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voltocitygel

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Everything posted by voltocitygel

  1. Yeah, you have to learn to see if the way the weapon works is fun for you before seeing how it works built out, to see if you even want to build it out. But most things can do pretty well with a few forma and some maxed mods.
  2. Yep, totally agree. Whenever people ask me what they should do next, I usually turn the question around and ask them what sounds fun. Plus as an added downside, most people who grind MR just for the purpose of increasing it don’t actually use or forget the weapons and warframes they leveled, and as a result miss out on gear they may have liked, because they speed leveled and never used it during the process.
  3. There is and probably always will be a meta, be it in general or for a specific mission. But it is also true that you can get by and complete much of the game without worrying about it- which is what I prefer to do, and hope the game will continue to allow. I haven’t had the time to run deep archimedia yet, but archon hunts are something I can run solo with little issue, using just gear that I find fun. I wasn’t able to before they dropped the damage attenuation- which was crazy high, to be fair. Given the way you choose your gear for duviri, and the many ways / game modes we are encouraged to use other gear from our inventory, it would be even better for the health of the game to make sure “off meta” gear doesn’t become unusable. It’s an unpopular opinion, but as someone who spent 11 years trying new gear and deciding what I liked (to keep and upgrade) and what I didn’t, the encouragement to use and diversify my builds has been quite fun, and helped me make use of by massive toolbox full of all the gear I’ve ever liked.
  4. Personally, I’m not big into AoE nukes, be they warframes or weapons. i had lots of fun with the tonkor and penta when they first came out, but the novelty wore off after awhile. I often find myself going back to weapons i just have fun using, like the dread, soma, rubico, ext. I tend to prefer low rate of fire, high damage precision weapons. They compliment volt (my favorite frame) nicely to boot. When they buffed the headshot multiplier, it really helped people with play styles like mine- but I don’t usually play on public, just because I’d rather play solo or with friends, so I’m not usually exposed to the full extent of the game’s aoe nuke capabilities. one thing worth mentioning is that a solution that helped with the prevalence of big damage aoe weapons was the ammo changes, to keep people happy with the weapons power but make it a choice about when it’s worth using them. This can largely be mitigated by carrier and ammo conversion, but it did reduce the number of people running around with a kuva zarr melting everything that exists, which tells me diversity and coexistence of these types of gameplay can be a thing, between resource requirements (ammo, or in the case of abilities, energy), damage falloff, and line of sight requirements. A large part of what draws me to games is player choice and balancing of different styles of play, so that you don’t have to play the meta to be able to achieve your goals, and can instead do what you find fun. Warframe still fulfills that objective for me, and I have faith it will continue to.
  5. My understanding is that when OP was looking at this screen the percentages were in different colors, which is what was confusing them. Though now that I think about it, it could be just like other parts of the arsenal, where red means a decrease, tan is the same, and green is an increase? I haven’t verified but I suspect those colors might show up on the status breakdown while changing any mod that affects the damage distribution of the weapon. (Any non base damage mod)
  6. You can also get away with or even benefit from other negatives depending on the weapon. for example, if you want to use primed chamber on the vectis prime. -magazine would be nice, then your riven can replace depleted reload, or - crit chance rivens for some of the incarnon weapons with anti-crit evolutions. You can also use + one damage type and - another to adjust your status chance distributions, though usually at the cost of total damage, if done with a negative. (My daikyu does more slash damage than puncture thanks to my riven- it’s like the dread’s bigger cousin now) theres also little harm in losing status chance on weapons with abysmal status chance, or crit chance on a weapon with a bad multiplier. If it isn’t a core part of the build, it can afford to have a negative. That said, zoom is rarely important to builds, so it’s often considered an ideal negative. If it loses too much zoom for the weapon to work at the range you want to use it, an exilus mod can fix that, which makes it even better. but yeah, there are very few cases where minus zoom will hurt a weapon. It would be fun and interesting to see more stats added to rivens (the only stats missing are conditional mods like the acolyte mods), but I can also see why they wouldn’t want to add those in.
  7. It’s an amazing achievement, congrats! ive been playing for 11 years and mostly kept up with mastery (33 atm). I only ever did it just to try more stuff and find more gear I like- but at the end of the day, warframe is about having fun (best done with friends), and using stuff you like is a great way to do that- don’t let anyone make you level MR if you don’t want to.
