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0utlier

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Posts posted by 0utlier

  1. I find myself not using Vauban as much as I'd like to, given that I quite enjoy his abilities when I do decide to play as him, and how much I like other CC frames (Titania and Nyx were a couple of my favourites even before their reworks, and I'm recently beginning to enjoy Oberon again).

    I feel there is scope for DE to explore the engineer theme a little more deeply, as there was for Nyx's psychic theme, whom they sadly chose not to develop beyond a simple rework. Below are some thoughts I had for Vauban; of course I hardly expect these would ever come to fruition, but one can dream should a rework ever happen.

     

    Vauban's latest passive is still somewhat underwhelming. I could make a suggestion which is distinct from other warframes whilst playing on his engineer theme:

    "Hard Shields", which applies Vauban's Armor to his Shields in addition to his Health. His Prime Base Health, Shields and Armor all sit at 100, so this wouldn't make him overly tanky in my opinion, but allow for players to set up his defenses more flexibly.

     

    Tesla seems fine on the whole to me, given that it scales with Ability parameters (e.g. Strength). The only things I would change for it are:

    - let status chance scale with Ability Strength,

    - remove the charge mechanic as I find it unnecessary and slows Vauban down too much.

     

    For me, the main issues with Minelayer are that only one mine is deployed per use for 50 Energy, and that it is a stationary object dependent upon accurate placement and/or the enemy triggering it, making it one of the less reliable skills to use unless throwing it into a middle of a group. The effects are fine however, particularly when used in combination. They have a number of charges as well, which is also fine.

    A couple of ideas I had to improve Minelayer (one or the other):

    - Rather straightforwardly add an Augment called Minefield, which lays five mines per use. Spacing/number of mines laid could be dependent on an Ability parameter, perhaps Range.

    - Turn the mines into Ratel-like minibots (those yellow robots from Corpus Sniper Crewmen spawn pads), which seek out targets and follow Vauban around otherwise. They would attack with the effect that Vauban chooses: so Bouncing the target, tripping the target and laying a Trip Wire in front them, and exploding with the Shred and Concuss types.

     

    Bastille doesn't need to change in my opinion. It's already a very strong CC ability, balanced by it not causing any damage.

     

    The ability I find the least useful is Vortex - it seems to have poor Range and Duration, especially compared to Bastille, and I find myself barely using it given its Energy cost. A new ability which fits in with the engineer theme might be nice.

    - One idea I had was that Vauban could spawn a custom one of those annoying Bursa units from the Orb Vallis (apparently called a Terra Embattor MOA) which would then lay mines of random types all over a given area and attack with its artillery cannon.

     

    0utlier

  2. 17 hours ago, Shadow-Spawn said:

    So DE wants us to buy gifts with platinum and send the gifts to other random players.
    To help with some IRL charity event where DE donates 100K USD when we have reached some in-game volume goal.
    The more we give the more DE donates.

    No thanks - it gives me a bad conscience and a bad taste in my mouth - DE should never mix IRL charity campaigns with in-game events.
    If DE wants to support any IRL charity cause with a generous donation - just do it anonymously - don't tell anyone about it. 
    Don't bring your players into it - DE should be better than this.

    I read the other comments you and others made about this.

    Whilst I think that it is good that DE want to donate money somewhere, what I think we should more concerned about is whether they are being transparent enough about this event. How much money (from platinum purchases, during the event and beforehand) are they making from Tennobaum in the name of raising funds for charity? I'd personally like to see some figures, especially if were someone considering buying plat right now.

  3. 1 hour ago, thor_sten said:

    Is it possible to gift "wrong", i.e. can I gift a skin someone already has?

    I believe the game prevents you from doing this; it comes up with a prompt saying that the recipient always has said item. So no, don't worry!

    That's what happened to me last year at least.

