Jump to content

zoobmer

PC Member
  • Posts

    576
  • Joined

  • Last visited

Posts posted by zoobmer

    • Tether should effect 12 enemies
    • Bastille should effect an unlimited number of enemies
    • add an exalted weapon that allows his abilities to scale off of sniper mods
      • Phantom Strike should scale off of all mods on the exalted weapon, except status chance
        • guaranties a status effect of of modded elemental damage
      • Tesla should scale off of all mods on the exalted weapon, except elemental mods
      • Flechette Orb should scale off of all mods on the exalted weapon, without exception
      • remaining abilities should not scale off of exalted weapon
    • Like 1
  1. the way the Plague Star, Eidolons, Orb Mother, and Ropalolyst undermine the core gameplay of this game is absolutely absurd. the primary gameplay of warframe is abilities; everything else is secondary. your sheer obsession with exploring "possibility space" repeatedly undermines the gameplay we come to the game for to begin with.

    • Like 2
  2. what is a good support Warframe for Plague Star, Eidolons, Orb Mother, and Ropalolyst, I.E. a Warframe which can stay outside of firing range of the enemy and use abilities to support other team members, as opposed to using weapons.

    please note: I can get in range to cast my abilities, but I need to get out of range before the boss has time to attack me. I am 100% incapable of fighting the boss directly.

    the meta frame for this purpose seems to be wisp, but she is farmed from the very fights I need to use this frame on, and thus I was wondering if there is any option I won't need to buy with plat.

  3. 3 hours ago, Autongnosis said:

    Look what happened to Nyx for that, or to Vauban (oh boi main damage ability dealing 6k, i'm excited 😛 ).

    It's because people complained that CC frames are useless, so DE is scrabbling to make every CC frame a DPS frame now. They don't realize that CC frames are still nice to have in the game, and if we wanted DPS frames, we have plenty. That being said, Bastille collapsing into Vortex just means players get a more useful version of both of the abilities Vuban was used for to begin with, and adding in irrelevant damage abilities won't change that.

  4. 4 minutes ago, peterc3 said:

    There aren't enough niches for every single frame to have a spot just by doing their own thing. It sounds like you like Mesa, so just use Mesa.

    DE is actively bricking over that niche. She was never going to return to her former ability.

    I love Mesa, but I also love Ember. Ember, Mesa, and Saryn are all DPS frames, but I use all three, because they all function so differently. Seeing them just become lesser versions of each other's function is just sad

    2 minutes ago, 2old4gamez said:

    A mainline update is poised to drop anytime so this is obviously the best time to complain about a rework you haven't tried.

    Patience.

     

    They revisited it in last night's Prime Time, so I thought it was relevant now.

     

    2 minutes ago, ShasOBorkan said:

    Her 1 and her 3 are largely remaining unchained, in terms of the strict mechanics of the ability. Also, with the augments the first ability on elemental frames is quite useful (unless you don't like buffing friends at all, on any config).

    Mesa's 2 is very unlike Ember's 3 in terms of raw CC mechanics (Ember's is much more orthodox CC). Mesa's 3 is similar but functionally and thematically different enough from Ember's 2 that this point, in my view, is moot. There are a myriad of abilities that work this way, better and worse than either Mesa does or Ember will.

    This describes dozens abilities in the game, her new 4 is not at all like Peace Maker and this is just way too broad.

    In sum, the niche you described isn't obviously the niche Ember is meant for - Ember is merely the Pyromancer frame, and so long she is reworked into still being a Pyromancer, she will fit correctly into her role.

    Ember is a DPS frame; buffing allies is not relevant. What I'm saying is, with this rework, there will be no point in having both Mesa and Ember anymore.

  5. The planned Ember changes are a clear nerf, and only end up making her a lesser version of Mesa

    • The 1 is irrelevant, just like Mesa
    • The new 2 is damage reduction which needs to ramp up, and can overheat, causing a downside; making it a lesser version of Mesa's 3
    • The new 3 is a short CC to remove heat; and is a lesser version of Mesa's 2, which provides continuous CC
    • The new 4 requires line of sight and damages in bursts, making it a lesser Peace Maker

    Ember's niche has always been that she passively kills or CCs enemies via proximity alone. Removing her ability to continuously channel World on Fire, and hit enemies just by running past them, means she loses her niche, and enters the niche that other Warframes already fulfill. The current planned changes just happen to put her into Mesa's niche; and she ends up being less good at it than Mesa herself.

    • Like 1
  6. 1 hour ago, Gabbynaru said:

    Yup, but you're not the entire community., and about half of it says Nightwave has issues. We can reach a consensus to get Nightwave to become better,  or we can keep bickering like schoolgirls and hope DE can see through our mess.

    Also, you do realize it's not a matter of playing the game more, but rather of playing the game more in a boring way, right? That's where all these complaints stem from, Nightwave has some really boring/tedious/annoying challenges. If DE fixes that, no one will complain. Cause people wanna play the game, they just don't wanna get bored doing so. If they didn't wanna play the game, then they'd be doing something else.

