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ImTheBlack1

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Posts posted by ImTheBlack1

  1. I loved this event too. As much as people like to complain about the 50 cap, I was still able to use my abilities quite often. I was still able to BS with Ash, Still able to spam Excals exhalted blade. I was still able to use my 4 throughout the mission. I did have a max efficiency build, but I feel the ability use was more balanced this way. Powers were spammable, but I couldnt abuse them. I actually had to take a break every know and then from exhalted blade. I had to choose when to use it and go crazy. I had to think twice about using Ash BS. Either use BS now or save my energy to go invisible to revive. It was refreshing. The cap was somewhat eased up by the frequency of energy orbs, but maybe this just means we need a better way to gain energy in this game.

     

    This is pretty much what I was getting at. The restrictions in this event were a refreshing change. All warframes with max energy efficiency can still exert an enormous amount of control over the map even with a measly 50 energy. The point of my post was to point out that this is a step in the right direction as far as tactical gameplay goes. The mini bosses had to be managed differently than a nullifier for example and that was fun for me. I would like more content that incorporates tactical gameplay, and not just blind all the things.

     

    I enjoyed the event and its overall difficulty, but beyond the 20th wave you get those pesky tiny frenzied sentinels sticking in every single corner of the whole map, turning each wave into an extremely time-consuming treasure hunt. I think Alad V pathing should have been tweaked a bit as well; his paths are too random, he should move away from the enemies who are trying to kill him, or at least he shouldn't run towards them.

     

    Salad's pathing was pretty bad. I agree that he should always try and distance himself from enemy targets. 

    And to all the people who pointed out their builds/comps, I'm glad they worked for you o7.

  2. Strange.

    Because all I thought about it was that it's essentially a band-aid solution and to put plainly, has a glowing sign "We have no idea how to balance current warframe abilities so we'll go and make it so you can't use most of them at all" on top of it. 

     

    Granted, I didn't really sit at Endurance for a really long time. My personal best is a measly 30 waves, but the thing is, it gets really old, really fast. 

    You go and blind or otherwise CC everything, then proceed to break the enemy faces while they're essentially helpless - again, and again and again while a Trinity with Fleeting Expertise on keeps an eye on Salad's (and everyone's) HP. 

     

     

     

     

    I daresay not really. Just the usual "CC >>> ALL", plus the obligatory efficiency mods.

     

    I dont consider it a bandaid at all. Its simple a restriction of a resource we usually have plenty of, like shields in nightmare mode. It works and makes you play differently.

     

    I guess I should have mentioned in the OP that Mirage was not blinding at all for the whole mission because that would be pretty boring. Ofc after 30 waves of blinding anyone would be bored out of their minds. We basically played a pure damage build with trin as support keeping everyone alive.

     

    And yes at wave 5 is when you first encounter the Violence shadows which change how you play if you cannot dps them down fast enough. Our group had no problem nuking them in one shot but not everyone can so thats why I put that in there.

     

     

    maximum CC is still mandatory.

    your Mission Critical Objective will meander around the map randomly, meaning... can go directly into Enemies, Et Cetera.

    to protect it, you definitely want to keep Enemies from attacking it at any point, whatsoever. which still means 100% uptime mapwide CC.

     

    you definitely have less control over the results, that's for sure.

     

    note that the Cooldown receives reduction for Killing some/all of the Enemies that got affected by Fatal Atttraction. by any means, just if they die after being affected by the Ability.

     

    CC helps a TON, but isn't mandatory. Our mirage never blinded once, simply because his build did not allow it, and that was a design choice. Would more cc help, ofc it would, but that wasn't the point of this run.

    And yeh Djiin is an interesting concept but still isn't super reliable

  3. In the several years that I have played Warframe, I have never been a part of an event that was as challenging and as exciting as this one. This is because I am one of those players that loves designing a team comp that pushes the limits of whats possible. I love endless missions, and this event has turned me into a huge supporter of the new defense missions (with a mobile defense target). These missions feel more like survival when it was first released and it fill me with joy. This change allows for different tactics to be used and I am all for trying something new.

     

    I enjoyed this event because it made endless missions fun and difficult for me again. I am a MR 21 player. I've got all of the best gear decked out with maxed mods. I know the game pretty well and because of that I am always trying to push the boundaries of what I've accomplished before. Its pretty easy for me to solo the vast majority of missions in the game. This is the first mission where I legitimately had trouble soloing past a certain point and I think content like this really has a place in Warframe. It screams co-op and I love that. Most of the endless missions up to this point have been about how much control you or your team can exert over the playing field, and how much damage you can do. I truly felt that our control was definitely limited, if not entirely interrupted during the endurance and I think that is refreshing and awesome. DPS was still very important but knowing where to focus that damage later on was really fun and different than other endless where you just kill/nuke all the things. Blanket control gets boring. Missions where you have to outwit your enemy with predetermined tactics feel more rewarding in my opinion. Yes cc is still apparent, but it isn't flawless and that's what makes it fun (for me).

