Jump to content

(PSN)Unstar

PSN Member
  • Posts

    3,381
  • Joined

  • Last visited

Everything posted by (PSN)Unstar

  1. Collect the Codex fragments and listen to the stories within, and you'll probably have a better understanding of that picture and why it's not what you're hoping for.
  2. Did they remove the option to trade just Mother Tokens for Grandmother tokens? I remember back in the day they would have 1 or 2 of these trades available on most days, but recently whenever I check the trades I don't see any.
  3. I like the plot. It's interesting and does a nice job of creating both the story and the sci-fi world it takes place in. Arguably the plot could be made less intentionally opaque during quests and cutscenes, but the writing that's in places like the codex is fantastic.
  4. DE always makes events so that players with small/solo clans aren't at a disadvantage. I've got a solo clan and the event is super chill. Sounds like you accidentally made the mistake of increasing the size of your clan, which is a bummer. Once you downgrade it, future events will be a piece of cake for you!
  5. I'd hazard we can all agree that Steel Path has become something different than it was initially planned to be; the instant that primary and secondary arcanes were added to the Steel Path, doing the Steel Path became a normal part of power progression. I think the only disagreement will be whether that's bad or not. Personally, I think the way things are now is actually pretty great for everyone. The game is balanced so that high-end builds are still overkill on Steel Path, and that means that there are so many builds that are insane levels of overkill for Normal Path. That means that players who are looking for less difficulty or a more chill time can get it from Normal Path, while those who want something closer to a challenge can get it in the Steel Path. If the reward increase was preposterous in the Steel Path, I could see that being a problem. But at around double the efficacy, I think that's perfectly fine. Most players will still be doing Normal Path, because they're casual and that suits them. It's also worth highlighting that (with the potential exception of limited-time events like Gargoyle's Cry) farm rates are probably not super important to the bulk of the player base. The forums skew hardcore, so it's normal for us to do things like math(!!!) to try to min-max our inputs and our outputs. But a lot of people — even some of us on the forums! — are less focused on min-maxing every grind and are more focused on whatever makes us have a good time while playing. Because Warframe is a leisure activity. Min-maxing to certain degrees turns what should be fun into work, and that's a line a lot of players have no intention of crossing. Anyway, in summary, I think things are in a good state right now, one that leaves things in a positive state for most players.
  6. There seem to be only 2 fundamental requirements to succeed in the Netracell missions: Be able to kill enemies when they're in the red circle. Don't die. There are no time limits, no objectives to protect, nothing that really puts any additional squeeze on player bandwidth. Any frame can technically do those, though some will have an easier time with that than others. Then there are the Keyglyph effects: Sanguine — Every time you take damage, you also suffer Bleed Status Framecurse — Activating an Ability inflicts 50 damage upon you. Knifestep — Lose 2 Health when moving. Jumping pauses the effect. Exhaustion — Lose 2 Energy per second for each enemy within 10 meters of you. Vanquisher — Extra Eximus units have been summoned to the battle. Vampyri — Lose Health every second. Killing enemies restores Health. Conductive — High-current electricity targets the bearer every few seconds. Voidburst — Slain enemies explode with Void energy. It's a roll of the dice on whether any of these impact your setup. But skimming these, I'm guessing an easy solo setup would be Octavia. Her hands-off approach to being invisible while just letting everything die combined with an Operator arcane that can heal her will likely result in a pretty smooth ride. But that's just one possibility. So many frames, so many builds, all of which might be more suitable to your needs. Good luck!
  7. I was recently thinking of the Heart of Deimos quest: the heart is attacked and nearly fails, which results in your Warframe being weakened and you eventually controlling a Necramech. Loid: "Tenno? Still functional? Listen carefully. Getting back to the surface is not going to be easy. I don't know how to break this to you, but your Warframe... it's barely functional. You're going to have to stay low and out of sight. I know a shortcut, but you've got to do the rest." Father: "Alright, with the Void closing up, you're going to be too weak to help in that frame." Father: "Alright. Not ideal, but I've cross-routed your Warframe impulse stream directly to Snake. Now she'll feel heavy but you'll get used to it. Head outside and we'll run a field test before your descent." And the part of this that puzzles me a bit is why the Tenno's ability to use a Warframe suffers but they are still perfectly able to use a Necramech. I'm not sure if there's anything that explains this, so I've been poking around. I found the following statement in a codex fragment: Warframes are unique from Dax and other Infantry, deploying dangerous and esoteric Void energy, and equipped with often mundane physical weapons. This is from the early days of Warframe, and I can't tell whether this is meant to suggest that Warframes themselves manifest their powers using Void energy, or simply that Void energy is part of how Warframes function because (despite being unrevealed at the time) each Tenno uses Void energy to transference with their Warframe. I can kind of see this being read either way. The thing that feels particularly odd to me is that in The Sacrifice when Ballas is explaining what Warframes are, he doesn't mention anything about the Void being a part of them or what they do; he only mentions that the Helminth Strain transformed them. If the Void was involved, it seems like an odd detail to leave out, especially when this explanation isn't only an in-universe explanation, but also serves as a meta explanation of Warframes to the real-world player. All of that being the case, I can think of 3 possible explanations: Warframes themselves require the Void to do everything: move, use powers, maybe even breathe. Warframes require the Void to use their powers, but not other stuff (though this doesn't explain this event in Heart of Deimos...). Transference requires the Void, and a weaker transference stream isn't enough to control a Warframe well for some reason, but it is enough to control a Necramech. Is there any solid information in the game that helps explain this, or narrows things down a bit? Preferably with quotes and sources so they can be verified! Thanks, Tenno!
