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PrincessMittens

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Posts posted by PrincessMittens

  1. Honestly, the big reason I find this disappointing are twofold. I do not think it was worth the 4+ hours of what basically equates to Mobile Defense: The Event for the base damage being what it is. If the base damage was a little over half of regular Opticor's, I wouldn't have an issue. However, the base damage is under half of the regular Opticor's base damage. I understand side grades are a thing, but considering the farm, I wish the reduced damage was at least half of the original, not below half. Like, instead of 400 v. 1000 damage, if it were 550 or 600 for the Vandal, then Vandal becomes a perfectly fine side grade/upgrade in my opinion.

     

    That all being said, I have put forth 5 forma and a riven in it, and it handles regular content perfectly fine. I am SO happy to finally have an Opticor with sub 1-second charge rate without a fire rate mod needed. Having an Opticor that I can stand to use is really, really nice turns out. Especially considering how pretty the Vandal is to color and customize, having a large, very shiny cannon of death is more than welcome.

     

    I get the feel that DE are gonna look over reviews this weekend and, maybe, buff its stats some. Only time will tell, but it's good to remember to not be ugly and to stay constructive! 

  2. 20 minutes ago, Fatal_X said:

    Danse Macabre: It's good now. Do not change.

    Only it needs to be changed because it costs too much energy for damage that's easily topped by Mesa, who does more damage for less energy consumption. 

     

    Saying it's good now is laughable. It's absolutely unacceptable to let these kinds of nerfs slide, and you saying "do not change" is telling DE "hey, let's make all good damage abilities bad". Revenant literally got Ember'd. 

     

     

    • Like 3
  3. Really unhappy with the nerf to Revenant's 4. Now it has the highest energy drain in the game and isn't worth casting. You basically need Arcane Energize to even get use of this ability, and requiring a ~3000 platinum arcane just to comfortably play a frame is absolutely unacceptable. It was fine before, so why nerf it?

    Furthermore, why buff his 1? Can he get a new 1 instead? Perhaps make his 3's dash the new 1 and give him a new 3 instead? I don't see the purpose of enthralling enemies, as it seems like just a waste of energy and time. 

    Furthermore, his 2 feels like a really bad take on Iron Skin, and enemies at higher levels can melt through the stacks quickly. On top of that, with the 4 now being nerfed and basically useless, his 2 is inadvertently nerfed.

    His 3 costs way too much energy and you don't go far enough of a distance. I highly suggest swapping this ability's spot with the 1 and changing the current 1 to be something more synergized with his overall kit and theme. 

     

    I'm incredibly upset that this nerfed happened, as it feels like it did not need to. Please, please look at Revenant again and make him great. Thank you.

    • Like 2
  4. 1 hour ago, Checht said:

    Volt

     

    Volt is my favourite frame due to the versatility of his skillset. His ability to go melee reliably with Shocking Speed, function as a sniper with (Static) Electric Shield, go run and gun with (Current) Electric Shield, and some CC abilities with Shock and Discharge makes Volt an interesting frame to play for me. However, I find that this particular skill too easy to abuse to survive endgame content

     

    Discharge

     

    Problem: Discharge is a large AoE, long-duration stun. In addition, with the Capacitance augment mod, it regenerates your shield and provides overshield. Thus, you are basically free from threats for some time (easily ~8 seconds with a duration mod) after casting this skill. With maxed Energizing Dash, it grants you 150 energy in 30 seconds. With Streamline equipped, you can cast 2 Discharges within the period of 30 seconds and still have surplus energy, and that is assuming you do not get energy orbs from dead enemies. This makes it easy to survive endgame content just by spamming Discharge, and overshadows interesting playstyles that the other 3 skills provide.

     

    Nerf Suggestion: Introduce a cooldown time for Discharge of 30 seconds. It fits with this skill anyway, as you are supposed to need some time to restore your charge after “discharging”. This would require players to use Discharge smartly, to judge when to use it for maximum advantage, rather than just spamming it. If DE wants to be fancy they can introduce a “Discharged” debuff of 30 seconds after casting Discharge, which would only function to lock the Discharge skill (much like Phoenix Renewal).

    No. 

    Just no. You say Volt is your favorite frame, but then you suggest nerfs to him. As someone who also loves Volt, I'm gonna break this down and tell you why this is bad. 

    First of all, your argument is basically "How DARE he get shields from an OPTIONAL augment and try to survive end game!" All frames need the power to survive end game content, so the sheer fact you're suggesting this get removed on him is asinine. I cannot in any mind see why you think it's okay to take away a frame's ability to live in end game content. 

    Second, you are suggesting a cool down for Discharge, this is also hilariously wrong. First of all, it's already been STEALTH NERFED (the OG duration was 8 seconds, now it's 4, which is unacceptable as is and ruins his CC). Second, the damage doesn't even scale and is flat, making it actually useless for enemies with armor and high EHP. The logic of "it makes sense, you need time to recharge" is also wrong because this is a video game. Real logic does not apply to video games, especially games about flying Void-powered space ninjas. 

    When it comes to the Phoenix Renewal comparison... you ever consider that has a cool down because it literally saves you from dying instantly? Savior Decoy for Loki has the same type of system, where if you get hit and it "kills" you, you get revived with a cool down on the ability. Volt's Discharge isn't even significant enough to warrant a cool down reduction, in fact it needs to get buffed! Volt's 4 needs scaling damage, duration-based range, it's original duration of 8 seconds back, and the halved duration at X meters taken out. 

