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(PSN)Trutenax89

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Posts posted by (PSN)Trutenax89

  1. I think the best solution to the problem (bc I admit its a real problem and will make the game impossible to balance) would be to let rivens add functions that don't increase damage but also add something unique that augments the weapon its installed on.

  2. Lol I swear i'm not trying to be a jerk but I haven't even written all that much. Some things you cant fit in a tweet unfortunately. Also (not that this matters at all) Saryn is my most played frame so I usually top out my damage charts in sorties without much effort. I just recognize that thecurrent style of play in WF is bad for the games overall health and longevity. I think if you challenged yourself to read paragraphs instead of sentences you would see that i'm more interested in creating more difficulty in Warframe  rather than making the game easier. Also........ do you just not believe in powercreep?  I say believe bc it seems like its a reality most of the community agrees on. It appears to be one of the most common complaints about  WF in general and is probably (in my opinion) one of the greatest obstacles standing in the way meaningful challenge in endgame activities. I think that the devs are also aware of this fact given that they are planning on reworking damage and scaling after mellee 3.0. 

  3. I really like your ideas, and think that they would help balance those particular frames. HoweverI think that ultimately it would be more of a band aid solution for the problem that is ult spam in warframe. I think warframe would be better especially for channeled ults like mesas or Excalibur if they were  more conditional, for example get x many attacks with regulators after using x amount of mesa's 1. or even land x amount of headshots to use regulators for x amount of attacks.

  4. Warframe has one of the best movements systems I have  encountered in gaming, unfortunately there is little incentive to use it, especially features such as wall latch, aimgliding or even air based melee attacks. All too often clearing a map comes down to ability spam  or just Guns of Navarone style running straight at the enemy to shoot him.

    I think the best way to improve the core gameplay loop of warframe would be to incentive parkour through damage buffs and  affinity boosts. Obviously the first step would be to take away power from endgame builds as well as rework scaling and balance damage, but once that is settled lets make warframes/ weapons weaker. Instead of being powerful bc we are good at grinding for the correct mods, lets give us windows of feeling OP bc of player choice and skill.  

    Easy examples of implementing this system would be having a combo meter that gave  both a bonus in damage and in affinity  for damage done with in the air. this would fulfill the players drive in warframe to 1. Decrease grind and 2. Maximize damage We could let wall latching be a way to either extend that combo duration or give us a combo multiplier before jumping, both of which would encourage acrobatic gameplay.

    I think a philosophical shift for warframe should be moving from "i'm an unstoppable war god" to "i'm strong in conventional combat but i'm OP in the air". I think that ultimately hardcore veteran players who care about min/maxing  would be happier as well, since their satisfaction in being better would rely on them having mastered the movement system and pulling off parkour resulting in the highest damage instead of having a max damage mod.

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  5. Correct me if i'm wrong but I think the devs hesitance to name warframe 2 is mainly due to respecting the players progress they have made and wanting to perfect a game rather than restart from scratch with lessons learned (like in destiny 2). At this point warframe has redeveloped  and refined multiple systems to he point of which warframe feels very different than it did when it first launched and current warframe feels like a sequel to the original game. I don't think the devs would be hostile to a timeskip precisely bc I think eventually once warframe feels confident in its systems and scaling the primary way to generate interest will be with memorable quests and story arcs.  Granted i'm biased but I would love to see the world of warframe evolve and change as different events such as a sentient invasion and a think a timeskip would be the best way to do it. Once the Lotus story arc has ended I think we are going to need new characters to ground the story and universe of warframe, and I think that a group of fully matured operators to lead the tenno (perhaps each a leader of a tenno school) would be a compelling cast of characters. I also appreciate your comment about peace 10-15 years after but that would ultimately make for a boring game as the tenno would not be needed anymore. Perhaps a timskip could be used after a significant period of peace, after which we could see how the galaxy has progressed and changed since the new war.

