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Raikh

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Posts posted by Raikh

  1. 3 minutes ago, Tiltskillet said:

    I don't know about Rhino, but Kullervo kind of had to be an exception by virtue of being able to generate Overguard and having no shields to throttle the energy gain from HA/Rage.  He'd be an exponentially better HA user than any of the traditional health tankers that it's tuned for.

    I agree though, it's awkward as something people will have to look up on the wiki to find out. 

    Question is if that one exception right now is worth the result of it being so unintuitive. They could also just reduce the effectiveness of Rage energy gen via Overguard since Overguard is not affected by most damage reductions and Armor. At full effectivness Nidus and Inaros now gain dramatically more energy via Rage when receiving Overguard externally since they usually run around with quite a bit of Armor, Adaptation or similar. So I think there is room to make it a general rule without breaking anything. And as long as its reasonable I don't see how having access to Rage on Kullervo would warrant such a roundabout way to implement the change. If one thing it would actually give some purpose to him being shieldless, which in the context of Overguard is just coming as a downside.

    Although even then it wouldn't really change that anyone with shields is still being bricked by receiving Overguard externally if using Rage. Nowadays I don't do it much anymore, but there has been a time where I used Rage on any Frame that could reasonably take Health Damage and w/o Overguard getting rid of some minimal base shields is usually not a huge deal, so its not some super situational playstyle even if less popular nowadays due to shield gating.

    • Like 1
  2. The whole Defense roster of missions ranges from being mindnumbingly boring to outright frustrating.

    Sitting on an objective to defend for any elongated amount of time is just not very interesting from a gameplay perspective and it coming with a hard mission fail component just makes it worse. If there were more effective ways to recover from mistakes to keep going it would atleast be a little better but so far nothing has really been done succesfully. I guess Mirror Defense tried that but just became even worse than regular defense in the process, only further emphasized by rotations taking significantly longer.

    I haven't introduced anyone to this game that didn't immediately get a bad impression from their first Defense/Interception/Excavation/Hijack missions. You eventually learn to deal with it but its never become something really enjoyable. The only real saving grace is sometimes above average fast rotations but falls into the territory of compensation, rather than making the game modes fun.

    • Like 1
  3. 1 hour ago, [DE]Megan said:

    NOTE: Warframes that grant themselves Overguard, like Kullervo or Rhino, will not be able to trigger Rage and Hunter Adrenaline from their own Overguard. Only Overguard granted by allies is eligible because this is the only interaction that is potentially disruptive to your build (i.e your ally puts Overguard onto your Rage-Build Nidus). 

    That sounds super unintuitive. Handling it like that will inevitably make this some sort of obscure trivia you just need to know, rather than being a general mechanic of Overguard. And how does that work for say Kullervo when he isn't using his own Overguard but only gets it from Dante/Frost/Styanax in multiplayer? How does it work if he gets some on top of his own from Dante/Frost/Styanax? How does this work with Overguard generated from Decrees in Duviri?

    And notably, since shields can't be damaged while Overguard is active I don't see this having a massive impact on the usage of Rage/Hunter's Adrenaline either way. Quite the opposite, this change only really helps Nidus and Inaros than someone building their energy economy around Rage in general. If I wanted to use Rage on someone like Chroma then Overguard would still ruin my day.

    I very much appreciate adressing the issue. But it being so specifically targeted at just 2 Frames while causing it to be highly unintuitive in the process, just doesn't sit right with me. Would like to see a solution thats more broadly applicable and thus more intuitive so I don't need to check every single case on a wiki page going forward.

    • Like 3
  4. 18 minutes ago, Fred_Avant_2019 said:

    Exalted/Pseudo Exalted status on Fireball is a bit of a stretch that I brought up due to the comparison with Landslide,

    I'm not so sure about that. Thing is that abilities do not come close to the scaling power of Weapons due to mods. At 300% Strength you do 3 times the damage, cool. Serration alone comes fairly close to that, Hornet Strike is slightly more. So in order for damaging abilities to compete with fully modded weaponry they need either stupidly high base damage ala Dagath's 4 or additional tricks to make them generate value otherwise. And especially giving abilities stupid high base damage has always been a huge painpoint bc if the abilities hurt in SP and above content they just completely annihilate anything below that level.

