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ThePunkyReason

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Posts posted by ThePunkyReason

  1. 57 minutes ago, TARINunit9 said:

    Normal types weren't considered a bad defensive typing, especially in early gens. Snorlax and Tauros were top tier, since you needed Fighting-type to take them out -- and Snorlax could be given Psychic, so he even covered that

    Normal type is bad defensively for frailer threats because you want to come in on resisted hits and normal doesn't do that for you. Snorlax necessitated fighting types because it was so bulky you couldn't break with neutral hits. Tauros was only really good in gen 1 and fighting types were pretty irrelevant there. Not really the point of the thread but.

    1 hour ago, Learicorn said:

    Reading this thread while listening to Heathens made me feel like the world was literally ending damn. I wasn't really paying much attention at first because i never thought maiming strike/blood rush builds were that strong (i used other builds and they actually worked better/did more damage) but then you got to the Kuva Nukor and i just collapsed... remembering how it was melting level 600 enemies in a survival with e a s e

    This is actually.... really sad what the hell. I don't think people even begin to understand how insane this weapon is compared to every other in the game. It is truly, no hyperbole, a world ending atomic machine. Not even the Bramma can compare imo.

    Just look up world record survival runs and they are usually sewer camping with maiming strike.

    32 minutes ago, (PS4)lumen2ne1 said:

    But wouldn't that mean she's a balanced nuker? Your team takes part of the role in ramping up your damage instead of you solely killing everything by yourself and leaving your squad mates with nothing to do.

    I personally think she is balanced because she has zero survivability with a maim build which is a real cost for the extremely high damage output.

    • Like 2
  2. We're gonna start with a rather strange analogy: Pokemon (hang with me for a second)

    Pokemon too, until Gen 8, has been the victim of extreme powercreep and we can see some of the issues with DE's current design philosophy with this example.

    ursaring.png

    Here's Ursaring, a generation 2 wallbreaker. Wallbreakers used to mean that you're slow and frail, but have such high attacking stats that getting an attack off almost certainly means a kill, as such they punish overly stally or slow teams but can be pressured out easily. Ursaring has extremely high attack, very high power moves, and ability to boost its attack by 50%. It pays for this greatly however, its really slow, has horrible defensive typing and poor bulk, so it often can't take more than one hit from an offensive threat. These downsides make selecting your pokemon more interesting because they have very defined roles with strengths to take advantage of and weaknesses to overcome

    kartana.png

    Throughout the generations everything kept getting stronger and stronger. A product of that is Kartana. This is what wallbreakers look like in generation 7 after years of powercreep. Insane attack, great defensive typing, great speed, an ability to boost attack every time it knocks out a pokemon, and great bulk (on the physical side). The question is: Where do you go from here? How do you make something stronger than this? With perfect, extremely powerful pokemon, the roles feel less defined, with much fewer weakness and many more upsides. There isn't anything to play around.

    You've got this now? You understand where this is going? Okay now back to warframe.

    Here how this goes in warframe 

    220?cb=20141217030947

    Soma prime, the old best weapon (post tonkor nerf) in the game. Very high crit, but very low base damage assault rifle. Single target, reasonable kill times on level 100 enemies.

    Then the acolytes came...

    latest?cb=20191101052229latest?cb=20171007144316latest?cb=20191101051934(just pretend they're the old ones)

    Blood rush + Body count comes out and instantly turns every melee into room blenders that shred even sortie level and beyond enemies within seconds and can go to extremely high levels, even without the use of cheese. Maiming strike comes out and turns the MR 2 atterax into the best weapon in the game, clearing rooms into the most absurd levels with ease. 

    But these are all crit mods, so DE wanted to show status some love...

    latest?cb=20191101052227(Pretend it's the old one)

    Now we made melees even more ridiculous with a damage mod multiplicative with itself and pressure point that can give you insane damage multipliers. Now mixed melees are so incredibly strong their wouldn't possibly every be a range weapon that might be able to out DPS them.

    (Insert tigris, not as good as melees at the time of its release but still the best primary by a long shot, insane status and base damage that shreds enemies into level 300.)

