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Raikh

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Everything posted by Raikh

  1. Rivens have a metric ton of design issues but I think for this particular one it would simply help if the minimum disposition was higher than it is right now. 0.5-0.6 is simply too low. It either turns out to be not worthwhile to run them or you need an incredibly good roll to make it work. If Rivens couldn't go below 0.75 or even maybe a bit higher at 0.8-0.9 we wouldnt so easily reach a point where the Rivens could be devalued entirely just because they get some Disposition adjustment. And this isn't a market issue entirely, that is just a really stupid part of it and quite degenerate tbh but it generally just sucks if you spend a ton of time and resources on a Riven and suddenly its not worth slotting anymore because your weapon became too popular. They fail hilariously at balancing weapons, starting with their acquisition and worse than actual gacha rng. So they should just make them a proper endgame grind/reward that is a benefit for everyone, just that its a little more interesting for not quite as meta weapons. Balancing slightly more around power would also help. Incarnons still run around with plenty of high Dispo Weapons and given how they are acquired its not even surprising not many are crazy popular despite their power, but that just shows how flawed the system is at its heart.
  2. Overall I'd give it to Discipline's Merit. Heavies are overkill for 99% of enemies for me, so I mostly care about the 1% where its actually worthwhile to press the button and for that consistency is the only thing that matters. Its tbh still quite a bit from what I'd ideally want from the system but Discipline's Merit is the closest to usefulness I'm getting for now. Dreamer's Wrath is fine, mostly because its not only numbers go bigger but also icnreases the proc rate. But after using it over Merit for a bit, I jsut wanted to switch back. I don't think I've ever found myself thinking "man that Heavy Attack didn't hit hard enough" looking at 7-9 digit numbers w/o much or any setup. So I consider the 32% CD to be somewhat decorative. The range one falls short for me purely because it does not improve proc frequency or reliability. If I have to fish for a proc the entire room might be dead before I get my blow up button ready, which just defeats the purpose of the entire thing. If it had the same effect as Dreamer's Wrath or a guarantee at 5-6 attacks I'd easily rate it higher but as it is the 15% proc chance just feels bad for the purposes I'd want more range for. That extends to all others pretty much the same. Base 15% Proc chance sucks for reliability when most enemies die to a whiff anyway, so having it at the right time counts for much more than the potency of the attack.
  3. Not judging anyone using them. I'm stating the issues I see because I think they deserve better and should see appropriate changes or updates to their functionality. And precisely because people still enjoy them is why they should be treated fairly and be included for new melee features. Lets not pretend the game is well balanced in any shape or form that some Exalted accidentally becoming too powerful on accident for a week would be a real issue.
  4. As someone who lived and breathed Exalted Blade Excal for a considerable amount of time: No, they are not worth using nowdays compared to a regular Melee if you can build your regular Melee to its full extend purely from a dmg potential angle. The dmg just doesn't scale nearly as high with them lacking partially access to Melee Combo Multipliers, Acolyte Mods, Rivens and now also Arcanes and they potentially also need to make some modding sacrifices for Tennokai where regular Melees just eat 1-2 more Formas they didnt need previously. Why would I dedicate my entire build to using an Exalted, when I could instead run a Melee Weapon with someone like Kullervo? Its not like its a fair comparison to measure an entire build/loadout to just one sharp stick. Baruuk's Desert Wind is still the best out of the bunch and feels respectable, but it still starts seeing problems earlier than a well built regular Melee with an appropriate Warframe behind it. Exalted Weapons can be "forced" to do enough, but it feels like playing with a handicap more often than not, which is steadily sapping away the novelty of them and its getting worse rather than better with time as more melee features are added and they keep being exlcuded from them. I was once excited when I heard a new Exalted Frame is coming because I love these Weapons conceptually. Nowadays I dread the fate of a new Warframe coming with one.
