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DEDENX

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Posts posted by DEDENX

  1. @legendarysidekicksteve The credits, resources, and so on are more of a secondary bonus for running the content -- making it faster to farm, re-level formaed gear, and so on.  The real rewards would earned be from the challenges (which could be added to with updates) which would hopefully be challenging enough to require multiple attempts before success.  

     

    While it's true that many players will stop playing once they'd beaten a given challenge and acquired the goodies from it, that's true of almost every game ever made -- and is the reason I mentioned rolling in new challenges at regular intervals.  It's not a gear treadmill in the traditional MMO sense, because it's purely optional and doesn't actively futz with the balance of the game, but it's close enough to provide a lot of options, replayability, and goals for players.

     

     

    @ThePresident777 There's always going to be a limit to the replayability of any "end game".  Having set challenges that require you to overcome multiple gambits simultaneously (in addition to the preset mission difficulty modifiers I mentioned earlier) would provide a degree of difficulty that is currently unavailable in the game -- except at the 60+ mark of Tower IVs and so on.  Given the way gambits would interact, there'd be a massive amount of variety in gameplay and players would need to improvise new and specialized builds in order to overcome the harder challenges -- and would be awarded with nifty items for doing so.

     

     

    @jjpdn  Pretty much, yeah.  Give players the ability to choose the level (and type) of difficulty they want to play at.  Offer rewards like badges, skins, sigils, and other aesthetics (hell, you could even do resources, reactors, and catalysts) for pulling off very difficult combinations.  New challenges could be added in with updates to keep people playing varied content (rather than just key and prime farming)

  2. Let me start by saying that I love Warframe.  Any criticisms or complaints I voice here are as a result of being passionate about the game and its future.  Bearing that in mind, I’ve decided to put some thoughts down on the problems I see with Warframe in its current form and how I, personally, would choose to fix them.

     

    For what it’s worth, here goes:

     

    Mission levels don’t reflect mission difficulty.

    I’ve recently introduced a few friends to the game and one of the problems that really frustrated them was being unable to gauge the difficulty of the missions by the level ranges listed on the mission segment.  As far as they’re concerned, the listed enemy levels should correspond directly to the rank of their gear.  So, if they’ve got a rank 20 warframe and a rank 20 Braton, they should be able to do a mission at around level 20 without too much hardship.

     

    Unfortunately, that’s not really the case.  Oh, sure you can do it easily enough if you’re an experienced player, but for newer people who’re still using potato-less gear, sub-optimal builds, damaged mods, and so on… Not so much.

     

    Quite simply there are too many other factors involved (mod rank, enemy type, game mode, etc) for any player new to the game to use the listed enemy levels as a metric for how difficult a mission will be for them. Hell, even more experienced players sometimes have issues with it.  So why not simplify things a little and make it easier on the players?

     

    Instead of a series of numbers which have little relationship to the other numbers we’re using for weapons and warframes and so on, how about we break mission difficulty up into specific tiers (in a manner somewhat analogous to the tier system currently employed in void missions).  

     

    I’d personally go with five separate tiers of difficulty, named similarly to those of mastery ranks:  Initiate, Novice, Disciple, Adept, and Master.  Each of these would correspond roughly to ten enemy levels under the current system, meaning Initiate would feature enemies in the 1-10 range, Adept in the 11-20 range, and so on -- all the way up to the Master tier which would have enemies in the 41+ level range.

     

    Each of these tiers would have a standardized level of difficulty.  So, every mission at the Initiate tier would have the same level of enemies and be just as difficult as every other mission at the Initiate tier -- but no more so.  This allows players to more accurately gauge what their weapons and warframes are capable of.  If they’ve beaten one Disciple tier mission with their current loadout, for example, they know they can beat another.

     

    To assist in teaching in newer players the ropes and to prevent them from biting off more than they can chew, each difficulty tier would have a recommended minimum conclave rating.  A simple warning message on the interface would clue players in to the fact that they’re attempting to run a mission for which their loadout is… inadequate.  It wouldn’t prevent them from running it, of course, but it would ensure they knew they were doing something challenging.

