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Red_Bones

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Posts posted by Red_Bones

  1. I'm not sure whether this is a glitch or just a design oversight, but when equipping the Immortal skin on Valkyr Prime, it only changes a few strips of colour/texture on the legs, and also, does not come with any option to use the Immortal pattern on the base Valkyr model.

    Hope a fix can come soon!

  2. Couldn't agree more - its a malfunctional ability with an augment that completely overlooks that problem in defining its utility.
    They could have come up with an augment which works while its active, but no, its one that depends on you healing health, meaning you need either really low duration or really low strength (both core to his other abilities) to make sure it will be on at the right time to take effect.

    On the point about "being a worse bless" - things can be worse than bless, but nerfing range does not help make a healer frame do its job as well, especially in this instance where there's travel time (also why) before the weak heal kicks in, so its deserves a boon of some sort at minimum.

  3. Umm, I missed something - we got given the feature to remove prime parts on alternative skins, e.g. Immortal or Tennogen, but now the feature is gone?

    Was this on purpose or something having gone wrong?

    As much as prime parts are nice, I'd like to see my Nova Immortal without the strange colour on her arm because the colours match to different spots w/ and w/o the immortal skin on the standard vs. the prime. I have to double up on undertones so that I don't have a contradictory arm colour, but then I can't choose my prime metallic parts if I want the right colour arm... umm...

    I don't even know what to say, the logic behind its removal after having already implemented it is beyond me...

  4. I agree with you @Xentha - there are a lot of useless tiles generated when you play most mission types. You could enjoy moving around a single tile, using its cover, or searching its spaces if you didn't spend so much time switching between tiles that are 3+ tiles apart with maximised bullet jump/jump/roll key-presses.
    I spend less time using tiles than I do switching between them.

  5. 9 minutes ago, DarkRuler2500 said:

    Its completely random... few weeks back i was disappointed because all i got are Survivals.

    I'd really like AXI Excavation since Excav is (by large amount) the fastest relic/time-mission.

    Really? I've found them chronically slow - spawns are low, and its about a minimum (!) of 2 excavations before you can just get enough reactant.
    What ends up happening is that I go through loads of excavators, even when I take it slow, and therefore the mission difficulty ramps up like anti-Trump hype.
    I'll try some more, but that's all I've experienced so far.
    I never seem to be able to see survivals too though - and I by far prefer them, especially when you can just farm them for traces instead of using up relics...

  6. I don't know why you people are arguing with @InsomnIaC., the point is valid, and you'd have a hard time disputing "player not found" and the same time-stamps whatever 'logic' you would like to use against it.

    Also, no amount of common sense claim makes something common sense. Common sense is a byword for "you think people would almost definitely have it, because its obvious and important, but they almost certainly don't".

    The key thing here is - unlike what some people I've talked with try to suggest - you don't use a median for determining the price of an item, you look at people who are online and accessible. Based on the range of their prices, you can get an idea of the prices you would be looking at if you were talking to people in game, and were giving you live price checks.

  7. On 2/3/2017 at 8:18 PM, Dante130666 said:

    Personaly i liked index and rathoom, but theres sertain point. after X lvl enemies are hard to kil and you need to use cheesy tactics to win. When its low lvl and balanced aproprietly its a fun gamemodes.

    I play both of those with my brother, and I like them too.
    Being able to face up against a team setups of enemies that grow in difficulty, and are nuanced in their own way is interesting, and then having them get harder and having an objective which is more interesting than the endless modes is great. You're right though, when they get to lvl 115+, they start to require cheesing...

  8. @Stoner74 I recommend self control. How much do you want those things, can you get those things later, is the disdain significant?
    If you do it even though you're complaining, it can't be that bad.
    Passively forcing is not a thing, persuasion and masochism are - and an individual buckling to either is their fault.

    People want Prime Accessories, but very few people are running around with them, and you could argue the same "passive force" is used for them.

  9. 49 minutes ago, JSharpie said:

    Conclave balancing and PVE balancing are separate. Conclave has it's on dev team.

    So further emphasising the significance of the delays!

  10. 9 hours ago, [DE]Mark said:

    The Glast Gambit: Hotfix 19.9.1


    Changes
    In an effort to address feedback regarding Grineer Scorch enemies killing you through walls, we have audited their weapon and removed any effects relating to punch through for their weapon. Please let us know if you come across instances of further issue with attacks through walls with this enemy type. 


    Conclave Changes

    • No squatters allowed! You must now participate in Quick Steel to be awarded completion points. 
    • Added 4 seconds of immunity to knockdown after being knocked down in Quick Steel Conclave Variant.
    • Added a second Nikana Melee attack after the slam in Quick Steel Conclave Variant.
    • Increased the flight speed of the Hikou in Quick Steel Conclave Variant.

    Oh goodness! Double wammy! Now I won't die more to Scorches than in any other mode against any other any enemy anymore :D

    And attempting to fix the conclave event. The team has my respects, I was thinking this was a poor show (made a post about it), but if you've made further advances then you at least have the mind to make it right! When the conclave is good, its great, when the conclave is bad (as it was yesterday), it is masochism to play. Fingers crossed this changes everything, I think it will \o/

    25 minutes ago, Chewarette said:

    Yesterday's experience in this "event" was so poor I won't bother trying your "fixes".

