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LSG501

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Everything posted by LSG501

  1. Lets see the OP basically wants the arcanes helmets AND 2 arcane slots.... yeah that's totally unbiased powercreep for those with the helmets seeing as you can't get them anymore. The entire reason that these helmets take up an arcane slot is to keep everyone 'equal' with 2 arcanes. It really isn't rocket science why they take up a slot.
  2. Considering all the alternative ways DE have added to the game to 'replace' lost energy there isn't a reason to run zenurik in most cases, it sure doesn't need another 'change'.... The fact most people still do means a few things (at least to me): one there is an issue with having enough energy for abilities (not everyone runs efficient builds) people want to have energy to use said abilities as much as they want, so cooldowns wouldn't be appreciated as an alternative the alternatives DE have added for energy aren't good enough to replace zenurik the other focus schools don't have enough of a reason to use over zenurik or and this is a highly possible reason, players just don't have another option....the focus grind isn't exactly fun, for any real sort of progress you need to resort to meta farming focus etc. Switching schools is still a bit of pain as well, I'd use more schools if they were linked to the frame mod page (and stored) instead of the arsenal page.
  3. The thing is with the free boosters you can get and an organised farming squad you can get a decent number of mutagen samples in a fairly short time, yes you've got to set up the team with the right frames etc, wait on a free booster (or farm some plat) but it's likely far more efficient than trying to get the mutagen samples from nightwave.
  4. Assuming rivens work on them, probably one of the weapons I have a riven on.... Sobek would likely near the top though, would love to get one where it can actually get to 100% status chance even with a riven... wouldn't mind the zenith being done but not sure that will even end up in the options, even outside of the grineer lich. Melee options only really make sense if they're going to be better than zaws (assuming no nerf with melee 3.0) and in all honesty I doubt that. The thing is, if the effort to get an upgraded weapon (and I doubt the stats will be 'that' much better) is too high I will likely just not bother, I know DE is trying to give end gamers a 'repeatable' game mode but at the same time this seems like it is literally pre-installed rivens on existing weapons and we all hate the rng nature of rivens.
  5. Seems more like it's timed to fit in with nightwave finishing so you can still get nitain.... Honestly though I have zero interest in doing ghoul bounties, even though I need a few codex lore bits, because I basically have everything they drop and my cetus standing is maxed.... it's the same issue as fissures on OV (maxed there too) and normal bounties in all honesty. All ghouls do (same with plague star) is just annoy us if we want to do mining, conservation or fishing
  6. Fine but they should be equally 'hard' to get as farming so 1 mutagen sample for 50 creds should be about right imo 😛 In all honesty I'm not sure why people are still complaining over mutagen samples, they're not that hard to farm these days imo and while yes the hema is more expensive than most other research items it's not that bad with the buffed drop rates unless you decide to do it all yourself or are solo in a ghost clan (yes there should be a 'solo' clan option), the later often being quicker to farm items for plat instead. Also I'm kind of in the view that DE put forward, it would be wrong to change it now so many others have farmed the resources to build it....
  7. you say that but as soon as one says they don't want PvP (which is a valid viewpoint as much as you try to say otherwise) you basically got all upset and started complaining about the posts rather than just leaving the post alone.... so you've basically brought the issues you're complaining about on yourself.
  8. If you didn't want opinions that differ from yours why even start a thread.... you also originally stuck it in GENERAL DISCUSSION instead of the conclave section (looks like it's been moved now though). Also there's nothing wrong with my behaviour, I haven't been rude, I haven't been trying to be controlling by stating 'stop' either, not even a please in your post....so before you try to make out it's my behaviour which is the issue maybe look at the way you're talking to others in the thread, they might respond better if you're actually polite. All I'm doing is replying to YOUR (and other) posts to me... I wasn't the one that replied to my original post was I, maybe if you (and others) hadn't done that I would have just had one post in this thread... I suppose there is some weird logic of complaining about posting in your thread when all they're actually doing is replying to you....
