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Playford

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Posts posted by Playford

  1. This is only a problem for veteran players that already maxed out and sold weapons that are considered mastery fodder, new players likely won't have this problem, someone will tell them (or they will find out on their own) that some weapons need others to build, so they will go through them in sequentially.

  2. Enemies obviously lead their shots with it, wouldn't go as far to call it homing.

     

    I see several major issues with it regardless:

    - projectile is too fast

    - player hitbox seems to be too big (I think this is what is causing the "homing" comments)

    - enemy number, they were Ancients instead of Scorpions but once I spent ~15 secs being pulled in various different directions by hooks I could not possibly evade or even see, simply because the field of view doesn't go up to 360°.

     

    While the grapple as a disabling attack by itself is not a bad idea, they way it's implemented definitely is. 

  3. Why are physical damage mods so bad? Why are the ordinary status mods so bad? Because of their current state physical damage builds are simply not viable, and status builds without the dual stat mods are impossible, why? It's frustrating to have and entire segment of my mod collection be useless.

  4. Title.

     

    Right now the way physical damage mods work means you are better off putting in elemental mods because they give better DPS, and status builds without elemental mods aren't possible because all status chance mods worth a damn are tied to dual stat mods.

     

    I propose two simple changes:

     

    Change physical damage mods to work the same way elemental mods do, adding damage that scales of the total base damage rather than a single component

     

    And change the ordinary status mods to give 240% status chance, 40% per rank, which is equal to all 4 maxed dual stat mods (maybe then the damned 'D' polarity on weapons will be worth something)

     

    Also, it's really weird to have rifle and shotgun mods go up to 30%, pistol to 60% and only melee go to 90%.

  5. What kind of data format do Cephalons use? Do they still rely on ancient bits and bytes or have the moved on to more efficient data formats such as quads?

     

    How do you deal with the liar paradox, "This statement is false"?

     

    What's the current state of gyrojet-type weapons?

  6. I have so many mixed feeling twoards the founders stuff I don't even know where to begin whenever the topic is brought up.

     

    Kinda hate the fact that I never got around to buying when it was still around, and would really, really like to have Excal P.

    On the other hand the devs have been very clear, founder stuff is founder only and it's not coming back, no buts, no exceptions. And I would prefer if they kept their word.

  7. No matter how good the gamemode is, sadly noone will play it if the rewards are bad. I've skimmed through the thread and seen some suggestions that I like, such as codex scans and special gear.

    I'd also like to suggest the rewards can be event mods, or upon completion we are given access to a special alert-type mission that has some special reward at the end, such as a rare stance or 10 of a rare resource.

  8. Do you think Sliding, Coptering, and/or Wall Flinging should be changed in some way?

     

    I think such options regarding movement are great. I like being fast and nimble.

     

    However, I think it needs some updates. Some of the animation transitions aren't as smooth as I would like, and there is a lack of consistency that needs to be adressed. Wall Flinging most of the time launches me a good distance, but on occasions bugs out and sends me flying across the room at silly high speeds.

     

     

    Do you think pickups (orbs and ammo) need a revision?

     

    When I joined in closed beta I remember there being comments that the orbs are placeholders, don't remember similair comments about ammo.

     

    Health and energy orbs do look a bit out of place. Changing them to something like medkits and batteries would probably make more sense, but then people would complain that it looks "generic".

     

     

    What is your opinion on pure damage mods (for example, Serration)?

     

    To paraphrase Syndrome "When everyone has R10 Serration, noone does".

     

    I made my own thread about mods that are just statistical upgrades (shameless link).

     

    The most fair solution would be to make some mods "global", meaning that they are in effect 100% of the time across all gear without the need to have them equipped. I am very conflicetd about that option because it's lazy.

     

     

    Would you grab enemies if you could?

     

    Could I swing them like a club?

    Would Eximus units have special effects if used as a club?

     

    If so, my answer is: HELL YEAH!!

     

     

    On average, do you use all of your Warframe’s abilities?

     

    Warframes where all four abilities are equally useful are rare, sadly the best way to play is to make one-trick-ponies that have either spam or silly long duration.

     

    Only on Mesa do I use 3 abilities constantly, her first I use depending on which weapon I have equipped.

  9. Selecting the default colors in the appearance menu turns the Despair grayscale despite the colors in the UI being different:

     

    ir0NxRnqqziLJ.png

     

    Changing to a different color preset and then changing back colors change to the ones shown in the UI:

     

    ibxwYsP6Q877VZ.png

     

    And honestly, those colors don't quite fit the Stalker's other weapons which use darker browns.

     

    This has been a problem for a long time, long before the gamma fix, I remember that Dread had a similair problem once.

