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Everything posted by Roble_Viejo

  1. Same thing Im concerned about. Ive got Loki Prime for years, but I really want that armor lol. And I love the immersion of Tennolive Relays. When we got the Necramech statue and the Nezha Prime reveal, being there with other people and the devs, watching the new stuff with my own eyes... Man I love that, Tennolive Relays should be used more often
  2. Please tell me this affects Rare Containers!!! I haven't got a single Captura Scene from Earth... And I've been running CataLimbo and BoomXaku like crazy. With the Scanner Equipped, looking all over the place. No Rare Containers since they introduced those Capturas :'(
  3. You know what's funny? Since then a lot of abilities turn your Sprint off now Like Nyx's Absorb and Nezha's Chakram teleport.
  4. In Devstream #152, DE acknowledged the problem of "Guns vs Melee", but they only talked about Damage (which is just a part of the whole issue), and something that I found personally concerning: They listed Melee Attack Speed specifically as a problem, when its not, and in fact is one of the reason some melees are so fun in the first place. In Devstream #155 they reiterated the disbalance issue and said "Melees need a nerf", "Primaries won't get stat increases across the board", "Buffs will come in the form of Mods". Below I'm gonna list some of the components of Warframe (and any Shooter with Melee for that matter), how and why they clash in the current state of Warframe's gameplay and how this is an issue which emerged from the evolution of the game, and not something inherently good/bad about these weapons. But before I wanna clarify I've been playing for over 6 years, I'm MR 30, +5000hs on Steam, so I've pretty much experienced every weapon and gamemode in this game. Dynasty Warframe: Hordes and Cover So in the beginnings, Warframe was a Shooter like any other, couple of shots got you killed, getting in Melee range was a risk and using Cover was THE way of killing enemies and staying alive. A slower, more methodical gameplay. But because the AI has always been pretty much braindead, DE didn't have a way to scale difficulty but to make MORE enemies, with MORE Stats. Fast forward to today and using Cover is a joke, as enemies spawn constantly and from every direction, and for that reason even the act of Aiming puts you in a disadvantage unless you are paying constant attention to the minimap so you don't get flanked. This is what is usually known as "Horde Enemies". And of course, the way players play the game changed to adapt to this playstyle: AoE is king, and survivability depends on using abilities non stop, to either nuke, perma cc or tank, because if you don't you will get overwhelmed and killed. As you might have noticed, this lines up with the most used items, which could be considered "meta": Heavy hitting AoE (Bramma, Nukor, Khora), anything that can Tank and/or Buff Itself (Inaros, Nezha, Rhino) and whatever can Perma CC (Vauban, Nova, Khora). So naturally the game shifted from a "Slow -Clean rooms shooter" to a "Fast -Stay alive hack and slash", meaning the only missions that can be played purely as a shooter are those that don't spawn enemies constantly (Exterminate) or involve long distances between players-enemies (Open Worlds). Sadly there is probably no way to revert the "Dynasty Warframe" enemy Hordes gamestyle the game has now. Enemies killed per Swing/Shot This one is pretty simple: Melee will ALWAYS affect more enemies than (non AOE) guns, which means as long you are using a gun and actually aiming you are losing time, and there are more enemies spawning than being killed, meaning you are getting closer to be overwhelmed and die. And even if the mission doesn't have quick spawns, you are still playing slower by using a gun, and in a looter game, specially with such amount of RNG and mission time adding up to a massive grind, you will ALWAYS want to complete missions as fast as possible. Evolutive Mods: Awful for Build Diversity, Awesome for Gameplay Now this what I think DE should address first, because this is the actual reason Melee dominate the meta, not because they have INHERETLY better stats, but because they have Evolutive Mods (Blood Rush, Condition Overload) which makes them stronger the more you actively use them. And I know what you might be thinking "Just add the corresponding version of each Evolutive mod