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Madotsuki

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Posts posted by Madotsuki

  1. I don't think so. The existing number of bosses are quite a lot already. We have boss for every system which act in an extremely similar fashion, especially the Grineer bosses. I think these bosses that we currently have are more like subboss for the area since they act and feel like a buffed version of elite trooper.

    As for shadow of collossus style. I think this type of boss can be downed with a mix of TPS and melee combat. You can shoot but it'd be faster to use wallrun to climb and reach weakpoints. Optional path of killing of sort.

    For every new warframe released, they'll have to make a new boss to drop the blueprint parts. Plus, what's to stop a planet from having more than one boss? Maybe some of the current bosses can become sub-bosses, and there can be a different, harder more unique boss fight after you beat the current boss. For example, the maps can be expanded so the current bosses can have their missions moved to, like, around the middle of the map for the planet, and have the real boss at the end of the map. Of course, making a boss model, arena and special behaviour from scratch takes quite a bit of work, especially if you're going for some kind of complicated collossus style, so don't expect too much during the beta stage. For now, I'd be really satisfied if the devs would just tweak the existing bosses and make them more exciting.

    I'd like to see Vindictus-style bosses. Now that's a F2P game with great bosses.

    I was thinking more Borderlands 2 style bosses. Afterall, BL2 is a shooter. Vindictus, from what i can tell, is an mmorpg. The mechanics are pretty different.

  2. I think they changed them, at least when you are on solo. Now when they attach on you, their timer goes 3, 2 ,1 and then they blow off, for a portion of damage. I don't know if they are like this in multiplayer too, tho. Much more fair, and on-pair with greneers little shield parasites. In a way that if you are low level you're going to get your &#! beat for getting caught by one, but only if you have no time to roll out of it or if you don't realize you have one on you in time.

    Okay first off, there has always been two kinds of balls that Seekers throw. The Latcher, which appears in solo and multiplayer, latches on to players and explode after some time. And the Nervos, the taser ball that everyone is hating over, which only appears in multiplayer. No one's complaining over the Latchers, those are cool. It's the Nervos that's the problem.

    Secondly, the "little shield parasites" are the leeches, from the Corpus Leech Ospreys, and not the Grineer's.

  3. Difficulty? Taser balls add to the difficulty alright. FAKE difficulty. As have been said many times before, any enemy that takes away the player's control of their character for long periods of time is a horrible concept. Sure, the game should be challenging. The Tenno are space ninjas, but are by no means invincible demigods. But no matter what an enemy does, no matter how powerful it is, the player should be allowed to DO SOMETHING ABOUT IT. Traditionally, players getting stunned or immobilized in any way could at least button mash to get out of it, and anything that either does massive damage or have severe debuffs would have fair warning before the attack starts, such as by a longer more noticeable animation or a loud unique sound.

    Right now, the taser balls, or "Nervos", are fast, hard to hit with anything less than an AoE, and the moment they touch you you're screwed and have no chance to recover. The only known ways of killing them effectively right now are hiding on a box like a wuss or using your Ult. The first breaks the run-and-gun pace of the game that was what defined it from other shooters to many of us, and the later isn't available to all warframes, not to mention an Ult costs 100 energy per use. Yes, you can deal with them. But a good enemy doesn't just require the player to use some specific way to "deal with" them. A good enemy is challenging, but also fair. It doesn't just remove control from you and not allow you to fight back the moment it hits you even once.

    Take the special infected in Left 4 Dead for example. They also take control away from you if you let them pounce you, but they always give very fair warning before they attack. You can hear their prescence from a mile away, they're human-sized, the same speed or even slower than the player, and easy to shoot at once you see them, and before they attack they even make a loud special shriek that's easily recognisable so you have a chance to dodge, and even if you do get pounced your teammates can free you with a simple shove without having to look for a tiny ball attached somewhere that's smaller than a hand! And even then you're playing as a normal human against dumb zombies, not a friggin' space ninja against space marines and robots!

    The Nervos are a creative concept to motivate teamwork, but they are way too much overkill at the moment. A solution, would be to give them a "priming delay" before activating, just like the Latchers, which don't immediately detonate even after they latch on to you. This gives players a chance to get them off before they start stunning them. And even if they don't notice it on them in time and it starts stunning them, players should be allowed to either play the hacking mini-game to detonate it, or expend 25 energy to overload and detonate it. They are punished for not being more observative and noticing the ball in time, but not to the point where a single mistake immediately screws them over. That would be fair difficulty.

