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Hyohakusha

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Posts posted by Hyohakusha

  1. That's it. That's the easiest way. No more Wukong's and Titania's breaking the waypoint tracker, breaking the void rift transformation triggers, setting off "change of plans", blinding everyone and making missions take twice as long as they should while thinking they're being "efficient". No need to nerf any frames, no need to nerf the ability (again) right before Gauss Prime comes out.

    The arguments in favor of Thermal Sunder are nothing but what-aboutisms, fallacies and false equivalents that all turn into arguments, which is all the more reason to do something about it.

    "Oh, but you can leave.". Yeah, I do, that's why I'm making the post. I'm not spending five+ minutes chasing a broken waypoint on a mission that should be over in two.

    "Oh, learn how to parkour." say the people who put it on frames that do not engage with the parkour system.

    "Oh, but what about xyz frame." We're not talking about xyz frame. The fact that Gauss has the best version of the ability but is never the frame you see doing it is telling as is. The fact that it's used on low level content is even worse, not an excuse. Especially when it's Earth or Mars, and an MR20 is using it in a room with MR2's.

    "Oh, but I just want to do the mission quickly." and if you had any idea what you were doing, you would bring Wisp or Volt to keep the squad together so the reactant spawns are consistent, instead of breaking them to the point where they're so spread out they don't even get marked on the map.

    • Like 8
  2. 39 minutes ago, [DE]Marcus said:

    As many of you have likely been following, one of the most intensely discussed Helminth abilities has been Marked for Death. Upon releasing the Helminth, we knew that it would be a system that had the potential to shift strategies in Warframe drastically

    39 minutes ago, [DE]Marcus said:

    Enter Marked for Death. When we discovered the several unintentional effects that Marked for Death was occurring we knew we had to act efficiently before more resources went into Tenno carving out a build for it, and for how this unintentionally insanely powerful synergizing ability may fit into a new niche meta.

    "NICHE meta". Meta in a videogame refers to something that transcends all other available options. The obvious choice for everything. Niche refers to something applying to one specific, small area or environment. A few rare exceptions for a thing being able to exist. MfD was far more niche than it was meta. Ash, Banshee and Excalibur were that niche.

    Ash, because while his 4 isn't bad, it is far too slow to justify the amount of energy it takes, and it will always be overtaken by Khora, Saryn and Mesa outside of long term endurance runs. MfD allowed Ash to cut out the middleman of wasting time and energy, in specific situations, while also being limited by line of sight. Ash is not a Warframe you see many people using anymore. The original MfD allowed him to be somewhat competitive again.

    Banshee because of Savage Silence. A niche build on a niche Warframe who you see even more rarely than Ash. Did she even need it? No. The few people who use her know how well she scales, and her regular 4 is still a great AoE clear, even if it's fallen out of popularity due to Khora, Saryn and Mesa existing. MfD gave her another option.

    Excalibur because of Radiant Finish and the fact that all exalted melee weapons took a massive hit with the melee changes. There's a reason Wukong's staff, his 4th ability is replaced in the Helminth System, and the fact that an "ultimate" ability is an easy choice for replacement should be a red flag. Thankfully Excalibur's 4 at least still works, thanks purely to Chromatic Blade existing, but MfD gave him another option.

    Don't get me wrong, double dipping on mods was a legitimate bug. That needed to be fixed. The application of of everything else was absolute overkill, and simply increasing the base damage most likely isn't going to do anything to fix that unless the new MfD ignores armor. As is, you can use it on a Heavy Gunner, as suggested, and it does jack squat to the grineer around it. It fails to do what it's supposed to do, as explained by DE themselves. It will not kill any of the surrounding enemies as shown in it's in-game tool tip.

    Due to a knee-jerk reaction based on click-bait youtube video's and forum threads, which were using the Simulacrum as a showcase, three competitors to a meta DE themselves obviously does not like went right back to where they were in the first place. And that meta is only reinforced by the decisions that continue to be made. 

