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scndSON

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Posts posted by scndSON

  1. Now that melee doesn't go through walls anymore the Adaro Focus farm got way more tedious to do, so I went looking for alternative ways and found Ivara with her Artemis Bow augment (great fun btw, good job DE). But I noticed two small, but annoying bugs:

    First things first, and this is fairly straight forward: The ability Quiver doesn't get disabled if you don't have enough energy to use it. It'll just use the rest of the energy you have and shoot the selected arrow anyway (this is not the case with Vaubans 2, it doesn't get disabled either, but you aren't able to cast it).

    Now onto the second thing: Artemis Bow doesn't drain energy like other channeled abilities, it just uses energy per shot based on efficiency. For some reason Artemis Bow gets "unchanneled" if go below that amount of energy (e.g. your shots cost 10 energy, as soon as you go to 9 or lower, be it through other abilities, a magnetic proc, etc., Artemis Bow gets "unchanneled"). Those two things lead to some pretty annoying situations while farming, as you often times have to rechannel Artemis Bow, wasting energy in the process.

  2. So I was just playing around a bit with a Trinity Tank build. It uses her 2nd, 3rd and 4th ability almost constantly. After only a few missions I noticed that my "flow" was constantly interrupted by having to get back on the ground and standing still while casting abilities. The problem with that is that I am also the most vulnerable when not having my abilities up.

    I see two options to solve that problem: a) make abilities recastable (e.g. Blessing; a few abilities might get way overpowered by this, so there would have to be exceptions) or b) make abilites castable in the air (e.g. Smoke Screen, which was much easier to use after that was changed; also with a few exceptions).

    Either option would solve the problem of being overrun by enemies at the exact moment you lose your abilities. Although both options aren't mutually exclusive, I'd much prefer if only the second option was implemented, because - this would have to be tested of course - it could make ability duration almost meaningless on some frames. Thoughts?

  3. 5 hours ago, Sean said:

    What do you mean by "keep up"?

    Like I said, the max wouldn't change, once you hit it, it would go up by 1 a day.

    I didn't read the whole comment and just kinda skipped over that part. My bad...

  4. 7 hours ago, kgabor said:

    There would be lots of people exploiting this with afk. or macros if it would come with an anti-afk mechanic.

    DE could use the thing were people don't get loot leeching in missions to determine the time. Makros seem kinda useless, because you can't really speed up the process, so you don't get an advantage. Also, aside from the plains, missions should prevent people from actually using macros, because you'd have to start a new mission every few minutes.

     

    7 hours ago, (Xbox One)ultimategamerjr said:

    Personally I like the current login system. I have logged in every single day that is possible on xbox (I think I am somewhere around 680), and it gives me a reason to log in.

    My idea wouldn't change a thing for you then... Every day you log in, play a mission and get you "daily" reward (cap only went up by one from the day before).

  5. So, I just saw the Taters video on the Sigma & Octantis (700 day login reward) and was once again reminded how far away I am from a lot of the cool things you can get by just simply logging in every day (currently at ~470 days). It also made me think about how to go about fixing the mess that is the daily login system. The easiest fix I could come up with was a reward for each hour spent in-game (active in a mission/relay). The game is currently fairly boring to me, so I basically log on the make sure I don't fall behind even more and log back off, because I have nothing interesting to do (aka I'm burned out).

    So here is how far I got with this idea:

    a) reward for every started hour in-game (so you would get the first reward after the first mission of every hour)

    b) to ensure that DE can keep up with the players there needs to be a cap; e.g. cap at the current possible day (in hours), so the current cap (at the time of writing this) would be at ~700 hours spent in missions

    This rather small change to the login system would make it possible for newer players to catch up (without being P2W-ish) to the more experienced players, making it a lot less frustrating.

    Thoughts?

  6. How would you get people to play that mode without those rewards? I get the abusing mechanics part, but there are lots of those in Warframe as it is...

    And the droptable isn't okay at all. For an event that occurs that infrequently to have a chance to not drop an item at all (maybe glitched?) and if it drops one for that to be the same thing almost half the time is NOT okay... I have played this game for far more than a thousand hours and I haven't yet gotten either Hate or another Broken War BP (I built a War out of the one I got out of the Second Dream). I mean, cmon, 38% dropchance on one thing and 2.5% on everything else from someone that shows up every 50 missions or so seems a bit excessive doesn't it?

