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Operativ

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  1. A general rebalance would do. Make a framework for deciding what "level of power" warframes within a certain category are allowed to have, do not let any addition to cross these boundaries. Handle enemies so they do not need to infinitely scale levels with added armour and damage. Then keep the actual challenge in new mechanics, rather than making it a numbers' game. Otherwise, the power creep will scale in, and the 'debt' will grow with each new added warframe.
  2. Carry on with the momentum and keep rebalancing, is what I suggest. Rebalance the OP warframes, and rebalance the current idea of infinitely scaling enemies with armour & damage as the only measures to combat power creep. Best to act late (now), rather than keep at it and let the 'power creep debt' grow with each new addition. Besides that, there should be some kind of framework that defines which boundaries are not allowed to be crossed as to not make something OP. Different genre, however still an MMORPG, "OSRS" has a really smart approach to balance and the developers definitely have a good idea of how things should look to be kept in line with all the other content.
  3. Well, back in the day we bought things to support the developers, rather than to have a commercial product with expectations. It's an online game, these will keep changing, it's not a product that sits offline on the shelf. The problem is not Dante's nerf, it's that other things are unbalanced as well and require a general rebalance. This includes newer warframes and in general enemies that rely on artificial difficulty (too many levels, too much armour, too much damage). There will always be a 'new strong' if things keep heading this way, so best to defeat the hydra in its current state than let further heads to grow - the 'tech debt' will be real at some point.
  4. Keep the changes and iterate further across all warframes that stand out (eg. Kullervo). Then bring enemies a rebalance as well, so they don't scale into hundreds or thousands of levels to be challenging due to how damage and armour are currently constructed. I suggest to think outside of the box with a Warframe-wide rebalance, rather than trying to stick with individual warframes - otherwise each new addition will just power creep and further unbalance the entire thing.
  5. Good changes overall, thank you for the patch. In my opinion the nerf of Dante went into the right direction. Even with 40% of the original overguard applied from Final Verse's Triumph he's still a very powerful support capable of generating overguard with enough protection to make things quite easy. Unpopular opinion or not, I believe Warframe needs more of such rebalancing applied, especially amongst the more powerful warframes like Kullervo and such. A frame-wide pass could allow for enemy rebalancing and would allow for a more tactical gameplay introduction rather than endless level & value scaling of enemies and damage. I've been here since Founder packages were in shop and honestly Warframe was somehow more enjoyable back in the day when it was more tactical. Sure, it lacked in all of the shiny, new content we have today, but everything was full of various challenges (ammo management, enemy difficulty, no OP skills...) across the entire game.
  6. Ember herself is quite solid, it's just that the latest additions (Dagath, Dante, Kullervo, Voruna, etc.) are on a whole another level than most of the previous warframes. I think the long-term solution is to not keep buffing things, as it will always create a never-ending power creep of 'new standard of strong', and instead revisit the balance of Warframe as a whole. In particular, damage, armour and enemy scaling could be used as a solid basis to make Warframe more challenging & more enjoyable at the same time.
  7. I think many elements of Warframe could use a rebalance. Warframes, both the stronger and the weaker ones, enemies and how damage & armour mechanics are being handled that drives the need for 1000+ level enemies to even appear at all. However on topic, yes, I believe Dante is overtuned with how the overguard functions on him and his allies. That also does not invalidate the fact that other frames, like Kullervo, Voruna, etc. could use a balancing pass so as to not 'bring everything to the new, strongest standard' every single time. Balance is a delicate matter, and can be a very nice way to keep things both fun and challenging at the same time.
  8. I, for one, welcome the nerfs that show a careful developers' understanding that Warframe needs (lots of) further balancing. I hope the entirety of things gets rebalanced, included enemies so that they won't need to scale into hundreds and thousands of levels to be 'challenging'.
  9. Personally, I'd like to see a general rebalance of Warframe to happen. I'm not the one to propose a form, as this requires a lot of planning and a proof of concept to implement, however I believe it would make Warframe a more enjoyable, challenging experience. With warframes like Dante, Kullervo, Voruna, and some others the difficulty is at best artificial due to enemy level (eg. level 1000+ enemies) which comes with their armour, damage and so on. Sometimes we see a form of damage capping that is present on some murmur opponents in Sanctum Anatomica missions, like the rogue voidrigs. In my opinion, rather than buffing everything else up to the standards of stronger warframes, there should be a general overhaul to make everything viable again in its own niche, while not resorting to bandaid solutions of raising the difficulty by additional levels and more values. Warframe is a good game, and I believe it would be even better with the power creep reeled back in, and things rebalanced to be challenging in a fun manner. I'm not sure if that mandates new version of the Damage model, but these are my two Entrati Obols on this matter.
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