     

    38 minutes ago, (XB1)Zweimander said:

    The people complaining are the problem though, Nightwave was completely fair and they shouldn't of caved and added a catch up to begin with. The ones complaining just don't want to work and have everything handed to them on a primed platter at this point just for participation. It is far better then the alert system ever was and has little to no RNG involved or having  to set alarms just to get that one aura or frame part. People just overreacted and caused change to nightwave that was never needed to begin with aside from a few special cases...  

    I just want to point out, Nightwave is so bad, it single handedly ruined my motivation to even log in. Before Nightwave, I always felt like I was making progress while being entertained. Now, the only time I feel like I'm making progress is when the game feels like a chore. Without an abundance of standing, not only does Nightwave not give me any reason to log in, it actually renders every reason I already had for logging in moot. If DE wants to keep their game active, they absolutely must make it rewarding for the majority of players. As it sands, Nightwave makes the game less rewarding for the casual player, which I can only assume is most of the people DE needs to work to keep engaged. Power players, on the other hand, would look for any excuse to log in every day and play for twenty hours a week, so the fact that Nightwave makes the game more rewarding for them does nothing to improve engagement.

  7. Needing to complete all current challenges to recover a random challenge is so restrictive, the catch up mechanic might as well not exist. Every single challenge the player does should automatically recover a previous challenge no matter what, as long as challenges to recover exist. Completing a weekly should automatically recover a weekly, completing an elite weekly should recover an elite weekly, and completing a daily should recover a daily. If a challenge from the appropriate category does not exist, they should recover challenges from other categorizes. Completing a weekly should recover an elite weekly if regular weeklies do not exist. Similarly, completing an elite weekly should recover a regular weekly if elite weeklies do not exist. Lastly, if there are no weeklies nor elite weeklies to recover, completing any challenge should recover a daily. As a bonus, it would be nice to have an endless supply of procedurally generated dailies to  recover if there are absolutely no existing challenges that can be recovered.

    • Like 7
  8. DE has mentioned in a dev stream that they may add cross-progression. here is a list of things I would like to see in this cross progression: 

    • mastery points
    • mastery ranks
    • star chart nodes
    • mod inventory
    • quest log
    • quest rewards
    • reusable blueprints
    • open world faction standing
    • certain cosmetics
    • log in rewards
    • nightwave standing
    • nightwave rewards

    here is a list of things I am hesitant to ask for, since they may not go well with platform holders, or otherwise cause problems

    • arsenal inventory
    • crafting resource inventory
    • syndicate standing
    • Simaris standing
    • platinum inventory
    • repeatably farmable blueprints
  9. 6 minutes ago, Zelmen said:

    You're talking about hydroid not the game hence the comment. Not sure how you thought I said you were not a fan of the game. I am responding to your topic about hydroid. Describing why you don't want to play hydroid is feedback.

    "Fan Zone" is for fans of the game; Not for fans of the specific parts they choose to talk about. Feedback is for when you want DE to change or add something, or express your opinion on things they decided to change or add. I have no intention of commenting on what Hydroid should play like; Just telling a fun little story to anyone who will listen.

  10. 4 minutes ago, (PS4)Hikuro-93 said:

    I can see where you are coming from but staying as a puddle for the entire (or at least most of) the mission is something to avoid like a vampire avoids garlic. Players are not meant to be stationary in any case. If Hydroid had that kind of range, and if not for nullies, it'd be a perfect example of a "Press 2 to win" ability, which it already is in some limited cases.

    Yeah, but sadly, I don't really have any other reason to use him.

    4 minutes ago, Zelmen said:

    Not sure what your point is. Your in the fan zone of the forums but clearly not a fan. So you might want to try this again in feedback since it doesn't look like a discussion. Everyone has their preferences but sadly with the Nekro / hydroid combo being removed there is going to be a decrease in use of this frame. 

    Nullifiers are a pain and poorly handled IMO. I get they wanted to make something that would prevent one button wonders but one solution across the board does not make sense. You can search for those threads.

    IDK what you're talking about. I absolutely am a fan of the game, even if I'm not a fan of Hydroid in particular. Also, this post doesn't actually make for good feedback; It is merely a fun little story, hence why it belongs in the Fan Zone.

  11. During bow only and sniper only sortie missions, I am averse to dealing damage, and try to find a more supportive role. For defense missions, a sonar Banshee fits this role quite well, and I've decided to take Banshee Prime to any bow only and sniper only sortie defense missions. However, I soon found out that this loadout works very poorly for interception missions.

    I decided to build Hydroid Prime for this purpose. I figured I could become a puddle and block the consoles, and even heal allies in the process, thus not needing touch my actual weapons. I figured, if nothing else, at least I would would gain some mastery from him. As I soon learned during the leveling process, mastery was all I would use him for.

