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About Archwizard

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  1. Which I already mentioned in the OP.
  2. For a month. After the update drops.
  3. So the grind for every frame in the game, including those from Simaris, is meant to be included in Heart of Deimos? We're already getting a new open-world map alongside Helminth, which from past experience means 1-2 new reputations (including the Entrati) that will take a month on their own as a high MR player. I said nothing in the OP about having it done overnight, and even listed some sample values of a reasonable time dump that would still take weeks. And as you said, Helminth is innately time-gated, so even if you could get copies of every frame by the time Deimos drops, it would still take time to get the full value from them all. But going back to the OP: This is about Simaris, and his time gate.
  4. Alright. So let's re-examine that math. Simple as halving all the listed values, right? 925,000 reputation to get all 26 parts. That means capping 7.4 times, which would still take someone of my MR around 35 days to do, and doesn't touch on how much of a pain in itself Simaris is to grind in the first place, and how the inability for Synthesis to reach the cap on its own raises that by nearly 50%. That's a bandage, but not a full solution. I stand by my conclusion.
  5. With Heart of Deimos coming, many of us have been rushing to rebuild old frames that we previously sold, so that we can feed them to the Helminth wall when the update releases in order to transfer their abilities. The wall that has been tripping many of us up, however, has been the frames whose parts were one-time drops, largely through Quests or Junctions, drop methods that cannot be repeated and whose Primes cannot be substituted; DE's solution to being unable to rebuild those frames was to add them to the offerings of Cephalon Simaris. Most of us never considered that we would necessarily need these parts ever again, so that was implemented without incident and the parts at the bottom of the inventory went largely ignored. Deimos is forcing players to re-examine this on a broad scale. Here's a little math for you: With the release of Protea, there are 11 different Warframe Blueprints and 15 different Warframe Component blueprints available from Cephalon Simaris. Each Blueprint costs 100k reputation, while each component costs 50k reputation. In order to rebuild every frame Simaris offers, it will cost players a whopping 1,850,000 Simaris reputation, slightly over a third of the cost of his entire inventory. The maximum amount of reputation you can hold with Simaris himself is 125,000. That means you will have to cap his reputation out 14.8 times. Just to build a Titania, Chroma, Inaros or Limbo alone is 250k reputation, which means capping Simaris twice each. This poses a number of problems: As an MR26 player, I can receive a maximum 27k reputation per day. This is not enough to purchase even one part a day, and means 4 days of effort for a single blueprint. In order to reach the target 1.85 million Simaris rep, I will need to reach the daily cap every day for 68.5 days. I'm also aware most casual players haven't reached MR26 yet, making this significantly worse for anyone below me. Presently the only three ways to build Simaris Reputation are through spending extremely rare Universal medallions; a small amount from performing scans with the Synthesis Scanner; or through capturing daily Synthesis targets. Two of those methods are a lot of work for a pittance. Your Synthesis gains are subject to the daily reputation cap, which serves to gate low MR players, but completing your daily Synthesis task usually only awards about 20k reputation, with the exact value depending both on the day's target and the mission it was captured in. I rarely ever reach the daily cap in the first place, unless I luck out and get grouped with someone who spawned an additional target. If we take the approximation of 20k reputation for a daily task, you would need to perform a daily Synthesis task every day for over 3 months. By comparison to other Syndicates: Each of the 6 Faction Syndicates have multiple means to reach their daily cap. Syndicate missions supplement the passive gains from wearing sigils, while Medallions can put the player above the daily cap and are guaranteed in each Syndicate mission. Vox Solaris is the only other (non-PVP) Syndicate that sells Warframe parts, but the cost is a mere 5k reputation per blueprint. After enough investment in Colony Syndicates, players can stockpile resources and pseudo-"medallions" to turn