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May 23Rd: Community Hot Topics!


[DE]Drew
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PC to PS4 https://digitalextremes.zendesk.com/hc/en-us/articles/200439684-PC-to-PS4-Account-Migration-NOT-CURRENTLY-AVAILABLE-'>Account Migration

PC to PS4 account migration is in the final approval stages, and we are aiming to have it live after Update 14 is on both platforms (disclaimer: builds will probably not be in sync during the migration) - more information will be shared as it is determined.

PS4 Load Times
The fragmentation between old and new content is causing a significant impact on performance. In this week’s DevStream, DEGlen talked about how, with the help of Sony, we might be able to improve performance on PS4 by better organizing the game content.

Rail Deployment Solution
I am pleased to say that a solution is in the works! The current plan is to award Clans extra time to deploy based on the damage they dealt during the contested period (exact numbers are still to be determined).

Melee 2.0 Aftermath
Some players have mentioned that Melee 2.0 hasn’t been discussed lately, and there are still a few improvements to be made. We know weapons with slow swing speeds need to be tweaked, and they will be getting new idle animations. We are also looking at adding a toggle for channeling, and Steve mentioned during this week’s DevStream that the build up of combo attacks need to feel more worthwhile.

’Hardest’missions are too Easy
The introduction of T4 keys is almost certain, but the release date is still tentative. One of the issues with releasing T4 keys is figuring out how to scale enemies so that they are challenging for experienced players but not too restrictive for players who might not have optimized gear. We discussed this at length on the couch today, which led us down a path of all the possible problems and the fundamental point that ‘more armor/health’ doesn’t necessarily mean more difficulty. An important distinction!

Miter
Scott has commented that he is going to look into making this a fun and lethal weapon. We regret the bug, but we don’t want to ruin the ‘fun’ of what it brought. As one Tenno astutely asked, ‘What’s the point of shooting sawblades if they bounce off enemies like plastic?’.

Weak/Useless Mods
We know, we know; some mods are clearly weaker than others. Resistance mods, for example, have very limited use, and Status Chance mods aren’t much better. There has been a general community demand for Mod rebalancing, and we hope to get this prioritized and reviewed in some way with dev.

Still Hot: Warframe Balancing
In the latest DevStream Scott mentioned that Oberon will be next, and that Nova will continue to be worked on. For everyone asking when Valkyr’s Hysteria will be fixed, Geoff showed some amazing new animations during the latest DevStream. Hysteria will function like a stance, with it’s own combos and finishers. Scott still needs to refine the numbers, but Hysteria will be more powerful than a typical melee stance and we expect this is an Update 14 change.

Still Hot: Enemies Of The Tenno Design Project
This whole design project aims to embrace the creativity of our players, as well as add enemy diversity to each faction. A lot of feedback has come in on expanding enemy diversity for more engaging gameplay, and who better to ask than the Tenno in the field for some ideas so we can add an enemy per faction. A look at the state of this Project:

(The full timeline for the “Enemies of the Tenno” Design Project is found here.)

Enemies Of The Tenno: Grineer Submissions:
“Thank you” to everyone who contributed to the sixteen pages of great Grineer enemy concepts! Check out the submissions here. The Design Council will now vote for the top concept!

(Design Council members can vote for the finalists here.)

Enemies Of The Tenno: Corpus Submissions:
The Design Council started Round 3 of voting on the Corpus Submissions. The votes are very close! Design Council will vote on the final concept, next week.

(Design Council members can vote for the finalists here.)

Enemies Of The Tenno: Infested Submissions:
Voting has finished for the Infested Submissions, and Juggernaut is the winner!


Juggernaut (SilverBones):


Name Suggestion: Infested Juggernaut

Behaviour: The massive, lumbering form of the juggernaut moves with unstoppable momentum, not fazed by gunfire or obstacles. When it spots its prey, it will try to maintain distance to use its artillery-like attacks, resorting to using its huge arms only when pressed up close. Although big and hulking, the juggernaut is in fact highly intelligent, using timed attacks and maintaining distance to support the rest of the horde. Although it is tough, it is incredibly cumbersome, and is vulnerable to fire in the open part of its back.

This means that maneuverable Tenno have a much better chance of doing damage to the creature from above or behind. Careful maneuvering is needed, as the Juggernaut will protect itself from the front and sides with its physical strength when pushed. The creature itself is coated in hardened plates – an effect of the technocyte virus on its hide, making it practically impervious to all but the most accurate attacks from range.

There is a hint of malice in the Juggernauts movements that is not present in other infested, maybe due to the bulk of assimilated material needed to generate such a creature.