  4. I think boss fights are too similar, especially the Grineer bosses. The arena doesn't offer a way to use frame's agility and wallrunning. They don't have specific sequences and mechanic like the Jackal, no weakpoints. They're sort of placeholder even the newly added Lech Kril.

    Nef Anyo is the most disappointing of corpus boss. He needs large area with waypoint disabled (lore-wise, he put a jammer in his room) in order to properly use his cloak mechanic. He should be comparable to The End bossfight in MGS3: Snake Eater but he's spectacularly fail. Electric damage will stun him non-stop and allow player to hit him while he's cloaked.

    I think we need more variety in boss fights. Large boss like shadow of collosus which require players to wallrun up his body to hit his weak spot. Small, agile boss with fast but patterned attack sequence. Boss that can deflect bullets like Grey fox in MGS1.

    These bosses don't need adjustment, they need to be replaced.

    Well new bosses can always be released, and I think Shadow of the Collosus style fights would be way too much for this game. Warframe is a third person shooter, not a spectacle fighter :/ Even though it'd definately be cool.

    i think Captain Vor's would be too hard for the new players ?

    atm, he have that lightning burst already, but the trigger rate is too far (only if the player is about 40 meters away)

    he mostly shocked the new players from teleporting right in front of them and hitting right away, taking about 50 shield points (?) erm not sure but, he have quite high damage with his normal attack alone which is scaaaaaaryyyyyy >.>

    that ability to bypass armor will surely 1 hit any low level starter frames

    i think it would be better if his lightning burst ability get boosted instead, aside from being sure-hit-ability which is good already, adjust the trigger key at 20 meters away, and player that get hits get some stagger (like railgun Moa's) so Vor can close the gap between, gaining more melee attack

    Yeah i kinda thought he had the lightning burst attack already, as i said in my post, which is where i got the idea. Yes the lightning burst as I've designed would probably be devastating to new players who haven't upgraded their warframes much, but that's why i said to have a 1 second charge up time with clear audio and visual warnings, so that players can roll out of the way in time. It's not supposed to be a completely sudden and unavoidable attack, i hate those.

    I'd like to follow suit, if you don't mind; This is a well thought out post that I think the Devs should really consider, as I myself am also primarily a Soloist.

    Lech Kril

    • Different cinematic and appearance

    Ø Suggested animation: Unknown as of yet

    Ø Like all Grineer bosses, he looks similar to any one of the grunts
    • It's a DPS battle; you have to be able to deal out more than his shields because as soon as you reload, his shields start recharging

    Ø His Ice Crystal attack is fine, but it would be cool if he also had an AoE directly around him that cast these Ice Crystals in a circle around him.

    Ø His Ice Bullet, where he will freeze you solid, currently has no indicators of any kind that he is about to use it. Please give players some kind of visual cue (Glow around weapon, Special Animation, what have you) that he is about to use that frost bullet, because random occurrence is frustrating and adds a certain degree of Fake Difficulty.

    Ø The time that you are frozen could be slightly lessened, too, because once frozen, it is pretty much a given that you will be taken down to a quarter of your health, unless you are really far away from him.

    Phorid

    Ø Big daddy version of the Chargers, it would be nice if he had something a little more unique; maybe more spikes? His quills are certainly deadly enough, and he barely looks like he has any.

    Ø Phorid is easily beaten by Kiting. He can be kited simply by using a Freeze mod and running in circles around him. With a 15% freeze lv 30 Braton and Sicarus I am able to solo him with a Trinity without so much as taking a hit.

    Make him Perform a spinning kick or lunge that damages from other directions than just his front.

    Sounds like some good solid ideas :o Haven't fought Ambulas yet?

    I have to say, the first boss I ever did was the Jackal, and it made me think that every boss was going to have some form of a trick to kill it. Unfortunately most are just steroid pumping versions of normal mobs.

    I thought you had to beat Vor to unlock any of the other planets? o_O

  5. Bosses are a very key part to any PvE game with combat in it, and I feel that the bosses in Warframe are a little lacking in variety. The taunts, background info and build-up in each boss level after Update 6 was a very nice touch, but actual combat is just as important as aesthetics to make a good enjoyable boss fight.

