Jump to content

SortaRandom

PC Member
  • Content Count

    9,531
  • Joined

  • Last visited

Everything posted by SortaRandom

  1. This accomplishes basically nothing while introducing a crapton of downsides. - each weapon now only has 1 proc - elemental mod selection is now meaningless - what if i want blue fire - who even uses element combos amirite this is literally what multishot is It doesn't affect your status chance or crit chance at all, except in the way that you'd expect from simply firing more bullets in the first place.
  2. WALL ATTACKS (melee 1.0) STILL EXIST. They have survived two full-scale melee reworks over the course of >6 years, with virtually no changes from their initial state. They provide no mobility, are horrifically slow, and briefly freeze the pacing of the gameplay. They have been this way since I first used them in 2013. I don't recall the last time I activated a wall attack on purpose. I don't ever recall activating a wall attack and then thinking "hey, that was useful". I don't think other players do, either. DE, if you're reading this... please remove wall attacks from the game.
  3. YEP! The source of Maiming Strike's overpoweredness has always been the fact that Blood Rush multiplied it. With that calculation obliterated (at last), Maiming Strike in its pre-nerf state would've been perfectly viable without being overpowered. DE has repeatedly said that they don't like MS because it promotes a boring playstyle... but surely they could've just fixed the "boringness" of the playstyle instead of effectively deleting the mod? For example, BEFORE: Maiming Strike adds a flat +90% CC (additive) to slide attacks. AFTER: Maiming Strike adds a flat +90% CC (additive) to slide attacks, air attacks, slam attacks, wall attacks, and heavy attacks. (Basically, anything other than conventional combos.)
  4. It's frustrating that it's been well over half a year since DE introduced this system, but they still haven't properly separated autoblocking from aimgliding. The weird part is, when U26.0 dropped, I could swear there were moments where autoblocking in midair didn't force an aimglide (as it should be). Haven't seen that happen in a while, though.
  5. It makes me really happy to see another player point this out. Finding a fellow player who plays with "align attacks to camera" disabled feels like finding a damn unicorn. This issue could be hugely alleviated by just letting "forward" include A,S,D in addition to W when this option is disabled (since those will all be "forward" relative to your character), but I guess there are so few of us that DE doesn't consider it worth the effort.
  6. The double-proc thing is always nice for Condition Overload builds. I mean, less nice now, but still nice. Also, the CC effect itself can actually be a nice bonus against tankier enemies. It's never been useless, regardless of how often people parrot the "death is the best CC!!!1" thing. I do wish that they'd revert the stealth nerf, though. As in, the literal "melee stealth bonuses are disabled against Blast-proc'd enemies" nerf, which was coincidentally never documented in patch notes. ... And the fact that enemies are immune to Blast's knockdown effect if they already have a Blast icon active. You can continuously land a million Blast procs over the course of ten minutes and the enemy will only fall down from the very first one. (Been a problem since, like, late 2017. Still waiting for this to be fixed, DE.)
  7. I mean, you're not wrong, but I don't see this as a problem. Every Archwing map in the game (including space, and especially in open world) has a clearly defined up/down orientation, and all enemies spawn / move / are oriented accordingly. It's basically just Warframe's usual level design wearing a space flight costume. So, it should use a movement system that's well-suited to such a design-- i.e. running and jumping, but wearing a space flight costume. Warframe is very fast-paced and has always been characterized by sudden, sharp changes in direction and speed. Archwing is no different, which makes the slow gracefulness of "rolling" and "banked turns" and all that jazz VERY unsuitable. Unless literally every aspect of Archwing is fundamentally rebuilt from the ground-up to accommodate a flight-sim-like playstyle (including map, mission, and enemy design), giving it flight-sim-like controls would never work out well.
  8. I feel like you're misunderstanding. I've only been making suggestions for afterburner-- NOT the dodge/backflip/blink/etc functionality. Those should remain bound to the Dodge key (tapping "Shift" by default), as they always have been. Right now, pressing down+up (ctrl+space) while on foot produces a Bullet Jump. I would like pressing down+up (ctrl+space) while in AW to produce an Afterburner.
  9. Hm? The dodge binding is exactly the same, though? EDIT: To clarify, I want up+down to activate Afterburner. Just like how up+down activates Bullet Jump on foot. Dodging (i.e. tapping the "dodge" button, where AW's forward dodge has been replaced with a Blink) works wonderfully already, and should stay the same as it is right now.
  10. I mean, AWs punish collisions a bit more than warframes do, but otherwise they'd be practically identical. The control scheme I'm suggesting is literally identical to the other 99% of the game (aside from the additions of "sprint up" and "sprint down"). - If you activate press Ctrl+Space, you launch yourself in the direction of the camera. Just like bullet jumping. (It's sprinting that shouldn't be camera-locked.) - If you want to "sprint up", you simply hold Space (up) while sprinting. Just like you'd hold WASD while sprinting to "sprint fwd/back/left/right". - If you instinctively try to bullet jump upwards by looking up and hitting Ctrl+Space, then you'll Afterburn upwards which accomplishes the exact same thing. That's what I mean, yeah. Because it defaults to forward movement, you're forced to swing the camera around if you want to move in any other direction. Which is just silly.
