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ShogunGunshow

Hunter
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Everything posted by ShogunGunshow

  1. I also am now realiziing that another part of the problems we were having in that final mission last night must have been related to the puncture status that gets applied to you every time you take damage. The damage debuff combined with the Guardian eximus certainly did not help things.
  2. I'm bemused that they even allow the boss to be included in the rotation.
  3. Today the game gave me a best choice of a Grakata, a Quatz, and a Korumm to take into the chain that culminates in Assassination. I didn't even own some of the other options it spat at me. (Why does it do this?) The Korumm can be leveraged to cheese Melee Influence, so that was my main go-to, especially because one of the modifiers was 75% less ammo from drops. And my Gara has some purple tauforged melee crit damage and Wrathful Advance on her, so I was able to blast enemies fairly well. Everything was peachy until the actual Fragmented One. We were struggling to do any damage, we were constantly zeroed on energy thanks to the drain modifier, my pet was being exploded most of the time so Mystic Bond couldn't proc (in retrospect I shoulda brought a vulpa), and we also couldn't use gear (so no energy pizzas), and the game started spawning Guardian Anatomizers (the floating eyeball guys) which just further floored damage of the party and were a massive, MASSIVE PITA to damage with the addition of having to dodge mechanics. It got to the point where there were multiple Guardian Anatomizers around. People started dropping thanks to the energy starvation, and eventually the res timers got too low to pick up with the operator and deaths followed. The only reason we "won" was because there was a Revenant in the party that had the augment for Skin, and he was able to stay alive doing endless laps around the arena while firing. It still took like 20+ minutes. We didn't deserve the rewards at all, but the absolute chad pulled it out. So... yeah, the game mode CAN be difficult when it decides to match up absolute ballbuster combos.
  4. Just because they look at player feedback doesn't mean they have to obey it.
  5. I mean. Yes? Saryn should also be nerfed so that she's not killing stuff 3 rooms away. Saryn's ability to do that is not really okay, and the only reason she gets away with it is because her play rate isn't problematic, even though she is absolutely, 100% an offender in this regard. They should find a way to sidegrade her playstyle so that she still works as she does now in a room - building her stacks and damage much faster but putting pretty hard checks on how far it can spread, etc. Thermal Sunder should also have an LOS check.
  6. Also please consider reducing the innate range debuff associated with Nezha's augment to 30% instead of 50%. 30% would halve the total area. A 50% reduction is a 75% reduction in total area, because of the square-cube law, which I think everyone agrees is way too extreme.
  7. DE has apparently never heard of the square-cube law and perhaps didn't realize they were reducing the actual area that nezha was hitting by 75%.
  8. I had big hopes that we were getting a serious reexamination of core systems and scaling with the ammo economy nerfs on stuff like the Kuva Zarr when that patch happened. Then DE, like, three months later introduced some incarnons that absolutely blew the previous meta into orbit, and didn't even need to care about the ammo economy at all. So my optimism for DE addressing the inconsistencies in design philosophies across frames and abilities is ... poor. Especially because I don't think such a shift could be done piecemeal - DE is too often distracted by whatever the next thing they're developing is to commit to long-term projects. (Still waiting on that part 2 of companion rework, Pablo.) Like you said, it would need to be done in one giant sweep to have a hope of sticking. And then DE would need to create some kind of design bible for the game that has best practices - things like "Area of effects must have soft LOS that hard tile geometry should break", or "maybe test this for longer than a few minutes before releasing."
  9. I don't even necessarily disagree that hitting and killing enemies two to three rooms away is a problem. In fact, I would say that I'm in agreement with DE on that. However, if that was the logic, it needs to be consistently applied across the game. In other words, Saryn's spreading would need to get a nerf bat and adjusted to be something more appropriate and single-tile focused, Thermal Sunder would need to be taken out back, etc.
  10. "50% of health given as overguard" as a Deep modifier in particular feels like a real f you. Especially if you're one of those people still trying to rep Limbo.
  11. There are very obviously two tiers of QA at DE, and it seems totally random which change gets which. Sometimes it genuinely feels like someone just loads something up in a graybox, hits the ability once, confirms that it fires, then declares their shift responsibilities fulfilled and goes to smoke a joint in the break room. Like, for example, the Caliban thing. "We fixed the fallout zone not being visible if you're a client!" But then, post patch, the visual of it only lasted for 5 seconds regardless of actual duration - which seems like something that anyone could have determined by just looking at it. They fixed it in today's hotfix, but the fact that it even went through is embarrassing. Same with the LOS changes for Dante. And they're hardly the only instance. DE for a long time has needed either a larger QA department, to give them more time, or to make sure they're actually doing their jobs.
  12. Revert. Let Overguard contribute to Rage and Hunter Adrenaline.
  13. Good, I hope so, considering Styanax has to use his ultimate, and an augment, AND get a decent crowd of enemies.
  14. No one should be using level 9999 as a metric for anything. The devs have been explicit that they do not design the game around that.
  15. There should be an option to SAVE a loadout, preventing further modification to it unless you overwrite it. Currently, if you swap to a loadout, then perhaps experiment a little by changing a gun here or there, you've modified the loadout by default. Just a little checkmark on a loadout to 'lock' it would be enough to prevent this. As someone that likes to fool around and test things a lot, both for my own edification and reporting bugs, etc., the Loadout feature in Warframe is pretty much not worth using, because none of my loadouts will actually be right when I go back to them. It's also the only game I can think of that does Loadouts like this, too - every other game I've played you have to specifically SAVE a loadout to modify it. IDK, would be nice to finally get this as an option.
  16. Either a change to overguard, or a change to those mods to specify 'non-shield damage' or 'Health or Overguard' instead of just Health.
  17. For all we know, that's what DE will end up doing. People are wigging the f out over nothing.
  18. Stuff has gotten nerfed before it even came out based off of reaction to teasers and devstreams talking about how they're supposed to work. Honestly, I prefer a DE that's quick to address things than a DE that takes YEARS to address a problem and lets players grow entitled to something totally busted.
  19. Title. Probably an oversight, but it's disappointing you can't trail the stuff from Fae Path and the like - stuff that's not even animated on the footsteps, mind - because, well, he doesn't take steps.
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