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Sebastianx

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Posts posted by Sebastianx

  1. On 4/4/2017 at 10:14 PM, Momaw said:

     

    The only way to bring sanity to this mess is to base balance on universal facts that don't change from gun to gun, like how long a player "should" take to kill an enemy.  If you set out rules like 1.) level 100 is the highest sanctioned enemy level 2.) trash mobs should take 2 precise hits or one full second of automatic fire each  3.) mastery rank should influence weapon performance by up to +100%,   ...then it becomes easy to balance guns because you're working with numbers and scales rather than  "This gun isn't as awesome as that one" which is what we have now. 

    It's a bit more complicated than that. Take the braton vs the boltor for example. Braton is a hitscan weapon while Boltor fires projectiles. At anything beyond medium ranges you will not kill enemies in 1 second of full automatic fire as you mention with the Boltor if a target moves, because most shots will miss. And this is just 1 example. Take any other 2 weapons that are similar but have slightly different firing mechanics or accuracy. 

    Also, take Tonkor for example compared to other launchers. What do they all have in common? They do damage to the player as well. The only difference is that the other launchers can be triggered manually while Tonkor can't. Couple that with the 2 ammo clip the Tonkor has, the inability to  trigger the explosion at your own will AND the bounciness of grenades and you'll soon realize that allowing Tonkor to damage the user without changing it in other ways reduced the weapon from quite possibly the strongest in the game to LITERALLY the weakest weapon in the game when it comes to general usability in different scenarios. (the amounts of times I died by the Tonkor after the nerf in 1 day was more than all my deaths in Warframe in the last year)

  2. 5 hours ago, Miser_able said:

    @AuroraSonicBoom. Oh god I remember those days. When ever I used my beam weapons on defenses I would lose around 1 fps per wave. At least until around wave 60,where it would crash altogether. 

    The thing is that they recently figured Physx was causing the memory leak when massive amounts of particles would gather up, and that's exactly what old beam weapons used to do which would cause a slow memory leak meaning those with low amounts of RAM or VRAM would lose FPS constantly. Now that they sorted that one out, I believe they can give beam weapons another chance.

  3. 45 minutes ago, (PS4)lhbuch said:

    Increasing the damage/status per tick would solve the issue of performance for some PCs while making the weapons better right?

    The weapons would still suffer from horrible hit detection and even with 100% status chance by default, if it procs once per second it gets overshadowed by weapons that can proc status multiple times per second and in an AoE. The most satisfying change is simply to increase the tick rate to that of the weapons fire rate.

  4. 3 hours ago, Madway7 said:

    There's also the issue of shotgun status/pellet, while not directly related to this, we do have 2 shotguns that are also beam weapons (Phage and Convectrix) and this issue makes them extremely unreliable with status 

    Of course those are included as well, I'm talking about every beam weapon that has status written as status/sec.

  5. DE, when will the status chances of continuous weapons be fixed? We all know they need some love for a long time now because having let's say 15% status chance PER SECOND is so horrible that you might as well not have status chance, and just straight up buff their other stats. Please change all beam/continuous weapons so that they detect hits based on their attack speed. Synapse for example has a fire rate of 10/s, make it so that it detects for hits 10 times per second, that way its 10% status chance will have a chance to apply 10 times per second, not once per second as it does now for all beam weapons.

    Beam weapons are my favorite but you kept nerfing them over the years to the point where they just feel clumsy with that horrid hit detecting rate and status chance.

  6. 16 hours ago, HomShaBom said:

    There's nothing that makes me want to put down a game more than knowing the fact that there's absolutely nothing that I can do as a player to match the power of another player. Sure it may take a lot of time and a lot of farming and I may never actually catch up to the high end people, but at least there was a path to get there. Keep farming mods and resources and it is at least conceivable that I could catch up to people.

    With the addition of Riven Mods, that's no longer possible. I will always be weaker than other people and there's nothing I can do about it.

    I understand that, I understand that SO much, I ditch a game immediately the moment I find out another player can get a 1% increase in all stats which I cannot get unless I pay real money, biggest turn off in any F2P game is P2W content.

    But I fail to see how that is the case here, everyone has a chance at one of those mods without paying anything, even though the chance for a good one is astronomically impossible, which is why this whole system needs serious work, both in the way you acquire your needed mods and in their power level, because as many have already said, +1000% crit chance on Panthera means nothing or +1000% slash on Synapse.

