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(PSN)Unstar

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Posts posted by (PSN)Unstar

  1. 21 hours ago, NovaLP said:

    Let me start my point with a list of Warframes that are in desperate need of help.

    Inaros, Loki, Limbo, Caliban, Sevagoth, Valkyr, Nyx, Ember, Oberon, Ash, Hildryn, Ivara, Trinity, Vauban, Chroma

    You have numerous Warframes in this list that are doing absolutely great right now.  I'm not an expert on every single Warframe, but Ash, Hildryn, and Ivara are in great shape.  And the fact that you included them on this list makes me doubt your claims about many of the others.

    I would highly recommend that you get on YouTube and search for build videos showcasing what these frames can do.  You will definitely be surprised.

  2. I would prefer it not.  I think Warframe is at its best with randomly generated maps.  Navigating the twists and turns and obstacles to get from point A to point B in tilesets is so much more engaging than any of the navigating we've done in Open Worlds...because Open World navigation always becomes flying into the air and moving in a direct, uneventful line to your point of interest, with nothing to engage you on the way there.  The world is open and big, and the result is that it feels small and empty.

    I'm sure the experience varies from person to person, but when I'm traveling in the Entrati Labs, I'm constantly aware of the terrain around me, trying to efficiently move towards my goal through each tile with well-timed bullet jumps and slides and glides.  The fundamental movement system — which is my favorite thing about Warframe — shines in this context.  I love it, and Open Worlds unfortunately throw that in the trash.

    Open Worlds do have a handful of strengths, of course.  But if new content is going to be an Open World, then I want it to be because the content DE wanted to make is best suited to an Open World.  If that's not the case, I'll prefer random tiles every time.

    • Like 1
  3. The Railjack needs to be a functional combat space, so giving players the ability to place objects would mean they have the ability to impede visibility, both for themselves and for other players.  Between that and the performance implications, this is something that simply isn't going to happen.

  4. Invulnerability is generally fine when you're not just waiting for invulnerability to turn off.  So if there are adds to kill first, or some interesting mechanic to do to progress the fight, etc.

    Damage attenuation is fine when it doesn't turn the boss into an absolute bullet sponge; when it's just making the boss have a bit more durability so it isn't a near-instant kill, that's fine.

    Neither of these things are innately bad, it's just that we have all experienced fights where they are used poorly.  When used poorly, both damage attenuation and invulnerability result in periods of time when the player is not engaged and just waiting for it to be over, and that's when things go wrong.  Vay Hek, Lech Kril, the initial tuning on Archons, etc.

    • Like 3
  5. On 2024-01-05 at 1:18 PM, Venyxos said:

    DE could have things like flying kick jumping attacks

    This is already in the game, actually.  While you're in the air, press and hold the slide button.  If you connect with an enemy, they will be kicked.  There's even a mod that enhances the damage on this attack:

    GaleKickMod.png

    • Like 1
  6. 5 hours ago, MarinusCat said:

    I'm down to 2 Archons left to kill in the New War. Pretty sure I don't have the patience or finger strength to complete. I don't understand why the DE's lock you into a quest, which locks you from buying more Platinum. Platinum, is what puts food on their tables.  :)

    Yeah, it's an unfortunate choice. :(

    Sounds like you're already in the thick of it though, so I'll give you my spoiler-free recommendation in the hopes that it will alleviate some of the burden: you won't need to stress over the 3rd Archon fight.  So just pick the one that seems the easiest for the 2nd fight.  Personally, I found Amar to be the easiest of all the Archons, so that's who I'd recommend if you haven't already fought him yet.  Nira heals herself which can lead to a lengthy fight if you don't do her mechanics well enough, and Boreal has some weird shield stuff.

    Best of luck, Tenno!

  7. "Prelude of Might", one of the level 4 Evolutions of the Braton Incarnon, does not function during gameplay.  I tested in the Simulacrum on PS5 with my fully-unlocked Braton Prime Incarnon.

    Reproduction steps:

    1. Get rid of any pets or other automated abilities/passives that might impact test results.
    2. Remove every mod from the Braton Incarnon except for Vital Sense (this makes the numbers meaningfully larger when you crit so they're easier to visually pick out).
    3. Pick the Braton's Evolution 4 upgrade Survivor's Edge, which does not adjust crit damage.
    4. Spawn a durable enemy (I used level 160 Steel Path Corrupted Heavy Gunners) and shoot it a few times, taking note of how much damage the critical hits deal.
    5. Change the Braton's Evolution 4 to Prelude of Might.
    6. Shoot the enemy a few times so you can see the damage dealt by its critical hits.