    I’ve noticed a few of the bosses have really annoying abilities they like to spam, and battle is usually monotonous. For example, melee type bosses such as Vor and Tyl Regor essentially just require constant kiting, and the other times it’s just a DPS battle, such as with Sargas Ruk or the Hyena. Though of all the bosses, I’m most dissatisfied with Nef Anyo and Hyena, the former for being way too weak, the later for being way too strong.

    Below is a list of buffs, debuffs or outright changes to most of the bosses I’ve fought so far that I think would greatly improve their boss battles. The suggestions are from my experience of soloing them (yes I managed to solo Hyena, it’s a loooong story). It’s a long list, so for convenience I’ve put my suggestions into easy-to-read point forms.

    Captain Vor

    • Add Volt-like electric burst attack

    Ø Straight-flying long range electric projectile

    Ø Thought I saw him use something similar once during an Alert fight, but only that one time

    Ø Ranged skill to prevent players camping on boxes/repetitive kiting

    Ø He’s described as having Orokin artifacts that grant him superpowers by Lotus, so give him powers beyond that of a standard goon

    Ø 1 second charge up with audio cue and animation, 10 second cooldown. Stands still to cast.

    Ø Staggers, does 75 damage, ignores armor and stops player shield recharge for 6-7 seconds

    Jackal

    • Opening cinematic, have it ascend from the elevator again like before

    Ø More dramatic than it just standing there in the room waiting from the start

    Ø New players won’t waste bullets trying to shoot it before the cinematic starts
    • Make sticky bomb attack more visible

    Ø Audio warning and delay before explosion are right on the mark, but usually I can’t even see where the bombs are and can only run away blindly

    Ø Glowing red point on bombs like grenades in Half Life 2 (should do so for all grenades thrown my enemies actually)

    Ø Fair as it is an instant-kill attack

    Sargas Ruk

    • Different cinematic animation

    Ø Currently same as Vor’s. A little uncreative, each boss should have its own special pose in the cinematic. Sometimes it’s the little things like these that make gives a boss fight more atmosphere.

    Ø Suggestion animation: Lifts gun in one hand and fires a 1 second burst into the air before letting the barrel of the gun fall back into his other hand, returning to non-aiming pose. Camera pans from top to bottom, showing the gun first.

    Example of non-aiming pose:
    • Stagger from heavy melee ground slam, not knockdown

    Ø Ruk is a Heavy unit, who’s supposed to have a ton of high-tech body modifications. Doesn’t make much sense that he gets knocked on his arse completely by a ground slam when a Medium unit like Vay Hek doesn’t even flinch.

    J3-Golem

    • Needs unique appearance

    Ø Looks too much like an Ancient Disruptor

    Ø Attacks are poison-based, so add glowing green veins and eyes like Toxic Ancient?
    • Put a cooldown on the Pull ability

    Ø Getting spam-pulled once every 3-4 seconds is really annoying

    Ø Set Pull cooldown to approx. 10 seconds

    Nef Anyo

    • Temporary immunity to shock damage

    Ø Can currently be perma-stunned with shock mods, making him way easier than he already is

    Ø Add 10-15 second temporary immunity to shock stun after being stunned
    • Add smoke screen to cloak

    Ø Add a temporary stationary smoke screen when he throws his cloak “grenade”

    Ø Smoke screen blocks bullets like a shield, lasts for 4-5 seconds

    Ø Prevent players from shock-stunning him immediately on cloak before he runs
    • Deployable Ospreys

    Ø Can deploy 2 of any kind of ospreys, both at his level

    Ø 7 second cooldown

    Ø Adds a little variety to his sniping and cloaking
    • Different firing and uncloak effect

    Ø Loud booming railgun blast complete with glowing bullet trail that can pierce through multiple targets instead of plain sniper shot (i.e. TF2 Machina charged shot effect)

    Ø Bright white flash when uncloaking, similar to Exalibur’s Radial Blind, that distorts players’ vision like an Ancient Disruptor hit if player looked directly at flash

    Ø Looks cooler
    • Needs opening cinematic

    Ø Is the only boss missing one

    Ø Suggestion animation: Uncloaks with a bright flash (without vision distortion) and points gun at screen

    Ø His original red visor looks better than the current blue. Change mission icon to match, so it doesn’t look like every other Corpus mission icon.

    Tyl Regor

    • Different opening cinematic

    Ø Unsheathes sword and points it at player as a duel challenge

    Kinda like this:
    • Slash dash

    Ø Exists currently but uses it way too less, only once at the start, then it’s a kite-fest

    Ø 2 second charge up, with audio and visual warning. 15 second cooldown.

