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Zorndar

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Posts posted by Zorndar

  1. The "new" ability screen is a step back and forward. IF I press on abilities I want to know what each of them does right away and how they are affected by my mods. Right now I have to hover over each of them to know what they actually do and certain symbiotic mechanics of abilities are still missing. Meanwhile an obscene amount of space is wasted on the diorama where instead you could display the description, mod effects, passive and only play the video if I hover over that ability.

    Whoever is in charge of the UI has an obsession with withholding information or hiding it in submenus, tooltips or mouseovers. 

    On 2020-01-24 at 10:33 PM, [DE]Pablo said:

    Our logic was that 90% of our items have very recognizable icons, we looked at some of our contemporaries at the time and none of them had labels for items, and most of them had smaller, less unique icons than we did, so we felt comfortable removing labels.

    Are we playing the same game? Without this option "on" I couldn't tell anything apart. Worst example are the prime parts in the inventory, they look exactly the same and a few of the resources are hard to differentiate as well. We have 100+ resources and with more being added with basically each mayor update, are you trying to tell me I'm supposed to know each of them by heart? That option should be on by default.

    Similar with the ingame buffs during a mission like Warframe buffs or such a like. We have so many Warframes, abilties and "buff sources" that its almost impossible to keep track off during a mission what exact buff it actually is and where it comes from, especially as they are only active for a couple of seconds. I really would love that being looked at.

  2. Arbitrations showed perfectly why I stopped taking Warframe serious.

    The first week was fun, everyone brought their cool frames with unique builds. It would have been even better without the stupid drones adding some sort of invulnerability. The rewards were awful though. Then they started to remove the challenge AND added the revive mechanic which is strictly speaking breaking the game. 

    Now as a result of the reduced difficulty, you find the same leechers in the game mode as everywhere else, which not only die constantly BUT also debuff you because of the revive mechanic. The reward for are still kinda dissapointing. This mode was a good start for the players which have everything in this game and then they watered it down.

    Then they let the game mode die as all the other ones before by not adding anything to the reward pool or changing the game mechanics.

    BTW. some of you seem to have a wrong idea about high level content, you don't have to be tanky. Heavy cc combined with big damage or armor stripping worksfine too. I've seen Banshees wiping the floor with the enemies in 30min+ runs in the first week just because they played the frame extremely well.

  3. I don't understand whats going on anymore but connection related bugs seems to be rampant lately. 

    I just got out of my second sortie mission, ready for part 3, just to figure out that the game thinks that I didn't finish any sortie mission, not even part 1. How is that even possible?

    Last week a 40min kuva mission failed, we already had the mission success screen when the game decided to lag out. Around 30s we got a hoster migration and lost everything. 

    These are just the tip of the iceberg, in general the connection lately seems rather bad and new bugs were introduced with more recent updates.

    - transference seems to be affected lately, if you use the dash the game just looses track EVEN if you land on ground at the end and teleports you somehwere else, sometoimes even several seconds AFTER you already landed safely

    - game progress isn't safed it seems, everything is lost if a migration happens, making "long" endurcane runs a gamble, especially arbitration runs suffer from this

    - I played the new boss (Ropalolyst), we were already in the last phase when I got teleported to the start of the mission and couldn't  get back anymore

    - ping is irrelevant, connections with less than 50ms seem bumpy whereas 100ms+ are rock stable

    - some doors still won't open sometimes, I thought that should be impossible?

    - in the Ropalolyst fight I got teleported out of the map completely after a host migration

    - had full ammo but I couldn't fire a single shot on my Komorex

  4. Abilities seem rather nice as there is a lot of synergy between them, then they showed her 4th. I immediately thought of Revenant. Not just vissualy it seems rather similar but also when it comes to mechanis. With all the nice synergies of the other 3 abilities this one seems rather slapped on and not fitting her mechanics too much.

    The only problem I see is all her abilities need some time to set up, so in higher level content I feel like this might run into trouble. She has to get in close and especially that 4th abilities needs VERY close proximity due to the rather slow moving speed. Same for the 2nd ability. 