to Guns" and I ask "What will happen? How will builds look like?" the answer is simple, the same copy+paste build on everything. So no, Evolutive mods shouldn't be added to Guns, but the Evolutive mechanics should be BASELINE in ALL Weapons. This will require some rebalancing across the game, for sure, but making the Weapons get stronger the more you ACTIVELY use them, is fun, rewarding and FAIR. Also the removal of Evolutive Mods would make room to actually diverse builds, because currently if you are not using either Blood Rush or Condition Overload you are doing it wrong. And this has to do with the Melee Attack Speed which [DE]Geoff listed as a problem, it is not that Melees have too much Attack Speed, is that players build for it so the Evolutive Mods scale faster. In Devstream #155 [DE]Geoff acknowledged Evolutive Mods and the willing to add them for Primary and Secondary Weapons, but said they wouldn't buff Guns stats across the board which in my opinion is a mistake, because even with Evolutive Mods Primary and Secondary total damage is much lower than Melees, meaning that Evolutive Mods will take longer, and have a harder cap of "evolution" compared to Melees, because Evolutive Mods scale based on raw stats. Pick Ups and Vacuum, the never ending battle between DE and the Community Guns use ammo, some have VERY small ammo pools, to get ammo you need to pick up loot, to pick up loot you need to get in melee range. Melees don't use ammo, in melee range you pick up loot instantly, so you get HP/Energy Orbs sooner, which adds to your survivability. So: Melees are inherently more convenient to use because of how Pick-Ups work, even if they were equally strong to Guns. Melee and Datamass, an Unbreakable Bond. This is a subtle yet very important matter here. Melees are our default Weapon when carrying a Datamass, or when we are Fishing, Mining or Hunting, or when using the Omni Tool in Railjack, or carrying Coolant Cells, etc. When we are performing these actions, we only have Abilities and Melee to kill the enemies and keep doing what we were doing. A nerf to Melees will subsequentially make all of these activities suck even more than what they already suck now. Now pair this with the leaked Gun Mods, the ones adding % Damage if you DON'T have a Melee equipped, and you will probably understand my deep concern. Difficulty: Mechanical Skill vs Superior Stats All of the consecutive changes that led to "Dynasty Warframe", SPECIALLY the lack of ANY AI update whatsoever, made it so the only way DE can ramp up the difficulty is making more enemies, harder to kill, with layers upon layers of Invulnerability Phases or Ability Nullification. Basically in Warframe you don't need to learn attack patterns and aim to weak-spots, you just need to pass the "Stats Check" meaning that Player's Skill and Weapon Mechanics are secondary to Raw Stats, so naturally the meta changed from "Git Gud" to "Git the Items that Make you Gud". The best example I can give is Steel Path, Kuva Fortress Disruption: The Demolisher Units have BOTH Ability Nullification and Stats Layers (and Invulnerability if you count the shield), so it doesn't matter the frame you have, you need the biggest DPS dispenser in your arsenal and you need to find a way to uber your build to not die because otherwise you are not gonna be alive for long enough to even damage the Demolishers, which cant be stopped as they are not affected by abilities. Below are some comments I got the last time I discussed these ideas here: Melee Attack Speed mods need to be additive and not multiplicative. This shouldn't be done to "nerf" Melee, but instead because ludicrous attack speed makes Combos (ergo Animations) completely irrelevant. DE should balance this change to Melee Speeds, by giving us more compelling Combos, with some kind of scaling and polishing the ratio Animation Time / Damage. Playtime This is something that came up here and in the forums. Basically the fact Warframe needs to be fast and have relatively easy enemies, because the grindy nature of the game makes its so you will need to run missions repeatedly most of the time. I think this is part of a bigger issue, Playtime is not respected as it should, RNG is either extremely easy or extremely hard, no in-between (I've never seen a single Braton Vandal Stock in over 4 years of almost daily ESO runs). But (and this is important) DE seems to be aware of this, because the "medallion" system