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SDGDen

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Everything posted by SDGDen

  1. i mean, it was by the community's wishes that powercreep got to the point where any frame can do level cap now. so yeah. the game isn't hard. at all. it's piss easy. honestly, to me, it's easy to the point of being boring. granted, i used to teach raids in destiny 2 so my standard for difficulty is "carrying 5 newbies through a proper endgame activity". but still, it's (imho) way too easy. i hope deep archimedea will provide some challenge, or otherwise 1999.
  2. god. nail on the head with this one. honestly, part of the issue (in my personal opinion) is the *scale* of the powerfantasy. there's no more "to do a mission most effectively you should build a team of 4 with specific roles", every. single. mission. has a couple of builds that you can run that are SO EFFECTIVE there is literally zero worth in running with a team. we've gotten so powerful that there's simply no point in building for a specific purpose when you can just build your frame to do everything and ignore the entire concept of team play. maaan, i miss the old days sometimes. in all honesty... that's why for a while, i stopped playing warframe and started playing destiny 2 instead, it's still power fantasy but because it's balanced-ish there's a massive reason to play in groups and even to teach newbies (which is what i mostly did). sadly i can't play d2 anymore due to it being involved in a piece of personal trauma, so i went back to warframe with some of my old crew. yet that "group play" social factor is still entirely absent. wasted potential honestly.
  3. honestly, to me the beep is not loud enough when playing even with in-game music. i can almost instantly figure out where the demolyst is through directional audio, but i *have* to turn off my own music, and i dont play with ingame music. those two things instantly make the mode a lot less enjoyable for me since i mostly play the game with background music or while watching a podcast or something. i'd like for there to be some kind of non-audio indicator, not just for accessibility, but also because of how restrictive the audio-only solution is even for people with good hearing (such as myself).
  4. those 10 being the following 10, as shown on the devstream: axios javelineers: styanax axios javelin augment, when case, a pair of specters spawn to throw javelins that create their own vortexes (so basically you now throw a spread of 3 javelins on cast), if the spear impales an enemy the vortex lasts 5 seconds longer damage decoy: loki decoy augment, when enemies attack the decoy, they receive 3 random status effects and reflected damage is increased by 350%, not written here but shown in the stream is this augment making an ENEMY into the decoy, i dont remember if this was a base ability change or an augment feature divine retribution: nezha divine spears augment, when a speared enemy suffers a status effect, all other speared enemies suffer the same effect. spear explosions deal 10x status damage elusive retribution: baruuk elude augment, every attack baruuk eludes boost his attack speed and melee crit chance by 5% up to 30%. stacks last 4s. from the phrasing here i'm assuming this is a flat buff and it decays per-stack. guardian armor: chroma vex armor augment, chroma's health takes 50% of the damage taken by allies, squad kills restore 5% of his health and increase vex armor duration by 1 second. loyal merulina: yareli merulina augment, no longer ride merulina, but instead merulina follows you and casts sea snares on a 2s cooldown, potentially even with sea snares subsumed off? parasitic vitality: nidus parasitic link augment, you and linked allies gain 4% max health per mutation stack (which can go up to 1200% with the passive augment). iirc this doesnt stack with vitality though. recrystalize: citrine crystalize augment, enemies killed by the crystal growths stagger and spread those growths to enemies within 20 meters valence bond: lavos passive augment, ability casts grant 250% elemental damage, the element lingers as a status effect on your weapons for 20s. speculation but: what i *think* this means is that your weapons will always have 250% extra damage of the last element you cast, and will effectively do the status effects of all elements you cast in the last 20 seconds. wrath of ukko: kullervo storm of ukko augment, wrathful advance moves the storm to the teleport location AND increases its duration by 6 seconds. obviously, a decent chunk of these are pretty damn good, we're likely to see loyal merulina, valence bond and recrystalize become a common augment on their respective frames. but which of these has the most meme potential? out of these, only damage decoy is for a subsumed ability, so that may have uses on other frames especially with the "3 random status effects" thing, i can see it potentially having use on lavos and voruna but those aren't really *funny*. parasitic vitality sounds like it could have some potential for insanely high HP amounts. think 10K hp inaros. divine retribution could also result in some status spreading shenanigans, personally i'm most excited to tinker with this one (although i am putting guardian armor, loyal merulina and valence bond on my frames IMMEDIATELY). so, which augment do *you* think has the most meme potential? what's the funniest, silliest or most "this shouldnt work" build you can think up with one of these augments?