  8. Its not intuitive to transmit game details that way. When the talking points of NPCs through this type of transmission are irrelevant to a mission it doesn't make sense to have people all of the sudden monitor that element for gameplay details like this. With respect, there's no way to suggest that NPC transmissions during missions are irrelevant without either misremembering or lying. They always talk you through what you need to do to complete the mission. And that's how I learned to play these new games modes: by entering the mission blind, and then listening to what the NPC's had to say, the same way I've learned every single game mode that's been added in previous updates. It already does this. Eyedroppers are highlighted on the minimap until they can no longer be used, and when you have an eyedropper you will get objective icons at available eyes.
  9. Modding: First off and most importantly, some of your modding choices suggest to me that you may not know the intricacies of how to meaningfully increase your weapon damage by using a mix of different damage mods. So for that, I highly recommend you take 10 minutes to get (re?)introduced to these concepts; they make a world of difference! Meta: At present, Warframe in no way requires any meta, because we have such an excess of power that it's unnecessary. So there are plenty of options to use. That said, the less meta your choices are, the more you may have to delve into the nitty-gritty of things like enemy elemental weaknesses and stuff like that. So if you're just getting back into the game, it's not a bad idea to try to go a bit more meta at first just because it's easier and smoother that way. Then when you're feeling more accustomed to things, that's when I'd recommend branching out more and doing whatever you want. In that vein, the weapons you're using have mostly fallen out of favor. Ignis used to be a powerhouse but I feel like it struggles to get timely kills nowadays. And Paracesis is neat against Sentients, but overall Heavy Blades have become one of the weaker weapon types. And in addition, it's worth mentioning that some of the Murmur enemies have giant health pools and no armor. Which is a really cool disruption of the meta, since the meta tends to focus on ways to bypass armor. So Corrosive, Slash procs, etc, aren't nearly as effective on this kind of enemy, which is a fun way to mix things up and encourage players to try new things. So in that way, be aware that some of what you're experiencing isn't even necessarily a lack of power from being gone so long, as much as it is a new kind of enemy defense that most players are needing to adjust to. What I'd recommend: Others are doing a great job of recommending weapons, so I'm going to go into a different direction and recommend a Sentinel that will just kill everything for you: Good luck, Tenno! And welcome back!
  10. If you want this, you could just commission it from someone who makes custom clothing, like folks who make cosplay gear. Given the prices I've seen for most official game apparel of this nature, odds are a commission would actually be cheaper on your wallet.
  11. Blast Radius mods only work on weapons that already have an AoE (area of effect) that makes a spherical explosion/burst at their point of impact. So when equipped with a Blast Radius mod, weapons like the Kuva Bramma, the Tonkor, and the Sonicor get larger explosions. If a weapon doesn't have a listed Range stat — which means that the range is 0 — it doesn't have an AoE and you won't get any effect out of it; this is because multiplying a range of 0 by any multiplier results in 0. Blast radius mods only work on AoE explosions, so no, it won't affect the length of beams. And it in no way affects the falloff of weapons without AoE explosions. In regards to damage Falloff for weapons that do have AoE explosions, Blast Radius mods have a benefit, though they don't actually change the Falloff. But because Falloff is a percentage of the entire explosion radius, making the explosion larger increases the damage dealt at certain distances. To illustrate this with an over-simplified example, if you have a 2 meter explosion with 100% Falloff, that means at the center it deals full damage and at the very edge of the explosion it deals 0 damage. Now add a mod that doubles the blast radius so you have a 4 meter radius. With a 2 meter radius an enemy 1 meter away from the center would have taken 50% damage, but with a 4 meter radius an enemy 1 meter away from the center takes 75% damage. So while the Falloff value hasn't changed, there's a synergy there. It depends on what you mean. If by secondary effect you mean that there a weapon does damage when it connects with an enemy and then also does an explosion, and both of these are listed in the weapon stats, then yes, it will affect that. For more information, check out these wiki pages: https://warframe.fandom.com/wiki/Fulmination https://warframe.fandom.com/wiki/Firestorm
  12. I'll admit, I don't relate to your perspective OP. This update was like opening a massive Christmas present, and inside there's a bunch of new enemy action figures, a new hero action figure, a vast new tileset with lots of details to explore, and a whole slew of new accessories to give my hero figures new powers and combos. There's so much new stuff here to play with! If you're already bored of all that after 3 days, my best guess is that you don't want to play Warframe. And that's valid! There's no innate reason why anyone should want to play Warframe. Some folks (like me) will enjoy what it has to offer, and some folks won't. And even folks like me will get burned out sometimes and need breaks of varying length. It sounds like you don't want to play the game that Warframe currently is, so I'd recommend listening to that voice and not playing it. To do otherwise is trying to fill a star-shaped hole in your heart with a square peg. And you deserve better. So I encourage you to go out and try other games. There are so many games, and undoubtedly there are some out there that you'll really like. So take the risk, put in the effort, and try to find them! If you don't, if you choose to instead play a game that you don't enjoy, things won't get better, and you'll only have yourself to blame. And again, you deserve better, so don't let that happen! Go out there and find what brings you joy.