     Volt as he is right now is an undead warframe. All he has in the meta is fishing and babysitting kids for Eidolons. He's begging for a spot in the meta and to be recognized, so nerfing him would go against that completely. If anything you should be advocating for the buffs I suggested so Volt is actually a great, functional frame to play. As he is right now, so many frames go faster, survive better, have better damage buffs, and better 1 casts. So I urge you to please reconsider your opinions. 

  5.  Rivens at 850 *is* a joke. Not because it's the equivalent of 3 sorties, but also because you are NEVER guaranteed anything good from rivens. Now, if you could **lock stats** on rivens and such, it MIGHT be better. But even then it's still bad. 

     I would honestly prefer them to start putting cosmetics behind login days. This way nobody gets mad about the logins being mods or weapons. Furthermore, WE NEED a catch up mechanic in-game! 

  6. 53 minutes ago, BiancaRoughfin said:

    [DE] needs to fix the Hover which gets locked if you try Rolling/Dodging wile it is active and prevents you from doing any other action until it ends, also add some minimal maneuverability to it so you can at least move abit up/down/left/right.

    Also add some kinda of mechanism for Tailwind to automatically interrupt its self should the player hit a solid surface (Isnt edge of doorways or handrails).

    Couldn't agree more man! 
     

    53 minutes ago, BiancaRoughfin said:

    It doesnt need to suck up enemies, it already moves towards them and is smart enought to know which nearby entities are being suspended by it and which are still unaffected to move from one side to the other catching enemies. Making it suck up enemies is not just totally unnecessary, it would also remove purpose of players using Vauban in the first place. Also it holds enemies in for the entirety of its duration so how is it not Crowed Controlling?

    I disagree. I mentioned Vauban in my post as a good way to illustrate what I would like out of the ability. Even if it's "smart enough" to chase enemies, it should be smart enough to keep them in also. Furthermore, it does not hold enemies for the entirety of the duration. I've had numerous instances where the enemies would literally walk out and not get sucked up again. I've done some rather extensive testing on the ability and have yet to have it successfully keep dudes in consistently.

     

    56 minutes ago, Neightrix said:

    Yes.

    But you're saying you want Tail Wind to be slower? I don't agree with that. Adding the ability to cancel the cast and/or the momentum would be great for non-plains, but actively nerfing the speed itself would just be a speed nerf. (Mittens, you love going fast :satisfied: )

    Completely right on the Tornadoes! They definitely need to hold enemies for longer, both for the CC aspect and so they can be properly used to distribute damage/status as they were reworked to do. The enemy tracking seems pretty bad too, tornadoes within 1m of an enemy often don't track, instead move away and do nothing.

    Not necessarily slower, just more control in the air. Give us a way to stop or "break" in the air. I've thought about several ways to go about this, and the idea that I like most is for it to be sort of like a toggle. You tap it on the ground, or after a bullet jump/double jump and you go flying in the desired direction, then pressing it again in the air stops you, allowing you to get some control. Then you simply hold 1 down for, let's say a second, and she stops flying. It's also a compromise I think everybody will be happy with because then for those who do wanna use her on plains, ultimately it saves more time being able to just have it on until you reach your destination. 

    So I'm sorry if I confused you on my intentions about its speed, didn't mean to do that. ^^' 

     

    48 minutes ago, taiiat said:

    i have much more issue with Air Burst - because it's a neat idea but the Ability itself doesn't do very much and feels pretty underwhelming to use. which if you made it really, really Energy cheap then i guess that would be okay since you just spam it constantly then, but otherwise...

    Air Burst is also an issue, yes. I should have covered it and forgot about it. I feel like it needs to do more as well, and here's some ways to improve that:

    1) Make it cost less energy
    2) Have the number of bursts go up from the current 3 to about 5 or 6. 
    3) Give it some CC potential. 

    The main issue I have with it is the lack of use outside of her 4. She could really use a good way outside of her 4 to knock dudes down. Even if only for a couple-few seconds. Then not only does it become worth casting, but it's also a good way to get some advantage on enemies who might be in your way. 

  7.  With Zephyr Prime on the horizon, it's made me come to the realization that a I need to make this post. Can we please get changes to her 1 and her 4?

    1)
     Her 1 feels uncontrollable. Her speed got ramped up through the roof with her rework update, and ever since it's not been talked about or looked at. If you build Zephyr like you're supposed to (range and duration), then your 1 sends you 100+ meters in whatever direction you're facing. It feels really uncomfortable in missions with outdoor tiles (like Pluto, or Jupiter) other than Plains. Before, you could comfortably use her 1 on relatively any tileset, even closed ones like Corpus ships. Also, her straight jump upwards is useless and takes too long to charge. It should just be built into her 1 as you normally use it, like it used to be.

     The scaling on this ability is severely over tuned for how you normally build her. I suggest toning it down to allow for more control in the air. Furthermore, make her jump upwards like the previous 1 for when you're on the ground. 

    4) 

     
    Zephyr's 4 as it currently sits is basically perfect, but it's missing a very important thing... CC. Her 4 doesn't suck dudes up even a fraction as well as it used to. Her 4 should propel dudes in the air like it used to, but still maintain the damage buffs the current rework has. Give us the status/critical applied damages the rework has, but make it actually CC once again. Heck, it doesn't even need to fling them high up in the air like it used to, just make it KEEP the dudes in.  

