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Seriguela

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Posts posted by Seriguela

  1. Sorry, it's just me, a player with many hours of play, crying because his gun was nerfed to the ground.

    Yeah, I'm frustrated and here is the place to post information about weapons so I think I have my right (sorry for such crybaby post)

    When I found the gas + damage faction combo pretty useful, Javlok was literally my most used primary weapon in the game. I liked use that fire stick. We are talk about Arca Plasmor/ Catchmoon/ Ignis meta times. The corrosive nerfed build still manages to make a good performance (except you Maining, u are dead), but gas literally can't kill anything at high levels, when I say that I say even corpus doesn't die anymore.

    Javlok had a lot of problems to be a good weapon such as: Low base damage, low critical chance, semi-automatic (which takes a lot of the status value) and small area of radial damage. An invested riven could solve some problems and a gas + damage faction build could compensate for the lack of damage. What made it an acceptable weapon after so much investment. Now this build is no longer viable on almost any ranged weapon (melee weapon can even do something) and Javlok can no longer shine with good area damage.

    With a corrosive / viral build, javlok currently manages to fall very well with enemies with low armor or none (corpus). Start increasing the amount of armor and you will see this weapon sneeze at enemies. Your area damage is naturally small, but the gas made up for that point. Now we have a weapon that is only viable on occasions when any weapon is also, that is, without any power.

    I expect some modification there or better versions of these niche weapons that were very weak with these nerfs.

    And I am frustrated. Congrats! And thanks if you read everything! Stay healthy: v

    Cheek this video that shows old Gas build  performace in Javlok:

     

    • Like 1
  2. 20 hours ago, Nichivo said:

    @Seriguela

    You need to remove the Miter from the example list. If I am going past level 1k in the void or against corpus, you can bet money I am bringing my Miter.  I even take it when I solo ESO for the same reason, it's bar none the best way to deal with Nullifier bubbles. 

    I agree at certainly, It can deals with bubbles. Looking at all examples, Miter has the best functional augmented mod. But without, what last?
    Suffer a lot to kill, especially in high level with armor scaling. A little twerk in stats and would be beautiful to kill things, not only the bubble guy.

  3. 9 minutes ago, Tiltskillet said:

    I don't know, and I'd love to see usage numbers.  But my impression is that while a few melee weapons are better than anything else, there's still a lot of variety  in what's actually used.  In other words, only a few melee weapons are best, but a ton of them are good enough.

    Ranged has a much larger disparity in practical effectiveness.  Primarily  because of differences in damage application and the predominance of hordes of weak enemies, I think.

    Melee weapons have already been touched a lot in recent updates. Many of them are now viable at almost every level, credits for modifications to mods that scale with the combo counter, mods for heavy attack, status changes and procs. Not to mention the various buffs in damage and stats for each weapon.
    I think the balance is ok, for them.
    My biggest question is about primary and secondary weapons. I think this redesign that happened with melee weapons should now happen with ranged weapons.

  4. 2 minutes ago, Tiltskillet said:

    My problem with this solution is, it can destroy much of what I like about those weapons in the first place.  Veldt gets a 7m explosion or spams huge heat-seeking projectiles?  No longer  a Veldt AFAIC.  

    I'd prefer the single target approach was made a more useful option rather than eliminating it.

    Got it! An excellent example of how a change could come to Veldt = not changing the style of gameplay but increasing efficiency.
    Numbers may not make much of a difference, but Kohm Kuva is there to prove they can improve the situation.
    A sniper rifle must be powerful. You expect to aim correctly and kill in 1 or 2 shots, similar to snipers. However, this does not happen.

    "At least 50 melee weapons are viable at high levels, and I'm being conservative." Again, it's a little less than expected, isn't it? Besides, among all of them, there are always 3 favorites that are almost always chosen for their facility and power.

  5. 36 minutes ago, SenorClipClop said:

    I'm not sure a single augment could make the difference for these underused weapons to contend with the meta, at least on their own playing field. The weapons you name deal good damage, but not always the best. The reason the meta weapons are in the meta isn't so much high power as it is low effort. Bramma, Catchmoon, Nukor and Zaws (considering Exodia Contagion), in addition to things like Ignis Wraith, all have one thing is  common: significant AoE and heavy mitigation of the need to aim. These weapons aren't taken for their damage (which is respectable anyways, but that's not the point), they are taken because aiming is hard and time-consuming, and these weapons let you look in the enemies' vague direction and spam wildly and still get the job done. Many off-meta weapons still perform, no question, and a quick player can outdamage AoE by hitting targets quick with straight shots. But the weapons themselves will never become more popular in the game as it stands now, because there are a handful of weapons that make the game very, very easy, and that's what defines the current meta.

