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ShadowFel

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Posts posted by ShadowFel

  1. Yeah, he doesn't feel threatening.  Really, when he spawns, my biggest concern is if I'm in a Corpus level, since the Bursas that will spawn because of the lockdown are more threatening than Shadow Stalker.  I feel like both Stalker's and Shadow Stalker's durability could use a tiny buff, since, as a high level player, he can be vaporized in a few seconds if I have any of my maxed gear.  However, I understand that both are a legitimate challenge as a newer player (I still remember my first Stalker kill involving about 500 shots from a Boltor), so I feel like he should be more...adaptive to the strength of the enemy player.  

    The Binding of Isaac actually has an idea that might work here: adaptive DR.  Essentially, the game examines the DPS that you're putting out, and gives the enemy DR based on that DPS.  I mean, on the rare occasion that Stalker gets corrupted by a fissure, that bonus DR does wonders for how intimidating he is.  I'd suggest having him START with very high DR, then as you attack him, the game calculates your output and lowers his DR accordingly, in order to prevent him from being 1-shot.  If done right, early players will have the DR lowered to what we have now, or even less, resulting in an intense fight, while more...destructive players will actually get a challenge out of him.

    Also, of the 3 non-syndicate assassins, dying to him has the fewest penalties.  Die to G3?  Mission fails, and you're stuck with the Grustrag Bolt.  Die to Zanuka?  Mission fails, and you have to do the recovery mission.  Die to Stalker?  Get back up and keep moving.  Honestly, I don't think it would be that significant if he just failed the mission if he kills you.  No additional penalty, but just the idea that the mission is riding on this fight would make him more threatening.

  2. So, I was wandering the warframe wiki, looking at how to get certain mods that I hadn't yet obtained, and I realized that I didn't have the mod Bite yet, and as an avid user of pets, such a potent mod could be useful.  However, upon looking at the drop tables on the wiki (which I confirmed in the codex), I discovered that Kubrows and Drahks, the enemies that drop Bite, have an alarming 18 mods in their drop table, 3 common mods, 6 uncommon mods, and a whopping 9 rare mods.  

    Which got me thinking about whether all those mods need to be there.  And no, they really don't, and the fact that they do have such polluted drop tables means that even uncommon mods like Maul or the defense link mods are rarer than they ought to be.  Then I looked at Kavats and Hyekka, which have exclusive drop tables, which makes it so that their drop tables have a tidy 4-5 mods in their drop table.  If Drahks and Kubrows split their uncommon and rare mod drops in a similar way, they would go down to a still large, but more manageable, 10-11 mods.  

    But then I realized an even bigger problem plaguing drop tables throughout the entire game: precept mods.  The default precepts of many companions exist in the drop tables of enemies throughout the game, with the exception of the default precepts of Diriga, Helios, Taxon, Chesa Kubrows, and Helminth Chargers.  Really, there's no need for this, since every companion comes with copies of their default precepts.  Before Endo, it could have been argued that these existed to help with leveling the copies of the precepts that you would actually equip, but at this point, they just exist as Endo fodder.  In fact, their existence makes it more likely that the leveled mods will end up being accidentally sold or converted into Endo, since they'll appear in the duplicates tab of the mod segment.  It's not like we'd get more or less Endo fodder from losing these mods in the drop tables, we'd just get more mods that have any chance of being useful beyond being Endo fodder.  It's also not as if Diriga, Helios, Taxon, Chesas, or Helminths suffer due to the fact that their defaults don't drop.  

    If the default precepts were removed from the drop tables, including rare precept mods in the drop tables of Drahks and Kubrows, it would remove a large number of useless mod drops, without affecting the intake of Endo at all.  The only negative affect I can think of is that the trading value of Bite would probably go down?  Unless a new rare mod for Kavats comes out, they could probably keep the Kavat and Hyekka drop tables untouched, since losing the default precepts in their drop table would mean they would only have uncommon mods in their drop table, which would be odd, but I suppose not unmanageable.  If the uncommon mod drops of Kubrows and Drahks were split between them like Kavats and Hyekka have, that would leave a mere 7 mods in their drop table, which is probably about average.  So...what do you think?  Am I missing something?  Are these mod drops needed for a reason I'm not thinking of?

  3. On the Uranus sealab tileset, there is a "dead end" tile that has a series of bunks, then a large open room with a large square Sharkwing entry point.  Once in Sharkwing, you can exit through an opening hatch into a natural area with a few lockers, a few containers, a button, and a fan attached to said button.  If you hit the button, the fan will stop briefly, and you can use that window to go through it to an area with a few more lockers and a few more containers, after which you can use another fan to return to the entrance of the Sharkwing area.  

