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AMDMAD

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Posts posted by AMDMAD

  1. Endless missions are endless because there is no set endgoal, you go as long as you want.

     

    However you can't scale unlike your enemies, which makes the game able to reach a certain point where you are pretty much dead, even if you turn on your head.

     

    That should not happen in ANY game.

     

    Warframe needs a cap that should be hard to reach, but still farmable if a capable group is reaching it.

    Yeah but something in a logical time like 60 min and not like 7 hours or more

  2. While I agree, we should also have the +base damage mods (Serration, Hornet Strike, Pressure Point, Point Blank, etc.) removed and integrated into the weapon's base stats as you level them up. They simply take up a mod slot and mod points, and kill build variety and different playstyles. 

    Define diffrent playstyles? What would you able to build if those did not block your way? You can always build crit / status or damage .i dont see how they block anything. Care to explain?

  3. For the most part though, being above level on enemies (especially once you get some mods, or have good weapons) is like kicking puppies.

     

    We don't need to be level 40 to kick level 40 enemy buns.

    Just try to find how the balance on Guild Wars 2 works  and you will understand what i am saying . Lets say a despair maxed has 3k corrosive vs 150 level enemies while vs 30 level enemies will be 300 .However  it will be modded excactly the same

  4. This is an interesting idea but part of what makes endless missions fun is the fact that the enemies get infinitely stronger but maybe it could work.

     

    I have to disagree with the difference between factions. I like how fighting them and the damage types used are different because when damage 1.0 was boring and made only certain weapon types good.

    I dont say unify them all factions to one damage but rather its faction will have its own weakness . Corpus will Have Magnetic/Toxic , Grineer Corrosive / Radiation and infested corrosive . However the difrence will be that the Heavy enemies will have their own unifies damage aka lets say corrosive while lower unities have radiation weakness to be more clear what is what instead of having 2 very difrent elements from 2 very heavy enemies

  5. I see tons of posts that try to "balance" the game by nerfing weapon/ warframes or even removing entirely some mods like serration or hornet strike claiming "power creep" .However they fail to regognize the real problem which are the endless leveling of the enemies .

     

    With endless leveling they have endless armor/health as well that creates all problems since our weapons as well have to have endless scaling  damage to counter which creates an endless paradox .

     

    What my simple suggestion is make the enemies have a cap around 100~150 (every number i will use is an example and not necerily realistic in game ) which would have lets say 1000 armor/health (ferrite or alloy) thus then we can categorize the frames / weapons / mods  etc . If a weapon fully moded  vs heavy grineer and is able to kill it at a max level (150) with 4 magazines (250 damage each) we have a better perspective and grasp on how to have and balance end game weapons and low end weapons.

     

    So lets say a high end weapon fully moded can take an enemy with 3~6 mags then it is clasified as a high end weapon ,7~10 mags then it is a mid tier weapon and 10+ mags it is a low tier weapon. With that we can balance the place of each weapon and make them belong somewhere instead of being all over the place .However the many varieties of each Faction makes the maters quite complicated and i believe it should be tonned down in order for that to be achieved .

     

    Kinda same logic can be used to balance the frames based on the damage they are /element they can be buffed or nerfed . However because the frames want to be general usefull thus they will get lower damage / health etc when  in low missions and higher damage / health etc at maximum level  . That could also be used in some extend in weapons as well that if you are in lower level it will lower its damage like in Guild Wars 2

     

    Tl:DR : making the enemies have acap can make the weapons have a cap effectivnes to each faction making each weapon balanced and serving a purpose which can further copied by frames by altering some parameters

  6. Seems somehow some people posting here don't know the simple fact that late into endless void modes (past 20 minutes) nullifiers start spawning in groups of 2 or 3. In addition they will be accompanied by 2 or 3 bombards. This combination as many have pointed out is impossible to deal with. You can't walk into that bubble you just can't. Not "may" walk into the bubble but can't.

     

    Can't because you'll be dead long before you reach it. Every run I have done in the past few weeks people die due to bombards BUT not because they took a missile to the face. Because they took splash damage through a wall or a door. I honestly have lost count how many times I've been killed through doors and thinking what happend (door isn't open mind you). Then I get revived, we open the door and bam 3 bombards just blasting away.

