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Exodess

Grand Master
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Posts posted by Exodess

  1. I would like to see momentum have an effect on enemies when we ram them. Slamming into a Crewship only to come to a complete standstill feels very strange, as two ships of similar mass should recoil away from each other given the scenario.

    That said, I am liking how the new damage changes make ramming somewhat feasible as a supplementary damage mechanic.

    • Like 1
  2. For Tactical Avionics:
    - I use Battle Stations when preparing to fire the Tunguska Cannon, which given my setup can 2-3 shot most Crewships in the Veil. 
    - I use Death Blossom for my Cryophons when engaging in large swarms, so as to bypass cooldown for nearly an entire wave.

    Tactical Avionics are admittedly the lowest tier of priority when it comes to slotting, but they do have situational benefits. But I do admit that there's a bit too much interface standing between the player and the desired result.

  3. 1 hour ago, (PS4)xxav1xl6ivax said:

    Actually, the shield gating system inter-reciprocators are all on line.

    Some Tenno may have undergone one or both of the following:

    Exposure to the 27.2.2 linguistic attenuation strain of synchronic reductivism fielding, which can induce a Schrodengerian hyperbole in the ethereal neural-photonics disseminator mesh, (under circumstances of suboptimal localization porting through reduced capacitance overloop patches). 

    Intra-weave cross-talk delay in the anticipatory deferment center of psychogenic neural reflux inversion crossovers, inducing potential counter interpolation inception fogging in the associative meta-regulation of feedback copacesis nominalizers.

    (How to fix it?)

    Cogitate the perceptual orgone trans substantiation multiplexers, to re-initialize them via the reliquary chamber ocular reflex crosslink virtualizer, and re-scrub subliminal cortex receptor sites of residual negentropy condensation, and it will be fine.

    You just made that up. 😩

  4. 47 minutes ago, SoulEchelon said:

    Only problem I see is that alot of warframes already have a bunch of stuff going on in the waist area. Saryn immediately comes to mind. Waist armor would look great on Valkyr and Mag for example, but quite a few others would just be mesh hell.

    Maybe the option to have alternate waist armor pieces could work (switch the original waist armor with something else), however that would mean DE would need to rip apart pre-existing warframe meshes. It's all possible, but not sure if plausible.

    Given how broken the armors are on Kubrows (or at least my Sunika) at the moment, I don't think clipping is a huge priority for DE at the moment. 😄

  5. 6 hours ago, hs0003 said:

    Thanks for the update! Now lets hope nothing important has been broken by it.

    Too late - my Sunika Kubrow's body is now bigger than most of its armor skins. 😄 Despite this, the laundry list of fixes besides is a definite step in the right direction. I'm very glad DE has decided to take the time to revisit gameplay and balance concerns over continuing to chuck in new content at the start of this year.

    Between this and the Melee 3.0 changes, it feels like disparate parts of the gameplay are starting to come together. I particularly like how there's now a "soft ceiling" on enemy scaling that more properly defines the endgame zone of difficulty without having it continue to barrel forward like a mad bull. Now if they could just find a way to get around the "content island" problem we'd be golden.

    • Like 1
  6. Guess I'll throw in my two cents and offer up some ideas.

    I believe her kit needs some tweaking while keeping the original functions of her powers intact. Take the following ideas for example:

