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Vryheid

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Everything posted by Vryheid

  1. I am having this same issue, playing in borderless fullscreen at 2560 x 1440. As far as I can tell there's no way to fix the minimap and it's making playing in Circuit far more difficult than it needs to be because the minimap is extremely helpful for navigating around and identifying which groups of enemies are near a defense objective or vulnerable to being attacked. I am not seeing this problem in any other game mode.
  2. Dante's Tragedy still doesn't seem to hit enemies in his line of sight consistently, probably due to some weird interactions that have been brought up earlier in this thread regarding Dante himself covering up enemies sometimes in his camera depending on how he's positioned on screen. That being said it's significantly better with this latest patch compared to how it was before and I'm glad to see the issue of how LoS is calculated is still being looked into. My general view is that if an enemy could hypothetically be hit with Mesa's Regulators from a given point it should be considered "in line of sight", and there's definitely some occasional times where Dante's Tragedy still doesn't seem to hit targets that I know Regulators would be mowing down in that same position. I don't think fully reverting the LoS requirement is necessary or beneficial to the game, however. Overdramatic forum complainers have consistently gotten it wrong when it comes to complaining about balance adjustments "ruining" an otherwise overpowered frame (the overguard caps and Styanax ult nerf being pretty blatant examples of this). Dante was in a pretty mindless state on release, being able to spam overguard to the whole team and nuke entire tiles without ever having to interact with enemies at all, and adding some necessary incentive to at the very least move around and aim at targets (basically, a form of player skill expression) makes him more interesting to use in my opinion. I think we're going to look back in a few months down the line and wonder what the hell these people complaining in these threads were talking about thinking that this somehow made Dante "broken" when there's still so many incredible traits about his kit and why they didn't just play Gara in non-steel path missions if they wanted mindlessly easy content where they could repeatedly nuke the map without interacting with enemies at all.
  3. Both of these are excellent changes. I'm sure you're going to hear people complain about how Vex Armor still gives base damage instead of a multiplier, but that's their fault for using Merciless arcanes on all their guns instead of one of the excellent non-base damage giving weapon arcanes like Shotgun Vendetta that synergizes really well with this ability. The real problem with Vex Armor has always been how restrictive it's made Chroma's builds especially with updates to the game mechanics over the years. When Chroma was originally released it was a lot easier to reliably get small amounts of health damage to trigger the buffs because you could take self-damage from weak explosive weapons like an unmodded Hikou thrown at your feet without dying, but after the AOE changes you had to resort to taking actual enemy damage (extremely risky now with how powerful enemies currently are in endgame content) or using wonky setups with mods like Combat Discipline to get self damage indirectly. This change means you can free up that aura slot for a more useful alternative and just melee and shoot some enemies at the start of a mission to get your Vex Armor buffs going. Another change that would be really nice is if it was possible to make Vex Armor reliably affect allies without having to invest a massive amount of mod space into Ability Range (which is hugely problematic on Chroma since you need space for a bunch of survival mods on top of everything else and Overextended directly counteracts the ability's effectiveness by reducing Ability Strength). The Guardian Armor augment already makes Chroma's HP damage sharing affect allies in affinity range, so I think it would be nice if it just made Vex Armor's entire effect work based off of Affinity Range instead. This would be a massive buff to the ability since you could use the augment and make Vex Armor work without modding for range at all, but it's Chroma's best tool and he's not exactly in a great state power-wise right now so I think further dramatic tweaks like this are warranted.
  4. What Tragedy is supposed to do (note how it's removing all the slash procs from Dark Verse and dealing hundreds of thousands of damage in a big burst to the affected enemies): What Tragedy is doing when you're not a group host: Note how the procs are not being removed and the damage burst simply isn't happening. At first I thought that maybe the enemies were somehow massively resisting the slash proc damage but no, it looks like Tragedy straight up isn't registering at all on these enemies. Anyways, I think Dante has an awesome design and even without Tragedy he's still a really strong support frame, but the Dark Verse into Tragedy setup (especially with Roar) gives him so much offensive potential that having it be broken really impacts his overall usability right now. This is obviously a bug so hopefully it gets patched in a future hotfix.
