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SquireAngel

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Posts posted by SquireAngel

  1. Titania's 4 is actually one of the better exalted weapons in the game, with only really Mesa's peacemakers able to compete because of the ability itself having LoS auto-aim. If it weren't for that, Dex Pixia might actually be able to pull ahead. Add the mobility, razorwing blitz, and the refilling ammo, and they're incredibly strong. I'm sorry of you haven't modded them right. 

    • Like 2
  2. So, just to jump into the meat and potatoes, I think that Titania shouldn't be rooted in the animation for her 1,2, and 3. Admittedly, unlocking all 3 might be unnecessary, but she is an extremely squishy frame and can get blown up with mere moments of locked animations without a way to self sustain. A small thing I also think could be a small inclusion is a sustain in the 2, seeing as she is devouring the souls of her enemies. This could also stack to provide a small amount of temp HP (similar to rhino 2 or Frost augmented 4, just not to the same scale) to help give her slight sustain and ability to survive in higher content through her kit. Just some small ideas to toss out. 

  3. How about we all slow down here? I'm seeing a bunch of toxicity being thrown around about number adjustments, difficulty adjustments, and a bunch of stuff that isn't at all what is up for discussion here. 

    For those talking about anything being adjusted beyond times, No. The Eidolons as is are fine as is in terms of difficulty for the actual fights. You should have your arsenal prepared for challenges that are meant to be challenging. While I am trying to discuss accessibility on merit of time management, that does not equate to accessibility in terms of actual content challenge rating. The time that something is available does not inherently impact it's actual challenge within warframe, and as such, is not the point of discussion here. 

    To put the point to rest, I am not asking for the difficulty to be lowered or other such none sense, and I'm not a low rank without equipment and means to challenge the Eidolons. I am MR27, have every frame built and forma'd to allow a maximized build that can fit all but the most pigeonholed build that doesn't allowed for a few builds if there are several options for that frame. I have over 1k forma across 150+ weapons with Eidolon meta weapons such as Rubico Prime, Lanka, etc and rivens for them, and various amp configurations with -27. Admittedly I am lower on the grind side of focus, which is a limitation to the big boi club of 5x3's and such forth, but I accept that they have better loadouts for such matters and not asking for the wall to be lowered for my own regard. This is not me boasting, this is me trying to address the concerns and claims that I am a mewling newbie with absolutely no ability to challenge the content.

    To bring the issue back to the main topic originally posted, the times that the content is available does not change the challenge of the content itself. It merely opens the content up for those who have differing play times and play schedules. There would be some shift in the systems dependent on it, such as arcane gathering and the like, but these things are already subject to demand shifts and the like. The trade market is not some immovable object that would be destroyed by a singular item having it's price shift slightly, or even entirely. Speaking of which, I highly doubt it would for arcanes, seeing as how those who wanted those arcanes and are willing to grind will do so regardless of the times available, and those who wont wont put the effort forth but will still buy anyways. Supply would increase by a small margin, so indeed the price would be driven down, but there aren't a whole lot of traders who deal solely in arcanes anyways. Even if they were, the ability to freely farm them would put less per set but more sets in their pockets, meaning they would have more supply and more diversity IN supply. It's a trade off, sure, but it's not all negative.  

  4. So, I'll address several issues at once

    8 hours ago, Zelmen said:

    This sounds like a few things.

    • Can't look at the nav console (or just at the star chart both have the time) that says when night is going to be
    • Upset there is clicks in an online game
    • Upset they can't get R5 grace arcane

    There is 40ish minutes of night time. For a new player that is more than enough time to work there way into the mix. Think my worst tridolon was 30 min when I started. I can pug Tridolons from Konzu and still get 2-3 in a night with all sorts of bad combos and under geared players. Yeah if you want to do 5x3 of the start it going to be a rough ride. The 5x3/ 6x3 players can be toxic but they also state must have x captures. Let them do their thing and you do yours.

    Adding more time to their spawn will only hurt the market, burn people out because they can farm it longer and avoid other content.

    For most people, after you get the arcane they want will not return. Best they could do is 1-2 any time bounties for those players will limited access but opening it up doesn't seem a good direction.

    You raise several points at once, so I'll try to address them in order of presentation. 
    Ignoring the completely ignorant statements rather than trying to see the logic, your first 'prod' raises something resembling a point. No, I do not watch the navigation menu for the exact time I should start farming the night cycle. I work a full time job, run a fledging clan with lower ranks that require aid frequently, play games other than Warframe frequently, volunteer at a few locations, and generally have a life away from the computer. There is plenty of content in Warframe that isn't Eidolon hunting, and I choose to enjoy it in the wide breadth it comes in. 

    As for the 40ish minutes to night time, the majority of experienced Eidolon hunters have either found a group previously, or chosen to skip the current rotation in favor of finding a group next time. This leaves a very small pool of players who have decent experience to run a single 1x3 group. As for the arcane position, you require 10 to get an r3, and you don't get that in a single run. 

    The rest I have chosen to passover because there are other points similar or entirely the same to adress. 

    8 hours ago, BiancaRoughfin said:

    This and the fact that there are enough players crying on the forums complaining the game`s Market is broke for being too saturated. Imagine with people being able to endlessly farm for rare Arcanes?

    8 hours ago, peterc3 said:

    Besides an infinite ability to farm Eidolons without any threat of time?

    Either the cycle stays or DE comes up with a max number of runs per daily reset, undoubtedly less than most people can comfortably run.

