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-AoN-CanoLathra-

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Posts posted by -AoN-CanoLathra-

  1. This is Warframe. If you don't enjoy doing it in pubs, get good enough to do it solo, or build your squad using recruiting chat.

    I solo all of my Lich/Sister confrontations, unless I know one of my friends needs to do it in which case I carry them as host. In other words, I either solo or I build a squad.

    • Like 1
  2. 5 minutes ago, Prof-Dante said:

    If I EVER see the word "Cap" or "Cooldown" on any of his nerfs I swear to THE MAN IN WALL, I will stop being so polite.

    They might lower his Overguard cap, which I don't think would be too bad.

    But I agree that if they add any cooldowns, or add enemy caps or status caps to him, then he's a dead frame.

    • Like 3
  3. 1 minute ago, Xenevier said:

    i dont think dark verse or his damage are the target of anyone's concern, his damage is fine, strong yes but nothing over the top. if they do change something im guessing it will be about the overguard somehow and not his damage, we already have good damage in the game anyway. and i dont think they will ever nerf him to a point of not being fun? that would be bad for both DE and for the player base

    I made that list based on changes to new frames that DE has done in the past. I will be pleasantly surprised if most of it does not happen.

    • Like 5
  4. I'm guessing the nerf is going to go something like this:

    1. The overguard cap from Light Verse is now respected by Triumph (no more exceeding overguard cap using precision intensify)
    2. Triumph overguard regen on kill cannot activate if the frame has no current overguard, and ends if overguard breaks
    3. Tragedy's damage multiplier is cut by at least 30% (or something to that effect)
    4. Just for good measure, Dark Verse's range and damage are cut by 50% and 30% respectively in Helminth only (because all new frames have their abilities nerfed in Helminth)
    5. The base duration of all of all Final Verse effects is cut by 33% (30 second base instead of 45)
    6. Some other change I cannot even imagine that makes us all go "Huh!?! WHY!?! That wasn't even what made him good; this only makes him feel worse to play!"

    And then I can go back to playing something else, instead of using the fun new frame because he feels fun to play.

    • Like 5
  5. 1 hour ago, Hmillz02 said:

    I agree they’re under performing at the same time I’ve been glitched on the 4th stage of Onos Incarnon transformation for two days now. No progress when completing the 20 disruption events. Stopped at 16/20 won’t progress further. Wish I could get a devs assistance on this matter. 
     

    Very Respectfully,

    Reaper

    You have to be host to get the completions to register. Devs have said they are going to fix that but it will require a cert build.

  6. For all of the people saying that with Faction Bonus mods applied, Eclipse will be stronger than Roar: No, no it will not, not in any way that matters.

    While it is true that for the initial hit damage, it will be slightly higher (2.015x vs 1.85x), the moment you have even a single damaging status effect (or, even better, two of them, such as a Slash/Heat/Viral build), Roar wins, even at only base ability strength. Eclipse + Bane is 1.3 x 1.55^2 = ~3.123x damage to status effects. Roar + Bane is 1.85^2 = ~3.42x damage. And the difference only gets bigger the higher the ability strength.

    So unless you have a really weird weapon build that used the faction damage mods but does not inflict damaging status effects, Roar is still better than Eclipse for weapons. This is on top of already being able to work on abilities, which Eclipse cannot.

    Also, DE's argument that the reason for the trade-off is the availability of DR is laughable given that the DR is still capped at 75%, which isn't even enough for most frames to survive with when combined with Adaptation, let alone a useful buff by itself. The only place this buff might be useful is to push a build that already has multiple defensive layers (like Trinity) into even higher eHP values.

    Now, if both effects could be active at the same time, then maybe it would be worth using. Getting both a small damage buff and a small survivability buff could be useful for some frames that just aren't quite there in either category. But having to choose between one or the other makes both worthless, since Warframe is far too fast-paced of a game to be able to change your current buff in reaction to something that's happening.

    • Like 11
  7. 21 minutes ago, [DE]Megan said:

    NOURISH HELMINTH CHANGE

    Nourish is by far the most popular Helminth ability, so we felt it was necessary to reduce its effectiveness slightly for the Helminth version only. Our goal is not to make this ability unusable but to avoid situations where it feels like “you’re playing wrong if you’re not using Nourish.”

     

    Nourish when Infused via Helminth now has the following alterations: 

    • Energy Multiplier has been reduced from 2x to 1.6x. 

    • Viral Damage Buff has been reduced from 75% to 45%. 

    Everything else related to Nourish through the Helminth remains unchanged.