  5. I was able to get this challenge done by doing the mission solo. If I wasn't doing solo disruption any conduits didn't count for the objective. If this is the intent of the challenge it really needs to be spelled out clearly on the objective.
  6. You bring up a good point with the inconsistency regarding Fracturing Crush and due to the weirdly unique mechanics of Divine Spears there probably should be some form of exception to the traditional Overguard rules to at least make the ability functional against Eximus units. It seems reasonable to me that speared Eximus units could still fire and use abilities while their overguard is up but they should at the very least be "attached" to spears so that the damage chaining part of his new augment works properly. The spears augment is still very powerful even if it's useless against Overguard but it would completely kneecap his ability to take on the role of a mass crowd-control/nuking frame on maps like circuit defense where there's tons of Eximus units everywhere, which as a Nezha player makes me feel sad to see that kind of lost potential. Investing a bunch into ability range for Spears means being forced to lose out on some the other stats that makes Nezha such a powerful and easy to use weapon tank, so I don't think its unreasonable to make it really strong to compensate.
  7. If you had just said "I don't know how to play Grendel and I don't understand how to make an effective build with his current mechanics" then that would be a good starting point to at least get you educated on what you're talking about, but since you're rambling on about balance changes that either 1. are incredibly out of date or 2. flat out didn't happen (removed the damage scaling from regurgitate? really?), it doesn't sound like you're interested in a productive discussion. Here's a hint, there's this little system called subsuming in the game now that lets you use abilities from other Warframes, and if you use Breach Surge over Grendel's 3 it's really, really powerful and lets him do way more than being a "tanky armor stripper". I'll leave it to you to figure out the mechanics of why.
  8. Rank 4 Streamline + Rank 4 Fleeting Expertise + Primed Continuity gives you the efficiency cap without losing any ability duration. Is three Warframe mod slots a reasonable ask to allow you to spend only a quarter of the energy that your abilities were originally balanced around? I think it's a fair trade. Sure, if I'm trying to get a ton of efficiency while also having high range and strength and duration and survival mods then yeah it feels impossible to fit everything in- but that's the fun of experimenting around with and trying to optimize Warframe builds, isn't it? I like that its tricky to balance everything and that I have to think outside the box to keep up my energy if I'm willing to dump efficiency for more mod slots. Some frames like Styanax, Hildryn, Gyre and Citrine are even balanced around being able to be effective with very low efficiency. You can even use tools like Arcane Energize or violet archon shards as an alternative means of improving your energy economy while channeling without using up mod slots, but even then there's some degree of opportunity cost (as there should be). Overall I think energy economy is in a pretty great state right now, especially with that Dreamer's Bond aura that got added (dramatically helping the issue of energy regen feeling terrible for new players), so I'd rather not see the game potentially botch the careful balance everything is in with a new "best in class" efficiency mod that doesn't come with any sort of meaningful drawback.
  9. Once you let this genie out of the bottle it will basically create another "mandatory" mod like Hunter Munitions on pretty much every single melee that can feasibly run it and trivialize a lot of the unique identity of specific weapons and stance types. A lot of stances, for instance, have specific combos that include forced slash procs but often only on the standing melee/blocking combos or even only on heavy strikes. Having to think about whether you want to trade mobility or your melee combo multiplier for that slash proc damage is part of what makes experimenting with these stances interesting and (theoretically) adds some strategy and decision-making to optimized melee combat. If a single mod could let you get slash procs everywhere just by holding down auto-melee then that's exactly what players are going to do, even if it renders most combos and weapon variety irrelevant in the process. I'm really not a fan of that ending up as a bandaid solution to the multitude of issues facing melee combat and excessive armor scaling in the current state of Warframe. This could be a neat concept for a Tennokai mod though, as I think something like "forces a slash proc on tennokai heavy attack hits" while very useful could easily be tuned damage-wise to not be overpowered and would not be triggered so often that it trivializes the weapon's identity. This could also help some weapons like hammers that don't have any slash procs built into their stances feel less frustrating to use against big bulky armored targets.