    Admittedly there would be an influx in the market, but the obtainability of rare arcanes would spike dramatically to the point every newbie would be sporting r3 rare arcanes. However, the supply of arcanes is already a steady flow, so the price drop would not be to the extreme you make it out to be. At worst, I see those that sell for like, 300p dropping to 200. That's still a decent pay in considering the demand isn't high enough to drive prices up, and those willing to farm r3 sets to sell usually set prices because they're rarer themselves. Many players dont even play with arcanes, much less r3's, which is why the market isn't exactly on fire. They do sell well for certain sets on occasion, but the market crash you imply isn't likely based on current trends and already available supply. 

    4 hours ago, ZarTham said:

    I really don't understand this mind set.

    If DE makes Eidolons spawnable, they will become trivial (as if they weren't already), drop rates cut in half, and then you'll see players complaining about the reduced drop rates.

    As for the Elitists mindset, you have that many issues with Recruit Chat? Then why are you even in a clan? For the memes?

    It's not hard for new players, it just requires patience from them, you do realise that new players have plenty of stuff to do before an eidolon fight, if they go un-prepared to an eidolon fight they should get schooled, sorry but that's how it is, and the fight isn't that hard, sure they won't be doing 5x3, 1x3 is doable in the time one has and it's a nice achievement for starters.

    There will always be elitists and meta players in every game... There are clans to avoid that.

    You seem to have little to no experience on the lower end of Eidolon hunts. Either you don't hunt often or you're part of the group that hunts with Madarai maxed out already. While both of those are perfectly fine, the parties in particular are the newbies that haven't hunted and those who can't simply wait idle for every window that comes about. You raise the point of clans, but not every clan has a community that is large enough to have multiple groups at various stages of experience to run the hunt religiously. 

    As for the difficulty, there is literally nothing that changes difficulty wise in the fights if they become more available, and it sounds incredibly ignorant to raise this as a point in general. The points that newer players have plenty to do before the fight is moot; the very purpose of restriction lift is to allow those ready to fight to do so more often. The timegating also makes it more difficult to find a reliable group at a leisurely pace to teach them so they can join groups that aren't teaching, because everyone tries to get the most out of the window its available. As for the point on Elitists and meta players, I don't raise a point against them existing, I say that those who fall into those group do not welcome newer players to teach, and if they allow them in the group, its usually as a carry where they learn nothing. I'm not saying that they should have to stop and help every newbie or that it's bad to have elitist players in certain content, I'm saying that it hurts breaking into the content as a whole. 

    Going further on my own thoughts, I have to say that the benefits far outweigh what little in negatives there are for the restrictions being lifted. The ease of access makes the task of breaking into hunts for newer players, or even simply players newer to the content, much easier, as it relieves the pressure to maximize what time you have and would allow people to 'get ahead' faster, allowing those willing to properly teach newer players the content. While the Eidolons shouldn't be opened up to every player regardless of progress, it should be available to all players who have progressed to the point of accessing it. Furthermore, on the topic of the arcane market, this is not something that makes up the backbone of the trade economy, and has a fairly stable demand that hasn't altered much without something else being introduced to influence it (think Hildryn's release for the shield arcanes). The only significant alteration there has been to the Arcane market was the move from Raids to Eidolon hunts, and that was ages ago. Hell, even if the Arcane market does take a hit or DE wants to maintain current supply levels, you can copy Raids within the respect of putting a cooldown on the arcane payouts. 

  5. So, Eidolon hunting has a few issues that make it really irksome to get into and continue grinding in. Because of the night/day time gating, this puts a limit on the amount of time that a player can access the content. Because of the limitation, there is a moderate amount of toxicity that has grown around it, and an elitist group that does not welcome newcomers, making it difficult for the less experienced players to reliably find groups to be inundated into the whole hunting process. 

    Eidolon hunts are a fairly unique experience in the game, and to be able to run them requires already being fairly deep into the game to have the right equipment to tackle them. Because of the want of the playerbase to maximize gains from the hunts, many of the players already stacked will not allow a lower player to join them. The 5x3 meta has strangled out the leisure to allow lesser experienced players to tag along and grow. 

     

    Because of the time gate and the perceived  need to maximize gains, there is also the common view that if you don't start within a certain time frame at the very beginning, then hunting as a whole for that night cycle isn't even worth the effort. This means playing the game or being distracted for the initial 5-10 minutes drastically reduces one's ability to get into a group that night cycle as well. 

     

    I want to say that there being a 'natural' night day cycle isn't a bad thing for the bounty or free roam modes and the eidolons should still spawn on them, but I do believe that there should still be a separate bounty ALWAYS available for eidolons, making it so that the previously mentioned issues can be alleviated. There aren't any real down sides to having it open separately as far as I can see.

    • Like 22
  6. So, we have an issue with our clan dojo, where when someone is invited, they do not register on the trade terminal until they are physically standing next to it. When they do stand next to it, they register and will continue to no matter where they move on the map. dC0YO81.jpgwYJw81L.jpg

  7. DE does listen to certain things, but not everything listened to is implemented. There are two very important things you have to remember when it comes to feedback. The first its that sometimes a single voice amongst a crowd isn't heard all the time. Secondly, but more importantly, DE can decide you are wrong. Even if there were something implemented that somehow got 100% of the player base to say "do this with the thing", DE has absolutely no obligation to change it. Warframe is owned by DE, not the playerbase. 

