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Raikh

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Everything posted by Raikh

  1. I don't really see that at all. At best its colored by a meta perception not even necessarily power or efficiency. We have Volt, Gauss, Kullervo, Revenant and Frost. Nezha who you listed as underwhelming is getting a crazy augment with the Update tomorrow. Rhino and Sevagoth are also somewhat underappreciated because a good part of their power is transferable due to their powerful Subsumes. But they are by no means weak. Wukong was also by far the most populal Frame till his nerfs and Revenant is really high up rn. So just from a popularity perspective Male Frames aren't on the backfoot either. And for instance I wouldn't even put Voruna high on the list of the most powerful female Frames. She is technically quite strong but awkward and sluggish to play. And I also wouldn't put Protea on the highest of pedestals either. They are strong Frames but they do not come to mind for me when I think about the most broken stuff we have in the game. Most consistently incredibly powerful female Frames are probably Saryn and Octavia, but even if we assume that they are the most powerful Frames in the game, for arguments sake, overall I do not think that the Top 2 spots being taken by female Frames is in any shape or form indicative of a bias.
  2. Mirage wasn't really changed because she was conditional, but because the conditional was broken as hell and it would take a significant and likely on-going effort to get it working properly. Octavia is definitely a weird one and I personally never really liked the rhythm minigame. But she is also so unhinged in terms of kit and power level that I do not see them making it any easier to access that because it keeps her usage rate in check. Its very far from a great way to balance the game but thats what it is for now. And for what it matters, it works and on top is even customizable to fit your needs. I do think Octavia could be improved because the best way to play her is often not compatible with using music you like, so rather than being particularly enjoyable for the musically inclined she can actually become annyoing or atleast somewhat conflicting. But not sure how to approach that ideally w/o just making it fluff rather than a game mechanic.
  3. It goes against what they are meant to be. If they just automatically switched around they'd just be a glorified version of a Base Damage Mod. They are precisely as strong as they are because they introduce their S#&$ty tedium. Otherwise they might aswell have made a generic +55% Damage on a unique multiplier Mod that double dips on things through the might of Spaghetti code. I get what you mean, since its only QoL fundamentally but rather than have another boring plain +damage auto-include mod, I'd rather have them gone entirely. They just serve no real purpose beyond trading tedium for power.
  4. Don't like Bane Mods exactly for the reason that they create extra tedium and would waste my time between missions. So I simply do not use them. They may be strong, especially in cases where they get to double dip, but damage issues do not really exist in the version of Warframe I'm playing right now. However auto-switching them for what you need defeats their purpose as something you actively use to counter a specifc thing. They are effectively rewarding you for going through the tedium of using them, rather than being your always fit go to mod option. Ideally they shouldn't exist and modding should be more interesting in general. Any action taken towards improving modding should be an effort to make modding itself more compelling rather than polish the miserable band-aids.
  5. Thats one way to go about it but I'm not too fond of Adaptation anymore because it requires you to take generally very livable damage frequently to maintain its value and thus doesn't scale too well when things get a little more tricky unless the Frames is already insanely tanky w/o it. Tbh nowadays I have a hard time seriously considering anything for survivability that I can't take to SP Circuit w/o the help of the Operator. Not to say Excal can't do that, he just stands out to me as rather uncomfortable among the Melee Frames I like to use. Overguard is the fit all solution for survivability rn. Thus it would solve survivability for him and would be very welcome. Although I do ask myself if relegating things to either Overgaurd or shield gate spam is really what we should be doing but thats a much larger topic and we're straying fromt he primary topic already as is.
  6. I don't have issues with his kit per se and more that he is quite tedious to keep alive compared to other melee frames nowadays. His Base Stats are fairly low across the board, afaik his Blind doesn't work on enemies with Overguard while some others like Breach Surge do work, his Slash Dash only makes his Health invulnerable so he can't use it to bridge shield gates and while Umbra builds are popular with him for obvious reasons he isn't even in a position where its working all that well comparatively due to his given Base Stats. Slash Dash itself also could be faster and more fluid when going through multiple enemies, sometimes feels like watching a cutscene in slow-mo and takes the momentum out of your gameplay. His Passive could definitely use a touch-up aswell, but quite a few, especially older frames, have questionable passives. Making it a bit stronger and possibly expand on the weapon categories a little would already be quite fine imo.
