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Yasha-7HS

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Everything posted by Yasha-7HS

  1. I did make a rather disingenuous claim, and I apologize for the way that it was said. The only reason I don't edit the OP is that I don't want to be accused of changing my words/altering my meanings to make it seem like someone was wrong if they weren't. What I really meant was that I just want more consistency between his passive and weapon types if the passive is so weak. The simplest way would be encompassing all melees due to DE's inability(due to the scope of the game) to hyperfocus on one Warframe's passive every time they make new content. And yes, this is what I would like solved mainly. They changed him a LOT but unfortunately I feel he got left at "good enough" and then EB's exploits at the time, before they had their own mod config, took over and forced changes on just that aspect instead of his whole kit. Fun fact is that a lot of the tips in his ability page in the game aren't actually correct, and reference things that don't exist anymore. :P Funnily enough things like this was how this topic grew into a deconstruction on Excalibur in total. I was going to originally make a thread on how Slash Dash needed true invulnerability, then how many dashing abilities needed true invulnerability and overhang. I'd have made more threads but I wanted to leave the more in-depths for people more familiar to those other frames than me. But I hope they take a more measured approach: If they fix Slash Dash, at the same time they could fix things like Rhino's Charge, Landslide and Wrathful advance with a bit of invulnerability overyhang. Focused on Excal, but a lot of these criticisms apply to other frames, too.
  2. While I don't agree with stripping overguard directly, this seems like an amazingly thought out ability that synergizes well with Oberon being more of an 'area defense' based frame that would like to set a territory to defend. The only two concerns would be if the tree itself has collision and the loss of his 'hard' CC. In OW, there's a somewhat similar character and it's ok in that game for the tree to have collision as it acts as a barrier specifically, but for Warframe the ability to block doors, especially spawning doors, could lead to dozens and dozens of issues, and the opportunity for trolling. Also, as Reckoning was Oberon's best 'stop shooting me' button, maybe we could move the blind over to his Hallowed Ground cast, or give it a short stagger when cast. Just so that he has something when he's surrounded and radiation isn't enough to reduce the aggro. I'm actually quite fond of the Puncture damage and procs, and since the ability will knock down enemies the main affect of impact wouldn't be very useful.(For some reason I was under the impression that Smite did Radiation and Puncture base damage, but it seems to only apply puncture procs with no damage to be seen) Otherwise, I think this would be a pretty great change. Maybe a short lived 'vulnerability' or 'marking' effect, similar to Nezha's chakram that allows Oberon to follow up with weapon damage and still gain at least a portion of the energy regeneration. Otherwise, I think everything else looks fantastic and wholeheartedly agree. Many of these changes are honestly just Quality of Life to be brought up with the times without changing the identity of the Warframe. On the contrary, it only enhances! I'd love to see your opinion on an augment for the fourth ability in your rework.
  3. The reason they're not already allowed if I remember correctly was the way that DE's modular system was coded, relying on the model to call for stats or something similar. So changing how they look could literally cause them to not function. They began to fix this an implement skins to kitguns... And then just forgot about the rest, I guess.
  4. Almost half of the Warframes you listed only need minor tweaks. Absorb's method of energy drain is antiquated, Ember's overheat mechanic needs a cap to its build speed and probably a more useful 1, Oberon needs renewal to have a cap of energy drain(because too many allies makes his energy pool completely unsustainable), and Hildryn just needs a reason to use her 4 at all. Vauban and Ivara are both very good Warframes, and have few problems in their kit. He does, in fact, have healing through both Gloom from the main Warframe and Consume from the Shadow's abilities. Though, he does not, of course, have that much eHP at base which is an issue as lifesteal without health to heal isn't very useful. However in total I agree. DE seems to take a very long time looking at one Warframe and then reworking small parts of their kit, but numerous Warframes need small adjustments to make them better in the grand scheme and it doesn't take much time to figure out what to fix where. Especially when they we have other examples to work on, like Gloom vs. Renewal and Ember's passive, for example. A drain cap was one of the best advents for Warframe abilities and allows it to scale with the ever increasing amount of enemies AND allies we have in the game in one space, and allows a specific 'upper bound' for energy economy. I think it could be DE trying to incentivize people to use the 'new hotness' but people who don't enjoy the overall design and feel of a new frame will just be annoyed that what they return to has been power crept. Especially when DE designs content around the more powerful abilities of new frames. This method of balancing works poorly in even games like Overwatch where it's somewhat ok for a character to fall behind in, because the variety comes from the shifty meta and character hierarchy struggles specifically. Oberon:
  5. Increasing the base stats would be the least that could be done so that Excalibur can begin to scale with better with health and armor mods. Again, without either the base stats or damage reduction within the kit, he cannot stay near enemies. Valkyr, Atlas, Gauss, Rhino, Baruuk, and Wukong either have very high base stats or ability sets that allow them damage reduction. Many of them have both, Excalibur has neither. Additionally, three of the frames listed have the ability to heal themselves, making building into health worthwhile innately and reducing the need for mod slots, arcanes or other equipment dedicated to doing so. Valkyr has nearly two and a half times the armor Excalibur does AND has an ability that grants her armor AND can become invulnerable with lifesteal. Wukong has more base health AND an armor bonus, status cleanse, true invulnerability and damage reflection + multiplication in ONE ABILITY AND an ability that makes him true invulnerability, invisibility, such high mobility that it needed to be nerfed multiple times, and health regeneration in ONE ABILITY. Baruuk has damage reduction on his passive and two abilities in addition to whatever they do by themselves, in addition to an ability that also makes him literally unable to be shot. He can build for either evasion or the ability to literally tank 9999 enemies better than anyone who isn't Trinity or Rhino with an absurd combination of interactions by putting on about three mods. Gauss from him passive alone was so tanky that DE had to acknowledge that leaving shield recharge delay uncapped was a mistake. Not to mention that he has the ability to reduce 100% of all common enemy damage types in addition to improving just about every speed based aspect of every part of his entire arsenal. Atlas not only has more than double his base armor, he has barriers, minions, and a passive that can heal him. He has two passives, effectively. So does Gauss, Baruuk, Voruna and I guess Wukong. Asking for Excalibur to at the least have hardiness to be able to lose his shields without dying almost instantly before I start to build additional survivability on him is unreasonable because increasing armor has diminishing returns? Are you joking? Slash dash does NOT give the survivability required for a melee based frame. As was already described his shields are currently the best defense he has. They are not protected. Additionally, the invulnerability has no overhang like the similar, more useful and more powerful ability Landslide has. Changing and fixing momentum are things that are present in nearly every dashing ability aside from Slash Dash, because using the dash and going the way you have cast the ability allows the ability to do what the ability should be designed to do. This is why almost every other frame with a dashing ability properly converts momentum because that is a better design than spending 25 energy to go backwards, or any direction other than specifically the direction in which you cast the ability. In addition, the fact that it cannot modify momentum properly objectively causes to to get stuck and miss enemies, or approach enemies even slower than it is properly meant to and literally time-out, completely wasting 25 energy. In fact, it's a common enough issue that it's labelled a bug in the fandom. There are multiple times where you can see Excalibur Slash Dash to an enemy, lose height, hit a wall and then awkwardly rub up and down the wall instead of going to the target that you spent energy to damage. Which entirely side steps the argument and objective reality that it is a Line of Sight restricted ability that has no overhang or persistent after effects that abilities such as Shooting Gallery, Breach Surge, and Lull have, being able to capture enemies after they have either walked slightly into range or out from behind enemies. There are more examples from all around the game, Molecular Prime, Pillage, Polarize, and Renewal. These