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iPathos

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  1. I'm excited to see lesser used status effects be brought up to a more usable state, however this time when cold is changed can Secondary Shiver be addressed? It was underwhelming when we got it and it's only gotten weaker with the changes made to cold status since. I'm all for us having more options to deal with enemy tankiness but I'm not sure the current plan is the best plan. One of the better solutions to bring up certain abilities that don't scale their efficacy against armor would be to ensure anything that strips a flat amount also strips some scaling percentage of the enemy's total armor. It'd be nice if magnetic damage interfered with enemies who cast abilities, including eximus and Scrambus to list a couple. Not necessarily a full lockdown on their abilities but maybe a scaling cooldown extension based on how many magnetic procs they were/are suffering? Voltage's suggestion around blast tying more into stealth with body dissolution is a neat take too, further utility. Either way I'm excited to see where this goes, as flexibility in how we can address different problems is one of the reasons Warframe caught me in the first place. In saying that, can we please stop introducing enemies that are entirely immune to certain aspects of our loadouts without proper counterplay? Necramechs being entirely unstrippable with the only real counter being steady dps isn't just boring, it's dated and doesn't reflect well among so many other, much more creative design decisions.
  2. They're pretty ordinary, in my opinion. The only differences are: SP/Non-SP 1/2/3 Portals done. The rest is just rolling a drop from a table, same as any other designated rotation reward. These don't have A/B/C, just a single list per difficulty.
  3. I haven't even had a chance to play with Dante yet and it already sounds like he's being Calibanned. It's disappointing to see LoS checks being a recurring solution for problems like this when it's rather well known that Warframe's LoS checks are already below par in their accuracy. I was sincerely hoping the backlash and outcry in response to the nerf would spur a dive into attempting to fix the checks, but unless that action simply hasn't been conveyed to us then my hopes are again dashed. I had a lot of hype around this update but post-drop "fixes" are gutting great aspects. A personal issue I take with Deep Archimedea is the Transference Distortion modifier. That's not challenge, that's artificial restriction that blocks off a huge chunk of every player's kit. If Archimedea MUST have an effect like this, it should work through extended cooldowns or blocking REPEATED uses, not outright. If Dante (and others) giving players overguard is causing issues, give players options to remove that overguard or otherwise toggle whether they wish to receive it. Also, please actually rebalance the bonus amps get to overguard. +50% damage is nowhere near enough of an incentive to use it over other options that are neutral but exponentially more powerful, always outperforming amps as an option. I have much, much more to say on this but I'll hold off for right now.
  4. I can kinda get where this is coming from, but the reverse is also true. Unreliable procs in some tilesets now become consistent by a known set of actions, you *will* get a blind within a few casts, just sometimes it'll be sooner than later. In one way it's nice because it encourages using her kit in a more interactive manner, but I can see the detriment to a singular Mass Vitrify build. Either way, that change is its own thing. My primary concern in that post is definitely around Eclipse, because the "balancing" done to the Helminth version is no balancing at all.
  5. The Loki changes have me rather excited, especially the Switch Teleport QoL! I might get a lot more use out of my boy yet. Now, Eclipse. As many have already said, there's definitely far too much weight being placed on Lunar Eclipse when considering how much lower Solar Eclipse should be. Others have also mentioned that the drop on Roar through helminth is to about 3/5 efficacy, while this proposed change to Solar Eclipse would be close to an 80% reduction, all the way down to 1/5 efficacy. Roar acting as a faction damage bonus (including its effects on DoT and the like) should be a pretty clear indicator that Solar Eclipse taking such a reduction in numbers is too heavy-handed. Since the semi-recent change to Eclipse's UI accuracy, it's been far easier to gauge exactly how strong a buff we've been getting from the lighting conditions we're subject to. It would make far more sense to me if the Helminth'd version simply did not have the on-the-fly switching of the buffs as an option, having the frame's emissive color choice dictate the buff they receive. Otherwise, having Lunar Eclipse's cap be the same but its starting percentage being much lower - this in particular seems like a missed opportunity for balancing for Helminth. The Gara passive change seems pretty nice on paper, pity mechanics like this would be lovely to see used more around the game, in my opinion. The Nourish change sounds fair so far, it always struck me as a little odd just how strong it still was when infused into other frames. I'm liking the look of the invisible frames toggle for the appearance menu, seems like it'll let us be just that bit more meticulous about our looks! The Netracell drop table adjustment is a very welcome change. For a very short while on starting them, the non-exclusive arcanes did help - but that very quickly burns down to Vosfor food for so many players. Very much looking forward to the Omnia Fissures once they drop, it sounds like it'll be an extremely versatile addition to framer routines. Steel Path Cavia Bounties too? You're spoiling us! Very much looking forward to how things go moving forward, many of these changes are both welcome and intriguing.
