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enizer

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Posts posted by enizer

  1. Exodia contagion(melee arcane) seems a bit faulty with the melee changes

    It calls for double jump, aim, and then melee attack(in air) to throw

    But, aim and block are the same key, so if I'm not surprising the enemy, I just end up blocking and simply CANT throw the exodia contagion.

     

    EDIT: ping matters here, the EX:C attack is dramatically more likely to fail when not playing as host, especially in high latency.

  2. 26 minutes ago, VentiGlondi said:

    I wish I could turn off the quick-melee mode now that I can equip it manually, because the game gets confused and sometimes puts me into quick-mode when I was in the manual-mode.

    As a result I end up equipping my gun when I want to block.

    Although my problem is mostly the other kind, in the "no, I did NOT change my mind about attacking and decide to block instead, please don't, I'd rather kill an enemy and absorb 1-3 bullets than stop everything and block 15 bullets"

    But I have had your problem as well, manual blocking is harder now.
    There are also times when I'm trying to focus on melee and didn't want to swap to guns.
    Automated systems like this get very problematic when they guess WRONG, and start doing something I had no plan to.
    Here's to hoping they fix this mess, overall I dislike the melee changes, not because of the damage reduction, but they just seem so clunky compared to before, the flow is gone : (

  3. Personally I'm looking for a way to disable blocking, blocking is interfering with things like exodia contagion a LOT, and sometimes even ability and gun attacks to a minor way, and I'm sure I have had reloads interrupted by auto blocking.

    Exodia contagion is the worst as of late though, the others are more consistent minor annoyances.

    Give me a heads up if you find a way to fully disable auto blocking, I'm just not a fan of it overall.

  4. That's just the standard crushing ruin spin, also available to all other hammers.

    The wolf sledge used to have a completely unique move set, for example, it's spin dash was longer, moved you around 3x the distance forward.

    I'm pretty sure the quick melee attacks were also different, but I cant exactly go back and check the old version to compare, I'm using the long spin dash as an example, as it's the most obvious move that's vanished.

     

    Basically, the wolf sledge used to ignore whatever stance mod you put on it, and have it's own moveset, that was exactly like the combat pattern you see the wolf using when you fought him.

    Now I cant find a way to access the wolf combat moves.

    I suspect they updated ALL stances as a group, and forgot that this weapon used to be unique in more ways than it's extra throw attack.

  5. The wolf sledge used to have the wolf's unique move set, for example, his spin-dash attack.

    Now, it's moving exactly like a regular hammer, aside from the throw option.

    Has anyone else experienced this?

    It cant have been the intention to partially remove the weapon's uniqueness?

  6. 10 minutes ago, IIDMOII said:

    I tend to disagree with some of this.

    The kuva lich is not difficult or challenging. Nor is it meant for high level players. 

    Entry level alerts are starting at lvl 25. Which means they want you to play this starting at lvl 25. 

    It's also not new or exciting. It's just reshuffled content we've already played before. Kuva, relics, stalker hunts.

    Not at all challenging. Testing ones patience with multiple layers of RNG is not a challenge.

    Having a bunch of cosmetics on the market to buy doesn't magically make this fun.

     

    Melee changes are wack. If you play a non melee frame/build - then yes melee feels better. But were you ever going to rely on it anyways without a proper melee build?

    Therein lies the problem. They made melee feel better for people that don't or shouldn't be using melee in the first place.

    It would be like nerfing all primary weapons so that melee centric players felt their guns were slightly better for the first 1/3 of a mission. Pointless.

    The positivity in relation to melee is coming from people that didn't melee exclusively anyways. So big deal.....the odd new person will swing their sword and What? What's the goal here? To encourage new players to waste resources on a hybrid build? Only to be let down when they catch up?

     

    Yes, very much this, two problems I have with this, so far the "hard" part is that i cant win at all unless i have the "i win" combo, difficulty through obscurity isn't hard, it's boring.

    and second, the melee changes, so many things annoy me with them, but none of it is things I find "unfair"

    it's stuff like, the wolf hammer no longer has a unique combat move set, and whips now include a forward dash as a very early move, meaning that some otherwise proper DPS spammy whip builds don't work because they make me dash past my target.

