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Somi_xD

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Posts posted by Somi_xD

  1. vor 10 Stunden schrieb Cubewano:

    It's not out yet .-.

    We are still allowed to talk about the stuff they already showed us ^^
    And it's not like it's some specualtion, those changes are already planned.

    vor 9 Stunden schrieb SPplayer76:

    I wouldn't be so hasty, range mods changing to flat range means that all weapons will achieve that, "swing and hit them from over there" thing, and the augment building a ton of combo means that ash will be able to use heavy attacks way more than other frames. It might be super sick for him.

    Sure, but abit of accelerant won't hurt anyone 😉
    Flat or not, doesn't change that much, since all stats with daggers are bad, also 2m+5m is still better than 0.5m+5m 😄
    Sure that's a valid point with the Augment to be usefull for heavy attacks, but it's doesn't look like they need many combo points, and hits with the heavy attack also add to the combo counter - so the augment will only take up a important slot on the warframe.

    vor 10 Stunden schrieb Renegade343:

    Well, it'll definitely hit something.

    The 'something' being the enemies.

    HöHö indeed ❤️

    vor 9 Stunden schrieb trst:

    First off it's not even out yet and numbers aren't finalized either. I'd wait until we get anything before writing off anything.

    But with Covert Lethality gone it just means you can use the other half of the mod "200% extra damage". And I don't know how it stacks exactly but if Ash's teleport counts as a finisher for Finishing Touch it might be a potential replacement for CL.

    And Rising Storm is still going to work more or less the same. To quote the actual change mentioned:

    This is implying that the counter is still going to grant extra damage and depending on how good charge attacks are the augment might be good enough just for passive stacking.

    Are we not allowed to talk about stuff which is presented to us ^^? I am in General Discussion or am i wrong?
    Also it's closer to being finalized than anything else - sure some thing may still change but i don't think it will be that much.

    Not really, CL gives 100 Base Dmg which turns Daggers into heavy weapons (in terms of dmg), means other mods scale of the added base dmg.
    Sure there are other good mods, but it doesn't change much about daggers falling behind even more (except it gets a crazy stat boost compared to other melee weapons, or some usefull quirk)
    Finishing Touch works with Teleport, but isn't really that great, there are better mods, and why use it on daggers if you have way better weapons to use it on ^^?

    It doesn't seem like heavy attacks consum much from the combo counter(i saw it's something like 10, but i can be wrong)
    Building the combo counter is pretty easy, and now you don't need to focus on extreme combo counter numbers, Rising Storm won't be needed to sustain good combo counter numbers and will only take up an important Warframe Slot.

    Am 18.10.2019 um 19:58 schrieb [DE]Bear:

    Base Damage - Since the Combo Multiplier will apply to Heavy Attacks only

    Not to Blade Storm attacks = really big nerf for Ash (at least how it stands with our current knwoledge)

    vor 8 Stunden schrieb Miser_able:

    If CL is being moved to that dagger thing which will be used for ALL finishers, this would actually be a buff to Ash, since you wouldn't be bound to daggers. 

    Didn't saw anything about "all finisher are now done with the Parazon"
    Also this would be pretty OP since every frame could just finish off anything just like that.
    And last thing - Ashs Bladestorm is performed with Ashs Hidden Blades.

    vor 4 Stunden schrieb Pr1A:

    It's not even out yet and people are already making their verdict. Hell, we don't even know the final numbers.

    It's Saryn 3.0 all over again, remember when it was announced and some people were convinced that she would become useless? Yeah, that's why you're better off ignoring theorycrafters on these forums.

    Dude - i did post this in general discussion and not into Suggestions as an complaint.
    It's rather funny when people complain about other people who wanna talk about possible changes.

    vor 2 Stunden schrieb Numerikuu:

    Ash is one of those frames that needs another rework imo, especially his 4th. Should change it to be Garuda style where it's hold 4 then unleash, instead of wildly swiping your reticule over enemies several times and dizzying yourself in the damn process lol.

    I am on the same boat with this - Ash doesn't age that well.

    vor 2 Stunden schrieb AzureTerra:

    Yes, no, maybe. No matter what you can be sure there will be Whine before the new cheese is found.

