Jump to content

DEDENX

Master
  • Posts

    103
  • Joined

  • Last visited

Posts posted by DEDENX

  1. Removing the timer on the minigame makes sense, but the held notes?   C'mon...  It was probably the most fun hacking mini-game to date and it's being dumbed down to the point where it's no fun?

    The only reason I could see for its removal is that it might be confusing to some players the very first time they try it.  Which, together with a time limit, might be somewhat annoying.  But the mechanic is fairly common in a variety of games and, without the timer being involved, could easily be displayed with a simple informational key on the UI. () - press ()==() - press/release.

    • Like 1
  2. I'm not sure if this is a known issue, but entering Archwing with a Moa Companion equipped with Link Health causes the Moa to lose the bulk of its health.

     

    Steps to reproduce:

    • Equip Inaros (w/ all maxxed Umbral mods)
    • Equip Moa Companion (Not gilded w/ maxxed Link Health)
    • Load into Orb Vallis
    • Press Archwing hotkey
    • Congratulations, your Moa Companion has just lost around 3000 health.
  3. I've spent a few days trying different builds and playstyles out with Revenant in a variety of different game modes.  I have come to the conclusion that it's just not a very engaging warframe.  Regardless, I thought I'd share my thoughts...

     

    Enthrall

    Even after the buff, Enthrall is an ability that is next to useless in any content you care to name -- if only because it affects so few enemies and those enemies do so very little damage to one another.  The range of the ability also feels punishingly low and the spreading mechanic might save you some energy, but it also reduces your options by tying up the thrall cap and preventing you from targeting the bigger, tougher enemies that you want as thralls.

    If you're playing solo, you get a modicum of crowd control out of your thralls, but it's often more annoying than it is useful.  Thralls will push out into adjacent areas, preventing enemies from clumping up for easy killing in chokepoints like doorways and the like.  In a group, you might as well not even bother;  the thralls will die before they do pretty much anything at all.

    Suggested Fix:  Increase the range of the ability.  Replace the thrall spread with a mechanic which causes thralls to deal bonus radiation damage with a high status chance.

     

    Mesmer Skin

    Perhaps your most useful ability on Revenant, Mesmer Skin will keep you alive by reflecting damage back at your opponents, stunning them in the process, and letting you get in a few free casts of Enthrall while you do it.  While it's a nice ability and adds significantly to your survival on Revenant, the low number of charges and long cast time make it feel like you're spending more time casting the ability than benefiting from it.

    Suggested Fix:  Increase available charges and allow re-casting while active to refresh those charges.

     

    Reave

    Reave is slow, clunky, and expensive to cast.  At best, it is situationally useful to recover your health (but not shields, since most enemies do not have them) while inflicting minor damage to a small group of enemies.  At worst, it is an ability that you feel actively punished for using.  It's yet another ability that suffers due to its opportunity cost.  Yes, you could use it to hurt some enemies and recoup some health, but why would you when you can kill considerably more enemies with your weapons while relying on a sentinel to heal you without expending any energy at all?

    Suggested Fix:  Decrease the energy cost and increase the movement speed while using Reave to match that of similar abilities (such as Hydroid's Tidal Surge).  Instead of doing bonus damage/drain to thralls, instead deal bonus damage/drain to enemies affected by status effects.

     

    Danse Macabre

    Though this ability is actually quite powerful, it is no way, shape, or form engaging to the player.  Despite the laser light show visuals, it is perhaps one of the least fun warframe abilities to date.  Given its energy drain and ability to kill even high level enemies quickly (ancient healers aside), the best and most efficient way to use the ability is to simply toggle it on and then use your movement keys to slowly float around the map.  Sure, you can use Reave to re-position yourself and top up your health and you can press fire to boost the damage, but both of those cost energy so you're incentivized to avoid them.

    I was actually quite surprised by the mechanics for Danse Macabre given DE's stated intentions to move away from "one button wonders".  