  10. Warframe is a game deigned to be played for months or years over potentially thousands of hours to see and collect everything, so asking players to spend a weekend or two clearing out star chart missions once they've finished the main questlines before they can access the real endgame "challenge" content does not come off as at all unreasonable to me. Not only are arbitrations and Steel Path a great reward for completionists, this star chart clear requirement forces players to get into the mindset that time management and mission efficiency often matter more than raw warframe power and exposes them to specific mission nodes they may have been deliberately avoiding while unlocking all the planets, thus better preparing them for endgame. If having to invest a bare minimum level of effort and time into endgame content is so "tedious" or "annoying" that it's making you not want to play the game all I can say is- too bad, so sad. Not everything in life should come easy and if this bothers you then you should work on improving your strategies and builds to clear these missions quicker and more efficiently.
  11. This is a weird one for me. I honestly preferred the +350% additive buff to this +30% multiplicative buff because it was a niche option that could be super powerful on weapon builds tailored around it. This however really makes the damage buff portion of the ability feel like a strictly worse version of Roar for reasons that have been repeatedly mentioned in this thread. The lower energy cost on Eclipse and ability to refresh it whenever you like are nice, but Roar's faction damage double-dipping on status procs and ability to affect allies without needing a Warframe mod slot trump those advantages entirely. The DR portion of the new Eclipse will still see a fair amount of use, I think, because 75% DR is still really strong on frame like Citrine or Mesa that naturally like to run a ton of Ability Strength and already have a 90% DR source they can stack this with. Together these buffs will let them easily health tank enormous amounts of damage from any content currently in the game. Maybe the intent with this change is to encourage players to strategically swap between both Eclipse buffs on frames like this that can easily benefit from both the DR and the damage portion of the ability? Like, keeping the 75% DR up most of the time, but briefly switching to the damage multiplier to burst down a Thrax or Captain Vor in Duviri Circuit or some other situation like that? If that's the case, nerfing Eclipse's damage this hard makes a lot more sense, but I think this change in playstyle and intent would need to be clearly communicated to the playerbase because that is not the role people subsuming on Eclipse use it for currently. Players using Eclipse on their Warframes now want an extremely powerful, unconditional multiplicative buff to weapon damage that works on basically every frame and against every enemy and reducing the damage buff this hard makes it pretty much obsoleted by Roar in this respect.
  12. Vex Armor doesn't need a buff in my opinion, it's the one really good ability Chroma has and its going to get even more powerful with the upcoming augment. Everything else in his kit needs a buff, especially his 1 and his 4. Base damage buffing is fine if you use weapon builds which take advantage of it and if that's too much of a mental stretch to deal with you always have Roar to subsume on as a replacement. Faction damage is still a separate multiplier and the ability (as far as I'm aware) is not going to get rebalanced alongside Eclipse or Nourish. I'm all in favor of interesting tools that encourage creativity and experimentation and Vex Armor alongside the new version of Eclipse is exactly that type of ability for many of the reasons you list as negatives. You do not need to use Hornet Strike and Secondary Merciless on every single weapon you pick up and use and for players willing to think outside the box having an external source of base damage is very helpful.
  13. Eclipse was a ridiculously overpowered subsume that offered an enormous multiplier in weapon damage with little to no thought about what frame was running it or what weapon builds it was paired with. If it was just switching over from a multiplier to a base damage increase I'd be disappointed, but the ability to toggle on the damage buff and not worry about light exposure inconsistency makes it way easier to strategize around. I'm excited to try this out on weapons using arcanes like Shotgun Vendetta, Fractalized Reset, Longbow Sharpshot, and others which are plenty powerful but need some external source of base damage to be effective. Overall this rebalance is a positive change for the game and alongside whatever tweaks they're doing to Nourish I'm excited to see these changes make helminth options more interesting.
  14. Toggle with nerfs is my vote. I really like the idea of being able to actively switch between the damage buff and damage resistance because it adds a lot of flexibility and different build use cases, but both values absolutely need to be nerfed to not completely warp the meta and trivialize the other subsumes in the game. While max potency Eclipse is already overpowered, the real danger here is from being able to permanently keep up a 95% DR buff as long as you keep refreshing Eclipse. That damage resistance is absolutely nuts on any reasonably tanky frame, especially those that already have some form of DR in their kit like Citrine or Mesa, and would lead to some very non-interactive gameplay.
