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m0b1us1

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Posts posted by m0b1us1

  1. 13 hours ago, [DE]Momaw said:

    If people want an exhaustive run down of what the problem was, here it is:

    The game internally keeps track of which map nodes you have Completed. This should be obvious to every Tenno, if they think back to the process of filling out Navigation with filled nodes. In order to play Mars, you need to work your way down through Earth, through the Relay, across Venus, through another relay and then there you are.  Leaving a trial of Completed map nodes behind you that connects you back to the start point. There is a difference between playing a node, and Completing it.

    • Bug 1: Playing the Duviri Paradox quest line did not automatically complete the Duviri Experience map node. This means that if you played The Circuit or Lone Experience, they also never got counted as Completed, because they didn't have anything to connect to. You're not allowed to complete map nodes out of order.  It was actually possible to avoid the entire issue by doing The Duviri Experience (normal) first, then the Lone Story and The Circuit (normal), but that's the only way it worked and obviously a lot of people didn't do this.
    • Fix 1: Automatically mark The Duviri Experience node as Completed for anybody that has finished The Duviri Paradox quest line. This creates your bridge-head into the Duviri region and allows The Circuit and Lone Story to be Completed when you play them because now they have map adjacency.

     

    • Bug 2: The Duviri mission select screen was not preventing people from choosing a mission on Steel Path difficulty when they didn't have the underlying node Completed on normal difficulty. So a lot of people were playing on Steel Path Circuit even though the underlying normal Circuit node- or indeed ANY node in Duviri- never got marked as completed. THIS is why it appeared that there was no problems... Except this resulted in people never getting their completion rewards for doing all Steel Path Duviri nodes. You were able to play the nodes, but they weren't Completing because you didn't actually have proper access to them.
    • Fix 2: Change the UI in Duviri mission select to obey the same rules implied everywhere else in the game: You can't play the Steel Path version of a mission if you didn't play the region's Normal difficulty first.

    I hope this explains the course of events to your satisfaction. We aren't trying to hide or mislead the community about anything.  Nor are we taking away progression:  That progression was never registered in the first place and we fixed a bug that made the game simply not care about your lack of true progression (and as a result, blocked you from getting your Steel Path trophies). I understand that people are frustrated by this and we can only apologize.  Game development is already very difficult, development of a live game that evolves without ever shutting down is doubly so.

    To reinforce: As per the patch notes, to solution to regain access to Duviri's Steel Path difficulty after hotfix 33.5.6, is play and complete The Lone Story and do 1 round of The Circuit, on normal difficulty.

    The second bug sounds more believable than the first bug, that is until you take 5 minutes and read some of the responses here. You have multiple players telling you outright that DE's proposed solution DOES NOT WORK. Let me repeat that.

    SOME PLAYERS ARE REPORTING THAT DE'S PROPOSED SOLUTION IS NOT WORKING FOR THEM.

    Your proposed theory for how the second bug is possibly occurring has another major flaw. It assumes that everyone with this bug has not completed the normal mode for at least one of the three, circuit, lone, or the full experience, nodes. However, I at the least know for a fact that I completed each node on normal mode in the first day.

    So no, your explanation is not satisfactory and is easily proven flawed. Plus it does not help DE's case at all if they ignore all the players who are telling them that DE's solution did not work for them. Based on your theory and the input from others testing your proposed fix, I think the real bug occurred when the kullervo event was removed. If I had to put money on it, my guess would be that it is an issue with node completion, but one that is tied to the now done event. Since the kullervo event had both normal and SP versions, I bet that for some reason they were treated as nodes. After the event was done and removed, the game might still be looking for that kullervo node, or it caused the completion status of the normal nodes as not finished. Those other two bugs you proposed might exists, I wouldn't even be surprised if they did to be honest. However those do not explain how your fixes aren't working for some people, and how others like me (who should not have the bug due to already have done all the nodes in normal mode) experienced the bug.

