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Snowbluff

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Everything posted by Snowbluff

  1. Indeed, most of the stuff you'll have will be mostly junk. It's bad enough it's taking an item slot, no need for it to cost more plat and/or time.
  2. You really do have to keep moving for the boss anyway. My general suggestion for the Fragment is to do a lot of jumping and aim gliding, and the same applies to the gremlins. It is quite a pain if you get the small arena like my group did. We were lucky in that I was protea so I had HP healing through orbs, and we had a lohk that gave us more base HP for orbs. I do have a general question for everyone. Do we know how much HP the Liminus drain? It might be useful to know in order to work around them in the future with healing like from Wisp or Citrine.
  3. The fundamental problem with this analysis is that it doesn't account for enemy health and armor scaling. If tools are removed for increasing damage, enemy scaling factors should be removed in turn. You could remove or reduce all sorts of modifiers for our damage, but that would just mean that we wouldn't have the ability to deal with content that we're expected to be able to complete, like Steel Path and EDA. This is why I am often skeptical about some of the nerfs that DE applies. They aren't compressing the game's power scaling in any way, they are just arbitrarily picking off one of the frames that does scale while not really cutting down the top end of play power anyway, while also not compensating for a reduced power target by actually making that the power level of the game's content. In short, I am not a supporter of the "slow and steady" approach because it doesn't fix any actual issues at any given point in time, while also making the playerbase rightfully annoyed like you said.
  4. This would be awesome, but I'm not sure if we would get that in the near term. If at all, I'm not sure everyone would be down for the game being overhauled to make a weekly mission work better.
  5. I bought a warframe this week to be able to do my EDA this week. I mean I could have gone back to farm it but I'm not really interested in rolling that the farm for it again and dealing with that RNG. I had traded for the plat a while back so I'm not down any money this time, and while having plat is nice I've mostly moved on from taking this game seriously outside of playing it with friends. I'm imagining there are people out there without my randomly high amount of items and endo (in the form of statues or maxed prime mods) to sell and buy frames with.
  6. You're not wrong. I don't think the game is really conducive to a balanced experience. A big problem with the Dante nerfs is that they didn't really make sense (overguard was mostly messing with people's builds, being immortal is fine if you don't notice like Mesmer Shield, and Tragedy requires LoS to build up anyway so giving it LoS makes no sense). A second part is that the whole numbers aspects of these options don't really seem to have a good target to be balanced around. The scaling is so high that a piddly amount of bonus health like Vex Armor doesn't really stack up against the amount of OG that Dante gives. Really, the nerfs they did give didn't seem meaningful. It's more like they did them to make it look like they were doing something for the people who were complaining. So there could be a very huge numbers and levels compression overhaul that would do a much better job at balancing the game. For example, if level cap was 99 and everything was made to work within that curve. However, this would be very expensive and a lot of people are probably not really into a more methodical, balanced game instead of the zippy horde shooter we have now.
  7. In short, my proposal is that each challenge should be only have to be done once each week in order to make progress from it, and that by doing challenges over multiple runs we could complete the reward track. I'm not really concerned about the "prestige" of the mode, since I do not consider it challenging past RNG. However, RNG seems to be a focus of a lot of the complaints, and because of it players are relying on carries to complete it, especially in matchmade sessions. I consider this "degenerate" in the gameplay sense that it reduces the gameplay to 1 unintended course of action, and "disruptive" because it causes tension in the matchmade groups, with some member being less effective and others being angry at them for being that way. If someone has the worst roll possible for them, this will at least alleviate the issues by just costing them some extra time instead. You'd still be able to do a full run to knock out all of the challenges in one run, if you wished, and even get your spooky hood ornament for it. However, I think for general play it'd be better overall for the community and PUGs to just let them take some extra time to get through it.
  8. For the record, DA is not an achievement. It's easy as the RNG allows to be. The "difficulty" is really a dice roll, so it's no wonder that people get annoyed when the game asked them to shell out extra time or platinum to complete their rewards for the week. Precisely. It seems to me that most posts that say they like Deep Archimedea also have a bunch of good weapons or frames available. "Oh I didn't think I could do this because I only got [insert multiplicative CO scaling weapon] with [basically immortal frame]. The odds were against us, Tenno, but we did it!"