  8. So you see a lot of people complaining about the lack of real challenge or endgame content in Warframe. A new boss or game mode comes out with a 'new challenge'. The community plays in the new mode, has fun, then discovers a method to cheese the everliving daylights out of it, it gets trivialized, and then complains that there's no challenging content. This is made evident with early boss design, going as far back as Sargus Ruk and Lt. Kril. The immunity gating to avoid the Insta-Gib. Since those times, we have only continued refine, reform, and restock with better, stronger gear, frames, and even operators. To counter things like 4 billion power str Chroma 1 shotting the very sun itself (1v1 me bro), DE has dug further into the anti instagib box to keep content from being literally 1 shot. Sometimes, this is done well, with Eidolons (which are admittedly kinda fun and chaotic, barring the night time only annoyance) and the Exploiter Orb being well received. Sometimes, this is done poorly, with fights such as the UwU of Saturn and the Profit Taker which are fairly complained about on the regular. Where the artificial challenge of the later come in the form of general lack of counter play and high DPS is really one of the only ways DE can reliably introduce new content that lasts longer than Argon at room temp. This is frustrating on two fronts in the fact that A) Lack of counter play in a game with 160 abilities takes away from the power fantasy, but also B) DE simply cant satisfy the growing 'veteran' mouths that are able to amass enough arms to punch a black hole in the $&*^. 

    So, what content can DE possibly make for this 'endgame drought' it supposedly suffers from without having to forge a Galactus size nerf hammer to nuke the meta from orbit? How do you make a raid boss that doesn't reduce damage inflicted to itself when you drop 4 player controlled raidbosses against it? How do you create a fun and non-trivialized boss fight when the player base has more cheese at it's disposal than a vegetarian Deli? 

  9. So, with the recent buffs to Titania, I have been loving her to a higher degree. Titania has always been a frame that, while not 'Meta', is a fun turn to with her silly CC and Razorwing form. One thing that hurts her, however, is the fluidity of casting abilities and how she's locked into stiff cast animations. These cast animations make her easy to punish in higher level content, where a few stray bullets rip through the tiny amounts of shields and health she has. Many abilities that have rooting/stiff animations can be cast in the middle of a jump, and these can as well. However, some of these abilities are those such as Nova's M Prime, Equinox's Mend & Maim, and the like. The are abilities that (usually) only need to be cast once every few moments because of the range and impact they impart. Titania, on the other hand, has this for every skill she casts, and this includes scattering a small handful of enemies in a flash of butterflies. Within the same breath of Titania's updates, Nyx also received an update as well, including the ability to move while casting her 1st ability. Titania not receiving the same update, while not insulting or anything, seems slightly odd. I don't think that Titania should become like Vauban who's whole kit is treated as 1 handed abilities, but mobility while casting at least the 1 & 2, abilities she casts with moderate frequency, would be very nice. 

  10. I have a feeling that the code will actually redeem when fortuna goes live. With the second dream, there was a promocode each day for 6 days leading up to the release that didn't actually give you something until it actually dropped.

  11. DE has never been a perfect dev studio, and never will be, as perfection is simply impossible. They try to be fairly honest, and in the end, they strive to provide a pleasant experience. However, at the end of the day, they are still a company full of people who want to be comfortable themselves. If they sat down to listen and communicate with every little player about every thing they have worked on, have been working on, or will be working on, nothing would actually ever get done. You have to realize that as much as DE us communicative, the devs aren't customer support. They dont need to tell anything ot listen to anything. 

    They're trying to communicate enough to let us know that things are being done, but they're still releasing a major update. There's supposed to be an air of mystery. Look at forsaken, and how much people LOVED finding the hidden. That's what expansions are supposed to be. 

  12. So, the single point of this is to have a single locus of discussion on various frames and their states. This will be more so about discussing the weak points of various frames, how their augments either perform as they should or not, and bring up several issues with several frames and the view point of players on what should be altered. 

     

    My opinion on the matter is not something I cast as absolute truth, so I openly welcome other feedback to either refute a point or further explain something someone agrees with. 

     

    The roster review will focus and expand if there is an issue on 3 main points that are vague enough not to make functional niche frames feel under appreciated, but focus on makes a warframe 'work'. These three points will be Sustainability of gameplay, survivability of the frame for longer content, and the price of power. Sustainability of gameplay is the general desire to play a frame in general; does it have a sense of identity that can at least garner fans in a healthy way, and can it at least feel impactful in content in it's own way. Survivability is how well a frames function allows it to stand on it's own in moderate duration content. This means a functional forma build without augments or arcanes, but will not factor in energy economy, as there are plenty of ways around it. Finally, the price of power is a bit more of a dissection of how the frame functions within it's own kit, and where its strong, weak, or fairly balanced. This includes cast times, the general level 9f influence an ability has, and how itbeithers aids or hampers the frame in general. With that out of the way, let's start from the top.

     

    Ash-

    Ash is conceptually THE ninja frame, from smoke bomb stealth, and shuriken to assassination. With light armor but generous health pool, Ash manages to be a bit squishy from the bruiser class in terms of stats, but more than makes up for this with his kit. His stealth is unrestricted by movement, meaning he can use as needed in any situations he not being directly cc'd, and his shuriken and teleport move are both fantastic tools for singular target takedowns. His bladestorm is both a moderately well designed move and satisfying display of power. Ash's augments give him small variations of his innate playstyle while still holding true to his original identity. The only real quality of life issue is the moderate inconsistency of fatal teleport actually performing a finisher targets from time to time.

     

    Atlas-

    Atlas is a beat em up bruiser of a frame, meant to flourish in the thick of combat, seeking to smash and dash through the brawl of general combat. To that end, he is able to set walls to cut off choke points to a moderate degree and freeze enemies in place with his gaze. To a degree, atlas is a rather simple frame, and isnt really meant to serve some role in the higher 'meta' some people tend to follow, but still sees some love for essentially being a earth bending rock 'um sock 'um robot. For his general kit, his golems seem a bit out of the ordinary, but function fairly. The biggest issue that seems to come across is the dependance for synergy with his petrifying gaze. I dont dislike this ability or the effects it has, but more so the lack of mobility while using it. Many people will jump to keep moving while casting this, as the cast animation has a moderate length and it roots you for the duration of the ability cast. If this immobility were to be removed, this would not only streamline movement, but also allow for slight readjustment should enemies move during the cast wind up. While his augments aren't earth shattering (pun intended), they do compliment certain playstyles decently.