    • Double her overall cast speed.
    • Her Rip Line and Paralysis are either redundant in combat when compared to other basic combat options available to the player and require modifying their functionality. 
      • Rip Line could transform into a cone attack when targeting an enemy. Alternatively, enemies afflicted by Rip Line could be momentarily "tied up". It could also bring one opponent or nearly all opponents within the range of the target to the Valkyr near-instantly in a cluster. Regardless of the change involved, its use should not result in movement lock for the player.
      • Paralysis should not have its stagger component rendered invalid just because an enemy is affected by other animations at the time (and perhaps turn it into a PBAoE rather than a cone.) It could also modify the when-shields-are-available self-damage attack component into a %damage-to-enemy mechanic similar to Oberon's Smite, and have it scale to Valkyr's available shields at the time.
        • It's also important to note that this power in particular is incredibly redundant - it is easily replaced by ground slams in the game's current state with Melee 3.0. This is because Ground Finishers are more powerful than the Standing type, with many including a massive 1200% damage component or a guaranteed slash proc with the finisher multiplier. This makes ground slams scale dramatically better than Paralysis ever could hope to in endless-mode content. So whatever is decided upon should provide a proper incentive to use this power instead of a ground slam.
    • Convert her Warcry into a party-wide toggle with an AoE effect on enemies' speed (and turning Eternal War's bonus into a "grants X energy per kill while active" to keep the ability/mod's functionality identical, as I could see this working like Oberon's Renewal toggle where there is no outside way to get energy while this ability is active). Or at the very least remove the movement lock while it is being cast.
    • Give Hysteria a "single attack" component when doing a button Tap for an instant strong finisher-type melee attack, or Hold to swap to Hysteria mode as it currently operates. 

    Other aspects of her functionality should remain intact; her base 700 armor provides some unique modding synergies, for example.

    Here's another random idea -- what if Valkyr's abilities were expanded in function to deliberately trigger the Mercy state on enemies for Finishers, thereby giving her unique synergy with the Parazon mods?

  7. 2 minutes ago, SordidDreams said:

    The thing is, DE know WF isn't going to last forever. Steve said in his interview with Mogamu that he believes the life of an online game has a parabolic shape to it, where it gains popularity at first and then gradually loses it. If you look at the Steam Charts page for WF it's pretty clear WF has entered the latter phase. In the first phase devs concentrate on building the player base, in the latter phase they concentrate on squeezing what player base they have left for as much money as possible. It's only going to get worse from now on.

    That's a discouraging thought.

  8. 1 hour ago, taiiat said:

    indeed you might, having things such as Vigorous Swap Equipped makes it seem like you're expecting a Melee type Warframe to benefit your Guns.
    that's the explanation i can come up with for one not finding the mainly Melee focused Abilities being useful.

    That makes since, and thank you for replying.

    Vigorous Swap is used to synergize with with the Kuva Chakkhurr which bolsters its insane attack power further, alongside an Akarius for wiping out weak clusters of enemies at a range or to take out those annoying flying targets such as the Arbitration Drones. Both weapons hardly need to be aimed to hit a target and are useful for picking off something across the room, minimizing TTK. They're both built for status as well, which is great for hitting a target my Kubrow has flagged.

    I also took the time to read up on your posts in the Valkyr rework thread to get a better understanding of our differing viewpoints and see that you are very intelligent and passionate about this topic. From what I learned, I am of the opinion you're probably very inclined toward the Warcry/Paralysis design philosophy, which is traditionally solid. My view is that while this does work, it doesn't work as well as it should in light of recent gameplay changes and has become dated. In my eyes, the primary thing that hasn't been entirely outdated with it is its unique leverage with armor values (hence my rather inane but effective Kubrow-and-weapon-perk-based design). 

    That said, in my view, Valkyr's ability redundancies stem from the following: 

    • Rip Line lost much of its raw mobility benefit when Bullet Jumping came around, and its combat usefulness is eclipsed by any number of options given its animation lock and fairly long animation cycle. Rip Line should be an expedient distance-bridging tool, but right now it feels more like a supplement rather than a preferable alternative.
    • Warcry would be much more useful as a toggle than a click, given the debuff it puts on enemies only works on the immediate cast. And while it is largely the most useful ability, it also has poor energy economy and does not last long by default, and so requires specific modding concepts to make useful in a general sense.
    • Paralysis' baseline stagger functionality has long since become more easily replaced by the standard melee ground-slams, as their effects are not so easily shrugged off if the enemy is already suffering a different stun animation (and ground finishers are generally stronger or have more perks based on the weapon type such as a guaranteed slash proc). The augment also becomes redundant if you're packing a Exodia Hunt on an appropriate Zaw (which both frees up a Warframe mod slot and with the right weapon/stance can cluster enemies consistently and more quickly -- which also synergizes especially well with the Kubrow build I outlined). Base Paralysis is pretty much busted per the aforementioned animation bug and alternative finisher method, so I feel the skill deserves an overhaul.
    • Hysteria's invulnerability and damage output can be made redundant with some smart mod design elsewhere. It can be designed as a situational weapon, but there's usually faster options available. I believe Hysteria would benefit from being split into two components -- a quick-attack component and a sustained component similar to what it has now. It is far too situational as it stands.