  5. tbh this keyglyph is EASILY the worst one. just because it blocks your shots and spawns on your location.
  6. https://forums.warframe.com/guidelines/
  7. this amount of powercreep only happened in the first place because DE allows community sentiment to steer the ship. a while ago i even got the chance to ask the devs what they thought about the balance VS power fantasy dilemma and according to them, power fantasy is still more important to them than balancing the game.
  8. lets goooo! now lets see if DE actually does anything about the non-issue or general gameplay balance. my bet is: not really.
  9. hey, i don't like the situation either. fact is just: the people who even consider it a problem are only a small chunk of the playerbase. even if they "squared up to the actual problem" there are plenty more players "squaring up" against ANY form of nerf. when saryn got nerfed DE received actual death threats, and it hasnt really gotten any better. should it? no. absolutely not. but is it right now? YES. absolutely. this is what warframe is now. most people *are* cool with this. just look at all the replies you've received. they're mostly complacent with the current situation. im well aware of that, but the overal community doesnt understand the idea of "PVE games still need balance". you're yelling at a brick wall when you're arguing that nerfs are good. also, you're kinda preaching to the choir here. i've been a massive advocate for sweeping game-wide nerfs to fix these kinds of issues. there already are a fair few anti-invis mechanics nowadays, some enemies can even bypass invis in that they still see you, and there's a lot more AOE-based enemies now than there used to be when loki was meta.
  10. imho, they need to remove the "1 second full invulnerability" from mesmer skin, maybe give it more charges to compensate or give it a relatively high maximum cap of charges since his other abilities can restore charges. the biggest issue is that thralls will usually instant-die due to teammates, fix that and his kit should already work *a lot* better. as for the rest of the thread. yes revenant is a crutch, but he's far from the only one. warframe simply isn't balanced. period. and because of the kinds of responses showcased in this thread and DE listening to those responses, warframe won't BE balanced. if you're looking for a game where you can actually enjoy the gameplay on public missions, you should go somewhere else. in warframe you'll run into largely two groups of people: those built for full-group carries (who will not leave you with even a crumb of the action) and those who've stacked fully into taking advantage of those carries (which is where most revenant players end up). ironically this issue prevents MOST of the build expression that people tend to tout as being a core selling point from being effective. until DE takes the nerf sledgehammer to *most* of the game, your only real option for a balanced game that allows you to play whichever loadout you enjoy with reasonable effectiveness and without being screwed over by randoms is to play solo or quit and go play something else.
  11. i actually use this build! i find it personally a lot better than razorwing blitz because you can finetune it to the exact speed that you want (meaning it wont end up being much too fast to fly through tiles efficiently with) and with regenerative molt, it also gives you quite a good survivability method.
  12. i dont disagree that the current system is terrible and leads to the stupidly inflated prices we see on the player market, but arguing that this is a "fix" to the RNG mechanic when it's a bypass is disingenuous. same for claiming this doesn't affect the RNG mechanic. imho, the more rolls a weapon has, the higher your chances should be for the more popular stats (so at that point your chances of increased IPS, zoom, magazine size, reload speed etc should be much lower). i could also see the concept of rolling multiple different versions at the same time and picking between 3 or 4 rolls rather than just picking "keep current" or "keep new". another interesting thing DE COULD do is have a consumable resource that affects the chances of specific stats, and put that resource in the various end-game activities. then you'll have a massive incentive to go play all the various endgame things so you can "finetune" your riven much more easily.
  13. "make riven RNG better by simply giving the players a way to avoid the RNG" that's not making the RNG system better, at that point you may as well suggest the ability to reroll individual stats or even just... have a flat cost of kuva to set specific stats. all your suggestion does is allow the player to not deal with the RNG.
  14. i mean, yes? but enemies as a whole are unproductive to wfs gameplay, all they (and reloading) do is slow down how quickly you can finish missions and get your loot.
  15. yes DE, show some consistency. by nerfing nourish, roar and other overtuned helminth abilities by 85% too. anyways, this change still nerfs the helminth version but keeps the power on mirages own version, im still of the opinion they really should remove eclipse from helminth and give it a range-nerfed version of her 2 instead but oh well. this'll work.
