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HazelMeade

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  1. Taking Vastilok as an example, the arsenal shows: DAMAGE Damage 279 HEAVY ATTACK Damage 1,395 DAMAGE / PROJECTILE Total 621 If there was a way to get a melee heavy attack, the 1,395 (5x melee normal attack) might make sense. However, "heavy attack" with a gunblade does a projectile attack with more damage. The cap is actually 2,484 (4x projectile damage). This seems to be consistently wrong/misleading for all gunblades. Sarpa is supposed to be a burst fire weapon instead of a shotgun. For projectiles, it says: DAMAGE Critical Multiplier 2x Total 35 Like regular burst weapons, it does not show the number of burst rounds or the total damage per burst. In this case it additionally does not indicate clearly that it's a burst weapon to begin with. That notwithstanding, I would expect to see 35 damage per pellet, occasionally critting to 70. However, the scrolling damage numbers show a typical hit of 50 unmodded, occasionally critting to 101. For heavy attacks, it shows 151 (3x) unmodded, or 201 (4x) with just a stance mod. (Again the heavy attack damage in the arsenal doesn't seem to correlate with any of these numbers, and is instead just 5x melee normal attack damage.) Note that this is with no damage buffs on the frame either, and other gunblades like Stropha give expected damage numbers.
  2. Sometimes the game just screws this up, e.g. if there was a network issue or crash while it was unslotting a mod that you were ranking up. Note that in this condition, when you enter a mission, it will disable the [Archon Vitality] automatically to make room. So you probably want to fix it.
  3. N*0 = 0 I mean you could argue that for leveling you should just do SO, and that is the meta. But it basically means that new players have to choose between being a fifth wheel or soloing... in a MMO. I used to level MR fodder guns in a single endless solo mission, but that basically doesn't even work any more because of the changes to affinity distribution, unless you're already high MR and can mod them out from the start (and even then some of them just suck). Now you're actively incentivized to go into SO and leech. Great game play. But also consider, if you've reduced leveling to 3-10 minutes (depending on boosts), why even bother having a leveling mechanism at all? Hell, just look at all the responses in this thread that amount to "just play solo". Why would you even design a MMO that so many people actually do find more rewarding solo? A huge fraction of players I know literally solo everything where it's not actively detrimental (i.e. fissures and meta endo/resource farm), as do I. It's also one of the reasons I like Railjack, it's actually just better with hired crew than with real players, and I get to use my own ship that doesn't suck--and no host migrations! There are many questionable, if not outright dumb, design decisions in WF.
  4. A lot of games are like that. I don't even necessarily mind; in fact some of the most fun I had in ESO (that other MMO) was figuring out new bosses on day 1 before there was a PTS and day 1 guides. But you pretty much can't do that any more, there will always be at least one person in your group who has read a guide and expects everyone to know all the details cold. (Before that I used to write guides for other MMOs.)
  5. Haha. I remember a couple times wondering why I couldn't mount him, and the whole group thought it was bugged and left... before I read the wiki page and realized someone else had always been one-shotting the shield without me noticing. The game is extremely poor about introducing mechanics. (My favorite example is the drop rotation system, which AFAIK still isn't visible at all in game.)
  6. Unless they're end gamers who stacked movement speed, in which case they're so far ahead of you you're out of affinity range. It happens all the time to new players, and is a horrible experience. But I already said that, and you ignored it.
  7. Do you even play this game, bruh? RJ is in general a ghost town. SP is a ghost town except for a few specific missions that are useful for farming, and even then it's pretty much all premade groups, no pubs. At certain times of day it takes 15-20 minutes to even get another player in Tyana Pass. I usually play solo and have been surprised many times to finish a mission and realize I had left myself on pub but not gotten another player at all. TL;DR: Warframe is FULL of ghost towns.
  8. Divine Spears and the new Tentacle Swarm both share this problem, holding enemies separated which defeats both melee AOE and short to medium range gun AOE. And it only gets worse when they max ability range. It's not even a play style issue, it's a basic design flaw in the game, making abilities that actively hinder other players. And it's not new, I talked about this in my 2016 review of the game. For another example, try playing Titania with a Volt in your group, and count how many walls you don't smack into.
  9. We all know that, but I will argue (and have argued) that it's bad game design. It's especially crappy for new players who may literally not even be able to keep up and get XP. Most games at least disincentivize end gamers from playing in the same missions, but WF actually incentivizes them to in many ways.
  10. I like RJ, as do some other players I know, but it has 0 end game. Adding a bauble, especially one you can get elsewhere, definitely won't fix that.
  11. I've been waiting for this technology to mature. I'm going to enjoy the hell out of "sick rolling" people with vomit and feces smells.
  12. I came to this thread specifically because the title made me think of how much I detest Duviri and its random loadouts. Thankfully I completed everything that I can get from Duviri (yes, the LOOT) and I have no reason to play it any more. I have no doubt that the new Netracell mode will be just as annoying, in particular with people discovering their equipment doesn't work and bailing, but now you'll have the added bonus of their keyglyphs getting randomly redistributed to players who might not be prepared for them. It's going to be great! Also, remember that when they added arcane portals, there were still two other ways to get those arcanes that, while they took longer, were still reasonably doable. Technically the Netracell arcanes might still be achievable, but 1.5-2 years is a frankly insane amount of time to expect anyone to grind for an item, especially when there will be 6+ more "major" content drops in that time. Most players are completely gone in that time frame and will never play again.
  13. And here I thought this was going to be a thread about the random equipment choices in Duviri. That's genuinely obnoxious. All they're doing with this Netracell thing is copying Destiny's Nightfall missions. Completely unoriginal.
  14. Nobody going to mention that it's also 1-day instead of the usual 3-day global booster?
  15. Today's patch notes (35.1.2) claim this is "fixed". Fixed Overguard earned on Warframe in Duviri from the Killer’s Confidence Decree causing players to be indefinitely invulnerable in the Undercroft. Now, Overguard earned from the Decree will be cleared from Warframe after entering the Undercroft.
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