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SoulOfTheHunter

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Posts posted by SoulOfTheHunter

  1. 1 hour ago, Thebel said:

    Damage for shadows is the same as before (No increase in damage even though you have less shadows)

    Incorrect. I am noob

    Old system @ +0% power strength is same as

    100.00% Shadows health bonus
    150.00% Shadows damage bonus

    New system @ +0% power strength
    200.00% Shadows health bonus
    200.00% Shadows shield bonus
    250.00% Shadows damage bonus
     
    1 hour ago, Thebel said:

    Augment is still a base 6% damage reduction per shadow ( scales with strength but you need like >+200% to get back to 90% damage reduction)

    +114% power strength to be precise. I kinda agree

    if they were to increase it to 7% then you could reach 90% damage reduction at +84% power strength which is much easier to attain with out sacrificnig other abilities. That said, its pretty easy to reach +100% power strength with little effect on other abilities
  2. I hope there are zero changes to the way it works now. I do hope that Soul Punch is altered so that it can be incorperated into SotD as suggested above; punch shadows and they explode, or ragdoll then explode.

    I've been running all today with Nekros, Sancti Tigris and Reaper Prime and the abilities are amazing. Energy is not a concern. Shield of Shadows is effective even at a relatively low power strength of +15% (power drift only, 50% damage reduction), and low duration of +55% (50seconds). Have been playing Ophelia (Grineer), Hieracon (infested) up until they were high levels (90+). Zero issues keeping Shadows going with Desecrate on from the start of the mission. Just put a 3rd forma on, because playing with only 7 mods equiped and still feeling OP means I should put more mods on and feel true godliness.

    I said before that the health decay was annoying. I was wrong, it really is a non-issue, recasting every 40seconds to top them up and refresh their duration is fine with me and something I was doing in my old SotD build anyway. The cost to top up should not be the full cast cost.

    I imagine playing against nullifiers will suck huge amounts of &#! though.

  3. 12 minutes ago, Elathas said:

    hmm, I still like the bonus stats primes have

    Mag vs. Mag Prime = an extra polarity and 75 extra health
    Nyx vs. Nyx Prime = an extra polarity, 75 extra shield and +0.025 sprint speed
    Frost vs. Frost Prime = an extra polarity and 75 extra shield
    etc

    The same 'meh' differences exist between all primes. A extra polarity that may or may not save you a forma and between 10-25% extra (base) health or shields. This is getting off topic so we should jsut leave it at that.

  4. 4 minutes ago, Elathas said:

     But, I am glad people are playing him, who knows maybe if gets enough popularity, he can get some pet themed cosmetics 0_0 shadow armor would be pretty cool       

    So much this. I dont care about Primes anymore. The only reason I used them before was because of the death orb perk in the void (now useless). Standard varients are generally much easier to make suitable for endgame (fashionify/colourise). Nyx is a Prime (lol) example of this; Nyx Prime has silly lumpy things on legs that don't disapear when you swap to immortal skin, because of this I haven't even installed a potato on her. Sure I'll farm Nekros Prime for the mastery, but I'll stick with my 2 standard Nekros for actual gameplay. Skins are the new Primes imho.

  5. Love the changes. I am able to create a build that hosts all 3 augments and is very, very usable. The changes have allowed all 4 abilities to be utilised on a single build rather than a build for a single ability.

    My build http://goo.gl/efpcFM

    Gives 61% damage reduction and the rest can be dealth with by Health Conversion, I don't think the extra damage reduction is equired simply because you are only 1/8th of the target anyway. I put Primed Continuity on which results in a ~2% decay on SotD which should last 50 seconds. This assumes I don't top them up or that the amount of damage they recieve kills them. I've not had issues with energy (Zenurik) but Equilibrium or Flow instead of Streamline might be a alternative

    Soul Punch = same, will probably still not use this
    Desecrate = awesome, I have no issues with the drop rate. The 'cooldown' is a little odd, but I don't find that it hampers gameplay at all. Basic range is good.
    Terrify = same, but now more useable as power range can be kept relativly high (ie 100% or more), I use this as a panic button when reviving downed players
    Shadows of the Dead = awesome, the Decay is a little annoying, but I don't have an issue with how long they last.