  13. I've tried Tennokai on both Bo Prime Incarnon (a sub-par weapon) and Innodem (a top tier weapon) and from I've seen Tennokai makes them both output more damage, and in my subjective opinion it makes playing with them more fun. Notably, I'm using the Tennokai mod that increases Tennokai procs by 50%, which makes the system much more comfy for me. I don't think Tennokai is mandatory, but if you build for it I'm guessing it will be beneficial on most weapons (with the obvious exception of if you're just using a weapon as a primer or something).
  14. The need to keep the companion alive seems like a pretty significant check on the potential of this combo; that being the case, I'd be surprised if a nerf is deemed necessary. As long as you have to actively do something, I'm guessing it'll be seen as fine. You could already just leave a Hildryn standing AFK with the two shield arcanes and odds were if you came back 15 minutes later she'd still be standing there...and that was before Primed Redirection and the buff to shield mitigation and shield gates. If that's considered fine, I don't think this is going to move the needle. But that's just my guess; we'll see!
  15. Two issues: No idea what tactic/combo you're talking about. The clip is too short to come to any conclusions about survivability.
  16. The thing is, none of what you're talking about matters in a game like Warframe, making those stats useless outside of pissing contests. If you want to know how much damage you're dealing to an enemy, simply take 5-10 minutes to fight them solo and you'll find out.
  17. With hugs and respect, you have made the mistake of giving any validity to the statements of someone whose only desire is to hurt you. These players do not care about your mastery rank. Hiding your MR wouldn't have spared you an insult; the same players who insulted you for not being "good enough" at LR3 would have instead insulted you simply for not being "good enough". Because they're the kind of trash that insults people. And that has nothing to do with you. They simply grab on to anything about you that they can in order to try to make the insult feel personal and thus more painful. Your weapon, your name, your frame, your kill count, anything they can see. And there will always be something they can see. Your best defense is to recognize them for what they are: jerks who get their jollies at the expense of others. Do your best to let their hollow words fall off your back, immediately blacklist/ignore them, move into a new squad, and you viola: you'll never hear from them again. You can even report them for harassment, which will help your fellow players not have to deal with them.
  18. I almost exclusively play auto-matched squads and I've haven't been having any negative experiences due to nukers. In my recent adventures in the highest levels of the new Murmurtown content; there are nearly always enemies for me to bonk with my certainly-not-meta Bo Prime Incarnon and Grimoire. I'm having a good time. The only exception to this rule is the Netracell missions, where enemies have to be killed inside an area that they mostly spawn outside of, meaning you have periods of there being plenty of enemies, just not in a place where it's okay to kill them...and that's not any of the players' faults. What you describe here is actually backwards; the game gets easier if everyone sticks together. That's because every AoE ability we have — from Warframe abilities to AoE weapons to room-clearing melee — gets more bang for their buck when there are more enemies there. Let's visualize this: 4 Tenno are split up throughout the levels, and each is fighting 5 enemies. Their actions thus affect at max 5 enemies at a time. A CC ability affects 5 enemies, and a nuke for 100 damage does 500 damage total. Now imagine that there are 4 Tenno together, and as a group they're fighting 20 enemies. Suddenly CC abilities are affecting 4 times the enemies, and each individual player with a multi-enemy attack is dealing 4 times the damage per cast/shot. This means the enemies are more easily and efficiently crowd-controlled, and it means that they will melt faster because each AoE outputs more damage and thus contributes to killing more enemies faster. If you have more fun holding a room as a group, that's valid! But you should realize that doing so has reduced the challenge, not increased it. This will never happen. There are players who go to level cap solo in Steel Path, and as long as an individual player can handle that by their lonesome, then there will never, ever be a situation where players will be required to team up. If it's even possible to prevent such a thing, the nerfs would have to be so hard and brutal as to fundamentally change what game Warframe is. In short, if that's the experience you want, you are playing the wrong game, and your prayers will never be answered. But thankfully, there are plenty of other games that offer that experience if it's important to you. As for Warframe, I've been enjoying the teamplay the game actually offers. It's great going into a Murmurtown mission and having one player who's off collecting Voca that go into my pocket, one player who's chasing the hidden tome enemy whose reward gets marked for me to scoop up, and one player who is doing the actual mission objective. The strength of a Tenno team is not our ability to overcome obstacles (because we can all do that individually) but rather our ability to efficiently and quickly overcome all the obstacles.
