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Neightrix

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Posts posted by Neightrix

  1. Like anything else in WF it's ultimately a build/manifest check and a knowledge check. To have actual difficulty they'd have to restrict player mobility and re-design every enemy to engage the player properly instead of being sacks of HP with weapons. All they can really do is stack modifiers that make you think about your approach, or take turns carrying with friends. Solo'ing with the screenshotted kit is very believable for someone who builds out weapons/frames and knows how to use them. I can understand the disappointment in this as "endgame" but it's just not a difficult game.

    • Like 1
  2. Yea, after all the nice armor stripping buffs in late 2022 I can't be bothered to manage Immolation, and her kit is rather unfriendly to anyone without a max rank Arcane Energize.

    I do miss WoF sometimes. I doubt they would revert Inferno outright, but maybe they could do an augment that makes Inferno toggle and area seeking, and cap the range at 25m or something so doesn't become AFK.

    What I miss more than WoF though is Accelerant. I wish they had given the Flash Accelerant augment to Fireball since it was a much better buff overall and teammates absolutely loved getting a casting speed buff.

  3. I generally do like that the hardest piece of content wants to strain your whole equipment manifest. However, even for someone like me with forma'ed full builds on like 90% of weapons, ultimately some weapons are just pathetically weak against the Murmur's large base HP, even with Roar and Pillage being helminth option for every frame to assist them. I'm not ready to say this needs to be changed yet.

    My much larger concern is the mission conditions themselves, many of which we haven't seen yet. Especially when things haven't necessarily been thoroughly bug tested such as health draining defense objectives that die on their own because the fortification heal doesn't work.

    • Like 1
  4. So yea this is utterly broken. The defense targets take permanent 100 dps for merely existing. We actually prevented enemies from damaging it for both waves, only to have its health tick down to zero with 1 second left anyway. Just to drive the point home I'll say it again: the first defense target took no direct damage from enemies and we still lost. Collecting fifty Vosphene Glyphs had no impact on the permanent health drain.

    EDIT: Went back later and the reinforcement function was working properly, healing the objective and halting the health drain. I assume the game was bugged on my first attempt.

    • Like 2
  5. Impressive post.

    I was thinking of something more complicated, like the augment increasing base range by 40%, but also reducing the effectiveness of range mods by 75% when the augment is equipped (Oberon's 2 range is already like this). This would give a max range within what DE wants, as well as ease up on the the build requirements for players since you won't need every single range mod.

    But I'd also take the 25% change you suggested.

    • Like 1
  6. Bear in mind overguard was created for the explicit purpose of making enemies immune to CC, a solution to the old meta where enemies would be turned off and the game was boring and trivial. I don't necessarily disagree with having nuanced CC work as you describe, but I think you'd have to be specific about which abilities and such should be granted exception. I think any huge area CC that mimics the old meta is out of the question, but maybe there's a place for a few targeted use cases? Possibly something like these:

    can be effected by blinding abilities (Breach Surge/Radial Blind), but the duration is capped at 3 seconds and only works once
    can be effected my Nyx's Chaos, but duration is cut and only works once
    can have stagger inflicted, but will be immune to stagger for the next 10 seconds
    maybe revert the Halikar change is it's ultra-niche and single target

    • Like 4
  7. 1 hour ago, cebbolar said:

    Dante himself is an obstacle to using tragedy. Is this a bug or is it meant to be? Also a survey. Those with a higher screen resolution will kill more enemies? They will literally see more enemies because of the rendering features.

    It was my understanding the check of "is this enemy on the screen" is more of a check from the player camera in addition to the check from the warframe itself. Not pixel check for enemy hurtboxes. Not 100% positive though.

  8. Saying Dante was meant to launch with LoS checks on his 4 does not sound believable, as if the goal is to avoid related feedback. Reb certainly gave no indication the frame was doing anything other than intended for several days and the scope of potential nerfs was broad - not a specific fix or correction.