  5. Survivability is such a mess overall that even if Mesmer Skin is a very silly ability in its current form I don't think its worth singling out just because its a bit more effortless than some other things. In part also because its the only thing Revenant has going for him. Nerfing Mesmer Skin doesn't make immortal frames go away, it just moves him to the trashcan section in particular w/o substantial changes to his kit coming on top. If survivability was looked at across the game as a whole and changed in a way that its earned but accessible across the board, sure Mesmer Skin is on the hit list. But till that happens I see it as a game state issue, not a Revenant issue. Revenant is a symptom of an issue, not the cause, plain and simple.
  6. Think its in a rough place. 7 rotations already mean a lot of time between specific Incarnons being accessible and then you can only get 2/5 at a time. Keeps the content relevant for a long time but if more rotations are added to it over time, while making them purchaseable via Plat at the same time, things become worse for the accessibility in the Circuit/via normal gameplay, while it becomes much more attractive to buy them outright with plat if possible. Say all or a good number of current Incarnons were added to Cavalero's shop. Say you just missed Ceramic Dagger but really want it as a stat stick for your (Pseudo-)Exalted Weapons. Now you either wait 6 weeks (or possibly more in the future) or shell out 120 plat. Not everyone plays this game full of excitement for months and years on end to be fine patiently waiting 6 weeks for their desired Incarnons and especially those players would feel heavily incentivized to buy them with plat, which would inevitably make Circuit rewards less exciting as the most desired Incarnons are being bought instead. Currently its a bit whatever because you can only buy 5 and they are not among the most exciting ones, generally speaking. For the future I'd hope that if more Incarnons are added to either, that rotations are combined and you can pick from a pool of 10+ Incarnons each week to trim down on the waiting time for specific ones, if not remove the rotations altogether since people can only get 2 each week anyway. Thus buying them outright would also at best accelerate acquisition in general rather than be a quick solution to getting your favorite ones because they are in a long time away rotation, should they want to expand on the shop.
  7. Do you need a room for that? I mean you can just do that via regular trading aswell. Dont think just adding a room specifically for that would motivate people. You'd need a platform to connect people interested in that more than anything else. And so far Dojo Rooms haven't really provided that.
  8. Even a discrepancy in Riven value aside its very very optimistic. If you can get even just 20 Plat for a random Riven you got from your Sortie you have an incentive to go and sell it over throwing it away. If you can only trade it you need to know/estimate if its something anyone would have an interest in, figure out what you could realistically trade it for that you are also interested in and then find somebody who has one of those Rivens for trade while also wanting the specific Riven you got. W/o a fairly expansive tool that allowed you to list your Riven and a whole number of Rivens you'd be interested in and in what state etc. this would be a fools errand and probably a waste of time for many players. Especially because Riven slots are limited and unless you spend a good amount of Plat on Riven Slots you can't really afford to keep a large stash of Rivens around purely so you have a good selection for trading.
  9. While I do not like fights where the only thing going on is avoiding oneshots I do appreciate the Fragmented a lot more than any of the gimmick Bosses that barely qualify as fights. I just wanna fight something in this game with a Setup of my choice and it being able to take a hit w/o needing immunity phases with mini games, or needing to do it in Operator/Nechramech/Railjack/Archwing and the Fragmented is the closest thing we've gotten yet. Void Angels are fine compared to previous Operator based fights but they still feel boring as hell doing the cycle twice with its regular HP bar being practically non-existant. Oro Wyrm just straight up sucks horribly. Chasing it is either irrelevant or annoying and then you just shoot 3 rings and kill random mobs spawning around the arena. It has spectacle for sure, but it has no substance as a fight.