  15. This fight pissed me off at first with the nullification and instant death attacks but I eventually trucked through it using a Styanax strategy based on a suggestion post from the forums and, well, once I knew what I was doing and had a strategy that actually worked the whole experience was a lot more enjoyable. It's very doable both in a party and solo and while I'm sure there's ways to cheese it 1. a lot of low effort tank cheese like spamming Mesmer Skin or invincibility skills are not reliable strategies and 2. you CAN actually reliably dodge its telegraphed attacks which are visually distinct and require some degree of movement skill to deal with effectively. I get some real Kingdom Hearts 3 superboss vibes with those blue laser beams you have to roll out of the way to dodge. Anyways, props to the devs for putting a hidden fight this mechanically demanding in the game and not making it mandatory for some sort of key progression content (the decorative landing craft item you get is pretty cool though). I do actually like having fights this hard and cinematic in the game, I just wish you didn't have to spend ages collecting 60 eyes again if you get wiped for missing one attack, because getting some practice runs in and learning the mechanics is pretty much mandatory for players who don't have access to very specialized builds that happen to be super strong in this encounter.
  16. After dozens of assassination runs on both SP and normal Effervo I'm convinced that the drops for the four new mods simply aren't functional, we get one of the melee arcanes every single time from The Fragmented Suzerain and absolutely nothing mod-wise from this and the three "minibosses" you can also encounter in assassination runs that are supposed to occasionally drop them. It may be because the loot itself is glitching out and spawning in the sky above the head of where the boss spawns instead of at the ground where players can easily reach it. The arcane is still (usually) collectable, but I'm assuming any mod that spawns simply poofs out of existence before players have a chance to pick it up. This particular loot location issue is a real problem when you're forced to fight the Fragmented boss in an underground ice cavern, because when you beat it the token for the arcane will spawn inside an inaccessible dome directly above the boss arena. You can usually get the token to clip through the wall with your companion loot vacuum, but if it's placed dead center in the dome it's basically impossible to pick up. Here you can see the ice cavern I'm referring to: Here is where the token you need to pick up spawns once you beat the fight, in an inaccessible dome above the entire arena: The other arenas also cause the boss loot to spawn way high up in the sky, but since they're open air arenas this isn't a big problem since you can pull off an awkward double jump that lets you reach them. This ice dome however forces you to clip the object through the wall and this whole positioning issue may be responsible for mods not spawning as drops either. This positioning issue does not explain why the mods are not spawning for the normal-sized minibosses either, which makes me think there's also just something wonky with how these drop tables are set up.
  17. Being able to tank super high levels and solo through Steel Path content is not some impressive unique trait these days, literally every frame in the game can do this whether through invisibility or Overguard or shield gating or some other mechanic they can exploit to shrug off or avoid effectively unlimited amounts of damage. It's an expectation these days that any competent endgame build on any frame should be able to go basically forever in any endless mission (unless they're health tanking), the only question being being how distracting and time consuming this survivability is when what we'd actually like to spend our attention on is things like killing enemies, completing objectives, and reviving teammates and other tasks that actually benefit the team somehow. Not dying is just the means to an end and obviously Trinity has some tools to do that. But boy oh boy, in practice Trinity is irritating as all hell to keep alive. It's a complete joke that Link and Blessing have mismatched duration timers, that Blessing is recastable while Link is not, and that the duration on both of them is absolutely pathetic even with significant Ability Duration investment. 24 seconds on Link at 200% Duration? Only 20 seconds for Blessing? It's 2023 and we seriously still have Warframes with ability durations this bad? And God forbid you don't invest heavily in Duration, since you'll barely accomplish anything other than not dying the entire mission because you'll be so busy managing those two cooldowns (not that you'll accomplish much to begin with since you're playing Trinity). If at the very least they had just made Blessing be the non-recastable ability or had its duration timer be longer than Link instead of the other way around, then at least you could refresh both at the same time when the shorter duration ability runs out. But of course she was given the most obnoxious solution possible and has to manage two needlessly short off-sync timers to keep her DR at an effectively high level. But what if there was some other frame that expected you to constantly keep two cooldown abilities up while being effectively unkillable that wasn't designed by some sort of unhinged masochist? Wouldn't that be crazy? Oh right, there is, his name's Gauss, and both Kinetic Plating and Redline on him have matching duration timers, last a full minute at 200% Duration, and you can recast them whenever you damn well please. This frame is not ruining Warframe or throwing the entire meta out of whack by being tolerable to use, so I hope the devs eventually given the same courtesy someday to Trinity. Tl/dr: Trinity's survivability tools are hot garbage and some number/mechanic tweaks would make her significantly more enjoyable to use.