     

    As with the void missions, regular missions would be organized so that the lowest tier missions would be in the inside ring of the navigation interface, with progressively higher tier missions being further out.  This would allow players to quickly and easily determine the difficulty of a given mission with little more than a glance.

     

    In an effort to standardize and simplify both the interface and game mechanics, Tower keys would be renamed to reflect their new difficulty tier. eg. a Tower II Exterminate Key would become a Novice Tower Exterminate Key.  Similarly, additional difficulty levels would be introduced for Orokin Derelict missions, allowing for Master Derelict Survival Keys, Adept Derelict Defense Keys, and so on.

     

    Lack of mission variety.

    The procedural mission generation is a great addition that keeps the game from becoming stale, but also has one unintended side effect:  every mission that uses a given tile set feels very much the same.  There’s nothing to differentiate one corpus space ship mission from another -- except the game mode and the enemies that appear there.

     

    A lot of this homogeny could, of course, be mitigated with a little context for the missions.  Even a few lines from the Lotus (or Darvo or Ordis or whoever) during a mission would make each mission much more distinct and add greatly to the lore of the game.  Instead of playing a generic exterminate mission, for example, you might instead find yourself tasked with visiting justice on a group of grineer death cultists hell bent on launching biological strikes on civilian targets.

     

    Even with improved contextualization, missions in Warframe still have very little in the way of mechanical variety.  Aside from the randomized layout and unforeseen hazards of ice or fire, you’re doing pretty much exactly the same thing over and over.  Admittedly this is the case in almost every game ever made, but some manage to break up the monotony better than others.

     

    So, in an effort to add greater variety to the game and to better distinguish missions from one another (both in terms of feel and in terms of difficulty), I’m going to suggest adding one or more “difficulty modifiers” to each mission.  These would be pre-determined mechanical changes to the gameplay that are always in effect for the specific mission.  Challenges that are “baked into” the missions from a list of potential options chosen by the developer.

     

    For example, two Exterminate missions on the same tile set using the same enemies could have different difficulty modifiers.  One might force the players to complete the mission within a given time limit, while the other might see them having to contend with lower gravity and reduced shields.  Both missions still require the players to do the same thing -- kill all the enemies -- but the manner in which they do it would be decidedly different.  (In the case of the former, players would have to aggressively hunt down all the enemies with an eye always on the clock while in the latter they’d want to take things slower and be more careful so as to avoid overwhelming their weak shields.)

     

    These difficulty modifiers would be visible to players via the navigation interface -- identified by stylized icons, text, or some combination of the two.  They would also easily be tied contextually to the lore of the mission.  For example, a time limit on the mission might be because of the impending destruction of the ship;  the low gravity might be because the ship’s environmental systems are out;  the plethora of armoured units might be because they were recently reinforced by an elite grineer regiment; and so on.

     

    Having preset difficulty modifiers for missions would also solve another one of my gripes with Warframe -- that certain niche mods (such as Warm Coat) are effectively useless because you cannot reliably determine when and where you should use them because the environmental hazards appear randomly.

     

    In a system where each mission has fixed mechanics that are always visible to the players , this would no longer be the case.  Players would be able to design customized builds to compensate for the challenges of specific missions and then use them to ameliorate the added difficulties -- or they could simply choose to play their normal build and try to overcome the increased challenge via skill and/or luck.

     

    Another way to add more variety to missions is by implementing simple secondary objectives.  Sabotage missions in the void currently have a good example of this already in the game.  Players can choose to play through the mission and ignore the hidden caches or they can spend a little time to go searching for them and be rewarded by a few extra mods and resources.  It’s a nice payoff for those players that like to explore more than speed run.

