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ldegroodt115

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Posts posted by ldegroodt115

  1. Universal Enemy Radar: I don't wanna be that guy, and the range is really generous, but Loot Radar is just as important IMO especially for newer players. And, uh, Vacuum as well.

    Added Damaged Necramech Components to Loid’s Store: very good change. As lucrative as selling these were almost everyone I've heard has had atrociously bad luck with these

    13 hours ago, DrLego said:

    Oh I did remember, you may want to address debt-bond acquisition for the Solaris United syndicate in Fortuna. It's definitely a choke point for progression for some newer players.

    This is recent enough for me to remember that this was a slog for me. They give so little standing for how difficult they're to get too, especially medical? ones.

    Telling new players to avoid open worlds is a real thing. The rep grind is offputting, the mission structure is open-ended and totally different from before, and especially Orb Vallis enemies will absolutely clap you with knockdown CC & (electric proc) damage, even when you're somewhat kitted out.

    I assume MK-1 weapons are kept in the market because adjusting mastery is hassling. I'm too far removed from endo and credit struggles to comment on their reduced upgrade price but I will say removing them is good for clearing up confusion. I regretted investing in them when I realized that they're a handful of worse versions of identical mods.

  2. 12 hours ago, Bossman252621 said:

    Will the area of tempest barrage finally scale off range? The fact that ability range scales the explosion sizes rather than the barrage area has been one of my biggest issues since I picked him up because it really limits the potential crowd control of the ability.

    Will the tentacle count on tentacle swarm scale off range or is it going to remain how it is now? Currently, building range leaves large gaps between tentacles, which allow enemies to casually walk through it unaffected.

    Glad someone else noticed the Tempest Barrage range weirdness. It's not like the radius is small, and you can have 4? zones of Tempest Barrage active at once but its low duration combined with this makes locking things down pale in the way say, Vauban can set up and move on. The gaps in 4 aren't fun as well, either the # of tentacles or the AOE grab range should be increased when you mod on range.

    Passive: ...first instance of Corrosive Status on an enemy remove 50% of their Armor rather than 26%. Not only will this make the first Corrosive Status stronger, but it also means Corrosion Status can reach 100% armor reduction with full stacks! - This is a fine passive, but, like, Corrosive not being able to full strip anymore I wish could be taken another look at.. 🤐

    Removing charge mechanic: great change, this made his playstyle so clunky.

    Undertow: bummer to see Undertow removed, especially now with passive-enhanced corrosive means it would actually be effective with Tempest Barrage full-stripping again... it was kind of a meme ability but very unique. I'm touched by the seeing others' support for keeping this, lol

    Plunder looks OK. It's nice to get some armor for survive since Eximus units are immune to his CC, but aren't his shield stats fairly higher than his health? Surprised it didn't affect that.

    Will Tentacle Swarm no longer do Magnetic damage+proc? It wasn't strong but it had a use in weakening shields, which this new Hydroid's entire kit has nothing for. Surprised Tidal Surge stayed. It looks cool but it still seems clunky to use as anything other than a movement ability. As someone who tried making a Hydroid build work post-Eximus but had so many little issues that it didn't feel fun or effective, I'm glad he's getting a rework :)

    • Like 5
  3. 11 hours ago, CanOfCraig said:

    I love these changes but see something that feels missed. 
    Mods like Assault Mode/Striker waste a whole mod slot just letting sentinel companion use the weapon you already need to equip and mod separately. Is there a chance we can see a death to this mod and the behavior of attacking be set to weather or not I gave the thing a gun to shoot? If it needs to be a compromise can there be behavioral mods that dictate weather the companion attacks freely, or attacks to assist enemies you've already attacked as a mod to the weapon, and not the companion preferably as some new exilus type to refrain from wasting mod spots on behavior. 

    TL;DR
    Please Kill Assault mode mods.

     

    Edit: 

    Also will we be getting a balance pass on companion weapons - many of them have some base stats that are more just sad to look at than anything. ie. Artax with it's 2% crit chance, 3% status chance, 1.5% crit multiplier, and 5 cold damage. 