     The ability being awful CC completely ruins its original purpose aside from being able to deal damages/statuses. I suggest having it keep dudes in better, maybe program it kinda like Vauban's 4 but it moves around? Ultimately keep the buffs it currently has, just give it the same CC potential it used to have. 


     With these simple changes, Zephyr can be good and way more enjoyable to play. Feeling like you lack control and contributions to the team with CC is bad. Players should feel like Zephyr can comfortably "fly" anywhere and take control of the field with tornadoes. 

    Thank you and have a nice day. 

  8. This update, DE finally uncapped Volt's 4, but halved its duration in the process. This originally sounded fine, and like a buff. This is false, it's actually a nerf to Volt's 4.

    For whatever reason, DE is determined on making Volt damage based and not CC, when most Volt players (me included) want a mixture of both. My build has 152% duration in it, and even if I'm 2-5m away from an enemy, they are only stunned for 4 to 4 1/2 seconds. That is absolutely unacceptable for a 4 on a frame that is electricity-based. The duration was ridiculously long before the "buff", but now it's ridiculously short. Is Volt just not allowed to have a good 4? I'm genuinely confused on why it can't have at LEAST 2-3 more seconds of stun.

    Furthermore, his 4's range is still based on range and not duration. His kit is a cluster of mods desperately trying to balance everything together, and tumbling on itself because of one ability not meshing well with how you want to ideally build a Volt. Nova's M. Prime and Mag's Polarize are all duration based for their range, so why isn't Volt's 4 the same? It's inconsistency, and it honestly makes it come across like DE has a vendetta against giving Volt equal treatment compared to other frames. I would think, since he's a starter, you'd want him to be on-par with Excal's 4 and now Mag. It's not even busted or really op either, because his 4 takes some time to cast and spread out. It just boggles my mind why his 4 is still not duration based for range, but every other frame with similar abilities are.

    I was really looking forward to seeing Volt finally be in the spot light, but all they've done is nerfed him and made it sound like a buff. I really hope this gets fixed as soon as possible, and DE finally gives Volt what he needs and wants as a frame.

    Does anybody else feel similarly? I'd love to hear your input on Volt and other frames in this update as well!

  9. Just now, Danny.M said:

    They are pushing a lot of stuff towards PoE maybe because this is the try to link it with the rest of the game as it feels not connected now. Right now it needs a lot of work. For example there are mixed rewards like 100 kuva and the new relics. I think PoE needs new missions that will have rewards splitted.

    I just want the option to not do PoE. I like having options on what to farm, and where to farm. It helps me avoid burnout if I can farm at Xini, then go farm at, say, Stephano. I get that they want to link it to the rest of the game, but there should be an option to not participate. 

  10. 2 minutes ago, Omni said:

    You asked for a resource refund? just because the Keys?
    Really?

    Not so much a resources refund. I don't care what happens to the few keys I have built, but I mentioned it for the people who have hundreds of keys. 


    But allow me to make an addendum to my post:

    Can Raids be improved? Absolutely. Does everybody like Raids? Absolutely not. For me the problem is the fear of them "never' coming back in some way, better and improved. Dark Sectors have been gone for so long, and only now are coming back. 

    I'll be incredibly honest, this post was moreso about burnout and PoE having glaring issues, than it was about Raids. Raids just tied into it because of where Arcanes are going to be put (in the new Eidolons). I believe PoE can be great, but DE HAS to improve its Bounties, Rewards, and grind. 

  11.  So, yesterday  (2-7-2018) we were given a post about Warframe's "Trials" (Raids) and how they will be "temporarily removed". This has to be possibly the most hurtful news for Vets. So many players like Raids as their End Game content, and it offers so much (which I will go into). The thought of just axing Raids is awful. 
     Normally I try to be incredibly nice, but this time I have to give Warframe some tough love. 

    So I'm going to make a simple checklist of issues.I need to address

    -Raids
    -PoE
    -The Effects

    Raids

     I'm going to keep this short, sweet, and to the point. A LOT of the Veterans play Raids as their end game content. Sorties don't fit the bill, neither do Eidolons. Raids are the "best" and so far closest thing to an end game we have. People have invested so much time into Raids that removing them will legitimately make people quit the game. 

     I am also worried about the economy. Raids were the best source for credits (Index doesn't cut it, sorry not sorry). This also hurts platinum trades over ~300. This is going to make Index the only good source for credits. This is going to make Rivens the only source for larger amounts of platinum (and the market is already toxic with this as is). 

     What hurts me most is all we get for this is a fancy Sekhara. What about the resources people spent to make hundreds of keys? Something has to be done to repay all those people who invested into the keys. 

     I realize that raids take up a lot of server space and resources, but I propose a question: why not just kill Conclave? Conclave has even less activity than Raids did, and yet it gets updates constantly. While I can understand the reasoning behind "vaulting" raids, I do not understand why Conclave gets to stay. 

     Last super important point, people are afraid of them never coming back. Dark Sectors have been out of the game for over 3 years, so the same fear is seen for Raids. If we could get a rough estimate of time on when they will return, it will ease the anxiety of everyone. 

     I haven't talked about Arcanes, but I'll be doing that in this next segment.

    Plains of Eidolon & Burn Out

     
    So, PoE was introduced a few months ago (around October). PoE was (and so far still is) their biggest update to the game ever. A lot was riding on PoE's shoulders, it "had" to be good. Well, I have quite a bit of issues with PoE and things recently. I'm going to break this down the best I possibly can, and hope for the best. 

