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POIKILO

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Posts posted by POIKILO

  1. Tried the Ropalolyst fight again. New discoveries:

    • In a two person squad, we were able to kill the Ropalolyst with no issues.
    • In a four person squad, Ropalolyst turned invincible at the final stage (again) and kept teleporting away from the moon shot.
      • New observation - the Ropalolyst acted as if one of its synovia regenerated (appeared as destroyed visually), and the empty space where the synovia was would take damage too. We couldn't destroy the "regenerated synovia" so we all had to abort the mission.
    • Like 2
  2. Same issue here for me yesterday and today, in the final stage of the fight the Ropalolyst would go invincible (grey health bar) and not take damage. If we tried to use the moonshot laser on it, it'd insta-teleport away and nothing we did in our frames or Operators could hurt it. It'd show damage numbers if we hit it, but otherwise just fly around, scream, and regen its "health" in its grey health bar.

    • Like 1
  3. In a game where we have

    • combat-designed, metallorganic suits that are controlled by Void-empowered teenagers
    • a literal clone army led by twin queens (who think grinding up their subjects into dumplings is a suitable punishment for failure)
    • a man from a fallen empire with an absurdly long arm who should have been dead
    • neural intelligences created from the process of converting a living sentient mind into caches of data
    • female frames with high heels (male frames like Volt don't count, compare their heel angles vs Saryn and Gara's for example. They have more combat boot oriented heels).

    I really don't think asking for a more proportional and anatomically correct booty on Excaliber is the most ridiculous request of the year. The skin is lovely and it's super nice we got it free on Warframe's anniversary, but oh man, like yes the booty is...kind of there? But not really? It's kind of 2D instead of 3D.

    It's not like anyone's asking for a Widowmaker booty on Excaliber either. A few minutes on Photoshop is all this took.

    wSj86cP.png

  4. Hey @[DE]Megan, thanks for the news. Can we get a word on the beam weapon bugs with Vauban's Vortex and Nidus' Larva? Players aren't able to damage enemies trapped in Vortex or Larva if they're using beam weapons.

    Some more thoughts:

    • I'm honestly mildly worried about all the new bugs that will occur once the raids are removed.
    • Any news on Ember?
    • What about Ember? I know it's like setting fire to a dead bird at this point but can we at least have some word from you guys about her?
    • La Brea Arsenal Pits bug is alive and well. It consumes an average of 2 squad members at least twice a day.
    • I discovered a Simulacrum bug - I fall through the floor while performing melee finishers, then upon revival I'm frozen in place and cannot perform any actions. Navigating back to the arsenal through the menu options doesn't help, the only fix is to leave the Simulacrum.
    • Any news on fixing the Eidolons from teleporting away despite having charged lures?
    • Any news about the "damage ramp up per target" mechanic on beam weapons? People already pointed it out many times it's just not a good mechanic. It's not so much the damage ramp up itself that's the problem, but the damage resetting itself every time players switch targets or move their reticle off a target. Can you guys also please address why you tried to play off the beam weapon nerf as a bug fix when it was very clearly stated in the workshop your original implementation of how the damage ramp up worked was intended? Thanks.

     

    • Like 1
  5. 5 hours ago, TwilitAngel said:

    I honestly don't find the ramp up that bad, but after seeing everyone lose their minds over it... I haven't seen anyone suggest the beam ramp up just be changed to the gun itself and not "per target" as people have said it currently is.

    I haven't see anyone losing their minds over the damage ramp up...everyone's rightfully losing their minds over the damage ramp up per target.

    The single target beam weapons were probably hit the hardest with the damage ramp up mechanic, and lots of people have provided feedback on it. There appears to be a consensus that if the damage ramp up mechanic stays, there should be differences in the ramp up times for the individual single-target beam weapons. The beam weapons are unique and trying to slap on umbrella mechanics won't work well due to each weapon's unique behavior. Phage doesn't work like Amprex, Glaxion doesn't work like Convectrix, and you certainly don't see Ignis behaving like Quanta. I honestly don't know where you're reading but I'm also seeing people saying the damage ramp up should be applied to the individual weapons, like the ramp up times not only could be different but also be affected by fire rate mods, for example. However, everyone seems to agree that the "damage ramp up per target" mechanic is bad.