    I see these problems further exacerbated by Valkyr's long ability activation animations, which are about twice as long as they should be for a high-activity frame and put the player into animation lock while casting (which is why I have Natural Talent, as I prefer to use Warcry situationally for its slowing component and to mark hard-to-see targets among the piles of corpses laying around, as well as to avoid dealing with Eternal War's upkeep). I would also debate that the reason much of Valkyr's ability mechanics are these days so readily duplicated elsewhere in the game is because they are pretty bog-standard QoL combat behaviors and the frame itself got left behind as these perks were doled out.

    Having said my part, if you'd like we can probably carry this over to that rework thread since there are some very good ideas floating around that I hope DE will explore. 

    ---

    Back to the Kubrow discussion - I'm still very much on board with the opinions here. Particularly since I view companions as an extension of my Warframe's functionality rather than a passive boon.

  9.  

    1 hour ago, taiiat said:

    and anyways, i don't see any problems with Modding choices being complicated and having many good avenues to follow, like how Dogs/Cats are currently. more Mods available that are useful than there are Slots, many good choices.

    Fixed my typo from earlier (must have had Paralysis on my mind when I was talking about Warcry). :) Anyway, pet mod sets are pretty fun for the Johnny players like myself who love creative solutions over FOTMs. Sadly not all experiments work out as successfully as pet sets do.

    That said, I agree with the majority the pet rework has been a long time coming. I'm just concerned about more "fixed" elements with performance boosts being introduced the breeding expansion that'll make existing pets obsolete.

  10. 2 hours ago, taiiat said:

    ofcourse it is, since you Modded everything for your dog and didn't Mod your own Abilities. that seems like the expected result then.

    tenor.gif?itemid=11801420

    Plus, you know, Valkyr's abilities besides her #2 (Warcry) are pretty worthless, and even the #2 can be made situational. 😄 The whole reason I built the Kubrow the way I did was because her base stats (particularly her armor) synergize very well with the Mecha set.

  11.  

    20 minutes ago, Avienas said:

    So for the most part you took advantage of things like how the Synth mods are suppose to only work on SENTINELS and can actually be used on beast companions and then using a high crit meme gun to get your pet to auto crit via link mods on top of status link mods and the fact that D.E. straight up gave absurdly high damage mods that justify them able to do decent damage.

    Though i can applaud you for the creativity, you pretty much just did a setup so your pet can just turn itself into a auto-matic hunter munition meme.

    Yes. And? 😄

    I kid. But bear in mind that balance is something that doesn't really exist inside Warframe, so I can't really agree with seeing a problem with my approach since the game is all about bending the rules into a pretzel.

    20 minutes ago, Avienas said:

    ....Too bad you threw out Fetch and had no room to get REALLY big brained by throwing in things like Flame gland so your pet could remove half the armor off of enemies to make it a massive terror-fest of being able to rip most of the armor off of grineer, slash proc them and have them get melee`d by a pet, Heat tick`d while panicking and slash tick`d to boot.

    I appreciate the critique, but I have to point out that my pet can kill a level 135 Eximus Bombard in about 5 seconds by itself with its slash proc, so anything it attacks is going through an "omae wa mou shindeiru" moment if it isn't already dead on contact. In addition, if it attacks a target it has marked with Mecha set's perk, its pretty much guaranteed that when that target dies everything within 30m is going to die within 1 second afterwards as well due to the monstrous slash proc damage output.