    Ø Can run while charging, but cannot change direction once charging begins

    Ø 150 damage on hit, knockdown, ignores armor

    Hyena

    • Multiple instead of single

    Ø It’s supposed to hunt in packs, why’s there just a single extremely bullet-spongy one instead of several moderate ones?

    Ø Decrease its shields by half, half recharge rate and double recharge delay. Lower its health to 33% of current health. Half its gun damage.

    Ø Have three at the same time instead of just one

    Ø Only last Hyena can drop BP, or decrease BP drop chance to compensate for multiple ones per run. All three can drop materials as normal.
    • Add stomp cool down

    Ø Currently it can spam stomp shockwave in close range

    Ø Should have same cool down time as Grineer Heavies/Shockwave Moas
    • Nerf instant-kill bomb/rocket/thing

    Ø Couldn’t see what it is, but it seems to have some kind of instant-kill guided missile?

    Ø Nerf down to max 300 damage, or make it unguided and give fair warning like Jackal’s sticky bomb (loud special sound before firing, smoke trail on missile etc.)

    Ø Minimum 30 second cool down, won’t use if player is too close
    • Change mission icon

    Ø Re-color to match Hyena’s appearance

    Vay Hek

    • Different cinematic and appearance

    Ø Suggestion animation: Points gun at screen with one hand and does the “slit throat” gesture with his other hand.

    Ø Looks too much like a standard Trooper. Make his armor a darker shade of orange. He’s a councilor, maybe add a red cape?
    • Make him stagger-able

    Ø He doesn’t even so much as flinch from a Fragor jump attack. He should at least stagger from it.

    I haven’t fought Lech Kril, Phorid nor Ambula yet, so no feedback on them for now. Also, I have a Corpus boss idea if anyone’s interested. Either way, please tell me what you think of these suggestions, and I hope the devs will at least give this a read. J

  6. I think Infected are the hardest too. Probably because I'm using a Latron now and the Infected move much more aggressively and in packs; and my rate of fire is low and spray is mimimal, chargers/'dogs' being my main issue.

    I also think Grineer are easy headshots because of the shape of their helmet, and they're fairly inaccurate at the range I normally shoot at, except the Grineer Heavy Gunner.

    Where in the game are you playing at. I don't really encounter large hordes of grineer when playing through their maps.

    Append: I actually don't have a problem with Grineers so far; exceptions being the Heavy Gunners, lower threats being Commanders, then Seekers.

    The spawning problem is most prevalent for me on Earth right now. Though I'd like to emphasise that i have no problems with large amounts of enemies, I just don't want them to spawn continuously behind me when i just cleared the damn room 10 seconds ago. Also, Commanders are much more annoying than HGs IMO. And Seekers are mostly fine unless you're in multiplayer. I'll address the Infested when i'm posting part 3 of this thread :/

  7. Well... i won't say anything about the Commanders because i never had much trouble with those or their teleport so i skip right to the seekers.

    I find the main problem with the seekers is that their abilities are not transparent enough. I had trouble at first knowing what to do when i or a friend was stunned by those balls and it is very hard to see them and therefor react to them.

    The corpus have a comparable mechanic on those green flying robots that shoot those even more tiny bug things onto you leeching your shield and after that health in small portions until you do a melee attack. Those are not as much trouble because even if you see them late you can react. When the ball-stun hits you thats just it and you stand there helpless. That..imo gives a very frustrating feel to be not able to help yourself in a game.. and that.. should be changed, i think.

    There are already enough abilities throughout the enemy-types which interrupt what the player is doing .. like stun and staggering infested, shockwave moas and such. To take the ability away from the player to do what they want in that particular moment is ok imo when it is done rarely but all the time like it often happens is just frustrating. DE has to come up with new enemy mechanics instead of adding another stunning or staggering mob after another.

    My 2 cents

    Leech Ospreys don't take away your health :o they can only drain shields. But yeah, there are way too many ways for enemies to stagger or knockdown the player. You'd think space ninjas were tougher than this :/

  8. You're right in what you say, but the weapons themselves are already borderline overpowered. The Boltor got a nerf, and I'm actually quite shocked that the Akbolto's didn't as well. The problem with removing those nodes and replacing them with something else becomes, how do you keep them from becoming TOO good? They'd need to have baseline stat nerfs.