     

    Banshee-

    Banshee is a caster style frame with high damage amp capabilities and light cc on the fly. Her final ability, while locking her out of all other actions, does provide excellent mid to moderate range lock down. Banshee is a glass cannon styled frame, trading high survivability for high kill potential for herself and allies. She also helps maintain a lower profile in squad based gameplay through her passive. Where banshee struggles is through her survivability to a moderate degree. Her damage amp requires some precious to keep up the kill count individually, so she was given a light stun in her 3rd ability. While this ability is decent for shutting down targets at moderate range long enough for her to line up her shots, maps with overlaying topography of larger areas can easily 'eat' the stun long before banshee ever lays eyes on them. Take into account that this provides little benefit after the initial stun, and the high duration the ability, many feel the price for the cc isnt worth. Many ask for either recastability or some sort of impact from the ability during its duration past the initial stun. I feel an accuracy debuff for enemies still under the effect of the ability would be a nice compliment to the ability, and ties into the idea of being disoriented by lack of sound. As far as augments go, each complement a playstyle to a moderate degree. 

     

    Chroma- 

    Chroma stands as the elemental punisher. He is able to both absorb a beating and dish out punishment with impunity. This is just half his kit however, and while the rest is rather showy, it lacks true impact. Both his 1st ability and his 4th ability simply pale in comparison to the utility and dps potential of his 2nd and 3rd abilities. Chroma's first ability simply does not have either the range or damage to warrant being locked out of the entirety of the rest of your loadout. This ability fails not for it's own right, but for its lack of allowing you the entirety of the rest of your toys. Combined with his fourth ability, which lacks both range and damage potential, Chroma has quickly become a 1 trick pony in the form of his damage amping potential. Chroma's first ability needs change in some way to either worth the loss of kit, or not interrupt the usage of it. His fourth feels rather underwhelming, so I would like to see a range buff, damage buff slightly, and the ability to be unleashed in the air to truly rule from above when deployed. His augments are rather bland, but see some small usage on occasion.

     

    Ember-

    Ember, the fire caster frame, and a frame that has not transitioned through the years well. She has had multiple reworks and nerfs. Many use her simply to speed through singular objective content missions, such as captures and exterminatation missions. She has low survivability through her kit and her stats, and falls off damage wise after roughly level 30-40. Her ability to hog kills in low tier content combined with lack of impact in later content low hp base leaves her with little to be desired by the playerbase as a whole. While ember does feel like flame based frame, she doesn't sustain her gameplay well. I feel this is her lack of flexibility in her kit and poor impact overall. To solve this, her 2, 3, and 4, need to be redistributed to either more interactive dps potential or Cc. First off, I feel that the stun/blind from the 2 needs to have its durationeffected by mods. This brings up her survivability through light cc. Her 3 lacks impact past the initial cast, and even then, does a poor job of providing a meaningful impact. If flame blast was able to continue firing out blast wave for its duration, set to certain intervals, this would give more of a zone of influence for the duration, and give her dominance. Finally, interactive dps on her 4th ability. I feel like firequake needs a moderate adjustment to encourage more than simply activating this ability and walking around. One potential idea of my own is something like a volcano mechanic, combining the already present charge up mechanic with a small copy of Equinox's main mechanic. If the damage and intensity of the firequake increased as the charges reached one hundred, and paid off with an accumulation of damage per enemy ignited (possibly multiplied by accelerant?) being released in a great fiery nova, this would encourage ability management for large dps pay offs. While this might not discourage 4 and run in singular objective missions, it DOES offer a viable means of dps for higher end duration based content. Her augments do offer some nice gameplay alternative focuses. 

     

    Equinox-

    Equinox is a fantastic duality based frame that captures both an impactful kit design and conceptually identifiable playstyle. With day form enables great dps potential and power, night form plays a well designed controlling support style. Equinox is well designed after her Mend buff to shield rewards, and her day form has always been a nice aggressive playstyle. The only real weak part of equinox's kit is her pacify ability. This ability isnt so much weak, as its reach being dependent on enemies being in range just feels awkward. Altering this to simply affect allies instead of enemies in range would be an outstanding change to allow all abilities in night form to simply make sense seeing as provoke already buffs the squad directly as well. Equinox's augments all offer nice additions to an already impressive kit. 

     

    Excalibur-

    Warframe's poster child and iconic starter; Excalibur is a well rounded bruiser capable of heavy dps and medium range zone control. As the largest occupier of the stage, Excalibur has been well implemented and balanced. Little more needs to be said for this beloved frame. His augments offer nice shifts that stay rooted to his original play style.

     

    Frost-

    Frost is the defensive ice based frame. This frame is most well known for his zone domination through his iconic snow globes that shelter the players within from abuse, while still allowing players to fire on those without. Frost also packs moderate dps and control through the rest of his kit. The only weak point in this frame's kit is ice wave. With low damage and no really consistent control offered without using and augment (which he has better of), ice wave sees no real use other than the occasional lower tier damage wipe. I would rather see this turned into a better control ability, with the damage either lowered or removed entirely, and instead slowing enemies hit, as well as a small range buff. This would compliment the zone control playstyle frost seems built upon. His augments offer very nice utility. 

     

    Gara- 

    Gara is a decent yet slightly glass based caster frame. While Gara may not have the strongest following, she still offers a fairly powerful kit, with good zone control and high damage mitigation with moderate dps potential. The biggest issue I've seen for those who stick by Gara is the wonky verticality control for casting vitrify. This can seem to range from tower to mole hill in height. A way to better control the height of the glass walls would be a nice change to her kit. As far as augments, mending splinters lacks good scaling and would probably be better off with a low percentage base healing to help with higher end content where the heal seems underwhelming. 