Deimos embraced is one of the best ways to reward Playtime: "You get the Loot with luck, or you grind enough Medallions to buy it". Now the connection between Playtime to Melee Attack Speed is a long one, but I think the middle point is Missions Requirements, we need more "Clean this map of enemies" and less "Stand here for 3 minutes" Evolutive Mods (Blood Rush, Condition Overload, Weeping Wounds) were stated as the 1# factor for most of the disparity in "Melee vs Guns" powercreep. Personally I think they should be removed and ALL weapons should be given Evolutive Attributes. This is how I stated it in another comment: "Remove all Evolutive Mods. Every Weapon has different Evolutive Attributes that scale. For some Crit Chance, for others Status Chance, or Multishot, Fire Rate, maybe even stuff like +Elemental Dmg." This opens a LOT of possibilities, and a new Layer of Balance DE can make. Like "Well all players build this weapon for crit but it has good status chance, what if we lower the crit chance but give it +Elemental dmg on hit, so they could run it as an elemental weapon too?" Best way to balance is to give nerfs and buffs equally, and for that you need a variety of interactions. As it is now DE only have: Dmg, crit chance and riven disposition to balance the meta, that's why everytime a good weapon comes out, it overshadows all the ok weapons. The blazing fast gameplay was an emergent phenomenon to a heavy grind game. This is simple, players will always try to run missions as fast as possible, so Kill-Time will always be king. Is not just that Melees kill too fast, is that Guns kill too slow. Dynasty-Warframe Hordes and braindead AI, the reason the game rewards "Stat Checks" and not Attack Patterns learning or Weakspot Aiming. There is probably no going back from this, but better enemy design, and less reliance on massive spawns and layers of dmg reduction for difficulty is the road to take to start improving on this aspect. Is not that Dynasty-Warframe is bad, is that the game wasn't designed as such in the beginnings and the older systems are starting to show their cracks. Ludicrous Attack Speeds on Melees abolish Combos and disregard Animations A lot of people talked how the bind Melee Attack on Mouse Wheel so they don't destroy their keys, and how they would like to actually learn and use combos (if they actually behaved as combos and had scaling properties). Combo Counter time is a BIG issue here. Personally I think the Timer should be removed, combos should have scaling properties (Evolutive Attributes) added to combos, and DE should balance Speed and DMG, slower attacks should be stronger than light attacks. The combo counter should be STILL consumed on Heavy Attack tho, as it is now, Combos and Heavy Attacks are 2 completely separate things. Well, this took WAY too long and my time ran out, so I couldn't include everything or grammar check the whole post. Please comment down below your thoughts on this matter. Tomorrow I'm gonna edit the post with anything I missed and with any valid additions from comments. Hopefully this gets traction, because we need to Discuss this before DE starts working on changes, so we have better chances of being heard. And.... That's pretty much it. Remember to keep the discussion civil, that's how we keep a healthy community and make sure our Feedback is heard. Remember Tenno We All Lift Together Good Luck, Have Fun and Take Care Thank you VERY much for reading Tenno, have a nice day and take care. Peace 🙏😊
  5. Mulciber Set is hands down the best we got in a couple of years. It got me excited about Baro again and it was worth every Ducat. And dont get me wrong, Im loving it. But given how many single piece Shoulder Pads we have I think we could use Mirror Toggle as in: - If you have a Shoulder Piece you can toggle to have it in both Shoulders. - Single Shoulder give only 1 more "Look" (Mirrored) in both Right and Left. - Double Shoulders (like Mulciber) would actually make them more valuable as they would give 2 New "Looks" Right Mirrored, and Left Mirrored. This would make ALL Shoulder Pads more valuable across the board. Elevating the Worth of pretty much half of the Armor Sets available in the game. Win win.
  6. Exactly. The coding of a part of the model detaching, the animation and all of that, is the difficult part. Adding an option to do-not detach parts of the model shouldn't be so game breaking as people assume.
