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Keyhound

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Posts posted by Keyhound

  1. On 2023-11-03 at 5:49 AM, bangarang35 said:

    @[DE]Rebecca

    The core mainline story quests should not be skipped. This idea from BraveDude8 sounds like the right direction. The free-to-play business model is why you have such an intense grind in this game. This pay to skip option basically gives new players a chance to buy the game whether DE realizes it or not. If players are now buying the game then they need to be able to skip the grind prior to the new expansion. So, I agree with removing all obstacles to get them there that involve grind. The price for this skip shouldn't be more than $25 American. Warframe gets a whole lot of slack from the gaming community as a whole since it's a free to play game. If DE starts trying to push anywhere near the price of a AAA game then the backlash from the gaming industry could damage the reputation of the company and game. Although Warframe might be a great game, it's not at the AAA standard yet.

     

    New/paying players need to be given:

    -several warframe slots

    -several weapon slots

    -probably like 10k-20k endo

    -they need to be given a few warframes for free with orokin reactors already installed (perhaps all the starter frames over the years)

    -several solid weapons with orokin catalysts already installed 

    -maxed out standard mods (redirection, vitality, serration, point blank, pressure point, etc). Basically giving the paying players the maxed out version mods on default duviri circuit builds would cover this.

    -energy siphon

    -rejuvenation

    -an operator amp noticeably better than the mote (starting) amp

    -immediate access to a sufficiently strong Necramech

    -immediate access to a sufficiently strong railjack

    -access to any necessary nodes

    -a tutorial to review each relevant mechanic quickly coming their way

    -immediate access to MR 10

     

    I think that would cover it for what the new players need. With the rest of the grind removed and players being able to tackle roughly 12 to 18 hours of story content right away by being able to jump straight into each quest, then this starts to make the game look a bit more fleshed out too. This is not a bad idea. It helps DE break out of the constant grind mentality. It's time for warframe to get real content, not just prolong the grind. Dungeons, Core Story Quests, Raids, more lore, strong/fun boss battles. These are all things the game needs desperately to reach the next level. Hopefully this upfront payment from players can give DE some breathing room to push for true content now that requires a bit more effort, as opposed to just another weapon, warframe, game mode, or open world to grind.

    i said this before and i will say it again.

     

    to me, the right direction would be. to

    1- PLAYERS START WITH ALL MK-1 WEAPONS. maybe rename the MK-1 name to something closer to decomissioned, or faulty. to tell them that, there are better versions they can get. mk1 weapons are not game breaking, having access to all of them from the start(already in the inventory) will make them not feel stuck in their starting choice. as from personal experience, i suffered alot when i started because i picked the braton and lato, so everytime i had to do a spy mission, i had a miserable experience, until i finally got a bow.

     

    2- THE START FRAMES SHOULD BE GIVEN AT THE START. i mentioned that earlier, but a great way to do it, would be to make the frames you dont choose be gotten during quests at the start of the game.

    maybe after defeating Vor, the player gets a message about 2 ships leaving the area. each carrying one of the frames that werent chosen. and so they get the quest to hunt down those ships. maybe after completing the first they are informed that Alad attacked the second ship but was unable to secure the frame, as the ship crashed on venus, so we have a reason to go to fortuna, to collect info on the downed ship. as we complete the hijack mission to bring the frame to our ship, we are contacted by Alad. giving players a first glimpse of him.

     

    3- BOSSES NEED TO BE IMPORTANT IN THE STORY. ask most players, who vay hek is, or who Tyl Regor is. and all you will get is "they are bosses that you kill a few times to get their frames". and those are 2 of the more charismatic bosses, with lots of quotes, but to most players, they are nothing important, because THE GAME doesnt give the players a reason to care about them. maybe each time a mission is done in their planets, we are contacted by them, maybe they will have some gimmick. like for example, with tyl regor he starts sending more and more maniacs against the player. as his own personal invaders. give some fun gimmicks to bosses. like for example, during the missions in europa, we get attacked by raptors followed by a group of ospreys.

     

    4- STARCHART SHOULD BE DIVIDED BETWEEN MAIN MISSIONS, AND SIDE MISSIONS. the main reason beginners give up on warframe is because the "story" doesnt start until the second dream. and even after that, there's no much change. instead, what should happen is, the missions as we have them, be SIDE MISSIONS, with each planet having a small amount of main missions, that are themed around the bosses of that planet, and that planet enviroment. have a reason for players to continue the game. but have those "normal missions" we have be there are extra complement. for farming and grind. as opposed to progression.

     

    there's not even a need to go deep. just like some missions suddenly turn to exterminates, we could have smaller missions, but that are interesting. Alad got his hand on a warframe, lets hunt him down having missions to find and trap him so he cant escape. maybe one of the missions is about trying to rescue that frame, but it turns out to be a trap(could start as a spy, that turns into a survival) and when we finally get to him, its too late we discover he butchered her, and used her corpse to make zanuka.

    tyl regor keeps talking about his tubemen, but unless you are REALLY old shool, NOBODY even knows what a tubemen is. so why not put them back? hell, maybe we are manipulated by tyl regor earlier, with him asking for an alliance, as he wants to betray the queens, and send us to deal with sargas who is very loyal to the queens. but then, as we kill sargas we discover that he was the one trying to get away from the queens, sargas could also be linked to keyla, who discover what we did, and promisses to kill the player for what we have done.

