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Azvalk

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Posts posted by Azvalk

  1. LoS of Dark Verse is fine, and I'm happy to see that LoS in general will be "upgraded"
    LoS for Tragedy is semi-useless.
    This is clearly a detonator skill. But, without LoS, it could detonates enemies that Dante has never encountered, enemies affected by dots from other players.
    So, a solution I've never saw suggested: LoS for most enemies in the range, but no LoS for enemies in range, recently affected by Dark Verse.
    Gameplay is kept dynamic, clunkyness is gone.

  2.  

    Citation

     

    Final Verse’s “Tragedy” now only affects enemies within Line of Sight.

    • This felt like the most reasonable change to Tragedy since it could be cast back to back without much forethought on positioning. So to make it a more active ability, enemies must now be within range in your Line of Sight to be impacted by it. 

     

    The intention is understandable, not to have an ult that can be spammed without thinking and clearing the map. OK.
    But the freedom of not having line of sight restrictions is too much of the fun of this power.
    So one solution would be to go back to no restrictions, but to discourage spam.
    An additional cost, in health ( 'cause it's "dark" :p ), calculated in % of max health. Leading us to 1pv minimum, not possible to kill us with it.
    It may seem awful, but it will give an opportunity to run archon intensify with its 2.

  3. Line of sight restriction make sense in case of projectiles, or auto guided projectiles, that need to acquire targets.
    Saryn power, it's poison in the air, it's everywhere, ok.
    Dante power ? It looks like magic to me. Even the FX goes through solid matter. So.. logic dictates it shouldn't have line of sight restriction..
    Dante is the wizard warframe.. He's here to support team and control the situation with impressive spells.
    As a Dante player, we check the minimap, we wait for big number of red dots, and cast our spell on time.
    Line of sight restriction, prevent us from doing that.
    I'm happy to see line of sight working, but it's not suited for this ability. Do it on abilities that logicaly need it.

    • Like 14
  4. Personally, I think the changes to the overguard are "reasonable".

    LoS required for Tragedy on the other hand, would only be acceptable if the LoS had absolutely no operational problems.
    However, it is visibly proven that there is.
    I am a game programmer myself, and it is not for nothing that I consider visibility checks to be one of the worst horror to program correctly.
    Knowing this, using visibility checks, in the most satisfying power of the new star of the game, is simply a bad decision.
    However, I saw Tragedy working correctly, in a quite simple environment, and it made sense, gameplay wise. I mean it felt like I have to position myself correctly to use it, and not play with dead brain.. But, you have to consider that apparently, LoS has bad tendancies. And so the amount of frustration, comming from the fact that the player did the effort to position himself correctly, only to watch his ult fail is far from negligeable..

    Also, Archon Intensify.. this thing should be triggered by any ability that affect health, even when health is already full. For all warframes.
    The restriction it has make no sense, all other archon mod can be triggered with ease, why this one has to be gated that way ?
    Overguard, shields, special protection of some kind.. so many things can protect out health and garanties that it never needs a heal..

    • Like 4
  5. Parazon finishers are indeed too rare on normal enemies.
    My idea to make them more accessible, without having to impose on everyone that the enemies no longer die instantly, would be to have these finishers with the parazon linked to the classic finisher.
    I mean, let's admit you blind an enemy, with the sands of Inaros, or the radial blind of Excalibur, you have the possibility of the classic finisher, which uses your melee weapon.
    What if you held down the finisher button instead ?
    The finisher will be made with the parazon, which will use all the damage and mods of your melee weapon, plus those of the parazon, for the small special effects.

    ( held down buttons can solve so many tricky things in warframe.. )
    ( and yes, sometime they don't, it's also tricky ^^')

  6. You're a newcomer from Christmas, and you've identified all of these flaws with precision °-°
    And most importantly, you take the initiative to come and give complete feedback..
    Wow..
    If even a newcomer can do it, then it has indeed a pretty level of obviousness..
    DE, you have your roadmap °-° a pretty good chunk of it at least.
    Don't wait to receice a thousand other feedback like this one to take action, they are simply too rare. But they are obviously accurate and reliable.
    Start with a good tutorial sequence.
    Every good space game have it.
    And in the context of railjack, it's seem rather easy to do, we have a nice and very professionnal cephalon to guide us.. '-'
     

  7. The requiem mod charges is good, but maybe they need a way to be recharged.
    Kuva seems to be the most commun thing people could think of for this action, but personally I don't think Kuva can logically do this.
    Maybe introduce a new item, in future Palladino functions.
    Like, a weird version of endo.. made by conversion of some endo ?
    Recharging the requiem mods will suffice I think to lighten the grind and the rng.
    If we've exhausted all of our Ris mod, and we really don't want to go looking for it again, this is the solution.

