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Posts posted by LSG501

  1. I tried, I really tried to go and do some nightwave even though it doesn't actually have any rewards outside of kuva for me until about tier 25.... This is how it went: I logged in, went and looked at the weeklies then figured I'd do the maroo ayatan weekly because I always do them and grabbed ember so I could double duty and slaughter 150 enemies for the daily 1k. 

    After I'd done that I just couldn't be bothered to do ANYTHING after that and basically just closed the game down.... I didn't want to do a sortie, I didn't want to do tridolon, I didn't want to go do different (still didn't change that back) bounties on PoE when I'm at max standing already and I sure as hell didn't want to go mining with it's rng, what's worse is I didn't even want to do the 3 assassinations and that would have literally taken me 5 mins or less....

    This nightwave intermission literally made me NOT WANT TO PLAY THE GAME.....

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  2. Really poorly designed this time for those of us who have already done nightwave 1... and it's for 30 tiers meaning long old wait for the next nightwave then.

    If I ignore kuva which I can get elsewhere easily enough there is literally nothing for me until I get to rank 25..... and even then I only need the arcane energize, aura forma, warframe slot (got spares but still) and umbra forma. 

    Like many others I want the umbra forma but there is literally no reason for me to do the tiers leading up to it because I have them already or have no need for them....

    The ayatan sculpture isn't even the brand new one, it's one of the more common rewards from sorties.....


    So can someone at DE explain why it honesty feels like this is basically screwing over those of us who have done the previous nightwaves just to cater to those that didn't put the time/effort/whatever in the last time the rewards were available.

    Old rewards could have been part of the cred rewards, they did not need to be tier rewards.

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  3. 7 minutes ago, Xzorn said:


    I was more just saying I'm fine settling for Damage abilities that turn to Utility. Better scaling damage is fine too long as it's not something like Octavia.

    Usually I can find value in an ability even if the ability's damage is no longer valuable. Ember as the same example. Before they gave her that dumb re-cast upkeep WoF was a useful ambient CC tool in conjunction with Accelerant as an AoE stun. Together they took a lot of pressure off her while Fire Blast and Accelerant's augment + Multipliers would provide a rather large weapon damage boost. Ember became more about using her weapons than AoE blowing everything up.

    Of course the weapon selection against armor was limited since the Heat bonuses would mess with Proc weight. Pure Corrosive Torrid was my usual pick.

    Yeah I used to use a low damage firequake on ember before the rework and it made her more than viable at sortie levels (not saying she can't do it now, just less useful imo), shame they took that away the viabilty with the range nerf.

    Like you say I don't mind abilities changing to be more utility instead of damage at higher levels but at the same time what I would like is some consistency, DE keeps giving some frames fixed value damage and others get scaling abilities and most of the time it just seems they pick it out of a hat which side of the coin the abilities fall....


    3 minutes ago, Tsukinoki said:

    Shortly before the Sibear was introduced, and again shortly before the hema was introduced, there were tons of complaints on the forums that we had too many resources and absolutely nothing to use them on, even naming Cryotic and Mutagen Samples as things we had massive stockpiles of with nothing to do with them.
    People were also complaining because DE was releasing new weapons and they were signing in, funding the research, and then signing out without ever having to touch a mission.

    So DE gave us weapons that took some of the resource stockpiles and gave people without those stockpiles a reason to grind out the resources...and you can see how well that went over when people on the forums started yelling that its too expensive.

    I think people are overestimating how many resources the majority of players have, there will always be outliers who have excessive amounts and you shouldn't be making items purely around those people.  You also shouldn't be making it so all the time spent in advance accumulating resources goes to waste, which is exactly what would happen if they expired... as said above just imagine farming the hema with expiring resources. 

    Now don't get me wrong I don't think things need to be made super easy either but I do feel that the constant 'new resources' kind of needs to slow down, we didn't even get any real crossover of resources between the open worlds let alone them and the starmap.. Plus imo it's only natural that if you've been here longer you will have more resources. 

  5. 2 hours ago, Xzorn said:


    You're neglecting the ridiculous manner in which buffs and debuff stack though. I drop an Ancient Healer and I suddenly have x10 eHP.