     

    there's so much potential for stories that dont revolve around the sentient and the old war. this is just an example of how the game could be more interesting for new players. giving a reason to care about bosses, want to kill them. be pestered by them. make us care about the world, before the second dream. so when the second dream happens, and the player is taken aback by the revelations. it goes beyond, because we already have an estabilished world.

    • Like 1
  2. around round 8-9 steep path circuit, died as the mission was ending(the slowdown), when it transition, everything was white(as the literal screen was completely white) i could still move and hear the noises, managed to fall off a cliff, and the screen returned to normal. BUT the map is completely devoid of enemies, and the mission target(i dont even know which mission it is). can move around, and everything normal(besides entering operator).

    no idea what to do, and i dont want to waste my 1 hour as i have to play solo because i have to pause every now and then to deal with IRL stuff.

    i already hate the fact i lose everything if i fail the 2 mission modes with a fail state(survival and defense), but it feels specially S#&$ty to lose everything on something that has nothing to do with losing. it just looks like the game failed to load and sent me to this limbo(no pun intended).

     

    so here's the question, do i really have to quit and waste all that time?

  3. just had a bug where i died but entered operator mode, as the mission was ending, everything went white, had to drop of a cliff with no visibility, and when the screen finally returned. i realized im stuck in the circuit map with no objective. just here walking around with no idea what to do.

  4. 2 hours ago, (PSN)rexis12 said:

    I don't think it's Malice, but I definitely think it's due to greed.

    I just can't really see any other way that DE that knows that the early grind makes players quit, instead of making that grind more palatable for player retention, decided that the best choice is to jangle the shiny new quest in front of them before sending them back to those early grind that makes players quit.

    i hate the fact that i have no arguments to counter yours. as i do agree that the game need a complete revamp of the new player experience/star chart progression story line.

    • Like 1
  5. 1 hour ago, (PSN)rexis12 said:

    Remember they want to add this because players would quit due to early grind to the new update.

    What this does, is that new players get to play like the 1 hour quest of the new update and then go back to the grind that they know makes players quit

    Except this time the players that quit gave them ~moooooneeeeeyyyy~

    on one hand, i cant really disagree with you, this will do absolutely nothing for retantion, as new players will just leave faster as they will see the pay to skip as some mandatory "pay to have fun" instead.

     

    but on the other i genuinely dont think they are doing it out of malice or greed. we have seen warframe greed before, and its far more agressive. this really does feel like them being completely out of touch on the community,

     

    i said this in a diferent post, but what warframe need is a story mode that guides the player through the star chart. and make them feel like their character is progressing through the story, as opposed to what we have now that is the same exact missions over and over until the second dream happen... and then back to those same missions, until the war within... and so on with chains of harrow, and so forth with the sacrifice.

    • Like 2
  6. On 2023-10-23 at 4:12 AM, (PSN)OmegaSlayer said:

    I've posted this for more than a year and a half in almost every devstream thread without any mention, but I'll keep doing it

     

    Summary of things still promised, incomplete, juggling in the air 

     

    -Lifting the whole (content islands are still very disconnected)

    -A proper story mode containing the old events; we go forward with more and more complex stories but old stuff that is actual canon lore and important to the development of some characters like Alad V, Vay Hek or Tyl Regor is missing IN the game, and a Wikia page is not the place where a player has to search for it

    -Wall running replacing wall hopping still not a thing (although mentioned in devstream, and hey...new games ripping Warframe off will do it), Geoff mentioned some problem...which hasn't been resolved yet?

    -UI still unfinished...from December 2018...it's almost 5 (FIVE) years

    -Command wheel for pets (maybe second part of companion rework?)

    -Leverian not seeing any entry for a while (another thing that had been left in the limbo, you started it and then forgot it...it was May 2019)

    -Many new frames still don't have noggles (minor thing...but why Warframe Noggles don't drop 1 month after the frame release? I don't say day and date, but at least not year after)

    -Drop chances revision as a QoL; the game has soooo much to do and collect that 0,0001% drop rate chances are just obnoxious 

    -Where's Rage melee mode (also known as Changelling 2.0), mentioned in 2019, as the final phase of melee rework

    -Modulary archwing/Archwing melee revisit, another thing from 2019, then coupled with Scott idea to remove Archwing missions (NO, but they must be revisited)...where's Archwing gonna go in the game? What's his future?

    -Railjack integration with open worlds, like it was shown and promised at Tennocon

    -Squad link, did you really gave up on the idea? If there's the tech that makes Cross Platform, I don't think Squad Link will be impossible to achieve

    -3rd Orb fight, sitting in a lake since November 2018 

    -Sergeant/Phorid boss fights revisions...Sergent revision mentioned as Nef Anyo's fight BEFORE Fortuna was released

    -Trials/Raids they were removed in March 2018 (5 YEARS)...a content many player loved, it was promised to bring back something in that vein but no news yet

     

    THIS. what's the point of adding a skip for new players, if even old players have no real connection to the vast majority of the characters and events? ask most players what a the tubemen is, or who Alad V is, and all you get is them hearing about the first one somewhere in a boss fight, and the later being the annoying boss with the mecha dog, that somehow turns infested, before "getting better".

    what warframe really needs for new players isnt a way to skip the grind, it is a separation between story and grind. we need a MAIN STORY, that goes through the starchart. that is outside of the missions we have today.