    DE panic-nerfed the beam weapons literally the day after they buffed them because they realized they made beam weapons as strong (some stronger) than other weapon types. Most single target beam weapons went from dusty arsenal accessories to being useful, but then immediately became shelved again after the "damage ramp up per target" came into play. DE said in their original workshop "damage ramping up from 10% to 100% over 0.8 seconds when firing and decays back to 10% over 1 second after stopping." They said nothing about it being "when firing at a target." Everyone thought it was a conventional damage ramp up, like how Gorgon and Soma work.

    7DRnBFe.png

    Of course the "damage ramp up per target" nerf made people upset. They have the right to be upset because it was a careless and thoughtless move on DE's part. And it was even worse for DE to try and pass it off as a BUG FIX when it very clearly stated in their original workshop post that the first implementation damage ramp up mechanic was intended.

     

  6. Quote

    Beam Weapon Changes and Fixes:

    • Increased the Beam weapon Damage ramp up time from 0.8 to 1 second.
    • Fixed Beam weapon Damage ramp up not happening per target.

    Get rid of the damage ramp up PER TARGET change for beam weapons. Someone already beat me to why it's a unwieldy and obnoxious mechanic, gonna quote @ganjou234 here:

    Quote

     

    • Ramp up is a good mechanic, however it has to stick on targets that we've built them up on. People are having to re-do the whole ramp up process just by flicking the crosshair somewhere else for a mere second.
      1. Built up "Ramp" should not disappear instantly, simply because we moved the crosshair out for a second.
      2. Introduce Ramp-up decay per target. Each target would eventually "cooldown" when not within the beam's area of influence for too long.

    I hope this feedback helps, the recent fix to ramp-up has made it unwieldy...

     

    Basically, think about Gorgon and its wind up mechanic. For beam weapons, the ramp up per target mechanic would be like having to wait for Gorgon's wind-up time reset for every new target. That's annoying and frankly makes beam weapons even more unappealing to use. I love my Amprex, Ignis Wraith, and Quanta but god, this mechanic makes them kind of miserable to use!

    Please reconsider reversing this change, or at least make the "ramp up" not disappear instantly every time we move our crosshair off a target.

  7. Just had this happen to me today. Again.

    Couldn't free myself with anything, though sometimes I can. It wouldn't even let me click on the "hamburger" button and a squad member saved me from restarting by teleporting us to the clan dojo.

  8. Still experiencing this issue too. Has happened at least 5 times yesterday. Ever since the release of the Gantulyst and Hydrolyst I've been trapped in the arsenal on an average of 3 times every time I play.

    5 hours ago, forunner5 said:

    I have the same issue. Everything functions except the player itself(ex would be in a party, you can still access main menu and select the mission and should work itself out).

    ^ This method has worked several times, but often I have to restart the game in order to do anything. I'd really like to play the game without worrying about getting trapped in the arsenal as an invisible Warframe.

    yR4En60.jpg

  9. 6 hours ago, Himenoinu said:

    -

    High level content is a different goose in a different basket. It is the cause of the "illness". The way the difficulty scales is not compatible with the variety of warframes and weapons that can be thrown against it. Like you said, people will find a way to cheese throw, leading to other warframes getting balanced for the star-chart content.

    Ember's devastating power on low-to-mid tier missions has little to do with the game being grindy. You don't seem to care much about it, but you also are too focuse on the Ember nerf to talk about what really causes this tear between the star chart adventures and the long endless mission runs. Which is the blunt enemy scaling.

    If us, the community, would've filled half of these 120 pages discussing that (and coming up with some incremental way of improving the end-game experience) instead of arguing over the colour of the duct tape that NEEDS to be applied to the warframes so they won't fall apart when facing the root of the problem... then we might've gotten somwhere.

    -

    The reality is that, running a mission should provide a challenge and an adequate reward regardless of level and no single frame should be able to cheese through ALONE. Otherwise, the whole star-chart becomes a tutorial area. 

    Only ramping up the armor, shields and hitpoints of the enemies as the difficulty increases will never lead to anything good for the star chart (again, our "world", not the tutorial section), not with the variety of frames, weapons and mods.

    -

    But above all else, I'll say:

    DE, please take away our foes' bunkers from their shoulders and bless'em with a brain (so they can team up more efficiently and learn to use the mods they carry)!