    Personally I've always been fine with Abilities not doing direct damage at high levels long as they served a secondary purpose. Weapons have always been the best source of scaling damage in the game and given it's a 3rd person shooter that feels right to me. It's when abilities don't have a secondary function like Excal's Javs there's a problem.

    I do agree though the Devs don't seem play on the high end much if at all. DE should really have a team of elitists to help balance things out.

    I think you misunderstand my issue with abilities a little.  It's not about fall off of abilities at high level it's about 'how' they fall off.  Take current saryn, all her kit scales to any level of enemy, it just does less at hgiher level, take the (for ease here) existing ember where her abilities have a 'cap' due to it being non scaling, she isn't alone in this issue and even some new releases have the same issue with non scaling abilities...

    As to buffs/debuffs stacking, you could argue that's a different issue again but I doubt that's going to even get looked at any time soon. 

    And in reference to above post... yah sadly it's been pretty clear for a while now that DE haven't been listening to us and as a result we get content that we get 'bored' of really quickly.

  6. 4 minutes ago, Klokwerkaos said:

    I mean that's pure speculation,  I wouldn't go down that road and instead would just point to how the actions towards making all content cater to newbies so everyone can enjoy it, even stuff supposedly designed for endgame min maxers just ends up making it trash, and that this has been going on since about poe/death of raids.

    Well, I watched steve streaming a new account and as much as I'd like to think he was playing to the camera I honestly can't say I got that feeling. 

    The push towards newbies is pretty easily explained, they're the 'cash cows' who want instant gratification... isn't grendel being stuck in arbitrations, newbies can't even get there...

    Unfortunately ever since DE sold part of the company to that Chinese company they've been pushing towards selling plat etc and from what I've seen this is something that is very common with that company.  While I wouldn't want DE not to make profits I do wonder if this 'push for profit' (from newbies) is actually hurting the overall gaming experience for players, especially long term ones.

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  7. 8 hours ago, Raikh said:

    Right now, DE essentially can't even do proper endgame, because evrything will jsut be onehsot regardless. Sure tehy cna jsut make Planet X where everytihng starts at level 500 and there are players knowing how to dela with this. But its by no means good gameplay or real endgame because the game is compeltely breaking down at that point, you can't survive damage by nomral means, you can't kill armored enemies by normal means, only very few strategies and frames/weapons are remotely usable and its just not a good experience as real content. There will always people pushing beyond the intentional and that will always be the case as lognas there are infintely modes. Just making that level of power accessible is however not creating an actual endgame.

    To be fair this game has so much stuff that has issues purely because of one part being scaling and one part being a fixed number. 

    Enemies have scaling armour/health (and damage) etc yet warframe armour/health doesn't and while that is an easy way to make harder enemies, scaling the damage the way they do when we don't get any scaling health/armour is part of what makes it unbalanced. 

    Abilities have the same issue, we constantly complain some abilities have no late game (some even struggle at sortie level) and in most cases they're ones that don't have any scaling... so abilities also have a scaling versus fixed number issue.  It's almost like DE are trying to run 2 concepts of the same game at the same time and well that's never going to work. 

    Now don't get me wrong I don't think we should be able to one shot all the way up to end game but at the same time DE needs to be consistent in their approach to every aspect of the game before we'll ever get to a 'balanced' state. 

  8. 7 hours ago, Klokwerkaos said:

    what kills me is that this isn't sustainable and everyone knows it because new players always (if they stick around) become older players... 

    Unfortunately it's been shown pretty clearly in most streams that very few of the devteam, especially steve (if you ever watched his twitch streams playing early content you'll understand) and scott (does he even play outside of testing at work...), are not what you could call 'end gamers'... considering how much steve and scott are the main people directing the game it probably doesn't help.