     

    we need a streamline progression, and no DE, cutting the requirement to access the junction from 9 missions to 8 is not enough. players need a reason to progress through the starchart.

     

    this is something we have told ya time and again, yes, this is a massive endeavor, but its something that NEEDS to be done. Warframe need to stop trying to add new stuff that, while fun, is disjointed from the rest, and start fitting everything together.

     

    as a side note, i feel like its a mistake to remove the mk1 Weapons from the starting quest, on the contrary, i feel like the better answer would be to simply give the players ALL the MK1 weapons instead. i remember when i started the game, and i almost stopped very soon after simply because i made the mistake of taking the braton and the lato, so when spy missions came, as a beginner, i felt trapped, with no idea what to do, because i didnt pick the paris instead. not just that but, by having those weapons avaliable from the start, you are giving the players choices, to play around. instead of being stuck with the same loadout for days.

     

    similarly, i feel like the first 3 warframes should've be given to the player as part of the progression earlier on. we could even have it linked to the story, something like:

    after defeating Vor, the player discovers that the other 2 frames were taken by him to experiment, and that they are currently in route to the grineer base, but the problem is, Vor sent each frame in a diferent ship, and we can only pursue one, so Darvo proposes to leak the info of the other ship to a certain Corpus he knows who is interested in studying warframes, and the player is given a choice of which of the 2, they want to get second. so we get a mix of spy, defense and sabotage inside the grineer ship, where they are tasked to find the storage where the warframe is located, go there, eliminate the grineer protecting it, and then destroying the ship so it seems like it was the corpus doing it.

    afterwards, Darvos comes to tell that he has information that the corpus ship carrying the third frame got attacked by a pursuing grineer vessel, and crashlanded near fortuna. so the player goes there, and discover that someone from the crashed ship had fled to fortuna, andwas trying to sell some very important document to Nef Anyo, who double crossed him, so, we go for a rescue mission, that changes into a spy. where the player gets the Blueprint for the third frame, and the information that Alad had started to dissect that frame but was forced to stop and flee when the grinner ship attacked. soon after someone from fortuna contact the player to inform that the crashed ship was found, and that they are taking its content to a nearby spaceport, so the player has to hijack the transporter, in order to collect that third frame.

     

    when they finally finish it, its discovered that the frame was broken down into its 3 main components, the Neuroptics, the Chassis and the System(not the bp for them, but the parts fully built already). with the main BP being the document that was found in the spy, the player is told to craft the frame once again, there could even be some talk about how Alad may be cruel, but he is highly skilled, being able to separate the frame so neatly with minimal damage to those parts. however, the process to rebuild it will take some time.

     

    so in that small quest, the player learns about the corpus and grineer not being friendly, learns about Alad, and his interest in the warframes, and also how to craft a warframe.

     

    by the end, the player will have full access to all 3 starter frames, which means, more variety, a sense of progression. and an arsenal that, while not amazing, its big enough to get started. the player is even given agency in choosing which frame they get next. it also creates a natural link to fortuna.

     

    as a side note, that would also vacate the spot those frames take so other frames like oberon and most importantly ash could take, maybe even vauban who feels out of place being in the nightwave for no reason. better yet, i feel like a better frame to be in the nightwave would be equinox, since it has the most parts, while hydroid fits far better in the planet that is 99% water. with atlas being on earth instead.

     

    another side note is, MANY warframes need to have their quest revamped, limbo and nidus comes to mind. limbo could instead be found on the void. and nidus... well, his whole quest need to just be completely reworked(again, as does many other frames).

    • Like 2
  7. couldnt find any info about it, but what about protea's dispensary mod that revive sentinels? it feels pretty useless now, since they revive automatically.

    also, i hope that in the second round of updates, that they give companions more things that they can do. lets be honest, who uses kubrow for anything? vast majority of them is completely useless. 

    nobody uses diriga because its only uniqueness is being a bad volt. that cant even stun enemies well.

    dethcube is supposed to be the more combat oriented sentinel, but all it has going for it is the energy drop on supported kills.

    wyrm has a borderline useless status cleanse.

    both djinn and nautilus have similar uses. both with CC,

    both helios and oxylus have the same theme of observer sentinels.

     

    why dont we have a sentinel that helps on hacking? or one that can mind control a mechanical enemy? why do they have to be so bland and borderline useless? to the point they feel more like a waste of mod slot rather than an actual advantage to equip?

    compare that to charm, cat's eye or sharpened claws. and it becomes clear why most people will go with kavats instead of anything else.

    the only really usefull sentinel uniqueness that actually make us want to use them are helios and carrier. and carrier itself lost alot of uses not only because of ammo mutation mods being easier to equip on weapons that need it, but also because of the ammo rework.

     

    to me, there need to be some heavy rebalance on companion roles. and they MUST be good at what they do.

    -taxon should be the shield sentinel, give it something good like, +15% shield damage mitigation to it and the warframe, or while the warframe has shields it slowly heals their health.

    -carrier is the ammo sentinel, allow it to give warframes max ammo capacity, or better yet, ammo efficiency.

    -wyrm is the status protection sentinel, make it capable of giving the warframe immunity to impact/slash/puncture status. and the ability to cleanse 1 elemental status every 10 seconds, maybe make it transfer status effects from the warframe to itself.

    -djinn mod already screams "suicide bomber" so why not make it the sentinel that you want to die alot, its already mid way there, just commit to have it be the self destruct sentinel. maybe give it a massive radius, or, because you want him to die, most survival mods should be avoided, so instead, give him a set of mods, that shower enemies with diferent status when it dies.