  7. 15 hours ago, Neear said:

    DE wanted to get rid of the mods people always use being Serration and Split  Chamber yes but now with the Riven mods there will be people constantly looking for the base damage increase and even rerolling to aquire these mods and may even see them as mandatory just like Serration and Split Chamber. If DE decides to remove Serration and Split Chamber I don't see why the base damage increase Riven mods should stay.

    People may argue its to make underpowered weapons useful but a mod shouldn't be needed as mandatory to make a weapon useful just buff the stats to get it out of mediocre area of the arsenal and nerf the meta weapons to provide players with a larger choice on the huge pool of weapons we have currently.

    Good point, guess you're right, I can see the way you think, but then again, Soma/Tonkor doesn't need Damage and Multishot, they only need Crit, so should we remove the crit ones as well? Oh also Karak works wonderfully with full elemental mods, should we remove those as well?

    See my point? no matter what stats you leave in the Riven mods, one weapon will always profit greatly from them. Imagine a 200% magazine size, 200% fire rate, 200% reload speed on Tonkor (slightly over the top example but should get my point across) See? it wouldn't increase the damage, but the DPS of the tonkor would skyrocket, more than with Damage + Multishot, meaning that set of stats will become the flavor for said weapon.

    Min-maxing will always be a thing in RPGs, and nothing that any dev can do will stop that, the only thing they can do is give different paths for that min-maxing, but even so, without constant game changes (thankfully that's something Warframe doesn't lack) players will eventually find that PERFECT build for everything if given enough time.

    The only reason they'll remove Damage + Multishot mods is because of how big of a stat increase they give in their current state, 165% dmg from Serration? of course everyone will equip it. How about if Serration was 60% ? Would people still equip it over a 90% elemental mod? Maybe, but only for flat out damage builds with no crit/status.

  8. 2 minutes ago, AreWeHuman said:

    Care to elaborate on the reasoning behind making something so volatile and experimental tradable?

    I believe they intended them to be tradeable, and this was part of testing that as well, so they can fine tune things to adjust prices.

    Basically they get feedback from the trades that occur and will most likely increase the likeness of players getting what they wish without platinum because most players are willing to pay 50-200 plat for a strong piece of equipment for the endgame but not 1000+ as some of these mods will undoubtedly become with the odds of actually getting a good one.

  9. 41 minutes ago, Neear said:

    I would like to know DEs stance on how they said months ago about implementing Damage 3.0 that would remove "mandatory" mods yet now they are increasing the amount due to the Riven mods that increase base damage. Also if DE still plans to implement Damage 3.0 how will it impact these mods that increase damage?

    The Riven mod stats vary wildly, so it has nothing to do with mandatory mods such as Serration and Split chamber, reason why those 2 will get removed and Riven Mods get to stay. It's not like every Riven mod has the exact same stats and in every build it's mandatory to use that EXACT riven mod like it is with Serration/Split chamber.

  10. 7 minutes ago, (PS4)True_Reclaimer said:
    • Rejecting or accepting a roll is much better than what we currently have but we need the option to lock in stats, in exchange for making the Riven mod permanently untradeable

     

    That, I like. Making the mod untradeable after you first open it would mean DE can give us more options and steer the system in a direction that would help us more easily get what we wish, making it so you don't need to really spend plat to get the mod for the weapon you want, as is the case right now.

    Also stat locking as I said in a post above, yes please.

    7 minutes ago, Drakhnite said:

    Hi, don't read all the post before but why don't just make kuva cost for rerolling Riven mods just 900 not an increase cost for each attempt ?

    We can have approximatively 600 +- kuvas each time for one siphon succesfully kick^^ With 900 kuvas for a reroll we need 3 siphons for 2 rerolls... And this new ressource could be use for another things later I suppose.

    Indeed, seeing how many re-rolls you need for even a remotely decent set of stats, making it cost more than 500 even seems like pure torture. It's very fun and fresh to constantly re-roll stats and find out what might be right around the corner, giving that feeling of "1 more Kuva run...1 more re-roll and i'll probably have the best weapon EVER". We need that encouragement in order to continue re-rolling, it's rather frustrating using 3k Kuva to get an even worse set of stats for the mod than previously and now to try again you need to spend 4k Kuva??? It's really demoralizing to say the least.

  11. 7 hours ago, [DE]Rebecca said:


    - 'Riven Disposition' is the way in which power level of Mods is attuned to the weapon it is generated for. Mastery Rank and Stats will factor into this attunement, so you can expect to see more powerful Rivens for less used weapons and vice versa.

    -What about weapons that are pretty bad but have a godly prime version, like the Boltor? Will you take into consideration the most powerful version of the weapon?