    Suggestions;

    • animation speeds are still too slow. Sometimes recasting SotD will do the full length animation, and other times a short one. It always needs to be the shorter one if there are any SotD shadows still around. I understand the reason why it does this; if it has to summon it does the long animation, if it's just topping up it does the short.
    • Recasting SotD needs to take into account the amount of shadows are still there. If 2 are gone then the cost to top up the rest and summon 2 more should not be the cost of a full summon. It should be 2/7ths the initial cost plus an amount proportinal to what has been lost in the remaining shadows. There should be no energy cost to teleport to your location apart from teh cost to top up their health.
    • (Update) I think the Shield of Shadows augment needs to be slightly higher now, not just 6%. Maybe 7%. This would result in reaching the maximum damage reduction at 184% power strength. 90% damage reduction at (about) +90% power strength seems logical.

    Bugs;

    • On occasion I have noticed that a shadow I have summoned has not taken on the visual effect. This resulted in me blasting away only to realise he is linked but does not have the 'skin treatment'.
    • (maybe not) If you are knocked off the map your shadows are not dispelled (desecrate is though) and respawning will link you again. I'm not sure if this behaviour is correct/consitent with other frames but it is nice.
  6. I understand where you are coming from. Based on what I am descirbing it seems like I am taking the best of what they have and sticking it all on 1 frame. However while this is partially true, these enemies are in no way OP, which makes the frame in no way OP.

    Ability 1 is essentially Mind control which is also a 1st ability on Nyx

    Ability 2 is essentially Smite which is a 1st ability on Oberon. It might be better to compare it to Anitmatter Drop on Nova. Even Nyx's #2 is a projectile. However I think comparing it to Oberon's Smite is more accurate as it causes knockdown on impact, the same as what a bombard rocket does. I'm not talking insane damage, just a different version of Smite that scales more effectivly. Personally that is how I use Smite, cast on a target for the knockdown so I can close the distance and punch them in the face.

    Ability 3 has nothing to compare it to on warframes, I would say that is closest to Volt's shield (also a 3rd ability), or maybe Limbo's Cataclysm. But when you look at nullifiers they are extremely easy to deal with, which is the same in this case. It is a safety bubble, but it is also very fragile. In essence it is a way to share a single warframes shields with the entire squad. However becuase you are applying 1 shield over the whole squad, and making the shield much easier to be hit(as it is physically bigger), then the strength of the shield needs to be increased to counter this, otherwise the shield will simply be sprayed by the enemies and instantly disappear. Remember in a squad there are 4 people who can deal with a nullifier, if you reverse the roles then there are 30-50 enemies that are attacking your own bubble. In all honesty I think this is the weakest ability I have outlined, it's an extremely weak portable Frost snowglobe. I would suggest that allies that are in the bubble have their own shields added to the bubbles shield pool/health (possibly an augment?)

    Ability 4 is essentially Elemental Ward which is a 2nd ability on Chroma. The difference Is that it has been altered to a draining ability as well as having better range. I do not think it should spawn a 'shadow ancient'. Based on the way ancient healers work that would not make sense, it also breaks the theme of the frame; a frankenstein of enemies all merged into one. Personally I think these auras as I have described are underpowered. I can only assume your issue is specifically with the Healer aura, as the other 2 modes are for very specific use cases. Disruptor = against corpus/Battalysts etc (moon missions), Toxic = against infested.

     

  7. 4 hours ago, (PS4)B_Psycho2 said:

    A bunch of ancient powers stuck on the tenno are kind of OP.


    Hardly, we already have damage reduction auras in the game (Equinox) as well as blanket damage reduction (Trinity). I have altered the wording to be 'reduction' in all cases although I think that knockdown prevention should be 100% within the aura (similar to Oberon's Hallowed Ground).

