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trst

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Everything posted by trst

  1. No you're still allowed to experiment and be efficient. But most players using the same setup to the point of not knowing how to use anything else is the exact opposite of experimenting. It's also not even efficient when many frames/setups would benefit more from using something other than Nourish. Helminth is still very very much relevant and useful. Yeah you can counter them. By not standing in the bright blue circles appearing under your feet, avoiding the melee only enemies when they're glowing a bright blue color, and avoiding the tiny amount of very bright and telegraphed attacks that hit you with magnetic procs. Or alternatively do nothing to avoid those enemies and just take the approach of building in a way that lets you instantly bounce back from zero energy (Orb spawning effects, Zenurik, Rage, energy restores, etc). Y'know, experiment with other options.
  2. This amount of cope is exactly why it needs to be nerfed, getting too used to one singular crutch in a game with as many options as we have is a bad thing. Nourish is not the only way to get energy and everything via Helminth is not niche/useless. Your refusal to think outside of your tiny box isn't an issue with the game nor is it an issue that DE is attempting to push you out of said box.
  3. Literally changes nothing. Yet again frame damage buffs do nothing considering our weapons alone are already overkill for all the content on offer. Losing some excessive damage stacked on top of our already excessive damage results in no change to performance. Meanwhile getting consistent access to damage reduction, a stat that is still relevant, is a significant increase to the frame's performance. Also keep in mind that we're talking about a frame that can still multiply their weapon hits/projectiles on top of being able to deal over double their weapon damage. The damage buff of Eclipse absolutely did nothing in comparison to what Hall of Mirrors does. edit: Also another thing to consider is that Eclipse is already on an inconsistent sliding scale. In which you didn't even get the highest value of the buff if the environment wasn't dark/light enough. Plus the buff would be affected by local lighting such as those from getting hit by a status proc. Meaning one often wouldn't even get the full damage or DR buff if the tileset/enemies didn't allow for it. All of which I assume is also going away with it being decoupled from lighting entirely.
  4. At 90% it's still a more useful effect than the damage even before these changes land. Also that's just it, it doesn't matter if a frame's damage is overkill because our damage is already overkill. Meaning there's nothing actually lost with the math on Eclipse changing. Ultimately resulting in a net buff with the added consistency in Eclipse. It's also irrelevant what any other frame does when it's all overkill for the content we actually have on offer. So everyone acting like this is some huge nerf and/or DE just killed Mirage are being ridiculous.
  5. And in the end absolutely nothing changes in her performance with how overkill our damage is before frame buffs even enter the picture. If anything all that has happened is Mirage is less of a free pass for damage for players who lack access to SP/Arbitrations. edit: Actually I take that back, this is a buff to Mirage in the end. As being able to select which buff Eclipse gives means Mirage gets constant access to up to 95% DR. Something that can actually be of use instead of more overkill damage.
  6. Might wanna work on that reading comprehension but I'll try to make it more simple for you. A host migration happens when the a client player loses connection to the host player and needs to be migrated to a new host. If a player playing on a dedicated server (which is now the host "player" in this situation) lost connection to said server (entirely possible due to poor connection quality, ISP issues, service outages, and/or server maintenance) they would then either get dropped out of the session entirely or migrated into a solo session. Also if dedicated was the only option then losing connection to any of those issues would mean getting dropped out of the mission entirely. A considerably worse outcome than the chance of a host migration failing in the current system.
  7. Actually considering OP is talking about the option to have dedicated servers by paying for it there would still be migrations. Since that implies that the current system would still be in place there's still the situation in which one disconnects due to their own connection and could play without connection to the server "host". Meaning yes you could still get migrated if YOU dropped connection to the server (host) and got put into a solo session after reconnecting. Plus the edge case of what happens if one's subscription lapsed mid-mission. Or y'know just make it a full on drop if you lost connection to the server which is what would happen if it was dedicated only. That'd be so much better than the current system of having a migration that might fail. edit: Oh and of course the situation in which the dedicated server itself goes down either to maintenance or infrastructure issues. Thus resulting in either a migration to the current regular servers or a full on drop. All in all OP's suggestion or full dedicated wouldn't be free from migrations/drops.
  8. Ah yes the chance at getting a reduced number of migrations at the cost of money, server down time, and worse ping. Gosh I just can't fathom why DE hasn't made this a thing already.
