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Everything posted by (PS4)GrandisSupernus

  1. How prophetic these words now seem. I'm just getting so tired of repeating myself. So many people have come here relating the same issues and the same handful keep trying to convince everyone that the new system is great and that we're just stupid for not realising that and accepting it. If we're not supposed to give any feedback and quietly bow our heads and adapt to any and all changes that are forced upon us, why would DE even ask for feedback in the first place? My ammo counter is still missing most of the time, because I have to stop and aim my currently equipped gun to make it re-appear (which I can't easily do in a pitched battle). Once again, my scanners, mining lasers and other tools get auto-unequipped if I make the mistake of daring to fight off an enemy or break a nearby box! I thought that had been fixed! The animations for many different weapon type stances have full stops and long pauses that interrupt when I'm trying to kill many enemies quickly. I get stun-locked by my own stupid auto-block that doesn't even block much, leaving me unable to counterattack for a precious second or two in a game in which quick kills can be the difference between life and death. Certain Exalted weapons are almost as much of a hindrance as a help now... god. Just... read my old posts on the topic, because all of the same issues are still present. For a short while I was feeling like maybe this wasn't so bad, that maybe I was getting used to it... but then I noticed that, subconsciously, I had abandoned whole classes of melee weapons and was only using slide attacks because the stupid Stances wouldn't trigger if I just did that. I only use 2 or 3 out of the nearly 80 melee weapons I have! That's only 4%! And all those slide attacks are wreaking havoc on my wrist, so I actually had to stop playing Warframe altogether for a while to give my wrist a break. It's a nightmare, and this game that used to be so fun to play just... isn't. This is exactly why I was terrified when Melee 3.0 was announced. because primaries and secondaries had gone through changes that made their level of utility go up and down, but no matter what happened to guns at least I had my melee to fall back on if the weapon I brought wasn't performing how I had hoped. Now I just dare not use melee at all most of the time. So I just play other games instead.
  2. Good lord, Cloud Walker was originally intended for STEALTH? ...I guess it didn't really have any other uses that make sense... but still. It's rather surprising that such a straight-up bad ability was included, however thematically appropriate for Wukong it was. The new version sounds much more versatile. Honestly, I haven't played enough of Monkey Boi to say how much these changes will affect his use, but I see great things for the Monkey King going forward! (Next is that Deluxe Skin, but updated to be slightly more sci-fi as well as more in line with his existing cosmetics, right? I'm already excited!)
  3. Agreed! It's going in a very different direction than it initially seemed like it was going to, but it isn't bad by any means. I agree that maybe the "eye-holes" could be stretched a bit, either vertically or maybe even horizontally. Better yet, I think they would be improved by making them less circular (or in other words, subtly more angular and almost angry-looking). The fact that there are "eye-holes" at all already evokes Grineer, so that aspect wouldn't be lost. Just a thought. If this does turn out to be the final draft, then that would be fine too.
  4. I will never, never use my slow, plodding, ugly, weak Operator for anything remotely important in this game, so every Nightwave challenge involving Operators is going unfinished by me. Guaranteed. That goes triple for Spy missions. The Ayatan socket one is basically a free win for me whenever it appears. Newer players should get in the habit of running Maroo's Ayatan mission whenever it appears. The "Transmute Mods" one will actually hurt me the most... that's a big amount of credits (at least 144,000 without Transmutation Cores) to waste on getting back 3 Pressure Points, 2 Reaches, 5 Warm Coats, a North Wind and a Maglev (or some mostly-common-with-some-uncommon mixture like that). The longer you've been playing the game, the lower the chance of getting something you don't already have from a Transmute. 😐
  5. I fear that the reason that there is no comment from DE about this is because they intend to push ahead to Melee 3.0 anyway, and our feedback is mostly meant for very, very fine fine-tuning in the system they're already going to implement no matter what. If that is the case (and without any official word we can only guess that this is the case), then that suggests massive confidence in Melee 3.0. Specifically, confidence that the Melee 3.0 system will be so different (and thus improved? I guess?) as to make most to all of our current concerns irrelevant. It feels strange speculating with so little information, but that's where we're at right now. The best I currently hope for is having "no stance/quick melee" as a stance all its own, as some people in this thread have suggested... despite the fact that many of the other problems with this system would persist, even if DE did stomp out all of the bugs and other technical issues.