    By allowing mod interactions you can put them on a similar scaling curve to weapons, which means they can scale more naturally next to weapons. Interacting only with specific mods might be a bit exotic but could be interesting. Fireball shouldnt do Viral damage just because thats what you mod on your weapon and different approaches to mods and weapon choices to build on Warframe synergies can be pretty interesting. Riven and Incarnon interactions are definitely somewhat of an issue and would ideally be avoided. I'm more interested in ideas of how to align ability and weapon scaling rather than have Fireball red crit for 10 Million Damage.

    28 minutes ago, Fred_Avant_2019 said:

    That's Ember's current kit, with DR% and armor strip, with Immolation and Fireblast, then damage in ST and AoE with Fireball and Inferno, but as we've already established, each of these abilities do not even come close to meeting the standards required for present day Warframe :

    Pretty much. Fundamentally she has a decent toolkit, gameplay loop and numbers are simply outdated. Especially considering Heat procs have a silly powerful mechanic it feels only worse to look at the flagship Fire Frame failing to interact with it meaningfully or atleast meet its measure on her own terms.

    • Like 1
  5. Tried to get back into her as I really like fire themed powers but I just couldn't really enjoy her. Her gauge invokes a rather tedious gameplay loop thats also not resulting in a very impressive performance. She should be championing Heat interactions but overall she is just lagging behind.

    I think you only need to look at Gauss to see whats wrong with Ember nowadays. Her rework was pretty sweet back when it happened but it didn't age well. Gauss isn't a strictly fire themed frame but he does basically everything Ember does, even in a similar way, but way better.

    Gauss also has a gauge mechanic, he has a defensive ability on 2 that scales with his Gauge, an AoE with armor stripping capabilities based on his gauge on his 3 and that same 3 can also act as a heat nuke button, just that its mechanically far superior to Inferno.

    Notably, Gauss' gauge mechanic has no downside, you want to fill it asap to reap its benefits. With Ember not only are you getting less out of your Gauge than Gauss gets from his, you are also being punished for keeping it at max via an energy drain. So you get into this vicious cycle of spending energy to not lose energy, which is really damn unsatisifying to play, especially once you also consider how much of a difference sitting at 70-80% dmg reduction compared to the full 90% makes.

    I've come to dislike channeling abilities, especially on frames that want to spam abilities since it restricts how you can approach your energy economy for no good reason. Embers Heat Gauge shoul either have vastly more positive effects to warrant its downside or have no downside at all. Thematically it also feels silly that THE Fire Frame takes an issue with too much heat, If something centered around the idea of setting worlds ablaze has issues with overheating that should at the very least be reflected in the accompanying fire power.

    Fireball and similar abilities are conceptually very outdated. At the time of its inception casting a Fireball next to using your guns was a lot more interesting than it is now. I like the idea of it being Embers Bread and Butter spell to ramp Heat Stacks everywhere but I think finding a good place for its damage is somewhat difficult when we have powerful Heat Primer Weapons to choose from. Maybe the solution is to make these kinds of Abilities Pseudo-Exlated Abilities like Khora's Whipclaw, just taking Primary or Secondary Mods rather than Melee or maybe Fireball could take from all Heat Mods across all your Weapons or something like that to make its damage scalable enough to accompany her through all types of content.

    Inferno got a lot of restrictions off the back of what caused Ember to be reworked in the first place and those should most definitely be alleviated if you compare it to what else is running around in the game right now. Although I could live with it being a bit more restricted if it was actually devastating. If you could use it to ramp Heat Procs to the high heavens fast and possibly spread heat procs among enemies more generously and thus get back to what "World on Fire" really means.

    • Like 3
  6. If the game had a tiny semblance of balance there might be fruitful discussions to be had about CC or ability resistances but as it stands its not gonna lead to anything productive either way.

    Regular Starchart/non-SP is so hopelessly lost that granting it a shred of a thought in its current state is only gonna make everything else worse. If you wanna balance starchart nerf all dmg by 99%+ and we can start talking but thats obviously not gonna happen. Its not even a dead horse anymore, it has decayed into nothingness.