    At the same time, this is not a condemnation of Khora, Saryn and Mesa. Getting Khora to her full strength requires 15+ forma, two reactors and a catalyst, a specific roll on a Riven for a stat-stick build, a mountain of endo and credits for mods, and another mountain of time spent to farm up the mods and level everything. Saryn and Mesa might not require as ridiculous an investment, but even half of that investment is by no means small. As for MfD? Days of time-gates and annoyance with conservation just to unlock the segment allowing us to access Helminth. Days of time-gates on efficient feedings, thousands of resources and entire duplicates of Warframes to level Helminth enough to unlock MfD in the first place. That's all before the things required for the builds for each Warframe you're going to put the ability on. For all that investment, those things have every right to be as good as the are, or in MfD's case, were.

    So where am I going with all this? I'll use a question to answer that.

    What if every ability was good? There would be no meta. It would collapse on itself under the weight of pure preferential choice when it comes to builds and modding. By continuing to nerf anything that seems like it might be too strong, our available options shrink and that naturally pushes players towards specific set-ups. The current balancing philosophy of this game not only does nothing to mix up the meta, it is actively enforcing the meta that already exists.

    That's why people are as annoyed with the Helminth System and what happened to MfD as they are. That's why things like the Catchmoon and Bramma were as popular as they were. They gave us something new and different to clear trash mobs with. A new option. MfD didn't even come close in terms of popularity or usage. I doubt simply allowing the base damage to scale a bit with mods will make MfD anything other than a one-off curiosity to try and discard, but I guess we'll see next week.

    One final thing. I may be and edge case considering I've got close to 4k hours in game. But I am not alone in immediately being able to recognize why things like Mesa's 1, Chroma's 1 and Wukong's 4 are replaced with the Helminth System. Same thing goes for all points raised about Ash, Banshee and Excal. Same thing with why the meta is the way that it is. If the people in charge of balancing aren't capable of the same, perhaps it's time to try something different. Spending time updating, buffing and strengthening underused and outright useless abilities would send player engagement through the roof, as everyone would want to try out all the new options, combinations and builds available to them. Because as is, continuing to nerf things is only going to continue feeding the same cycle of annoyance and feeling like our time/ effort and resources are being wasted. Just some food for thought.

    • Like 12
  3. This skin has the same issue as the Synoid Syndicate weapons. Certain color channels turn purple for some reason unless you make them white. Others don't match at all.
    PXwmQam.jpg

    The pic shows just how far off it is; that's black/ grey/ blue/ green/ grey from the Fear palette, yet it shows as white-blue and purple. Doesn't matter what palette you pick either. It would be nice if the Synoid weapons would just take the color you actually put on them while maintaining the metallic sheen, but especially this skin since it's the only one we have specifically for the Rubico.

    • Like 3
  4. DE doesn't bother explaining anything anymore. They rely on the players doing their job for them when it comes to that. God forbid a simple box of text could pop up in-game to let you know what in tf it is you're supposed to be doing. But then they don't want us "burning through content too quickly" either. Probably because it takes them a year to come up with a mess like this. Still no Command intrinsic, improving the base systems is probably forgotten, asking for self damage changes became "let's nerf AoE weapons", asking for a reduction in SS item prices turned into "let's nerf the bonus point system that we never even bothered to explain in the first place". Honestly the art and sound teams are carrying the whole company at this point. The devs either flat out ignore feedback, use it as an excuse for a nerf, do the complete opposite of what we asked, or have to put their own little twist on it, which inevitable invalidates any slight improvements we might get. Thankfully there's better games to play.

  5. 3 hours ago, DrakeWurrum said:

    I have no actual way to put out a request for one, no way to check progress on a ground team or anything, and... realistically, I get nothing for just waiting.

