Jump to content

forseeker

PC Member
  • Posts

    22
  • Joined

  • Last visited

Posts posted by forseeker

  1. (EDIT: Forgot to change the title. Oh well.) 

     

    While there have been ongoing complaints about the game being too easy for players who have even half decent mods on their equipment (and half decent equipment choices some might say, but I'm not going to touch that can of worms), some of my clanmates recently pointed out that the difficulty of the starting missions has increased to a point where the newbie loadout has trouble coping up to a certain point - specifically the point where there are decent mods available and the mod energy to use them. 

     

    At first I thought they were mistaken because I usually start each new Warframe on Mercury anyway but just to confirm things I took my unmodded IAHgames Braton (not a Mk-1) into M Prime and resolved to try and finish the mission with less than 50 shield and health  damage.

     

    I failed about 3 tiles in. 

     

    I'm not the best of players but I'm sure that anyone who has only one mission unlocked would be frustrated by dying repeatedly in it. Naturally going in with a full squad would make things much easier even if they were all fresh but players coming in from other online games may not want to join a random group straight away due to their experiences with bad communities or their preconceptions thereof.

     

    TL;DR: All players fresh out of the Tutorial should be able to complete the very first mission solo in a reasonable amount of time.

     

                                                                                                                                       

     

    With this in mind, I would like to propose the following:

     

    The Terminus Benchmark (aka "How frustrating is this planned balance change for a new player?")

     

    Simply put, any change which would have an overarching effect on the entire game's difficulty should still allow a player with any of the starting frames and all equipment at rank 0 to complete Terminus solo in 10 minutes or less with no deaths.

     

    The purpose of these rules would be to allow even the worst of new players to grind up for competitive gear and get used to 'real' map layouts and enemy behaviors without being forced to join a random squad or a clan. It's fine if the difficulty ramps up insanely in even the second mission because the player would feel enabled to prepare for that challenge after initial success.

     

    Granted, Armor 2.0 may or may not fix the starting difficulty issue but this benchmark would be the perfect way to find out before it goes in. 

  2. Frost is amazing when you get used to staying inside his Snowglobe at all times, especially at higher levels when even Corpus Crewmen can melee your shields right off. Frost's main problem is that as you move up enemy levels, two of his skills become highly situational and one becomes useless.

     

    Unlike Rhino Frost is vulnerable to stunlocking if he doesn't drop his Snowglobe fast enough and he doesn't have any panic button as effective as Charge, Iron Skin or Stomp at stopping incoming damage instantly (well, stopping it for several seconds). Avalanche kind of fits but it doesn't create space for him to do anything else if enemies survive due to the instant recovery.

  3. Question:

     

    Do you take into account the average number of each resource (and credits) in players' stocks and set the costs of buying and manufacturing to a level where they can act as sinks?

     

    I have to deduce that this is the case due to the recent incidences of early overpricing followed by quick cost reductions.

     

    Comment:

     

    The above may seem reasonable to long time players who have been looking for something new to spend, say their 1.5 million credits and 1000 Control Modules on but it is highly discouraging for a new player to see large numbers in the Foundry.

  4. Naw, Rhino is definitely up there with those 'frames in terms of viability, but he is more of a solo mission/boss stomper than a defense guru like them.

     

    I'm saying a bad player like me couldn't survive on anything other than Rhino and couldn't do higher leveled missions to get 'stronger' frames without getting him first.

  5. not sure if it affected the bolt or lazer weapons as i did not test them myself but my clan is reporting that they are also seeing lower dmg then usual hopefully this can be looked at quickly and a dev can give us an answer as to it being a bug or the enemys getting more dmg resist, and yes im aware enemys get tougher as you progress more but even at Xini (thats the level where we started to see this) you should not be doing less then 10 dmg on them at wave 9

     

    Wait. I do believe that some patch notes mentioned that defense mob scaling has been increased, so if you're hopping from one defense to another (say, Io to Xini to Valefor to Varro etc.) you should be doing less damage on average than before on higher waves because enemies are indeed stronger than before on subsequent waves. 

