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Enxchiol

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  1. I was playing around with Divine Retribution and Incarnon Paris and noticed that the gas clouds spawned from the spread status procs always have their base status duration, even though i have modded my weapon for more status duration.
  2. On principle yeah being able to choose your own gear is great, but in practice i feel everyone will just bring their Revenant and Torid and invalidate any and all challenge and modifiers the mission can throw at you.
  3. I see a lot of complaints about the gamemode, so I just wanted to interject my own opinion too. I absolutely love this new gamemode. The Risk and Anomaly modifiers(from what i read in the patch notes) are super cool, many change up the strategies quite a bit and add extra challenge. And personally, the random loadouts are quite cool too, I am the kind of player that builds and experiments alot, so there is a very high chance i get something that works well, and most likely its a cool combo i haven't played before. I really hope the challenge aspect of this isnt nerfed, the game really needs something like this. I had the Exterminate mission with Liminus and it was actually engaging and intense having to be attentive and stay on the move. (I imagine Liminus Mirror Defense will be a tough one lol). Also one very cool thing the patch notes mentioned: in the survival and mirror defense missions there is an extra thing where you can summon eximus necramechs every 60s, and killing them reduces the mission timer by 45s. This is absolutely wonderful for Survival missions, please consider adding something like this for more survival and mirror defense missions
  4. Also i just read from patch notes that while invulnerable they are suspectible to CC
  5. It says in the tooltips that the Liminus are invincible. They are meant to be permanent obstacles i guess
  6. I don't mean raw damage as in non-crit non-status builds, I mean that is a straight up multiplicative boost to the damage of your shots, DOTs, everything. Excactly, probably not, but as I said in a previous reply, I think it would be better for the overall health of the game and future encounter design. That's because I used WolframAlpha to make the graph, and in there log(x) means natural logarithm and log base 10 would be base 10, which is admittedly imo kinda stupid.
  7. Yeah it would be a nerf but i think it would be better for the overall health of the game. I think if systems were reworked so that modding a weapon would be less of an exponential damage boost, then perhaps DE could make enemies and bosses that dont rely only on damage attenuation or straight up DPS cap mechanics. Because currently these mechanics exist because we have like 7 separate multiplicative damage increases, so the difference between a player using all of them and a player using only some of them is multiple orders of magnitude, so a boss with just raw HP stats will either be oneshot or a bullet sponge that will take 30min to mow down. Of course, enemy health and armor would need to be adjusted too in such a situation.
  8. When you die, you lose the mission and the time you spent there and gotta try again. Honestly IMO that's all you need. That's precisely what old Arbitrations had, there was no penalty beyond just losing the pickup rewards(did you always get to keep the rotation rewards, I don't rember). Okay okay I see your point. I think I just personally despise timegates(its why I have never done an eidolon since doing a solo Tridolon once). But I guess I wouldn't mind such a system too much, it adds a great deal of tension to the mission(although I think there would be better ways to achieve that too). Isn't that just all boss fights ever no? Ropalolyst I agree is quite cool mechanics wise, but its kinda low level so if you're well built there's no actual threat of any kind. Jackal I'm surprised you put in there tho. For me the fight is just "shoot at it, walk around in a circle, repeat 2 times" However, the Fragmented One has an attack that's similar to the Jackal's spinning laser, the one where he dislodges himself and has two spinning lasers, one you gotta jump over, other you gotta slide under and honestly dodging that is just so satisfying(or well you can just bulletjump above the whole thing but that's not nearly as fun).
