Jump to content

Clowee

PC Member
  • Posts

    289
  • Joined

  • Last visited

Posts posted by Clowee

  1. Why not attach a little counter to the person's name to show how many consecutive non-solo groups they have abandoned (like a combo counter for leaving missions early)?

    The only actual punishment I would propose (and not really push, just an idea) to something like this is that at a certain number of consecutive non-solo abandonments, like maybe 5 or 10 for example, they should not be able to join in progress already launched PUG missions without being invited. This would not limit their ability to queue for public games, but the only ones they would be able to join are the ones that are just starting from the beginning so the rest of the group has a chance ahead of time to be alerted of the potential shafting that may occur. Of course, completing a mission would completely wipe the counter. Just an idea.

  2. I'll start by saying I am not as disappointed as I was when the Specters of the Fail patch released by any means. It released in a horrible state in my opinion and pretty much wrecked the game for the me. Recently, I think some of the tweaking that's been done has been very good, even if overall it is still a net loss in terms of what we had before. It's come a long way in a short time, and given me enough hope to still log back in and give it a go.

    I play the game for the endless missions (that are worth playing i.e. drop prime loot not just random waste my time star map stuff) - mostly defense, sometimes survival, occasionally excavation. I like 20 wave runs, occasionally 40 if the group is really good or gets along well. Beyond that is meh I don't care for 60+ waves. A quick 20 wave void defense run is by far my favorite Warframe mission. I don't get a ton of time per night to dump into the game.

    I do not enjoy Rescue, Sabotage, Exterminate, Capture and the other missions, so I don't play them. Some people like these missions and I respect that, but I don't. The reasons I do not enjoy them are irrelevant. I am never going to like these kind of missions, so I am never going to play them.

    The above being said, the problem I'm running into is that there just often are not endless missions available for the fissures during the limited window I get to play. Tonight was yet another example. If I log in and see that nothing I want to run is available, I then just log off. This sucks, and I am still overall displeased with the game because of it. When I log in, I want to play what I want to play and that's the end of the story. If it's not available, then I'm not going to enjoy myself playing the other missions. I'm just not going to play that night.

    I would really like to change my steam review of the game to positive, but I feel I cannot justify doing this because a decent portion of the time I log in and then immediately log out again because the mission I want to run is not available. I've supported the game in the store more so than many other F2P games I like. I feel like my money has been taken since the stuff I payed for and used to be able to play all of the time with is now only available a portion of the time, when before it was available all of the time. I cannot justify further supporting the game until this is fixed. Until it is fixed, and I can log on anytime and play what I want to play, I won't further support the game in any way.

    This is honestly my only remaining complaint with the new relic system. Everything else is acceptable to me at this point. It's not worth quitting over, but it's a major pain point.

    So please, kindly give us our freedom back. Let us log in and play the missions we want to play when we want to play them with regards to the relic system. Give me a reason to go back to the store and purchase plat every so often. Give me a reason to go spend the time to write a good review. Most of all, let me enjoy the game again all of the time like it used to be, instead of just a couple nights of the week.

  3. 10 minutes ago, Esorono said:

    It does create a niche, are there other mobile focused frames? No? Does it help the frame? Yes. Does it help complete missions faster? Yes. Can other frames do this? No. It is a niche, one that plenty of people like. Also I main two Zephyrs and currently leveling a third. Speed is everything in this game, nothing is more important than the speed of which you can move across the map. AoE comes in a close second, but weapons can easily fill that role so being on the warframe is meh at best. She is a mobility frame, which is something that I can get behind and should be her focus not something silly like CC like Titania. If you REALLY want to play a speedy CC frame, play a Volt. Zephyr is for getting missions done fast. Also I am not putting words in your mouth you said she needed support and CC to get into LF groups, and the only LF groups are the 100 defense drones, everything else can be pugged easily. Even Sortie assassinations can be soloed easily if you know what you are doing.