     

    As for the mission itself, I have 0 complaints. It didn't take 60+ waves to be difficult. Combat tactics were necessary at waves as low as 5. The 50 energy cap was a massive change to what I was used to and it really made me reevaluate the way I play. I loved that. The different 'mini bosses' during the defense made combat much more exciting because you really had to pick and choose which target to go after first. All of the targets were just the right amount of agile. They weren't like manics super charged by a speed nova by any means, yet their speed made combat more frantic and fun. I really enjoyed all of these units, and I really hope this isn't the last time we see them all in the same mission again. if it is, this would be a massive loss to the variety of mission types we have in the game.

     

    Me and a squad of clanmates decided to see how far we could get in the final endurance mission in an effort to obtain the highest tier of trophy for shadow clans. We made it to our goal, which was 45 waves, and extracted with 2 hours worth of work behind us. Now I understand that 45 waves isn't record breaking, that isn't what we were going for. We just wanted the trophy, and we wanted to see if our squad comp was viable. Building the comp was a lot of fun. We ended up running with a trinity, mirage, rhino, and nova. Those of you who can crunch numbers know how lethal this combination can be with the right mods.

     

    Now I can foresee some of you letting me know that I could have used X, Y, or Z and this mission would be as easy as any other defense, and you would probably be right. This comp was all about fun and trying something new. I have no regrets, it was awesome.

     

    There is a ton of potential here for more truly difficult content for Warframe. Sorties had that potential and then, over a few patches, have been chipped away at to be more manageable (like most dailies). I don't feel like this is a bad thing because the majority of players aren't soloing though sorties like they are nothing. Sorties are good and I do enjoy them. However, I do wish there was more readily available content that really pushed not only the limits of our gear, but also put our creativity as tacticians to the test. I think this event is a great step in the right direction, and I personally would love to see more content that challenges us tactically, and not just throwing bullet sponges at our faces (which is fun in its own right). Maybe nightmare invasions could be an avenue for this content?

     

    TL;DR. Last endurance mission for the event was challenging. Made it to wave 45. Love the challenge. WTB more challenging Warframe content that requires tactical prowess and not just the max dps/cc possible. Sorties are a good start, lets expand that challenge tactically, and not just with lvl 200 bullet sponges.

     

    <3 you Warframe. <3 DE, keep it up!

     

    P.S: Can you please give a frame a 'threat' ability -cough- Chroma -cough-? This would allow for new tactics to be made! Nyx's absorb just isn't sustainable as far as "tanking" goes.

  4. Her blind is definitely one of if not the strongest cc ability in the game right now. I can justify seeing a slight nerf in the range, but at the same time it is something that makes her unique and something that balances out her skillset. If her blind range was nerfed then she would lose her place as a cc frame and would just turn into a straight damage frame (which she does very well). Excalibro's blind range is also ridiculous but it is LoS and is inferor to other forms of cc because of that so I dont think LoS is a good choice.

     

    I guess all in all I would be ok with a different way the blind is applied to enemies. Maybe the lasers can blind with a 50% chance and they jump in between targets, but I think the range should still be mod-able to give her role flexibility which in turn leads to build diversity which I think is a very good thing.

     

    I think there are frames that really excel at certain game types. Valkyr survival, frost defense, loki spy just to name a few. I think its ok that mirage can dominate interception. Yes its incredibly strong cc, but I dont see it as game breaking. Thats just my opinion. o/

  5. Playing about 80-90 rounds for around 10 hours including a time to farm 468 Omega Isotopes.

    I was able to get 14 Imperator Vandal BPs and 14 Barrels but a Receiver.

    Oh, Guess what... I also made 536 Fusion Cores.

    It said drop rate for Receiver was 2.1%. Doesn't it mean a Receiver should've dropped at least once in 50 waves?

     

    :( . I'm going for one more set of 50 runs then ima call it quits too.

  6. I really wish they would make it a fixed reward at 20 runs or something. Each run where I don't get the receiver, frustration and disappointment builds up. This weapon's difficulty to obtain should be the same for everyone. It doesn't make sense to me for some players to get it after the first ten runs while other players have to spend the entire day or 100+ runs to get the same thing.