  9. 1 minute ago, Grav_Starstrider said:

    "Low drop rates" from "specific locations" encouraging "efficient" and "meta" builds to kill as efficiently as possible... Yeah, that's exactly what I'm talking about, actually. I really don't see why there's this much resistance from you to "if players are always seeking meta and installing a specific, basic damage mod nigh-universally, why not bake it into the weapon modding system more innately and free up a slot". I get that for the meta players they'll just figure out and decide on a new mandatory meta mod configuration with the newly freed up slot, but people that were only 1 slot away from fun/utility mods, or already have some and want more, will be able to have a bit more flexibility and fun. And giving meta nerds another slot gives them more to play with too. I really see no negatives, aside from people claiming power creep, which I'll repeat could be fixed from DE's end by divorcing/decoupling the interactions between the major damage-boosting mods (base damage, multishot, elemental damage), and/or by just nerfing the base damage mods a ways. If the modding and overall gameplay is more engaging and fun to play, at the cost of becoming like, 5% more difficult for non-dps-chasing-meta-tryhards, I'd take that kind of trade.

    Because we don't all use the 'mandatory mods' and not everyone is building around the meta....


    1 minute ago, Grav_Starstrider said:

     I think DE should have levels and game modes that scale up to "too hard for the average-good player" from the gate, that give better rewards, just because it'll give us incentives and reasons to use super-optimized builds and improve our gameplay skills as well.

    Many of us HAVE been asking for harder levels, even if it's the same maps just with harder enemies... it's DE not listening to or more accurately not giving us what we want, although they did say something about higher tier mission options a couple of devstreams ago.

  10. 9 hours ago, Raikh said:

    May I ask what exactly qualifies as lategame? Because I can see that varying wildly depending on which kind of player you ask.

    Fro one lategame enemies might be in the 100-200 range where basically all kinds of reward structures cap out,as extensive endurance runs are not really providing value.

    And there you absolutely can deal with stuff without CO or a a nerfed CO easily and don't need a higher combo multiplier than what we get buffed by baseline. As an exmaple Skana saw a ~240% increase in base damage on the Devstream, which roughly equals a 3.5x multiplier right now.

    If we are talking long endruance runs with mobs at like 500+, yeah thats a really hard hit for melee. However I don't really see it being that relevant.

    The entire damage system of Warframe, be it players or Enemies is pretty busted and if we want to get a decent endgame experience, then those things have to be sorted out and the CO and combo changes go into the right direction. For those seeking challenge changes need to happen on the enemy side, too, so we can get a relevant, challenging playing field that is not onehsot and being oneshot by silly numbers after sitting in the same mission for hours. And for Warframe its always been one step at a time in that regard.

    That's the thing 'end gamers' have been asking for quicker access to harder enemies because the enemies we have access to are basically too easy (level 100 sorties are anything but hard etc), DE said something about harder options coming but what DE have done in this rework seems to be the opposite of what most end gamers have been wanting.... they wanted quicker access to harder enemies so they could use their weapons to their full potential, instead it seems DE is removing a lot of the scaling (not just the multiplier) of these weapons so they're ultimately going to be weaker in late game, which in turn means DE can basically push endgame content under the carpet again. 

    I can't say I'm looking forward to the 'grind' to fix weapons I like and I have issues with some of the mod changes but it doesn't make any difference what issues we have this is coming whether we like it or not.  

    I agree with your bit about kuva liches, they look like they'll get 'boring' pretty quickly to me too.. I'm already at the 'mr burnout' point so farming weapons just for a few more mr points and a minor buff really isn't going to keep me interested for long in all honesty.

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  11. 8 minutes ago, Tsukinoki said:

    DE has to either give us new resources, or some way to avoid resource stockpiling  or they will never avoid the complaints (and yes there have been tons of complaints on this forum) that there isn't any reason to play missions because they can just build whatever DE releases within hours of it being released.

    Farming resources shouldn't be the main reason to play a mission in the first place... but maybe that's just me....

    As to veterans being able to build things instantly... well they have been here longer which in turn means they're going to have more resources and as has been shown many times they're not the target market for DE these days, that's the newbies who want instant gratification via plat.  It's not like veterans haven't farmed the resources they have, they've just done it in advance, rather than after a new thing is released....it's like pre-ordering. 

