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Tukka

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  1. I really don't understand anything about these nerfs. I don't understand why they were rushed out so quickly. I don't understand how Dante can be judged to be "dominant" so soon after release; Rebecca admitted that they have no concrete basis upon which to make that determination when she struggled to justify a decision that was already obviously going to be unpopular in the devshort. I don't understand how Dante can be judged to be "disruptive" except on the basis of how Overguard as a mechanic interacts with certain other warframe abilities, but that is an issue with Overguard in general, not Dante specifically. And nothing in these nerfs actually address that problem anyway, except indirectly by making it so fewer people play Dante, so the problem won't surface as often. I don't know what DE could have possibly have noticed in the few days since Dante's release that wasn't obvious before release. I don't know why DE has failed to communicate clearly about why these nerfs are supposedly needed, apart from the aforementioned dubious and vague remarks about "dominance" and such. It's just a baffling — and very poor — decision. Just revert these changes, wait a few weeks, gather some data, and then decide whether a review is even necessary, do that review properly if it's apparent that there is an issue, actually playtest the changes you implement, then implement and, if necessary, iterate. This seems like very basic stuff to me.
  2. I think the design goal is generally to not have Steel Path feel compulsory, to have it so you're not seriously missing out if you can't handle Steel Path or do so comfortably. Granted, having Incarnon Genesis Adapters be exclusive to Steel Path flies in the face of that, but that may just be the exception that proves the rule. Personally I tend to favor the Steel Path bounties because if you can handle them comfortably, there's not much reason not to go SP. It's not just better bounty rewards, but also that you may get an acolyte to kill, and there's also the innate Resource Drop Chance Booster / Mod Drop Chance Booster. It's also helpful for ranking up gear (not so much MR fodder, but for applying forma to good equipment).
  3. Yep, I've encountered this one a few times.
  4. They're getting a mercy kill with the next update. It'll probably be one of the few enemies I bother using it on.
  5. As mentioned, the copy/paste text includes the command and user name in it, so when you past it into your chat box, it will automatically send the whisper to the person who posted the listing. An important thing to note is that you should not modify the copy/paste message, especially not by changing the price in the message, as that is against the wf.m Terms of Service. If you want to haggle, or have any questions, notes, or additions (like if the person is selling multiple copies and you want to buy multiple) then do those things in a follow-up message. In my experience, it's usually the person who posted the listing on warframe.market who sends the invite. This tends to be most convenient and smoothest way to handle things, because people like me post many orders and wait in our dojo for responses to come in, and sometimes we get slammed with many trade requests simultaneously. It can be a bit of a hassle and slow down everyone's transactions if I have to join someone else's squad and load into a foreign dojo. To say nothing of the fact that I may have a queue of people already in my squad waiting to trade. If you don't get a response within a minute or so, you can send a follow-up message, which can include a question about whether they want to invite, or if you they want you to invite them. Sometimes people may miss the original message, or accidentally close your tab (something that is stupidly easy to do, due to some questionable UI design). Often, the player who posted the listing will fire off an invite when they receive the copy/paste message, which you can accept without needing to say anything unless something goes wrong (like a failed connection). As for how the trade is conducted, I would look up a video on the process on YouTube, or maybe read the wiki. It's fairly straight forward though. Usually the person whose dojo it is will use the Trading Post to invite the other player to a trading session. (Most dojos have the Trading Post within range of the spawn-in location for the dojo.) Once both players agree to the session, there will be two rows of six boxes, the top row is what you're offering, and the bottom row is what your partner is offering. Click any of the top boxes and choose the appropriate selection. Once both players have put up everything for the agreed upon trade, click the Accept button in the middle, then confirm the trade. Done. A couple things to do before sending the message: enable two-factor authentication, and make sure you meet the Mastery Rank requirements (if any) for the equipment/parts/blueprints you are receiving, or if you want to trade a Riven mod, you have to be MR 8. But if you fail to double check this, most players will be understanding. Edit: Also, make sure you have enough credits to cover the trade tax for the item. For most items, the trade tax is 8k credits or less; for a few things, like legendary mods and arcanes, it can be significantly higher, up to 2.1 million credits for a rank 5 legendary arcane. On the wf.m site, there is reputation, there's a reputation tab on the user's profile page that you can use to leave rep, and there is a column indicating rep on the site where orders are listed. I wouldn't be too concerned about traders that have low rep, as if you pay attention to what is being traded, it's pretty hard to get scammed and almost everyone is honest. And most people don't bother leaving rep (it's like 1 in 10). But it's a nice thing to do if you have the time, and the trader was quick and friendly (as most are).