  18. After spending a fair amount of time today playing around with this patch, here's a few things I wanted to give some positive feedback on: Universal enemy radar is a long overdue change that makes the game more enjoyable for new players and veterans alike. This change particularly matters because of how important using the minimap has gotten to quickly hunt down groups of enemies through obstacles with the increased power level and speed of the game. After having spent many hours trying out Grendel builds this week I was pleased to find that Grendel Prime feels great with the new shield gate mechanics after sticking Catalyzing Shields on him, and the new Prime skin does look pretty sweet. Breach Surge + Regurgitate is still a beastly combo that wrecks rooms full of armored enemies at any level and now that his shield gate effectiveness is attached to a mod instead of Decaying Dragon Key we should be able to use him effectively even in long SP Circuit runs. I had mixed feelings about the shield gate changes at first because even with Catalyzing Shields on it feels more difficult to shield gate effectively on certain squishy frames than it did before the patch due to the increased shield caps across the board. However, after spending some time with it I feel that these adjustments are good for the game as it makes trying to balance energy efficiency, shield levels and mod loadout an interesting avenue of player choice instead of a default of "use Decaying Dragon Key and stick Brief Respite + Rolling Guard on absolutely everything to stay alive". It's no longer objectively the "best" to make shield caps as low as possible all the time and I think this will encourage more variety with builds and playstyle and players get over the initial uncomfortableness and explore the new mechanics. Hydroid rework feels like a great array of improvements across the board and honestly I'd be happy to see even more buffs in the way of added survivability tools like some sort of damage resistance mechanic because I don't think his relatively low health and armor stats are enough to tank hits in Steel Path even with the temporary armor you get from Plunder. Compared to Atlas who has a similar armor mechanic Hydroid is kind of fragile and the loss of Undertow makes it more difficult for him to shield gate in a pinch. That being said, his offense and crowd control all around feels much more powerful, his passive is actually really interesting and effective in that it encourages unique corrosive-heavy weapon builds, and I think he's a very solid alternative now to Nekros and Khora as a loot farming frame with Pilfering Strangledome. I find a lot of the UI changes to be very helpful, like the health bar animation when we get healing now. There's a whole bunch of other changes like the upgrades to Kahl's mobility and weapon variety and the companion updates that sound really great but I haven't had time to experiment with, but overall this seems like a great array of quality of life improvements and hopefully this keeps people coming back and playing more often.
  19. I find that swallowing 5 enemies is typically enough to let him kill plenty of enemies with his 4 before he has to set up his loop again, but having a higher cap would certainly be a nice convenience. To make that work though you would absolutely have to tweak certain stats like reducing the amount of damage Feast and Nourish does to enemies in Grendel's stomach. With the current stats if you swallowed 10-15 enemies you'd end up losing most of them before you ever got a chance to launch them with Regurgitate and frankly that wouldn't feel good as a player at all.
  20. Minor bug report- Grendel Nian Skin is looking kinda sus on Grendel Prime right now, I'm assuming the belt is not rigging properly or something. And yes I tried this on normal Grendel and it looks fine there.
  21. Making overguard stackable on Frost's augment is a fantastic change for him that singlehandedly turns Avalanche into one of the strongest support abilities in the game. Combined with the recent buffs to Overguard, Frost is damn near unkillable even in SP Circuit, as he can keep triggering his shield/overguard gates over and over while armor stripping and stunning enemies in a huge radius. He's even easier to use for team overguard spam than Styanax because he doesn't have to aim or even line of sight any enemies to trigger this over and over. Styanax's overguard augment depending on affinity range instead of ability range does mean it's easier to build around though, and Styanax's version tends to build up team overguard much more quickly, so I'd say they're about on par with each other in terms of effectiveness.