    1) The Grind/Relationship With The rest.

     PoE is, in my honest opinion, the most grind heavy, boring, and detached part of the game as a whole. When I go into PoE, I feel as though it might be a new player's trap. Resource amounts are not the best at all, and without a booster, feel worthless to farm. Nothing in PoE relates to the rest of the game, the resource farms are the most tedious farm in-game, and the mechanics involved in said farming are not done well. Mining becomes tedious after a while, and feels out of the way. Fishing feels overly complex and horrible (this is getting its own paragraph). Then there's Cetus farming for rep and doing Bounties. Bounties are copy/paste mission types, and there's usually at least TWO defense-like missions which feels like a slog. Furthermore, having to worry about TWO more "Syndicates" in-game is the worst. Nobody I know likes farming or going to Plains/Cetus at all, and I speculate that's due to the farming and lack of interesting things to do there. 

     Fishing is getting its own paragraph because it makes me that mad. So to fish, you have/need 3 spears, several specialized baits, and other tools at your disposal. Let's get to the nitty gritty; I hate fishing. The fact you need every single spear is asinine at least, and absolutely soul crushing at most. Why can't each tier be an upgrade, with T3 being the best spear that can catch everything? Why does bait need to hit hot spots for certain fish to EVEN SPAWN? You also pretty much need dye to even see them, because the water is not clear enough (especially at night). Fishing, unlike anything else, has so many flaws that I actively decided to just buy fish instead of farming them, because the farm makes me that angry. Nothing has been done to address these glaring issues, which is the most frustrating part. I really hope fishing, in particular, gets another massive look. 

    2) Eidolons 

     This is the main thing, the one key factor to Plains: Eidolons. Eidolons at first, are really fun to learn and experience. After you've done the meta, or fought them at least 5 times, they become boring very fast. I expect the same feelings to be found when fighting the new Eidolons (but more on them later). The worst part of Eidolons is their rewards are not worth it. You get Quills standing, so you can upgrade your Operator. The upgraded amps feel worthless. A T2 Prism with T1 Brace/Scaffold should one-shot at least a level 30-40 normal enemy. It should also basically one-shot Sentients, which it doesn't. You'd think them being extremely allergic to void energy would kill them really fast, but I guess not. But this is going to segway into my next point.

    3) Rewards/ WHY is EVERYTHING in Plains now???

     So, as stated in the original post of Raids being removed, Arcanes will now go to the 2 new Eidolons. This has me immensely worried. I'm afraid that the Arcanes will not have a high drop chance, and will be BLUEPRINTS instead of prebuilt. Nobody I know of uses ANY of the Plains Arcanes on their Operator and such. The blueprint costs require more unneeded farming in Plains that I honestly doubt people want to go through. Along with Riven Transmutation consumables being a terrible idea, this will pollute their drop tables and make the rewards tedious to farm. 
     
     But now I'm going to get into the part that I'm the most mad about; why is everything in Plains? Why are the new vaulted relics ONLY in Plains' Bounties? Why do the Arcanes have to go to Eidolons in Plains? Why are you changing some weapon requirements to require Plains materials? I'm not sure what statistics are being looked at, but I don't know a single person who enjoys Plains. Everybody I know either doesn't care, or hates and despises it. Most Vets I know hate Plains too because there's nothing remotely interesting to draw Vets in. 

     Plains, as I said earlier, I think is a new player trap. It was marketed as this great update for Vets and Newbies, but it isolates the Newbies with the boring farm and repetitive nature of what Plains is. This isn't just concerning Vets, this also concerns the new players because of the farm, and because of the way Plains has been handles. I feel like Plains' farming has possibly drawn a lot of people away from liking it, and never wanting to do it again. 

     I guess what I'm trying to say is, why can't Arcanes, the Vault relics, and the BP requirements for weapons be outside of Plains? As an MR 25 player, even though I own most of the in-game items, I'm still missing the T3 Prism as MR because I refuse to farm the resources/play Plains. I can only imagine how stressful and off putting it is for those of lower MR, and those who have just began playing the game. Nobody seems to be happy with the vault relics only existing in Bounties, and nobody I know enjoys Plains enough to go farm more Arcanes. 

     I wanna make one final mention towards Eidolons here. I dislike immensely the lack of a good way to get Eidolon Shards/rewards solo. As someone with a lower end PC, trying to even load pub Plains bounties/missions almost crashes my computer, and it basically crashes my game every time. Even still, with people who have better PC's, I imagine pubbing Eidolons is a nightmare and not worth the time.  I really want to see a way to still easily get Brilliant Eidolon Shards without needing a meta group or going into pubs. 

    Burnout 

     
    As mentioned, a lot of Vets play Raids and, the ones I've met/talked to, avoid Plains. So many of my friends have become burnt out because everyone's sick of everything going to Plains and nothing worthwhile coming to the rest of the actual game. I've been starving for content for a long time. Quests, weapons, frames, I want something NOT in Plains. I'm not alone in this thought process either, as many of the people I talk to in the community feel the exact same. Raids offered a good place for the Vets who weren't burnt out from lack of content to still play and enjoy the game, while also feeling rewarded. With that being taken away, a lot of Vets will be burnt out, and ultimately, will quit and even uninstall the game. 
     