    Nerfing crit building is completely fair, that's not my problem, but the melee fixes kind of went too far, now I have what I consider "mid tier" guns WAY outpace previously high tier melee weapons, and again, not talking the blood rush crit build, that setup had it coming.

  7. I feel I must provide a counterpoint and point out couple of problems I have with this content, first of all:

    The new content is bad in the eyes of a veteran, because it's not really easy to opt out of it, and once started, whether accidentally or intentionally, hinders progress in other content until dealt with.
    It's not too hard, it's getting in the way of other things I'd rather be doing.
    Stalker, Wolf, The Juggernaut, they were hard at the time, but fair.

    This new system of every fight with the Lich being a supposed to lose fight, until you find the three magic words that say I win? 
    Yeah, not the same.

    Similar with the new thumper things in the plains, they aren't hard at all to fight, they are however incredibly boring to fight.
    Overall this game seems to be starting to counter power creep with arbitrary walls.
    I'm here to play epic space ninja, puzzle elements don't belong in fast paced combat, have any difficulty you want DE, just don't slow me down.

    I still miss the old tower system, the orokin tileset felt incredibly epic back when you had to earn the right to every visit there.
    Now it's just another map tile, bleh.

    And last but not least, to me, as a veteran, the power creep seems worse than ever.
    I actually found myself checking melee weapons against lvl 80 enemies thinking "which of these still work, and with what setups?"
    And I found out, that even more weapons have been delegated to the "cool but obsolite" pile.

    Depressingly often, it's simply decided by how new they are:
    Power creep making the new stuff must be better than the old stuff, and then content has to be balanced for the new stuff.
    So many cool weapons with unique mechanics that I'm forced to leave behind because they just don't pass the DPS check.
    That's just sad.

    I'm not against the patch because I cant handle changes, I don't think ANYONE is angry because of THAT, but they may have problems putting their thoughts to words.
    I'm sad because many things are broken for no reason, and much of the new content, like the thumper in the plains, is just so incredibly boring.
    It dosn't do enough damage to kill me unless I directly wanted it to, but each fight takes MINUTES because of the spin the one magic weak point away thing it does?
    Can we please just have conventional difficulty instead of puzzle mechanics?
    Please please PLEASE just nerf all tanking and CC into the ground and remove puzzle nonsense, leaving me again to actually fight, rather than being untouchable and bored searching for the one magic weak spot?

    I genuinely miss when shadow stalker was new, jumped in, and just killed me, because I wasn't ready.
    The tusk thumper doma has a 90% win rate against me, because I'm always just so bleeping BORED and walk away before I have the mental energy to deal with it...   : (

  8. I just tested this, and the wolf sledge unique movements are no longer working.

    It used to have among other moves, the wolf's unique spin attack, though i forget what exact combo does it.

    Now, regardless of stance mods, it no longer does any of the unique moves, it's just moving like a regular hammer.

    Throw still works, but otherwise it's no longer unique.

     

    Your bug sounds more likely to be a life strike bug though, i see reports of the life strike mod not working right since u26.

  9. The wolf sledge used to have the wolf's unique move set, for example, his spin attack.

    Now, it's moving exactly like a regular hammer, aside from the throw option.

    Has anyone else experienced this?

    It cant have been the intention to partially remove the weapon's uniqueness?

  10. 2 hours ago, CRAFTTHIS said:

    Having played the new update as a veteran I wanted to throw my hat in the ring, no idea if the Devs will see this or if it will fade into obscurity but these are my honest opinions and that of some of my friends that also play.

    My biggest complaint is that when kuva lich do spawn there is nothing you can do but take a loss for the team and get downed (until you finish gathering all the murmurs which is another hassle and a half).  This is not fun and does not provide any actual game play, sure i can shoot him and drop his many health bars but if he is just going to kill me if any of the 3 are wrong it feels like just having one less revive per mission for no real reason. After the first few times it does not provide a feeling of dread, or surprise just extreme frustration and "lets just get this over with, kill me already"

    In my opinion You should be able to kill them without the murmurs by just pure DPS, however they wont stop spawning in until you finally get the right order of murmers (also they spawn in more and more often as you kill them similar to how the wolf spawn chance was increased to being "he will spawn so often you will just wish the event ended already" during the first nightwave event)  Having the wrong order of mods when you land the final strike will result in him despawning and resulting in a higher spawn chance (with no reward, he's just tanky and gets annoying by spawning in Every mission)

    Now onto the second aspect of the new kuva litches, the thrawls do not spawn quite often enough, i find myself actively going out of my way to kill them instead of it being a passive thing, in a four player squad of veterans its not much of a problem because everything melts including the thrawls so it feels a little passive. I think if trawl hit squads spawned in similar to nightwave event enemies on random missions it might alleviate the problem a significant amount. 

