SordidDreams

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About SordidDreams

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  1. SordidDreams

    What's a good weapon to fight the Plague Star boss?

    I'm surprised nobody has said Pyrana yet. If you m-prime the beastie at the wrong time, it's going to take forever to walk out of the boil. Oddly enough, once the fight actually starts, the slow seems to wear off much faster...
  2. SordidDreams

    Nezha is no longer a worse Rhino

    I spent several days and three pages answering that question. If you're seriously interested in the answer, all you need to do is read.
  3. SordidDreams

    Nezha is no longer a worse Rhino

    Yes, of course, which is why I spent so much time talking about problems such as projectiles not going where you're aiming, never really knowing whether pressing a button will shoot or teleport you, having to keep renewing an ability that there is no reason to not have on all the time, and his main CC ability doing the opposite of what you want it to half the time. Because all of these can be fixed by simply tweaking the stats. Oh wait. 🙄
  4. SordidDreams

    Nezha is no longer a worse Rhino

    That's only one of a number of possible solutions, and it doesn't break immersion in any of the other games it's implemented in (which is the majority of 3rd-person games). Usually nobody even notices. About the only game where I can recall people noticing and complaining was Planetside 2, which has tanks and gun emplacements with barrels that are several meters long and often offset from the camera also by a few meters. So yeah, if it's offset by that much, it's a noticeable problem. Ironically the projectiles used to originate from the barrels and for some unfathomable reason the devs changed it so now they originate from the camera, creating the problem rather than fixing it, but hey, that's Planetside for you. I did say four days ago... I also find it a bit redundant to have two hard CC abilities on one frame, especially when neither of them affects the enemies you really want to CC (bosses, kuva guardians, bursas, and probably others). Health orbs are indeed almost worthless, energy orbs are nice but to really get a "myriad" of them you'd have to consistently kill things with the frisbee, which is nearly impossible at any kind of high-ish level, procs on frames aren't really a big deal worth worrying about, and marking enemies would be great if you could do it en masse (like, y'know, Nova), however since the frisbee only hits a couple of guys, its utility is situational at best. Safeguard is a waste of time, if you want to give allies damage reduction, bring Trinity. Also bring her if you want to give them health and energy, for that matter. The only thing she's missing from Nezha's kit is the CC, which isn't all that good anyway. Well yes, he is a support frame. That's obvious from the fact that he doesn't have any abilities that deal damage (despite most of them pretending to). The problem I have with him is that he doesn't really do the support job very well, there are better CC/debuffers and there are better healers/buffers. The bit about bringing a Trinity instead that I wrote above? It made me realize Nezha's not simply a worse Nova, he's Nova/Trinity hybrid. The problem is that doing half the job of both is not as good as doing one of those jobs fully. That seems to be the curse of hybrid characters in a lot of games, they're not as useful as the specialists. See? You saw it coming, and with good reason. That's exactly the response to what you said. There are indeed better supports. Needless to say I disagree that Nezha does all his roles well. He does them adequately, but why settle for that?
  5. SordidDreams

    Nezha is no longer a worse Rhino

    Yes? And? For hitting enemies, yes. The terrain collision hitbox should be way smaller to avoid the issue shown. I don't really care. I mean, the simple way to fix it would be to make it originate from the camera rather than the character. A lot of games do that, at lest with the actual hitbox, even if the visible projectile comes out of the character. Other games go more elaborate with it. Whatever works. Point is, this does not. Oh, and I also just found a wonderful bug in the simulacrum where my own frisbees coming back from hitting enemies kill me. Delightful.
  6. SordidDreams

    Nezha is no longer a worse Rhino

    Yes, again, that oversized hitbox and wonky projectile origin is exactly the problem I'm highlighting. I suppose not, the problem with it is the same as with most augments, namely that it should just be the way the ability works by default but is not quite worth a mod slot. Without it the fire trail is really not worth being anything more than a passive.
  7. SordidDreams