    The only complaints I can say I've seen on this forum regarding resources are hema/mutagen samples, needing new resources instead of using existing ones and argon crystals expiring..... no idea what other sort of complaints you've seen because I haven't seen them...

  12. Agree with the OP, it's kind of out dated nowadays.   We used to have similar issue with kubrow eggs being a single item (unless you got them in an alert) at a time but that got changed so why not argon.

    It's sole purpose is basically to make players go to the void and needs to go so DE can actually give players a REAL reason to go back to the void maps. 

    As to above about the veterans and the stockpiles... the reason we have stockpiles is that there is nothing to spend the resources on once we've built everything and because DE keeps adding new resources rather than making us use them when they release 'new content'..... The few times DE have done a higher requirement players moan about it even when the hema isn't that high if you have a full and active clan that works together (harsh for solo/duo clans but that's their choice). 

    Making resources decay is going to do nothing but annoy those of us with said stockpiles.

  13. 2 hours ago, Fleuria said:

    But... explaining why other schools are useful in a specific example, and saying you are happy to run any of them ... that is how you disagree that the other schools can be useful?

    You've misunderstood what I've written.  Basically what I am saying is that while I'm not maxed on them I've got them to a point where all the 'good stuff' is available. 

    Now don't get me wrong, there are use case scenarios (as with all things in game) where they all could be used, nidus/inaros don't really need zenurik due to rage for example so could say pick unairu but because of the way DE set up focus schools it's just a pain to swap them around for one or two missions etc so most don't bother, I know I don't, hell I don't even swap it out when using hildryn and she doesn't use energy lol.   Essentially there just isn't enough reason to swap out of zenurik in most cases.


    2 minutes ago, Lakais said:

    The biggest question I have with energy pools has and always will be:

    DE logic.... thinks if we don't have full energy we can't just spam abilities... players respond with a few pizza's or zenurik as you say.

  14. 7 minutes ago, Avienas said:



    Status effects don't just need to come from the melee, it's status effects affecting the enemy.... I can run with say hildryn and I can get an instant 1 status effect by just running one ability all the time, other frames can do the same, we've got sentinel weapons, some of which proc elemental damage 100% of the time.  So that's 2 of the 3 status effects without any effort whatsoever...

    It's fine for the meta to shift (tbh we shouldn't even have a meta in a PvE) but making all the existing options 'weaker' in the process of a rework, which also then wastes all our time spent on builds isn't really a good idea either... besides it still doesn't seem like they're fixing the mods we've been moaning about needing fixing for ages either (things like just status mod being weaker than status/elemental for example, cold being a different polarity to the rest etc) so the odds are we'll still end up with very similar builds on pretty much every weapon, hell with the changes it might end up that we have the exact same build on every weapon with CO and BR and just run something like a sentinel that can add the 3 status effects to enemies....

    Yes the builds weren't needed for low tier enemies but I'm sort of the of the view that when you 'balance' things you bring things up not nerf stuff.

    Maiming strike could have been fixed really easily by just giving it a one time buff instead of it working multiple times, still allows a weapon to be crit viable but doesn't have the massive scaling it had... but nope DE just turned it into a percentage one.

    As to the why create a way to make a crit weapon on status weapon... because in some cases a weapon wasn't really suited to either crit OR status options, scoliac for example (as much as I hate whips) was 15% status chance and 5% crit chance, yes you can get an ok level of status but it isn't really suited to either.

    Range change, tbh that felt like DE just being lazy and not fixing the real issues with spin to win, it also introduced no end of issues with the maps if you're being objective. 

    To be fair the reason we have certain meta's is because of the need to counter enemy scaling and even now DE have only given a lukewarm response to actually doing anything about the real issue.

    I do actually have some weird builds in my melee because I don't necessarily follow the meta but I'm also not looking forward to having to go through all my weapons to see how they work with the changes, there's no way I'll be able to go through them all in the time frame that DE are likely to give us and I'm already bored of the monotony called levelling things (you get that way after a while)  so having to 'fix' builds is going to be anything but fun for me even with the 'booster' (they should have removed the need to level up after a forma for a few weeks imo).  There's still no real info on the compensation either.

