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Ventura_Highway

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  1. A, double Steel Path where any damage to your Warframe causes you physical pain in reality would be a good first step towards True Difficulty.
  2. Yeah.... don't make me use this capslock key I'm not afraid I'm just cool...
  3. I'm not unhappy with the developers opting to make reworking older frames a nonpriority. It's logically more of a challenge than just making a new Warframe. A new Warframe's just got to work alright and be generally fun to play. Reworking an older one means that you've got to not only do those things, but respect the original vision of the Warframe as much as possible, even when that vision is basically not compatible with modern Warframe, such as with Nyx. It's more effort for an equivalent, perhaps lesser reward. Not happy but not aggravating enough to warrant action, circumstances considered.
  4. "Nyeh eheheh yesss we made a new Damage Type, Styrofoam-Peanut-Coated-in-Cotton just for that mistake of a Warframe!" Later that day... Registered losers, we've learned a lesson with Dante. We as humans have failed to stop Fun from infesting our game. Such was the task we were charged with, and in flesh and blood, we have failed. We thus pass the responsibility of Nerfing Bad to an artificial intelligence that was trained in Balan Wonderworld. Thank you; no refunds.
  5. How is that possible? I saw the Warframe team twirling their mustaches like those villains that slap people down onto train tracks. Hell, some of them were *growing* mustaches specifically to twirl! With chemicals that had hair erupt at the speed Dante, oh poor Dante, died!
  6. I hear Destiny 2 has an awesome new patch next week
  7. Another issue with Grave Spirit is that it, as far as I know, snapshots the Power Strength of your Warframe at the time of your casting. So, if I want my Cheat Death and turn it on at the start of the mission and at some point later have Arcane Power Ramp, Molt Augmented and Parazon Power Drain on, I have to do something to turn off Grave Spirit like falling off the map or dipping in a Nullifier Bubble if I want Grave Spirit at a bigger number. Maybe it wouldn't be bad to have a way to turn off Grave Spirit.
  8. I got off my high horse and tried Dagath over the weekend. Her kit is simple, and effective. She's good enough at Steel Path/Netracell levels so she passes my capabilities test but it feels like she basically has two powers as a Warframe. You either press 1+2 to make everything nearby really easy to kill, or prime them with that and then throw horses at them. So, compared to a frame like Protea, I feel like her kit could use more toys, and removing people's faces would be pretty fun and fitting. If Optimus Prime can do it and keep his good guy license I think we'll be fine. Really, the dilemma here is that her entire kit is effective, coherent, and elegant, but Grave Spirit is a passive. It's strong, I don't deny Crit Damage is good and that the Spectral Form has bailed me out of my carelessness a couple times. Nevertheless, a strong passive is still a passive. So I think if I had to rectify the matter I'd have a hold version one of her other abilities that did something different, probably related to unfacing an enemy.
  9. YOU! You DONT. GET. IT. I play Warframe to see BIG NUMBERS. NOT WAIT. *shakes fist* I am a CUSTOMER. Look at this star! I paid money on this game and the customer is always right! Waiting for things, not getting to kill because someone put a toxic build... my playtime isn't meant for these things. And I will scream to be heard if I must.
  10. Nerf the Forma forges times! Nerf those chance of me not getting an Archon Shard And most importantly nerf any Warframe that someone else can play and make me feel irritated!
  11. The rule I generally use for defining whether or not a Warframe's kit is fine is if you can use the Warframe in a Steel Path Incursion and four things apply: 1) You can use up to 1 augment and have all four buttons be "worth pressing." If you have to fix the Warframe by replacing an ability, maybe look at the ability that gets removed most often. Lavos's kit is pretty solid in this regard. Excal's Slash Dash and Radial Javelin really don't work up here as far as I'm aware, nor does Sound Quake or Sonic Boom. You could argue that Sonic Boom is good for pushing enemies back but that's not something most Warframe players would find useful. 2) Your Warframe's health/shields/main not-die resource doesn't disappear in ~3-2 seconds without the ability to cheaply and quickly regain it. If you have to use more than 1 Arcane and ~(3-4) mods to keep the Warframe alive, or have to use Decaying Dragon + Shield gating to survive at that level, something is wrong with the frame's defensive capabilities. I think Protea's defensive game is pretty fine despite her shields going away pretty quickly because it's not hard to reapply Shield Satellites, Nidus/Revenant have Parasitic Link/Mesmer Skin respectively, and Lavos' health pool does work with three or two mods + Arcane Blessing. Personally, I think it's really dumb that I get on a Volt and I'm just resorting to Discharge + Capacitance to keep the Shields topped. It's like "Oh man a Heavy Gunner looked at me again, let me just DISCHAAARGE." Really ruins the flow for me. Banshee is playable, I mean practically any Warframe is playable in Steel Path Incursion, but you've got to do a bit too much for my liking to not constantly worry about dying. There's an argument that this is fine and that this is what a starter Warframe should strive for and there's an argument that this and other 1-buttons with poor scaling are byproducts of older Warframes not being updated. If you think this is okay, I respect that but choose to think it'd be more fun if all abilities were worth pressing all the time. As far as I'm aware, at Steel Path Incursion levels Protea's kit works and if a trash mob steps on one it's probably going to die, and an enemy group getting hit by Discharge will greatly thin them out. I'm just saying, your Disruption video's Volt player doesn't even bother using Electric Shield to mitigate damage, and that it's a perfectly good damage amplifier but it's ideally supposed to be alright at blocking things. See above about disagreeing/agreeing about what a starter Warframe should be capable of. I'd argue that Mag's Pull at least has utility for displacing enemies, but yes I think Excalibur's Slash Dash is pretty bad too. I really, really do not see a point in arguing around level 9999 enemies, which is why I use Steel Path Incursions as a baseline. Those show up in the alerts. The devs don't really give you a reason to go up there, and if this is Warframe's endgame, it's a really spammy one that I'm not interested in because it lacks a sense of diversity in its tactics. But you really, really seem invested in this senseless oneupsmanship so I'm going to go do something more interesting. Consider this my final reply.