  11. I feel like I'm in the minority in that I'm... not satisfied with the changes. Like, yeah, the removal of rolling (like, the 6DOF flight sim crap) is a HUGE improvement from before, and I love that up/down is now consistently relative to the direction of the camera. But "sprinting" in AW feels like total poop, because: you can only go forward. Even if you hold S and roll backwards, you're still moving forward. Not inputting a direction = moving forward. Forward input = afterburner. (Seriously, does this not feel weird to anyone else?) Afterburner is barely faster than just sprinting. Probably because it's bound to a key that we already hold instinctively. Basically, if you want to maneuver quickly, then you've got to use your camera for steering. In a shooting game. This is bad. Don't even get me started about those poor folks who play with sprint toggle. WHAT I'D PREFER: "Sprinting" lets you move in any direction you please. Just like sprinting in the rest of the game, but this time including up/down. "Afterburner" is activated when Jump+Crouch is held. Just like Bullet Jumping in the rest of the game. Afterburner speed is increased slightly. That's it. It would be consistent with the base game's controls, and it would prevent the silly issues of "sprint only works in one direction and forces me to choose between moving and aiming".
  12. Cheers, thanks! Yeah, I think that enabling acolyte mods on Exalteds should be the way to go at this point. Or just give them the "reduced scaling" like landslide/whipclaw/etc, so that Excal/Wukong/etc players don't feel pressured to use Blood Rush if they don't want to.
  13. They literally did, yeah. Up till the Melee 3.0 changes, BloodRush/MaimingStrike/ConditionOverload had been virtually unchanged since the exact instant they were released. Atterax builds were stronger than even the best Zaws and had been around for years prior. This is getting super nitpicky and off topic, though, so i'll try to keep the rest of this short. You've changed your main argument from "It would be gamebreakingly overpowered!" to "it wouldn't be gamebreakingly overpowered, BUT it would be a small first step towards creating something gamebreakingly overpowered!". What I'm gleaning from this is that the actual overpowered part... does not currently exist. i.e. We can cross that bridge when we get to it. The slippery slope argument does not warrant (once again) a core melee functionality being completely unusable on >90% of melee weapons. Increase the cost, then, no? That 60 isn't set in stone. (Also, Zenurik should be balanced around the core mechanic and not the other way around.) Overall, you still seem to be deadset on viewing the heavy-attack-on-most-builds situation as a very binary "It HAS to be horrifically detrimental to the point of unusability, otherwise it would define the meta and have literally no weaknesses!". I feel like a broken record at this point, but I gotta emphasize yet again that an "in-between" solution exists. In the first place, I don't want an overall power level increase to scaling builds. I want occasional heavy attacks become a viable option, not THE viable option. Improving heavy attack efficiency would accomplish this, if it didn't cost a mod slot (i.e. a huge chunk of my build's overall power). Alas, heavy attack efficiency is so bad at base that trying to improve it means gimping my own build for no tangible benefit. EDIT: I completely failed at keeping this short lol In any case, I've made my point. Much of this post was just me repeating things I've already said, so at this point I'm not sure there's much reason for me to post further. Aside from our stubbornness about each of our respective points, I'm glad we could have a civil discussion about the topic! 👍
  14. Literally just a pitch slider would already be fantastic. It would also require minimal effort on DE's part, considering that it's already in place for Kuva Liches.
  15. YEEEESSS! Someone else who has witnessed the glory of Range Wukong! Bonus: Try activating Celestial Stomp, but popping into Cloudwalker before the stasis activates. Stealth damage bonus for days boiiii OT: The wiki states that Exalted melee damage still scales with the combo counter, just with much slower buildup than before. I haven't seen anyone on the forums mention this at all (including in this thread), but can anyone confirm whether this is actually true? (I'm asking as an avid Excalibur+Wukong player who literally never presses 4.)
  16. I'm responding to an old post, but I'd change the "lifted" status by forcing Stealth Damage Bonuses (+700% damage, stacking additively with Crit Damage) on affected enemies. Bonus points if the same applied to Impact procs. Give these otherwise-useless CC effects an actual damage incentive. This would also be a huge leap towards solving the issues of: Lifted Status being useless Impact procs being useless Impact-focused melees being less desirable Pure-status (i.e. critless) melees being useless in one fell swoop. Mechanically, I honestly haven't had any problems with the lifting. I see people comparing it to Jat Kittag, but the ragdolling has always been fairly controlled for me, and the enemy has never drifted backwards so quickly that it flew out of my reach. I do use Primed Reach on all of my builds, though (along with stances that don't root the player to one spot), so take this with a grain of salt.
