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Aevire

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  1. INCARNON STATICOR WHEN. TENET STATICOR WHEN. STATICOR VANDAL WHEN. PRISMA STATICOR WHEN. On a more serious note, Staticor is a really cool weapon and I agree it needs some love. It's a pretty sweet primer, but not great at much else. Kind of reluctant to ask for an incarnon for it in general because most of the incarnon weapons we got are kind of full weapon replacements, and I'd rather not the Staticor be replaced with some other gun. Maybe Tenet Staticor isn't a bit, then.
  2. I think the community in general has rested on its laurels of being "the nice and helpful game community," but any sort of positive community like that only maintains itself with active effort. Calling out behavior like that - which in the elevators case particularly annoys me because it makes the mission longer for everyone, the slower people now have to wait to call the elevator down - starts with you, and me, and OP. I could blame deleting raids for this, because raids were one of the big coop modes, but honestly it's not really that. A lot of it came from the transition from group Eidolons to solo Eidolons. Big agree with you on this one. In general, I'd say a large part of it was that when warframes were less universally good, and generally each member of a squad was needed to be able to do everything, you felt the Trinity blessing you, or the Volt giving you speed, or whatever, and so it mechanically behooved you to help them, as it benefited you. But especially in relic exterminates and captures, and other missions like invasions where it's a pub and people can do the entire thing themself, it's sort of like why it's "rude to suck at Warcraft", where everyone's always stressing about time investment and efficiency and doing everything as quickly as possible. Part of this is that the grind is just so much larger than it used to be, also. I think as community members it behooves us to actively try and promote being chill and normal and kind and helpful in squads, but obviously the people with the most influence in the space tend to be content creators, and not calling anyone out here but they generally don't seem to spend any time advocating for that or reminding people to do that. It's a race to the bottom, I suppose. Not sure what [DE] can really do about it besides maybe adding some more relaxed coop content to the game, like how LoR was a bunch of laid back puzzles. It's up to us.
  3. Yeah also if you equip an unranked mod and then level it, you level the copy of that unranked mod on what you equipped it on and not a different copy, even when that means it asks you to uninstall the mod
  4. Balancing the game itself would require a very large amount of work from [DE] to completely overhaul how we get our damage, how enemies' health and armor and shields scale, basically every system in the game. The larger questions to ask are, "how and when can we justify this work?" and "where would we start?" [DE] doesn't really tend to spend a lot of time revisiting content, in general. We get one update, and then one echoes update, and then except for the rare grind reduction or systems pass, we don't tend to get a lot of iterations on systems that aren't great or aren't perfect. Case in point with Fomorians and Razorbacks - it died too quick, they tried again, it still died too quick, so now it's auto-decayed. Fail once, shame on them, fail twice, guess it can't work. But they do have limited-time events that don't just go away - Ghouls and Thermia. Part of this is because there's no reason to grind them after the first time, so they don't have a ton of investment. The problem with Razorback and Fomorian is that their health decay was just "lose X health per mission completed", so it could literally only handle a certain number of mission completions. If players did too many missions too quick, it'd be over. But that's not a problem with the idea of having a collaborative gigaboss. It's a problem with how that boss's bar worked. If the damage done to Razorback and Fomorian had a cap per hour, or diminishing returns within an hour - so the first completion might do 100 damage, the second 99, the third 98, and so on, either decaying exponentially or eventually doing nothing - would have ensured they survive for at least as long as however [DE] wanted (if it's a hard cap or asymptotic cap, they just multiply that cap by the number of hours they want it to live at minimum). It is hard to be confident in the long term health of any content [DE] makes when they rarely demonstrate that they understand the precise reasons why anything they put in this game didn't pan out how they wanted them to. We know they canned modular Archwings because archwings are either content that sucks or an open world movement tool. But they never addressed the underlying problem they found there. They did not fix Archwing to not suck. They have not integrated it with the rest of the game's systems. We can assume they canned Oplink because Scarlet Spear was not fun. But Scarlet Spear wasn't unfun because it's not fun to link two squads. The Oplink felt bad because the only time the system changed how you played the game was when it prevented you from progressing because the other team was slower than yours, or when you got flak from the other team because you'd prevented them from progressing by being slower than them. There was only negative feedback between the two squads. You did not get any benefit from being linked to the other squad. But Oplink doesn't only work with negative feedback, it works with all feedback. If they wanted, they could have every Murmur