    350?cb=20181110154407350?cb=20181110154549

    I'm actually talking about catchmoon, I think this was another major step in powercreep. Insanely powerful, over 100% crit, above average crit multiplier, infinite punchthrough, headshot kill cause sparks to kill more enemies... Where do I even begin with this thing? Even after the nerf it is still insanely good, though tombfinger is a lot better and has the same upsides, but no punchthrough and less damage. Surely they would never release weapons this powerful again...

    Gonna talk about these next few updates a little out of order so hang with me.

    Kuva Nukor

    Highest status of all pistols, a super high rate of fire to match, insane crit multiplier with a reasonable activation rate and it chains to multiple targets. This weapon is so incredibly broken I don't even know where to start. Especially if you use things like arcane avenger and cats, but even without those it is unreasonably good.

    Explosive Weapons

    Giant weapons used to be weak but hit in a large area and instantly kill you, definitely not ideal. Seeing the high risk to use explosive weapons, DE shifted their design to have insane damage output in large AoEs to compensate for the huge risk. However, with the explosion changes, they didn't tone down the stats much at all (just radial fall off), which broke so many previously balanced items wide open. Now explosive weapons are high damage, large AoE weapons with almost no downsides. The stagger can be negated by a ton of abilities, or surefooted or cautious shot. Here's the main culprit, with some honorable mentions.

    Kuva BrammaKuva AyangaKuva TonkorSyndicatePSPentaGrineerCannon

    Kuva bramma has the best single target damage of all primaries, and the largest AoE of all primaries, at the "cost" of ammo which can be easily mitigated through carrier/mutation mods. We once again have to ask: Where do we go from here? How do we make better weapons? Additionally, this weapon has such non-existent flaws that there is actually zero reason to use any other primary  weapon. Even if they nerf the Bramma like many have called for these other honorable mentions will take their place rather easily. Weapon choice is meaningless when this weapon does everything. Do I play a frame that really wants nullies popped? Bramma, shoot the ceiling above them and the cluster bombs make short work. Do I want to keep my distance from enemies? Bramma. Do I want to be upclose? Bramma (with cautious shot/sure footed/other abilities). Do I want single target? Bramma. Do I want AoE? Bramma. Explosive weapons are so constrictive in their current state that they need to be toned wayyyyy down. I didn't even touch melee 3.0, which made all melees except the maiming strike ones way stronger, but at the very least squishy frames can't use them very well but these too, easily go into level 1000 without breaking a sweat.

    A Quick Note on DPS frames, Old and New

    ExcaliburPrimeIcon64

    Excal, a generation 2 wallbreaker DPS with exalted blade. It gives a small frontal damage reduction but otherwise excal needs team support to provide tankiness. He's frail but has a lot of DPS behind him, doesn't bring very good CC, has to see enemies to kill them and has no team buffs.

    Same deal with Equinox EquinoxPrimeIcon64

    MesaPrimeIcon64

    Mesa, doesn't really need to see more than a pixel of an enemy to insta-kill, team wide damage buff, huge damage reduction. 

    Honorable mentions:GaussIcon64WukongPrimeIcon64KhoraIcon64OctaviaIcon64BaruukIcon64

    Honorable exceptions:NovaPrimeIcon64

    This is the one old warframe that has it all. Survivability with her 1, Insane DPS with her 2, and one of the best CC skills with her 4.

    DE's change in philosophy. How did we get here?

    I think the major turning point was the Mag and Volt rework update. This nerfed a lot of frames that were way too strong at the time and buffed Mesa a ridiculous amount. The latter half was received very well but the nerfs certainly weren't. Excal's exalted blade had a huge damage fall off to it, valkyr got hysteria nerfed, and trinity's blessing was nerfed. I think they heard this loud and clear and began their huge powercreep, especially in the DPS department. I never thought I'd say this, but poor excal.

    "Although Exalted Blade is a lot of fun, we feel that it completely overshadows all of Excalibur’s other abilities at little cost. The powerful range on Exalted Blade turned Excalibur into more of a turret than a swordsman."