    I agree, Sentinels attacking should be dependent on whether you give them a weapon or not. The only complaint I can think of is the people who use the weapon as a set mod stack stick but don't want their sentinel to attack buuut idc 🤷‍♂️. Pipe dream is that pets could be assigned training/control modules that make them not attack/stay close/current behavior al a Moa animation sets since it looks like their AI isn't going to be improved

    Companion weapons (and pet damage, attack frequency as a whole really) need to be looked at I agree. Everything beside Vulklok(?) and Veriglass does poor damage/bad stats, Artax has a niche of forcing cold procs iirc, Helstrum is good for priming but everything else?

    • Like 1
  4. I think part 2 (Precept mods revisit) will really make or break the companion rework for me. Are pet "normal" attacks being revisited? Often I watch my pet just stand there and do a piddly-damage attack that seems to have a long, inconsistent cooldown as its AI struggles with what to prioritize next.

    14 hours ago, MobyTheDuck said:

    Great changes, my only problem is that Kavats/Kubrows still need to share their mod capacity for Damage/Crits with Survivability/Utility. Would be nice if we could mod their melee separately.

    Please! Especially because it looks like we're getting more Companion mods. (Why aren't the new Bond mods included in this post? They look awesome!) Sentinels get so much more ease in modding by having this split.

    13 hours ago, (XBOX)HawkeemXbox said:

    These changes are a substantial improvement from where Companions are now. The fact that people are completely dismissing it because they can't have vaccum on 24/7 is baffling. Shield Recharge works on Moas now, Health regen mods heal a lot more per second, Hard Reset seems so much more viable. I'm excited for these changes to be implemented in game. I think having a minute at most where i don't have vaccum is okay, especially when you consider the fact that there are multiple ways to lowering that timer.

    Seriously, it's sad to see genuine concerns and praise for the changes buried under this. My two cents:

    Pet immortality, EHP buff: This is good but the bigger issue is pets not dying to chip damage, but getting blasted by AOE/standing in Napalm patch/stunlocked by Gunner bullets & have questionable AI.

    Calculated Redirection changed from max 275% Shields to max 250% Shields - is this intended to be lower?

    Regen: ...provides 6 seconds of Invulnerability after reviving - all companions should be granted i-frames after reviving, no mod required. Many of my pet revives have them going down again in a second or less- when I'm reviving them I'm being focused down by enemies. I may be able to survive rockets and napalm with my abilities/EHP but my pet doesn't have the health, speed, or brains to peel out of there the second the revive is finished again like I do.

    Pack Leader: Instead of healing your Companion by 36% of melee damage inflicted, it now restores 50 Health per melee hit... Pack Leader's healing was so strong that, functionally, any upgraded melee weapon would fully heal your Companion in a single hit. You would hit an enemy for several thousand damage, and your pet would proportionately receive thousands of Health. This change tries to make the healing values more sensible so that you can heal your Companion efficiently but not *instantly*
    Eiehhh, doesn't this benefit fast melee over slow, heavy-hitting ones? Will have to see how this feels when it goes live.

    Sentinel Sanctuary and Companion Shelter: shield globe, while the player is performing a Revive, has been increased from 600 Health to 1800 Health.
    This should have an absorption period like Iron Skin or just be infinite health (melee units can still getcha of course) to earn its mod slot.

    Self Destruct: ...600 Blast damage in an 18-meter radius on Incapacitation- since Blast proc doesn't knockdown anymore (& Blast damage is damage is just bad) this mod's usefulness has been even lower for a long time. Can it cause knockdown and/or deal %health unmitigated by armor?

    Fired Up: ...Sentinel gains a 5% bonus Heat damage on every weapon hit up to 100%. The bonus resets after 5 seconds without the Sentinel getting a hit - Great. This one was hard to wrap my head around and practically required the wiki's chart.

    Spare Parts: ...Sentinel to mark enemies for 5 seconds, choosing a new target every 15 seconds. Killing the marked enemy causes them to drop extra loot. Very nice to give Sentinels a +loot option.

    • Like 3
  5. Woo! More shield damage resistance!
    It's nice to try & preserve the old style of shield gating for those who use that mechanic.

    Will there ever be an option to remove focus lenses for those of us who've finished focus schools?