  9. But that isn't the only way to do damage, you don't have to use them if you want a challenge or you want to do something 'different', that's the 'joy' of a mod system (which admittedly still needs some mods changing). As I've said you only 'need' high damage for higher tier content, there's no reason why you can't not run them, people just choose not to... Lowering your own damage is only artificial because of player mindsets and arguably the stupidly low drop rates of 'rare' mods (which I have a huge issue with) requiring excessive amounts of 'efficiency' and meta combinations to get them in a reasonable time. Throw in limited locations to get a certain mod and it makes it even worse. So the issue with condition overload isn't really down to the loadout, it's down to the game mechanics around the loot that players are trying to farm.... limited locations with stupidly low drop rates mean we'll go in with 'heavy hitting' gear to speed things up. There's currently a finite number of resources we actually need in game, we don't need to farm them after a certain point... so there's no real reason to use that as an argument. Places like eso/arbitrations were designed with our massive killing potential in mind, one has the potential to get to really high level content quickly plus a cooldown, the other has higher levels and the usual, lets nerf abilities as a way to 'slow us down'. Having said that there is no reason you can't mix up your weapons and build around the frame you're using.... I've made weapons for saryn that don't have any elemental damage on them, I then use her spores and her 3rd to add elemental damage, the same approach can be used with the current ember (likely to not work with future one). Supposedly DE are adding 'harder levels' to the star map but we'll see if or when that comes to game. Efficiency of getting stuff could be seen as an argument but at the same time again it's a mindset where it kind of has that pokemon got to catch them all feeling in game, throw in a healthy dose of 'instant gratification', especially with newbies, and well people are going to run the meta as soon as possible. Again as I said before, whether you remove mandatory mods and put them into the base damage or not the high dps players will always find new 'meta' mods to build for those weapons... you can't really change this without changing the underlying mindset of the players in the game and ultimately DE have caused this mindset by making the rare mods stupidly hard to get. As to your friends struggling at certain levels without certain mods... isn't that kind of the idea of a progression system in game, something many 'long term' players have been saying warframe needs....
  10. You can't say I'm not on topic when the topic is defined by your title. There is no reason why I can't comment on things in this thread if I want to. If anything your constant moaning about people saying they don't want a PvP halloween (or any other event) is more derailing than those of leaving valid on topic replies saying we don't want one.
  11. Yeah the idea of being 'ejected' from archwings on PoE and OV has been a pain since day one, even more so when we had to use charges to trigger the archwing. I'd rather the missiles do large amounts of damage (not one shot level) than knocking me out of archwing. It doesn't help when there's a couple of enemy weapons that we don't actually get warned about. I wouldn't mind them 'fixing' the 'anti air' missiles going after titania in pixie mode, even with her avoidance passive, as well.
  12. Well considering I don't see the issue you're raising, because I know I don't have to use a specific mod or I can just swap out mods (I have more issue with the limitations from adding forma than needing to use 'mandatory mods') to have some variation to the meta I don't really see how I can change my viewpoint.....you're the one focusing purely on dps in your argument, I know you don't need to focus on maximum dps unless you're going for hours (no idea why you didn't understand that....) in a mission.... I have already explained things in a simple way.... it's not like I'm using some strange part of the English language to explain things.... You're also taking a very simplistic viewpoint over how players can increase dps... ok you take away your mandatory mods and add them straight into the weapons or as a single combi mod instead (we'll ignore amalgam mods, which were added for build variation, and of course dps rivens for this) because players wouldn't be happy seeing a nerf in damage numbers (just look in the riven thread or any thread where an ability is 'weak'). You now have 2-3 spare slots, so lets see a player has a favourite rifle that was built purely for doing the most dps when using mandatory mods, they now have the same weapon but have some free slots, so they can use a utility mod instead... so lets sling in faster reloads, more ammo per clip and faster fire rate mods which all in turn actually increases dps, or lets throw in 3x90% elemental damage on top of the status mods, again increased dps. Actually if you think about it there are very few mods that actually wouldn't increase dps over builds without them, so in a way the 'mandatory' mods are a way to limit overall damage output of a weapon (DE does seem to do things in strange ways after all). Now what DE are doing with the exilus slot is essentially giving us a free dps boost (capacity allowing.. my issue with the addition is lack of capacity) because the odds are most will use something like a reload mod in it or increased ammo, I doubt many will use a silence mod outside of using it with ivara or the likes. At the same time it's also likely going to restrict builds even more because we'll likely need another forma to fit the utility mod in, our builds are already pretty close if not at 60 capacity even with 7/8 slots with forma on. The fact people don't un-equip a mod doesn't mean the system is broken, it just means players don't actually want to change their builds, due to 'effort'. These same players not prepared to remove serration from their 'meta' builds then often go on and complain the enemies are too easy and want a challenge from the enemies but won't even consider reducing their damage output, health etc on the frame etc by removing a mod or two so they get the challenge they crave.... Another side issue with the current mods is that there are far too many mods that just aren't worth using over the 'meta' combinations. A perfect example is the status/elemental damages giving more than the pure status rifle aptitude, you get 60% status AND 60% elemental for 7 capacity versus 15% status for 9 capacity on the rifle versions. Fix this issue and you might actually see some different builds as well. Funny but that is getting to the point of basically needing to start from scratch like I said earlier...which you basically dismissed
  13. Seeing as your title is 'What do you think could work as a halloween PvP mini event?' and not 'if we could have a halloween PvP what would you like to see' our viewpoint of nothing is actually a valid post and on topic.... if you didn't want people to say no to the event you should have worded the topic title better. Yeah you might want to read what I've written again.... you're actually backing up what I've been saying about WHY the PvP events aren't balanced.
