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Sahysa

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About Sahysa

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  1. I'm willing to give this a try. It doesn't directly address my reasons for under playing arbitration, but I will not say no to adding depth in this game mode. Those reasons are: Manually targeted exulted weapons do no damage to Drones. This disables major parts of those frames in this mode. Do I think peacemaker should kill drones? No! But why not Titania, Bale-fire, Ivara, or even Valkyr talons? It contributes to a trend I have been worried about since Nullifiers were introduced: If an ability does not buff weapons or survivability directly, it may become irreverent. If an ability relies on debuffing or acting on enemy mobs, it is unreliable at best and should be phased out of your arsenal. I do not like this trend. Lack of bleed out mechanic nullifies several abilities and passives and discourages frame variety to an unhealthy level. Inaros, Inaros, Inaros... Reward structure leaves much to be desired. I recognize this as intentional. The point is to encourage players to try the game mode and reward players who do it frequently with something unique, not to supplant other farming loops. There is a whole rest of the game out there and all the rewards other then Vitus farming are trifles and I only ever play Arb when the mission's time efficiency is in my favor. #Accretion Reaction to changes: In the current version, anyone who does not take an unreasonably durable frame into arbitration is disadvantaging their teammates by being the weakest link. This is usually done because something in the warframe's kit is valuable enough to risk that Warframe dying and ending the run early. Adding the ability to undo these inevitable deaths would make bringing these support frames more viable. However, returning the enemy scaling means that these deaths will occur more often and damage output required by the team will out-scale players faster so DE may have only made the game mode harder, if slightly more fun. In regular gameplay, the support frames support with buffs or power and the tanky frames revive them to keep them functioning. That is what will happen in this iteration of Arb and it will be fun at first. Adding Archgun Rivens seems like a slippery slope, however, if you are going to cycle dispositions every 6 months, maybe it won't wreak them. The idea is an order of magnitude more powerful than current Arbitration rewards and crosses a dangerous line. Arbitration usage statistics will skyrocket regardless of how unsuccessful these gameplay changes are. I think DE is changing too much at once. I'd also prefer it if one weapons system in this game stayed free of Samodius' tier list. Or maybe this is just DE trying to tell us that Railjack content won't be exploitable with edge case dps? Enabling them to be purchased is a commendable move because it means they will not suffer the same kind of scarcity that other rivens do. Finally, reward cadence: Adding Archgun Rivens means that more people have a reason to farm Arb for the first rotation reward only. While Arb doesn't directly suffer "leave on rotation" issues, this is going to cause a larger number of players to approach this game mode dismissively. I thought one of the charming things about Arb was that the relevant rewards (Vitus Essence, endo) were sparse but consistent and did not improve or cycle-out on rotation and the unique rewards (cosmetics, particulars) only improved on rotation. On the one hand this is fine; its just going to force people who want to go long to build squads manually. On the other hand, I would really like a reason to look forward to long missions in this game mode. Currently, I would rather play a funner load-out for less time. If I'm forced to use a load-out that is capable of killing drones surrounded by extremely dangerous invincible enemies, I want it to be worth my while. Unfortunately, I recognize that if relevant rewards scale with rotation, then the pressure to use cheese load-outs and strategies to make it to those higher rewarding rotations will be higher and many would do it despite it being less fun. I don't know the answer. Failing at 29 minutes means you wasted 9 minutes by not following "procedure." This is a subset of "leave on rotation" and rewards should be more frequent. The problem is only that 10 minutes is a long time and not that we need more value/time in what is suppose to be a niche mode.