    HOWEVER, if you mess up the window by only barely making it through the first fan in time, it is possible to get stuck in an endless loop of being "out of bounds" and then immediately being placed back in the same "out of bounds" location, resulting in a black screen, repetitive bubbling sounds, and an occasional uncontrollable flash of gameplay before fading to black again.  After about 5 minutes, the game will have slowly moved me into a location where I can function, but that five minute interim is quite unpleasant.  I would just avoid this tile, but sometimes there are caches around, and I don't want to miss those.  /Unstuck doesn't appear to do anything in this situation either.  It isn't game breaking since it does eventually sort itself out, but I'd appreciate it if this could be addressed.

  4. So...Zephyr has been in a bit of a rough spot ever since parkour was reworked.  Tail Wind is comparable to a bullet jump in all but the largest rooms, and can even cause skybox complications.  It also has a name that can make immature players chuckle.  Dive Bomb is a melee slam, but it costs energy, and generally deals less damage unless done from an extremely high altitude.  Turbulence...turbulence is incredible, and SHOULD UNDER NO CIRCUMSTANCES BE WORSENED!  Tornado is fun, but it doesn't really...do much of anything.  Well, that's a lie, it actually has great CC abilities, but I can't tell if that's bugged or not, since enemies hit by it won't get up until the ability's duration ends at this time.  So, here are my ideas for a rework:

    Passive: Weightless

    Zephyr permanently experiences the "low gravity condition", like she does currently.  However, in addition, she will never suffer a hard landing, can jump and bullet jump an infinite number of times while in the air, and a has +100% aim glide duration.

    Would this potentially negate a lot of agility challenges?  Yes.  Does Zephyr already easily negate most of those challenges?  Yes.  I don't see the harm, only that this would be quite fun.

    First Ability: Dive Bomb

    25 Energy

    Zephyr quickly flies in a straight line to a targeted surface, dealing 150/175/200/250 slash damage to all enemies within a vicinity of 1.5/2/2.5/3 meters of her flight path.  No range limit will be in place for targeting distance.  Cannot be used on surfaces not currently visible, and must be used on a surface (no flying off into the wild blue yonder, that's what her passive is for, and attempting to target an enemy will target the surface behind them).  A combo counter, similar to what Slash Dash, Ripline, and Landslide have would be present, increasing damage to 200%, flight speed to 150%, and reducing energy cost to 50% after one cast, and increasing damage to 400%, flight speed to 225%, and reducing energy cost to 25% after two or more casts.  Letting the combo duration run out (base duration 1 second) OR touching the ground will reset the combo counter.  Wall running and wall latching will NOT reset the counter.

    Additionally, if her targeted surface is the ground, Zephyr will cause an explosion on impact with a radius of 4/6/8/10 meters, dealing 25/50/75/100 slash damage, with its damage increased by an additive 50% and its range increased by an additive 10% for every vertical meter dropped.  For example, if Zephyr is 20 meters above the ground, Divebomb will deal 1000% bonus damage and have its explosion's range increased by 200%.  Only vertical distance counts, not lateral (if Zephyr chooses to hit a location that is 12 meters away vertically and 5 meters away horizontally, it be amplified by the 12 meter drop, not the 13 meter total distance).  The damage from the explosion will be affected by the boosts from the combo counter, but causing the explosion will reset the combo counter.  All enemies affected by the explosion will suffer a knockdown.  The base damage of the explosion might need to be lowered slightly so that this isn't too powerful, but it would make it more rewarding to use from a high height, and more usable overall.

    The goal here is to take the best parts of her current Dive Bomb and Tail Wind, combine them, and amplify them.  Hopefully, this, combined with her improved passive, would give Zephyr a level of mobility that would finally be befitting of our aerial Warframe.  Damage would, of course, be affected by power strength, explosion and fly-by range would be affected by range, and flight speed and combo counter duration would be affected by duration.  The various damage, range, and flight speed multipliers would not be affected by power mods, but would apply after the effect of those mods.

    Divebomb Vortex would stay largely the same, but be affected by the range multiplier given by the height of the Dive Bomb.

