Jump to content

Drakontis

Grand Master
  • Posts

    751
  • Joined

  • Last visited

Posts posted by Drakontis

  1. Just now, Thaylien said:

    Not to put too fine-a point on this, but that's the opposite of fixing set-and-forget... That's encouraging set-and-forget.

    Being able to refresh the abilities means you don't have to come out of Danse Macabre, as does reducing the cost, and that's exactly what is being discouraged by DE.

    DE's point was to stop you from using Danse Macabre constantly, so they make sure you can't refresh abilities and that the drain is enough that you can't stay in it without draining yourself out.

    Discouraging an inactive playstyle is one of the things DE does very often. Whether it's that Link Trinity exploit, nerfing Ember, or the Maiming meta. However, I think that encouraging an active playstyle while utilizing his abilities is a great way to go. We don't have a lot of warframes whose kits are varied enough that you don't need to use weapons on them. I can only think of a few. Nidus, Excalibur, and maybe Ivara, and even nidus benefits heavily from at least one weapon or using a melee weapon. I'd rather encourage a more active playstyle than nerfing one that still somewhat encourages an inactive one.

    I've been playing a lot of Revenant, and one of the things I find myself wanting to do is to use my other abilities while Dansing. My personal playstyle is very very gun heavy, and finding a warframe that clicks and makes me want to use only his abilities is a pretty unique experience for me, but being hamstrung while trying to do that has been kind of frustrating. That's where the whole idea stems from. I want to be an active participant, but I don't want to have to stop spinning to do the things I still need to do as that warframe. 

     

  2. 20 minutes ago, birdobash said:

    Everything here is a good suggestion, but I think I have a better idea and solution to the enthralled minions.

    Instead of making the enthralled minions invincible, make it so when they die, they leave behind a ghost version of themselves that lasts a percentage of the duration of enthrall, this ghost works exactly like an enthralled minion, except it does not take a slot of enthrall and is immune to ally damage (kinda like nekros shadows of the dead).

    The idea behind this is that your thralls dying is inevitable due to teammates, but why reject killing an enemy when you can kill it and get your synergy buffs, WITHOUT sacrificing any of the advantages of having a thrall minion by leaving behind a ghost.

    It also lines up with the theme of revenant, its basically like the vomvalysts, if you kill their physical form they turn into their ghost form.

    This would certainly work, as well as having a similar aesthetic to the ghosts that are made by the Ballistica Prime. Would give you the opportunity to consume them with Reave or Danse Macabre. 

  3. 1 minute ago, (XB1)GearsMatrix301 said:

    Reave needs a major cost reduction. It’s hard for an ability to be fun if you can only cast it like 5 times before running out of energy

    Part of my idea is to cut the cost of all abilities while in Danse, making it easier and more fun to cast additional abilities while spinning like a top. 🙂

     

  4. I want to talk about an idea I've had for Revenant. While we can certainly deal with what he was and what he could be. Let's improve what he is at this point in time. The first rule of this however is: No Augments. Augments are great, but we shouldn't "fix" warframes with augments. 

    From here, I'll start from the bottom and work my way up. Starting off with Danse Macabre.

    Danse Macabre is a great ability as it is, but it has some hiccups. You can't refresh your other abilities while you're using it. DE doesn't want it to be a "set and forget" power. The solution is to cancel both of these things out. Allow both Enthrall and Mesmer skin to be used during the ability. Along with that, because of the energy drain inherent in Danse, cut the ability cost to increase the synergy his abilities have with one another. This will allow you to stay in Danse Macabre while also staying an active part of the game. You'll be able to target dangerous or inconvenient mobs while spinning, such as Parasitic Eximi, Nox's or other such high priority targets. Being able to refresh Mesmer Skin will allow you to stay tanky without necessarily needing to rely on high health or shields. 

    Reave is a fun as hell mobility option and its synergy with Danse Macabre and Enthrall. I think it is good enough to keep as is, but with one potential tweak. Thralls could have energy sucked out of them as well as health and shields. This will allow them to serve a third purpose which will increase the synergy between all of his abilities, allowing you to keep using abilities as needed, rather than having to luck into orbs or needing to take health damage with Rage.