    My raw power output on my own weapons is such that stripping armor would be a waste of time as well, and we're talking hour-and-a-half long Arbitration Survivals. :)

    20 minutes ago, Avienas said:

    My statement still stands that pets are a mess to properly setup, due to lacking a proper claw bench and the fact that the freaking PRECEPT mods such as Mischief & Charm have not become innate mods for many pets kind of ruins the fun of using them. Since getting a pet who can give +60% additive crit or a pet that can double affinity/resource, auto fix your crits to 200%, apply instant reloads and many other effects, makes things absolutely silly on some ends.

     

    Well, since i am done with the madness of grinding 16 kuva weapons with all 5 forma for the mastery and making sure i have every single acolyte mod this time so i can stop caring about them 100%, I might try and look into applying a similar setup with what you show, so hope you do not mind if i take notes of your ingenious use of mod setup that is due to D.E. once again letting `bugs` be present and never fixing them.

     

    ....Its a shame my go-to frame is Equinox prime, so i likely cannot take advantage of such fun of a build unless i decide to switch to my goatman, Rhino or other tankie frames to enjoy such fun potential. Also double sad that mecha mods cannot be equipped to helminth charger, one of the best potential doggos for this meme, due to it having innate toxin, which could allow it the potential for Viral or Corrosive builds.

    I feel your pain. I concur that pets are indeed a mess to set up, functionally busted and otherwise inane to build. My Sunika's abilities needs love like my Valkyr's abilities need to not be rendered redundant by every other mechanic that's been introduced in the past few years.
     

  12. I really want a way to change my Kubrow's energy color. I'm a dog person who adopts rescues, and really don't like the idea of discarding even virtual pets just to get the traits I want. Seeing as this is a video game, I should not be limited to genetics handling what is clearly a supernatural aesthetic value. >.>

    I'm also not a fan of the idea of seeing my Sunika, that I've had since Kubrows first launched, be completed outdated by breeding. Not only would I be giving up something I'm rather attached to, but the 11 Forma I've pumped into it over the years as well. I'm sure others have made even bigger investments.

    In regards to this breeding perk idea, I would like the ability to transplant genetic templates (for example, one purchased from another player) for the same breed into my existing Kubrow. This allows older pets like mine to compete with the newer bleeding-edge "does bonus damage to Grineer" pets that will clearly come out of this ordeal without forcing me to consign my companion to the Lotus. 😞

    2 hours ago, Avienas said:

     Sheet that literally will make pets extremely useful in missions in general instead of it just be using carrier for loot case, the 2 kavat buffer siblings, where every other pet has nothing out-standing to make them much more important then those 3 pets, 

    I've gotten very creative with my Kubrow over the years.

    kubrow1.png

    kubrow2.png

    And while he is dumber than a box of rocks, useless is not a word I would ever use for him. 😄

    He's collectively more useful than my Warframe's actual abilities. Go figure.

  13. Here's a short mission flavor idea:

    Remember the Assault mission on the Kuva Fortress node? I realized today that the concept of "do X to help with Y" (already in place to a lesser degree with the "prototype crewship" you can hijack on some Railjack missions, but it's so clunky that it's not worth it) feels a lot more engaging and creates more incentive for players to run the Away Crew objectives early rather than to just kill all the fightercraft first.

    We already have Grineer Galleons on the Railjack maps. What if we could hijack a cannon on one of the other objectives and use it to attack the Galleon instead of having to board it all the time?

  14. I recently got a Riven/Mod combination on my Chakkhurr that combines with some additional setup on my Sunika Kubrow to grant my pet both 110.7% critical chance and 65% Status with pure Slash on a 9.6x Critical Modifier. I was quite giddy to say the least, and I decided to head to the Simulcrum try and see if the Finisher portion of Savagery would benefit from this setup.