    Second/Third Ability: Anemoi's Grace

    25 Energy

    Little fun fact: In Greek mythology, Zephyr, or Zephyrus, was a member of the four winds, called the Anemoi.  Zephyr served as the spirit of the west wind.  But anyhow, on to the ability:

    Zephyr blows a benign wind through the area, bestowing her and allies within 10/12/15/20 meters with numerous buffs while airborne for 10/12/15/20 seconds.  While in the air, those affected will gain a 40/60/75/90% bonus to reload speed and melee attack speed, a 50% bonus to casting speed, a 100% bonus to aim glide duration, and 3 energy per second.  In addition, allies affected by Anemoi's Grace will gain 1 additional airborne jump when the ability is rank 1 or lower, and 2 additional airborne jumps when the ability is rank 2 or higher (Zephyr does not receive this bonus herself, as she already has infinite airborne jumps).  Zephyr can recast Anemoi's Grace at any time to refresh its duration.  Allies need only be in range upon activation to receive the buff.  They do not need to remain in range to keep it.

    The goal here is to give Zephyr a team presence, something that she rather lacks at this time.  Reload and attack speed bonuses would be affected by power strength mods (casting speed, aim glide duration, energy regen, and additional jumps would NOT), duration would, of course, be affected by duration, and the range that allies could be in to receive the buff would be affected by range.

    Third/Second Ability: Turbulence

    75 Energy

    Very few changes are needed here, though this should probably be made into a 1-handed ability.  I'd also like to see Zephyr negate all projectiles that enter the radius of her Turbulence, instead of merely deflecting them around her.  The current system causes Zephyr to still occasionally get hit by deflected projectiles, which is annoying and counterproductive.  I've also managed to get an ally hit by a deflected Bombard rocket, which is not what we want.  I don't want to accidentally troll my allies by protecting myself.  Turbulence is very good, but not overpowered at this time, and should not be negatively affected in any way.  

    Jet Stream can stay as is.

    Fourth Ability: Tornado

    100 Energy

    During the casting animation, Zephyr is now surrounded by a whirlwind with a 15/17/20/25 meter radius that picks up enemies (essentially, a very brief version of Inaros' Sandstorm), dealing 50/75/100/125 magnetic damage per tick with a 35% status chance, and dealing 4 ticks per second.  Afterwards, tornadoes will form under the 2/2/3/4 enemies that have the highest remaining health that were picked up by the whirlwind.  If fewer than 2/2/3/4 enemies were picked up by the whirlwind, the excess tornadoes will form under Zephyr.  These tornadoes will chase down enemies at a speed of 15-20 meters/second (or at least, much faster than the tornadoes currently move).  Each tornado lasts 10/12/15/20 seconds.  Recasting while active will cause all current tornadoes to dissipate.  

    Enemies within 3/5/7/10 meters of a tornado are pulled into it, getting ragdolled upon contact with the tornado itself.  Enemies in a Tornado are dealt 50/75/100/125 magnetic damage per tick with a 35% status chance 4 times a second, and quickly pulled up to the top of the tornado, with the first tick of damage each enemy takes having a 200% multiplier.  Once the enemies reach the top of the tornado, instead of being ejected, they are held at the top of the tornado, taking continuous damage (this is already the case if an area has a low ceiling, so just making it a feature would be nice).  If a Tenno attacks a tornado with a weapon or ability that deals elemental damage, that tornado's damage will change to the highest elemental damage type on the weapon (if a weapon deals 800 slash, 300 corrosive, and 600 radiation, the tornado will be changed to radiation, instead of the strange hierarchy that we currently have).  Additionally, 5% of all the damage dealt to a tornado by a Tenno is added to its damage per tick.

    If a tornado is hit by any part of Dive Bomb, its rotation speed is briefly increased, causing every enemy in the tornado to take slash damage as if they were hit by the part of Dive Bomb that hit the tornado, and giving the next tick of damage from the tornado the 200% initial tick multiplier once again.

    The goal here is to amplify tornado to the point where it can potentially deal notable damage if enough shots are poured into it, while also making its CC more reliable and usable by giving it both a brief, instant CC, and a more usable CC over time.  Base damage and status chance of both the whirlwind and the tornadoes, and 200% initial tick multiplier for tornadoes are affected by power strength.  Initial whirlwind range and tornado pull range are affected by power range.  Tornado duration is affected by power duration, but not the initial whirlwind.  Casting Speed will decrease the duration of the initial whirlwind by shortening the animation during which it occurs.  Tornado movement speed is NOT affected by any mods.

    Funnel Clouds will be largely unchanged, although the initial whirlwind will still form, and the while the smaller tornadoes will lack the pulling and ragdolling effects of the normal ability, they will maintain the various damage absorption capabilities.