  6. WAAAAARGH! Oh god. I mean, "WAAAAARGH" in a good way (a response that any good Infested design should elicit!), but still. It's so pleasantly gross. The colour scheme subtly seems to suggest both Harrow himself and a few existing Infested weapons like the Lesion and Dual Toxocyst. This is great work. If I had critique of any kind, it barely counts but I doubt the helmet would easily integrate with any Harrow skin besides this one. It could be the same way with the skin vs. any other helmet; I don't know.
  7. I dunno how I'd feel about the "eyes" even if they didn't make him look absolutely furious with everyone and everything. I kind of liked it better when it was smooth (in that teaser image). Not that that was in any way a completed helmet, but I rather liked it the way it seemed to be proceeding. It just needed a bit of refinement. I know it would be quite a bit different than previous Graxx skins, but on this new mockup, I don't think the "eye-holes" or big side-pipes really add anything to it. Er, but that's all up to Faven. They've kept up a consistent level of quality... no reason to think that would suddenly change, especially if the rest of this skin is any indicatioN! (I kind of like the pineapple, myself :P)
  8. Don't worry!! This is all stuff you're doing for us. You're voluntarily submitting your time and energy into building things for Warframe, and it's very much appreciated. If you're looking for more general suggestions, then perhaps a Harrow skin or a new helmet for Revenant or Baruuk in your trademark style? Any of those should hopefully be less time-consuming than a Syandana from scratch.
  9. Not sure... how about... I don't know... themed Syandanas? Like a Syandana built to complement an existing 'frame? Would that be something you'd be interested in? Operator Cosmetics are always a good bet, too.
  10. Same thing on console. It seems to be (maybe??) fixed on fishing and Scanner tools... at least, performing a melee strike doesn't cancel them. Not so for mining tools, though! I checked. I'm glad I'm not the only one. Autoblock occurs, doesn't mitigate very much damage but, crucially, prevents me from drawing my weapon long enough for the enemies to kill me... It's a situation where, under Melee 2.5, I would have survived with no issue. Another melee strategy that has taken a huge hit is Berserker weapons like the Heliocor, Ack &Brunt and Fragor Prime. Berserker is almost more of a hindrance than a help, when moving faster and faster while performing the acrobatic maneuvers that make up so much of stances sends you pirouetting all over the place, barely able to keep yourself trained on the enemy. I've tried it without melee auto-target and with melee auto-target, and (besides reminding me how much I hate melee auto-target) it didn't make a difference; I was still soaring past my intended foe and meleeing nothing. It happened over and over. All I was trying to do was mash the melee button, but even that turned into what the game considered a combo and I started doing moves I didn't want to do. Only relatively new categories of weapons seem to have more reserved and less flashy combos, like Two-handed Nikanas (the Tatsu).
  11. Axios, while I'm glad you're mostly happy with the new system, you don't speak for all of us. For instance, much of my enjoyment of the game comes from acquiring and messing around with every cosmetic item I can get my hands on, creating new colour schemes and mixing-and-matching skins and helmets within those colour schemes. I get new Warframes not just to try their abilities but for more canvases for customisation. I'm far from the only person that plays the game this way. I'm struggling to get that Wolf armour set even though I play every day, due some real-life issues like a wedding taking some days off, as well as the appearance of Operation: Buried Debts right in the middle. That doesn't mean I'm asking to be given the rewards for free like the newest Dex item or some Warframe unscheduled update apology reward. All I'm asking for is for rewards to be shuffled a bit for the next Nightwave based on their feedback from this one. It was the Warframe devs themselves that said they wanted to reduce grind moving forward... and once you're above MR20 there's not much in the game to do BUT hunt for rare new cosmetics and such. I don't mind that, because I have more free time to play Warframe than many other players. But I recognise that not everyone can afford to put in 2+ hours a day for 35+ days, out of potentially 65 days total, if they want to feel like they actually completed the event. And no matter how much I love Shadow of the Colossus or Resident Evil, if I had to play them that often daily I'd get very tired of them. And by the way, that's all with the inclusion of almost every single Elite challenge completed per week. For players who aren't far enough in the game to complete even the easiest of those Elite challenges even with veteran help, they have absolutely no chance.