    I actually do agree with you that blunt enemy scaling is a core issue. Like you said, the exponential increases in enemy armor/shields/hp just isn't good beause it doesn't give the sense of a good challenge - we can run an exterminate on Mercury and then run an exterminate on Saturn and it feels the same but with slightly higher levels. And then there's the huge discrepancy when you go off the star chart - you are absolutely correct in that the difficulty scaling is incompatible. It'd be fun to have smarter enemies with more diverse fighting strategies rather than what we have now. Enemies like the Nightwatch Corps from the Project Undermine were a nice start, and I like your suggestions of enemy team formations and giving them the ability to use certain mods. Speaking of DE being too attached to their current mobs...look how long it took for them to finally make some changes to the Corpus Nullifiers.

    Gonna agree with you on these points - yeah, no single frame should be able to cheese through a mission alone. Missions shouldn't be cheeseable or unbearable whether solo or in a group. Sorties and the like ARE time/bullet sinks but the rewards definitely don't scale with difficulty.

    I did mention in a previous post that this system of scaling DE is using is a persistent problem. We're not the only ones who've brought it up before. I agree it absolutely should be addressed and brought up more because DE has been ignoring it for years. I'm frustrated because they probably will continue to ignore it and continue to rework Warframes without fixing the scaling issue. It's like slapping more bandages onto an infected wound.

    Please don't accuse me of being too focused on Ember's nerf because let's face it, if DE managed to ignore the blunt enemy scaling for so long perhaps this shouldn't the thread to bring up the issue in. Someone ought to create a mega-thread around this enemy scaling topic because maybe then DE will start to take notice if enough players pitch in. Because, yeah, it really is a big issue!

  10. 48 minutes ago, Himenoinu said:

    Outside the of the only viable solution (which would be rethinking the enemies post-star chart), can you suggest a variant that doesn't lead to Ember wiping clean any and every planet while saving all the bullets? I agree that the range will be pretty unpleasant CC-wise, but just like Banshee, she was being too powerfull for her own good up to almost sortie level. The fact that people are very attached sentimentally to her doesn't cancel the fact that she doesn't have a play-style before sortie mission, but just a stylish afk behavior - if she's not spinning like a fart in the pants within the confines of the defense/interception missions.

    Yeah, some of us have.

    • WoF's damage decreases with range - the most damage is dealt in close proximity to Ember, and enemies on the furthest edge of WoF barely get tickled. CC and original range is preserved.
    • WoF deals no damage at all, but keeps original range and CC function.
    • I'm sure there are more suggestions within the 119+ pages but I'm not done reading.

    The biggest issue Ember fans have is what is being done to Ember's CC and her survivability - many don't care about the damage WoF deals because it's not used for killing things in high level content. Others players have issues about AFK WoF Embers and speedrunner Embers - it's an unfortunate part of having a game based on a grindy system. If it bleeds, people will cheese it. It's unavoidable. People will find ways to make the grind more bearable. If Ember goes down, people will use other means of cheesing it. That being said, there are better ways of balancing things out but Ember's WoF nerf is anything but a positive rework. That's why the community is providing feedback and suggestions so hopefully we can balance Ember in a way that is good for low and high level content.

    Reworks must be well-thought out and tested to make gameplay enjoyable. In order for that to happen though DE needs to listen to their players and not a vocal minority because really, how is that fair? That, and they should test more before releasing changes and then sending out a bunch of hotfixes. It'd save them a lot of work in the long run.

     

  11. 2 hours ago, Gradundulidae said:

    Can we pretty please stop nerfing frames because people complain about kill counts and other arbitrary stats in a PVE game? If you want kills so badly, play solo. The players who don't mind or appreciate the frames as they are can't just click the solo button to undo the changes. A vocal minority should NEVER influence game balance for the majority.

    1 hour ago, KijiMuna said:

    I'd really, really like to see DE stop with the double-whammy nerf hammer approach. It's painfully obvious that these changes aren't play-tested in any meaningful way aside from making sure it doesn't bug out.

    All of this. Please, DE, just stop it. If you're going to do changes like this, we'd like to see more livestream testing too - and not just have one dev running solo in Mot! Do sorties, do group plays, don't be lazy and bury the feedback under the mindset, "we made the game, so we know better than the players." I get you guys have the ultimate say in what happens to the game, but please be considerate to your fans. It's frankly frustrating at times because sometimes it really feels like whoever's in charge of the decisions simply doesn't care for our input.

    That being said, at least the developers who do take their time to communicate with players through social media have been pretty nice. I appreciate that.