    So...how does this sound?  I'd love to hear some feedback.  I will warn you that I do NOT think that Zephyr should have an exalted form of any kind, and especially not an archwing form.  Titania already has that base firmly covered, and trying to give something like it to Zephyr would not provide Zephyr with any more of a niche than she has, perhaps even giving her less of a niche.  Plus, unless Zephyr shrunk down as well (and at that point you might as well just give her a carbon copy Razorwing), navigating some tilesets with a full size warframe with archwing flight would be very clunky.  Even shrunk down, Titania has a tendency to become a ping-pong ball in some tilesets, and things would be much worse full sized.  I'm hoping that her improved passive, improved 1, and new 2 would give her a "flight" style of her own that doesn't need an Archwing supplement.

  5. I'm honestly not surprised.  As much as I'd like to see what happens when Razorbacks conquer Larunda, I don't think we will, because we need an early relay so that new players can access syndicates.  Not having a relay before Saturn would also cause the problem of The New Strange being impossible to complete, since you need a relay to talk to Simaris, but you can't reach the Saturn relay before completing The New Strange.  I'd much prefer it if DE went "well good thing we had just finished rebuilding this other relay...", but I guess this system works too.  I mean, the original Fomorian event was rigged so that we'd lose most of our relays, so why wouldn't these events be rigged so that we don't end up with too few relays?

  6. 38 minutes ago, Buff00n said:

    There are some clans out there who will let you join temporarily just to get the Hema.  And if in the future DE foolishly adds a weapon to the Bio lab with the Hema as its prerequisite, then we will gladly offer temporary membership for that weapon as well.  It's not a good solution, especially for people in solo clans who can't temporarily leave, but it's the only solution I have.

    The thing is, I am in a solo clan, and I'm sure there are plenty of other players who are as well.  And solo clans are probably the ones suffering the most from this (except perhaps for large clans that are dead except for only a few members, but from what I understand, DE has taken steps to at least partially alleviate that problem).

  7. 1 minute ago, KIREEK said:

    Did 10 waves on akkad, found 2 samples, they also drop from the hive caches.

    Akkad is a pretty common node for easy and simple exp/credits, as usual there is a difference between 0 samples and a few samples, 0 samples means no gameplay or effort, it's not really related with the difficulty of finding them, that's what non playing clan members will always tell you, they always find an escuse not to play.

    Yes.  2 Samples.  Optimistically, if the spawn rate increases as you continue and they continue to drop with that frequency, that's about 5, maybe 6 for 20 waves, which will take longer because heavy units among the infested can be annoying.  Yeah, you get them, but for defense, which is one of the best ways to pile up loot usually, that's a pretty low drop rate, and it won't accumulate very quickly.  And, in my experience, I've done plenty of Akkad runs with a Nekros where I got 0 Samples, complete with gameplay and effort.  Now let's think about if your 10 wave Akkad run took...let's say 5 minutes?  And I need 4,350 samples?  That's still 190 hours of Akkad.  And as for the caches...you have a relatively small chance at 3 samples once per run, in my experience, a run that can easily take about 20 minutes if not more depending on how well the caches are hidden, and involves dealing with ever increasing numbers of infested and some potentially quite irritating map modifications.  From containers, you'll also maybe get 1, maybe 2 per run.  So you get 1-5 for at least 20 minutes of effort.  Akkad much is better, and Orokin Derelicts are much, much better.  And Derelicts are still rather low.  

    I'd also like to remind you that I am the only member of my clan.  I'm not worried about clanmates holding out because there are no clanmates.  I'm not lying to myself and holding out resources on myself.  I'm not running some inane Jekyll and Hyde charade.  

  8. 6 minutes ago, Emulad0or said:

    Here is a solution to make both DE and the OP happy:

    When you create a clan, it is a Ghost clan for 10 people. Just give an option to downgrade the clan from Ghost to a Solo clan with the research cost cut to 1/10 (the same way the cost goes up 3x when you go from Ghost[10] to Shadow[30], but the other way around). 

    The thing is, for the most part, Ghost clans actually have fairly manageable research requirements for solo clans.  Most of them are about on par with the cost for building a weapon, so research is essentially building the weapon twice.  I mean, look at the Javlok, a weapon that came out only 6 days before the Hema did.  Although the Detonite Ampule cost is high at 1,000, it's still largely reasonable, since about half the missions in the game drop Detonite Ampules at a reasonable rate.  It will take time, but it is possible to farm while farming other things.  The Hema just completely bucks that trend with its Mutagen Sample requirement, since you essentially have to farm for Mutagen Samples specifically because there's nowhere you can "incidentally" pick them up at any reasonable rate.  