    The third aspect of tier five relics in my opinion was a well done gameplay element, it encourages players to play kuva syphons (which already spawn on a variety of maps instead of the endless same missions). There is a bit of RNG in the rewards needed to get lucky to kill your own personal litch but i think its alright in my opinion.

     

     

    Repeated "supposed to lose" fights?
    Uh, yeah, that wont get old fast..

    Surprise losses are frustrating.
    A forced fight you literally cant win, that's only frustrating at first, when you can see it coming a mile away that just becomes boring.

    A system where the player just lets go of the controls and thinks "just get this nonsense over with" is flowbreaking, which in a game focused on fast paced action, should be avoided at all costs..

    Make it so that we can win the fight, but victory means nothing, or make him escape at the last second, comic book villain style, it's much better for the fast paced "space ninja" feel of the game.

  11. This is a good point I must agree with, why cant they just be also in regular missions?

    For a lot of old content, if I lack orokin cells, I can farm them, or I could be patient, I'll get more eventually.
    Making things REQUIRE farming is a step in the wrong direction I feel.
    Focused farming isn't fun, and at the end of the day, this is a game, isn't fun the point of a game?

    Having the option to farm to speed things up, is great, being forced to farm or accept no progress at all, less so..

     

    I mean, the Kuva Lich invites itself to my game, if there is no way to get rid of an annoyance without farming, the lich will always be a "do the dishes" style of chore in the long run.
    So I would suggest, make EVERYTHING needed drop in regular missions you might run into.. BUT, at a low drop rate, much slower than focusing on getting rid of it will.
    That way I could fix it eventually, OR hurry to get it over with, if it steals something like a riven.
    And the people complaining about how boring it is, would have MUCH less to complain about.

  12. 2 hours ago, Tinklzs said:

    The problem is the reward is so lackluster, you get a random weapon (not even talking about epherma's that shouldn't be a reward here, they should work like the blood epherma from arby), and with all this talk on kuva, where is my large chunk of kuva?! I expected him to take resources (like they do) and convert it to kuva, I kill baddie lich and get 10k kuva per level. Seems quite fair for the time invested wasted on this.

    Edit - I recall them getting rid of alerts due to players not being able to get resources like nitain, blueprints, etc, and it being generally unfair to players not 'living' in Warframe. Then go around and design and RNG system (relics) and put in on Floods that follow that same logic of old alerts. Being around one per hour. Very poor design.  I think a flood should spawn, you complete it and a siphon is 'upgraded' to flood status, this happens up to.. 3-5 times an hour. There ya go.  Do spy missions/mobile defense/defense and get up to 50% murmur (as in the whole word, so 25 kills worth) for completing the mission, gives a reason to do them.

    Right now the lich system is just doing content we've been doing for years, for the sole purpose of eventually getting an arbitrary 'word', then get a relic with the mod that matches said word, then trial and error (the most fun of playstyles, not), to eventually get a weapon that we never cared for anyways. Then we need to spend 5 forma on the weapon to get 'all the MR juice out of ' and that's if we don't already have the weapon to begin with.  Absolute trash system that feels more China MMO P2W (since you can get mods in the market) than "fair" F2P "ninja's play free".  Absolutely love this game, but this has me so far on the edge I'm very close to quitting if this isn't ironed out hard. Cannot believe they'd allow it, all this grind, lackluster rewards and seeing it as 'okay' knowing how the community hates Fortuna's grind, this is 3x worse, easily.

    This kind of underlines a key problem i have with this update.
    If I play as a complete nolifer and dedicate 6+ hours per day to warframe, then this system is fine.
    If I want to dedicate something less than that, then this is adding non-progress busy work to my schedule.

