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Tsualla

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Posts posted by Tsualla

  1. Seeing how radial disarm now is not much useful after the nerf, I think a change should be made, and I'd suggest a new skill.

     

    Body Double is essentially making a copy of yourself (in this case, Loki) that have the same weapon with the player. The copy would help the player to kill enemies by using its weapon (I haven't decided what should it restricted to use: Primary, sidearm or melee for balance reason) for certain duration. The copy can NOT use ANY of the Loki's ability, and does NOT have a copy of sentinel for itself. Levelling this skill would add the duration.

     

    I think this ability matched fairly well with Loki's theme. Since Loki itself is a trickster god by name.

     

    tl;dr- doubles yourself for certain duration

  2. The problem that I found about this thread is it is mostly just rant.

     

    Of course, theoretically, the weakness of Volt is the infested which are resistant to electric damage. Its the same as corpus crewman, which resist fire damage and takes only ~40% of damage for body part (from wiki). But in practice, I don't find such heavy difficulties using ember for corpus stages, and I've seen my friend wrecking havoc with his Volt in infested stage with overload, and he did not rant one bit. In fact, he loves his Volt, along with his Braton (yes, a braton)

     

    How about, instead of just complaining, make suggestion about what the devs should do about this? Since, I don't see any need of complaining about one expected weakness of certain frame.

  3. a defensive oriented  semi ranged Melee : Beam whip

     

    deals damage in a short-medium range (think flail or kusarigama) but not too much

    the charge attack functions like a temporary shield that deflect bullet, you swirl/swing the whip making a circle in front of you creating a small energy shield in front of you that deflect incoming bullets.

  4. I don't know, my Twin Viper still kill those Grineer heavygunner quicker than kunai, so, yeah.. :\

     

    The kunai is, actually, an awesome ancient killer. Kunai does the same damage at every part of ancient's body.

  5. If they want to make the game harder, the way is not to nerf anything, especially, in PvE setting (who would need balance in PvE anyway? You are not supposed to be competitive :\)

     

    Instead, make the "Environment" aspect harsher. More traps, new stronger enemies, revamped AI, better boss is what they should be doing in upcoming updates. I know it's not easy, but nerfing-to-challenge is IMO not needed in PvE and  just a downright lazy way to add challenge. 

     

    (for anyone who demand a nerf of kunai, why not use it instead if you think this is too powerful? :\  by the logic, you're just making your life difficult by sticking to your old sidearm if a better thing comes up, isn't it?)

  6. Pull : It is the first skill from Mag, 25 energy. What do you expect? I used pull mainly for rescuing downed ally, or positioning the enemy boss (like the Jackal). I find it's adequately useful for the energy cost, as it is kind of support skill. I see no problem with it.

     

    Bullet attractor : Ever heard of Mag-Excalibur combo? Bullet attractor the boss, then Radial javelin it melee range. It does wonder.

     

    Crush : well, this is the only damaging skill that Mag has. So, I don't know for many people. But I don't see any need to change this

     

    The only one that concerned me is the Shield Polarize. I find it not practical to use (hard to target) especially in crowded setting, and the cost to use it is just not on par with its effect. While using it on boss reduce their shield, I find it quicker to just shoot the shield and it does the same since shield are not influenced by the armor (my Braton damages the shield by 60-90 per bullet, while Shield Polarize, reduce it by 150 at first lvl (can anyone tell me the max lvl reduce amount?)  Maybe Shield Polarize is the one that we should buff or changed.

  7. also, maybe make the environment to be harsher, so there will be unexpected turn of event,

    -  More hazard that makes us weaker. The good example is like, the cryo leak hazard. The leak halves our max shield. It could be in form of the status impairment or by limiting our senses (such as total darkness, so use those flashlight more), or lighter gravity because of a hole in the ship (reduced bullet damage, slower melee attacks, harder aim and maybe health depletion by like, 1 per 20 second because of vacuum effect). Or even, the ship is being hunted by a big space monster that could break its arm through the reinforced glass window by suprise (we need to shoot the arm, then lock the window to prevent leakage). This hazard should be random and unexpected, thus reducing the artificial feeling, something that we created itself.

     

    - Traps. Not like the one set by enemies (like the corpus laser door), but make it so that the environment itself is a danger to us. Unstable big, heavy debris that could crush us anytime, broken machines that bound to explode any minute, and maybe any better idea that anyone else might have.

