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moondog548

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Posts posted by moondog548

  1. 3 hours ago, [DE]Megan said:

    Unowned items will now be indicated as such in the Deep Archimedea Loadout Individual Parameter UI - they will now be marked with a “!” icon and will have the “NOT OWNED” tag in the tooltip. 
    2cf3059256ae061e1ca6ffdd4783eef1.jpg

    • The tag will only appear if you do not own the specific item shown or any of its variants. 

     

    The random selection of gear for more points isn't a bad mechanic (despite all the loud whining), but it absolutely needs to be improved in implementation.

     

    In other aspects of the game that use a similar mechanic, there are mitigating factors to offset the limitation. The OPPOSITE is true in THIS game mode, however.

    So you rrally gotta add a 4th option of each and/or get rid of the possibility of drawing a weapon you don't own, or something to make it less restrictive of a week-long requirement.

    • Like 3
  2. On 2024-04-07 at 12:15 AM, DecadeX said:

    There's another problem lurking underneath the problems you outlined that is the real cause of your problems. Many years ago, when recruiting chat was still a good way to get a squad for niche things, when there were many fewer Warframes, it was generally expected that a player would seek out a wide arsenal. It let players flex into different roles for the needs of different gamemodes and squads, and it made a player's account resilient against balance patches. You can't be screwed out of squads because your 1 frame or your 3 weapons got nerfed into the ground if you have every frame and every half decent weapon in the game. Over time, with more equipment in the game and with a few large content releases forcing DE to be more careful about how they used their time, DE decided they didn't want to balance around every frame. That gave us what I call the Inaros meta. It's almost literally every piece of content released between the Plains of Eidolon and Disruption. DE's core design philosophy focused on minimizing the impact of equipment choices on player strategy. It's why almost nothing not directly equipped to Operators can buff Operator damage, it's why Thermia Fractures and Demolishers project nullfier bubbles, and it's why Coolant Raknoids are immune to all Warframe powers. I call it the Inaros meta because his being a big sack of health made it so DE could not eliminate him as a strategy without compromising the core design philosophy or every frame in the game, including modern Revenant, would die instantly. That's a problem because that started about 7 years ago, which is most of the game's history, and all the players who started in that time learned a different lesson than the players before them. They learned to pick a few favorite frames and weapons, and ignore the rest, because when DE said they were making challenging content, those decisions wouldn't matter anyways.

    I am one of the old players who learned to build out an arsenal. Some players who like Archimedia and Circuit just like to play around with weird builds, but that's not really why they are the way they are. If you ever listen to DE talk about high level players, they often talk about players who have lots of gear and use it to trivialize every challenge. What has happened is enough player like me have stuck around and successfully failed to keep with the times, to the point that we've monopolized what it means to be an endgame player. That creates an issue where a lot of competent and capable players have been rocking with a few good frames and weapons they know how to use well, and then they load up SP Circuit or Archimedia and have none of them as options. DE has created a mid game design problem. Currently a player can take 1-3 frames and maybe 10 weapons and do literally everything in the game, and then they hit a brick wall when SP Circuit and Archimedia ask them to build out every single weapon and frame they can.

    For what it is worth, there are a couple ways to mitigate Archimedia. The personal modifiers (the equipment restrictions and the 4 modifiers beneath them) are not lying about being personal. Two players with 2 completely different kinds and number of selected modifiers and still queue together. That means one player can take no modifiers to carry another player and then they can swap places for a 2nd run. For people who cannot unlock or beat Elite, Normal is more flexible. You should be able to turn off 2 modifiers and still get all 3 rewards from Normal mode which is more flexible than Elite gets and is still more rewarding than 2 Netracells. The Vosfor reward for taking all modifiers on Elite is also bait and not worth it. An MR10 player has 20k daily standing. If they spend 20k Holdfasts standing on 2 copies of Molt Augmented they can get 44 Vosfor a day. That's 308 Vosfor in a week. An MR28 player can get 3 copies for 66 Vosfor and beat the 50 Vosfor reward in 1 day. That's just off standing. Steel Path Cascade for example is a much better Vosfor farm than that as is Acolyte farming in general. If you want to go all the way for the 50 Vosfor, doing it once can be worth it because there is a Sumdali reward the first time you do it, but unless your weekly gear roll is real good, it's not worth doing. Just drop the frame modifier or one of the others if you already have a good frame to choose.

    I do hope DE eventually smooths out the transition to being the kind of endgame player that Duviri and Archimedia ask of the community. They could do some content that unlocks after the Second Dream where several missions have to be performed in quick succession in very different locations, so a different Loadout has to be deployed to each mission for example. Something to start emphasizing the need for a wider arsenal earlier in the game without the RNG check, so players don't suddenly get stuck with unfamiliar options. It's still important to remember that Duviri and Archimedia aren't the way they are because of bad design or DE not knowing the playerbase. They come from a very old way of playing Warframe that the longest running, most capable players largely still adhere to. One where Vauban isn't good, but you should still be able to use him.

    Absolutely magnificent post.

  3. 4 hours ago, CallJamal said:

    I am suggesting them, as replacements. To be very clear. And I do not have an underlying premise at all. I am speaking plainly.

    I understood that perfectly. It's precisely what I was addressing.

    EDIT: I think what no one here understands (especially me) is why you think endless missions are a problem in the first place.

    But again, your suggestions for other missions sound cool.

     

    • Like 3
  4. 3 hours ago, 0_The_F00l said:

    i don't think you have calculated the rewards vs risk especially after unlocking the Elite variant.

    Lets continue this after you have.

    I align with your take on this whole matter more than not, however it needs pointing out that unlocking Elite requires using the rng gear.