    The Disruptor ability is also a reduction and all these auras need to be balanced between power strength, range and effciciency as they should be prohibitivly expensive to get max damage reduction.

    Remember that only one of these auras can be selected for the mission and cannot be changed throughout. For the damage reduction I would say that two auras can be added together (multiple frames) but cannot exceed a fixed cap, 90% I believewhat it is for Trinity? The frame itself is very low armour so these aura's allow an increased level of survivability.

     

     

  8. 6 minutes ago, RoboticApplesWithLasers said:

    what about blues and neutral tones?

    Haha, during my many edits during writing this I had a line that went something like this;

    • Blues - I don't really have something for this, DE only made 3 Ancients. It feels like there should be a 4th colour though

    It could just be Red, Green and Blues. The reason I chose yellow is because that is what Ancient Healers are accented with.
    Suggestions welcome.

  9. This concept takes the 'elite' enemies from the 4 basic factions and morphs their abilities into a single warframe and applies the power attributes to them.The 4 basic factions; Corpus, Grineer, Infested & Corrupted.

    The end result that I have below takes the various faction 'elite' abilities and allows them to be wielded by the player.
    This concept mixes;

    • an amount of targetted & small AoE crowd control
    • portable (albiet fragile) defense for a squad
    • squad based buffs and status dispelling

    Warframe stats
    Armour; 50
    Health; 300
    Shield; 400
    Energy: 250

    Ability 1 - 'Corrupt / Neural Sentry'
    (from the Wiki http://warframe.wikia.com/wiki/Corrupted)
    Type: timed/duration, cost per cast, can be recast
    Note: can only have 1 active
    Behaviour on Cast: Corrupts a target enemy (converts them into the Orokin Corrupted version) for a duration to fight by your side. They will have visual effects that make it obvious they are under control and seperates them from the enemies.

    While the enemy is under the effects of Corrupt any damage dealt to it will be be stored, if the Corrupted ally is killed by our enemies (cannot be damaged by squad) before the ability duration ends, then that damage is released as radiation in a AoE blast. This damage will not be applied to the target itself when the duration ends and they are still alive. Alternativly, rather than a radiation AoE, there is a chance for a single nearby enemy to become corrupted for the remaining duration.

    Behaviour on Recast: The second target will be Corrupted for the full duration while the original target will be released from its effects. On release the target will be procced with radiation. If a new enemy is not targeted, it simple releases the original Corrupted enemy.

    • Stored damage affected by power strength
    • Corrupted target's health and damage output is affected by power strength, reduced strength may be beneficial to have them die faster and release that stored damage
    • Duration affected by power duration

    Augment - 'Corrupted Corruption': Recasting on additional targets will split the remaining duration between them, that is, it will not end for the first enemy, but rather halve the duration and apply the other half of the duration to the new enemy it is cast upon. This can be done upto 5 times (5 controlled enemies, each at fraction of the original duration).

    Ability 2 - 'Bombard AT'
    (from the Wiki http://warframe.wikia.com/wiki/Bombard)
    Type: cost per cast
    Note: Linked to primary weapon mods including elemental & Nightwatch Napalm (if Orgis is your primary weapon)
    Behaviour on Cast: Really basic, it simply casts a slow travel Bombard rocket at an enemy that tracks on the enemy you target. Has an AoE explosion.

    • Targetable distance affected by power range
    • AoE radius affected by power range, reduced range has the advantage of applying more damage to a specific target.
    • Damage affected by power strength
    • Travel speed can be increased with reduced power duration

    Augment - 'Rain of Fire': Rocket is a cluster bomb that carpets the AoE when it impacts, each cluster bomb does significantly less damage as it is only part of the whole rocket. Damage is trivialised in favour of AoE crowd control with blast knockbacks or status effects as dictated by primary weapon mods. +30% status chance additive to primary weapon mods.