    True ... True
    But that's the way things take ^^

    vor 7 Stunden schrieb Talinthis:

    i will let you know

    Awww Thank yOwU❤️

  2. (Most Ash Player saw this coming since the first hints towards Melee 3.0, so this is no suprise)
    Well, Ash will get a big hit with Melee 3.0.
    Fatal Teleport+CL builds are *poof*. (And daggers are dead again)
    Bladestorm loses a ton of Dmg potential, and the Augment Rising Storm will be obsolete again.

    I mean, Ash will be still viable, since he can strip armor and go invisible, but we are getting closer for the need fo a real rework/revisit for Ash.
    And that's just the second step of Melee 3.0 ^^, we don't know what the future will bring to us, maybe some IPS changes?

    What else has to be considered? Do other Frames (especially Melee frames) get hit or do they benefit from it?

  3. vor 9 Stunden schrieb Kainosh:

    His concept was called "Smoke" and later it was renamed to "Ninja". Smoke is his Element...and it leaks out. Literally. Its ingame. Solid / liquid particulates emanate from Ash's body.

    Ash, just like any other elemental frame, can manipulate it to create various tools/weapons.  Volt makes Shield, Hydroid spawns tentacles...and Ash creates blades and clones.

    Have you ever wondered what Ash's clones are made of and why he emits smoke in his "Marking" mode? Right. As he marks his targets, he also fills the area with particles.

    Dude, it's exactly the other way around ... he was called "Ninja" first and then Smoke, even  in the game files Ash is still referred to as ninja.
    His concept based on the ninja... let me just cite myself from 2 weeks ago.

    Am 19.9.2019 um 09:54 schrieb Somi_xD:

    Seriously?!?
    Is this the topic now?
    And "Smoke" Themed? Are you serious?? Just because there is smoke coming out of his arm?
    Just because the sun shines out of whisps butt, doesn't mean she is Sun Themed - that would be the same stupid conclusion.

    At first, his first name was "Ninja" and he is still refered as Ninja in the game files.
    Ashs Theme is "Ninja" not a historical accurate one, but more around the Legend/the Myth/the Rumours of Ninjas in history.
    And those "fictional" ninja are based on historical facts.
    It's seen out of the perspective of ordinary people who only see the aftermath, and not out of the perspective of the actual ninjas.

    His First and Second abilities are self-explanatory.
    Shurikens are typical weapons for ninjas and smokebombs where used to escape - those point's are pretty much historical accurate.

    His third and fourth ability are explained with the fact, that Ninjas rarely acted solo - they were in teams most of the time.
    The ninja in front of you disappiers and another one who looks the same attacks the target 10 meters behind you.
    It looked like they "Teleported" out of the peoples the perspective.
    Same goes for Bladestorm, multiple ninjas attack multiple enemies at the same time.
    Ninjas in a group looked the same to achieve those effects of deceiving.
    They looked like "Clones".

    Naruto is also based on this ficitonal idea of ninjas.

    Just stop justifying your idea with visuals which you are taking out of context.

    vor 9 Stunden schrieb Kainosh:

    Why go invisible if enemies already cant see because of smoke?

    1. (Based on your suggestion) you can only have one active at a time. This also takes away most of the use for a team, or defense target etc.
    2. You are bound to the smoke cloud. (even more with 1.)
    3. Enemies don't see you, but they still shoot obectives, especially with AoE attacks.
    4. You NEED a silenced weapon to not get shot in the Cloud (while still bound to it - because jumping out of the could makes you visible to the enemies again)
    Edit:
    5. Forgot the Stealth DMG
    Your suggestion is Pointless. Just stop defending it out of bias.

    If you really would want it to work, you would need to give Ash at least 3 clouds at a time(this could be controlled by range, if the range is higher you have less clouds at a time, if it is smaller you can place more smoke screens), and the ability to teleport into and from cloud to cloud. (That's a part of my suggestion, to add to smoke screen)
    And even then, it would be barley on par with invisibility.
    By taking away the invisibility and adding such your suggestion you would always take away from Ash.
     

  4. vor 11 Stunden schrieb (PS4)CommanderC2121:

    Where did I suggest ash is a tank? Im confused. I said he should keep his invisibility....