    In the same update Mesa becomes exalted turret, and was only toned down a little bit a day later and never touched again (This frame needs to be toned way down). Too put even more nails in poor Excal's coffin, Wukong becomes tanky, better close range Excal with his rework, and Baruuk post melee 3.0 has projectiles that are similar to exalted blade but with CC, more damage, no fall off, and go through walls.

    DPS frames in general have been getting stronger and stronger as time goes on Saryn, Wukong, Baruuk, Mesa, Octavia, Khora and Gauss are all insane DPS frames that the game hasn't seen before. 

    What's the Problem?: the Future of Warframe

    Before, DE could have just nerfed CC, improve AI, and make more interesting elite enemies, and have it at level 150 to make hard content for the game for most players. Now they would have to nerf CC, improve AI, make more interesting elite enemies, give trash mobs a purpose because they get deleted instantly and all at once, get the content to about level 400 and maybe it could be challenging. They aren't going to make enemies designed to withstand Bramma or insane melee 3.0 melees and I don't think it would be healthy for the game if they did. Now all future weapons will have to be insane explosive weapons like Bramma, Tonkor, or Secura penta or people won't be satisfied.

    Before you say anything

    "If you want to play dark souls 4, then play dark souls" 

    I don't want to play dark souls I want to play warframe, surely there is some grandient between the hardest games and the easiest games and we can fall into some reasonable middle ground. In addition to that if you have played both games you know they play so differently that dark souls doesn't really scratch a warframe itch.

    "This is a power fantasy game don't ruin that"

    It wasn't always, but besides that, there is plenty of content already in the game for you to power trip on, adding harder content doesn't really take anything from you, and even toning down DPS and CC wouldn't make those missions much hard because they don't demand much from you anyway. Mesa can still shred level 70s without shredding 150s. 

    "nerfing makes the game less fun" 

    I certainly don't enjoy having to use explosive weapons to compete on dps, instead of being able to use the weapons I enjoy.

    "*insert cheese from old warframe that is more insane than weapons now*"

    It's cheese and usually gets nerfed or toned down because it isn't intentional, like stealth gas.

     

    Thanks for reading buds... See you in the replies.

    • Like 35
  3. Nova has insane DPS, CC and survivability, but she absolutely needs really great weapons to "charge" her DPS skill. Even though some noted low range hurting the ability, negative range mods don't hurt her antimatter drop (the DPS skill) so it is a great skill even if you're min range. Mesa is probably better for dps if you are new and don't have access to tigris prime, rubico prime, or other high damage weapons to charge the 2. Also, even though some people have said mesa needs a lot of mods, for even sorties all you need is about 150 strength and a good regulators build so it ain't that bad.

    • Like 1
  4. As someone who hates RNG, it was so refreshing to just complete a mission and get the part 100% of the time. It was a fun challenge that makes you think outside the box, it was fun to try to think what frames are best unmodded. WAYYYY better than an 8% drop rate from defection. That said, I don't want this to be their default challenge but it is certainly nice to have a frame locked behind player skill and not hours of an RNG mess. I am definitely not the guy to praise DE (3 for 3 with bad updates imo) but this was definitely a step in the right direction.

  5. 4 minutes ago, (PS4)sweatshawp said:

    I’ve out dpsed a brama Saryn with a Rakta cernos- A arca plasmor - the despair (my riven is fun/plus ash is fun) the pupcyst atlas etc. it’s not about doing the most damage in a mission either  

    just because the Brahma does the most damage again dosent mean other weapons instantly become unusable as someone who has two bramas one heat the other one rad I can say I prefer and enjoy using other weapons and can perform just as well with them 

    but to the melee question what competitors are there to those mentioned mods? De seldom makes good mods and when they do they are either op. But even so with the gladiator mods and other set mods that affect melee they enrich combat. Also de has had thoughts of just implementing damage into weapons and removing serration and other mods similar to that (the base damage mods) and a good amount of the community was upset (like every other change) as to why the didn’t go through with it atm. Look at the community before melee 2.9 Id bet that they are going to weene people off of damage mods soon to get back to that stage of removing them people adapt and I’m sure people would adapt to the removals of based damage mods.