    And again, obtaining requiem relics that are already refined on high level thralls, could lighten the rng grind too, a little..

  8. The thing that makes me the most happy during this devstream, are the news about kuva liches.


    DE, you have indeed heard us correctly, the forced failure on wrong requiem sequence has to go, and globally, the system needs a better flow, and more depth.
    So, you heard us, but we have heard you too ^^, there are things in the current system that you like, and want to preserve.
    So here is a short list of what I think you like and want to keep.

    Personnaly, I think that in the lich system, you (DE) like:
    1- The kuva liches generation, their variety, personnalities, dialogs.
    2- The increasing of difficulty.
    3- The kuva lich kills us in epic ways, with stylish moves.
    It's the big thing, something killing us in warframe, wow, you're proud of it, and there is indeed great work in the animations.

    You probably like other things, but these are the important elements about which I have something to say.

    As a player, I like:
    1- Their variety, but, I think they need more, but above all, currently, their variety is not really useful, apart from their weapons.
    On this point the system must be deepened.
    [ What happened to the specializations they were supposed to have ? ]


    2- I like the increasing of difficulty.
    Kuva liches missions are a good place to encounter enemies of a "correct level". They oppose some resistance, they can be dangerous, but they remain easily killable with a "high rank player" stuff.
    I would say they are..crispy '-'
    And the lich itself can be a real challenge depending on its resistances..


    3- The kuva lich kill us in epic ways, with stylish moves '-'
    But I don't like they do it out of the real fight.
    These are Nemesis, you put them in the game to be impressive enemies, and produce immersive combat with challenge.
    Don't lose sight of this.
    They have the moves in their combat moveset, they can grab us, but for some reasons, you have set up small damage to these attacks during combat.
    I think you already know what you have to do ^^


    You have talked about the idea of uncapping their level.
    It's a good idea ^^
    And it can lead to other good ideas.
    Like:
    - Thralls of a rank 6+ lich, drop requiem relic more often, or already refined ones at some level.
    - Endless type missions last longer for rank 6+
    - Significantly better rewards in these missions.
    (At rank 6+, enemies would be above lvl 100 right ? so, above the 3rd sortie mission..)
    But maybe these "better rewards", should be in a limited stock (by planet), to avoid too much exploit.

    Anyway, there is something to be aware:
    If the wrong requiem sequence doesn't kill us anymore, we will try the finisher much more often, even without knowing the second mod.
    So, it's important that the lich keeps leveling up at each fail.
    And, it could be interesting, to add a fourth mod in their requiem when the lich reaches rank 5 or 6. To extend the guessing game a little and give a chance to the lich to reach rank 7, 8, 9 etc..

    Last thing I think of, the isolated island aspect of the system.
    Why.. How could you..?
    I mean, why kuva liches don't show up in regular mission ?
    As soon as we are not in their mission, it's like they don't exist..
    It's sad..
    For high level players, shadow stalker is a joke, so, liches could be a solid distraction for time to time.

    I hope you can find and read this feedback, and I even dream of an answer, even if it's just to confirm that some of this is indeed in discussion/work.

    In the meantime, this post is open for other feedback on the subject ^^

    • Like 1
  9. il y a 6 minutes, Da_Grizzly a dit :

    Because the health of the ships is so big. About 60k if i remind right.

    So, they need to have hull breaches and ruptures, like the Railjack.
    This way we don't have to empty their 60k of health.
    Or their 60k could make little jumps, like 10-20k, with each breach.
    If not, what's the point of having "heavy weapon", like missiles, if they can't harm "heavy ship"..

  10. I wonder why the crewships are indestructibles '-'
    Why the normal weapons of the railjack do so little damage on the crewships ?
    It gives the impression of being forced to destroy them by the Tunguska Cannon , or by sabotage.
    The gameplay gives players no chance of destroying the crewships by taking the time with normal weapons.
    However, I have not seen any grineer make repairs inside their vessel, so at least, crewships should be destroyed by the accumulation of critical hull ruptures after a time, such as the Railjack.

    • Like 1
  11. Could we please be able to maintain the state of certain of our abiliies following the various transitions ?

    Example: Scarab armor of Inaros.
    It's really annoying to have to re-activate the skill every time you get into a crewship, or come back to the railjack, or infiltrate a base.