     

    A number of secondary objectives could easily be added to the game and each mission could feature one of them, selected at random and entirely optional for the players.  Perhaps instead of finding hidden caches, you might have to eliminate a number of key targets (Eximus or the like).  Or maybe you have to trigger a number of security systems to shut down key defenses.  Whatever the case, they could provide a lot more variety to each mission.

     

    There is no end game.

    I’m mastery rank 18.  I’ve got 1400+ hours in the game.  I own every Warframe in the game (bar Mesa, which I’m still farming for).  I’ve got most of the weapons -- including the syndicate and event ones -- and the vast majority of my mods are maxxed out.  I solo Tower IV missions to 40+ almost every day with negligible effort.

     

    I’m not saying this to brag.  I’m saying this to give some perspective on where I’m at with the game.  I’ve played a lot of it.  By any definition of the term, I’m right in the middle of Warframe’s “end game” -- and there’s not much to do here.

     

    At the moment, I spend my time in Warframe doing one of two things:  either I’m farming keys for void missions or I’m running void missions for the few pieces of prime gear I haven’t already built.  Occasionally, I’ll do something else like an alert or a boss run to farm rare resources (typically orokin cells or neural sensors) or, if I need some standing, I might do a syndicate mission.  But by in large, after farming and leveling the latest gear releases, I sit around with no real objectives, stuck doing the same content over and over hoping for a little luck on prime part drops.

     

    It’s really quite monotonous.

     

    About the only thing left to do is to run hardcore endurance runs to place on the leaderboards -- and that’s just something that doesn’t appeal to me.  Not necessarily the leaderboards themselves, but the long, slow build up to actual challenging content provided by high level missions seems like a massive waste of time.  The first 45 minutes or so of any mission just seems like a chore to get through.  Not because it’s difficult, but because it’s not.

     

    What I’d like is some challenging content that doesn’t take over an hour to do.  What I’d like is options for “end game” gameplay that aren’t exclusively based around grueling marathon sessions of defense or survival.

     

    So what would I do?  Well...

     

    The first thing I’d like to see is the implementation of a gambit system in the game.  Gambits are known by many names in many games (mutators, mods, rules, etc), but the basic idea behind them is fairly simple:  players can choose to apply one or more modifiers to the default game functionality which make things more difficult for them -- and gain some kind of bonus or reward as compensation.

     

    They’re essentially an extra layer of risk-reward mechanics which grants players more control over the difficulty at which they play -- and which provides additional rewards to those players willing to attempt the most challenging content.  They also add a considerable amount of replayability to the game, since every combination of gambits plays differently.

     

    Gambits would essentially replace the current implementation of Nightmare Mode.  After completing every mission in a given zone, players would gain the ability to start missions that feature one or more gambits of their choosing (the maximum number of which might be limited by the player’s mastery rank).  Some examples of gambits might include:

     

    Eximus Elite:  All enemies in the mission are Eximus.

    Low Gravity:  Gravity is reduced by a fixed percentage, making it more difficult to navigate the environments.

    Heavy Reinforcements:  Dramatically increases the number of heavy units in the mission.

    Iron Warrior:  The use of daily revives is disabled.  A tenno can go down and be revived normally, but if he dies, he’s out of the game.  If all the tenno go down or are killed, the mission is a failure.

    No Atmosphere:  Tenno lose a fixed percentage of their shields every second.  If their shields are depleted they begin to take damage to their health at a similar percentage, down to a minimum amount of health.

    Sub Zero:  Reduces the maximum shields and shield recharge of tenno by half.

    Time Limit:  Adds a timer to the mission.  If the timer hits zero, the mission is a failure.  

    Toxic Environment:  Tenno take a fixed amount of toxin damage every second.  This damage bypasses their shields but will not reduce them below a minimum amount of health.

    Unstable Environment:  Periodically the environment shakes (similar to the effect used on the invasion missions).  Objects in the environment have a chance to explode when tenno move nearby.

    Void Interference:  Tenno lose energy at a fixed rate every second.

