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EiriMatsu

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About EiriMatsu

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  1. Yeah, I think that's optimal. I already use 2 & 3 for "Primary" and "Secondary" weapon. Having 4 as "Melee" would be perfectly fine with me. Why they put the switch button on a hold function is something I don't understand in the slightest.
  2. Please don't use paper numbers to requests nerfs in a PvE game. Fulmin is my favorite primary weapon in the game, but it's definitely in no way the strongest. Try going a Kuva Survival past 60 minutes with the Fulmin alone. It's definitely grown in popularity, but that's not because of its power; it's because of its convenience. Two fire modes to keep up diversity, stealth on the short-range burst for those who enjoy the sneaky playstyle, infinite ammo, and the ability to mod straight into either radiation or corrosive makes it a nice all-around weapon to use when you don't really want to think about a load-out to bring. It's my go-to weapon for when I'm just burning through generic Nightwave missions. Try using it in long-run Disruption missions and watch as you run out of ammo before getting close to killing Demolysts. You'll definitely see there are much better options for high-difficulty play. Raw numbers don't mean much in Warframe, as the various attributes of its damage system including status and element resistance, armor types, etc. mean that a damage source that's grossly overpowered in one situation can be worthless in another (see a Strength + Range Hildryn wreck Corpus but become absolutely worthless when Infested turn up. And fundamentally, if you see that a weapon seems to strong...why not just learn the self-control not to use it? I own both the Arca Plasmor and Catchmoon with optimal set-up, yet they rarely see use because I hate how strong they are. I like feeling like enemies can put up a fight, so I actually dislike most meta frames and weapons. Fulmin feels great but is not nearly as strong as you seem to be advertising. If you'll supply actual gameplay validating that your theorycrafting numbers actually pan out, I'll reconsider my stance. Until then though, I'll take my significantly higher play-time and first-hand experience using both Tiberon Prime (a weapon with significant power) and Fulmin and say DE shouldn't touch Fulmin until quite a few other weapons are knocked down a peg. Although personally, I'd rather not see weapons used to kill AIs nerfed unless they are so strong it's game-breaking.
  3. If you've been paying attention to community feedback, it's obviously why this type of system isn't in place. A large number of melee mains utilize left click for melee attacks. While your system does make the blocking vs aiming more fluid, it sacrifices the functionality that those who play Warframe for the melee want in favor of players who want a hybrid/gun-primary style.
  4. Hate to break it to you, but reload and magazine size upgrades are dps upgrades. A faster reload speed means more time to fire bullets. Magazine size means more uptime before having to reload. In other words, you are increasing the number of bullets you can fire within a period of time, effectively increasing your rate of fire. It makes perfect sense they are not included in exilus mods. Reload Speed example: If I can deal 100 damage in one clip over 3 seconds with a 2 second reload, that means I can deal 200 damage per 10 seconds. If I reduce my reload speed to 1 second, it means I deal 100 damage over 3 seconds twice, spend two seconds to reload twice, then gain an additional 66 damage from the third round of firing available, providing a total of 266 damage. Magazine Size example: If I can deal 100 damage in one clip over 3 seconds using 5 ammunition with a 2 second reload, then I can deal 200 damage per 10 seconds using 10 ammunition. If I increase my clip size by 20% (5 bullet clip size means 1 extra bullet, each dealing 100/5= 20 damage), then I deal 120 damage over 3.6 seconds with a 2 second reload. The next clip would allow another 120 damage in 3.6 seconds, providing 0.8 seconds of reload time before the 10 second mark. This means I achieved 240 damage within 10 seconds, however the remaining 1.2 seconds of reload time that lead into the next 10 second interval would mean that a 40% increase in damage per 10 seconds is not entirely accurate. For the player, those elements definitely feel more like utility, but for the developers, the math definitely points to dps increase, especially for reload speed. Magazine size has minimal benefit for weapons with slow reload times, but the larger the reload time, the more impactful it becomes. Now why exilus mod slots take mod capacity (polarized or otherwise) despite the developers acknowledging weapon builds are tight, not sure there's a good answer for that! 😅
  5. I would rather have 3 nodes slightly impacted by one 10% drop than a single node made worthless by 30% of the drop table being dead rewards. Plus, it becomes frustrating to get every piece but on the one you need. However... This is easily the better alternative I totally support. I've always considered Oberon to be a fascinating concept because he can be acquired without ever considering farming him. Similarly, most players probably get a Harrow Chassis before they get remotely close to finishing the quest for his blueprint. Ash is a bit worse than Oberon due to the conditional nature of Manics spawning. Putting Gauss's parts into the drops of the demolysts, the mission objectives, sounds like a fine idea to me. Aside from the new weapons on Uranus, I've never really considered paying attention to the demolyst drops. Similarly to Oberon, having him as boss drops would just make it a pleasant source of surprise income when I get around to selling the amassed parts rather than an annoyance that I didn't get a reward I was aiming for instead.