    Suggested Fix:  Convert the ability into something like an exalted weapon, where you can move around relatively freely, but where your weapons are replaced with eidolon laser and energy attacks (which require you to aim).  Keep the pirouette attack as your right-click or press-and-hold option.

     

     

     

     

    • Like 1
  4. 8 hours ago, [DE]Taylor said:

    To meet the Mutagen Sample requirement, each Clan member would need to contribute 500 samples. Depending on what kind of squad you run with, the requirements can be met after running a few Orokin Derelict Defense missions (especially if you have a few Nekros’ to help). Many of you may already have the required samples, if not more, already in your inventory.

     

    So...  It's not a bug.  It's just a complete departure from the scale and quantity of resources required for clan research to date?

     

    Most of the Ghost Clans I know don't have ten people in them.  Most don't have more than a handful of players that play regularly.  Most of those haven't built everything in the game and so require those mutagen samples to build other things.

     

    That value of 500 makes a lot of assumptions about ghost clans that simply aren't true.  We're looking at values more like 1000 or more for many players -- and that's hours upon hours of farming even with a squad fully geared for speed clearing and resource farming orokin derelict missions.

     

    Personally, I'm going to skip out on the clan research and hope sanity prevails.  If my ghost clan of MR 22/23 guys is feeling the pinch and doesn't feel inclined to grind for the few hundred mutagen masses we need, grud only knows what other players are feeling...

  5. So I've run a dozen or so missions using ash now and...  My initial impressions are mostly favourable.  Smokescreen in particular feels a lot better to use. 

    Bladestorm though...  While the marking targets mechanic feels more in line with the ninja theme, the actual attack part of the ability still feels clunky and unrewarding to use.  It actively breaks up the flow of combat, locking you into what effectively amounts to a cutscene, until the animations finish and you're plopped back out into the middle of a bunch of enemies that have continued to move and fire the entire time.

    I think my main problem is that the attack section of the ability isn't immediate enough.  It takes time to set up the marks so it feels like the attacks themselves should be almost instant -- near-simultaneous assassinations of the designated enemies.  Instead, it feels like the entire ability has been nerfed by the changes.  It's harder to use, takes time to set up, and still has all the problems that the old version of the ability had.

    As a fix, I'd probably suggest simply making the attack section of the ability utilize more ash clones so that more enemies are hit simultaneously and the entire cutscene/attack lasts the duration of one of the assassination animations.

    Alternatively, you could simply remove the locked cutscene element of the ability and allow ash to move and maneuver normally while a bunch of clones appear and kill his opponents...

  6. Please don't dilute the sortie drop tables by adding forma, exilus, and nitain into the mix.  All of those are readily available in other areas of the game.  The build requirements for forma and exilus aren't particularly high and getting either as a reward would feel like being punished for playing higher level content.

  7. Personally, I'm finding this change a big step backward.  Yesterday, I was able to the equip the Helios for the first time in a long time.without feeling like I was gimping my ability to pick up loot.

    Today, I'm back in the situation where my only real choice is Carrier Prime.  Since it's more survivable than any other sentinel, it has more room for a new utility precept.  My Helios, on the other hand, has had to drop yet another defensive mod and so finds itself in the unenviable position of exploding if an enemy so much as looks at it.

    I had a quick look through the official forums and through the warframe reddit and I can't see anyone asking for vacuum to be a mod again.  What I can see is a lot of people complaining about the radius and a few people asking for a mod to increase said radius.  So... I really don't understand why the implementation was changed in this way..

    The only thing I can think of is that someone, somewhere thinks that universal vacuum is something that needs to be balanced;  that it has to have some sort of trade off or the game will suffer.

    That's simply not the case.

    At the risk of repeating myself, universal vacuum is not a balance issue -- it is a quality of life issue.

    The vacuum effect -- even if it's only the 6m version we had yesterday -- should be inherent to warframes themselves.  No muss, no fuss.