     

    So, what kind of benefits would you get out of enabling gambits for a mission?  Well, the most obvious reward would be an increase to the amount of affinity, standing, resources, and credits you earn for finishing the mission -- say 20% or so.   This would mean, for example, that running a mission with five different gambits enabled would effectively double all affinity, standing, resources, and credit earned.  These increases would make it much more worthwhile to do harder missions while leveling gear, farming for money or resources, or grinding for standing.

     

    Gambits might also increase the drop rate of mods from enemies by a small amount for each one enabled.

     

    (Though a case could be made for having each gambit offer a different payoff, especially given that some are objectively more difficult than others, I would instead recommend a system where all gambits offer the same reward -- if only because it means there’s less unnecessary complexity for players to have to wrap their heads around.)

     

    Gambits would also provide the game with another type of a completion-based progression.  Each zone in the game would feature a unique, area-themed gambit that can only be used by players that have unlocked it by completing that zone.  For example, successfully beating all of the missions on Europa might add the “Sub Zero” gambit to the options available to a player.  The player could then add that gambit to any mission in any zone that he had fully completed -- Venus, Earth, or whatever else he chooses.  A player that hadn’t beaten Europa, on the other hand, simply wouldn’t have the option available.

     

    This simple mechanic of unlocking more gambits by completing the existing content would further incentivize players into running more than just a handful of missions over and over again.

     

    Of course, you could go even further than that.  Each mission might have a number of “challenges” associated with it that provide a player with specific rewards the first time they complete them.  For example, a mission might award you with a particular rare mod the first time you beat it with three specific gambits enabled.  Another might earn you a unique sigil or weapon skin for beating it with any five gambits.

     

    Each zone might also have similar challenges and rewards associated with it.  You might, for example, be able to earn yourself a special syndana or attachment, for completing every mission in the zone with five or more gambits enabled.  Or you could unlock a custom liset skin by beating a boss with every gambit in the game enabled.

     

    Though this would require no small amount of additional content, it would provide a huge amount of replayability to both long- and short-term players and alleviate many of the problems I’ve talked about previously.  Similar systems have been implemented in other games to great effect -- and they’re highly extensible, allowing for more challenges and rewards to be added as time goes on -- ensuring players are always striving for something that’s attainable without an excess of RNG.

     

    Of course, such a system would probably cause some headaches for the current method of matchmaking.  How exactly does a player determine that the game he’s attempting to join is a “normal” one or one that’s chock full of hardcore gambits?  Probably the easiest way to solve this issue would be to add another tier of depth to the navigation interface and implement a screen at the mission/segment level that displays all the information about the mission, its lore and its modifiers, and provides a miniature browser for games played on that mission (ala the one for dojo sessions.)

     

    Which brings me to...

     

    The second thing I’d like to see is a revamp of the leaderboards and how they’re employed in game.  At a bare minimum I’d like to have current rankings/standings visible to all players in clan dojos and in the relay hubs.  This would be achieved by adding a new room to the dojos and a specific area to the relay hubs which would display the current leaderboards (in much the same way as the navigation menu shows alerts and so on -- but bigger and badass-ier.)

     

    In addition, those players that are the first to complete the mission/zone challenges listed above would have their names permanently visible in a specific area of the relay hubs.  Perhaps on some kind of large shrine of carved stone.  This would make the completion of particularly difficult challenges even more prestigious.  (On a side note, a “founder’s stone” -- equivalent of a shipowner’s plate -- could also be added for those founders who ponied up sufficient cash during the beta.)

    Leaderboard “seasons” could also be implemented, where the leaderboards reset automatically after a certain amount of time and the winners of each season have their names permanently added to the world.  Such an achievement might also award the player with some kind of customized aesthetic item such as a sigil to show off their prowess.

     

     

    So, that's about it for me. If you got this far, thanks for reading.

  3. Gammacor is even buggier than before the patch.  Not only is the beam now always the default colour, but it's also firing from the holster instead of the arm-cannon-thing about a quarter of the time I'm using it.