were designed understanding that the game is hectic and a simple, binary "yes or no" Line of Sight checks are not good enough to properly effect enemies that are approaching from different locations or behind small obstacles. Adding more and more range, even max range, does not fix the poor line of sight checks and lack of compensation for it at the base of the design, and thus would need to be changed to make the ability more reliable, consistent, and efficient at ANY range percentage. Radial Javelin doing anything at all for any benefit or synergy to the total kit is more than what it currently does now. Thank you for finally contributing something to forward the topic. This is completely wrong and doesn't relate to what was suggested for Exalted Blade. The suggestion was to make Exalted Blade it's own weapon rather than an ability, which is what Garuda's Talons are. Then change the ability "Exalted Blade" to give buffs directly to the melee weapon Excalibur is using and allow Excalibur to either have the freedom to use any melee that he fancies with additional benefits or return to the exalted blade itself by unequipping others with an additional caveat that this could be expanded upon, being able to pull out Exalted Blade to replace whatever melee is currently being used so that he can effectively have two melee weapons for two definitive purposes with all of the proper scaling, mods, and balances changes that DE implements over the years. Summoning the blade plays an animation where Excalibur physically draws the weapon. Whether or not that is summoning or unholstering, the point is that not only have unholstering animations been removed from melee weapons in total(they have not been removed, you can still view them. However, even during the animation of unholstering them forcibly by holding the weapon button, you can swing the weapon during any part of the animation, cancelling it immediately), you have to spend a minimum of 26.5 energy to swing the weapon ONE TIME and actually have real usage of the weapon. 25 energy literally does not allow you to even use the weapon for a single swing. It is 25 energy to look at the animation, and nothing else. Casting this ability to start should not cost any energy, especially since it does not provide Excalibur any benefit what-so-ever other than being a different melee weapon. And if the weapon isn't in play, it is absorbing energy for literally no reason. It doesn't passively grant Excalibur any effects by default like damage reduction, invulnerability or maintain an actual growing effect like Mesa's focus and fire rate, or maintaining Valkyr's damage storage. If the weapon is being swung, it is entirely reasonable for it to consume energy either at a per second or per hit rate, assuming it were actually worth using or more powerful than other melee weapons, but considering it is just currently a worse Hate incarnon and provides no benefits other than existing, it makes no sense that it consumes 25 energy to be literally useless, and then 2.5 energy per second to simply exist. AKA: The same channeling that Gloom currently has or channeling more similar to Ash's Blade Storm. Gloom even, when no enemies are within its radius, still allows you to regenerate energy from all regeneration effects and still gives you lifesteal. Exalted blade costs 2.5 energy per second to sit in your pocket. Blade Storm not only costs nothing to simply activate, it effectively banks the energy, but if something happens and nothing is actually executed, it refunds your energy. This actually means that if you're smart, Ash has DOUBLE the energy capacity he's supposed to have or more. Excalibur spends 25 energy to do literally nothing but stun lock himself for 0.7 seconds. Valkyr, Atlas and Voruna also have the ability to recover from knockdown quickly and or be unable to be knocked down, respectively. Even though Voruna has multiple passive, so I suppose she can be excluded, the point again is that the passive is not only entirely insubstantial, it doesn't improve Excalibur total gameplay as a melee frame. Almost all other melee oriented frames do have passive that apply to their entire identity as a melee frame. At least if Valkyr does get knocked down while in melee range, she's able to get back up more quickly than most other frames. At least if Atlas or Voruna are close to enemies, they cannot be knocked down and that allows them to ignore mods like Primed Sure Footed, saving them a mod slot for anything else that can possibly go in the exilus slot like speed in any of its various iterations or set mods to synergize with an overall loadout. Because of what was already said under the video of the same post that you quoted this from: The difference between all of these categories are not logical in the game. Excalibur's passive applies to dual swords, yes? Dual Cleavers are dual swords. AKA literal chef's knives. Excalibur uses them with the exact same proficiency as a Katana. The Dual Cleavers are also smaller than the Fang Prime. The Ceramic dagger is literally a Cronus that is the same length, but both wider and thicker, held backwards. The difference between the Dual Ether and the Ether Dagger is that one of the total four blades is slightly longer. So despite having great proficiency with a Dagger and Sword combo, suddenly he forgets how daggers work when one of the two blades he was already holding is slightly shorter? The Dual Zoren are Dual Swords. You're gonna argue those are actually axes and not swords? Excalibur's passive says they're actually axe shaped swords. The Dual Kamas are Dual Swords. You're going to argue that those are actually Kamas and not swords? Excalibur's passive says that's actually kama shaped swords. Yet Excalibur for some reason forgets how to use Kamas when it's just one, because the Kama itself isn't actually part of his passive, but the Dual Kama are. Because that makes sense. Hell, the Machete is literally just one Cleaver but bigger, and has the exact same profile and size as the Broken War, which he can use under his passive, he just swings them both differently for no reason so Machete is apparently not a sword while broken war is because Excalibur just likes the look of the broken war more, apparently. The Nami Skyla are two of the weapons he can't use under his passive, a Machete(Nami Solo) and a Dagger(what most closely resembles the Karyst but small enough to actually be called a pocket knife instead). Yet you put them together and suddenly they're just Dual Swords, and Excalibur can use them both extremely well. Instead of doing this awkward waddle of adding weapons to Excalibur passive every time they create a new logical extension to a category and excluding categories for... No real reason, include all categories of melee weapons so that the frame that has the namesake of the sword of legend actually is a master swordsman. Instead of DE doing this utter nonsense of adding melee categories, forgetting Excalibur's passive even exists, and then needing several thousand people to scream at them just to finally remember to add the weapon category to his passive, they could give him his insignificant buff to all melee categories so that the frame that is named after the sword of legend, which doesn't even have a definitive description and has been depicted as almost literally every type of straight sword, from long sword to short sword to greatswords, can wield any melee that the Tenno can use. When you reply to the same topic multiple times in a row using different comments rather than editing the ones that you have created less than a few minutes prior, you are flooding. The point is not reporting you, but that you lack respect and self-awareness, are ignorant not only of the contents of the OP -- or almost any of the things you have quoted since you have only looked at them piecemeal -- but the basic etiquette of replying to a post and have thus wasted time AND space, as it matters much less how long a single comment is, but more how many comments there are per page. Almost none of the suggestions from others in this thread have I agreed with, but they at least put forth effort into improving the total design of Excalibur for the sake of improving Excalibur and I've respected their effort and commended them because even if it's not my changes specifically or even if I disagree with the total idea, any improvement or attempt to improve this frame would be more than what he currently is. They did not argue with the most basic logic in the beginning of a total deconstruction of an entire character, that touches on every part of every aspect with large headers that specifically denote what's to be addressed, based on 'but unmodded is different than modded.' You have literally read the cover of a book and imagined both the middle and end to say that it's a bad book. You have NO constructive criticism, and have called out flaws in logic that you created through not actually reading the topic you're responding to. The only 'dishonesty' here is you pretending you have any understanding of what this topic is about. You meant disingenuous, my claims that someone worth their salt would be able to use anything in the longsword category if they trained with anything in the longsword category. This was a disingenuous claim, as it is not possible for a human to be able to use and do everything. But we're not talking about humans, we're talking about Excalibur. A fantasy space ninja assassin samurai infested techno soldier who can defy gravity and summon a glowy lightsaber. Being slightly more proficient with the melee arsenal is a small ask when he literally violates thermodynamics because he feels like it.