    13 minutes ago, Gamma745 said:

    That, or removing the keys for the Derelict so it is open to Fissure and Sorties. Unfortunately, DE refused to even buff the Mutagen drop rate on Eris, and no more word on the matter other than "it won't change".

    Sadly, now that prime parts no longer drop in the Derelict, once a player has Nekros, the Octavia Neuroptics, both Kavat breeds, and, (if they don't want to farm invasions) Mesa, they have no real reason to do much farming in the Derelict.  Corrupted mods still exist, and with them vault runs, but running for vaults is always about speed, so very few resource drops are obtained.  And there are finite corrupted mods, and most of them aren't even that great.  The only reason to go in is to get mutagen samples (since all 3 other resources have other places to farm that don't consume keys with use), and...that's really not a good enough reason.  They need to do something about it to make it worth traveling to again for anyone who's sane enough that they aren't farming the Hema.

  9. 3 hours ago, Gamma745 said:

    Because not everyone run Derelict everyday. They can have fun virtually everywhere else. Why lock it to just the Orokin Derelict?

     

    To OP, I know you're upset, but DE is already quite adamant about this situation. Mutagen Sample droprate will not be touched, Hema won't be tweaked, regardless of how many people complaining. Just ignore it. After some time, Hema won't even be required for Mastery.

    I don't care about the mastery, really.  I care because someday, the Hema research might be a requirement for more research, and the Hema could serve as a road block for that weapon too.  And because there frankly aren't that many good burst fire weapons, and I like burst fire weapons, so I want to be able to try the Hema and make up my own mind about it.  And because I want to have fun playing Warframe, and knowing that there's something this egregious in the game lowers my capacity to do so.  I mean, even steps like bumping up the Eris drop rate to match the Derelict drop rate would be helpful, because it would mean I was spending hours and hours in two tilesets instead of just one.

  10. 9 hours ago, (PS4)MrNishi said:

    I agree the Mutagen Sample cost is high, but given Steve's response "...Clan research is supposed to be harder to obtain..." I was expecting the Hema research to start a new trend.

    Fast forward to arguably stronger clan Research weapons like Lenz with a lower cost by comparison.

    Hema research feels like the Status Only mods, where they are present to show the imbalance.

     

    Honestly, I was hoping more research items were going to follow Hema's example in truly depleting our resources.

    I used 2 accounts in the same clan to fulfill all Hema research. (Easier to use an alt account to farm and level when granted a daily booster of some sort.)

    Mm

    And herein lies a part of this problem.  There are some players who play so frequently and farm so hard that no resource has any value to them, so DE wants to raise resource requirements so that there is a chance of depleting their resource stores.  Then there are players just starting out, or who play more casually, who don't have excesses of every resource, and as a result, when faced with costs intended for people who have been storing up resources for years, can't hope to obtain these things except by playing for years or slogging through playing the same mission on the same tileset over and over and over.  There are only a few cases where there are these high resource drains, and the Hema is undeniably the worst I've seen, but each one of them is an insult to everyone who is either just starting or who don't have huge stockpiles of resources.  And the thing is, for many players who have large stockpiles, the increased costs STILL don't really give any value to their resources.  Kuva is probably the only example of a resource that no one has a stockpile for because it has been recently introduced, and, more importantly, it has consistent use.  And that's really what DE should do if they want to drain players' resources.  Not these high costs, but giving us opportunities to frequently use our resources for some advantage. That way, players who have their excessive resource totals will gradually burn through them, but players just starting out, or who don't farm hard, aren't virtually locked out of content.

    And, reading some other responses, the high cost of the Hema may cause another problem: it's so high that people don't want to donate.  And why would they?  In a larger clan, the hundreds of thousands of Mutagen Samples can seem like an unattainable goal, and why should they put their resources toward a goal that they will never see the payoff of?  Better to save up their resources to donate to something that they will eventually obtain.

  11. 1 hour ago, PurpleBomber said:

    The funny thing is that DE has said at various points they do want to be considerate to solo clans regarding future dojo/clan developments... which I guess they kinda need to be if they're going to stand by giving solos the middle finger with the Hema research, lol. It's always been a remarkably strange stance to dig in on, giving that DE's already made precedent of reworking research/building costs in past cases. Heck, just the most recent patch cut into the Razorback cypher foundry costs ahead of that event restarting. By Hema logic, why would they even do that?