     You might be asking... why is this an issue? Certainly Vets don't play that big a role, right? Actually, they do. Vets offer help, guidance, and understanding to new players. Since Warframe doesn't have the best tutorial system on mods and such, it's mostly been up to content creators and Vets to show new players how to properly understand the game. A lot of the content creators for Warframe are also Vets, and some are even Founders for the game. By making Vets burnout, you're taking away a good source of player help. A lot of Vets also buy things, like Prime Access, Platinum, and Tennogen. By losing these Vets, you also lose an amount of money. Fashion Frame is the true endgame after all, and the ones who have stayed loyal and shown support are those who have stuck around for a few years or more. While Prime Access sales will still most likely be high, it will be enough of a hit that I think DE will notice. This affects the game in such a heavy way, it's kind of unreal. 

     I feel like steps need to be taken to show Vets that they are heard and understood, while also appealing to new players. This way, Vets will get content they want, their opinions will be heard, and with the opinions of new players, they can synergize and make content that is best for everybody. 
     
     I ultimately want what is best for the game, and so does everyone else who is voicing their concerns.

    Wrapping Up/TL;DR 

     So I feel it's safe to say, many of us hate to see Raids go. Some of us are incredibly angry, some of us are sad, then there's a few who just feel numb and don't know what to do. I really hope that DE shelves Plains for a bit after this major update and focuses on getting everybody a new quest, weapons, content in general, to do in-game. I also hope DE addresses this burnout publicly in some capacity, to show they understand and will try to help relieve it. At the end of the day though, we can only wait and see.

     Thanks so much for reading, hopefully we can see some of these issues resolved.

     With love,
    -Mittens-

  12. Thanks so much for all the feedback guys! I really appreciate you taking the time to read and discuss this :laugh:
     

    7 hours ago, Cappucchino said:

    RIVEN STATS

    - For me, ability to lock all stats for Riven is not a good idea. Limitation to 1-2 stats per riven should be fine. It may costs 1 Eidolon Shard and 1 Riven Transmutator for first lock, and 3 Eidolon Shards and 3 Riven Transmutators for second lock. After you locked the stats, it should have some penalty for doing that too by increase the amount of Kuva if you re-roll it by 10% after first lock and 25% after second lock. (About Riven Transmutator, I will explain in Transmutation section below)

     I'm not too big on the idea of using the "transmutators" as the way to lock riven stats, because I don't agree about them existing. Furthermore, I don't feel like I should have to farm Eidolons to get said transmutators :sleep: Also, 3 Shards and 3 transmutators to get a 2nd lock feels too pricey imo. 
     

    7 hours ago, Cappucchino said:

    RIVEN SLOTS & ECONOMY 

    - The point of DE costs us so much plats for Riven Slots is their servers have to remember each one Riven in the system (since every Rivens are totally random) not like common mods which it just only one data required so the space required for Rivens those players have will have an effect to their server's spaces. They need new servers to support the amount of Rivens in the game and costs per server is not cheap you know...

    - But still it would be great if they can reduce 20p per slot to 15p. (45p for 3 slots)

    RIVEN TRANSMUTE

    - I saw one post about Riven Transmutators should be not consumed for Riven Transmutation like having Arcane Distrillers but will be consumed for Riven Stats locking. Which I think it is a good idea, I'm going with it.

    - However, if the purposes of Transmutator is changed, the name should be revisited too...

     

    These are just my opinion about it, don't know that it is a good idea or not but these maybe my preferences to see if DE make some changes.

     Yeeaaahhh, I realize they need the money for the servers, that makes complete and total sense. I still wish we got more transparency on why they've not changed rivens any though. Rivens have been out for over a year now, and there's been little to no changes. 

     The idea of not consuming transmutators for transmutation is interesting, but it still shouldn't be eaten after locking a slot. Either way I look at it, I don't have fun with Plains or Eidolons, so I would prefer a different way to farm them. Maybe that would also change my opinion, only time will tell!

     

    7 hours ago, rudman88 said:

    where we hack the kuva extractor and it will continue mining for us until its destroyed ( 100% or by enemies like normal extractor)

    so instead of mining the Cryotic , we mine the kuva instead.

     

    I actually really like this idea a lot! Because this allows for players to decide how long they want to stay, different methods to actually farm the Kuva, and adds a bit more spice to the current farming method. 

     

    10 hours ago, Wes8670 said:

    If I may bring up one other point, mastery rank on rivens and what post...whats the highest mr req? 16? not sure but its around there I think, the mr means almost nothing on them except to lock out that 14mr latron riven from that guy with 11mr- but he can use that 11mr latron riven just fine no problemo. The mr means virtually nothing as far as anyone is concerned, trade chat never brings it up as a factor and yet its still there, what happens when we do hit overall mr cap of 30 and rivens are still technically in the 10 to 16 or whatever range? What effect will mr 20+ rivens have aside from locking out people even more arbitrarily. I get they want to and have been making mastery a factor in weapon/frame unlocks but it seems almost pointless as far as rivens go- the numbers mean next to nothing and aren't even balanced across like rivens, see the theoretical latron riven given. Not saying to get rid of the mr lock, just balance that better too, for consistencies sake on an item that currently is -ALL- rng...

    The MR requirement is kinda worthless. You can't even do sorties until you finish TWW, and that's quite a ways away for new players. Also, yes, the highest MR lock is 16, the lowest is 8. 
    I feel like they need to keep MR locks to weapons (and I guess frames?) for now. Having MR locks on rivens is arbitrary and makes no sense. 
     

