Jump to content


PC Member
  • Content Count

  • Joined

  • Last visited

Everything posted by LSG501

  1. 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.
  2. 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.
  3. 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.
  4. Yep... blinkered viewpoint... no point bothering.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. As said above really, the people you're 'hearing about' are most likely veterans/end gamers and well most of us are in a holding pattern while waiting on railjack etc. Having said that, we also don't like it when players are basically asking for stuff instead of trying to get it themselves or improve things. As to 'giving free stuff' away, I gave a rubico prime part a few days back to a 'random' who I'd only just met because we were just chatting away while chilling doing a fissure mission and sods law had 2 items pop up he needed, one being a rare part and one being the rubico part.... so I just gave him the rubico part as I had spares. Today I've given a load of stuff to a clan mate who's been away for a while due to his course commitments.... so what you're saying about DOES happen so have you considered some of it might be down to you.... Um... so you're complaining that no one talks to you yet you you just ignore those that do speak to you..... yep makes perfect sense.
  10. well for one thing your OP is saying you're trying to level up CS and AH. I still think you're mistaken, but if you're 'that sure' you'll need to contact support, there is literally nothing we can do to fix it you have a bug that we don't.
  11. You know you might be mistaken and have not actually levelled it up in the past.... it does happen. Mine has been working fine so...
  12. It hasn't been nerfed as far as I know either. In al honesty it sounds like these 2 syndicates have never been in the negative before and that is what it's asking you to pay for, once you get into positive you'll be back to normal. Or at least that's how mine works. The second time you're in negative at these ranks you will not need to pay anything.
  13. The game is a farming game with a 'got to collect them all' pokemon element to it for things in the game..... we get to be high MR by basically doing this. Now you mention your mr it does make a little more sense that you're not overly 'burnt out' with nightwave, you've still got another 13 levels to go of 'normal' content. As to umbra,it was just one example, there are players that go for everything fashion frame, there are players that go for min maxing everything, there are the 'pokemon' players who want everything in game. It's not about wanting something, it's about 'how' we get it and the current design of nightwave is incredibly monotonous for end game players, it's fine for newbies who still need to do some of the challenges (say for example OV bounties) but these newbies will at some point see exactly what the end gamers are complaining about because they'll reach the same point, just later. There is no reason why nightwave couldn't have challenges closer to rivens where they're actually a bit of a challenge, at least for the elite standing ones or even a tier above for even more standing, but all we get is like I say do x n times, made even worse when it's content that we've 'finished' such as PoE or OV bounties (I'm at max standing on most of the PoE and OV content with nothing to spend it on, I'm not alone in this). Throw in the fact that nightwave requires us to work our way through tiers of unnecessary items to get the 'end gamer' rewards rather than giving us a store and it makes things feel like a chore. Plague star (and to a point arbitrations) rewards were perfectly designed (well if you ignore the lephantis being used), each 'mission' gave standing, then we could run it as much as we wanted to get the rewards we wanted, unfortunately DE seemed to ignore that when designing nightwave, hell even the cred store is lacking rewards for 'end gamers' yet they're the ones who will have the most creds during nightwave.
  14. There is a difference between being able to play the game how we want and being made to play the same things over and over, often things we don't need to do, just to get certain items because they're not available anywhere else (perfect example is umbra forma). I do also love how you selectively quoted me to try and make out we're complaining about not getting it for free when in fact I already covered that in the part of the quote you neglected to quote... let me add here for you.
  15. Grabbed it via baro and in all honesty it feels like a complete waste of time, we don't need this booster for 'normal' mods as they drop pretty easy anyway so the main reason we want it is for 'rare' mods. and well this doesn't really help. Essentially this booster is a bandaid to try and fix the underlying issue of low drop chances and well it doesn't work, it doesn't fix the main issue that players have with rare mods (that we're missing) in that they still have stupidly low drop chances, often from hard or rare to find enemies, and even at doubled drop chance they still have a stupidly low drop chance...double of 0.5% (yes there are mods this low) is still only 1%. It might work fine for condition overload although to be honest never had an issue getting that before the booster because we had a lot of enemies to kill but the issue with this booster is when you go after a single enemy like for example a tusk thumper doma for kinetic diversion which is 1.88% drop chance, so 3.76% with the booster, and we all know how much of a pain it is finding the thumpers. In all honesty DE needs to ditch this bandaid booster and go and fix the underlying issue of the really low drop chances on rare mods, we shouldn't need a booster to just have a 'acceptable' drop chance.