  10. Remember, this is a player choice, and that at any time, a player can choose to use the less optimal situational mods, so that if they really wanted to, they could have a build of only "fun" mods.

    "Only fun mods build" tried it, worthless beyond Mars. The only reason it works on Mars is because any rank 30 'frame has enough hp/shields/max level abilities to handle it, not because of mods.

    Ideally, builds should use a mix of both types.

  11. This is my second thread on the topic, I'm not satisfied with how the first one turned out and want to start over because I think it's relevant to the "focus on quality" discussion from Devstream #44. Link to the first thread for the curious.

     

    Let me seperate mods into two categories; fun and boring.

    Just to be clear, fun is not good by default, boring is not bad by default, we have fun mods that are bad, and boring mods that are good. This seperation is based on their effects on gameplay.

    What do I mean by that? Simple, fun mods are about mechanics, boring mods are about statistics.

     

    Small note:

    Some may object to using words such as fun/boring, if you prefer you can think of them as mechanical/statistical. I'm using fun/boring because those words best describe my feelings about them and their effect on gameplay.

     

    Examples of fun mods are Rage, Heavy Impact, Retribution, Melee Channel, etc... all of these have a mechanic and provide a benefit if the proper conditions are met.

    These give players new tools to play with and create new playstyles.

     

    Examples of boring mods are Vitality, Ammo Drum, Pressure Point, Tactical Pump, etc... all of these provide a statistical benefit, they make numbers bigger (or smaller in a few cases). It's functional but boring.

    So far they allow two things; keep doing what you are already doing, just with bigger numbers, or specialise in one or two skills on your warframe to create a one-trick pony. There is very little variety.

     

    "So just use fun mods then :D" some would say.

     

    There are two problems with this:

    1. There are nowhere near enough fun mods.

    2. They are mostly overshadowed by the boring ones.

     

    Problem #1 is solved easily enough, just add more fun mods, just for fun I'll make some suggestions at the bottom (feel free to suggest your own).

    The only downside to this is further dilution of the mod pool, there is no best solution, but here are a few suggestions:

    - Simplest solution is replacing mods that are boring and bad (elemental resistance mods such as Antitoxin, Insulation, Warm Coat).

    - Make them alert and invasion rewards, or even rewards for missions that currently don't have one (stuff like spy, capture, sabotage, exterminate, another thing discussed in the devstream).

    - Rewards for completeing daily quests for Darvo or that upcoming Cephalon obsessed with scanning also mentioned in the devstream.

     

     

    Problem #2 on the other hand is a bit more complicated.

    Fun mods that are commonly used are Rage on warframes that have a reliable way of regenerating HP, Heavy Impact sees less use, mostly on Zephyr where it acts like a single-ability power strength mod, Quick Thinking is also used (though less since the change to its mechanics). Very rarely do I hear other ones being used (I would really like to know how many people use Retribution, Shield Flux, Provoked, Shock Absorbers, Handspring... I guess some of these being rare use unicorn eggs doesn't help either).

    Unless we are talking about specific builds on specific 'frames, most fun mods have no place in the current meta of "stats above all else". Rank 10 and elemental damage mods are probably the biggest offenders. They are vital on just about any build (weapon and warframe) simply because of the insane enemy damage output/health at higher levels, it's very difficult to justify not putting them into your equipment leaving no room for anything else.

     

    I can think of two three solutions.

     

    First is very simple, introduce extra slots specifically for these types of mods. While I think two of these should be fine, I personally would prefer four.

    The downside is that it would make Forma even more important in order to fully slot your equipment with max rank mods. More grind, yay?

     

    Second solution is shrinking the numbers on damage/health mods along with the statistics of our enemies.

    And now people are screaming "You wanna nerf everything!!! D:"

    Not so, it's about making the numbers smaller, including those of our enemies, with the current balance remaining the same(ish).

     

    Quick note:

    I'm only talking about the warframe health and weapon damage mods, meaning Redirection, Vitality, Vigor, Serration, Hornet Strike, Pressure Point, Point Blank (+their corrupted counterparts), all elemental damage mods (+ the damage on event dual stat mods, the status chance is fine).

     

    Mods that affect abilities like Inensify, Streamline, Continuity etc. already use fairly restrained numbers and don't need changing.

     

    This one is kinda difficult to explain and I won't be surpised if it's controversial, but here goes:

     

    Suppose we have an Excalibur with maxed HP/Shields, meaning maxed Vitality, Redirection and Vigor for 860/860. It takes 10 hits for an enemy of level [x] to take down that Excalibur. What if the scaling was changed so it takes that same enemy of the same level [x] needs 10 hits to kill Excalibur when he has no HP/Shield mods (so he's 300/300), but the mods themselves were "nerfed" to give relatively minor bonuses so that with them Excalibur has 470/470, They would give a decent amount of survivability but nowhere near as much as before.