     

    Yeah the grind is real :/. My rng is never this bad so maybe I had it coming but man, this stuff really breaks your will.

  7. If you wait about 20 seconds they will return to their original state, opening up the stealth multiplier upon death. I personally have been using Ivara for my stealth runs and using her sleep arrow before you make a kill near other enemies makes this a non issue. Also if you have a weapon that can kill all of the enemies at the same time in one blow, that works too. I personally use a War with primed reach + tempo royal and as much damage as I can fit. The first swing takes care of multiple enemies quite nicely all of which give me the stealth multiplier.

     

    Also yes, its quite hilarious that now enemies are somewhat suspicious of their brethren dying from what appears to be thin air.

  8. I feel like people are burned out because we got 3 new frames within a few weeks of each other, all of which are grindy to get and are behind timewalls like sorties, alertium, and dojo research time/cost. Yes this is grindy-er than most non prime frames, but at the same time its new content and DE is a business after all. I do think it was a mistake to release 3 grindy frames very close to each other just because of the community reaction that ensues. People get tired of the grind pretty quick (including myself) and, as this post validates, might cause fewer people to even play the frame (as compared to releasing them further apart from each other so the content is more digestible).

     

    I don't think nazha should be in the sortie drop-table. It just seems out of place and out of context and the small chance of getting one part per 24 hours is a huge change in how fast we can obtain the frame (without trade/plat). It just doesn't seem right for a frame that isn't all that special compared to its brethren.

     

    I feel like DE was in a rush to get both of these frames (wu kong and nezha) out before the end of the year to keep promises, but at the end of the day I would rather these frames be late, and implemented correctly with appropriate context (you know, like what DE said about Umbra). Maybe with a short intro quest, nothing complex (even copy and paste would suffice) just so that they have a place in the universe.

     

    Das jus me doe.

  9. I think your second idea is basically flawless for an Effigy mod and would rather see it there than on Elemental Ward.

     

    Chroma's one of my faves, too. Hopefully we can get a couple QoL buffs to Spectral Scream (bit longer range, benefits from Vex Armor as though it were a weapon, pass to make sure it's functioning as a cone/AoE and hitting everything in that cone reliably). After that, maybe a small buff to Fire (which seems the least useful element for Chroma all the way around).

    You're absolutely right, it would be neat to have it on Effigy. The only reason I didn't go that route was because I felt like it made Chroma's natural armor penalty redundant, assuming the aura also effects Chroma. Why wouldn't it if the skill is being emitted from Effigy? That's my logic anyway. But if Effigy took the damage instead of Chroma then it would be nice if Effigy was effected by Vex Armor as well, and at this point its treading in OP territory. So that's why I decided to only keep it on the ward. It gives people a reason to stay with Chroma if hes moving or still holding a spot, whereas Effigy is definitely for holding a spot (or short bursts of CC).

    I would love some QoL changes for Spectral Scream. Very underwhelming skill for a trademark attack of a dragon. I agree with all your points.

     

    Fire should have been left the way it was, the hp buff is no longer useful now that you have to regen the health manually. I would rather see some hp regen or reverted back to the way it was.

  10. I've heard that Chroma's 3rd augment will be for his Elemental Ward skill so my suggestions are based around that. I think an augment for Effigy is less flexible so I prefer it this way.

     

    I think it would be fantastic if the augment did one of three things.

     

    1) Threatening Ward - All enemies within the range of Elemental Ward attack Chroma before allies or companions with a 100% chance. Power Strength increases threat radius beyond Elemental Wards aoe .Calculation is multiplicative. 200% pwr str wound be 2x12m=24m threat aoe. With a reach mod it would be 2x((12x0.45)+12)=34.8m

     

    or

     

    2) Protective Ward - All allies in the range of Elemental Ward gain 25% damage reduction. The damage reduced is deflected to Chroma (damage is still calculated before armor is taken into consideration). Damage reduction is effected by Power Strength (capped at 75%). 

     

    or

     

    3) Extended Ward - If Elemental Ward is active, casting Effigy will give Effigy a copy of the aura. Recasting Elemental Ward while Effigy is active will still give Effigy a copy of the aura. Auras will not stack, but allies can benefit from Chroma, or Effigy. Duration of the aura is tied to the duration of the aura on Chroma.

     

    The numbers can obviously be tweaked but I think this would give Chroma a real support role in a squad. I would really prefer #1 or #2 because I view Chroma as a tank, and I would love to have the ability to protect my teammates somehow. Effigy's CC just isn't quite enough for that. #3 is sort of a consolation idea if #1 and #2 are off the table.

     

    P.S. I love Chroma :v

     


     


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