    The Akbolto didn't get a nerf because of it's 200 ammo size, which will run out REALLY fast. Also, the bolts are hard to aim with, which offsets the armor ignore. As it currently stands, the Boltor is no match for the Gorgon in terms of most aspects. No way would replacing the pointless crit dam and chance upgrades make the gun OP in any way.

  9. So I’ve been playing Warframe for a while now, and I really think this game has a lot of potential. The dev team has also been really awesome and made a lot of cool updates. However, closed beta being a closed beta, I have encountered quite a few things on the game so far that has made me quite frustrated, though especially concerning enemies. Below is a list I have compiled from my own experience and from other threads on the forums on possible adjustments to enemy units, their spawn rate and most importantly the constant stun-locking that I’ve seen other players complain about, that I think would definitely improve the Warframe experience for many players.

    To avoid scaring people away with a huge wall of text this time, i will be seperating my entire list into three different topics. This one will be for the Grineer.

    Grineer

    General

    Spawn rate reduction: Stop having large hordes of Grineer spawn in the room behind me that I just cleared recently. I’ve had many experiences of having cleared a room of all enemies, often the room being a deadend (only 1 entrance, links to no other rooms), and turn to leave only to find my route blocked by a large squad of Grineers. Finding myself overwhelmed, I turn around in an attempt to head back into the deadend room I just cleared for cover, only to find that a new, large squad of enemies have suddenly spawned in that deadend room which I had just cleared about 30 seconds ago. And then I get killed. It’s really unfair and makes no sense. It would be much better if Grineers spawn at a minimum of 2 rooms away from the player.

    Enemies

    Commanders

    • Decrease their teleport rate, right now their constant switch teleports are extremely disorienting and makes them not only a threat by teleporting you into a group of enemies, but also an extreme nuisance. Maybe have a 30 second cooldown between teleports?
    • While using my Boltor (before the nerf), I noticed that Commanders ignores the bolt armor piercing. Bug?
    • 1 second player invuln after teleport, to prevent insta-death by teleporting a player into the midst of a large squad/in front of shield lancers and getting knocked down without a chance to dodge

    Seekers
    • I don’t know whether the perma-stun against players with their taser balls in multiplayer currently is a glitch or not, but I think they shouldn’t stun a player for longer than a Corpus crewman would get stunned by electric damage. Also, while this seems to be in effect already, the fact that they do not deploy the tasers in solo missions and only the explosive latchers should be kept definitely.
    • Each seeker should have a limit on them so they can’t have more than one taser ball deployed at all times. And all seekers should have a global limit of no more than (n-1) taser balls deployed on the map for n players on the map, to prevent total party stuns.
    • Slower fire rate/charge up, his Kraken does some pretty nasty damage right now for someone whose gimmick should be throwing out the latchers

    New enemy, Grenadier
    • Heavy unit
    • Shoots pipe bombs that arc and explode after a 2-second delay on hitting ground
    • Maximum consecutive 3 bombs before a 5-7 second reload, prevent bomb spam
    • Replace Grinders/Rollers as a method of flushing players out from cover, without being ridiculously hard to hit and relying on stagger-spam

    Thoughts?

  10. Plastids, despite being an "uncommon" resource, which is the same rarity as alloy plate and rubedo, is only useful for the Dark Sword and Dagger, and NOTHING ELSE. Replace some of the dependency on A Plates and Rubedo with Plastids maybe?

    Oh and while i'm at it, Circuits are only good for two BPs (heat sword and dagger), and the Nano Spores are used in NOTHING. Meanwhile, number of BPs requiring A Plates reach 15, BPs requiring Ferrite reach 18, and BPs needing Rubedo reach a grand total of 22. Unbalanced materials usage, or REALLY unbalanced materials usage?

  11. I find the available no. of slots for your Warframes and Weapons in the arsenal currently are too few. It leaves little space for experimentation with different setups, and kinda defeats the purpose of the closed beta in that most players will only be able to try 2 of the many available warframes at most, thus limiting feedback.

    This is also vastly frustrating when combined with the Mastery Rank system. With the rank system related to level ups instead of xp/kills, limiting the no. of weapons you can have, which limits the number of level ups you can have unless you repeatedly sell the weapons that you took so many hours leveling and start over from scratch, is really annoying.