  16. Apart from the rewards you can continue doing nightwave every single day, the 'challenges' are basically just 'go do x n times' in the game. Also you might think it's 'fun' but for many long term high mr players that have been there done that, they feel like chores, that we've done many many times just so we can get the 'goodies'. Now before you say we don't want to work for stuff, it isn't that, it's that we'd rather have some 'proper' challenges rather than just do x n times.
  17. Level of the enemy affects affinity, you also get shared xp from the others, but that does seem a little high. Another thread has mentioned some 'bugs' with sentinel weapon levelling at the moment so I wouldn't be shocked if there are more that we've missed.
  18. We had some changes to stealth kills and enemy awareness in an update a while back (when they fixed ivara sleep bug iirc). Since then enemies are super sensitive to attacks for some reason, I've literally had enemies come from another room after a 'quiet kill'.
  19. You'll be able to sell them for creds when nightwave is over iirc. I'm in the same boat, had 295 creds left (15 creds per tier is an annoying amount when you look at the cost of items), which would mostly have gone on kuva if it was there but couldn't so ended up spending them on (unnecessary) catalysts and nitain which in turn left me with 10 spare creds... even something as simple as nitain being 3 creds per nitain, instead of 15 for 5 could have helped, I'd have only wasted 1 cred then. Having said that I'll stick this in another 'issue with nightwave' that I doubt will ever get fixed...
  20. Your tier list could be wrong because you've not included a very viable approach to getting status effects with melee 2.9999... not to mention, like I said, the stances are likely to change so I stand by my view you've basically just wasted a load of time and could have just said what I said earlier.
  21. You do not need the status effect to come from the melee weapon so your approach is actually limiting your options, not improving them.... seriously you're really restricting yourself if you believe a 'primer' isn't a viable approach for condition overload, it might have been a 'bad idea' back before the weapon switching rework but it's a completely viable approach now, especially with melee/pistol combo weapons. Also mentioning stance combo's is pretty pointless when we all know that melee 3.0 is coming soon and that most of them are going to be changed...
  22. Bit late on this but it seems that it isn't just the napalm.... I'm trying to do an anti moa and can't even get it to scan, had a grineer a week or so back (heavy gunner iirc) that didn't spawn too. It never used to be this 'hard' to find a target and unless I've missed a change in an update, not only are some not even seeming to spawn, but the planets that the targets are spawning seems to have been reduced as well, most of my requested scans only seem to be spawning on higher level planets where as before it was basically any planet that had the unit as a spawnable unit.
  23. maybe you should read what I've written again....
  24. Seriously you could have saved yourself so much time on this because it's really pretty simple.... any weapon with innate status effect, high status chance or a weapon that can be used with a primary/secondary/companion/ability than can inflict enough status on enemies to make the melee viable for condition overload is 'suitable' for condition overload. If you want 'end game', just pick the usual meta weapons for 'end game'...
  25. Honestly - the reason why I didn't play atlas much is exactly the same as the reason I won't be using atlas prime much once. There are better options out there. His 1st ability needs to be 'improved' to be closer to archwing so it doesn't need 'pinpoint' accuracy on what you're going to hit. Also, unless I build around this ability I can literally kill just as quick with my melee (not just an atlas problem) His wall (2nd) could be pretty useful IF it was actually wide enough to fill a gap, it needs to be wider 3rd ability is ok but realistically I don't find myself using it because in most cases it's quicker to just melee an enemy, I'm sure it can be useful for things like he rock armor passive but I don't even find myself building that up much. Rumblers, wouldn't be too bad if their AI was improved and we got some sort of control over where they go or stay. He also 'feels' slower to play which doesn't really work well in warframe. Essentially if I'm on a mission where Atlas might be 'suited' I'd just take khora because imo khora just does everything atlas does, just better.
  • Create New...