    Try fixing it before sending a broken thing to live, next time. Even if I don't really care, I was never interested in Conclave, and yesterday's experience gave me reasons to it. Will never try it again.

    Thanks for Scorches though.

    But however I feel, this guy is talking for many of us and how we felt yesterday.

  11. If you're trying to get more people into conclave, well, you have succeeded, but I'm not sure it calls for applaud...
    What you need to do is make interesting stances, with timed and distance measured attacks (not just massive AOE), and nuanced aiming with primary/secondary combat (which the hikou and snowballs fulfilled, but has become pretty dry since we had it last time).

    The only reason anyone is doing it is because people like free/nice/limited things.

    Who else will share their unanimity here? And any suggestions going forward?

  12. If all the banter suggests anything, it is that:
    - Equinox can be compared to other frames, because you can never use all of her abilities concurrently, and you are punished for switching forms by losing built up charge and you therefore do not. (mentioned by various/numerous)
    - In her current form, she only really has 3 abilities, as her first is just a replacement for the ability to switch between ability options as per Ivara and Vauban. (@4RT1LL3RY)
    - 1 becomes 4, 2 becomes 1, 3 becomes 2, 4 becomes 3, and switching forms transfers the charge built up in one form the other. Switching can potentially halve the amount/percentage of charge built up for balancing reasons, but if metamorphosis is her fourth, then the cast cost may make up for the utility being able to switch brings, and the halving of charge may be unnecessary. (@4RT1LL3RY)
    - Warframes like Ivara and Vauban have about as many abilities as Equinox, except more of them are good, they're predominantly better than Equinox's and they're far easier to access. (@4RT1LL3RY)
    - Her abilities, especially Pacify, should not decrease with range - even if that is at the cost of potency - because people rarely huddle together and almost always get 50% of the effect because of their limited proximity. (@TheChaotic1)
    - Ember's world on fire can continue to function even when she has been downed, as long as she has the energy to sustain it; especially as Equinox has to take damage or have had to been killing people for a long time to gain her charge, it switching off when downed is a massive hindrance, and requires you to play especially carefully or build for durability. They should stay on if energy is available. (@4RT1LL3RY)
    - Potentially faster and more fluid animations would make switching forms more worthwhile, as you most often build for one aspect of day or night, and rarely both. Metamorphosis which isn't an affliction would make switching over for the occasional requirement of the other form engaging. (@Thursley)
    - And more I may have missed.
    - Please make sure to UP VOTE the original post if you agree with anything here or anything from the original post! Equinox isn't popular, and that can be changed!

  13. 11 hours ago, Serdinor_Darkrose said:

    This is clearly a work well done, I especially like the part of enemy resistances and how damage affects them, anyone can see how this is better than the current version we have. But I'll add something here which should be done with damage 3.0. The core of balancing the enemy really comes down to this in my opinion:
    1) Auras reduce a set % of the enemy resistances and it's not the situation were 4 Cor Projections=100% armor shred which is clearly unhealthy and makes this aura top tier while diminishing the rest.
    2) Enemies scale up to a certain point (not infinite armor scaling etc) but just like Warframe have 4 abilities the enemies use a set of abilities and unlock each one as difficulty goes into higher levels. For example a basic enemy unit like a Grineer Tropper has two abilities (let's say 1st is throwing a grenade and 2nd is charging forward to bash you with a knockdown chance which he unlocks after level 10), a Bombard or Heavy Gunner has 3 and Eximus units have the same abilities plus one more unique to them. Suddenly the game isn't about defeat the infinite scaling but rather play around the enemy abilities and warfare tactics, you must kill fast, you must use choke points and hazards to stale the enemies from grouping into a hoard and setting up covers or maybe they have abilites with synergy you must prevent etc. Yes it requires a lot of work as a project, but in a way most enemies use something unique right now. Adding more to that diversity and more powerful tools to them like units that protect them form aoe to prevent Simulor cheese etc makes it more of a skill shooter rather than cheese-the-scaling shooter.

    In regards to Auras, that's a good point. They are a band aid for those growing stats at the moment, I will add a note to say how their effectiveness will change (perhaps 50% with four CPs for instance?).

    In regards to endless scaling, I couldn't agree more! Having a cap say when enemies grow to be twice the difficulty as when they started means that you can play long modes at a challenging difficulty, without it outpacing you and eventually becoming impossible. The added abilities is a good idea too, it could add to the current addition of new enemies (e.g. Gunners ~5mins, Bombards ~10mins, Nullifiers at ~15mins, Eximi at ~20mins etc.), so that new enemy types don't need to be constantly added, and many of the specific units, like Seekers or Ballistas will become priority targets down the line.