  2. I realize this is a few days late but it needed to get posted. This was written pre 24.7. Moved from General Discussion. During the wrap up to Devstream 126, Reb relayed a forum argument regarding K-drives and their speed, or lack thereof, compared to Archwing, specifically an Itzal’s blink drive. A frustrated and buzzed Scott then promised to “nerf the S#&$ out of [it].” This resolved in an enlightened discussion where Itzal was the only viable mobility choice and needed to be dealt with on one side and on the other a game play loop that demanded fast travel and deemed that the need for fastest travel could be addressed in other ways. This conversation does not appear in the Devstream 126 overview and I feel this is a condemnable oversight in light of its significance to anyone who knows what Itzal’s blink is. Unless it's all a joke, but I doubt it given what Warframe Empyrion promises to do to the game. After thinking about this over the weekend, I came to the conclusion that removing Itzal’s blink would change nothing about which archwings I use. Itzal is still the fastest archwing and can still outrun K-drives. Itzal has a massive vacuum that does damage. Itzal is the only archwing with stealth, group stealth at that. Itzal is the only archwing that can instantly stop in mid air. Stealth is a master class defensive ability that allows the player to turret with their weapon; a nice carpal tunnel break. With all these attractive qualities, I would not give up my daily driver even if it lost its blink drive. Itzal can be called Loki wing and for good reason. It is all utility and utility is all that's required for the skywing use case. The archwing kits have not truly changed since their respective releases which predate skywing. Changing it now would necessitate some sort of concession to Tridolon runners, although I suspect they will just see it as another challenge to edge case their way out of once the initial “DE hates raids, DE hates HardCore, DE hates fun” hate wave has past. I digress. I believe the kit rot and the shoehorn known as SkyWing is the actual problem. Skywings have drastically different sprint speeds. Also ability ranges could use a review since they are scaled down from space archwing. Elytron Bomber wing’s abilities have devolved with the choice of archwing mission into only two meaningful descriptions: AOE and chaff. All archwings have a missile breaker ability. Here that is Core vent and its augment creates another AOE. All 4 abilities are forms of AOE damage. I have not tried to use this on the Valis but the scaling issues with Skywing ability range and power are bound to leave me unimpressed. The speed alone means having one equipped guarantees my squad is going to be waiting on me. Odonata Excalibur wing is a generalist and is not particularly good at anything. Relying on a small angle shield and flairs to keep it self in the air while the Warframe is still using the same weapon it would have used on the ground, there really isn’t a lot of reason to pick this. Its abilities also have the same range issues like all Skywing abilities. Amesha Trinity wing, support wing, champion of JV (rest in peace), whatever you want to call it, it is here to save you. Its abilities are however, complex, sometimes hard to use, and overpowered given the right situations. With the reduction in archwing missions, its purpose is somewhat superfluous unless the player is attempting to carry someone and in skywing it provides real tools to solve real problems. Unfortunately for it, my tenno can also solve these problems, as can many warframes. Its abilities also have the same range issues like all Skywing abilities. I would use this over current Itzal in SkyWing but never in the current build or for tridolons. An aside here: Warframe has the same problem WoW did with flying mounts. Level designers were mostly disarmed of tools when players could just fly from quest objective to quest objective, ignoring the world below them. They resolved this by preventing flight until later in the content cycle or by adding other powerful anti air mechanics. I suggest DE do the same on the next map: More caves, more dangers, less convenience (why can I fly in caves?) but still fun if possible. Let's continue with K-Drives. K-drives have no abilities, must somewhat follow the ground, require some modicum of focus to get to their destination, can be outpaced by Mind Sprint, and disable your weapons. It breaks your vacuum/fetch and your radars. It limits your offensive potential to that of an unarmed operator. You can be dismounted by simply hitting the wrong sequence of buttons. Why do you even have this device equipped? Skywing has no such limitations. It is fortunate we don’t have limited gearwheel space or this would be a much more hotly contested issue. I feel like this would not reach discussion level if K-Drives weren’t on the mastery list. Because they do provide mastery, everyone is encouraged to build them regardless of if they find them fun or not. This does not bother me for I agreed that I would build everything but maybe others did not consider this choice and are perturbed by the lack of function in K-drives they spent so much time on. After playing them, I found them amusing but I still do not know their purpose other than world building. I love world building but implementing a movement system? I’m still confused why they exist gameplay-wise and I would like to understand it. Given their power level, it's almost as if K-Drives were not suppose to interact with the combat game. I thought it was just a diversion but comparisons with Skywing regarding their utility as fast transit mechanisms continue to be entertained in live streams. Why? They aren't just for fun? Now, I can see and even support nerfing blink drive for the upcoming Railjack/Emperion content. Teleporting across the map before you can say “prepare a boarding party” is game breaking. But that is not going to address Itzal vs SkyWing vs K-Drive issues or large world gameplay. Not having archwing abilities or even archwings in the next “open world” would be an easy and fair solution in my opinion. Perhaps include K-drive specific areas or tasks that are required for progression, rewarding skill and modding of K-drives. Elsewise, they are mastery fodder, period. TL;DR Itzal minus Blink is still too strong as a skywing. The base speed is a chief issue. Balance changes to Itzal before RailJack gameplay demos are unnecessary given what happened to Loki’s place in the meta. All archwings are better than K-driving unless you are a Pro-Skater fanatic. K-drive vehicle mechanics need to be overhauled to compete with “flying warframe with gun.” I do NOT believe they are meant to. This should hopefully clear itself up after the technological and mechanical attention archwing is getting with Railjack/Emperion. I look forward to the discussion on k-drives as I know my opinions are narrow and utilitarian.
