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SortaRandom

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  1. Hm... I'm not sure that giving operators more lines (in their current style) would be great. It's disliked by numerous players because the lines rarely fit the context of the situation and don't match what the player's thinking at all. On the other hand, I think there's a lot of potential to be had in using Operators for "voice commands". So we can hit a button, and then your Operator pops up on the side and says "Need healing!" or something. Team Fortress 2 executes this flawlessly, and games like Overwatch use a more simplified version of this that would fit very well into Warframe.
  2. Toggles are always a nice option. That, or adding a "Player Ephemera" slider in the Audio tab, so the ephemera's sfx can be noticeable without being obtrusive. (Bonus points if it only mutes our own ephemera, without affecting other players'. It's only obtrusive because it's an endless buzzing noise right in front of the camera.)
  3. So, let me start off by saying that this ephemera is bloody fantastic, and when this issue is fixed, I will be equipping it on literally everything ever. HOWEVER, my one gripe with this ephemera is that it produces a wide "glow" (dynamic lighting) effect that harshly flickers on and off, illuminating the character and the surroundings, as the electricity arcs. This is already straining to look at on its own, and it produces a very nasty "rippling" effect (from the top of the monitor to the bottom) wherever screen tearing is an issue. Now, Warframe is a game filled with bright flashing lights, but the sheer harshness of the rapid glow flickering (and the fact that it's attached to your character, i.e. it's really close to the camera and it doesn't go away) makes me concerned that this effect is more seizure-inducing than the rest of them. I don't have epilepsy, but I'm noticing much more eye strain than usual just by equipping this ephemera and walking around the orbiter. SOLUTION: Turn the dynamic lighting glow into a "constant" effect-- i.e. let it always be on, so there's no flickering. Alternatively, instead of flickering between "bright" and "off", let it flicker between "bright" and "slightly less bright". (The sparking effect itself is fine!)
  4. Crimson Dervish's what now EDIT: So it looks like "sliding heavy attacks" are just the second swing in the "heavy attack combos". That's way less exciting than I thought it was going to be.
  5. Yeah, WF's playerbase has always paid little to no attention to melee stealth attacks, despite them being as powerful as the most popular crit builds for as long as they were. Note the past tense, by the way-- DE has slowly but surely stealth-nerfed the crap out of stealth attacks to the point that it's difficult to rely on them, let alone build around them as your primary source of damage. Stealth mechanics have always been inconsistent between major updates, and over the past year, these changes (undocumented, of course) have been almost always for the worse. I am 100% in agreement that stealth melee needs to be made more viable. Maybe not by straight-up allowing multiple consecutive stealth hits from invisible frames (cue Loki + Telos Boltace flashbacks), but... consistency has been a worsening issue for a long time now, and even the best stealth frames are currently kinda crappy at what they do. Examples of unwelcome undocumented changes (some bugs, some not) that I'd like DE to revert: Blinded enemies become completely immune to stealth damage bonuses while affected by a Blast proc. Blinded enemies will often stop receiving stealth damage when knocked down via some other method (e.g. Slash Dash, Void Blast), but... inconsistently. Enemies are completely unable to receive stealth damage bonuses within 5 seconds of spawning. (This destroys the viability of stealth-melee builds in modes like ESO.) Non-Blinded enemies are unable to receive multiple consecutive stealth multipliers when knocked down or ragdolled. (This destroys any ability for Invisible frames to land more than a single stealth hit. Formerly, you were able to knock down enemies with a silenced Blast proc and then enjoy consecutive stealth hits before they stood back up. This was the only way that Loki/Ash/Octavia were able to compete with the likes of Excalibur in terms of stealth damage.) EDIT: This seems to have been reverted since U26.0, but who knows how long it survives before it's removed again. It's a shame that stealth melee is in the dismal state that it's in, because aside from "special" weapons like Redeemer, stealth damage bonuses have been basically the only way to make pure-Status melee builds viable. With the recent Condition Overload nerf (i.e. with status builds losing one of the only damage multipliers they had), this has become even worse. Stealth attacks need a rework. Players should be able to activate them more consistently, without having to be shoehorned into a "blinding/sleeping" (Excal, Inaros, Ivara, etc) or "invisible" (Loki, Ash, Octavia, also Ivara, etc) frame. If I were somehow in charge of a rework, here are some of the mechanical changes I'd make: Hitting an enemy from behind will always produce a stealth bonus, regardless of the awareness state of the enemy. Smaller weapons (daggers, dual daggers, fists, etc) will have a "backstab cone" of nearly 180 degrees (similar to Spy in Team Fortress 2), whereas larger weapons (polearms, whips, heavy blades, etc) will have a much narrower cone. Each enemy's "backstab cone" will become wider when they're not specifically targeting the player. When hitting / bumping into an unaware enemy (e.g. from being undetected, or while Invisible), enemies will only become "aware" (i.e. stop taking stealth damage) after ~1.5 seconds from the first contact. Reduce the time taken for this to "reset" from 3 seconds (current) to 2 seconds. Enemies will always receive stealth bonuses while affected by "Lifted" status. Enemies will always receive stealth bonuses while affected by an Impact proc. Expand the variety of abilities that force enemies to become unaware; e.g. Bastille, Spellbind, Stomp, etc; such that Blind/Dessicate/SleepArrow/Rest aren't the only options in the game. Very minor, but add a melee equivalent of Hush/Suppress. (Melee weapons DO make noise when colliding with terrain, and the only current way to nullify that is by playing Banshee or Hushed Loki.) EDIT: Sorry for kinda dumping all that into your thread! TL;DR: Melee stealth damage has become crappy and inconsistent, even for the frames best suited for it. It needs a rework.