     

    Basically, the enemy stat growth between waves has been increased - quite drastically is my impression. 

     

    You only have a problem if damage on Wave 1 is severely reduced or damage on other mission types also suffers at low enemy levels.

  6. Something seems to be up with the damage of Crush. I was doing some runs on Rhino with a Mag recently and about half the time she could drop crush and one-shot mid-level enemies while I was raising my foot and yet so many people are seeing worse performance. 

  7. Has this problem affected weapons which are said to ignore armor? If bolt weapons, melee charge attacks and other attacks said to be unaffected by armor are doing less damage as well then it's a bug. Otherwise it could simply be that DE has decided to increase the mitigation of normal (Bullet) damage by enemies.

  8. That would make it impossible to stealth run certain missions, which some players enjoy doing. In any case, you're extremely lucky if you've been able to get past a 30-man Grineer spawn with several heavies in a tight corridor without them noticing. 

  9. If it happens in the middle of a mission then it's a bug.

     

    If you're going from one mission to another and losing 90% of your DPS in the switch then you need to change your mod build. Remember that Grineer are armored so put a high Armor Piercing mod on before facing them or use a weapon that isn't affected by enemy armor.

  10. Has anyone else noticed that Stomp seems to be doing two instances of damage to heavy or shielded units? I find that after a shielded unit is in the air from the initial stomp a large portion of its shields has already been removed and then it takes a hit to its HP a second or so later (this after removing the attack skill from my Sentinel and starting the encounter with Stomp). If the skill is doing 800 damage + 30% twice the coding may have to be re-examined as it would then have the best damage of all ubers. 

  11. I have mixed feelings about Overload's animation. For the brief period that he didn't have it I was having a lot of fun strolling through enemies and hitting the 4 key over and over but DE could justifiably call that overpowered so I can't complain too much. 

     

    I didn't really notice the speed nerf on Speed to be honest, not even when I was running normally. When sprinting with the buff I could still catch up with my team from several rooms away. 

     

    Shock is still a bit wonky in terms of targeting but its effects are now spectacular when it does land. Maybe a bit too spectacular. I don't think it scales well but for what it's worth it's a massive improvement.

  12. Rhino's position on any Defense tier list has to take into account the aggro mechanic that his Iron Skin now has. I stand a few steps to the left of the Cryopod and hit 2 and everyone in the room forgets that the icebox even exists.

     

    Then I have to run for my life but that's where the party Ember or Saryn comes in, eh?

  13. it doesn't even make sense to change from the current artifact system to the new one if that is the route they go. Why even bother?

     

    Folding artifacts into the mod system would allow duplicate artifacts to be used to upgrade each other like duplicate mods.

     

    Of course, so many people would then say that artifacts should just be removed from the loot tables after they're first obtained so that players have a higher chance of getting useful stuff...

  14. On the one hand it really puts a damper on how fast the low speed Frames can run through a level. On the other hand I always thought that being able to infinitely combo front flips and slides (and having your stamina never run out) was a bit strange and exploit-like.

  15. That big white box on all Corpus infantry is heavy armor. Saying that a Lex should get the headshot bonus on it is like saying your hand cannon should be able to blow through a Grineer Shield Lancer's hefty metal plate.

     

    Put a Puncture mod on that Lex if you want the full headshot damage.  

     

    As for shooting at feet, well, that's where the weakspots on humanoid Infested are. Near there at any rate.

  16. Iron skin saves cryopods all the way up to Jupiter at least in its current state and it's saved me multiple times in non-Defense missions in Sedna and Eris, moreso than Rhino Charge in fact. It makes Jackal and J3 utter jokes (apart from the former's grenades of death). Almost nothing between Venus and Jupiter can actually break the 800 threshold unless the player is a stationary target and I haven't had it broken on Europa either.

     

    Could it use a buff? Absolutely, but people have to stop saying it dies outside Mercury.

×
×
  • Create New...