  19. I think the key is to figure out what you actually want to do in Warframe, and ignore the stuff you don't want to do; if you look at it all as stuff you need to do, it gets overwhelming pretty fast. But I've found that when I take a step back and remind myself that there's no real need to do any of it that I'm able to happily engage with the parts I enjoy. I never do Kahl missions because I don't like them. I generally don't do the weekly SP Circuit either, and when I do I never go higher than rank 5. I do like Archon Hunts, so I'm happy spending the 30-60 minutes each week it takes to do that. At MR26, it takes me about 30 minutes to cap my 29,000 Cavia standing by just doing the highest fish mission (I wanted to I could make it go faster by turning in the rep items, but I find the missions to be chill and fun). I also like these new Netracell missions, so I'm doing my 5 per week. If you genuinely don't want to do any of that, you have my condolences; I can see how that would make Warframe feel less like a fun activity and more like homework. But if there is anything you find yourself enjoying in the game, my overall point is that Nightwave finishes itself as long as you're just playing missions. Missions get done and Eximus die, and I just keep progressing along the track despite not having even looked at the challenges for a given week.
  20. That's the great thing, you're actually not stuck chasing carrots all week because just passively playing the game will generally net you more than enough points to finish the season well before it ends. For example, the previous Nightwave ran for 26 weeks. Every week there's an opportunity to get 43,500 points, totaling in 1,131,000 possible points you can earn during the course of the entire season if you did every challenge. But you in no way need to go that far, as you only need 27% of those challenge points to gather the 300,000 points required to complete the entire season. And once you realize that, it's very easy to just pick and choose, to just passively get points for things you were doing anyway, or to get some quick and easy points from the low-hanging fruit challenges. And that was before the introduction of permanent weeklies. Now every single week, if you're just playing Warframe, you're going to get more than enough points to complete the season. Because simply doing missions, getting kills, and killing Eximii now give you 13,500 per week, for an estimated total of 351,000, which alone is more than you'll need to complete the season. If you genuinely felt like you were stuck chasing carrots all week, I hope that this breakdown helps you understand that there's no need for that and that you can just relax and play the game.
  21. I disagree with the idea that Nightwave isn't encouraging players to play, and I'd be willing to bet money that DE has analytics that show as much. Personally, I think Nightwave right now is great. It gives players more carrots to chase, introduces players to parts of the game they may not know about or have forgotten about, and it's extremely lenient and chill in its pacing. All around a solid addition to the game.
  22. Vay Hek is a tedious and frustrating boss even when you're overpowered. The later that new players get access to this mess of a fight, the less frustration they'll experience, and the less likely they'll be to quit the game because of it.
  23. Personally, I think if Minn is "saved/found" and that fixes Tagfer's mood, that would undermine and ruin Tagfer's narrative. Broadly speaking, the solution to grief is not to regain what you lost, but to find a way to live on despite the loss. I would rather see Tagfer grow. If Minn was "saved/found", the only way I can imagine it still being a rewarding narrative is if Minn and Tagfer can't stand each other, that the people they became are utterly incompatible. As Tagfer says, "I never met the person you'd become." That would not only subvert the fairy tale ending, but offer fertile ground for meditations on desire and change.
  24. Do you not have access to revives? One person in my squad had a full death right at the end, but they got up after that if I recall correctly. I can only speak for myself, but I'm actually surprised that so many of the end-game players this boss is aimed at are enjoying it. While he was a damage sponge and couldn't easily be face-tanked (at least not by my Mag) and thus was more challenging than your average content, I didn't feel like it was an enjoyable challenge. But it also wasn't terrible! Just like, mid. Neat to do the one time because it was a secret with a trinket, but not an experience I would do for enjoyment, even when I'm looking for a challenge. Different strokes for different folks though.
×
×
  • Create New...