    As such, I would suggest increasing the warframe slots by 1-2 and weapon slots by 2-4 every time you get a Mastery Rank Up. This gives players more reasons to increase their Rank aside from just unlocking the end-game weapons, helps with leveling up mastery ranks by giving players more space to keep new weapons for leveling, and would also allow players to test out more frames/weapons and give feedback, which i would think is kind of the purpose of the closed beta.

  12. While it's technically possible to get orokin stuff from alerts and the login lottery, it is extremely rare to get it from an alert and often the alert is endgame level, which makes it ten times harder. And the lottery just shoves another ammo box down your throat 90% of the time, with the other 9% being credits, heals, xp etc. and possibly less than 1% chance of getting an Orokin.

    I understand what Vant said about the devs needing income too, but something as important to the development of your warframe and weapons as the Orokins shouldn't be limited to plat only. It is acceptable to allow additional warframes and some weapons to either be purchased by plat immediately or crafted over a longer period, and it's even more acceptable for aesthetic items such as the "expanded colour pallette" to be plat only, But the lack of Orokins essentially halves the potential of all warframes and weapons, which is really unfair and makes the game seem more like a demo to f2p players than anything. IMO, Orokins should be purchasable by credits, at least at a very high price of 200k+, while plat only items should only apply to high-level-ready-made weapons and warframes, as well as aesthetic/vanity items.

  13. I almost exclusively solo missions. On occasion I join squads in boss fights to help out and slip through the Mercury levels to help new players out.

    I exclusively solo due to connectivity issues :/ Even with bosses. So far I've beaten Vor, Jackal, Sargas Ruk, Nef Anyo, Tyl Regor, Golem and, after a lot of frustration and pain, Hyena on solo, all without a Gorgon. I find a few of the later bosses are just mostly a bullet sponge on solo honestly. Vor, Jackal, and Regor are okay. Ruk's just a little bit spongy, not too much, and Anyo's just a sandbag to beat on. But the Golem and the Hyena are REALLY spongy :/ I would suggest adjusting the shield and/or hp of some later bosses like the Hyena according to player numbers, if that's alright :/

  14. Well actually some alerts are REALLY hard to solo. I just attempted one today on Mars, a mobile defense mission. I use a level 30 Volt, and enemies were level 21 approximately. I got killed all 5 times and failed due to the sheer amount of enemies (Commanders screwed me over twice with te-lol-ports). While this has mostly to do with game difficulty not scaling to player number in general, Alert missions are several levels higher than the planet that hosts it, so Alerts are indeed much harder to solo.

    I would suppose what the starter of this thread really wants is for enemy numbers to scale to player numbers.

  15. Sounds pretty much in line with a lot of the other feedback I've seen. A few things:

    All Moas
    • Should be staggered by shock damage, akin to hit by AOE melee ground slam

    Do they not? I have an electrical mod on my sword and it stuns Moa when I hit them.

    Grineer

    General

    Spawn rate reduction:

    Chargers/Hounds

    Bring back old corpus chargers as standard infantry

    A lot of these changes were - I believe - in response to community feedback. There was a lot of talk about how the game was "too easy" and some people responded negatively to levels where there were no enemies for most of the mission. When Chargers were introduced, there was a huge outcry of people who didn't like them or thought they were breaking the game.

    I'm not saying these don't need a readjustment - its common for games to fluctuate back and forth between "way too easy" and "Oh God Please Stop" before finding that sweet spot, but its something to keep in mind.

    Concerning Moas, at least i don't notice them getting stunned when i shoot them with shock damage.

    As for the spawn rate reduction and the chargers thing, i really don't mind having to deal with large amounts of enemies, as long as they spawn at reasonable locations. I can accept clearing a large room, going through several rooms afterwards and completing the objective, then having to deal with 2 dozen additional grineers that spawned in that room i cleared while backtracking through it. At least on the higher difficulties. What i can't accept is having 2 dozen grineers spawn in the room which i just exited, which i just cleared less than 30 seconds ago, which was a deadend anyway so additional enemies there made no sense, and then dying from being randomly surrounded with no safe cover to get to. And the chargers, i don't mind the new chargers, i think they're a cool new variety of enemy. I just don't like them spawning so damn much and completely replacing the old chargers. As i said in the thread, i would like the new grineer chargers to remain as an enemy with additional buffing, just not basic spawn-en-masse infantry.

