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Zekkii

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  1. I'm a little bit surprised to hear so many people defending them. Not only are exalted weapons competing with the rise of more powerful weaponry, but also the ever expanding arsenal of gun-platform frames like Dagath or Hydroid after his rework. I know some will find this an unfair comparison, but I think using an ability to make an exalted weapon should be just as powerful as using an ability to buff a gun.
  2. Between rivens, arcanes, incarnon upgrades, unequipable mods, and general power creep, Exalted weapons feel worthless. It sucks to build strength, forma, time, and energy to build one only to have it be a huge downgrade. Does anyone else feel the same?
  3. Subsume abilities are just too powerful to ignore. I'm sure many Yareli players would rather T-pose than be locked out of using them, myself included.
  4. This is more DE's fault than anything. Base steel path enemies can get over 99% damage reduction from armour alone. When Corrosive Projection and the Corrosive status effect were seeing unanimous use, instead of addressing the overbearing effect of armour they nerfed them so they could no longer full strip. If they want people to use elements like Blast, Magnetic, Impact, or Puncture then it can't take 100 times as much damage for the same effect. DE knows this, which is exactly why Hydroid is getting reworked into not only a Corrosive frame, but one who can full strip armour.
  5. The main problem with shield recharge mods is that they're more effective at refreshing the shield gate than actually restoring shields. As an example, a frame with 1500 shield has a natural shield regen rate of 90 and a recharge delay of 4 seconds after shield break. It would take them 20.67 seconds of not taking damage to restore their shield to full naturally. If you were to equip Fast Deflection, it would increase your regen to 171 per second and your recharge delay to 2.2 seconds. It's a notable improvement, but it would still take 10.97 seconds of avoiding damage to recharge your shield. Even with all three shield regen mods, it still takes 6.3 seconds of avoiding damage to recover you shield, which isn't a feasible means of survivability. The real use case of shield recharge is to get it below 0.33 seconds so the shield gate restores faster than it expires. There are only two things that allow you to do this alone, to my knowledge (excluding Arcane Aegis): Gauss' passive -80% recharge delay with the new mods Vazarin's janky Guardian Break operability ability with the new mods I suspect they may even patch the Gauss thing, as he can essentially just slap on two beginner mods and become immortal to everything other than toxin.
  6. Well we can agree to disagree, but I'll argue my point. There are 35 things that restore shield and 79 things that restore health. For example: 2 shield Arcanes and 12 that heal 9 Warframes that restore shields and 18 that heal 1 weapon that restores shields and 9 that healh
  7. It's funny when you think about what purpose shields were initially supposed to serve. They're supposed to be weaker, but self-repairing initial form of defense. Health, in contrast, is supposed to be difficult to repair but reinforced by armour. So why can I heal millions of health in dozens of different ways, but repairing shield only has niche methods to recover 100s? The answer is naturally the shield gate invulnerability period. Look at the Aura Mod Rejuvenation, it's the perfect example of what I'm talking about. It grants the team 3 heals per second. In the early days of Warframe healing was much more of a premium, so this wasn't as absurdly useless as it is now. In fact, it used to only heal 0.8 per second. Newer released abilities like Gloom allow the user to heal several times their total health every shot, grant that ability to nearby allies, and slow enemies enemies significantly all in one. The paradigm shift is obvious, healing is easy. So why hasn't that happened for shields? Imagine Rejuvenation restored shields instead of health. Even if it only recovered 0.8 shield per second it would make your entire squad permanently immortal to everything except toxin. You would always have enough shield to retrigger the 0.33 second invulnerability gate that shield gating provides. We can see this in action with Arcane Aegis or Gauss. Gloom would do the same every time you deal damage, except with a 1.3 second shield gate. The developers *cannot* give us powerful shield restoring methods without making us effectively immortal.
  8. You're 100% right. A big reason why shield gating is unpopular is because it's incredibly annoying and tedious to use, but simultaneously the most powerful option for many frames and content.
