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(XBOX)BAMMM Lightning

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Posts posted by (XBOX)BAMMM Lightning

  1. Then don't post at all if you feel like that. Slinging insults will only get you banned. 

     

    Perhaps I will. If this game is constantly changed because of the mentality that caused changes like Peacemaker, GPull, and Synoid Gammacor, then I'm not interested anymore.  

  2. It's always the same story here. Nerf X because I want Y to be the best. It's getting really frustrating.

    Hell, talk with people ingame about the forums and people will joke for hours about how the forums are just a pile of sour sad nerf-addicts.

     

    Ain't that the truth. My squad and I do the same thing, while we are enjoying a good session of void survival or defense. 

  3.  Peacemaker - Her ult went from an stand-still aimbot which was pretty cool to a stationary triggerbot. Why would cast this when I can ACTUALLY walk around the map and shoot at the same time with my normal guns, which do more damage? I might as well craft some akvasto's, stand on top of a box, unbind WASD/Spacebar, and then start shooting folks. It'd be the same thing but without the ramp up. For something that was "not a nerf" mesa certainly feels alot less effective, she lost much more than she gained, if she gained any. If the base ability won't change, could her previous peacemaker atleast be an augment?

     

    Why am I not surprised that would be the end result of this peacemaker change? Deja vu RIP Peacemaker?

     

    The underlined should be the ultimate question one should ask when looking at warframe powers. The previous peacemaker offered excellent CC. This new version offers less than what I could do with my rifle, mostly because of what the previous version DID NOT require, line of sight. What's the point?

  4. Definitely a bigger ammo pool would help. Don't have another shotgun to compare to, but if it is a fraction of the strength of other shotguns, it should have the ammo pool to back it up if it doesn't already. 

  5. As it stands? Max rank is NOT achievable without owning every item ever made.

    That includes excalibur prime and his two weapons.

     

    I believe max rank is 30, which I don't think is possible for anyone right now. In terms of MR, as long as I am able to achieve that rank without relying on exclusive items, that's fine with me.  

  6. Consoles do not have this update yet, but I think Valkyr is viable enough the way she is. Hysteria is a powerful skill, but not a perfect one. Energy drain Eximuses and nullifers still pose a threat, on top of what happens when Hysteria runs out. And people can simply not use Hysteria or change it up if they feel it's boring, like how I don't use Exalted Blade unless I really need to with my Excalibur. Gives me more of a challenge, but on my own terms.

     

    I have to think that those that don't like Valkyr aren't fans of her to begin with. With me, if she becomes as strong or stronger than my Excalibur, she gets a potato and some forma. If not, she stays mastery fodder. 

  7. Damage reduction does diddly against higher level enemies. Take a 95% damage reduction Mesa into T4 and see how fast you die through your shatter shield.

     

    The name of the game is not to reduce the damage you take, but to avoid it completely. Some frames do it by being invisible, some do it by putting up (stacking) barriers that absorb the hits for them (and their allies), some do it by control enemies so they may not be able to attack.

     

    It doesn't matter what path you walk the end result is the same, not taking damage. Mitigation is simply not enough. And for a Warframe like Valkyr who needs to get right up into her enemies face for her abilities to even be relevant, invincibility was chosen but with a catch.

    The catch being that you do take damage but it is extented, and if you end Hysteria with no enemies around that damage is pardoned. If there are enemies around when Hysteria ends you're going to get hurt, a lot.

     

    Truth, especially the underlined. Glad some people here are able to think outside the box. 

  8. Don't scream at DE to ruin everyone elses experience because of one player being more skilled and better equipped than you are.

     

    Your goal, as a player, should be to get on that level.

    Not to force people who want to minmax to be brought down to yours.

     

    I like this quote. That's something that's always bugged me about this community. "Balance" something based on the performance of a pro. The purpose of a modding system is to have free reign over how you build your character. It would be different in a game based on PVP for obvious reasons, but a Co-op game? Borderlands 2 was highly successful and look how crazy you can get with the modding on there. Hysteria is on the same plate as other skills that can push the envelope if modded correctly like Exalted Blade, Invisibility, and Blade Storm.