    8 hours ago, Toran said:

    +1
    Farming Kuva is the most despicable thing to me in Warframe. And it's the thing above all others that made me hate the Operator. Annoying and imposed mechanics coupled with a lousy outcome. By now I got seven waybound skills unlocked and I dislike the Operator far less, but I still hate farming Kuva...

    Some additional ideas:

    • allow Extractors to extract small amounts of Kuva, gives Veterans a reason to finally pick em up again from the asteroid belt they left their extractors in, years ago
    • change the name of the Kuva Fortress to NO-KUVA-HERE-Fortress or add some Kuva drops to this misleadingly named fortress.
    • how about some Kuva-related community-events now and then where all participants get some nice amount of Kuva if the community can reach the goal?

    I couldn't agree more about the Vets thing. I've played for over 2 years, and I feel like that would help keep people interested who are MR20+ and have done most of the content.

    Also yeah, Kuva should be a resource from the Fortress. The issue is how would that be implimented? The best way I can think of is by fusing the two ideas you mentioned. Having the Kuva units drop some Kuva, and the siphons also drop some Kuva.

    Community events are tricky though, for people who aren't caught up in quests, but that's an interesting idea nonetheless! 

    Thank you guys for all the comments once again <3 

  13. 2 minutes ago, (PS4)samumon89 said:

    Firstly, totally agree about your complaints with current mechanics.

    Exactly how many stats do you propose being able to lock? I'd think something like one additional stat every 5 rolls after the previous lock would make sense, so if it takes you 7 rolls to get the first stat you want to lock, you'd be able to lock a second after roll 12.

    As for the cost, I don't like the idea of Eidolon Shards. Rivens don't have any link to Eidolons and not everyone enjoys farming them. Instead, why not make stat locking a resource sink, make it cost a ton of some common resource? That may be something like 100k of any resource, or of some specific resource for the different stats e.g. alloy for the first, salvage for the next... As a resource sink it would be useful, and it would be obtainable through a large variety of gameplay, and ideally the cost would be somewhat prohibitive as it's definitely something that should be quite expensive.

     Well, the proposal is a lock of 2 stats at max. That way if it is 4 stats (3 positive and a negative), you have half of a riven locked down to what you please. I like your idea of allowing the 2nd lock after 12 rolls ^^

     As for the Eidolon Shards, I did that not because I like it, but because DE seems to want the two to relate. While I don't agree with Eidolons having riven ANYTHING in their drops, I'll give them the benefit of a doubt and propose that as an idea. Furthermore, this gives Shards a use after maxing out Quills. 
     I'll say this though, I'm iffy on resource cost. Because there are so many resources in the game, it would be hard to pick one that seems to correlate. The best idea I can come up with is using more Kuva to lock the stats. ^^

  14. 17 minutes ago, MarrikBroom said:

    I literally agree with everything in this post o volt obsessed one.

     

    Rivens right now are an RNG behind RN behind RNG mechanic and now this RNG based riven transmute to give you a way to get rid of unwanted rivens isn't.... good. I like your post. Unlike mine it is constructive and not full of anger.

    Here's how I see it, DE can't help us (the player base) out unless we are constructive. If we are angry and yelling at them, and don't provide ways for them to ruminate and improve the systems we have issues with, things will never get resolved.

    I read your post earlier before writing mine, and I gotta say you have every right to feel angry, especially since you care about the game. Just keep in note that it's worth everyone's time if you reflect and revise :) 

  15. I hope you're all prepared to read, because this is gonna be a looonnggg post. So I'm going to break it down as best as I can to make it streamlined. Furthermore, in each segment, I'll provide ways I feel these areas can be "fixed" or alternated to help player enjoyment and QoL. 


    KUVA


     Kuva is a key component to rivens, and even to building some weapons. Even if you don't like rivens, you've most likely farmed Kuva at least once. The way about going for Kuva in itself is fine, but there's several glaring issues.

     Firstly, Kuva amounts from missions is NOT okay. 600 Kuva from a siphon is not enough for even a roll on an unrolled riven. 1200 or more from a flood is equally not okay because that's not even a roll past, like, the 3rd roll on a riven. The amounts of Kuva per difficult mission are just not there and not rewarding for players. In order to get even a moderate amount, you NEED to buy a resource booster. Even then, 1200 per normal siphon and 2400 per flood is not rewarding enough. You should get a good amount as a reward for the level content you have to play. A large majority of the player base might never go past Sorties, and Floods are sortie-level content.
     For having to go through X mission with level 80-100's, you should get at LEAST 3k-3.5k Kuva without a booster. Siphons should also be increased, instead of 600 base, why not make it 2000 base? This way, nobody NEEDS a booster to farm Kuva, and those that have a booster get that much more. Besides, if you have a booster, most likely you're rolling rivens to sell them on market for really high prices. This also eliminates the need to also bring cats for possible quadruple Kuva, which means players can use Vacuum to still go fast and pick up ammo, items, energy orbs, ect. 

    Proposed Fixes:

    -Increase Kuva amounts. At least 2000 for Siphons, 3000-3,500 for Floods. 

    Second, Kuva enemies are not fun to fight. I cannot tell you how many times I have farmed Kuva, and died because a Hyekka Master came up behind me and I looked at her for under a second and died. Furthermore, Guardians stun lock you into oblivion, and basically one-shot your Operators, even in Siphons! This is more of an enemy scaling issue, and my proposed ideas here are not as simple to implement. 