  9. In that sense it would have been more appropriate if DE followed through with what (iirc Steve) said about how multi shot was supposed to work. In that it was originally meant to consume extra ammo thus effectively making it more of a fire rate increase instead of straight DPS increase. Though the issue with that solution or just removing it entirely is the immense push back there'd be from the community. Even if you multiplied base damages to accommodate there's still the loss of extra status procs and overlapping AOEs. And even compensating for those losses players would still view the whole thing as a nerf even if effectively nothing changed. Personally my issue with multishot is how boring it is to mod for. In that there's no decisions being made over how to include it in a build other than choosing to use the non-Galvanized mods vs the tiny handful of bosses that don't have trash spawns to stack the mod against. What we need is more mods like Split Flights where we can choose between more or less multishot with some other benefit/detriments to account for.
  10. No. Bots wouldn't solve Conclave's problems while introducing entirely new ones. Warframe's AI is too basic for proper Conclave bots to function. The best DE could do here would be making them stat sponges dealing way more damage than Conclave loadouts can do while having far more EHP then players can have. Ultimately making it an incredibly boring experience for good players and incredibly frustrating for new/inexperienced players. On top of that if they were in regular matches then the mode gets even more stacked against players new to Conclave. As anyone half-decent would just farm the bots while others would be struggling even more to do anything. Doubling down on Conclave's biggest issue of the massive skill/knowledge wall to even start playing the mode. Honestly the only way to "fix" Conclave is for DE to do what solved the issues in the past: have one person who's job is to keep the mode balanced. As there's no way to ease players into Conclave and any PvP alternative would have to be free of the mechanics that make Conclave the Conclave.
  11. If that entire process is "totally separate" from everything else then not a single system in this game is connected to anything else. And if running missions that are granting resources, progress, and specific rewards that're used elsewhere in the game is somehow not connected to the rest of the game then I don't know what one could call connected content. It's like saying that Kuva is isolated from the Riven system because you can't simultaneously get Veiled Rivens and Kuva at the exact same time. And if that's the case then what is the complaint even? That Warframe is Warframe? It is a handful if you're aware of the correct process. Just like nearly every single farm in the game where doing it "correctly" can shave minutes off each attempt or even hours/days off the entire process. You're still getting rewards from said missions and endless isn't the only mission type that Liches control. Plus this also includes everything else gained within a mission like resources, Affinity/Focus, and system progress such as Nightwave, Syndicates, and Riven/Incarnon Progress. They, again, already are spawning in "regular missions". The disconnect here seems to be from your chosen definition of that term. As you're choosing to define "regular" as Fissures, SP, etc when that's not what "regular" actually means. Also that "slog" as you put it isn't any different from any other gear farm in the game. Some setup time getting required resources followed by an hour or two of grinding for the reward all with actually less RNG than most other farms.
  12. Literally how is it not integrated with regular content? You start the process by running a regular mission (any Grineer for Lich, any Corpus Ship one for Sister) then doing one side objective (kill enemies fast enough for Lich, lowest tier reward from G.Void for Sisters). You get the Requiem mods via Requiem Fissures (rewards Kuva, Riven Slivers, and the Weapon Exilus Adaptors) which are also the best endless source of Kuva. The Requiem phase requires a handful of regular missions (not unlike the grind process for other weapons and is even less grindy) which also grant their regular mission rewards. Then the last fight involves a short Railjack mission. Also the term "Content Island" is literally nothing but a buzz word for those who don't enjoy playing Warframe yet for some reason continue to play it. They literally don't exist in this game and if they did then literally the entire game is a content archipelago at which point there's nothing to even complain about.
  13. With the game's entire history having reoccurring issues with players seeking out methods/exploits to fully AFK the game this is something that some players will exploit. Seriously if players would be willing to set up macros to automate the game or hunt out out of bounds exploits to fully afk endless missions there's nothing stopping them from downloading an iOS emulator to run the game on desktop. Plus it is a considerable issue for the exploitation potential in Conclave. DE has allowed far less in the mode resulting in it killing off the most of its remaining interest. If players go and abuse this in Conclave it'll kill the remaining interest again until DE fixes it. Some players absolutely will, and likely already are, experiment with this just to explore the potential exploitation possibilities. What really matters at this point is how much potential there is for it and if enough players will do so for DE to take action.
  14. Actually if that is a feature of mobile then this can become a problem for not just Conclave with players running the mobile version via desktop emulators. Though who knows if it'll be enough of an issue for DE to ever bother to do anything about it.
  15. Incarnons were added for weapons that had no reason to be used anymore due to having been grossly outclassed by powercreep. This criteria doesn't exist for frames as they're all intended to be viable at all levels unlike weapons. Plus frames already have several layers of upgrade systems that keep them well ahead of the curve. Though in that same sense there will eventually be more layers added but the Incarnon system doesn't seem like one that'd ever have reason to be extended to frames.