  4. As much as I appreciate the effort that went into the event, it's the first one that I've really felt no desire to play.  Largely that's because of the game mode you're forced to farm for the data fragments.

     

    Unlike every other game mode in the game, Interception just isn't fun to run single player (which is my preferred gaming experience).  Worse yet, if you do decide to run it in a group, you spend the majority of the mission by yourself anyway (guarding a single tower while everyone else does the same).

     

    I understand that it's DE's latest favourite mission type, but... Meh.  I've got almost everything in the game ranked up and a lot of it formaed multiple times and this is the first time I've actually felt the grind -- and I'm only two missions in.  

     

    Maybe on the weekend I'll switch to Rhino and stomp-tard my way through the missions, but even that doesn't enthuse me.

  5. I rather like the new colours.  It helps differentiate the various corpus crewman types.  

     

    That being said, I'd rather there were a few changes made to the models themselves -- different helmet shapes or backpacks or shoulder pads or whatever -- something that makes their silhouette obviously different at a distance.

     

    But, I'll take what I can get...  Colours are better than nothing.

  6. Will the new end-game include high skill/team-based content?

    At the moment, the end-game for Warframe doesn't require any greater degree of skill, teamwork, or coordination than most of the lower level missions.  Running Nightmare Mode, Void missions, and Survival/Defense only requires that you have high end gear and know how best to abuse the "broken" powers of certain warframes.  There's no real skill to it and the amount of teamwork involved is minimal.  

     

    Will the new "Badlands" missions rectify this?  Or will it simply be more and higher level enemies?

     

     

    Have power combos ever been considered for the game?

    Seeing Zephyr's new tornado taking on the elemental damage type reminded me of a system used in Guild Wars 2 where two or more abilities can be used together to produce a "combo" -- a specific effect based on the types of powers being used.  For example, a projectile fired through a ring of fire might gain additional fire damage.

     

    Has something like this ever been considered for Warframe?  If so, why was the idea rejected?

     

     

    Isn't Blessing due a rework?

    Given that Snowglobe now has a damage cap and can only absorb a finite amount of damage, are we going to something similar with Trinity's Blessing?  Personally, I'm all for it.  Playing with an appropriately modded Trinity in the group allows you to do high level content with virtually no risk; you're only ever susceptible to damage for a handful of seconds every minute.  It's one of the most boring experiences you can have playing Warframe.  

     

    Are we going to see Blessing get a rework like Iron Skin and Snowglobe both have?

  7. It's not about it being overpowered, it's about it being boring as hell to play.  

     

    Trinity's another of the warframes that really needs a re-work.  As she stands now, there aren't any alternative builds that are anywhere near as effective as a blessing spam build, there are no meaningful or tactical choices to be made during the course of play because all you're doing is watching energy and spamming blessing, and there's very little satisfaction to be had by pressing one button at a fixed interval so that the entire team can cruise along on easy mode.

  8. Maybe I'm in the minority, but I'm really enjoying Ember's new abilities.

     

    I've been playing a long time now and have every warframe in the game, and Ember always struck me as a bit of a second rate warframe -- especially when it came to the utility of her abilities.  Even back in the hey day of Overheat when she was nigh indestructible with the right mods, she just didn't seem all that interesting to play.

     

    Now though...  She's actually got a few options -- and that's made her immeasurably more fun for me to play.

     

    So, here's my feedback on powers and whatnot.

     

    Fireball

    A fairly decent area of effect attack which shines at low level (especially against infested) but which seems to become steadily less useful as enemy levels increase.  You can still get some mileage out of the fire proc to temporarily stun enemies, of course, but that's generally better done with your other abilities and the damage pales in comparison to what primaries and secondaries can dish out.

     

    About my only real gripe with this ability is that it can cause self-harm and set you on fire if an enemy darts in front of you as you're casting.