    She looks pretty awsome already, but I think she might needs lots of adjustments later on, maybe even her 4th has to be modified.

  5. For some reason her spread (range) and damage are bit out of balance. I need around 220%+ range on her now to achieve a similar spread in non Onslaught missions from what I could achieve beforehand with 160-190%, mid range enemies. Power strength is almost not needed anymore as longs as its around 75-100%, pure range seems the way to go right now making modding her a bit boring !(?)

    The damage output is a bit overtuned so everything dies before the spores can actually spread, making recasting a necessity (mid range enemies, 40ish). Shouldn't enemies killed spread spores too? This also screw with her energy efficency. In Onlsaught its mostly ok due toe the insane enemies density and she is borderline op BUT for everything else on the star chart she feels a bit cumebrsome to use due to the weird spread issue of spores. Not sure what it causes but it defintely feels less effective then it used to be. Not checked yet if toxic lash works as intended...

    Furthermore the toughest job right now seems to maintain a spore spread. For some reason sometimes it just dies down, two enemies in range to each other maybe 20-30m apart and no spread. It seems a bit fishy to me, something must be not working as intended.

  6. I'm not entirely sure about this, especially the damage type change of Spores and Miasma, the change to toxic lash not giving back energy on spore affected enemies AND that they might touch the spreading on kill. The combination of a "cheap" ability to reduce the hp pool of enemies in COMBINATION with a team full of corrosive projections, which btw. needs planning and doesn't happen by accident, was extremely powerful. But this only worked in teams that planned ahead which in 90% of the gae doesn't happen. I like synergies between frames like that, something that won't work UNLESS you plan ahead. This would defintely make Saryn more appealing for random play but for organised groups? I'm not so sure.

    The spreading functionality has to stay, its called SPORES for a reason.

    Changing the damage type of Spores might actually result in people needing to spam miasma ... which would be far more energy consuming. With her change to toxic lash my preferred playstyle in keeping miasma as last resort and relying on Spores + toxic lash for damage and energy efficency is basically broken. I'm really not sure if this is a good thing or bad, I love my Saryn been playing her more and more over the last 4months since all the new TennoCon skins arrived, PLEASE don't #*!% her over!

  7. here are a few of the most common bugs related to the new game mode which brake it basically every single time (so far 8 out of 9 times). My luckiest run was my first with a 1.56Mio score, all runs past that stopped earlier due to the mode bugs/crashes

    • The efficency decreases even AFTER the portal is supposed to appear, which can take several seconds is screwing me and my teams over. The highest I encountered was close to 40-50s worth around 30 efficency for that specific zone. The efficency shoulds simply pause after the portal is supposed to appear and stop spawning enemies
    • connection issues are crucial and game braking right now, even with people and a ping of 60ms between us we had team mates getting kicked out of the group. This doesn't even count in the periodically crashes. Right now a random team is basically a gamble for a good connection between us, rather if our team composition is good.
    • for some reason there are massive FPS drop the second the conduit is supposed to spawn, typically I run a solid 59 fps (capped) but the second the conduit spawns or is supposed to the fps drop to 30 or so for maybe 1-3s. I'm not sure yet if its connected to the actually appearence of it (rendering issue) or if its connected purely to the timer
    • the method of deactivating abilities seems a bit broken, yesterday I couldn't spam my miasma on Saryn more then a couple of times and it getting disabled, today a Banshee was able to spam the S#&$ out of earthquake (with augment) without trouble. I'm almost certain this is an oversight as banshee ability changes from channeled to one time use. I'm not even sur eif this wouldn't brake several frames to begin with if the "timers" are not frame specific. A Saryn needs to spam spores quite frequently wheras an Ember can use her Firequake constantly.
    • Enemy density seems completely inconsistent right now. This is of course not a massive problem beside the modebraking bugs, but once the mode runs stable I see this working out similar like the "Rifts" in Diablo 3. For optimised teams decent maps and enemy types will be more crucial then anything else. I didn't check yet if the efficeny "payback" is depending on enemy type or not.
    • Enemy density seem too low in higher zones, or efficiency decrease rate too high. Even  when one shotting everything with Saryn I still only got to zone 8 due to this.
    • Frame variety seems already getting limited as some frame are purely better for this game mode then others. AoE based frame are basically a must have if you want to play solo, even then they will hit a efficency wall.
    • I love the mode, trying to get a new highscore is quite nice but the rewards seem a bit lacking once you hit the your daily cap. I would love to see periocially drops of rare mods maybe, even if they have very low chances or are limited to higher zones. Right now I keep playing to unlock all Khora parts and get my highscore higher, but after this I'm not sure how much of an incentive this would be. 
    • can we please have a score ranking decoration for the Dojo?
    • Game crashes/issues seem very frequent right now. Up to now I had ONE out of 9 games which wasn't bugged or riddled with issues. Three times the efficency decreased to zero AFTER we finished the zone already and waited for the conduit. One time it spawned right on me, I got sent to the next zone but it didn't showed that I left the zone. Still could kill enemies though and even showed the focus reward before bugging out. I got counted out, and then when I was supposed to be sent to the next zone I was shown a white screen instead.
    • For some reason I enjoy playing this quite a lot. The changing enemy types and levels keep it fresh and I would be able to play for an hour straight I believe.
    • I feel like boxed in into certain choices when doing this mode, especially if I plan for higher zones. An AoE weapon of some sort is crucial as my frames energy will be drained quickly in higher level content, unless you plan your team of course and have a Trinity. Still, she won't be able to spam her Energy Drain due to the ability reset. Later on it seems like a AoE melee weapons is the way to go, and I despise Maiming strike on anything (beside owning it). 
  8. 15 hours ago, (PS4)Spider_Enigma said:

    its not about being passive, its about killing the fun for everyone els

    sometimes i cna even get exp for my gear because a enber with a movement speed mod in the exilus runs the ntire map killing every single thing, if the mission is below 50 i dont even go into pubic anymore

    hell i wen public one time and got THREE EMBERS in a fissure mission and 2 rounds in a row we got no reactant 

    Beside your atrocious spelling, you missed the disscussion point completely. So Embers kills the fun for you? Well if this change is executed people will just use other more suitable frames to to do the exact same. Octavia is already a beast if modded right just wait a little and she will fit that role perfectly, the new Banshee with her mobile earthquake has similar potential.The problem will only shift to another frame, or weapon, but the problem with the insane ressource grind, motivating people for optimal solutions, will still remain.

    The issue here is that this change not only affects Embers modded for pure damage, but also the CC version for high level content and that one even far more. If they would tackle the ressource grind problem instead, like the mentioned scaling rewards maybe for escalating missions, it would resolve itself. Then we would have a choice, higher level content for better rewards. That of course would probably be more difficult to implement, then swinging a "rebalancing" hammer every now and then.

    I'm not even using an Ember that much, I enjoy Mirage with a Lenz or Plasmor far more or my Saryn in her sexy new outfit, but this change would simply destroy my CC build I specifically use for 50+ content.

  9. The Ember change is not only addressing the wrong issue it also hurts players which use her in high level missions for the World on Fire augment Firequake. I specifically modded her for high range, high energy efficiency and low damage, this "change" will be a disaster for my build. 

    This change won't address anything, people will just use Banshee, Octavia or Saryn instead, or more people use maiming strike melee builds. Why did they even introduce Octavia or changed Hydroids abilities when they don't want to encourage a passive playstyle? Those two characters are as passive and uninteresting as it gets.

    With Ember I usually use her 2nd and 3rd if needed, like pushing the enemies away from a certain area. Embers main purpose is to deal damage, or CC, with this change both options are very limited.

    The simple truth is that builds like Embers are needed as some people, myself included, don't have time to grind all needed ressources 24/7, thats why such builds are used in the first place. The amount of ressources in this game is completely out of hand and I fear with the new open world area coming it might get even worse... .

  10. I get a bit frustrated with the Systems, not only didn't they drop yet, they are also in my most hated mission type, Archwing Interception. I could barely think of any other mission type more annoying.