    I only play Inaros these days, but I guess there are other warframes that also have this kind of problem..
    Rhino, Nezha, Revenant maybe.. ?
    Anyways, Inaros Scarab armor is the most annoying I think, since it take time to charge.
    Of course, abilities like that should not apply on archwing, but we need these to be saved aside, ready for when we are on foot again.

    It's a think asked since the use of archwing on PoE and Orb vallis, but with railjack, this reach a new level of necessity, there are way more transitions involved.

    • Like 3
  12. il y a une heure, PsiWarp a dit :

    Personally, I would love it if his healer role was expanded on

    I just had an idea for that.
    Authorize the use of Scarab Swarm during Sandstorm.
    Each enemy caught in the tornado will be affected by Scarab Swarm, and will therefore become a source of heal when released by the tornado.
    Each will be a trapped area for new enemies passing nearby.
    ( The cost could be 25% scarab armor + ??% per enemy.)

  13. I love Inaros too, and I recently play a lot with him.
    And, after some testing, I came to the same kind of conclusion.
    The passive is great, but the revive mecanic become uneffective at high level.
    - His 1 and 4 are his best skills.
    - His 2 and 3 are his worst.
    - Devour has to change a lot, and Sandstorm need more damage, energy efficiency, speed.

    My reasoning is as follows.
    It's Inaros °-°
    In his story, he is considered a God.
    His theme makes him a mummy, an old pharaoh.
    He must be impressive, both in his visuals, in the effects he deploys and the damage he causes.
    He must be a real scourge on the battlefield.

    So, Sandstorm being his most visually impressive ability, it is the one that should do the most damage.
    To not just make a cheat skill, much of its damage must come from synergy.
    I suggest that Sandstorm be amplified by maintening left click, which consumes its scarab armor. This allows a reduction of the energy cost ^^
    Range, damage, speed, everything increases at this time.
    To involve the sand clones, I suggest to generate other tornadoes, by sacrificing the clones one by one by right clicking during the use of sandstorm. (no need to target them)

    Regarding clones, I am also of the opinion that they should take up more space in Inaros' gameplay.
    As a scourge of the desert, it should be much easier for him to use his clones.

    For this, Devour must change. ( Not difficult, it has no augment mod ^^ )
    As it stands, this ability is useless.
    It is used to heal after having formed the scarab armor isn't it ?
    Whether by melee finisher, or operator arcane, or by someone on the team, there are many ways to heal Inaros without resorting to this boring skill. <.<

    To stay in the mummy theme, I suggest a curse.
    Sand Curse:
    - Single target, it curses the target with a sand blast and a shout.
    When the target is killed, it is converted into a sand clone, in an explosion of sand, which spreads into aoe to curse nearby enemies. ( decent radius please )
    This way, Inaros can quickly produce clones, up to a cap of 3. Well, with 3 clones.. we can allow this number to be affected by strength I think, it won't go super high..
    Cursed and killed enemies, who have not been converted because the cap has been reached, produce an explosion of sand with increased damage, which don't spread the curse any more.
    The duration of the clones must be consistent from base.

    - That said, the single target skill, if used in the heat of the action, in co-op, we see it coming, the initial aoe could very well not touch anything because the enemies around can be killed very quickly by the team.
    I therefore suggest a version without target, on the use by maintaining the ability. Inaros would throw his sand all around him, 360°, with a shout of curse, this way, for a slightly higher energy cost, why not, he guarantees his success and does not bother to target an enemy in the crowd that is well placed.

    Of course, to have real utility, these clones should have a fine treatment.
    The AI should kept them near to Inaros, 25m around for the gunners, 40m for the melee ones.

    Optionnal idea:
    The cursed ennemies, killed but not converted because the cap has been reached, feed the clones to reset or increase their duration and increase their damage and resistance.
    Each clone can be fed a certain number of time, maybe affected by strength.
    The strength of tornado produced by sacrificing clone during sandstorm could depend on the strength of the sacrified clone.

    2nd optionnal idea:
    Clones could be sacrified by right click during Inaros bleedout state to help him revive.
    Say for example he needs 3 clones lvl 0 (not fed), he could be revived by sacrificing 1 clone lvl 3 (a clone fed 3 time).