  3. Do I ask for a mod to move it, edit and link to it, or just copy pasta repost?
  4. I realize this is a few days late but it needed to get posted. This was written pre 24.7. MOVED to General Feedback. Moved again to the Archwing Variety mega thread. During the wrap up to Devstream 126, Reb relayed a forum argument regarding K-drives and their speed, or lack thereof, compared to Archwing, specifically an Itzal’s blink drive. A frustrated and buzzed Scott then promised to “nerf the S#&$ out of [it].” This resolved in an enlightened discussion where Itzal was the only viable mobility choice and needed to be dealt with on one side and on the other a game play loop that demanded fast travel and deemed that the need for fastest travel could be addressed in other ways. This conversation does not appear in the Devstream 126 overview and I feel this is a condemnable oversight in light of its significance to anyone who knows what Itzal’s blink is. Unless it's all a joke, but I doubt it given what Warframe Empyrion promises to do to the game. After thinking about this over the weekend, I came to the conclusion that removing Itzal’s blink would change nothing about which archwings I use. Itzal is still the fastest archwing and can still outrun K-drives. Itzal has a massive vacuum that does damage. Itzal is the only archwing with stealth, group stealth at that. Itzal is the only archwing that can instantly stop in mid air. Stealth is a master class defensive ability that allows the player to turret with their weapon; a nice carpal tunnel break. With all these attractive qualities, I would not give up my daily driver even if it lost its blink drive. Itzal can be called Loki wing and for good reason. It is all utility and utility is all that's required for the skywing use case. The archwing kits have not truly changed since their respective releases which predate skywing. Changing it now would necessitate some sort of concession to Tridolon runners, although I suspect they will just see it as another challenge to edge case their way out of once the initial “DE hates raids, DE hates HardCore, DE hates fun” hate wave has past. I digress. I believe the kit rot and the shoehorn known as SkyWing is the actual problem. Skywings have drastically different sprint speeds. Also ability ranges could use a review since they are scaled down from space archwing. Elytron Bomber wing’s abilities have devolved with the choice of archwing mission into only two meaningful descriptions: AOE and chaff. All archwings have a missile breaker ability. Here that is Core vent and its augment creates another AOE. All 4 abilities are forms of AOE damage. I have not tried to use this on the Valis but the scaling issues with Skywing ability range and power are bound to leave me unimpressed. The speed alone means having one equipped guarantees my squad is going to be waiting on me. Odonata Excalibur wing is a generalist and is not particularly good at anything. Relying on a small angle shield and flairs to keep it self in the air while the Warframe is still using the same weapon it would have used on the ground, there really isn’t a lot of reason to pick this. Its abilities also have the same range issues like all Skywing abilities. Amesha Trinity wing, support wing, champion of JV (rest in peace), whatever you want to call it, it is here to save you. Its abilities are however, complex, sometimes hard to use, and overpowered given the right situations. With the reduction in archwing missions, its purpose is somewhat superfluous unless the player is attempting to carry someone and in skywing it provides real tools to solve real problems. Unfortunately for it, my tenno can also solve these problems, as can many warframes. Its abilities also have the same range issues like all Skywing abilities. I would use this over current Itzal in SkyWing but never in the current build or for tridolons. An aside here: Warframe has the same problem WoW did with flying mounts. Level designers were mostly disarmed of tools when players could just fly from quest objective to quest objective, ignoring the world below them. They resolved this by preventing flight until later in the content cycle or by adding other powerful anti air mechanics. I suggest DE do the same on the next map: More caves, more dangers, less convenience (why can I fly in caves?) but still fun if possible. Let's continue with K-Drives. K-drives have no abilities, must somewhat follow the ground, require some modicum of focus to get to their destination, can be outpaced by Mind Sprint, and disable your weapons. It breaks your vacuum/fetch and your radars. It limits your offensive potential to that of an unarmed operator. You can be dismounted by simply hitting the wrong sequence of buttons. Why do you even have this device equipped? Skywing has no such limitations. It is fortunate we don’t have limited gearwheel space or this would be a much more hotly contested issue. I feel like this would not reach discussion level if K-Drives weren’t on the mastery list. Because they do provide mastery, everyone is encouraged to build them regardless of if they find them fun or not. This does not bother me for I agreed that I would build everything but maybe others did not consider this choice and are perturbed by the lack of function in K-drives they spent so much time on. After playing them, I found them amusing but I still do not know their purpose other than world building. I love world building but implementing a movement system? I’m still confused why they exist gameplay-wise and I would like to understand it. Given their power level, it's almost as if K-Drives were not suppose to interact with the combat game. I thought it was just a diversion but comparisons with Skywing regarding their utility as fast transit mechanisms continue to be entertained in live streams. Why? They aren't just for fun? Now, I can see and even support nerfing blink drive for the upcoming Railjack/Emperion content. Teleporting across the map before you