  6. Would be nice if holding 4 instead of tapping instantly set Exalteds to "dedicated melee" mode.
  7. Y'all need to rely on the wiki less. The less talked-about mechanics in this game are often poorly tested, if even that. In this particular case, the Wiki correctly (albeit a bit unclearly) states that "Sprint speed" (i.e. sprint-exclusive) is a distinct stat from "speed" / "movement speed" (i.e. walking/aiming/sprinting). Sources of the former (e.g. Rush, Sprint Boost, and Amalgam Serration) will have no effect whatsoever on walking speed. Dispatch Overdrive, Arcane Vanguard helmet, and Kogake Prime (I think? Never tested) are all sources of "movement speed" that didn't come into my head at the time. On top of warframe base stats, of course.
  8. To my understanding, all of the Sprint Speed mods only affect sprint speed. The only way to increase your walking speed is getting a buff from an allied Volt/Wisp/etc. (Someone correct me if I'm wrong, though.) Thankfully, it becomes a non-issue if you play with Sprint as a toggle rather than a hold. Just turn it on at the start of each mission and never worry about walking speed again!
  9. lolwut??? No. Finishers are a fundamentally different type of attack than regular swings, and players need to be able to choose between them. I have played zero other games where players are unable to choose between a basic attack and a slow-but-strong attack. The fact that it took so long for Warframe to solve this problem is complete insanity. Stealth finishers and "non-stealth" finishers are identical in every way except for the conditions under which the prompt appears. And stealth finishers appear by default on any unalerted enemy if you're behind it; do you genuinely think this is more "chosen" than manually casting Dessicate on a dude? More importantly: the new system does not make any changes to the viability of finishers! It's literally just moving them from button A to button B. Nothing else has changed. If you really wanted to do a finisher but your target died too fast, you should probably ask yourself whether a finisher was necessary in that situation in the first place. "Seamlessly mow them down with finishers"? What game are you playing? Finishers are the slowest melee attacks in the game and affect a maximum of one target at a time; there is no "mowing". Also, if you're deadset on using Finishers for mowing down crowds... you can still do that just as fast as before the update. Literally just press X instead of E, my dude.
  10. You know exactly what he's referring to. Don't be that guy.
  11. EDIT: To clarify: - It took more than five years for them to tweak useless / outright-detrimental Melee 2.0 mods (April 2014) - Still waiting on improvements to many Damage 2.0 mods (November 2013) - Still waiting on improvements to (or removal of) Melee 1.0 wall attacks (???????? 20??), which are still largely untouched since DE has ignored them over two separate melee reworks I love DE to death, but unfortunately I'm expecting them to drop this project and move their attention to something else before even a third of the necessary improvements are made. It's pretty much their M.O. at this point.
  12. Finishers being moved to X means that they no longer get accidentally activated when doing basic combos. This doesn't slow down the pace of gameplay, this prevents the fast-paced gameplay from being broken up by unwanted snail-paced Finishers. There's nothing "slower" about the current (improved) system, except potentially the player's reaction time when they realise that E is no longer the correct button. Once you get used to it, this is no longer a problem. Also, splitting Finisher controls on the basis of "stealth" versus "not-stealth" makes no sense. The only distinction between the two is the circumstances under which the Finisher prompt appears; there is no mechanical difference between "stealth finisher" and "not-stealth finisher" in this game.
  13. They could've just fixed the interaction between Maiming Strike and Blood Rush and fix the fact that MS is so boring. There was no need to remove the only additive crit-chance mod that melees have. Like... Instead of being "+90% CC on slide attacks", they could've instead made it "+90% CC on slide attacks, slams, air attacks, heavy attacks, and wall attacks" instead. As in, an additive bonus that works on every melee attack except for basic combos. Now that MS is no longer additive, and Condition Overload has been absolutely crushed by the nerf hammer (i.e. pure-status builds are no longer viable), we have this super fun situation where any melee weapon with low base CC cannot be used for anything except pure-status builds, and are therefore not viable. Great for build variety! /s
  14. Amen. The current "gunfire-button-for-melee" toggle just isn't cutting it, since attempting a Hold/"Tactical" combo will just fire the gun instead. The "quick melee" and "dedicated melee" modes should have separate keybinds, just like the olden days.
  15. Cheers! I also just tested this myself ingame, and I can confirm that CO is scaling to at least 7 procs for me (as opposed to the 3 that the dev workshop stated). I haven't bothered testing with higher proc counts since that's a wee bit more difficult to do, but it really looks like CO doesn't have a status cap.
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