    Here is which should raise Inaros to the level of scourge corresponding to his theme.
    No more stopping for an unnecessary skill that wastes time, and no more ridiculous air flow.
    Cursed army, and mummy plague, that's what we want, that's what he deserves.
    Currently he is only "the character who resists everything", and it's just sad that he is just that for people.. u.u

    Edit:
    Augment mods:

    Desiccation's Curse:
    75% chance of summoning a Sand Shadow with a finisher on blinded enemy.
    The chance to summon a Sand Shadow is not affected by Ability Strength.
    There can be a maximum of 3 Sand Shadows at a time.
    The Sand Shadows last 15 seconds and they are not affected by Ability Duration.

    What is this horror.. <.<
    75% ? not affected by strength. It's just.. sad.
    3 max ? Why ? Afraid that 5 or 7 unit with no damage output makes Inaros a god ? °-°
    15 sec ? Not affected by duration..
    This is the most ridiculous demonstration of mummy anger one can imagine. 3 ephemeral sandmen.. their existence is just impossible to perceive.

    I suggest:
    100% chance.
    The base cap is at 3, but it's affected by strength.
    The base duration at 15sec, affected by duration.
    True augment mod, that can deserves to take a slot °-°

    Elemental Sandstorm:
    50% chance of inflincting status..
    It take 200% power strength to up it to 100%... No one, build Inaros with 200 strength.. And if someone does, then he had sacrified a lot, for quite nothing.. '-'

    I suggest:
    75% chance, affected by strength.
    And maybe 100% when using the amplified sandstorm I suggested in the rework.
    True augment mod, that can deserves to build Inaros with strength °-° ( better if the rest of the rework is applied ^^ )

    Negation Swarm:
    Perfect '-'

  14. I haven't seen a fix for that yet, so I'm reporting it:

    Try to look at the reactor fitted on the railjack, just look at the list, not even need to equip another.
    Then go see your avionics. Most are unequipped.
    But this is a UI bug I think, because when you exit the console and return, they are equipped. '-'

  15. The only reason I can see is, each craft take some energy of the ship..
    And Ordis has to buy some fuel now and then at a relay.. xD
    But.. the Orbiter is known to always stay in space, away from planet / relay..

    Also I don't think this is a question for feedback section..
    There is no chance this will change the credit cost of anything in the foundry, even if we manage to somehow demonstrate that this has no sense xD

    • Like 1
  16. Il y a 10 heures, DrakeWurrum a dit :

    The way Reb phrased it when asking Steve about it was that we players want them to be more undead-like. But the theme isn't the damn problem, it's the mechanics of the system itself that is making players upset!

    If the theme was respected, that the lich were more undead like, the mechanic of the insta death for us on a fail would not be there.
    Liches would not kill us when we fail the finisher, because they would be dead on the floor, regardless of our mods, but with wrong mod sequence, the kuva could react and rise them in the air for their resurrection.

    • Like 6
  17. il y a 15 minutes, MirageKnight a dit :

    I wouldn't hold your breath.

    They've made promises and "we'll look into it" statements before and then some of us are strangely surprised when, 6 months later, they haven't done squat or are still "talking about it".

    Just saying.

    yeah I know..
    We must not let our attention go.
    If we talk about it again, at the right time regularly, they can't forget it ^^

    il y a 16 minutes, MirageKnight a dit :

    Agreed. The real problem is the fact that enemies have to cheat to be any sort of challenge to "vet" players and their power-creeped meta builds these days.

    There are lots of little cheats that I could accept from the liches if they need help to be at our level.
    I mean, if you show up with 90% damage resistance, it's effective against all enemies, ok, but against the lich, it's only 50% efficient, or less.
    This kind of cheating on their part, I could accept it, because there is always a "legit fight" to be done.
    Personally, I face my lich with Revenant ..
    As soon as it touches me, it goes to sleep xD
    I could accept that this effect only works for a very short time, or once in two for example..

  18. I just watched the stream again, just to analyze everything, and I finally found some hope in Scott's words, about eventual future change for the liches.
    I have concluded that the unfair death that worries us will probably be part of what will be changed. It's just not their priority right now, they're busy on far too much stuff to do, so they'll come back in the year.
    Personally, I don't care if it's going to be fixed now or later, I don't even want a date, I just want concrete and confirmed hope, that it will be fixed someday.
    I listened to Steve in his answer, and I still do not understand..

    "One of the thing that we discovered when we did the finishers for the liches, was it was very interesting or unique for the game that there is someone to kick your butt, for a change, cause you kill everyone, and so that's why we did that inversion" - Steve

    So .. can someone accept that ?
    Me, there, I see a bad idea.
    I mean this idea, this implementation, is not worthy of DE talent, not worthy of Warframe standard quality.
    Of course we want an enemy able to kick our butt, for a change.
    We gladly accept that.