  6. I'm ambivalent about making the Stalker to a full playable warframe. I do wish we had a way of excluding him from our Duviri selection pool (having an Intrinsic should never be a disadvantage), and a way of customizing him (both in terms of mod loadout, and cosmetics).
  7. I have apprehension about what an "auction house" system could do to the player economy. Removing too much of the friction or too many of the limitations involved with trading could crash the prices of a lot of things that help sustain free to play players, especially new players. But I agree that Riven Trading should have its own dedicated channel, and disallowing Rivens in the main Trading channel. It seems like a pretty obvious thing to do.
  8. Most people are not going to expend even 10 seconds' worth of effort to hedge against a rare situation that they might not even be aware of as a potential issue. Expecting people to be maximally conscientious and detail oriented at all times is a recipe for disappointment, and bad design.
  9. I think it's mostly fine as is. It's a little weird/muddled, but that's true of everything to do with Warframe's story. The spoilers are fairly oblique and not likely to really hurt the impact of later quests unless the player is really paying attention and actively thinking about and questioning what's going on. And in that case the later reveals still work, "ah-ha, I was right!" can be just as satisfying as being totally surprised. And do note that the operator does appear in trailers and other promotional material. Previewing Nightwave track rewards will also constitute a spoiler, and if anything, having the Drifter can help obscure that because the player might assume that operator cosmetics are for the Drifter. Also, as it is, Teshin appears abruptly out of nowhere in Natah, acting like someone we should know. In Duviri he gets more of a proper introduction, even if it's still not clear where the operator knows him from. So I think doing Duviri smooths over that otherwise very jarring aspect of the story, albeit imperfectly. As for the gameplay concerns, I think that stuff is mostly fine as well. The melee weapons are strong, but there are other strong melee weapons that are available early too. Even just the tutorial Bo does work, and there's also Broken War and Xoris which can be obtained pretty early. Farming the Edun is a bit of a power skip, but whatever. There's also zaws. And going outside of melee weapons, there are kitguns. Albeit zaws and kitguns are things that a new player isn't as likely to stumble upon or understand. Depending on what she has in her weekly rotation, early Duviri gives players another option for obtaining potatoes, that are less of a trap/rip off than the Nightwave's store overpricing them at 75 Cred. So I think this is an improvement to the new player experience. As for players being inadequately geared for Duviri, that's addressed through Decrees and the basic loadouts the equipment have. New players may still struggle due to lack of Intrinsics and overall lack of familiarity with the game, but that is true of the rest of the game as well. And concerns about Duviri Steel Path are irrelevant to the new player experience.
  10. As it stands, the only mini map loot icon that a player cannot remove is the Lohk Surge. This is pretty annoying when you are voidplume/voca hunting, and for people with certain neurodivergent qualities. The Lohk Surge should either have its own unique mini map icon, or its generic loot icon should be suppressed while it is on cooldown, or it should have no mini map icon at all outside of a waypoint for the Bounties that require activating them.
  11. Even with the OOL changes, Veilbreaker is just bad. It's bad content to have as a semi-compulsory weekly thing. If they're not willing go back and significantly improve those missions, then it makes perfect sense to me to limit the value of running it for non-tradable items. People who enjoy Veilbreaker can continue to run it to obtain Archon mods to trade. Everybody else gets to skip the half-baked content they don't like (after running it x times for the non-tradable things they want), without the burden of FOMO.