    Ability 3 - 'Nullifier'
    (from the Wiki http://warframe.wikia.com/wiki/Nullifier_Crewman)
    Type: timed/duration, cost per cast, cannot be recast
    Note: Linked to Shield mods
    Behaviour on Cast: Creates a bubble identical to a nullifier bubble. Visually will need to be more transparent. The 'strength' of the bubble is affected by shield mods (such as Redirection) which alters how much damage it takes before it is reduced to zero size. Shield recharge mods (Fast Deflection) affect how fast the bubble restores. The bubble should be seen as simply an enlarged version of your warframe shields. If your bubble takes a hit, then your shield counter will go down too. However, they are not directly related otherwise the big size of the bubble is huge disadvantage. The damage to the shield is similar in behaviour to armour and health, but in this case armour is power strength. It is instanly reduced to zero size if comes incontact with a enemy nullifier bubble BUT will reform once out of range and recharge kicks in. Cannot be damaged by allies.

    • duration effected by power duration
    • the bubble shrink rate is affected by power strength, see the wiki page for info on shrink rate.
    • Bubble size is fixed and is not affected by power range.

    Augment - 'Freindly Fire': Incoming projectiles have a chance to be deflected and will deal 500% damage if they impact with an enemy. Deflected projectiles will not reduce the bubble size. I believe nullifier bubbles can already deflect projectiles so this would just add a damage buff to that deflected projectile. Allies can also utilise this buff by shooting the bubble from the outside.

    Ability 4 - 'Ancients'
    Type: energy per second
    Note: Based on the energy colour chosen a module is chosen on the front/rear of the frame to select the mode. The module is simply a glorified Sigil with more detail/effects
    The idea behind this is that it takes the characteristics of the various Infested Anciencts;

    • Sigil/module 1 (Healer, from the Wiki http://warframe.wikia.com/wiki/Ancient_Healer)
      Behaviour on Cast: An aura that provides damage reduction, stagger and knockdown resistance in surrounding area. Damage done to protected allies within aura will heal yourself and increase your own health pool (like overshield, but for health). Important to note that despite it's name this will not heal allies or self at a set rate within the aura, only heals yourself when allies are in range and take damage. Disadvantages solo play, but thats how Ancient healers work.
      • Radius affected by power range
      • Damage reduction, stagger and knockdown resistance affected by power strength
      • Damage reduction capped at 75%?
      • Health buff cap affected directly by power strength eg 150% power strength = a max health pool of 150% x total health
    • Sigil/module 2 (Disruptor, from the Wiki http://warframe.wikia.com/wiki/Ancient_Disruptor)
      Behaviour on Cast: Allies within aura range will gain 10% chance to proc magnetic on melee hits as well as reducing incoming power damage. At first this may seem silly 'who else can wield power abilities except for the Warframes?' Turns out quite a few enemies can; stalker, sentients, oculysts/conculyst/battalyst, arson eximus etc. Conculyst/battalyst are something that I feel really need some way of combating them. As they are now, a survival mission on Tycho inevitably results in most of the squad dying the instant the conculyst/battalyst spawn.
      • Radius affected by power range
      • Power damage reduction affected by power strength
      • Power damage reduction capped at 90%?
    • Sigil/module 3 (Toxic, from the Wiki http://warframe.wikia.com/wiki/Toxic_Ancient)
      Behaviour on Cast: An aura of toxic, adds poison damage to allies within the aura, provides resistance to toxin effects to allies (including sentinals/companions) within aura. Gas cloud created when you are hit with melee.
      • Radius affected by power range

    Augment - 'Insert name here': Range of aura is increased with each additional squad member under it's effects. Range is represented visually similarl to Equinox's Pacify ability.

    The Quest/Lore

    On 09/08/2016 at 5:33 AM, SpeedOfLightPuncher said:

    That would make for a magnificent quest I tell you that 

    On 09/08/2016 at 7:49 AM, Rehtael7 said:

    I kind of see a lore problem with this, in that how could a Warframe be based off of enemies which at the time did not exist?