     

    - personal idea : Un-killable infested. One that is over mutated, even deadlier than Ancients. Good thing is, it is not aware of our presence. Lotus first warn us that "a dangerous entity is on the ship". The only way to get past safely is by stealth (no, not stealth the entire mission, but, just to be not spotted by it). Loki, Banshee, Ash and enemy radar is very valuable in this case and could emphasize the stealth aspect in this game more.

     

     

  8. ...so why don't we get stuff to test?

     

    Let us test your new additions or nerfs/buffs before you implement them.

    Get your new stuff into the market so we can buy it with 1 credit or just free. 

    For example a new weapon or the nerfed/buffed version of an existing one. We buy it (we receive it maxed so we experiment modding with it and it also comes with slot, which goes away once you sell the weapon) and go kill stuff with it. 

     

    We gain NO experience and kills DON'T count, they don't go to our leaderboard so we can avoid people using them just because they're maxed.

     

    This way people like me could use them and send our constructive feedback (there would be nothing to complain about since we can quit playing them at any given time) and you get a better idea of the reaction the playerbase would have when released so you can tweak them.

     

    This thing that you are explaining of, actually happens in many game in Close Beta when several dedicated people really do the testing with given weapon (usually free or without hassle) and it happened in a closed environment when registration are restricted and in the end, a wipe is guaranteed. In Open beta, devs don't do that anymore, since it's already called open when anybody could freely join without restriction. We do the test openly and give feedback to community then see if this happened too for other players. Furthermore, since they already said that there won't be a forced wipe/reset, if this ever goes Live. Even if this goes Live, a few new gear and things would be introduced later after live, and it's the same, we kind of still do the "testing" and give feedback. It's the same, really.

     

    The platinum is there to serve as a kind of "donation" for further development. I got my Glaive without platinum, while my friend uses platinum to buy Glaive. In the end, it's the same weapon that we use, but it's entirely your choice on how to get it. 

  9. My Idea : Harsher Environment (supported by better enemy AI would be best)

     

    -  More hazard that makes us weaker. The good example is like, the cryo leak hazard. The leak halves our max shield. It could be in form of the status impairment or by limiting our senses (such as total darkness, so use those flashlight more), or lighter gravity because of a hole in the ship (reduced bullet damage, slower melee attacks, harder aim and maybe health depletion by like, 1 per 20 second because of vacuum effect). Or even, the ship is being hunted by a big space monster that could break its arm through the reinforced glass window by suprise (we need to shoot the arm, then lock the window to prevent leakage). This hazard should be random and unexpected, thus reducing the artificial feeling, something that we created itself.

     

    - Traps. Not like the one set by enemies (like the corpus laser door), but make it so that the environment itself is a danger to us. Unstable big, heavy debris that could crush us anytime, broken machines that bound to explode any minute, and maybe any better idea that anyone else might have.

     

    - personal idea : Un-killable infested. One that is over mutated, even deadlier than Ancients. Good thing is, it is not aware of our presence. Lotus first warn us that "a dangerous entity is on the ship". The only way to get past safely is by stealth (no, not stealth the entire mission, but, just to be not spotted by it). Loki, Banshee, Ash and enemy radar is very valuable in this case and could emphasize the stealth aspect in this game more.

  10. Could we like get a powerful infested boss that randomly spawns and can't be killed. somewhat similar to the rogue warframe but much more dangerous. It of course would not spawn on defence missions or extermination missions. To put it simple. Add pyramid head like boss that if you don't run from then you are #*($%%@. Possibly similar attacks as the golem infested boss (poison darts).

     

    Yes, this was what I have in mind as well. Making undefeatable enemy and the way through it is stealth undetected. Enemy radar gets useful, Banshee's silence working, and running away and hiding for escape if it ever spotted us. And make it hostile to other infected as well, so we could focus on running away and not be annoyed by other infected.

  11. I really don't have any problem with 1vs1 clan PvP. It is, afterall and agreement between two people  to duel, not like real PvP when it is unexpected or whatsoever. And it's need no balancing by devs. You and Your partner both do the balancing. It isn't hard to ask you duelmate not to do certain action, and if the person agrees, then no problem :\

  12. I never really had/played a Rhino before but I have been in countless squads composed of 3 Rhinos + me.

    I just started recently about 2 weeks ago and only have 2 warframes - Ash and Volt (deleted my starter Mag warframe).

    Honestly, this situation creates more room for team work and is an actual eye opener for the players to actually use other warframes and their respective skill sets. Come on guys, lighten up. The game won't end just because Rhino got badly beated by the nerf stick.

