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IfritKajiTora

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Posts posted by IfritKajiTora

  1. 4 minutes ago, -AoN-CanoLathra- said:

    Also, you will see no one using self-damaging weapons anywhere at any time, except possibly in Solo where lag and teammates/companions aren't there to get you blown up.

    For some times probably yes. But self damage should be changed too.

    If you hit yourself with self damaging weapon you can lose max of 75% of your health you have at the moment. And have self damage death status for 90 seconds, so if you hit yourself again you will start to bleed out.

    That's just a second change to fix the problem with that. So by mistake you can hit yourself with self damaging weapon in small punishment once every 90 seconds.

  2. 3 minutes ago, o.0- said:

    If the goal is to mess with players that

    • get stuck in maps in ways that /unstuck does not help
    • or cannot use abilities/melee/get animation locked (where spending a revive can reset things),
    • or lose their Sentinel (as the only way to gain it back now is to waste a Revive),

    Those are a rare situations. And are bugs. This should not have anything to do with revive system, in the meaning that because of these bugs, revives should not be changed.

    If the bug occur you can still die once 90 seconds. Nothing bad will happen.

    If you die twice in 90 seconds you get punished, you have to use your limited revive. So be careful to get yourself to bleedout state too often.

  3. 8 minutes ago, bungawunga said:

    There's no reason for a game to be punishing, it doesn't bestow any lessons.
    After 5 years of playing the game, you should realize that not everyone finds the game as easy as you do.
    wEMGiJa.png

    With that much time playing Frost, you should have learned to pop your bubbles as with this terrible and detrimental idea offering no alternative or reason for this gimping mechanism you trying to propose to have implementation for anything other than 'difficulty'.

    Frost is my favouirte Warframe, and Ogris was my favourite weapon just like brakk and scindo prime. But for a long time I'm using different stuff, but still having these in the first place on my account informations, so there is a problem with statistics I think. That the new % usages grows a lot slower than before, for example you can see that some weapons have a lot more exp gained or 2x more kills than ogris but still having around 3.9% usage on them. I know that usge time in game is a different story than killing but still I have feelings like I used some other weapon more often than 3.9%.

    My second favorite Warframe is Saryn and I see a lot of people complain about her survivability kit, where I have no problem with that, too much. 

  4. 6 minutes ago, (PS4)iQuedas said:

    I'm totally in favor of that change, but since WF is an extremely, casual-driven game, I don't see it happening, ever.

    Yup, but still hoping for some changes.

    Just like melee 2.0 right now is for casuals by pressing melee button over and over again.

    Melee 3.0 will be less casual, because for best DPS you will need to use charge attacks, because only they will get benefits from combo multipliers damage bonus. Also using different combos for different situations. Not just blindly without thinking pressing melee button.

  5. 9 minutes ago, Ijaa-Aden said:

    Translation : "I don't care about casual gamers, make the game more hardcore than Dark Souls so we can fail and retry faster with PUs".

    No everyone is as good as you. Don't be selfish.

    It will not make the game HARDCORE like Dark Souls. Dark Souls have it's own bullsh*t mechanics, keep rolling rolling.
    I'm not selfish. Be revived by others is already super casual. Adding to it cooldown will make a small difference, you just need to watch out then, that after dying and being revived by team mate you can't die second time in the next 90 seconds because you will die for real but you still have your own revives. So it's still casual. It's just adding some punishing mechanic. So you just can't die very often which happens sometimes, or that you are here dying, because you should not be here, you need to get better builds or learn more how to play.

  6. 4 minutes ago, SilverRook said:

    HAHAHAH

     

    This whole thread.

    murkray-bait.png

     

    I don't know if I get it right.

    This is a lot different story, because you are not fighting there, you are just farming. So it is just annoying mechanic, not making the game harder. If you need to spend more time to get something, this isn't making it harder, it's just making it annoying.

    And that way it is now, I'm spending so much time on reviving others, because they keep dying over and over again.

  7. 5 minutes ago, Syasob said:

    In case I got it wrong, proposed change will make the game slower, not harder. Remember those guys waiting to get full energy with Zenurik 1.0 before launching Hydron? That's exactly why nobody wants revive cooldowns.

    How does this will make the game slower? You are not allowed to revive the guy because he already died twice and second time he don't have bleed out timer so you just still jump and shoot. It makes the game faster, because you don't have to stop and revive every time someone is bleeding out.

  8. 6 minutes ago, Praxxor said:

    Warframe is a casual game at heart. If you want a challenge you can always remove some mods and put in some dragon keys for yourself mate. There's no need to push difficulty on everyone.

    Then there should be a reward for doing that.

    Equipping one of Dragon keys gives you double Affinity. I could use that for more focus ^^. But still if I die, die and die someone will revive me so does it matter, if I limit my self or not?