  6. Hearing that my favorite gamemode in Warframe was getting spread throughout the solar system was a source of great excitement for me. As a player nearly at MR26 with majority of remaining mastery required stemming from currently vaulted items, I've found my reason and desire to play Warframe diminishing rapidly recently. I'm only a casual dabbler in rivens, as lack of motivation and what I believe to be a poor, outdated reward pool prevent me from consistently running Sorties for more rivens. As such, Kuva Survival's boring existence doesn't really appeal to me; Kuva Disruption, a method of farming it that actually requires playing the game, has my immediate attention. For the rest of the Disruption nodes though...why? Why are the rewards just relics? Why aren't the relic rewards at least distributed evenly? A great number of players in the first Disruption release like myself simply ran Disruption until the event was over; the reward pool failed to provide a reason to play the gamemode. And yet, despite that, you use essentially the same approach for all but Sedna, Lua, and Kuva Fortress? Pardon the long incoming reply, but I have a lot to say. The Good: Neptune has a unique identify as a Credit Farm. For players like myself who hate The Index as well as those who dislike Profit Taker, this is another option for getting rich. Kuva Fortress has a unique identity as a Kuva Farm. As I'm a casual riven user, I can't really comment on whether it should be less, as, or more efficient that Survival, but I highly appreciate that I can actually play Warframe at the same time as I can get Kuva. Thank you. I very much like the concept of Universal Medallions. Extra fuel for Relic Packs and potential platinum is always appreciated. The Neutral: Mars and Uranus are simply...pointless. Mars offers a chance at three types of less common resources, but not at a rate that makes it remotely reliable. In addition, those resources are essentially infinite for veteran players. Uranus has literally nothing apart from the other nodes. This is actually a good thing when you compare it to the nodes I'll be including the The Bad. For those who want to farm Neo relics, this is a spectacular node. Aside from that...it has nothing. Lua Lenses are a great idea. More focus is great, as focus farming takes a long time outside of running Eidolons...But the drop chance makes Eidolon Lenses, a required ingredient, look like a joke. Eidolon Lenses have some of the worst drop rates of any widely necessary item in Warframe, and their improved version gets a whopping 10% per rotation (as opposed to a 4.73%/7.14% on 2/5 rotations for Bounties). I'm going to be stocking inventories of these while struggling to acquire the component for it because Bounties have incredibly messy drop tables. Jupiter is now just plain messy. Hexenon, currently. is a bad resource. It's required for very little content and accessible throughout Jupiter. Just from farming Meso relics on Io, I've built up more Hexenon than I'll probably ever need (if I even ever need it again). As such, Hexenon being the primary reward for Jupiter's disruption just...isn't good anymore. Furthermore, the set mods are all in the reward pool. Outside of corrupted mods and specific mods such as Adaptation, there is little reason to have more than 1-2 of each mod, so these mods become dead rewards. Thankfully, aside from the rare ones, these are in the non-C rotations, so it's not a great problem. However, once one has all of the mods, or Mars are straight-up superior to Jupiter because less of the reward pool provides dead rewards. The Bad: Sedna is easily the worst part of this. Like the mods in Jupiter, Warframe part rewards become dead rewards once you have the frame. For bosses, this isn't much of a problem, because usually getting the frame means you've "conquered" the boss (notable exceptions include Sedna's boss and Expoiter Orb). For a gamemode, this is just bad. Both Plains and Fortuna Bounties are victims of this too; while attempting to farm for unvaulted relics and eidolon lenses, my inventory is filled with Gara parts, Revenant parts, Garuda parts, and who knows how many Furax Wraith parts. As soon as players acquire Gauss, Sedna becomes worthless as a node and Uranus and Mars become superior farming locations. Every node providing relics has the same relic pool. This is the least sensible choice of everything in my opinion. While I understand that Disruption scales in difficulty quickly, why bother having nodes as far apart as Mars to Sedna if the rewards aren't reflected in it. If Disruption is going to be a relic-farming gamemode, at least make it specialize in it well. In order to farm Lith or Meso relics with the current tables, players must intentionally let conduits be destroyed. That is absurd. Neo relics are, to my experience, the easiest level of relics to farm, as most constantly grindable content in Warframe is at Neo+ scaling and apparently we as players aren't allowed to have a method of grinding Axi relics exclusively. Lith and Meso relics are not "inferior" to Neo relics and shouldn't be valued that way. Kuva Fortress node has Universal Medallion chance. Why? Players farming a Kuva node want Kuva. Not relics, not endo, not lenses, not credits, and surely not a medallion containing the lowest unit of standing possible. Just take it out. I have no comments regarding how much Kuva should be rewarded...But don't bother with anything else. You should be able to see statistics on how many runs of Kuva Survival people will do. Understand that 5% is 1 in 20 runs and a loss of 700 Kuva (on a booster) each time. I doubt you'll find a Kuva-running player that would value even 10,000 standing above 700 Kuva. My Revision Proposal: If Disruption is intended to be a relic-farming game-mode outside specialized locales, take