  12. I dunno. I always thought one of the coolest things about Shakespeare was how he made up words in his plays that eventually became part of the English language. I'm not so prideful as to put myself on his level, but languages are living things that constantly evolve and change. Take a look when you've got time. https://www.scientificamerican.com/article/linguists-have-identified-a-new-english-dialect-thats-emerging-in-south-florida/ EDIT: Oh, yeah you might want an explanation on both things. You actually changed what I meant by going from handsful to handful. There's like, eight? something Warframes they had on release iirc. It's a bit more than would fit in one hand I figured. You'll often find that two-word terms that get used a lot in a language start to get run together. It's my understanding German and Japanese are pretty notorious about this. https://blogs.transparent.com/german/german-kofferworter-portmanteau-words/ This is kind of annoying and the last thing I'm going to say on this matter but I generally argue that languages are supposed to be efficient while not compromising clarity excessively, and that anything that doesn't unduly compromise either aspect really doesn't matter.
  13. Well, taken another way, you wouldn't want to be given/farm for/unlock something that's pretty useless in a game, right? When someone gets Volt, they get three good abilities and a garbage one, and when Shock levels, it chains to 4 more enemies, but 4 times a zeptogram of utility is still very small. Basically agree with everything here, and yeah, if I had to get rough, one of the first tweaks any sane Volt player would do is kick off Shock for Pillage/Tharros Strike/practically anything you could subsume. Volt is also, I think I've said this, holding up surprisingly well despite how old is design is. But as for the "but Volt is a good Warframe who is incredibly far from the one most in need of improvement," consider this dosage of cynical wisdom: "Is it possible to fix Hydroid? At all??" Consider not only how warranted it is to fix a Warframe, but how feasible it is. Hydroid's kit is an utter mess. They made four abilities with no Steel Path damage potential and gave them some of the worst damage types. Frankly, I'm not sure anything besides basically deleting Hydroid's kit and making everything from the ground up would suffice. For Volt, it's easy for me to point out that there's two problem points on his kit and two problems he's inherited regarding Shields and Electrical damage.
  14. Well, it's still different. Actually, if your definition of "needs to be different" means we need to remove anything that has approximately the same role/effect, well Good God, look at all these Warframes with access to a team damage buff. This cannot stand! let's get rid of all but one of them. I'm joking. That wouldn't make sense because each Warframe buffs team damage in a different way and with a different end-result. They're variations on the same idea, capisce? It kind of happens when you've got 200+ abilities across 50+Warframes. In the same vane of this newfangled "variation" concept, Garuda's Dread is an oval as opposed to Volt's held Electric Shield being more of a rounded square. The shape matters when you're trying to block with it, actually. She rips it out of an enemy as opposed to generating it, it's 25 energy instead of 50, and it feeds the meatball on top damage instead of buffing gunfire. It's still different, unless you want to fairly apply your definition of different so that there's only 1 heal button, 1 teleport, 1 damage buff, 1 aoe CC, and so on, in the game. Tenno, like, I've been on the receiving end of some lunatic's 250 power strength Speed buff. It's annoying bumping into walls because you can't sprint for .5 seconds without slamming into one, and it's even more annoying that they kept pressing Speed over and over backflip after backflip. It wasn't helpful and it wasn't a buff. If you want to find space on a Dualshock Controller though for something as trivial as a "cancel annoying buffs" button, go ahead. There's 22 Warframes out of the 51 or so in the game (apparently there's more than that? 220?) with the ability to achieve ~75-90% Damage reduction, stay invisible, have some kind of ability that nullifies damage/death or prevents bullets from hitting, or can just make shields out the wazoo without an augment. I'm being generous and not counting the Warframes with high armor. Okay, for one, all you really "need" to play the game on Steel Path is Zenurik, a well-modded and somewhat meta set of weapons and eight mods with some thought put into them on a Warframe of your choice that's not on the very bottom of the Overframe tier list. The rest is unnecessary. And again with this myopic "It's the same" business. Let's break this down. Wrathful Advance has Kullervo teleport and Heavy Attack with his melee weapon. This costs 25 energy and 25% of his combo counter, and it buffs his critical chance for 10 seconds afterwards, duration scaling. The proposed Volt ability's melee half (It does something completely different with a ranged