    In terms of Lore, there are very easy ways around this. The Corpus for example could have developed a prototype to harness these abilities. If this frame were developed into a quest it could be something like this;

    1. Quest is initiated, Lotus hears rumours of a new device being developed by the Corpus. The Corpus love Orokin tech after all, and are always attempting to recreate/mimic it. See Valkyr, Braton and others
    2. Investigation uncovers the blueprints for a prototype warframe; the first since the Orokin Era. Perhaps it is dropped by a high ranking Corpus official who is traveling by 'Pursuit' ship (that new archwing mode). Maybe Pursuit mission location is given away by an Interception mission?
    3. The quest expands upon Nueral Sentries and explains their purpose, what they do etc. Little is known about these so it gives an excuse to elaborate.
    4. Enter the void, find and acquire one of these Nueral Sentries. This is Ability 1 taken care of. The Neural Senty is a component for the Nueroptics. This could introduce a new game mode where you have to race to the objective and defeat the enemies before they acquire the Nueral Sentry (in other nodes it could be a different item).
    5. The corpus were aware of Grineer advancements in Orgis technology. Perhaps introduce a new mechanic where the player can defeat a boss and then use his weapon for the remainder of the mission. In this case an Ogris AT is collected and then the mission is changed to a Survival mission. This survival mode is a countermeasure initiated by the enemy to prevent you stealing their weapon. However while you are using the weapon Ordis (or something/one) is able to constantly record the behaviour of the weapon. Surviving for ~10minutes gives enough time to accquire enough data that you are then able to replicate the tracking capabilities of it in the foundry. This is then used to forge Ability 2. An Orgis is a component of the frame Chassis, but the tracking module is a component of the Nueroptics.
    6. Corpus likes nullifiers, it makes sense for their ultimate Warframe cloned weapon to incorperate that. That's Ability 3 taken care of. To acquire the next component requires hacking some Corpus datavaults for that information. The resultant 'Nullifier backpack' can be built and is a component for the frame Chassis.
    7. Now down to the Ancients. I'm not sure what to do here. I'm thinking the simplest way will be to harvest Ancient 'glands' or some such from the various Ancients, like Juggernauts. These are used as part of the frame Systems and take care of Ability 4

    The result is a bit of a Frankenstein creation. Imagine; energy sparking off violently, partially infected, Orgis built into one arm, small energy field generator on your back. A monster yes, but a monster Corpus designed to fight monsters.

    Issues

    None!!! its perfect lol jk

    Ability 1 is a little too similar to Nyx Mind Control, but the idea of corruption works well. I have a few ideas on how to further differentiate it.

    Ability 3 should its size be fixed? fixed, but larger? or affected by power range?

    Ability 4 (toxic) is supremely lackluster when compared to the other two options. However, I'm sure people might like an alternative toxin resistance other than Bless Tinity and in that respect it is quite a valuable ability when facing Infested.

    Ability 4 (Disrupter) Ancient Disruptors also deplete Warframe energy which doesn't really apply in the role reversal, perhaps instead the aura depletes enemy shields at a given rate instead?

    Ability 4 (Guardian) Simply adds basic health, shields or Armour buffs to players within the aura?

     

    I'm sure there are many (more) issues with concept, but I hope the mechanics and ideas makes sense.

    Feedback welcome.

     

  10. 2 minutes ago, MillbrookWest said:

    Great concept! Would make endless runs a lot more varied.

    From a technical perspective, i'd wager this would be quite hard however. Just the lone Sabotage we have now doubles the size of RAM warframe allocates for itself. To have it allocate every single faction, and tilesets, would put this mode out of reach of anybody not rocking uber amounts of RAM, and kickass processors.

    Keep in mind, Warframe also calculates the level layout during the loading screen, you'd increase your load times exponentially also.