     

    Point is, Bombards hit through doors and cover, and so do the NULLIFIERS! As I've learned Lanka's punch through (which I thought requires charging the shot) works very well in the hands of the nullifier. Often times as I am closing the distance to a nullifer for a point blank shot I kill the small fodder around them. In two instances I would take cover to reload my gun and get pawned through the wall. I think that's fine and I know better now. My point is, there comes a point in which you cannot close the gap to the nullifier because he has a bombard entourage that will own you. While in the bubble nothing can be done to them and you can't just waltz up to them  and slide melee quickly. I've seen bombard rockets literally do a 180 and follow me and hit me after I do a slide attack to kill a nullifier with a bombat pal in his bubble. It's definitely "oh for freaking sake you gotta be kidding me" moment. Let me re-iterate 2 or 3 bubbles stacked on each other. You take out one, it shrinks smaller than another, you start hitting that one cus you can't hit anything else, it shrinks and you start hitting the 3rd one. By the time you get the 3rd one down the first is regenerating, all the while there are volleys of missiles coming your way.

     

    Sorry for the ranty response but people saying "go in bubble and shoot it", or take out the bubble then shoot it seem to not have experienced the same things as I have. We need some way to counter these bubbles other than shooting them x amount of times.

    So true . However Shield transference does help alot and when i mean alot i mean ALOT . You take almost no knockback from bombards and their splash damage and it can tank the lanka shots . With it you MAY have a chance to be able to tank them just for a few crucial seconds

  7. What the hell? So you are telling me that the devs have no idea how a unit they CREATED actually works in the game? Wow, gj~ Where is the standard procedure of testing before implementing?

     

    I'm sorry, but that sounded just awful coming from the staff of the game. Perhaps next time do at least a bit of testing before you throw something like this to the players.

    Testing is not a word DE can use . Have you not you learned it so far by almost every event that comes out or new enemy ? That is why MANY players demanded test servers dedicated to that and DE gave the soon seal to it . Thus it got forgotten and put away as always

  8. With new update and the removal of t4 keys DE introccuded an awesome new way to get them.They introduced the void key pack that costs 75 plat you heard right 75 plat for 5 RANDOM keys and 1 quaranteed Rare (oh boy)

     

    Lets see what we can buy with 75 plat : 3 orokin reactors or 3 orokin catalyst and remaing 15 plat we can buy more than 8 keys that we can choose what those are NOT RANDOM.Keys cost 1 to 3 palt ( maybe a bit more) but no way the obscure random 75 plat fee .

     

    Market is a fossil and outdated no matter what you will do from there you wont get plat from packs like keys or mods.

    If you want plat ADD COSMETICS  not overprice stuff that cannot over price . No matter what the market bundles is are a  fossil i mean take example of wrecking rhino pack it still has boar BOAR ,not to mention "femme fatale pack" that has not changed since update 7 or 8 i believe . I mean come on 

  9. Never been one to abuse exploits... so I never bothered finding out "how" it worked. Really just going off of what I've heard off the grapevine anyway. Feel free to point and laugh at my mistakes if DE states an entirely different reasoning. Keep in mind there's a lot of exploits in the game... most of which are pretty common knowledge. Do you even copter Tenno?

     

    Regardless. Getting free stuff to this extent is a BIG problem. Simple as that.

    Wait copter that is verified and allowed from DE is an exploit? Oh well another lonely little troll

  10. This is why you have 3 weapons at your disposal, so you can use and cover all aspects with the three options.  While the furis line can deal with the rank and file units, you take a primary weapon to deal with the heavies.  No single weapon is meant to beable to deal with everything (though some can) and if your only looking at them that way they will obviously have short comings.

     

    The Furis line will happilly still shred Nulifiers of level 50+  (where they arent really even handling the crewman/lancers anymore) which is when the scalling of enemy damage/health is starting to get out of hand anyway that most frames are made impotent, thus the game isnt really designed to handle that.

     

    Sure Nulifiers need work but they arent the core of the issue, scalling is.  We got the enemies working togeather as plenty of people asked for this, and they gain more power as a whole for working togeather, just like if groups of players work togeather.

    Basicually you have 2 weapons in late levels because if you try to meelee them in high levels you almost got one shot from lanka . Furis is indeed good but it is too uneficient vs nulifiera . Sure it shreds them but how many can it supress before running out? Or are you suggesting to have secondary just for nulifiers and primary for everything else? Because if you suggest is true then the primary should be made just for nulifiers and secondary for heavy enemies since secondaries have way better mods than the primaries

  11. Point noted. We'll do our best to make sure the event is balanced appropriately for consoles when the time comes. Also, there will probably be some time between the release of Relays on consoles and the Eyes of Blight event (Relays will have to be working smoothly on consoles first). 

    We needyou here  https://forums.warframe.com/index.php?/topic/380016-syndicate-offerings-coming-changes-psa/page-23 kthxbai

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