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Voltage

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Everything posted by Voltage

  1. That's how PC plat coupons have functioned for 11 years. They're only useful if you're buying Platinum. With cross-play and cross-save, DE had to homogenize coupons and discounts. Unfortunately, that shifted console coupons to be inline with PC and not vice-versa (for obvious reasons).
  2. They buffed Mesmer Skin substantially before Mesmer Shield released a month before Revenant Prime launched: They also buffed Reave when Revenant Prime launched: It's pretty obvious why Revenant was made into literally old Wukong by choice, and old Wukong was insanely popular, even if it was boring invincibility through a single ability. Sure, Mesmer Shield is definitely a massive bonus for Revenant, but even without the augment, his dominance would show, especially when the game is now on iOS (and soon Android) with horrendous controls that don't allow for the insane movement PC and console players are used to for avoiding enemy damage.
  3. I was able to login as (MOB)Voltage (my iOS account) on the Forums, but how would I go about changing the glyph on there if the accounts are linked? I am going to stick with my PC Forums account of course (I was just testing the feature), but curious how the glyphs work. Thanks! The "Tenno VIP East Glyph" is also not on the Forums Cheers.
  4. Voltage

    Bad Platinum

    This is good advice on paper, but I would just like to add that generally, newer players are the ones overspending on items. While caution should always be used when trading, staying away from these trades results in you also forfeiting good profit margins. I personally don't think a new account whaling on items is a red flag. That's up for you to decide though. This is great advice for people to follow, especially when it comes to Riven Mods. I always hold onto anything over ~10,000 in a trade for a week or two, and if it's even higher than that, it can't hurt to make a support ticket.
  5. I agree with you, but I am pretty tired of how game modes keep releasing where there aren't many consequences to consider. In Arbitrations, death used to be permanent and you had to really think about it. Now it's just every other mode where you nuke and res each other if you just happen to die. Mirror Defense still has shortcomings, but I do not mind how it currently plays. If you want to spend an extra 45 minutes cheesing it by rotating people's modifiers, go ahead. I will still go in 1 run.
  6. I'm not sure how'd you address the matchmaking. Trials required forced squad forming, for the same reasons outlined in the comment above mine. One of the mode's key points is not changing gear between missions. I don't know how feasible it is to try and remember player loadout choices and lock them in the second go around. I know forced squad forming is not popular these days, but this is the only thing I can think of as a remedy.
  7. I've read many negative posts about Mirror Defense in this mode, and while I haven't experienced any of these issues, it's not hard to understand why they are a current problem. However, I just want to say that this is probably the only time I'm enjoying Mirror Defense. Farming for Citrine was so annoying I just bought the Tome Mods bundle this go around. The pace of the Archimedea variant is actually pretty fun (outside of the issues I'm reading with the objective health). What I think I'm noticing is that this brings back the vibe of T4 Defense in Tower Void, but without the tried and true meta of having a Warframe such as Frost to protect the objective. In Archimedea, you can have squad compositions that do nothing to negate the objective taking damage, not to mention that we now have enemies that spawn with Overguard. Honestly, I'm torn. On one hand, I totally relate to these frustrations. However, if DE makes changes to the objective so that it does resist enemies, it just waters down the risky nature of Archimedea, as we see with so many modes over the years. It would be a real shame if Deep Archimedea was turned into the next Arbitrations.
  8. Yeah, I know. Anything else? I just like the mode's structure, as an old player who still embraces the philosophy of having a diverse arsenal.
  9. It's been several years since I've read a post that hit the nail on the head this well. Amen. I'm absolutely in agreement with this sentiment.
  10. Warframe is a co-op game. I'm all for tweaking difficulty, but solo-only content should remain for quests and quests only. If you want to solo something for the challenge, go right ahead, but there should be no penalty for playing with other people. That already exists in some mission-specific scaling, and it feels like crap when that reward efficiency forces you to play by yourself.