  7. Just 1:1 turned into a Pseudo-Exalted could generate some pretty funny numbers with the augment but there is enough silly stuff in the game for it to not matter too much from a balacnign perspective. Otherwise it jsut fits thematically that the Master of the Blade has all of his summoned Blades scale off Melee Mods and no reasonable amount of regular Ability Base Damage is gonna salvage Radial Havelin otherwise. Would love to get back into playing Excal more and since Exalted Blade was left behind making Radial Javelin into a potent ability would really help with that. I'd honestly want to see some more touch-ups to Excal, his age has been showing a bit recently imo, but making Javelin scale with Melee Mods would already go a long way to improve him.
  8. Sounds awfully romanticized to me. With pure RNG you have no guarantee that a given squad has complimenting pieces or that someone just doesn't take a Carry role while the others struggle to contribute meaningfully by comparison. I'd also heavily disagree that being able to pick 1 out 4 slots from your loadout freely a crutch. Its RNG in an extremely unbalanced game, nothing else. Any difficulty resulting from this has no integrity whatsoever to begin with. Its not like the system in place stops cheese in any shape or form. You just need a single player with an according Frame or sometimes weapon and all that illusory challenge is gone. Its a game of luck moreso than skill if the RNG loadout is the only thing creating a challenge. And if toggles and rewards are individually picked per player you can have one pick nothing, get the desired loadout and carry someone else through the mission who has toggled everything. After that do it vice versa, now all players involved have all rewards. So there is a good chance its predestined for cheese anyway, just not a very fun one. And if you give players a chance to counteract extremely bad RNG you may motivate them more to give it an honest shot. I get where you are coming from in terms of the experience you are hoping to get and I'm in no way opposed to that. I just want that to come from a more genuine challenge and I do not believe RNG can take the place of game balance to create that.
  9. Thats why I'm hoping that they leave us to pick atleast a single thing freely for max rewards. With just one thing to pick freely you can salvage most scenarios or round out a loadout to have a reasonably good experience consistently. If its all fixed w/o the help of things like decrees and probably even more modifiers that make things harder the RNG can swing way too much into either direction. And that may just invite not so great ways to interact with the system or make people not wanna interact with it in the first place.
  10. Mixed bag for me. Its cool that Frames come with thematic weapons but I'm not too fond of frame specific perks. Would rather have them be general perks of the weapon that lean on the theme of the frame instead to make these wepaons a bit more unique and flavorful in general. Another circumstnatial gripe I have with them is that it makes them automatically fated to be primed and it might cause them to not be quite as good as they could be. Some of them have been great regardless, like Acceltra or Epitaph, but I don't think its generally a great predicament for a weapon to be in. Older Frames getting some thematic signature weapons would be cool but that would ofc also beg the question of their Primes and doing so after the fact I'd think its somewhat difficult to meet expectations proper because if these weapons turned out to be not so amazing you'd hear people asking all over the place why they bothered to drop a load of MR fodder into the game like that.
  11. What exactly is this spooky restrictive Meta in Warframe? Player Power exceeds general content difficulty by so much that I can't really see there being a very restrictive meta, unless you wanna say that meta is simply trying to build things as optimally as you can for a purpose. The way its framed here makes it sound like not using "the meta" is akin to a challenge run and for general play I couldnt come to a reasonable definition of that term to make that true. And I would think intentionally handicapping yourself beyond your choice of weapons or frame or intentionally using the worst weapons in the game is a step beyond simply not committing to a meta.
  12. As far as I've understood it you can't just run it multiple times to get more points cumulatively. If you want more points you have to toggle more things, so if you want all the rewards you have to toggle as many things as needed for that for a single run. Depending on how it works in a group setting I guess you could get carried by having someone else pick whatever, while you toggle everything and then do another run vice versa, but thats not something I'd consider fun or engaging. I've also had some good experiences exploring new things due to Circuit, but after playing Circuit for a whole while now I'd say the negatives of the RNG have outweighed the positives for me, more so on the side of random weapons and a bit less so on the side of random Frames. And I think Deep Archimedea will be worse due to a number of factors compared to Duviri on that end. I think encouraging a diverse arsenal is perfectly fine and engaging. its mostly that I think full blown RNG on the entire arsenal is too much given just how many weapons there are and how horrible the balance between them across the board is.