weapon) moves him into the air, then teleports, then shock-stuns nearby enemies while giving Volt a fixed four seconds of increased melee damage. Under your logic, Kullervo's ability should have never existed because Nezha's Chakram is a teleport that makes him do more damage. The teleport is also strong melee attack on an enemy like Ash's Teleport, but really, new things or even just the thought of them make you uncomfortable. The defined phenomenon I am trying to work around is being able to constantly generate full shields with a Decaying Dragon key and an Augur set. By avoiding changing Volt's base shields, at all, we avoid messing with people that want to do that. By changing the Shield's ability to resist damage, and retaining a regeneration delay that is more sane than four seconds, the shield actually has a chance of passively regenerating on its own while still asking people to not get hit or killed by a dot for ~1.2 seconds. Please elaborate. The drawback of Volt's dual steroids of Electric Shield and Speed is that Electric Shield basically only increases the damage of guns, and the latter primarily helps swing your melee faster because Melee Speed is a lot more noticeable than Reload Speed, usually. There's edge cases for both, where a gunblade gets damage from E. Shield and Single-Shot or low-mag weapons benefit a lot from Speed. (I suppose the Incarnon transformation counts here but I'm sure DE will powercreep those in due time too.) But nothing about playing on a Steel Path Incursion actually warrants paying close attention to a build or resorting to something like a clapspam Gauss. Warframe is not a game that actually pushes people to the edge, and this "difficulty" you're trying to preserve is hilariously minimal. Of the other shooters I've played I'd peg endgame Warframe as being as difficult as the middle difficulty of Deep Rock Galactic or the second lowest difficulty of Division 2. Warframe is interesting, but the idea of it being actually difficult to a player with normal endgame gear is amusing.
  15. Oh good, finally. I wouldn't call Volt a caster, or at least exclusively one. 2 out of his 4 abilities straight out of the box are weapon steroids, at least in part, and the first ability can be modified to improve weapon damage. He is a highly versatile Warframe, but just like you can make Rhino a support instead of a tank, there's more than one way to play this particular Warframe, and I fail to see how the potential for high ability damage rules out access to sane amounts of damage reduction. Further, there is, a Warframe that more strongly fits the caster identity with multiple direct-damage powers in her kit, that happens to do electrical damage exclusively: Gyre. I have to wonder what level range you're talking about when you mention millions of Overguard, because it takes enemies being way over level 200 in order for them to start doing four digit damage. You basically have to go looking for that kind of enemy in an Endurance Survival, or you have to be in the Steel Path Circuit, and those simply cannot be accounted for, and they are not situations the average player will encounter on a regular basis. I completely fail to see how adjusting the cost and duration of Speed to require less refreshing on the buff is overpowered, unless there's some weird argument about high APM gameplay in here. There could be something said about the status resistance portion here, but there's no argument here besides calling it stupid and I've self-scrutinized it to the best of my ability. If you want to expound on that go ahead. Unique =/= Good with regards to Electric Shield. Not to be rude, but you described using Archon Stretch and Capacitance to survive damage in your first post, neglecting to mention blocking with Electric Shield, and only described its capacity as a weapon steroid in the second one. This really leads me to think that well, you don't manage to block too much with it either. Many Warframes do in fact have passives that take but an entire sentence to describe, but there are in fact other Warframes such as Wukong, Nidus, Khora, Gauss, and Sevagoth that have considerably lengthy descriptions on their passives, nor does this passive have anything to do at all with Shield Gating besides trying to avoid affecting the mechanic at all. I also have to mention Kullervo hardly has the monopoly on Teleports. They show up in the kits of Ash, Wisp, Loki and Nezha as well; some of those frames are from the very start of the game. Unfortunately, Warframes by default are pretty frickin' fast, so in order for a movement ability to be worth pressing for the movement, you have to make it move much faster than even that. That's why this is a teleport. The slow/Vortex is there to help differentiate it from other Damage Vulnerability abilities like Blazing Chakram while complimenting Electric Shield's Critical hit component. Yes, Capacitance is a thing, but I call it a defense deficiency if a Warframe has to constantly press its ult to survive gunfire comes their way. That's not normal at all.
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