  9. Agreed. 20-something slash damage with no status or crit flavor is pretty weak. Exploding it during a throw seems to be the only way to use it effectively.

     

    Increase it's damage and make it auto-lock to enemies once it hits a surface, gives a use to the bounce mods. Gives a choice to go with the explosion method for tougher enemies or bounce method for the cannon fodder.      

  10. Just started playing with the telos boltor, but I have to agree that statistically it appears to be a bit underwhelming. Considering what it takes to reach max rank with the syndicates (time, resources, and standing), I expect something comparable to Prime status. I would like a bit more status chance to offset the reduced damage from the Boltor P.  

  11. I don't see the problem. She's now even more viable than she was before. Nullifiers are the counter to this ability. If you've lasted longer than 40 minutes constantly in T4 Survival, you would know you don't simply turn off Hysteria where you're standing to shoot down the bubble. She provides little to team play, in turn being a killing machine.

     

     

    Looking at the state of the game's design, like the infamous enemy AI running in circles and being aimbots, it feels like sometimes we need powers like these. If the game was more polished gameplay-wise like Bungie's Destiny, than I would say I might agree.

  12. You're more than welcome to challenge yourself, but don't bring us down with you. Disarm has great utility, but is hardly god-like. It's more prevalent in exterminate missions that has a fixed amount of enemies, but in survival where enemies are constantly spawning at super high lvls, and you WILL run out of energy sooner or later between Disarm and invis to stay alive, AKA balance.

     

    If you are still unhappy, I have a solution for you:

     

    Recruit Tab:

     

    [12:00] Damien Tokala: T4 Survival 117 No lokis

     

     

    Player choice is a good thing.

  13. Considering how difficult and cookie cutter-ish the raid is, I suggest we continue this trend of giving warframes a viable "Ultimate" to stand on. People should think about that while thinking about "balance" changes.

  14. Sometimes community feedback is a double-edged sword. People who act like they know game development could ruin something for someone else. 

     

    If that nerf was justified, I wonder why I don't see it around anymore? If it is now balanced, where are the supporters ingame? I don't know. All I know is that I don't see NEARLY as many synoid gammacors these days. I wonder why?

  15. Peacemaker doesn't need a rework in that it exemplifies the Pistolera theme that has been introduced with Mesa.  A rework to make it more active rather than passive may be implemented in the future if DE finds it to their best interest to change or tweak the ability.  As it is, the ability does not give or take away from other abilities of a similar nature.

     

    The nerfmongers can see themselves out the door as far as I'm concerned.  The game would end up the better for it.

     

    Amen

  16. You can complain, it's just unreasonable for anyone to say that they want to be rewarded for not playing the game. That doesn't change, no matter who you are.

     

    Did you even read my Peacemaker rework suggestion? I specifically designed it to preserve everything you said you like about Peacemaker while making it less brain-dead, which you yourself said it was. Even if you don't like my suggestion, you can still come up with your own rework that fixes Peacemaker's problems without sacrificing anything.

     

    If Peacemaker was removed, Mesa would lose a lot of character and flavor. It's fine to have fun watching bad@ss animations; it's not fine to be rewarded for not playing the game. An ideal rework will accommodate the former while eliminating the latter.

     

    You talk about player choice, but if a player chooses to get rewarded for not playing the game, that's not acceptable. If an employee chooses to not do their job, then they shouldn't expect to get paid; they should be fired.

     

    Saying that Peacemaker shouldn't be reworked because the devs put work into it isn't valid either, because the work the devs put into it made it fundamentally flawed. If we never ditched any work that the devs did, parkour 2.0 wouldn't have been possible. We shouldn't cling to our failures just because we put effort into them.

     

    There is absolutely no reason that any player should ever be rewarded for the level of inactivity that Peacemaker promotes.