    Sorry for the confusion, i corrected my last comment.
    I am on your side with this topic.

    vor 3 Stunden schrieb Walkampf:

    You are right, and then his name was changed. I wonder why? Such a mystery...

    Wow, that sounds like the reasoning of a child.
    Yeah such a mystery - Ninja just sounds boring and generic (especially in a game where everyone is a "Ninja"), Smoke already better, Ash sounds like a name.
    Renaming isn't the same as changing the Theme.

     

  5. vor 12 Stunden schrieb Kainosh:

    No.... Its about Smokescreen ability.

    Smokescreen is not a smokescreen without any smokescreen.  That is what i think every time i cast it.

    Smoke is used by ninjas, yes?  So...does it matter if Ash is Smoke or Ninja? No. I dont know why people got so triggered about this.    Ability already has Smoke and its name is Smokescreen.  But it does not function like one.  I want it to work like real smokescreen.  Area denial tool.  

    Will it turn out better or worse than invis? Can tell only after trying it, because it depends on implementation.   

    Sorry forgot to tag the person i talked to - this wasn't adressed at you ^^'
    Exactly, this is a thread about Smokescreen, and not what Ashs Theme is.

    Sure, your idea isn't bad, but it doesn't fit into the game.
    Ash has no Crowd Control, or can't tank some hits (even if his stats suggest that he should be able to tank abit) he needs the invisibility.
    Why he needs it? Because he needs movement and can't stay at a point.
    (That's just my opinion)

     I like this idea more:

    Am 25.7.2019 um 21:07 schrieb (PS4)CommanderC2121:

    Or, oooor you keep smokescreen as it is right now but on cast leaves a cloud that lasts a duration and lets you reset your invis duration while the cloud is active. Enemies inside the cloud get set to an unalerted state and become open to finishers. 

  6. @Walkampf
    Seriously?!?
    Is this the topic now?
    And "Smoke" Themed? Are you serious?? Just because there is smoke coming out of his arm?
    Just because the sun shines out of whisps butt, doesn't mean she is Sun Themed - that would be the same stupid conclusion.

    At first, his first name was "Ninja" and he is still refered as Ninja in the game files.
    Ashs Theme is "Ninja" not a historical accurate one, but more around the Legend/the Myth/the Rumours of Ninjas in history.
    And those "fictional" ninja are based on historical facts.
    It's seen out of the perspective of ordinary people who only see the aftermath, and not out of the perspective of the actual ninjas.

    His First and Second abilities are self-explanatory.
    Shurikens are typical weapons for ninjas and smokebombs where used to escape - those point's are pretty much historical accurate.

    His third and fourth ability are explained with the fact, that Ninjas rarely acted solo - they were in teams most of the time.
    The ninja in front of you disappiers and another one who looks the same attacks the target 10 meters behind you.
    It looked like they "Teleported" out of the peoples the perspective.
    Same goes for Bladestorm, multiple ninjas attack multiple enemies at the same time.
    Ninjas in a group looked the same to achieve those effects of deceiving.
    They looked like "Clones".

    Naruto is also based on this ficitonal idea of ninjas.

  7. Me: " looks at the OP"
    Me: " looks back to An.. Ant... Antman? And Them ...  

    Ok jokes aside - anthem has something like this.
    You can Prime an enemy with an ability (or weapon?) and detonate with another ability or so.
    Frost freezing enemies and Ember setting them on fire procs blast dmg or triggers explosions?

    Dunno - just my 2 cents.

  8. Spoiler
    vor einer Stunde schrieb keikogi:

    Btw people are yet to notice DE already decided how to deal with invisibly, they will deal with the same they have dealt with all ability’s types. Just add enemies that ignore this skill existence. They already made their first wave of enemies (thumper and syfo raknoide don’t give the faintest of ----- about invisibility ) capable of dealing with invisibility.

    That's not even that new, MOAs (and other robotic enemies) do it all the time - if they saw you visible they shoot at you if you are using loud weapons, or melee attacks.
    But i mean - what they wanna do against invisibility ... it's really strong somehow they need to deal with it, even if it is annoying x_x

    vor einer Stunde schrieb keikogi:

    Loki could use a few new tricks under his sleeve and Ash could use some better damaging dealing abilities ( also smoke bomb could be changed to throw the smoke Bomb down , creates smoke screen for 10 seconds , all allies inside the smoke are invisible , if  Ash leaves the smoke he keeps his own Invisibility)

    Yeah - as an example Switchteleport could turn Enemies into Decoys (or proc Radiation would be basically the same)
    Or aiming Decoy at an enemie turn them into decoy.

