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Hera.Ci

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Posts posted by Hera.Ci

  1.  

    Quote


    1. Enemy Armor will cap out at a certain percentage to give Corrosive Armor-reducing stacks more of an active impact.
       
    2. The Armor scaling curve will aim to be a bit more spread out, as opposed to being bottom-heavy. Partial strip from the top end will allow for more consistent damage gains, as opposed to needing to have a total Armor Strip.
       
    3. Have a minimum threshold of any Enemy Armor.
            a. No armor-accessing Enemy will have below a certain minimum, Armor shouldn’t feel unimpactful
       
    4. Health scaling of Grineer enemies will be re-aligned, to an extent, to help compensate for the loss in Damage Reduction and to try and maintain a similar time-to-kill feel.

     

    Never thought I'd see the day! "Enemies MUST keep their infinitely-scaling damage reduction" has always been the weirdest hill for this game to die on (though "bullet hoses, grenade launcher, and marksman rifles all get equal ammo count from pickups" was close). Great to see these types of fundamental changes happening; I'm sure there will be some growing pains in the rebalancing but I cannot overstate how excited I am for a less-restrictive meta!

    • Like 8
  2. Quote

    NOTE: Warframes that grant themselves Overguard, like Kullervo or Rhino, will not be able to trigger Rage and Hunter Adrenaline from their own Overguard.

    This feels completely fair. Between status immunity and damage gating, Overguard is powerful enough that you absolutely should not also get free energy alongside it just from equipping Rage and standing still.

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    This allows shield-less Warframes, such as Inaros and Nidus, to be able to regenerate Energy via these Mods when they would have previously been blocked by Overguard granted by allies.

    This does not :( what did Oberon ever do to you? Or Chroma? There are plenty of frames that (up until now) build around the expectation of having their shields down most of the time; why should Overguard from a squadmate lock them out of that?

    The first condition seems sufficient to prevent 99% of possible abuse of the mechanic. The second condition just leaves 48 of the 50 Warframes that can't generate their own Overguard out of luck based on random matchmaking. Can we at least try out removing the no-shields condition?

    • Like 2
  3. I really like that your changes make it viable/desireable to build Nova for range! Wormhole is my favorite of her abilities and I've always been bummed that her most effective builds totally trash its usability.

    Love the idea of losing Null Star particles based on the damage they block/reduce rather than just existing near an enemy. Also needing 300% duration to get the 90% damage reduction other frames get as base functionality is stupid so the base particle increase is huge.

    Making Antimatter Drop into an actual black hole is a huge visual glow-up, and I'd love to see it have either be stationary or travel slowly forward (maybe on tap/hold?), as opposed to the current way you have to steer it which is just clunky and limits your mobility.

    Regarding Wormhole.... PLEASE DIGITAL EXTREMES, IF YOU READ ONLY ONE SENTENCE OF THIS POST, FOR THE LOVE OF THE LOTUS PLEASE REDUCE WORMHOLE'S ENERGY COST! This is a pointless relic of an era when every warframe's third ability was supposed to cost 75 energy - but times have changed. Thermal Sunder is 50 energy. Breach Surge is only 35. Why is Wormhole stuck at 75?

    Ahem. And with Molecular Prime I don't necessarily think it *needs* a higher slow cap (but hey why not right?) but changing the explosions to still matter beyond Saturn would be fun.

  4. For me it's not so much that the idea of Story Skip is offensive, it's that the story isn't really what's holding people back from getting into the game. New players have to collect, craft, and level several frames and multiple weapons, progress through the whole starchart alone except for when they stumble across a fissure or popular farming node, farm and level many crucial 10 rank mods costing thousands of endo and millions of credits, just to be able to participate when they reach the current questline. And then after they play the quest they are still basically left foundering trying to understand completely obtuse systems and struggling to pass gearchecks with gear they don't have the experience to evaluate as weak.

    What I would like to see before a Pay-to-Skip new player option is a dramatic expansion of access when starting out:

    • Give new players more inventory slots to start, and maybe a few "rush tickets" to use on their first few new weapons and frame.
    • Tell them what catalysts and reactors do, and make them more consistently accessible. Same with forma.
    • Reevaluate mod ranks and costs; for example Vitality is going to be the first slot on basically every new player's build, should it really require ten ranks and twelve capacity? Having these basic mods cost half default max capacity encourages new players to use one or two maxed mods on a build, which pushes back understanding the benefits of using multiple different types of mods on the strongest build (multishot AND damage AND elements AND crit, etc).
    • Get rid of the trap options in the market. We should not still have to warn our friends not to spend real money on 300 Plastids in the year 2023.

    Give new players a more solid foundation before selling them a ride to "still being confused and powerless but with 20,000 endo, a Sirocco and a Broken War"

    • Like 6
  5. I keep skimming through every line of the patch notes to see if this has been fixed. It's completely unfair that every other glaive has more damage than Pathocyst just because of someone edited the wrong line when nerfing uncharged attacks. I hope someone sees this and reverts it.

    • Like 5
  6. A single Fused Reservoir counts as three reservoirs, so you can only have two of them at a time.

    I was looking forward to able to e.g. give each point a Reservoir in Interception, place Reservoirs at more than two extractor locations in Excavation, and just have extra Reservoirs in good places to teleport to with Breach Surge. But I guess that would be too powerful?

    I really hope this is unintended because that just completely kills the appeal of this augment for anybody who wanted more than "ever-so-slightly faster capture fissures" out of it.

    • Like 6
  7. Okay I get that there's some inherent tension between wanting to make all information available without having its presentation be overwhelming... but surely we can agree that THE NAME OF THE THING YOU'RE LOOKING AT is the most critical thing for any user to know???? How is looking at a wall of identical icons with no labels NOT confusing to a new player?