    Proposed Fixes:

    -Nerf Hyekka/Hyekka Masters damage. 
    -Change Guardians to be less about being stun locked into oblivion and possibly change their mechanics (?) to be better to fight against. 


    RIVENS


     
    This is probably the main reason I am making this post. Before I dive into this, I want to point out some key notes about me as a player:
    1) I own 80 rivens.
    2) I think rivens have potential to be really good.
    3) I have invested several hours into farming Kuva and rolling. Several rivens having 20+ rolls. 
    4) I think rivens can be fun. There's several dumb rolls I own that I have a lot of fun playing with. 

     Now, this is going to be enormous, and I'm going to have to break it into more chunks to address everything in the amount of detail I deem worthy and respectable. 

    RIVEN STATS

     
    Here is the kicker, the Big Bertha of this post. As they are right now in-game, rivens cannot have their stats locked or fixed, cannot be made towards a working investment/goal that's rewarding, and cannot be "easily obtained" (more on this later.) So let's dive in:

     Firstly, stats cannot be locked. You may be wondering, if you're not sure already, why is this an issue? It's simple really, it plays into rivens going towards a rewarding investment for the player. As a player, you've farmed enormous amounts of Kuva, enough to get at least 10 rolls right off the bat on a unrolled riven. Say you get Multishot in one roll, Damage in another, and Crit Chance in another after that. Those are all stats you want, but you cannot progress towards them because rivens are 100% rng based. As a player who has invested so heavily into a singular riven, you should have the right to lock in those stats. After, say, roll 5 if you're not happy with any rolls, you should have the ability to lock stats from then on out. 
     Going back into this being a form of progression/player investment, it is important for players to have a goal to work towards. Every other mod in the game has this form of progression through ranks, but Rivens do not. Sure, rivens can be ranked with endo, but that is not the same. Because these mods are 100% rng based, they need more to be worth a player's investment. Locking stats will give "end game" players just that. You can even tie it into Plains, and make the requirement to lock stats Eidolon Shards and an amount of Kuva. This would make so many players happy, and make them feel like what they're doing is worth their effort and time. 

    Proposed Fixes: 

    -Lockable riven stats
    -Locking stats costs an Eidolon Shard and X amount of Kuva. 

    RIVEN SLOTS & ECONOMY 

     
    It's no surprise to everybody that rivens make Digital Extremes massive amounts of money off of platinum. It's not uncommon to look in Trade Chat and see a riven with subpar rolls have an asking price of 1k, 2k, even above 3-4k plat. This is for ONE riven. Due to rivens not having locking stats, it's allowing these "toxic" players to demand outrageous prices for their rivens. It also pollutes anybody else selling something that isn't a riven. More often than not you see riven sales instead of other items like Prime sets, mods, ect. This can be fixed with the proposed changes above about locking stats with Eidolon Shard(s) and Kuva. 

     This next segment is going to sound meaner and more ill than I intend, but it has to be said. The reason DE has not fixed rivens it seems, is because it makes them money as it is right now. Players are having to farm for endless hours to get a "perfect" riven, and the players that have more money than sense are forking over thousands of plat for rivens. At the end of the day, Digital Extremes is a company, and that's understandable. But would it kill for some transparency on why we've not heard about riven changes/improvements? 

     Lastly, let's talk riven slots. Riven slots cost 60 plat for 3. That is 20 plat per slot, which is equal to a warframe slot, catalyst, or reactor. That is an outrageous price to pay for some mod slots. I realize rivens being as needlessly random as they are takes up server space and the like, but buying riven slots feels like robbery. Once again, I understand that Digital Extremes is a company, they need to make money to keep the game alive, but the whole riven system as it is right now feels like a cash grab. 

    Proposed Fixes:

    -As per the above point, lockable riven stats.
    -Transparency from the devs about why rivens are not being messed with

    RIVEN TRANSMUTE

     This is a brand new edition, not even in-game yet, but I want to address this because it is incredibly important. Rivens are already 100% rng, transmutation is also 100% rng. This is adding rng, on top of rng, on top of rng, on top of rng, and then AGAIN on top of rng. This is not going to benefit rivens at all, in fact, it's just going to make the market more toxic and riven-driven than it already is. 
     To top it off, these transmutes are consumed after use. Normal mod transmute consumes mods and credits, and that is perfectly fine. So why do rivens need to be special? As if that isn't enough, these will be locked behind the new Eidolons. I'm probably in the minority here, but I immensely dislike Plains of Eidolon. I don't see the reward for having to go through Cetus, praying my computer doesn't crash, then go through Plains and fight Eidolons for only one "worthwhile" reward. Even then, it's almost assured that these consumables are not guaranteed drops from the Eidolons, which is unacceptable. Assuming these Eidolons will be harder than the Teralysts are, not having the transmute consumable drop guaranteed every time is more pointless farming in a segment of the game that's already too grindy to play without a booster. 
     Really and truly I feel we need to address the current issues with Rivens rather than add more to them. Adding a bunch of tape to a broken bat still means it's a broken bat. That all being said, I strongly disagree with this being an addition to the game. It's only going to hurt the state of Rivens more. 

    Proposed Fixes:

    -Hold the feature back until rivens can be revised and made more rewarding. 