    -nautilus could be the CC sentinel, it already has a mini vaccum, and it has the omni tool, so why not allow it to freeze enemies randomly? freeze is something that is very rare to achieve, but very usefull,

    -diriga should lose the electric mods that dont really do much for him(they could be transfered to other sentinels, like taxon or nautilus), instead it should be the opposite of djinn, the tank sentinel. give it the ability to reflect bullets directed to it back to enemies, also, give it a mini turbulence that does the opposite, attracting bullets to itself, so it can reflect them, that mini turbulence shouldnt be big, but enough to cover the head of the warframe, of course, it doesnt work on explosives.

    -helios should be the booknerd sentinel, so why does oxylus have scan mods? transfer all of them to helios instead.

    -oxilus on the other hand should get a new theme, and to me, it would make more sense for it to be the hacking sentinel. so make it able to not only have a chance of auto hacking consoles, but also hijack mechanical enemies, including downed moas/ambulas. and a chance of jamming enemies weapons when attacking them(could be based on fire rate, slower weapons have higher chance, faster weapons, smaller chance).

    -dethcube should be the combat sentinel. basically just make it THE sentinel to pick up if you just need to feel like you have a second player around. just make it have mods that enhance its weapon damage/crit/status chance.

     

    and that's how it should be. each companion should FEEL unique. and have a role. seriously, why does oxylus have stuff that should've been for helios from the start?

    • Like 1
  8. 3 hours ago, CrownOfShadows said:

    What Fire Blast does in two casts Tharros does in one cast for 1/6th the cost, and Tharros/Pillage works on everything while Fire Blast conveniently forgets some important targets (acolytes, demolysts) how do you not see the problem? I'm not saying it doesn't work on the mobs, I'm just saying it's objectively worse. Terrify shares these same problems, and even though i was hyped for Terrify when the armor strip rework happened, and even though it did make Nekros 10x better to play, I've since taken it off of almost everything else because of these things, and same for Fire Blast. If I played Ember on the regular I'd seriously just helminth Pillage or Tharros (or Gloom) in over Fire Blast because it's annoying at controlling her Immolation anyway.

    I'm getting the sense all the people trying to defend Fire Blast have never actually tried to rely on it as an armor strip and are just reading numbers. Yes, it's radial and hits more targets. No, that doesn't matter a whole lot, because usually your weapons can handle the mobs fine and you are saving your armor strip for the really chonky enemies. Specific targets. Is it nice? Is it better than nothing? Sure. Have I used it to decent effect? Yup. Is it great for fighting the real tanks? No, definitely it is not. Every time an eximus or a bombard shows up you want to use Fire Blast twice? It's not godawful, it's just sub-par, uncompetitive, substandard, expensive. Yes, Pillage also takes multiple casts unless you have high strength, but Pillage's other benefits make it a multitool, whereas Fire Blast has one job.

    giphy.gif

    The Fire Blast augments are not a selling point either, not any more than the Eclipse augment is a selling point for Eclipse - nobody has room for a nonessential augment in a SP build and there are WAY better ways of healing. (And worth noting on Healing Flames - like so much of Ember it's tied to her immolation level which nobody has on helminth so it's never max, making that augment rather worse for any helminth use).

    Is Fire Blast perhaps a better option for negative-strength high-range high-energy armor-tanking builds with other sources of healing? Yeah that's probably a solid case. For everything else I can't see why anyone would use it after having tried it, it's a whole tier below Tharros and Pillage.

    Fixing Fire Blast to be a good option would NOT be hard. Make it a little cheaper or let it go to 82% or 100% to save a cast. Make it work on everything it's supposed to. Maybe even throw in a secondary effect to spice it up (like reduce the cost of the next ability cast by 25% or something since it's not reducing anyone's immolation). Voila: suddenly a great ability and a solid choice for anyone looking for armor strip. Fixing Terrify would be a lot harder.

    ---------------------

    I'm here about armor strip specifically, and there are a lot of helminth refinements that could also be made in general to a lot of different things (I want more cleanse and cc), but again I'm not opposed to more DR helminths, although it depends what you mean by DR and some caution there would be good too. IMHO blindly dropping a 90% DR ability into helminth is a balance disaster in the making, for example.

    What's your dream helminth DR and what do you intend to use it on?

     

    lets go there one at a time.

    1- i said multiple times, i have not played with styanax much, so i genuinely do not know much about his skills,

    2- its cool that there are some armor stripper abilities that can full strip in 1 cast, terrify is another one that can do that, so is shuriken. BUT, and here's the detail, you need to invest in str to get that, and sometimes, it comes at the cost of other stats that your current build for the warframe you want to use on to get that 100%, in which case, its a choice you can make to go with an ability that can full strip in 2 casts, but have almost no need to invest into str to get there.

    3-"Yeah that's probably a solid case. For everything else I can't see why anyone would use it after having tried it, it's a whole tier below Tharros and Pillage." that's literaly a selling point there. people have to stop this logic of everything being good for every case. you can only have 1 helminth skill, and if you cant have enough str to pull off a 1 cast like tharros or terrify, OR you dont want to cast 4+ pillage, fire blast is probably the best choice.

    builds are all about choice, having more choices to get at the same place IN DIFERENT WAYS is better than having all choices being the exact same. if you have a build with 100% str, pillage require 4 casts, terrify 2 but has a limit on the targets, tharros is a cone in front, and is 2 casts as well. even shuriken cant full strip at 100% and requires the mod. in that case fire blast is the best choice. it also has the biggest range, at base 25, which is also pretty good.