    Ashs damage is OK but he needs some other aspects - exactly like a smoke cloude, that's an idea that has been brought up many times in this forum.

     

  9. vor einer Stunde schrieb keikogi:

    I had explained that, but I did not take the time do such detailed breakdown. If you are going to make such a detailed breakdown might as  bring up octavia's passive. It grants energy regeneration effectively reducing metrome cost even further. Also bring up the fact that for some #*!%ed up reason methrome has a free armor buff on top of all the timming based buffs.

    Huh, didn't saw yours.
    Sure i could do this, but why ^^?
    This thread is about Lokis Invisibility and i didn't want to go all "bashing on Octavia"
    My comment was more about comparing the Invisibility abilities.

    Also i don't want to spend that much time on it - my commen took me like ... 5minutes that's more than enough time invested into this topic 😄

    And in this spoiler we have some unpopular opinion

    Spoiler

    (My conclusion Ash and Loki could need a revisit)

     

  10. vor 14 Stunden schrieb (PS4)Quantaminum:

    Octavia has drawbacks as well tho (not that I consider her balanced, she's actually deserves a nerf).

    Depending on your build, you still need to manage energy and timing (not that this is hard to do with her or loki). You can make her invis cost little energy and last a very long time, but such a build will negatively affect her other abilities.

    Personally, I can't stay invis Octavia for more than 30min bc of all the "crouch" spam. My hand just can't keep up.

    o_ô What are you talking about?
    Tell me a drawback that Octavias Invis has, which other frames with invisibilities don't have?

    Build depending?
    If you build for efficiency and duration you have only 2 possible negative effect (which affect other Warframes as well)
    Negative Range (narrow minded) and negative Duration (fleeting expertise)
    You can balance Narrow Minded out with a Range mod.
    And if you real need the Energy efficiency from Fleeting but don't want to lose much duration just use a Rank 3 Fleeting + Streamline

    Duration of invisibilities
    Casting the Ability itself one time gives (unmodded)...
    Ash = 8 sec     Loki = 12 sec 
    Octavia = up to 30 sec+ (since the ability lasts 20 sec and her invis 15 Sec and you can refresh the invisibility while the ability is active, the "+" means that if you really want to you can get up to 5 sec more with a second refresh befor the ability runs out)
    So with max. duration (+206%):
     - 61sec for the ability
     - 45 sec for invisibiltiy
    To get the maxium out of the invisibilty and use the ablility more efficient you would need to refresh the invis 2 times.
    Once the invis runs out the first time after 45sec and second time when the ability runs out. 
    45 +15 + 45 = 105 sec of invis with one cast. 

    Engery Efficiency
    The ablility costs 75 Energy, possible max Invis from one cast = 35 Sec
    Octavia: 75/35 = 2,14 Energy per Second (75/30 = 2,5 EpS, for 1 refresh)
    Loki: 50/12 = 4,17 EpS
    Ash: 35/8 = 4,375 EpS
    Ivara: = 1 EpS (Standing) 3 EpS (Moving) 

    Best Invis Duration, Best Energy Economy for Invis.
    Makes Ashs Smoke Screen Augment a Laughing Stock (for team invis, defense Targets are a different topic)

    Crouch Spam
    Let's say we go for max duration.
    With a simple pattern you need like 1 sec (around 5 crouches)
    If you refresh 1 time you crouch 5 times every 45 Sec and 10 times for one cast
    If you refresh 2 times you crouch 15 times in one cast.
    Best part is, you don't need to spam it like crazy since the Synchronization stays and slides count towards crouching.
    I use Crouch Dash to move on the ground, it's pretty fast and gives you better control.
    Just slide around or Dash Crouch to move - no need to really spam it.