     

    Harrow-

    Another well designed frame with a clear identity that serves well in both solo and squad play. Harrow is a great control support frame that both gives great defensive periods and high dps potential for good execution. A simple but well timed together kit encourages full kit utilization without seeming forced. Little needs to be done to this frame. Augments offer nice utility. 

     

    Hydroid-

    This drowning victim wannabe packs a fun kit that be utilized for moderate utility and dps potential and a bit of fun. While not the most 'meta' of frames, our puffy pants frame friend does have an impactful kit with some fun utilization and a clear identity. The only real issue bubble boi suffers from is poor scaling. If this was tweaked, he would be a reliable asset in higher tier content. His augments offer some nice further utility. 

     

    Inaros-

    The king of the sands and a nigh immortal support packed with great utility. Boasting a great lockdown kit and one of the highest if not perhaps the highest potential for surviviabilty, Inaros is powerful frame able to deal with enemies and sustain himself as he absorbs high amounts of abuse without going down. This undying frame needs little in terms of improvements. His augments offer nice further utility.

     

    Ivara-

    One of the few true stealth based frames, Ivara is a powerful unseen force of the battle field. With great manipulation capabilities and a powerful exalted bow, Ivara is a forced to be reckoned with. The only lackluster ability in her kit is navigator, but this can still be a useful utility ability, or just a fun ability to steer around projectiles. Her augments offer both nice utility to an already impressive kit, and alternative play on her bow. 

     

    Khora-

    This frame has struggled hard to hold her own after her initial identity was all but completely scrapped and redesigned from the ground up. As such, Khora has settled slightly into a rather weak identity. While her base kit has a recently rounded out arsenal, her 4th feels....off. While the rest of her kit is fairly aggressive, the 4th is very much a defensive ability for short range zone control. This ability, however, is reliant on ranged enemies getting close to deal taunt longer range enemies. This leaves the most impactful part of this ability, and its ability to protect you at longer range, out of your control almost completely. It is this disjointed influence that really prevents the ability from shining. Either some sort of rework to put more control over this ability in your hands, or a swap out to fit the rest of her aggressive style seems necessary at some point. Her augment so far augments her aggressive style fairly well. 

     

    Limbo-

    Limbo is a great control frame whos ability to tackle just about any challenge at his own pace can sometimes put him at odds with the rest of the game. Limbo is a very niche frame, who's stark contrast in terms of isolation play rather than pure forms of cc makes him feel out of place in the rest of the Wf roster. However, I dont feel that there is anything inherently wrong with Limbo as a whole. His kit has been moderately reworked to allow for healthier play in squads, and I believe that, while not for the masses, he is truly a unique frame that still works within the scope of wf. My only real issue with him is Banish's knock down. I really wish this was more of a Mez, or even a panic (such as a fire proc without the DoT), as the knockdown makes them a smaller target at range. His augments dont necessarily give him alternate playstyle, but do shift particular focuses of his gameplay.

     

    Loki-

    Ah, Loki, the supposed master race of Warframe. There are few missions or challenges that a Loki cant triumph over simply by disappearing and never being seen again, coupled with his radical disarm. For being a stealth frame, Loki is surprisingly both simple but versatile. Loki may not be the flavor of the month anymore, but he still packs the utility and simplicity that many can rely on where other frames fail. Truly, a simple concept and execution that will forever be accessible to those in need. His augments offer greater utility, and a nice variety to an already strong utilitarian frame.

     

    Mag-

    Ah, Mag, the must polarizing frame for opinionated individuals in the game (pun intended). At times, Mag is loved and adored, and at times, Mag is hated and belittled. This frame has long struggled with her identity, and remains a frame with people on both sides of the spectrum. As it currently sits, Mag seems to suffer from 2 issues with her kit. The first being general survivability. When it comes to Mag, she was originally supposed to fill this Magnet Dps wizard feel, and while some of this identity remains, she has become something of a Bard, if you will. She doesn't have a direct dps ability, but instead uses magnetized to lock down points and stack up potential dps, and debuff enemies with her polarize ability. In this way, Mag is a very fun frame conceptually, as she plays rather well and survived easily enough in lower tier content. However, in higher tier content, she struggles to survive without the use of specific augments, as she is largely shield dependent and shields struggle the higher tier the content is, being almost non-existsent past about lvl 80. On the side of dps, her 2 is a powerful tool, but without its augment, the power spikes that could make it punishing as more unwieldy, and out of her true control. Combine these two factors with her 4th ability being rather lackluster, Mag fails to hold up under all the points that make a frame viable for duration content. As it sits, Mag has a decent kit at base, but possibly needs a redesign on crush to make it more punishing, support oriented, or changed all together.  Further more, Magnetize having detonation control as part of its initial ability would help put Mag's only true Dps skill, outside of her 4th skill, directly in her control and still be skill based. Either that or the detonation range needs to be buffed fairly significantly, but that feels less skill oriented and rewarding. Outside of that, Mag does pack some great augments that give her some amazing utility inher kit.

     

    Mesa-

    Mesa is a strong frame, with a well loved kit and design that appeals to several types of players. While herbkit may not boast 'true synergy' her abilities are all useful in their own right, and make her a force to be reckoned with. Shooting gallery is both a good steroid and a surprisingly powerful midrange form of CC, and is a welcome buff in any team, with her shatter shield giving her deceptively high survivability. Both of these pale slightly in comparison, however, to the true display of Mesa's Peacemakers ability. The power of this ability is truly punishing, as even even tanky high tier enemies are shredded under a hailstorm of bullets. While her 1st ability barely ever sees true usage, it is still a decent ability with hisb single shot dps capabilities. While augments do not alter Mesa's playstyle, they do compliment her base style in different ways, and are a welcome addition in any build. 