    4- the augment is not important, but its there for people who ant to use it. like all things, its an added bonus. builds are all about what YOU THINK you need in that specific build. for example, i build my volt for melee speed only, i could care less about range, so i added aquablade in one, and warcry in another. many people build volt for his 4th. that's the beauty of warframe, you are not stuck on what's the best. its all about what you need, and how you think you can get there.

    5- i do think fire blast should be cheaper, but that's because i feel like fireblast and immolation should've been swapped around, as a side note, i also think it should be a full on sustained ability, instead of kinda turning into one at max immolation, which, im not gonna lie, costs too much. i also think it should lose immolation instead of gain it, so the player would need to focus on burning things to keep it and the DR high.

    6- for DR, i said a few times, i think we should've gotten Shatter Shield from mesa as opposed to her shooting gallery. it could even get a drop in max DR to 80% or even 75%. being a skill that only works on ranged damage it would give alot of frames a good, survivability against damage they cant really defend against. another good choice would be null star being recastable without the need for a mod.

  9. you know, i think DE is doing the wrong choice in taking the MK-1 weapons from the start of the game. to me, the far better choice would be to simply gift ALL the MK-1 weapons from the start. so players can always have a silent primary and secondary.

    then simply rename the MK-1 part to WORN OUT/AGED/RAGGED/DEFECTIVE.

    IF possible, they could even have custom skin that is the same, but with visual defects, like the kunai having a broken or bent tip, the braton's white pieces broken exposing some of the inner body, or the paris having the string having a knot in the middle. those model changes would be minor, but it would be enough to show players that, yeah, they are not in a good state.

    then, there would be a quest from darvo that he comment on how bad those weapons look, so he will offer to fix them up. which is basically a visit to the relay and his spot there. and after its done, we would get the main version of those weapons, (if they have the worn out skin, it could be gifted through the inbox to the player afterwards). this could even be something like "hey, those weapons look pretty old, tell ya what, if you max rank those worn out guns, bring them to me, and i will fix them for you". which would not only give new players an incentive to test and rank up all of them, but also tell players "hey this weapon is no good". Darvo could even tell the player "this is a special service, since i couldnt let you go around with that trash"

     

     

  10. On 2023-09-30 at 6:34 AM, Leqesai said:

    I'm honestly not sure many players really search out partial armor strip as a viable gameplay option. Unless you set up for a very specific reduction in armor, 80% isn't going to make a huge difference in content that begets armor strip in the first place. I do see some value in what you and Fifi are saying but I believe most players (including the TC) specifically want 100% armor strip. This is why the TC complained of Fire Blast only removing 75% (even though they did not acknowledge it could 100% strip in two casts).

    yep, i agree with you there, but like i said, some people actually defend that, as for armor strip completely, i dont get the complain about fire blast, as it, like most other armor stripper abilities now, can full strip in a couple cast, and them being area and having a usefull support mod makes it not an issue.

     

    On 2023-09-30 at 6:40 AM, Leqesai said:

    Just chiming in on this. I hate Eclipse for one major reason.... It is not obvious what counts as "light" and "dark". Since its implementation the lighting engine has gone through some major overhauls, so it is really a PITA to identify light and dark areas (as interpreted by the skill). Another annoyance is the values varying based on the intensity of light/dark. So getting full DR off this ability can be finicky. 

    I'm not sure why they don't just remove the variability on this thing. It would make it a lot more useful (or just let us choose the buff with hold/tap....)

    EXACTLY. its too variable to make use of it, which fits on mirage, with her being all joker themed. so it doesnt feel out of place in here, but for other frames it just doesnt work as well. specially because you can force light with her 4th.

     

    On 2023-09-30 at 6:54 AM, CrownOfShadows said:

    Yeah for tough SP enemies we need full strip, partial strip just doesn't work well, and like you say this is why corrosive isn't a good option, besides taking the time to stack it in the first place which nobody has time for. You can really feel the difference when you try to use fire blast - it just never feels like its doing anything until you spam it, and at 75 energy 2 casts is 150, 3 is 225... that really hurts. Compare that to the 25 energy - YES 25 (wtf) - for tharros, with a 100% guaranteed strip, there's just no choice there.

    If Fire Blast scaled up to 100% (using ability power), it would be a decent option, although as someone pointed it out it also doesn't work on a lot of enemies it's supposed to and that would also have to be fixed for it to be competitive. Alternatively, if it at least scaled up to 82%, then we could use corrosive projection to get to 100%, but as it is currently even with corrosive projection it still needs 2 casts to fully strip, which is just not cool.

    but fireblast fully strips in 2 casts, same with a few other armor strip abilities. which is a no issue today, and those "special cases" are very few, and mostly specific enemies. the vast majority of armored foes will get full strip in 2 casts. which is not as negative because it means you dont need to go as heavy on str as with other abilities that do cap at 100. so, like i said, versatility and the idea of certain abilities being usefull for diferent situations.

     

    BUT, and this again, we have multiple flavors of Armor Stripping, some are better, others are worse, but at least we have multiple viable armor strip abilities. that's not the case for damage reduction, we barely have 2 that kinda work, except they are extremely finnicky at best. or downright completely useless at worst.