    If you wanted augments that let the Akvasto contend with the likes of the Catchmoon for recognition and pick rate, the mod would need to do something like make Akvasto's bullets the size of your Warframe or heat-seek targets automatically.

    "something like make Akvasto's bullets the size of your Warframe or heat-seek targets automatically." hmmmmm funny idea

    Perhaps the issue may not be just because of the ease ... Ignis, brahma and etc can kill enemies in seconds / almost instantly. Weapons I mentioned need multiple shots sometimes even magazines to kill a tough enemy = which results in much more time spent killing enemies. I like these weapons and I don't care about the difficulty of using them, because it is precisely this point that makes them fun. They look cool and do cool things. They just aren't strong.
    My thoughts only improve the performance of these forgotten weapons, either increasing their efficiency in area damage or causing tremendous damage to be able to shoot down enemies with 1 or 2 shots. Whichever way is most interesting.

  6. To want is not to achieve, but DE ..... I would like to see one of these weapons achieving a good performance like late game weapons. Only rivens do not make them comparable.

    Ex: Panthera / Miter / Akvasto / Stug / Wolf Sledge / Javlok / and others
    Yes, this is a personal opinion and yes, I don't give a damn if you only like overpowered weapons. I have tested all weapons, some have even tested them with large modifications (using primed mods and rivens) but I would just like to use the things I like without being overwhelmed by their performance. The game has three hundred weapons, but only about 20-50 (thx Tiltskillet) are usable at high levels and I'm being generous. Decreasing the strength of weapons that are too strong will not increase the efficiency of others.

    Why do you think you only had brahma kuva, catchmoon, nukor and zaws out there? Because the others take 5 times as long to do the same thing.

    There must be a rewarding side to the way weapons are played. Weapons like Brahma should kill everything in one shot, but you don't have a lot of ammo to make constantly. Classic repeating rifles should kill your enemies much faster, but spend more ammo and require aiming from target to target.
    This reward scale does not exist for most weapons. The question is not about changing the style of play, but expanding the identity of each weapon and making it more usable.

    The kuva lich system is there to bring new gear and fun. Expanding it can give you a good opportunity to reshape forgotten weapons. Nightwave mods are very interesting features that give new mechanics and performance. Map reworks could come with weapon/ warframe reworks as well, insted of adding new things. It is not that difficult and would give a better quality of life for the game.

    So... PLEASE!

     

    Tell me what you think about it  ;v
      And if you like akvasto / javlok / wolf sledge...you are already respectable players.

    • Like 1
  7. Unspoken words are always the hardest to face

    I can summarize the entire post by saying just this:
    - a debate on priorities
    or
    - how games can affect people emotionally

    • Like 5
  8. As a actually seriously Stug player, I'll share my opinions about The Stug. 

    Positive

               - deals a lot of damage ( with mods, arcanes and rivens -->ends the low status, low damage and proj travel speed problems) 

               - has a unique bullet (kind fun to watch grineer/corpus dying with a blob stucked in face)

               - easy to get, hard to master 

    Negative

               - explosion time to weird/slow

               - self damage (why god)

               - extremely bad visual and effects (make a skin for Stug DE pls)

    Bonus: I spend 7 formas, a lot of pl to make this weapon good. Sortie levels, high levels, 1 shoot eidolons... Stug can take that. Worth? Nah

             

  9. This is more of getting things off my chest ... 
    I think the game is far from limits, with very high damage values, individualism 
    (all doing everything on account), enemies climbing without restrictions and 
    warframes getting updates that make them do it all alone . Ember's rework 
    was positive because it put a theme and utility on the character, but that 
    potential is wasted when it compares what it is capable of performing 
    with the unbalanced enemies.
    Revenant, wukong, nezha, Chroma, Volt, Nova, Rubico, Maiming Strike, BloodRush, 
    Condition Overload ... everyone I've pointed out does too many things 
    for what they are proposed. Unless it is the intention of developers 
    to create players who are accustomed to having ultra-powerful warframes and weapons, 
    making it impossible for other ways to play the game "effectively" 
    without falling into metas, then you do not have to change anything. 
    I just think that the warframe's life depends on this change.
    • Like 1
  10. 11 hours ago, Jiminez_Burial said:

    I don't think people dislike the PvP in Warframe because of the poor implementation alone.  Warframe just isn't a PvP game, and PvP is not something that 95% of the playerbase cares about.  IMO pure PvP will NEVER work in Warframe.  The closest we could get would be the old rails mode where it had AI opponents mixed in (similar to Titanfall) and objective progression within the mission.  PvP is one of the things in Warframe where it either needs to revert to a version/area previously in the game, or it needs to die (the other being sharkwing).