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  15. 24 minutes ago, Avienas said:

    Welp, as plenty have pointed in this thread at the moment, griping before the numbers are out is just head-less chicken`ery. Plus very sure there are still plenty of ways to make maiming strike/blood rush to still thrive (*cough* Sacrifical steel people???), Plus again they are basically limiting but `buffing each stack` on C.O. plus buffing all melee weapons across the board in terms of raw damage, Its technically a over`all buffs since you can still strip enemy armor and still do large amounts of damage, with only the more extreme cases being where the argument can lie at.

    I mean if your part of those crazy cluckers who get off on only doing content with enemies at level 80+ and want to smash ones in the 200s preferably, then i GUESS its a nerf, but do people really have an excuse to be deep diving enemies that long for loot? Maybe when its just wrapping up your 12th or so rotation on a endless mission, but starting off at that point and make it last for 20 or more minutes is just kind of nutty.

    Anyway, if Maiming strike does not get a scaling stack cap, its still possible that it could turn into a more ridiculous machine then what +90% additive crit can do, especially for people who ACTUALLY spec`d for a blood rush build and did not just pull the generic, hybrid build with C.O. & B.R.

    Obviously like I said in my post we haven't tried it, but we can speculate pretty easily how the changes will work considering how simple the game melee mechanics are.  (we've usually been pretty accurate with most changes by DE in the past)

    It's not just about the actual percentages being buffed to compensate, as some have pointed out in the main thread it's also about how weapons which currently aren't really suited to condition overload will now become viable (or part of the meta) due to the capped stacks, while current weapons that are only good because of synergising with condition overload are going to be hit hardest due to the cap of 3 stacks..

    Buffing a number (and lets be honest they're not going to make it that much higher than it is now) isn't going to change the fact that we're losing 'stacks' on weapons which are made strong because of the way they can synergise status effects with the current CO, some CO weapons can proc 6+ stacks so you lose 180+% (simple maths for ease) of the damage, unless they're going to double the percentage it will make them weaker.  But then we get situation I said about above where the change could make the already strong weapons stronger meaning a net 'nerf' to the viability of what is a current CO status weapon. It's why many are saying they'd prefer the current CO just gets a reduced buff percentage rather than the 3 stack cap.  Not to mention many people have built up entire builds around processing status on enemies which are now going to go to waste. 

    Maiming strike actually made low crit chance weapons 'crit viable' because it was additive, the issue wasn't so much the additive part but the stacking it did with it and while I'm not really going to miss this because I can't say any of my builds used it I have this feeling that maiming strike is the 'sacrificial lamb' in the rework purely because people have been shouting the loudest to nerf maiming strike for a LONG time due to it's use in spin to win (which was the issue, especially with macro's, not so much maiming strike)...

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  16. Obviously we'll need to wait and see on release but honestly I'd say there's more issue going to come from things like bloodrush and condition overload (even with buffed values) being changed to just 3 stacks than the melee multiplier considering DE have said they're buffing base damage to compensate.   Throw in the maiming strike (luckily I didn't use this) no longer adding crit and just being percentage of base now and there's going to be a fair bit of change. 

    It does feel like this is more of a nerf for 'end gamers' than for newbies any way you look at it though and as a side effect it removes the need for DE to actually do anything that 'end gamers' have been calling for. 


  17. Maybe it's me but I always saw covert lethality as something that should have been in built with a dagger, especially if it's a stealth kill.  The whole idea of a stealth kill and a dagger is to kill the enemy quickly and swiftly in one hit.    Admittedly I do have a zaw dagger with a range riven which basically turned it into a sword with iirc stinging thorn stance (which actually synergised really well with CL), the dagger is big enough too lol

    We still haven't heard much about the new 'finisher weapon' but I would like to think it will still basically one shot an enemy on a finisher.... the issue I have with the parzon is more about the 'mods' needed for it, looks like getting them (and using) might be annoying from what was said in devstream.

  18. 18 minutes ago, Unimira said:

    I'm using a Scoliac as horde clearing weapon (room full of moas spread out everywhere is a pain to deal with in "legit" ways). Luckily I haven't spent a single plat on my setup and I have several alternatives to fall back on but someone who spent silly amount of plat on a Scoliac Riven is going to get burned...