and Zariman bounty be oplinked, and then the only time you remember the other squad is there is when they collect a Lohk Surge which also affects you, or collect a medallion which you also receive, or any other positive rewarding feedback that allows the other squad to actively make your life easier. It is a games design problem, one of implementation, not a problem with the system. The point here is that [DE] doesn't really tend to spend a lot of time on the things that didn't pan out well, and so it never fixes those problems with the systems it implemented, it just makes new systems. Given that weapon modding and warframe abilities, survivability and damage, etc., is THE huge system in warframe, it would require a shift in ethos by the team to fix these structural issues that are obviously with the implementation of damage in the game, the implementation of world bosses and server bosses in the game, etc. I still would much prefer failures on that front - change to the existing systems to bring them towards a better game - than the content islands and different games that they've been stapling to Warframe for the past few years - Duviri (not the Circuit, that one's good), Veilbreaker, and now Warframe 1999, even if they are successes, because if they are successes they will be successes that do not translate to the rest of the game. I would like the entire game to be better, and not just for them to finally create a minigame that isn't gruesome.
  5. Posted this somewhere else but I'll put this suggestion by itself here: The reason we need damage to be so high is so we can blend enemies. So much of the farming in the game relies on being able to one tap mobs. That is the meta of the game now and there is not really any going back. BUT they also want to add units (eximi, acolytes, bosses, etc) which have a longer TTK, so that the game isn't just a pure power fantasy and sometimes you have to use skill and brain to survive and kill things etc. So the solution in my mind for this problem is to make it so that non-eximus/acolyte/boss/etc EHP scaling - health shield armor etc - is while not necessarily linear, flat enough that they can significantly nerf players' damage and those enemies are still generally blendable. Then rework our damage. The goal being that DPS vs. survivability vs. utility becomes like a tradeoffs system worth building for instead of us being so powerful they have to artificially cap our capacities to make anything take longer than 10 seconds. If they bring the scaling in all the damage systems down so that you're not increasing damage by 360% and then multishot by 210% and then elemental damage (total damage) by 120%, 165%, 225%, and then crit increasing damage by 3-6x, and then roar or eclipse increasing it by 2x - they can still have progression but more marginal. If they want us to have to put a lot of bullets and effort into bosses, rather than adding artificial gating mechanisms and stopgaps every update, rather than solving the damage problem by spending every year since Eidolons simultaneously buffing our damage with new content and making new 'challenging' content which tries to circumvent our ability to do damage, they need to fix the system that is broken for them in the first place.
  6. Yeah I mean I guess we disagree on methodology - I think that Warframe should fix its systems one by one until none of them are broken/overtuned, but I get how that's a really long term ambition that would take a while to realize. I'd prefer some tweaks to efficiency, nourish, energize, and zenurik to make them better balanced than to just leave that as the meta forever. I think that passive energy regeneration isn't necessary - I'd prefer to see them bring energy orbs up, to encourage active gameplay - and though I'd love to see them bring passive energy regen auras up (maybe to 1/s for dreamer's bond and 2/s for energy siphon, or .8/s and 1.6/s) I don't think they should ever give us innate passive energy regeneration.
  7. It'd probably be too much technical effort to make you able to jump in and out of some of these quests especially like when New War changes the whole starchart. Every time you get to use a warframe you get to choose your loadout, so I don't see the problem CONCEPTUALLY with locking you in. THAT SAID, New War is just super long. It's a slog. You have to finish it before you do anything else with your account, and the things you have to finish are like, Veilbreaker. It's like a two to four hour boomer shooter with mid combat that you have to do before you can progress with the game itself. Obviously it's too late now to change TNW entirely - personally I think it's absurd that the game introduces this faction which took over the whole solar system and then you only fight them in a few bounties and a once a week sortie plus - and would've preferred if it added nodes along the starchart where you could participate in the war, which could then be easily flavored post-TNW as cleaning up stragglers with minimal or no gameplay changes. Allowing you to break up the four hour interactive cutscene with some missions where you could play normal Warframe at your own pace would've been nice and I hope their next cinematic quest works more like that. That said, unless they're going to go back to TNW and do that in a new Echoes update (WHICH I DO THINK THEY COULD AND SHOULD DO!) there isn't a whole lot they can do. It's got too many choices in it to make it wholly unskippable, and the choice at the end is straight up unchangeable. One of the things they could try and do is make it so that you can still access the Void and Zariman and Duviri during TNW, so you can still play SOME of the game to take a break.
