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Sean.bdfc

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Posts posted by Sean.bdfc

  1. 22 minutes ago, kaotis said:

    /\ you got my upvote , yes it's exactly hot things are , but how the OP put it is so bad <,<

    Consider that nobody in this thread contends that a higher MR *can* indicate more experience and competence, it's just not a guarantee because there are bad apples in the high MR range. However, it is more likely than not that an MR 20+ can carry more weight and bring more to the table than an MR 1 to 15.

    Where OP fails entirely is using a bad experience to impose an MR lock on elite onslaught as though that's going to satisfy his needs to be in a team of competent players. Meanwhile, posting in recruitment chat totally solves OP's issue and is a better control over recruiting said competent players. It's the same rule as doing radshares, tridolon hunts, index, bere, etcetera-- if you want to play a game mode a certain way, then recruitment chat is there to help you. After a few runs, instead of saying, "I can recruit a certain comp and MR range to do well in elite onslaught," OP instead wants to be lazy and push a bad experience for DE to solve.

     

    OP would rather hide behind excuses like it takes too much time to recruit or things are too meta for him. Just look at the post:

    12 hours ago, PakkiTheDog said:

    There needs to be a MR lock for Elite Sanctuary or at least some filter option when playing public. This game mode was meant for veterans, i don't want to be paired with a team of mr5-10 players with awful net connections, bad frame choices and bad builds.

     

    And i know, recruit channel... i don't want to waist even more time for getting a competent team.

    He doesn't even realize that public matchmaking has a bigger risk of wasting his time than recruiting a competent team. Want to know what veterans do in elite onslaught? They host or look for groups in recruitment chat.

  2. 16 minutes ago, PakkiTheDog said:

    I have explained actually, takes more time to get a competent squad that you'd think, and i don't want to waist time every time i want to play a game mode DESIGNED for VETERANS. I honestly don't know how people don's logically see that MR5-10 =/= veteran.

    TIME and COMPETENCE are your counter-points? Do you honestly believe imposing an MR lock in a public hotjoin is going to guarantee you more competent teammates?

    Elite onslaught was just released yesterday and is a hot farm. Let me do you a favor with this copypasta: "H Elite Onslaught, MR X+ only." Check the MR of each player who whispers. You're at far less risk of recruiting incompetent players this way. I guarantee you will fill those spots in less than one minute tonight, and probably for the next month as players of all walks of life are farming Khora, radiant relics, and vandal weapon parts.

    What you're asking for is pushing your personal issue with the player pool onto DE, which I also guarantee you will not take your suggestion seriously. This is your personal problem that is easily and totally fixed by using the recruitment chat. 

  3. 5 hours ago, Maka.Bones said:

    The changes sound really cool and all, especially fiery phoenix form...

     but... What in this kit, would help her lack of ability to survive in higher lvls? If anything, removing WoF altogether (without adding a new ability to help her survive better) would make it even worse than it is now. 

    Agreed. Maybe adding a rebirth mechanic while the Phoenix Avatar is toggled can help with that. For example:

    Fatal damage taken while in Phoenix Avatar causes Ember to be "reborn." The first "rebirth" gives Ember invulnerability for max duration and applies one stack of rebirth sickness. Each stack of rebirth sickness cuts the invuln duration in half each time.

  4. 26 minutes ago, hellodownthere said:

    Endless kuva farm survival will be like lua survival, the siphons will spawn at a sentient pace.

    There should be an event to introduce this.

    You Get A Message From teshin, saying that the queens have found kuva in their fortress, we must stop them!!

    You don't just "find" your stockpile of kuva in your own kuva fortress... That's like saying Fort Knox just found their own gold depository.

  5. I would just like a slider for age in my customization menu.

    Exposure to the void could mean anything in the current lore from making adults go insane to visibly/nonvisibly scarred teenage mutant ninja space kids. Why not consider if the void could also accelerate a tenno's aging?

  6. 59 minutes ago, Kimimoto said:

     

    I think I know why we are apart on this issue and will clarify.

    By "locking" I do not mean get rid of vacuum as we know it and replace it with an MR-based radius. I was concerned about your first comment of, "how about we don't tie more important things behind Mastery." Again, nobody here said replace what we have nor lock vacuum behind mastery. If you have any good points to make instead of animated gifs, I'd love to hear them out. By the way, you seem so against adding such "an important thing" behind Mastery, so I'd like your thoughts on the latest increases to MR on weapons. I'd imagine that makes you and your friends a bit salty.