    It would be good if the engine was more dynamic with shuttling around data, and the devs could actually explore gameplay types like this though!

    I was thinking about this too, but assuming the player has no control over where the next portal will take them then the game theoretically has that 5-6minutes of nav coordinate hunting time to unload the old tileset and load the new one in the background ready for the portal to open.

  11. 1 minute ago, GRIFFONP said:

    mission type should be on 3 of the current void tileset chains and each different difficulty would acommodate different faction

    I guess some sort of predictability over the faction you might be up against would help in preperation. However I would like to move away from the 'one mission = one faction' system and mix it up a bit. Perhaps the portal could have a weighted chance at certain target factions based on some aspect that can be controlled by the player. It might be as simple as choosing a target faction when you input the nav coordinates into the console. I don't think it should be guaranteed though.

  12. Bear with me here, its a very rough idea. I thought I would write it down here and flesh it out a bit more based on feedback.

    This idea uses the Orokin Void Sabotage portal and adds a bit of Stargate too it. The mission starts in the Orokin Void and the players need to find nav coordinates (as in Stagate, 6 are required). These drop from a specific enemy that periodically appears (the game mode at this point is simply kill all the things). This enemies behavour is similar to a capture target and it tries to flee, kill (or scan?) it before it escapes and retrieve the nav coordinate. The coordiantes are input into the control consoles (3 for each) and the consoles defended. The portal opens and the squad is able to traverse to a random tileset (Grineer Shipyards, Corpus Outpost, Orokin Derelict etc). The tileset has a mission mode attached to it. For example it might be a survival, excavation, capture etc. These are not countDOWN missions, you can stay as long as you want. The difference however is that there are 2 extraction points. One will take you to your Landing craft, the other will be to return back to the Orokin Void using the portal (which hasn't closed). Going to your landing craft ends the mission as you would expect and all rewards/resources are kept. Returning to the Orokin Void will allow you to hunt down some more nav coordinates and try again for another portal.

    In short it is a continuous random playlist with no lobby or breaks.

    Questions that might be asked

    • RNG nav coordinates on enemy drops = reactants 1.0 all over again?
      • No, that target enemy will keep spawning periodically, if they escape then you will just have to wait for the next one. I would like the spawn period to be something like every 60 seconds or so, although multiple could spawn at once (increases the challenge). This should mean time spent collecting the coordinates is about 5-6mins. Subject to feedback.
    • 6 Nav coordinates? Stargate needed 7?
      • Yeah, I'm thinking that once the 6 are found a more advanced enemy appears which contains the 7th (point of origin). This one doubles as the key to access the portal room (as a way of preventing camping in that room).
    • Control over which tileset/mission type the portal goes to?
      • Maybe, but the randomness is what I find appealing. It adds a bit of Russian roulette. You might do a mission and think its really easy (becuase your gear matches the enemy faction), but taking another spin through the portal might be a punch to the face and a mad scramble to complete the objective. The Orokin Void is the 'safe place' only because you know what to expect when you go through the portal to return there.
    • Enemy scaling?
      • Enemy levels are the same in the Orokin void as in the portal mission. If you do an Excavation and the enemies scaled from level 25 to level 35 while you were there, then when you return through the portal to the Orokin void the enemies will be level 35 and continue scaling up.
    • Rewards?
      • Agreed, it really lacks that carrot on as stick. In it's current state all it adds is varied gameplay and an endless game mode that isn't just the same ad infinitum. It's probably more appealing to veteran players and high MR. Prime parts might be nice, but I think DE are pretty set on the Void fissures for that. Suggestions welcome.
    • How did these nav coordinate carriers come by the nav coordinates?
      • I'm thinking; they have memories of before they were corrupted of the solar system or that the 'Neural Sentry' accidentaly leaked this information to them during the corruption process.
    • The portal in Orokin Sabotage needs a key to return, how does that work here?
      • And idea is that it comes about from the first reward drop in the mission. For example, the key will be rewarded in survival by the operative's first find, spy will come from the first successful vault hack, capture targets carry a key etc. If the key is not successfully retrieved then the squad has no choice but to extract via landing craft (which does NOT fail the mission) as the portal is not bi-directional.
    • Resource drops?
      • These should always match the tileset and planet the portal takes you too.
    • Return to void?
      • This needs something to limit one player returning to the Orokin Void through the portal without the squad.