    Base vs Final Stats in Modding: This is super helpful- the way it used to work is unintuitive and I always found myself going to the wiki. Will Archon Shards that affect survivability stats be touched? Assume not

    Steel Path Circuit Reward Path - New Riven Option: I would prefer choosing an arcane/pool, the grind is brutal for the new ones.. 50,000 credit cache looking at you.

  6. Wow all these are great! Having conservation markers disappear when putting away tranq rifle was a gripe of mine.

    Auto melee: can we please have this for semi-auto weapons?

    Buffs and debuffs: since we're getting so much HUD customization lately, is an option to always hide certain buffs in consideration? With Galvanized mods and Steel Path/Arcanes, etc it's pretty busy. I don't need to know static Incarnon buffs that are enabled if over X armor or energy e.g. Fortress Salvo: I'm already aware of my Warframe's stats and the active perk in the Arsenal.

    • Like 5
  7. On 2020-04-10 at 6:01 PM, Yamazuki said:

    A lot of things in this game is unnecessarily bright

    And the worst thing is it's not even consistent, some weapons are ok at 100% intensity, and some blow your eyes out. Since I know that all weapons won't be passed over to have consistent VFX/brightness, a slider for other players FX is really needed. I am fine with the brightness and particles of my own weapons, but the bright pink Kuva Bramma of another person in my squad is so awful I find myself splitting up or leaving early.

    I'd also like to see them stop having screenshake on everything, it's so overused it becomes nauseous and even with it disabled many times it is ignored and screenshake plays anyways.

    • Like 2
  8. This is a nice thread, good to see something positive.

    I really enjoyed when the Mandachord/Frame Fighter fragments were released. Spend so much of this game grinding and blitzing through levels it was nice to explore and hunt for something new. I like caches and rare crates, but former are very underwhelming with what they give.

    I like dojo decorating, even though I'm horrible at it. It's amazing to see what people have built. I wish the tools got a little more attention, or the snapping/rotation issue was addressed at least but all things considered I can understand why it's not being looked at.

    Earth tileset, even though it makes my fans chug.

    Breaking open a rare resource like Orokin Cell Array, Argon, or Neurodes is always fun.

    Shawzin, not underrated but very fun. I hope the Mandachord gets reworked before Octavia Prime, it's very limited.

    Scarlet Spear made me wish that relays were really more of a social area, instead of a ghosttown or "hang around me with your hand raised until you figure out what warframe market is
    ". I've always kind of wanted this. I think they're too big and don't have enough interesting stuff. What if the size was cut down, but there was maybe a bar or lounge? Teasonai pet pen? NPCs that you could maybe interact with? Space poker? Ludoplex? Also let people not in my squad hear the shawzin dammit. We have a dedicated area for Mandachord already.

    I also wish stealth was a little more robust. That's not really the type of game this is, I found out, but I wish it there was a skill-based option for being stealthy. Currently we have 1-shot enemies with Hush equipped or activate invisibility. I remember starting out trying to sneak my way around with a MK-1 Paris and Bo as Excalibur, using ziplines and high ledges to stay out of sight while making sure to smash every crate. I've never been able to recapture that feeling.

     

     

    • Like 8
  9. It's kind of funny considering they did a pass last year? to mess with all operator cosmetics to make them more mix and matchable. That last picture in your tweet is yikes, it looks awful.

    Oberon Youkai skin feels like it dulls down or darkens the color a bit, but I can't really confirm without... buying the skin, which I'm not gonna do if I can't tell it will match helmets. We need proper previewing on items including being able to tweak color channels, especially Tennogen where it's an actual microtransation. It's also time we are able to color attachments seperately too, since it's extremely inconsistent how they're applied (see: metallics on primary) and makes mixing outside of sets difficult.

    Here's a picture of metallics looking desaturated with a new chest attachment. Annoying.

    20200402165258-1.png

     

    • Like 3
  10. Void traces already have a sink in relics. They're sorta slow to get and are used up fast so I don't know how people who are cracking relics regularly are having that much excess unless they don't refine at all.

    I can see the appeal for solo farm, but I'd almost think I am better off trying my luck refining radiant relics normally and hoping I can get it with only 300, 600, 800 traces. Maybe it's different for other people, I tend to passively obtain prime parts by doing public runs.

