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kerozen666

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  1. Small little feedback on Scarab shell. the ability is great, there is however a minor but still annoying hiccup with it: since you move at default speed, you easily fall behind the squad when charging it in "linear" mission like sabotage and exterminate. Simply being able to "sprint" with it by holding down the key would be strongly appreciated to avoid the catching up in kills and distance
  2. The comparison to the bramma is more about the fact the torid is a very obvious and strong outliar in the current available arsenal, like the bramma was when it released. although, remember that it was in pre SP time that the bramma came out, so if you bring the torid to a sortie, you kind of end up with the dame skilless absurd destructive power, maybe even stronger due to both modes being able to clear rooms at those levels, but that's beside the point what i'm pointing is that we have one of the strongest incarnon weapon being able to basicly constantly be in incarnon form due to the fact that there is no real mesure to prevent it aside from maybe being visually impaired. Basicly a weapon who dominate so much, it trivialize any content you pin it againt, like it does with the 60 eyes fragmented boss, who that gun can just melt without having to worry about ammo or aiming for weakpoints
  3. don't bother trying to reason with them, once you've been going karen mode for over two weeks there is just nothing that can be done
  4. i've been toying with the torid and other weapons recently, and the incarnon version of the infested launcher stood out massively. to put it directly, the Torid incarnon is WAY too powerful for how easy it is to use. Currently, the damage on the base mode is pretty good, but then the incarnon form just become a monster. it would not be a huge problem if the incarnon meter was hard to charge, but in this case it's far from it. Direct hit are pretty easy to obtain, which, paired with the huge magazine, the hitbox of the projectile, and the extremely good ammo economy this gun has (10 ammo per pickup with a 60 reserve for a magazine of 5), makes charging the incarnon something that is basicly made passively. The incarnon form then prove itself extremely efficient, providsing a large pool of "ammo" that deplete relatively slowly for it's charge time. Important to note that i'm saying this without having a riven for it, which makes anyone who possess one likely to have a way stronger weapon thanks to it's very high disposition. With all that, the weapon end up feeling like the knell if you didn't even have to activate the buff to begin with. Also, and this is from personal observation, whenever i do late SP nodes in public squad, Torids have been the weapon i end up seeing the most, with only the fellarx and laetum as close seconds.
  5. so you forgot the Vauban rework? the thing that literally got the community calling him "Saint Pablo" when it came out? People have been saying vauban is trash for a while due to to CC becoming less relevant and his damage not being steel path viable.
  6. honestly, turning the steel path scaling down would be the move to do. it was the move that should have been done when it got implemented, instead of introducing acolyte arcanes and galvi mods. we may not be able to go back to pre SP, but retouching it to stabilize the game would be doable. and doing so would also let pablo swing that want and nerf a few things under the guise of adjustment. and i got high hope, as they seem to be testing the water a lot with those QoL updates like abyss and dante
  7. exactly. the concept of random loadout isn't bad when your gear choice is actually quite large. Base duviri is fun because you don't need one of the 5-7 meta weapon or frames to do it. The second things are added that narrow what's really effective, like total CC immunity or Damage attenuation, the randomized stuff becomes annoying. SP circuit is that for me, if i dont get a minimum of good stuff, i just don't jump in because is know i'd just be a hinderance
  8. except power fantasy isn't unlimited powercreep. it's still something you got to balance lest it becomes extremly boring, on top or an enormous problem for future devellopment. Like, look at how many frames are pointed at for reworks, and it even include some of pablo's work, who he would have to redo AGAIN to keep up. Blowing up rooms can be done in a controlled manner rather than just let it get out of control
  9. oh, absolutly agree. to me, the way steel path was shipped has been horrible and is causing the current issues. like, the concept is great, but double scaling by making everything 100 lvl higher AND have 2.5X multiplier on defensive stat is terrible, especially if you then immediatly need to introduce more power creep in your powercreep buffer mode because the guns aren't strong enough (we love our galvi mods and acolite arcanes, but i wish they didn't have to exist)
  10. there is deffinitively a difference in the approach reb and pablo are taking vs what steve and scott were going. Steve was a director that kept constant;ly going forward with new ideas and concept, and scott was someone who was very much into the straightforwardand simple design. Reb was community manager, and it shows since what she's been doing and acting is very much what someone who spent year dealing with us would go, notably in the expansion of what's already present rather than a whole new thing each year. Pablo is similar, he's the guy that had to feal with redoing what's already been done just to deal with creeping, including his own work. he does his fancy synergy style frames where subsumes feel unwanted, and so on sure, there's alwayas been a pattern of constant creeping, but for real, it's not as consistant as you seem to beleive. sure, new powerfull stuff has arrived since zariman, but it's mostly been sidegrades, new opportunities. like, compare the arcanes and mods that have come out since then. the steel path arcanes? simple additive stuff that is simple and effective. galvi mods? same. Arcanes of the zariman and after? all things that fundamentally alter how you aproach your modding. recent mods? same things, all alternative and nothing that is purely superior. ok, shards have been an increase, but... again, look at what they ultimatly are, microadjustment that.... you guessed it, made moding more varied. Our modding power has been stable since zariman and the archons, and our weapons since duviri.