can say “prepare a boarding party” is game breaking. But that is not going to address Itzal vs SkyWing vs K-Drive issues or large world gameplay. Not having archwing abilities or even archwings in the next “open world” would be an easy and fair solution in my opinion. Perhaps include K-drive specific areas or tasks that are required for progression, rewarding skill and modding of K-drives. Elsewise, they are mastery fodder, period. TL;DR Itzal minus Blink is still too strong as a skywing. The base speed is a chief issue. Balance changes to Itzal before RailJack gameplay demos are unnecessary given what happened to Loki’s place in the meta. All archwings are better than K-driving unless you are a Pro-Skater fanatic. K-drive vehicle mechanics need to be overhauled to compete with “flying warframe with gun.” I do NOT believe they are meant to. This should hopefully clear itself up after the technological and mechanical attention archwing is getting with Railjack/Emperion. I look forward to the discussion on k-drives as I know my opinions are narrow and utilitarian.
  5. I appreciate the succinct way you put this; tank meta. Its a bad thing. Its boring and unrewarding. I have two problems with EO. One is, if you know what you are doing, its a waiting game. Waiting for (unskipable) dialog, waiting for canisters, waiting for animations, waiting for fractures.... There is nothing we can do to speed that up an its frustrating when the encounter, which has no pressure in it at all, is over 10 minutes long. Understand that I like lore and dialog but this is a game where you are expected to do things 10 times or more and it gets old. Dialog cannot be slowing down gameplay like it does for PT. Narrative gates should probably stay in quests until the tech improves. I think there are too many material rewards on EO which is probably why DE wants it to take as long as the player base can stand, but that discussion belongs in a different board. The second problem I have with EO is it replaces the slow burn reward of building an arsenal before the boss, encountering the boss, figuring out what works and then adapting to make it better, with the shorter and briefer reward loop of "did mechanics= you win." Our choices have little consequence to the outcome of the encounter provided we didn't pick squishy stuff. Its intellectually disengaging. Its a disadvantage to consider.
  6. I identify with the initial “meh” reaction to Nightwave. While I have to go out of my way to do some of the challenges, I haven’t played the game for this long without figuring out my own tasking so this is just a to do list with free stuff at the end. Not really an “alert” system, but a world quest system. It gives the same stuff, better even, for equivalent effort for the rewards spread over a 72 hour window rather than keeping the player on call. It should be judged on that basis, not on the standard of “Omg, I have to friend someone and play with them?! System sux.” Its fine and it does what its suppose to, but that doesn’t mean it couldn’t be better. Completion debt The system actually allows new players to use it without having to go through a rep grind while showing them why they need to get stories, amps, and other spoiler laden things unlocked. Is it perfect? No. It directly tells them what they are going to miss out on cause they don’t have access to the kuva fortress. I don’t have a problem with this because I see it as necessary, but the only friends that survive the NPE of Warframe are the ones that got carried through the Second Dream and War Within as fast as possible before they lost interest. The issue transcends Nightwave. I think the 10 week cycle for these 30 reward tiers is too long. If a player wants the later tiers and gets behind, they have no incentive to care and that could backfire. Its 10 weeks a player could fall behind and be more discouraged then encouraged to play. I suggest making the overall cycle shorter. Players that miss weeks can catch up on the rotation when everyone is set back to zero and don’t have to make special effort to ensure they don’t fall behind the curve. The rewards could occur in cycles with different big shinies at the end. I’m not saying give us more stuff. You do have to weigh that with the issue of ensuring that everyone is invested in completing each Nightwave, ensuring the smaller reward rotation retains broad enough appeal. Reverse physiology If you wanted to make a system where the players can see the elite objectives as optional and they don’t need to complete it to hit the finial rank of the reward ladder, it needs to be communicated more explicitly. Not everyone will read the design intent from a devstream, a smaller set will believe it at face value (knowing the risks of failure), and even a smaller set will actually do the math. They are after all, doing work to see if they don’t have to do work, the challenges. My suggestion is demonstrate this up front with a token or system that allows a player to auto complete say, one objective per week. Can’t do tridolon or sit for an hour because of IRL reason and have no friends to carry you? Check it off. This way at the end of the week, the player can be safe in the knowledge that everything is checked off. Hit squads The other issue I have has been the long standing problem with the invasion system. Stalker and its ilk cannot appear in Sorties or the open worlds where I know I spend a lot of my time. Combine that with endless missions, ESO, and Arbitration and you get a ridiculously low chance of ever seeing the Wolf, or anyone else for that matter. I don’t like this because it feels like I’m changing my mission diet to something pointless just to RNG fish for invaders. Was that the intent? My biggest problem with Nightwave are the lore implications. I'm beginning to wonder if the star-child was conditioned to do and kill whatever they were told. Aunt Nora shows up out of nowhere and wields the power of an army of player characters? Where have I seen this before?