the Ivara approach to it. Mars: Mars is the lowest-level Disruption node and the earliest in the solar system map. As such, make it centralized on Lith relics. A rotations give 1 of 7 Intact relics (14.29% for each), B rotations give 1 of 7 Exceptional relics (14.29% for each), and C rewards give 1 of 7 Flawless relics (9.857% chance for each) with a rarer chance for 1 of 7 Radiant relies (3% chance for each) as well as the 10% chance for one Gauss part. In this example, let's say his Neuroptics. When unvaultings occur, you could also utilize the 3% drops on reward C as a method of obtaining unvaulted relics aside from the Void and Bounties. Jupiter: How to Manage the Set Mods: Similar to something like Staker's drop tables, make separate drop tables for the mods. Say 19% for Hexenon, 12% for Aero Periphery, Motus Signal, and Proton Pulse, 10% for Aero Vantage, Motus Impact, and Proton Jet, and 5% chance for Aero Agility, Motus Setup, and Proton Snap. Doing this means that extra, unneeded mods are only a slight Endo boost for players motivated to clean out their duplicates, and the focus on the actual rewards can be maintained. A nice part of dual reward tables can also mean that when someone fails to get what they want, the run can still feel worthwhile if the second table yields something useful. How to Manage Relics: While Mars is the Lith Disruption node, Jupiter serves as the Meso node. Reward A gives Intacts, Reward B gives Exceptionals, and Reward C gives Flawlesses with a lower chance of Radiants. Percentages for Reward C would have to be increased around the board to make up for the 10% of the Gauss part. However, should Gauss be a frame intended to be accessible by newer players, I suggest putting a part here. Let's say his Chassis. Uranus: Quite simply, in this configuration, Uranus would be the Neo node. Reward A gives Intacts, Reward B gives Exceptionals, and Reward C gives Flawlesses with a lower chance of Radiants. Here you would get a Gauss part: his Systems. Neptune: I honestly think you nailed Neptune. I won't comment on number adjustments, as I happen to be one of the opportunistic players who grinded out more credits than I'll ever need during a double credits weekend. Potentially I'd say scrap the Universal Medallion here, but credits worth nothing compared to Kuva, so it's probably fine being there. Sedna: Quite simply, in this configuration, Sedna would be the Axe node. Reward A gives Intacts, Reward B gives Exceptionals, and Reward C gives Flawlesses with a lower chance of Radiants. If Gauss is intended to be difficult for new players to get, then his last part would be here instead of Jupiter: in this example, that would be his Chassis. Another option would to move his Blueprint from the market to the final location, making him a four-part grind akin to Ivara. An idea for if a Gauss part weren't here would be a chance at a decent lump of Endo. Sedna's arena levels are one of the known methods of farming Endo, and Endo is another coveted resource in Warframe. Lua: I think Lua is actually fine as-is. It is restricted from early players and its game-play is more difficult, but the level-ratings are not very high. As such, a blended relic layout actually suits it quite a bit. If I were to make a suggestion to make it more unique, provide lenses here. Lua is the "planet" associated the most strongly with the operator and makes host to sentient enemies, so I feel getting lenses here would be quite fitting. Kuva: Take out the Universal Medallion. That's all I'd say is up with Kuva Fortress. Final Comments: I really like Disruption. It's not a time-restricted game-mode. It doesn't require defense frames. Killing mobs isn't necessary. Literally any frame can succeed as long as you bring weapons that can take down the targets. While it scales quickly, you cannot fail the mission, meaning backing out once your weapons can function at the current difficult level is possible. It's a game-mode in which I can get sucked in and enjoy playing for hours. However, the reward pools distributed between the levels don't show much thought. An attempt was made to diversify the function of each node, but for every node containing relics, the special roles they have are very short-lived and ultimately make them conflict. And I'll be frank: the difference between tilesets, especially the older ones, matters too little to justify them as being unique. Please think about why you want players to run Disruption as opposed to other game-modes. Please think about how much impact single-use items like frame parts, mods, and weapon parts make on the quality of a drop table. I understand that DE is under a lot of pressure by players to fight the "content drought," but disposable content is just a band-aid. I really like the base game-play of Warframe and the lore behind everything. But update seem to either be massive lumps of content riddled with problems or minor updates with the longevity of a tissue. Ropalolyst was a cool fight. Disruption was a fun game-mode. But 17 runs of Ropalolyst and I never need to fight it again. A handful of items requiring hexenon and the availability of it on other Jupiter nodes meant I didn't need to run Disruption after the clan event was over. The Jupiter tileset rework looks good (I personally hate the platforming, but that's why we have teleporting frames, Zephyr, and void dash), but when do I ever need to go to Jupiter? Railjack seems to be a massive update. I'm looking forward to it. I'm worried it's going to be riddled with problems. But even more than that, I'm worried that the older parts of Warframe are going to be even more forgotten. And for each update that adds content, it will only become more difficult to change the fundamental problems that stick lurk in older places.
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