    For the last month I have been playing another game in co-op with real life friends, and spent less than an hour a day on average on warframe, and to my surprise, I find myself quite overwhelmed with the grind, progress has almost completely stopped, there's too much busywork nonsense now that's getting in the way of the interesting parts I WANT to play.

    Because for the last year or so warframes updates make me think... a lot of this stuff just isn't fun.
    And much of that same non-fun stuff like the card system for the Lich... has a pay option to skip it..

    Having the option to skip things is a lot less acceptable when it's obvious that the game would be better without the thing in the first place.
    Having the option to buy orokin cells or forma, is great, because I WILL find them eventually, but i could be impatient if i want.
    The murmur's wont happen eventually, this is a grind wall.

    Please don't go down this road.

    I would strongly suggest adding the murmur drops into regular missions, make it so that I can farm it, not so that I must.

  13. 1 hour ago, White_Matter said:

    Remember when archwing launcher was a consumable item and required heck ton of grind to gather the materials ? I farmed for hours had like 200 of it. And sometime later they reduced the requirements by tenfold. And then they turned it into a permanent item.

     

    Murmur is like that. 

    That's very depressing, that means they are probably just ignoring feedback on this in the beginning, only fixing it if we continue to complain months down the line.

    The archwing launcher consumable thing was never not annoying, it should have been a permanent item from the beginning.

    The archwing disabler projectiles enemies in open areas spam are still stupid and make what could be a cool combat mechanic, into being exclusively a fast travel system.

     

    This murmur system looks like more of the same.. just... why?

    I'm VERY tempted to just ignore this whole mess until it becomes sane, like I did do with the archwing nonsense, and other grindy messes before.

    Oh wait.. this one is forced on you.

    Reports are that you don't GET to ignore it, it's stealing from you until you deal with it, like a pile of dirty dishes in the kitchen sink.

    .. sigh..

  14. 2 hours ago, xHeretic said:

    First of all you choose to kill the lich in his first form. Second, if he is gaining territory, is becauae you are playing his mode and making him stronger. 

    Dont play something optional that becomes mandatory once it has started and then complain

    Obviously I'm just going by what DE has stated themselves previously about how it would grow, the update hasn't been live long enough for it to be seriously tested.

    However I got the picture from livestream talks and such that they had intended for this to be a non-optional game mode, and that it WOULD grow over time IF IGNORED.

     

    I like the IDEA of the Kuva Lich, but seriously, it's FAR too grindy, I hope they changed their minds and made it optional like you say.

    We will see.. the "grows if ignored" mechanic cant have happened to anyone yet, it's only one day since launch.

  15. The update has barely been out for 24 hours, I'm not worried about people rage quitting because changes are annoying.

    I AM however worried that It stealing rare mods, relics, riven mods, and so on, means it will never be possible to ignore it and just play the game, once it gets too much territory.

    The forced grind to allow you to kill it runs the risk of becoming extremely boring once the novelty wears off.

     

    As this is, I fear I will one day see a Kuva Lich infested map, and see a mental note "you need to clean the map before fun is allowed" sign..

  16. The thing I worry about, sure, the Liches are interesting NOW while they are new, and have gear drops that I don't have.

    BUT, what about AFTER I'm done with that?

    The loot stealing mechanic going after relics and riven mods and such ensures they will be an annoying priority target pest forever, forcing me to attack them to get to the content I WANT to play.

     

    Is it really a good idea to add a chore to the game?

    DE say the Kuva Lich will be allowed to expand to cover the entire map if people ignore it, like that's something people aren't guaranteed to do once they become bored of it?

    ... you do realize that once I have the his interesting drops I'm going to see a Kuva Lich infested map and see a mental sign that says "you need to wash the dishes before you can play this game"?

     

    I'll wait and see how this develops, a nemesis of some kind is an interesting idea, but the way this is implemented runs the risk of becoming VERY boring in the long run.

    • Like 1
  17. This makes me think, there's a VERY simple way to beat any kuva lich.

    Not to play.


    DE says they intend us to hate our kuva lich?
    I'm just not interested in feeling hate, that's a very unrewarding emotion I not seek or want any contact with in entertainment.
    Seriously, I'm a very stressed out person, and so far this sounds like a very stressful system meant to make me feel hate?
    Stress is not fun.
    Hate is VERY NOT fun.
    Do NOT try to make me feel hate.
    I will chose not to play instead.