    In light of the changes, upon downloading the update and logging in you will receive an inbox message containing Helminth Secretion resources. We recognize past resource investment needed to infuse Nourish onto your Warframes and want to provide some compensation. Patch notes will provide the exact numbers!

    1.6x is quite low. I was expecting 1.75 or 1.8. At 1.6, scaling with strength is low enough that you would need at least +400% strength to reach what used to take only +100% (at a nerf to only 1.75x, it would only require +300%, a far more reasonable strength value to reach). That's a major nerf to something that is pure utility. if anything, I expected a larger nerf to the damage buff, as that still remains very strong with the provided numbers, with the only stronger elemental buffs from Helminth requiring an augment.

    Now the only frames that will be using it are the frames that can already guarantee high energy generation for themselves, like Gyre and Styanax, to multiply it to a usable value. For all frames that don't have reliable energy and were already relying on energy orbs and/or super high efficiency, it is now better to go back to arcane energize, since it multiplies most energy orbs by 7 (large orbs are multiplied by 4), or using Equilibrium if the frame generates health orbs. Nourish is now only useful on frames that can use the viral damage, as opposed to before where it was useful for patching up the horrible energy economy many older frames have. Even as a multiplier on the other energy creation methods you are better off just running a second energy generation method and using your helminth slot for something else, like damage or defense.

    • Like 15
  8. 20 minutes ago, [DE]Megan said:

    Prism

    In its current form, Prism's damage scaling is affected by environmental lighting at Mirage's position, which poses the same inconsistency issues that Eclipse suffered from. The team has reviewed and made similar changes: 

     

    • Remove damage scaling based on environmental lighting.

    • Prism now has extrinsic synergy with Eclipse!

      • If Solar Eclipse (Weapon Damage) is active, Prism’s damage is increased by 100%.

      • If Lunar Eclipse (Damage Reduction) is active, then the Energy per second cost of Prism is reduced by 50%. This Energy cost is calculated after Ability Efficiency is considered, allowing it to exceed the normal cap for Efficiency.

    Does this mean that Prism no longer scales up its damage over time? Or that it only scales up while Solar Eclipse is active?

    • Like 9
  9. 1 hour ago, Frankenbitz said:

    -snip-

    1: I like this idea. Toxin being the only damage type with a unique effect at 0% status chance is a bit odd.

    2: This is something I've never had an issue with, but I can see how some might have the issue, and fixing it shouldn't affect normal bullet jumping.

    3: This has been largely fixed. New players are now given access to the regular Bo and Paris instead of the MK1 versions, and these weapons are very good for the early game. Unfortunately, if you instead choose the Skana and Braton, you will have a much worse time as a new player, so I would love to see DE fix this in some way (such as renaming the current skana as the "MK1 Skana" and adding a stronger "normal" version that is similar in power to the Bo, or buffing the normal Braton slightly)

    4: DE has said they are working on this

    5: I would love to see a Raid or something similar unlocked by completing the SP star chart. Right now the only challenging boss is the SP Effervo 60 eyes challenge, adding another would be great

  10. Ground finishers, unlike stealth finishers/standing front finishers, have a hitbox, rather than dealing damage to a specific enemy though a scripted animation. Anything the hitbox touches takes the ground finisher damage of the weapon performing the attack.

    As far as the "explosion", assuming it does not match enemy highlight color or any energy/emissive colors, it could be an effect based on your modded elements on the weapon. all weapons that deal fire damage have very small burst of flame particles when they hit (assuming that neither elemental weapon fx nor particles have been turned off). If this happens to a dozen enemies at once, it could end up looking like an explosion. Might not be the cause, but it's a possibility.

  11. If the event was structured such that the return on skill investment was constant through the whole thing, quit farming would have never been an issue. If the event, for some strange reason, had been find the canister > escort the drone > kills the adds and bosses > mobile defense, we would have been quit-farming at the very end, and run everything up to that point. The problem is that mobile defense is bad game design. There's no reward for being better, only for being just barely adequate. the mission takes the same time if you kill everyone or no one, and the mission succeeds whether the objective is at full health or 2 health. That's bad game design. Skill should be rewarded, and for the other 3 stages it is. Change the second stage to match that, and all attempts to avoid it will stop.

    • Like 2
  12. Just now, DrBorris said:

    Isn't the point of multiple difficulty levels to reward people who have better builds or invest more effort?

     

     

    I am also finding the "how could you do this? DE you are so dumb!" hilarious as Plague Star has always been most efficient when running the full bounty. We get a moment where there is a clear oversight and suddenly DE is doing the "typical" thing and "nerfing fun" or something. Come on guys, this ain't the hill to die on, it is just making you look silly. Of course players prefer to do the more efficient thing, this isn't some grandiose philosophical take about the state of DE.