  11. While OPs  suggestion would be a consumer friendlier practice @WhiteMarker also isn't completly wrong.
    What DE would have to do is to adapt the duration of the boosters.
    As an example, 24, 72 hour booster and so on. ( Sure you could also say 1 Day, 3 Day but showing in in hours gives a better reference to which one you need/want and higher numbers sound more attractive)

    vor 48 Minuten schrieb WhiteMarker:

    Actually that is a thing already. At least in Germany. Because taxes differ for a restaurant if you eat there or if you take food with you.

    Your example actually backs up OPs suggestion and not your counterargument.
    In germany food and water and milk is taxed with 7%.
    While eating in a restaurant is taxed with 19%, take-away meals are only taxed with 7% since you don't take any extra service, and "only buy" the food.
    While in a restaurant you pay 19% for a service.

    The point is - we pay for a service that most people can't use to full extend ( since most people have a life and can't play 24/7)
    What's the average playtime?
    I found this:
     Last 2 Weeks Average play time on Steam = ... 9h 14m o_O? (even lower than i thought - i would have said this time is the average on One Week ... well)
    Out of 336 Possible hours in 2 weeks on average 9:14 hours are used?
    That's 2,75% ... so 97,25% of the booster (and the money you spend) is wasted.

  12. vor 39 Minuten schrieb Horse_Milk:

    I didn't know this was a thing before. Was it OP?

    It wasn't OP - it was annoying...
    - for Teammates since they couldn't attack bladestormed Enemies
    - and you yourself could get trapped pretty easy on eximus enemies (or high HP enemies in general)

  13. vor 2 Stunden schrieb Horse_Milk:

    1. Shuriken.

    I find that I don't ever really want to use this. Compared to my primary weapon it's harder to aim, deals less damage, and costs energy. It's even twice as expensive to use as (Fatal) Teleport, which is a guaranteed kill with Covert Lethality.

    So to make this ability more useful, I'd like the Shuriken to be a single-shot ability that instead of dealing pure damage, puts an enemy to sleep. I would think of this as an alternative to Fatal Teleport where instead of fully committing to killing an enemy, you can temporarily pacify it. Additionally, to complement Ash's passive buff to Bleed damage, I'd like sleeping enemies to take 100% more Slash damage.

    Shuriken is actually a pretty good first ability (for a vanilla Frame)
    - dmg is enough to kill up to lvl 30 with 1 or 2 hits
    - it is auto-aim, no need to aim much, the only problem (only sometimes) to hit the enemy 5 meters befor you but there are more enemies in the range of shuriken
    - and the best part is, it has infinit punch through + the auto aim it is pretty good in low lvl for killing small fry
    + i agree on the point, that it costs to much

    I don't think we need such a singe target ability to CC just one enemy because...
    - important single targets are immune to basically any CC
    - it's a hoard game
    - like you say, be have Teleport for singel target

    vor 2 Stunden schrieb Horse_Milk:

    2. Smoke Screen.

    While an effective method of escape from tight situations, I feel it's just a weaker form of Loki's invisibility. I would rather it act as a versatile defensive/offensive ability that buffs Ash's melee-centered playstyle by the smoke cloud being larger and remaining active for much longer. While not turning Ash or allies fully invisible, it should reduce their chance of being hit by ranged and melee attacks by 33%. Enemies inside the smoke cloud would also be disoriented (or affected by Radiation), and unable to discern friend from foe.

    The remaining smoke cloud as a CC is something that is suggested since years from various People, and i think this should be a thing.
    But taking away the invisibilty and giving a chance to evade attacks isn't a option at all, especially not that low.

    vor 3 Stunden schrieb Horse_Milk:

    3. Teleport.

    I like this one, but sometimes the Fatal part doesn't trigger. I understand there may be hitbox issues when teleporting players around, but in these cases I would rather an Ash "shadow" take my place instead so the ability is atleast guaranteed to deal damage.

    Yeah Fatal telport sometimes not triggering depends on the situation, there are also some enemies which can't be killt with finisher.
    But that's pretty rare, at least i didn't encouter it in the last years.

    But not teleporting yourself, na that's why it is a teleport, what you say is just a single target bladestorm with your melee weapon instead of the hidden blades.

    vor 3 Stunden schrieb Horse_Milk:

    4. This one is okay aswell, however rather than the Blade Storm Augment increasing melee combo counter and duration, I'd like the augment to reduce the range of Blade Storm by 50% but automatically and instantly target ALL enemies in range, and replenish 5% Energy per enemy killed by the ability.