  8. There are a number of search boxes throughout the game that make navigating the interface and finding what you want to find considerably faster an easier.  They are not, however, in focus by default -- which means that using them first requires moving the mouse and clicking on the (relatively small) text box.

    On the PC at least, it'd be extremely nice to have the search box selected by default and to just be able to start typing to begin your search -- y'know, like how almost every search feature in every program works nowadays. =)

  9. 4 hours ago, [DE]Rebecca said:

    What we want to do is measure. We know where Carrier sits in usage compared to the rest of the options. We want a calculated release of a change that will deliver on giving Sentinels the function of Vacuum, and see how it affects the usage of content in that category. The results are something we'll be sharing as it should be very interesting to everyone invested in this particular topic. The shovel in the ground on this will apply to Sentinels first, but Pets aren't off the table.

    While I understand the desire to get some metrics on sentinel usage before making a very large (and potentially irrevocable) gameplay change in the form of a universal vacuum, I cannot understand how the data we've already seen can be misinterpreted.

    The vast majority of experienced players are using the Carrier (Prime) for one -- and only one -- reason:  it improves their quality of life.

    It's not about game balance and its not about sentinels or kubrows or kavats;  it's about the sheer volume of loot dropping in the levels, the speed of movement, and players not wanting to have to perform the chore of manually zig-zagging through an area to collect it all.

    Universal vacuum shouldn't be a mod -- let alone three.

    It should be an intrinsic capability of every warframe.

    Mods could then be implemented to improve the effectiveness and/or range of said capability. For example, an aura that increases everyone's collection radius or a companion mod that causes them to pick up everything in the same way that the warframes now do.

    It's simply a better way to do things.  Players don't have to pick a specific type of companion or sacrifice a lot of the capabilities of their (already way too fragile) companions in order to get a basic quality of life improvement;  they get an assortment of new mods which come with their own pros and cons, which would have to be farmed and which they might hem and haw over installing;  and no-one has to deal with the chore of manual collection again.

     

     

    On a related note, I've seen a few people talking about how they don't run a Carrier (Prime) because it sucks up items as they drop and doesn't account for wastage.  For example, they might be running a channeled ability and have only a few energy below their maximum, but the Carrier (Prime) collects every energy orb in the vicinity anyway.

    There is a very simple solution to this problem:  the vacuum should never automatically collect health orbs, energy orbs, ammunition, or other items where there would be any kind of wastage.  If a player still wants to collect such an item, he could simply walk over them to collect them as he would now.  Otherwise, he'd just have to wait until he reached a point where there was no more wastage (after he took damage, lost energy, reloaded, or whatever).

  10. I really hope we get some means of marking mods as disposable fusion fodder so that they're automatically converted (I'm looking at you sentinel mods).

    It's going to be a pain having to go through my entire collection every few days and manually turning duplicates into endo.

     

  11. Yay!

    Unfortunately, there's still occasional problems on clients with osprey corpses continuing to float mid-air and with resource drops being visible and waypointable by the host but not being collectible and registering as hundreds of meters away on clients.

     

     

  12.  

    Even if the enemy isn't perfect, they're different, and a change of tactics is a welcome addition in principle to me. I am playing a variety of games right now that have 'that one enemy' that when appears sets me on a different course of action. Definitely open to more discussion and thoughts here. Thanks for your patience while this reply was put together (with details from the dev team). 

     

     

    I agree they're different and they require a change of tactics -- and that's always a positive.  I'm just unsure why they're using such a seemingly over-complicated and highly unintuitive system for determining the size of their bubble shield.

     

    Wouldn't it just be easier to give each bubble a fixed but regenerating health value and then scale the size of the bubble based on how much damage has been inflicted?  Simple interpolation between the current size and the desired target size could then be performed per frame to keep things from looking janky.

     

    That way the high-damage, slow-firing weapons would take big noticable chunks out of the shields and the low-damage, fast-firing weapons would take little chips out of them.