  6. Volt not only has higher base shields, all except one of his abilities are based on duration and have perpetual effects. Including his fourth ability which has no line of sight restrictions and seeks enemies through terrain and has a lingering effect that can capture enemies who enter the radius late. Thus, despite costing twice as much and having less than half the duration, he will have to use the ability less than Excalibur will. His shield can be picked up to block damage while meleeing, and speed which has an increase to attack speed for every melee in the game as well as his sprint speed, lasts for a duration. Volt does not need to use his abilities in relation to seeing enemies, or enemies attacking him to gain their effects, and needs to cast his abilities less to maintain their effects. Again, almost all of Mesa's abilities are based in duration, have perpetual effects, and her CC effects can seek enemies through walls. Despite only being able to hit 3 enemies at one time, it can continuously stun multiple enemies over a long period of time and not only gains range, but additional effect when there is even one more person in the lobby, regardless of what they are doing, and applies a damage bonus directly to the frame, rather than relying on an enemy debuff. Her shatter shield, regardless of its downfallings to explosive weapons and melee strikes, is a perpetual effect that requires her to cast once for a full benefit during its entire duration. Not only does valkyr have abilities that cost less for similar effects to Excalibur at a base level, she does have a chaining mechanic on her Ripline that was given to frames that have mobility and utility effects that may necessitate using the ability more than once. For example, Landslide which is analogous to Slash Dash in nearly every way. Rhino's Charge which is analagous to Slash Dash in nearly every way. Her Warcry is a perpetual effect that applies to the Warframe directly, increasing her survivability and melee efficacy for an extended period of time. As such, Valkyr needs to cast less to gain effects from her kit as a whole but even if she needed to cast just as much, her abilities don't even cost the same, the cost much, much less. Excalibur has one ability worth casting ever, how many abilities are worth casting is not the current argument at hand nor does it even matter within the scope of this part of the discussion. Ash's invisibility having a duration, but being a perpetual effect applied to him rather than enemies themselves means that he does not have to recast the ability multiple times during its supposed duration in order to gain the effect required for his survivability just because some enemies aren't affected or have recently shown up. In addition, invisibility is NOT ignored by Eximus units. While his Teleport and Shuriken are in the same state as the similarities in Excalibur's kit, Bladestorm is not only a more effective and efficient power, it also has the quality of life mentioned in the OP that Slash Dash AND Radial Javelin lack. Had you bothered to read it instead of wasting my time "cherry picking" part of one paragraph labelled "The Base Stats" which, unsurprisingly, covered the unmodded base stats of the warframe and then complain that it covered exactly what was talked about in the header of the paragraph, maybe you wouldn't bring up literally useless points. The next paragraphs that are labelled for each ability, specifically, speak about the modding later, and the issue specifically that augments are not choices and do not open gameplay for this frame, but that they are mandatory similar to the removed Ability Cards that we used to have, which were removed as well as two mod slots. Charge, as previously mentioned, has the chaining mechanic which increases the efficiency and damage of the ability as it is cast more, making it more efficient than Slash Dash is at being cast multiple times, not that it actually needs to be. Iron Skin, as an effect that has functionally infinite duration applied to the Warframe itself, may be reactive but does not need to be recast multiple times in order to achieve its affect of protecting rhino during its own effect duration just because more enemies show up or are not effected, and it is NOT ignored by Eximus units making it more efficient than Slash Dash at providing the same thing. Roar, again, being an ability applied to the Warframe and his allies rather than a debuff against enemies only needs to be cast one time in order to achieve its effects for its full duration. Rhino stomp not only has no LoS restrictions, it also affects Eximus units with nearly the maximum slow percentage from one ability allowed in the game. This makes it more efficient and reliable than radial blind despite costing twice as much, and having half of the duration, as Radial Blind can often necessitate two or more casts and does not even affect eximus units. Thus, Rhino in total needs to cast all of his abilities less than Excalibur, but even the few abilities that could need to cast just as much are not only more reliable, they are more efficient. Except your point is a waste of everyone's time, as this is the first paragraph exploring that a poor foundation makes building up harder and inefficient, and that the base stats are part, but were not the only reason why having no base energy was an issue. You are not backing up anything with evidence, you are backing up strawmen and non sequiturs with arrogance and ignorance. In addition, you cannot even keep your replies within a single comment, which floods a topic and is against the community guidelines which I would assume you also have not read. Please, do me a favor and see yourself out of my thread if you cannot manage to add anything to the topic or follow proper etiquette. I'm simply stating the fact and reality of the Warframe, providing constructive criticism and aiming for improvement on the total design philosophy of the Warframe. You can simply do nothing but be reductive and throw worthless insults. Have fun. If you cannot rectify objective reality and the empirical effects of what has been detailed in the thread from the fantasy world that you live in where Excalibur does anything worthwhile, you are both delusional and ignorant. Point out a single objective flaw with what I have described in Excalibur's kit. This is rhetorical demand, as you did not read and obviously wouldn't be capable of doing so. "Deserving" insults is quite the logic for someone who not only apparently spends twice the amount of time on the forums compared to me and does not understand Excalibur's kit in any realistic fashion, but also seems to have gone into a toddler-esque tantrum when told that their opinion was not only predicated on nothing because they couldn't put forth the simple effort of reading, but are now refusing to leave my thread to be off topic and do nothing but attack characters and risk being warned or banned simply out of spite. Again, Have Fun.