    • Like 7
  2. 1 hour ago, iPathos said:

    And the bug is...?

    All I see here is "wrong bug, no fix bug, go fix bug" without anything actually describing said bug or your perception of what you think it is.

    Be specific or else you do nothing to help players or devs.

    The bug is that there is something that is blocking off SP circuit. As you can read from the other replies here, despite DE claiming "oh its either the circuit, lone, or experience node not being fulfilled after the completion of the quest", that node completion is not the common factor. What is the exact bug in specific detail? No idea, because although I am a decently strong coder in C++, I do not have the necessary access required to fully figure out what exactly is causing this issue. All we know is that the bug is blocking access to SP circuit, despite us having played it for multiple weeks before now, and based on that it's not tied to the quest. More than likely, the issue is probably tied to the kullvero event being removed and in the process of that, it has soft locked some internal condition for SP circuit to be unlocked, hence why redoing the basic nodes sometimes corrects the bug, while other times not. However that is pure speculation.

    I was specific. I specifically stated that based on DE's explanation of what they called "the bug", it obviously isn't. Else we would have seen this error starting from the day duviri was released. That does help because it points out that the real issue does not have anything to do with the quest, so they know to look at other factors. Is that a simple enough of an explanation for you?

    • Like 3
  3. 7 hours ago, [DE]Megan said:

    The Seven Crimes of Kullervo: Hotfix 33.5.6


    Small hotfix to address the following priority issues.

     

    Fixes

    • Fixed being unable to trade Arcanes due to them appearing as Mods in the trading UI. 

    • Fixed The Duviri Experience node not registering as complete after finishing The Duviri Paradox Quest, which was preventing the other Duviri nodes (Circuit and Lone Story) from being marked correctly. This led to the Steel Path not unlocking or completing for most players (since the intended flow of needing the normal nodes completed first was not being fulfilled). 

      • Since the other nodes were not registering as complete due to the above issue, in order to unlock Duviri on The Steel Path now, you may need to replay and complete The Circuit (complete at least one stage) and Lone Story (complete all stages, including defeating the Orowyrm) on their normal difficulty.  A UI pop-up will occur to generally indicate if any of the normal nodes needs to be completed before The Steel Path can be unlocked for Duviri. An additional change that specifies exactly which node will be coming in the next update.

    So basically, you didn't fix the SP circuit bug. Rather DE found a work around and wants the players to do it instead of DE doing their job and fixing the issue.
    How about you fix the bug now instead of waiting until next update? Also, nice of you to lie about the bug. If that indeed was the bug, then we would have seen this problem day 1. We have been playing SP circuit for weeks now, and only now did this bug come up. So no, the bug is not with the Duviri Experience node not being completed after finishing the quest.

    So not only did you not fix the bug, you also lied about what the bug is.

    • Like 2
  4. On 2023-06-28 at 3:22 PM, [DE]Megan said:
    • Fixed extremely high damage numbers caused by the Fortifying Will Decree interacting with Armor buffing abilities (e.g. Rhino’s Iron Skin and Chroma’s Elemental Ward/Vex Armor). 

      • Fortifying Will grants 15% (at max) Ability Strength for every 50 Armor, which was creating an endless feedback loop with Armor buffing abilities and causing extreme numbers to be reached (at times reaching the billions). In order to fix the above and prevent any further issues, Fortifying Will now has a 500% Ability Strength cap. We want players to continue to enjoy the power that Decrees grant without exceeding levels that are game breaking. With the change above, we have also fixed the following issues: 

        • Fixed the aforementioned abilities not working at all after several casts. 

        • Fixed infinite and permanent armor stacking gained from casting Rhino’s Charge back to back with the Ironclad Charge Augment Mod equipped.