    Your first part is completely anecdotal. The Bramma is empirically and in practice better than literally every other primary. You can pretend that you have the secret sauce for your rakta cernos to out dps people with Bramma. I have almost never not top damaged in a squad when I use bramma, and only am beaten by other people using bramma. Bramma has better single target damage than rakta cernos and hits in a gigantic AoE, there just isn't a single argument you could make saying it is better in any scenario. While frames are not all about DPS, that is the point of weapons, to do DPS, and while there are some exceptions like some with lifesteal or miter to one pop nullies, weapons just DPS. You sound very silly trying to say that rakta cernos can do better than bramma when bramma is better in literally every way except the synd proc. The only way you could out dps a bramma saryn with cernos is if they have really awful builds on both. Please try to make good faith arguments. I normally don't post for this very reason. There is no conceivable way you can make the argument you are making right now.

  6. 2 minutes ago, (PS4)sweatshawp said:

    There are plenty of strong weapons and just because the brama has the highest dmg output like I stated earlier does not make it the best weapon by that regards the aoe and stats play a large role into that the crit chance etc not just the damage. Your argument based on that is flawed 

    I guess we're just going to have to agree to disagree but it is currently the only weapon that consistantly out competes with DPS frames when I'm just playing some support. If you're in a squad with people not using kuva bramma you get 50-60% damage minimum. I've used many of the best primaries, Kohm with riven, secura penta, vectis prime, rubico prime, old tigris prime, tiberon prime, and none of them even come close to the power of bramma. It really isn't even close. The power level of this one weapon is way far and above all other weapons by a huge margin.

    1 minute ago, 0_The_F00l said:

    Situationaly?

    Yes. individual weapons too need to be re balanced.

    They have already done many changes to the mods to melee , CO was significantly nerfed yet remains strong. Meming strike was deprived of oxygen till it turned into a vegetable. combo counter effects were limited where there are now builds that are excellent even without it.

    And when i gave the above examples it was to counter the arguments made , i have my own separate suggestions for melee

    pressure point would go the same way as serration,

    Bonus Speed would cause follow through damage to be lowered,

    elements would be affected the same way as ranged ,

     

    these are to name a few.

     

     

    Pressure point and the elementals aren't what make melees OP. They had them for ages and where horrible. Corrupted charge and sacrificial steel are what enable heavy attack builds. Weeping wounds with the new status changes gives so much damage that honesty status combo builds are way better than heavy attack builds imo. Proc slash 10 times and viral 5 times in under 2 seconds is way better than heavy attacks. These builds literally don't even run pressure point anymore because of the way it stacks with CO, so under your current model these builds would be nearly as good. Weeping wounds, blood rush, and CO are what enable these builds.

    I really don't think talking about nerfing all mods in the game and removing base damage mods is a productive conversation because they will do that. Aside from my disagreements with your ideas (It won't really accomplish what you want, you can get damage in other places, people will find the mod to fill the hole left by base damage mods), there isn't a chance they would ever do this. They have however, nerfed individual mods, so I think talking about individual mods that need to be nerfed (which is already very unpopular) is much more likely and productive.

    *before you say by nerfing these melee mods people will fill the hole, just think about how much worse the alternative mods are to weeping wounds, CO, and blood rush.

  7. 3 minutes ago, 0_The_F00l said:

    What community  wants is not necessarily what is better for the game in the long run, my suggestions also may not be suitable , that is why discussions exist to debate and deliberate and improve things. The concept of bal;ance is two fold , not everything can just be buffed indefinitely , some things need to be nerfed suitably (note the term suitably)

    The topic of the thread is with regards to damage output , it would be silly of me to make a post that is unrelated to that ,

    Also just clarifying on the assumptions you made earlier with regards to no advantage of any modding and there being only one gun that is superior to everything else.

    The example was more to set a theoretical understanding of the suggestion as a concept.

    but i will try to answer your questions as they came:

    1) What does elemental change do? Same thing it does now , proc status and provide damage bonus against specific health/armor /shield types.