    Bingo on the bold, and actually, we can message the relay from space and ask people to get kill codes... buuuut that's assuming there's even anyone else in the relay to run the ground missions. And even then, we're stuck waiting out in space doing jack squat until they load in and actually kill/ scan a sentient. And then we have hope that they're going to kill 14 of them for us. Which can't be realistically expected from any team that isn't made up of MR20+'s with ridiculous builds on their guns. And the people on the ground are doing more work for less points. The whole thing is messed up from a base design standpoint. 

  6. Space runs of Scarlet Spear are slightly more efficient than ground runs. However, if there aren't enough people doing ground runs while you're in space, you're completely screwed. You will sit in your RJ while the rest of your team sits in the Sentient ship, and you will all get to stare at 0/9 kill codes until you quit the mission. On top of that, there's no way to set up an 8 player squad to actually connect what you're doing. You have to rely on rando's just happening to be there. On top of that, if there isn't a 9th player sitting in the relay dumping credits left and right, it wouldn't even matter if you set up the 8 player squad anyway.

    Then we have the fact that apparently you can hold up the entire ^@#%ing relay's progress, if, like me, you like to stay in the mission longer so you actually get more than a few hundred points a run. Which results in people you don't even know flipping out on you in PMs because they get a readout in the relay showing that you're still out on the mission, while you have no idea what's going on.

    As usual, the explanation of all of this in the forum post's is woefully lacking, and the explanation in game is non-existant. It is not our job to teach other players how to play the game for you. The expectation of, and reliance on the community to explain things to each other has gotten completely out of hand. We should not have to tell 8 other players what needs to happen in order to get something done. SS just takes this to the nth degree, where you're going to get stuck informing half a relay about how to actually complete a space run. Not to mention that the people on the space run are getting more points in less time when it actually goes smoothly. That is completely antithetical to a cooperative game. Why would I want to do ground missions when I know I'm taking longer to get less points? Why would anyone for that matter? Sure, you can try to send messages to the relay while you're in your RJ to get people to go out and get kill codes, and ask them to throw away credits to help you, but that doesn't mean it's going to happen. Especially when they don't know what's going on, and if they did know, they wouldn't waste their time on it anyway.

    As for things that need to be addressed, well... Cetus' economy was a mess on launch, Fortuna's economy was a mess on launch, RJ's economy was a mess on launch, and the pattern just repeats itself with SS. Then there's the complete lack of a proper mechanical explanation of game modes. You either catch the devstream (and the SS we got changed from what was shown there anyway) and glean what little information you can out of the posts, if you can even find them, otherwise you're reduced to trial and error. That doesn't just apply to SS; a simple box of text popping up when you enter a mission type or go to the hub for that mission would help immensely. A list showing "Ground 3 Space 2" doesn't cut it. That tells no one anything other than the fact that there are 7 mission types going on that they can't even join because of the way SS matchmaking is set up. That doesn't explain that there needs to be at LEAST one ground mission per space mission, and even then, its a complete joke. You need 27 codes to complete all 3 sentient ships to actually finish the mission. That's 14 dead sentients on the ground. Most runs don't go beyond 10. And again, if it's close to the end of the timer, you're just going to get chewed out by people sitting in the relay. That 10 minute downtime needs to go. Pay outs need to handled per player. You shouldn't have to sit in a relay doing literally NOTHING to get your bonus after slogging through this mess. After explaining everything, repeatedly. After having to invite everyone, repeatedly, because there aren't even an active sentients to kill, or you go out on a space mission and get screwed because some poor group of MR3-10s who barely know what they should be doing are stuck with the completely unreasonable task of having to kill 14 enemies that takes half the entire ammo pool of a riven'ed Rubico Prime to kill after they've scaled up a bit. That's not their fault. It's a problem with the way this mode specifically and the game in general is designed.

    A little bit of unexplained connectivity between game modes in one operation isn't connecting the game, it's just creating a massive headache and leading to FOMO and argumentative PM's. Make a trail of progression, and for the love of god actually explain things to people, and specifically new players, in game.