  7. Wanna know what's actually fascinating? There is already BOTH the current full naked Xaku and Xaku keeping his Armor and Syandana... IN-THE-GAME right now... You are looking at it right there in the screenshots LMAO
  8. If you do not equip an Armor and Syandana, it will work EXACTLY as it is now. The problem with Gara is her Glass Armor is part of her model, and NOT something that you CHOOSE to use. This doesn't take anything from anyone, this ADDS an Option for all of us. You will be able to keep playing as a naked skeleton if you choose to.
  9. As you probably know, when Xaku uses Vast Untime (4) they "break" and then becomes a skeleton (you can see this in the Customization Tab with the Toggle "Whole/Broken") The problem is in "Broken Mode" Xaku loses ALL customization (including Armor and Syandana) and since you want to keep Vast Untime up 100% of the time (because it stops your other abilities from ticking down) we never see the fashion in-game. Ever. The bug in this image happens when you use the Blessing Fountain as Xaku. The statue shows Xaku in Broken Mode BUT keeping all Armor and the Syandana. In my opinion, since A. This is something requested since Xaku's Launch, B. It looks amazing and C. Is already in-game as a bug, This could be implemented in any hotfix. That's all I have to say. And by the way, Xaku was lame when they came out but now is one of my favourite Warframes ever, adding the fact they came out in Halloween and I was born in Halloween, they will probably become *1 ARE one of my mains. *1 Thanks to Xaku's 2, the New Glaives and Dispatch Overdrive this Relic/Prime Farming Cycle was one of the most enjoyable I've ever had, maybe even since the Old Orokin Towers, and that's saying something. Thanks to whoever designed Xaku and their subsequent reworks. They are *chef kiss* right now So let me fashion my boy DE, please? 🙏🥺
  10. Remember when DE introduced Ephemeras and assured us they were going to be 100% in game "AcHiEveMenTs"? Yeah, guess they take their decisions using their wallet now They are really going for that sense of pride and accomplishment it seems
  11. It really shouldn't matter the Rarity a Prime Part has in OTHER relics With that mindset the common reward in NEO A4 should be 100 Ducats What should matter is the Rarity when looted, the tier it has in the Relic you just opened It honestly baffles me, why have the upgrade system when you are downgrading the ducats these rewards are valued at? DE's decision making is getting really backwards, I understand they need to milk players as much as po- Oh wait, that's the reason LMAO
  12. I kept playing waiting for the lore to advance. The Prologue """quest""" in which Lotus left us was released in 2017 .... What a #*!%ing idiot I am
  13. Bold of you to assume DE cares more about Lore than selling Prime Access In 8 years of development, the first 4 have ten times more lore than the last 4 years Warframe Lore is dead and buried
  14. This includes her Auxiliary "Starglaze Shards" Wings, right?
  15. Protea's Temporal Anchor should behave exactly like Ekko's Ult (from League) An ability you use when you are struggling, and resets you to before you got hurt while doing massive AoE dmg at the same time The problem is in Warframe you cant have an ability like that because it would be quite literally perma spammable So Im willing to compromise and give it a cooldown. It the only logical step.
  16. I really thought this was going to be the tipping point, an Augment so laughably bad that no one could defend it with a straight face. I keep underestimating the White Knights, huh...
  17. You are missing the point: - Once an Augment for an Ability is launched that's it. Forget about getting another Augment, at least for that specific Ability (I know there are exceptions, but those were conclave augments shipped into pve) When you make an Augment a Band-Aid Mod, you are literally wasting an opportunity to make something that will actually open new build and playstyle possibilities, which is the POINT OF AUGMENTS in the first place. That's what "Augment" means. Do you guys realize that an Augment that works as a Band-Aid mod is LITERALLY NOT AN AUGMENT by definition? These should be renamed as QoL Mods or something at this point.
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