    Mesmer Skin is a pretty decent way to avoid damage. It's got innate scaling due to the way it works, it reduces incoming damage with a temporary stun. There's just a few things that really kill its usefulness. The major one being: It cannot be refreshed or refilled. Enthralling holds a very good solution to that. By hitting a thrall with Danse, you refresh one point of Mesmer Skin. This gives even more incentive to be an active participant in the game, using enthrall to keep up Mesmer skin via Danse Macabre, suck more shields, health and energy with Reave, Along with being able to completely reset the ability if it runs out because you're not paying attention. 

    Enthrall is a great ability in a lot of ways. Its synergy with the other abilities being increased for both Mesmer Skin and Reave has been addressed, but not its own functionality. The biggest downsides to Enthrall is enemies like to run away and hide or just not attack, and your own teammates have a tendency to plow right through them. There's a couple of things that could help. 1. Is giving the Thralls the Nyx treatment. Make them invulnerable to friendly damage. A helpful thing to do would be to take them out of any enemy counters for Defense and Interception so that they will last to the next round so that they can be used for the following round. Additionally, making enthrallment possible by taking damage as well as giving damage will increase their likelihood to spread similarly to Saryn spores, giving more chances to Reave and Danse Macabre them for their synergies. 

    TL;DR The full picture of these changes means that his Danse Macabre is buffed through being able to use all abilities. It recharges his Mesmer Skin via Thralls. His Reave can drain energy from Thralls. His Mesmer Skin is buffed through his Danse Macabre Passively. And Enthrall is easier to spread and may even be able to last through defense waves or interception rounds, making it more reliable to gain the buffs from them. 

    This could all result in one thing. Revenant being a Warframe that can be played nearly entirely without using weapons. By using these abilities in conjunction with one another, he can deal damage, use minimal crowd control, avoid damage and dash into and away from enemies. This would not make him broken, nor would it make him an afk frame. If one wanted to de-incentivise his afk gameplay, you can simply make it so that after a minute or two of not using another ability, his energy drain for Danse Macabre goes up, thus making it all the more important to keep active during gameplay rather than only using one ability. However, I think incentivising using more abilities already makes him a more active frame, rather than simply toggling Danse Macabre on and off repeatedly. 

    • Like 1
  5. Host migration just doesn't seem to work, especially with this new mode. If the game is gonna force a host migration, can you just put us in the lander and give us our rewards? I can't count the times so far that host migration has just not done anything but stuck me in a loading screen and lost my rewards. 

    I love the mode. I understand it's buggy. But host migration just doesn't seem to work. If it can't be fixed, just give me my rewards and put me in the lander. 

  6. It has been a possible reward for months now. 

    It's been a while since I've done them. Last I did was on PC and that was last year. Just got to that point on PS4 and got two of them in a row. Displeased. 

  7. So, my friend and I just ran a T4 Exterminate and we got nothing as a reward. That or it was 5 fusion cores. Is that intended? Because if so, that's kind of messed up. 

  8. Personally, I think Warframe's bullets look something like these rounds here. 
    <iframe width="560" height="315" src="https://www.youtube.com/embed/GrGjIHAq-J4" frameborder="0" allowfullscreen></iframe>

    The different properties of the bullet applying differing amounts of damage type. The size of the slug piece at the bottom applying more or less amounts of impact damage, the number of trocars giving higher amounts of slash, and the strength of the round as a whole possibly applying more puncture damage because it's able to puncture through without breaking up as easily. Differing the balance of the rounds enables someone to do different types of damage. 

  9. I want to thank everyone who has repsonded.  

     

    That $1.99 is a terrible idea because of how the math works out.  If I spend that exact amount.  My new balance would be $128.24.  if I were to add my $20, my new balance would be $148.24.  Again, I am now short of buying that plat pack and there is no way to add $1.75.  

    I'd go with the gift card idea I stated earlier. It's simple, low risk and gets the task done, also you can keep it to solve any similar issues if they should arise. 