     

    So, if DE doesn't want to allow chroma/rhino to have cool interactions, then will you also nerf all the other decrees so that they don't work as well with other frames? There are tons of damage frames that have some crazy synergies. It seems unjust that a decree was added that gave rhino/chroma the ability to scale their tankiness, to the point where they could be an effective EHP tank at high levels, was nerfed, while other frames were allowed to keep their busted decree interactions. Why not just cap damage buffs in the circuit and allow these tank frames to get as tanky as they want? Shield gate frames can and will surpass traditional tanks in terms of longevity, and still have amazing tile clearing power even at high levels.

    If you need to cap it, then cap it, but not at something as small like 500% AS while there are other frames doing crazy things. There are so many busted combos of decrees on a ton of frames, let chroma/rhino have some fun and have their own busted combo. I would just cap the damage buff from vex and roar while in circuit, but other than overflow, there is no reason to stop them from getting super tanky.

    DE should see this as a sign to take a look at tank frames and give them some way to not be completely invalidated by shield gate frames. A mag/mesa/saryn should never be able to last longer than an inaros or chroma in high level content.

    • Like 1
  5. The only way I would ever be excited about the return of the worst event since I have started playing is if the return had so little in common with the original event that the only thing similar was the name.

    SS was, quite literally, 2 mobile defense missions with 1 thing between "defense targets". A stagnant meat wall that provided no resistance of its own, and flying a railjack. This entire event, the only thing new was a new flying sentient and the condrix. That's it. At least the pacifist defect was an entirely new mode altogether that we haven't played thousands of times already.

    • Like 1
  6. Scarlet Spear was 2 different mobile defense missions... if that is what some are considering a raid then warframe is in a far worse state than I thought.

    Trials were raids, everything else since their removal has been a complete joke in terms of difficulty compared to them. Introducing the complete failure that is SS as the replacement for trials would be insulting to players who enjoyed trials and anyone who is looking for an actual challenge in this game.

    • Like 1
  7. Revenant needs... a lot... I think the issue was due to DE deciding to throw in 2 different themes and didn't really think about his abilities or passive.

    His kit as a lot of synergies, but also anti-synergies. His passive of "aoe knockdown when shields are depleted" is meh, but also completely useless because his 2 blocks all damage. His 3 can heal him, but again, if you take no damage, what good is healing? His 1 is really clunky to use, his 2 has a weird wind up time that before shield gating would leave you vulnerable, his 3 has a odd wind up time that makes it feel clunky but not when using your 4, your 4 consumes a huge amount of energy and only lets you move and use 3. Also your 4 deals more damage if you take damage, but rapidly decreases so its extremely situational for you to benefit from that. The hit box of 4 is all sorts of weird, is limiting to use, and does not deal much damage compared to other similar abilities.

    His passive needs to be changed, his 1 needs to be changed, his 2 needs to be changed to better work with his kit, his 3 at the very least needs that weird wind up removed when not using 4, and his 4 needs to be changed. With mesa at the very least you feel in control of your destructive power. Revenant? You sit there and watch him spin around... and watch how lasers sometimes hit, but other times completely miss...

    Though sadly, I think DE is too busy with remaking mobile defense missions then nerfing frames who are good at mobile defense.

    • Like 2
  8. Just use Exodia contagion on your plague zaw. Build for corrosive and max out your damage and crit. Avoid bloodrush unless you are running the mod that gives you innate 30 combo count (2x multiplier) or you are willing to keep up a high combo counter. Stay a decent distance away, do a full double jump, aim glide, and start spamming melee at it. Or just use a charge attack redeemer prime build. Both make short work of all condrix.

    Not all bosses are the same as lephantis or the hemocyte (titania wrecks both due to how those particular bosses work). Not all build should work the same on all bosses. If a frame isn't doing well in this content, try another one. Chroma and rhino both eat up condrix with their damage buffs, but other frames are better for keeping your oplinks alive. Saying "oh other frames with this weapon out damage me, so here an augment idea to not let that happen!" is pretty short sighted reasoning.

    Adapt to the mission, don't try to change the game to adapt to you wanting to out damage people who use better frames to the situation.

