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Pixxel_5

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  1. This fundamentally misses why Parazon kills aren't worth doing: they're slow, only affect a single target, and don't offer a meaningful benefit. Worse, they require you to grind a bunch of rare mods far into the game. For parazon kills to be a thing, it needs to have higher innate bonuses (like a built-in guarantee to reward 50 Energy on kill) so that new players will learn early on that it's worthwhile. This doesn't do anything to make Parazon kills worth doing.
  2. Ever since 29.10 launched on March 19th, almost 3 months ago, players have repeatedly highlighted issues with Railjack's reward and gameplay structure. Most prominent is the feedback regarding the reward structure, acknowledged by DE as early as March 22nd on their own Trello Board. This feedback can generally be summed up as belonging into one of three categories. 1: Certain Railjack missions have rewards that don't correspond to the effort and time required to complete the mission. An example would be the Railjack Corpus Defense missions, which are slow and tedious with no meaningful evergreen reward to make them worth doing. 2: Certain rewards are not a good fit for the Railjack mission they're in. An example would be Ash and Oberon being locked behind the wrong kind of grind. 3: Both regular Railjack as well as Void Storms have a problem with not having good evergreen rewards to have them be worth doing once the "unique" rewards have been earned. An example of this would be void storms, which are not compelling to do once Sevagoth and Epitaph have been earned. This means that the game mode will eventually be dead, like other game modes such as Defection currently are. Adding more unique rewards or requiring multiple unique rewards to be earned is just extending the time before a player will be done with the game mode without making the game mode itself something that players will look forward to returning to in the future. DE has claimed repeatedly that they are aware of these problems. But it's been months now. With no meaningful changes. With no meaningful communication from DE. DE said on their Trello board that we would at least get some kind of update on this in the latest dev stream. And yet nothing but silence, with nebulous and vague claims that months later we might be getting a proper rework. Many of these problems with Railjack's rewards can be fixed with relatively simple drop table changes. An example would be to put Ash and Oberon into the low level Railjack missions and having rewards such as Athodai be a higher level reward instead. This isn't particularly difficult or time consuming to fix. I don't understand what the holdup with addressing these kinds of problems is. This doesn't require any drastic coding overhaul. It doesn't require new missions. It doesn't add new content. It doesn't require new animations. It's just going into the reward tables and changing where some items are, and what the likelihood of getting them is. And none of these changes preclude any future changes to further refine how these rewards are earned. If there is a more complex/interconnected rework in the future, then that can happen too. But in the meantime, there are a short list of simple changes that don't require any significant work that would drastically improve the experience in the meantime. Is there really nobody available who can make a few changes such as this?
  3. Still no word on "Review evergreen / general rewards in Railjack" Ever since 29.10 launched on March 19th, over 2 months ago, players have repeatedly highlighted issues with Railjack's reward structure. This feedback can generally be summed up as belonging into one of three categories. 1: Certain Railjack missions have rewards that don't correspond to the effort and time required to complete the mission. An example would be the Railjack Corpus Defense missions, which are slow and tedious with no meaningful evergreen reward to make them worth doing. 2: Certain rewards are not a good fit for the Railjack mission they're in. An example would be Ash and Oberon being locked behind the wrong kind of grind. 3: Both regular Railjack as well as Void Storms have a problem with not having good evergreen rewards to have them be worth doing once the "unique" rewards have been earned. An example of this would be void storms, which are not compelling to do once Sevagoth and Epitaph have been earned. This means that the game mode will eventually be dead, like other game modes such as Defection currently are. Adding more unique rewards or requiring multiple unique rewards to be earned is just extending the time before a player will be done with the game mode without making the game mode itself something that players will look forward to returning to in the future. DE claimed repeatedly that they are aware of these problems. But it's been months now. With no meaningful changes. With no meaningful communication from DE. I bring this up because we're now past 10 weeks since 29.10 launched and DE said on their Trello board that we would at least get some kind of update on this in today's dev stream. DE, you have to stop releasing broken and unfinished content and then moving on to the next batch of broken and unfinished content. Many of these problems with Railjack's rewards can be fixed with relatively simple drop table changes. An example would be to put Ash and Oberon into the low level Railjack missions and having rewards such as Athodai be a higher level reward instead. This isn't particularly difficult or time consuming to fix. The fact that we're repeatedly told that you're aware of these problems and that nothing is being done or communicated to us regardless is incredibly disrespectful.