    • Like 13
  7. 13 hours ago, Nox_Terminus said:

    Also just as an aside Its not really wise to use rivens in testing for balance changes as their variability (disposition, roll variation) make them inaccurate for judging the changes in weapon balance.

    I used the same exact builds with the same exact riven rolls against the same exact enemies at the same exact level as I always do. That's the point of testing, to compare what they did against the same enemies previously to what they do now, with absolutely zero deviation in the testing parameters that I have always used. If I had removed the rivens that I've always used or changed my builds in any way, that is going to give drastically different results than what I am familiar with seeing. The Sobek performed the same, the Strun did a little better than usual. The only status shotgun that's worse than it was is the Tigris Prime, and even then it still kills in two shots. The only thing it lost is proc consistency, and that has nothing to do with the changes in how status/ pellet is calculated, it's because the weighting is now even across damage types. 

  8. Honestly, after testing all of them, other than Tigris Prime and Astilla, all of my shotguns are either as good or better than they were. Impact procs (which are getting changed back, thank god) and the stupid self stagger (which DE has said jack about) were the most annoying things to deal with.

    All tested on groups of 8 lv140 Corrupted Bombard Eximus
    Exergis - Viral/ Rad Status Build, Riven, better, its more consistent on one shots, two shots max.
    Strun Wraith - Heat/ Viral Hybrid Munitions, Riven, better, one or two depending on munitions, 4 max if you don't want to wait for slash procs.
    The Kohms - Staus, Heat/ Viral, Heat/ Viral/ Radiation, Riven, same shred as always.
    Sobek - Status, Rad/ Viral, Riven, the same other than god awful impact procs.
    Corinth - Corrosive Muntions, Riven, same, though the alt fire is worthless now.
    Vaykor Hek - Heat/ Viral Munitions, better than it was thanks to Viral.
    Phage - Blast/ Viral/ Corrosive, Riven, I use it to tase Railjack boarding crews instead of damage. The change to Blast ruined the CC but its still good for CO.
    Tigris Prime - Radiation/ Viral, Riven, noticably slower and less consistent. Used to be one shot to the head with bleed procs, now they live sometimes. Two clean shots to the head to guarantee a kill.
    Astilla - Hybrid Munitions, 100%+ status, Rad/ Viral, Riven, absolute dumpster fire. Ideal build, and its garbage. It was always inconsistent on head shots because the slugs have a randomized flight pattern, with shots going wide/ high/ low. But now the AoE does jack squat, and it's miserable to use with the self stagger on top of it.
    Phantasma - Status, Heat/ Rad/ Viral, the beams better, the alt fire is infuriating because of the self stagger launching you across the room. Never liked the gun anyway, so whatever.
    Convectrix... is still crap even though I like it for some bizzare reason, moving along.
    Arca Plasmor - stopped using it after the headshot nerf, can't make an accurate assessment.
    Boar Prime - never cared for it, can't make an accurate assessment.

    So in conclusion, changing impact back to only being as annoying as is was will help, weapons that didn't do self damage never should have had self stagger added to them, the Tigris Prime isn't as good as it was, and I'm going to be pissed when my Exergis Rivens +50.3% magazine capacity drops just under 50%+ and no longer gives an extra shot before reloading. Imo, the shotgun status changes are no where near as bad as adding self stagger and fall off to weapons that didn't do self damage in the first place and absolutely didn't deserve to get nerfed.
     

  9. Gas is completely worthless as a status effect now, and Impact is now even more obviously the worst damage type in the game. Could've sworn Reb said that knockdown wasn't going to be added to Impact, but I guess not. Impact was hated because it knocks enemies out of your line of fire. Now instead of adjusting your aim to the left or right and being slightly annoyed, it just completely drops them out of your line of fire, and headshotting a prone enemy consistently is an exercise in futility.

  10. Hold to kill in no way detracts from the lich system. If you get a larva with a weapon you don't want, you aren't going to stab it. If you get one with a weapon you do want, an extra 2 seconds is nothing against the 2-3 hours it takes to run a lich. An accidental stab is 2-3 hours of grinding just to get rid of something that you have no use for. There is no argument against adding it.