    Nezha is no longer a worse Rhino

    Yes, I know. That's the point. That's why I showed the Lenz shots as well to demonstrate that yes, I do in fact have a clear line of sight to my point of aim. To be fair, Nova's 2 has a similar issue where standing too close to a wall will make it go in a random direction. It's been that way for as long as I can remember, so it's not like this kind of problem is new. Which of course makes it all the more unbelievable that it's not fixed yet and that instead of making basic gameplay mechanics function correctly, DE is working on implementing animal poop, because priorities. I also had another issue earlier where I was throwing it at a speared enemy, and even though my crosshair was on the enemy, the frisbee kept veering up and missing, but I was unable to replicate that for recording. So that's a bug that needs hunting down as well. I suppose it could be, but it's a choice between having it constantly on being an annoyance to people who don't want it, or having to turn it on being an annoyance to people who do want it. I suppose a compromise solution would be to just buff its duration by an order of magnitude or so. I mean, when the dev workshop post mentioned it would be a long-lasting ability, I didn't imagine their idea of that would be 30 seconds. That's pathetic. I mean, even in Diablo 3, a game that is very fond of committing the cardinal sin of game design of making you press buttons for no good reason, self-buffs last ten minutes. As opposed to now?
  8. SordidDreams

    Nezha is no longer a worse Rhino

    I thought about that, but the thing I like about the frisbee teleport is that it lets you control how far away you teleport by timing it as the frisbee travels. I think that's a neat system, one of the things I dislike about Nova is that her teleport is always smacking me into walls. On the other hand, the frisbee travels so slowly that waiting for it to reach its maximum range is annoying, yet it's also fast enough that actually timing the teleport just right to hit a small platform somewhere halfway along its route is way too hard. Not to mention that there aren't actually even very many situations where you need to do that, and even those are easier solved by just jumping. So yeah, I agree. Ditching the gimmicky frisbee synergy and just teleporting to where the player is aiming is probably a better idea, even though that loses some of the unique flavor of the frame.
  9. SordidDreams

    Nezha is no longer a worse Rhino

    🤦‍♂️Well that's just great. Anyway, on an unrelated note, after playing Nezha some more I think I've narrowed down the specific reasons why he feels so underwhelming to play: Firstly, CC is arbitrarily ineffective against certain enemies. Bosses, kuva guardians, bursas, and probably others I haven't fought yet (juggernauts, I would assume); generally exactly the enemies that you want to CC the most. Also, the CC is a toggle, which is also bad. You CC a group, more enemies come in, so you press the CC button again, but instead of CC-ing the new enemies, it removes the existing CC from the old group. It does the opposite of what you want half of the time. And no, the slam does not deal damage. It deals much less than a single bullet from my grakata, and that goes BRRRRRRRT. The damage is a fake stat that only exists in order to confuse new players about the purpose of the ability. The real purpose of the slam is to make the CC less useful, which is bad because it's already a lot less useful than a lot of other CC in the game (such as, oh I don't know, Nova's). Secondly, the frisbee has a mind of its own and goes wherever the hell it wants. I mean, look at this! It's hopeless! Nezha's actually able to deal tremendous damage if the conditions are just right due to Reaping Chakram, which doubles the frisbee's damage for each enemy hit. So if I spear 8 level 155 corrupted bombards close together and chuck a frisbee in there, six of them die almost instantly, but then the other two take forever because there are no more enemies to multiply the damage off of. Such inconsistency and seemingly random damage spikes are bad by themselves, and of course outside the simulacrum getting a group together in such a way as to be able to pull this off is rare. Usually the frisbee hits one or two enemies, doing negligible damage, and that's it. This also makes its damage-doubling debuff really annoying and fiddly to apply (in contrast to, again, Nova's). Thirdly, having a dual-purpose damage/teleport button is really annoying. I couldn't count the number of times I accidentally teleported when I meant to chuck a new frisbee, because the old one flew off god knows where and I thought it'd disappeared already. And finally, having to constantly renew the fire trail is annoying. It's an ability that you want on all the time, mostly for the looks since its damage is also a fake stat and its CC is worthless as it applies to enemies that you're already running away from, so there's no good reason to periodically make the player press the button. So, my solution: Make CC apply a slow if the enemy can't be hard-CCed. Remove the slam, pressing the button again spears new enemies. Improve frisbee targeting, both in going where the player is pointing and also seeking enemies on its own after bouncing. Change the damage boost for hitting multiple enemies from exponential growth to diminishing returns while massively buffing base damage to reduce damage inconsistency. Make the boost linger for a while after the frisbee ends so that it's applied to the next one. Allow throwing new frisbees even if previous ones are still going. Move the fire trail to the frame's passive, put teleport on its button instead (and probably swap frisbee and teleport, because it makes no sense to unlock teleport and have nothing to teleport to). When teleporting with multiple frisbees present, choose one closest to where the player is aiming. There, done. You're welcome, DE.
  10. SordidDreams