    But this way is not good, sorry to be a little difficult in our taste for game design.
    We want a legit fight !
    This is not the case right now, the lich, cheats, purely and simply.
    And this cheating, brings in addition, a problem of coherence in the initial concept.
    I'm sorry, I'll never see a death of the lich in this little red light animation. And even if it is a death why? Why does the lich die ? We didn't manage to hurt it. It laughed too hard ?

    So, I can understand that it takes time to make the necessary changes to the gameplay sequence, and that, therefore, everything is postponed for when they have time to deal with it, ok, but I really hope for a confirmation.

  19. Suggestion for this decoration:
    Give it a new color slot, separated from the rest of the colors of the ship.
    Personally my tertiary color is red, and it makes very good for the metalic part of the orbiter, but I have no desire to have this prime decoration red xD
    There has been an effort to bring us the ability to clean the eroded paint, an extra color slot should not be a problem, and would be greatly appreciated. ^^

  20. il y a 3 minutes, Yun_Woo-Seok a dit :

    apparently no issue exists in the eyes of DE because with players leveling up survivability and recovery so high to the point where only huge, sudden bursts of damage that catch us off-guard can kill us, inescapable instadeath is an equal-for-all punishment that finally nerfs us demigods (and I gotta say, it's really lazy game design in a game like Warframe).

    *sigh* u.u

     

    il y a 3 minutes, Yun_Woo-Seok a dit :

    But hey, at least the lich's finishers look cool

    50% bugged, 25% in walls.. for me at least..

  21. The important thing is not the fact that it's a death.
    The problem is that it's imposed.
    It's like a bad and unfair game master dictating what's going on.
    It does not belong here.
    Not only that, but the worst part is that the basic idea was good.
    Ideas change during the development, yes, perfect, we see it with the railjack, the interface had changes, simplification I think, and it's very good.
    But to bring an unfair change, to an idea that was going very well, why ?!
    Not only that, but in addition, it brings problems.
    As players no longer want to attack their lich, DE had to improvise a way to get it leave.
    And I tell you, there is a real problem ahead.
    With empyrean, the lich will have access to their own ship, isn't it ?
    What will happen if we fail our finisher there ?
    If I see the lich leave its own ship, dying from a light of kuva because it laughed too hard killing us, I really don't know how I'm going to react ..

  22. All I still have to say is, please, @[DE]Steve, reconsider. '-'
    All that we say here about the unfair death, it's for the game, because we love the game, and we want what's best for it.
    We know, that as the developper, you have your vision for your game, and you have to decide which part of the game is heavily influenced by players will, and which is not..
    But this is not about wanting to impose our vision.
    This is about letting you know, that there is a little something there, that doesn't seem to be a big issue at first sight, we know, but it is. °-°
    We play this game since it started, for some of us, our vision of the game have merge with yours. So you can trust us, when we point out this kind of thing, please. '-'
    He will see it ? I hope he will see it ..
    I'm so desperate right now u.u

  23. il y a 3 minutes, Aldain a dit :

    I'm gonna sound like a broken record for this, but Wolfy wasn't powerful, he was just a damage sponge.

    His mooks were a bigger threat than he was since he was melee locked (outside of hammer throws, which were easy to dodge).

    But I do agree that the power of the enemies has to be done in some fashion other than "You win, now die" design.

    Yes I know xD
    I hesitated to talk about wolfy for that ..
    It's just an example.
    I mean, the very first time I met the wolf, I had a really strong enemy in front of me, and who was dealing real damage, I had to constantly heal myself between each of my attempts.
    He was a character who, in terms of immersion, had presence, who inspired a little fear, we did not know if we would succeed.
    that's what is needed for liches.
    I mean, a tense fight, against a real boss, it's possible.

  24. il y a 5 minutes, Aldain a dit :

    Some people just have a distaste for it from a game design and narrative standpoint.

    I mean currently a player can down their Lich with 0 damage taken and die from the auto death, that is a ludonarrative dissonance between the gameplay and the fixed outcome.

    The death isn't the actual problem, but rather that it is outside of the player's actual control and happens no matter how well a player performs in combat, if that helps clear up the issue some have a bit.

    Yes !
    Of course, I want the lich to be able to kill us, even easily if they want it !
    I don't care. Put all the power you want in this nemesis, like the wolf of Saturn if necessary. But not out of control, without logic, and breaking a fine idea that didn't ask anything ..

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