  13. I do agree that the energy system needs something of an overhaul.

     

    One way to re-work energy would be to do something like Diablo III has done and make a warframe's first ability generate rather than spend energy. This would mean that you would build up the energy by using your warframe's basic abilities and then let loose with your other three as circumstances dictate.  Of course, that kind of system would probably require a fundamental re-balance of many of the abilities of the warframes, so... It's unlikely to happen.

  14. Okay, okay... So, before we get ahead of ourselves with the poll, can we take a step back and consider the problem of key acquisition and recursive standing generation as a whole?

     

    It's true that running tower missions at high level generates a huge amount of Standing -- more than enough for any single Tower IV key to earn you enough to buy ten or more replacements once you've run it.  That's a fairly easy thing to fix though -- simply increase the cost of the keys.  Instead of buying a pack of five, how about we buy only a single key at a time?  Or, you could simply limit how many keys can be purchased in a given period of time.  Perhaps you can only buy one key per syndicate per day.

     

    Alternatively, you could remove keys from the list of offerings and have them awarded by the syndicate missions themselves.  Instead of bonus Standing for doing that Capture mission you might instead get yourself a Capture IV key.  Or, you could give a player a choice of keys for handing in a certain number of syndicate medallions.

     

    When all is done and said, there are a lot of ways this problem could be addressed, but when it comes down to it, they're all just a symptom of another, much bigger, much more pervasive problem:  that there is no fast and reliable way for players to acquire the keys they want.

     

    Defense, Excavation, Interception, and Survival missions are the only real ways to get tower keys (short of lucking out on a login reward or buying them for platinum) -- and they're all time intensive and extremely unreliable.  You can spend hours farming for a specific key and never get what you're playing for.  Not only are the drop tables horribly diluted by each of the game modes, but they're also watered down further at higher levels by having multiple tiers of keys available from each particular mission.

     

    For long-term, "end game" players, this leads to a lot of frustration.  In order to have a chance at getting the prime items you want, you need specific keys and in order to get those keys you need to play the same handful of missions over and over again until you luck out.  What makes things even more frustrating is that some of those missions are a massive chore to play through (*cough* Interception *cough*).

     

    Is it any wonder players jumped at the chance to buy specific keys outright?  Why would players willingly subject themselves to playing hours of Interception with no guarantee that they'll get what they want if they can instead play the content they want to play and then just buy the key?

     

    No doubt certain missions are now virtual wastelands because players can simply buy the keys they award.  That's not something any developer wants to see -- time and energy spent on content now abandoned by players -- but, it's to be expected when players have easier and more reliable avenues with which to pursue their objectives.

     

    So, before we add yet another (wholly unnecessary) layer of RNG between players and their goals how about we take a beat and consider some alternatives that don't lead to even more frustration and resentment?

     

    First, each syndicate might offer only a limited selection of keys, one of each tier.  These could change at fixed intervals (every day, once a week, or whatever), allowing players more access to the keys they want.  Prices could be set high enough so as to prevent the recursive Standing problem outlined earlier.

     

    Another thing that might be considered is reducing the degree of randomness in the drop tables of existing missions.  Perhaps go back to how things were a while back, where missions against specific factions awarding certain types of keys.  For example, you might run tier 2 Corpus excavation missions to get Tower II Sabotage keys or a tier 1 Grineer Survival to get a Tower I Capture key.

     

    Of course, my preference would be to re-work the key system entirely. Perhaps instead of being awarded specific keys, players might instead be rewarded with one or more "Janus Fragments" or "Orokin Void Matrices" or some similarly-named crafting material that they can use to forge their own keys in a system like that employed for the derelict missions.

     

    In such a system, the syndicates might allow players to purchase the (tradeable and reusable) blueprints required to craft the keys themselves.  For example, Red Veil might offer the blueprints for Tower I Exterminate keys at Honoured, Tower II Exterminate at Esteemed, Tower III Exterminate at Revered, and Tower IV Exterminate at Exalted.

     

    Anyway, just some thoughts before we all commit to the option that seems to be winning the poll...

×
×
  • Create New...