  14. 12 hours ago, Urlan said:

    Unfortunately, enemy scaling is the core element of why we need damage mods in the first place. One must look at them before trying to modify the answers to them. Lets look at the suggestion we are working with here - I think it has a lot of potential - but how using the same logic for the damage, effectiveness with mod drain does it effect the other mandatory mods like survival stats and ability stat modifiers? And if Heavy Caliber and other corrupted mods kept their bonuses of flat effects but lost the ability for the player to mod against those deficiencies, how would that effect other Corrupted mods like Transient Fortitude or Blind Rage? Damage, and not just physical or raw damage but elementals as well; are not the only element of mandatory mods. Look at the modding of archwing and conclave and compare their lower stats generally for archwing and conditional or stylistic bonuses for conclave. I would tenuously suggest that such was the ultimate goal for 'damage 3.0' originally though of course, we aren't the Devs and so really don't have a definite on anything like that outside of what was said and suggested in those devstreams.

    One concern we have heard before and again when Rivens came up is both a balance of mod database versus complexity and the more static nature of having to have progression tied to mods. Now, originally progression was tied to a skill tree that DE Steve said in the past was unwieldy - I am sure that Closed Beta founders can speak more about that than us honestly - but instead we have mods and for normal progression we use mods now. One fan suggestion has been going back to making some stats tied to the ranking of the weapons themselves, but that again creates a similar situation and one that like Rivens makes it needed to force the devs into a situation of dynamic balancing which at the very least, is stressful for both devs and players. Instead, by making it so enemies scale based on a mod point system - the same as players - we create a balanced play field; this makes it so that suggestions like yours would apply to the whole game, enemy and players. If the devs don't want us doing 165% damage on the base of our weapons, its taken out - then it is taken out for the enemies as they use the same pool of mods - this eliminates the call for players or enemies being unbalanced through mods as just like with removing, adding mods also makes them available potentially to all. The negative of this is mostly in front loaded databases and having to give criteria for what enemies use what, but I figure that DE are more than capable of figuring the best situation and handling for this. Archetypes or enemy classes would probably be ideal ways of setting what each group of enemies have available and what mods the computer can pull from to equip them. In our current system, the game just modifies the enemies by percentage mostly and in that mods that give base stats to damage, survivability, or abilities become required to the point of having only two or three mods differing in many builds.

    As far as your questions about Warframe and Archwing mods, I wasn't interested in those, only in weapon damage and modding - I mention at the beginning that Warframes are in a good spot, and they needn't be touched. So that comparison isn't relevant.

    You're right though, enemy scaling is the problem with damage in the first place, but what are you suggesting? We remove it totally, and then there is no difference between early game and end game? I'm not sure what you are suggesting so you will have to enlighten me - as far as I'm aware, there is no way of having early and end game without there being some statistical difference. That difference permeates all games with an early and end game, especially RPGs, where early game's stats are measured in the tens, and end game in the millions (e.g. World of Warcraft, Borderlands etc.).

    My second suggestion for base damage mods can readily confront your point on enemies using mods like us though - if all of our base damage is tied to one mod which we can only increase with weapon level and mastery rank, then enemies only need to increase with similar increments in game to function the same way (damage wise); all of the quality of life mods we put on are not necessary for AI because all of their stats like reload and fire rate will stay the same regardless of level.

    I cover Warframe mods and enemy health stats very little in my post because I think our Warframe modding is near perfect, and I think that you can fix the faction-based issues by changing elemental damages and making faction defences unique. Armour is the biggest problem with enemy scaling because its the thing you need such incredulous amounts of procs to counteract; that's why status weapons like the Paracyst perform so well end game. Shields and totally health based infested units die very easily at almost any level because of raw, toxin and slash damage and procs, its when you add the armour onto powerful Corpus units, or add armour to all units with Swarm-MOAs that you have a problem (god knows how long Bursas take to kill in Sorties). So for me, I feel like the my case is relatively conservative, predominated by simplicity, and fixes the ultimate issues whilst keeping early and endgame, and low and high mastery ranks separate. 

  15. 7 hours ago, Urlan said:

    An interesting read, I do however, view the problem of damage 3.0 as one that would require removing current enemy scaling to achieve any form of balance. If enemies instead had to use mods and mod points to grow in power similar to players, I could see your suggestion as useful going forward.

    The current enemy scaling has been fixed somewhat with the endgame becoming level 100 (Sorties, Raids, Kuva Floods). But beyond the enemy scaling, corrosive has an overwhelming advantage over other elements, so fixing that alone will deal with the issue. Plus, changes mentioned under Faction Specifics deal somewhat with these issues as well.
    I don't like that the difference between level 10 enemies and level 100 ones is in excess of 20x the effective health, but games deal with differentiating the level ranges in different ways, and as long as abilities scale and weapons can reach the level (as they mostly can at the moment), then I shall let it be.

    Also, removing enemy scaling does nothing to help modding options on guns - people will still use 8 damage mods - and it doesn't fix the blazing mess that is the elemental mechanics as seen in the overview table here: http://warframe.wikia.com/wiki/Damage 2.0

    Making enemies scale via similar modding systems as us would be very complicated too - as they grow in a single level, they would be switching between two low ranks to multishot mods, changing into event versions, etc. Most games use equations and growth on a set of stats because it's easy, makes sense, can be calculated instantly, and performs linearly rather than in jumps when compared to when new mechanics are added intermittently as levels grow. 

  16. 3 minutes ago, Azrael said:

    I can see that you worked hard on this, but alas us peons are not permitted to use the "megathread" tag. It is reserved for DE staff and moderators only. You should probably also remove the word megathread from the title, if not the mods probably will.

