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ShogunGunshow

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Posts posted by ShogunGunshow

  1. 1 hour ago, Sir-Lorkhan said:

    🤣🤣🤣🤣

    MORON!

    All thoses frames then procede to destroy rooms non stop for no cost! A Saryn destroys literally 3 rooms ahead!

    Your insane!

    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.

    • Like 1
  2. 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.  

    • Like 9
  3. 33 minutes ago, OggerAZ said:

    Nothing on the ridiculous nerf on nezha's divine retribution :(

    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%.

    • Like 9
  4. 24 minutes ago, PublikDomain said:

    There's only so much time in the day, and there are a lot of things to look at. I'm hoping (but know it isn't realistic) that we could get a wide balance pass like what happened after DE nerfed Venari's objective healing during Scarlet Spear. It sparked a wider conversation about objective healing as a whole, and by golly DE went through with it and balanced out the whole bunch. Now there are standards for objective healing that things can be held to. The same should be done with stuff like AoE and the associated LoS checks, but does DE have the time/care to do it? Or would they prefer to tackle these issues piecemeal?

    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." 

    • Like 5
  5. 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.

    • Like 5
  6. 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.

    • Like 4
  7. 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.

  8. 2 hours ago, DalanorTheLlama said:

    Also complaints about on hit affects not triggering due to overguard well then again thats a mod / overguard issue. If Arcane Avenger works then let the rest of the stuff work with overguard. Be consistent.

    For all we know, that's what DE will end up doing.

    People are wigging the f out over nothing.

    • Like 2
  9. 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. 

  10. I kinda thought the damage should've been 50% at base. 

    DE think that it should be like Roar, because while Roar increases double-dips and boosts abilities, Eclipse can be flipped to DR for that flexibility.

    But, like, that's not how people play the game. People aren't going to go "oh no there's some high damage units coming, time for me to hit eclipse again to swap my damage to DR!" Warframe is too busy as it is to include even more things to keep track of like that. Whatever a player is using Eclipse for on their build is going to be the way they use it 99% of the time, with most of the remaining 1% being an accidental input that gets immediately re-cast into the intended buff. If you need that 75% DR, it's unlikely you're going to swap off of it for a middling damage buff; and if you're using it for damage, also odds are you're already totally comfortable as far as survivability goes, and don't need the EHP. And in those niche cases where a player can make use of either, it's more efficient for them to just double down in one direction.

    • Like 7
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