  16. our experience isnt the same, precisely. i come from an era where mid-game you didn't even *think* about formaing your frames i come from an era where level 80 non-SP grineer were considered so difficult you *Had* to have a full squad of corrosive projection. i come from an era where trinity and loki were meta picks. i started playing warframe in 2014, long before 5 or 6 forma builds became meta. people would run 1 or 2 forma when they reached endgame and *that was it*. there were no archon shards, practically no primed mods, no exilus mod slot, no umbra mods, no archon mods. the only expensive mods were corrupted mods and those were frequently not even maxed so you could counter their downside with a single regular mod. not to mention: forma was not nearly as plentiful as it is now. the relic system wasnt implemented yet, forma came from the various void missions, where they shared the drop table with prime parts. level 40 content was not considered "super easy" at that time so until you hit the late-game you weren't going to really get many forma. clans spent *weeks* keysharing their various defense and survival keys so they could stock up on forma for their dojo. on top of that, i personally don't enjoy relic missions or re-leveling frames over and over again, especially because for much of my "mid-game" experience, the system where you keep capacity based on your MR wasnt there yet. formaing didn't stop being a massive pain in the clem until i was already an endgame player, and by then, why would i do it? i was doing endgame content without needing any forma. what's the point? our experiences are different, in that i have much more experience with a much wider range of subjects in the game, our expectations are different, because i'm much more aware of the place warframe came from, the design decisions that led to this point, the reasons for those design decisions. the reasoning behind your argument shows nothing but a false sense of superiority.
  17. CC didn't matter long before things like CC immunity and overguard were added, because it was simply easier to nuke the enemies than to CC them. turns out death is the best form of crowd control.
  18. a corner they *could* get out of by doing a significant game-wide balance pass, which would mostly consist of nerfs. also a corner they were kind of forced into by the playerbase not accepting the idea of "nerfs are necessary for balance".
  19. yes, but also more other helminth abilities should *get* debuffs or have their debuffs increased (mostly the ones that are significantly over-used) btw, here's the weirdest one: nidus's larva, which pulls enemies in and groups them up, has the same range as gyre's coil horizon, which pulls enemies in and groups them up. both of these abilities are subsumes. nidus's larva has it's range reduced for the subsumed variant gyre's coil horizon does not. explain this DE? because larva doesnt even do any of its stack related shenanigans as a subsume, it is actually weaker than subsumed coil horizon.
  20. oh i wasnt saying destiny uses a perfect system, it has plenty of the flaws that you also get with dedicated hosting. it's just more realistic than full dedicated hosting and resolves some of the major issues with the current fully-p2p setup.
  21. what do those two things have to do with eachother? first, if your argument is "not formaing your frames makes you a bad player", that's incorrect. in fact i'd say being able to tune your own builds to the point where they don't *need* forma makes you exceptionally good at buildcrafting, much better than the people that just copy builds off of overframe or youtube. and if your argument is "if you're a bad player you can't understand game design" that is also wrong. someone who studied game design but never played any games is likely to know more about game design than someone who played tons of games but never studied. lastly, if instead you're arguing "you don't forma so you don't understand the game's design", that's also incorrect. i have *two* 8 forma lato's that i did for fun, just because i don't need any forma on my frames does not mean i don't forma or i don't understand the design decisions behind the game. also: currently have around 50 forma sitting in my inventory for future use on weapons, farmed 100 of them during the last plague star. so yeah. this is literally just a strawman.
  22. they end up challenging the people that don't get cheesy gear for the archimedea, but only the subset of those players that will still try. btw, speaking of which, i already spotted a way to cheese it: you can re-play deep archimedea as much as you want afterwards, and loot is individual, the challenges are *also* individual. so you could just have someone with no modifiers on a cheese setup carry a couple people with max modifiers and their RNG'd loadouts through, if the person with the cheese setup already did their run before that, there's no reason for them to run any of the modifiers.
  23. this is true, the problem hinges more on the fact that forcing players to use weaker gear is the only way DE can challenge the playerbase right now without going through significant nerfs. and the playerbase does not like nerfs, therefore luck-based difficulty it is!
  24. dedicated servers make very little sense as a whole or even as a fallback, however, there's a better solution: "hybrid" p2p/dedicated. it's the same system that destiny 2 uses. ever wondered how they don't get host migrations? that's how. here's a post i wrote a while ago that explains how that works.
  25. alright, then how would you suggest DE provides an end-game tier challenge to the playerbase?
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