    I actually got a scoliac riven by luck... don't even use it and couldn't be bothered to sell it just in case this rework made whips enjoyable, which seems doubtful at this moment lol.

    Actually that made me think... wonder how much the nerfs will hurt on melee rivens when they get their dispo changes to compensate for this rework....

  19. 46 minutes ago, Yemesis said:

    "Maiming Strike - Changes from an additive buff to a stacking buff, but base functionality increased to a Significant % of the old version to balance the change. Final % to come soon."

    So actually you're nerfing CO and Reach but buff MS ???? what is going on???

    Current maiming strike is a straight up addition of 90% to a weapon when doing the slide attack, so a low 5% crit chance weapon would get 95% on slide attack.  With the change, we'll keep it at 90% for ease here, 5% would be 9.5% on that first attack.  Yes it stacks but it will never be able to make a low crit weapon crit viable, that is a huge nerf anyway you try and sell it. 

    Luckily I don't actually build around it so I'm more concerned with other changes.

  20. 4 minutes ago, (PS4)Dyin-Kyo said:

    Here's my problem with it. People could just grab the gram p with weeping wounds and get all 3 procs using only ips. Its a straight up nerf to builds that have 4-6x the amount of procs. Not including the adding in synergies from guns and ability procs

    I know it's a nerf, same with several other mods and said as much in my first post around page 10 lol

    • Haha 1

  21. 10 minutes ago, GreyEnneract said:

    His statement is still objectively correct, even if it misses the overall issue.
    They could also make it give 200% per stack, so honestly you're both ridiculous.

    While yes mine was being extreme, but technically correct rather than objectively, anyone who thinks they're going to give the mod 200% is being even worse... that isn't going to happen. 

    If I'm being honest I'm expecting 80%, enough to make it look like they've increased to compensate but still a net negative to the mod in actual use. 

  22. 3 hours ago, (PS4)Spider_Enigma said:

    CO will do more damage per status...

    with no actual number stated... DE could literally change the current 60% to 61% and technically they've made it do more damage per status but the overall damage potential of the mod will have been reduced due to the 3 stacks... so essentially a nerf to the mod unless you only aimed for 3 status effects for CO. 

    • Upvote 1

  23. 29 minutes ago, Lost_Cartographer said:

    Speak for yourself, please.  For the standard level of content, modding for maximum damage output is overkill for most weapons.  I setup semi-auto pistols to be a variant of the Lato as a hobby.  That means magazine size and rate of fire mods, neither of which will be exilus, but recoil will be, and many of the semi-autos have a lot of kick for Lotus knows what reason (especially compared to their dual-wield counterparts, WTF DE?)

    Can't wait for these exilus slots.

    Well seeing as I said 'I' I was already speaking for myself..... but as you've stated for standard level content we don't actually need them... problem is very player is going to take out mods just for low level stuff because of the power fantasy game, 'grind' and all that sort of thing....it's a constant 'issue' when people suggest removing mods to give yourself more of a challenge in the 'enemies are too easy' threads.   

    When the slot might become useful, because we want to run all our mods against enemies of higher levels so 'need' the extra slot for 'utility' there are issues with capacity.  Personally I have no issue with the recoil (9 capacity so you need 5 spare capacity on existing builds), or ammo capacity, on most weapons so like I said I literally had 2 mods I would have considered and one isn't there now.  To be fair though my issue is in most cases going to be capacity to use a mod, not whether I want to use a mod or not.

  24. Just had a thought...

    What about the riven challenge that requires keeping a 3x multi for 30 seconds or whatever it is...

    How exactly are melee weapons with actions which are triggered by charged attacks going to work when there is no charged attack....things like the wolf sledge, zenistar and sibear all have charge attacks that benefited from the reduced charge time of amalgam organ shatter.  if they're still 'hold e to trigger' then DE are basically forcing us to lose our reduced charge time before the charged attack... will we at the very least see a reduction in their activation time to compensate.  


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