  18. I mostly use Nyx against very high level things

    Against anything level 50 and under her CC is a bit pointless, but for levels 90 and up she's one of the most powerful.

    For example, in most defense, Nyx just slows things down, but if you hit sortie3 on super armor defense, or extra damage defense, in those missions Nyx makes the enemy not simply nuke you or the operative off the map.
    Sure, other frames help there, but Nyx could solo those with little difficulty.

    Also that one April fools 1 hour lvl 100 survival for a "damaged ammo drum", Nyx made that mission easy, several damage focused builds I tried just fell flat rather fast.

     

    So yeah, Nyx is pretty much the most powerful CC frame.. in a game that dosn't really need that role much..

    • Like 1
  19. I very much agree here, I play Nova a lot, and today this was incredibly distracting, 
    the gold null star balls are very high contrast and fast movement is NOT a good combo.

    I was already annoyed at the gold antimatter drop ball for looking tacky, this gives me the feeling that nova is an extra in an Austin Powers movie.

     

    Perhaps it's time to forma up regular nova, slightly less hp, but actually functional fashion frame and less distractions.
     

    • Like 2
  20. I'm running at 1440p and have this problem as well, it looks bigger than it used to be, like it's now taking up exactly the same % of screen space as it does at 1080p, except of course, at resolutions that are NOT multiples of 1080p this appears to result in non-square pixels.

    I hope this gets fixed soon, this is really ugly, but other FPS monitoring tools don't show my ping to host, which I really prefer to be aware of.

  21. 7 hours ago, Finara said:

    Bounties actually sucks. Not because the repetition of missions (this is easy farmable now), but because of the drops that are given in it. I mean, if you compare, in the long term Bounty 4 and Bounty 5, you can see that there's way more appealing rewards with way better drop rates in bounty 5. (comparison shown below)

      Hide contents

    For a bounty 4, you can get (from the wiki) :

    Pool A Pool B Pool C
    Endo64 300 Endo 19.39% FusionCorePackSilversingle Augur Secrets 2% Endo64 300 Endo 17.35%
    Endo64 300 Endo 19% FusionCorePackSilversingle Gemini Cross 8% Endo64 300 Endo 17%
    Endo64 300 Endo 26.03% FusionCorePackSilversingle Gemini Cross 8.16% Endo64 300 Endo 22.97%
    FusionCorePackSilversingle Augur Reach 8.16% FusionCorePackSilversingle Gladiator Resolve 8.16% FusionCorePackSilversingle Augur Message 17.35%
    FusionCorePackSilversingle Augur Reach 8% FusionCorePackSilversingle Gladiator Resolve 8% FusionCorePackSilversingle Augur Message 22.97%
    FusionCorePackSilversingle Eleventh Storm 8% FusionCorePackSilversingle Vigilante Vigor 26.03% FusionCorePackSilversingle Augur Message 17%
    FusionCorePackSilversingle Eleventh Storm 8.16% FusionCorePackSilversingle Vigilante Vigor 19% FusionCorePackSilversingle Gladiator Finesse 2%
    FusionCorePackSilversingle Gladiator Rush 19.39% FusionCorePackSilversingle Vigilante Vigor 19.39% FusionCorePackSilversingle Sinking Talon 8.16%
    FusionCorePackSilversingle Gladiator Rush 26.03% VoidProjectionsSilverD Neo M1 Relic 19.39% FusionCorePackSilversingle Sinking Talon 8%
    FusionCorePackSilversingle Gladiator Rush 19% VoidProjectionsSilverD Neo M1 Relic 19% FusionCorePackSilversingle Vigilante Pursuit 8.16%
    FusionCorePackSilversingle Vigilante Offense 2% VoidProjectionsSilverD Neo M1 Relic 26.03% FusionCorePackSilversingle Vigilante Pursuit 8%
    VoidProjectionsSilverD Neo S7 Relic 19.39% CetusWisp64 Cetus Wisp 9.18% VoidProjectionsSilverD Neo H1 Relic 16.33%
    VoidProjectionsSilverD Neo S7 Relic 19% CetusWisp64 Cetus Wisp 9% VoidProjectionsSilverD Neo H1 Relic 16%
    VoidProjectionsSilverD Neo S7 Relic 26.03% Kuva64 100 Kuva 19% VoidProjectionsSilverD Neo H1 Relic 21.62%
    CetusWisp64 Cetus Wisp 9.18% Kuva64 100 Kuva 26.03% CetusWisp64 Cetus Wisp 8%
    CetusWisp64 Cetus Wisp 9% Kuva64 100 Kuva 19.39% CetusWisp64 Cetus Wisp 8.16%
    FocusLens1Rank sq Madurai Lens 8% FocusLens1Rank sq Vazarin Lens 8% Kuva64 100 Kuva 16%
    FocusLens1Rank sq Madurai Lens 8.16% FocusLens1Rank sq Vazarin Lens 10.96% Kuva64 100 Kuva 16.33%
    FocusLens1Rank sq Madurai Lens 10.96% FocusLens1Rank sq Vazarin Lens 8.16% Kuva64 100 Kuva 21.62%
    FocusLens1Rank sq Unairu Lens 8.16% FocusLens1Rank sq Zenurik Lens 8% FocusLens1Rank sq Naramon Lens 8%
    FocusLens1Rank sq Unairu Lens 8% FocusLens1Rank sq Zenurik Lens 10.96% FocusLens1Rank sq Naramon Lens 10.81%
    FocusLens1Rank sq Unairu Lens 10.96% FocusLens1Rank sq Zenurik Lens 8.16% FocusLens1Rank sq Naramon Lens 8.16%