    Thank you very much, I shall do so !

  17. Very long post warning! I spent a while considering these systems!

    I would include a TL;DR, but I don’t like people reading short excerpts out of context and making judgements and criticisms out of them – they’re a total waste of time. I will include some summaries. Most of these sections reference each other, but needn't be read all together, so complete or read at your own discretion.

    If you read some of this and find it valuable, please remember to up vote! Your comments, negative or otherwise may hold no sway over DE! Up voting is the biggest way you can help! You may realise I’ve spent some time on this, so if you like it, up vote first, comment second.

    Whilst on holiday early in January, I spent some time considering the issues with the current damage and mod system, and tried to determine a few systems which could overcome those issues. What I considered wasn’t that far abstracted from the current system, as the likelihood a community suggestion will motivate an entire overhaul is unlikely.

    There have been some videos and mentions recently about Damage 3.0, and seeing that has made me slightly nervous, but after watching some videos about diverse builds for modding Warframes (which is a system that is working excellently right now), I realised, the longer I leave this post, the more - like armour and effective health - there will be diminishing returns. These ideas will lose value as Damage 3.0 is more developed. It may be on the horizon, but it may also be in the works…

    I’m a bit out of touch with my artistic skills, and don’t have a good art program at the moment, so I hope my mock-ups are adequate!

     

    Changes to Necessary Mods-

    Option 1 (reconciliatory)-

    The basic damage mods – Serration, Point Blank, Hornet Strike, Pressure Point and the multi-shot mods too – are necessary and precede the effects of almost every other mod sets, but take their own spots. To overcome this arbitrariness, I posit a system where every mod installed contributes to the base damage you would gain from these mods, but purely as a side effect of their fundamental effect.

    Because there are 8 slots, each installed mod would contribute 12% of the total bonus possible that the current necessity mods would give. Let’s say for arguments sake that we grant all weapons a bonus of 1580% (which is +200% on a hornet strike (x3), +100% on barrel diffusion (x2), and 180% from two elementals (x1.8)). Each mod’s 12% of the stake would therefore contribute 197.5% extra base damage.

    To make it so that you can’t just throw any old mods on, especially when a weapon is unranked, the amount that each mod contributes is scaled by drain. Because most mods peak at around 11 drain unless they are one of the few damage mods or a Riven, we can say for this example that 1 drain = 1% bonus, peaking at 12 for the 12%. Combining this contribution with the 1580% example, the scale for drain to damage bonus would be 1 drain = 15.8% bonus. Mods with drain over 12 would not contribute any more gains, so a mod with 15 drain will not make up for the lesser damage bonus of a 9 drain mod adjacent.

    With this system, basic damage output needn’t rely on the mods you always put on, but your choice of quality of life or specific amplification mods. To extend this system, each mod would also contribute similar values from the necessary critical chance/damage and status chance for the other classes of weapons. Of course the percentages would be different for primaries, shotguns and melee weapons, as the necessary mods for them (which are arbitrarily different to each other) are different too. If you would like examples of contributions and damages, just ask.

    The exact percentages that scale by mod may differ largely if mods are changed across the board too (which I support), and I would love to discuss those as well (or give examples). If a member of the DE staff would like to Skype me (not that I am suggesting it is likely), I can discuss the details of the following and similar systems more thoroughly.

    This is a reasonably parsimonious system where adding forma is directly linked to improving raw damage, polarities are still relevant, and the choices of mods is a balancing act – the same way it is with Warframes. You could have two mods with different stats, and adding a level to each would give you the same extra damage, but each one has a different effect to go along with it; +10% reload or +20% accuracy? No longer is it obvious to go with base damage, then elemental damage, then fire rate (if it is a raw dmg weapon).

    To make builds for low Mastery Rank viable, as well as giving the opportunity to make up the drain in fully forma’d builds, there are low drain, high drain, and (sometimes) effect combination mods for each effect type, e.g.
    - Speed Trigger = +50% fire rate, 6 drain
    - Vile Acceleration = +75% fire rate, -10% damage, 9 drain
    - Absolute Swiftness = +40% fire rate, +40% reload speed, 9 drain
    - Atomising Projection = +100% fire rate, -10% ammo economy, 12 drain

    The time scaling effect that levelling powerful mods like Serration has in 2.0, dispersing low and high Mastery Ranks will be maintained by the limitations and limited drain of early star chart mods. As you get into mid and end game, you get access to forma, nightmare mods, corrupted mods, event mods, late star chart mods, and rare mods, which – like the example just prior – give both significantly greater effects, but also high amounts of drain and damage, leading to higher level viability.

    These constraints will not be so easily overcome, as some of these mods are already hard to get (so cannot be traded cheaply and easily), may have specific star chart drops (which require completion to get to), and need significant stores of forma (which cannot be accrued over the short term). If nothing else, the market for mods and forma will grow and diversify.