    • Like 2
  9. 12 hours ago, Cpl_Facehugger said:

    If you think the game is too easy, perhaps you should refrain from using casual crutches to trivialize the content? Maybe try some non-meta builds?

    Maybe try solo play if other players' cheese is bothersome?

    Because let's be real here, there's only so many ways to cater to masochists and casuals at the same time, and the casuals are a much bigger slice of the player (and payer) base so DE will always cater to them first. Warframe isn't marketed as Dark Souls in Space, it's marketed as a beer and pretzels power fantasy type game, so it mostly attracts people who want that.

    I guess what I'm saying here is that someone who goes out of their way to cheese content doesn't have anyone but himself to blame if the game is too easy, in much the same way someone playing classic doom doesn't have anyone to blame but himself if he turns on iddqd and finds that the enemies aren't challenging enough.

     

    I have beaten every boss solo with all 4 dragon keys equipped on meta and non-meta frames alike. I have even started doing this all over again but limiting myself on mod slots.

    If I have to go to that extreme to find any difficulty, that should tell you something. The difficulty isn't even game play, its figuring out builds to do it. Once I figure out the build, then its not hard, it just takes a while.

    What DE fails to do time and time again is to provide a place that rewards stronger players for their mastery and knowledge of the game. Ever since eidolons came out, every single change has been "new player friendly". The removal of trials was done to push arcanes as a reward onto them to make them more accessible to new players. What are the older players left with for their "difficulty"? Having to put horrid restrictions on themselves just to make something trivial, not as trivial.

    Older players did all the stuff in warframe, developed amazing builds for weapons and frames, ready to take on something difficult, and DE just keeps saying "no, we are going to make even easier content". I don't know if you watch the prime times or devstreams, but even watching them, you can tell that what DE considers as "difficult", is trivial at best to stronger players. Remember how they tried to pass off SO and ESO as the new "end game" after they removed trials? It didn't take all but a week after it was bug fixed before it was considered nothing more than a place to level gear or farm focus. What DE thought of as "end game" was a mere leveling place to us. Let that sink in for a while. 

    • Like 2
  10. It wasn't done for "balance" as DE claimed. They even used the hilarious broken excuse of "they aren't working as intended" yet again for content that is YEARS old. The garbage arcanes are still in fact garbage.

    DE claimed these changes were to not "squeeze grind out of us", yet seeing what SS is, its painfully obvious that was a bold face lie. They could have simply straight buffed garbage arcanes like warmth and ice, and they still would see almost no use compared to the top tiers. A pile of rotting ghoul corpses will still smell far worse than a pile of roses, even after you add a tablespoon of vinegar (nerfs) to roses and a single spritz of Axe (buffs but not actually helpful to the core problem) to the pile of ghoul corpses.

    The one, and only, reason DE shoved these arcane changes through was to increase the grind. It got people like me, who had no reason to do SS or even eidolons to grind for even more. The actual changes? Worthless and doesn't fix the actual issues. The reasons DE gave? Complete and utter lies.

    • Like 5
  11. 16 hours ago, Lucario said:

    I remember this, didn't like it though because for me? The average mission completion time was around 2-3 minutes if it wasn't a defense type mission. Meaning for the majority of the mission it was useless.

    The majority, that is debatable. You could argue the majority of missions themselves and sure. The majority of actual game time? You would be wrong. You spend far less time in missions like capture or exterminate than you do for any endurance mission. So for the majority of time spent, it was far more beneficial. The most time spent in game were on endurance missions, not 2 minute runs of exterminate. Meaning for the majority of actual game play for people who used it, it was far more beneficial than anything else besides stealth on crit from naramon.

    • Like 1
  12. Fun fact, the old zenurik had that before DE decided that operators were a good idea (this was even before we had an actual use for them). Before controlling your operator was a thing, your "focus bar" would slowly build up. Then when you held 5 it would do the old tenno firing a laser. If you had zenurik, after that was done, would would naturally regen energy for the rest of the mission. However once they started focusing heavily on operators, it wasn't long until they got rid of the passive energy regen gave us the "zenurik" bubble.