  8. Not sure what you mean about the colors. as for status on shotguns, they have a status chance per pellet, which stays the same even as you increase the pellet count, increasing your chances of getting more statuses. To maximize your statuses per shot, you want to add as much multishot and status chance as you can- just make sure it’s worth using over other mods that could fit into your build.
  9. I love the idea of a corpus “tome” being a tablet computer. And lasers with summonable drone? Excellent. I’d suggest a grineer themed tome to go along with this, but have no ideas for one, since the grineer answer to problems is just more grakata.
  10. Awesome concept! Not something I would have thought of, but the abilities are all useful and make sense. Seems like it would be a useful support/utility frame. One thing you’re missing is a passive. Maybe something as simple as reducing recoil for ranged weapons, due to camera-steadying experience? I would mention the difficulty of getting some of the skills to work, but they managed to make protea’s 4 function, so I think they could handle this challenge too.
  11. I would love to see this. As a martial artist this would be the change that would make me use melee more- currently, I just pick the stance that bothers me the least, and only use melee against enemies who actually manage to get close enough without being demolished by my arrows (or bullets, if I’m not using my bows for whatever reason).
  12. Obligatory I haven’t played the game mode yet (but I’m excited to try it out); but browsing the forums I see a lot of the same reactions I did when duviri came out, which I’ve played extensively and I love, so I’ll share some thoughts. I have to agree with OP that the game strongly encourages you to collect and try lots of gear. It’s how you raise your mastery, which is an important system for the game. Along the way, you find gear you like. Warframe has always been a game about having fun, rather than following the meta. If it works, do it. And as it turns out, most weapons can work in some way or another. I’ve always told my clan to keep and use gear they like, regardless of how “good” or “bad” it is. The only stuff I ever really encourage people to get rid of is something with a variant that has boosted stats. I’ve always done that myself and encouraged my clan to do the same, so when duviri came out, it wasn’t a big deal. We had tons of gear we’d built up that we had built out and liked. I like OP’s idea as a way to decrease “bad rolls” of gear, but switching gear around and using stuff you like, or making super weird niche builds for the fun of it is 100% how you stay invested in the game after 8k hours. I know others have said similar things but I enjoy the encouragement duviri and now deep archimedia, (along with arbitration, archon hunt, and weekly helminth bonuses) to dust off some of my well loved but less used weapons and warframes, and update builds and the like. Endgame warframe isn’t about fighting level cap enemies, it’s about having fun and adapting to any mission that’s thrown at you. In conclusion I do think a system that helps weigh Rng via investment and usage would certainly be a boon to the player base that hasn’t nearly 100% completed the game, and even those who have (since even I haven’t kept every piece of gear I leveled). I think it would be great for any game mode where there are randomized bonuses or requirements for gear.
  13. Devil would make a bit more sense, but interesting to see the same word used in two different ways, to be sure. Yeah, I read that! It makes me wonder how many of those smugglers joined up with the corpus after they were founded, since that’s one way the corpus could have gotten ahold of the weapon to design the ordinary detron. (Or the tenet, for that matter). kind of like how the gotva prime was originally used by proto-grineer foot soldiers, and it can be implied from the weapons performance and design that it was likely what they based the design of the grakata from.
  14. I knew someone would start to figure it out, and was kind of curious. Good luck to all of you trying to translate it. One funny side note- we have a weapon called the “Mara Detron”, which is the only one with that prefix / variant. Assuming what we think is correct, this would be the “child detron” lol. Unless it has multiple meanings based on context, as words can.
  15. I don’t miss the windows too much, but you could have some fun with them. Back when the stalker was first added, he came after me while I was leveling gear in a corpus ship. When I realized he did way more damage to me than I did to him and there was no way I was going to beat him (and I had no idea what was going on), I realized we were fighting next to a window room which was between me and extraction, so I blew the window out and locked him in. Good times.