    If for you the PVP is not important I understand, but it has already crossed your mind that for other players can be something very important? My suggestion keeps the two modes separate, those who have no interest in PVP just play only in PVE mode. But as I mentioned earlier, players who find PVP mode interesting will play it.

    • Like 1
  11. 30 minutes ago, Jiminez_Burial said:

    I don't think people dislike the PvP in Warframe because of the poor implementation alone.  Warframe just isn't a PvP game, and PvP is not something that 95% of the playerbase cares about.  IMO pure PvP will NEVER work in Warframe.  The closest we could get would be the old rails mode where it had AI opponents mixed in (similar to Titanfall) and objective progression within the mission.  PvP is one of the things in Warframe where it either needs to revert to a version/area previously in the game, or it needs to die (the other being sharkwing).

    Thanks for the comment and opinion, if you have suggestions to increase thank you! 😉

  12. WARNING: LONG POST.
        Throughout the time I played Warframe I accumulated some ideas for the game, so for better understanding I organized them into a single more complete text, the ideas expressed are my opinion, therefore numbers may not be fully balanced after all what is important are the modifications suggestions.

    IMPORTANT: Hi, I'm Brazilian and I would like, if possible to get support in the translation of the post to English, because it has been translated by Google Translate, so there may be several translation errors. Link in comments.

    DbNuKH5098W8MLABjB7b7s7PEArLojZC65Tl5PpZAKtWwuikRMLTbi9Xv8lsynFJP1kgV2b5snobJXJ4zR1MMBXGDZL8jL4U7Af7GHTNQPNInrdNzA-CRM27FgML2jaC8AfL_10i

    Image 1: Warframe cape.

        In the video "That which gives up", one of the titles approached in the series "Conversa Tenno" done by the channel Mozetas, Brazilian producer of content partner of the company Digital Extremes, begins a discussion based on the current situation of the game.I, Seriguela, I participated in the discussion in the comments of the video and I mentioned some aspects that the game never fully explored to provide a more prolonged and inviting play, in this case, on a replay of "Player vs. Player" encompassing the universe of Warframe.Although there is the Conclave, the mode does not satisfy the players and the bad experience obtained provokes a repulsion for contents with that approach. However, this all occurs, because the players have difficulty in imaging how a PVP mode could be executed within Warframe. bad vision, would be to demonstrate how this type of content can enrich the player's experience in a fun way. gameplay and how the "farm" happens in Warframe. In this way, making the progression more dynamic and unpredictable.
        In the discussion discussed in the video series, it became clear that there are delayed mechanics for the novice's progress in discovering the game.

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    Image 2, Foundry.

    CURRENT PROBLEMS:

    Spoiler

     

     - The lock of the times of construction of items, with very long construction times;
     - Market between players not explicit, not mentioned at any time in the tutorial;
     - System of drops of repetitive and frustrating items, like the rewards rotations by time in the missions and opening of relics.
    - Incompatibility between necessary components and the current progression to make diagrams (Warframes / initial weapons that can only be constructed with jupiter and void components, making progression impossible due to lack of items).
     - Unnecessary missions to advance the player's story and progression, without an obvious goal (many of them present at the terminals).

        These are points that not only complicate things but give the impression of the game to be "pay to win" and cause players to give up. The goal that the player has at the beginning of the game is not identified. The reason and "why" of some missions is not explained so that they have foundations, pushing missions and journeys to the player as a lock to the access of future planets. (example: opening of relics, support in invasions, getting a kubrow, finding secret boxes, completing side trips ...)
    The outcome of the learning process, when won by the player within the game is the satisfactory point. Have a stronger weapon or discover new things. This is what the game needs to make clear (and sometimes it succeeds, but at the beginning of the game fails) but without letting the course be too tortuous, time consuming and does not give a sense of time lost at the end of the process.
    This "time-wasting" effect was evident at the latest "Thermal Fractures" event at Orbe Vallis, in which, in addition to being massively, the event became repetitive and ignored for players who have already achieved the rewards after hours of recycled content.
         Following the logic of showing the possibilities of the game to the player, this is where the game could implement the notion of PvP that I so keen to get to the game.

     

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    Image 3, Trade.