    Anyway, I agree in hindsight with @CoreXCZ that 50% is too much. 25% sounds a lot better and also raises a decent point about feeling discriminated, but assuming if DE ever implements this idea it should be nominal enough to make it "meh it's nice to have for all the trouble of ranking up" instead of "I'm a black hole to all this loot".

  7. 53 minutes ago, Kimimoto said:

     

    Okay

    I still don't understand where you driving at. Your premise is the fear that vacuum will be locked behind MR. Nobody ever claimed to do that. My thought of adding 50% of MR to the current default radius isn't locking vacuum into MR at all; it's adding to it and giving more incentive to increase MR.

  8. 1 hour ago, Kimimoto said:

    More like my friends don't want something they already have which is a huge QoL improvement to be now locked behind MR forcing them to grind for days on end.

    Nobody ever said lock vacuum behind MR. My point is to make our current univac default of 3m be expanded by 50% of our MR. Let sentinel mods expand that further if the player wants it. 

  9. 5 hours ago, Kimimoto said:

    That would make my friends quit fast. How about we don't tie more important things behind Mastery.

    Your friends don't want an extra bonus tied to MR? It's not like vacuum is tied behind MR if there is already a default 3m and more from a sentinel.

  10. 4 hours ago, (PS4)CaerulusAurum said:

    Agreed. Put a bigger vacuum on Warframes by default so players can use more than just their sentinels. 

    How about making univac radius equal to half of our MR and include an option to turn it on or off? 

  11. 1 hour ago, (PS4)XxDarkyanxX said:

    That line kind of tickles my gears if you know what I mean.
    In my opinion, there's hardly challenge or difficulty to it, it fells more like "Meta fighting the RNG".

    As the eidolon has to personally deal with the meta, he basically removes all of the option that Warframes in general have to give.

    By having a specific weakness ( Rad+ Crit ), the whole arsenal of weapon is limited to a very few.

    In order to fight against Riven+power stacking, he has to be a giant bullet-sponge with incoherent hit-boxes.
    Which again, lower the option of warframe+weapon that we're supposed to have and only makes the fight tedious.

    By being a singular targets, he lowers the amount of engagement possible to :
    1- Operator spamming the shield.
    2- Warframe spamming the weakpoints with abilities active whilst jumping around.
    Though, as a side note, Vombalyst exist and I'm aware, however they die in 2 Wide-spread AoE hits.
    You legit don't even have to aim for them, just shooting the eidolons accidentally gets rid of them.

    By being slow and very predictable the fight becomes a walk in the park for most of the duration of the encounter.
    The only thing that'll turn that walk in the park into a ride-way to hell is the RNG of attacks that are literally invisible to the eye as you're forced to zoom into his limbs with bright beams of light blinding you from left to right in the middle of the night.
    The only answer to this is blinding yourself by spazzing your screen left and right to see everywhere around you or become deaf by over-maximizing the volume just so that you can hear every specific little sound that these orbs make upon spawning.
    Or you can keep using the Meta and just block every type of damage and not worry about the fight to begin with.
    One may argue this is "Preparation" and "Strategy", but no amount of preparation should nullifies every type of damage that an enemy hits you with.

    Dying as usual means nothing. You'll either be revived in the next 5-10 seconds or you'll use a revive.

    But the worst part to me really is that most of the knowledge you've acquired over time by playing the game is useless against the eidolon.
    -Head-shots are basically useless for 90% of the encounter.
    -Accuracy is blocked by invisible walls and bad hitboxes as well as random invincibility over-lap.
    -Armor reduction goes against you if used efficiently.
    -Shield reduction is not even a thing.
    -Status stacking is useless.
    -Mobility is used in moderation, you spend more time playing jumping ropes than you are worrying about your position on the field and against the beast.
    -Crowd control is useless
    -And the list goes on and on.

    To me, the eidolons feel like they were specifically designed to be bullet and energy pad sponges with no challenge whatsoever, and the only difficulty is fighting against attacks created with the intent to kill Meta player.

    -No shame if you personally enjoy the fight with your friends, I just wish they were much more enjoyable and less oriented towards a joke.

    I'm in full agreement, although what you point out might be from a privileged veteran viewpoint.