Attacks: The Juggernaut has two primary attacks;

Venom Bombardment – By hunkering down, the Juggernaut opens the huge maw on its back and vomits out a biological explosive which sails through the air towards the target. Upon reaching a close distance, the organism explodes, raining down acidic fluid like an airburst strike. This effect is similar to Hydroid's Tempest Barrage, so staying in the area of effect can be deadly, requiring the targets to move.

Slam – By rearing up on its hind legs, the Juggernaut comes down with its arms, slamming into the ground and knocking targets around it to the floor. It then follows up with various, heavy strikes from its limbs to take down aggressors or back away to start using Venom Bombardment again.

As a reactive attack, the Juggernaut will start venting poison (like an Embolist cloud) from its mouth when it gets down to 50% health. Although short ranged, it can cripple and even kill if the attacker does not back away quickly.


Environment Restrictions: The Juggernaut is huge. Tight spaces are a no-no.

http://i79.photobucket.com/albums/j122/carnbear/infesjuggcolor_zps229dab7f.png



_________________________________________________________________
[Did I miss something important this week? Post a reply with links to threads you think are Hot Topics!]

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When will Saryn get fixed?

https://forums.warframe.com/index.php?/topic/224577-saryn-anyone-remember-her-the-unnofficial-saryn-rework-thread-development-phase/

The link to one of the relevant Hot Topic threads is above. Simply put, this warframe doesn't get much attention by the community due to lack of incentive to play it. It's a mix of Banshee, Loki, Valkyr, and Frost, yet falls short of all of the above and most others. Through both intensive experience as well as the new player experience and observation, Saryn offers nothing to have players interested in playing her. If it can't assume a new identity of its own, could Saryn at least perform decently?

A (comparably) small excerpt from the thread is below. However the thread is quite extensive--it is recommended to follow the link through.


The Closest Comparisons for Abilities


These details are found above within the abilities rework section of the [thread], but are duplicated here for emphasis.

Venom is similar to Banshee's Sonar, but weaker, and only applied to a single target. Sonar starts at 500% damage multiplier and can be power strength maxed to reach 1145% damage within a starting range of 35 meters, which extends to 50.75 meters with Stretch. I understand Venom isn't as good, but the spread mechanic of passing on minor spores from the single target cast major spore is difficult enough, and the constant loss of these spores to do nothing is too awful.

Molt is similar to Loki's Decoy, but is placed at Saryn's current position. Loki players do not rely on their decoy when they can use their cloak for the same cost that Saryn uses her Molt, and Molt is quite terrible for its primary purpose of defense due to lack of attention from enemies and its lack of health. Saryn is the only warframe in the game as of now that does not posses any of these qualities in an ability: damage reduction, cloaking, shielding, healing, and enemy stun on an ability that does not cost 100 energy (is a tier 4 ability). Even then, said ability has short range. That said, she needs an adequate form of protection.

Contagion is a melee ability, but isn't so great in the way of comparison because it truly is the worst melee ability in the game. For less, Ash and Loki can do more. For the same cost, Valkyr does a lot more. For a bit more cost, Valkyr is unstoppable. Various suggestions have been given [within the thread] above.

Miasma is similar to Frost's Avalanche in range and power capabilities. The problem however is that it's affected by duration in an inverse manner, such that having more power duration harms this ability, even though it directly helps her other three abilities. Frost has 2 more abilities with a cheaper cost to serve as crowd control, but Saryn only has this ability, and most players mod her for the shortest duration possible, utterly destroying her other three skills in the process. This build is the most popular build for Saryn players, but in total, it only serves to be an inferior version of Frost/Rhino builds, which are directly better due to additional possibilities of using other abilities, and fewer mods.



The current popular build and its problems


As is heard commonly, the most popular Saryn build is a heavily duration shortened Miasma focused build. The major problem however is that Miasma is the only ability in the game that scales with duration inversely to make it better, while her other three abilities scale with duration normally.

The problem with this calculation is that it severely shortens her ability durations to become awful. Playing Saryn with what should be a balanced build makes it worse than Frost's Avalanche when it should be comparable, and while the calculation makes Miasma mildly better than Avalanche with a minimum duration build using Fleeting Expertise and the Chlora helmet, all power durations are now down to 35% of their original duration. I opt for the calculation to be removed completely, and deal static damage like Avalanche. Simple yet effective.

As for what the build does, it's quite underwhelming. Besides being compared to Avalanche, it can also be compared to Rhino Stomp. Rhino Stomp compared to Avalanche and Miasma deals identical damage within a range of 8 meters, since it inflicts two instances of damage within this range. The ability then extends to 25 meters without power range mods, and stuns for a lengthy ten seconds.