     

     

    On paper it looks like Peacemaker is what you claim it is. But there's the thing: when I use Mesa, I hardly see any of the complaints I see.

     

    "if a player chooses to get rewarded for not playing the game, that's not acceptable". Tell me, how long can you ACTUALLY stay in Peacemaker in T4 Survival, by yourself? Don't give me a theoretical answer either. I'm willing to bet my next paycheck that void nullifers and healer ancients will get you moving before long if the Bombards and Heavy Gunners don't first. Shatter shield won't help you in a Peacemaker build because maxing out efficiency reduces your duration. Maxing out duration will leave you without fleeting expertise which reduce Peacemaker time. Constantly coming out and going into Peacemaker to shoot down the nullifers and healers will lower your energy from the activation cost, which means less actual Peacemaker. There's a cost for the Peacemaker crowd control potential, and that's why it's justified. And that's not bringing in energy drain Eximuses that will wring you out in seconds.   

     

    Since a complete rework is being discussed, it would be theoretically possible to selectively extract all the parts of Peacemaker that make it brain-dead and replace them with skill-based mechanics, while preserving all the parts of it that people enjoy, and actually buffing it a bit to somewhat lessen the problem of it falling off at high levels.

     

    Idea: You are now 100% mobile while Peacemaker is active. You can now aim down sights while Peacemaker is active. Peacemaker's stats massively lowered, but are now affected by your secondary weapon mods. Peacemaker now has combos similar to a melee weapon, with animations that look just as bad@ss, if not moreso, than Peacemaker does currently. The basic E-E-E-E combo (or just repeatedly left-clicking in Peacemaker's case) must be aimed manually, but the other combos will target enemies in a wide cone, the angle of which is dependent on what attack in what combo you are performing. Different attacks in different combos have special effects, such as damage multipliers, guaranteed procs, guaranteed headshots, blinds, disarms, etc. The final combo is endlessly chaining and targets enemies 360-degrees around Mesa, but requires an extremely complex series of button presses to be repeated over and over for as long as you're using the combo.

     

    There! everything awesome about Peacemaker perfectly preserved, with all brain-deadness removed, and damage falloff lessened. That's just my idea, though. There's absolutely no reason to keep a brain-dead ability the way it is when it could be changed to be more skillful while still keeping what people love about it.

     

    Not that I'm against reworks, but the question is "are they really needed"? For example Excalibur. His rework was justified because one of his skills was going to be obsolete with the introduction of Parkour 2.0. 

     

    But a rework for Mesa? Why? Because some people don't like watching other people standing still getting kills? Why does that bother you? Don't you think reworking worthless abilities should take priority over inconvenient ones, especially when they actually serve a purpose (Peacemaker) unlike skills like Shuriken and Null Star? 

     

    Peacemaker allows me to solo missions where no one is willing to join or are incompetent (try asking for T4 key farm sometimes on the X1). I'd rather have that option than being forced to rely on syndicate key packs for my high level runs that aren't even guaranteed.  

  17. You forgot about how he can take away all the enemies weapon (giving a S&%# about their lvl) and make them melee, that combined to the multiplier you get while being invisible to them, sounds pretty balanced (apply sarcasm detector)

     

    Oh I did forget that huh? He can be all that but god forbid mesa gets the same potential. 

  18. It's what happens when your modding system is centered around damage. If the only way to increase weapon damage is by adding mods, obviously they will take priority. If the modding system affected weapon behavior and all damage mods were applied innately to weaponry, I'm willing to bet you would see more variety since people have different feels for different weaponry.

     

    Either direction I don't care. But don't simply say "nerf multishot" without thinking of the consequences. You're nerfing a damage-increasing mod in a system that requires you to manually increase your weapon damage to become viable.

     

    Think of what will happen to the synoid gammacore if "multishot pulling additional ammo" were to ever drop. I can almost guarantee "RIP synoid gammacore".  

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