  14. While you're 'fixing' whatever the issue is with regards to the drops of the mods (I haven't seen any either), any chance they can get a drop chance buff while you're at it. Even if they're not bugged (still think the mods just aren't dropping) the drop chance is stupidly low.
  15. Still missing the point... lets try a different way of putting it.... If you put a pro footballer up against an infant just learning to kick a ball (exaggerated obviously) who is going to win, even if every other aspect of the game is the same... it's not going to be the infant is it. That is basically what happens in PvP events in warframe because there is no matchmaking to match players of similar experience/skill, you can not have a balanced event when you stick a 'pro' with amateurs or newbies. We've complained about 'earth' etc being stupidly low level for high mr's and needing a higher option (hopefully coming soon) or ways to keep us away from newbies for ages, we've never said that is 'balanced'... unlike the OP in respect to PvP events. The point still remains that there are 'experience' limits on the starmap, even if they are stupidly rudimentary.
  16. It means there is no point discussing things when the other person isn't even prepared to see issues with their own 'opinion'.
  17. My point is it shouldn't be seen as balanced just because all the weapon and frame are the same, there is more than the 'tools' that define whether something is balanced and the 'user' is one of those things that should be considered in PvP. Until, at the very least, that side of PvP is fixed it will never be something players will gravitate too. Actually PvE does have restrictions, you can't jump straight into sorties/eso without a rank 30 frame, you can't jump into arbitration without finishing the starmap, you can't move to another planet without unlocking the requirements, you can't do certain things on OV without unlocking other parts (annoying as it is). Yes they're fairly rudimentary but basically there are 'experience' (or grind depending on how you look at it) restrictions in place in PvE, it's just as a high mr players we don't really see them very often if at all.
  18. No it wasn't a skill gap, it's an experience gap, there's a difference. Due to the useless 'matchmaking' in conclave (one of it's MANY problems) the experience gap made an event that 'should' have been balanced unbalanced. I can go back and do the 'starter missions' that a newbie has to do to start warframe or even on earht, run it with no mods on my frame etc like a newbie (hell even a new account), yet because I know how to bullet jump etc I'm going to be far better than a new player who doesn't know any of this. Balance isn't just about what you're using, it's also about experience playing the game mode.
  19. You mentioned the previous events being 'balanced' when most any objective person could see they were anything but balanced and it was only an event that benefited the few that did play conclave regularly because they had a HUGE advantage with the movement side of things. So I'm in the camp that does not want another pvp event full stop (and yes this is a valid opinion even if you try to make out it isn't), conclave has far too many issues.... besides DE have already said about the halloween event for this year, it's supposed to be based around the emisary 'boss' fight, or they'll just end up with the same as usual in the pumpkin juggernaut.
  20. Honestly, wasn't a fan of the old arbitrations it felt so unrewarding I couldn't even be bothered to do it after the first couple of goes.... Finally got round to trying the new one, tried a survival mission and well imo it still feels incredibly unrewarding... Spent 20 odd minutes and came out with 4 vitus essence (would have been 5 but had a random instakill from who knows where, playing solo so no revives). In those 20 minutes I would have gained a massive 1 extra vitus essence from the drones along with 1 ayatan, 2 endo (400 and 1200 iirc) and an arcane bodyguard (which is a completely useless arcane in all honesty). Sure I read the drone was 1% chance somewhere, needs to be considerably higher in my experience to make it a 'beneficial' addition to the drop tables. Throw in the increased costs of rewards and it honestly feels like more grind for the store rewards. I still feel that the dilution of the drop table with more rewards was wrong, it completely defeats the point in having vitus essence as a reward, it would have been better to have kept the costs of store items the same but add in the new rewards so we had to buy them with vitus essence, as a side benefit it wouldn't have diluted the drop tables for endo/ayatan which is the main reason many players had been playing arbitrations. Now we have the situation where the only thing 'long term' arbitration players can spend the vitus on is basically kuva and the archgun rivens, unless they intend to sell the mods.... the odds are that the 'long term' arbitration players are the same sort of player that has maxed out their riven capacity and while kuva might be useful if they're rerolling there are 'easier' ways to get kuva than doing arbitration.
