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Disciple
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  1. awesome, thanks for elaborating/reiterating
  2. agreed. helminth empower works really well with equinox's channeled abilities, and her 1 is usually my first choice for replacement. i can run a low level provoke/maim for clearing enemies and containers and a high level pacify on the same empower/energy conversion build with her 3 augment, but i hardly ever find reason to use both in the same mission. it would be nice if there were more reason to switch between forms without the bandaid augment, which still causes you to lose stacks on peaceful provocation
  3. this argument attempts to characterize my experience as being conjectural and your experience as being authoritative. furthermore, we are applying it to a scenario which is itself conjectural. asking me to point out where when i have quoted it directly is clearly sealioning and intended only to lead to further argument. as i've already stated, it reflects on their having similar *value*. while certainly not a 1:1 conversion, it should be obvious that i see your version of blessing as much less effective than link, and that with your changes there would be no reason to ever not build for link, while blessing would be untethered from both range and duration. but i'm finished engaging here, since i don't think i can actually say anything without being aggressively mischaracterized.
  4. i use those builds, though. they perform perfectly fine in sortia and steel path and provide different utility than the generic build, which is the point of build variety. while most people simply use trinity for its generic use case, these options are open to everyone if they look for them. adding 1350 armor is equivalent to 76% damage reduction on trinity that it had an exploit related to self-damage doesn't change its ineffectiveness when used normally. the argument still applies. furthermore, that was *after* the quick thinking nerf, so you had to bring specially modded castanas to do it, and do it rather frequently, as you've noted. that the DR is not large compared to many others which are arguably overkill is irrelevant. it is sufficient to be non-negligible in the vast majority of content. if you limit the DR range to that of link, you'll find that the heal is less effective at keeping allies alive, though not as less effective as it used to be, thanks to shieldgating, as i've noted. you're taking this a bit far with the ad-hominem. i specifically noted that while people may point it out as more of a hassle, it really isn't since *most* people play with link and blessing permanently active. there is no contradiction between noting that link is overcentralized in your version and accepting blessing's current state. as you've pointed out, blessing in its current state has equal usage with link by most players. if you were to implement your changes, it would have far less usage than link.
  5. if you have a song equipped on octavia, and then you erase it from the saved song list, what happens to the octavia? if it stays on that octavia, that might be a form of storage
  6. i'll be honest, i actually misremembered it as seawhaling before going "wait that's not right". not a very common term, despite being really helpful for describing a specific thing
  7. having multiple DR sources that are affected by different modifiers does give her more build variety though. you could forego link for pool of life + health conversion and trade range in for duration, for example. or you could dump duration and max range, relying on pool of life and vampire leech, which also works well with marked for death. changing link to be the source of both personal and team DR overcentralizes her kit, imo. blessing is stronger in the modern day because it can refresh shieldgating, but it has gone through iterations that were not so useful, one of those being scaling the DR based on the percentage of health healed. the DR in that iteration was extremely situational because you couldn't get high DR reliably without your teammate dying, so you still ended up just spamming it to heal. DR and heals synergize with each other because DR increases the amount of EHP you've received, and that synergy is what makes blessing strong. even if you move the DR to link, you aren't changing the need to refresh DR buffs on allies to increase blessing's effectiveness. you're just making it a two-step process instead of one, which is why people are pointing out that it's more of a hassle. not necessarily true in the full gameplay context, as most people play with link permanently on anyways, but still worth considering. i probably would never use blessing over vampire leech again, because it has multiple functions in one action, and there's no value in dumping range anymore
  8. this post is going to keep me up at night
  9. similar issue is documented here: as well as here and here: melee oddities are nothing new to warframe, unfortunately, nor are issues related to refresh rate. i think mesa's regulators' max fire rate was your framerate at one point. saryn's current state *was* the rework. now that they've done it once, they're unlikely to do it again
  10. i think the term you might be looking for is skinner boxes. they've definitely been discussed enough in video game design and criticism circles to be considered common language, at least in those spheres. i'm not aware whether similar studies were ever applied to humans rather than rats, though.
  11. that's certainly a way to play that i think is possible for most everyone, but i do think that requires a change in perspective that isn't trivial when so much of the game is structured around motivating players through extrinsic rewards. what i have to do with some of the grindier stuff is to only play for a short amount of time, so that i can't actually expect to get a drop before i'm done playing.
  12. i'm not confident how true this is generally, but at least in my experience playing stuff like monster hunter, RNG drop systems are more fun if the fight itself is also challenging. a lot of stuff in Warframe isn't actually that bad of RNG, but sometimes, how long it takes to farm is kind of out of whack with how challenging it is, so it kind of just becomes a chore. and on the complete opposite end of the spectrum, RNG grind can also be like relaxing zen content, like fishing in FFXIV. but i find that's only fun when it's optional and doesn't unlock any special rewards that benefit you in other content. a lot of people really hated fishing in FFXIV because they only did it to raise their level and get the title for maxing all your classes. in both of these examples, i think there's sort of a concept of intrinsic reward. RNG can be intrinsically fun on its own, but locking extrinsic rewards behind it tends to take the focus away from the intrinsic, and then you need to supplement it with gameplay that is also intrinsically fun. that's just my guess, though, and it's not like you can't still have fun with MMO grinds and RNG and whatnot. i just prefer to measure games by how fun they are instead of how much time they take.
  13. i think that's a fair take, though mine was personally more of the seed of doubt has been planted, though it hasn't yet germinated
  14. as an old player myself, i'm actually alright with reducing the amount of time i play warframe in accordance with the lack of engaging content for me. gives me more time to try new things and whatnot. people tend to group all vets or all new players together as all having the same perspective within their respective categories, but that isn't really true. that said, i definitely still respect and even support your perspective on warframe needing more long-term systems, and how rebalancing a wide variety of systems would go a long way towards that. because even if it's not a need that i personally have, it's still something that would probably make the game better for everyone. curb ramps for example benefit everyone, even though they're only an explicit need for wheelchair users
  15. didn't they both get their own quests that (in theory) reduced how cartoon-villain-esque they were though
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