  6. That is true, and maybe that would be a solution that would keep the most people happy. However, i think it could be a good way to separate the new players from the veteran players, which would probably make the star map more fun and challenging for new players. While i can only speak for myself i know that once i completed the star map  i really just play missions for resources or alerts, and I think a new more difficult  star map (and story) could be a great way to give veterans that sense of wonder that new players have when starting Warframe. I'm not opposed to time travel and think it would be fairly easy to explain given the mysterious nature of the void. 

  7. I agree in that I think Warframe has almost always been a power fantasy horde shooter. If you compare it to diablo or path of exile in terms of game mechanics rather than destiny I become a lot more forgiving an can enjoy the game a lot more. However, I think that the game could truly reach greatness if they  took power away from the Warframes and changed enemy scaling to make the content more challenging  but fair. I think a game that did this especially well was the Mass Effect 3 multiplayer mode.

     

     

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  8.         DE has said multiple times they do not want to create Warframe 2 (which I greatly appreciate and respect them for) but What if Warframe had a timeskip? Most game franchises use timeskips as plot devices between sequels as a way to change game mechanics, enemies and introduce you to the next big thing. I think that Warframe could use this timeskip mechanic as  interesting way to  advance the story, change game mechanics and tangibly show progression both of the player and of the world.

           I think after the conflict with Lotus and the Sentient's concludes the game could pick up 10-15 years after and could be a great way to introduce new mechanics, characters and enemies to the game. I think it would be a great way to perhaps develop the interplay between operator and Warframe in combat, as well as give us a new cast of characters as well as see how the characters in Cetus and Fortuna have grown. It would give us the opportunity to have older more mature Tenno, and develop Tenno characters that can lead us in whatever story arc comes next.

           Granted, I think that before this happens DE will need to tighten the game and their focus with regards to scaling, damage type and  a coherent vision for what endgame is in Warframe. All of these things take time, and are obviously complex problems but I have the utmost confidence in DE. In closing, I think that  a timeskip could be a creative way to implement some of these big changes. I totally get that my vision for what Warframe should become might be different than what many people want and perhaps is different than what the developers want, but I think it could be a great way for Warframe to re brand itself without creating "Warframe 2".

  9. I tend to agree. I also think something  that needs to be addressed is the balance between heavy weapons  and normal weapons and powers. I think the best thing warfare could do would be to adopt the system that Mass Effect 3 had with multiplayer, that you could  carry heavy weapons into battle, but it would drastically increase your cooldown on powers. Personally i would like a cooldown system to exist over the current energy system, but if we must have energy i would say taking  tonker or ogris into battle should lower the max energy or perhaps give all frames passive energy regen which would be slowed for heavy weapon users. In order to balance it we wold also have to lower the mobility of people who use heavy weapons, so that low damage/ light melee builds would have their own place in the game. Finally, i saw a comment earlier that stated that the devs want to make you feel overpowered by design (which they do). However I would argue that it doesn't make for a very engaging game. I think a great game makes you feel overpowered if a certain number of conditions are met with regards to player skill. For example, if i headshot an enemy, parry and enemy or perfectly combo my abilities together, I should feel overpowered. I don't think the difficulty should be on par with a dark souls or a bloodborne, but i would like to have the same feeling of satisfaction  you get when killing a difficult enemy in those games. Maybe a good compromise would be having squads of enemies that require strategy to defeat, or having mini bosses (like the exiimus) that actively engage the tenno or that your would be forced to duel in melee. As it stands now our warframes need to be challenged by equals rather than cannon fodder.

  10. One way i think they could help her synergy would be increasing the effectiveness and amount of armor shards given from polarize. if you could manipulate those shards for more damage (carry them with you via her passive) she could do some interesting damage. Also do people realize how well pull synergies with magnetize? after I create a bubble i pull every every in the area into the bible then watch it detonate.

  11. Title says it all, as it stands augments seem to make warfare abilities infinity more entertaining by adding complexity to how you use them or how you play the game. However, not all augments are created equal, and certain augments (like regenerative molt) are pretty much mandatory. I can't help but think that making augment innate on frames would make them each more interesting and complex, increasing the strategy it take sot play them. Obviously it would make all frames stronger, but I think the upcoming scaling update could account for it. Ultimately i think that 

    1. Augments should be side grades to offer an alternative way to play frames, not intrinsically better ways, a good model for this would be in Diablo.