    I marked the level of interest (by number of exemplar) of each reward with the following colors :
    1-4 exemplars : you need them just once, because they are often mods or blueprints
    5-10 exemplars : appealing to have, but not in infinitely high quantities (still worthy to farm for)
    11-20 exemplars : still interesting, but can be farmed better elsewhere
    more than 20 exemplars : really appealing to farm : in one hand, they can be only acquired from bounties/and or the plains (breath of eidolon, Cetus wisps), on the other hand, the can be acquired elsewhere, but with more difficulties (targeted relics like M1).

    And bounty 5, which is the better for loot, to compare (from the wiki again) :

    Pool A Pool B Pool C
    Blueprint2 Eidolon Lens Blueprint 7% Blueprint2 Eidolon Lens Blueprint 7% Blueprint2 Eidolon Lens Blueprint 7%
    Blade Furax Wraith Left Gauntlet 8% Blade Furax Wraith Right Gauntlet 8% Blueprint2 Furax Wraith Blueprint 8%
    FusionCorePackSilversingle Carving Mantis 8% FusionCorePackSilversingle Swooping Falcon 8% FusionCorePackSilversingle Twirling Spire 8%
    VoidProjectionsGoldD Axi V7 Relic 32.47% VoidProjectionsGoldD Axi N5 Relic 32.47% VoidProjectionsGoldD Axi V6 Relic 32.47%
    VoidProjectionsGoldD Axi V7 Relic 25% VoidProjectionsGoldD Axi N5 Relic 25% VoidProjectionsGoldD Axi V6 Relic 25%
    VoidProjectionsGoldD Axi V7 Relic 50% VoidProjectionsGoldD Axi N5 Relic 50% VoidProjectionsGoldD Axi V6 Relic 50%
    BreathOfTheEidolon 5 Breath Of The Eidolon 32.47% BreathOfTheEidolon 5 Breath Of The Eidolon 32.47% BreathOfTheEidolon 5 Breath Of The Eidolon 32.47%
    BreathOfTheEidolon 5 Breath Of The Eidolon 50% BreathOfTheEidolon 5 Breath Of The Eidolon 50% BreathOfTheEidolon 5 Breath Of The Eidolon 50%
    BreathOfTheEidolon 5 Breath Of The Eidolon 25% BreathOfTheEidolon 5 Breath Of The Eidolon 25% BreathOfTheEidolon 5 Breath Of The Eidolon 25%
    CetusWisp64 2 Cetus Wisp 20% CetusWisp64 2 Cetus Wisp 20% CetusWisp64 2 Cetus Wisp 20%
    CetusWisp64 2 Cetus Wisp 25.97% CetusWisp64 2 Cetus Wisp 25.97% CetusWisp64 2 Cetus Wisp 25.97%
    Kuva64 300 Kuva 7% Kuva64 300 Kuva 7% Kuva64 300 Kuva 7%
    Kuva64 300 Kuva 9.09% Kuva64 300 Kuva 7.37% Kuva64 300 Kuva 9.09%