    Yeah, I don't understand why they took such a hard stance with this weapon.  Especially since the Lenz, which seems to have pretty comparable costs in all other ways, requires only 1,000 Fieldron Samples, and Fieldron Samples drop a lot more frequently than Mutagen Samples.

  12. 1 minute ago, KIREEK said:

    Recruit members?

    I won't for the exact reason you stated in your original response.  I sometimes take long breaks from Warframe, and I don't want to be dead weight for clanmates.  I also don't want to resent clanmates for being dead weight, so...I'm sticking with solo.  I have considered finding a friendly person who has those hundreds of thousands of Mutagen Samples, and asking them to donate for me, but I'm not to that point of desperation yet.

  13. 5 minutes ago, KIREEK said:

    If you decide on an ammount of time to get hema, let's say 2 weeks and you state in the clan chat that in 2 weeks you want hema researched, you will see exactly why it's not researched, you might think it's the drop rate, but if you kill enemies in the mission while you scan for kavats, gather corrupted mods, unlock the star chart, farm for specific warframe parts, do the missions for fun then you will likely have enough mutagen samples for research.

    The issue is that among the "playing players" that login daily, after 2 weeks you will realise they killed 100 enemies in 2 weeks or that they donated 0 mutagen samples.

    It's not the droprate, it's the laziness, you see many players asside from some missions, do not kill much, they kill like 10 enemies in a capture mission while others kill 20x more, it's a bit obvious that after 10, 20, 50 missions things start to be noticiable.

    The more effort you do, the faster you kill and the more you kill the higher will be the ammount of samples, as for the players with no donation on samples, you decide on what to do with them, but i'll be real, they aren't playing and aren't doing much in your clan, even if they claim to be.

    I'm the only person in my clan, so I know exactly how much is being donated or withheld by clanmates.  0, because they don't exist.  I've done everything in the clan myself so far, and I will continue to do so until it becomes truly impossible.  I just wish that this task didn't feel quite so Sisyphean.  

  14. I recently returned from a roughly 6 month hiatus from Warframe.  And overall, the game seems to be going in a good direction.  I'm really looking forward to Plains of Eidolin and Umbra.  But, there's something that's been bothering me, something that keeps me from enjoying playing Warframe,,,

    The Mutagen Sample cost for the Hema research.  You see, I like to do clan stuff solo.  And, insofar, it hasn't been that hard.  I've got about 20 rooms in my dojo for everything I want, I have most of the research done (a couple things in the Tenno Lab, the Knux, and the Lenz are the only things I have left besides the Hema), and research materials have never really been a problem.  Except with the Hema.  The Neurode cost? High, but acceptable.  The Nano Spores cost?  Pssh, Nano Spores are one of the most plentiful resources in the game.  Plastids?  Again, high, but much more manageable than the Neurodes.  But then there are the Mutagen samples.  5,000 mutagen samples is equal to, if not more than, the "sample" requirements of every single other research in the game COMBINED, by my count.  2200-ish Detonite Ampules for everything in the Chem lab (including the Ignis Wraith, which has a tradeable blueprint), 2,200-ish Fieldron Samples for everything in the Energy Lab, and 500-ish Mutagen Samples for everything in the Bio Lab besides the Hema, plus the research of the Dark Split Sword and the build cost of Nidus, totaling 4,900-ish.  Which is less than the 5,000 needed for the Hema.  

    But that gratuitous number isn't the problem.  The problem is that number combined with the abysmally low drop rates of Mutagen Samples, and how few places they drop.  I often run as Nekros, just because the extra loot and mod drop chances are nice, and even as Nekros, I'm lucky to get 1 Mutagen Sample in a full AABC cycle on an endless mission on Eris.  In the entire process of farming Nidus's parts, I probably got 2 Mutagen Samples total.  The drop rate is higher in the Derelicts, but still not that high, as, again running as Nekros, I generally end up with 25-30 Mutagen Samples in an hour of Derelict Survival, or 40 waves of Derelict Defense (which can take about an hour for me as a solo Nekros).  Right now, having completed all other research that requires Mutagen Samples, I have about 400 Mutagen Samples stored up.  Which means, if I optimistically get 30 for each hour I devote to farming them, it will take a little over 153 hours to get the rest of what I need.  Or about 6 and a quarter days of farming gameplay.  Which is daunting enough that it has sapped any fun out of playing in Eris or the Derelict, which I actually like playing in.  And I've started to feel dread every time I open the star chart, because when I see Eris, or see the Derelict, I'm reminded that I need to devote a week of my life to farming Mutagen masses.