  7. If you can't be bothered to expend effort to read, expend less effort commenting on my thread. You don't need my approval to do any of these, but expecting your opinion to be appreciated or welcomed when you cannot be an adult and read before commenting on the topic at hand is hilarious, at best. Embarrassing, at worst. Good-bye. Volt has the same amount of base energy, but his abilities are logistically more efficient. Mesa has the same amount of base energy, but her abilities are logistically more efficient. Valkyr has the same base energy, but her abilities are more logistically efficient. Ash has the same base energy, but his abilities are more logistically efficient. Rhino has the same base energy, but his abilities are more logistically efficient. The issue was and is not only that he has a small energy pool. The term 'caster frame' means literally nothing. If Slash Dash is meant to be cast this often for him to have survivability, Excalibur is more of a Caster than literally any of the Warframes I've listed above based on the sheer number of casts he needs per minute alone. While armor can be modified to give higher amounts of damage reduction than shields do with mods, in order for health to even compare to shields you need: An armor mod, a health mod, and a method, likely multiple, of healing. Shields not only need none of that to begin with, they protect you from being one shot and recharge on their own, requiring little in the way of assistance. With mods, it is more efficient to mod for shield gating than it is for health tanking as it not only requires less mods and is safer in all ranges of play, from low rank missions to level cap, the mods that shields use are more powerful and efficient at a base level. Excalibur also having shields means nothing to the point that was actually made: Without even having the base stats to begin scaling as well as shields do and requiring adding mod after mod just to increase his poor survivability as a melee based frame is poor design. There is quite a distinct reason why other frames who are melee oriented either have damage reduction built into their kit or have very high base stats. Usually, a combination of both. Excalibur has neither. Please consider, for one second, what you're actually arguing for instead of wasting my time. Any swordsman, soldier, what have you, worth their salt can use anything from a short sword to a greatsword if they have trained with anything within the longsword category, as they are functionally, the same weapon with slightly different lengths and balance. In fact, the line where a longsword becomes a greatsword is in the realm of contention with people who do nothing but live and breathe swordsmanship and medieval history. In terms of the game, take for example... That the Ceramic dagger is literally just as long as the Skana and Cronus while also being wider, thicker and likely heavier. The Fang Prime are almost the exact same size as the Dual Ichor and bigger than the Dual Cleaver. Dual Nikanas and Dual Swords are simply holding two of the same weapon that Excalibur already is apparently proficient with. In fact, some dual swords -- which Excalibur's passive includes -- are literally just holding the regular version and the dagger version of the same sword. This would logically mean that he has proficiency with both versions of the weapon. In fact, he would need to have extreme proficiency with both versions of the weapon in order to use them simultaneously. What is your point rather than being a contrarian and arguing for the sake of arguing, without actually having any real criticisms or adding to the topic in any way?
  8. You did not read the post, have asked questions on things touched upon within the OP, and have ignored the entire premise. Your input is not only unwelcome, but actively reductive. Please be gone.
  9. Excalibur is a 'master swordsman' however, he does not have the base stats nor ability set in for him to reasonably stay within melee distance of enemies. He is flawed greatly in every part of his kit, and changes over the years have only made him worse comparatively to everything else, especially now that Tennokai and Melee Arcanes have been introduced to the game. This is particularly an issue due to Excalibur being not only a starter, but the most picked Starter frame. However, being a starter frame is no excuse for his lack of scalability, versatility, and conflicting design. Both Mag and Volt are extremely proficient at what they do, have clearly defined goals and synergies, and sometimes can even be considered meta for their tasks. Volt has always been quite adept at Eidolons, for example. The Base Stats Excalibur has 240 armor, which allows him only 44.4% damage reduction to Health. Shields, by themselves, have 50% reduction to all damage and recharge. Within his ability set, there is no damage reduction, which causes this to be an issue. He has only 150 energy, yet almost all of his abilities need to be used reactively, and have no duration. This causes his logistical efficiency to be worse than most frames with such little energy, like Volt. He has 370 Shields and Health. This is roughly average for all frames. Excalibur is a frame meant to maintain a close distance to enemies, and cannot avoid or reduce damage, meaning that the average amount of survivability that he gets from stats is not enough to actually allow him to accomplish the design goal of being a 'master swordsman.' He only has 1 sprint speed. Being that he has so little energy max, and a movement ability that costs 25 energy and has no chain casting ability, and some of the poorest auto targeting, his base movement speed matters quite a lot. In summary, Excalibur fails to be a frame capable of staying close to enemies on the merits of his base stats alone, being averagely out-tanked by frames with just slightly higher shield stats. The Passive Excalibur's passive is 'Swordsmanship' which allows him 10% additional Attack Speed and 10% additional Melee Damage on certain melee categories. Not only are the bonuses additive to mod bonuses with an order of magnitude more strength, it's such an inconsequential passive that most people don't actually know that it exists and feel no differences from using these melee categories on other frames. In addition to its insignificance, it cannot even affect all melee categories or even logical extension of the same weapon categories. This passive does not apply to Greatswords, Two Handed Nikanas, Dual Nikanas, or Daggers. These are all various lengths of the same type of weapon. In summary, Excalibur's passive fails to enhance his gameplay or usage of melee weapons compared to other frames to a high enough degree to be noticeable, and excludes most melee weapons at large. Slash Dash Slash Dash is an ability that propels Excalibur in the direction he's aiming with a certain velocity. It allows only his Health to be impervious to normal methods of attack. Sometimes, if enemies are eligible to be 'chained' to, Slash Dash will continue on and target another enemy for no additional cast cost. In addition, each targeted hit adds 1 melee combo count to the total counter. This costs 25 energy to use. To start with, Slash Dash not being able to protect the shields of Excalibur -- which before any modification is more substantial than both his health and armor as shields have 50% damage reduction by default -- makes Slash Dash less efficient at preserving Excalibur's living status than regularly blocking with a melee weapon, since that includes his shields and reduces all damage by 100% or evading in various ways, since Slash Dash's velocity does not actually modify enemy accuracy graphs in any meaningful way. Secondly, Slash Dash only adds or subtracts to the total velocity of Excalibur during this animation, meaning that the Range shown in the UI is nearly never accurate. In addition to this inaccuracy, the impulse velocity does not scale with the animation duration. Casting speed reduces the total distance of Excalibur's Slash Dash while also effectively shortening the amount of time you have invulnerable, creating negative synergy with his later abilities. This also means that if you are going in one direction with more velocity than Slash Dash currently provides, your Slash Dash will have effectively negative range. On top of all of those failures, it does not maintain momentum or change momentum. If you had been going in one direction with a strong enough impulse and use Slash Dash to correct that impulse, when the ability finishes you will simply continue in your original direction with the same velocity. As such, if you were say, being