    I think that explains one major problem with bounties in general, now let's apply the same thing with the goul's event drop table (Same for probabilities for each one, just some drop changes like relic T1 and S7)

      Hide contents

    Coming from the official warframe drop rates :

    Level 15 - 25 Ghoul Bounty
    Rotation A
      Stage 1
      100 Endo Known Issue (0.00%)
      Lith T1 Relic Common (50.00%)
      Hunter Adrenaline Common (50.00%)
      Stage 2, Stage 3 of 4, and Stage 3 of 5
      Encrypted Journal Fragment Uncommon (18.18%)
      Hunter Munitions Uncommon (18.18%)
      Stubba Blueprint Uncommon (18.18%)
      100 Endo Known Issue (0.00%)
      Lith T1 Relic Uncommon (22.73%)
      Hunter Adrenaline Uncommon (22.73%)
      Stage 4 of 5 and Final Stage
      Hunter Track Rare (6.78%)
      Encrypted Journal Fragment Uncommon (16.95%)
      Hunter Munitions Uncommon (16.95%)
      Stubba Blueprint Uncommon (16.95%)
      100 Endo Known Issue (0.00%)
      Lith T1 Relic Uncommon (21.19%)
      Hunter Adrenaline Uncommon (21.19%)
     

    the color code :
    1-4 exemplars : you need them just once, because there are often mods or blueprints
    5-10 exemplars : appealing to have, but not in infinitely high quantities (in this case, they are not targeted)
    11-20 exemplars : still interesting, but can be farmed better elsewhere
    more than 20 exemplars : really appealing to farm
    I think you can all see the problem with these bounties and their drop rates.

    Earlier, @[DE]Aidan said :

    So yes, THERE IS no need to farm them at once, but it won't resolve the problem of a RIDICULOUSLY UNINTERESTING drop table nor the fact that RNG lore is unacceptable.

    This I agree with, aside from that the lore should not be RNG, if the journals have to be there, they should be more common, and the drop table also has far too many things in the  drop chances competing with the lore pages, that you only need one of, and of course, almost all of us already HAVE the hunter mods, from the last event.
    This is resulting in a drop table that's more effectively summarized as:

    wave 1:
    50% chance items we only need one of, so basically the same as no drop at all very quickly.
    50% chance T1 relic(or S7 for the high level bounty, always this exact relic, not even a random one)

    waves 2-4:
    21% chance T1 relic(or S7 for the high level version)
    17% chance journal fragment(the thing we are here for a TON of)
    62% chance items we only need one of(effectively nothing)


    Plus the lore page duplicates is becoming a problem.. I assume that's what the empty wave rewards are, and the feeling that I should be soloing the event to keep the drop chance stable isn't a good feeling.

    I am glad the endo drop chance is 0% though, I really don't need more endo, that's not what i'm doing these bounties for.

  22. 46 minutes ago, Nerfoxbylozajete said:

    Hello!
    I think I have some different thoughts about the journals:

    • What people keep proposing here as a solution is often Increase the drop rate! or Make it drop from the ghouls! or Make it a guaranteed reward! Now that's not really the problem, is it? We are not mad about journals themselves being rare. Tempo Royale is rare, rare containers are... well... rare, yet ain't nobody got problem with that. The problem is repeating the same boring procedure over and over multiple times.
       