     

    Mirage- 

    Life through sleight of hand and misdirection, Mirage is a frame that lives and dies based on how well her durations are managed. When it comes to her kit, the dependance on lighting and darkness can feel odd and out of your control. While this mechanic might seem unique, the fact that such power is taken out of your hands on a reliable basis, and can be hard to punish properly with the damage amp, or survive with the damage reduction from shadows. Other than and despite this moderate lack of control, Mirage is a loved frame and boon to just about any squad she joins. She is a fun frame with abilities that allow her to stand strong on her own or in a squad. To that end, her augments fail to leave a strong impression, they can still offer some utility to an already strong kit. 

     

    Nekros-

    Big bone daddy himself. Nekros is a frame that is never truly out of place in a squad, seeing as how, in a loot based shooter, he can generate even more loot from defeated foes. The rest of his kit is slightly more eclectic, but still offers a unique and rewarding play style. The only real complaints about the spook boi I run into that merit mention are his 1st and 2nd skills. Specifically, some wish soul punch had a little bit more influence, as in the ability penetrate and launch any within the true range of the abilities influence per cast, and the 2nd skill having a hard number of targets cap. The second seems to be the more common I found and the more reasonable, as we have much more powerful CC in the game ecmven with abilities filling the same 'slot', essentially. Other than that, Nekros remains a viable, if not eccentric, addition to any team, with good augments to boot.

     

    Ne zha-

    After skater boy got his rework, there is very little that anyone can say about this frame that doesn't sing his praises. A power and concrete frame, there are few times a Ne zha isnt a great boon to any squad. Decent augments compliment this frame even further. 

     

    Nidus-

    Nidus is a victim of his own original success. On release, this frame was both a powerhouse and nigh immortal through great scaling damage, a free self revive passive, and extreme self regeneration. After his nerfs Nidus settled in a much more tame position. As it sits, his innate regeneration is fairly moderate, and his need to stay near his parasite targets for his damage reduction takes the mobility ability away from out infested friend. While I could ask for a revision to his previous state, Nidus simply does well if played more skillfully. I believe, however, that Nidus could do well with some small quality of life updates. The first of these being his Plink target following him, rather than plopping down for a camping session. Mobility is a huge factor in warframe, that its removal for a vital source of survivability in higher tier content doesn't play well in Nidus' favor. To that same degree, Nidus' 4 doesn't exactly scream area dominance as it should. Its innate regeneration spike is rather small, as Oberon's 3rd ability is FAR stronger AND offers flat armor increases if paired with another ability, and it doesn't have massive dps potential without a large amount of time for maggots to properly stack up. I would really like to either see the dps or the healing on this ability ramped up, although the small area for healing makes the dps portion much more appealing. Other than that, Nidus still does fairly well, and has some moderately decent augments to work with.

     

    Nova-

    The queen of CC makes her appearance. If Nova had all of her kit removed except for her 4th ability, she would still be one of the strongest CC frames in the game, if not still holding that position. Our fair lady has a relatively simple kit design in execution, but that doesn't stop her from exerting EXTREME influence on the foes around her. While the isnt tremendous synergy in her kit, Nova dos boast 3 fairly deelfent abilities, and while the 1st isnt anything amazing, it still has some use for moderate damage. As such, it's really the only ability would need any doctoring, and Nova is fair from in need of a buff. Her augments offer some interesting alternative focus, but with her 4th being so strong, it usually remains the sole focus. 

     

    Nyx-

    One of our original frames, Nyx is a frame that hasn't aged as gracefully as other frames, but still offers a unique and effective enough style to continue seeing fans. DE has already illuminated the weakness in her kit and is working on a rework. Moving her chaos ability to her 2nd and giving her a new 3rd ability hopefully give Nyx the final push she needs to truly stand out on the roster. 

     

    Oberon-

    Deer king and Paladin wanna be supreme, Oberon is a support frame that truly brings our the best and survivability of those around him. With moderate cc and damage in both his 1st and 4th abilities, and great sustain in his 2nd and 3rd abilities, Oberon offers a great balance of all worlds through his kit. His augments offer shifts in all directions of focus for his kit. 

     

    Octavia-

    Depending on who's mixtape you are listening to, Octavia can be both the best and the worst frame in the game in the same session. Our battle bard offers immense amounts of utility through her kit, and classic misdirection gives her deceptively high survivability, lacking true CC or shear tankiness. Because of her broad spectrum utility, she is a great addition to any squad or for solo play. Unfortunately, her augments offer little in terms of better utility, but she does quite well, even without it. 

     

    Rhino-

    Rhino is a very simple frame, with each ability offering a simple but powerful effect at face value, and each able to stand apart. Rhino simply does as his kit was designed, and does it well enough to be viable enough long after his initial newbie introduction period. Augments offer nice synergy and utility to his otherwise fairly stand alone kit.

     

    Saryn-

    The mistress of maladies and miasma, Saryn is one of the most powerful Dps frames in the game. Her shear output, debuff potential, and range dwarf many other frames. Her reworks have left in better a place than ever, and little more needs to be done to this oppressive powerhouse. Augments further enable her slaughter of enemies.

     

    Titania-

    Titania is a frame that has really struggled since her inception. Part of this stems from an overly ambitious design that was later simplified, and poor concerns for potential power. As it sits, the only ability that doesn't feel like it requires at least a QoL update in her kit is her 4th ability. Both the 1st and the 3rd ability SHOULD  be very powerful CC abilities, but suffer from cast animations with long cast times and locking animations. For a frame that be exploded in mere seconds in higher tier content, these cast animations can and often do prove fatal. Furthermore, the 3rd ability lacks true reliability, as it has a very often seen tendency to float off and be entirely useless. Add on top of that the 2nd ability being an odd bundle of buffs and debuffs, also with a long, locking animation when it needs to be used repeatedly to stack the buffs. Titania could truly shine as a powerful cc and dps frame if she simply had some polish on cast times. 