  11. 1 hour ago, Leqesai said:

    Corrosive status effect cannot fully strip armor... At max stacks it reduces armor by 80%. It will strip armor on Hydroid but it will not strip armor on other frames... Ergo, not sure why you've included it in a list of armor strip abilities...

    agreed. thing is, its ok, because, belive it or not, some people do not want FULL armor strip. it feels counter intuitive, but they argue that full armor strip takes away the damage portion of corrosive weapons, so while i do agree TP is not a great armor stripper(you know what i mean), it does have a slot for those people who want partial armor strip to keep corrosive damage effective.

  12. 1 hour ago, CrownOfShadows said:

    Well, comparing armor strip effectiveness to DR effectiveness is like comparing apples to walnuts in the first place, not sure how we got started on this path, but yeah pillage is a god-tier subsume anyway you stack it. As far as DR goes, what standard are you looking for? DR abilities vary a lot - like you mentioned Turbulence but that's technically not even a DR ability, not any more than invisibility is, or hp regen, or status cleanse, or even cc. Like all that stuff technically helps out EHP and could be put under the DR umbrella I suppose.

    Also there's a word to be said about caution, although DE isn't big on balance, giving too strong a DR ability out in helminth could be problematic and it seems like DE was careful to avoid that - and for good reason. While weak frames would love them, it could send some a lot frames into the stratosphere, so it would have to be done with caution. Like a strong DR ability in the helminth could completely erase all remaining traces of difficulty, so while I'm fine adding some because weak frames could really use them, I do think they should be limited to like 60%-75% or be somewhat circumstantial or otherwise limited if they're 'true DR'.

    i agree. bu that's what i had to do when you said because both have the same number of skills as helminth. and my argument was never about how many there are, but how many EFFECTIVE abilities there are.

     

    there are AT LEAST 2 great armor stripping abilities, but there's NO  good DR on helminth. we have abilities that give armor, and abilities that can KINDA DR but are not reliable.

     

    armor stripping has reliable abilities that just work no matter what. and it also has some that either are limited in target or have a duration. but DR and armor stripping are not the same thing.

     

    which is why i edited that later as an example to the argument.

    • Like 1
  13. 10 hours ago, CrownOfShadows said:

    Well, suit yourself, I won't list all the problems for a 5th or 6th time. If you think they're great, whatever.

    Well, counting Eclipse, Parasitic Armor, Null Star, Defy, Elemental Ward - that's 5, one less the 6 you tallied for armor strip. You saying terrify or fireblast are great and amazing choices would be a lot like me saying saying Parasitic Armor and Eclipse are great DR choices (and armor is DR).

     

    parasitic armor and defy only give armor, making them subpar at best, eclipse gives you no control over it, its a gamble specially with how the game will define light and dark areas, meaning, you cant count on it, null star is useless on builds with 100%+ range, and need the augment to refresh, against infested or mid level corpus and above, its pretty useless, finally elemental ward is more of a support. as it doesnt really give much defensive ability to any frame. neither do people use it for defense.

     

    that whole list is basically like all you had for armor stripping would be 3 tempest barrage, with 2 fire blast. and the second fire blast randomly turns into roar because you are 2 steps to the left than you were before.

     

    its not even in the same league. hell, pillage alone, is far more defensive than most of those DR abilities COMBINED.

     

    lets compare them,

                                                              armor strip

    fireblast can full strip an area with  2 cast, have aug that heals.

    Pillage can full strip an area with 2 casts, gives shield back.

    terrify can full strip in a single cast, is temporary and doesnt affect bosses

    shuriken need aug, but its incredibly cheap, can only strip 2 targets at a time.

    tharros strike, never used, so i wont comment on how good it is.

    tempest barrage, mediocre at best, it will gain innate corrosive proc, which will make it far better, but its stil not going to be used for armor strip by anyone besides hydroid.

     

                                                              Damage Reduction

    Null Star, the more range your build has, the worse it gets, as it will lose DR from enemies getting closer to you, require mod to refresh.

    Eclipse, amazing DR... when it is in DR mode, which you have absolutely no control over. nobody uses it for defense, as its real use is the, also outside of your control damage boost. no frame in need of DR will use eclipse for its DR.

    Defy, gives a few seconds of immunity and then a slap, gain armor based on how many enemies you are hit by during the immunity and how many you hit with the slap. all it really gives for DR is the immunity which locks you unable to do anything and armor, its less DR and more an "oh sht" button.

    parasitic armor, the exact same as defy, but without the immunity phase. you also lose shield, and the shield gate, having only armor, you also NEED to mod for shield to make it even useable in the first place.

    Elemental Ward is a great support ability, but its defensive ability is mediocre at best, HEAT fgives max health, which wont reduce damage, ELECTRIC gives max shield, which, again, is not DR, Toxic gives absolutely no defensive buff of any kind, it just poison enemies around you, COLD gives armor, it will REFLECT bullet damage, but you will still get hit first.

     

    only null star and eclipse are DR abilities, and, like i said, they are not something people can use reliably. and null star DEMANDS your build to not have range to even be used as a DR ability in the first place.

    • Like 1
  14. 1 minute ago, CrownOfShadows said:

    Ok yup, we covered them all. Two are good.

