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dudefaceguy

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Posts posted by dudefaceguy

  1. I always res, because I like to feel like a hero. One of my least favorite changes is the suicide button. I will rush across the map to save my squadmate, only to have her suicide the moment I arrive.

     

    If you're going to kill yourself, please do it quickly, before the rest of your squad arrives to save you.

  2. On 12/7/2017 at 6:31 PM, drakegt said:

    Armor has diminishing return ... Valkyr  already has insane armor and adding another 20% isn't going to do that much.

    You actually get comparatively more damage reduction from a percentage increase if you have more armor. If you go from 60 to 90 armor, you go from taking 83% damage to taking 77% damage. So, you are taking 7.2% less damage from a 50% increase in armor. If you go from 5000 armor to 7500 armor you go from taking 5.6% damage to taking 3.8% damage. That's 32% less damage from a 50% increase in armor.

    To put it differently, it seems like going from 95% damage reduction to 96% damage reduction is a small change, but you are actually taking 20% less damage. This is why DE doesn't give us large percentage increases to total armor. I agree that it should be a flat bonus plus a small percentage bonus, so that it helps everyone.

  3. After testing, I have confirmed that spores will not spread a toxin proc even if the killing blow procs toxin, if you one-shot the enemy.

    This effectively means that you cannot spread toxin procs if your weapon does overkill damage. You can see in the video below that toxin will not spread if I one-shot the enemy afflicted with spores, even though my Cycron has a 100% chance to proc gas. However, it will spread if I shoot the guy next to him - thus popping the spores with the AoE gas proc. Also, toxin will spread if I do not one-shot the enemy. This test can be easily replicated.

    Here is a video of testing in the Simulacrum, and also an actual mission in which I manage to spread toxin reliably by bringing a low-damage high-status weapon: https://youtu.be/IkIMKIF2VfQ

    So, the only way to spread high-damage toxin procs is to either proc gas on an enemy next to an enemy that has spores, or proc gas on an enemy that will survive the initial hit. Obviously, this is difficult to do consistently in an actual mission.

    I would like to see toxin procs spread even if the enemy is one-shotted. I think this would fix much of the frustration players experience with Saryn. Thanks for your time.

  4. I recorded myself doing a t5 secure with an Ogma a couple of days ago: 

    The "secure" phase starts around 2:00 and I take out the Ogma at 2:30. I like to bring my Akbronco Prime to strip the armor, then hit it with my viral primary. It's a bit of a challenge, sure, but you just have to prepare for it.

    A Bolkor shows up at 4:40 too, and I have to take out its turret. I pop into operator mode quickly to avoid its fire while I identify the turret location, than pop back into my warframe to take it out.

  5. If I enter archwing while weilding melee and holding the toxin, I will drop the toxin. This is slightly annoying, since I will sometimes not notice, fly off, and have to go back. But, there is also a more troublesome bug that happens sometimes.

    When I exit archwing to try to pick the toxin up again, my weapons are bugged and I can't slide or jump. Here is a screenshot: https://imgur.com/a/HakYm You can see that the weapon is listed as the Pandero, but I'm holding my melee weapon, which is frozen in a weird pose. I could not interact with the toxin, and it did not prompt me to pick it up. I was playing solo at the time.

    Popping in and out of operator mode fixed it.

  6. Having an afk player or leecher in my squad is 1% annoying (I have honestly only noticed this about 3 times in 1300 hours). Being vote kicked by trolls would be 8,000% annoying. I will take 8000 leechers before one vote kick.

  7. I tried running the event in a squad a few times. It took almost exactly twice as long as running solo.

    This is pretty annoying since Warframe is a multiplayer game. I'd love to play the event in PUGs, but they designed it to take longer the more people are in the squad. That's just silly. Here are the things I avoid by running solo:

    1. People picking up the toxin, then getting lost or not using archwing.

    2. Reviving teammates who stand on the boil.

    3. The final stage taking forever to spawn enough infested.

    4. All of the horrors of matchmaking.

    The last stage is the worst offender. There is no way to speed it up, since you're just waiting for spawns. Even with a perfect squad, you will lose time if you bring more people.

