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BadAimbot

Hunter
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Posts posted by BadAimbot

  1. I think that lowering the amount of enemies that drop each ability and precept (besides Coolant Leak and Sanctuary) to 1 would be a good start. They should also not have an enemy that drops 6 different Uncommon mods, one of which is vitally important, when there are enemies that drop only one (which is a Fusion Core).

  2. Please don't quote me claiming my point ends the thread.

     

    I am only talking about his claim that the third element beats bane, which I believe to be demonstrably false, by a huge margin.

     

    I've made no claim on hammer shot. But, his numbers are no proof without actually taking into account the weaknesses that everyone builds for. They are compelling only for no weaknesses/resistances, which is only useful in irrelevant theory because mobs that take neutral damage are not a part of this game.

     

    Well it depends on what you're focusing your elements on. For example, if you're against Corpus and you're using Magnetic, Heat and Toxin are neutral against Shields, and Flesh is weak to Toxin, however Robotic resists Toxin. They're both neutral to Heat, so in that case adding another element would not be very helpful compared to using a Bane mod., unless you really hate Crewmen.

  3. The Invasion on Europa finally resolved, and sadly the Grineer won. Now they're moving onto my precious Baal... and the Grineer are offering an Orokin Reactor! Now I know how the people who run Kappa feel... except the Grineer actually have a chance of keeping Kappa.

     

    tl;dr Yellow Potato on Baal

  4. The more I read about this, the more it looks to me you were too used to have a blanket weapon that was godly vs everything, stack a damage type in it and solo all the content.

     

    And THAT is bad design; when there is a cookie cutter build for every character that works better than everything else; I'd be nerfing that too.

     

    It's not about that (well, I can't say that everyone doesn't mean that). It's about DE constantly changing how building damage is supposed to work, without any indication as to either their goal or how close they are reaching that goal. Having to figure out how to best handle each faction all the time is a pain.

  5. It's much better than it used to be. Seeing a weapon require 600 Alloy Plates back when the Easter Event was running turned into a realization that you weren't gonna get that weapon anytime soon.

     

    For the longest time, Alloy Plates were Uncommon but more rare than rares, only dropped in a few planets, and often a couple times (if at all) per mission and never in amounts exceeding 20. Damn near every weapon and Warframe required at least 150 Alloy Plates.

     

    I remember those days. They now drop in twice the locations in four times the amounts. And they didn't make anything new that cost Alloy Plate.

     

    OT: Salvage is the 3rd easiest resource to farm and it's not that hard to get. I don't know what their hard on for it is, but resources are long overdue for an overhaul. And about the Infested clan tech, yeah, nobody knows what they were thinking. When we heard '3 new Infested weapons!' we thought the days of Nano Spores being useless was over, but lo and behold, they all take Salvage and Circuits. The new Gear and Derelicts made it even more stupid.

  6. And they're going to slap more 'uncommon' mods on mobs that barely spawn, is that how its going to work?

     

    No, I think they've learned their lesson. In fact, I bet they're going to be nice and make it drop on the same enemy as Fever Strike. After all, the Arid Butcher only drops 6 Uncommon mods so far. I bet he could fit a 7th.

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