    Equal counterpoint to your DR request - there's technically a fair amount of DR options in helminth already - similar to armor strip though very few are good. And similar to armor strip, plenty of warframes already have plenty of DR. That doesn't erase the need in either case.

    i highly disagree with the "only 2 are good" having used most of them, i can garantee shuriken has been a great choice since forever, fireblast has even more utility if used with one of its augs,

    terrify works very well, and can full strip in a single cast.

    only one i have yet to play with is tharros strike. but that's because i have not played with styanax that much after getting it. and cant stand the missions to make a second one to put into the helminth.

     

    so while sure, pillage is the best, its not the only valid option at all. compared with damage reduction you do not have any that is even as good as the weakest of the full strip helminth abilities. getting armor from a helminth ability is not that usefull, and the only real DR in there is nova's, which is not bad when used on her, but its a jank version of splinter storm.

     

     

  15. 17 minutes ago, Qriist said:

    If DE gifted Terrify a scalable damage vulnerability ala Nezha's Blazing Chakram then I think it would justify the 75 energy cost in Current Year Warframe.

    This would synergize with Nekros' own minion-oriented kit but also give Terrify an interesting twist to distinguish it from other armor strip abilities.

    technically, terrify is also a CC, specially with its aug, that basically petrify enemies as well. i think its fair to call that an "interesting twist". its also incredibly usefull for many other mission types, like interception and defense(specially the ones with people instead of a defend point).

    • Like 1
  16. 13 minutes ago, CrownOfShadows said:

    We what now? A TON you say? REALLY? Maybe I didn't see them. Please, list them all, if the page can possibly hold them!

    Yeah, more DR options would be welcome too.

    lets see:

    shuriken.

    fireblast.

    pillage.

    tempest barrage.(even though its not 100% it still reduces armor alot, specially with corrosive projection aura in the party)

    terrify.

    tharros strike.

     

    6 abilities, 5 if you dont count tempest barrage. but, like i said, its not like other frames dont have armor strip besides those, for example, gauss thermal sunder can armor strip when in redline, frost avalanche can as well, nyx's had one of the best armor strips for a long time, oberon,  grendel, trinity, caliban. and so on.

     

    so its not fair to just talk about armor stripping with helminth as if it was a necessity for every frame. and in some cases like zephyr or baruuk, its not like you even care about the enemy armor either... any ability that can put enemies to sleep and open to finishers is maybe even more usefull against most enemies as well.

    6 minutes ago, Tiltskillet said:

    I'd call shield restore another real reason.  Tharros has healing, but generally that's easy to get elsewhere.  And isn't vital to as many builds.

    it's shield restore will become even more appealing after the shield gate rework, as more people will be using bigger shield pools as well.

    • Like 2
  17. 5 minutes ago, CrownOfShadows said:

    I agree that pillage is an overstacked ability. But compared to Tharros strike, which is also overstacked compared to legacy abilities, it's not really that much overpowered, because Tharros takes almost no effort to get to 100% strip, whereas pillage requires a lot of power or a lot of spam (and some range). Tharros is cheap, doesn't strain builds at all, and is very reliable (except for sometimes it can struggle to connect with the desired enemy in dense clusters). The only real reason pillage is so much preferred over tharros is because it's radial and strips everything in all directions. Both are contemptible compared with Xaku though, so it kinda depends on where you put the bar. Personally I think pillage and tharros are fine, and I'd bring fire blast up to par with them rather than nerf them.

    As for terrify, in addition to all the problems I've already listed, it's simply unreliable. There's no control over which enemies are armor stripped - it's very much like a random armor strip, which is not something I want. If soul punch wasn't such total trash, would I helminth pillage over terrify on nekros? yup. Also it's worth noting that if you cast terrify and strip 60% armor casting it again may not get rid of the other 40% because it prioritizes unaffected enemies.

    Some simple QoL fixes for terrify would go a long, long way in making terrify serviceable.

    Until that day it's inconvenient, untrustworthy, expensive to use, requires strength and range and duration to work, doesn't last and has too many important exceptions.

     

    sure, but its not like it need that much power to get to 100% with terrify, i belive its around 160 str. the real problem is that it doesnt work on some more troublesome enemies. when other stipping abilities do. to me, terrify is just a "oh sht" button but with the ability of going invisible with operator, it lost alot of its use for helping save fallen allies or something similar.

     

    as a side note, corrosive barrage may not full strip, but it allowing for corrosive and viral procs will give frames that can armor strip some cool potential for condition overload. specially if you put gas on the melee.

  18. 3 hours ago, Frandan said:

    Please, make Hydroid's fourth ability a Tap/Hold mechanic, when hold he becomes the puddle while casting his ult, in other words, to hold 4 is to cast Tentacle Swarm AND Undertow at increased cost.
    I wish that Undertow doesn't exist only in our hearts ❤️

    Another suggestion is to keep the Kraken up in the middle of the puddle 🙃

    Thank you for listening.

    i would make it so the kraken goes into puddle and back instead. i said this before, but to me, what they should've done is do the hold/press mechanic, but have it be, press to summon the kraken:

    in press "form" the kraken would use its tentacles to drag enemies inside its mouth(which i would change into  a giant toothed mouth sarlacc pit instead of puddle), and it would work like a vortex/larva, only weaker, and they would stop when above its gaping mouth, instead of getting dragged into the middle of the mouth.

    in hold, it would make the kraken dive, dragging enemies under, but leaving their heads above water, which would also make them open to ground finishers.