thrown off the map by a knockdown effect and wanted to use Slash Dash to get back onto the map, you simply waste 25 energy for no benefit. Slash Dash's base velocity is not much greater than a standard bullet jump, and is slower than an average movement chain. This is embarrassing to the state of parkour and movement as a whole, especially since Excalibur is the most picked Starter Warframe. It is unintuitive, actively detrimental, and serves no useful purpose. Coptering and the parkour 1.0 system was replaced due to how janky and bad it looked, yet Slash Dash is perhaps even worse than coptering ever had been in terms of the lack of control. Lastly, the ability is seemingly random. You do not know how many enemies are targeted in chains, and the chain cannot target enemies who had been affected a relatively long time ago. Long enough that the minor CC effect that Slash Dash has of knocking them down has worn off, and they have gotten up to continue shooting at you. When the chain ends, especially against heavy targets like Grineer Heavy Gunners and Bombards, you lack control of the character for 1-2 frames at 60 FPS. You cannot recast the ability within that amount of time, and you are effectively entirely defenseless as you cannot move either. This means that, due to how enemy reactions work, you will often dash into a heavy unit and be knocked down instantly as they completely ignore the knockdown effect and use a radial slam. There is no overhang of invulnerability, so if the Slash Dash ends in front of enemies who cannot be knocked down -- like Eximus units -- you can die before being able to do anything at all. As was discussed previous, your shields are not invulnerable to damage during Slash Dash, and shield gating is the only way to prevent being one shot in this game. This problem is exacerbated when fighting factions such as the Infested and the Murmur. You are not immune to any status effects during Slash Dash, meaning all of your available energy can be drained during this animation, especially by Ancient Disruptors who will always hit you during the Slash Dash animation. The Murmur faction often have enemies that explode, and enemies such as the Hollow Vein cannot be knocked down, and will use a magnetic AoE that guarantees a proc. An honorable mention to the poor thought that went into this ability is that it is considered a 'psuedo exalted.' This is the worst of this category of abilities, and the only way that it can manage to do reasonable damage is by exploiting Incarnon weapon evolution bonuses applying to it. For example, the ability is not meant to be able to hit critically, yes does when in the hands of something like the Magistar Incarnon. Hilariously enough, that addition is still not enough for Slash Dash to do reasonable damage. It is also required that you use an Operator Arcane like Magus Aggress to improve the critical damage of the ability by 300%. Even funnier, is how that combination is still not enough for the ability to do reasonable damage. You need to cancel the ability with a melee attack, roll or jump -- all but the melee attack method hardly actually work and often send you careening far past enemies in a manner identical to coptering -- and recast the ability upward of a dozen times. This causes the cost of the combo to skyrocket, consuming multiple hundreds of energy every five seconds. In summary, Slash Dash accomplishes nothing but wasting your energy for something you can do for free via bullet jump and melee blocking, is reminiscent of the more embarrassing time of Warframe's lifespan in being near identical to Parkour 1.0's unreasonable and bad looking velocity changes, and cannot do damage or build melee combo count in a reasonable manner without exploiting multiple unintended effects. Radial Blind This is Excalibur most effective ability, and that cannot be contested. It provides synergy with at least one part of his kit, is the only survivability he can gain indirectly and casts in a somewhat reasonable time. Radial Blind costs 50 energy to blind enemies in a 25 meter radius for 15 seconds. However, due to many changes over the years, this ability has gotten weaker and weaker. The Stealth Damage Multiplier has been changed many years ago to address the dominance of invisibility frames like Ivara, Octavia, and Ash. As such, the damage increase to melee weapons from Radial Blind is inconsistent. In addition, Radial Blind no longer goes through walls. While this might seem logical, this also has caused enemies to block other enemies from being affected by Radial Blind. Lastly, Eximus purely ignore this ability, shooting Excalibur through his entire animation. As this is Excalibur's only ability to keep him alive effectively, Eximus simply ignoring this ability is quite a large problem. His best ability is outpaced by simply subsuming Resonator, Breach Surge, or Quiver. This bodes poorly for the rest of his kit. In summary, Radial Blind fails to provide Excalibur with consistent survivability in situations where survivability is needed, does not consistently hit enemies, necessitating spam casting, and does not consistently increase his damage. Radial Javelin This ability is an embarrassment in every possible metric. Radial Javelin costs 75 energy to deal 1000 damage and guarantee a Bleed Proc. This ability costs half of Excalibur's entire energy bar to deal pitiful damage that does not synergize with the rest of his kit. Despite the ability summoning energy Skana or Exalted Blades, they take no properties from your melee weapon or Exalted Blade and its melee mods. There is no scaling, and the bleed procs are inconsequential. At the very slash, Slash Dash benefits from Pressure Point, allowing its damage to reach around 550. For 1/3rd of the energy, Slash Dash deals over half of the damage that Radial Javelin does. The animation of Radial Javelin takes nearly 4 full seconds to accomplish nothing, and does not even protect you from the most basic threats. Many frames have now been given invulnerability in order to cast their longer abilities, yet Radial Javelin which is one of the longest ability casts in the game does not. Dagath, who has the ability to deal 30,000 damage every 0.15 seconds from her fourth ability, which takes only 1.5 seconds to cast, has invulnerability during the entire cast. To step back and elaborate on the lack of synergy, Radial Javelin does quite literally nothing for Excalibur's kit in its entirety. It provides no opening, no mobility, no damage vulnerability, no damage buff, and no survivability. It is completely superfluous and shows an utter lack of care for the kit and its interactions in total. The common argument is that Radial Javelin has an augment of Furious Javelin. I disagree, Furious Javelin is not an augment, it is required for the ability to have a purpose in the game at all, what-so-ever. Many years ago, we had to install abilities as mod cards. Furious Javelin is simply Radial Javelin's ability card. There is no purpose in the ability existing without the augment being in play as well. When DE removed ability cards, they also removed two mod slots from the Warframe's upgrade menu. This effectively means that all these years later, I'm still using ability cards, but I still have two less mod slots. This is an embarrassing amount of lacking forethought, hindsight, and present awareness. Augments were supposed to open new playstyles. Excalibur's augments simply unlock the only playstyle. In summary, Radial Javelin is one of the most uninspired, and actively reductive abilities in the game. It serves no purpose other than to fill space, and this explains why it is one of the most replaced abilities in the game through the helminth system, along with Slash Dash. The fact that Excalibur has multiple abilities in the top ten most replaced abilities says much about the frame's overall design. Exalted Blade This is the only reason why people play Excalibur, however in the grand scheme of the game this manages to not only be one of the weakest abilities, but comparatively one of the weakest melee weapons in the game in total. Exalted Blade is the ability to unholster a melee weapon for 25 energy, and maintain its existence for 2.5 energy per second. This ability -- this weapon -- actively hinders the total design space for Excalibur, and limits his arsenal as he has to contend with either using a regular melee weapon or his Exalted Blade ability as he cannot use both at the same time. Thus, most players tend to build heavily into Strength and efficiency or duration to use and maintain Exalted Blade. However, even with such heavy commitments, the weapons that most people