    Also she is getting a Premium skin, which is pretty neat. zephyr.jpg

    Zephyr Deluxe Skin

    Art for the Zephyr Deluxe Skin has been released, featuring Energy Wings that appear when you’re airborne. (i.e. during a bullet jump or flight)

    Also A: HELL NO! JUST NO! She does NOT need her most important skill tailwind replaced! Get rid of Tornado instead if this is to be suggested. Also that is your idea of low energy on a a base 100 frame? 5 - 20 energy just for jumping and gliding? You will be from full to absolutely nothing in seconds if you played her normally even with max 

    B: No, Nullifiers are silly easily dealt with, they aren't an issue at all, it should be combined with Tailwind and her two should be something mobile. 

    C: Yes.

    D: Too random, they are unreliable and unpredictable, only useful in super situational cases such as reviving in an infested map or in a super small corridor until they drift off into the void and become useless again. And if you need them again afterwards, I hope you had low duration because those tornadoes are going to last for a loooooooong time out of the map and unable to be cast again.

    Also they are lucky then, they just finished the mission faster since they spawned near the end. Why would they complain? I find it far more annoying when I have to wait at the exit for that one person who decided to choose an Atlas or regular Rhino for an assassination and having to wait for the time out counter just to leave. It happens so often I tend to do most of those missions solo as it is much faster.

    Do you read? I am thinking not.

    Changing tailwind to a no cast no animation toggle that replaces bullet jump while active and can be chain cast would let you cast it basically forever until you ran out of energy.  You would not be replacing or losing anything.  You seriously would prefer tailwind as it is now, awkard and more expensive to chain cast and semi useless to stay afloat once you've burned doublejump?  5-20 energy is seriously cheap compared to the 25 you are burning now less a less agile ability.

    I'm not going to waste my time on the rest of your post because your priority seems to be shaving 20 pointless seconds off missions you can easily solo with a MK1 Skana and no formas on your warframe, instead of creating a well balanced useful in all tilesets and missions warframe.  Your self centered view of how you are the only person who matters in the mission also goes a long way to show why people h8 on Zephyr to begin with.  Maybe the person who was slow to zone in wanted to, you know, play the mission instead of being handed free loot?

  4. 17 hours ago, Esorono said:

    Honestly it is her only saving grace, because she doesn't benefit at all from either of her crowd control skills, and her tribute is 'meh' at its best. They ran out of ideas, she was built with the idea of flight in mind, and everything else was filler. Though she can technically boost team mobility with her passive, not that it matters that much, but it is there, and her bullet jumps are admittedly pretty nice with a mobilize mod.

    And yes, there is no real need for that niche, but it is better to have it than not. What if people enjoy being able to finish things quickly and efficiently? And of course you don't see them ask for Zephyr, because any group who is going to be looking for a specific team member is going to be doing something like a 100 wave defense mission. They aren't going to ask for specific frames for a rescue mission, and the people who want to speed run those tend to want to go solo. It's pointless to have support or CC in missions that aren't extended endless runs, since everything dies in one hit and it is practically impossible to die unless you stand still. So that leaves two important aspects left, speed and AoE, the more you have of both, the smoother things go, simple as that. In an exterminate mission, no one cares about your Nova's ability to slow things down, no one cares that your Excalibur can blind the room, no one cares that Trinity just gave you a defense boost. If you are still running 20 seconds after everyone is at extraction, then they care. 

    But by all means, butcher her mobility, take away everything that makes Zephyr Zephyr and throw on some support and CC, aaaaaaaaand nothing changes. She will still not be the best CC, she will still not be the best support frame, so she is garbage to teams and you won't see her on LF groups anyways. It's a meta of competition, we have thirty warframes, and almost all of those fill or at least attempt to fill the CC and utility niche, she can't compete with that without a complete overhaul or an absurdly overpowered ability, so why bother? Her mobility niche is what makes her at least somewhat relevant, take that away and she is nothing.

    Stop assuming the idea is to butcher Zephyr's mobility.  It's somewhat laughable how you're very very poorly attempting to put words in my mouth that I've never said.  I main an 8 forma Zephyr built 100% for mobility and have for many many months now, and the stuff you are posting is nonsense.  Your premises that mobility creates a niche is false, or at the very best consigned to an extremely small % of the available game play content.