in to reach daily cap instantly. By comparison, the grind for Simaris has stayed exactly the same since his inception. Altogether, the grind to regain Warframes once lost is significantly more time-consuming than the original missions to collect them in the first place. "Well maybe you shouldn't have sold them then?" Lots of players sell frames when they obtain its Prime variant in order to save on inventory slots. In several of these cases, frames like Limbo Prime and Mirage Prime were released literal years ago, so the idea of being tasked to a grind for a decision made years before repercussions were even implemented is ludicrous. Even so, there are a handful of these frames that still haven't been primed yet - Gara, Garuda, Harrow, Octavia, Nidus, Protea, and Revenant - for whom you would still need to go through Simaris to get a second copy of to feed the Helminth unless you're willing to wait years for their Prime variants. Now, the quick and dirty way to solve this would be as simple as reducing the cost of each frame blueprint. Knocking each part down to a cost comparable to Vox Solaris would mean the ability for many of us to repossess all of these frames in under a week, not even having to cap out twice. This may seem like a big drop, but it's worth remembering this is the second time the grind is being made for these frames, and this will still probably be more effort than those first quests. But I think this is a good juncture to consider... that Simaris as a reputation is also incredibly dated. His Syndicate is as old as Chroma, but to this day the rest of his inventory remains a hassle to buy out, and the Helminth simply pushes back interest in grinding for his basic stock like Simulor or Heliocor. He has no unique medallions or resources we can turn in to skip a day's grind. Despite the introduction of the Sanctuary Onslaught - which we ostensibly run for his benefit - it has zero interaction with Simaris as his own reputation. Simaris is one of the most groanworthy Syndicates to grind, because it cannot be done passively. To leave Simaris as-is is to be implicit in inducing burnout. In light of this, I would like to make a few proposals to DE. The first, is that Sanctuary Onslaught itself should award reputation for Simaris. Every round completed should give an amount depending on the difficulty - say, 1k for a round of Normal Onslaught, 2.5k for a round of Elite Onslaught. If this contributes to the daily cap, you would be able to run Elite Onslaught and complete a day's reputation in under 30 minutes, comparable to modern grinds from other Syndicates with a sigil -- or choose to perform it in conjunction with Synthesis to speed the day's grind up. The idea is that Synthesis becomes akin to Syndicate Missions, and Onslaught running is akin to wearing a Simaris Sigil. In addition to reputation from SO/ESO itself, perhaps mobs in the Sanctuary could also have a chance to drop "Sanctuary Medallions" to be turned in to Simaris, or the Captura Scene rewards from SO/ESO could also be replaced with Medallions and added to his Syndicate store for the cost of a single Medallion. The scenes are only useful to us once, but have an abnormally high drop-rate, which makes getting duplicates of those equal to getting absolutely nothing. (Bonus points if we can trade in extra Captura Scenes we currently have for Medallions or reputation.) Point being, we need worthwhile options. The second, is that the Warframe parts would still need their reputation costs to be crunched. In conjunction with the above changes, a single Warframe Blueprint should cost no more than 25k from Simaris, and a component's blueprint should cost no more than 10k ever. At those maximum values, this would drop the total cost to about 425k, which is less than a quarter of the current cost of frames through Simaris, or about two weeks' worth of work, give or take medallions. Even at those maximums, that is a very reasonable happy-medium, comparable to grinding out another Syndicate. (Which we will inevitably already be doing when Deimos drops anyway.) Alternatively to that second point, the option to replay those quests for their original rewards is also a subject worthy of discussion; I'm somewhat surprised that isn't already an element of replaying the quests as-is, which I have assumed up until now to be a technical limitation. With this option, we could remove those costs from the tally entirely. For Chroma this would likely still mean having to go through Simaris for his components, and I'm aware some of these quests (like Mask of the Revenant and Hidden Messages) aren't actually replayable yet. Just food for thought.