  12. Kind of funky name aside, the skin does look incredible. Those buckles are making me weak in the knees...! Best of all, should you desire to, you could always toggle Prime Accents on while using this skin too! The Syandana is... gigantic. Probably one of the biggest I've ever seen. It would basically make every Prime Syandana, future and past, obsolete with the crowd who want to look the biggest and most impressive at all times. Maybe the fabric is thinner than it looks from the front, but it's also very wide.
  13. They come around for Easter week! You can get them (as well as a free pastel Easter colour scheme) from the Market during that time. I don't think the ears stick around, though that has been changing with some seasonal items, but the colour palette DEFINITELY does! Enjoy!
  14. Still haven't fixed that dummy statue model, eh? I've seen it when it loads properly, with the same stone-like patterning as the rest of the body, but most of the time it loads like it looks in that gum-darn screenshot above. Regular Grineer torso but everything else loaded properly. Hopefully a fix for that is coming at some point! Since development of my clan's Dojo has slowed to nothing, the Obstacle Course that we removed hasn't been put back in yet, let alone completely rebuilt... oh well... Next contest, then.
  15. I'm really hoping that it was a joke, or at least not a serious consideration. I can see why he might say that, as obviously there is the fact that Itzal is the only Archwing that has a mobility power. But of course, before now Archwing missions were in very small maps so it wasn't quite as beneficial. Even so, Archwings are just faster in general, and I don't know if Itzal is even significantly faster than the others. It's really only K-Drives that are the issue, if we think that there's even a problem that needs to be "solved" at all. Like, an Itzal is basically necessary to complete that horrendously awful Rush mission on Phobos currently. ...That really might be the worst and most annoying mission in the game, and that's coming from someone who likes Archwing missions. 😐
  16. This is all starting to sound like some Dev is mad that people aren't using their carefully designed K-Drive system enough. Which, if it's just an added option (you know, an extra? For fun??) shouldn't matter unless we're trying to appease that one guy in a squad that swears and calls everyone else noobs because they have to wait for an extra ten seconds. Spamming the waypoint button to tell everyone else to hurry up. You know, The Worst. I don't go out of my way to annoy those people, because that would make me also The Worst, but I don't adjust my playstyle only to accommodate them either. So I use my K-Drive to get places. Because it's fun. I'm not a fan of systems that DE has put in to "force" people into using gear that they don't like, like Operator Mode and Amps. I still don't like using those things, but if I want to kill Eidolons, pretty much everyone in the squad is going to have to use them. I can only go collect and fill Eidolon lures for so long before I have to begrudgingly drag out my Operator. And after all that, all it did was further taint my view of the Operator, and I don't think that's a good direction to go in. I use the K-Drive over the Archwing because I like the K-Drive. It's fun to use. That's the impetus for me to use it. If I didn't think it was fun to use, I'd like the option NOT to use it. And while I suppose that was the point of the original post here (that aggressively min-maxing people don't feel like they CAN use the K-Drive while Archwings exist) I don't know if a K-Drive-only cave system would help matters. I could be wrong on that, but no matter what, it would be a lot of extra development time for the devs and maybe a whole new map. People already have a problem with how long the Orb Vallis can take to load sometimes, and that would either have to get worse to implement this cave system, or it would be a separate loading screen just to get in there, which would defeat the purpose. I think. I'm no professional game developer (despite my best efforts...😞) so I can't say for sure, but it seems like this would be the case.