consider using as utility are simply better and more powerful than Exalted Blade will ever be. To begin, to simply look at the weapon being unholstered, it costs 25 energy, and to maintain its existence but not particularly use the weapon, it costs 2.5 energy per second. This lowers its viability against a weapon with the exact stats. Being that it is a channeled ability, it limits the synergies and build options that you have greatly, as energy regeneration sources are now limited, and many buffs that could affect regular melee weapons do not affect the Exalted Blade. This is a melee weapon with below average stats in everything other than base damage. While this generally would not be an issue, it also lacks the ability to use some 'Acolyte' mods. These 'acolyte' mods obtained their category name from the event that originally introduced both the acolytes and the mods themselves. These mods include Blood Rush, Weeping Wounds, and Body Count. As such, the lack of these rather fundamental mods on the weapon has put it in a category below a weapon with similar or even lower stats. Additionally, it lacks the the capacity regular melee weapons get from equipping a stance, and lacks the options of having more than once stance for a single weapon type, disallowing the variety of doing different things for different build types or different purposes. Moreover, Exalted Blade the Stance has no forced procs, slow combos by default compounded on top of having a low base animation speed for the only weapon it is designed to be on and has a very low multiplier for all of its attacks. Two of the attacks are actively detrimental to the use of the melee weapon; The Slide attack costs 25 energy to cast Radial Blind with less than one third of the effect as it has 1/5th the range at 5 meters and 2/5ths the duration at 6 seconds. It also does not manage to open enemies to finisher attacks, and due to the way the stealth multiplier works likely will not grant you the damage bonus when you finally begin to attack the enemy in question. To reiterate, Exalted Blade costs 25 energy to unholster, and 2.5 energy to maintain. The slide attack additionally costs 25 energy to use. Performing these actions is around 2 seconds. I have spent 55 energy to cast radial blind with less than one third of the effect in total. As such, no one uses the slide attack as it reduces the amount of time that you can use the Exalted Blade and generally does not provide any benefit to you at all. This means your options to gap close enemies are literally reduced versus a normal melee weapon. The second attack that is actively detrimental is the standing block combo. This attack generally throws enemies multiple dozens of meters away, removing them from your sphere of influence. In addition to this, sometimes it can throw them so far away on more open tiles that it allows them to respawn closer to you, around corners. This functionally reduces the survivability of the frame and the damage output. The only way to combat its low damage output and low base status is to equip the augment, Chromatic Blade. This wraps back to my argument previously in Radial Javelin: I'm using augments in a mandatory fashion to unlock the only playstyle available to Excalibur, yet I have two less mod slots than I should when we had ability cards. Hilariously enough, the augment is actually twice as good as it's supposed to be, since the bonus from the augment applies twice to Exalted Blade, but even with this exploit the weapon is less powerful than making a basic Zaw with Hok at around MR 4. Lastly, Exalted Blade does not have access to arcanes. The new melee arcanes allow regular melee weapons to be league more powerful than Exalted Blade can ever dream of being, but even one of the most simple arcanes help Excalibur's kit more than the entirely of Exalted Blade: Melee Fortification. This allows Excalibur some of the survivability he does not get from his own kit and his base stats. This is an extreme loss in versatility, and makes it so that subsuming off the most unique part of Excalibur's kit makes him a better frame it total, but still less than almost all other frames, including and especially those who are more melee oriented. In summary, Exalted Blade is not a good ability or melee weapon, conflicts with the total intention of having an arsenal, lacks synergy or creates active anti-synergy with teammates that specialize in energy regeneration and buffing, and conflicts with the entirety of the melee system at large, from its stats, to its modding, to arcanes, to simply existing. This is Excalibur's second worst ability. A holistic view Excalibur's entirety, from his base stats, to his passive, to his ability set, is at odds with everything the game stands for and is more than just neglected and forgotten to time. It was poorly designed from the start. His design is filled with contradictions, lacks cohesiveness, and creates turmoil for modding not only within itself, but in terms of being within a team. He is the most picked starter frame not because he is powerful, but because he looks cool and has a 'glowy energy sword.' However, the reality of playing this Warframe is that he is an active step back in the development life cycle of this game, and represents things that have been reworked or reiterated. As the face and first interaction of many starts of the game, being in this embarrassing state speaks rather largely of the game's approach to balance and design within itself. Excalibur's kit doesn't know what it wants to do, and ends up doing everything it aspires for, wrong. It relies on unintentional features, glitches, and exploits to be on the level of any other Warframe at all. It goes beyond lacking polish in the name of being a 'beta' concept, and ends up completely lacking forethought entirely when it comes to the reality of playing the game at large. The future Excalibur needs to be given treatment in all areas in order to be functionally worthwhile in the game. Excalibur's base stats and survivability should be increased in order to solidify his standing as a frame designed for melee who uses abilities reactively, instead of a frame designed for mediocrity. Slash Dash needs to have a goal of doing anything at all. Whether that be gap closing, survivability, mobility, damage or utility. As such, shields should be protected, status effects and energy drain should be ignored, momentum and velocity needs to be adjusted more akin to Gauss's Mach Rush or Kullervo's Wrathful Advance, and the damage and the melee combo counter should be dealt and increased, respectively, no less than swinging the normal melee would accomplish. Radial Blind needs to have more consistency in all aspects. Enemies that I see less than one second after I've cast the ability should not require me to cast the ability again and again. The damage bonus should be applied as vulnerability rather than the stealth bonus multiplier when enemies are aware of Excalibur. Radial Javelin needs to either be removed from the game of have the effect of Furious Javelin innate, and Furious Javelin should provide some other benefit to the frame, likely damage reduction or survivability of some other sort. Exalted Blade -- and Exalted Melees in general -- have always been at odds with the design of the game and have led to many exploits, unintended interactions, and nerfs. Not to mention, as time goes on the need to channel the ability to hold the Warframe's signature weapon is more than just antiquated. Exalted Blade either needs to be a signature weapon usable when no other weapon is equipped similar to Garuda, or equipable in game by simply holding the Weapon Switch button, and this would thus replace the melee you are currently holding with the Exalted Blade and its mod set without costing energy to simply have and unholster. In addition the ability itself 'Exalted Blade' should be a specific set of buffs and increases to the melee you're holding rather than than a melee weapon itself. This would allow the ability to scale into the future and not be constantly and consistently at odds with the balancing of weapons in total. Ideally, using this ability would grant a buff that allows the range to be extended by creating even shorter lived waves with higher speed and no fall-off for a percentage of the damage of the original melee swing. Going through walls was something that was problematic with the previous iteration of melee, and as such does not serve a purpose in the game anymore. Excalibur's passive should, at the very least, apply to all melee weapons that Excalibur uses and should be a modification of the base stats of the weapon. He