  6. Decided to take the time to update our dear Inaros' listing, since his Prime access has increased the urgency of a rework to him. More pressing of course is the Helminth update coming in Heart of Deimos, but until the list of transferable abilities is officially released, there's not much to speak to yet. I know generally the consensus is that each frame's "worst" ability is likely to be the only transfer candidates (largely meaning "Damage + Status" tools like Fireball, Ice Wave and Shock), but there are several cases where I can see it being considered borderline broken depending on execution. For instance, as I said with Protea above, her kit fundamentally lacks a grouping tool to fully exploit her abilities and her Dispensary is slightly extraneous, even replaceable. We've already had confirmation that Zephyr's Air Burst will create a mini-Vortex when charged, which puts at least one grouping tool on the table; given the unique composition of his kit, I fully expect Nidus' Larva to be a candidate as well. Also of note is Nekros, a frame who similarly has two tools that scatter enemies despite his Desecrate banking on corpses being grouped up. Larva would be substantial for a Desecrate build as a largely Range-dependent and Duration-independent tool. Conversely, his Soul Survivor augment being transferred to Trinity over Well of Life would make her indisputable as the top healer bar none. If even one high-damage ability like Photon Strike or Blaze Artillery was put into the mix, I would be amazed to see how that would affect Limbo builds. Not to mention the potential of any of Nezha's first 3 abilities on Ember over Fireball, or Protea's Shield Grenades on Hildryn. A speed buff on Ivara (Saryn's Molt, perhaps?) or Cloudwalker on Loki, any kind of damage buff on Exalted frames or additional mitigation onto any tank... something powerful will slip through the cracks. I only hope it doesn't lead to knee-jerk nerfs, or DE washing their hands of balancing the frames as they were.
  7. With the Steel Path finally released, I think it's a good time to start re-examining the least solid frames, and incorporate the lessons from the topmost competitors. Zephyr seems to be one of the weakest ones, while frames who can strip or bypass armor are once again on top, despite years of revisions to balance armor out.
  8. Eh. Limbo only became so after Stasis was added, and that has more to do with the Rift Plane having flexible dimensional properties in Limbo's hands than him actively warping Time within native reality. To that effect, Stasis makes him as much a Time frame as Baelfire makes Hildryn an Electric elemental; the actual 'time' part is incidental compared to its CC purpose within the kit. Temporal Anchor is, meanwhile, a massive part of both Protea's lore and gameplay, and can't really have its effect be substituted or explained away with another phenomenon.
  9. Been playing around with Protea. The kit is solid, though I have a few nagging concerns about the design still: Thematically, Temporal Anchor is... out of place. I get that it's a huge part of her story and an immutable facet of her kit now, but we have a Time-based power on a frame with no other Time-based skills; since "Time Elemental" has been pretty high on a lot of checklists for fan designs since basically the beginning of the game, it's somewhat disheartening to see such a power flipped onto a completely unrelated kit that will inevitably be pointed to as an example of "fulfillment", like how Oberon was "kinda Earth-y" in Scott's view for nearly two years before Atlas dropped. Because of Temporal Anchor resetting her energy, health and ammo anyway, Dispensary is extraneous within the kit. It fuels her up until she can activate the Anchor, but after that it doesn't do much for her -- it's just there for raw team support, and her shield satellites already do that... Blaze Artillery's AoE on each target has a fixed range and she has no grouping tools to exploit that. At a certain point you gotta wonder if maybe she and Vauban should have considered swapping a few abilities between them, like giving her the Tether Grenade and Vauban the Dispensary...
  10. I might consider that, if you can tell me how that actually adds anything to Trinity's gameplay. Because at the moment, she doesn't have much in that regard. She mindlessly plays whack-a-mole with health and energy. On the one-hand I could foresee a charitable argument that these suggestions are quality-of-life. However, I'm also well aware that your suggestions are asking to have your cake and eat it too, distilling her gameplay even further into fewer buttons and less specialized builds. Tap Link at the start of a mission to be virtually unkillable, occasionally tap EV to keep it up, and Blessing to be overkill. With the ability to center EV on herself and not have to recast Link (paired with Blessing already based on Affinity Range), she wouldn't need Duration or significant Range, in addition to Blessing not needing any more Strength than a regular Intensify gives and erasing the Efficiency needs of the entire party. She would be, in effect, almost entirely stat independent, at minimal effort. I can, do, and will continue to argue that your suggestions take away more from her gameplay than they add. ... And no, EV wasn't "only" nerfed because of Absorb, but also because of Sound Quake, World on Fire, and a number of Exalted weapons like Peacemaker, which could be kept up indefinitely as a result of EV, resulting in several mission types turning into loot-caves while everyone stood on top of a box and continously AoE'd the entire map down. The point of most toggled abilities is that they shouldn't be easy to keep up indefinitely, or will penalize you to a degree for attempting to (such as reduced mobility or defense), so that you aren't obligated to have them active at all times or at least have a reason to consider turning them back off. Sure there are exceptions, but those are frequently from frames who can generate their own energy through a specific gameplay loop. Perhaps these metas are dead now, but that's largely as a result of changes like removing their ability to benefit from an infinite energy generator.
