Seanjuju
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Posts posted by Seanjuju
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Poor design.
One point per fomorian.
Fomorians not always available.
Requiring players to check back multiple times a day for many consecutive days during the holiday season.
Archwing is incomplete at best and largely irrelevant to core gameplay.
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(Feel free to paraphrase or shorten questions)
Warframe refuses proper progression at every turn. The game lumps players and their expected knowledge too closely together. Core paths of player progression and evolution are neglected. It's readily apparent on the PS4. Enemies don't evolve. Warframes don't evolve. The stakes rarely rise. The game itself very rarely knows when to ask more or less of players. In an effort to make every part of the game engaging for every manner of player, warframe itself assails the reasons for becoming stronger within the game. How does the DEV team plan to achieve core progression within warframe? How does the DEV team plan to improve the gameplay knowledge of PS4 players within the warframe?
Will the mastery system ever reflect game advancement, longevity of play, or skill-strength proficiency?
Will enemies ever evolve with level? Rather than base stat increases alone, shouldn't enemies gain new weapon types, gear, abilities, and higher skill-demands?
Will parry and channeling ever become universally viable systems? How does the DEV team plan to complete these systems?
Short and/or light melee weapons would benefit greatly from step-in, what is the DEV team's view on this mechanic?
Assorted Topics for the DEV team to speak on below. Questions may be assumed.
1. Restrict the trade of ranked mods and prime parts using the mastery system
2. Increase switch to melee speed & switch weapon speed
3. Nekros
4. Progression
5. Warframe Evolution
6. Enemy Evolution instead of endless scaling
7. Parry system needs work
8. Archwing
9. Awkward combos and too few combos
10. Damage 2.0 Balancing
11. Useless mods
12. Dark Sectors riddled with glitches, unbalance, and lacks incentives
13. Shotguns
14. Ammo Eaters
15. Survival Spawn Mechanics
16. Dodge Movement, and Verticality
17. Puzzles and Investigation as a more significant part of warframe
18. Mastery Reform
19. Difficult and Rewarding mission types unlocked through mastery.
20. Larger balancing team
21. Slowly regenerating health
22. Extremely difficult content not centered around making the player weaker
23. Serious bosses
24. Step-in for all melee weapons
25. Power augments that only affect team members changed to also affect the player
26. Assorted comprehensive warframe balancing
27. Better ways to get credits
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The symptom not the problem
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I don't know... Recently I've been playing a lot of Frosty. A LOT of Frosty. I think he is in a pretty solid place. With his 1 being duration based, 2 being range based, 3 being essentially efficiency based (at higher levels) and 4 based on power, he is a fairly balanced frame as all abilities work as advertised.
It's not a good thing that his powers require different investments,
The only thing I would like to see changed with Frost is maybe an augment mod for Avalanche that leaves a coat of ice on the ground that reduces friction so that you and allies can slide (a la maxed maglev) around fast, and just trip enemies as if you were using Serro or Orthos as a hockey stick.
This has been brought up many times. I think there are better ways avalanche can be improved.
Enemies trapped in CC by all manner of powers can provide the same headshot results. Bouncing and slight movements are easily compensated for in such close quarters.
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Frames should have an evolution system and I think primes should just have a higher starting point but the same end-point
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Warframe refuses proper progression at every turn. The game lumps players and their expected knowledge too closely together. Core paths of player progression and evolution are neglected. It's readily apparent on the PS4. Enemies don't evolve. Warframes don't evolve. The stakes rarely rise. The game itself very rarely knows when to ask more or less of players. In an effort to make every part of the game engaging for every manner of player, warframe itself assails the reasons for strength.
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I feel the game lumps players and their expected knowledge too closely together. Core paths of player progression and evolution are neglected. It shows very clearly on the PS4 and I'm saddened that the game suffers so much because of it.
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You are showing that damage matters (shot count) in the gifs of the braton and the marlok, but that the maximum number of shots is rather low (seemingly 30ish) compared to the min count (seems 10ish).
If damage did not matter then a Marlok should perform the same with being fully modded for damage and not modded for damage. I'm not sure how to make proper gifs myself, but I think I will try to test it with my Lex Prime, comparing a modded one to one with only multi shot mods installed compared to a full suite. What did you record your's with?
Multishot
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Channeling, like parry, is unfinished. The mods that affect channeling efficiency aren't balanced. The energy costs are too high and even more so for weapons that rely on speed. The modding investment required is too high. The system is impractical.
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Did you want me to level up my mods doubly so that I have a set for sentinel weapons?
I did. I don't have a problem with it considering how strong the better weapons can get. Wish there was an icon in the corner of mods that told me which were on my sentinel. That would remove all annoyances for me.
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Instance-of-damage caps on ordinary enemies are not acceptable since they alienate non-automatic weapons.
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Also...Also...
Affinity gain should reflect enemy levels.
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Game wasn't designed to have secondaries use the same ammo as primaries. DE made a change but didn't compensate for it within the game.
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Make the slow universal and unaffected by modding?
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Versatile Frost
Freeze: Charge for AOE, Ice duration reduced for each enemy frozen. Freeze duration reduced each instance frozen enemy takes damage. (doesn't include DoT) Charge:25E Single:15E
Ice Wave: Purely range based, cone, and status
Globe: Can be reinforced once by using fully-charged freeze which halves duration but adds a new 4-second instance of damage conversion to health. Rate of conversion based on power-strength.
Avalanche: Initial flash freeze which halves shields then a growing storm of ice originating from frost pummels enemies. Duration of flash freeze reduced for each enemy affected. Closest enemies take the most instances of damage. Each instance of damage reduces flash freeze duration. Storm based on power-strength.
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Things don't have to scale; the enemies get big numbers because you're supposed to extract.
As long as warframe has endless scaling, everything else must scale eventually. There's a limit to how long progression and evolution can be avoided.
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I find it hard to reconcile the fact that the heaviest frame doesn't have the greatest personal defense. I also think its a symptom of a large issue. The lack of warframe evolution, infinite scaling, and a severely outdated warframe armor system.
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I just want confirmation that rift surge is working correctly. Players have said that it doesn't work sometimes but I'm not sure.
Other than that, decrease rift walk's cast time and remove any delay between the animation and the effect. Give cataclysm knockdown and/or a detonation option.
Feedback:
I don't need more shields but I don't mind one way or the other.
Banish is fine but it could have a charge mechanic for double the cost.
Rift surge is simple and I have no issue with it. I wouldn't want to see it replaced sense it's the source of Limbo's offense.
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Nerfing these weapons won't increase the difficulty of low-mid level content nor will it have a noticeable impact on players' ability to kill using guns in endgame. These weapons are exceptional in mid-game and I don't see a problem with that. What are you trying to achieve here?
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Looming piles of rank 10 mods is really what's weighing on me. Working on getting syndicate weapons then ranking and polarizing them organically while working on frames I haven't used in a while is getting me through the grind.
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u serious?
Only thing I dislike about the death squads is that they don't drop their opposition's medallions.
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Limbo+Mesa,Limbo+Ember, Limbo+Excalibur, etc.
Limbo+any frame with powerful damaging skill is great.
Limbo gives buff that can immune to all damage, don't you forget that.
but rift need to rework.
I meant that he was a bad solo frame. He does great solo in my experience.
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he is kinda the only frame that should not go alone in most missions.
Great combination with all other frames but sucks going alone.
u serious?
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Prime weapons don't use the mastery system to reflect power. This isn't new.
Worst Event In Warframe
in General
Posted
I wouldn't have minded the event if the points could have been gained at any time. This was not the case. There was a maximum of 2 points available at a time. Points were not always available.