  17. All these intense and beautiful lighting effects... but I couldn't help but notice that they make it really hard to tell at a glance what each enemy IS, such as whether or not they're an Eximus or a different enemy altogether than the one you thought it was. Look at 43:45. The glare from the light outside is ridiculous. You can barely see. Then again, with that in mind I always have bloom, motion blur and most of the effects turned off when I play Warframe, and it looks a lot better. So it may not be an issue for me. -- Um. I hope Scott is kidding. Itzal is NOT like coptering, because that's how Itzal was designed. BY the Devs. Coptering was taking something broken in the game and abusing it to get an advantage over everyone else. He seems to think it would be an improvement, taking something away from Itzal, because it makes other means of transport seem obsolete. But YOU MADE IT so that the Archwing launcher is now free. YOU made it so that people could use Itzal and other Archwings on the plains in the first place, because it sounded cool. And besides that, unless they're using Elytron, Archwings are always going to be faster than a fully upgraded K-Drive anyway. ...I've never seen anyone else even using Itzal, so punishing me and reducing my ability to jump in and out of danger in Archwing missions for other players misusing it for fast-travel on Fortuna just... doesn't make any sense. This feels like a joke. I'm very confused. If you want people to use K-Drive more than Archwing, since Scott doesn't seem to like that we have that choice, how about making K-Drives slightly higher off the ground and less subject to obstacles? In other words, there are a lot of things that K-Drives will have to stop and slowly maneuver around based solely on the fact that they are groundbound while Archwings aren't. So if they can more easily float above/around obstacles with their anti-grav technology then much of the problem is solved. HONESTLY!!! WHY are the players constantly being punished for things that we never asked for in the first place, but were since added and changed the game? K-Drives were supposed to be a cool extra, but now an older Archwing is most likely going to get slammed as a result. And this just keeps happening with every update! Why can't a SINGLE THING be added to the game that doesn't then require almost the entire game to be rebuilt to accommodate it?! ...Is this really how the devs think behind closed doors? Because not everything is an "evolution" of the game. There is such a thing as an evolutionary dead end, or even a devolution. And I don't want Warframe to "evolve" so much that it goes extinct.
  18. We do all recognise that this is merely Phase 1 of changes, and that some of these issues will hopefully be resolved once the full Melee 3.0 (or whatever we're at now) is completed and implemented. My point is that, unless the full system restores something very much like quick melee if not quick melee itself, AND removes the weird stops and starts in every Stance combo, AND stops the Auto-block from interrupting combos as well as aiming, AND makes sure that some Stance combos don't lock your legs into the animation while others don't, AND makes clear which gun you last had equipped, AND fix the issue of dropping mission items (like Excavation power cells and Mobile Defence datamasses) when gliding because it turns into Aim Gliding, then maybe, and only maybe, will it be a good system. But right now, halfway between two systems, the older of which many people including myself thought was working mostly fine as it was, I honestly don't think that the full Melee 3.0 will be as functional as Melee 2.5 or whatever you were calling it. I don't think that's a video game I want to play. I discovered another issue. I haven't seen it mentioned yet but I haven't read every page of this thread and I'm certain other people have had this problem. I've gotten used to never using Synthesis traps, so I'll just kill nearby enemies and then use an ability or my slam attack to hold the Synthesis target still enough so I can scan them. Once Riven mods came out, that was even one of the potential challenges to unlock one. I hope it isn't any more, because using melee in any way while pursuing a Synthesis target de-equips the scanner. Every time. So if you used melee or fired any gun to defend yourself while chasing the target, you will have to stop, pull up your menu and equip the scanner again. I had a similar issue with breaking crates while also trying to scan plants on Earth. Keeping Grineer off my back while I get the scan is difficult when I have to abandon the scanning to fight and then return to try again. And if you melee open a box while you were chasing a Synthesis target, out of habit, that's another full stop and trip to the quick-select menu. Breaking boxes while I passed by was an instinct that this game honed over all these years, and now I have to remind myself of the times that I can and cannot just melee whatever I want... That's something that we really need to remember, too, about the melee system in Warframe: you use melee to open boxes almost as often as you're using it for combat. The first or second swing of most Stances are slower than the quick melee version, and if I'm opening boxes in a hurry I'll find myself doing acrobatic flips and jumps that slow the process way down and allow enemies to catch up. 10/10 for style, Tenno, but 0/10 for actually hitting what you were trying to hit, quickly and efficiently, that was directly in front of you. I feel bad for having so many problems with this system, because if the enthusiasm of the blurb in the patch notes is any indication, then DE was pretty excited and confident about the changes. But I can't wave away so many problems that I'm having whenever I try to melee anything. It's a constant reminder. Maybe if I hadn't gotten used to a better system and had only ever used melee the way it is now then I may not have even conceived of ways to make it more clean and efficient. But I just need my melee to be simple and reliable in a firefight, rather than be one more thing I have to keep track of and work around just to kill basic enemies.