    • Like 1
  13. According to several warframe partners, DE doesn't even listen to them on the partner feedback discord. From what we have been told recently, there are maybe 4 or 5 partners at most who actually use the warframe partner feedback discord, all the others basically just outright stopped because DE doesn't listen to them. Look at their videos, I haven't seen a positive one from almost any partner in a long long time.

    • Like 7
  14. 1 minute ago, Loza03 said:

    No, something just has to screw up the core design. Which can, in fact, not be hugely powerful. In fact, buffing more than they've nerfed is the reason we're in this S*** situation to begin with.

    DE noticed that invisibility frames were more desirable than everything else because they made running through missions very quickly and easily. So they added more missions where that wasn't possible, implicitly buffing everything else. Eventually, CC became the meta. Instead of nerfing it, they buffed survival and DPS based frames. This led into enemies being hilariously underpowered. This led into DE buffing enemies. This actually made the nuke and CC metas worse because now non-nuke or non-lockdown strategies became less viable because player times to kill on squishy frames were so low - frames that usually possessed that power to begin with. So now DE can't nerf any of them, and we get events like this, where it boils down to shooting a literal brick wall or re-pressing the win button for half an hour.

    No, we are in this situation because of DE deciding to only listen to DE apologists. Arcanes quite literally had no influence. Let me give you a little history of the meta pre and post eidolons.

    When trials were around, the widely accepted best frames were the likes of vauban, nova, loki, rhino, trinity, and even nyx. All these frames had great levels of utility. They were considered the best because at the time, the end game was trials. Trials did not reward you for kills, they rewarded you for completing the mission. So naturally you pick the best frames that give you a stronger chance of doing just that. So it was literally better to CC the enemies and use utility to win.

    Then eidolons came out and trials were killed. The meta at that point rapidly shifted to DPS, and only DPS. With the removal of trials, the introduction of eidolons,and DE pushing stuff like ESO as "end game", the only "meta" was "how quick can you kill stuff". So DPS frames soared as the top frames, and as weapons power creeped, high survival frames that could use them consistently became meta. Overall, the meta shifted to what it is today only because DE decided that the only thing worth rewarding is how fast you kill stuff. After all, why CC when you can just kill and get done faster?

    You know what arcanes were doing during all of this? The very same thing they had always been doing. If you want to blame this meta on anything, the only people responsible is DE for only pushing content that only focus on kills. Changing arcanes was purely meant to increase the grind.

    • Like 2
  15. "We don't want to increase the grind"

    If DE honestly wanted that, they would have just flat out buffed the garbage arcanes. Rank 3 arcane ice? 100% fire resist! No need for more grind! Rank 3 nullifier now gives 100%? No need for more grind!

    Then scarlet spear came out... which is a horrid grind and completely devalues the time players who had max rank arcanes put into the game. The only reason DE did these arcane changes was to try to get players who already have the arcanes they want to play. This was absolutely done to increase the grind. I said it before when DE first talked about this, and now it's showing. Undo the nerfs, undo the horrid 21 arcanes for a rank 5 and go back to rank 3, make the never used arcanes better, and don't try to act like increasing the grind wasn't the goal here.

    It also doesn't help that DE used that broken excuse of "its not working as intended" after arcanes being in the game, unchanged, for YEARS. Basically, this...

    "The goal here is not at all to increase the arcane grind, we wanna correct mistakes in the meta, not squeeze you for the grind, you don't have to go back to Eidolons, you'll have Scarlet Spear". - Steve Sinclair

    is the complete opposite of the truth. From my standpoint, this was done purely to squeeze us for more grind. More accurately, squeeze us to play scarlet spear. The best thing DE could do is to undo most of the arcane changes. Keep the no stacking, make status resist arcanes 100% at rank 3, but most importantly, give a reason to use other arcanes. Pouring vinegar over roses to try to make it not smell so much better than a pile of rotting ghoul corpses is one of the most foolish and illogical things that one could do.