    -Also, the quote above, what "mastery rank" does it refer to? The player that unlocks the riven mod? or the mastery rank of the riven mod? Because the second option seems to add a rather very unpleasant and unfair "choice" if that's the case. No one would start re-rolling stats on a mastery rank 8 riven mod for a certain weapon, instead they'd find the highest mastery rank riven mod for that weapon and start re-rolling that, thus making part of all that content a massive waste, since no one would want the weaker version. Maybe make it so mastery rank changes depending on what weapon the riven mod is for, for example if it's a Braton mod, it's MR8, if it's a Tonkor mod it's MR16, that way you don' throw more than half of the Riven mods out the window because they're just sub-par versions of what they could be. And not to mention it would be impossible to find the weapon you like AND with the highest mastery requirement. 

    And if you're scared that not many players will have access to the Riven Mods they want, then simply let us pick the MR of the riven mod upon unveiling, higher MR = better stats, lower MR = lower stats but newer players can also enjoy the system as soon as MR 5 after completing the quest.

    -Also, please, PLEASE remove the 15 mod limit, or increase it, DRAMATICALLY, I'm talking about a 150 limit or so, it makes no sense to limit creativity and variety in such a way, and forcing people to remove a riven mod for a beloved weapon just because a new weapon was released and they want a riven mod for that one is not nice. :sad:

    -And of course, add more ways to acquire Riven mods. Maybe add an extra optional sortie-like mission that can be played once a day. Make it solo and make it extremely hard, with all sorts of interesting modifiers, for example "exterminate mission in which enemies can only be killed with stealth finishers" or "defence missions where pod takes no damage" or "survival mission in which you take no health damage with toxic clouds throughout the level"...anything really, go crazy, make it hard, but at the end we get a second shot at the sortie reward pool.

    EDIT: After reading this https://www.reddit.com/r/Warframe/comments/5dbhkd/riven_mod_math_please_tell_me_i_have_messed_up/ I now really need to make a point on how literally no one will probably ever get the mod they truly want for a weapon they want in the current stat of the system. Which made me think, how about with every re-roll we got to lock in one of the stats so it doesn't get rolled again if the mod has 2 positive stats, and 2 locks if the mod has 3 positive stats. It would still take an insanely long amount of time to even get the mod you want for 1 weapon, but it's a step in the right direction. that assuming you don't have the wild variation between 60% to 200% you see in some stats and instead is based on the mastery rank of the mode as explained above.

    EDIT 2:

     

    Now, I do have one thing of concern about what was said in the 1st workshop: Concerning the use of "mod diversity" and to allow people to try mods and what not. I believe it would be best to have a separate mod slot dedicated to riven only. This allows the player to add onto a build, without compromising it, and makes all riven mods useful, even if the stats are not at optimal quality.

    ^ That is actually not bad, I'd totally use a magazine size + fire rate + reload speed mod on my Tonkor instead of the damage + multishot + damage to infested that i have now, since it already kills everything in 1 shot, but right now ditching one of the mods in the build to put a Riven mod in place would not be a viable thing to do since it would decrease my damage rather drastically, and I'd rather use the damage riven mod instead of utility. That equals to VASTLY reduced grind since people would be happy with a lesser mod as well, much like Exilus is for warframes, Riven should be for weapons. The only problem I could see with this is that even with 8 formas, the Riven mod would NEVER fit since it costs so much to equip as an extra besides the already 8 mods, so it will need reduced cost drastically. I'm talking 1 cost at rank 0, going up by 1 per rank, even that would probably make it unusable on some weapon builds since I have 7 forma weapons with 0 capacity left already.

    This Riven Mod system has so much potential for an awesome time sink that people would actually like if DE will play their cards right.

  12. A photomode like in The Crew would be awesome...of course it would work only in Solo since that's where you can pause the game. But it's awesome since you can pause the game, select the angle, adjust light settings, focus settings, remove other cars (enemies or players in our case) etc. Also the pictures are taken at the game's maximum settings with 4k resolution, which would be quite the eye-candy.

  13. I immediately started thinking of a kit and how to min-max it...yeah that's me.

    I keep imagining that she's a support frame cuz it's been a while since the last one, and I can't think of  fun skills that won't conflict with what Banshee's got if she's a damage frame.

    But really now, I can already imagine:

    -ivara quiver/vauban tool kit type of ability that shuffles through some songs that give certain buffs/healing over time, something similar to Lucio's aura from Overwatch.