  8. I think Blast should be an AoE damaging status that is not a DoT. This makes it very usable - now you can add AoE to the Phenmor or whatever - and makes it very different from Gas, as it doesn't get a better AoE with more stacks, you just do more damage. Maybe don't make the damage number very high, since it's AoE. Even 30-40% damage (as opposed to one slash proc being 35% per half second) would be much better than Blast at current. Cold should increase crit damage per stack, yeah, and then instead of working how it does right now where most bosses in the game are straight up immune to cold status, instead when you inflict a CC immune enemy with cold status it just ignores the slow but still takes more CD. Puncture being a damage vulnerability would be interesting but largely I think IPS are fine. Toxin is fine. It's slash, but it bypasses shields instead of armor. Toxin damage itself also bypasses shields unlike slash where only the status bypasses shields. Great damage type no notes. Electricity is fine, being a better damage status in the absence of shields or armor, so it's the DoT for health bags, and Heat is the DoT that's good against everything but not individually as powerful as Toxin, Electric, or Slash against their targeted weakness. Corrosive is fine. Radiation is fine. Viral is fine. Maybe make the base number on Viral 50% instead of 100% but it's fine otherwise. Magnetic would be interesting if you had a shard for it that let it full strip shields. Gas is a high investment status (it's a combined status that rarely shows up naturally) and I think at low investment it's fine. Just make it so that it stacks higher than 10 - maybe 15 or 20, but with diminishing returns.
  9. Survivability has variable worth at different levels. At high levels everything oneshots you pretty much so DR and ways to ignore damage altogether (shield gating, playing revenant, going invisible, etc) become the only viable ways to stay alive. I would really like to see a very large scale survivability and damage rework that brings enemy damage scaling down to something more reasonable and makes survivability a more involved process. Until then toxin shard healing is pretty bad, yeah. Just use the toxin status damage instead.
  10. I don't think Toxic Lash should be treated like Xata's Whisper/Roar/etc. The issue with the proposed change Nourish is that making it no longer usable alongside Xata's/Roar/Eclipse/Vex Armor/Amp would only be a nerf to Grendel, Xaku, Rhino, Mirage, Chroma, and Octavia. I don't think those warframes need a nerf, at least not nearly as badly as revenant, wukong, khora, and mesa. I would be amenable to this change if it came with an accompanying series of strong buffs to Grendel and Chroma to compensate for the loss in power level. More generally though I just think Nourish and the energy economy in general need a looking through. Arcane Energize and Nourish as ways to just 'solve' the energy economy for basically every Warframe removes one of the pillars of its resource management, and that will remain an unhealthy gameplay pattern even if you do this nerf to those six or seven warframes.
  11. They should add the QoL into Roar's basic functionality and make the augment stronger. In order to compensate for it (because it is really good) they could lower the duration a little bit. It's one of the strongest abilities in the game so this seems like a fair tradeoff.
  12. It's fine to have some features that don't scale with mods. Fire walker is a good ability which offers CC, utility (speed), and damage (fire damage directly, or augment, or using it for heat inherit). I like that it still works very well even with negative strength as there aren't a lot of abilities where that's true.
  13. Making her passive stack with universal vacuum seems the best solution. Failing that, replacing it with a combat relevant passive (maybe something to deal with Magnetic status?) could give her something new to replace what she'd lose.
