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Corvid

Grand Master
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Posts posted by Corvid

  1. On 2024-04-18 at 8:18 PM, UnstarPrime said:

    I would ask why it feels like two different planets to you.  Because I live on Earth, and it contains such a wide diversity of biomes and aesthetics that I have yet to experience even half of them.

    Something to note is that Deimos IRL is only ~16km on its longest dimension. For reference, if you put Deimos in the Strait of Dover (the narrowest part of the sea between England and France) it would only reach just over halfway across.

    There's not exactly much room for biome variance, even if we assume that Orokin construction efforts vastly increased its size.

    • Like 1
  2. It's worth noting that there was a window before Heart of Deimos came out where DE removed the need to use keys to access the Derelicts. I actually completed the Steel Path for them during this period.

    Personally, I think DE should move them back to being their own region, expand the tileset used for the Drift's caves and use that to fill in the Deimos mission nodes.

    • Like 3
  3. On 2024-04-11 at 7:22 PM, sh0shin said:

    And those who would prefer nerfing strong and popular frames to buffing clunky, old, and weak ones: f*ck off, sincerely.

    You say that as if the two options are mutually exclusive, when in reality the players calling for nerfs to the most overpowered frames are generally in favour of both.

    Look no further than the Inaros rework, which brought a frame that was memed on for its lacklustre kit up to a level where it's both decently powerful and fun to use. Those are changes that pretty much everyone is happy with.

    • Like 5
  4. 6 hours ago, L3512 said:

    1. This is the company that shipped RJ in an almost completely unplayable state and went on holiday. I'm not even going to hold that against DE as people get pissy about anything, especially (DE)layed content.

    Yeah, a thing that often gets left out of the story of Railjack's launch is that in the lead-up to it the community was throwing a fit and demanding that they release it ASAP regardless of whether it was ready to ship.

    AFAIR it's the only time in the game's history that the devs publicly went on record warning players to avoid the update's new content if they weren't prepared to deal with bugs.

    • Like 3
  5. 16 hours ago, Greysmog said:

    My only real problem with nerfing Spores is that they really aren't that strong of an ability by themselves, their core issue mainly stems from how far they can spread overall.

    If like your suggesting Spores deal basically no damage or shut off sooner the further away they are from Saryn, then I would hope DE looks at other aspects of her kit and balances everything a little better.

    Toxic Lash probably shouldn't be exponentially scaling the way it does with mods like Acid Shells, Spore damage can be reduced but should have a much easier time softening up targets, Miasma could use an increase to the amount of Viral Procs it causes (maybe scaling with Strength so range Saryn isn't as important), stuff like that.

    I should note that I was mostly just throwing ideas out with regards to Saryn.

    10 hours ago, Aerikx said:

    Saryn does have something to this regard. A mechanic most folks forget due to her typical rotation.

    Spores that spread to enemies at limited unless they are hit by Miasma.

    Miasma turns the spores that were spread to enemies into "New" Spores.

    ie:

    - The spore spread to an enemy via killing another will NOT spread to another enemy, thus ending the spread.

    If miasma hits the enemy that received a spore spread to that very same enemy via a killed enemy, then miasma will turn that spore into a let's call it natural spore. Which refreshes its ability to spread.

    Try NOT using Miasma as Saryn then watch how hard it is to keep spores going. 

    Miasma effectively cancels decay and continues the spread.

    I was actually aware of that mechanic, my thinking was that there could be another limiting factor on top of that one.

    Another idea that just came to mind is to turn Miasma into a channelled ability with a reduced range. Any spore-afflicted enemies that expire within the radius while it's active will spread sores to others, any who are outside that radius when they die won't spread the effect.

  6. Well said, good points all around.

    20 minutes ago, ShogunGunshow said:

    Saryn's spreading would need to get a nerf bat and adjusted to be something more appropriate and single-tile focused

    Perhaps make it so that spores that are beyond a certain distance from Saryn decay and stop effecting enemies after a few seconds? Or make it so that each spore has a timed life rather than sticking to the enemy indefinitely, so players need to make sure to re-infect enemies regularly to keep the ability going.

    I dunno, I kinda like Saryn's ability to spread her plague long distances, so I'd rather make her upkeep more difficult to manage than reduce her effective range outright.

    20 minutes ago, ShogunGunshow said:

    Thermal Sunder would need to be taken out back

    As a Gauss main (albeit one who doesn't abuse TS), I agree, though I do wonder how drastic the change would need to be. As far as I'm aware the imbalance in this case is caused by an interaction between Archon Vitality and a hidden mechanic in TS' heat blast (a double cast effectively works like an amped up Expedite Suffering for Heat procs specifically, which is further amped by Archon Vitality's double proc), so just removing that interaction might be enough to fix that particular issue.