    Expected Result: because your crit chance is below 50%, the crit damage should now be higher with Prelude of Might than it was with Survivor's Edge.

    Actual Result: the crit damage with Prelude of Might is exactly the same as it was with Survivor's Edge.

    Hope this helps, and thanks!

  8. The way damage is calculated in Warframe is incredibly unintuitive!  Rather than bang your head against a wall trying to reverse engineer it, I'd recommend the video I'm linking at the end of this post, which in my opinion explains how all the numbers fit into Warframe's magical equations quite well.

    That said, I can explain what you're seeing in this instance.  In your test, you're using 3 total mods that get sorted into 2 different categories

    • Base Damage mods
    • Elemental damage mods

    In terms of calculating total damage, all mods of a specific type get added up.  So we get the following:

    • BaseDamageModMultiplier = 1 + Hornet Strike + Pistol Amp = 1 + 2.20 + 0.27 = 3.47
    • ElementalDamageModMultiplier = 1 + Primed Heated Charge = 1 + 1.5 = 2.5   (assuming the mod isn't maxed)

    Now we calculate the total damage by multiplying these values against your weapon's base damage:

    • WeaponBaseDamage * BaseDamageModMultiplier * ElementalDamageModMultiplier = TotalDamage
    • So... 325 * 3.47 * 2.5 = TotalDamage = 2819.375

    I hope this helps!

     

    Here's the video, which explains other things I didn't cover here like how Multishot works into the equation:

     

  9. Someone brought up that we can already control a lot of non-Warframe things, but I think it's worth pointing out that the amount of functions these things have and the areas they can operate in is very limited.

    For example, there are only a handful of locations in which we can control a Golden Maw, which has roughly 3 total animations.  Similarly, a Daragyn (the Grineer flying thing) doesn't have much in the way of animations and doesn't function well outside of an open sky.

    But a Warframe needs to be playable everywhere.  It needs to have every parkour maneuver, it needs to be able to use every weapon, every Helminth ability, it needs to be able to use Railjacks and Archwings and K-drives and ride Kaithes.  It needs to be animated to function in every cutscene that involves a Warframe, it needs to be able to carry the (spoiler) in The Second Dream, it needs to hit and be hit by every Kuva Lich finisher, etc.  We are definitely talking about hundreds of animations at the very least.

    With a humanoid Warframe, all of that work is already done and ready to go.  With a non-humanoid Warframe, you have to make all of that again from scratch.  And making that stuff costs time and money, time and money that would otherwise be able to develop other game content.  Broadly speaking, the juice just isn't going to be worth the squeeze.

    • Like 2
  10. 5 minutes ago, (PSN)robotwars7 said:

    Is Kalymos a Vasca breed specifically? I was always under the assumption she was a unique Kavat, most likely altered somehow by Albrecht.

    I feel like I recall seeing that Kalymos was a Vasca, though I cannot recall where I would have seen that.  Maybe a Devstream?  Maybe my imagination?

  11. On 2024-01-03 at 12:19 PM, isbergen said:

    It's not a boss power it's the energy waves and the lasers -- they proc magnetic which strips shield and slows regen. Use Arcane Nullifier.

    At least according to DE, a Magnetic proc does the following:

    Magnetic: New Status Effect entirely: enhanced Damage! First Magnetic Status Effect deals 100% additional Shield damage, subsequent Magnetic Status add +25% for a total of 325% (capped). Enemies under a Magnetic Status Effect cannot regenerate Shields. Magnetic Status Duration is now 6 seconds.

    Based on my reading of that, Magnetic status effects result in more damage being done to shields.  So if the player is hit by a Magnetic proc, that still wouldn't explain how OP is getting one-shot when they have shields, because whatever hit removes the last of their shields should activate their shield gate, nullifying any further damage for the duration of the shield gate.  Unless there's something I'm missing?

    Source:

     

  12. 59 minutes ago, FeRixia said:

    While we all wait for some reversion of the Bramma Zarr etc nerfs

    With respect, I wouldn't recommend waiting for this, because it's unlikely to happen.  The Bramma and Zarr are still great tools, meaning that DE is unlikely to give them any manner of buffs.  If you've got a build that matches up to the content you're engaging with and are thoughtful about your shots, you're generally not going to have any ammo issues.

    For the folks who want explosions without that thoughtfulness and want to be a bit more "wild west" in their approach, the ideas you posted here are indeed among the strategies that can help prop up a strategy like that.

