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Cibyllae

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Posts posted by Cibyllae

  1. 17 hours ago, Skaleek said:

    Would be like lifestrike on inaros, except probably not the ridiculous values you were used to on lifestrike, probably more "drops in the bucket", unless you modded or built really well? Why not?

    Let me be more specfic, how would this work with Hildryn with regards to her shield gating?

  2. On 2019-11-04 at 5:15 AM, xxswatelitexx said:

    Status based weapons were overpowering Crit.

    They weren't overpowering crit/slash though, as the slash status affect was calculated on damage before armor mitigation. That's why maiming strike/slash was insane because you could reach 1mil plus in damage before armor calculations and have the slash status affect doing 350,000 thousand damage every tick as true damage. 

  3. On 2019-10-28 at 11:32 AM, Xydeth said:

    why would u want to have something like this changed even ignoring this fact ? it has nothing to do with consistency, ur just banishing even more creativity and build possibilities from the game and the only thing that benefits is slash/viral hunter munitions on high crit weapons

    thank you, this is the only thing warframe has going for it. As soon as it becomes obscenely boring to mod/build weapons/frames this game is gonna be dead.

  4. On 2019-10-27 at 3:32 PM, (XB1)TehChubbyDugan said:

    Enemy EHP and damage are the root problem of everything wrong with warframe balance, and the main reason people complain about player nerfs.  Enemies need to be rebalanced with some really heavy nerfs in some spots and buffs in others.  Enemy AI is horrible, and needs to be better.  We need this more than almost any other rework or balance pass that has been done in the last 2 years.  The "challenge band-aid" that DE uses to make up for the amateur-hour AI is straight stat scaling.  Enemies deal way too much damage for how little survivability some frames have, even with defensive skills up.  Even wasting mod slots to build defensively on a squishy frame doesn't help when there's 20 enemies on screen, all with perfect accuracy.  This is the entire reason people prefer rapid enemy death over crowd control.  You can have all your crowd control up and still get ganked from across the map by some regular enemy in higher levels.  It's extra frustrating when those same enemies that can very rapidly kill a non-tank frame, turn into damage sponges that you have to specifically tailor your loadout to deal with.  I need to clarify this as well:  I don't die that often.  I know how to build a frame.  The problem is that accidentally taking a hit in arbitration should not mean instant death for anything other than a handful of super-tank frames, and on the odd occasion that I do go down in a non-arbitration mission, dying before I can even react to being hit takes me out of the game and frustrates me because it feels incredibly cheap.  Dying and not even knowing how or why is not fun.  I've played plenty of games where I die and I think "I did that.  I screwed up, I should have seen that coming." and that almost never happens in Warframe.  My usual reaction is "WTF even hit me?  I had full everything, I should not be dead right now."  Warframe plays and has kamikaze AI like a horde-shooter, but they want to balance players like it's a tactical shooter.  It's never going to work.  You have to pick.  You can't have enemies flanking me from an empty broom closet I just cleared out, covered in a nullifier shield that has health-gating on the damage it receives while its drone is clipped into the ceiling and then tell me that I do too much damage.  You have to give me a way to deal with the BS you throw at me, and with the systems in place right now, that's raw damage.  You can't push a crowd control meta and then make all the enemies immune to crowd control.  I'm fine with huge damage nerfs across the board, as long as they rebalance enemies.  Even most Warframe partners have been calling for enemy rebalancing since before I even started playing.  This isn't a new issue, and all they do is pay it lip service.

                             This is exactly why we are where we are today. This is why range is such a gated stat on warframe damage abilities, and what the pool of D2 players don't understand about this game that advocate for a nerfing of warframe abilities. When you get to an enemy level where one bullet from the hind can one hit you, and let us remember the Hind is a 5 round burst, hitscan weapon that ALL low tier grinneer soldiers have, no weapon is going to to stop you from dying when it gets to the point where enemies start swarming you with hitscan bullets that can one shot you.There are play styles to counter this with weapons, but sitting in a corner with a volt shield isn't exactly fun after the 100th time.

                             Warframe's difficulty comes from, "How can I avoid getting oneshot?" This is why Hildryn was so popular on release because she was basically immune to getting one shot. If a frame can withstand getting one shot, its a good frame. This is what our gameplay is centered around. AoE, CC, Invisibility, or cheese, all variants or styles of gameplay are all focused around reducing the chance of getting one shot. That center needs to change.

  5. 1 minute ago, zhellon said:

    Chroma already received its nerf when issued first Eidolon.

    So you you're saying Chroma/Volt should be allowed to push other frames out of the eidolon meta and retain their place as the only viable options for the eidolon meta, and not get nerfed, because Chroma already had a nerf?

     

  6. 27 minutes ago, maddragonmaster said:

    got any better ideas? this game has been running in circles trying to chase the mythical content that many many vets have been crying for yet DE can't do that because the scaling of everything is so borked it is impossible for any hint of difficulty. if something needs nerfed or buffed then it is best if they have a general idea of what they want that weapon to do.

    The issue is the equation DE uses to scale enemies. They would have to make changes to the equation, which would in turn most likely affect the function those equations are inside of. Which would then affect the arguments of the function, and affecting the arguments of that function might affect another function asking for different types of arguments. So its not as simple as you might think.

     

    EDIT: The actual solution to DE's problems is to get a team to start getting rid of spaghetti code so that they can make modular changes, instead of worrying how changing a function that deals with enemy scaling might affect the code to choose a node on the star map.

