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Yulfan

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Everything posted by Yulfan

  1. Yet one more mod category, with more mods, more expensives, requiering more farm and more formas, resulting with only more frustration but clearly not more enjoyement. They trivialize the content already trivialized but struggle where it should matter. At this point, Galvanize Mods are not expanding the possibilities but are just more band aids. Digital Extreme. The game need a proper rework to include ranged weapon into the end game content, and not just more mods supposed to do all the work. Galvanize Mods as they are right now is simply a mistake and you should get rid of them. When it come to scaling, the combo counter is the feature that comes to everyone's mind. This is where you should focus your efforts. I already talked about it in a previous post, but you can rework the combo counter so that ranged weapons can benefit from it. By reworking the Galvanize Mods, you can make them act somewhat like Aura and Stance mods, but for primary and secondary weapons (making it consistent with warframes and melee moding). Equiping them (in a dedicated slot) would change how the combo counter influence the weapon (for example : a Galvanize Mod "Marksman" focused on long range attack which tied the combo counter to headshot multiplier and recoil, or a Galvanize Mod "Frenzy" influencing multishot and reload speed, etc …) and these specific stats would become dependant of the combo counter and increase with it. That alone would encourage players to switch between melee and ranged. We will still need to use our melee weapon to increase the combo counter, but then the player will be free to use their entire arsenal as everything will be dependent on a single and meaningful stat (easy to view, manage and balance, unlike all these independent timers that accumulate in a corner of the screen), and so ranged and melee weapons will really be on an equal footing. I honestly think that's the direction gunplay needs to take to be truly enjoyable and relevant through the entire content of the game.
  2. (shameless copy/paste of my other post in this more relevant thread) It's a surprise to everyone (except it isn't) that : Melee is still king because nothing can compete with mashing one button with no downtime to clean dozen and dozen of enemies. Galvanize Mods are useless in high-level content because on-kill stacks can't keep up with the killing rate of tanky targets with ranged weapons. Sister Liches are a HUGE PAIN to farm because it's locked behind a tedious game mode, which itself is locked behind a currency tedious to obtain. Parazon is still underutilized because nothing prevents us from mistakenly killing the target before reaching it. Oh wait, it's not a mistake, because why spending time to kill just one target when i can kill dozen and dozen ? And for all of this : WE TOLD YOU SO ! Seriously, I don't understand how DE got so far off target … It has always been so obvious that ranged weapons can't compete with melee weapon. Trying to do that is just a waste of time and energy. And seriously : you don't have to make ranged on par with melee (damage wise). "Space Ninja", remember ? Jumping all over the place and swiftly use your blade to kill your targets, that's the game concept you are working on since the beginning. Why are you so focused on make them compete when you can make them complement each other ? Look at the whole meta involving Condition Overload and the Kuva Nukor ? Is that so unhealthy ? Well yes, it sure is, because it involve just one mod and one weapon in the whole collection of mods and weapons. But isn't it a really good example of how ranged and melee can complement each other ? Why not embrace this meta ? It wouldn't be the first time. Do you remember that the whole Parkour system is born in response of the zorencopter meta back in the day ? Seriously, i'm still remember all the hype and the praise surrounding the game thank to this, because the devs understood what players wanted and successfully built a gameplay around that. And it was beautiful … [insert Thanos meme here] Here, an idea, quickly : instead of all these unviable on-kill effects, why not scale ranged weapons with the combo counter ? The primary and secondary weapons cannot increase the counter (they could even deplete it), but could benefit from it. That alone would encourage players to switch between melee and ranged : one for close combat and refresh the meter, the other for ranged combat and all the pew pew and perks/status/gimmicks/etc that these weapons can bring. I'm sure it's not the first time someone suggest this, and i'm also sure this kind of synergies between melee and ranged would be way more enjoyable. Ok, there is obviously some problem by relying on the combo counter (like the Xoris and his infinite combo duration, the combo counter would need a proper rework to include ranged weapons), but it's certainly a way better and healthier way to imagine the game than what has been done here …
  3. It's a surprise to everyone (except it isn't) that : Melee is still king because nothing can compete with mashing one button with no downtime to clean dozen and dozen of enemies. Galvanize Mods are useless in high-level content because on-kill stacks can't keep up with the killing rate of tanky targets with ranged weapons. Sister Liches are a HUGE PAIN to farm because it's locked behind a tedious game mode, which itself is locked behind a currency tedious to obtain. Parazon is still underutilized because nothing prevents us from mistakenly killing the target before reaching it. Oh wait, it's not a mistake, because why spending time to kill just one target when i can kill dozen and dozen ? And for all of this : WE TOLD YOU SO ! Seriously, I don't understand how DE got so far off target … It has always been so obvious that ranged weapons can't compete with melee weapon. Trying to do that is just a waste of time and energy. And seriously : you don't have to make ranged on par with melee (damage wise). "Space Ninja", remember ? Jumping all over the place and swiftly use your blade to kill your targets, that's the game concept you are working on since the beginning. Why are you so focused on make them compete when you can make them complement each other ? Look at the whole meta involving Condition Overload and the Kuva Nukor ? Is that so unhealthy ? Well yes, it sure is, because it involve just one mod and one weapon in the whole collection of mods and weapons. But isn't it a really good example of how ranged and melee can complement each other ? Why not embrace this