is a melee specialist and a 'master swordsman' but almost every melee oriented frame uses every melee better than he does, even the weapon categories that he's supposed to excel with. This is pathetic. Umbra This is simply an honorable mention to Umbra's existence, as he is functionally the 'Prime' of Excalibur for non founders. His passive has been the spark of issues, progression stopping bugs, exploits, and specter nerfs. If you would like to read and see all of the ways Umbra's 'sentience' has been ruining the game's experience for anyone who actually likes playing this warframe, please visit the patch history of Excalibur on the wiki. There have been seven bug fixes for Umbra's sentience alone in the last year. A currently unsolved, unaddressed or perhaps plainly ignored issue is that Excalibur Umbra's 'Sentience' passive causes him to purge a number of buffs, including Furious Javelin which logically should have been designed to work with Excalibur and all his various iterations. This, again, shows a lack of foresight in the design of such a passive. It was only recently that Excalibur Umbra was allowed to maintain Exalted Blade after switching to operator, but this still does not address the numerous issues that Umbra has going into the future of the game, especially as using the Operator and Drifter becomes more prevalent in the game and the story necessitates their inclusion into gameplay mechanics. This passive simply should be removed in its current iteration. Slash Dash states that you 'Slash and dash through enemies alongside a radial specter' which means literally nothing and is not correct, however it does at least open the possibility that when you use Slash Dash on Excalibur Umbra, it could leave a short lived specter per enemy hit that can use some of the abilities Umbra currently has, deal moderate amounts of damage over time, and distract enemies. In addition, shooting Excalibur Umbra while you are an operator or dying as the operator should create a copy of Excalibur Umbra for a short time that can use his abilities and his weapons. Instead of modifying and 'despawning' the Warframe itself which is likely what is causing these issues, creating a duplicate that can be killed off later similar to Nekros specters or Wukong's Twin is much less likely to cause the amount of issues in the future while still maintaining some of the lore's integrity of Excalibur Umbra being able to have autonomy. Helminth was not meant to be a replacement for proper balancing, and augments were supposed to open or create new playstyles, not be the only way to play a Warframe. These are things DE themselves have stated, yet their actions do not reflect such.
  10. The Murmur shows part of the reason why most people do not take the time to aim carefully, and why weapons like the Perigale and Knell are extremely strong but rarely used. Suggestions: All weakpoints or body parts with a multiplier greater than 1x should count for conditional headshot effects Moas, for example, have battery packs that have a 3x body part multiplier Destructible precision locations should activate modifiers like Primary/Secondary Deadhead immediately Destroying parts of enemies or their specific equipment via precision should count as a "kill" for headshot kill based arcanes Hitboxes need to be more 'forgiving' for precision weapons and more strongly linked to the model itself Enemies who are in motion and under the effect of any of the various stun effects including slows are the most prominent example of what I mean. The model of the head is not always the head hitbox. There should be stronger or more evident indications(likely UI flair or outline modification) of what is a weakpoint versus what is not. What are the headshot locations of these enemies? Amalgam Satyr The Anatomizer The Severed Warden
  11. The Loadout menu should: Utilize the empty space in order to inform you what your Configurations are. Inform you that the Focus School and Parazon configurations are tied uniquely to each loadout Allow the swapping of configurations on established equipment in the loadout via a drop down menu.
  12. If you're using Orokin Eye, it does not consume air support charges. The rest of them as I have tested do consume air support charges still. Assumedly because it does not affect enemies, it just allows you to find things slightly more easily.
  13. The first bonus of topaz shard was fixed, what about the second bonus of Regenerate +5 shields when you inflict an enemy with blast status? That's not what it does at all, it recovers 5 shields when you kill an enemy with blast damage. This doesn't flow into overshields, and currently is completely misleading.
  14. Please address Topaz's balance as a whole. The effects listed are not what's given for half of the shard, and what's in the patch notes leads me to believe that it's not working as intended, but we have had other things long stood only to be told years later that it's a glitch.
  15. Please read the post and then reply instead of reading part of what was said, and replying with something that was answered or addressed later. I did learn the paths, but the paths aren't the issue. The objective of the post is that, to start with, there is currently a glitch that causes newer players to fail multiple times, back to back, instantly. The second focus is that this represents no such scenario in the game. Spy vaults and rescue missions have good line of sight breaks and multiple different routes, and failure isn't immediate upon being seen. The video you references is multiple years old, and several things have changed with enemy AI. Not all directly or purposefully, but similar to situations with Eclipse. Something else was changed, and that had an effect on these scenarios. For example, the most upvoted comment on the video you referenced: They also, as I mentioned in the original topic, recommend just using a gunblade and sniping the enemies. That's a problem for the design of the test as well. And if the tests are meant to challenge and train players, there are better enemies that can be used for this test:
  16. If you are detected once in the MR 19 test, you will be sent back to the starting area and the first enemy spawns in a position that causes you to be detected instantly before you gain horizontal control of your character. This can be mitigated for players struggling by holding the crouch button while respawning, causing you to be just low enough to avoid direct LoS. This causes the mastery rank test to only have one attempt for players who are doing this test for the first time, and makes it seem impossible to complete. This test has been the bane of most player's Warframe careers and at this point, represents no such reasonable 'Mastery' of the game. Even in the one section of the game closest to its gameplay, the New War where you play as Drifter for the first time, you have the ability to turn invisible and a gun. It's caused the most common response to tips on completing the test to be: "Use a gunblade." The test should be more reasonably appropriate to complete with an Excalibur, Volt or Mag with Skana or Bo. To start, the first enemy that can spawn facing the platform and has a routed pattern under the platform should be removed. While the game is third person and you can see around walls, it shouldn't be expected to maneuver the camera in such ways to be able to complete the test. This seems to be why the scanner is disabled, since it's an invaluable tool for low or no ability use stealth missions that allows you to see enemy placements through walls. As such, it would be nice for the test to be designed with the idea that players will not see through or around walls. Most missions in the game have you start very far away from enemies, behind a wall or in a room with plentiful cover, not on a platform in the middle of nowhere in immediate LoS of nearly all enemies in the tileset. The area should have more walls for reasonable cover and line of sight breaks. This would also mitigate simply using a gun in the melee slot to snipe enemies rather than a careful course. Instead of grineer humanoids, please use enemies such as Sensor Regulators which are an established, spy based enemy type that clearly marks the viewing FoV for detection. (This additionally opens the discussion for allowing drone type enemies of this specific variety to be attacked with finishers or disabled with the Parazon, as they currently are difficult to kill and instantly detect you through any non-fatal damage, where as humanoids need to be 'neutral.' Humanoids cannot alert other enemies if they are, say, knocked down or damage staggered.)