    • Like 6
  16. 5 minutes ago, Loza03 said:

    "unless the arcane as a whole was rebalanced"

    Translation: That was getting nerfed either way. Rest of them stayed as they were and got more stuff.

    The 'buff everything' approach is a deeply flawed approach to 'balancing' that's only really suggested by people who don't realise the ramifications.

    Just buffing everything until it's balanced simply results  in an overly bloated system at best.

    Under the DE patented excuse of "this isn't working how it was supposed to" after YEARS of being in the game. The reasoning they gave for nerfing them was not for "balance", it was to make the less used arcanes more used.

    Name every single mode where resisting a cold proc can be of significant value with a common occurrence. Yep, none. Name every single mode where healing can be of significant value. Just about everywhere unless you are outright avoiding damage with stealth or something like iron skin. Name a mode where arcane nullifier is widely used. Eidolons. So we buff that to 100%, and frees up a slot. Does it help anywhere outside of eidolons? No not really.

    This isn't a PvP game, this is WARFRAME. Something has to get absurdly powerful to actually warrant a nerf, like saryn being able to clean ESO by pressing 1 and then hiding because spores would self spread.

    Let me put it to you like this when it comes to buffing the garbage arcanes. Buffing arcane ice and arcane fire will do NOTHING to how often they are used. That is because there is no need for them. Arcane nullifier went from being just like all the other garbage, far too niche, arcanes, to being one of the most widely used because the introduction of eidolons produced a need for it. Basically, it is laughable to even suggest DE cared about balance with these arcane changes. They did it purely to increase the grind and the only people who don't realize that now are those in denial.

    • Like 2
  17. Just now, DonIMdon said:

    Its like both of them actually lol with slight differences. The core is put a thing in a thing and defend it though. I mostly run with randoms in everything so its ok some times but i dont know the rewards are kinda meh except for maybe 2 arcanes and wisp. And i guess you can speed it up depending on the spawns but it still feels like it takes forever to me. Especially in sorties when you have to do 8 its like ugh. Ya i could get a good team together but it just feels like im putting in more effort for less stuff. Im not saying its a bad game mode, its ok. And its no where as bad as defection thats for sure.

    If you mean "pick up A and put into B" then sure I will give you that. By that measure then certain sabotage missions are just like it to! Pick up this and put it into this console and go break these cores.

    The rewards are the best respectively for endurance runs with maybe an exception to endo vs arbitrations. Assuming a full set of rotations, they are far faster than any other endurance run, reward you for doing well (if you protect all 4 a number of times in a row, you get an improved rotation. Normally it would be AABCA, but in disruption it could be AABCC), and are not gated by time for a rotation unlike every other endurance run.

    It's a sortie... endurance runs are longer on sorties. It has been like that for quite a long time. If you are a decent player it rewards you for how well you play, you play fast and efficient, you get a ton more rewards and far more often than if you just did something like a survival. So the only gate between you and your reward is how fast you can complete the rotation.

  18. 14 minutes ago, Loza03 said:

    Again, unless the arcane as a whole was rebalanced, the game didn't weaken you and force you to grind to return to that power level, it kept your power level and gave you more power to get to.

    With the better arcanes, nope they pretty much did exactly nerf them and force you to grind to get that old level of power. Or are you saying that having forced CD's and the inability to refresh itself while active or lowering the proc chance somehow not a nerf? DE themselves even said they were nerfing certain arcanes. So no idea where you got this misconception from.

    If DE was so concerned about balance, they could have easily just buffed the trash arcanes. Status resist arcanes? Instead of a max 80% making it so that to resist a single status 100% of the time take a rank 1 and rank 2 arcane, just make a rank 3 arcane give 100%. Boom. Now all status resist arcanes actually have been flat buffed, but also don't need you to grind even more if you don't have them! Oh wait, what about all the other trash arcanes that would still never be used, and still will NEVER be used? Oh we are just going to forget about them because DE said they were "buffing" them. All the ones that got "buffed" now take more than twice as many to get to these stronger levels, and the good arcanes got buffed in stats, but nerfed in many other ways that make them much weaker.