There is no way for Avalanche and Miasma to gain such a range, and coming close isn't practical either. Rhino Stomp with Stretch reaches 36.25m, but for Miasma (and Avalanche), Stretch and Overextend are required to reach a lesser 35.25m, but at a penalty of-60% power strength, it's certainly not worth it. With such a build, Avalanche and Miasma become inferior Stomp clones at the cost of wasting more mod slots. Frost players generally agree he's not meant to be a a single-purpose nuke, but a well-balanced defender. I don't see why Saryn has to sink so low.




Saryn has been in the game since update 7, and been requested multiple times for revamps since 6 months ago in multiple threads. Some of the warframes fixed so far are newer. It would be nice to take a look into older content. The Miter and status mods are examples of this concept.

Edited by MechaKnight
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Are you guys going to fix the positioning of Dual Longswords? It's very awkward seeing a longsword in place of the daggers sheathed position.

 

A good idea for a new sheathed position would be one similar to Leonardo's swords from TMNT in an X pattern or 2 parallel angles from the right or left.

 

As for T4, you really need to take your time on it.

 

Though I would love to face stronger enemies in T4 that are beyond Pluto's difficulty, especially when it comes to Survival and Defense.

Edited by __Kanade__
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One point to focus on for mods is the large gap for certain mod slots. For example, Warframes only have about 5 mods they can put in the V slot (all but one of which are rares), while most guns can only put Status or Cold in a D polarity (barring a Corrupted mod). With Ice Storm, Pistols don't even really have need for the D slot (which just makes Angstrum all the more frustrating).

It would be amazing to have some more diversity in those fields, without giving players a very gimmicky and niche mod to fill the slot (looking at you, Provoked).

 

Part of the reason Status mods have such low standing is because of how weak the solo-stat mods are. You look at the dual stat mods and you can get 40-60% status at max rank plus elements or crit or reload speed, while Sure Shot and its cohorts only get to 15% (which on most weapons is less than 2% higher chance per hit to get that proc). 

 

As for Oberon, the key point to make with him is that he is not Trinity. Renewal will always be compared to Trinity, and unfavorably in its current state because of its slow effect and flat healing cap. If he is a paladin as Scott insists, he should provide some kind of mitigation, something to feel that he is not just patching up but PROTECTING his allies; this is especially feasible now that Blessing focuses on recovery rather than being the proactive catch-all immunity spell.

He should be a strong balance between defense and offense - but he shouldn't feel like you sacrifice one for the other, either. Currently, he feels like a mash-up of several other frames (bits of Ember, Trinity and Nekros sprinkled throughout) without the CC or high-scaling defensive skills that made them work, rather than something all his own like his successors. He needs a niche that will make people say "it's more rewarding to play Oberon (even just for this purpose) than X frame"; being a jack-of-all-trades of his caliber doesn't pay off standing in a line with the likes of Rhino, Hydroid, Zephyr or Volt (and even they have niches).

Preferably one that actually scales well into late-game content, unlike Reckoning's "chance to spawn health on a kill."

Edited by Archwizard
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With the mod balencing you could look into how the electric mod for swords is 11 points max with 60% but the other charge electric damage is also 60% at 9 points maxed. Shouldnt the pure elemental be raised to mach the other status mods of the same cost type?

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Parrying and Stealth attacks are not satisfying at all and punish skillful gameplay, instead of rewarding it, this ties into Melee still feeling half baked.

I think this is an important topic and shouldn't be neglected and left as is.

 

https://forums.warframe.com/index.php?/topic/234751-backstabbing-and-executions-cool-but-useless-lets-fix-that/#entry2719458

Edited by Kuhrasu
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Yes, a look at the weaker mods would definitely be appreciated!

 

I wouldn't usually self-promote, but due to the time I posted this (right before U13 launched) a lot of the effort got brushed aside by the bigger focus and I would appreciate if some of the reworks for these mods were looked at.

 

https://forums.warframe.com/index.php?/topic/208915-a-few-warframe-mods-feedback-suggestions/#entry2451290

 

Thanks.

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Awesome! Health and armor are indeed not the only type of difficulty. A more aggressive A.I. rather than the current ones that always run away would be a good start at adding difficulty.

Edited by Gryphticon
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Awesome! Health and armor are indeed not the only type of difficulty. A more aggressive A.I. rather than the current ones that always run away would be a good start at adding difficulty.

If they all remain hitscan one trick ponies, it won't matter. Proper difficulty is in avoiding damage through skill (Dark Souls, Metal Gear Rising)

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