  13. Unexpected and pretty amazing change for invisibility Frames, definitely looking forward to that. Nourish nerf stings a bit, atleast the energy nerf but I think it will still work well enough for what I'm using it rn. Gotta play around with it a bit but I expected worse. I still think the Eclipse subsume nerf is too harsh. If it stayed at ~50% or so, fair, the Roar parallel is awkward. Damage intake is usually not predictable enough in Warframe to make frequent and reliable use of being able to swap the Eclipse modes freely. So in the vast majority of cases players will look for Eclipse with one of its modes in mind, rather than for both. Normally I'd subscribe to the logic presented, but as Warframe plays out right now it doesn't make too much sense. Augments also make the Roar vs Eclipse situation more complex as Roar's Augment effectively gives you a dmg reduction effect, so depending on the willingness of giving a mod slot for it Roar can do both at once, whereas the Eclipse augment just gives a worse team wide buffing component to it than Roar has inherently.
  14. I just don't think the surrounding content to Intrinsics has enough to offer to make an expansion of the Intrinsics Systems interesting. Decrees do not really end up creating builds, either you are in too short, like just doing a quick spiral run to get Pathos Clamps or you're in too long, like an extended Circuit run to get your weekly rewards in 1-2 Circuit runs, and you're just being flooded well beyond what is really useful. They also tend to be so powerful that you end up outscaling anything you fight rather quickly, especially because your damage goes up for just collecting decrees aswell. Giving more control over Decrees to counteract weak loadouts just emphasizes how bad rng loadouts are and before we slap some more band-aids on that to make it look like a slightly less horrible system I'd rather see some reiteration on the rng loadout selection directly.
  15. I got the same results from playing around with Incarnon Sticks on Gara. Shattered Lash itself can have Crit or Status Chance attached to it by Incarnon perks and proceed to scale with the according Melee Mods, however the damage added to Splinter Storm and caused by detonating Vitrify do not benefit, can't crit or apply Status. I suspect that Vitrify either only checks for modded Base Damage in general thus not accounting for anything variable like Crit, possibly because it was never intended to crit or the Vitrify Wall has Object Health and can't be crit so it doesn't take that into account. And, well, Splinter Storm and Vitrify Damage are not "Pseudo-Exalted" themselves so naturally they do not inherit these Stats themselves. The 100% Melee Damage from any Circuit Melee Incarnon activation should still apply though, so Circuit Incarnons still have an edge over regular Melee weapons for her, just not via a Crit or Status route.
  16. That is absolutely what my issue comes down to, yes. Right now there is practically no content accessible in the game outside of Endurance Runs, which are far too out there to be considered real content imo, where priming enemies via a on-kill mechanic in the immediate vicinity would be very useful to me. If something is in swinging range its not gonna live long enough for there to be value in it being primed after the first enemy dies. So my main hope would be carrying this on to enemies that are not yet in the process of being killed. Energy isn't really a concern there due to Hunt + Equilibrium but thats also precsiely why recasting Hunt wouldn't even be a problem, extending it is more of a convenience than a requirement. I also do not mind spamming Fangs, thats not the issue. I have enjoyed playing Dagath who is all about spamming her 1 to spread her Doom everywhere. But Dagath gets her pay-off because she can spread it beyond the boundaries of her immediate attack range and its not on-kill, so it does consistently do something even to enemies in immediate attack range. What I was hoping to do was carry the status onwards with Voruna, I hop into a bunch of enemies, throw in Fangs, blow them up and and when I come to the next group I find some enemies already primed, I can immediately blow them up but I can also cast Fangs again to further propagate this and keep the dynamic going as I move through the map or have enemies come at me bit by bit. As it is right now I often feel like I'm wasting my time with Fangs and thus wasting my time playing Voruna, compared to other Melee Frame options that can just hit harder upfront or cover more space with their damage. Particularly egregious with her 4 aswell because that one really embraces the idea of carrying ST dmg to AoE on kill and combined with the RNG aspect of Fangs I have mostly ended up wondering what I'm even doing because I could've just swept through the room with melee manually before the combo popped off. And not because its not powerful, it is really powerful or atleast can be, but I don't feel like it matches the pace of the game. And thats before considering how Ulfrun's can be bullied by other aspects of the game like Nullifiers as was already being discussed.