    Nezha is no longer a worse Rhino

    Yes, thank you, Captain Wikipedia. Except for the fact that that article is full of unverified made-up BS and clearly marked as such at the top of the page, but don't let that deter you.
  11. SordidDreams

    Nezha is no longer a worse Rhino

    No it doesn't. That's a backronym that someone made up probably like yesterday and nobody in the world uses. I've been gaming for thirty years and this is the first time I've ever heard of it. Meta actually refers to a set of weapons, abilities, and strategies regarded by the player base as the most effective, regardless of whether they actually are so or not. I recall at least one instance where Path of Exile applied nerfs to things that were regarded as useless, to which the community reacted with a collective "WTF mate", and the devs' response was basically "yeah, no, that stuff was OP as hell, you just never figured out how to use it". It was among the most effective but it wasn't being utilized, hence it wasn't meta. And because people in general tend to not want to think for themselves, meta strategies tend to get applied to rare situations where off-meta choices perform better. Hence why a niche use is contrary to meta. I get that, my point is that Nezha's benefits don't outweigh his drawbacks, in large part because the game is very easy, as you pointed out, which means it puts much more emphasis on killing quickly than on protecting yourself. I also think Nova is at least just as good at mitigation and support as Nezha because of how ludicrously effective her CC is. She basically has two layers of damage mitigation, direct damage reduction via Null Star and also a reduction to enemy DPS due to slowing down their rate of fire by 75%. Not to mention that if you keep moving, enemies turn so slowly they don't even manage to bring their guns to bear in the first place a lot of the time. Yeah, if you want to stand still and let enemies shoot you, Nezha is better. In practical gameplay I'd say Nova easily outperforms him in both offense and defense. I already addressed that: If you deliberately gimp yourself, you'll be left in the dust by your teammates, making the game unfun. If you play without teammates, the game is also much less fun. You're not wrong, however I never said it was a frame design problem. In fact, in my very second comment I said that it's okay for a frame to be a worse version of another if the game gives them a niche use where they really shine. DE did that for Harrow, for instance, who was regarded on release as a worse Trinity. Then PoE came out, and lo and behold, Harrow became a meta pick for Eidolon hunting because of his ability to grant brief invincibility and status immunity, which was not really all that useful anywhere until then. Yeah, but you have to compensate for that by using a defensive frame, because the longer you take to kill enemies, the more time they have to chip away at you with unavoidable damage. You can't have both a weak weapon and a weak frame. Of course you can complete all the game content with nothing but an unmodded dagger if you're a very patient Rhino. Putting an invincibility button into the player's arsenal doesn't make the game more skillful, though, it makes it less so. You're not compensating for the lack of stats on your gun with skill, you're compensating for it with other stats on other equipment. Again you're right, but I think there's more to it than that. Even non-hitscan weapons are impossible to avoid reliably in WF due to how quickly the projectiles travel. Look at how ludicrously slowly enemy arrows fly in DS, that's specifically so you can avoid them. This is compounded by the fact that WF levels are randomly generated and the game keeps spawning new enemies around you, so you never know where damage is coming from. DS has static levels and static enemy placement, which makes it much more predictable and learnable. DS generally gives you time to survey your surroundings before you engage enemies, whereas in WF enemies tend to get alerted much easier and start moving around, again making them much less predictable. Enemy attacks in DS have long wind-ups so you can see them coming, in WF even a lot of the melee enemies attack almost instantly. And so on and so forth. That's not to say I want WF to become DS. If I wanted to play DS, I'd play DS. I just brought up DS as an example to illustrate the difference between a skill-based game and a stat-based one. I'm okay with WF being a stat-based game. But that means the frames need to be roughly on par with each other in how they perform, because in a stat-based game you can only compensate for weak gear with player skill up to a point.
  12. SordidDreams