    I don't agree, that it is fine - it's is actually pretty bad from design, and only is ok because of it's dmg.
    Your augment idea is basically the old bladestorm and i guess this won't happen.
    Also the Energy replenishment isn't really needed, we have enough ways to get energy - the ability Bladestorm needs a real rework.

    So basically only agree partially on Smoke Screen.

  14. I love to use my Ivara with Twin Basolk + Rift Strike + Dispatch Overdrive.
    Works great and Twin Basolk is pretty reliable, especially with a riven (they basically cost nothing)

    I think they need to rework invisibility in general on all frames.
    Octavia outshines all stealth frames, while others have to many restrictions.
    They should give bulletjump back but reduce the speed of it - i am fine with the speed restriction, there are ways to come around.

    • Like 1
  15. vor einer Stunde schrieb BlachWolf:

    I would also like if the enemy received corrosive procs while in his belly, it makes thematically sense and would give him good scaling vs armor.

    This could be a nice augment - armor eater/desovler

  16. Am 15.8.2019 um 06:38 schrieb 000l000:

    It's more like a "Gunblades are OP" thread then. Sure this augment makes Ash get combo counters like crazy but not that much without tough/numerous/frozen&aligned enemies. In most content you'll get a x2.5 counter, which is already nice but not as broken.

    With the augment you get pretty easy up to x3(135 hits) and x3,5(405 hits) in normal content.
    But you won't get higher with any other setup anyway in the same content 😄
    This augment bug would only really shine at higher lvls.
    I agree - i don't think it is broken from a balance aspect but it's broken from a mechanical point  ^^ (it's a bug)

    Am 15.8.2019 um 06:38 schrieb 000l000:

    Anyway since melee combo is going to be reworked and if it's ending as a high damage finisher, it'll be less impressive.

    I guess DE won't get around reworking Ash( at least Bladestorm) if Melee 3.0 looks like they showed us.

  17. vor 15 Stunden schrieb Dhrekr:

    the daily caps in Syndicates were introduced ages ago and the game has substantially grown ever since.

    I don't put up the daily caps in Syndicates as a major flaw in the game.
    Also there are so many games out their, way more aggressive in this regard and many of them are growing like crazy as well.

    vor 16 Stunden schrieb Dhrekr:

    lots of upsides and no practical downside.

    It don't have many upsides and most of the upsides are downside at the same time.

    vor 16 Stunden schrieb Dhrekr:

    That is a cute question but I shan't be baited into it.

    You have to convince DE that daily caps are bad. Arguing against Weekly Caps is a red herring, nothing more.

    Same here - i don't need to argue with you guys and lay down points where no more points can be laid down.There isn't much to say against daily caps.
    The negatives on it are that it is "daily" and those "cap" your progress.

    And my point is, that since the game did grow so much, and we also get more casual players (and definetly there are more casuals or lets call them "weekend-player"), it would be a nice step towards those players in the community.

    I don't ask for a game changer ^^ just for some room to breath abit more.
    I just throw some of my thoughts in here.

    DE will see it in a way, and they will do their thing.

    I appreciat your comments - have a nice day or night.

  18. vor 1 Stunde schrieb (PS4)BenHeisennberg:

    "FOMO" appears to have replaced "gated" as the word to use to describe things you don't like.

    Sorry, DE doesn't want us speedrunning syndicate standing, and they want it to be helpful to their f2p model.  Personally, I agree with them.

    vor 1 Stunde schrieb (PS4)BenHeisennberg:

    Don't even need to give him that.  He wants the system changed, the onus is on him to supply the argument.  And you're right, "muh fomo tho" isn't a valid one.

    Yeah - the toxic leaning site of the Warframe commutiny ^^
    Thanks, for this "great answer" by insinuating that i do it only out of egoism, laziness, and that i am a whiny noob.

    It is a form of FOMO but it isn't that dramatic like a rare short Event etc.  - i also could go around the term "FOMO" but looks like it does its job by pointing out the main issue with it in a Way people can assosiate fast.