     

     

    Accelerant

    I love this ability.  It's ridiculously effective at mitigating damage both to yourself and to your teammates.  The stun is long enough that you can get out of a sticky situation or resurrect an ally who's gone down, and the extra heat damage makes all of your abilities just that much more potent.  Used while you're running World On Fire, you can incinerate high level enemies within seconds with near zero risk of taking any damage.  For added hilarity pair with a multi-star Ignis for some serious burning action.

     

    I think a lot of people are overlooking just how effective this ability is at preventing damage because they're used to passive powers.  One of the reasons I found Overheat so boring to use was that you cast it once and then just waited till it ran out before casting it again.  No decisions were necessary from the player.  You just clicked a button at regular intervals.  Now though, well...  You've got to analyze the situation and decide whether or not to use Accelerant -- either offensively or defensively.  That's much, much better.

     

     

    Fire Blast

    Another excellent ability.  The initial cast deals decent damage and has a good chance of panicking enemies thanks to the fire proc. The ring of fire is even better allowing you to deal damage over time to a huge number of enemies.  This tends to work best against big groups of enemies more than single heavily armoured targets, but that's what it's for, right?  

     

    No problems with this one at all.

     

     

    World On Fire

    Another great power that deals great damage and seems to last forever (at least once you install the right mods).  The new vertical explosions of fire are awesome to watch and give the power a sense of impact.  It really does give you the sense that you're unleashing hell's fury on your enemies.

     

    I'm still not sure about the name though.  It strikes me that there are many other things it could be called that would more appropriately describe what the power actually does.  But whatever...

  9. It's a combination of bad spawn locations and poor pathing that break Orokin Derelict Survivals more than anything else.  Enemies frequently spawn behind locked doors or in cul de sacs that they can't path out of, which means that sometimes you're simply unable to kill enough enemies to have enough chances at oxygen drops to stay in the mission (at least without someone running Nekros anyway).

     

    Most times whether or not the oxygen drop rates are tenable comes down to little more than which tile pieces you get.  If you get the ones that path properly, you're good.  Otherwise, not so much.

  10. It's not only Bastille.  Enemies affected by a lot of the crowd-control abilities and effects aren't targeted by Reckoning at all.  This includes all the usual suspects, such as Rhino Stomp, Frost's Freeze, the burning proc (such as when you use Ember's Fire Blast), etc.   It's rather annoying actually.

  11. My friends and I have been playing Warframe for some time now and though we enjoy the game a lot, the content we're doing now has started to feel like a massive grind -- moreso than anything else we've done to date.

     

    Most of us have already farmed and built or outright bought the vast majority of weapons and warframes in the game.  All that's really left for us to collect are a few of the Prime items.  These, however, are proving to be a serious chore to acquire.  Not because the missions are difficult or because the drop chances are low, but because there's no reliable way to get the required void keys (even buying them with platinum, you take your chances).

     

    Sure, you can do multiple rounds of defense or 15 minutes on a tier 3 survival map to get a guaranteed void key to drop, but the chances of getting the specific key you want at the specific tier you want are tiny.  At least according to the wiki, defense drops for specific tier 3 keys are in the vicinity of 2.0% per five waves -- and survival's not much better at 10% for 15 minutes of gameplay.

     

    Because of this, my friends and I have literally hundreds of void keys sitting around that we have no use for -- and we're really starting to resent having to grind so much just to get a chance at a chance to get something we want.  Randomization is all well and good, but too much of it is a serious pain in the keister.

     

    (... and before anyone says that we can just join up and play with other people...  None of us are really interested in playing with randoms.  We all have limited time to play and we want to play together. As nice as the warframe community is, we're just not interested in interacting with it -- at least not in-game anyway.)

     

    All that being said... We've had a few discussions over the last week or so and two ideas have been floated that I personally think might help alleviate the growing resentment and frustration that we're begin to feel towards the game.  