    It's purely QoL and insurance against people doing something that only makes you want to close the game. As if a safeguard that removes the possibility of people quitting out of annoyance without affecting the game flow is somehow bad, I swear. But you always gotta have a group of contrarian idiots that are only disagreeing for the sake of disagreeing. I sincerely hope that after two hours of just grinding larva, when their minds are completely numb, they end up with a 25% Kraken ephemera-less lich.

  11. 20 hours ago, Steel_Rook said:

    The Navigation console simply needs a consensus vote, the same as starting a regular mission from the Orbiter. I said this from the start, but people were too busy telling me that only the host was "supposed" to be able to use it.

    Bingo. Honestly it should be locked to the captain, but not having a regular mission vote like the rest of the game just doesn't make sense, both before and especially after the change.

    As for the other points in this thread, refinement should just be removed. At this point, with a completely topped out RJ and 150+ hours sunk into farming up everything available, I'm fairly certain that refining only adds +280% to what resources are in the forge.

    For example, you've collected 1,000 pustrels. You have 1,000 total and 200 of that 1,000 are held in the forge. You don't lose 200 by not refining, you still get them at the end of the mission. Refining only adds 280, but it reads as 480 because you're taking those 200 that were in the forge out of it. Meaning you're only gaining a +28% boost total by refining. And it stacks from mission to mission if you don't refine, which is why if anyone's ever done 3-4 mission runs, and maxed the forge holding on each of them, its always a multiple of 280. That extra 280 doesn't help with the thousands of resources needed to make a single RJ part. It adds very little and gives trolls a way to screw the entire party mid-mission regardless of how it functions, and it would be nice if DE could just explain the way it functions clearly in a post, but... DE is DE.

    As for people AFKing/ taking over piloting and flying the ship into rocks and missiles, there's actually a fairly easy way to fix that. As much as I'd like to Bane these people Kuva Lich style, DE obviously isn't going to let us do that. A simple order of priority for the Captain would fix it though. Someone sitting in the Artillery and not doing anything on my ship? If I walk over to the Artillery chute and hit action, it forces them out and puts me in instead. Some nincompoop decided to hop in the pilot seat and fly 1000m away from anything while I was in the Artillery? Same thing, I walk over, hit action, it boots them out and puts me in. It's my ship, I dumped actual millions of resources into putting it together, and from a lore perspective as well Cy should recognize that. I love RJ as a game mode, but DE really doesn't seem to be taking into account the fact that players just aren't going to do exactly what they thought they would with the way the systems are structured.

  12. Everything in ( ) was added after I got to this little gem.

    12 hours ago, IgnisDraconis4316 said:

    Now the grind of the thrall hunting has me a little..... worried...... but I haven't done a lich yet

     

    12 hours ago, IgnisDraconis4316 said:

    So because you believe only a fraction of the playerbase comes to the forums we should dismiss them out of context? Because you can see all the feedback on all Social Media and communications to see if it is a big thing or not? Seriously?

    No, I know that the lich system is the most unpopular thing ever added to the game because of DE's poll. Nice strawman at the end there too. (You've never run a lich mission and you're talking about context. What about the context for your own feedback?)

    10 hours ago, IgnisDraconis4316 said:

    I also don't get this idea where you think you will be forced into mercy kills. Too many in this community say that DE is forcing one to do something. If you don't like that aspect of the game do something else. I didn't play arbitrations until the last major revamp they did because I couldn't stand the grind for a 1% chance at a reward. But once they fixed it I came back. If you don't like it you don't have to participate. And it isn't like every enemy has to be mercy killed. We are talking about 1-5 enemies in a mission. The only modes that it would seem like more is with Endless Modes (which are my favorite mission types). Also as they go along they are sure to add more mods for the Parazon and improve it. You are not looking to the future.

