations.

 

But, Hysteria has been doing less damage than it has before. It is either currently bugged or the change was poorly implemented.

 

I would like to garner attention to the following thread where this has been tested and discussed:

U12 Valkyr Changes Feedback

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The problem with Frost is that you are trying to turn him into DPS. Stop it. Just stop. Revert the changes, go back to the drawing board, and think up new powers that add utility and/or crowd control.

 

Frost's 1,2, and 4: No amount of damage buffs will make them "better" for frost, frost's job is the area tank. It's fine to have powers with damage, but the focus of his powers should not be damage, or he'll simply be "Damage frame #12", which means he has every problem damage frames do: Lack of scaling. He does X damage at level 1, or level 1 billion, the reason Vauban or loki, or trinity get taken to high level areas in every team is because they scale well. Blessing is just as useful vs level 1 enemies as it is vs level 1 billion, same with vauban, or loki.

 

In short: Give frost CC, not damage.

 

Frost's 3 (Snowglobe): The thing you guys really messed up here was that you didn't bother to check if the HP would work, 3.5k is nothing. A few enemies will kill it in seconds, and to make it worse it still has a timer. You either need to put a duration cap in, or give it a cooldown of say, "Duration + 30% of duration", to prevent endless spam if that's what you're trying to do. Putting a HP cap simply gives it the same problems as Iron Skin. God mode in some areas, liability everywhere else, but with how low SG's HP is, it becomes useless pretty dang fast.

 

In short: Give a duration limit, or add a cooldown to SG, and revert it to unlimited HP.

 

This. The abilities that see use across the board are the ones that have zero figs to give as to what an enemy's level is; e.g. Blessing, Chaos, Bastille, etc.

 

There's many reasons why to this day people laugh at the notion of Volt being a "potent alternative to gun-play", the fact that abilities with fixed numbers simply don't scale being among them.

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 Geoff wants the animations to receive a makeover, but there is no guarantee that it will make it into Melee 2.0; but it will at some point get an update. 

This is great news, take your time and get those animations right! Here is a short video showing some claw animations that would be perfect:

 

 

Concerns that we missed the window to add lore into the game by putting new weapons on enemies are somewhat true, but considering the amount of feedback from putting the Detron on the Harvester were “too many RNG walls” we decided to put them in Clan Tech. 

I think what was meant was that enemies would actually carry and use the new weapons, not drop them. 

 

 

Interception Game play

More monitoring of this new game play mode will be necessary to balance the mix between ‘too hard for Solo players’ and ‘too easy for a squad’. Players are finding themselves standing there for an extended amount of time without seeing a single Grineer try to steal their base. Some suggestions are

·         Decreasing the number of bases depending on how many players are present

·         Increase the spawn rate (even more) for when 4 players are playing

·         Have the Grineer attack in large groups with a ‘Leader’

More community feedback is being taken into consideration.

Sounds good. I enjoy the new Domination (Unreal Tournament!) game mode, however when adding it to the other planets, make new nodes and don't replace mobile defense. I think each base should have a nearby spawn point for enemies, and the waves come from 4 directions at once. Scaling the number of bases on players would make solo play possible also. However, I enjoy the challenge of solo'ing and trying to hold all 4 by myself. So perhaps for solo players, reduce waves to spawning one at a time while keeping 4 bases?

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SNIP

 

Can you please have someone look into the following change from https://forums.warframe.com/index.php?/topic/173291-hotfix-1201/

- Fixed status chance for projectile weapons that shot multiple pellets (Drakgoon/Detron).

 

There is something seriously wrong with the status chance of all the weapons that fall under this category.  The proc rate on the Drakgoon is closer to 1%.  Also tested with Boar Prime and I was able to go complete missions without a single proc.

 

Issue is currently being discussed in this thread but there doesn't seem to be much forum activity despite people talking about it on other places.

https://forums.warframe.com/index.php?/topic/173448-shotguns-and-proc-chances-in-the-post-u12-era/

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