  9. A while ago DE had an idea about removing base damage mods like Serration and baking them into the weapons themselves, to fix the problem that base dmg was an auto-include in every build, so basically you had 7 mod slots instead of 8. But honestly, I think this issue has fixed itself, while you still always want to mod base damage, we now have quite a few ways to get that, and you usually don't want to stack it too much, so there's quite some choice there. However, this problem still exists and is even more pronounced with another stat, Multishot. Multishot has many benefits, it's straight up free damage, but it also gives more status procs and more consistency in crits and status. Currently, Galvanized multishot mods are a must on every adequate weapon build(except for a few rare cases, like priming or Eidolons where you won't be killing with the weapon, but then you'll just use the non-galvanized multishot mod). So a singular, specific mod is a must-have in any setup So, I would propose a different damage formula for multishot, where each individual pellet would deal less damage based on how many multishot pellets there are, but the total damage would still be bigger. This keeps the unique multishot benefits of more status procs and consistency, but would make it so if you just want raw damage there might be better options. Here is a comparison of the current damage and damage with a new example formula I brainstormed up. The x axis shows the amount of multishot on the weapon, and the y axis shows the total damage for a single shot. The yellow line represents the current multishot and the blue line represents the example formula. For example, if you shoot 3 multishot bullets, each individual bullet would deal 1/(1+ln(3)) = 47.6% damage, for a total of 142.8% damage. With a galvanized multishot mod, previously it would give +230% damage, so a total of 3.3x damage. With the new formula, that would instead be around a 50% total damage increase, so basically equal to a primed bane mod. I think this would help modding diversity, new situations arise where perhaps more multishot isn't the unconditionally best option to mod on, and perhaps you wish to install more damage, crit or fire rate instead for example, if you already have good enough consistency with procs or your build just doesn't rely on status all that much. Edit: So people might think that why the hell should we just do a straight up nerf, so I'll add this part from my comment: "I think if systems were reworked so that modding a weapon would be less of an exponential damage boost, then perhaps DE could make enemies and bosses that dont rely only on damage attenuation or straight up DPS cap mechanics. Because currently these mechanics exist because we have like 7 separate multiplicative damage increases, so the difference between a player using all of them and a player using only some of them is multiple orders of magnitude, so a boss with just raw HP stats will either be oneshot or a bullet sponge that will take 30min to mow down. Of course enemy health and armor should also be adjusted in such a situation."
  10. When you die in Elden Ring you can respawn at an (usually very nearby) checkpoint and quickly go retrieve your dropped experience and try again. When you die in Hades you can maybe get an upgrade or two with the currency you got from your run and then start up another run immediately, you aren't told to "wait until next week lol". Its not about wanting easy loot, believe me I'd be totally ecstatic at an actually fun and difficult encounter(and i kinda was for the Fragmented One, sadly the 60 eyes collection part is quite a slog). Challenge is fun, but being overly punishing adds absolutely nothing to the experience. *The reducing ability spam idea itself is good tho, i just felt that particular implementation wouldn't achieve the intended purpose. Railjack has a good system for that, energy costs get much larger the more you cast your abilities. Edit: If i had a dollar for every time i was thinking about game mechanics and said that Railjack actually has a great feature for this, I'd have at least 5 dollars
  11. You have the right idea, but some of your ideas are quite horrible ngl. Losing your netracell searches on failure is extremely counterproductive to the point. Games where there is risk of constant death and challenge can afford to have that because the failure means basically nothing, you can just jump back in and try again until you succeed. In Warframe, losing hour+ of mission time or weekly timegated stuff is not fun in the slightest. I think it works the opposite way, if you don't lose anything in failure and can just jump right in then DE can feel free to make actually hard content. Also, the modifier where abilities have 120s cooldowns wouldn't be any sort of challenge, it would just greatly restrict the viable frames to those with channeled abilities or duration increasing(Gyre, Valkyr for example).
  12. I don't think thats a good idea. Bane mods are extremely good and the drawback to them is that they are specific to one faction. If there was an auto-switch or universal bane feature, bane mods would just become another must-have mod on literally every build
  13. Oh yes absolutely, and I think DE is going in a good direction with this with the Whispers update. The Murmur enemies that require you to shoot their 3 hands to die are great, and the Fragmented One is actually a difficult boss encounter(although partly because it limits our power alot, like its ability nullification, bonkers damage output and a straight up DPS cap), but I love that you actually gotta pay attention to and dodge its attacks. Overall I'm looking forward to what DE is cooking.
  14. Yes, that is absolutely true, but you have to consider, no matter how complex your enemy AI or movement or mechanics are, none of it matters if enemies get killed within seconds of spawning and players can be literally invulnerable. The unfortunate truth is, for any sort of challenge to be possible in Warframe, our power level has to be toned down one way or another. And seeing how most of the community starts pissing and S#&$ting itself when any sort of nerf is mentioned(remember the proposed Mirage changes just a bit ago?), randomized loadouts is unfortunately one of the very few ways DE can introduce any sort of challenge nowadays.
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