    Also, her crowd control is far from useless.  Tornadoes can do very well if you use them correctly and in the correct areas of the map.  Sadly, most people using her crowd control are what's really useless.  And no, she doesn't need more crowd control because we have plenty of that in other frames.  You seem to have some kind of unhealthy obsession with this idea that the only way anybody else but you could possibly imagine improving the frame is to make it a 100 wave defense drone.

    The point is Zephyr's mobility is good enough and doesn't need to change.  Changing it by adding more mobility will not solve the problems at hand.  The solution is to retain AT LEAST the same mobility while giving her an actual purpose other than running (or flying) around the map fast.  More mobility won't hurt, but it wont help either which is what you are miserably failing to understand here.

    This, my little flightless chicken, is one possible way you can fix Zephyr.  Before you get your feathers in a ruffle, it's not the ONLY way:

    First of all, she needs a totally cool epic premium skin.

    Then:

    A)  Tailwind should be turned into an instant cast no animation toggle that replaces bullet jump when active.  Each use should drain energy, and it should not be super expensive to use - maybe around 5-20 energy.  Each use of Tailwind should reset all parkour timers such as aim glide, wall latch, bullet jump (so you can chain tailwinds), double jump and so on.  The knock back effect of tailwind should be more pronounced for enemies caught in it's path, but the ability should do negligible damage at best.  Tailwind should also be able to be canceled after launch by doing something like crouching so the distance can be controlled.

    B)  Dive Bomb should stay as is, but it should deal extra damage to enemy bubble shields such as nullifier bubbles and frost extremis globes based on it's height.  At full height, it should outright shatter (dispell) these bubbles without stripping Zephyr of her current buffs in the case of nullifiers.  This would give Zephyr something unique, and solve all the annoying nullifier threads that have popped up on the forums.  It would also encourage Zephyr to be more of an air frame since it would synergize better now with Tailwind as reworked above.  It would also encourage mobility oriented offensive play.

    C)  Turbulence/Jetstream is fine the way it is.

    D)  Tornadoes should keep their current level of general insanity in terms of how they behave.  In addition to grabbing up enemies, each tornado should have it's own fairly large turbulence bubble which deflects enemy projectiles.  Shooting a tornado should transfer the damage directly to it's inhabitants individually (meaning if there are 10 enemies in the tornado, each of them take the damage from the bullet individually and the damage is not divided among targets) and guarantee a status proc.  Tornadoes should be more voracious at grabbing enemies also and grab more of them.

     

    Now kindly go back to mother hen and get your eye's checked so you can stop reading stuff that isn't there to fit your own agenda.  Also, ask her how many people really consider waiting an extra 20 seconds at the end of the mission for somebody to catch up is actually a big deal... 

    Funny story, if you complete the mission tooo fast you will have to wait until they all zone in anyway, and i'm sure they will LOVE that zoning in near the exit and not getting any mob drops or resources, let alone getting to actually participate - been there done that.

     

     

  5. 4 hours ago, Esorono said:

    Let's be honest though, she is filling a niche that only two other warframes can boast which is some form of mobility, the other two being Volt and Titania. And neither of them are actually built around the concept, both being Crowd Control frames. We don't need another mobility/crowd control frame, the other two have that taken care of (regardless of how poor they are). This game has more modes to it than going up to wave 100 defense/Intercept/excavation, there are a lot of modes which basically boil down to 'go here, press x and leave' or 'kill everything and leave'. They aren't exactly group content, or exactly hard, but they are still extremely common and doing them as fast as possible is much more valuable that being able to make things within two feet of your enemy float away, or make all the mobs do a dance as the field turns into a rave party. Zephyr fills this role better than any other frame, and any improvements on making her able to clear the field even faster would be better and fufill a niche that no other frame can. I mean sure your Rhino can make defenses much easier, but can he do a rescue mission in roughly thirty seconds?