  4. Just a quick bug report as per the title.

    It has happened to me on two separate occasions now. The blue icon where the weapon should be appears on the minimap, but at the location itself there is nothing at all - not even anything scannable below the floor or above the ceiling.

    If it makes any difference, I was using a Rattleguts Kitgun, and I was on Dione, Saturn for both incidences.

  5. 9 hours ago, MechaKnight said:

    Yes. I wouldn't spend much time in detail on it now, but here's the intent versus execution in quick detail.

    The developers recognized some weapons--usually older ones--are underpowered in the modern game meta. Thus, their intent was to release a class of mod that makes weak weapons very strong, and makes strong weapons only minorly better. This was the ultimate weapon in band-aid mod philosophy to test once and for all that most balance issues can be solved via a new mod. It failed badly because the developers underestimated some of the more underused weapons, and overestimated some of the popular weapons. A new meta arose from the mod balance, and an extremely volatile and costly new commodity was born. It was after the failure of rivens to balance the system and its fast permanence as a trade commodity that spurred the balance team to do the right thing and start learning their game's balance and fine-tuning every weapon in the game that came to mind. That said, some weapons were still forgotten, like the Stug.

    You seem to have a good grasp on this and a number of other balance issues, looking at some of your other posts on here as well. I can see you've been playing Warframe for quite some time. Are you a member of the Design Council or anything like that? If not, is there some way I could recommend you for it? You seem to care about the game a lot.

    I agree with what you wrote, but I still think that Rivens were a good idea in theory at least regardless of DE's intentions, and certainly good for DE in terms of being a money-spinner and getting people to invest real money in Platinum, which might have been a secondary motivation on their part.

    I would argue that Rivens were made to be too powerful - I would have set them so that they always had only 2 positives and 1 negative, that the range of possible values for them always lay between +/- 50% to 80% for every weapon, and possibly being able to choose/lock-in one of the positives to lessen grinding. For me, with these rules they would feel like a softer bonus for one's favourite weapon/frame rather than the "necessity" of builds in Warframe.

    But as they say, hindsight is 20/20, a retrospective review of rivens seems very unlikely to happen and we are left with the current situation.

  6. 8 hours ago, Thaylien said:

    Fun fact, these used to exist.

    Stats were based on the random rolls you got for certain mods. It was possible to god-roll a Trinity. They've been removed and were deemed 'not the direction that DE wants to take Warframe as a game'.

    Since then they have ensured that whether you're MR 1 or MR 25, if you put the same mod setup on a Warframe, you get the exact same performance. Consistency. The only difference between them being the mods you can farm up at any point between.

    Thanks for an interesting point. I think it's a shame they decided against this, but I can understand why given your last paragraph.

    1 hour ago, MechaKnight said:

    Hah, "unique." You mean inferior if you don't participate in the grueling grind that will push many people to quit the game, probably including yourself. We want to play a fun action game, not recreate the slavery of a fake economy in the style of EVE online. Warframe is a game that satisfies many refuges spurned by overly brutal grind farms. Why bring the issue here?

    Warframe's grind is vastly more generous than many other games, and irresponsibly giving us more power already magnifies the common issue that enemies on the standard solar system are so weak that we don't know if we deal good damage or not because they're dead anyway.

    To be honest I didn't understand that about the playerbase, if what you claim is true. I've played this game enough to no longer care about attaining a "strongest" build but those which suit my playstyle. I was just idly thinking about a way of being able to customise builds beyond what we already have.

    @MechaKnight, do you think that Rivens should never have been introduced in the first place then?

  7. What might be an interesting expansion to the Riven system would be to make Warframe rivens.

    The idea of creating your own Warframe may not ever happen (from what I can tell, at least some of the player base wants this), but it might be an alternative way of making each frame unique for each player.

    Thoughts?