    • Like 2
  7. Just now, JimothyStevens said:

    I would like to reiterate everything I said in the response you are quoting here. Have a good day.

    Y'know, you could just answer the question if you actually thought I was wrong, because regardless of how many times you reiterate them, none of the things I quoted there were actual answers to it.

    I'll put it here one more time for ease of reference: If DE truly always listen to the players who want nerfs, how is the average player power so much stronger than it was back in 2013 that we've gone from level 40 being the peak to level 9999?

    If your next response isn't an answer to this very simple question, then I will take it as you conceding the point.

  8. 29 minutes ago, NameLessFreak said:

    You mean the contradiction everyone has been pointing towards and you've been ignoring them?

    It's a contradiction in what you are saying.

    According to you, DE is simultaneously trying to deliberately make things suck while at the same time also trying to make things not suck.

    These two ideas cannot both be true.

    Nice attempt at pathologising me though. Really helps to show the kind of mindset you're approaching this discussion with.

    • Like 1
  9. 12 minutes ago, JimothyStevens said:

    I did address your point.

    No, you did not. You did not in any way address the fact that player power is exponentially stronger today than it was in the past (again, we went from a game where level 30 enemies were tough, to one where some players regularly fight enemies at level 9999), which is the exact opposite of what would happen if your statement about DE "always listening to the nerf crowd" were true.

    17 minutes ago, JimothyStevens said:

    DE has a long history of nerfing things hard

    It would be more accurate to say that the "no nerfs ever" portion of the community has a long history of going into hysterics over the slightest reduction to their power, claiming that whatever got nerfed is suddenly "useless" even when it literally does the exact same amount of damage as before the nerf. Considering the aforementioned increase in our average power levels, I find it hard to sympathise.

    19 minutes ago, JimothyStevens said:

    usually on impulse

    Except they don't do it on impulse. They literally have criteria that they have publicly stated for what it takes for a tactic to end up on the chopping block, and in all but the most extreme cases they tend to leave OP items untouched for months, if not years.

    15 minutes ago, JimothyStevens said:

    usually against the wishes of the community.

    So which is it? Do DE nerf against the wishes of the community, or do they always listen to the "nerf crowd" which, like it or not, is part of that community.

    • Like 4
  10. 1 minute ago, Gaxxian said:

    Look again.

    I looked before I posted that. The most active threads are the ones opposing nerfing him, and the most vocal players are the same.

    6 minutes ago, Gaxxian said:

    used him in high level content.

    To be frank, "high level content", at least as defined by the community right now, doesn't really matter to the discussion. Only a minority of players actually sticks with runs that long, and the game never requires it, so balance discussions should be focused on the level ranges that the game is actually built around.

    3 minutes ago, Gaxxian said:

    I'm really surprised about the arguments to nerf Dante when other WAY worse examples are still in-game.

    Because, once again, Dante is the recent addition. Players aren't unaware of those other examples, they just know it's not as productive to talk about them when DE's attention isn't on them.

    • Like 4
  11. 25 minutes ago, Bizzo50 said:

    I also just don't see why you would need to be talking about nerfing something days after release.

    Sometimes, these things become clear pretty quickly once they're put into players' hands. AC6 had a weapon called the Therapist that got buffed in a balance pass, then nerfed a few days later when it turned out that the buffs made it broken in AC vs AC fights.

    13 minutes ago, Gaxxian said:

    thousands of posts

    There is exactly one thread suggesting that Dante may be too powerful, vs at least three saying that he should be left as is.

    And for the record, there were plenty of posts about Mesmer Skin's rework/augment back when they happened. Are you really that surprised that the more recent addition is the one that's getting more discussion now?

    • Like 1
  12. Just now, Bizzo50 said:

    Making a powerful frame less powerful objectively takes the fun away in a power fantasy game.

    First of all, you can't say it "objectively" has any effect on the fun of an experience, given that fun itself is a subjective term.

    Furthermore "Power Fantasy" doesn't just mean "I'm an unstoppable god that obliterates everything that dares to oppose me". In many cases, it actually means the opposite, giving the player the chance to overcome challenges where the odds are stacked against them and feel powerful that way.

    Going to a game that I played fairly recently for an example, Armored Core VI is a power fantasy. You're a 10-metre-tall flying death machine that can use all manner of awesome weapons while dancing circles around enemy projectiles. However, you also need to be careful because playing recklessly (especially against bosses) will result in you taking hits that you may not be able to survive. You feel powerful when you complete that game specifically because it tested you (either your ability to navigate the hazards of the mission, or having the knowledge to create a build best suited to cheesing those hazards).