    Figure 1; Showing how cumulative mod installations based on their drain could be used to calculate base damage increases instead of Base Damage mods

    7zvl6LF.png

    __________

    Option 2 (compromise)-

    If totally removing damage mods is decidedly difficult, then a compromise could be collapsing damage mods into a single Serration/Point Blank/Hornet Strike/Pressure Point, giving it say 20 ranks, Mastery Rank requirements for upgrading and semi-linear costs. Primed versions could give diminishing returns after their normal versions’ cap. This in combination with an Exilus-esque system could mean that the top row of a weapon’s mod slots could be for damage, and the bottom for utility and indirect damage mods only. I think this is an equally pleasant direction.

    Depending upon which of these two paradigms are chosen, I can give examples of mod setups.

    Also, Riven mods would not necessarily require any specific attention with the changes with the above, and with what will follow, except in the quantities that damage, crit chance/damage and status chance are handed out.

    ___________

    Option 3 (ideal)-

    Depending on how much effort is going into damage and mods 3.0, whether a few redundant and a lot of converted mods will hurt too badly, and whether this is for the short or long term, an even better system could be opted for:

    Ideally, every modding system would work the way that Warframes currently do – the tentatively considered, and by no means objective balancing of stats with the finite room and negatives that numerous additions produce (e.g. corrupted mods). There has been little inkling of a crack forming, as the last two things added, Exilus slots/mods (except drift mods) and Ability Augments have both made building far more interesting and diverse.

    All of the drift mods, and ones like Constitution or Armoured Agility add to the options and opportunities in ways that mods like Nano-Applicator or Eagle Eye just don’t, and that is because everything works off of a selection of stats which everything falls under, and there is no ‘Base Damage’ or necessary mods to overrule everything else.

    Just as there are certain compositions that work best for a frame because their four abilities are affected by efficiency/duration/range/strength in a certain set of ways, there could be ways that one weapon is affected by ammo-efficiency/damage/status/critical (or something analogical to that) in specific ways that make it better with certain sets of builds over others. If neither of the other systems get you considering, I hope this does.

    If we move over to a metric like that of Warframes, then we may never need to look back. Damage 2.0 has its blatantly overpowered features like corrosive the same way Damage 1.0 had its ones like armour piercing. Warframes have never had that, and will never have that because effectiveness can be Duration in one build and Strength in another, and vice versa.

     

    Powerful Mods-

    If there is a desire to maintain the inclusion of powerful mods from 2.0 such as base damage, corrupted damage and multi-shot, then their magnanimous powers can and should be reconciled through significant drain and irreversible side effects.

    When I say irreversible, I mean that once a stat is affected, no mods which can counteract the negative(s) work, e.g. you cannot equip Speed Trigger to negate Critical Delay’s reduction to fire rate.

    Mods like Heavy Calibre/Spoiled Strike could grant doubled damage, at the cost of irreversibly halved fire rate/attack speed, which means that your DPS will be exactly the same. This reduction means you could if you so pleased, turn a Soma into a Latron, or a Latron into a Vulkar. Multi-shot mods however are difficult to consider any alternatives for, as they are effectively just another damage/status mod with different terminology. The only suggestion I can make is their inclusion into base damage growth or the collapsed Serration mentioned in the first section.

     

    Changes to Critical-

    As it stands in Damage 2.0, critical weapons are just standard damage ones that prefer the colour yellow and can’t hurt some target’s as badly (e.g. nullifier bubbles, which are immune to crit).

    Critical builds are in therefore in a spot which is naturally difficult to play with: it would be less interesting to convert them into raw damage weapons and remove critical all together, as such, I propose changing crit into a more sophisticated style of weapon.

    Instead of having a critical chance and a critical damage multiplier, I recommend the addition of a weak spot (e.g. headshot) critical multiplier and chance, which rewards the skilled player for their well-aimed shots. This very clearly differentiates it from Damage 2.0 crit. This weak spot critical chance and multiplier would be separate from standard damage gains from headshots.

    I would be pleased if random crit was also removed, and was just replaced with the base damage that the weapons’ deserved instead of hiding it behind another number (the damage multiplier). If random crits are removed, then standard headshots could get yellow numbers, and weak spot crits could take the place of red numbers.

    All of the crit weapons as they currently stand would have their original crit stats shifted into the categories that represent the type of weapons they really are, e.g. raw damage for weapons like Soma which lack accuracy, weak spot crit for Latron, as its pinpoint accurate, or both for bows like Dread, as they are burst damage precision weapons. If random crit is made up in many originally crit weapons with base damage, then having over 100% crit isn’t necessary for making them strong and you can replace the amplified damage colours as mentioned previously.

     

    Changes to Status-

    Unfortunately for status weapons, the ‘increased status chance on ability cast’ and other alternatives from status event mods are odd, underpowered and ultimately unpopular what with the weakened status on shotguns, pathetic status/second on beam weapons and the 100% cap on status chance across the board. I propose fixes for all three issues.

    Instead of shotguns getting their status divided among their pellets, which even for the supposedly best status shotgun, Boar Prime, is 9, I recommend a few measures to allow but control status on shotguns. Firstly, they have their status divided by three/four/five, not the typical 7+ for many of the shotguns. Creating an even ground makes the superior status weapon clearer to see, rather than such uneven ground as a range of 5-10 pellets, and then 10-40% status chance to do the maths on; its arbitrary complication. Secondly, just like damage, status will fall off with range, so that you cannot spray a bunch of weak pellets onto the horizon and blast proc every member of a large crowd.