    For everything else ability nukers are *usually* not much more potent than according weapon platforms or they appear as a hybrid setup anyway. And if you bully the casters all you do is shift everything to jsut using weapon platforms, plain and simple. You do not create more interesting gameplay by shutting down abilities, never did. You only take away what makes this game special and stand out.

    For the CC part thats in place, the smart play would be a resistance over full on immunity, like the Hollow Veins have for instance. So your huge area CC isn't lasting forever on Eximus units, 3s to 5s maybe instead. You can stop them but not forever. And you may now argue but thats plenty enough time to just blow them up. Yes ofc, just like you do w/o any CC at all but that way you show atleast a modicum of respect to the playstyles that have been introduced into the game rather than continue to reinforce whats already better anyway.

     

  7. 45 minutes ago, SneakyErvin said:

    If not it is enough you miss out on 1 category and you'll never reach Elite that week. It's not until you actually do Elite that you can skip 1 item to reach the maximum of useful rewards.

    iirc Patch Notes stated you unlock elite permanently after clearing normal at 25 once. So once unlocked we can start with elite directly every week.

    • Like 3
  8. 30 minutes ago, tucker_d_dawg said:

    and in that regard, i find their efforts to nerf nezha, danta, eclipse, nourish laughable... all it does is piss off players who enjoy those frames, when 1000% other strategies are still stupid god-tier levels of strong.  A few years ago, I was in the camp of "this and that needs a nerf or rebalance" - but everything is so out of hand at this point, I'm now of the mind they are wasting their time and players good will by even attempting it.. just add a zero to every damage number and a zero to every enemy level on every release and keep the  masses happy.   Why even bother with "balance" - there is no amount of tweaking of ANYTHING developers could do to balance the game at this point.  

    Pretty much. Either the game needs to be balanced whole-heartedly or it needs to embrace how unhinged it is. Right now its doing neither. It plays pretend whenever something becomes "too popular" but never establishes whats acceptable and whats not acceptable fundamentally. And at this stage, especially looking how reactions to nerfs take shape here, it looks like the game has fully fostered a community that isn't open to a large scale rebalance, so maybe it should really just embrace the craziness and start making content to meet its measure, rather than single the most popular thing at a time out w/o actually making much of anything better overall.

    19 minutes ago, MuonNeutrino said:

    If the problem was that this ability with high range was too problematically strong and letting people nuke entire tiles

    I don't know how this even happens at this stage of the game's lifespan. Just what did they expect people to do with that augment? Especially since its not only spreading status but also allows you to detonate all DoTs with a second button press. It was plain obvious what this augment would do, yet here we are. Incredibly heavy handed reaction to something that was very predictable and now most of whats left is a bad aftertaste, rather than a fun addition to the game.

     

    • Like 3
  9. I'm wondering if people suffer from short term memory or just don't know whats in the game.

    Dante is a strong Frame, no doubt, but he isn't outrageously so. He isn't the best nuker, especially not because he needs setup and Dark verse as a means to that is locked to a 50 degrees cone in front of him, that also has less range than Tragedy. He does what an Ability caster needs to do, nerfing that would just make people turn him into a weapon platform with fancy Overguard.

    Overguard, especially in combination with Shield Gating is incredibly powerful and comfy. But thats nothing new, nor something unique to him. And the amount he gets doesn't necessarily change a whole lot, its more about what Overguard does inherently.

    In a sense you could call him "Octavia Light". Where he has limtied nuking, Octavia has infinitely scaling AoE, where he provides Overguard, Octavia provides Stealth. Octavia also has a Taunt and provides Damage Buffs to Weapons on top. Dante is more comfy to use because you don't have the rhythm mini game but I'd also call him less powerful, somewhat of a trade-off.

    I'd be very careful when asking for nerfs. This game isn't being actively balanced. Tons of things are broken and can trivialize the game in a number of ways. Generally you will have a better experience if you have a good selection among the most powerful things, rather than with just a few things staying up there forever. And if Dante catches a nerf that actually hurts and makes him less satisfactory in this short time frame where something may actually happen, he likely won't be getting any attention for the next few years, as sad as that is.