    I have come to discover 2 things after extensive testing: 1) Savagery's finisher attack cannot Crit. 2) Savagery cannot Proc.

    This is immensely disappointing for me personally since the only other ability mod I thought might be worthwhile for my favorite pet is now pretty much obsolete; the Finisher damage by itself is otherwise worthless against level 100+ enemies without additional multipliers, thereby negating its net synergy in end-game where Arcanes like Ultimatum would be a huge boon alongside this pet ability mod. I'm not sure if this is working-as-intended but, seeing as how this would be a ludicrous design choice, I'm going to assume this is either an oversight or a bug somewhere.

  15. 6 hours ago, Intotsu said:

    My thought is that if select types of enemies have a greater chance to have an interaction like this (delayed death that opens them up to an execution animation) it would be of benefit to the player and open up more design opportunities for assassination based mods for the Parazon.

    Edit: Maybe do this for only Eximus enemies or something like that?

    Good point. Having this happen to heavy-type enemies like Bombards, Nullifiers and Ancients whose numbers are generally slim would make sense visually and thematically.

  16. 50 minutes ago, Cash4Cookies said:

    when are shields and engines getting the same treatment?

    I did some math elsewhere regarding engine viability. I'd like to share my thoughts here:

    (Optimal roll speed/boost calculations)

    Lavan = 457 x 2.6 (150 + 307)  (.6 + 2.0)
    Vidar = 607 x 2.2 (300 + 307)  (.2 + 2.0)
    Zekti = 507 x 2.3  (200 + 307)  (.3 + 2.0)

    Adjusted for Lavan Avionics values:

    Lavan: 572.621 x 3.6296 = 2078.4
    Vidar : 760.571 x 3.0712 = 2335.9
    Zetki: 635.271 x 3.2108 = 2039.7

    So Vidar can potentially be roughly 11% faster than its next-leading competitor under an optimal roll while boosting. However, the Lavan perk +20% Engine Speed while shields are down results in the following values under an optimal roll: 2494.1 -- which is peanuts, really.

    HOWEVER: 

    The Vidar engines "+50% boost speed while shield depleted", on the most optimal roll with a Lavan avionic, would raise the boost to 4.6068 and altogether raise speed to 3503.8.

    3503.8!!

    Also, Flow Burn (tactical avionic): 30% speed increase (max), 240 cooldown (x 0.6 = 144 sec), 13 Avionics drain. A mere 10 seconds of 30% increased speed once every two-and-a-half minutes at a whopping 13 Avionics drain just feels insulting given the sheer opportunity cost. This can only ever be viable if speed is the only metric you're building for, and even then the perk is short-lived. On a min-maxed Vidar while benefiting from the "depleted" buff above, it can result in a whopping 4554.94 maximum speed for the split second your shields are down.
     

  17. 2 hours ago, schilds said:

    The rewards with these kinds of drop rates are not just cosmetic rewards. Some of them are rewards that can mean the difference between 6 minute missions and 30 minute missions. This is not just DE inflicting pain on their players, it's DE inflicting pain on themselves. Imagine trying to simultaneously satisfy a playerbase with such large variations in luck/reward (we're not talking a few percentages here, but hundreds) on top of already large differences in skill and time. It's like they're designing their game to make it as difficult for as possible for themselves to (a) balance and (b) keep everyone happy.

    I am deeply appreciative of and applaud your in-depth math analysis, and you make a solid point.

  18. I concur with the OP. I have entertained this idea for quite some time myself, and having them in Railjack content would certainly add some diversity to the enemy types out there.

     

    On 2020-01-06 at 11:12 AM, peterc3 said:

    You are dropped via stealth ship into a battlefield littered with things that are designed to hamper and contain much larger craft that you outmaneuver and hit at the weak points with the comparatively miniscule Archwings.

    The Railjack would be a sitting target for the most powerful Grineer weapons platform.

    Clearly you've never been aboard *drumroll* the Laevatein!

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