    This is an objectively an incredibly rewarding event for your time, it doesn't need to be faster. If you actually cared about gameplay and design you would suggest things to replace that time that take a similar amount of time, not give a "please give more rewards faster".

    We always tolerated this even because of the free forma. the same way we tolerated Scarlet Spear because of free arcanes. Both events suffer greatly from the "hurry up and wait" gameplay loops within them. DE should look at the quit farming and realize that the only reason players even do this event at all is for the rewards, not because the event is well-designed.

    • Like 11
  13. Just now, Binket_ said:

    Welcome to Warframe! How much patience do you have for our overlords?

    Hopefully it's by the beer keg, because you're gonna be bleeding all of it dry in hours.

    I've been around since the Bursa event, believe me, I know. I had just been hoping that with the changing of the guard this past year that things might have somehow turned for the better. How silly of me.

    • Like 3
  14. Just now, AsaltShak3r said:

    I never ran into that surprisingly. And for the people saying mobile defense sucks use volt to speed it up. Totally worth it. portals work too BUT its super buggy and will go backwards so volt seems to be the play!

    That's the Drone Escort. The Mobile Defense is the part just before that, where with a proper build you stand around for 3 minutes doing nothing.

    • Like 4
  15. So instead of understanding the reason why players were doing this, you merely remove the ability to do it. You didn't address the problem of one stage of the 4 stage bounty taking almost half of the time spent, you just remove the method players were using to avoid that problem. Sounds about right given the precedent set by previous events.

    At this point I can only hope that you've learned something over all of the events you've run and don't put any Mobile Defense objectives in Gargoyle's Cry. Otherwise players are going to do the same thing again.

    • Like 19
  16. Biggest issue I see: the starting quests (awakening/Vor's prize) do a decent job of teaching warframe combat. However, the Archwing, War Within, Heart of Deimos, New War, and Duviri Paradox are similar in that they teach how to use archwings, operators, necramechs, Kahl, and Drifter respectively, and new players would need to learn how to use those systems if they were skipped past those quests. Without learning operator mechanics, for example, a skip up to Angels of the Zariman would have been worthless as most players who never used an operator before would not be able to kill an angel, since their mechanics are based on the player having learned a great deal before reaching that point. This makes me worried about how much the Whispers update would need to be dumbed down for players who play it immediately after Vor's Prize.

    • Like 28
  17. 1 hour ago, Stafelund said:

    There's still the talk of them promising not to do this again right after the Founders Pack, though I'm still looking for a receipt of that but if it's true, then it kinda says something about the company which built its reputation of being close to the community than most other gaming companies.

    I'm pretty sure they said they would never again have exclusive gameplay items, and that all exclusive items going forward would be purely cosmetic. And as far as I can tell, that has been the case.

  18. I certainly understand where you are coming from with the Circuit. I did the math, and assuming someone only has 1 hour to play every day, 7 days a week, then if they have perfect Circuit RNG and can play the whole hour in SP circuit it should only take 3-4 days, but if they get bad RNG (early defense/assassination with weapons/frame that can't handle that, no good weapons/frames for the cycle when they log in, etc.) they might not even get rank 5 in a given week, since it takes about 10-15 minutes to do a normal Lone Story to reset your weapon and frame selection, and even if you do that there's still the chance that the second list is no better than the first. So you can wind up being completely unable to do SP circuit one day, or never get past round 3 another day because the weapons/frames you get are good enough for most of the game modes but your decree RNG isn't good enough to take your frame and weapons through a defense or assassination round and you have to leave and try again. And while most time-gated systems like this would be designed to point the time-limited player towards a paid alternative, most of the incarnons cannot be purchased, and none can be traded, meaning that a player with limited time may simply be locked out of those items for months on end due to nothing more than a tight time schedule and bad RNG. This is not a good system.

    I also agree with things like Eidolons and Kullervo. The same argument applies: a player who can only play for one hour each day may find that all of their available play time falls outside of the time when either of those pieces of content are available. While the items in the Kullervo shop are also available in the Market, and the arcanes from the Eidolon fights can be bought from other players, the materials from the Eidolon fights are not available anywhere else, meaning that without doing that content yourself you cannot unlock waybound focus nodes or craft the Paracesis. Another example of this is the Titania quest, the Spectral Grove, which requires certain plants that are only available at certain times of day.

    So while most of the longer term grinds and their associated "fomo" is not something that worries me (primes, Baro, etc.), the content that is both time sensitive and/or time-gated is a bit of a problem to me, even if it doesn't typically affect me.

    • Like 3
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