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robertobear

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Everything posted by robertobear

  1. Since these ideas haven't seem to have brought up yet, I'm going to advocate for way more additions to wordwarden. Personally one of my favorite things about Dante was Noctora, and The potiential of Wordwarden for indirectly buffing the potential of Canticles and maybe invocations through Prismatic Gem-style assist hits. I'll put my ideas down in order of how badly I want them added. 1:Allow Wordwarden to scale with Multishot, and preferably Fire rate. From my current testing it seems Wordwardens only ever fire one projectile per hit dealt with the weapon(again, much like Prismatic gem), but I couldn't see a real difference with fire rate. Not only would fixing these increase it's DPS, but also how quickly Noctera builds up alt-fire(which both your own and I believe even ally wordwardens do by the way) 1.5A:I actually kind of like how it currently works, so one way of making it scale is by having them fire an additional shot in burst based on your modded fire rate(with multishot giving additional projectiles in each shot) 1.5B:Alternatively, just rework the wordwarden to simply "target" recently hit enemies for a short duration, and continuously fire for said short duration. it would make it alot more intitutive atleast, plus it would allow more weapon types to use them at full effectiveness. 2:I was really hoping for canticles to work with wordwarden, but they barely do. Currently your own wordwarden only procs canticles if you have the Noctora equipped(I only found this out by switching into it as an enemy was dying, because otherwise you're already tagging them with your main Noctera anyways), and doesn't proc at all from ally wordwardens. 2.5A:remove the requirement for having the grimoire equipped in order to trigger canticles. this would allow other weapons to be used while still reliably triggering canticles 2.5B:Allow ally wordwardens to proc canticles. this would mean you wouldn't have to compete with ally hits nearly as much, and greatly increasing the reliably the canticles in the process. I'm not really expecting both of these choices to be implimented, but i'd very much prefer that to be the case. You could even make a compromise where ally wordwardens only proc Canticles if you have noctora equiped, but your own Wordwarden will alwasy proc canticles regardless. 3:Allow word warden to trigger from hits by Dark Verse, preferably Tragedy, and maybe the paragrims. Personally I want Wordwardens to trigger from all abilities, but I'm sticking to my Prismatic Gem comparison for now. Citrine atleast has Shattered Blast that triggers the gem, but dante doesn't have any of abilities do so. Not only would it make it even easier to proc canticles, but..it just feels kinda weird that it doesn't? Tragedy falls into the same catagory, but I don't mind it as much with that. Adding Paragrims to the list is something i'm not expecting at all to happen(epecially sense it would be a form of passive damage), but I at least want to throw it out there for consideration. 4:Have allied wordwarden grant Invocation buffs to allies when you proc the ones on your own Noctora. This is another thing i'm not actually expecting ot happen, but being the 3rd warframe to grant allies an ability modifer buff, and the 1st to grant a non-strength based ability modifer would be amazing. You could alternatively just make them use alt-fire on their own, but that sounds like way to much work, and they probably wouldn't much enemies with it anyways. If all of these were added, i'd happily see word warden dropped all the way back down to 0.3x damage modifer if not even lower;epecially when the fire rate and multishot fix alone would massively boost it's DPS. These were the types of interactions I was hoping for when seeing noctera and wordwarden, and i'm still hoping to see them in the future.
  2. I'd...Unironically be for this. Solo play, and even to some degree invite and friends only has much more breathing room in modifying the game. I'd still prefer that specifically public play alwasy caps enemies out, but considering most public matchmaking caps out pretty quickly anyways I probably wouldn't tell the difference. The only real nitpick i'd have to make is that players would have make a distinction what "sub difficulty" of SP(or star chart. like this for star chart too) they're playing, but honestly that's just more tribalism stuff anyways.
  3. Personally the only difference I see is that eximi are generally more threatening then standard enemies, and they're immune to CC. If the intention is that eximi are suppose to be relatively rare "mini-bosses", then I feel like they've failed on both ends. Few eximi types meaningfully change how I play the game on an individual basis, and even the few that do are from a variant of "prioritize annoying enemy", and "avoid deadly yet mostly simplistic to dodge AOE", and even then that sounds like a large amount of non-eximi heavy units(most notably the Nullifier). ..It doesn't though. People who like the current amount of eximi, but play solo have no option to play with the new eximi count.(unless we get more game modes where eximus strongholds were the norm) "just build around it" is an argument that applies to survivability, and not just resource generation. If the intention is to make solo easier because it doesn't have the synergy co-op does, then the reduction of general spawn rate still apples. There are other forms of gameplay that scale better or worse based on enemy count, and generally the only downside is resource gain. I'm assuming we both agree inconsistency is bad. We also agree that DE is more likely to remove said inconsistencies then add additional exceptions. This doesn't really lean for or against any point mentioned here. This is why I dislike focusing on "The likelyhood of a specific change happening" aspect of things. At the end of the day, we're all a bunch of ants arguing to the greater colony on what should be done next, and praying that the monarchs actually listens to at least a few the points made if our collective voices are loud enough. I genuinely enjoying debating specific aspects of an argument(to put emphasis on it, including this one. I'm not against you on any personal level), and I don't even mind talking about the the likelyhood of DE actually implementing it to an extent, but reducing things down to "DE won't change things because they don't listen to us" doesn't meaningfully add to the conversation. Can we please stop insulting each other and gatekeeping who can argue about a point? It's not alwasy a case of "game too hard, I want easier", Sometimes players want use more niche and/or weaker items, or even just generally don't want the stress of a high-difficulty area; and that's honestly fine. I also don't like that there's no consistent middle ground between star chart(brainlessly easy with a decent kit) and steel path. (painfully difficult without end-game kits). That being said, I don't think nerfing steel path is the solution to that.(Also, the whole "hang with the cool kits" bit doesn't even make sense when this topic is exclusive to solo play)
  4. I was thinking about responding about this point, and the fact you mentioned it further encouraged me to do so. Why not just revert the general spawn rate to that of star chart instead of specifically eximi? It would allow more builds in solo play due to the generally reduced threats and easier non-AOE clears, and the only cost would be the overall reduction of resources.(which as you said, could be offset by the usage of more resource generation anyways). This change feels rather arbitrary, or at the very least a band-aid to a much greater issue(as mentioned before). Personally I hate the overall reduced spawn rate in star chart as well, but it's for similarly selfish reasoning that's been mentioned already.(at least I can accept the reasoning that star chart is generally made for low level players. most people actively doing steel path have the resources to build for it) Which kind of brings me to my point. I don't think CC should such an essential form of survivability for warframes in the first place. It has a similar problem with immunity mechanics in that makes gameplay particularly flat. this is especially the case for one button hard CC frames like ones you mention.(honestly I kind of hate hard CC in general with how easy it is to have functionally infinite energy, but the concept of resource creep is it's own subject). Saying this as a person who enjoys more generalist frames(including hydroid, which still leans heavily into the CC frame aspect instead), the difference between 10 normal enemies and 1 eximi, and 10 CC'd enemies and one eximi is huge, and that still applies when scaled up. Hydroid can generally health tank eximi thanks to his high armor potiential with Plunder.(until scaling of endless missions apply at least). If a frame can't survive eximi because they rely on CC too much, that sounds more like the frame has a generally outdated kit then CC being too weak.(insert tangent about "it's not that CC is weak, it's that damage is too strong" here). Ironically old warframes slowly getting reworks to be relevant to the current meta seems more likely then either solution mentioned, considering it's already happening to a degree.(for the record I'd also prefer a rework of how CC and CC immunity works overall)
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