    2) What happens to 60/60 over 90 elemental mod choice ? it still stays, 60/60 becomes more along the lines of 30/60 (30% elemental .split over 20% replacement and 10%, bonus and 60% status) and 90% becomes 45% (30% replacement , 15% bonus) effective differences remain unchanged to use one over the other from choice perspective.

    3) What replaces that choice and how is your way more varied? Since Serration is now innate , that is one less mod to make mandatory on any build , since Multi shot reduces ammo pool , adding more will make it less effective from sustained damage perspective though burst damage is better, Since effective rise of damage with elemental mods is not a flat multiplier and it affects chance to proc IPS / elemental more clearly it may be more sensible to add QoL mods like reload , magazine or even ammo capacity over a third element.

    4) In your system I would pick the best element and build that as much into my gun as I can. Just forget the rest of the others.  - You are losing out on IPS the more elements you add and you only have so much IPS , you will keep getting diminishing returns on both IPS and the effective bonus damage on that element (sequence of modding will matter as well).

    5) Take a single shot gun multi-shot reload -  Depends on the other stats , and we havent talked about all the mods yet , fire rate exists , falloff range exists , punch through exists , you are so used to your typical build where you cram as much multiplying damage as possible that you cannot see the possibilities once Damage is no longer that necessary to pursue.

    6) This would all become standard and cost 40-70% of the player base because it just destroyed years of players work - Its a game , not a life savings that is being siphoned away after years of hard workm -  you may not be able to one shot the level 150 grineer heavy eximus with bonus shields, but will it matter little if you difficulty is now equal to level 70.

    7)Maybe your young and have not played a lot of games to know how metas pop up - my 6 year old digital game library and even older physical library with games that i have purchased for myself would disagree, and again we are not talking about unemployment lines we are talking about arbitrary stats of objects that can be changed at the whims and fancy of its makers. Metas pop up when they are the better option than the alternative, The problem with the game right now is that the difference between the Meta and the non meta is so huge that the non meta might as well be useless, my intention is to reduce this gap as much as possible.

    8 ) Your system is a way to make more catchmoon metas - i fail to see the relevance or even the reason for mentioning catchmoon.

    9) and won’t help anything or make the game funnier. Just single shot guns everything else is MR fodder. - your opinion based on incomplete information you didn't even try to grasp fully.

    Try to keep an open mind when discussing something it will help you in the long run.

     

    I really don't think this is the solution because there is only one overpowered primary and it is the Bramma, the pistols are in a nice place. Nerfing all mods would still leave bramma as the only primary weapon, bramma just needs its stats toned way down. The damage output from players was not so incredibly high because of the mods, but because the weapons got so much better around those mods. Serration and split chamber changes really aren't necessary, and people will just shift there damage to fire rate, reload, status, or crit mods to compensate. You aren't going to get more unique builds, they'll be just as homogeneous as before just look a bit different. People won't start running some of the wacky things like flight speed, or some of the bounce augments, just put more damage in different places. There are plenty of ways to boost damage, serration and split chamber are just the best. Also, nerfing multishot would just make melee even better. Other than Bramma, lenz and a few of the other launchers, primaries are in a good place. 

    The exception to this is melee. Melee is only so incredibly overpowered because of the mods. My friend is Mr4 and his Dual skana far out performs most endgame rifles with CO, weeping wounds, drifting contact and dual stats. The solution there would definitely be at the mod level, because a melee with extremely bad stats can still perform at a very high level in spite of its stats. weeping wounds with slash, viral and heat turns any melee into a blender that shreds level 200s, yes, even MR0 slash weapons like Dual Skana. Weeping wounds, drifting contact, blood rush and corrupted charge are definitely the thing that puts melees over the edge. 

    TL:DR warframe really doesn't need a huge overhaul to its systems for players to be weaker, they just need to nerf some over powered weapons and melee mods. The game systems that make warframe so unique worked 5 years ago when the weapons were less powerful and there were no acolyte mods for melee.