    Speaking only for my crew, we were set with a meta that capped ten teralysts per night. We felt comfortable going in day one, but the eidolon's increased damage output and extra mechanics made something a little more interesting than what we were used to.

    Imagine being someone who doesn't have access to those networks, or have the time to farm all of the equipment needed to run each night cycle quickly and efficiently. These are the kinds of players who would really get screwed by the new challenges that the Gantulyst and Hydrolyst present. 

    Overall, I agree with you. The new fight mechanics... really aren't that new. They're really just the same song and dance, but with more damage, more ways to deliver said damage, blinding particle effects, and the wonkiest hitboxes I've ever seen in this game. If DE eventually patches certain things in the fight to make it smoother and less cancerous on the eyes, I'd be overall happy with what they've done even when it's not challenging. On that note, we should step back and consider what the experience is like for newer or under-equipped players like OP references to in the public matchmaking pool.

  12. 2 hours ago, vaur06 said:

    Well, magnetics proc are part of the issues, yes those two warframe make you immune to the proc. The issue I have is that while you spent a lot of energy to heal your lures, buff your team protect yourself from deadly attacks and do kills, you don't get a return on that investment. In normal missions, the more you kill the more likely you can get energy because the enemies can drop energy. That's not what is happening here. Also, you cant guarantee what others will bring during a hunt on public matchmaking. You would almost need to be matchmade in cetus to be able to adjust your gear according to what your squad bring.
     

    Well, if you can do it, that's amazing really. I have been in coordinated groups and with those you can do great things. But this is not the same context as to my feedback. As stated in my post "Those were gained from doing eidolon hunting in public matchmaking." This is a very different situation.

     

     You are missing the point the point of my request. The trinity wouldn't need to have this schedule. It would also make it easier to react to a lure being under heavy attack, for instance if it was under a column of lasers. When I'm fighting I always stress out about the statues for the lures, where they, if they are still alives, etc ... Lures are an essential objective that is part of the mission as such it should be similar to the other instance where you have to protect an objective: by having its health displayed for everyone to see.
     

     I wasn't trying to brag, point fingers or anything. I just want to open a discussion by exposing a problem, that certain players are coming into those missions while being unprepared or undergeared or what ever the reason may be and ask a question. What should the game do to prepare those players and makes sure they are ready ?

    My apologies if I sounded like a jerk. You and I are actually speaking from different worlds with your public matchmaking perspective and my coordinated group perspective.

    I still disagree on your point about the return on investment. The eidolons were specifically designed to pose difficult challenges to the players. It's true that we can't rely on killing vomvalysts for a chance at energy orbs, but we can supplement all the energy we need from energy pads, Zenurik energy bubbles, Rage, Hunter Adrenaline, and/or EV. I really think this is a moot point.

    I'll agree that an extra UI feature would definitely assist with babysitting the lures, but Trinity still needs to have a schedule especially against the Hydrolyst. It's not the best practice to wait and see when the lures reach a certain health with all the hell-on-Earth damage raining down, magnetic procs going off, knockdowns, and the occasional nukes in between.

    On the last issue, I'd rather ask what the players can do to make sure they are ready, not the other way around. Sure, the game can give some pointers and popups to clue them in, but they can also scan the eidolon the first time and check the codex entry to see that they're weak to radiation damage. 

    All-in-all though, public matchmaking assumes the risk of getting any quality of player under the sun. DE should be treating the triple eidolons as a raid that requires the team to brainstorm a bit together before jumping in. If there's any lesson to be learned from public matchmaking woes it is that players should learn to gather and coordinate ahead of time.

  13. 1 hour ago, vaur06 said:

    The energy economy is inexistent during the eidolon fight.
    During the fight due to the amount of magnetics proc you receive it is impossible to maintain an energy pool to use the warframe abilities. Eidolon do drop energy orbs when a limb is destroyed (sometimes) but this is definitly nowhere near the amount necessary.

    I find it interesting that you discussed Harrow and Oberon in the context of maintaining lures, but you go on to say magnetic procs make it impossible to maintain your energy pool. Harrow's 4 and Oberon's 2 nullify magnetic effects. 