    After leveling a bit and unlocking his full kit, I decide to farm mastery points as Hydroid on an interception fissure mission in the void. I soon realized that, to my dismay, Hydroid simply could not get enough range to block an interception node. I decided that I would simply run around and kill things with the only max level weapon I had equipped; which was also the only one with a potato or forma. Enemies had no trouble downing me over and over again in this mission, and I was beyond frustrated. I thought, hey, maybe it will get better once I actually reach max level.

    For my next mission, I decided to farm mastery as Hydroid in a fissure mission on mote. I created a puddle to drown enemies. At one point, I was in a room, alone, and enemies were piling up in my puddle of doom. Then, to my dismay, I was nullified, and had literally an entire room full of enemies attacking me, literally taking me from full health to no health within a couple of seconds. I lost not one, but two self revives before a teammate arrived. At this point, I had given up on ever taking Hydroid to a sortie.

    For my next mission, I decided to take Hydroid to farm mastery in a defense fissure on Eris. Thankfully, this time the mission went very smoothly. I finally maxed Hydroid Prime, and now it is time for him to gather dust in my arsenal, since his purpose as mastery fodder is no more, and he has no other purpose to fill.

    Anyway, I've already farmed mastery on Oberon as well, so I may simply potato and forma him to use in bow only and sniper only sortie interception missions, if I simply manage to find an appropriate build.

  12. 1 minute ago, (PS4)chibitonka said:

    whip crack crack crack

    Dart whip/Chain whip. Spin, slice slice, spin, catch launch stab, reround, slice, semi catch launch stab, disarm/weapon break, strangle, impale, lacerate on retrieval. 

     

    honestly, I could imagine Warframe having both of those things be different stances on the same weapon.

  13. 27 minutes ago, (PS4)chibitonka said:

    That's like saying we have dart whips but they function like normal whips. x: 

    well, considering I have no clue what the difference between those two things is... yeah.

  14. both historically and in games, the purpose of wielding a shield is to absorb attacks which would otherwise hurt you and your allies. Warframe is simply a strange outlier in this fact, as wielding a shield simply means wielding a melee weapon. here are some changes that will give sword and shield the unique properties of wielding a shield.

    • they should have the unique feature of 98% block chance, while other weapons can't get above 90% (without mods)
    • they should have the unique feature to reduce damage from AOE attacks, which stack multiplicity with Warframe abilities
      • for example, if a shield reduces damage by 90%, and a Warframe ability reduces damage by 90%, then the damage taken will be calculated as 10% times 10% which equals 1%
    • they should have the ability to taunt enemies. this can be achieved by
      • a special sword and shield mod, which makes enemies more likely to attack you than your allies, or
      • by one of their moves in melee 3.0 being a taunt
    • there should be some insensitive for players wielding a sword and shield to actually be attacked. this could be achieved by
      • sword and shield proving the player buffs if they block damage, or
      • sword and shield harming the enemy in some way when their damage is blocked

    please note: sword and shield don't need every single one of these changes to be implemented in order to be effective as a sword and shield. however, I do belive that some combination of these changes would change them for the better.

    fellow tenno: please add any other potential changes you can think of in the comments.

    • Like 2
  15. On 2019-05-30 at 10:37 PM, (PS4)chibitonka said:

    meanwhile hookswords, dart whips, sectioned staves, axes, clubs, rope darts, flying guillotine blades, and more get ignored oof...

    Don't even mention transforming melee weapons x:

    ...bloodborne ruined melee weapons for me i think lmfao It spoiled me so much...

    what is an axe, if not a machete or great sword with a different design?

    in all seriousness, we technically do have axes; they just use greatsword and dual sword stances for some odd reason. that means they are technically axes in visual design, but not in actual function.

  16. according to a YouTube video I saw such a weapon would literally use a polearm stance IRL. it makes little sense to make it its own class, since it is effectively just another polearm.

  17. 1 minute ago, (PS4)OriginalEquinox said:

    You realise that players are soloing these things right? If they're difficult for you your builds suck, Don't expect your started Excal and Braton to carry you through everything, go and farm good equipment and mods and see how not so difficult these bosses are..

    FYI I have a great arsenal already.

  18. 13 minutes ago, AnonMarc said:

    they are suppose to be high-ish lvl content 

    then we shouldn't be locked out of stuff if we can't do them.

    11 minutes ago, Edge_of_Infinity said:

    Filthy casul
    If you have time to waste it on nagging and whining on forum better spend it to gear up and git gud

    this kind of attitude is everything wrong with the gaming community.

    3 minutes ago, GnarlsDarkley said:

    Could you explain this "difficulty" to us?

    None of these three fights are hard if you know what to do and what to use...

    it's way to easy to run out of self-revives because of how often they down people.

  19. On 2019-04-28 at 9:44 PM, (PS4)OriginalEquinox said:

    Orbs and Eidolons are quite easy actually, hence the excess amount of MR2 Excalibros with the balls to keep jumping into my lobbies even though they do 0 damage to anything and die the second something looks at them, to those guys. And given the size of these bosses I think making them easier to kill would defeat their purpose of being big and scary.

    then I guess you wouldn't mind carrying me through the fight, would you?

×
×
  • Create New...