     

  8. I think a lot of newer players (3 years or so) don't remember what top level weapons and warframes were like before. The power level was not nearly this high, and right now it is so high that there is never going to be content that DE will ever make, even level 200 missions are extremely easy with a melee or Bramma. When I started playing about 5 years ago, the best primary was soma prime, and that weapon is no where near as strong now. It's a high accuracy assault rifle that takes one target out at a time. Bramma, the new best primary by a huge margin, has a very high crit rate, very high damage and an extremely large AoE so it can hit 10-15 enemies with a single shot. The Catchmoon was nerfed because it was so strong that it felt like a non-choice as to what pistol you would use because it was better than all pistols in every respect. Bramma is in a similar place now, best AoE damage by a mile, same single target dps as rubico, and as a result absolutely trivializes the game up to level 300. Similarly Acolyte mods and melee 3.0 have made melee so oppressively powerful that when you don't use melee (or Bramma) your DPS is so much lower than someone mashing E with melee. Current melee mods are so over the top powerful now, that I got my friend who is a new player the good mods (CO, Weeping wounds, Drifting Contact, Dual stats) that he can now beat level 200s in a mission with me with his MR0 Dual skana (and the MR14 melees are exponentially stronger than this). When I started, melees were a bit on the weak side which isn't optimal, but being so incredibly powerful that MR0 melees out perform most primaries and secondaries is way too far (Zaws and kronen far outpeform any other weapon). So this game wasn't always about nuking rooms with minimal effort, we had mostly single target weapons that had much longer kill times. The one exception to the old weapons was tonkor, which used to be extremely broken (still not as good as current Bramma) and got nerfed because it was way too powerful and screen clears were once again not in the game. Many newer players don't remember what it was like to play and be scared of level 150s, now I worry because DE would have to make level 350 missions for people to even start to have to play smart.

    Viral, as the OP pointed out is wayyyyy more powerful than the other statuses. There are people arguing in this thread about whether it is too strong or not, and if they have done any testing they would know it is. Viral is better than corrosive vs Armor because of how it pairs with slash and fire, boosting their damage. If you use a kuva nukor, which isn't a slash weapon, you won't notice this. Not only that, using toxin magnetic is still slightly worse than using viral heat slash vs corpus. 

    If the power level is toned back and you want your power trip you can just play lower level missions, because those would remain trivial, but currently the game can't really offer a challenge unless DE adds level 300 sentient content (which won't happen). No I'm not asking for Dark Souls, but turning my brain on would be nice.

     

     

    • Like 2
  9. Coming from someone who does high end survivals without camping, I find stacking damage reduction buffs (not armor buffs) like blessing and using arcane aegis to boost shield regen to be way more effective than arcane guardian. I'm sorry to say, but 600 armor on top of a squishy frame still means nothing in endgame. By using my current trinity build I have 250 shield regen per second when arcane aegis is active, which with the 94% damage reduction from both link and blessing I have effectively 4,167 EHP regen per second, which adds quite a bit of tankiness to those frames. I really don't think that guardian is too much for the game by any stretch of the imagination.

  10. 1 hour ago, (XB1)Rey Za BurreI said:

    You seem to know very little about the game. The nerf will happen rather your delisional mind want to believe it or not. That "tinfoil hat" must be blocking your thought process because you aren't thinking clearly. Look at past nerfs, recent nerfs, you actually think that magnetise isn't going to get nerfed? I bet you think Mesa's peacemaker won't get nerfed again too, right? lmao. And I ignored your evidence? Listen kid! You don't have any evidence! You aren't the owner of this post either. OP makes an arguement against YouTubers who have a problem with the Mag rework, OP uses a clip from a video that has nothing to do with magnetise to back up his argument. What does iFlynn thoughts on polarize have to do with magnetize? And yes, magnetize is not good. Especially when it stop your teammates from dealing direct damage to targets. To top it off, it doesn't have any synergy with her other abilities. So enjoy it while you can because when that hotfix comes that nerfs it, you're going to be looking sad.

    His video is about the mag rework, and at the end he says MAG is dead, not polarize is bad. 

  11. Just now, HellEnforcer said:

    Wait, what?