  16. So I’ve been playing Warframe for a while now, and I really think this game has a lot of potential. The dev team has also been very nice, often listening to suggestions on the forums, and I sincerely thank them for that. However, closed beta being a closed beta, I have encountered a lot of things on the game so far that has made me quite frustrated, though especially concerning enemies. Below is a list I have compiled from my own experience and from other threads on the forums on possible adjustments to enemy units, their spawn rate and most importantly the constant stun-locking that I’ve seen other players complain about, that I think would definitely improve the Warframe experience for many players.

    Grineer

    General

    Spawn rate reduction: Stop having large hordes of Grineer spawn in the room behind me that I just cleared recently. I’ve had many experiences of having cleared a room of all enemies, often the room being a deadend (only 1 entrance, links to no other rooms), and turn to leave only to find my route blocked by a large squad of Grineers. Finding myself overwhelmed, I turn around in an attempt to head back into the deadend room I just cleared for cover, only to find that a new, large squad of enemies have suddenly spawned in that deadend room which I had just cleared about 30 seconds ago. And then I get killed. It’s really unfair and makes no sense. It would be much better if Grineers spawn at a minimum of 2 rooms away from the player.

    Enemies

    Commanders

    • Decrease their teleport rate, right now their constant switch teleports are extremely disorienting and makes them not only a threat by teleporting you into a group of enemies, but also an extreme nuisance. Maybe have a 30 second cooldown between teleports?
    • While using my Boltor (before the nerf), I noticed that Commanders ignores the bolt armor piercing. Bug?
    • 1 second player invuln after teleport, to prevent insta-death by teleporting a player into the midst of a large squad/in front of shield lancers and getting knocked down without a chance to dodge

    Seekers
    • I don’t know whether the perma-stun against players with their taser balls in multiplayer currently is a glitch or not, but I think they shouldn’t stun a player for longer than a Corpus crewman would get stunned by electric damage. Also, while this seems to be in effect already, the fact that they do not deploy the tasers in solo missions and only the explosive latchers should be kept definitely.
    • Each seeker should have a limit on them so they can’t have more than one taser ball deployed at all times. And all seekers should have a global limit of no more than (n-1) taser balls deployed on the map for n players on the map, to prevent total party stuns.
    • Slower fire rate/charge up, his Kraken does some pretty nasty damage right now for someone whose gimmick should be throwing out the latchers

    New enemy, Grenadier
    • Heavy unit
    • Shoots pipe bombs that arc and explode after a 2-second delay on hitting ground
    • Maximum consecutive 3 bombs before a 5-7 second reload, prevent bomb spam
    • Replace Grinders as a method of flushing players out from cover, without being ridiculously hard to kill and relying on stunlock

    Corpus

    All Moas
    • Should be staggered by shock damage, akin to hit by AOE melee ground slam
    • They’re robotics, it makes sense
    • Matches crewmen weakness, more synchronized weakness on faction

    Shockwave Moas
    • Player should be immune to knockdown while knocked down. I shouldn’t even have to say this, yet that’s not how it currently works in-game.

    Laser gates
    • Add a green glow effect on affected doors if laser gate is activated as a subtle warning, to make it less of a sudden death to newer players who haven’t gotten used to Corpus security systems.

    Infested

    Chargers/Hounds
    • Bring back old corpus chargers as standard infantry
    • Keep new grineer chargers as a new type of enemy called Hounds
    • Hounds act as mini-bosses like Ancients, i.e. lower spawn rate, but each individual spawn will always be as a pack of around a dozen
    • Lotus informs player whenever a Hound pack has spawned
    • Hounds have double hp of current new grineer chargers and will actively try to flank and surround players instead of standard chasing
    • Intimidation factor. Scene: You just sliced your way through a horde of standard Infested runners and chargers and thinks “Huh, this isn’t too difficult.” And then suddenly, Lotus informs you: “Be careful, a pack of hounds is headed your way.” And then you hear numerous distorted howls in the distance, getting louder by the second and accompanied by lots of footsteps.
    • Alternate name: Hunters?