    I know that there are some people out there who have hundreds of thousands of Mutagen Samples because they've been playing for a very long time, and for those people, that many is just a drop in the pond.  I can respect that.  I can also respect the effort that other people have put into farming up that many Mutagen Samples.  I don't want to discount their achievements.  But I also want to obtain the Hema while maintaining what little sanity I have.  I don't want to just buy the Hema with platinum, because if another Bio Lab research project comes up that requires the Hema to be researched, I have to buy that weapon too.

    So I ask you, DE, if you could please bolster the drop chances of Mutagen Samples, or lower the research cost of the Hema.  Even if you lower the research cost down to a still outrageous amount, such as 3,000, that still takes days of my, and other solo players', boredom off.  And maybe add Mutagen samples to the drop tables of other locations, such as Mercury, which does have an infested element on the current star chart.

  15. As an avid Nekros player, I completely agree.  I have no idea why Renewal would affect any summons except maybe...maybe...specters, since summoners typically have their own ways of restoring their health or bringing their summons back from the void.  Why should an Oberon struggle to do what he's there to do when my Nekros does what he's there to do?  I can keep my shadows alive for as long as I want, I don't need or want an Oberon's help there, and the Oberon doesn't want to help me either.  So why is this happening?

  16. I feel changing it so that when the Chakram returned to Nezha (or when he used the teleport) he released a number of healing pulses from himself equal to the number of enemies that he hit with the Chakram would make the heal much more effective.  Right now I find myself only using Blazing Chakram as a teleport or when I'm right in an enemy's face so I know I can get the heal from a ground finisher.

  17. After playing around with him a bit in the Simulacrum, I can say that I like what's happened here, for the most part, but it still doesn't address some of the core problems that Hydroid has.

    Tempest Barrage's core problem remains that it isn't accurate.  No matter how much damage output he has while using it, if he can't rely on getting hits on enemies, it isn't a good ability that people will want to use.  If projectiles would target enemies within the effect instead of landing randomly, Hydroid's DPS would be greatly improved, and Tempest Barrage could be worth using as more than just crowd control for optimists. Also, while charging is a nice thought, it ultimately reduces his already abysmal energy efficiency, and doesn't really give anything in return.  Plus, it takes about as long to charge 1 cast as it does to cast it twice, which makes one wonder what the point of charging even is.  If we have to keep the charge, I would appreciate a charging animation of some kind, since as is it's a little hard to read if its actually being activated.  Also, if charging didn't cost additional energy, it would make it much more appealing.

    I like that the enemies hit by Tidal Surge are now all carried with Hydroid.  It was annoying before when they'd just go flying off to the sides, so I appreciate the change.  I also appreciate having any ability to cancel it.  Unfortunately, it still moves uncontrollably fast, and having to cast another ability to cancel it leads back into Hydroid's terrible energy efficiency.  I've long felt like Tidal Surge should really be a 25 energy ability, and it would allow it to be less costly for what amounts to a directional CC combined with a mobility tool.

    I LOVE what you've done with Undertow, it's a far more functional, enjoyable, and usable ability now.  The grabbing tentacles are a lovely touch, though I find myself wishing they had just a bit more range.  The greatly increased damage output is actually quite impressive, though I find myself wishing the damage built up just a bit faster.  I also like being able to move and cast while in Undertow.  However, there are still a few issues with it.  It still has the troubling issue of protecting enemies from other players.  While its increased damage makes that slightly less of a problem, we really shouldn't have any abilities that can save the lives of our enemies.  There's also the issue of energy efficiency, which, while I love the improved capabilities of Undertow, I do wish that they didn't all cost energy.  I suggest either removing the energy cost from movement, or allow us to move at full speed.  If you're going to charge us for the movement, you might as well let us burn through our energy at full speed.  I mean, Wukong can turn into a flying invisible immortal cloud and move at full speed while being charged for the movement (he can ever regen energy while doing so!), so I feel like having an immortal puddle of death that's bound to the ground that can move at full speed isn't too much to ask.