    In regards to helping non-hitscan/projectile and low fire rate status weapons, the potential for greater than 100% chance should be allowed for all. Weapons like Daikyu could have >100% status chance, and beam weapons could have greater than 1 status/second; this won’t make any difference to 99% of weapons, but for the few currently slow status weapons, this will make them weapons instead of mastery fodder.

     

    Mod Classes-

    Although shotguns get their own mod class and they share the same slot as Rifles, Snipers and Ballistics (which all share mods), Sentinels, which use an entirely different form of weapon, don’t. I highly recommend that they get their own class of mods so that instead of faffing around with duplicate mods or having to switch either your or their weapon, you can have them all contained within their own category the same as with Kubrow and Kavat mods.

    If a category can be added – which is helpful differentiation – then a category should be removed for the same reason. Shotguns should share their mods with all the other weapon types which share primary mods. All of the differences in damages (Serration vs. Point Blank), stat bonuses for special mods (Blaze vs. Wildfire) and, and even existence (as Shotguns only recently got a silencer) are messy and totally pointless. Where different types of weapons differ, they get their own mods – see Beam (Ruinous Extension) and Explosive weapons (Firestorm) – but where they are the same (both primaries) they should overlap.

    With the collapse of shotgun and rifle mods, numerous names will be opened up, and the requirement to have odd names and ones that use words from other mods will be less necessary.

     

    New Stats and Calculations-

    First and foremost, the stats section when you go into modding weapons and frames should display all of the stats that can be affected by mods, or are of interest to the player, such as status duration, zoom, effect radius (e.g. Firestorm) etc.

    Below the stats section, there is a box which displays hints, and instead of passively scrolling through them, they should not change, and should be able to be toggled through. The first slide on this display could describe the cumulative damage bonuses from installing any mod – if that item from my suggestions is included.

    Along with showing the various damage types, having a total base damage figure preceding them can give a person an idea of how much each element adds to the composition. Before damage types there would be the crit chances and multipliers (whether there random and/or weak spot), and status chance. Elemental contributions by percent could be shown after each damage type so that one can modulate their elements to maximise the chance of proc-ing the elements that they want to.

    Now, the next thing I propose goes along with the changes to base damage mentioned at the beginning; instead of elemental mods adding damage, they convert some of the damage composition to their element, just like the 20% IPS conversion mods for conclave. If not all of base damage, critical and status chance is subsumed under the new Serration-esque mods or cumulative mod bonuses, then elementals will just require a nerf.

    When adding Hellfire for instance, it may be described as “Convert 20% of base damage to Fire”, and it would change a weapon with 75% slash, 20% puncture and 5% impact to 60% slash, 16% puncture, 4% impact and 20% fire. Also, in Damage 2.0, one would end up equipping 2-4 elemental mods for many weapons, which is a heavy constraint to modding freedom, so to change this, mods like Hellfire and Stormbringer will convert up to 50% of the maximum conversion (e.g. if cap is 50% then 25% per mod), so that it is only possible to get two compound elements with un-maxed versions of those mods, reducing potential damage under the cumulative mod bonus system, and therefore not being viable. Event status mods would therefore contribute a lesser amount of conversion each (if they still grant status chance), but would also (as they currently do) contribute less drain than a similar raw element mod.

    For this system, a maximum contribution of between 50-75% is necessary so that you can’t make pure dual elemental weapons across the board; the same limitation exists with the current system, and should continue to.

    Another means to fixing the elemental choices problem is to convert damage to faction mods into the compound elements (see Faction Specifics section). To give opportunities to increase status chance without the event status mods, the necessary status chance from them can be added to the collapsed Serration and/or Sure Shot and the other currently lesser status mods can take over.

    What this change will mean, is that when you add elementals, you are not adding them because they add more damage, you are adding them because you know that they will be more effective against the specific foe you are facing than the elements your weapon started with. E.g. Switching some of your weapons predominantly base slash/radiation to magnetic will mean you can go up against the Corpus with it - even though your numerical damage is the same, the portion that becomes magnetic with be amplified to 1.75x against shields.

    In the mock-up below, Projectile Speed is not shown as it’s a hitscan weapon, Effect Size is not shown as it hasn’t got an AOE or ballistic firing mode (e.g. Penta/Mutalist Cernos), and it doesn’t have Range as it’s not a beam weapon. If it was a shotgun, Projectiles/Shot would show the number of pellets. The suggested elemental system is highlighted.

    Figure 2; If using a system where base damage is not improved upon by any mod other than Serration or cumulative mod installations, then elementals will instead convert base damage to their element

    ehNTBJI.png

    *The inclusion of all stats relevant to the player will be shown down the side in the modding screen with known stats being reordered; the hint box will be scrollable for finding specific reminders; total damage and elemental composition, and total status and proc chance composition will be displayed; if total damage bonus is included via the drain of each mod installed, the elementals will instead change the contribution of damage.

     

    Faction Specifics-

    At the moment, and this is part of the elemental damages and status effects, there are problems with different faction units and stats, and how they are affected by things like corrosive procs and Corrosive Projection. Overlap between factions is good if you don’t want to have to change elements on all your weapons before every mission, but there is currently so much, that certain mods and strategies totally undermine game mechanics.