  22. I mean yeah, this pretty much hits the nail on the head. It's not just the fact that he has poor defenses and bad abilities, it's that there's no synergy or coherent stat focus in his kit that allows you to use his abilities together in a way that makes sense. You look at a more modern frame like Citrine or Kullervo and it makes intuitive sense how you should probably build them out and how their kit options serve different purposes and compliment each other. Then you look at Volt and it's like, why the hell would I ever waste time using his 1 when I can just spam his 4 over and over to do more damage over a larger area, or just fire a gun to do way more damage on a single target? What is the point of increasing his speed and reload when his trademark nuking ability is immobile and doesn't depend on weapon stats at all? Why does his passive increase his damage while running around when his 3 puts down immobile shields that encourages you to stay in one spot? It's like the devs can't decide if they want Volt to have this hyper-mobile run and gun style like Gauss or be a relatively immobile, wide ranging caster nuker like Ember, and he ends up being this weird chimera of the two with abilities that don't fit together in a coherent way.
  23. Volt is a classic example of a B- Warframe like Oberon who's pretty good at a bunch of individual things but blatantly outclassed at every specific team role he gets put into (outside of improving Operator damage on a few very specific boss fights). I'd like his kit a whole lot more if Discharge was dependent on Duration instead of Range so we could max out the effectiveness of all of his abilities in a coherent way, but this is apparently too much to ask even though it's been one of people's biggest complaints about him for years now. That being said, Volt has just enough flavor and gameplay depth to him to keep a dedicated fanbase despite all his issues, at least to the point he's probably not on the developer's priority list for an update. Not saying there's anything wrong with suggesting some buffs, but I wouldn't expect any major changes to him for at least a year or two. I agree with a lot of your points here, but you gotta keep in mind that Volt is balanced around being a starter warframe and abilities like Shock are pretty awful later on but pretty decent at killing things on the first couple of worlds when you're first getting started. Shock in particular is an interesting case because the devs did give him a pretty decent augment in Shock Trooper which makes it useful as a team support tool. Of course it has the same stupid issue of requiring Range to make useful when Volt would much rather run loads of Duration, but at least it's something.
  24. Changes to Kullervo seem really solid all around, he definitely appreciates the extra tankiness and the 20k-ish Overguard you get with some Ability Strength investment can really get you surprisingly far in Steel Path since you're constantly refreshing it with Recompense. People complaining that his Overguard gets instantly shredded in Steel Path and comparing it to Nezha or Rhino clearly have no bloody clue how to play him properly so I'd suggest taking those complaints with a grain of salt. This is definitely the kind of change needed to make Kullervo effective in Circuit, however what isn't made clear is if this "invulnerability window" acts like shieldgating in that it prevents Overguard damage from leaking over into Health damage. Hopefully it does because otherwise even with this extra base health Kullervo is still going to get one-shot by Thrax Legatus homing death lasers just like Inaros does at high levels. This set of changes interests me because I was under the impression originally that the Rauta was designed as both a combo counter boosting tool for Kullervo and a setup for Arcane Avenger since its natural critical chance is super low and Kullervo is specifically mentioned in the patch notes as triggering Avenger on damage to Overshields. With these two changes though, the extra range and reduce make it noticeably easier to use the gun for spamming tons of pellets on a mid-range target to boost combo quickly while doing very little to improve it's unimpressive damage output even with Avenger contributing to its damage. The impression I get now is that the Rauta is not meant to actually kill things, but to simply be used as a rapid fire, high pellet nerf gun you can spam real quickly to constantly top off your Combo Counter for your big damage heavy attacks, In other words, the only stats that matter on it are things like fire rate, reload speed, multishot and punch through and the actual damage output and elements don't matter at all. To be fair, for this specific use the Rauta does a decent enough job. I'm not a fan of the cap of +28 combo counter per shot but it's enough to top off a x12 combo counter after a heavy attack if you have 90% heavy attack efficiency (generally achieved through some combination of Kullervo's passive and either a mod or incarnon perk on the melee weapon). I'm fine using the Rauta exclusively for this purpose, as it synergizes well with Kullervo's kit (and gives him an option to deal with Nullifier bubbles in a pinch) but I think there's going to be a lot of people disappointed that as a damage dealing weapon this MR 8 shotgun is outclassed by a basic MR 4 Hek with Scattered Justice equipped.