    • How does the bounty look like? Go there, do that, go elsewhere, do another thing. There are many issues with bounty construction and I'm sure those are adressed in other topics but I'll mention some I came up with just for the sake of perspective:
      - Too much time spent on getting from one place to another
      - Archwing used basically as a form of transport
      - Most of the rewards being totally useless for vast majority of the players
      - Bounty tasks being a copy of normal missions
       
    • Problems I have with journals themselves:
      - Journals aren't things collected at the time of doing something else (like cephalon fragments)
      - Can be acquired ony in one way 
      - You won't get anything useful in the process of farming for them
      - They aren't adding anything new to the game, gameplaywise (unlike somachords)
       
    • Possible solutions:
      - Add some useful rewards to the ghoul bounties (kuva, chance to get extra ostron standing, significant credit rewards, eidalon resources etc.)
      - Make bounties less stage-by-stage and more unique (puzzless to solve, defending actual camp members at camp liberation) that comes with bounties taking longer to complete and less of them needed to get what you want. I'd rather spend an hour doing various things to complete one bounty and get some fancy rewards than repeating the same quick bounty 5 times.
      - Make missions specifically for journal entries... Right now they are called ENCRYPTED for no reason. :)
      - Want people to use archwing/fish/mine? Make those activities part of bounties (for example: catch a giant fish aiming for it's weakpoints).
      - You have a giant map of PoE to use, make it useful for things other than time spend on travelling from one place to another (like some timed races, long range fights, giant structure defences, air fights, air supporting other players etc.)
      - Make harder bounties give more journal fragments (some end-game bounty with ghould boss giving 3-4 entries as one of the rewards for example)
      Most importantly - give us longer, better designed missions with better rewards without the need for doing them 24/7.
       
    • I actually have one request to DE if you are reading this: play the game you are developing. Don't use dev codes to get things you want, farm for at least some of them. You'll recognise the problem for sure and game will be better in no time. :)

    I'm surprised I haven't seen this highlighted before, this is exactly the problem with this event.
    This is similar to the hema grind last year, which was also extremely monotonous.
    These ghoul missions are always almost identical, and we are only doing them over and over for ONE thing, and they drop nothing else that's interesting

    Everyone got mountains of the hunter mods last month, the weapons and stances also drop from mobs, so we all got that in the first minutes of this event.. so now it's just, do the exact same mission 200 times in a row, for exclusively lore entries, and there's no hope of ANYTHING else dropping, or changing up the routine.

    This is... boring.

    DE said somewhere that the ghouls will return regularly.. well, unless they change, it's going to be EXACTLY the same kind of boring then, so getting more chances dosn't really fix the problem that I'm not half way done collecting the logs, and I don't want to see ghouls ever again.. this is just.. monotony, in it's purest form.

  23. 7 minutes ago, Urlan said:

    No, It wouldn't have opened any new builds, it would have been just as required or even more than now. The multi-shot changes were, at the time coming along with removing of progression (sometimes called mandatory) mods; think anything that gives normal stat growth versus a negative trade-off or conditional. You would not have serration, or other damage increases and the idea for heavy caliber was to lower its bonus as I recall. This created a vacuum which made attack speed mods the defacto dps progression as it would in the current situation with just damage removed, take it even further and consider normal fire rate and shred mods removed as well - which was discussed at the time - and you have the environment that the acolyte mods were created for. Just as now, but without player progression mods and multi-shot is instead fire rate by another name.

    Hmm, that's a good point, removing the "mandatory mods" would simply make many other mods take their place, as the new mandatory mods, and you would need to remove quite a lot of mods to get out of that completely.

    As tempting as it might be to simply ask for serration to be deleted, and stats raised in exchange, that wouldn't fix the problem, only change it.

    It seems like that a proper solution, would perhaps be more in the line of giving more choice in those areas, but limiting same stat stacking?

  24. The counterpoint to that is, that stopping to loot manually, is simply boring, and very much breaks the flow of an otherwise fast paced game.

    Without vacuum, most of us would be forced to choose between regular stops in gameplay to gather up random drops, 95% of which we don't need at the time. Which isn't remotely exciting, as looting is in for example, diablo-like games, or continuing the "fun" part in exchange for probably missing something actually useful.

    This led to the vast majority of the playerbase using carrier as the only sentinel option, and ignoring every other option.

    Automated farming is better countered by other methods, like, say, AFK timers based on movement.

     

    Even today I avoid the use of kavats and kubrows almost exclusively because of the lack of vacuum.

  25. There's nothing wrong with universal vacuum, the problem he's mentioning is how long it took to add, and the rather strange excuses DE gave for not doing so, for a VERY long time.

    Before that, carrier was THE sentinel, and then there was mastery fodder for the slot if you wanted to level up.

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