     

     

  13. 14 hours ago, Packetdancer said:

    I have said this many times, in relation to many games.

    Though I do feel like it's something of an oversimplification; for some players, hyper-optimizing how quickly you can get through content is their fun. The issue is often that then other people feel pressured to perform to the same level, and that leads to either friction or people who get bored/can't see the fun in it.

    Oh, to be clear, it's not in any way that optimization is bad!  Rather, as a designer, you just want all of your various sources of fun (among them the potential for optimization) to not be in conflict with each other*. ^^

    *unless the design of the system is to intentionally create conflict for the player, but I'd be really surprised to hear that was the intent in this case

  14. 11 minutes ago, Packetdancer said:

    All joking aside, I have mixed feelings. I like that you can get some variety and depth in the build system by virtue of combining different melee weapons with pseudo-exalted weaponry; it feels like the bones of a good idea there.

    I just think there's maybe not enough meat on those bones to label this implementation as a great one.

    I agree that the bones are there, and DE has shown us the meat in some of their other systems.  There are numerous relationships you can have where equipment in one slot can affect equipment in another.  For example, Primary Dexterity gives a melee combo timer buff to your melee weapon while making your melee kills buff your Primary attack.  I think that's cool!  Similarly, Cascadia Flare makes it so that anything in your loadout — whether it's a companion, your Warframe, or your weapons — can buff your Secondary by generating heat procs.  It's neat!

    I think the meaningful difference between the examples I list above and "the stat stick experience" is that none of the above require trashing part of your loadout to benefit another part; rather, they're all building on each other and simply providing different gameplay-based routes to gain more power.  Because you could simply use Primary Deadhead and focus on headshots to get that damage bonus, but it's an interesting option to be able to generate that same boost by getting melee kills.  Similarly, there are plenty of sources of Heat procs to use for Cascadia Flare that are capitalizing off of something you already want to do (personally, I prefer Verglas); and if you don't want to rely on Heat procs, cool: there plenty of other Arcanes to choose from, each with their own gameplay expectations and benefits!

    Primary Dexterity works great for me because it gets boosted by melee kills, which is something the game already incentivizes and that I like doing.  But in regard to stat sticks, there is no innate benefit to making a bad build for my melee weapon, nor is there any fun gameplay I get to do by having a bad melee weapon.  The design of stat sticks encourages players to limit the fundamental tools they have access to in missions, and that hinders fun, which is bad for players and bad for the game.

    As Pablo regularly reminds me, players will optimize the fun out of a game.  Thus, a good design doesn't reward players for mitigating their own potential for fun.  Melee weapons are in the game for a reason: because melee is fun.  Thus, any design that discourages the use of that feature should be under high scrutiny.  It's certainly a bit rambling, but this collection of words is my scrutiny. ^^

  15. Just had the realization that with the new tome mods, we've got the tools to make a Fastva that can dynamically become a Slova*.  You just need:

    • Mod with Overextended to get -60% Power Strength.
    • The Helminth ability Empower, to have an on-demand +50% Power Strength for your next ability.
    • A tome modded with Vome Invocation, for a 20 second boost of up to +60% Power Strength when your alt fire hits 15 enemies.

    That's enough to go from 40% Power Strength to 150% Power Strength (Molecular Prime's slow cap is at 145%).

    If you wanted your Fastva to push even faster, you could add these to the mix:

    • Power Donation for -30% Power Strength.
    • Zenurik's Hardened Wellspring for on-demand +20% Power Strength.
    • Arcane Power Ramp**, which would make a single cast of Empower give an additional +9% Power Strength.

    That's enough to go from 10% Power Strength to 149% Power Strength.

    Anyway, just thought that was neat and wanted to share the idea and hopefully encourage some buildcraft.  Have a good Wednesday, Tenno!

     

    *There were ways to do similar things in the past, but in my subjective opinion they were too finicky to feel dependable.

    **On Ability Cast: Next Ability cast gains +9% Strength, stacking up to 4x. Resets when the same ability is recast consecutively.

    • Like 7
  16. 1 hour ago, Circle_of_Psi said:

    The Boss can disable certain powers and passives that grant you invulnerable stuff. I won't list everything here it can disable but Shield/HP gate, Iron Skin, Rev's gate power thingy, etc.

    Bypassing Warframe powers is common enough that that seems reasonable, but bypassing the shield gate mechanic that is innate to every Warframe with shields?  To me that feels like it crosses a threshold.  Have DE explicitly stated this is not a bug?  Is there a source?

    • Like 1
  17. 1 hour ago, TeaHands said:

    Step 1. Add Lock and Load Mod to your exilus slot.