  9. You're right to say this, but the opportunity cost is still negligible. You lose out on an Aura slot for Brief Respite, which might be a big deal but Auras aren't that impactful. You can then use two Augur mods on your pistol, which either is used as a primer or simply ignored for a primary or melee weapon. That gives you 230% return on energy, which is 115 shield for a 50 energy ability and more than enough to fully refresh shield gates. Most frames then have the option to equip two augur mods on the warframe to trigger it on 25 damage abilities. The opportunity cost of this varies from nothing, since augur mods are often the best despite their slightly lower base stats, to losing out on 15% on a couple stats at worst.
  10. Hot take, but I don't think it'll change much. Recovering a 1.33 second shield gate with any 25 energy ability will always be incredibly powerful, but what really sets it apart is that invulnerability scales indefinitely. Requiring a mod won't change that. The shield recharge mod changes are fairly pointless. It would still require 10+ seconds of avoiding damage to recover 1000 shield with the new Fast Deflection mod. I can't see anyone using these mods unless you can combo them with the Decaying Dragon key mod for constant shield gate resets. Finally the extended shield gate for high shields and 50% damage reduction are actual good changes, but still fairly niche. There's not that many frames that are actually good at using high amounts of shields, and Protea and Hildryn already have extended shield gates. I wouldn't be surprised to see Arcane Aegis + Pillage subsume builds start to pop up, but shields need more support if we want to see widespread 'high shield' builds.
  11. Look at the prices on warframe.market: Weapon Pod and Casing are 1 Platinum Engine and Pod are 6~8 Platinum It's not a case of RNG, the drop rates are just off.
  12. Vile Acceleration is super underrated. The -15% damage barely factors into DPS but +90% fire rate is insane. If you're looking for punch through you can use Metal Augur, and if you want a combination of the two just use regular Shred.
  13. Steel Path is a great example of what happens to challenging content. First of all it's ultimately not that hard to beat with the tools we have. Every time DE tries to nerf any of those tools, a huge portion of the community gets incredibly upset and complain across many different media platforms. In extreme cases DE has even been review bombed. Conversely, buffs are rarely met with criticism. While it might make sense from a game design perspective to address some imbalances for the health of the game, it doesn't make sense from a business perspective. The casual players will always outnumber the dedicated hardcore players. As a result, DE uses nerfs very sparingly, and struggles to make content difficult enough to be challenging for the strongest combinations of our abilities. Even though it might not be as challenging as a hardcore player desires, it's still largely inaccessible to casual players. To solve this DE either nerfs the difficulty, or they introduce new forms of power creep. Taking Steel Path as an example, we got Galvanized Mods and Gun Arcanes to address this. This makes the content trivial for hardcore players, and gives casual players something to drive engagement and ultimately overcome Steel Path as well. And finally there's the regular content schedule. To drive player content and player retention, DE introduces regular power creep into updates. Even after Steel Path is 'solved' for casual players, they introduced Incarnon weapons to make Angels of the Zariman compelling, Archon shards to make Veilbreaker compelling, and Incarnon Adapters to make Duviri compelling. All to drive players retention, which ultimately leads to spending. Now we're at the point where despite introducing a game mode specifically to make the game harder, the game is arguably much easier than prior to its release. However, the game's lifespan has been increased because in order to get to that point you need to play it for hundreds if not thousands more hours. But it doesn't end there, power creep eventually stops being compelling when it serves no purpose. That's when we go back to step one, Tungsten path. Or perhaps it's the Steel Path Circuit. The point being that content will get more challenging to further compel players to play the game. To give players a reason to get that new update's form of powercreep. It might seem like the difficult content is to challenge you, the hardcore player, but it's not. You can already beat it with ease. It's just easier to lose you as a player than the casual playerbase, who is more of a driving force.
  14. They're not asking to be rewarded for failing, they're asking to receive the rewards for all of the rounds they succeeded. That's the way it works in Survival, Dusruption, and Excavation.
  15. This isn't particularly fair either. To get the Incarnon adapters you need to spend most of your time in the Circuit, but they still require Pathos Clamps. The Tenet weapons granted by killing the Sisters of Pavos don't require Holokeys at all.
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