  11. I've cruised through 3 rotations now of the Elite Archimedea mode with nothing special for random gear. I've also fully built out every item in the game with no exceptions. Yes, I understand I'm an extreme outlier for doing that. However, I'm rewarded the most with that cruising experience. The mode isn't for everyone, and unlike Duviri, it is within your power to play the mode without random gear at all, but you just won't get the maximum rewards. That's pretty fair if you ask me. There are many "Mastery Fodder" items, but there are also many "cheat code" abilities like Banshee's Sonar, Frost's Snowglobe, Octavia, and a myriad of other equipment choices that can bypass the shortcomings of a lower tier weapon. There were squads that would do silly 6x3 eidolons pre-Helminth with Mk1 gear just to showcase their understanding of the mode and trivial nature of equipment. You just need to apply this kind of logic when approaching content like this.
  12. This is my take as well. You're also encouraged to play as a group so that between 4 players, you can make up the shortcomings of each other through your gear choices. This is why I like the mode. I completely understand why someone who has hundreds or even thousands of hours in the everyday Warframe gameplay would see this as a roadblock, but I just don't see it as "bad design", just "different from what you're used to". Duviri Decrees trivialize the level scaling, and the RNG for gear there is more of a mild inconvenience than something to build around. Deep Archimedea rewards a robust arsenal like you said, and properly rewards team play. You can also sacrifice the Vosfer if you're struggling to the point where you need a specific crutch like Revenant or Torid.
  13. Parkour 2.0 was update 17. Ivara came with update 18. The game was still fast. The reduced speed was probably for balance at the time compared to Loki and Ash (who were a strong pick at the time), but then we received Octavia, so in classic Warframe fashion, that went out the window.
  14. i'm usually in the 6-8 minute ballpark depending on tile and whether enemies feel like getting to the circle.
  15. It's hard for me to explain, but while you're absolutely correct, the way you arrive to an efficiency pick can feel very different. Most of the endgame fun I have (since my account is overly powerful/wealthy compared to what content is designed for) is through builds and specifically Riven Mods when it comes to weapons. Mechanics like Damage Attenuation feel bad for me because it's trying to artificially bridge the gap between players who aren't using good builds, and me who's overperforming. The result ends up being that I get punished more for the better build I have, while a player with a crappier build is not being encouraged to improve their loadout. That just sucks the fun straight out of content, and I'm only left to using whatever bypasses the mechanic entirely. For a time it was the Kuva Hek/Incarnons on the Archons, then it was FPS limiting (which by the way completely killed Gargoyle's Cry for me and I barely farmed over a single set of Arcane Energize, because the mode just felt like crap when you had to make the game run like garbage to get a faster mission time), and now it's whatever players discover next that will inevitably be fixed. Maybe I just sound like "old man yells at cloud". I'm a really old player who's far past my personal peak in the game. What hooked me to Warframe was the movement (rip Void Dash), and what kept me staying between when I started (2015) and ~2019 was the teamplay. Since 2020, I stick around because I like my position as a player in both account power/wealth and community significance. I don't have the time or patience with a different live service game to sink another 10 years in something (especially with how predatory things are nowadays) to reach the same effect I have here. I still obviously like Warframe, but the direction of gear and enemy creep has made the game mechanically stale to approach for quite a number of years now. There is an entire generation of playerbase that enjoys this approach though, so I'm not one to claim the game would be better by regressing. I just find this current gear situation unfortunate. I do really like Elite Archimedea though, as I said prior. It's fun and brings back some of those old vibes, especially when you need to make a squad of varying loadouts jive together.
  16. DE has allowed this behavior for a long time, so a lot of players participate in it. There's been an unofficial AFK guide to farming the Index, Aya, and you can check Steel Path Mot leaderboards any time you want and see people with their 7 million Tenet Envoy kills.