    • Like 3
  10. 11 minutes ago, kerozen666 said:

    well, they just rebalanced nourish and eclipse subsumes, so they are taking the first steps in balancing things. 

    They nerfed them for popularity reasons, not because they are finally taking any serious steps to balance the game. They haven't taken any real measures towards balancing the game in the last decade, only nerfed things that were becoming overly popular, which was in part not even because of their power alone.

    15 minutes ago, kerozen666 said:

    also, the other factor that balance kullervo (at least somewhat, i also think he needs to get checked up on that overguard), is that he needs density to make it worth using his abilities, as the overguard prevent him from regaining energy from damage. so you are dependant on other methods, so either pads who lock you in place to be worht it, zanurik that is a little dribble, or equilibrium who require companion assist to be efficient, which would require enemy density to sustain your stuff. Basicly, Kullervo require density to be worth using his kit, otherwise you are jsut doing the equiovelent of using a nuke on an anthill. it's not perfect, again, i would love to see him checked, but at least he's hot exploding the early game

    Nourish + Energy Nexus + Max Power Strength and your energy economy is running just fine. Otherwise you don't even need to use his 3 or 4 that much. Just Wrathful Advance and a Melee with good range and/or Melee influence and you are good in terms of AoE coverage. And now that he has got his 4 Augment you can keep 4 up forever while letting it move with you via his 1, which is absolutely auto killing all low level content when built for enough Range while having dramatically lower energy cost than recasting 4 all the time.

    But my point about Kullervo was more about comfiness than nuking capabilities. Any Caster Frame worth their salt rips through low level content no questions asked and if you just blow everything up your survivability hardly matters. For Abilities to compete with Weapons when fully built their Base Damage just has to be overkill for low level stuff just because of how much power we gain out of Mods, Arcanes etc.
    Dante is certainly a very powerful Frame but he isn't breaking anything that wasn't already broken tenfold. If one thing he is a result of all this powercreep and broken state of game balance. Its certainly not a good thing that it is this way but if nothing is changing on a large scale I rather have more Frames this good than less.

     

    • Like 1
  11. 11 minutes ago, kerozen666 said:

    the problem here is that you consider dante to be in line with others by only looking at the numbers on paper. In reality, what makes the numbers on other frames work is that there is always a few parameter in play that affect how well an ability will perform. best example here is Sty's intrepid stand. provide the same overguard numbers as Dante, but the difference is that to produce them, you need enemies taking hits. there is effort to be mde, wise cast choice, placement to optimise hits, and so one. same situation for Kullervo, need to be well placed to make efficient use of his energy to get his overguard and damage, otherwise you sink your combo and energy into the void. Dante just need energy, as his abilities don't even require line of sight, just aiming in the general direction

    Kullervo needs to hit 3 or 4 enemies to cap his Overguard per cast and the Daggers are only limited by Ability Range, not LoS. And if you need Overguard you likely have enemies around. Yes, not needing a target is "better" but I question that it is better in a meaningful way. And the shortcomings Kullervo's Overgaurd generation has do not apply to lower level content or even regular SP content but only to endruance runs/SP Circuit and some SP Bosses that are immune to being targeted by abilities and thats its own can of worms.
    For just general play the difference is rather cosmetic in nature.

    If this game had a semblance of balance your concerns ,may be somewhat warranted, but as long as DE doesn't show any interest in cleaning up their mess its just another thing on the pile. If there are dozens of ways to trivialize something a new thing being maybe slightly more convenient at that doesn't really change a thing.

     

    • Like 1
  12. I kinda hoped his Subsume would be Light Verse. You can argue for it being too good but Dark Verse is also just plain worthless as a Subsume. Can't really complain that players only use a handful of Subsumes frequently when most of them are just bad or highly situational abilities. Sometimes we get The Nourishes and the Glooms and sometimes we get Fireball No.27 for some reason. Dark Verse makes sense in Dante's Kit, it doesnt make sense as a standalone ability.