    Step 2. Put at least 1 Synth Mod on your companion.

    (Optional) Step 3. Add Atomic Fallout Mod for a bigger magazine/rad damage.

    Step 4. Need to reload? Melee for 1-2 seconds to get ammo back. A lot quicker than manually reloading each shell.

    I would have never realized that using quick-melee counted as "holstered" for ranged weapons.  Thank you for cluing me into this!

    • Like 1
  18. Personally, I'm not a fan of needing a separate weapon to make a frame work.  The Circuit has really shined a light on this problem.

    I also think it's unfortunate that boosting a pseudo-exalted ability generally means giving the corresponding actual weapon a garbage build.

    So because of that, I think it would be far better if pseudo-exalted abilities just got their own ability to be modded like actual Exalted Weapons, and stat sticks become a thing of the past.

    • Like 8
  19. 7 minutes ago, NorthernDarkIceSoul said:

    Console players live in a parallel universe.

    With respect, coming to this conclusion requires ignoring that the first post in this thread implying that these mods were tradable was from a PC player.  Console/PC wars are needless, tired, and built on a foundation of confirmation bias.  Let them die.

    And to be clear, no shade to that player.  Warframe is incredibly complex and inconsistent, and everyone is going to misunderstand or forget some aspect of it at some point.  There's no shame in that; that's just human.

    That being the case, it's laudable when folks in the community take the time and effort to write a kind post that corrects such misconceptions.  That helps build a community that's better informed and better united, which is healthy for the game and healthy for the players.  Hell yeah.

    • Like 1
  20. 12 hours ago, ricuse7 said:

    Why havn't these come back as re-purchasable in Simaris's shop?
    Is there a technical, or logistical, reason I'm not aware of that is preventing this?

    Since the login reward mods are tradeable, it seems fairly safe to assume that the reason you can't buy more of them is so these items keep their status as login rewards.  If you could buy more of them, then you could trade them away to other players, which would bypass the whole login reward thing.

    That said, you do bring up some reasonable points about the downsides to not being able to re-purchase them.  If I were a designer given this problem to tackle, I think a clean solution would be to make all 4 of these mods untradeable (like the default Tennokai mod) and then allow players to re-purchase copies at Simaris.  Thus the login reward system stays intact, and the players who have reached that point can do whatever they want with their personal infinite supply of primed mods.

    Since these mods aren't tradable, my only guess as to why they aren't available at Simaris is to preserve the consequences of trading these mods (for those who did that before the mods were made untradable).  I can see how if players were able to simply repurchase these mods after having made a tidy sum trading them away, that could be seen as unfair for both players involved in the trade.  The player who traded it away gets to keep the (likely high amount of) platinum, while the player who traded for it is simply out that big amount of platinum.  That's fertile ground for some hard feelings and resentment.

    Now, is that more important than letting all the other players have a few copies of the mods at varying levels?  Opinions will vary.

  21. 1 hour ago, Packetdancer said:

    It's like the joke I saw a couple of years back from someone still in the industry for their day job:

    • At the beginning of gamedev: A helicopter is a vehicle, obviously.
    • Late in the project: I mean, when you think about it, a helicopter is just a very specialized type of door, right?!

    This is perfect and it has killed me, thank you for this XD

  22. 2 minutes ago, CephalonCarnage said:
    25 minutes ago, Tiltskillet said:

    Of course that may also be a waste of time if you can't do it politely.  Which seems like could be a bit of a challenge

    Absolutely this. You got a problem with someone, tell them what they are doing wrong. Chances are they didn't even notice until someone gives them a easy heads-up, might have accidentally hit the wrong key and are too engrossed to notice the aura (opr cant; see it with all the particle effects there is nowadays).

    It's amazing what simply talking to people as if they're human beings worthy of respect will do.  The other day I was in a low-level Void Fissure and a Limbo had made a gigantic Cataclysm.  I said something like:

    "If you wouldn't mind, would you be willing to not use Cataclysm?  I don't think the defense target is at risk and it prevents the enemies from coming to us so the mission goes slower."

    I didn't see any reply, but they turned off Cataclysm and didn't use it for the rest of the match.  All because I asked nicely and explained why I thought the change I was asking for would make things better for us.  If you're kind and treat other players like respected equals — instead of treating them like subordinates who should follow your orders — I've found that most of the time they're cool.  A ton of players just don't know what they're doing wrong, and that's something you can permanently change if you take 30 seconds to share your thoughts with them in a compassionate way.

    • Like 2
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