    The sytem isn't perfect and it's ok to accept improvement, regardless of some wanting to throw the whole thing out.

    • Like 1
  5. 15 hours ago, owendawgx said:

    I'll be completely honest. If you think CC is "dead" or "bad" or "weak" in Warframe, you are not very good at this game. Full stop. This is without question, 100% a skill-issue. You describe an issue with an Archimdea modifier granting all enemy units overguard, but that is exactly one place in the entire game where you will encounter that. If it's problematic, give feedback on that modifier. But realistically, those modifiers are MEANT to be brutal. That's the whole point. 

    As for CC in the rest of the game, it's completely fine. CC when left unchecked completely ruins this game and makes it not worth playing or engaging in at all because it removes any and all threat to the player or objective. With overguard, it can still do that, just not against the really tough eximus units. You can learn to play around that. Prioritize eximus, bring tools for breaking their overguard quickly, take advantage of the bonuses provided by rolling to your survivability so that you don't die.

    If you're having trouble surviving on very CC-centric frames, try the newly buffed Fast Deflection and Vigilante Vigor (together) so that if your shields break from the eximus that are immune to your CC, you just dodge out of damage for .2 seconds before you get shields back again. 

    CC is fantastic for both the survivability of you and your teammates in any game mode, as well as for the objective in game modes like Mobile Defense, Excavation, Interception, Mirror Defense, etc. etc. 

    It isn't. This is just objectively untrue, and shows that you don't know as much about the game as you think you do. If enemies are dead, they respawn, and can find and shoot you again. If they're CC'd, they don't respawn, and can't do anything to you. Back in the day in Law of Retribution or excavation, people would ask you NOT to kill enemies when you had a frame like Nova or Vauban in the group, because doing so would allow more enemies to spawn who weren't CC'd, which was worse than just leaving the totally helpless enemies alone. Eximus (and overguard) are vital to any degree of difficulty in this game. 

    It doesn't. If overguard didn't exist, frames like Limbo would trivialize every single mission in this game that didn't have nullifiers in it. Frames like Limbo and Vauban and Nova all still provide an incredible benefit to the squad with their CC, and can be played to great effect at higher levels. 

    With all due respect, all you said was that you appreciate and enjoy CC as it currently exists in warframe.  And that's all well and good, I don't begrudge you that, and I don't even dispute anything you've said about the SPECIFIC effectiveness of certain frames in certain situations.

    Aside from some poetic hyperbole, no one is claiming that CC is worthless. They're saying that the game design as a whole undermines and discourages it, often explicitly in the form of overgaurd which becomes more and more prevelent as the level of content gets higher.

    But aside from saying "the best CC is dead" isn't true, you didn't actually dispute it-- EXCEPT in some very very niche instances where re-spawning enemies is undesirable (long SP endless missions where you have decided that you don't want to just start over).  In all other situations, killing enemies asap is preferable according to the design of the game. They're not hurting you and they've given you loot and affinity, and they've proc'd skills and arcanes etc, and you've advanced the kill-guys-meter in many mission types.  CC does none of that except stop them from hurting you.

    So yeah, the SYSTEM OVERALL needs improvement, so that the CC situation you love and appreciate is actually fostered and appreciated by the game mechanics.

    • Like 4
  6. 16 hours ago, CrownOfShadows said:

    I know, this is super elitist and 90% of the WF playerbase or something can't relate, but when it comes to deep archimedea - it's being presented as end game content (I think), so... I mean that's basically the end game, having everything and being ready to use it and not having anything to use it on heh.

    It's a problem of not sufficiently restricting content i think. They're trying to make end game content available to everyone, and that just will always be frustrating for everybody. The big problem is how do you make end game content with desirable rewards without the rest of the playerbase feeling left out.

    Indeed, there ya go.

    DA is not supposed to be farm-able unless you really are THAT endgame.

    That said, the system obviously needs tweaks.  There need to be 4 options, not 3, and equipment you don't own just isn't acceptable in THIS system (as opposed to Arbis, Hunts, Duviri where there are mitigations to the contstraint).

    • Like 2
  7. The best CC is and always has been "dead".

    DE has only made this flaw deeper over the years.

    I support your efforts.

    Especially this bit

    Quote

    A second option could be to treat overguard's interaction with CC similar to Inaros' Scarab Shell. CC effects could take a percentage off of the overguard of enemies. So for example, Rhino's Stomp could take off 10% of the overguard of enemies it hits. And while a larger initial endeavor, you could have different types of CC remove different amounts of overguard. Realistically, Stomp and Inaros' Desiccation shouldn't remove the same amount of overguard due to the difference in their costs. And channeled CC effects definitely shouldn't take off as much as one Stomp and could instead take off small amounts of overguard per tick. Cold, radiation, and impact damage could be treated similarly too. Personally, I'm not a fan of having CC effects being basically damage, but it could allow more fine tuning in how effective each CC effect would be against overguard.

     

    • Like 3
  8. 20 minutes ago, Gandalf_White said:

    Remove LoS from Tragedy. Dark Verse is already LoS. It's mandatory for Tragedy to be even remotely viable as a damage ability. Tragedy, as a "detonator" does NOT need LoS.

    This simple statement has actually convinced me that this ability shouldn't have LOS.  Isn't it just a relatively small radius around Dante anyway? That's what it has always looked/felt like to me, anyway.  Strong but short range ability.

    Anyway, it IS a good thing that DE is gonna maybe fix LOS in general. And yeah, funny. That they're fixing bigger issues with the game mechanics thanks to this OP frame!

    How they are managing to get any work done in a room full of screaming babies is amazing to me!

    • Like 1
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