  9. The best part about DA is exposing the horribly toxic parts of the community that will get a little bit lucky on a supposedly difficult mode and immediately let it go to their heads. I don't believe that there is really any legitimate accomplishment that could be tied to this mode past being lucky or having a clan that can carry you when you are not (like I did last week). Most advice with the RNG is to not engage with it, which really just defeats the point to begin with, so I can't really call this a success or good for the game in any way. I appreciate that you both got incredibly lucky and are not happy about it. Revenent requires no real effort to work, frankly. It's stupid that some frames aren't as good as this though. Rev will cover all of the tanking you'd need with no effort or even mods but yes he is boring and I don't like playing him either.
  10. It's honestly pretty boring. I cleared it SP 60 eyes on my first try a while back. It's not bad mechanics wise but it is way too long. I think that's just a general problem with the game. The numbers game is way out of control and to combat it the devs made content that just limits your DPS, but to a very low amount to pad out fights.
  11. You hit the nail on the head. There isn't a challenge. Succeed by getting lucky with RNG or having a way to not engage with it (mechs, carries, skipping a slot). Damned if you do, damned if you don't. Also the boss fight isn't hard. I cleared it on SP 60 eyes on my first try back when people found out it would give you a hood ornament. It's just a boring 20 minute slog.
  12. I would like this too, but I think we have to admit that the way this game is balanced, this really can't happen without bringing back raid mechanics that would force players to coordinate with eachother on puzzle-like encounter. Destiny 2 has everyone weapon designed to be within a same ballpark of functionality at the very least. There are weapons that are better than others due to perk selections, but there's no such gulf of "MR fodder versus Incarnon Prime Weapon Rivened."
  13. They could make it so each modifier is your progress. You could do each modifier individually for 8 missions, or do all 8 at once for the maximum reward in a single mission.
  14. A compromise be to lower the total research points need to hit the max rewards, and then let classes of items instead entirely random items be an option. An RNG set might be worth 4 points and a set might be worth 2 instead.
  15. Also in other games like LoL, options on characters and weapons are meant to be ostensibly balanced against eachother. A lot of the weapons in this game is meant to be disposable trash with no value past being XP for your account.
  16. I did not see your post earlier while browsing, so thanks for bringing it up. I think this would definitely help. I think tto a certain extent it would just kill the RNG elements entirely (some categories are very broad and also include insanely powerful weapons), and this might cause DE not to go this way, but I think it would definitely improve it. Something I did notice is that Kitgun is already a possible weapon category that you can roll in the game. Maybe there is potential here.
  17. I agree, I feel like most of the difficulty comes from the potential of getting absolutely shafted with gear and frames that can't handle the modifiers. Like me, I didn't have anything that was both built and good enough for the mode.
  18. The negative modifiers and RNG on the equipment loadouts really bring out the "slog" factor in the game. Not being able to cycle loadouts by just playing a round isn't great. I got a really bad loadout this week. I had to be carried, some equipment is simply not useful in higher levels. We do not get premodded loadouts for stuff we don't have, nor do we have positive modifiers to help flesh out a weak loadout. I have lot of stuff lying around but I imagine people without a ton of slots and a merged account like myself will be struggling to have most of the possible items. Negative modifiers aren't great. Getting your energy drained and having your max energy cut is never fun. Just randomly taking damage isn't really enjoyable either. You can work around these with like a health regen archon shard but really it's a tall price to pay to temporarily set something up for your 1/week mission. The rewards are nice. I kinda wish they weren't. It's kinda boring and I can't be "done" with it ever since shards are a rare, weekly resource. In SP circuit you can literally be done after a couple of cycles and never come back.
  19. The Steel Path one has more phases/mechanics. Unfortunately, it makes the Drifter part take 10x longer so it's not really worth doing.
  20. The fact that Duviri was attached to the Circuit is a disservice to people who prefer warframe.
  21. Same. Similarly, if given the option, I would probably go back in time and have Operator, Necramech, Drifter, Horse, Operator and Necramech all cut and the dev time put into fixing gameplay bugs, fixing up tilesets (I've been playing Yareli, and just yikes it is hard getting around), fixing network bugs, and making more warframe content in general. Circuit, Zariman, Voruna and Citrine have all been pretty great updates to me, primarily because they focus on making warframe gameplay.
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