     

    1 hour ago, vaur06 said:

    Capturing all 3 eidolon isn't rewarding focus wise.
    We all know that the arcanes are coming to the eidolon drop tables. However while capturing all 3 eidolons in a single night take time and effort, those aren't rewarded appropriately from a focus point of view. An all 3 captures takes up an entire night to do, and reward you with 155 000 focus, while it's good, it's only the equivalent of capturing 6 teralyst in a single night. Something a dedicated group can do relatively easy. I know eidolons aren't intended to be a focus farm, but capturing all 3 doesn't seems rewarding when you can just spam Terry 10 times in a single night to gain more focus. It gets worse because you are punished for trying to capture all 3 but only get 2 of them. Failing to capture hydrolyst (third eidolon) result in you only getting the same as capturing a single teralyst focus wise.

    Speaking from experience, my crew has comfortably done two sets of triple eidolons with around ten minutes left in the night cycle. We're currently re-tuning our setup to push for three sets in one night. Basically, what we've done so far nets a lot more focus than hunting ten teralysts. 

     

    1 hour ago, vaur06 said:

    Have a list of lures on the HUD to the left with health and an icon to indicate if they are charged or not. During the fights I play Trinity and try to make sure that we have lures charged and healthy. Sadly there is no easy way to monitor the health of the lures. Having the icon changing to blue when they are charged help for the first lure, but on the minimap lures icons get grouped together and it's difficult to know which lure is at which state.

    Lure health won't be much of an issue if the Trinity maintains a strict schedule for Blesses. Even when fighting the Hydrolyst, those lures, with Bless, are sturdy enough to stay alive on their own for a solid 15 seconds.

     

    1 hour ago, vaur06 said:

    There is a huge gap between the players skill or levels.
    For my last feedback I want to talk about an issue I've encountered several times, where the players joining a triple eidolon captures just aren't equipped or prepared to do so.

    Your screenshots don't reveal much, in fact a screenshot of your team's equipment would tell a bigger story. The lack of weapons with hard-hitting radiation damage is a better indication of a player's lack of preparation and/or experience with the eidolons. 

  14. I feel like a real team player after trying out Chroma the past two hours tonight. I see compliment after compliment about how Vex Armor adds so much to their damage output and survivability. I'm more motivated than ever to put another two forma to tune up Chroma's power range to enhance the level of squad-based support that this patch brought.

    Thank you much DE. I truly think you did a great job revisiting Chroma!

     

    Edit: Thanks @Askell91

  15. I voted "No somewhat, they still have the general idea, but only some minor issues."

    Ember and Banshee had to be re-examined for enabling lazy gameplay. Warframe is supposed to be a fast-paced action shooter and the upcoming changes brings those two back into that framework.

    Chroma was actually a fix. Sure, DE admitted that they've known about Chroma's damage calculation issue for a long time. They finally got around to addressing the issue, so a fix is fix in the end, not a nerf.

    Raids were hardly the true end-game challenges. If anything, raids were just procedural missions and we were the lab rats in the maze (especially with the JV nerves). Raids were hardly "end-game" compared to lvl 80-100 sortie assassinations with a really bad condition to deal with, like energy reduction or enhanced armor. 

    Wrong priorities? Yeah I'll agree with that to a certain extent. DE can be bothered to spend upwards of three months to address the many bugs and quality-of-life matters that the community has been wanting patch-after-patch. However, keep in mind that DE runs a business. The highest profits come from releasing new content and cosmetics, so that will always take priority. Keeping the pre-existing player base happy is also important, which is why DE addresses major bugs first. Otherwise, the more "negligible" bugs and QoL issues that don't ruin the player experience can take a backseat. 

    Overall I appreciate what DE has been doing. Keep in mind that DE hosts and streams Prime Time and the Dev Workshop to keep us tuned in to upcoming patches. They even addressed in part 2 of the latest Dev Workshop that they wanted to discuss concerns from the community. It's okay to keep pitching ideas and suggestions because DE is clearly listening and staying in touch with the community.

    The upcoming changes are a part of the grand scheme to keep the game fresh and engaging. Even though I am bitter that a lot of my forma won't be refunded, it won't stop me from logging back in immediately to explore the new possibilities for build loadouts.

  16. Your Teralyst-hunting weapon choice and modding boils down to meeting three criteria: (1) something that has more than 30 to 50 meter damage falloff, (2) radiation damage type, and (3) hits very hard per shot. As other posters mentioned, the Opticor, Lanka and Rubico are very strong candidates against Terry. I personally vouch for the Lanka with its bonuses to crit chance. 