    An enemy that's downed on one knee in a lich mission stays like that. Arbitration is its own mode. The entire rest of the game is the entire rest of the game. Also, you don't know how it would be implemented anyway. That's why this thread exists. And you can see into the future? Cool. (Since you've never run a lich mission, you don't understand that yes, you are forced to finisher the thralls. And it's more than 1-5 enemies a mission.)

    10 hours ago, IgnisDraconis4316 said:

    And I have never seen a mercy kill come up on a RJ mission. Where are you getting some of this stuff from? I very rarely see mercy options in most mainstream missions unless your kuva thrall hunting and if your doing that then you know you have to do it so why not make it more rewarding. 

    I'm getting it from actually playing the game? It's actually quite common in the Veil since the enemies there have so much HP and Armor, which means it easier to trigger the mercy threshold. (Again, you've never run a lich mission. You say it's not like we're forced to do the finishers in one paragraph, in the next, "you know you have to do it".)

    10 hours ago, IgnisDraconis4316 said:

    "All that needs to be done is to increase the threshold for when the option to finisher becomes available. 15%-20% would be fine." No it wouldn't be fine because in Warframe we are not ninjas in space but GODS. You can wipe an enemy off the field in one shot. If they fall to their knees and you have already moved on then after a few seconds they would die if they implemented it that way. And how are you gonna notice when it sounds like your a person that doesn't stay in a mission for longer than 5 minutes. 

    Again, you don't know how it would be implemented. You've got 1936 hours in game. I'm looking at your profile right now. I've got 3802. If I want to stay in a Kuva Survival for an hour, I can. If I want to run Cassini in a minute and a half to farm Kuva larva, I can. For someone who's talking about how different people have different play styles, it sure seems to be Narrow Minded to try and make a play style choice come off as an insult. Which is why I said the threshold to trigger a mercy prompt should be increased. (You use running missions in 5 minutes as an accusation, then dismiss a suggestion that would let people do whatever they want by claiming that we're gods that one shot everything.)

    10 hours ago, IgnisDraconis4316 said:

    WOW!!! What an exaggeration. Really you have had the icon for mercy kills show up 180 times in a single quick exterminate mission? At most I have seen 3 in a 20 minute Survival run. And how exactly would the downstate of waiting to be stabbed bleed into the rest of the game when you at most have between 8 to 10 times to pull it off in an average Long mission? 

    Yeah, I'm not the one exaggerating here. You need to relax and not take a post on the internet so seriously. Hitting the thrall cap in an exterminate mission on a lich node takes an average of 10-15 minutes. The average pub exterminate takes maybe 5 minutes. Say the downed state gets added to every mission type. In captures and rescues, downed enemies will be completely ignored and add nothing to the game. Exterminate will take longer and annoy people. Defense will take even longer than it already does and annoy people even more. It's not an issue in Survival and Mobile Defense, but again, as I already pointed out, the parazon mercy mods are useless. Also, 20 minutes isn't even close to a long mission, and long runs aren't popular anymore. You'll burn 20 in recruiting chat just looking for people who will actually stay longer than an hour in a Kuva Survival, Disruption or Arbitration. (See the line I boldfaced below.)

    11 hours ago, IgnisDraconis4316 said:

    To me it just seems like you hate the Lich, parazon, Mercy kill aspect altogether.

    Yeah, me and everyone else who responded to the poll obviously aren't happy with the state of the lich system, though I do like the hacking parazon mods, and don't see the need to flip out on people over it like you are. (And yet you've never actually gone after a lich.)

    11 hours ago, IgnisDraconis4316 said:

    Some of us want the monotony of "blaze through and finish it in a second" to end. People like me that have been playing for 6 years want something to break the cycle and make it more interesting. Not keep it the same for sake of efficiency which is what you seem to be getting at. I play a game for fun. Not for loot, efficiency, overwhelming bonuses, etc. And the parazon offers that cool fun aspect I am looking for. I like seeing my BA warframe kick an enemy in the back of the knee and stabbing them. It reminds me of Mass Effect and Omni-Blading someone. A game like this needs to be enjoyed and you need to take your time. It isn't a race but a marathon with lots to do.