  25. Everyone knows that Warframe has the most perfectly balanced damage equation mechanics in all of video games ever, a perfectly balanced dance of damage numbers, multishot, critical multipliers and armor scaling that reliably allow us to predict how much damage we’re going to do when firing a gun at an enemy’s various extremities. Except when it doesn’t, and enemies use some arcane, hidden damage reduction equations collectively known as “Damage Attenuation” to clamp down on player’s weapon output when it veers wildly out of the DPS range that the game considers acceptable. Consider it the Warframe equivalent of AI rubberbanding in old versions of Mario Kart that punishes the player for driving too fast, except it’s an attempt to make bosses not need to have hundreds of billions of health to not get instantly deleted by endgame players. However, just as common as convoluted Damage Attenuation mechanics is unlisted, enemy specific counters that partially bypass or even break these DA equations entirely. A very incomplete list of examples include Lephantis and its weakness to rapid fire weapons, Acolytes and guns that can land consistent high power critical hits, Juggernauts and Hunter Munitions generated slash procs, Archons and high-multishot burst fire shotguns and Incarnon weapons with a specific damage boosting evolution perk. And now this fine Warframe tradition continues in Duviri, with Orowyrm fights- especially on Steel Path, where this effect is extremely noticeable- having weak points that take dramatically more damage from exalted weapons, specifically those that fire a ranged projectile. That means Titania, Ivara, Hildryn and even Excalibur can steamroll these boss fights easier than any other frame in the game even in a 4-person group no matter how bad their weapon selection is. Is there any coherent mechanical or lore explanation for why the Dex Pixia and Artemis Bow does 10x as much DPS to the Orowyrm as endgame Incarnon guns with significantly better stats? Is it even intentional from the developers in the first place? Who knows, but since this general phenomenon is clearly a trademark part of the true Warframe experience, we should double down on this by ensuring future boss fights have overbearing damage attenuation mechanics that can only be bypassed by severely limiting the player’s loadout options in increasingly colorful and creative ways. So DE devs, if you’re reading this, here’s some proposals for hidden Kryptonite-style weaknesses that you can add to future bosses to give players the option to trivialize what would otherwise be a relatively lengthy and/or challenging battle (lore-related explanations included!): When the Infested equivalent of Liches are added to the game, make them unreasonably hard to kill except by having them be the one enemy in the game with extremely sensitive hearing, which the player can exploit to bypass their Damage Attenuation mechanics to increasing degrees. The louder the weapon, the more damage you can deal to these bosses or their thralls. Fingernails-scraping-on-chalkboard loud weapons like the Exergis and Zarr will do the best, and anything with spammable explosions should be at least decently effective. Silenced weapons, most melee weapons and bows are out of the question except for like, the Bramma because it has an explosion attached. The next time Alad V inexplicably comes back from the grave to once again challenge the Tenno to another poorly advised showdown, make him ludicrously tanky but give him an unstated secret cat allergy that causes all attacks from Kavat companions to do 50000% bonus damage and bypass all shields and armor. But not just any Kavats, only Adarzas and Vascas because Smeetas don’t shed their fur as much, meaning they’re much more hypoallergenic. When we finally get to confront Pazuul, add so much damage attenuation that his fight becomes a miserable slog even with the best weapons in the game, but make it so that certain projectile weapons do enormous amounts of damage to him, seemingly at random. The trick here is that Pazuul actually has a unique kind of monochromatic vision which causes his DA to break when he can’t make out gun projectiles of a certain color fired in his direction. To keep this extra spicy, rotate this specific color around every day of the week. ROYGBIV- you got all the colors of the rainbow and seven days to work with, so on Monday, have his boss DA bypassed by red colored projectiles, orange projectiles on Tuesday, etc. Remember, DE, the key to making these Fun and Exciting mechanics work is to never explain them anywhere, in-game or otherwise. Don’t put this information in any tutorial or description. Don’t confirm or deny any questions regarding them on the forums or Reddit. Players love being gaslit into believing their game is bugged somehow when their damage numbers go wildly up and down in new content with seemingly no explanation. And besides, there’s an army of Warframe wiki editors who find true inner peace and purpose in life by spending hundreds of hours reverse engineering your game in an attempt to piece together a semi-accurate resource on how to approach each individual boss fight. Keeping these mechanics a secret is showing you care. Anyways, if anyone else has any interesting ideas for secret boss weaknesses I'd love to hear it.
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