  11. I'm always scared of accidentally clicking on the market option thinking I own the frame and accidentally buying it. I'm sure you've got to go through more steps but I don't like that it's so embedded like a noob trap. It can be unchecked by default but I wish there was some sort of "hide unowned" button. We've similar buttons elsewhere too. It also would be cool if we could star or favorite frames.

  12. Agree, it's already implemented for some items. I can see it being for warframes, but for anything cosmetic we should get to pan the camera on a neutral background. It would also be great if they addressed certain items not being chat linkable. I'm able to link the Kubrow fur pattern from Wukong's PA but not Trinity's, yet I own neither, and cannot see them unless I literally ask someone who owns in region to link.

    • Like 2
  13. I really feel like there should've been seperate threads for enemy vs warframe shieldgating feedback, because as is I'm a little worried that the former might be ignored. I also think a lot of it depends on whether people want to be switching their builds every mission. I'm fine with being a little inefficient but the enemy shield gating is kind of getting annoying. limernest said it pretty well:

    Quote

    Shield gating for players is great, shield gating for NPCs needs to go.

    There's something that feels inherently bad about even low level 5 corpus crewmen sometimes taking two hits minimum to kill due to their shield gate, even when I'm hitting them with fully modded and formaed melee weapons that would shred level 50+ Grineer instantly. This also punishes using high damage per shot weapons such as sniper rifles, bows, and launchers

    The constant shield regeneration on high level corpus is similarly annoying, especially when coupled with units like shield ospreys that can almost instantly replenish shields of multiple units as well as boost their regeneration rate. These factors combined make it such that ironically, the Corpus now feel tankier than Grineer in terms of EHP of equivalent units, given their ability to instantly boost their defenses. The regeneration also kills DOT based builds, simply because the DOT damage can't easily out damage the innate shield regen.

    I know toxin damage still bypasses shields, and I envision having to create toxin based builds just to deal with the Corpus simply because they shields seem more annoying to remove now. But cheesing the shield mechanic still doesn't change the fact that the corpus faction overall just doesn't feel as enjoyable or rewarding to fight against.

    Compared to Grineer, they now have higher damage, higher EHP, more access to knockdowns and disablers (see shockwave MOAs, Terra corpus etc.), immunity to warframe powers through Nullifiers, Bursas and Combas, immunity to DOTs due to shield regen and shield restoring units, and brief damage immunity due to shield gating. They also give less affinity per kill, and are less conducive to farming runs simply because most corpus units cannot be dismembered for Desecration purposes. It's not fun to fight Corpus in general, especially at high levels. Anecdotally, Corpus arbitrations are almost always less popular than Grineer or Infested ones simply because of all these factors.

    I like most of the other changes in the update, but considering how most of the upcoming content is Corpus based, some big overhauls have to be done to the faction overall. One of these should be the removal of shield gating from NPCs completely.

    I've especially noticed

    • The constant shield regen, especially with Shield Ospreys is very difficult if you're not modding something to straight up bypass their defense like toxin, with slash having to eat through their shields first it's... not fun when my fully build rifle is suddenly having to expend the whole magazine to kill a level 90 Tech.
    • If shieldgate is going to require 2 hits to kill an shielded enemy, then the spillover is just way too low imo. It's frustrating to have a kitted out melee all the sudden not one tapping level 17 Corpus Crewmen because 5% of its damage just isn't enough to kill it. I can't really aim for the head with a sword either. Low ROF guns are getting kind of shafted.
    • Grey invuln for shield gate invuln duration. It's a good visual indicator that I thought at least Hildryn had?
    • Shield gate can't be bypassed by 'skill' if there is no headshot box Why are Arbitration Drones shield gated?? Corpus Cameras??

    The annoying spike in tankyness kind of reminded of Demolysts, which I've had rivened guns struggle against. Maybe you could take a look at those and get rid of some of the BS because they are ludicrously tanky for their level. Railjack too. Just change their levels to be accurate to their resilience if nothing else. And consider Orb Vallis enemies which already were DPS monsters because they could stun the hell out of you and now are harder to kill on top. Cough

     

    • Like 4
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