    We don't need Zephyr homogenized just because people are only focused on endless missions with enemies in the upper 200's, as that is just a small part of the game. And it is becoming quite clear that DE is running out of buff and crowd control ideas, just look at Titania's toolkit. The only redeeming quality she has is Archwing movement, granted very sluggish flight, but she is slightly faster at finishing things than a Volt on some maps, also some spy missions are pretty easy with her. As for trying her out gracefully, she does that completely fine, running into walls is very rare, and typically only do so if there is something like a mod or an energy orb hugging the wall. But that mostly just because she is sooooooo slow. And yes, she isn't very amazing on AoE damage as she is using a dual pistol instead of something explosive, if she shot exploding razorflies instead, she would be an entirely different beast in the air.

    Titania doesn't boost team mobility.  Her mobility is limited to herself and is basically of no value to anybody but herself.  It's questionable how much she really benefits from flying anyway.

    Zephyr can very awkwardly boost team mobility, but its basically useless.

    Volt is the best at boosting team mobility by far, but this is only valuable because of the attack speed increase.

    You're trying to fill a niche there's no need for.  Speed is fun, but that's where the value ends.  You will never see "Group LF Zephyr for 30 second capture runs!" in recruiting because other frames being able to complete the same mission in 60 seconds is plenty sufficient to most people.  There's just no demand for this level of mobility, and unless they put a 45 second failure timer on certain missions there never will be.

    The moral of the story here is mobility is not valuable to anybody but yourself.  No matter how much of it you have, nobody is going to care about it but you.  I run at an estimated +379% sprint speed on Zephyr, but I still have to wait for the group to catch up to me, and most of the time the additional speed is actually awkward to people who catch a contact on my turbulence and do not expect it.  It's not to say that Zephyr shouldn't be the absolute queen of mobility, but she needs something to sell to the rest of the group so they want to include her.  It does not have to be crowd control.

  6. 6 minutes ago, Karav said:

    I like the idea of giving tornadoes a turbulence bubble. I also agree that dive-bomb could use some changes, but I disagree with the bubble popping. High level missions against corpus/corrupted would all but require a Zephyr in the same way Nyx was the only way teams could reach wave 50 once upon a time. Making the height of the dive-bomb cause the resulting AOE size to scale with no cap on the other hand...

    Zephyr does have team-play potential, but it relies on maxing the range of turbulence's inner bubble. There's also the jet-stream augment that boosts the effectiveness of projectile weapons for teammates within turbulence's outer bubble. I have heard players asking for tailwind and dive-bomb to get combined and adding a team-wide weapons buff in its place that grants slash damage and guaranteed slash status procs. If you were to combine this ability with jet-stream, it just might be strong enough to warrant taking an ability slot. The original Zephyr concept did have a "wind kick" that did slash damage, after all.

    High level bubble missions would not require a Zephyr.  This is logically false because you can get through said missions already without a bubble popping ability, and have always been able to do so.  It would be a lot more convenient like having EV.

    Builds for jetstream and power str are many many many times more powerful and team friendly than builds for ranged turbulence also.  On paper it doesn't look like it makes sense, but it works very well.  Zephyr should not be sitting around babysitting with a shield - that's Frost's or Vauben's job.

  7. We don't need more mobility.  Mobility is not the answer. 

    First of all, anybody who claims that parkour 2.0 is anywhere in the neighborhood of equaling Zephyr's mobility has no idea how to play or build Zephyr, and you should instantly throw their uneducated opinion in the rubbish bin in your head.  Seriously, don't waste your brainpower on these people.  They don't know what they are talking about and have no idea what they are doing.

    Secondly, even if you were to give Zephyr more mobility, it would be worthless.  Mobility is not valuable to a group, especially when it's confined to yourself.

    Thirdly has anybody here actually tried to gracefully fly around on Titania other than me?  I'm not going to claim to be an expert archwing pilot, but it's awkward, unwieldy and I'm not doing anything that I could not do BETTER on the ground.  Yes BETTER!  Your dex pixie shots with Titania would do more damage on the ground due to horizontal punch through which is wasted when you are punching through the pavement hitting nothing because you arent damaging lines of enemies.  You can hover at head height yeah, but why not just stand and aim at head height? 