    Nezha is no longer a worse Rhino

    Interesting point, except I'm not American, and Warframe is not an MMO, so I'm not sure how it relates to the topic of discussion.
  13. SordidDreams

    Nezha is no longer a worse Rhino

    That is a contradiction in terms. I explained that when I made this thread, namely that his kit is very similar to Nova's, just worse in most ways. Yes, but that doesn't make it any more true. WTF should I care what is or isn't fun for the AI...? My go-to pick for Spy lately has been Excalibur Umbra because of his oxymoronic approach to stealth that involves shouting at enemies to make them unable to detect him. I find that funny. That's exactly the kind of weird off-meta use that Nezha lacks as far as I can tell. His frisbee teleport could potentially be great for such shenanigans, for instance if you could bounce it off a wall and around a corner to teleport to a place that's out of your line of sight, however that's not how the ability works and there are no areas in the game set up for that. Almost every game is stat-based because game devs are shoehorning RPG elements and unlockable upgrades into almost everything these days in lieu of designing a good game. And it's the only way of progression (as distinct from progress). However, there are degrees to that. Dark Souls, for instance, is an RPG with a ton of stats, yet it's actually mostly skill-based. That's because it's possible to beat the game even with rubbish stats, any and all damage in it is avoidable through skill, and if you suck, good stats won't help you. Stats in DS are just a crutch, not necessary and not enough by themselves. WF is not like that. It has fewer stats than DS, so it may seem like they'd be less important, but they actually play a much greater role in how well you can do in combat. You can literally make yourself immortal in WF, in more ways than one, at which point skill ceases to matter entirely. And because of things like unavoidable damage, if you don't have the stats for an encounter, no amount of skill will get you through it. I couldn't agree more, however I can't see that ever happening, especially that second part. That would be a far too radical change of direction for the game, too risky.
  14. SordidDreams

    Nezha is no longer a worse Rhino

    I agree, which is why I said that frames should be meta-applicable or have a niche use. True, the trouble is some frames allow you to progress farther than others. A Nezha is just never going to be as good at being a Nova as Nova, no matter how many formas you sink into him. Which is a shame because I actually do quite enjoy his slightly different take on the same gameplay role, but he just isn't good enough at it to justify picking him. Not only is he not as strong, his abilities also have smaller AoE and lower duration, so you have to work a lot harder than if you're playing Nova. That seems backwards to me. I'm not a professional game designer, but my intuition tells me working harder should produce better results, not worse. Or maybe because using time efficiently is more fun, especially in a game where becoming more effective and efficient is the whole point. That seems a bit redundant given that there already is a difficulty slider in the form of enemy levels. I agree that hearing that kind of complaint is a bit annoying, but I don't think you're placing blame correctly here. Warframe is a stat-based game, not a skill-based one. The whole point is to build ever more effective loadouts. It's what you're supposed to do. And if a game that's played correctly becomes less fun as a result, well, that would indicate some serious problems with its design IMO.
  15. SordidDreams

    Nezha is no longer a worse Rhino

    Yes, clearly I expect every single one of them to be unique. 🙄 I see what you mean, but I have to disagree that it's the wrong approach. At its core WF is a game about progression. You kill enemies who drop loot that you pick up and spend on upgrades to make your numbers bigger to kill enemies faster. Getting more and more effective and efficient is what WF is all about. And it seems to me the meta reflects that, steadily shifting toward faster and faster clearing with bigger and more effecive AoE abilities and weapons. If you look at WF a few years ago and WF today, we have a much faster-paced game on our hands. Now yes, you could ignore the meta like you suggest. But what would that result in? Your teammates would just leave you in the dust with nothing to do but pick up loot from enemies that are long dead. And sure, you could solve that problem by just playing alone, but that also diminishes the fun a lot. It seems to me playing against the meta in WF would be kinda like driving at a leisurely pace while playing a racing game. Yes, technically you can do it, but you'll miss out on all the action and fun. Going fast is kinda the point.