    It also baffles me how people are now suddenly shocked at how comfy Dante is due to Overguard as if it was a new thing. As if this game had any integrity left, any form of balance, difficulty curve, whatever. Any form of consistent Overguard generation + Shield Gating makes you effectively invincible for as long as you have energy. And yes, Overguard completely trivializes survivability in low level content, as do a whole lot of things.
    A newer player can just hop into Duviri, get Kullervo, who also generates enough Overguard to trivialize anything up to and including Base SP with minimal investment, while skyrocketing the dmg of any Melee Weapon so drastically that they can immediately run through any SP mission with a plastic fork that has 3 mods on it.

     

    • Like 1
  13. I don't quite get why Ruvox is getting penalized for activating its Incarnon form. If it got slower but would instead hit way harder, that could've been interesting but its just slower and thats kinda it. The Range is nice, I love extra Range on my Melees, but for one other Incarnons do not have to pay anything for that and second its base Range is quite pitiful to begin with, so its still not exactly turning into a room blender either.

    Heavy Slam gimmick looks cool but if you commit to a Heavy Slam you want stuff dead, not CCed. So its a bit of a whatever thing. It also makes the Incarnon perks a bit disappointing because some of them require enemies to be impaled, but if regular enemies that can be impaled live to be impaled something has already gone wrong. There are other weapons that have Slam gimmicks that should be much more interesting now and also work on regular Slams instead of just Heavy Slams. Conceptually its pretty fun, practically I don't see myself getting much out of Ruvox.

    Overall its an okay-ish weapon. Basically any melee with usable Crit and Status can kill things, but as an Incarnon specifically its quite a letdown. Its form over function,

    • Like 5
  14. 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.

  15. 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.

    • Like 3
  16. 42 minutes ago, MaxTunnerX said:

    There is nothing wrong about auto-switching. If the bane mods stay the same, but the game detects what enemy youre facing in a mission and uses appropriate config for it, it will be great no doubt. Its actually one dream of mine. One day game will use spy config on spy and grineer config on grineer. Until then Im going meta though.

    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.

    • Like 4
  17. 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.

    • Like 5
  18. 16 minutes ago, Agall said:

    I've fixed his survivability issues. The mistake people make is thinking that triple umbra mods and health tanking are the way to go. I use [Archon Vitality], [Primed Redirection], [Arcane Aegis] and [Adaptation] instead with a proper sentinel/MOA shield buff build.

    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.

    27 minutes ago, Agall said:

    Some modern suggestions would include overguard based on combo generation with swords or even giving him infinite block duration with swords.

    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.

  19. 2 hours ago, Agall said:

    Out of his whole kit, the only 'abilities' of concern I would like improved would be his passive and Radial Javelin. I had made another thread a while back on my suggestions to provide a more useful passive, but I would say making his +10% multiplicative instead of additive would be sufficient. It would at least make the choice of using a sword more impactful compared to what it is now, or make it 30% instead.

    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.

     

    • Like 1
  20. 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.

    • Like 2
  21. 52 minutes ago, (PSN)GEN-Son_17 said:

    I hope they don't though. Without a crutch, the system would allow us to work together in order to make up for any shortcomings. What's cool about that is each player has their favorites, meaning what one may consider trash (because they most likely just don't like the weapon/frame), another player may excel with them. 

    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.

    1 hour ago, (PSN)GEN-Son_17 said:

    More importantly, I really don't want these rewards to be obtained so dang simply and quickly. We already have the cheese path for about 99% of everything already. Let's allow a game mode to have a level of elusiveness, some frustration and even some luck to be factors in an endgame mode. At the most, we can see potential meme runs land in a skilled player's hands and create some hella cool memories. IMO, of course.

    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.

     

    • Like 3
  22. 13 hours ago, ECCHOSIERRA said:

    In normal gameplay, you could compensate for fodder weapons by using frames that boost damage and or strip defenses. 

    But if the frames are randomized too we cant necessarily count on that. 

    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.

     

     

  23. 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.

  24. 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.

     

  25. On 2024-03-05 at 9:41 AM, NeDesitVirtus said:

    And you'd not be punished for not selecting your own frame and load out for the new mode either, you'd just get less points towards rarer rewards which means running the mission more for the 5 rewards total per 2 netracel keys. 

    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.

    On 2024-03-05 at 9:41 AM, NeDesitVirtus said:

    I appreciate Digital Extremes pushing my out of my comfort zone and stretching me a little. It's made me a better player. 

    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. 

     

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