    It's a stupid idea, plain and simple.  it's not going to make people like grouping with your Zephyr, and it's not going to fix the problems with the warframe.

  8. NO.

    no no no no no no no no.

    Flying is a totally useless skill.  Mobility does not help your team.  Flying Zephyr is going to be crying just as much as Running Zephyr because nobody wants her in their group.  If Zephyr gets reworked and the major thing she gets is Archwing, then its all for nothing.

    Flying on Titania proves this.  Its awkward and adds no benefits.

    Zephyr needs something helpful to offer the rest of the team.  Right now she has phenomenal cosmic power but is the sole beneficiary of said power.

     

    I also have no need to fly when I can aim glide better than any frame in the game, and also initiate said aim glide at near permanent +379% sprinting speed (which is way faster than anybody else can even bullet jump for all the noobs out there who use the parkour 2.0 argument).

  9. My 8 forma opinion of Zephyr needing a rework is as follows.

    YES! She needs an epic cool deluxe skin with a fancy helmet and cloak.

    She is a great but selfish warframe.  Mobility is very strong, but not valuable to the other 3 players in the group. 

    All the bullet jump and parkour 2.0 making Zephyr obsolete stuff is laugh-worthy at best.  Nobody can match Zephyr's mobility using parkour 2.0.  I straight up can run faster than people bullet jump.  I can glide great distances, have excellent air control, and can perform feats of parkour godliness that Loki and Volt drool over while playing Mario Kart on their Nintendo.   The question is though:  Who cares?  This doesn't do anybody any good but me.  This is why Zephyr does not get to sit with the cool kids in the lunch room.

    So more mobility isn't the answer, but it wouldn't hurt anything either.  Zephyr needs something unique though, and something valuable.  This is what should happen to Zephyr:

    A)  Tailwind should be turned into an instant cast no animation toggle that replaces bullet jump when active.  Each use should drain energy, and it should not be super expensive to use - maybe around 5-20 energy.  Each use of Tailwind should reset all parkour timers such as aim glide, wall latch, bullet jump (so you can chain tailwinds), double jump and so on.  The knock back effect of tailwind should be more pronounced for enemies caught in it's path, but the ability should do negligible damage at best.  Tailwind should also be able to be canceled after launch by doing something like crouching so the distance can be controlled.

    B)  Dive Bomb should stay as is, but it should deal extra damage to enemy bubble shields such as nullifier bubbles and frost extremis globes based on it's height.  At full height, it should outright shatter (dispell) these bubbles without stripping Zephyr of her current buffs in the case of nullifiers.  This would give Zephyr something unique, and solve all the annoying nullifier threads that have popped up on the forums.  It would also encourage Zephyr to be more of an air frame since it would synergize better now with Tailwind as reworked above.

    C)  Turbulence is fine the way it is.

    D)  Tornadoes should keep their current level of general insanity in terms of how they behave.  In addition to grabbing up enemies, each tornado should have it's own fairly large turbulence bubble which deflects enemy projectiles.  Shooting a tornado should transfer the damage directly to it's inhabitants individually (meaning if there are 10 enemies in the tornado, each of them take the damage from the bullet individually and the damage is not divided among targets) and guarantee a status proc.  Tornadoes should be more voracious at grabbing enemies also and grab more of them.

     

    That's all.

     

     

  10. This has been posted 1000's of times :(  To be quite honest, flight is pretty useless on Titania too aside from the OK weapons she gets while using it.

    Flying Zephyr adds nothing to the group.  Nobody wants your Zephyr now in their group, and they certainly aren't going to want you if you can fly.

    Seriously, think about it for a minute:

    Have you ever heard the following in recruitment?:

    ______ group LF Zephyr!

    Do you honestly think you are going to hear this if Zephyr can suddenly fly?  It's not going to help.  If this is what Zephyr gets for her overhaul, then it's wasted.