    Now, I'm not expecting DE to change Warframe to be more like AC6 (though I think it would be cool if they took inspiration from some of the bosses in that game. The idea of a fight between a Warframe and a boss similar to BALTEUS or IBIS CEL 240 gives me chills), since this game has its own style of power fantasy. My point is that reducing the power of an outlier doesn't diminish Warframe's ability to provide said fantasy.

    Regardless of all of the above, Dante will likely still be powerful post-nerf, given that DE have specifically stated that they don't want to be too heavy-handed with the nerfs.

    • Like 6
  13. 10 minutes ago, crispb said:

    But the fact they nerfed those things.. only to bring out newer things that completely overshadow it.  Why was it nerf in the first place?!

    Because they want to add cool stuff to the game, and don't always realise just how broken some of that cool stuff can get.

    Incarnons were originally meant to be balanced out vs AOE by the fact that you couldn't get 100% uptime for the stronger mode. Evidently some of them need some tuning on that front, so I wouldn't be surprised if we see a balance pass for Incarnons later down the road. Hell, the fact that they've been so powerful for so long proves that DE don't just wave the nerf hammer haphazardly.

    17 minutes ago, crispb said:

    More so I am not even sure why DE is attempting to coerce the meta to begin with.

    Ultimately it boils down to not wanting the game to become stale. If one tactic and/or build becomes completely dominant over the game it will lead to monotony.

     

    1 minute ago, NameLessFreak said:

    DE's logic was always everything else sucks but this thing here, this thing must suck harder so everyone else uses the other garbage oh and lemme release new weapons that are actually better than the other garbage before. Incarnons is DE actually properly handling the issue of build diversity and look at it now, we have a multitude of weapons and builds that can perform well. Same with Helmith and AS systems with warframes.

    Are you really unable to see the contradiction here?

    "DE want everything to suck... except when they add systems that make things not suck!".

     

    2 minutes ago, Bizzo50 said:

    I know I know, DE hits things with the nerf bat, I know that they need to balance the game, I know they are trying their best, it just sucks to see fun get nerfed.

    Perhaps wait to see what the changes will actually be before claiming that they're taking the fun away?

    • Like 2
  14. 39 minutes ago, crispb said:

    At the time.  it probably made sense but then kind of contradicting it later..

    melee nerfs to buff guns, or atleast attempted to change up metas.
    catchmoon nerf... does anyone use that weapon now?
    AoE ammo/damage weapons nerf, etc.
    Giving guns arcanes, then nerfing gun arcanes.

    then releasing melee arcanes, Incarnon weapons, etc.

    So... in each and every one of these cases they provided their reasoning, including when they felt the need to revise things later on when the meta shifted.

    In other words, none of these nerfs were to things that "didn't need" it.

    • Like 3
  15. 13 minutes ago, NameLessFreak said:

    DE nerfs things that don't need it constantly

    When?

    Because from what I've seen, every single time they've done even the slightest thing to rein in our power, DE have provided clear reasons for why they felt the change was needed.

    • Like 1
  16. 11 hours ago, JimothyStevens said:

    Avoid nerfs? lol

     

    You do realize these people decided to nerf the helminth system after it was announced, but before it came out? All to appease the nerf whiners. They also made universal medallions not useable in conclave, because of one whiner.

    So... are you going to address my actual point?

    Because pointing to the Helminth as something that got nerfed when it is yet another system that contributed to that exponential power increase that I mentioned is, to be quite frank, laughable. Especially since the power reduction, as you yourself said, happened before it was added to the game.

  17. 1 hour ago, JimothyStevens said:

    Nerf crowd always seems to get what they want too.

    If that's the case then why are we still exponentially stronger than when the game first started out? If the "nerf crowd" really always got what they wanted, you would expect overall player power to either remain static or decline, yet we've gone from a game where level 30-40 was considered challenging to all but the strongest gear, to one where an item is considered useless if it can't be used to clear enemies at the level cap.

    It's almost like DE tend to avoid nerfing things unless they deem it absolutely necessary, with specific criteria that they use to determine what tactics need to be reined in (those being dominance, automation and disruption, with the first being the justification in this case).

     

    • Like 6
  18. 16 hours ago, Ace-Bounty-Hunter said:

    so they don't have to try balancing the game.

    Taking into account the fact that that there are currently at least two threads from players who are up in arms about the mere idea of a Dante nerf (something which, for the record, there has been no official announcement of as I am writing this), I'm sure you can only imagine the uproar if DE were to attempt a game-wide balance pass.

    Even without that, considering the sheer number of variables that would need to be adjusted on both the player and enemy ends, I'm not sure such a pass is even feasible at this point.

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