  19. After fully lambasting the whole system in the last post, I should clear up two things I really LIKE about the new system, giving it another spin last night. I knew there were some things, but I couldn't summon them to mind unless I was actually holding the controller or keyboard in my hands. One: I really like the new slam attacks and slam attack animations. Yes, by not dropping straight down the momentum can carry me a little farther then I intended, but the speeded-up animation and slight redirect of the attack based on the camera positioning is welcome. ...Actually, come to think of it, I haven't tried it with Zephyr when I'm high up and directly above my enemy target as I can see on the mini-map, as turning the camera all the way down so I drop without momentum carrying me too far might steal some flow or even send me flying way farther than I meant to, hitting nothing... Um, I'll give it the benefit of the doubt for right now, and do more testing. Second, while I still don't want to be forced into the full complement of combos like I am right now, using Quick Melee strikes always felt like it was missing something when I couldn't do charged attacks. I always felt like not being able to use charge attacks with your regular melee was a missed opportunity because holding the melee button is still possible with a gun out but it never used to do anything. In fact, it felt strange that holding Square (I usually play on PS4) was only a regular attack, so strange that I would occasionally catch myself trying to do a charged attack without my melee weapon pulled all the way out. I still absolutely think you should roll back this change to melee where holstering your melee weapon switches to full combos, because your combos do not flow well and launch me all over the place in ways I do not intend. But when you do roll them back, make it so that heavy charged strikes are possible without fully-drawing-the-melee-weapon-by-holding-the-change-weapon-button. I did think of one facet of change that might make these sudden changes a tiny bit more palatable. Instead of showing the melee weapon name and stance name below the combo multiplier counter, show the ammo and name of the last gun used. That way we aren't going to fire a gun and only discover it's the wrong one too late because the name was obscured by the melee weapon name (and you couldn't take the time to hit the change weapon button twice just to be sure a dozen times in one mission). I've seen a few different people complain about this in the thread here, so that might help them with that issue a bit.
  20. Oh yeah, I forgot one more thing... back in the day, I experimented with a cool-looking mod that I thought would make the game easier: Reflex Guard. I'd link it here, but as of the Melee revision its function has changed... it now increases block ANGLE, or radius in front of you that triggers the auto-parry. Back then, though, it increased auto-parry CHANCE. It sounded good, since I could never remember to block when I had only my melee weapon out and I figured it could save me taking a lot of damage. When I tried it, though, I ran into the problem of the "auto-parry" parrying too MUCH, preventing me during the animation from pulling my gun out or doing any other attack. Against multiple rapid-fire enemies or enemies that used some kind of beam attack I couldn't easily get it to stop blocking so I could strike back. It was more annoying than useful, so I took it off and didn't think about it again. In this new system, that situation I was in back then is every firefight. If I just had my melee weapon out because I was trying to break boxes or something, when I turn because I'm getting attacked I suddenly end up parrying the shots instead and CAN'T SHOOT BACK or do anything until the little flourish animation ends. It's not too bad if it's once or twice, but when this can happen multiple times a mission the frustration factor adds up really fast.