  17. Reading people actively trying to justify not improving things astounding. This isn't about the OP using Exodia Contagion and being harmed someone else using it, it's that the OP themselves using the aura and other people in their squad could be getting hurt by them wanting to use this aura. Could you be bothered to read a four sentence thread? Who cares, this isn't about everything being equally usable on all frames, it's about the fact that it can genuinely hurt other people on your squad to the point where they can be killed more often for you simply using the aura or you can intentionally use the aura to grief other players, especially in the context of Circuit, Sorties and Archon Hunts where you can see what other people are using or plan to use for the restrictions, like Melee only modifiers. Hell, half the people reading this thread don't even understand what the aura does. It doesn't matter if the heavy attack build is spammy or not, it drains shields per hit and you can hit multiple things with one attack. Jesus.
  18. Found this thread randomly looking at some bugs. This is something that I've brought up multiple years ago, many times. Hilariously, Wrathful advance which is better in literally every way even when subsumed has full immunity. Voruna's 2(Fangs of Raksh I believe?) also has full immunity and without depending on a melee weapon can practically delete enemies at any level. Slash dash can't even do reasonable damage without exploiting incarnon passives, and can't keep you alive as a gap closer. It ironically makes you more likely to die than just bullet jumping over and blocking, it builds less combo and you're more likely to get knocked down. Honestly, with one mod you get further, faster than slash dash with a ton of range and energy does. It's crazy how bad the ability is even for new players, and the only good damage strategy it has is spending energy at a genuinely insane rate by casting and immediately cancelling against one enemy, with the functional best melees in the game that do more damage with light attacks for 0 energy.
  19. Due to how enemy hitboxes work and how the beacon attaches to enemies, using the Buzlok's homing beacon to attach to a head or other disjointed hitbox volumes makes the damaging projectiles miss entirely or orbit around the intended target while dealing no damage at all. This can most easily be replicated by attaching the homing beacon to the head of a Heavy Gunner and firing the weapon.
  20. When using the targeted version of Wrathful Advance, you can roll before completing the heavy attack which effectively cancels the attack itself. However, this causes you to teleport at a delayed time, which causes the Warframe to be stuck in place at the teleport endpoint while being invulnerable to all damage. This still allows your Warframe to shoot, swap weapons, use powers and transfer to operator entirely at will. This is effectively a God Mode glitch. Pressing the melee button, using the ability again or performing a heavy attack allows the Warframe to escape this state. It can be performed an infinite number of times.
  21. Riven mods were a mistake in the first place, but consider the following: If someone liked Excalibur, Volt or Mag they would never be able to have a worthwhile riven simply due to them being starter frames, thus being "popular" even though most players abandon those frames early into their Warframe playthrough. Strong vaulted frames would have inflated dispositions due to new or returning players not having them. Random potentially inaccurate example: Loki has the highest disposition. Most stats on Warframes have lost their meaning due to arbitrary caps on abilities that max out quite quickly and the diminishing returns most abilities have for pumping certain stats. We can have well over 1000% power strength, yet most people don't go for that or use it because it doesn't even make much of a difference versus the normal build. Sometimes it's even hurtful for abilities that function at certain breakpoints or strength thresholds. Duration over 200% usually isn't needed due to how gameplay itself is structured and efficiency has a hard cap. Though, not that it matters anyway because there's too many ways to gain energy. LoS restrictions on many abilities make having more range than necessary unimportant. Thus, there's two options: Warframe rivens that have all possible stats just being a kuva and time sink for no real benefit or Warframe rivens that just have QoL stats like Sprint and Parkour speed.
  22. I don't because it's not gameplay relevant. It's a cosmetic bundle that looks great, but otherwise does not give an advantage in gameplay as far as I know. Psychological manipulation happens in literally everything that has a social aspect and the game relies on people making purchases on whim and will since there is no monetary requirement to access or use anything in the game in contrast to Destiny 2 where you have no access to most things people want to play. People effectively support the game to speed up acquisition of items or to look cool, not to have unfair advantages in gameplay that otherwise cannot be obtained which I believe is where marketing tactics become predatory. I do agree that Founder's pack should be available to the rest of the public but at this point it is a matter of DE keeping their pride since they promised to have it exclusive to Founders of the game. Technically without Founders and the success of Warframe DE wouldn't enjoy continued existence. There is no legal basis for Founders to enact any lawsuit either considering the Terms of Service and EULA. There is nothing logical about it not being available to the rest of the community either, and they could easily market it as a Prime Access or otherwise and benefit monetarily from it especially since it is a highly sought after set of items, to the point were people pay real money to obtain accounts with them. But that's a dead horse anyway, and it just doesn't matter enough. As I see it, DE has done almost nothing differently except increase the prices of bundles. They have kept a similar sales tactic since before Destiny 2 had even existed, let alone become a Free to Play game. While people can reasonably have an issue with price hikes, inflation also exists, cost of living and minimum wage in America keeps going up. So I don't feel like the price hikes are unjust or indicative or corporate greed in particular.
  23. You can have a computer or phone set to twitch channels and they will automatically start playing once the stream starts. This is what many people do. Practically the only thing I agree with in this post is stream drops being garbage, but only because they fail so often. Like, the infrastructure itself. Very often hundreds of people don't get the drop, then DE tries to fix it for two days, then it turns out the fix didn't work so they give it out to everyone. Yes, that's a win for the whole community, but if the entire point is engagement they could just give it to everyone who logs in during X days and still get the exact same result as making it a Twitch stream drop. What other content is inaccessible that is meaningful to gameplay other than the Founder's pack? Most all twitch drop items get added into the game at a later date. It's effectively always timed exclusivity for people who are active in the community, but it does come around in the end.
  24. The issue is that Warframe's minimum camera turn angle is too high for the type of game it is. For reference, I play games like Overwatch, ULTRAKILL, Outriders, Destiny 2 and the like. Compared to almost all of these games, Warframe is at least 300 times more sensitive than these games. AKA, Overwatch's lowest sensitivity being 0.01, you would have to multiply that by 300 to get to Warframe's lowest sensitivity. ULTRAKILL, Destiny 2 and Outriders are capable of sensitivities just as low, though through their configuration files mainly. This is something that's possible to fix, but it's unlikely DE cares. You have two options: You can either reduce your DPI for this game specifically, and some of the more high profile mice are able to do this automatically by detecting what application you're running or you can use an acceleration driver like Raw Accel to emulate an even lower sensitivity. You have the option to not use acceleration at all in particular, it does not add any latency and it is a signed driver. You will not incur any moderation due to using the program from any anti-cheat service.
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