    All Ancients
    • Decrease spawn rate, down to the level of Grineer Heavies. Having to deal with half a dozen Toxic Ancients and/or Disruptors at once is not fun.
    • Increase xp gain from Ancient kills, up to Grineer Heavy level. Right now they’re harder to kill than Heavies, but has several times less xp worth than Heavies.
    • Should be affected by Volt abilities (except Ancient Disruptor maybe, due to its energy-draining properties)

    Ancient Healer
    • Increase heal amount/heal rate
    • Right now their healing power is so insignificant, at least as far as I’ve noticed, that they may as well not have a healing ability.
    • Make them more noticeable as a threat
    • Should not be able to heal self/other Healers

    Ancient Disruptor
    • Should only take away a chunk of energy per hit instead of draining all energy at once. Abilities make the game unique, and making an enemy whose sole purpose is to take away your abilities is frustrating.
    • 50-100 energy drained per hit, depending on Disruptor level
    • Should only take away a chunk of shield instead of draining all shields. Draining all shields immediately + stagger makes them too lethal if you’re also surrounded by a horde.
    • 100-200 shield drain per hit depending on Disruptor level, shields cannot recharge during the fuzzy-screen effect, halved shield regen rate for 10 seconds after hit

    Toxic Ancient
    • Current toxic aura too powerful (approx. 40 hp damage just for letting one get near you)
    • Remove permanent toxic aura, make melee strikes induce toxic instead
    • Add a toxic spew attack in close range, similar to Nauseous Crawler spew
    • Toxic damage on melee hit: 15 hp damage instantly, 10 additional hp overtime. Toxic damage on spew: 30 hp damage instantly, 10 additional hp overtime

    Stun-lock issues
    • Allow player to perform an instant recovery after knockdown via body flip by pressing sprint key, at the expense of stamina.
    • Allow player to get out of a stagger by rolling.
    • Make rolling expend stamina.

    I may have left something out, or didn’t elaborate enough on a point or two, and all this is my personal opinion. Please feel free to put down your own ideas and thoughts, and I hope the devs see this :O

  17. I have exactly 1 fire mod for my pistol and 1 for my melee. Both are really low level and both are useless. Oh and another question. When i put the fire mod (3.5% fire damage or something, lol) on my Fragor and used an AOE ground pound, it visually set all the enemies in range on fire, but didn't seem to do any actual DoT. Was the mod just too weak? Or is the fire damage directly related to damage from the weapon (i.e. charged hit fire damage > normal hit fire damage)? Also how long does fire actually last on an enemy, and does it prevent shields from regenerating on bosses?

  18. Aren't they using a Kraken?

    As for the endless electrocution issue, seems like a bug to me.

    Yes they're using a Kraken. If you look at the Kraken's stats (50 dmg per bullet) and its doubleshot ability, you'll see why i said their gun damage is really high. I once got hit by one after my shields went down. Almost an instant 80-90 damage. Though i was using a Volt (whose base armor beyond sucks) with maybe an added total of 100 armor through mods, so if you're a Rhino or has better armor mods they probably aren't as much of a problem.

    And judging by all of the replies on this thread, i'm guessing the Seeker won't throw the taser balls in singleplayer, meaning that the infinite stun by taser balls that require a teammate to remove may actually be intentional...which is very worrying.

    P.S. The red balls that stick to you and explode are called Latchers. I managed to see its name after one got stuck on environment.

  19. Fully agreed. I'm sure to a lot of players any non-? reward Alert is just a waste of space right now. If they offered resources at least, that would make a lot more players more willing to play the Alert. Though i would suggest the resource reward being a sort of lottery similar to the log-in lottery, except with the 3 available resources of the planet as the contents. Maybe a 3/6 chance of getting the common resource (Ferrite etc.), 2/6 chance of getting the uncommon resource (Alloy Plate etc.) and a 1/6 chance of getting the rare resource (Neurodes etc.). That would allow players to have an alternate source of getting the more difficult resources without the constant boss farming, without making acquiring the resources too easy by allowing players to directly choose what resource they want. Of course, the amount acquired will be the same as what you would normally find in levels from a drop, for example rolling a Ferrite reward gives about 75 ferrite, while rolling a Neurodes would just give you 1 of those.

    Thoughts?

  20. It's worse trying to deal with multiple toxic ancients. If you let one even get near you, or one spawns in a room behind you and flanks you, i think it's an instant 40 health lost regardless of armor or shields. Yet for some reason their melee strikes don't deal poison damage. I would suggest nerfing poison so it doesn't do nearly as much damage to health that fast, but allow their melee attacks to deal poison as well as normal damage too. Or maybe even do it like Poison Headcrabs in Half-Life 2. Have poison do a large amount of damage on hit, like maybe 100 or something, and your health will slowly go back up by 90 over-time at a rate of 10 hp per second as your warframe administers an antidote as long as you don't take health damage from a non-poison source during that time, and the poison also can only bring you down to 1hp at most. That would be interesting at least.

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