  21. Yep... blinkered viewpoint... no point bothering.
  22. Actually no I didn't miss you point.... Unless you're going hours you don't 'need' to use serration, we only use it because it's there and then complain because the game has no challenge at lower levels (this is a enemy balance issue, not a mod issue imo). You also seem to be ignoring my point as well, if you remove the 'mandatory mods', other mods that increase damage will just replace them, people won't replace them with utility mods, and then you'll be saying lets remove the new mods as well. All your suggested changes are doing is INCREASING the min-maxers DPS.... and while I feel primaries could do with a buff on their damage output (we have secondaries that are stronger than many primaries) changing the mods isn't the way to fix it. The only way removing mandatory mods would work is a complete overhaul of the modding system, weapons AND enemy balance from the ground up and DE just isn't going to do that.
  23. More a case of melee is already considerably more powerful than any other weapon class (devstream said supposedly getting stronger with melee 3.0) and also has the most capacity of any weapon class. There needs to be some sort of restriction in place on weapons, especially melee, or they're just become even more overpowered compared with types of weapons. I'd rather see the ability to add an arcane to them like a zaw, I can see far more usage of that than most mods if I'm honest. This kind of shows the issue isn't about build diversity then it's about you not being able to 'min max' and get 'QOL' at the same time... that's called weapon balance. If you want silent weapon then you sacrifice damage to get it, it really isn't hard to understand. The irony of your 'complaint' is that your issue above is going to be 'fixed' by the addition of the exilus slots (capacity allowing) for primary weapons... The only 'benefit' to them removing standard mods is freeing up space to add in different mods (knowing the way players play, they'll be more damage types) which then just changes the 'standard mods' to something else, so unless they also take away 2-4 slots on primary/secondary weapons it basically wouldn't change anything.
  24. Honestly my view is pretty simple on exilus slots.... Warframes - change so that augments can go into exilus slot. Ideally throw in universal forma so we can put any polarity in the slots too. Primary/Secondary - utility mods such as silence, extra ammo etc - increase in capacity or don't include capacity on the exilus slot needed as we're not likely to nerf a build which is already fully forma'd due to the high capacity mods and/or riven just for extra ammo or quieter weapons. Melee - doesn't need it Exalted weapons - I'd settle for the stance increasing the capacity like normal melee... oh and for exalted to actually be better than just using a melee weapon in most cases. As to abilities, I've long said that DE needs to decide if abilities are scaling or fixed damage, DE seems to keep flipping back and forward and pretty much every time they end up giving an ability a non scaling damage output we complain because by definition a fixed damage amount has a cap while the enemies etc don't and as such the ability falls short at higher levels. Once they've decided on this they can then see about balancing enemies and weapons. But then we get DE saying in the last devstream that melee is going to be even stronger with the rework so it's really feels like DE isn't listening (as usual) and is basically aiming at the 'instant gratification' that a high damage weapon will give rather than those of us who want a bit more of a challenge by balancing everything out (I'm in the bring the 'weak' stuff up to par, and balance around the 'meta' rather than nerf the 'meta' camp). I don't think we need to remove 'standard' mod options from our builds, I've been messing around with the dethcube sentinel weapon due to the mods it can use where it can drop energy and health orbs and basically I could skip out the extra damage and focus purely on speed of attack. I've also pretty much swapped out serration for amalgam serration for the speed buff (why use rush when you can stick in another 'damage' mod lol) and if you remove serration from the equation you also remove amalgam serration as an option if you get me. I would like to see some of the weaker versions of mods, the status chance mod for example, improved to actually be worth using over the status/elemental mods and for niche mods to actually be worth using but that doesn't mean we need to completely remove the 'default' mods.
  25. When you look at things objectively there are realistically 2 main reasons with a sprinkling of extras... DE have been advertising the game using railjack etc for the last year to year and a half...it's still not here and it's going to be a while yet before it actually comes out (probably half finished based on previous big updates), I'm still thinking November, maybe December before anything playable turns up in game. Basically lack of 'new' content and failing to hit their original deadline(s) for release surely isn't helping with keeping players let alone youtubers etc. I will say railjack better be something special considering the delays as well. Destiny 2 has gone f2p so while players who enjoy Warframe are waiting on an update they might have gone to it or another f2p game... they'll more than likely come back if DE actually releases railjack. Throw in the nightwave as a side issue for 'veterans' due to it feeling like chores as well and realistically you get to a point where getting a new frame and grinding the xp to level up etc gets rather 'boring'. We haven't even had that many mini events either, even throwing an event once a month could give us 'something' to do.
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