  4. Still no word on "Review evergreen / general rewards in Railjack" Ever since 29.10 launched on March 19th, over 2 months ago, players have repeatedly highlighted issues with Railjack's reward structure. This feedback can generally be summed up as belonging into one of three categories. 1: Certain Railjack missions have rewards that don't correspond to the effort and time required to complete the mission. An example would be the Railjack Corpus Defense missions, which are slow and tedious with no meaningful evergreen reward to make them worth doing. 2: Certain rewards are not a good fit for the Railjack mission they're in. An example would be Ash and Oberon being locked behind the wrong kind of grind. 3: Both regular Railjack as well as Void Storms have a problem with not having good evergreen rewards to have them be worth doing once the "unique" rewards have been earned. An example of this would be void storms, which are not compelling to do once Sevagoth and Epitaph have been earned. This means that the game mode will eventually be dead, like other game modes such as Defection currently are. Adding more unique rewards or requiring multiple copies of unique rewards to be earned is just extending the time before a player will be done with the game mode without making the game mode itself something that players will look forward to returning to in the future. DE claimed repeatedly that they are aware of these problems. But it's been months now. With no meaningful changes. With no meaningful communication from DE. I bring this up because we're now past 10 weeks since 29.10 launched and DE said on their Trello board that we would at least get some kind of update on this in today's dev stream. DE, you have to stop releasing broken and unfinished content and then moving on to the next batch of broken and unfinished content. Many of these problems with Railjack's rewards can be fixed with relatively simple drop table changes. An example would be to put Ash and Oberon into the low level Railjack missions and having rewards such as Athodai be a higher level reward instead. This isn't particularly difficult or time consuming to fix. The fact that we're repeatedly told that you're aware of these problems and that nothing is being done or communicated to us regardless is incredibly disrespectful.
  5. Most of the intrinsic unlocks are bland. I can live with that, though I'm disappointed at the wasted potential. What isn't ok is that Gunnery 10 is as god awful as it currently is. Auto-Aim is not a big improvement (on PC at least) when you can just aim and kill the ships. If they really think that Gunnery 9 makes the heat penalty not a big deal, then it isn't a big deal to remove the heat penalty. Intrinsics are supposed to be a direct upgrade. This isn't Conclave where almost everything is supposed to be a sidegrade. Gunnery 10 is NOT a direct upgrade. Not to mention, you can't turn off intrinsics. This is also why so much of the Focus Tree is terrible. Not only do most nodes not give a significant benefit, they're overwhelmingly paired with ridiculous downsides that make them net-downsides. The Focus Tree is also terrible for a whole host of other reasons, but they don't directly relate to this discussion. Many console / gamepad Tenno have said that aiming in Railjack without mouse + keyboard is terrible. I imagine Gunnery 10 was meant as a band-aid fix for RJ, rather than implementing sensible aim-assist like every console FPS has for the past 20 years. Aim-assist should be an accessibility feature that's just in the options menu, and shouldn't require someone to spend dozens or hundreds of hours grinding just to get it.
  6. Overwhelmingly, NPC crew are incapable of meaningfully fulfilling any role aboard the Railjack Putting them into gunnery crew slots means you loose out on all the affinity the kills would award. Which is idiotic, since there is no difference between a player receiving assist affinity from a teammate for something they didn't do and receiving assist affinity from an NPC for something they didn't do. They are incapable of dealing with crewships. Even with the upcoming changes that make them not maneuver when you enter the forward artillery, that's still them just not being an active hindrance. Crew are supposed to HELP. They are incapable of dealing with outside PoI targets, such as exposed arrays on Grineer asteroid bases. Which means that if I am doing the Grineer missions solo, I have to.. park the Railjack 5km away so it doesn't get blown up, fly to the base, go in, run to the 1st objective, teleport back out (it's faster and more reliable than running back), do the 1st outside objective, go back in, run to the 2nd objective, teleport back out, do the 2nd outside objective, go back in, do the 3rd objective and then teleport back again. Kuva Liches are inferior to normal crew in practically every way imaginable Their damage output is seriously lacking since we can't mod their weapons and their utility is largely inconsequential compared to the damage loss. Making "super crew" as a rank 10 unlock means any kind of significant investment into crew prior to unlocking this rank will end up being wasted If "super crew" functionality is really what is needed (and I strongly disagree there; there are a multitude of aforementioned areas that would be far more relevant to have as unlocks in the command tree first), then it needs to be an additional selective perk that we can freely choose for our already existing crew. Just going "what you previously had is substandard now" isn't fun or engaging.