     

  12. 46 minutes ago, (Xbox One)Harbinger XK5 said:

    Stop trying to ruin my warframes!!!!!!

     

    if you don't like them then don't @(*()$ use them

     

    Chill dude. I like Loki and Octavia, so I'm going to stick with using latter as I don't have the former. I'd rather see them unchanged as is and I don't want to "ruin" them. Read my later post below when you wake up.

    34 minutes ago, POIKILO said:

    True. My intention for quoting someone else's previous post was to show like hey, here are two very good Warframes consistently liked and used by the community in the game, they should be good examples of what DE should strive for, you get? Useful abilities, good synergy, useful at the majority of the game's content, etc. But I can easily see how DE would look at this and whip out the nerf hammer, ugh.

    I agree the developers in charge of making up and confirming these """changes""" don't seem to play their own game. It's really unfair they get to head these decisions yet developers who talk to the community...I don't know, it's like they get disregarded too.

     

     

  13. 8 minutes ago, ApocalypticFlameFury said:

    Oh ok. Just be careful man we don't need to target frames for destruction. DE looks at all comments on frames and bases buffs and nerfs on them if the uproar is large enough.

    True. My intention for quoting someone else's previous post was to show like hey, here are two very good Warframes consistently liked and used by the community in the game, they should be good examples of what DE should strive for, you get? Useful abilities, good synergy, useful at the majority of the game's content, etc. But I can easily see how DE would look at this and whip out the nerf hammer, ugh.

    I agree the developers in charge of making up and confirming these """changes""" don't seem to play their own game. It's really unfair they get to head these decisions yet developers who talk to the community...I don't know, it's like they get disregarded too.

  14. 1 minute ago, (Xbox One)Harbinger XK5 said:

    Did you see that poikilo guy up there. if he doesn't like the way something works then don't use it

    just don't ruin it for the rest of us

    Whoa, when did I say I didn't like Loki or Octavia? I feel the opposite actually? I think they're both good frames that don't need changes, but okay.

  15. 2 hours ago, BornWithTeeth said:

    “Warframes shouldn’t be effortlessly good at soloing high levels!”

    Octavia.

    “An ability shouldn’t combine massive damage with long range and powerful CC!”

    Octavia.

    “A Warframe’s abilities shouldn’t just play the game for you!”

    Octavia.

    “At high levels with a ‘caster’ type Warframe, you should need to be constantly in motion, watching your back!”

    Octavia.

    Basically! Largely applies to Loki too.

  16. I feel like a lot of these little band-aids and "changes" (aka nerfs), especially to Ember, are all point to a largely unaddressed issue DE has been quietly avoiding for years now - the exponential enemy scaling. Sure, we got some nice tweaks where some Warframe abilities finally scaled with the enemy levels but it just doesn't solve the problem. The more DE keeps dodging this and tries to adjust/nerf/overcomplicate Warframe abilities the more annoying it gets.

    Ember

    Embers I have run with in missions level 60+ don't use WoF for killing, they use it for the CC and use Flash Accelerant for damage. The damage fall-off from WoF is very noticeable once you hit the 60+ level range, and those Ember players certainly aren't using WoF throughout the entire run. They mostly use it for emergency situations because the CC is invaluable. I get that speed-runner Embers can be annoying, but this really isn't the way to go about it. This just comes off as a lazy, poorly thought out nerf. 

    Mag

    Mag...I do love Mag. But please, stop adding on so many additions to Warframe abilities in general. Don't turn her into another pre-rework Oberon where his Reckoning did at least 10+ things. Just make her abilities scale with enemy levels. Polarize can one-shot low level enemies, but as I go into sortie level missions I'm finding myself spamming it more than I'd like to, especially against Grineer due to the absolutely insane armor scaling. Making the shards scale with power strength isn't addressing the issue at all either. C'mon DE, as one of the three starting frames Mag deserves more than this.

  17. 9 minutes ago, DarkRuler2500 said:

    Do you really believe anyone is actively reading that wall of text?
    If you want to bring forth some suggestions to Ember you really should focus on the necessary things.

    I don't know whether to be confused, appalled, or both. I certainly read it and have read posts like this if not longer. Some Warframes and game mechanics warrant genuinely thorough feedback, even if it ends up being a "wall of text." You might not have the attention span or care about this enough to read through OP's post but others certainly do. If you want to add some constructive comments about Ember, why didn't you make a reply of your own highlighting said necessary things instead?