    WRAPPING UP

     
    So I realize this is an incredibly long post, but I hope I've made my stance and opinions crystal clear. I only want what is best for the game, and to see the game prosper and grow. I don't hold any grudges towards Digital Extremes, or the Warframe Devs in any way. I can only hope that those of us who want these systems fixed can be heard, and everybody reading this can help make that a reality!

     I thank you all for reading, and encourage you to spread the word and possibly we can get rivens to where they need to be! 

    TL;DR

    -Fix Kuva amounts
    -Fix how Kuva enemies ruin the farming experience

    -Have the ability to lock Riven stats
    -Some more transparency from the Devs on Rivens
    -Revise Rivens, then MAYBE add Riven Transmute later.


     -Mittens-

  16.  So I have some concerns around fishing in the Plains of Eidolon and how it functions as a whole.

    1. You need specific spears for specific fish:
      This is a big no-no. In my honest opinion, you should have the spears be upgrades as you go through. Lanzo being the first and least usefull, and Peram being the best and most useful. As it is right now, you need to take up 3 of the 4 new gear wheel slots just for spears for fishing. With the suggested solution, you only need 1 spear in your gear wheel, and you have several other slots for useful things like codex scanners, and pads (energy/shield/health/ammo).
    2. Fish will not spawn without specific spears/bait:
      This kinda goes back to the issue in point one, where you need specific spears. The issue here is simple; you need certain spears just to get certain fish to spawn. For instance, a Norg fish will not spawn without using the T3 Peram spear. If you are holding a T1 Lanzo spear or the T2 spear, they simply do not spawn. Now, I'm not 100% opposed to having certain spears to catch certain fish, but as I said earlier, it should be an upgrade process. You should upgrade your spear to the point you can catch every single fish, and not have spawns locked behind specific spears being held. 
      Next, bait. Now bait is in a better position than it was, but I still have issues with it. First of all, much like spears, you need specific bait to get specific fish to spawn. On paper this is not a problem, in practice however it's a lot worse. Bait does not guarantee a spawn of the fish, even if you throw more than one in the water, and even if you throw it at the ripples in the water (another issue I'll bring up later). This will be a major problem later down the road when you need rarer parts to make things like Amps and the like. I just fail to understand the reasoning behind locking fish spawns behind bait and/or spears. 
    3. Ripples in the water and Bait:
      This is a minor issue, but one I still wish to address. It is incredibly annoying to throw bait at these random ripples in the water. Bait, as stated earlier, does not always guarantee a fish spawn. Not only is that an issue there, but it's an issue here with the ripples. Ripples are not guaranteed to spawn, and when they do, it's incredibly hard to throw bait at them if they are farther away. Next, this is not hinted at or explained anywhere in the game at all. My suggestion for this is to get rid of the ripples entirely and make bait work anywhere, and at anytime in the water.
    4. Fish parts/requirements for builds:
      So earlier I mentioned how you need fish parts to make Amps and a slew of other things. For this, I have a simple question, why? Why do you need fish parts to make an Amp to fight an Eidolon? Why do you need fish parts to make an Arcane? This to me makes no sense whatsoever. First of all, you have to be Trusted (Rank 3/4 or so in Ostron Standing) to even get the final spear. Then, you need special bait to catch the fish you need just to make the first Amp, which you can get the parts for as early as Rank 2 in Quills. There is clearly more work to get one thing, to get another thing. I feel like this should be balanced so you can get everything in the same rank between the 2 different standings/syndicates. Then there are Arcanes, which also require some fish parts. Arcanes aren't as pressing of an issue as Amps are, but the question of "why" still applies. To me, Amps and Arcanes should be made from gems/minerals you mine out in the Plains. Fishing parts should be relegated purely to baits, dyes, and other fishing related things. 
    5. The Grind:
      Since POE came out, Twitch Drops have became a thing to encourage people to watch streamers. As such, it is important I tell a story of sorts. I am a fan of the Warframe Partner, Brozime. In one of his most recent streams, he spent a little over 5 hours trying to get the fish he needed for Amp parts. Not every player has 5 hours to dedicate to get specific fish and their parts. Most casual players who don't dedicate a lot of time to the game will spend even longer trying to get said fish. It's asking a lot out of a player who either does, or does not have the time to grind out the fish. This point is essentially a combination of all my previous points. Needing specific spears, baits, having to know how to use bait (which is not explained), and then the requirements needed for building items. 

    At the end of the day, this personally upsets me as fishing is my favorite activity in the Plains. I want the best out of fishing, and I want it to feel rewarding and less like a time sink with little to no reward. Please let me know if you share similar issues/concerns, I'm very interested in others' opinions on this matter. 

    Take care and have a nice day! :satisfied:

  17. So far I think the changes we have received have made Hydroid actually really good. There's just 2 things that bother me.

    1) When you dash with your 2 while in your 3, if you have enemies with you, they will be taken out of your puddle.

    This is a huge issue because, from what it seems, you want to be in your puddle as much as possible. So not being able to dash around and keep enemies in your puddle feels really slow and unreliable.

    2) His 4 just flings enemies around.

    Personally, I feel his 4 should grab enemies and put them in the puddle for you. That way, if there's enemies just barely out of reach, you can get them from a distance and deal massive damage.

    Fix these two things and I think Hydroid will be on-par with frames such as Mesa, Rhino, Excalibur, and Frost. Both are technically minor issues, but still things that would complete the rework in my opinion.

    Thank you for the consistent work!

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