     

     

    RECOMMENDED CHANGES:
     

    Spoiler

     

    - Change item diagrams to coherent levels / progress and remove / reduce creation timeout.
    - Add interaction of the creation of items with their respective places, making the experience more progressive (example: Forging a weapon that requires a low level of mastery using components found by the player on the respective planet that is in the progression of the solar system).
    - Explain about the exchange market between players. (explaining what platinum is and what it can be marketed in the market);
    Diagrams of all warframes and parts of warframes sold in the dojo or in the store. Bosses would only drop mods and rare components for the construction of warframes.
    - System of mods and their clearest accesses, as well as the presentation of initial mods to the player;
    - Demonstrate the rewards that can be gained by doing a mission and showing the consequences of your action within the game (example: as you harm the enemy, your negative reputation gets larger and missions would be more difficult in proportion to that reputation)

     

     

     

     

    PVP

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    Image 4, Conclave.

        It would take a creative and technical effort that I'm sure Digital Extremes has, to then add a stronger player interaction in the universe, something that the current "Conclave and duel" system can not deliver with quality, since players who like this modality of play tend to drift towards other games.

    CURRENT PROBLEMS:

    Spoiler

     

    - Unbalance of weapons and warframes, there are glaring differences between damage (example: there are weapons that kill opponents in 2 shots and some in 15 shots).
    - Very frantic gameplay for 2 players to battle effectively.
    - Lack of Incentive for "player vs. player" mode (the idea is that PVP is an alternative to progression)

        Before approaching how the mode would be played it is necessary to balance the PVP gameplay, starting with changes in the movement, damage and system of mods in this mode.

    MOVEMENT
       

        The rapid movement has always been a feature of the Warframe, being frantic and epic, enhancing the space ninja's superiority to enemies. But this fast gameplay makes PVP unfeasible as it is difficult to target the opponent, it is easy to lose it even in small environments and the scenario does not interfere much in gameplay.
    Bringing a new concept of less frenzied gameplay, one of the solutions would be to reduce the speed of acrobatics and movement of the warframes, facilitating a dynamic combat (without more bullet combs discharged into nothingness). A slower movement similar to the operators would be enough. Yet it would be one of the best moves of PVP games, being a tool for strategies and a winning factor in combat.

    An example of a game that made changes to reinvent itself was God of War (2018) that changed the frantic and intuitive combat mechanics from the beginning of the franchise to slower and more tactical battles. Result? It was the game that made the franchise more successful.

     

     

    DAMAGE SYSTEM
     
     

    Spoiler

     

        It is common in the Conclave to have weapons that kill opponents with few shots and some who need multiple shots to have the same result. However, their impact on the game is very large and it discompensates the use of the skills and characteristics of warframes in combat. Reducing the damage they cause to the player (eg, 70% of damage) enables skill to be used, leaves the player with more opportunities for reaction in a match to create combinations of abilities and weapons to take down the opponent.

    Obs: Skills also need a balance in their damage to not unbalance the battle.

    NEW MODS SYSTEM

        After reducing the overall damage in pvp mode a new system of mods would be created, giving the player the possibility to focus on his build in some aspects like resistances, weapon damage, skill damage, etc. Each mod changes the style of play through a set of attributes, impacting more on the gameplay and thus facilitating the balancing. The player can use 4 mods in total.

    Examples:
    Health: + 50 health
    + 2% regeneration of life per second

    Armor: + 30% Armor
    +100 health

    Elemental Defense: + 50% Fire / Cold / Poison Resistance ...
    +100 health

    Skill Strength: +25 damage to abilities
    +100 power
    + 20% duration of skill

    * Warrior Mod: +50 health
    + 40% weapon change speed
    Single passive: After using a skill, the next attack deals +30 melee weapon damage / + 15 for primary and secondary (with recharge time x to re-apply).

    * Penetration: +10 damage to primary weapons
    Passive: Primary weapons ignore 20% of enemy armor.

    * Reduce movement: +10 ice damage for primary weapons
      Passive: Shots reduce target movement by 20%.

    * Freezing attack: +50 life
    Passive: After a skill, your next melee attack will reduce target speed by 40% (with passive reactivation time).

     

     

     

     

    PROGRESSION   

    Spoiler

     

        With a new system created for PVP, with no PVE connections, a new form of progression would exist in Warframe.
    In PVP mode, the player would gain "combat experience" to evolve levels of his warframe, which define the amount of slots available for mods of the same, so in the beginning the player would only have one slot enlarging them by one for every 10 levels, that is, 4 slots at level 30. Before that, the squadrons would be balanced by the levels, but when reaching the limit, this balancing will happen based on the rank or link that will be discussed later.
    In spite of all this, it is necessary to emphasize that the progression of the PVP mode is different from the PVE modes, however, they are equally important, as they open up other possibilities so that players can play and evolve the way they prefer.