    What would you say else about daily synidcate caps?
    That's the main argument here - even if it isn't a strong one.
    Your and the others "counterpoints" are not better.
    It's a suggestions towards DE if they do it or not is their decision, those comments from the Community are just a side effect.
    If they actually change it - it's fine, but if DE doesn't want to change this it is fine as well.

    It's not about speedrunning the syndicate - i don't need it i have most of my syndicates - (i only need those stupid rare chroma prime parts to max out my 3. and 4. Synd - but i also wanna build Chroma Prime and replace the Normal one xD)
    It would ease up some frustration for a good chunk of players.

  19. vor 27 Minuten schrieb Lupgarou:

    while the video shows a nice example of how you can build a combo counter

     

    in game it's a lot different unless

    1) your solo 

    2) the enemies dont get 1 shot from the clones.

    so while yes you can build a nice counter, in real game modes you will rarely get to that 4.5 counter

    That's what i thought at first.
    And yes, on low lvl it isn't that effective since everything dies with one hit 😄

    But after some tests i saw, that you don't need to attack the Marked enemies.
    It is enough if Bladestorm is active and you melee any Enemy.

    Also how it works.
    The Augments affect Melee, as long as the Blade Storm is active you can hit any Mob(it doesn't matter if they are Marked or not).
    Any Melee Attack gets those +Hits from the augment, but it's more effective with the Gunblades since all the pellets count as hits and they have punch through.
    So 10 Pellets each gets +4 hits from the Augments and hits 4 Enemies in a row.
    10x4x4 =160 hits in one shot.
    And the Augment is affected by Power Strength.
    With my 229% Power Strength in the Video i do get +9 from the Augment.
    10x9x4 = 360 in one shot.

  20. vor 49 Minuten schrieb Dhrekr:

    Ok. So, basically, you are capable of understanding the reason why DE wants it in the game.

    Can you now provide the argument for DE to take it out? Trying to convince someone by telling them why a thing is good for them is... a... not very good strategy. It's kind of counterproductive.

    I do understand why such a thing is in a game, to chain players to the game.
    1. Those who want and can play daily will play daily they never needed a daily cap for it.
    2. FOMO is strategy that works like intended, but you can also see what kind of negative impact it has on many players.
    We see it in Warframe and in other games as well.
    Nightwave Season one was pretty much following the FOMO because it was a simple copy from Battlepass from other games.
    What happened? People complained and those where not just a few.

    You see - in the world the majority of players are more casual, they don't have much time to play, FOMO hits them the most, they become frustrated they stop playing.
    They can still use those tactics but giving the people some room to breath isn't a bad thing at all.

    People who wanna play Warframe will play Warframe, if it not happens daily it isn't a loss for DE - maybe for statistics in daily player count, but those people will come into the game and go blindly for some missions with much EXP and will not enjoy it.

    So can you provide arguments AGAINST a Weekly Cap?

    vor 47 Minuten schrieb Myscho:

    If they remove all caps than forum will be filled with topics about "there is nothing to do anymore, because we try hard/no life style maxed everything in 2 days"

    vor 36 Minuten schrieb (XB1)Skippy575:

    Its a free to play game, there's gonna be caps on things. This is one of those things.

    A counterpoint to your suggestion: increase your MR. Boom, more standing per day.

    Learn to read more than just the titel 😉
    I guess i spare a sarcastic comment on the MR counterpoint.

    vor 44 Minuten schrieb FerockQuartz:

    Addressing it to people instead of DE doesn't help, or neither way...

    And how in the world do you know its "such a pain in the butt for many players"?

    This is a Feedback Forum, here i Post feedback on the game.
    Moderators see it, Devs see it.
    Devs can also see what other Player think about this feedback = if it is liked or disliked by the community.

    Casuals >>> Coregamer
    Except you have a dead game which is only played by its core fan base.
    Casuals in general don't have that much time or don't want to invest that much time.
    That's why there are those predatory ways to milk money out of casuals, by limiting things in the game.
    It is proven, that's why it work.
     

  21. Hey People,

    here a small suggestion, which would make the game not such a pain in the butt for many players

    Turning ALL Synidicate Caps from Daily to Weekly.

    So we are not forced to get daily into the game to get those points.
    We would be able to arrange it better over a Week or get it all in one day.

    This would ease up much for many players, since most players are more casual playing - we have a real live, we also got other things to do.

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