  12. The majority of weapons now have a variant that is Steel Path viable, if you've built into it. I realize overframe.gg shouldn't be taken as gospel, but for this quick and dirty assessment, I think it's adequate: go to the tier lists and start from the bottom up, and ask yourself how many of the weapons in the C-tier or below don't have a higher tier variant. It will end up as a pretty small number. There are a handful that are just bad, sure, but with three weapons per category, you're almost certain to get offered something that has at least a passable variant. And pretty much anything can handle level 60 enemies with proper modding, if not super efficiently. Granted, Deep Archimedea is going to be much higher level than that and will have other conditions which should make things substantially more difficult. I do have some concern that all of the stacking penalties will magnify the difficulties of running a lower-tier loadout, to an unreasonable degree in some cases. But it is an endgame challenge. In the worst case, you'll be encouraged to form a set squad to manage the specific challenges of the mode for the week, which I think is okay given that the rewards you miss out on from not doing so are not anything ridiculous, and should not be that FOMO-inducing, particularly when the 5th DA reward is tradable. Most players capable of doing Netracells will likely be able to manage six out of eight of the rewards available from spending Netracell/DA keys. Locking 1 or 2 of 8 rewards behind a barrier that is only accessible to the top nth percentile of players, or those willing to expend high effort, I think is absolutely fine. I don't think it's a cop out given how the sheer power and myriad utility that's available to players when they have unfettered access to all builds. The design space is super constrained by this reality, so some hard limits on equipment selection are one of the few viable ways to reintroduce a substantial level of challenge. The other ways of creating challenge (like new modes that don't use traditional equipment loadouts at all, or a massive slate of nerfs) also tend to be unpopular.
  13. From what I understand of how Deep Archimedea, I fully approve of the design decision DE is going in with it. I'm not reading through the whole thread, so I am probably repeating some points, but: You will not be forced to use the Stug, even if you enable all of the restrictions. You'll have a choice of three different secondary weapons. And you don't necessarily need every component of your loadout to have carry potential. Often, you just need one carry weapon/warframe to get you over. Of course, it remains to be seen whether this will hold true in Deep Archimedea as it does in most other existing modes, since the combined effect of Deviations, Risk Variables, and other Personal Modifiers may limit the carry potential of some equipment. That's really my only concern, that some combinations of those effects could be pretty unfair and oppressive. So, sure, they might overtune the challenge. If they do, that's something that they can and should address. But that is something that has to be evaluated after the mode releases. In addition, unlike Duviri, you will have the time/opportunity to build up offered equipment to a more usable state, including potentially building for the unique conditions of the mode, particularly if you already own the equipment but haven't built it up yet. This does strongly favor more veteran players and players with a robust arsenal, but that is fine. It is okay for one game mode to offer an advantage towards getting moderately better rewards to people who have invested the most into the game. And it will only be moderately better rewards. If most people who are capable of Netracells can achieve the 3rd reward fairly comfortably (as seems fairly likely), then they're only missing out on one roll on an enhanced Netracell loot roll, and an arcane worth about 50-90p (and probably less, since increased supply following the addition of the mode will drop the price of Melee Crescendo/Melee Duplicate). Considering that it's a weekly, not something that you can repetitively grind, that's not exactly a massive acceleration of one's progression. Also, as far as I know, there is no word on this mode restricting use of operator mode, or companions, both of which can be built to be very strong, with decent carry potential just by themselves.
  14. Perhaps it grammatically it could make some sense, but it's still a stilted formulation, especially when it is present right beside "Trade For Voidplumes" which uses the verb form. Also, if I recall correctly, the the rescue target's line is "Thank the stars! And not a moment too soon!" "Not a moment too soon" is a common English idiom, and it parses fairly naturally to its accepted meaning. So far, 100% of the comments to this suggestion are rebuttals. Very troubling, especially the developers share your sentiments. I'm not sure how much longer I can keep playing the game if it remains in this state.
  15. That's what Yonta is doing. This doesn't match the convention for all of the other menu selections, which indicate what you, the player, will be doing. It is worrisome to me that anybody would raise a point against a proposed fix that the game so desperately needs!
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