    The biggest problem at the moment is Armour: armour is a stat which permeates all factions, and is the biggest problem when facing any unit, based on the amount that it grows and the effects that it has on effective health.

    The problem with just having armour as a stat which exists and provides the same function for all factions, is that you can currently run corrosive and Corrosive Projection, and deal with Grineer, Infested, Corrupted, Sentients, Stalker and Acolytes, Index and Arena Characters, Animals, and all of the tough Corpus units (their bosses, Bursas and Ospreys). That is clearly a problem.

    My idea to overcome this universal weapon strength and enemy weakness is to make each faction have a stat in common, elements which can hurt them all more effectively, but then their own unique stat which requires a faction specific element to overcome the armour-esque effects of. This also means that the complex charts and comparisons (which can be found on the wiki’s Damage 2.0 page), will no longer be necessary. Just as Star Chart 3.0 removed the unnecessary complication of the previous system, we can do that here.

    All factions get health which functions identically, and then Corpus gets shields, Grineer gets armour and Infested gets Carapace. Shields function as the extra health bar, armour increases effective health as before, and carapace gives a greater effective health the closer it is to zero; no faction shares any stat other than health. Each faction’s defences are therefore unique and aren’t just renamed versions of the same thing (see Ferrite Armour, Robotics and Fossilised Flesh).

    So, shields will be weak (+75%) and incrementally reduced by Magnetic, armour by Corrosive, and carapace by Viral. Blast and Radiation can provide their current procs, but Gas will be effective against all factions’ health, and Blast and Radiation will be +50% effective against faction unique defences. With this setup on compound elements, each faction can only be affected optimally by a single element and proc, but all factions can be equally affected (to a lesser extent) with some substitute elements (Gas, Radiation and Blast); so you can choose to switch out all the time, or build weapons specifically, or not at all. 

    To overcome the fixed options when running two compound elements (e.g. Radiation and Viral or Gas and Magnetic), and to overcome the pointlessness of the +dmg against faction mods (which are only moderately helpful when they come on a Riven), those mods will be converted into +Magnetic/Corrosive/Viral mods. Mods for Gas, Blast and Radiation can follow.

    An aura mod which fulfils the function of Corrosive Projection or Shield Disruptor for Infested Units’ Carapace will also need to be added (e.g. Fleshen Exposure). And on that point, well made by @Serdinor_Darkrose, anti-faction defence auras should not reach to 100%, and preferably should be combined with a cap on enemy growth (say a multiple of what enemy stats started at), so that they don't function as a band-aid for end game play.

    Aside from those differences, Corpus should not be objectively squishier than Grineer and Infested, who, get a chunk of health, and then the large and growing quantity of armour on top; corpus units should get more health to go with their extra health bar that, unlike armour, can be cheated with Slash and Toxin. If possible to work around, Toxin and Slash being able to get straight to health and ignoring shields and armour should be excluded.

    Element

     

    Composition

     

    Dmg>HP

     

    Shields

     

    Armour

     

    Carapace

     

    Status Proc

     

    Impact

    -

    +0%

    +25%

    +25%

    +0%

    Knock

    Puncture

    -

    +0%

    +0%

    +25%

    +25%

    Weakness (-25% dmg dealt)

    Slash

    -

    +0%

    +25%

    +0%

    +25%

    Tear (DOT, affects shields)

     

     

     

     

     

     

     

     

     

     

     

     

     

     

    Heat

    -

    +25%

    +0%

    +25%

    +0%

    Panic + DOT

    Cold

    -

    +0%

    +25%

    +25%

    +0%

    Slow

    Electricity

    -

    +0%

    +25%

    +0%

    +25%

    Stun + Delayed Regen

    Toxin

    -

    +25%

    +0%

    +0%

    +25%

    DOT

     

     

     

     

     

     

     

     

     

     

     

     

     

     

    Magnetic

    Electric+Cold

    +0%

    +75%

    +0%

    -25%

    Remove % of Shields

    Corrosive

    Electric+Toxin

    +0%

    -25%

    +75%

    +0%

    Remove % of Armour

    Viral

    Cold+Toxin

    +0%

    +0%

    -25%

    +75%

    Remove % of Carapace

    Gas

    Heat+Toxin

    +75%

    +0%

    +0%

    +0%

    AOE DOT

     

     

     

     

     

     

     

     

    Blast

    Heat+Cold

    -25%

    +50%

    +50%

    -25%

    Knockdown

    Radiation

    Fire+Electric

    +25%

    +25%

    +25%

    +25%

    Confusion + Friendly Fire

    *Check the Damage 2.0 page on the Warframe wiki for complexity comparisons.

    *To overcome the problems with corrosive and Corrosive Projection, shields and armour will be changed to unique stats and effects for each faction; squishier corpus units deserve at least a health buff; the capability for running elements against either one or all factions will be possible; some aura mods and dmg to faction mods will be changed to reflect these differences.

     

    Mod Conversions-

    With many of these conversions, there will be changes, but fundamentally, there is no simple way (that I have foreseen) to change damage or necessity modding without changing the stats that govern damage, or the mods themselves.