  7. It's been over 2 months since 29.10 released. DE, you need to address problems sooner. Either put things up on the test server first and then act on the feedback, or don't release things as obviously unready. If Railjack really needs Ash and Oberon in its reward tables, then they should be in the Earth and Venus Proxima regions. Players who are in a position to comfortably farm the higher level Railjack missions (e.g. Veil Proxima, Pluto Proxima) don't need Ash or Oberon. They most likely already have these Warframes or have better alternatives. Players who WOULD benefit from having Oberon or Ash aren't in a position to farm high level Railjack. It's just frustrating to everyone as they're getting non-evergreen rewards that aren't really useful for them. A new player doesn't need parts for an MR 10 pistol. An experienced player doesn't need these beginner Warframes. Having Oberon and Ash as low level Railjack rewards would give new players a more meaningful tangible reward early on. It would also give them a reason to engage with Railjack earlier, and let them farm content that they can comfortably and viably complete with their starting Railjack and low MR gear. Oberon used to be the most accessible healing/support Warframe. Easy to get, easy to mod, easy to play. By the time a player has finished with their basic star chart, they would have gone on enough 20+ minute farming runs for various resources that they would likely have all the Oberon parts they need. Oberon is an important part of any new player's arsenal, along with Rhino. With him being locked behind the Veil Proxima and other high level Railjack missions, a new player won't be getting Oberon from progressing through the game when they would benefit from him. By the time a new player will be in a position to farm the Veil Proxima, they will already have needed to complete so much other content to get the gear needed for the enemies there, that they would be better off farming the Ambulas boss on Pluto for Trinity or the Granum Void fissures for Protea. And it's a similar story with Ash, a.k.a. "bulkier stabby Loki". Invisibility is a really powerful tool for a new player to have early on. Ash's invisibility is among the weaker versions out there, but it's still entirely serviceable. His kit is also relatively straightforward to use and duration-mods aside, he doesn't want or need any fancy gear to do his thing. From a modding and gameplay point of view, he's a good frame for a player who is starting to dip their toe into post-Star Chart content. Having these Warframes early on (especially with how diluted the drop tables for bonus objectives are) would mean that new players engage with the low level Railjack planets for long enough that they will actually have some basic gear and intrinsics farmed up to move on to mid- and high-level Railljack missions. Also, Railjack Defense sucks ass for even a mere 5 waves, much less the 20 it takes to get to Rotation C. No non-evergreen reward should be put behind that grind, and what evergreen rewards DO get put in there need to match the amount of time and effort that's required to grind that long. The same is true of the Orphix gamemode. The drop table is so heavily diluted with nonsense that it isn't worth doing, not when Eidolons can be done so quickly at this point (better amp configurations, easy limb DPS from Voidrig, years of practice...) Overwhelmingly, NPC crew are incapable of meaningfully fulfilling any role aboard the Railjack Putting them into gunnery crew slots means you loose out on all the affinity the kills would award. Which is idiotic, since there is no difference between a player receiving assist affinity from a teammate for something they didn't do and receiving assist affinity from an NPC for something they didn't do. They are incapable of dealing with crewships. Even with the upcoming changes that make them not maneuver when you enter the forward artillery, that's still them just not being an active hindrance. Crew are supposed to HELP. They are incapable of dealing with outside PoI targets, such as exposed arrays on Grineer asteroid bases. Which means that if I am doing the Grineer missions solo, I have to.. park the Railjack 5km away so it doesn't get blown up, fly to the base, go in, run to the 1st objective, teleport back out (it's faster and more reliable than running back), do the 1st outside objective, go back in, run to the 2nd objective, teleport back out, do the 2nd outside objective, go back in, do the 3rd objective and then teleport back again. Kuva Liches are inferior to normal crew in practically every way imaginable Their damage output is seriously lacking since we can't mod their weapons and their utility is largely inconsequential compared to the damage loss. Gunnery 10 is god awful. As many console / gamepad Tenno have said: aiming in Railjack without mouse + keyboard is terrible. I imagine this was meant as a band-aid fix for RJ, rather than implementing sensible aim-assist like every console FPS has for the past 20 years. Aim-assist should be an accessibility feature that's just in the options menu, and shouldn't require someone to spend dozens or hundreds of hours grinding just to get it. The affinity change to have the Plexus leech away affinity is a tremendous mistake. The Plexus should work like the intrinsics system, and not interfere with things like leveling gear. Leveling gear is caustic enough as it is, forcing people to use leveling nodes like Selene or Hydron or leech in game modes like Sanctuary Onslaught. No meaningful changes have been made to useless Warframe abilities following the introduction of the Helminth system Helminth has become exactly what every critic was afraid of what it would be prior to launch: an excuse to not address design problems with those Warframes, putting another bandaid system into the game to monetize rather than making the core gameplay experience better. We're only now getting changes that people have been asking for for the better part of the game's existence. This should highlight to you that the feedback that players keep giving you isn't misplaced and shouldn't be ignored for this long. Don't make us wait another 5 years for the problems of 29.10 and 30 to be addressed. The past few patches have added some significant changes, most of them looking at issues with Warframe's progression. That is good. What's not good is that it took this long and that years upon years of feedback that these things were problems didn't achieve anything meaningful.