    We've all played our fair share or co-op runs but I honestly haven't seen anyone use Mag's Bullet Attractor as well as Banshee's silence to be used effectively in-game. Heck, aside from myself, I rarely see other Volts use shocks and shields. FFS, each warframe has FOUR friggin skills. We're supposed to use all of them and not just rely on 1 or 2 skills to get things done.

     

    IMO, killing one's frame signature skills would really mean killing the frame. Rhino is (or was, after this patch) famous for it's CC immunity that his skill, Iron Skin gives and none of the three other skills is actually good. You probably would not recommend people to use rhino because of his Rhino Stomp, isn't it? First thing that you would emphasize is about his Iron Skin. Nerfing that thing would make it hard for people to recommend other to use Rhino.

     

    Starting as Mag, I felt that her skills, on the paper, are all good. It's just that on field some of it is absolutely not practical to use. using "Shield Polarize" is hard, since it's so difficult to target the person/enemy properly, and it's gives only a bit. "Bullet Attractor" is better, but it's not practical to waste 75 point just to cast it on mostly normal enemies and it does not do anything other than increasing hitbox. IMO, the signature move of Mag isn't her "Crush" (since its not unique and many other frame skill essentially does the same), but her "Pull" which is unique and none other frame could do the same. When ally is downed, Rhino with Iron Skin rushes in and tank the damage, while Mag pulls the downed toward her. That's a nice teamwork, for example.

     

    That's why I said in my previous post, rather than NERFING everything,  BUFF the skills that we though useless and not practical so we could look people use the skills more. the concept of "nerfing" in a PvE game is IMO, strange and not needed. Like the other said, leave the Player and make the Environment harsher to give us challenge, not nerfing.

  13. 1. Please. Please. Please stop balancing everything in PvE game. What's the point of it anyway? If you want to make everything equal then just don't give us powers on the first place, then we are back to classic FPS games where we could just shoot with our gun. That is the ultimate balance if you are looking for that. Instead, Buff some of those skills so that the user would feel there is something special with their frames they are using.

     

    Rhino is special for his Immunity, Banshee's also have the longest range and temporary immunity. Frost's globe is a realiable obstacle. That is the X-Factor  we should  emphasize, so people could talk that they are proud to use their frame because of this, and that. Nerfing this and other things would make those "feeling" gone, and even broke the frame. PvE is not something that heavy balancing is needed because we are actually helping with our skills.

     

    2. I have faith in you, DE because you are one of a few that have an active and communicative Developers, having regular updates, and even livestreams. But with the recent so-called market price balancing, I would have a bad judgement toward you. I really don't want to think that you kind of indrectly, and softly "forces" us to use platinums now to buy things (its like calling it  "market price balancing" is dishonest while is it a bit obvious what DE have in mind). The problem with the economy ingame is that the credit is in inflation. There are so much unused credits piling up in many players. The logical conclusion is to increase the prices, and making credits limitedly tradable and not making most of it to blueprints. I know this is a bit hard to achieve, but with this strange changes to market, many players would be skeptical toward you (or at least, I did)

     

    I still have faith in you, DE and I know that you could make this better.

  14. Not a bad idea. It does seem original. But I kinda agree, that rapier animation is hardly usable for any other weapon.

     

    I would prefer more like a semi ranged melee, like bladed whip/chained morning star/ Kusarigama that might share the same swinging animation that's more efficient (though I know, this might not fit with the lore/background) :(

  15. It's true that dagger have a lower attack damage than other melee weapons and it's one of it's disadvantages when used for direct melee combat (but there are other advantages, too to counter that). I am personally a dagger user, I know what a dagger feels, and can be used to great extent if you know how to mod it but for the low damage, I agree.

     

    Now, regarding the stealth attack. I won't comment about the dagger was the ninja's weapon and ninjas do stealth, or it is usually used for stealth and so on, because AFAIK, Tenno is not ninjas (or at least they did not officially describe Tenno in that way verbally, or by in-game text). Then again, I do think that the main problem is that the stealth attack has damage and it is scaled on weapon attack and since stealth attack does not carry bigger consequences with heavier weapon (like the risk of being detected, or slower animation), using a heavy weapon would benefit greatly in stealth attack. But it's not always a good thing as this could imply that somehow the game indirectly "forces" me to use a Scindo if I wanted to do the mission with stealth approach.

     

    My suggestion is to make the scaling for stealth attack better and should ignore armour. This would balance the weapon better for stealth attack,and not "forcing" some players to use a particular weapon just because the attack damage is bigger, if they did want stealth approach.

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