  17. The people that regularly spend time in Trade Chat are just there to buy cheap and sell high or because they need some plat asap. Warframe Market has become popular enough where day to day market price trading has shifted away from Trade Chat in large parts. The Trade Chat Pasta spammers were always there but now they are among the few left that have the incentive to stay there instead of selling and buying via Warframe Market. I personally jump in occasionally if I try to find something a little cheaper than on Warframe Market. Not outrageously cheaper like looking for a Torid Riven for 100-300p when they easily sell for 700p+ on a regular basis on Warframe Market, as thats just scummy. But I can usually find someone thats just looking for some quick plat that will happily sell me an item for 20-30% below market price. A few years back I had a bunch of fun scouring trade chat for Rivens and haggling with people but more recently its been much more often people trying to sell "god rolls" for high 3 figures to 4 figures plat numbers and a good number of these Rivens aren't even good enough for that title nor that price. And I wouldn't go to trade chat for selling my stuff unless I'm fine with either gambling on finding the right buyer and investing a lot of time for that or taking less plat than I could for a quick sale.
  18. Well, the point is that the game is not balanced around being a horde shooter whole heartedly. The game has been stuck in-between philosophies for so long and never really commited itself to anything fully. That has to be very ancient Warframe. Back when I started the game somewhere in the latter half of 2015 it was Tonkor Meta, Draco Interception AoE spam and Mirage crashing the game with a hail of a million laser beams and bullets littering the map. The power level overall was a lot lower but the game direction as a whole was already heading there. So while there was a time before bullet jumps and the more fancy things the game is known for today, it was a comparatively rather short period of its lifespan by now. However it definitely still has a good amount of Warframes and game mechanics stuck in that mindset, despite being atleast somewhat outdated for over 8 years. And thats whats really creating problems. Enemy density itself is a balancing concern like any other aspect of the game fundamentally. But it frequently clashes with other aspects of the game that never really adapted towards its more modern form.
  19. I never really got why Power Fantasy and Game Balance are viewed as polar opposites in Warframe. Balance doesn't mean it has to be flat, grounded, everything has to be equalized and that you can't feel incredibly powerful. Game Balance should exist on a layer above the power fantasy and it should ensure that said power fantasy can be lived out in a fulfilling way and is coherent with the game as a whole. It should be a complementary relationship. I think Game Balance has gotten so bad in Warframe that it actually detracts from the Power Fantasy. If you actually go and get all the power available to you there is a breaking point where Frame kits become nigh irrelevant. Why should I do some fancy ability combo with a flashy pay-off when everything dies midway through or its just faster to shoot/swing your weapon? And imho the pinnacle of power fantasy is working your way up to overcoming challenges you can only tackle because you have become that powerful. Being able to just curbstomp everything w/o thought or regard loses its luster quickly, it primarily serves to show how far you've come but it shouldn't be where you go from there on. And neither is it satisfying to be pulled down from that power to have a "challenge" again. Warframe simply has swept its balancing problems under the rug for years. I remember balance talk in Dev Streams from the end of 2015 talking about removing Base Damage Mods, Damage and Modding 2.0 and what not, since the problems were already showing back then. Thats been over 8 years now. Since then player power has increased dramatically but especially the content that power is used in has not grown anywhere near as much, which only further increased the ongoing dissonance.
  20. Its build defining and also identity defining for her because regardless of branching out into Melee or Ulfrun's you want to interact with what Fangs of Raksh does. Thats why this stark contrast in Range of a Status spreading ability stands out to me so much. Not saying Fangs should have THAT much Range baseline but I do wonder if maybe they were a bit more conservative with such an effect when they did Voruna but are now more comfortable going further with it. I need to sink some more time into playing Voruna but I've felt that basically anything immediately around Voruna's 2 target tends to die to Melee w/o Fangs spread really doing much to them. So the targets the spread really ends up affecting are those not immediately in melee range, which makes building Max Range or close to Max Range feel somewhat necessary, rather than a real choice. And to loop that back to your original points, if you now also increased the AoE of Ulfrun's to a significant degree I'd imagine it being a similar situation. Especially should Ulfrun's and regular Melee flow more effectively into one another as suggested it becomes more and more likely that you don't need the Fangs Status Spread for your immediate targets but the ones after that, where Range plays a big role.
  21. Oh, for sure. But its also inevitably limited to a certain subset of Weapons that get popularized, especially in a game with as many options as in Warframe. I'd even dare say that its been quite refreshing to (re-)explore the game after a break and find out that the popularity meta is not nearly as high on a pedestal as the most popular opinions might imply.
  22. Its more that I find it questionable that a Warframe centered around applying and spreading Status effects has less than half the range doing so than a simple Warframe Augment of a Warframe that isn't centered around that idea. Its not that I would demand a change because of that but that I wonder if the idea behind Voruna and its implementation are still up to date with what is perceived acceptable in the game or if she could use some love to emphasize her core identity as a Frame and what that idea is really supposed to be, which also extends to the rest of her kit and the somewhat conflicting nature of her 4 and emphasizing the use of Melee. I don't think making an Augment arms race out of that is a good idea.