  11. incarnon are legit the only one of the only few thingsthat comes to mind from the Reb era that was just pure powercrrep. like, if you look at weapon release other than them, everything has been very tame, especially signature weapons kinda getting held back in preperation for their primed variant later. I think it still very much possible to see numbers getting tweaked again, to at least stabilize the game like it kinda was pre steel path (when you launch a game mode so overscaled you decide to introduce power creep to patch it instead of just lowering the scaling...). Like, with the 2 big WoL and balance update we got with dante and dagath, i would not be surprised if they start doing more major changes like what they did with melee a couple of time. I would also imagine that pablo would be very much interested in that kind of decreeping, not only is he the one that see his work become obsolete (looking at the vauban rework), but also because the constant reworking take some time away from new content, who already is split into two by sp and starchart both needing to be balanced
  12. I have been playing since 2016, properly starting by the time sand of inaros would ship the frame that wouldBecome my mains for many years. In those years i've player, ther eis one thing i never failed to notice, and it was the slow but constant powercreep. back then sedna and it's lvl 35+ enemies were "the high levels". it's a great change to today where we now have content with lvl 400 enemies. However, with our rise in power that allows such content to exist also cause older equipment to strongly fall off, become completly unviable unless thrown through multiple loops, Warframes that were so beloved falling off and needing rework to do content they were never originally designed to tackle All this to say, The game could use some power decreeping. the recent change and limitation put on the subsumed variant of nourish and eclipse turned out great, and i wish we will see more of this. It is obvious that the playerbase is now used to it's power, and it's obviously impossible to go back to 2016 level of power. Howerver, it is possible to touch things up to bring back steel path back to it's original goal of being the powercreep buffer, the place where we test our mastery instead of the breezing through we've been having. This is coming from a long time fan of the game who want to see it continue for years and belive some decreeping would allow more design space for incredible future content
  13. dragon keys free up a mod slot but are just a pain to manage in the gear wheel and way too easy to forget. I get the idea, but it's very much a recipe for some wonk
  14. The recent changes to the two mods have been a much welcomed addition to the game, as overguard was indeed a problem to shieldless frames, just like shield ospreys were way back then when they could give shields to inaros. On this however, a few of the edge case of rage users werelooked over, Notably the quite frequently mentioned here rage oberon build. On this i would say it's a prime time to make health do a much needed comeback in high end build relevance by building on the recent rage changes. Why not explore mods who would provide a similar effect to parasitic armor without requiring a subsume? A mod that would turn all shield into armor or health would greatly increase the diversity in builds, new strategies would emerge, and shield gating would not be as dominating, since survivable amount of health/ehp could be achieved by more frames. and yes, you can see this also as feedback on parasitic armor, as it ovbiously provide some of the effect sugested above. however, the issue with parasitic armor is that it is a subsume, blocking you from using others, yes, primarely, but most importantly, in case like the oberon builds that have been mentioned across multiple other feedback threads, also cost you one of your abilities, which you might have desired to keep.
  15. you're missing the part where they are also a lot more effective with overguard on since the conversion rate is the same on something with very little DR :D
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