meta ? It wouldn't be the first time. Do you remember that the whole Parkour system is born in response of the zorencopter meta back in the day ? Seriously, i'm still remember all the hype and the praise surrounding the game thank to this, because the devs understood what players wanted and successfully built a gameplay around that. And it was beautiful … [insert Thanos meme here] Here, an idea, quickly : instead of all these unviable on-kill effects, why not scale ranged weapons with the combo counter ? The primary and secondary weapons cannot increase the counter (they could even deplete it), but could benefit from it. That alone would encourage players to switch between melee and ranged : one for close combat and refresh the meter, the other for ranged combat and all the pew pew and perks/status/gimmicks/etc that these weapons can bring. I'm sure it's not the first time someone suggest this, and i'm also sure this kind of synergies between melee and ranged would be way more enjoyable. Ok, there is obviously some problem by relying on the combo counter (like the Xoris and his infinite combo duration, the combo counter would need a proper rework to include ranged weapons), but it's certainly a way better and healthier way to imagine the game than what has been done here …
  4. I have said earlier that we will most likely never use mercy kill with this poor selection of eligible targets which are the only one we never want to get close to (because they are the only one designed to be detrimental at close range). But there is something even more fundamental : mercy kill (as it is right now and as this workshop want it will to become) will never be a viable option to kill enemies because Warframe is a HORDES shooter/slasher. This whole game is designed to face HORDES of enemies. By definition, spending time to kill a single target is the worst choice for the player. In a situation where we are facing a group of enemies, with one or maybe two of them open to a mercy kill, the player will more likely prefer to keep shooting or melee attacking the whole group instead of single picking the mercy target. Because this is FASTER and more EFFICIENT. As long as mercy kills are contradictory with these two keywords (which are the keywords the game enforced to us for years), there will always be a problem. But obviously the mercy kill can shine on another aspect : supporting the main gameplay (namely : killing everything). This is the reason parazon mods exist. But then again, these mods are too lackluster and too inconsistent to be a viable choice for the player. Risking to come into contact with targets that the player don't want to come close to and wasting time not killing other enemies should be way more rewarding. If we are trading speed and efficiency for them, we should obtain way more advantages than mere 50% chance of really negligible bonuses (especially when a lot of better/safer/faster options exist). And finally : the laziness of execution. I'll speak for myself here but i'm sure i'm not the only one, but when i spam melee attacks or drown groups of enemies with bullets, i don't want to release the button to perform mercy kills. It's just easier to keep doing that until everything drop dead. For this point, i would love to be able to map mercy kill on primary fire and/or melee attack. This way, it would be way more fluid to execute these while doing our usual stuff.
  5. Useless. Of all the suggestions that have been made to improve the Parazon system, this is the only one that doesn't solve anything. Right now, you just didn't know when the mercy kill is triggered, and even if it does, literally anything could kill the target before to reach it. Damn, even removing the finger from the trigger a bit to late is enough to kill it. But with that, it's guaranteed that you almost never do a mercy kill since the only targets now eligible are the ones you don't want to get near. Yeah, right, it's nice to regain energy with a mercy kill, but i'll not hug an energy leech eximus to do that. Until now, i didn't give a damn about mercy kills due to the inconsistency and pointlessness of trying to execute them, and it looks like that is not about to change …
  6. 18 hotfixes later (since 30.0.0), this bug is still here :
  7. As Donfs said, it's poorly communicated. There is no indication before entering the Granum Void that a Sister will target us if we enter inside. Nothing is said while we are inside doing the objective, and still nothing when we get out of there. It is only after all of this, when we continue the initial objective, that Parvos starts talking and the larva appears. Nothing lore-wise binds the Lich to the Granum Void while doing it, giving the wrong impression that the Granum Void is purely a mechanical step in the process of creating a Corpus Lich, a step that could be removed without affecting anything. It's really just a matter of how it is presented to the player. It would only takes a few lines of dialogue a bit earlier to understand what is going on. Like, for example, if you are near a golden hand, Parvos say "Hoho ! So you're approaching me ? Enter in my realm and my Sisters will take care of you !" (Parvos is such a siscon ;P)
  8. My Little Blender of War and Bloody Mass Murder Can't Be This Cute ! More seriously, I don't really have a problem with a more youthful looking frame, but the animations are too over the top. If I get her, I will definitely change the animation set. And that's not the only worrying thing. Regarding obtaining her, I'm sure they will tie her to the Ventkids and it's piss me off, the handling of the k-drive in regular tilesets is going to suck for sure (as we already see during the devstream) and it look like there isn't any meaningful synergies inside her kit :/
  9. I also agree. It make much more sense to find Parvos' Sister inside, well, Parvos' realm. After all, as we all seen at the end of Sevagoth's quest, Vala Glarios has been stranded in the Granum Void and saved by Parvos himself, then calling her "sister". It seems obvious that this is how the Sisters of Parvos appear : the Granum Void is an island on which Parvos rescues the female Corpus vanquished by the Tennos, and if we venture there, one of the surviving sisters takes us as a target. Or, if it is absolutely necessary for the Sister to appear outside, make her appear directly when leaving the Granum Void just in front of the golden hand, as if she had escaped to pursue us. But not as a random spawn as we saw during the devstream because in that case, going in the Granum Void doesn't seem to have any connection with the Sister …
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