    I don't mean to plug for my channel, but here's one of my relevant solo runs with the Lanka and Oberon.

     

     

    Side note: I'm wondering if Chroma can pull off a solo run. I'd imagine it'll be tight, but doable if sharing Elemental Ward and taking advantage of an Ancient Healer specter.

  17. 10 hours ago, Flustershy said:

    If you are going to quote me, do so in full sentences and not in chopped up pieces, i will now quote myself properly,  

     

    So like i said titania was an exception among these frames yes, also like i also said out of all 65 armor frames titania has the best survivability due to her CC abilities, lure, and a way to reduce her hitbox to 1/10 of the original size.

    And yes i could have phrased it better...

    Your original post actually claims that Titania has over 100 armor, and in your next breath over she does not. You should edit the awkwardness of how that part reads.

    I don't know what the point is for raising the base armor of older and fragile frames. The only effect it will have is raising the bottom line survivability for some of the frames you highlighted, and that's it. I'm going to admit that armor standardization is a nice thing to have, but it's more important for DE on a design level to allow fragile frames to have abilities or augments that effectively mitigate incoming damage for themselves and the team. The only frame in the list you highlighted that deserves a buff would be Banshee against ospreys, which cannot be knocked back from Sound Quake.

  18. On 10/27/2017 at 6:56 AM, FreeWilliam said:

    You can only have one Larva out at a time (that's the '2' ability that sucks the bad guys into a ball) , and Larva only touches enemies it could see when it was cast...it's not like most of the in-game area-things where new bad guys who get near it are damaged/influenced.

    So if you have high efficiency and replenish power with your 1, then min duration means you can cast Larva a LOT more often.

    If you try without reducing your duration it hangs out a bit longer and you're stuck with more downtime. 

    I thought the same thing when somebody said that to me :)  Lots of weird and fun interactions like that!

    Nidus now has some flexibility around duration thanks to the latest Larva Augment, which could trade some range for the ability to spam a lot more larva.

  19. 36 minutes ago, Badgriuel said:

    If you're gonna make a post about something at least read up on the topic and the posts that came before it. Because your response clearly shows you didn't do that and are just posting to post. You're not helping at this point and just being toxic like the others that are doing the same thing.

    Show me how you'll kill an enemy that can chew through your health quickly while you're bringing up a hacking prompt on the screen and then having to back out of said prompt to try and engage said target before it kills you, all the while you have 0 defensive abilities active. OP has a valid point, dying to something in a game because the game has prompts you have to do which take X amount of time to get in and out of suck and it's dumb that it can even happen in games. 

    With all due respect, OP's issue is born from a fundamental breakdown of adapting to challenges. If OP thinks lv 60 Bolkors are broken, I'd like to see the reaction when facing lv 100 Grineer with enhanced slash damage in sorties. We have to adapt to these sucky situations on the Plains where ships teleport in and out and orbital drop pods rain down grineer constantly, especially on defense objectives. These are learning curves for the player to think how the Grineer are aggressive and could drop hell on us at any time. Basically, it's foolish to not bring a backup strategy or to not deal with immediate threats on the Plains whether you're hacking, fishing, mining or even stretching your arms as OP alludes.

    You can bring a stealth frame to secure a hack without attention. You can beef up your survivability to buy time to react to a sudden Bolkor threat. You can leave a defensive/utility channel on while you're hacking and vulnerable. There are so many things in this game that you can use to great effect that would solve your issue. You just have to explore them instead of calling on DE to change something that I and many other players here have historically not had much of a problem with. 

  20. Here's an idea: add one more bonus to the Nutrio Incubater Upgrade Segment that automatically uses up one charge of your stock of DNA Stabilizers when the Kubrow/Kavat reaches 10% genetic stability. If your pet dies with this system then at least you know you're REALLY negligent.

    Bonus: Ordis sends you mail with a pun about taking care of your pet for you. This would be an immersive hint to maintain pets.

  21. I'm in the same camp as other posters in that Bolkors have never been a problem, but I think OP has been hammered enough and should be steered towards a more constructive response.

    Bolkors tend to retreat if you disable the minigun. If you have difficulty doing that or the Bolkor does not retreat, then you can exploit its weakness to radiation damage, or strip its armor using corrosion status procs to set up a faster kill. 

    As other people have alluded, hard-hitting weapons including (but not limited to) Opticor, Lanka, and Rubico can effectively kill a Bolkor.

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