    I'm afraid that, functionally, I don't see much of a difference when it comes to Tentacle Swarm.  I like the look of our little beastie friend, but since she doesn't DO anything, I find her to be a bit of a disappointment.  I like having all the extra tentacles from charging, but, honestly, I'd rather have Tentacle Swarm just cost 100 or 75 energy and do what it does when charged, while not have to sit there charging it.  Even when unexposed in Undertow, that additional charging time to make you have all the tentacles you may need can make the difference between holding an interception point and losing one.  I have a bit of a zany idea here on how you could make our kraken friend earn her keep: Upon casting, a bunch of tentacles and the kraken spawn.  The kraken then swims around near Hydroid, and if an enemy gets within a few meters of her and there isn't a tentacle that can reach them, she spawns a tentacle underneath them.  

    I'd also appreciate it if Hydroid's passive was changed.  it's fun, but unless using some outside source of invisibility, Hydroid is still too squishy to be running around slamming the ground right in front of people.  I like how it's fun, but I like fun and useful better than just fun.

    Overall, though, I really think that the thing that most needs to be addressed is that Hydroid needs some way to not be so energy hungry.  He's the only frame in the game that, even when using a fully ranked Energy Overflow passive, I find myself constantly running out of energy using if I try to use him to his full potential.

  18. So...his 2 is a channeled ability, during which the spines are grown, but they persist after ending the channel until damage is taken, at which point they degrade based on damage taken?  And while in his 4, his 2 has no energy cost?  Would the armor from his 2 be affected by Steel Fiber (and Armored Agility, I suppose)?  Just looking for some clarification here.  

    Also, his shield value bothers me.  I'm assuming that you're listing his stats at rank 30, and all frames have values divisible by 3 for their health and shield stats, since their rank 30 health and shield is always 3 times their health and shield values at rank 0 (with the notable exception of Inaros which I'm sure you're aware of).  However, a value of 200 implies a base shield value of 66.666...  I'd suggest adjusting to 180, 195, or 210 for cleaner mathematics.  I'd also suggest a slight armor buff up to 100 (which could be considered the high end of caster frame armor, as demonstrated by Ember and Volt Prime) just for that little bit of extra bulk on a frame that will be wandering into the middle of the fray frequently to make full use of his power.

    Other than these, seems like a nice, well-thought idea that would be enjoyable to play as (if perhaps a little similar to Valkyr).

  19. So, I decided to replay through some of the Mastery Rank tests again in Simaris' Sanctuary, when I discovered a strange bug in the Mastery Rank 16 test.  First, the test began with an abnormally large number of enemies spawning in, and they lacked the usual "digital" visual effect that most enemies in Mastery Rank tests have.  These enemies gave normal drops, as opposed to most Mastery Rank enemies, who drop nothing.  After killing a number of them, enemies with the "digital" visual effect started spawning in, and fighting the non-digital enemies.  This pattern repeated itself in all 3 waves (huge number of normal enemies spawning in at the start, followed by a steady trickle of "digital" enemies who were hostile to the normal enemies).  The digital enemies seemed to, as is normal, drop nothing, but at that point I was so surprised that I may have missed them dropping items.

  20. I mean, most of the time, the new Wraith/Vandal/Prisma/Mara appear with no fanfare, simply popping up during a Tactical Alert, or something, so we the players can't really predict when they'll show up.  I would very much like to see a new category like Wraith or Vandal for Infested weaponry, which have been lacking in that department for a while.  Currently, there's only ever 1 version of any given Infested weapon, and I'd be interested in that changing.

  21. I honestly feel that Nitain alerts should be EXTREMELY frequent (essentially all the credit-only alerts should become Nitain alerts) because a drop rate of 1 rare resource per mission is approximately what I usually experience (with the exception of some like Control Modules, Morphics, and Gallium), so getting 1 Nitain from any of the currently frequent credit-only alerts seems fine.  Maybe a daily cap would be needed, maybe not.  I will say that I understand DE's logic with the absurd Nitain requirements of Vauban Prime, as it mirrors the Alert-only status of normal Vauban (Which in itself is problematic, to a degree, but there's only so much that's worth complaining about).  Nitain, currently, has the single most difficult farm of any resource, requiring either alerts or marvelous luck and a lengthy search in ship sabotage missions to get it.  Sure, we don't need that much right now, but if frames continue to require it, it could serve to really discourage new or casual players from picking up and entering the game.  Which I don't think is DE's goal.

  22. Out of curiosity, do you think it might be possible to change Terrify so that it doesn't have a limit on the units affected per cast?  I just find it strange that it's the only AoE crowd control ability that has a fixed cap on the number of targets.  Sure that cap can be increased with power strength...but it's still just kind of odd.

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