    The worst part is that you can't really influence the chance for him to show up (given that you don't have a beacon). You can farm bosses to make him a bit angry, but he can't even spawn in those missions. I just think they should make him more farmable and to combine that with a new conclave mode seemed like a good idea.

  7. I was just farming relics when Stalker appeared. I didn't really have the weapons or warframe to deal with a bulletsponge that also deals a good bit of damage (at least to a squishy frame), so there was a good chance that I'd not be able to kill him. Long story short: He got stuck and I just shot him for about half a minute...

    Stalker doesn't spawn that often as it is and if DE takes us the chance to kill him reliably even with good weapons the "farming" of his weapons and other drops will just become even more frustrating. I see two options (but I haven't put that much time into thinking about it up to this point):

    - Change Stalker altogether before implementing Player-controlled Stalker or

    - Make it a Conclave mode. I thought a mode similar to how Evolve works... 5 people per lobby with one player controlling Stalker and the other 4 "hunting" him. This could be very nice on a large, open map (maybe cut a part out of the PoE and make it an arena?). I don't know how this would fit into the Warframe lore (maybe not the real Stalker but some kind of hologram?). The droptable should however remain the same as the one on the real Stalker, making his stuff actually farmable. To make it a bit fairer the player controlling Stalker should also get the drops. Like with normal Stalker: No abilities (just disable them so the Stalker doesn't have to spam that ability... would also make Trinity's 4 a bit OP) and only Conclave mods, cause you know, it would be Conclave...

    Any suggestions?

    Edit: Forgot to mention that DE should make dedicated servers for conclave or at the very least make the P2P system works a bit better... PvP has to be fair or else it just becomes frustrating (For Honor died cause of that very reason).

  8. Hi, I am about 1.3k hours into this game now and I just try to find nice synergies and mechanics on unpopular Warframes and weapons to keep myself from getting burnt out (ya know, cause I love the game). Yesterday I looked through the frames to decide on which one I should do next. I took a closer look at Mag, her Augments, and there it was, Fracturing Crush. I had the idea to build her with just enough power strength to remove 100% armor and fill the rest with range mods and maybe a little duration. Pull enemies in, crush them to remove armor (like Banshee's 1 with her Augment, but in a 360 degree AoE) and CC them a bit; then nuke the whole group with an AoE weapon (I had the Lenz in mind).

    Before I start building stuff I usually read the wiki article on the topic just to avoid complications due to bugs or weird interactions. I went through the article for Fracturing Crush and there it hit me:

    • The armor reduction is affected by Power Strength and cannot exceed 80% per cast.

    I was wondering what could possibly be the reason for this limit. I couldn't find one. DE doesn't seem to have a problem with a whole squad running 4 CPs or armor removal from other abilities/augments (Ash's 1, Frost's 4, Banshee's 1, Oberon's 4 and probably a few more). So please, DE, leave the Augment as it is, but remove the 80% limit. I usually  don't see Mag being played outside of DPSing on Berehynia. This buff would make her useful in again, both in Solo and in Squads.

    Thanks for reading :)

  9. First of all: I haven't touched Limbo in a fairly long time, but I really enjoyed the concept. When I saw that he was getting a rework I got really excited to play and explore Limbo (again). The new "stopping time in the rift" ability is a great addition. I just have a few ideas for tweaks that could/should be made.

    The passive: Implementing the 2nd ability into the movement system seems like a great idea to me. It already works way better than the "old" Limbo. There is just one thing that I don't like: You are forced to dash to be able to go into the rift. It just doesn't seem necessary to me... Just let Limbo do another animation when standing still (maybe just punching the air or slamming the ground).

    1st ability: Just remove the AoE part... It just gets annoying after a few minutes and takes away the skill of knowing when to banish strong enemies (maybe make the ground slam I mentioned earlier a 5-10m AoE (NOT affected by power range) that costs energy). And let players banish enemies form inside the rift. This is even more annoying than the AoE thing as you don't even have to spend any energy now to get in/out of the rift and basically just forces the player to press a few more buttons.

    2nd ability: Not much to complain about here... maybe remove the projectile cap (might be because of performance though so I dont really mind)...

    3rd ability: Pretty good I guess...

    4th ability: Still a cool ability, but I would change it into a "stable" (not shriking) bubble, because it makes the ability more predictable => you can play around it better. Maybe make it a little cheaper...

    Overall some nice changes that made Limbo a more rounded and more enjoyable Warframe to play for me. These few additions/changes would make him that little bit better :)

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