     

    The main apeal is it varies up the tilesets and enemies throughout a longer mission.

    I'm sure there are technical limitations (loading tilesets without interupting the game), but one can dream ;)

    Feedback welcome.

     

  13. 2 minutes ago, DatDarkOne said:

    Sadly, this won't help me when using my controller.

    Unfortunatly I found that when the 5th ability came out (focus) controllers simply could not profide the necessary number of inputs :( There were too many combinations that negatvily impacted your ability to move freely while perfoming attacks, casting etc.

  14. 8 minutes ago, DatDarkOne said:

    I tried that and all it did was Strafe left or right.  

     

    To clarify; I used Alt in the Alternate Key Bindings column for Hold to Crouch

    AJdK3Vp.jpg

    And to use it in mission you press Alt + D or Alt + A

  15. The map is one of those things people were crying out to be fixed in the old archwing system, now with the new system that map fix is needed infinitly more.

    The issue with the mini map in archwing is that it is not 3d. It takes the normal mini map from the (relativly) 2 dimensional warframe game mode and tries to apply it to a 3 dimensional space. This is made even worse by the new '6dof' flight system because while the archwing has no right side up (more specifically a horizon), the map still applies to a very specific plane.
    There are some good suggestions in here, but essentially any other space flight game does this better and all DE has to do is impliment any one of them.
    https://www.reddit.com/r/Warframe/comments/4n4zjn/archwings_new_movement_system_will_be_garbage/

    I personally do not think archwing should focus on becomeing a space simulator. The benefit of the old flight system was that it was arcade'y and it made you feel extemely fast and powerful (like all of Warframe) without needing a driver's licence from NASA. As I have discussed with you before, of all the changes/improvements people asked for in old Archwing, a new flight system should have been last as there is a long list of other improvements that should have been made first.

     

  16. 2 hours ago, Major_Phantom said:

    I think you're suffering from burnout more so than actual game being busted. I agree there needs to be more of a reason to play extended runs since the relics messed that up in favor of easier farming. The game is going pretty strong though, the star chart gave players a more linear sense of progression through the content and we'll be getting focus changes in the next part of the update.

    I've been playing actively for a long time myself and I'm pretty certain you just need to switch and play something else from time to time.

    Since the update I've been playing other games simply because I'm not enjoying Warframe. Endless was what I enjoyed and as you pointed out it has little value now.

    The change in the starchart perhaps helps new players, I've been playing on a freinds account (noob level) and it doesn't seem to make much difference. Actually I'm finding it really dificult to progress because of the insane grind for specific enemies, specifically Eximus units. These only seem to appear in longer duration missions which are boring solo and these missions are still deserted in public matches. The relic system may have moved people out of the void, but it hasn't spread them around the map. On my account I don't have much issue with the starchart change apart from it removed a lot of missions I really enjoyed (eg Egaria) that had really nice tilesets and were fun in Survival.

  17. 8 hours ago, Mutt2679 said:

    I think they should add in roll buttons

    I believe there are already. It's something peculiar and seemingly undocumented. I tired it once and it didn't help much so the implimentation could be improved. I believe it was something like;

    1. Assign a key to the alternative crouch in keybindings
    2. When in archwing, hold that key and A or D
    3. Rather than strafe it becomes roll

    I saw it in a reddit post ages ago but it was too cumbersome to actually use. In the end (when I even bother with archwing) I do the waving-around-wildy technique to straighten up. The fact that there is a need 'straighten up' reinforces the need for an Up and Down.
    https://www.reddit.com/r/Warframe/comments/4vnlbv/to_fix_your_archwing_rotation_do_clockwise_or/

  18. 12 minutes ago, Dumfing said:

    there is no up or down in spaaaace

    Try using the Fluctus, it certainly seems to think there is an up and down (it doesn't rotate with the archwing).