    All of this is subjective based on your own opinions and assumptions. (Because you haven't gone after a lich.)

    11 hours ago, IgnisDraconis4316 said:

    Now the grind of the thrall hunting has me a little..... worried...... but I haven't done a lich yet.

    :crylaugh: Oh my god, now I get why the number 180 jumped out at you. That's why you don't understand any of the points I raised. You have no idea what you're asking for because you've never actually done it. How can you argue for a system to get tacked on to the rest of the game when you've never even engaged with the system in the first place? It takes 180 thralls worth of murmurs to reveal the three requiem mods you need to take out the lich. That's for one lich. Go take out 30+ liches, see all of the finisher animations 5,400+ times, see how much fun you have, how enjoyable it is to spend 10-15 minutes in every type of mission you do just to get one lich done in less than four hours. After you've done that, come back and make an informed post of your feedback on the system, instead of flipping out on people over something you haven even tried. This is exactly why DE needs to be careful of what feedback they listen to.

  13. 4 hours ago, IgnisDraconis4316 said:

    Dude Rebb said it was a common talked about topic earlier in the thread.

    DE changed the way Ivara Prime's invis looks because of one thread with six posts. Only a  fraction of the player base even comes here. It's not indicative of the majority of players.

    4 hours ago, IgnisDraconis4316 said:

    Not all of us like to blaze through a mission in less than five seconds. Some like to enjoy their time and the badass moments.

    And as is, we're already free to go as fast or as slow as we like.

    Let's look at the mercy mods.
    Blood for Ammo. A free reload. Whoop de doo.
    Blood for Energy/ Life. A single energy or health orb. We have plenty of ways to gain more health or energy than that already.
    Hit and Run. You go faster for a bit. Plenty of ways to do that too.
    Out of Sight. A blind. The only decent one since it's effectively an extra ability. If it was usable consistently, it would get nerfed into the dirt.

    None of those are worth trading for something that would make every mission take longer. Now DE would love that, cause it looks good on quarterly reports to have longer engagement times. But it would be annoying af to have to deal with, especially with boarding parties on RJ or anything high level in general where you can't just wipe an enemy in one hit. That's a lot more than "changing the pace of lethality to a degree". That's changing the pace of the entire game for the worse.

    All that needs to be done is to increase the threshold for when the option to finisher becomes available. 15%-20% would be fine. You want to finisher them, cool, you want to just kill them, cool. None of this down-on-one-knee and they're invincible crap. That's already annoying enough to have to do 180 times just take out a single, and obviously I don't want that downed state to bleed into the rest of the game.
     

    • Like 1
  14. Absolutely not. You don't need to change the way the entire game works and add 2-3 second onto the kill time for every enemy just to facillitate the use of a handful of mediocre to useless mods. With everything else going on in the game right now I can't believe this is being considered. Make a straw poll, talk about it on a Dev Stream, you'll see how few people would actually want this.

  15. After finally getting it, it's definitely disappointing. 
    dq5FUzU.jpg

    QawPMrt.jpg

    rgbLd3j.jpg

    Doesn't have the aura bit of it, the smoky trail doesn't show. Its also more grey/ plain white than smoky like in the video of the old one. Lighting doesn't help one way or the other either (third pics up front of the orbiter looking out the window). I do remember all of about 5 people complaining about Ivara prime's awesome nebula invisibility effect causing "eye strain" somehow and DE changing some things related to VFX, so maybe that did something to it.

    Oh and if you want the good Ivara FX turn off Distortion Effects in the display options. And no, that doesn't change the Tenebrous back either.