  17. What do those have to do with heavy attack efficiency? Do you really think that making heavy attacks not-completely-detrimental will be even remotely close to the overpoweredness of BR+MS or BR+CO? There are a crapton of things limiting a standard combo-scaling build. You make it sound like adding a bit of heavy efficiency will remove the only barrier between a BloodRush Dakra Prime and literal godhood or something. In reality, adding reliable burst damage to your combo-scaling builds can already be simulated by holding a shotgun in the other hand. Yeah, it removes the only intrinsic "weakness" of such a build, but... it's not exactly gamebreaking, is it? (I realize that the shotgun example is kinda cheating since it requires a dedicated gun slot, but you get the idea.) If improved heavy attack efficiency causes the burst damage from heavy attacks to happen too often for heavy-attack builds to look enticing, then the devs can tune this by simply increasing the base combo cost a bit more. DE is fully capable of making micro-adjustments; it's not as if heavy attack viability is on some binary scale from "literally suicidal" to "game-deletingly-overpowered" or something. Look, your entire argument is based on the idea that improved base-heavy-attack-efficiency will unleash some freakish leviathan monstrosity of an overpowered build into the game... yet, aside from that tidbit above, you haven't once explained what such a build might actually be. Would you mind elaborating on this? As in, giving a realistic example of a genuinely gamebreaking, fun-deleting build that would be possible with a bit more heavy attack efficiency, but isn't possible right now?
  18. I get what you mean, but semantics. Potato potahto and all that. As long as you understand my point that "using heavy attacks = shooting yourself in the foot for the VAST MAJORITY of melee weapons, and this is bad", that's all that matters. I feel like you aren't putting this issue into perspective. A core gameplay mechanic is completely unusable on >90% of melee weapons, and you're defending this state because... one or two new overpowered weapon builds might appear? Look, the solution to this whole issue is literally to make heavy attacks consume fewer hits at base. This makes heavy attacks usable (read: not spammable, not gamebreakingly overpowered; just usable) on scaling builds, and that's it. This buff would have virtually no effect on heavy-spam builds, because getting any use out of it would require both Combo Duration and Attack Speed, and melee weapons have a finite number of mod slots. If the worst case scenario DOES happen, and some ungodly overpowered weapon+build+warframe+arcane combo does emerge, then... it can be addressed and nerfed separately. Keeping this hypothetical monster in its unborn state is NOT worth the cost of-- repeating for emphasis-- letting a core gameplay mechanic be completely unusable on >90% of melee weapons.
  19. When I said "default state", I meant a typical build with Blood Rush on it. It's not default in the sense of "no mods whatsoever", but I meant it as a standard, run-of-the-mill build that you'd see frequently on the majority of weapons. As opposed to the default state that you're describing (i.e. defined by a lack of scaling or heavy attack mods), which nobody will realistically be using once they actually... you know... obtain mods. Saying "you can still build for it" is a bit disingenuous. Yes, it can technically be done, but you know as well as I do that it's laughably nonviable on the vast majority of melee weapons. You don't end up with this so-called "default state" by not minmaxing-- you end up in this state if you go out of your way to build your weapon poorly. Also, in this thread about scaling-versus-heavy builds, spin2win (a subset of scaling builds, which we can all agree was a bad part of Melee 2.0) isn't really relevant. Okay, I feel like a misunderstanding has occurred. We're not asking for the ability to take full advantage of scaling builds and heavy attack builds (i.e. the opposite ends of the specialization spectrum) at the same time. We're asking for the ability to use occasional (non-minmaxed) heavy attacks on scaling builds without instantly destroying the scaling part. For comparison's sake-- even the most specialized heavy-attack builds can still use light attacks if the player so pleases. While it obviously won't be optimal for damage (save for extremely weak enemies), you aren't penalized for doing it, and it can even be useful against very-bulky enemies. Scaling builds, on the other hand? A single heavy attack will instantly break the backbone of your entire build. You see the problem here, yeah?
  20. That's an interesting way of looking at it. Honestly, though, I'm not finding myself in agreement. Having "scaling builds" and "heavy attack builds" so distinctly separate from each other means that you'll only ever be spamming one type of attack and never touching the other. This is bad for the simple reason that spamming a single thing is boring. For those who've played the game in its earlier phases, this situation should look familiar-- it was a major problem that Melee 1.0 had, and the monotony of spamming one attack type over and over was a huge part of why Melee 2.0 was necessary in the first place. It's been, like, six years and we're barely past square one in this regard. Don't get me wrong, it's great that players have the option of specializing into a heavy-spam build or a scaling build if they so please-- but basic attacks and Heavy attacks should BOTH BE USABLE IN THE DEFAULT STATE. The devs intended for heavy attacks to be occasionally woven in between regular strikes, but the current state of the game does not reflect this. This isn't even that difficult to solve either! Instead of wiping the entire combo counter, heavy attacks should decrease your combo by 60 at base (i.e. -3 combo tiers). Enough combo is lost that heavy-spam is discouraged (and that dedicated heavy-spam builds won't get much use out of this buff), yet it's not going to completely destroy your Blood Rush build if you throw one out every now and then. I'm sure this isn't perfect, but it's definitely a place to start.
  21. Bumping, since this wasn't addressed in the latest hotfix.
  22. 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.
  23. 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.)
  24. 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!)
  25. 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.
×
×
  • Create New...