    There may not be an up and down in space, but it still makes it significantly easier when there is a common plane to align too. We don't need a space sim, we just need fun.

  19. Is there anywhere in these forums (or elsewhere) that we can get an indication from the developers of the direction (if there is direction at all) this game will be taking? A roadmap, list of goals or a general blurb of where the game hopes to be in the future. SotR was an unplesant suprise and it would be nice if there was some sort of warning on future changes :(

    The past updates (17, 18) we've recieved I have been very happy with as they added new content and continued to improve the game. If SotR (even after all the hotfixes and update 1.1) is a taste of things to come then I despair for the future of the game. As it stands now I have little desire to log on each day, and once I've logged on there seems to be even less reason to stay on. This is coming from a player who spent 6+ hours playing daily.

  20. 36 minutes ago, Rehtael7 said:

    No, to a greater extent than drift mods. Currently if I want Shields, there's one way to get it. (And Vigor, but Vigor is statistically wank) I'd like to see multiple avenues for the benefit of shields, each of which has different side benefits, so I pick and choose which shield mod is right for my build.

    For weapons, this is as simple as being able to get damage bonuses along with minor QoL attributes like reload speed, magazine size, accuracy, etc.

    That's fair enough I guess, in summary more mods that are actually close in capabilities, and the difference is made up with a seperate benefit. Something like;

    • 'Burst Shields - 300% sheild capacity & +70% shield recharge' combines a reduced Redirection with reduced Fast Recharge
    • 'Depleted Defenses-  250% shield capacity, radial AoE when depleted -30% recharge' Reminds me of Borderlands, now I want this to be a thing :D

    In terms of weapons do you mean mods that alter 2 unrelated aspects of the weapon? Like 'Lightning Reload - +60% electrical damage, +40% reload speed'?
    Or specifcally for alternative Serration "120% Damage, +40% reload"? They better reduce the cost of upgrading mods then, screw upgrading an second damage mod to R10.

    I could deff get behind that. More mods = more choice = more better.

  21. 7 minutes ago, Rehtael7 said:

    It's not necessary at all. People lie to themselves and say it is, but it's not. Take a look at the item system in Smite, that's an example of a good item system. Each item equipped has multiple benefits, making them less comperable to other items. There are multiple ways to build defense, so you can opt to go for a little bit of health and an offensive boost, or you can go heavy on the defense, loading up on multiple health mods with other benefits.

    But Smite's items are things like "+15 physical power +15% speed" isn't that just combining damage mods like Serration with Speed Trigger? In essence you are saying Serration should be replaced with Drift style mods? Simpler still, apply the system that is on warframes to weapons?

  22. I don't actually have an issue with mandatory mods; it's a necessary 'evil'. Multishot is silly no doubt, that really needs a fix.

    Maybe rather than a exilus slot for handling mods it should be a dedicated slot just for the damage mod (Serration, Hornet Strike, Preasure Point). A mod slot without a drain (or buff)  with a buff effect on mod capacity (like Aura/stances?) in which either the normal or primed variant can sit. As an exilus slot it kind of sits seperatly to everything as an overall damage multiplier.

  23. 7 minutes ago, Rehtael7 said:

    It's a bandaid idea. It may cover up a problem, but it doesn't fix it.

    Truthfully what needs to happen is DE needs to overhaul the mod selection.

    Oh? I didn't realise there was a problem. Although I presume you are refering to evey weapon having a standard set of required mods eg Seration & Split chamber etc. I guess you're right. Because of the slots being taken up by these obligatory mods there is little room for usability mods.

    I just realised my whole idea is way too complex. Weapons just need a 'exilus slot' that can only accept usability/handling mods. Problem solved bandaided a different way.

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