  16. Literally none of those frames replaced each other. Inaros, Nidus, and Kullervo all build and play differently. You're comparing a spammy nuke/CC frame to a face tank weapon platform frame to a melee frame. Garuda didn't replace Valkyr. There's literally no similarity between them beside one having exalted claws and the other having an innate claw weapon if you don't equip a melee. And Sevagoth didn't replace Inaros. Hek just looking at the gameplay stats prove this with Inaros having over twice the play rate as Sevagoth.
  17. The only time it matters is when lacking access to upgrades like Galvanized mods, weapon Arcanes, better weapons, and generally lacking frame options. If someone in that state wanted to push into harder content without going through those farms then they'd benefit from modding for that faction since they'd need to squeeze out what damage they can.
  18. Most weapons have at least one polarity which most often is a Madurai. In which case they can slot two Galvanized mods (Multi + Status), two Crit mods, and three dual damage + status mods. Paired with a gun arcane (effectively a free upgrade) and you have a weapon suitable for all non-endurance content on offer (this build is even perfectly fine for Circuit runs). And if said weapon comes with a Vazarin Polarity it can take the same build by swapping one dual stat mod with an unranked variant with virtually the same performance. Also a weapon with no polarities can use that build with three non-maxed dual stat mods or one unranked with two empty mod slots. Still attaining reasonable performance for a near zero investment build. Now you can argue all you want about the performance of such a build but that has nothing to do with my statement. Other than this build is, in-fact, good enough on an average weapon to solo everything in the game that isn't pointless endurance type content.
  19. Personally I don't see how free capacity makes things easier to mod when the average weapon with nothing but a Catalyst can fill all but one mod slot. Really giving guns more capacity would just make Forma something you'd only "actually" need to slot a Riven or swapping out for Primed mods on secondaries. And really modding has nothing to do with players preferring melee. Though as for the idea itself absolutely not. Changing the entire firing mode of a weapon would just homogenize the overwhelming majority of guns. At that point new weapons would more so than ever just be rereleases of older weapons with buffed stats. With the only distinguishing feature of any gun being if they have an alt fire or not.
  20. Or players could just test builds in-game instead of requiring a testing environment. It's how everyone got by and even how the wiki was made before the Simulacrum was added. Really the Simulacrum was a mistake through and through. Aside from the issue of how content creators use it the whole thing gives a lot of players false expectations as to how things could/should perform.
  21. DE already has regrets over adding it into the game in the first place (they don't like how most online content of the game is just there and nowhere else). So I wouldn't be surprised if they don't want to reduce accessing it from the current 4 clicks down to 2.
  22. Saying the augment isn't worth slotting is then yet another entirely different argument. Augment is "mandatory" =/= give us augment slots =/= augment isn't worth using otherwise. Same with this. Now the argument is that Iron Skin is just a bad ability which I suppose is where the idea that these are "band-aid" augments comes from. But this is again a different argument entirely. The actual "issues" here is that Iron Skin could use QoL buffs and maybe some direct buffs plus the augments need buffs/reworks. These issues have nothing to do with the augment system as a whole nor warrant augment slots. Really if players want things like this addressed they should be asking for DE for a QoL patch for frames and continuing to push for more augment reviews. Instead of continuing to ask for something DE already said no to multiple times.
  23. But again how many players are going to intentionally load into any mission that takes longer than five minutes while on data? Especially with how players already are over failed migrations and the like I can't see how players would be willing to play in a situation where they might have to just drop out of the mission at a moment's notice. And even if it did cause problems it's just going to push players away from mobile and/or trying to avoid hosting via mobile just to avoid losing rewards. All in all it just seems like players are primitively viewing mobile as some horrific addition when the issues it can introduce are ones we've already had for years. But unlike current issues of players being "stuck" on outdated hardware the issues mobile can have ought to be avoidable.
  24. That one I'd chalk up either to DE's early development cycles where they had to push content out the door as fast as possible or to just a game balance decision. As I doubt DE planned for the other Focus schools (or that they'd exist at all/represent the polarities) and didn't consider Unairu when making such mods. Or DE just didn't want to bog players down with too many different polarities especially as Forma wasn't always in the game. Otherwise yeah it'd make more sense for things like Armor/resistance mods to have an Unairu polarity instead of Vazarin. And the ship for that change long since sailed with how much of a stink the community would make over polarities being reworked.
  25. Cold and the Status chance mods used to be defensive mods. In Status 1.0 elements applied on every hit and cold being a slowing effect it was the "defensive" element. While the Status Chance mods once were Stun Chance mods that gave you a chance to stagger enemies on hit which then got reworked into Status Chance but kept the polarity.
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