    To be clear, I love the event. I have been having a blast running it over and over ... by myself. I wish I could run it with others without effectively halving my rewards.

    For reference, I'm currently running with Nekros and fighting two bosses in about 11 minutes.

  8. On 11/7/2017 at 10:40 PM, Penguinbuddy91 said:

    once they bring something "challenging" we'll have ppl either cheese it or whine how hard it is.

    I remember the one glorious week when Tusk Ogmas were challenging and fun to fight. The community was personally offended, and cried until they got the nerf hammer. We get what we deserve.

  9. I've just investigated channeling today, as a possible avenue to buff crappy weapons. It's strictly worse than crit, but for a weapon with a very low crit chance you can use one mod slot to double your damage on demand. That's pretty decent.

    However, I didn't know that the bonus is additive with the combo multiplier. This is bananas, since Drifting Contact is then an obviously superior choice - especially since we have the new Naramon passive that lets the combo multiplier decay over time. With a combo multiplier of 2.0, you are only doing 55% extra damage when channeling. Still, 55% damage boost is probably enough to justify one mod slot on a crappy melee weapon that has no other way to boost damage to acceptable levels. Once the combo multiplier increases above 2.0, you can always just stop channeling. It's almost as good as the 60% bonus you get from adding one more status effect with Condition Overload. I dunno, I'm grasping at straws here.

    Edit: Nope, it's noticeably worse than a +60% status/elemental mod, using Condition Overload. I did testing with the Scoliac.

  10. On 10/28/2017 at 1:59 PM, Wevi said:

    they also disappear after like 4 seconds so if you ran past one and didnt see since its small and pretty much blends into the background its pretty much gone.

    Or if you see it on the loot radar, immediately run to the location, and frantically search for it, it will still fly up into the sky, taunting you. I feel like they are actually trolling me.

  11. It's even worse when you do things properly and use lures. After your pop a limb, you have to choose whether to run around like an idiot looking for the core, or actually get back to playing the game and fighting the gigantic boss which is fun to fight. That's a pretty annoying choice. Please just let me have fun playing the game.

    I'd prefer them to be mission rewards, like Kuva.

  12. I find the easiest way is to just invite everyone who is looking for an Eidolon hunt. Don't even say anything in recruiting chat, there are plenty of people LFG. There are more damage than support players, so playing Trinity yourself helps. Then you can just invite the first 3 people you see. It takes less time than waiting for the loading screen sometimes.

  13. 3 hours ago, Vesperos said:

    I would prefer a map area (or extra location) where we simply can go in for fisching without of any Lotus or Grineer that constandly want something from us while we need materials or hunt for an rare fish.

    They should have a little fishing pond at Iron Wake.

  14. I actually like fighting these enemies, which are tougher and more of a challenge than the standard fare. However, they haven't been balanced with some of the objectives in mind. If you're solo, you either focus the objective and die to the airship or focus the airship and lose the objective. I say keep them as they are, but just don't spawn them during defense or control objectives.

  15. I am fine with the very long-term nature of focus. I can also understand that they want people to buy the greater lenses for plat. But we need to be able to make discernable progress by just playing the game normally.

    There is an aspect of the current system that nobody had mentioned, but I think tweaking it could improve this experience. Let us make gains in smaller steps, so that we get tangible rewards more often. Unlocking a node costs a small amount of focus - usually 50,000. You can get this amount from just playing the game for a couple of days with regular lenses. Subsequent levels, however, are 3-4 times more expensive right away. So, we are encouraged to unlock all of the nodes before leveling them up because the first step much cheaper than subsequent levels. If the subsequent nodes were less expensive, I think it would feel more rewarding to get focus from just playing. An easy way to do this would be to add more ranks to each node, with smaller individual gains per rank. The high ranks would still be very expensive and the total cost would be the same, but we could get some more tangible rewards from gaining focus causally.

    I agree with all of the other common suggestions to increase the amount of focus we get from playing causally without farming. But I also think DE could make the progression feel more rewarding, even as focus remains a long-term system. As it is, a casual player will probably just give up and have no motivation to play from focus.

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