  6. Unfortunate to see the Angstrum Ammostick interaction be "fixed". More niche synergies should be embraced, not stamped out.
  7. Honestly, more control over it would be a better solution. There *are* times when I want to just use the incarnon mode for a couple shots, a specific purpose, then I want it gone again. There being absolutely no downside to switching back and forth at will would counteract the whole "strength" aspect of building your gauge in the first place. Now, if we come to why that's a concern? Probably because some of the incarnon weapons can charge in one or two shots, some take minutes at a time. This is where balancing the charge gained would be a better approach than otherwise - imo at least.
  8. I am currently in mission from before the hotfix so will need to check, but I was unable to swap polarities before it dropped. Didn't matter which weapon or which polarity or to where, it would always just fail with the "Reconfiguration failed" message.
  9. You don't have to break the down meaning of the term for me, I'm aware. You must also consider the context to which I replied, as that was directed primarily at the inconsistency among nerfing and buffing things game-wide. I personally prefer to find weapons that I enjoy using and then to decide on content that's suitable for them, because that puts my preference for fun over a need for competent gear choice. It makes sense for overpowered options to somewhat validate other overpowered options, so that monopolies are not formed. However as I also said before, the necessary balance is where fine tuning leaves much to be desired. We generally find that one of four main things happens with "powerful" gear in Warframe: They are either difficult, painful or expensive to obtain, gating them through accessibility. They are reliant on a very specific setup, usually including a riven with very specific stat rolls. Gating through RNG. They get nerfed hard upon their efficacy being shown to the wider public, this restricts them via gatekeeping the knowledge of their efficacy. They get nerfed in a minor way, but enough to take them out of the leading position they were in while still retaining some degree of power or appeal. This is the least common and most preferred action for DE to take in general as it benefits the largest selection of players. While I'd prefer for more things to be buffed than nerfed, I feel like it would benefit the player more if the content being engaged with was more flexible in their manner of approach. Thus, changes are my preferred approach, as it shakes things up without directly removing certain playstyles. Warframe is already a smorgasbord of content, whether to its benefit or detriment. The more ways that it can be engaged with in an entertaining manner, the better. For some, that's a genuine challenge. For others, it's mowing down every enemy in sight. For others still, it's more about going fast or enjoying the movement system. My point, in circling back to what you originally said about "nerfing OTHER broken things", was that it would be more beneficial to raise the floor before lowering the ceiling. There's far more options that DE could make viable with small tweaks or fixes, which then could rearrange the power balance from the bottom up. All of this without just throwing more pools of health, armor, shields and overguard at us.
  10. Because DE themselves have said that the power fantasy is a key part of what makes Warframe what it is. Now in saying that, I also understand that there needs to be at least some semblance of progression or else boredom will take over. It makes sense for there to be ridiculous options, but taking those options needs to be balanced accordingly - such as through ammo limitations, time limits and cooldowns.
  11. Based on the broken reply, seems like mobile is having its fun again. I find I have to be very precise dealing with those boxes on mobile, otherwise I have to start all over again...
  12. The system needs polishing off regardless. I say this as a Valkyr Veteran of 8 years.
  13. Because you're having bad luck. It's all random and it definitely varies with enough runs. You need to understand that the issue has not been rectified, regardless of the addition of extra plat to the bundles. The selection of extras you're forced to purchase to get something both new and limited in availability is predatory marketing in the basest sense of the term. I'd be perfectly happy to purchase just the cosmetics. I've spent enough on prime access over the years that the Regal Aya is entirely wasteful and I do not want or need it - especially when it makes up such a significant proportion of the pertinent purchases. Also, there ARE three heirloom packs. There's the basic, extended, and also combined (basic+extended) purchase options, the specific names escape me at this time but the point is that @ConDucktorWhirl was accurate in their statement. There needs to be actual activity around this, else we can expect said thread to be closed after someone inevitably loses their patience with another user and starts a baseless or aggressive argument.
  14. Thanks for the swift hot fix, looking forward to more changes moving forward. Especially in the Heirloom department.
  15. >Proceeds to mention it within the update thread pertaining to a fix about it Won't be long in that case.
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