  16. I’ve wanted something like this since the weapon was introduced. I’d be happy if they just let you form switch without the extra stuff you suggested- but they would certainly add fun to it. I like the idea of some extra effects on transformation, but would love to be able to swap at will. Maybe with a sliding or second heavy attack, but without the powered up attack, and just a quick switch instead. As is it is right now, it’s basically just 2 different weapons that share a weapon slot, polarities, and upgrades. i will also say, if they do the coding for this weapon, other melees could benefit from this kind of system as well- be it options to swap between two stances of the same weapon type, or weapons where it makes sense using two separate stances (dual dagger transitioning to a single one, same thing for dual swords, using a nikana’s sheath as a second blunt weapon to make it into a dual nikana, or the other way around.). I also started a thread about how logically, with a single sword and a parazon, a warframe should be able to use a single sword like a blade and whip type weapon. If that were added, it could use this stance swap system as well. While the flexibility would make dual melees more versatile, I’d say that can always be mitigated by adding a dual wield single sidearm with single melee system like they did with glaives. With that in mind I can think of some situations where it could be nice to switch from using 2 secondaries (twin or ak-weapon) to a single one, which would likely function similarly (albeit harder to implement keybind wise). In summary, I’d love to see this, and any other additions that allow Tenno to be flexible with the gear they bring into a mission.
  17. I’m always for more equipment upgrades / customization, but the important part is to make them have diminishing returns. warframe is a game about having fun with a variety of warframes and weapons, and changing things up is important to the game. You can see this looking at the mastery system, equipment buffs for arbitrations and archon hunts, duviri, and even some sortie conditions; they all encourage the player to try / build as many different weapons as possible. If there is ever a system introduced that makes it more effective to only ever use one weapon, rather than acquire and forma/mod a variety of weapons, the game would be in competition with itself. I do like the idea of proficiency in some form though, then your gear that you enjoy using becomes more relevant as you use it. Honestly, this type of system may have made more sense than rivens when it comes to trying to “level the playing field” between old and new weapons. If introduced id prefer to see it without a resource cost so all players could benefit, regardless of where they are at in the game. To make it more new player friendly, maybe if you get a better variant of a weapon, you could transfer a certain amount of the proficiency over, since they are (for the most part) identical mechanically. So long as there are diminishing returns in either level gained or stat boost, I don’t think it matters too much how many levels are allowed, or whether they’re unlocked with xp, kills, or by completing challenges like you do for incarnon weapons. of course, incarnon adapters are a thing now, and they really breathe new life into old weapons, whether you use the new mode or not. I feel like this could coexist with that system, so long as it (proficiency) did not overshadow it (incarnon genesis).
  18. Obligatory disclaimer that I haven’t had time to play since the update, but from what I’ve seen I have some observations. Seeing what a hot topic this is, once I have had time to try things out I may make a new thread of my own. accuracy changes seem like they could be helpful. I was able to figure out how it worked long ago thanks to experimentation and the wiki. But you shouldn’t have to to have an understanding of the accuracy stat- though I will admit, the spread/deviation stats are more helpful than saying low/medium/high accuracy, in my opinion. as for “cleaning up” the stats, I understand why they want to do it, but also know that having all the info at a glance is nicer than hovering. A nice middle ground would be drop down menus instead of hovering to show the other statistics- that way you can have a simple, at a glance view of whatever you aren’t working on, and a more in depth look at what you are. Of course, I think it’d be nice to be able to have them all open at once as well. I think stats like multi-shot and punch through (and riven disposition, for that matter) are fine to not be displayed when there is an established default value. (1 for multishot, 0 for punch through).
  19. I agree that link needs a longer duration and it could certainly redirect damage better. I would say if they don’t change how it redirects damage, it could target an absurd number of enemies and still not really do much. But if it redirected damage at the value enemies deal it, I’d say 3-5 foes is fine, especially with abating link’s armor reduction. Well of life could use some changes, it isn’t needed with blessing restoring more health, and restoring shields and giving damage reduction to boot. Well of life is pretty comparable to blood altar, honestly- a disable on a single enemy, with an AoE HoT. The main differences are as follows; -Blood altar gives % HP/sec and no additional effects -well of life restores a set amount of HP/sec and prevents status effects, with the option of shooting the target for life stealing additional health. This means that at high HP max, blood altar is a stronger heal. At lower health maxes though, well of life comes out on top, with extra effects to boot. While well of life is not very useful on trinity, it’s a solid helminth option for people looking for healing abilities. If you want a healing potential comparison, the health/sec alone is over 3x higher than wisp’s health reservoir at base. Basically- the problem is not the skill itself, it is the lack of usefulness on her kit (to the point where it’s been a meme for a long time, and I totally get it). I will say that trinity overall is still very useful and relevant- just not as much in public missions. my clan and I will coordinate our setups for high level endurance runs, and as others have said, a good trinity lets people forget about survivability (to a certain extent) and energy economy, freeing up space for other things (like more power strength! I love my ember build specifically designed for use with a trinity!) The animation roots and long cast times are a bit painful and reminders of what many other frame’s abilities used to feel like though, and could certainly use a touch. If not the cast times (at least we have mods and archon shards for that), addressing the roots would be nice.