  17. Because there are more options as a result. The game would still be easy if we reeled in power a bit on some outliers in different departments. What you mention on CC is more of what I'm talking about. Deep Archimedea is quite fun, and I like the modifiers aspect. What I don't like is mechanics like Damage Attenuation or Overguard where you're asked to homogenize your loadout to do the same thing everyone else's does in terms of either single target damage (attenuation), or overall dps output (overguard). The only time you're rewarded for problem solving is when you bypass the mechanic entirely, such as bringing Trinity to the new Entrati Disruption. That's cool and all, except when you realize how little gear choices are the result there. This is also why I appreciate the randomized loadouts, because even though most stuff is built the same now, being encouraged to pick a set of gear from a list asks you to step outside your comfort zone to make a loadout work. That's fun for me, for the precise reason a lot of people dislike it.
  18. I mean, Overguard and Shield Gating changes had massive implications to the entire arsenal for powercreep. Zariman Arcanes added straight up power stats like a mod. We have Incarnons, Archon Shards / Emerald Archon Shards, Melee Arcanes, double Amp Arcanes, Sentient Surge for Ocucor, the direction of Warframe kits like Dante, etc. The power is certainly fun as always, but the game has been ramping up player power to such an unmanageable balance level that we now have to deal with really awful mechanics like Damage Attenuation, enemies with armor that completely ignore armor stripping, Overguard being used quite liberally, and other mechanics. Warframe has always had powercreep over the years, but not to such a degree that instead of nerfing something problematic, we get whole new mechanics that invalidate much of the Warframe roster, or encourage the player to search for the obscure gear choices that completely bypass the crappy mechanics. There's more to the story than simply observing one part, and it's a multi-layered issue that spans many years. It has nothing to do with who the creative director was at the time. The dev to player relationship, the way content has been molded towards accessibility, and several other factors led us here. I really hate this conversation of the "Steve vs Reb era" as if one is clearly superior or different from the other. The game's history has been trial and error, buffs, nerfs, unchecked powercreep for years from single loadouts, etc. since forever. Incarnon Torid is no different than Synoid Simulor Mirage, Maiming Strike, or whatever previous flavor that existed at a point in time. Sure, at some point it will fall apart, but that's just the "off the rails" nature Warframe has made a name for itself with. In terms of "state of gameplay", nothing's really changed. Players have always gravitated towards the latest powercreep options for the newest content. Things like Nourish or Torid are prominent because they are tried and true. The only noticeable difference I've seen with the game over the years is the monetization. Other than that, the experimental, powercrept, solo-with-NPC-teammates gameplay has been like this for a very long time. I still find the game fun, even when missions sometimes feel like you're either doing the whole mission or someone else is playing it for you. The gear collection and possible loadouts are always fun to me. I'm also in that crowd that genuinely likes randomized loadouts as I appreciate my completion of builds and are pushed to playing loadouts I would not normally choose. It really makes me appreciate the 9 years of updates I have experienced and earned rewards from.
  19. You can still keep Smeeta relevant with a nerf by eliminating the ability for it to stack pickup Charms on itself, and change the pickup Charm to only affect Affinity. This keeps the main attraction of the ability very compelling for Affinity farming, while toning down Credits and resource creep. The sad reality we've had for years is where players have wildly different reward efficiencies because of which players got multiplicative stacks of boosters over others. Removing this situation makes content way easier to balance from past to future. Smeeta being unchanged is likely the reason so many times we see new resources added where they are unaffected by boosters.
  20. I am not too much of a fan, but only in the Entrati Labs where they've seemed to have dialed the container count to 10,000 per mission. Mostly this change is nice though. Like others, I agree that there should be better visual indicators for height.
  21. It doesn't really bother me, as I know that long ago we didn't have search abilities, you just had to be fast and look. I honestly forget to use Orokin Eye often.
  22. Cool. Hopefully this fixes the presence issue I have been having since last fall.
  23. I'm at the stage of acceptance. You'll get there soon enough. :)
  24. That flag does not exist for Arcanes, nor does the game properly ensure the same copy of something is always the equipped one. Yes, Mods have a tiny symbol, but it makes little difference when you have several copies of something.
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