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Archwizard

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Everything posted by Archwizard

  1. Easy: They want the players to wait and see what fixes they have in store for it. They think players are most upset that their LoS code was broken and made the ability difficult to use, and think the calls to revert it are simply because their plan with the LoS didn't work initially; ergo, if they fix the LoS, players have no reason to ask for a reversion because the issue is fixed. Which is, to be clear, patently false. We're not asking for a reversion to the ability because the LoS code was broken, though that certainly doesn't hurt. We're asking for a reversion because we believe the LoS nerf was entirely unnecessary in the first place, not to mention overly brutal towards Dante's performance. One day they said "We're going to tweak him but just to curb him from being too dominant," the literal next they put out one of the most controversial hotfix nerfs they've ever delivered. No actual discussion of their plans, no asking for suggestions or even more opinions on whether it was necessary, just a nerf. And now they want to make what they did work, so players will agree they were right in the first place. If players still have a problem, it's simply because they haven't tried the next improvement yet.
  2. As others have noted, the argument that Dante is "too dominant" is vague. It makes little sense to punish Dante for being seen frequently in missions, when he's a new frame that's relatively easy to obtain. Likewise, it makes even less to punish him for being able to kill enemies effectively when he's... literally a DPS frame? Based on a classical Wizard, no less? Exactly the kind of frame who should be able to obliterate enemies? But as a compromise, hear me out: Revert the LoS changes to Tragedy, but reduce its radius and then make it a location-targeted effect like Inferno. That way Dante has to actually aim the ability to use it, rather than just sitting in one spot and detonating everything that gets close. Keep the Wizard flavor by letting him "cast Fireball", so to speak. As far as the Overguard... I agree that his personal Overguard definitely shouldn't have been hit so hard as it was. The suggestion to revert the amount given for him while keeping the amount low for allies is sensible. Alternately, just reducing the range on it would have been enough. The complaint people had about Dante's ability to provide Overguard was flawed. The issue isn't that he provides too much or too effectively, the issue was always that Overguard interferes with certain abilities (such as Vex Armor) and builds (such as those that use Rage), and people simply blamed Dante because they were seeing him in missions a lot (which they should expect, he's a new frame). They will still have the same complaints as long as he provides any amount, just like they will for Styanax with Intrepid Stand. Dante's Overguard provisions are a mere symptom of the greater issue with Overguard as a whole.
  3. Yeah, that's the big question. If I don't use my charges now, will I end up with 10 tomorrow? Or is there a cap of 5 charges, and tomorrow's reset just refills up to that?
  4. As someone who uses a lot of red in my color palettes, this was immediately visible when I launched the game. First off: Particle effects now use a desaturated color with a blue tint to them. Despite using the brightest red in the Halloween color picker, all of my red particle effects now look hot pink or magenta. Note that this doesn't have a significant effect on the background glow or any little lights on Revenant's face, purely the particle effects coming off his body, his weapon and his ephemera. Second, use of Jet Black energy no longer makes effects look invisible in the first energy slot or black in the second energy slot. In the first energy slot it now acts just like white energy, but less intense. In the second slot, it now hides the effect completely. It's one thing to say "Players may now have to adjust their fashion frame". It's quite another to completely change the options available to players so that their previous looks are no longer possible. Third, unrelated to energy colors but still part of the same issue, the main body texture used by most Warframes now desaturates color inputs. These are using the exact same shades of red , across both updates. And it's one of the most intense shades of red I can find. There is no available option to color match what was previously available. And I've tried toggling Color Correction to see if it would have any effect; it does not.
  5. Hey uhh... the new lighting makes all my red energy look purple now, and desaturated the colors on all my equipment. Is there any way to disable that...?
  6. This is certainly a marked improvement on Inaros from before. At first I wondered why the Sand Kavats were even included, until I remembered that part of the issue with Shadows-type summons is that enemy units aren't usually designed to kill their own, and are often less effective as a result; this allows Inaros to standardize the output of his minions, and even play to the weaknesses of certain factions. I wonder if the Sand Kavats will scale their level with that of the enemy killed? Or just be immune to damage and purely sources of spreading the swarm? I have three big concerns though: The Negation Armor augment may very well become mandatory for Inaros at higher stages of play. Presently he has the same issue that early Kullervo had, where you can theoretically build up enough amount of health and damage reduction to survive 95% of attacks, but still have the possibility of being completely surprised and one-shot by higher level enemies without any kind of Shield- or Overguard-Gate. The lack of synergy with Desiccation. Right now Inaros has three different abilities that accomplish largely the same task - draining health from enemies to restore his own - which makes parts of his kit a bit redundant. The functions of some of his abilities outright negate those of Desiccation. For instance, Sandstorm now has the advantage of acting as a gathering tool for enemies, but the fact that it ends in a knockdown means you can't really follow-up with Desiccation to take advantage of said gathering. Your options are ground finishers (which already activate his passive) or Scarab Swarm. I also can't really see a situation where you might want to combine Scarab Swarm with Desiccation either? I suppose Desiccation might be a quick way to activate Scarab Swarm's "on kill" effect, but I would worry that an alternative stun, multiple sources of periodic damage, or the Kavats running around may negate the finisher opening. At this point the only purposes for the continued existence of Desiccation are (A) for his passive (which now interacts with Sandstorm reliably), or (B) for the Pocket Sand memes and concerns about