  8. Thanks to everyone for the replies so far. Let me take a look at a few of them in a bit more detail.

    6 hours ago, Handstamp said:

    Titania is literally one ability, and her usage in the community revolves around it. I'd say that's enough of a reason for DE to look at her. On top of her kit being extraordinarily clumsy, her abilities don't interact well with each other or other warframes. Her 1 makes the target extremely annoying to kill and is a horrible value proposition, Tribute is a crapshoot, whose useful buffs are intertwined with +companion damage (I still can't believe someone thought this was a good idea) and are completely unaffected by strength. Lanturn is good in concept but is extremely clunky and does not scale at all. 

    In short, she brings nothing to the table outside of Razorwing fun and extreme corner cases, which at least is better than Ember, I guess.

    @Handstamp I must be in a small minority of players that doesn't really use Razorwing with Titania very much. I see her as more of a CC frame who sets up kills for teammates with Spellbind and Lantern and provides passive bonuses to others via Tribute, whilst keeping on the move to avoid damage. As I said, I can understand why other players focus on Razorwing, as we play a game where dealing damage is the most important thing, but I disagree with the notion that it is the only useful ability she has.

     

    3 hours ago, TheKazz91 said:

    @0utlier thrones would still be trash if you ignored 25% damage. If you get hit by a level 60 bombard rocket that would deal lets say 1000 damage you take 750 so all of your shields and half your HP after factoring armor then you reflect 250 back at the bombard which is reduced by about 85% so youre reflecting back a wopping 40 (ish) damage on the guy woth 30k HP so youre mostly dead and he got a mosquito bite. 100% worthless. Now if instead you reflect damage that you evaded either by the 50% provided by razorwing or effectively the 50% you get from dust that is way more worth it.

    Tribute has other problems too. If you want to stack all 4 buffs to max it will cost 1000 base energy  which is way more than any other frame pays for buffs that are much much better. Octavia gives 4 amzing buffs which all scale to all team mates for 75 base energy. Even if the buffs were good which they are not they are way too expensive. The other issus is it is almost completely random whether you'll be able to keep them up. There is a very real possibility that the enemy type you need to refresh just wont be around for the last 20 seconds and you have to restack the buff for 250 base energy. Now I am actually ok with them costing this amount if they are good and I mean really good. We got chroma getting +1000% damage for 50 energy and a bit of self damage so I think 250 is more than enough to get more than 75% companion damage. 

    There is no redeeming value to tribute any two ways you slice it. Even the one buff worth getting (which is only worth getting because Titania is desperate for every scrap of survivability she can get) is worthless if enemies are more than 30 meters away or are above about 150ish where they start to have greater than 100% accuracy. 

    @TheKazz91 Thank you for explaining this, but I was just using this as an example of what could happen, you needn't have taken the idea so literally. For me it is more important that Tribute bonuses be revisited to make them more effective. I like that they are more passive buffs for Titania and her teammates, some of which are unique to her, which fit nicely with her themes of mobility, evasion and crowd control. Additionally, it depends how you play Titania - should you even be getting hit? Mobility is one of her most important themes, as I alluded to in my opening post.

    I never really considered maxing out all four Tribute buffs at once. My impression is that having several buffs available is to be adaptable to the enemy type that one is facing. For me then, Tribute is an ability I use judiciously, according to which opponents I'm facing. I tend to just focus on maxing out one buff in a given situation to be able to mitigate damage from the majority of opponents in a group; the main two I focus on then are Dust (Grineer/Corpus, ranged attackers) and Thorns (Infested, melee attackers).

    Other Warframes might provide other buffs at a greater efficiency as you have stated, and that's fine. But this is about what Titania should bring to a team, and it should be something unique to her. They don't necessarily have to be as "strong" as those from other Warframes - if they were why would one use one Warframe over another? The passive bonuses which draw emphasis from her three key themes, and focus on aspects which don't really need to scale, fit well with her from my perspective. I hope they keep to this idea when a rework is put in place.

  9. I wonder if I'm the only one who likes Titania the way that she is, for the most part? I hope that the rework, should it go ahead, won't drastically alter her but refine her abilities.