  9. 9 minutes ago, -dicht.Seleszi- said:

    Even if it'd make the game "a little harder" the game would still remain braindead easy to play, there's no point to change something to annoy the playerbase without it bringing any effects.

    Yes the game is super easy, and there should be some changes. Changing this one stuff wont make the game harder. But after changing that, there will be more changes, and all these changes at end game can make the game HARD for veterans.

    Not able to revive is annoying? Many games don't have that option, and people don't complain about that, because that makes dying somehow punishing. Besides it's your fault that you died 2 times in 90 seconds, so you should be punished for that. It's not annoying it's punishing. Also with two set of arcanes you still have 6 revives.

    Annoying would be changing swapping weapons for longer. This doesn't change too much as a game mechanic you wont be worst because of that, but it's just making the game annoying if you want to swap weapon. This is meaning of annoyingness mechanic.

  10. 20 minutes ago, bungawunga said:

    9I2Qh6t.gif

    Now that's woke, and you want to kill revives?

    Just because you put here a gif doesn't mean your thinking is better than mine. Just to make it clear, because many people think they look cooler by adding gifs to their posts.

    Reviving is a mechanic in game that I'm using. I'm always using 100% of my self and what is available in game, so not considering using weaker stuff in game, because that make my self nerfed. if I'm able to use more powerful stuff like others can. Revive mechanic in game is making us immortal. So it should be changed.

    Also I'm not killing revives. I just want to punish players and my self if I manage to die TWICE in 90 seconds. Not making me and others immortal, and that dying is nothing, it's just happens in every mission and that means nothing.

  11. 5 minutes ago, bungawunga said:

    Remove your arcanes, sacrifice, regen, health and armor mods then use some dragon key if you want to gimp yourself from walking on water.

    No.
    Utilizing available and standard mechanics in games to accomplish a goal should always be considered a legitimate play style.
    There is no reason to purposely put myself at a disadvantage if the game offers and easier solution.
    If a mechanic is in the game then it is the developers intention for it be used in one way or another and I will not limit myself strictly because the methods I use are considered "cheap".

  12. 12 minutes ago, Sintag said:

    No.

    Having a squadmate or squadmates reviving you means one less gun firing on the enemy, or they're running Vazarin, in that case it means one less instant revive.  That's the drawback for reviving a teammate, the limited revives are there so you're not entirely screwed running solo, or in case nobody can reach you in time to get you back on your feet.

    So much waste on one team mate not firing for 4 seconds.

    There were times where you had revives for the whole DAY on each Warframe, not reseting on every new mission started. This is definitely super easy mode.

    So if limited revives are only for solo mode, then remove them from squad playing. If nobody will revive you, you are out. (If we want to go with your thinking way)

  13. 4 minutes ago, hellodownthere said:

    No cause it would make the game extremely annoying when you're trying to LvL a R0 frame in hydron and you're bound to go down. If you die cause your teammates can't revive you because you got revived by them <90 seconds ago you lose affinity that would otherwise go to your frame.

    As for high LvL content i don't need to say the reasons why this shouldn't be implemented.

    Low leveled players could have some difficulty.

    But they should not be carry in the mission where they should not be.

    I don't have huge problems with high leveled content, I don't see a problem, the game is very easy to me.

  14. With arcanes you can have up to 6 revives, which mean you almost can't die, because there is squad that can revive you (without using your limited revives).

    Or on high leveled content low leveled players can be carried through the whole mission by just reviving them over and over again.

    Not to mention that you can go into Operator mode use Void mode and revive someone without any RISK.

    Also it can be frustrating to revive people over and over again that are dying every 30 seconds. (You can just ignore them, but I feel bad then. And losing someone means less help in further mission. If you could not revive people over and over again then it's fine because it's a mechanic in game. While right now I feel like I have to revive them over and over again, which is frustrating for me.)


    How to change it:
    -Every time someone is revived that person get 90 seconds cooldown on revives. If he dies nobody can revive him "no bleed out timer", he have to use his limited revive.


    For people who want me to unequip OverPowered stuff that I use:
    Utilizing available and standard mechanics in games to accomplish a goal should always be considered a legitimate play style.
    There is no reason to purposely put myself at a disadvantage if the game offers and easier solution.
    If a mechanic is in the game then it is the developers intention for it be used in one way or another and I will not limit myself strictly because the methods I use are considered "cheap".
    About revive mechanic in game, it's a different story, because it's a mechanic in game and I'm using it all the time, but it's make the game just too easy, making us immortal. So I hoping for changing that.

  15.  On cast Saryn's Spores proc initial spores onto nearby enemies from initial target. (Multi targeting).

    This should not be as augment. This should be as mechanic for her spores 4 meters range (not affected by power range mods)

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