     

    Trinity-

    Lobster booty bounces right to the top of the support meta, as no one will ever, EVER complain about having a Trinity present. 

     

    Valkyr-

    Valkyr is one who could use a small look at her kit. Paralysis is kinda odd in herbkit, but more so, I feel a small adjustment to her Hysteria cost might be in order. Other than that, a strong frame with fun kit. Augments offer some utility, if not slightly weak. 

     

    Vauban-

    If Nova is queen, than Vauban is the king of CC. His 3rd and 4th abilities are extremely powerful, and with his entire kit consisting of 1 handed abilities, he can always have an answer to his problems. The only real issue I have with booben is Mine layer. Concussion and Shred are very much good on paper, but because of the reliance of mine layer having them acting as mines, rather than grenades, they see limited usefulness. I would very much love to see these changed to make them an aggressive option in his kit. Although some claim his augments are decent, the fact that Tesla Link fails to link when tossed onto a Volt with stunning speed, meaning I cant turn my buddy with his volt into a supersonic cheese grater limits their potential.

     

    Volt-

    Volt is a bit of a niche frame again, but not in a bad sense. The lightning hurler brings a fun kit and some decent utility in his 3rd and 4th abilities. The only part of this kit I feel odd about is the riot shield carrying cost for shield. The drain is pretty heavy, and while it is useful, not to the point of the cost it incurs while moving. I would really like to see the cost heavily reduced, if not removed altogether. One again, some decent utility can be found in his augments. 

     

    Wukong-

    Wukong is a surprisingly uninspiring inspired frame. While the frame itself takes interesting inspiration from wukong's seasoned lore, none of the abilities actually do anything that impacts play beyond himself. His first ability is similar to Nekros 1, but less intense knockback, his 2 is a slightly different spin on a survival ability not unlike rhino or Nezha, his 3 is an interesting movement/stealth ability, but seems at odds with his brawler style, and his 4 is a rather fun exalted weapon. While there is nothing wrong with these abilities, they aren't terribly iconic either. Almost every other frame has something unique, something that really sets them apart, but wukong just kinda exists. This is really the issue with wukong, as there isnt really a reason to play him outside of a few style points on his expanding pole. His augments only offer a few further style points without really being able to alter his kit too much. 

     

    Zephyr-

    Zephyr is a bit of an awkward frame, as it doesn't do anything 'meta' astoundingly, but has a strong identity and a fun playstyle. My only real issue is the 2nd ability. The ability itself is fair on paper, however, as an offensive ability for an air frame, it's rather stiff. I would rather see a looping animation on it so you can launch this in quick succession. As for the rest, it functions well and captures the identity of the frame well. The augments fail to truly shine, but still offer nice utility.

     

    So, what are your thoughts per frame? Do you think most of them are fine, and their augments help them shine? Or do you think something else is in order for them?

  13. 5 minutes ago, DeadlyCreation said:

    about his 4 - i actually thought that if chromas skin would hover above him all the time would be awesome. so you get a speed boost, lose some armor but have a turret above you that stuns and does dmg. also chromas dmg buff should affect his 1 and 4. because atm his 4 just doesnt do dmg. if it would scale with vex armor it would be way more usefull and actually make the 10 energy/sec worth it.

    Eh, his 4 following him around just kinda makes it a specter. That's not bad, but I feel like with the wings, it would fit thematically a lot better. Chroma is supposed to be our dragon frame, but literally the only thing that even suggests that is his being a breath weapon. If he had this fearsome aerial dominance in his 4, it would both make the ability useful, and it would give that sensation. 

  14. So...your rework talk is literally "I don't like all the abilties". Not what you think is wrong with them, not what you like about his 2 or 3, just "Do not like, change". 

    9 minutes ago, DeadlyCreation said:

    Id love to see changes to his 1,2 and 4 but if nothing works just change his whole ability kit. just like the huge Saryn rework. I think we need something like that for Chroma.

    Saryn's 1 was basically the only thing to get a major shift, and it was more in functionality of actually spreading, none of her abilities inherently changed, so that's a way of wording a massive overhaul. Mag seems closer to what you seem to be getting at, or you just aren't phrasing it well. 

    Personally, I agree with the 1 being kinda garbo, It's not the ability itself that's bad, it's just too inefficient at dealing damage to be worth locking you out of your weapon loadout. I imagine a soft rework to be similar to Gara's 1, where pressing it lightly launches a projectile, or holding it would have more of a breath functionality. Having quick pot shots and fireballs would help remove the hard lock out and just make it so that you aren't locked out from everything that deals more damage. Secondly, I feel like the 4 needs the removal of it's verticality limitation and a decent range buff. If you could deploy this in the air and have it rain down damage over a large area from above, this would not only make it hugely helpful, but feel much more like the draconic being the pelt is supposed to resemble. 

  15. I feel like shields should be percentage charge based and have continual recharge until they fail. This makes larger shield based frames like volt have a much higher effective shield base, while still making hp reachable. Adding a shield recharge delay stat would also add a new variable that would work into establishing a "shield meta" of sorts. Armor itself isnt a great things, as armor is a stat worked in combination with HP. Shields like wise could use a secondary stat that is moldable that would combine to make shields a more unique system. 