    Everyone always knew Magnetize was good. What people don't like was the hit in the guts that Shield Polarize got.

    Really? Because the people in the videos I referenced said mag was dead, and a bad frame, one of the guys, the one at the end, said that magnetize was a bad skill in the video. 

  12. Just now, PikeOrShield said:

    Good satire.  It was hard to tell which video was yours at first, it might be helpful if you labeled them with descriptions or something.

    People really don't get these reworks.  I'm glad at least a few people do.

    Thank you for your feedback.

  13. Just now, ranks21 said:

    it wasn't a problem until a few players ( the regular nerf centric crew) started to make posts about mag because she was gaining popularity in what she did before the rework. we've been here long enough and played with her long enough to know that pull was used mainly for grineers and infested and sp for corpus. and all this talk about her killing the entire map was so hypocritical because a vet like you should also know that most of the game enemies are shield oriented and are more plentiful than armored enemies at the start of missions up till a certain level where armored enemies starts to trickle in.

    The problem with what you said is dealing with shielded enemies is worse than dealing with all enemies. Being useless vs armor units is bad because armor units scale much harder than shielded ones do. The mag rework can one shot corpus, sentient, grineer, and infested alike. 

  14. Just now, taiiat said:

    nice Metacomplaint, with nothing constructive to show.

    besides, while disgusting that it existed in the first place, Polarize Killing all Enemies on the map is objectively superior to anything there is now, but w/e.

    Explain why there is nothing to show? Mag can do 200k damage and people complain about how bad she is.

    Shield polarize didn't even hit some factions for damage, so I think she is way better atm.

  15. 7 hours ago, ToaPhantom said:

    Well, So far warframe is quite balanced in it's own way.
    Fixes are made everyday to make sure not all weapons are overpowered and have some weapons that are less powerful which leaves them in the "Mastery Fodder" category by most Warframe users.
    If this game were unbalanced, it would have MAJOR issues with it like having your regular mods put into PVP making your weapons nearly unstoppable and unfair.
    That's only one example. Unbalance always finds a way out but most things have been fixed or pointed out by popular Warframe Youtubers like Faitko about the spamming of Draco.

    Syndicate Warframes would make the game unbalanced in some regions such as increasing the neglect of normal warframes over Syndicate warframes.
    An example would be a Rakta Ember(Red veil). Then there are Ember prime and Normal Ember . With another Ember put into the game, The Normal Ember would be shunned and no one would go to Saturn just to get Ember except for only using her as Mastery Fodder. Ember prime is currently in Prime vault. But she's still obtainable through trade. 
    With all of this, Rakta Ember would be the new popular Ember and Normal Ember Would be near to flat out unused.
    Putting Rakta Ember skin wouldn't bring up such problems and give mutual benefits. Players would want to get Normal Ember quickly just to get the Rakta Ember skin. It could have special burst effects when in use and it would still maintain Normal Ember's value and use since Ember prime sets are limited at the moment.
     

    I'd like to encourage more people to understand things such as this than just rejecting it for the sake of their own idea.
    I'm not shaming the idea, i'm just pointing out the problems in the idea and giving a solution for it to still be able to be implemented

    I nearly completely disagree with everything. 90% of the weapons in the game are outclassed (Kraken, Cernos, Burston) while 10% is so good there is no reason not to use it (Tonkor, Rakta Cernos, Soma Prime).

    Additionally, what is "Unbalanced" about draco spam, it is just a fast way to level, don't understand how that is "unbalanced".

    In regard to syndicate warframes out classing regular warframes, there are some primes that are so much better than their normal counter parts, there is no reason to run the regular version (Volt, Ash, Rhino). Why would you use a 200 energy, 15 armor frame when you can use a 300 energy 100 armor frame? Normal volt is already irrelevant trash, and it is why the only Volt that can even carry you past early late game is volt prime.

    Also, I don't see any reason why this is a bad thing, think about how there are some unusable trashy frames. Hydroid and Oberon are the first that come to mind. Wouldn't it be nice to have them receive a new chance at being useful?

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