  8. The TLDR: Gara has 3 worthwhile abilities. Spectrorage (3) is not one of them. Other abilities in her kit do what Spectrorage does better (CC, damage, and synergy). The augment build is best helminthed onto other Warframes with clear synergy (e.g. Warframes that can group up enemies to be inside the AoE. Gara herself prefers to have Protea's Dispenser instead. Under no circumstances is Spectrorage by itself worth using, and even with the augment it is heavily outclassed. A quick overview of Gara's abilities Shattered Lash (1) is used to blow up her 4 (and therefore boost the damage her 2 deals), is good for some quick CC, and is even capable of being used for some light DPS duties in star chart level content. Splinter Storm (2) is her best ability by far. It gives up to 90% damage reduction to health and shields, can be cast on allies and objectives, and has damage that (when using the interaction with her 4 and 1) scales well enough into pretty high levels of Warframe content. As if that wasn't enough, it can also be cast on enemies to make them more vulnerable to taking damage. Mass Vitrify (4) is fantastic hard CC. It freezes enemies in place, makes them take more damage, erects walls that absorb enemy fire while letting allies shoot through... oh, and it allows Gara's damage output to scale for a significant amount of levels. Casting Mass Vitrify refreshes the duration of any instances of Splinter Storm it touches. Blowing up the walls with her 1 while outside the AoE of her 4 results in the wall's health being added to Splinter Storm's damage. And to add to that, the health of the walls scales with the health and shield values of enemies. And then we have Spectrorage (3)... Spectrorage is (theoretically) a localized form of CC. It spawns a small carousel of spinning mirrors, causing enemies near the mirrors to wander inside the carousel, remain inside, and attack the mirrors until half the mirrors break or the ability expires. During this time the ability reflects back damage the mirrors take. Mirrors inside instances of Splinter Storm add 50% of their health as damage to that instance when they break. There are several key areas where this ability falls short that result in it not being worth using and in Gara essentially having a dud ability. The problems with Spectrorage Let's talk about the CC application of Spectrorage, since that's what I think the design intent behind this ability is. There are 2 things that I think heavily work against this ability working well as a CC tool. First, Gara already has 2 other active abilities that give CC (her 1 and 4), not to mention her passive that has a chance to blind enemies for no energy cost. Her 1 gives a comparable kind of CC to Spectrorage while dealing much more damage & costing 2/3 less energy. Her 4 only costs 1/3 MORE energy than Spectrorage, while having a much more consistent and longer lasting form of CC. This is in addition to scaling with enemy stats and making affected enemies take more damage as well. Compared to these other abilities, Gara doesn't gain meaningful CC utility from Spectrorage that she doesn't already have elsewhere in her kit. Second, Gara has a limit on how much range she can effectively fit into her build. You already want to be running at least 1-2 duration mods, since maintaining consistent uptime on her 2 is important. If your 2 is allowed to expire, and not refreshed by casting your 4, the damage you have accumulated is lost. You also don't want to have too high range on your abilities, as it becomes increasingly difficult to not accidentally touch Nullifier bubbles, making you drastically more vulnerable. Gara's 4 also lets you have a great deal of control over how big you want to make the area of effect, without needing to mod for significant amounts of range. This means that unlike some other Warframes with CC abilities, Garuda doesn't really have a reason to mod for a lot of range to make use of her powerful abilities. This in turn means that the very low base range of Spectrorage isn't really going to increase with her builds, and it will struggle to consistently capture enemies in any meaningful amount. Let's look at the other aspects of Spectrorage and why they don't succeed in making this a worthwhile ability. Gara's kit is very synergy reliant. All of her abilities have direct interactions with at least 1 other ability. However, unlike with the remainder of her abilities, the synergy components of Spectrorage do not scale with enemies. The amount of damage added to Splinter Storm by a mirror is a static amount that doesn't scale off of the stats of enemies inside the ability AoE. This stands in stark contrast to Mass