  16. I feel like impact and puncture just need more. I dont dislike slash and its superiority, I just dislike its vast superiority. A slow for puncture would make a bit of sense. It would be like a would, but since slash already has the bleed out, puncture could be the lasting wound that cripple? As for impact, my impression comes from tackles and car crashes. After getting hit hard enough, you become disoriented, so an accuracy debuff could do well to be added to impact? Exact numbers would be tweak able, but could help make both procs at least useful as they are.

  17. This is something that crops up from time to time in Wf. The skill tree concept is slightly new in this discussion, but I feel this just comes from Destiny 2. While skill trees could be interesting, I would rather see stale augments reworked, as they essentially fill something of the same niche. They can alter your play style in a certain way that isnt exactly how the frame played before. The reason skill trees work in destiny is because there are essentially 9 classes, or 3 classes with 3 subclasses a piece to be exact. With each subclass now having 3 subset skill trees, this is essentially 27 playstyles. Wf already has 35+ frames and isnt locked to overall class systems, or having to make one of each per set or subset. We get enough and will get more.

  18. When it comes to rivens, of course every one would like to have 'God tier' rolls. However, tbh, I don't really think that the higher demand rivens are really worth it. I have never played more than 500 play for a singular riven, and the most expensive one I've gotten, a 1kish value one, I traded for. For the minmaxers who will pay 200$ for a single riven, I think rather overkill. That being said, I played MTG for quite a while, so certain cards would be worth 50$ and upwards. To a casual player like me, it was outlandish to try paying 50 dollars or more for a single card, when I could buy a decent number of booster packs for the same amount. However, to the heavily competitive scene, that single card was much more worth than the average cards you get in a booster.

     

    In the end, Rivens can do what DE wants them to. Almost every Riven I own, 40ish of them, is for an off meta weapon, such as the Daikyu and Karak wraith. Some of them I have rolled a few times, and some of them I find well enough to say enough. I think the only real issue with riven rolls is the afore mentioned slog of a grind kuva can be. 

  19. I think that, while fragmentation might not be the best for the feeling of general populace estimation, a community is prone to dividing itself it all the content isnt the exact same. Simple as my void runs last night. I was testing out new ne zha, and wanted to get some relics as well, so I hop into a t2 void survival. I'm geared up, looking to go 20+ minutes to get relics and just kinda chill frame. I get a pair of newer players in my game looking for argon crystals, and they get a good mit in the first 5 minutes and they start wanting to extract immediately. This difference in goals is pretty common, and so you tried to have every player playing the same missions, it would irritate both parties. 

     

    It's not a horrible idea, just that wf is too personal goal driven to really mesh everyone into one venue. 

  20. So, looking back on 2018 for Wf has shown a pretty slow year. We started off the new year with update 22.8.2, a patch including a new round of tennogen and some updates to Ash. Nothing super amazing, but we weren't really expecting too much, as nothing was promised, and we were all kinda hyped for Sacrifice from the apostasy prologue. Fast forward to the shrine of the eidolons, the first patch introducing truly new content, and a massive shift to primaries as a whole. This was late januaryish, and gave us an extension of the eidolons to tridolons. From then, we would see another new content update until 22.18, introducing Khora and Sanctuary Onslaught, although both are meant with a luke warm response. also of note is the dojo remaster in patch 22.15. Thus we have hit April, a decent chunk of the year gone. A good start, and with a few new activities to grind away at. 

    So we enter the summer of 2018 with the highly anticipated Sacrifice quest. The quest answers some quests, gives a new frame to play with and then....ends, with a cliffhanger. While Sacrifice is well received the general opinion comes across as simply short? No real new systems are implemented, no real new content in terms of mission types or anything like that. It's not bad by any means, just...simple. Exalted weapons have their own modding to be done, a good improvement as well. July rolls by with a new set of tennogen. August sees Frame fighter, along with a set if new and pieces, and the introduction of Revenant. And quite a small introduction. Something of a side quest to give him very vague lore (personally didn't hate this, while most frames have been getting quests, the majority dont have them, and they work just fine with codex entries). Finally as of today, we have the Ne Zha rework and premium skin. 

    So far, this year has been pretty scarce for content. We have had 2 new frames, both of which have had to have fairly moderately sized tweaks to tune, although rev definitely was closer to what he originally was, and his tweaks only took a few weeks. While I understand that Khora was radically changed, seeing as she was originally the spearhead for the now scrapped dmg 3.0, she still took a while to find her identity, and even today, still feels....off. Much better than launch, but still, ult feels weird. As Fortuna, Railjack, and melee 3.0, while all looking wonderous, we haven't really had much of anything to tide ourselves over with this year, it feels like. Usually a new gun or sword, maybe a new stance here and there invites a period of experimentation, and gets older players to at least look at the game again. 2018 hasn't seen many if any interesting weapons outside of major releases, such as Rev's beam bomb shotgun. With Khora's release, we had the same thing with hysterix and the Veldt. Both were new items to experiment with. 

     

    As September continues on, and the 'lightly suggested' date for Fortuna drags by, we now have no frame to hype for, no new weapons to toy with, and little reason to invest time outside of playing with the ne zha updates (which look pretty good, not trying to downplay the rework at all). It feels like DE has over invested in these major updates again (coughcoughTheWarWithincoughcough), with few things to even moderately appeal to our interest in the game. While I dont want to say that this year has been disappointing, because Khora and Rev, while not faves, are still decent frames (haven't played with new updates in 23.8 yet), they're basically the only new toys we've gotten all year, minus a reward like the zylok here and there. I think DE jas kinda forgotten the importance of small snacks of content to keep us content while they fiddle with massive updates. Tennogen and Tenno reinforcements with things other than noggles are pretty important just to keep things from growing stale, and we've gotten far too few of them this year. 

    How have you guys felt about 2018 so far?  

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