    Basically calling this a "rebalance" is like pouring some vinegar over a pile of roses, then taking a pile of rotting ghoul corpses and giving a spritz of air freshener and saying that now more people will pick the pile of ghoul corpses as their favorite smell. To be fair though, its actually even worse than that because to get the better smelling ghoul corpses you need to get twice as many bags to hold them in for you to get that one spritz of air freshener.

    • Like 2
  19. 2 hours ago, DonIMdon said:

    If you like a slower mobile defense with some modifiers that dont make much difference then ya i guess its fun but i would never farm kuva there.

    Hmm... comparing a non-endurance mode to an endurance mode... If anything its like excavation, but there is only 1 enemy you actually need to worry about when you activate it.

    Slower.... yeah maybe if you run with a team of complete new players who don't know how it works. If you are half-geared out, its the fastest because the rounds end as fast as you can kill the carriers... Mobile defense? Oh too bad, you got to sit there and wait and there is nothing you can do to speed it up.

    Get a good team that actually knows the mode, and they will be doing sub 3 minute rotations no problem. Hek even I solo can get some crazy fast runs depending on the spawns. If you know what you are doing, its by far the fastest endurance mode out there. It has 2 steps, none of them require waiting. First, get key and throw it in. Second, kill carrier.

  20. 2 hours ago, (PS4)Spider_Enigma said:

    u dont have to stay, that's misinformation, they addressed it in a patch and gave eveyrone that had left a relay erly the creds they were meant to get 

    No, they simply gave everyone double the credits they had already gotten.

    • Like 2
  21. They might not be fully AFK-ing. The way it works, once you get a 5k score in either mission, you can't gain any more bonus. The mission types provide extremely little credits, so once you hit your 5k points, why even bother?

    Also, an AFK timer would be a horrid idea in the current state. If you leave the relay before the 3 hours ends, you lose all bonus credits. So if you start it at the very beginning, your suggestion would mean players would have to play for a continuous 3 hours. Forcing players to do that is beyond unacceptable.

    • Like 1
  22. Basically, ever since eidolons, DE has been listening to the community less and less. It came up to a boiling point with liches and railjack, then they randomly decided to change arcanes for no apparent reason but tried to claim they were NOT trying to "increase the grind". A lot of players, including myself, saw that they absolutely meant to increase the grind with the changes and then once Scarlet Spear dropped, it was proven to be a horridly slow grind fest.

    So Scarlet Spear was the boiling over point, though sanctuary onslaught was a small flare up as well, but the trend of DE only listening to DE apologists started a long time ago. People are finally starting to come around and see that there is a horribly clear and obvious disconnect between DE and the players.

    • Like 4
  23. 3 hours ago, (XB1)ECCHO SIERRA said:

    They could have just said "okay. Arcane guardian is gonna be 900 armor now. And it cant refresh and has lower proc chance. And you cant double stack". There was no reason for them to add an extra 2 ranks. Period. The only motive is adding more grind for people who already had it. 

     

    My rank 3 guardian went from 20% chance to proc 600 armor and being refreshable to 10% chance to proc and not being refreshable. A significant nerf that I can "sorta undo if I either grind my nuts off or whip out my credit card.

    EXACTLY! They could even have easily buffed garbage arcanes like arcane ice and arcane fire to be 100% at rank 3, and even then they would see absolutely no change in how often people use them because there is no need for them at this current time. Can you imagine if they buffed nullifier to be at 100% at rank 3? That would be one of the best changes in the game! DE would get praised by anyone who actually still does or even "enjoys" doing them as now they don't have to sacrifice 2 mod slots for 100% magnetic resist.

    • Like 2
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