    For me, her major themes are mobility (her passive, the need to collect buffs from Tribute), evasion (tied to mobility, the buff from Razorwing) and crowd control (her first three abilities to varying degrees).

    Probably more than any other frame I've used, I found that Titania relies on her mobility to keep her alive, due perhaps to her naturally low shields/health/armour and her abilities not directly improving her survivability. Her passive then makes a lot of sense to me; when stacking its effect with a mobility mod such as Firewalker she can move at a terrific speed when bullet jumping and rolling, which I have additionally found very useful for collecting Tribute buffs.

    Titania's abilities are generally quite powerful; they feel much better with Natural Talent equipped to get the casting speed down though, which fits with keeping on the move, and benefit greatly from increased range with the exception of Razorwing. I found that Titania pairs well with a Huras Kubrow with Stalk; granted, she needs to be close to enemies for the stealth effect to trigger (again, having high mobility helps with this), but once it does she can freely use her abilities to lock down groups without fear of retribution.

    Building around Razorwing requires a different, more offensive mindset; in my opinion the ability is almost entirely removed from the rest of her skillset and requires building around it specifically. I can understand why it seems that the majority of players favour it though for raw DPS, given the nature of this game. Personally, I like to rely on my weapons for DPS instead, but I know that this is more likely a minority view. (NB: I also enjoy playing Nyx which might explain a lot...)

    What I would suggest could be changed for Titania?

    - I like that Tribute buffs are generally adaptive to what enemy type is being faced, but the Dust buff is probably the only one worth having at present and the others need to be revisited. For example, Thorns would be more useful if the reflected damage was also ignored entirely - I don't think this would make it overly strong given that it can only reach a maximum of 25%. I think the mechanics of Tribute are fine and fit well with her mobility theme.

    - Lantern is a remarkable ability, especially with increased range, and is offset with the Lantern target being freely suspended in midair with rather floaty physics requiring a lot of micromanagement to keep it in a suitable position. I actually think this is reasonable given that the ability completely pacifies enemies - it also allows for the target to be moved elsewhere if needed. However, one thing I noticed though is that Lantern requires enemy line-of-sight; in quite a lot of cases this crippled its effectiveness because the "lantern" floated off somewhere where it wouldn't be seen. Either rooting the lantern target or removing the line-of-sight component entirely would likely make Lantern far too powerful; the change I would suggest is that if enemies do not have line-of-sight on the "lantern", they should be attracted to it but not pacified, akin to Ivara's Noise Arrow, then pacified as the enemy sees the "lantern".

    I'm not certain I would change anything else for Titania at this point. I would argue that her Prime version can have more health/shields/armour for raw survivability, and as I have outlined above I feel she is fine aside from the two points I would change.

  10. I added this on Reddit, just to see what kind of responses I'd get there. Taken from that discussion, to expand a little further on the idea:

    One of the issues I have observed with Warframe is that there are clear distinctions between having a weapon equipped and it being in use i.e. you switch to your primary weapon, or to your secondary, or to your melee to be able to use them fully - you generally just use one weapon at a time. CQC could help blur the line between equipped weapon types, to make combat feel more fluid. It is arguable that DE themselves recognise this as an issue as well - quick melee attacks and the (upcoming) ability to dual-wield secondary and one-handed melee weapons are their responses to this without to revise the entire combat system.

    The overarching idea of introducing CQC to the game is that it forms the foundation of the combat system, which fits my understanding of how most combat training regimes and martial artists are taught. Weapons would then sit on top of this and be used interchangeably between CQC maneuvers. As an example, one might start off using the primary weapon, but perform CQC moves and "switch" to another weapon through that, allowing for continuous move chaining (primary fire -> CQC knockdown using rifle butt -> melee finisher -> roll, into CQC spin kick -> secondary fire -> slide, into CQC grab and overhead throw -> ...)