how changing the Helminth will affect other frames. The usability of Desiccation, in a vacuum. The good news is that attention is being drawn to how some enemies simply can't receive Stealth Finishers, and this goes across the board for all frames, which is great. But, of all the abilities that induce Stealth Finishers, Desiccation is by far the most frustrating and unreliable to use. First off, Desiccation is one of the only remaining Blinds that requires the enemy to be facing you at the moment of casting in order to be opened to the Finisher; Radial Blind, for instance, only requires enemies be in line-of-sight or aware of you within the last few seconds to be affected, no facing requirements. This will especially be awkward when enemies are now all plopped on the floor facing in random directions when they stand up after a Sandstorm. There's no visible effect when enemies are actually blinded to discern that they're now vulnerable, either; since they all get staggered and DoT'd up regardless, you'll only know you were successful at Blinding them when you get close enough to cause a prompt. Or, you know, get shot a bunch. Second, the fact that it has a facing requirement is especially awkward when some enemies are only vulnerable to Finishers from behind. Countless players have run up to a target they blinded, attempted to Stealth Finish them, and simply bumped into them or melee attacked them out of the Blind. You're expected to Blind them from the front, run all the way around, and stab them in the back in a short window? I've also noticed a rather inconsistent issue, I think, where the DoT component of the effect can stagger enemies out of the Finisher prompt on its own? Which if that is the case, makes the ability inherently broken. Finally, as an actual source of self-healing... why? The healing it gives is weaker than a Rejuvenation aura, and frames with it as their Helminth can't take advantage of his passive. They're universally better off using Radial Blind or Silence for finishers, or any of a half-dozen alternative Helminths like Gloom or Reave for self-healing. Obviously I'll need to test it out firsthand to cast judgements, maybe some of these have already been addressed and are just unmentioned here. Inaros has just been in this boat for so long that we're getting uncannily aware of the leaks in it.
  7. Personally, I think the issue isn't that we need a "Story Skip" to unlock the new content. I think the issue is we need a "Skip to Story" option, given that it's 100 hours of content before you unlock the Second Dream and your character creation. I would say if you want an option for people to purchase: Let them purchase an unlock for the entire (base, not Steel Path or any quest-locked planets) Star Chart and all Junction rewards. So you get all of the unlocks for quests, but still have the prerequisite of doing the actual story. But if we focus on the "Main Story" of Warframe as being the cinematic quests - The Second Dream, The War Within, The Sacrifice, The New War, soon Whispers in the Walls - then you don't need the half-dozen prerequisite quests separated by Junctions and Star Chart. The only important one before then, if I'm being 100% honest, is Natah.
  8. Oooh, that's good. Lemme think on it: Main attack is Hate, of course, with the ability to swing up to 3 times in a short period as a combo chain before it goes on cooldown, with the downside that each extra swing has an animation lock and the cooldown is longer if he swings more. He's a highly trained assassin, he isn't going to deal with any "two hits to down you" or "two people are huddled but I can only hit one" nonsense. Main power would probably be teleportation based, right? Something like, lob a Despair knife in an arc and teleport to it after a delay, immediate teleport if the knife hits a target directly with no attack delay. Add-on that lets the knife itself deal damage, so you can teleport and swing immediately to down a target. Some possible Perks: "Lockdown": The first user of each Exit switch is briefly stunned and screams in pain. "Nullify": Briefly disables any perks on a survivor when the killer hits them (except for perks that explicitly activate by receiving damage or entering a damaged state, I know he'd just cut through those in Warframe but if it hard-cancelled, everyone in DBD would use it). "Reckoning": The killer is Undetectable by the Obsession outside of a chase. Killing the Obsession renders the killer undetectable to all Survivors outside of a chase.
  9. Smol-lervo Smol-trine Smol-anax (Dagath and Voruna don't roll off the tongue quite as well though.)
  10. If you consider this from the angle of Overguard in terms of skills like Rhino's Iron Skin, this makes some sense. Armor already adds to the maximum absorption amount, it has a potentially unlimited amount of additional health it can provide, and having any form of DR over it like Adaptation could mean multiplying that EHP by a factor of 10. Except that Kullervo's Overguard isn't like Iron Skin. It doesn't provide an unlimited amount of additional health -- he has a hard cap of 5000. It doesn't absorb damage for a period beforehand that guarantees a certain amount of time active.
  11. If it's safe to ask questions for the stream in this thread: Congratulations on the release of Kullervo! While lauded by the community for bringing potent melee synergy, the choice to remove his shields and substitute them for a limited amount of Overguard has been put under a critical lens by the community over the past week, particularly since he doesn't have any temporary invulnerability state like Nidus to substitute for the lack of a shield gate, while making him highly energy-hungry to survive without letting him use Rage to reliably generate it. With Overguard negating any form of damage mitigation but not having scaling absorption like Iron Skin or a safety gate like Warding Halo, he's the first frame in some time vulnerable to being oneshot. Is his survivability being re-evaluated at this time? Over the past couple years, a number of systems updates such as Modular Archwings or some older bosses (coughNefAnyocough) have been pushed back for after The New War and The Duviri Paradox. Now that Duviri's been settled in for a few months, is there any news about potential updates to such older systems at this time? Is Scott's Modular Archwing project still even in the books now that he's working on Soulframe? Even if it's been quashed, it would be nice to have confirmation or hear if any alternative Archwing Reworks are in the pipeline. Speaking of: Pablo said during the pre-Duviri AMA that he'd be looking into reworking some older frames after Duviri was settled, with Hydroid "potentially" on that list. Is Hydroid's time a-comin' soon? Any other potentials he may be looking into? Thanks for your hard work, and I look forward to this year's Tennocon!
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