    • Like 1
  7. 2 minutes ago, DawnFyreSon said:

    Personally, I hope she gets embered asap because I really dislike how she plays and looks and would prefer to see less Saryns in normal gameplay

    How would you change her?

  8. 7 minutes ago, Morticoccus said:

    The problem with reworks designed to quiet vocal opposition down however is that they tend to not be.

    I agree. People that advocate for a third rework conveniently forget that we are here now because people complained in the first place.

  9. 51 minutes ago, DawnFyreSon said:

    The doublethink of some Saryn players in this thread is immense, however. We get it, being OP is fun.

    Would you be fine if they reverted her back to Saryn 2.0?

  10. 3 hours ago, Djego27 said:

    Well that is what you get out of a community that is to lazy to play a actually fairly ballanced frame, that just happend to be the best AOE nuke in the game for 1% of the playerbase, that realized that to do real damage it does requrie specific weapons, rather unique modding on them and knowlage how to set up enemies for your AOE by priming them with spore, let them bunch up and then let a AOE weapon with gas bounce the proc between them, killing the hole map in the process. A rework that puts all that on one button(but worse, given  Saryn was much more elegant and fluid to play at low levels before, where killing stuff actually increased your damage, while not just plain stupid against armor of any level), to a point where player skill is rather a handycap(given you do more "damage" by jsut spreding spores then actuallly killing stuff with your weapons).

    Make no mistake, pre rework Saryn did beat Oktaiva for low level dps in capable hands:

    c3WERpQ.jpg

    Did wield a Plasmor with quite suprising AOE mechanics:

    Jewcohy.jpg

    8tAl0KR.jpg

    Could with a status secondary to deal with armor solo relative easy up to fairly respectable levels(even defence, where the frame was weaker compared DPS frames with lots of CC like Ember):

    OB0CprE.jpg

    It also was allready the ESO queen, however only for a very small amount of players that did know how to do damage with the toxic transfer mechanic:

    AjaiVxQ.jpg

    The current Saryn is just bad design, she discurages actively murdering stuff yourself, all the compexity of how to actually deal huge damage with the frame was removed in favour of just pressing a single button and be semi afk. This is before you consider that there is a map wide armor removal for the hole team with any kind of halve way modded Saryn is just stupid, given it does not require a specifc build or playstyle it is just icing on the broken cake.

    This, if you weren't using the correct weapons with Saryn, her spore damage was never going to work for you. They completely removed the complexity of her so that she could be more accessible to the most #*!%ing toxic part of our community, that part being those who whine like children when something is too hard to do, or too hard to understand, and run to DE and say:

    "It's clunky"

    "Its bugged"

    "Its not working properly"

    "DE fix it because I am doing it right, but its not working."

    This part of our community is killing the game. Every time something they try doesn't turn out how they expect it to, they say its not working properly before even trying to understand why it may not be working. I'm so tired of fun and intricate  mechanics being dumbed down or completely removed because the most toxic part of our community doesn't want to fess up and accept they might have to go read the wiki for a hour or two. DE needs to stop catering to these people who don't want to put in effort to understand something.

    • Like 1
  11. 9 hours ago, schilds said:

    I think Saryn is too easy to use, but I'd rather the devs spend time on other stuff than adjust her again.

    she used to be not easy to use, most people still don't understand that she never transferred toxin procs from enemy to enemy, then the devs made her simple.

     

    because people complained

  12. Wow reworked for the third time?

    This frame has had 3 iterations already and you want to change her AGAIN?

    We are here because people like you have asked for changes repeatedly for this frame, STOP. Its textbook insanity. 

    • Like 7
  13. Just now, (PS4)guzmantt1977 said:

    This time instead of responding immediately, actually try to think about it. 

    You're getting defensive because im disagreeing with you.

    You'll be competing against other FTP players? Who now will increase their platinum stocks because they could never figure out how to trade? Good!

    Like I said before even if you were right, it doesn't change the fact that all of this push back is coming from riven sellers who make booko bucks on riven sales and then exchange their plat for real world money, and are using FTP players as a scapegoat so no one ruins their income they rely on to pay bills. Find a real job like the rest of us instead of protecting a system you exploit.

    • Like 1
  14. 4 minutes ago, (PS4)guzmantt1977 said:

    Think about it. 

    If I sell one thing for 20p, or 4 things for 5p, which one nets me more profit? You are decreasing the amount you are making on each sale, but increasing your  amount of sales. No one knows what that ratio is going to settle out at. It doesn't disregard that most players who are pushing back on this are using FTP players as a scapegoat to protect their $300+ riven sales because they use this game to make real world money.

    • Like 1
  15. you're meeting resistance from other players because the unneeded complexity of the current trade system means not many people will opt into trying to sell their inventory. The easier it is to trade, the more people will do it. The more people will do it, the more sellers there will be, the more sellers there are, the lower the cost of certain items will be. The current sellers don't want that, they want to gatekeep players by using the inherent complexity of the trade system as it is right now to keep the number of sellers low so they can sell their items at a high price.

    • Like 1
  16. 3 hours ago, Kingsmount said:

    Not enough base damage or scaling

    bleed procs bypass armor, are affected by crit, and are calculated before any armor mitigation of your damage. Every frame relies on weapons as well

    2 hours ago, Kingsmount said:

    they're just underwhelming and complicated with unnecessarily gimped mechanics that are holding her back

    literally every frame lmao 

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