  11. So on the one hand, I concur that a lot of abilities can benefit from receiving the enemy level damage scaling formula. On the other: If you have multiple damage-oriented abilities within one kit that receive an enhanced damage scaling, then one ability will be the default choice in all situations and potentially erase another. Consider frames like Ember, who for many years distilled their entire playstyle to spamming 4. Part of the intent with the reworks in the OP is to separate the purposes of abilities; a skill like Fireball would retain a purpose at high levels with a scaling effect, while a skill like Inferno already has one without it thanks to its massive AoE and the stacking of her passive, and would continue to erase Fireball with it. This already holds true for Grendel himself, who has damage scaling on the expulsion effect of his 1 that diminishes the value of his 3. The solution I've posed for many of the above reworks, then, is focusing on the purposes of one core "damage" ability per frame, and the others as either enhancements to it or sources of alternate effects. Simply repeating the same enemy damage scaling formula will not necessarily enhance a frame's playstyle, as in many cases it is a 1-button effect. Certain frames benefit more from synergistic damage enhancements that are tailored to the mechanics inherent to their playstyle, such as Melee Comboing for Atlas. In the example of Vauban, the area affected by Photon Strike is small enough that it encourages synergy with his grouping skills like Vortex and Tether Grenades, allowing its damage to be used as a sort of finisher, or a reward for using his other mechanics.
  12. Blood Forge, I disagree with making it an Exilus Mod since it doesn't really do anything current Exilus Mods do - it doesn't aid mobility/visibility or count as a "niche" defensive benefit, and it even has a direct combat benefit since it bypasses the reload animation on a lot of weapons. Having it create ammo could maybe be argued, however. I could definitely see Defy getting an augment to vacuum enemies in at a certain range, though I expect that would be where it stops since that would be a pretty powerful benefit for a melee-oriented frame on its own.
  13. I thought about something like that, but then I also had to consider that Tentacle Swarm and Tempest Barrage both have significant overlap in their purposes, and between the two of them, Tentacle Swarm is more effective as a durational CC while Tempest Barrage is quite literally a cannon being continuously fired in one area and can affect enemies inside Undertow. The point of the change isn't "just updating the damage of the kit", it's to mechanically refresh his toolkit to be more engaging. I might revisit Hydroid in the OP of course, as none of the suggestions listed are necessarily static.
  14. Howdy again, folks. Did you miss me? 2020 is shaping up to be the fabled "Year of Quality", and in a recent podcast on Quiette Shy's channel, Pablo mentioned one of the recent goals is bumping up older frames to a level that would match today's standard for frame releases. In the interests of aiding a game I love and wish to see continue its growth, I'm beginning this thread as a clean slate for rework suggestions. (That and the old thread was archived, and somehow within nearly 3 years, half that thread became outdated anyway.) ¯\_(ツ)_/¯ The goals with each rework in this thread are as follows: Reach "the happy medium": Updates where players get maximum satisfaction out of using a frame, while limiting the amount of work required from the Design or Art & Animation teams to update them. Increase the cohesion of skills within existing toolkits. This also means limiting the mechanical redundancy within each frame's toolkit, so that each ability has a distinct purpose and an opportunity to stand out rather than "competing" for use on a limited energy pool. Likewise, this means attempting to avoid forcing "synergy" by means of making another a requirement for the majority of its potential. Keyword "attempting." Maintain the visual fidelity of the Warframes, in keeping with the Leverian lore and DE's promise that "anything you can see in a trailer, you can do in game," so long as maintaining an aesthetic isn't actively detrimental to the player. Changes within each list are listed from "most extreme and impactful" to "most conservative, or quality of life" — in other words, the juiciest bits will float to the top. ASH CHROMA FROST HYDROID INAROS LOKI MAG NEKROS TRINITY VOLT ZEPHYR Other Frames Note that the list is neither comprehensive nor final. Suggestions and civil discussion are welcome.
  15. .... could we not have to do Liches to keep up? Please?
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