  7. That's a step in the right direction, however lockers still don't react to Master Thief and Scavenge at all. Lockers unlocked by these mods retain their locked appearance and don't light up, and lockers that failed to unlock cannot be distinguished from ones where unlocking was not yet attempted. That was fast. You had art ready for that already? My feedback had less to do with contrast and readability and more to do with function. Closed lockers have 4 states, Locked, Unlocked, Unlocked with Master Thief, and broken. The new lockers visual state machine is deficient! I don't like popping a hologram on the front because it looks... tacked on. I also simply prefer the old lockers in the old tiles sets. Did they have a technology problem and need to be redone? I did notice these new ones are PBR but the classic Corpus and the terra Corpus are different and these lockers should also be different.
  8. That is an absolutely staggering amount of content. I would be impressed if not so intimidated. You outdo yourselves again, like you did with the initial fortuna balance (that is a compliment, if anyone is confused.) On a more critical note... You have introduced 11 operator arcanes which are not attached to the loadout system. Many of them have synergy with warframes and schools which are attached to the arsenal load-out system. Not even getting into the new amp possibilities, I must inform you that my excitement for the new operator equipment is capped at 9.1% until the operator equipment tab is on the arsenal and controlled by the loadout system. Also, where are my shoulder pads? They left when the operator was reworked. The geo looks like its missing (shrunk shoulder on current) and the only thing close to it is on the wrong suit. https://i.imgur.com/XLmmlxm.png
  9. Thank you for fixing that latent position problem!
  10. The entire session UI was rewritten. Please say so. Also, Please stop this. Resist the minimalist aesthetic. I for one like big buttons to click on and am literate. This play button does not communicate what you are doing when you press it, which is forcing the mission to start for everyone in the cell. I know it looks so much better when you put cute console buttons in those spaces but.... please leave us our words.
  11. Probably because when they change frames like that with (in the case of Spores 3.0) or without (in the case of Ember) believable justification, they assault the player's identity and self expression which makes them want to spend less time here. For those players, those frames have been removed and replaced with an impostor. But we digress.... I find it funny (ROFL!) exactly how overpowered this unnecessary rework turned out. The journey alone can be worth it, but this effort should really be spent on reviving dead frames or making new ones.
  12. This and removing bio-kill-switch will make using spores more natural. Full applause given. I think the values you used here for decay are slightly too punitive for recasting and nullification as it applies a soft cap to the scaling but we'll see how it plays. If that was the objective, why wasn't this done first? I'm actually OK with this because spores still melt armor and with functional teammates, the damage should be able to stay high and ubiquitous. SUGGESTION: Allow some leniency for engaged enemies. If a target is taking damage from multiple sources, such as miasma or a low damage weapon, and spores happens to kill the target (Kill-steal), allow the spore to spread as if it not killed by spores. A 1-second check for other damage or non-corrosive status effects should do. Admit it, it was actually fun though. TBH, my Saryn was more annoyed with other squad members. People who play the game for excessive hours enjoy not needing to kill everything. We need to supply some ideas for reworking underused frames so the meta(?) frames stop getting "reworked." They aren't problems, they are symptoms.
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