     

    Zephyr needs something to add value to her group for her tweaking, and she is WAY more valuable right now while on the ground anyway.  She's also a very strong frame right now (especially with 8 formas...), but also a very selfish frame which is responsible for most of the Zephyr h8.

  11. I'm running 5 formas, and no room for Natural Talent (202 str 205 range 90 eff 133 dur).  Not running any augments either because I have not really needed to change anything.

    The casting times are not a huge problem at all for me.  I get decent use out of each form, although I spend a lot more time in Day.  I'll switch to Night form if people start dieing, or health gets low with the goal of sleeping everything, maybe popping a quick (tehehe) mend and getting back into day form asap.  You can effectively heal with mend quite well with enough practice, but as it's been stated before most of the time it's a waste due to the massive colossal overkill mega heal.  The skill needs something else like over-shields to really take advantage of stacking damage past 2000 before letting it loose.

    Switching forms is a bit of a pain because it costs energy, the temporary bonus is insignificant, and I hate having to recast the power str buff upon switching back. 

     

    My biggest problem with switching forms though is just that it's often not worth it even for 80+ lvl monsters beyond the above support functions.  Some of the combos described here are all well and good, but they are way less fast/efficient than just provoke => maim => Slide in with the atterax and wipe out a few mobs while they are stunned, and then pop the AE damage to finish off what still lives.  I would rather save the energy / time.  If i'm switching forms, 9/10 times it's because Trinity is too lazy to cast bless and I prefer not to negligently allow my group to die.

  12. Flying adds nothing of value to Zephyr.  There are probably thousands of threads on the forums that explains this in detail over and over again.  It boils down to mobility = selfish power = does not add group value = nobody wants your flying Zephyr in their group.

    You don't hear "Group LF Zephyr!" now, and you won't hear it if Zephyr could fly either.

     

    She needs something that makes her desirable to rest of the group so folks don't ask you to pick a different warframe (if they invite you at all when you say you are bringing a Zephyr).

     

     

  13. On a whim I decided to pick up a 20 wave Void Defense mission because all these brilliant people are pointing out that we can still do them.

    Our rewards were:
    3 common rarity mods and a low value yellow mod.

     

    Thanks for the suggestion guys!  THAT WAS TOTALLY WORTH MY TIME!  We would have stayed until 40, but you know, we had to IMMEDIATELY RUN TO OUR LISET AND RANK FAST HANDS!  I guess next you're going to suggest eating cereal with chop sticks because we can do it?

    Fissures suck.

  14. 9 hours ago, (PS4)Final_Dragon01 said:

     

    If there is any real chance that you might not be able open your relic in the mission or that you are punished for being too efficient those things must change or the system only serves to disengage players from the game.

    It sounds like both of these issues could be solved by guaranteeing a number of enemies per fissure.  Let's say 20 enemies per fissure.  If 15 enemies get corrupted, then 5 addition spawn out of the fissure.  If there are no enemies to corrupt all twenty spawn out of the fissure.

    This would be a step in the right direction for sure, but it is still a bandaid being placed over a gaping lesion.

    They really should not have taken things away from us like they did.  Not everybody who did endless missions played them for hours per mission, or went into hundreds of waves.  Some of us just liked to run a 20-40 wave defense mission, maybe get some loot, chatter on about something and call it a night.

    It's not like mobile defense missions or capture missions rewarding prime items is new.  This has always existed in Void 1.0.  The difference now is you do not get as much choice as to what you want to play, when you want to play it and how long you want to play it for.

  15. I gave them an honest try, but I don't care for them much.  They just aren't very engaging.  At least the old fissures got the awful experience over with all at once.

    One new problem that I have is if you kill the monsters too fast sometimes the fissure spawns after they are dead.  I found that I had to actually disengage from combat to allow the fissure time to spawn and corrupt the enemies.  This was kinda meh to me because it feels like I have to play half-&#! to complete the fissure.  I also have to hold off using certain powers that kill enemies out of view because it's not productive for finding reactants.