    • Like 3
  9. Maybe for ONCE we can do something other than a line-of-sight nerf? Especially when the ability range gets up to 70m - you're NOT hitting ANYTHING at 70m with an LoS check. Nerf the actual range instead. OR do what people asked for and nerf his overguard cap instead. He should give a bit less overguard overall than Frost, since Frost has to cast many times to build up to his cap and requires an augment.

    • Like 1
  10. 5 hours ago, _Kit_Kat_Cat_ said:

    I feel like it's not specifically Breach Surge nerf, rather... Eximus unit overguard fix. Previously, several CC abilities still went through (Breach Surge included), while others were blocked. So I guess DE is just fixing what's broken and we're not supposed to CC overguarded enemies at all, not with BS, nor with anything else.

    You might be right, although I would have appreciated something in the patch notes if that's the case.

    • Like 5
  11. You may not want to draw attention to this. It already consumes the energy of a FIRST ability (25), not a third ability(75). If they implemented your idea of allowing free switching during the duration, they would almost certainly raise the cost to 75 base. And since there are very few cases when you're going to be switching anyway, it would effectively be a nerf and likely poorly received.

    • Like 1
  12. This is more or less how I feel about it. For a Helminth ability, I'm just not switching from 75% DR to mediocre damage. I can see why DE would chose 30% as a safe spot to avoid having to potentially nerf afterward, and I do think 30% is closer to the sweetspot than 150% was. Having said that, I think the sweetspot is around 50%. That would make it worthwhile to switch from DR sometimes (closer to 80-90% after strength adjustment), but not overtake Roar's ability to amplify status damage, ability damage, and buff teammates and companions without an augment.

  13. Aside from allowing Sandstorm movement to be effected by sprint speed mods (like Reave) I think his first 2 abilities are in a good spot.

    Scarab Shell is largely forgettable and replaceable. I'd rather just run Primed Sure Footed and another ability. Maybe if the armor value was significantly higher it would be more appealing, but it would need to approach Elemental Ward (cold) and Eclipse to be worthwhile.

    LOVE Scarab Swarm, although I feel the corrosive stacks could count up 3 or 4 times faster. He wouldn't need to be as fast at gathering into armor strip as Mag, but getting closer would feel a lot better. I also think restoring its ability to heal objectives would be a good idea so the rework wouldn't feel bad for those who used that attribute.

  14. If changed to a tap/hold, I wouldn't nerf the helminth version, at least not much. Roar is often just a better offensive buff anyway, and if Eclipse's DR were reduced to something like 50% I doubt anyone would bother.

  15. 40 minutes ago, TakasuNight said:

    •Being able to CC enemies with overguard? You've killed a lot of Warframes by doing so. (Ultimately, if you really don't want to do it, why don't you rework/update/improve most of the warframes, which struggle to handle the most difficult missions? Also putting an augment slot in warframes wouldn't be a bad idea)

    Warframe was even more boring and trivial than it is now for years. It took nearly a decade to get to DE to stop ONLY balancing gameplay on the warframe side, and they finally made normally-spawning enemies that can't be turned off with basic CC. And not sure if you're aware, but there are already helminth powers with some CC against Overguard if you absolutely must minimize incoming damage.

  16. It would be really nice if the objectively inferior single/dual versions of secondaries and melees would not appear in Teshin's cave if you own an superior variant. AKA single Cestra when we have Secura Dual Cestra, Aklato when we have Lato Vandal (Prime), Kama when we have Dual Kamas Prime. I have forma investment in a LOT of weapons but I'm frequently seeing one or two weapons I'd never dream of building out.

    • Like 3
  17. 7 hours ago, KitMeHarder said:

    Otherwise I'd personally be much more reserved about nerfing Zenerik without seeing the final list.

    Of course, that's just being sensible. I'm merely presenting a baseline idea to discuss. In practice it would need a dev workshop to flesh out. I'm not suggesting the schools would be balanced by only splitting zenurik energy, just that energy wouldn't be the sole consideration for roughly half the frames. The schools themselves are definitely their own can of worms.

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