  14. Would love to see a rework of Frost concurrent with a rework of cold status. As it is right now cold status is completely useless against most of the game. If they make it so that it always gives a crit damage bonus even when it doesn't do the slow and made it work like that on all the bosses it's currently turned off against he would be substantially better, but generally his whole kit just needs a pass. His passive augment should just be added to his passive, or both should be reworked and replaced with something more interesting.
  15. There's the kicker. That is precisely the difference between Revenant and every other defensive frame in the game. Every other frame in the game has some sort of upkeep or rhythm required for their survivability to work. Rhino has to devote his entire build to getting a ton of armor, up to and including helminthing the shields to armor ability, and he has to devote so much of his build to the augments (ironclad charge, armor or even shield mods, iron shrapnel, helminth slot, etc.,) to getting a ton of overguard which is still finite by the way. Nezha or every other frame with a survivability ability which doesn't actually make them ignore damage still has to pay attention - do evasive efforts, keep track of health and shield and halo, etc. Octavia, Ivara, Loki, and Ash remain very vulnerable to AoE such as eximus circles, and in the case of Octavia and Ivara have to actively maintain their cloak or in the case of Ivara restrict their movement in order to stay alive. Loki and Ash's invisibility abilities are also duration-based, requiring constant energy and input upkeep that is substantially more involved than the maintenance and upkeep required for Revenant. Revenant gets to literally just max strength and run whatever other helminth ability he wants. He doesn't have to invest in survivability mods, doesn't have to restrict his movement, only has to recast mesmer shield when it runs out instead of every 12 seconds, and while he's invulnerable he's only really ever got to worry about having his abilities turned off, which incidentally is equally dangerous to all of those other frames. His survivability button is by far the strongest, with the least weaknesses, and has the least upkeep. The problem with his godmode isn't that warframes are functionally immortal with the right setup, it's that his functional immortality is braindead. It's not a fundamentally broken ability that has to be removed from the game - it just needs to be nerfed and brought in line with the RoI that every other functional immortality button has. Strongly agree with both points. Warframe's scaling is just insane. The fact that survivability is largely a binary - either alive or dead - means that danger can't really be a major factor in endgame content like how most other MMOs, even shooters like Destiny, can use that as a resource the player has to keep track of and manage (instead of a game system which you're trying to find the most efficient way to ignore). Similarly, damage scaling by players against enemies is also insane - because you have to be able to basically oneshot everything and scaling is exponential you have to have these absurd damage numbers which also make it so that the difference between a mostly built midgame build and an endgame build is many orders of magnitude apart. It means that only rarely do you ever see a lot of the really cool and interesting choices in 'utility' mods (magazine warp, ammo stock, etc.,) and pretty much only when a situation deletes one of the damage systems from the game (Felarx/Phenmor/Laetum deleting crit, Nightwatch Napalm deleting a bunch of the damage scaling in the game, enemies that are status immune or status capped, damage attenuation). If the health of fodder enemies scaled differently than the health of enemies who [DE] wanted us to have higher TTK - so that we could still blend crowds and Whipclaw our way through Mot without those guns also necessarily one shotting Fragmented One in the absence of the system that makes damage increases largely useless - we could have a greater build diversity while also making boss health pools matter, but that would require massive systems reworks. It's a real shame they keep testing these waters by introducing systems which also delete the reason people play Warframe in the first place (its movement). Duviri and world bosses were both made to make damage a challenge (lol madurai, lol decrees) but Duviri is just Soulframe ported into the game. They keep bundling these sensible and interesting systems changes with the removal of perfectly fine and beloved systems (movement, warframe abilities etc) and then they get huge backlash because they built an entire game in the span of one update and surprise surprise that game is less fun and polished and developed than the game they've been working on for almost 11 years. I think they should do more updates like Lua's Prey or Abyss of Dagath largely centered around improvements to existing systems and see how we respond to that rather than using "we replaced the game you like with Dark Souls with flying horses" to test the waters on changing the normal game. Where are our tileset reworks? The Archon Mods are some of the coolest rewards we've ever seen in the game offering a ton of build diversity and new options for a ton of warframes and they're locked behind a slow shooter with a small level pool and several extremely frustrating levels. If they just spent all the time they spent on these content islands on improvements to the base game then it'd be much easier to imagine and design end game content for the base game.
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