    -a "compose your music" kind of ability, hitting the ability key just right to create some small hidden songs composed of a few notes, hitting them successfully with the right timing would be difficult in battle but would be very rewarding with all kinds of effects or attacks.

    -ability color changing the instrument she uses while playing (or the one that you imagine her playing), which is also tied to her passive, (eg: red colours = electric guitar = more damage for whole team, or blue colours = violin = increased energy regen for whole team, or brown colors = drums = increased health and armor for the whole team, or purple colours = synth = increased speed, casting time, reload time, melee attack speed, or green colours = piano = increased shields, shield recharge speed, and decreased shield recharge delay...etc, you get the idea)

    --an ultimate based on her used instrument (see above) which does something else with each of them, having 2 effects, one of them amplifying her passive further, and the other effect a damaging/CC effect for enemies, red (guitar) could send out energy waves similar to excalibur's ultimate towards the closest 5 enemies (which can miss if the enemy moves and also plays a sick guitar rift in the background to match the waves), brown (drums) sends outward explosions from Bard (again with music to match them in the background) that damage enemies and have a chance to knock them back (% to CC based on how many beats, so it won't be overpowered), etc...

    Basically, diversity, music is diverse, why shouldn't the frame be?

  14. On 11/2/2016 at 0:59 AM, AuroraSonicBoom said:

    Vauban had and has a dedicated and quite sizable userbase, and not only are the results of his abilities a lot more easily grasped by non-Vauban players, most of them also scale indefinitely. The effectiveness of most of Banshee's abilities are difficult to gauge by other players - Sonar being the big exception - while their window of opportunity is also a lot smaller. 'Oh, a knock down. Oh, weakspots. Oh a short glowy AoE stagger. Oh, an invisible stagger with so-so damage. Compare that to Vauban's 'Ohh, shiny zapping balls. Ohh multi tool. Ohh, AoE CC net. Ohh black hole gravity trap.' Not saying I'm not fine with the visual effects of Banshee's abilities. As a "wraith" her attacks shouldn't be super flashy, but I'm hoping that at some point a little visual upgrade to SQ's waves will reflect the range of the ability's influence more accurately than it does now.

    Visual range of SQ to match effects? Please no.

    4:07 can you imagine that range ever having a visual effect? Because I couldn't, it would probably be blinding for everyone.

  15. On 11/2/2016 at 0:59 AM, AuroraSonicBoom said:

    Vauban had and has a dedicated and quite sizable userbase, and not only are the results of his abilities a lot more easily grasped by non-Vauban players, most of them also scale indefinitely. The effectiveness of most of Banshee's abilities are difficult to gauge by other players - Sonar being the big exception - while their window of opportunity is also a lot smaller. 'Oh, a knock down. Oh, weakspots. Oh a short glowy AoE stagger. Oh, an invisible stagger with so-so damage. Compare that to Vauban's 'Ohh, shiny zapping balls. Ohh multi tool. Ohh, AoE CC net. Ohh black hole gravity trap.' Not saying I'm not fine with the visual effects of Banshee's abilities. As a "wraith" her attacks shouldn't be super flashy, but I'm hoping that at some point a little visual upgrade to SQ's waves will reflect the range of the ability's influence more accurately than it does now.

    Visual range of SQ to match effects? Please no.

    4:07 can you imagine that range ever having a visual effect? Because I couldn't, it would probably be blinding for everyone.

  16. 11 minutes ago, PUR3K1LL3R said:

    That's ok, we all make mistakes. :P
     

    Personal preference aside, I would use vitality because (In the case I'm doing lvl 100+ survivals) I usually die before the Ironskin animation is finished when only using redirection. Vitality + Steel Fiber usually mitigates enough of the damage for me to survive.

    Good point, but with my build I can spam stomp and nothing really moves around me that much...unless there are nulls nearby, so very few things actually shoot me. For example, 20 minutes solo of T4S? Piece of cake, they can't even get anywhere near my HP, it works for me lol.

  17. Just now, PUR3K1LL3R said:

    Nice video! Only things I have to say about it is that I would replace Redirection with Vitality on your CC build. More EHP is always a good thing.

    And Piercing Roar isn't an "Armor shredder" augment, it just procs Puncture making all affected enemies and make them deal 30% less damage. It's good agaisn't all enemies, not just the Grineer.

    Oh my god, you're right, why did I confuse puncture proc with corrosive...eh.

    And for the Redirection vs Vitality...well...I usually recast Iron Skin before my shields run out, so that way nothing really gets to my HP to begin with, personal preference I guess.

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