  10. I might also suggest that when it comes to purchasing things with a card, you can use some visa paycards which you reload yourself. Essentially being a use-all gift card. Transfer just the right amount of money you need, transfer funds over to your PSN wallet and only what you need. Then keep the card empty unless you need more playstation funds. That way, if your stuff is ever violated, the card connected to the account is empty. 



    https://www.giftcardmall.com/visa-gift-card-gallery?gclid=CjwKEAjwwtOsBRDdjZTbvYvTlzcSJADOY0DR-qqZ6zqwU0QSUg_NkGbXvRpFEBijZ8wB2Vx_VpebLxoCaFnw_wcB Or a visa giftcard. 

  11. Is there any chance you could be convinced to discuss the drop locations of Serration, Point Blank and Hornet Strike? Combined they have only seven drop chances from enemies. However Pressure Point has 12 enemy drop sources. I think that these mods should receive a similar treatment. Especially because on top of being uncommon mods, they drop from uncommon or even rare enemies, making them that much more difficult to drop due to not only the drop rate of the mod being low, the chance of having a drop from these enemies at all being low as well. 
     
    These should definitely drop more often, especially Hornet Strike and Serration which require a gigantic amount of fusion power to rank up completely, which same mods get a bonus of, and because getting a few in midway points is very helpful in order to build your weapons damage up in steps as opposed to sitting at 0 damage bonus and then jumping up to max when you get enough mod points. 
     
    Not having these drop from more sources and more common sources makes it a chore for new players to even have access to these mods and makes it very difficult to get past the first four planets, where these mods will even actually drop from consistently. Sure, you may argue that you can get these mods from things such as survival and defense, but how is a new player supposed to know these things? Even a veteran coming back from the void and starting a new account for nostalgia or starting on a different system may not know these things. 
     
    Serration for example drops from 2 types of rare crawlers and Scorpions. The only time you hit Scorpions is minute 15-20 or so on Appollodorius. Not bad. Until you realize that a new player's damage is probably going to fall off before then. Point Blank and Hornet Strike both drop exclusively from infested, which don't have a solid place on the map early game  and so you have to luck into an invasion or somehow find your way to a derelict, and that's a bit too much of a stretch for a new player to figure out on their own right away, and be able to afford (What with most of their credits going to fusion and new weapons and blueprints for the most part.) 
     
    Encouraging trading for these mods is a possibility, but also one that has its own dangers. New players could get swindled for their platinum that they've bought in order to purchase mods that should be easy to find. There are certainly many Tenno who are more than willing to hand out a mod or two or more to a new player who's stuck. But they shouldn't be stuck in the first place. And some players don't want handouts and shouldn't be almost forced to look for them or ask for them. 
     
    My proposal would be to at least have a drop from 2 more sources for each of these. Perhaps Serration could drop from Crewmen and Lancers, Point Blank from Troopers and perhaps Prodmen and Hornet Strike drop from Shield Grineer and common Moas. This way they're more likely to drop and less likely to make an unpassable wall for new, unlucky players to get through.  

    Sent this off to DE_Sheldon. Maybe I'll get a response. No idea. Let's hope. 
  12. Been inactive for a long time. Haven't had my system up and haven't been able to play as I'd like to. As of right now, I've started up on PS4 (Though it sucks I can't transfer my account over. Thanks Obama.) I may switch back to PC every now and then. I'm mostly a bit peeved at how new players are kind of jerked over for damage mods till they somehow manage to get one, whether its grinding for one or lucking into a free trade. Just kind of bums me out to be honest. 

    Back in the good ol' days when damage mods were easy to find and were a dime a dozen. Now they're held tighter than friggin diamonds. 

  13. Serration, Point Blank, Hornet Strike. Why do these all seem to drop from moderately rare/difficult enemies? They're such a crucial part of the game and it feels so stingy without them. The new damaged mods are a start, but actually being able to progress past that feels more difficult than it should be.You have to get up to wave 15-20 for Scorpions to start spawning (And by then, your damage has likely started to fall off already) in order to get Serration. And good luck getting Point Blank or Hornet Strike from the Infested. Only way to access them low level, I believe, is through invasions. And even still, rare to uncommon enemies. Can't these just be dropped by chargers, crewmen and lancers? Enemies that people actually have a chance to find and kill in lower levels so these mods can start being built up sooner, rather than wondering if you'll be perpetually stuck in the little leagues?

    This is probably my only gripe about the new early game right now. Right now on PS4, I'm Mastery Rank 3 with only the damaged damage mods. Right now, it feels like getting past that point is going to be a bit of a chore. Which honestly kind of sucks. 