     

    The first idea is pretty simple.  It's for the survival and defense missions to have a 100% chance to drop an equivalent tier key.  If you're doing tier 3 content, you get a tier 3 key.  Simple as that.  That pretty much doubles your chances at getting what you want right then and there.  We don't really care what the difficulty is, just that drops are more reliable.

     

    One other thing that might also help could be to change the drop tables so that specific keys drop from specific factions.  For example, Corpus Survival maps might drop only Capture, Exterminate, or Defense keys while Grineer Survival maps might drop only Mobile Defense, Exterminate, and Survival keys.  Again, this would drastically increase your chances at getting the key that you want to do the content you want.

     

    The second idea was to introduce some kind of blueprint that allowed you to either upgrade existing keys or to convert keys of one type into another.  Even if it's expensive in terms of materials and credits, it's something most of us would be interested in.  It might even serves as a worthwhile credit-, forma-, and/or control module sink.  God knows how many of each of those we all have now...

     

    A potential Conversion/Upgrade Blueprint might be something like:

    > Void Key

    > Forma

    > Control Modules x 10

    > 50,000 credits

     

     

    Anyway... Just some ideas...

  12. The Lotus' new lines still have some inconsistencies.  The "extraction is ready" notification is the first one to spring to mind.  It sounds drastically different to the other voice samples.

     

    What's also weird is that some of the differences seem to occur mid-sentence.  eg. "There's a large security force approaching..." in one tone of voice and then "It's the Grineer." in another.  

     

    Also, the new mini-map looks seriously ugly.  It's much easier to see where you are but it looks like it's been drawn in MS Paint. ( =}

  13. The problem isn't that the story is bad, it's that it's not conveyed particularly well via the gameplay.   Aside from a few lines of dialogue about the bosses, there's virtually nothing that happens during the missions that has any narrative "meat".

     

    DE has made a start with the codex entries and so on, but they really need to take a step back and work on implementing some story elements into the missions themselves.  Even something as simple as having lore/flavour voice-overs or pop-ups would do wonders for introducing players to the game world.  It worked for the Diablo series, after all.

     

    Don't get me wrong, the codex is a step in the right direction, but there's precious little information there (so far) and newer players aren't exactly pointed towards it when they start the game, so...

  14. The armour and health pool scaling is fine right where it is.

     

    If you've got a decently supercharged, polarized, and modded weapon and are using an appropriate build for the enemy type, then level 50-55 enemies aren't really all that difficult to kill.  It's not until you hit around level 75+ enemies that you really need to be working in a team, using all your abilities, and focusing your fire to kill things in a timely manner -- and that's the "end game".

  15. Uh... No.  Just no.

     

    Running the map solo using Rhino and Boar Prime, Alad V and Zanuka are both dead in a single, long burst.  The two of them last all of 3-5 seconds tops.  They're no challenge whatsoever.

     

    Using a lower level warframe without all the bells and whistles (Valkyr at rank 12 using Cernos at rank 16), they're a little more challenging but not unbeatable or "OP" in any way.  It takes considerably longer to finish the fight, of course, but it doesn't need to be nerfed.

     

    In a group, the fight is a cakewalk.  Solo, with high level gear, it's a cakewalk.  Perhaps these "expert" players need to up their game some.

  16. Yes and no.  Status effects apply additional effects to enemies, such as bleeding, stagger, burning, and so on.  Some of these will deal additional damage. eg. burning deals extra fire damage over time.  Others have effects that reduce armour, cause knockdown, confuse the enemy, etc.

     

    The weapon statistics show the chance of status effects occurring in the display as "Status".  Most weapons have a value of 5% or 10%, though there are some that are higher.  There are a variety of mods that you can apply that will increase the Status Chance, though at the moment I'm not sure they're really worth it.

  17. I've been using the Boar Prime and that 10% is better than you'd think.  From what I can tell the chance of a status effect occurring is calculated on a per pellet basis.  Given that the weapon fires six pellets per attack and shoots pretty quickly, the status effects tend to rack up much more frequently than on a weapons with higher listed values but with fewer projectiles.

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