  21. That eternal question with Warframe updates. Especially large ones where they're changing core systems of the game. I wanted to like this update. The switch is (mostly) seamless, I like most of the new effects, and it implemented well with no big chugging or issues switching from a swing to aiming your gun. Unfortunately, it also pretty much confirmed my worst fears about the melee revisit. These changes only work in the scenario in which we assume that every single player of the game who ever had to use the Quick Melee was SAD about it. That it was a disappointing reality that they weren't forced to use the full complement of Stance attacks with all of their weird mid-combo stops and delays. That in their hearts, what they really wished was that they didn't have to use that miserable Quick Melee AT ALL, ever again. When you think of it that way, that's a PRETTY BIG ASSUMPTION TO MAKE. It feels like you guys just don't THINK of these things; of how different players are always going to have different preferred playstyles, often in ways you didn't expect. For instance, I always turn off "Align Attacks to Camera" and turn off "Melee Auto Targeting", as well as "Enable Controller Aim Assist". All off. The reason is because, especially with aim assist, that they disrupt my combat by locking me into a do-si-do with a different enemy than the one I was targeting. Aiming for headshots is nigh-impossible when multiple enemies are heading towards me and I'm trying to pop the head of a particular target, but my target reticle is getting jerked violently in one direction or another. So I turned it off and never looked back. One of the main goals of your game should be to allow for as many different playstyles as possible without constantly removing one style to make room for another! Actually, it may be what I love most about Warframe: the way that the game gives you choice. It probably wasn't easy to, for instance, have the option to switch between the classic and updated Archwing controls, even allowing for that option being chosen differently for each person in a squad, but you did it, and I greatly appreciate it. Many of us do. There is a REASON that I don't use melee stances. I once heard that the melee system for Warframe was styled after "character-action" games like Devil May Cry. That's a cool idea, but it's worth pointing out that those games have a very different feel for their combat that focuses on juggling a few, set, individual targets in a stylish way that flows between encounters. Warframe is different, as you might expect, with enemies taking a lot less to kill but there being many, many more of them. You can't focus too much on any single target when there are dozens more enemies running up with the intention of blindsiding you, and on high-level missions that can be fatal. It was a few such deaths, when I otherwise would have been fine if not for the lack of the Quick Melee, that inspired me to bring these thoughts here. Imagine an archer at a carnival or fair or something. He strides out confidently, holding his bow, then starts twirling both it and the arrows on his fingers, tossing it around and catching it smoothly. He juggles, nocking and then quick-switching different types of arrows. Finally, with a flourish, he turns and fires the arrow... and misses the archery target. He does a flip, another twirl, fires the arrow... and misses again, hitting a passerby in the leg or something. Then the guy just drops the bow and runs for it. That's what stance combos in Warframe are like. It looks very impressive, but then I completely miss my target and look like an idiot, way more so than if it hadn't tried to look cool and professional. The difference with the Quick Melee is that your feet stayed right where they were, barely advancing at all, instead of careening all over the place with every strike. I preferred that, to the point that when I was on a melee-only mission like a Sortie with that requirement, I would pull out my Simaris scanner so I would be back to Quick Melee without issue. The tragedy of Tempo Royale is that the main reason I got it was that it gave your greatsword a quick diagonal slash allowing you to hit targets low to the ground as well as flying targets faster and more reliably. It was a lifesaver, and made Tempo Royale basically a requirement on all my greatswords. NOT SO with the Stance itself, as this update cruelly reminded me now that I'm forced to use it and only it. I'm terrified to try my polearms, among which are my absolute strongest weapons... I don't want to know how they play now...
  22. So those long "feelers" from the last pictures are gone, and it's down to just the "tail"? If so, I wouldn't mind that at all. They were definitely my least favourite part about the otherwise excellent Loki Erebus set. As always, I'll be looking closely for mix-and-match combinations for the helmet and skin when this inevitably gets selected! ;)
  23. This is a good thing, I think, but if it does remain locked into this accessories bundle forever rather than one day being acquirable by other means (as Steve Sinclair suggested), then this would be setting a bad precedent IMO. After all, this would mark the first time that a Warframe alt helmet could only be bought for $60-80. They know that WF players will do absolutely wretched things for a rare cosmetic and it could get really exploitative. Just as an example, if I do end up caving and buying the Valkyr Prime Accessories pack next time it comes around (Saita Operator Suit), it will officially be the most I've ever spent on any game by a margin of hundreds of dollars. I know I shouldn't, especially as someone who always says we should vote with our wallets, but it's getting harder and harder to resist that compulsion to spend that money that I need for other things every time these packs come around. Oh damn, forgot about the Summus Prime sentinel set... so if I want that, that's another $60 at least...
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