  23. You may not have used the word "power" but you referred to making weapons competitive and killing 9999 SP enemies, which are power related aspects. A weapon's popularity isn't whats enabling it to kill level cap enemies. Its a matter of degree, really. Both in what someone thinks is acceptable in order to pursue power and how much power is required to make it worth pursuing inherently. I honestly think the RNG involved in getting a Riven for a weapon you want is a much larger detractor from the attractiveness of Rivens than the roll rng for the average player, simply because they likely have to enter the Riven market to get them. Low Dispo Rivens may need very good rolls to be worthwhile but there are plenty of strong mid to high Dispo Weapons (Duviri Incarnons chief among them] where its almost a non-effort to get a sizable power increase out of a Riven once you actually obtain it, even if its not remotely close to a "god roll". So I do not believe that somehow making desirable Stats a bit more obtainable is gonna turn the system on its head and turns it into some menace ruining the game. Specifically because I'm not in favor of this threads suggestion nor have I stated explicit ways to how or to which degree I'd like to see changes occur.
  24. Voruna strikes me as a Warframe thats jampacked with very powerful mechanics but they are also so conservatively tuned that it leaves her in a somewhat awkward position. Ulfrun's Descent is not even that, its just underwhelming (and clunky as hell imo). Could very well turn it into a Pseudo-Exalted to make it scale better and adhere closer to the melee identity of the Frame but Psuedo-Exalted Weapons currently also have the tendency to make you build your Melee in a way thats not conductive to Melee Gameplay to act as a maximized Stat Stick. And making it somehow use your Melee directly and scale of properties like modded Attack Speed and Range makes it go against the theme of "going Beastmode". It can also certainly use more AoE, yeah you can spread the Slash Procs it generates with 2, but only if the 2 itself applied Slahs itself and making youc ast 2 before every single charge isn't very exciting gameplay and just ends up feeling slow and not worthwhile. On that note I'd also like to point out that her 2 has a base spread range fo 7 meters, 19.6 meters at 280% Range. Meanwhile Nezha is due to receive an Augment in the next Update that spreads all Status effects to all enemies speared by his 4, which has a base range of 19 meters, 53.2 meters at 280% Range. The former is a core aspect of a Frame, the latter is just an Augment adding brand new functionality to a Frame. So, while Ulfrun's Descent stands out as particularly bad, I think she could take another look as a whole to really iron her out and figure out what she is supposed to be good at and what is supposed to make her stand out.
  25. The wording is pretty funny to me and it may not be your fault because DE balances more around popularity than power. But this implies that popular = powerful and unpopular = not powerful and this is untrue. There is definitely a correlation, things become popular because they are powerful but a lot more factors play into popularity than just power. Its definitely unconventional for Warframe to have randomized Stats and Rivens are an outlier in that regard. But if you give players access to high powered, essentially customizable Mods and fully expect players just to have a little silly fun with it instead of min-maxing the living S#&$ out of that system I'm not sure I can call that naivety anymore. And I honestly doubt they didn't have an inkling what would happen with Rivens. At best they underestimated the economical impact, which is indeed degenerate, but also has plenty precedents in other big online games. I'm pretty sure the power balancing factor of Rivens is the Disposition. All the RNG does is make you grind longer or pay more. And If I wasn't supposed to commit that much to Rivens why can I just get 320k Kuva a week w/o even directly farming for it? DE may not be super happy with how Rivens turned out but they have created pretty clear incentives to engage with the system as some form of endgame and yet another power chase. The scarcity of "god rolls" is definitely by design but it has very little to do with breaking the game. Valence Fusion for Rivens sounds good superificially but it has some less amazing implications. For one it overcomplicates the system even more because you can't detach it from the player market. Secondly and most importantly it makes any good+ roll of any wepaon into a desirable roll for the best/most expensive weapon. So even if the top end gets a little cheaper, Riven prices across the board will probably rise pretty significantly. And worst of all, you disincentivize players from keeping and using Rivens for less popular stuff because they could just be turned into something thats more valuable. I'm all for reducing the RNG of Riven rerolls or make the process of getting a Riven you can be satisfied with more reliable but I don't think the proposed idea does that in a way that reall improves the system as a whole and just further emphasizes some of its most glaring problems.
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