    Such an idea might be too radical for Warframe at the moment, but combat would be far more dynamic, combining elements of unarmed and armed fighting techniques whilst perhaps drawing some inspiration from fighting games such as Mortal Kombat and Tekken (moves only, not button mashing!) and the fluidity of the Batman: Arkham series. For me it would certainly help make Tenno feel more like the space ninja they are meant to be! I've played this game for a reasonable amount of time now; nowadays I am less concerned about DPS (especially with DE removing forms of higher-level content of late) and more about how I can make things interesting for myself in it. Perhaps I need something new...

    ---

    9 hours ago, seprent said:

    its what you do when you get capped by the zanuka till you get your weapons back you punch things 

    I had no knowledge of the recovery mission until your comment here. Amazing how, like a lot of things in Warframe, this was never expanded upon or mentioned anywhere...

  11. Occasionally some of the Sortie missions have a qualifier which restricts weapon types for the mission, for example "bow only". If one does not have the particular weapon type equipped, the Warframe is set to unarmed and unable to perform regular attacks. Warframe abilities are still usable of course, as is Operator mode following quests, but it always struck me as odd that I couldn't directly attack when I had no available weapon (e.g. when carrying a payload for Mobile Defense in such aforementioned Sortie mission), given that I am meant to be an overpowered space ninja capable of extraordinary feats.

    What I thought might be an interesting option would be to give Warframes CQC movesets to use, especially when unarmed but also in combination with weapons of all types. At present, some maneuvers generate (low) damage, can cause knockdown and with certain mods can be augmented. An expansion in this direction might be interesting for Warframe, offering new possibilities for combat. Movesets could even be tailored to suit each Warframe and/or combine with their abilities in some manner - for example, Rhino might grab hold of an enemy and use them as a ram during a charge, or Hydroid (who I think of as the "pirate" Warframe) might combo a pistol shot at close range with a stab through the body with a one-handed sword as a special finisher. A new Warframe could be specifically built around the idea of using maneuvers and CQC for damage output.

    From what I have observed of "Melee 3.0", the developers are not pursuing this kind of addition at the moment. But I wonder if this could be an addition to melee combat which might further invigorate gameplay.

  12. Occasionally it is possible to get the player character stuck inside of level geometry. It happened to me for the first time in quite a while yesterday, where I was finishing up a Sabotage mission and the alarms went off. I was just crossing the doorway into the room with the console to open the blast door in it when the door shut on me, trapping me in the door! You can imagine my frustration at that as the console was just out of arms reach... nothing I did (abilities etc.) seemed to get me moving.

    Normally I would quit out of the mission, thinking that there was nothing I could do to save myself. But I found that there is a command you can enter into the chat box, /unstuck, to get placed back to a "safe" position.

    I've been playing this game a while now (about a year and a half now) and never knew about it or had to use it, so I just wanted to share it in the hope that it helps someone out, particularly players who are newer to this game than I am. I realise that this isn't really a question but more of a FYI, so apologies if I posted this in the wrong place! There are a lot of chat box commands which are now redundant with updates to the interface made a long while ago, but some are still useful, such as this one.

     

    0utlier

    • Like 1
  13. 20 hours ago, INight00 said:

    But taking a recognised move from another game? Unlikely.

    Well yes, perhaps I shouldn't have directly put that as the name of the thread, but it represented the idea of being able to chain the aerial attacks, which was the point really...

  14. I purchased my first sparring weapon this weekend, the Prisma Obex.

    I wondered if you might consider adding the ability to chain aerial attacks (the spinning kick) for the sparring stances, Grim Fury and Brutal Tide, within a timing window.

    I saw this for inspiration...

    giphy.gif

     

    I just thought it would be fun.

  15. I haven't tried out many of the weapons from the list yet, but so far I have enjoyed the buff to the Prisma Grakata. A 36% damage increase is helpful for high-level play and I have a riven which can exploit that well with -recoil.