    I think it was a good try though, and maybe we're getting a little warmer.  We've got quite a ways to go though before Specters of the Fail becomes enjoyable and I change my Steam review back to positive.

     

     

  16. You really don't need a whole lot of incentive to get somebody like me back into endless missions.  Since the patch, all I play now is Heiracon :(

    It would be nice if the endless void missions had an OK chance at dropping any primed part from the appropriate era in addition to the formas, cores and whatnot at every interval.  It would still leave enough incentive for running fissures to target specific drops, and running endeless missions for cores, resources and a chance at a completely random primed part.

  17. I'm curious as to what stats people tend to run on equinox.

    I'm running the following:

    202% power strength

    205% power range

    90% effeciency

    123% duration

    Aside from being very squishy, I get very good use out of both forms and the power str buff gives me and the group an extra 40% bonus at very long range.  I absolutely love the warframe.  It's about the only thing keeping me playing now that Specters of the Fail is here.

  18. 12 minutes ago, notlamprey said:

    It's not exactly on topic, but we may wish to fold this information into the discussion.

    " Time is running out to purchase the Mag Prime Vault Pack! On July 26 at 2 p.m. ET, Mag Prime, Boar Prime and Dakra Prime will re-enter the Prime Vault AND their Relics will no longer be obtainable in-game. "
     

    The wording is vague, but we have to entertain the possibility that DE intend to release a new set of relic types with every future round of "prime" content. This is worrying.

    That's really insidious and quite insightful.  And to think, we were just bickering about this update a few days ago lol.  Good find reading between the lines.  That is indeed very worrying.

  19. Zephyr needs the following:

    1)  Something other than mobility to sell to the rest of the group.  Mobility is a fun self power, but it's not very valuable in the big scheme of things.

    2)  The chunk of people who want her to have flight to go attempt to fly off a cliff and land in a bed of poisonous spikes.  Why?  Because mobility isn't worth much to your group, and being able to fly on the majority of tilesets would be useless - especially now with the fissures.  Sorry, groups aren't going to want you because you can fly.

    3)  A pilot who can put up with the above average learning curve / forma requirement to get a good build on the frame without resorting to saying "ZEPHYR SUXORS TEHEHE *SNORT* SHE SHUD FLY"

  20. 2 hours ago, Sloan441 said:

    Prime parts have always been behind two grind walls. Nothing has changed in that respect.

    The only difference with this system is that you can positively adjust drop percentages a bit with focused grinding and/or a bit of selectivity in team selection.

    On the very plus side, you know can run PuGs for convenience and be no worse off than you were before.

    actually prime parts were not behind two grind walls unless you were attempting to solo them and had to use your own key.

    It's very possible that you could obtain any prime part you need in the old system without ever having to grind for keys.  I have gotten well over 95% of the parts and items I have from the recruiting channel joining in on groups running the void mission I wanted.

    The new system forces you to participate in the double grind.  The old system did not.

    The new system also limits you to 1 prime part per run per key.  The old system allowed you to get multiple prime parts without requiring you to have your own key at all.

    So 1-4 prime parts in a run costing 0 keys or 1 prime part per 1 key.

     

    Here is another interesting little tidbit:

    If you want to absolutely guarantee you have a chance at getting the item, you not only have to grind for the key, but you have to grind for the specific key you need (grindwall #1).  Then you have to grind the fissure until you get your item (grindwall #2).  If Grindwall #2 fails, you have to repeat Grindwall #1 and start over.  While you can increase your chances of getting the relic, that requires Grindwall #3 which is the void traces.

    I don't know... if I didn't get my item in the old system that I had to spend 0 keys in, I could just hop back in recruiting, find a group running it again, and have another go at it.  Lets not even mention all of the fusion cores, argon crystals, formas and other goodies you would get IN ADDITION TO YOUR ITEM ON THE SAME RUN.

    I'm not seeing your logic here.  Explain how this new system is less grind wall plz and back it up with actual facts maybe?

×
×
  • Create New...