    After the first day of around 20 missions failed without any dropped systems I  decided not to rush it and went instead for doing 3 missions each day, with 4 rounds each. I still didn't go it, so I checked wiki. It mentions excavation, on a different mission on Mars so is the quest referring to the wrong mission, or did the wiki not get udated since the new map was introduced?

    If thats the case, I might just give up. The Neuroptics were already a @(*()$ joke to farm (took around 20 missions or so) and I still have the stupid chassis afterwards.

    Atlas mission might be Archwing too, but at least you get a drop more frequently ... .

  11. Thats exactly the point of my frustration. As they "patched" it without changing the wording I'm pretty much left guessing what exactly I have to do. Right now I believe its headshotkills too, would explain why my other appraoches didn't work. AND as everyone else seems to have finished this before the stupid patch (WHY was that even needed?) there are a lot of conflicting opinions how to solve it.

  12. I just want to have some feedback on how the mechanics for this exactly work because I start to think there is more to it.

    5 headshots in one aim slide should be doable, I thought. Used Zephyr and a Soma Prime with increased firerate and larger magazine, not reallly needed but whatever.

    However something just doesn't seem right here, in one mission I also got the affinity  quest to get 10 headshots. While doing the aimglide and emptying around 30-40 bullets into someones head it registered 6 for the affinity  quest, but only 3 for the Riven mod !?

    Is there something I'm missing, like does it have to be subsequent hits or kill shots? Because trying for at least 20 missions all kind of different approaches, high level enemies, low level enemies, crazy high fire rate, low damage on the weapon, maximum damage on it,...  I start to question if this is bugged or not or the description is wrong. 

    If I put 30 bullets into someones head less than a meter away while aim gliding and the Riven mod either doesn't count any headshots (argon scope does though) at all or only shows a maximum of 3 there must be something wrong. 

    If its true and it is headshot kills + subsequent hits, the description is completely missleading, nevermind the fact that its close to impossible to fullfill in a single aimglide with a RIFLE.

    This is realy annoying and stopped me pretty much from enjoying the game, I tried it now for 5 days, get no results what so ever and just leave the game again after 3-5 missions utterly frustrated. Whats the point in getting more Riven mods if I can't even unlock my first one!

  13. Could I please get a statement if the Nittain requirement for Flawless Rank of "New Loka" caused by the change from Nyx's to Vaubans Neurooptics was intended or an oversight, because they are the only Syndicate right now requiring Nittain for max rank.

  14. The worst about New Loka right now is that you need Nittain to get it to max Rank (Vauban Neurooptics = 5 Nittain) making it the ONLY Syndicate requiring Nittain, which I'm still not sure if thats intended or just an oversight, sure is annoying as hell!

  15.  I don't think a buying option is needed, what instead is needed is some sort of predictable game mechanic. Just because someone has the option to jump in the game 24/7 and grind all Nittain alerts and someone else is lucky with one in a day just leaves a giant time difference between these two players. I missed pretty much all alerts over the last 3 days except one, whereas I got showered in Endo alerts and credits.

    That aside, whats the point of requiring Nittain for a syndicate Rank? Why does that need ANY time delay, isn't the focus grind already enough? I think that is just some oversight on DEs part to require such a precious resource for "unlocking" a Syndicate rank. I was looking forward to finally be able to grind for the Sancti Tigris and some augment mods, now I need another week or so just to grind the stupid Nittain for it and loose a huge amount of Syndicate points on the way and that only if I:m lucky. I would really like some official opinion on that, even if they ignore the other part of the topic.

    just to proove my point, for the other syndicates NO Nittain is needed.

    The Perrin Sequence - Volt Prime Neuroptics - no Nittain

    Steel Meridian - Trinity Prime Neuroptics - no Nittain

    Arbiters of Hexis - Saryn Prime Neuroptics - no Nittain

    Cephalon Suda - Nova Prime Neuroptics - no Nittain

    The Perrin Sequence - Volt Prime Neuroptics - no Nittain

    Red Veil - Ash Prime Neuroptics -no Nittain

    New Loka - Vauban Prime Neuroptics - 5 Nittain

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