  16. A Kuva Sobek is the only thing that would get me to touch that mind-numbing slogfest of a game mode again, even with the proposed changes. Sobek Wraith's been in the game's code for a while now, and we've been asking for a Sobek variant for even longer. I wouldn't be surprised if they re-skin it. And like other people pointed out, Kuva weapons are all Grineer, so I don't get where people are getting this idea of a Kuva Anku from.

    Of course it could always be something like a Stug or Buzlok, though I doubt they'd do that if they want anyone to actually go back to Lich hunting. Gotta incentivize it somehow.

  17. 2 hours ago, (PS4)TrueDeMoN100 said:

    His thralls dont have enough value this idea makes them more valuable and his scaling is short try using them on level 500 enemies.

     

    9 hours ago, (XB1)GearsMatrix301 said:

    You kept his 1-3. 0/10.

    The only way to actually make Revenant good is by purging that stupid vampire theme he still has and that means completely remaking his first 3 abilities.

    Brozime fan spotted. If you actually used him you'd realize his 4, while good for trash mobs, is actually his weakest ability. I rather like being un-killable, stunning anything that tries to kill me on top of that and then being able to delete them regardless of level. Revenant's perfectly fine as is.

  18. 3 hours ago, (PS4)Stealth_Cobra said:

     

    Edit: Well , judging by the latest patch notes , buff no longer applies to RJ.. Rip build variety.

    And now there's absolutely no reason to use any Hull Weave other than Vidar, and the Winged mods themselves are completely worthless.

    :clap:Bravo DE. You managed to nerf our speed and EHP while simultaneously killing off an entire mods set and making us pay more capacity to get less than we already had.

    • Like 1
  19. 10 hours ago, Steel_Rook said:

    There's no "to taste" in either damage or damage mitigation. It's an optimisation problem, and one which is typically most easily solved via either adding more damage or adding more health/armour. There's no room for taste when basic mathematical optimisation makes the choices for you.

     

    10 hours ago, Steel_Rook said:

    It de-values individual stat buffs, it artificially limits slots and consequently reduces build variety. Yes, you COULD have just one source of armour, but what would be the point? Two sources of roughly equal amount is clearly better and typically trumps most other things, as well.

    And yet I only use one Armor mod on my Railjack to allow me to mod for more speed.. Why? Because I chose to do so. I wanted more speed, so I stacked speed instead of adding a Hull Weave, because I have the option to do so. Mathematically, adding a Hull Weave would add more EHP sure, but I value going faster more highly. Someone else might feel differently, drop ZWCyclone and use VHW + ZWSteel to tank better. That isn't "artificially limiting build diversity", that's providing more build options.
     

    10 hours ago, Steel_Rook said:

    There's a reason you can't mod your rifle for x8 Serration, and I feel the same reason should apply to Serration + Heavy Caliber. Analogous arguments apply to pistols, melee, Railjack, etc.

    Overextended, Augur Reach, Stretch and Cunning Drift. Transient Fortitude, Blind Rage, Power Drift and Intensify. Streamline and Fleeting Expertise. Lethal Torrent, Barrel Diffusion. Hell's Chamber/ Split Chamber and Vigilante Armaments. Elemental damage scales off of base damage, and both scale off of additional base damage mods. Not to mention the Bane mods which are severely underappreciated. Sure, you may not be able to put 8 Serrations on a gun (and I have no idea why anyone with a basic understanding of the damage system would do that anyway) but you can get a riven that adds far more base damage than Serration, and then use both. A Railjack is closer to a Warframe than a weapon, but the examples exist for everything. All of these are in the game and stack to allow you more build options. If they didn't stack, why would anyone ever use Transient Fortitude over Umbral Intensify? Kinda like, why would anyone ever use Zetki Hull Weave over Zetki Winged Cyclone? "But there are different Hull Weaves" and you can only use one at a time, and there's also only one worth using. Only having one mod for one function limits build diversity. And not "artificially"; it limits it because there's only one mod option for it. This isn't complicated, if you want a can of Coke with your burger and the restaurant only has Pepsi then you're obviously limited in your choices. 

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