    The corrupted damage and multi-shot mods can be converted into the mods that fill the gradation amongst other popular mod types, e.g. could be the high drain fire rate mod mentioned under alternative 1 for necessity mods, Atomising Projection, or any other high drain variants.

    For the information under New Stats and Calculations, mods will simply need to be changed in their function (that is, change from damage to conversion of damage), depending on whether a system from the first section is used.

    As far as the shotgun > rifle mod conversions go, one will be able to convert one for one as Point Blank to Serration, and then convert the primed mods into legendary cores, and use the leftover odd mods like Blaze and Accelerated Blast to make a plethora of new and interesting niche mods which can be introduced with an event (for instance).

    Whatever problems the conversions bring, they are made up for in the fundamental mechanics issues that are fixed, and the long term viability of feature quality. If the system is broken and we keep adding to it (I'm looking at you Riven mods - although, I do like them, and this isn't the best time for me to talk about them), then its going to get harder and harder to fix. Imagine if there were 1/4 of the mods there are now, then making these changes would be far easier, but alas, it has been left till now, as the flaws have become significant cracks.

     

    Conclusion-

    Without even considering the benefits of the above systems, the opportunities for reworking a load of effects, and the weapons and the mods along the way could make the selection of good and interesting weapons far longer, the mod economy far more lively, and the niches far more acceptable and feasible. Zoom and accuracy, Sure Shot and Hammer Shot can all rise up in the place of the damage and its variants that will be left behind. All definitely welcome.

    It’s hard for DE to sink its teeth into thousands of micro-threads on acute and minute changes, but something as fundamental as weapon damage and modding could be a significant step just as Parkour 2.0, Star Chart 3.0 and The Second Dream have helped bring in a new age.

    Thank you for reading, thank you VERY MUCH for up voting, and I hope this has made you think about the other options that may be lurking in the back of your mind, or the opportunities you would like to see.

  18. On 1/16/2017 at 4:44 PM, Snib said:

    It's only for that part of the quest and you get told about it. 

    Regular index you can go as high as you want, plus you cannot lose credits anyway.

    I've done the quest now and realise as much. Lost three times on it in a row, and then found the strategy for keeping myself safe regardless of whether they got points (keeping a few to bank just in case they secretly hit the lottery) - thanks anyway ;D

  19. These options do not detract from base game content, only giving more specific choices for customisation, and as such, if you agree with anything here you should up vote! Thank you!

    When you are editing Equinox, you get the option to view her in her different forms, for more accurate tailoring for when in game - this option should be available for Chroma as well, as some of us want to have a good looking guy underneath, as we spend a lot of time in that form. Even though the switching forms, and then changing colours, attachments and regalia can be a bit glitchy for Equinox, the half hearted option would be nice.

    The next thing is that Equinox isn't a particular popular frame, and a lot of people complain about her appearance. I certainly love Equinox, but I agree that her day and night are especially pale in comparison to any other frame; they get half as many active colours, and the night form especially is just a head and LOTS of drapes.
    Another selection section should be added in between appearance and stances perhaps, which allows you to pick between standard shapeshifting, always night form, always day form, and always mixed form. My various mixed appearance presets for Equinox that I only get to see in Relays, Dojo and my ship, are some of the best looking appearances out of all my frames, but having to then downgrade to a two tone drape queen, or wide chested jagged man is pathetic aesthetic wise. The option at least for people that aren't aesthetic puritans would be great.
    And don't forget, you could have a preset for each one, and aesthetically craft them for different builds too, so you aren't fundamentally removing content, but changing the way we can use it.

    EDIT: By extension from that point and the first one, whether there can be the option that - the same way as with weapons that are not shown until equipped - your Chroma's hide can be hidden until cast when it materialises, and then dematerialises when turned off. That way, you can focus on changing the appearance of Chroma w/o his hide, especially if you don't run a build with a viable 4th.

    Thank you for your time checking the forums, and any support you give.

    Stay well and good luck.

  20. 48 minutes ago, Sintag said:

    No, not really.  Just give us some free space segments as well, say, hopping from one small asteroid base to another, landing and deploying at our own leisure, in Exterminate.  Or an Interception where points A and B require archwing to get to, if they're not just directly in space.  

    Make transitions from archwing to land faster, as well, and add some means of knowing which way is truly 'down', I.E: Give us a way to reorient ourselves at the press of a button.

    That's a few of my ideas anyway.

    These are really good suggestions dude, thank you - the mixing of the modes is the best fix at the moment, without having to make significant changes to the gameplay of Archwing at its core.

    If we could be playing a mission with grounded and Archwing enemies concurrently, and then move between mission sections using Archwing, or completing side objectives with it, then we could still spend most of the time playing on the ground - where we get a better sense of fighting from cover, using environmental abilities, and moving through space with jumps and parkour. 6DoF is fundamentally problematic when compared with ground combat because you get a lesser sense of dynamic and engaging movement, and the scale creates a sense of sparseness, not an expanse at the moment.

    Faster transitions is good too, because the current jolting switch and twist is a bit clunky - an slower glide between the immediate preceding space and the ground while you go through the transformation, and for sharkwing, a similar arced glide - both with the capability to slide upon hitting the ground instead of hitting the ground with a smash - will mean you feel much better about making the transition all the time.

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