    2. Making augments unique would go a long way towards differentiating frames, especially the ones with Nukes. for example, at base Crush does not seem to be anything to write home about. however, if you use the augment, it becomes a pretty fun power that offers utility as well as damage, if they caused enemies stuck to the floor to take increased damage from pull it would give her wonderful synergy between abilities.

    3. If they wanted to keep augments, it think it would be extremely cool to have you unlock a new augment every time you forma your character, which would give your a sense of accomplishment and mastery of a given character when peoples can see the extra effects on your abilities.

  12. Title says it all, as it stands augments seem to make warfare abilities infinity more entertaining by adding complexity to how you use them or how you play the game. However, not all augments are created equal, and certain augments (like regenerative molt) are pretty much mandatory. I can't help but think that making augment innate on frames would make them each more interesting and complex, increasing the strategy it take sot play them. Obviously it would make all frames stronger, but I think the upcoming scaling update could account for it. Ultimately i think that 

    1. Augments should be side grades to offer an alternative way to play frames, not intrinsically better ways, a good model for this would be in Diablo.

    2. Making augments unique would go a long way towards differentiating frames, especially the ones with Nukes. for example, at base Crush does not seem to be anything to write home about. however, if you use the augment, it becomes a pretty fun power that offers utility as well as damage, if they caused enemies stuck to the floor to take increased damage from pull it would give her wonderful synergy between abilities.

    3. If they wanted to keep augments, it think it would be extremely cool to have you unlock a new augment every time you forma your character, which would give your a sense of accomplishment and mastery of a given character when peoples can see the extra effects on your abilities.

  13. I guess I'm in the minority but i actually really like the mag rework with some small gripes. I think mag prime/frost prime needs more energy. Additionally, crush is the weakest part of her kit (kind of like saryns miasma) in that it only does more damage. I love the idea of all hr abilities interaction with armor fragments, and it would be great if you could pull then shoot them with pull and if crush would utilize them as well, a god rule of thumb is "what can magneto do?"

  14. So I love this thread and the changes proposed. The one feature i saw left out was charge attacks,  and i think my solution could solve the blocking as well. I think it would be cool if you could store damage you block  (perhaps up to a cap which would vary based on weapon) and unleash stored damage in a  charge attack. Would would give us an incentive for blocking and would create fun lop between the two. Additionally i would be a fan of charged attacks having their own special abilities you activate they they are at full charge, like an energy slash or a combo. As an aside i would love to hear any ideas for an active blocking system.

  15. I agree with OP, but something i find frustrating (and likely the devs do as well) is the constant outcry against nerfing a frame and making them feel weak as a space ninja. As a warframe we should not feel weak, but we should feel like we are in danger. We should have to use strategy to outwit heavy gunners, not over leveled damage mods. We should feel incredibly powerful under the right circumstances. I should one shot a heavy gunner because  I landed a dash melee not because I'm using a pent or tonkor. I honestly thing that heavy weapons in general were a mistake for warfare and horrendous to balancing the game. That being said heavy weapons should confer some kid of mobility penalty just for having it in your kit, so that you could build for agility or tank with aoe damage.

  16. I like the idea of exploring void energy  derived from the suit into more general abilities for warframes as well as sides grades from channeling rather than straight damage. Letting us extend range of the weapon or store damage spent blocking into a sword strike or blast would be cool ideas.

  17. I like the comparison to ME3, and in that  vein of thinking I think they should adopt a similar armor system, where units have almost a shield like value with different damage remittances that we shoot off before getting to health. Additionally i think the real problem with balance is that  different enemies are not satisfying enough to kill. I appreciate the power fantasy they are going for, but as a warfare we should not be stronger than all of the enemies because we are Gods, we should be stronger because we are faster and smarter. Giving us fewer enemies that are harder and more engaging (Like commando units that engage you in duels) would make the game more engaging and fun. If there is no danger of failure from playing unskillfully, there is less of an incentive to become skilled.

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