    I mean, look at the whole list of where Pressure Point drops from.

     

    Ambulas 
    General Sargas Ruk 
    J3-Golem 
    Lephantis 
    Corpus Mine Osprey 
    Grineer Butcher 
    Grineer Desert Heavy Gunner
    Grineer Frontier Hellion 
    Grineer Frontier Lancer 
    Grineer Lancer 
    Grineer Manic 
    Infested Toxic Crawler

    That's TWELVE sources, and 4 of them are bosses. Meanwhile, between the lot of them, the other 3 damage mods have 7 in total. Now, I can't say much about the Boilers (which seem to me like they'd be a rare enemy and difficult to find and/or fight), but Crawlers, Scorpions, and Ancients can be pretty stingy. And good luck with the runners if you don't kill them properly. 

    Come on DE, let's give the new players a bit more of a leg up with these damage mods. Kind of sucks to be throttled so hard early game. One thing I never had to worry about before mods 2.0 was that I was able to get basically any mod from any enemy, which made it a load of a lot easier to get stuff. Sure, it was more randomized, but I got through it easier than I've tried to get through early game lately. At least one common enemy per mod would be nice. 
  14. This is the RNG that Waframe is currently using. A game of T4D with a few clanmates.

    x3vaPgu.png

    Here's what we were rolling on the next game we played

    DfK3Gnq.png

     

    What do I think about RNG? Well, I like it, when it's actually RNG and not these #*($%%@ up statistics the dev's are running. I mean, it's bullS#&$ that we work hard and get nothing for it. At the very least, they should scale RNG odds to go higher on rarer items when you push the limits farther. 60+ Survival would increase the odds of getting a rare item. That's just an example, but I would like some proper scaling to be added into this game. Not only for RNG, but for warframes as well. 

    I suppose this is a factor as to why I have backed off of playing this game so much. The weighted tables have impeded progress too much. There's too many levels to farm in order to progress and by the time you've finished one thing, it's off to the races for another. Which isn't bad in and of itself. I like new things to do, but the progress just doesn't feel like progress. Sure, every key you run is one more closer to your goal, but your goal is never in sight. It's either just around the corner or a hundred miles away and there's no way to tell which it is. 

    Now, maybe this has changed with this new guy the dev's have introduced with the hubs, but I have yet to see him or how he works, so I don't know if he's a help or just a bandaid. Only time will tell, I suppose.

  15. I think my biggest issue with RNG is grinding for content. RNG for the enemies? Sure. RNG for crits, whatevs. RNG for this weapon, that weapon, trying to get X thing to drop to get to Y boss for a .000000001% chance for Z item to drop? Annoying. I enjoyed the void. I enjoyed the challenge it brought. I enjoyed the simple beauty of it. I enjoy the beauty of the game. And honestly? I just want to mess around with things. I want access to stuff.

     

    I had to grind through several missions of Cryotic harvesting just to get the Archwing parts. Just the base archwing thing. After that... I was just like... Sheesh. Why can't I just get all three parts in the same mission? Boom, boom, boom, be done with it? Why can't I just play the game? Why does this boss, that boss, this other experience have to be locked behind a grindwall? Is it just to attempt to persuade people to buy things? Because that's not how it should be done, in my opinion. People shouldn't be encouraged to throw their hands up in the air and say "F&%$ it, I'll throw money at the screen instead!" because that's not fun.

    I played Warframe for the experience. For the power. For the next cool thing to build. I don't enjoy having an increasingly tiny chance at accessing the next neat thing. So I've given up trying to do so. I've gotten some stuff. But I haven't touched the void in probably 7 or 8 months. At least not seriously. I haven't even completed the Archwing yet and missed out on the event because of it. (Which is a bummer. :/) 

    RNG has its reasons. But at the end of the day, it shouldn't be a crutch for your distribution of supplies. Especially with the low chances of the right keys, the right mods, etc. Some people would just prefer to be able to play. And that's truly all I want out of Warframe. To be able to play, in the simplest of terms. To play like a child. Enjoy the experience it has to offer, the weapons, the mods, the enemies. 

×
×
  • Create New...