    HOSTILE MONSTERS (MOBS)

        In the midst of combat with other players, hostile monsters (mobs) would participate less effectively in comparison to the PVE, delivering attacks with a longer interval. In this way they do not deviate the focus from the game, yet when slaughtered, they provide resources.

    RESOURCES AND REWARDS
        Just like in PVE, components can be found on the map, but the main focus of rewards is to shoot down other players who give experience and also part of the manufacturing components they collected during the game. These rewards are very important to enable progression and also stimulate competition among players, but for this to happen in a healthy way, care must be taken regarding the amount of resources stolen from slaughter, avoiding frustrating and demotivating situations.

    RANKED

         After reaching level 30 with a warframe, the ranked system is released. Winning matches generate honor points to climb between divisions, where the player is ranked according to their performance in PVP modes. It is worth emphasizing that the greater the link, the greater the rewards.

     


    GAME MODES PVP
       

    Spoiler

     

        Currently in PVE mode, we have interception, defense, espionage, etc. missions. The first way to enter the PVP mode would be to make phases available through the solar system in a rotating way, they work similar to the pre-existing missions with the difference that the focus is the interaction between the players. Thus two squads compete in opposing goals within the same match. In this way, despite the objectives already known, this interaction makes everything new and dynamic.
    Examples:
        Desertion / Murder: A team must defend an agent during a course and prevent the opposing team from destroying it. Victory for the squad that reach the goal.

        Interception: Beat the team that first transmits the information while controlling points for longer.

        Mobile Defense / Espionage: A team must defend a terminal against the invaders, preventing the information from being stolen by the opponent. Whoever achieves the goal wins within the set time.

        Annihilation: Beat the team that has the most points at the end of the set time.

        Survival: Two teams face each other, each death reduces life support and at its end, death will be permanent during the mission. Beat the surviving team.

        As previously mentioned, these modes would be rotated by the solar system, where a phase would be selected between one of the modes and remain on a planet for a period of time (example: 8 hours), shortly thereafter a new draw occurs and mode rotates to the next location. Each phase would have a different limit of players for a match, ie 4vs4, 8vs8 and etc., according to the size of the map and goal.

     


    PVP IN THE OPEN WORLD   

    Spoiler

     

        The Plains of Eidolon and Orb Vallis would also have a PVP mode, but with a larger number of players. As usual, because they are huge maps, vehicles are used for better locomotion but this extra speed is not beneficial for PVP, so these maps would have the presence of "battle zones". These are created to set the battlefield between squads as they meet, applying gameplay changes to enable dynamic combat.

    Battle zone: It has a circular format with a diameter of approximately 150 meters, delimiting a space for combat in some mission PVP by the map, if there is no mission in course, an aggressive encounter between squadrons by the map causes the creation of the zone of battle and the beginning of a survival mission, with the difference that the losing team returns to a safe zone at the end of the dispute. The winner in turn remains in place, where the battle zone becomes a buffer zone for a period of time, during which players can collect their spoils and reclaim their life. Within the battle zone some effects are applied, these are:

    - Reduction of movement as quoted in closed maps (making it difficult for opponents to avoid a battle and better location of enemies);
    - Vehicles and consumables can not be used.
    "Squadrons coming out of the" battle zone "will lose their quarrel.

        NOTE: Squadrons not present on active missions and therefore outside battle zones and protection zones are unaffected by the effects of these missions, but also can not participate in the existing battle unless the mission allows (special missions with focus on multi squadrons ).

     

     

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    Example of a "battle zone"
    Image 5, Plains of Eidolon Map

     

     

    COMMENT

         If you got here thank you very much! You're a real ninja!

         This was my first post in the community, if you have grammar and punctuation mistakes I apologize, I tried to organize it and improve it to the maximum ... 😆
         It was very gratifying to write this post because I would like the future of Warframe to continue to grow and the community to become ever larger.

         IMPORTANT: Hi, I'm Brazilian and I would like, if possible to get support in the translation of the post to English, because it has been translated by Google Translate, so there may be several translation errors.

     

        If you liked leave your reaction and / or comment. Many thanks again and ...

        "Cheers and stay tuned!" :cool:

     

    Credits

     

     

     

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