  20. Have you tried playing void Armageddon? It’s our current “tower defense” game mode, and can be pretty fun. (Not that I’m opposed to more defense variants, but I figured I’d mention it)
  21. I think a non-weapon item for the sentinel (and moa) weapon slot would be cool, to give some kind of benefit for the situations you mentioned, or just for players who would prefer utility over status application. I could see a tome-like mod scheme work- a sentinel “weapon” focused on augmenting the sentinel (or player’s) performance and/or QoL rather than as a direct damage dealer. I think whatever it is, it probably shouldn’t be restricted to just a few companions. Currently only the deconstructor is limited, any other sentinel weapons are interchangeable, and I hope they keep it that way, even if we won’t get deconstructor on anything other than Helios.
  22. Sounds like a bug of some sort, as long as your companion doesn’t have any way to revive you like you said.
  23. I think infested weapons could really use the nemesis system treatment, and the faction could use the expansion they provide. however, they should address the issues you mentioned about the system before (or maybe even with) release. I don’t have any great ideas on that front, but I will say infested provide a unique opportunity compared to the other factions. Weapon wise, I think all infested weapons without incarnon adapters would be solid options- especially melees, given the nature of infested. part of the point of the system is to breathe life into less used/liked, so I disagree that low disposition weapons should be excluded. I think I’d prefer to see variants of existing infested weapons to new ones, but if new ones were made I’d be open other faction’s weapons mutated by the infested, so long as they weren’t incarnon (or incarnon adapter) weapons. For Tenno weapons specifically, I think they would have to be different annd unique enough to be worth adding when an existing or future prime is possible. Mutalist vs prime cernos is a good example- fundamentally different functions. for the adversary themselves, the possibilities are endless- an infested grineer, corpus, syndicate operative, or even a unique non-humanoid infested unit could do the job. For that matter, we’ve seen that infestation is able to control warframes that don’t already have an operator controlling them, so it could even be various warframes. Any single one or of all of these could be implemented, showing the ability of the infestation to adapt and corrupt. Maybe the original faction could be tied to the original weapon, if we end up getting infested variants on other factions weapons. As far as star map control, I don’t think even two planets is enough nodes if they only used nodes that are already infested, since most planets have 2 dark sectors and that’s it. I’d group them into bigger groups of planets, with the exception of Deimos and Eris which could stand alone. Maybe level 1 is mercury - mars and phobos, 2 is Deimos, split 3 and 4 up in equal amounts among the remaining planets/planetoids, and 5+ is eris. In terms of conversion, I think it would work just fine. I don’t think a converted infested adversary would be any weirder than the fact that we’re allowed to bring helminth chargers with us to relays or other open spaces where NPC’s vulnerable to infestation are, since to convert them you’d effectively be altering their strain to be more in line with the helminth strain.
  24. I think his current theme could work with the right implementation, but I agree that it’d be easier and safer to drop one theme to double down on another. We’ve never really seen that before though, so that makes me nervous for two reasons- 1) potential player backlash (I don’t foresee a lot of it, just that there could possibly be some) 2) it opens the door for other warframes to have their themes and kits changed in a similar manner. Now, me being nervous about it doesn’t mean I think it’s necessarily a bad idea, just that it has to be done with caution. He could for sure use a full rework, but I feel like we’ve seen more reworks and changes for Oberon than any other frame, which makes me think it might be easier to implement one part of his theme over the rest. Since I like both archetypes so much I’d love to see him really shine but… anything would be better. He’s accumulated more dust in my inventory than any other warframe, and that’s saying something since I have 1 warframe with over 40% usage. (Volt prime). Honestly, the more I think about it, I could make an entirely new thread at some point with some potential ideas for modifying his kit, but as I said I think that is something for when I have a bit more time, on a new thread. Stynax is a great example of what they’re doing. Like, yeah! I’m all for cool skins and optionals. But I’m also a lot less likely to use them than a new frame, and they suffer from the theme clash you mentioned, along with reducing the likelihood of using that theme for a future warframe.
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