Vitrify, which only costs marginally more energy, scales off affected enemy shields and HP, is a more effective and longer lasting form of CC, and also has the function of adding damage to Splinter Storm (the amount added is based on the HP of the walls, which scales off of enemies). Unlike something like Octavia's Mallet, the damage reflected back by Spectrorage is not multiplied. This is important to make such an ability useful, since enemies otherwise suck at killing each other. Incidentally, this is also why using mind control type abilities is mostly not something you see. The amount of damage that can be reflected back is not just capped by the duration of the ability, but is further capped by the fact that the mirrors have a finite amount of HP and that the ability ends prematurely if too many of the mirrors die. As for her augment, I already touched on it in the TLDR above. To briefly reiterate, Gara lacks the kind of kit that can reliably make use of the augment. Something like Brozime's Grendel Spectrobelch build, or other Warframes with similar abilities, such as Gauss, Zephyr, Khora, or Nidus, are better suited to having this augmented ability in their kit. Gara herself also wants you to use a lot of different mods already, so giving up a standard mod slot for an augment is a big ask. You're better off using Protea's Dispenser instead. This also gives you a source of healing, which is something that none of her abilities do. What needs to change, and some ideas on how it can change The following areas need to be addressed: The stats of the mirrors and the damage that Spectrorage deals need to scale with enemy levels. Looking at other abilities, such as the aforementioned Mallet or even Gara's own Mass Vitrify, we see that 1) the reflected damage from enemies needs to be further amplified to be worthwhile and 2) having such scaling abilities is in no way game breaking. It's worth highlighting that CC becomes MORE important as you increase in levels, not less. This means that Spectrorage's flat amount of damage reflection and damage dealing potential, along with its decreasing CC uptime due to mirrors breaking faster, all contribute to making it an increasingly bad ability as you increase the enemy levels. This is an area where the problem and solution are directly tied together. Whatever synergy interaction with Mass Vitrify or Splinter Storm it is supposed to have, it needs to significantly increase its actual usability. As it stands, you need to be close to a mirror when it breaks to have a pitiful amount of damage added to your Splinter Storm. Even if it scaled with the enemies trapped inside, it would not be sufficient to bolster Splinter Storm because of how ridiculous the positioning requirement is. The range at which enemies are affected by Spectrorage is another vital component that needs to be addressed. Possible solutions: The following are additional thoughts on what can be done to address the shortcomings. They are by no means mutually exclusive with one another, nor are they necessarily the only solutions that could work to give Spectrorage a purpose. Rather than requiring Gara to be closeby for damage to be added to Splinter Storm, Spectrorage could directly add the damage regardless of where Gara is. This would give a further source of damage scaling for Splinter Storm and reduce the overreliance on specific melee mods to help scale up Splinter Storm’s damage. All Warframes that rely on stat sticks are directly affected by buffs or nerfs to the melee weapons, combo system, melee arcanes, melee mods, or riven mods. I don’t think that’s a good state for the game to be in, because it 1) makes it harder to balance and 2) raises the barrier to entry for a particular Warframe that relies on these things. Spectrorage could be given additional functionality or synergy, such as providing health orbs from enemies, reducing enemy armor, adding a large AoE blind, or providing some kind of buff to nearby Warframes when the ability expires. The energy cost, even with it scaling with enemies, is too high. Reducing it by 25 or more energy would help reduce the opportunity cost of foregoing a Helminth transplant or the sacrificing a mod slot for the augment. Spectrorage can be completely scrapped and replaced with something worthwhile. Even with all the aforementioned fixes, part of the problem is that it’s another kind of CC ability in a kit that already features a lot of CC functionality. Further requiring enemies to interact with the abitlity in a particular way results in slow, static gameplay that often isn’t fun or ideal for what the game is trying to accomplish.
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