    That out of the way, nice analysis and suggested changes. I do agree Ember is great for CC, even in her current state. Sure, some of her abilities could be improved but hopefully not through complicated, drastic changes. Last thing we need is any of her abilities becoming Volt's current Electric Shield and its numerous nuances.

  18. On 4/16/2017 at 9:29 PM, RedDirtTrooper said:

    @EinheriarJudith Fatal Teleport, Fire Quake, Icy Avalanche, Irradiating Disarm, Vampire Leech, and Capacitance. I'd argue all of those augments radically change the abilities they are tied to to the point of completely changing the warframes role in a group.

    Yep, agreed. Bolded Irradiating Disarm to emphasize my previous textless post.

  19. 11 hours ago, DEATHLOK said:

    I didn't feel this way before the rework, not even when some turd was abusing Banish. But this rework adds multiple ways to troll, appears to have been designed and tested in solo play only, and has no place in the current team play landscape, given the propensity of some players to abuse each other. I know some players aren't abusing Limbo, but the others have quite pushed me into the hate zone.

    What makes me even more angry are the rumors that DE has no intention of fixing this mess properly, but instead plans a Nerf to Cataclysm. It's like Ash all over again, but worse.

    Was Limbo "too hard" to use before? He was enormously powerful for those who figured him out.

    They should roll him back. If DE is married to the trolling attributes, why continue playing the game? It gets tiresome quitting squads with Limbo in them. Maybe DE will add a "No Limbo" filter....

    I was a Limbo main, and I couldn't agree with you more about Limbo being enormously powerful before this rework came around. He was incredibly useful for certain missions and sorties. With Limbo, I could tank, banish defense/rescue objectives, safely revive teammates, etc. I loved using him for endless defense missions. My friend and I would run as Nyx and Limbo respectively, on our own, yet we could easily handle high level content. Limbo certainly wasn't perfect, but I liked using him because of how versatile he was in providing support. 

    I'm angry to hear about those rumors as well, it's unbelievably insulting and frustrating. I certainly hope they're just rumors but I have little faith in DE. They've consistently fallen short of considering/implementing player feedback and it really sours the game for me. Makes me wonder if DE has fixed Limbo's bugs on taking environmental damage while in the Rift, like the good old lighting strikes.

    I agree - I'd rather have DE roll Limbo back. I'm not entertaining the concept of Limbo being a nuke frame and I don't appreciate how he's used intentionally and unintentionally as a troll frame, again (like before the time players could roll out of Banish).

  20. It's really not hard to get the main point of the concerns voiced here, yet DE seems to enjoy complicating matters for themselves. It's painfully obvious they implemented the "fix" to Assimilate without extensive testing on their part - an obnoxious and consistent trend of DE. What's even more baffling is their suggestion of the "side-grade," which in all honesty would probably raise more issues/bugs/complications than a simple reversal of the Assimilate nerf.

    I don't know how everyone else feels and certainly can't speak for all of us, but the devs' response in their stream felt insulting. Almost everyone in this thread has unanimously agreed the Assimilate "fix" is detrimental to Nyx's gameplay, yet the devs failed to understand or listen to the feedback.Their attitude often comes off as "Oh, we've read your comments but we know better than the players so we're going to go ahead with our plans." Nyx isn't the first and sadly not the last aspect of the game that's come under this treatment.

  21. Quote
    On 6/2/2016 at 9:52 AM, Ditto132 said:

    Just tested after Update 18.13.2.

    Hyekka Master and Napalm are still able to deal damage through the Rift. :(

     

    Aw, nuts! Looks like it was an accidental fix in the beginning. :(

    Update 18.13.2

    • Limbo can still be set on fire by Napalms and Hyekka Masters - this goes for all tilesets.
    • Limbo still takes damage from electrified water in Orokin Derelicts, Ceres, and Uranus tilesets.
    • Limbo takes damage from tar in Ceres tilesets (tested to be true)
    • Limbo still takes damage during the extraction sequence of Grineer and Corpus ship Sabotage missions  - he will take heat damage whether or not he is in the Rift. Not sure if this was an intended effect, but one would assume from Riftwalking's description that being in the Rift would make Limbo immune to this kind of damage too.
    • Limbo can still be struck and damaged by lightning on Uranus.

     

    Current victories

    • Fixed issue of taking damage from Venomous Eximus unit auras (occured even if VE were not in the Rift with Limbo).
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