     

    it would be the best of both worlds. and not only allow for his kraken to feel unique(instead of the nezha spears or vauban's bastilleis is after the rework).

     

    it would also make people mind's blown, seeing a ginormous mouth  filled with teeth take 10+ meters in the middle of a room, and holding enemies with its tentacles. it would become a spectacle. and offer another flavor of vortex, that also feels unique on its own.

  19. gotta have to completely disagree with more abilities armor stripping on helminth, we already have a ton of them, what we need is survival abilities instead. i still defend that we should've gotten either shatter shield from mesa or turbulence from zephyr.

     

    the only real DR we actually have are not as good when helminthed. like nova's or wukong's. those are abilities that work best with those frames, but are kinda bad when put on others.

     

    many other frames also already have some form of armor/shield stripping. like mag, nyx or vauban.

    • Like 2
  20. I just watched the amazing 64BITS warframe demake video and it made me think, couldnt DE make something like that for real?

    they could easily contract a team like inti-create to work on the project. make it an original story that follow warframe lore, but isnt tied into the main game.

    here's how i see how it could be done: you start with excal, and each boss unlocks a new warframe, before entering a mission you can pick 4 to bring with you, that you can swap, in the same style as the biometals from megaman ZX/ZXA or the team system in megaman X7/X8.

    missions would be 1 intro, 8 main missions that you could tackle in any order, after 4 you get an intermission, after you get past all 8, you unlock the final 2-3. you can even have 2 extra "secret missions" and 1 "after the end" mission.

    killing the mission boss unlocks a new warframe, each warframe can be upgraded after they reach lvl 30. to their prime variant(you unlock umbra after the final mission, and excal prime after you 100% the run). there's even a NG+ that let you keep everything, but the game is harder.

    each mission is based on a diferent planet with the intro and intermission being on earth. and after you complete the mission you unlock some challenge side missions for each planet:
    1 endless type: defense/survival/excavation/interception(with 8 missions, you get 2 of each divided between the planets) and 1 "time trial" spy/capture/sabotage/extermination(same, 2 of each, divided between the planets).

     those side missions unlock weapon variant blueprints to upgrade your weapons. each warframe can equip 1 primary, 1 secondary and a melee. they each have 4 abilities + a passive. they level up to 30, which unlocks their prime, which resets its level but can then be upgraded to 30.

    each level add some stat points, but every 5 levels opens a new mod slot, they start with 1 mod slot and can have up to 6 mods by level 30, at 15, instead of a normal mod, they gain an aura mod slot. at level 10, the prime unlocks the exilus mod slot. and afterwards 2 arcane slots, 1 on level 20, 1 on level 30. excal unlocks its exilus and arcane mod slots through the story missions.

    after the first 2 main missions, you unlock kubrows, then after the intermission, sentinels, after the 6th kavats and finally, after completing the 8th mission, moas. you can equip 1 for each frame you bring to the mission, there are 2 of each.
    and they grant a passive ability. the ability also has 2 modes, granting 100% of its bonus if the frame is active in game, or 50% if just in the party.

    14 weapons for each, primary, secondary and melee + 2 infested. primary having 2 bows, 3 rifles, 3 shotguns, 2 beam, 2 launchers.

    secondary having, 4 semi-auto, 4 auto(including the twin grakatas, of course), 2 shotguns, 1 beam and 1 thrown.

    melee would have 1 nikana(with the skiajati that unlocks with umbra as an extra), 2 swords(the skana and the broken war), 2 heavy swords(including the war), 1 hammer(the jat kittag), 1 dual dagger(fangs), 2 dual swords(nami skyla and dual cleavers), 1 polearm, 2 glaives(glaive and halikar).

    weapons also have variants, prime(tenno)/wraith(grineer)/vandal(corpus), with infested weapons being considered as variants themselves. base weapons need to be crafted, with their bps obtainable from the start for tenno weapons, dropped from enemies for grineer, corpus and infested. and their upgraded variants being received for completing the side quests.

     

    in many ways, warframe has alot of that megaman X DNA in its gameplay. and it would be incredible if DE could make something new and exciting that even people who arent into warframe can enjoy. in the same way games like bloodstained had its oldschool plataformer that was popular enough to get its own sequel, im sure that if done right, this could become another great plataformer on its own right.

     

     

  21. 3 hours ago, DarkConde said:

    It was exactly what I did, I came to post so that others could do it, but I see that you got ahead of yourself, excellent, thanks for the information!!! All do the same as the friend said and the drop will arrive... regards

    it somehow worked for me as well when i did it today. no idea why it didnt yesterday. but hey, maybe its some server issue.

  22. 11 minutes ago, (PSN)IMTGaming1 said:

    I sat through the stream for a half hour, but my Rifle never appeared in game. Got no mail notifications, it wouldn't pop up if I closed the game and reloaded, NOTHING><

    It says I've claimed it, but it's nowhere to be seen.

     

     

    yep, welcome to the party. lots of people seem to be getting that issue. and while it does show up to some, for many others... yeah. aparently there was a problem with the servers, so if the issue was fixed, or that was something diferent, we have no idea yet.

    • Like 1
  23. 2 hours ago, BattlePants8154 said:

    I claimed the Gotva Prime in my inventory on twitch, but I never received the inbox message. I even entered a mission and returned to my orbiter and I still don't have it

    yep, same issue here. didn show up in neither the inventory nor by mail. have account linked, watched even more than 30 mins, claimed,

    no dice.

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