  8. Pull not saving enemies from Magnetize should be a no-brainer. I also think the energy orb generation should work like Nezha's Chakram and mark the enemy rather than relying on Pull getting the kill. It just doesn't have the damage for this to be a meaningful part of the ability past the first few planets.
     
    While we're on the subject? Personally I would much rather see a repelling effect than a pull on a squishy caster frame like Mag. Perhaps it could be a hold function, or she could even toggle between the two. Pretty please?
     
    Finally, Greedy Pull (and Mag's passive too) feel kind of out-of-place in the current game where we have universal Vacuum and Fetch. The augment is just not that impactful most of the time and when it is, it tends to be kind of cheesy and enables not-playing-the-game playstyles like parking next to a Peacemaker Mesa and fueling her with Arcane Energize. Would be nice to see her get a second augment (or change GP), even if it's just a bonus Magnetic damage ability like the other elemental frames.
    • Like 4
  9. I have mixed feelings about Disruption as a game mode. On one hand, the moment-to-moment gameplay loop is pretty fun, and I like hope your focus keeps changing from going on the offensive to generate keys and then grouping up to defend a point. On the other hand, the mode puts way too much focus on killing the Demolishers and they get so much health that it's bit of a gear check, which is something that was happily missing from most areas of this game up till now. Also, "intercepting minibosses" could be so much cooler than just shooting a beefed-up version of a normal enemy as he runs single-mindedly towards a target. Also also, it makes no sense - why can only Demolishers hurt conduits? Why do they only send one per conduit? Why can't normal enemies do anything to stop us? Why do they give the normal enemies keys? Why even send normal enemies? I can't help but feel like this mode could be much improved.

    But leaving that aside, the rewards of the nodes we got in this expansion are just awful:

    • The unique reward structure has no appeal because Neo relics are available on rotation A of most Axi farming locations. Being able to get rotation C on repeat isn't helpful if it gives something that we get on rotation A elsewhere.
    • The drop tables are diluted by items like Gauss blueprints and the parkour-focused set mods which the player only needs to find once. This encourages players to abandon the node and never come back after getting them. Uranus Disruption has a good solution to this problem, Jupiter and Sedna should follow suit.
    • Relatedly, if Mars is meant to be scaled for newer players, why does it give better odds for a Neo relic than Sedna?
    • The unique rewards for Disruption are too rare and have too little value to draw people to the node. The medallions need to drop more consistently and should probably be worth more standing as well. You can't reasonably get more than a handful of them at 5% drop chance and you wouldn't want to try because they only give 1k standing each.
    • The Lua Lens is just boring.
    • Neptune Disruption's drop table is a joke. A 70% chance to get only 20k credits or less per round is not acceptable. This isn't even about being bad compared to the Index; Dark Sector Survivals award the player more than that on mission completion even when just running around for five minutes.
    • Kuva Disruption requires a lot more coordination and effort than Kuva Survival for basically the same return, only Kuva Survival also gives regular rotation rewards including Axi relics. Why, then, would I ever run Kuva Disruption?
  10. Motus Setup is a rare drop from Disruption that gives shotguns +100% critical and status chance for 4 seconds after landing from a bullet jump or a double jump. In concept this is a really cool mod! The bonus is strong, useful, and opens up some interesting builds. A slightly longer duration would be nice, but the current one is usable. The condition, though? Extremely frustrating! Jumping every four seconds is one thing; landing every four seconds another.

    Bullet jumping or double jumping to activate an effect is fine. We do both of these things all of the time. The trouble is that Motus Setup doesn't kick in until you've landed. Mantles and wall-jumps don't count. This is incredibly anti-synergistic with the Motus set bonus, with the rest of the new mobility mods introduced with the Gas City remaster, and runs counter to the incentives of moment-to-moment gameplay itself. Yes, there are ways to land sooner - you can slam out of the air or aimglide to cut short your jump. But the fundamental problem is that Warframe generally wants you to be airborne to move around, to get better angles on enemies, and to evade and avoid damage. Staying airborne is just more effective and more fun.

    Luckily, this is a really simple fix: just make the condition be "after bullet jumping or double jumping". No need to land - except to reset your jumps so you can trigger the buff again!

    • Like 1
  11. I found a place in the Grineer Galleon tileset where enemies kept getting stuck during an Arbitration on Titan, Saturn yesterday. It's in the T-shaped intersection where two exits are on elevated catwalks which dip down in the middle to meet the perpendicular hallway with the third entrance (there's also that weird thing hanging from the ceiling that you can jump through). We were staying mostly in a room connected to one of the catwalk exits and nearly all of the Grineer that spawned in this room couldn't come through the door to us. Instead, they would get stuck between the catwalk and the near wall, as if they tried to take a direct line towards us before going for the doorway.

  12. Drekar Elite Lancers have health/armor values comparable to other areas' Eviscerators, while Drekar Eviscerators have health/armor values comparable to other areas Elite Lancers. I tested in the simulacrum and the Drekar Elites consistently weathered many more shots than their normal counterparts, while the normal Eviscerators outlasted the Drekar version by the same margin. Note that all four enemies have the same armor and health types (Alloy Armor and Cloned Flesh).

    This discrepancy contributes to the steep difficulty curve of the starchart pre-Second-Dream by filling the front lines of any Drekar force with a mob of medium-weight enemies where players are expecting lighter foes to be, and widens the gap disproportionately as levels increase (in endless missions, sorties & sortie conditions, etc) especially for players who are not well-prepared to deal with high-armor foes. It also weakens the experience of coming upon Drekar Eviscerators which are supposed to be a larger threat than most enemies but end up being a pushover compared to the rank and file.

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