  10. That would just outright kill Riven availability. Everything else aside, currently you can get a Riven for any weapon fairly quickly, unless maybe the weapon only just released. Sure, some are ridiculously expensive even unrolled, but most are not and you can often trade a good number of the ones you got yourself and dont want for 10-50p unrolled and get some cheap unrolled ones for the weapons you are interested in outside of the absolute most popular weapons (or buy slots/potatoes/boosters). If you can only trade them against each other do you seriously expect anyone to actively look to trade their random unpopular weapon riven over just foddering them to make new Rivens hoping to get something they want or just disengage from the system entirely? And as was already mentioned people will just create a much less safe workaround by trading plat and Rivens separately to sell the desirable ones for big plat anyway. This change literally improves nothing but makes a lot of things worse and that only because a tiny fraction of Rivens is ridiculously expensive, some of which are never even sold for these prices where the seller is waiting forever for some whale to be interested enough. And you shouldn't trick yourself into Riven FOMO when you are not legitimately interested in Riven speculation, particularly because your chances of getting a God Roll thats worth thousands of Plat is incredibly tiny, hence the price to begin with. You can also always just check Warframe market for current prices when you open a new Riven, not like you get dozens at a time anyway. That then covers you missing out on an unrolled one being worth a small fortune.
  11. Seriously wouldn't mind to have a SP version of everything, atleast for regular Frame gameplay I find SP a lot more enjoyable to play. Arbitrations in particular are already baby Steel Path by themselves, but hell why not. Would make them more attractive to do again in general outside of optimized Vitus farming setups and the initial Galvanized Mods. Also would like to see SP Sorties and such. Current regular Sortie rewards feel pretty underwhelming for the time they take and having a more difficult version where those rewards might be a little more enticing would be welcome.
  12. Most of the time, these kinds of restrictions breed more frustration than creativity or diverse gameplay. It doesn't make different playstyles shine, it only forces you into them, whether you enjoy playing like that or not. And extra rewards dont make it intrinsically more rewarding to play in different ways either. It will often feel more like a compensation for you having to put up with random nonsense over playing how you want to play. Circuit is already a good example of that. And I personally think the game mode is ruined by forcing you into randomized loadouts, atleast for the SP version. Sometimes I get to play things I like and I'm having a blast trying to see how far I can push it, but most of the time its miserable and consists of either trying to reset by doing a single stage and dip or simply play some workable but for me personally unenjoyable loadout just to get it over with because the rewards are too desirable to ignore. In order to create more diverse gameplay you need places or opportunities for different kinds of playstyles or roles to shine. But for that you also need some form or game balance, which Warframe doesn't really have. You can push damage to such extremes that people can obliterate level cap enemies, when no content in the game incentivizes fighting enemies anywhere close to that. And with damage being over-trivialized the only things that still matter are how fast you can kill as many enemies as possible and how you can survive the dmg intake that becomes a problem much much earlier. And on that end, disabling abilities or making enemies status immune doesn't fix that either, its the world's worst band-aid that only curbs diversity instead of making it flourish.
  13. You can't really blame nuke playstyles on the players to any meaningful degree. Its not just 1 Frame/Weapon/Ability thats waiting for a nerf. There are a lot of ways to nuke rooms, some more, some less convenient. And if enemy encounters aren't meaningful and are trivial ofc players will resort to whatever means gets the job done the fastest. Chasing down individual enemies isn't particularly exciting if they are just getting onetapped anyway. And ofc this sucks in multiplayer since if just one player nuking is enough to deal with all the enemies in an instant there isn't anything left to do for the other players. But that isn't a community etiquette issue or shouldn't be. This is something that needs to be accounted for in the game's design. You can't honestly expect players to hold themselves back in a public mission just so someone else they do not even know about and play one or maybe a few Exterminates with and possibly never meet again can test their shiny new toy. I can sympathize with the frustration but this is on the game, not the players. And as a player the only thing you can do is find your own workarounds to improve your experience, not expect other players you dont even know to create your preferred gameplay environment for you.
  14. Toggle/Press-Hold or anything that makes it reliable and controllable. As thematically interesting the lighting mechanic is, I don't think it creates fun gameplay as it is and the technical issues that just seem to keep on giving make it even less worthwhile to keep the mechanic. I'd rather have a reasonably weaker version than something a bit more powerful that just doesn't work the way I need it to work simply because I'm in the wrong spot or area in a game that promotes rapid and continuous movement or just because there is some technical issue that probably nobody has the time for to chase down and fix every time it inevitably happens.
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