    The Sancti Castanas now also seem viable for high-level play thanks to that rework. I have already killed myself several times, even when playing as Inaros!

    One weapon you might like to revisit is the Mutalist Quanta, but I am hoping that perhaps you are reviewing it with the other Quanta beam weapons at the moment? I feel that the primary fire is pretty much okay in terms of base damage output (25 damage/round at 10 rounds/second), but it could use an increase to its 2.5% crit chance; perhaps something small like up to 10% considering the effect of firing through the secondary fire's projectile. With regard to the secondary fire, perhaps altering its physics and/or shape to make it easier to manipulate would be interesting. I find that hitting the ball with a melee weapon causes it to fly off randomly so that I can no longer shoot through it; this also affects the explosion damage, which has a small radius and in mid-air often does not hit enemies. Giving the ball more projectile speed to increase its base range might also help in spreading radiation status into a crowd - on many occasions I have launched the secondary fire around ~5m from an enemy and it still manages to miss them. I just feel that the weapon overall lacks the ability to properly demonstrate its uniqueness and value over other primary weapons at it currently stands, a shame because I feel it has some interesting mechanics over most primaries. I encourage you to review it please.

  16. Thanks for other comments on here, not necessary as I was addressing the developers and I don't know of another way to speak to them. Some things I wish to clarify:

     

    On 12/25/2017 at 11:49 AM, KirukaChan said:

    So, OP...you have make a difficult choice between two things that are important. That's actually pretty common in life! As a side note, not all of the Tenno celebrate Christmas or have contact with their families.

    DE, if you're reading this thread, thank you for giving us the Acolytes and the Ghouls so we've got things to do while you enjoy your vacation.

     

    Hello there friend, my point is that we shouldn't have to choose; DE should realise the significance of Christmas for people and not be so inconsiderate as to plan things over it. 

    Additionally, look at what I wrote and what I'm asking them to consider. I am trying to prevent them from planning future events over significant holidays - the reason for significance is unimportant, so your "side note" is irrelevant. Imagine if they planned something over some day that you cared about; would you feel that they should've planned the event to be held before/after it instead?

     

    On 12/25/2017 at 2:48 PM, (PS4)MCollier said:

    Adulting is hard, we either choose one or the other or make time for both like many of us did 

     

    Well done to you for jumping on the bandwagon and copying the previous person's sentiment, as you perceived it. Are you pleased with yourself? I suggest contributing something a little more constructive in future if you intend on joining the conversation.

  17. Dear DE Development Team,

    Thank you for running the Acolyte event for us players again, but I feel it necessary to question the timing of when you choose to run such an event.

    As you are aware, the Acolytes provide mod drops found nowhere else in the game and each character is available for only a 48 hour period over the space of seven days. One mod in particular, Maiming Strike from the Violence character, is arguably the most powerful single mod in the entire game. You have chosen to make this character available to fight against from ~20:00 Christmas Eve for approx. 72 hours (GMT).

    I am certain you can appreciate that these days, Christmas Eve/Day and Boxing Day, are significant for a lot of people for numerous reasons. I would imagine that a lot of your player base choose to spend it with family or significant others and not playing your game instead. I would consider it likely that you yourselves are today enjoying the company of those dear to you, and won't be looking at this forum or at work today.

    I would like you to consider not scheduling such time-limited events, with such a small window of opportunity for players to receive exclusive mods, directly over significant holidays in the future please. I believe this will be of benefit to yourselves and your clientele, many of whom in all probability feel the same way as I do on this particular issue.

     

    Yours Faithfully,

    0utlier

  18. Well, at least I can give my poor laptop a break now! Thanks to Twitch for spoiling a good thing.
    I wonder how long it will be before Twitch dies off, like television before it? I still don't understand the fascination with watching others playing video games - seems narcissistic on the part of the broadcaster more than anything...

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