    Those types of mods would remain good and viable, this change is more about making other stuff just as viable.

    For new players that don't have a huge collection of mods and those that don't care for gimmicks practically nothing should change except the numbers in the UI.

     

    But now we have two very different problems; first being the complete overhaul of balance which at this point is a massive undertaking.

    Second is that people like big numbers, and I do too, seeing 80k+ crits is really amusing, seeing 1k+ shields is empowering. However balancing around big numbers is difficult because it's done by humans who kinda have to make educated guesses how it's all going to work, and because of the way mods scale, differences that are minor at low level become exacerbated at higer levels. Some might say that's fine, and it is within reason, but we have abanoned reason long ago.

     

    [EDIT]

    After giving it some extra thought I have come up with a third solution, and that is making some specific mods global.

    To clarify, some specific mods are always in effect as your weapon/warframe ranks up, without having them equipped.

    So for example; you have a R10 Serration, as you level up a weapon to R4 the base serration kicks in, and as the weapon levels up further, each level a Serration of corresponding rank kicks in.

     

    The only downside I can think of is that it would mess with some Rage oriented builds because you would have extra shields you don't want. This can be solved by allowing users to set up exceptions in the customization menu.

    [/EDIT]

     

    My point is, numbers are inflated just to be inflated, and it's hurting the variety of builds.

     

    I'm not a big fan of either any of the three solutions, but prefer the rebalance one because it seems the most viable long-term.

     

    Before my list of suggestions for fun mods, here are two videos by the Extra Credits team that I consider very relevant to the topic at hand.

    Choice in mechanics - www.youtube.com/watch?v=lg8fVtKyYxY

    Power creep and balance - www.youtube.com/watch?v=Bxszx60ZwGw

     

     

    Warframes:

    - Desperation: power strength increases the less hp you have.

    - Battle Trance: casting abilites gives a (temporary) stacking buff that increases casting speed.

    - Juggernaut: while sprinting, inflict an impact proc and ragdoll enemies you bump into, each impact drains stamina.

    - Ablative Shell: after you taking enough health damage, purge all status effects, and gain temporary immunity to them (damage from bleed and toxin counts).

    - None Left Behind: if someone on team is bleeding out, bonus armor and movement speed.

    - United We Stand: chance to resist knockdown when near other Tenno, shared with teammates.

    - Bloodrage: while bleeding, bonus damage for weapons and abilities.

    - Doppelganger: after using an ability (after the animation ends), create a temporary holographic decoy that roams around distracting enemies. Decoy has no hitbox and doesn't deal damage (basically a Hall of Mirrors clone, just independant and doesn't do damage).

     

    Melee weapons:

    - Phantasm: attacks have a chance of creating autonomus holographic decoys that distract enemies (see above).

    - Repeated Strikes: gain bonus damage when attacking the same enemy repeatedly, attacking a new enemy removes the bonus.

    - Crippling Weakness: deal bonus damage the less % hp your enemy has.

    - Crippling Fear: critical hits that kill causes nearby enemies to become terrified.

    - Nothing Wasted: overkill damage is stored and used on the next attack. Kinda hard to put this one into words, but here's an example, enemy has 5 hp, you kill it with an attack that deals 20 damage, that extra 15 damage is stored and used on the next attack.

    - Pickpocket: melee finishers that kill generate extra loot (basically a single target Desecrate).

    - Essence Theft: after killing an Eximus temporarily gain its aura.

    - Great Riposte: when resisting a knockdown attack (either by blocking or by knockdown resistance mods) perform a melee strike that hits all enemies in range and does bonus damage.

     

    Ranged weapons:

    - Rigged Magazine: after reloading, drop the used magazine which acts as a stun grenade, dealing little damage but stunning in an area that increases in size the more rounds were in the magazine at the time of reload (unused ammo is lost).

    - Shock and Awe: while shooting, enemies in a small radius around the shooter are staggered, enemies in a larger radius have their accuracy reduced (not compatible with noise reduction mods, not usable on weapons that are silent by default, such as bows).

    - Focus Fire: if you fire a long enough burst, reload faster (only usable on fully automatic weapons).

    - Headhunter: headshots give a (temporary) stacking buff to damage, bodyshots deal the extra damage but reset stacks to 0.

    - Shrapnel: physical damage procs affects all enemies in a radius around the primary target.

     

    I realise some of these may be unbalanced, too gimmicky, or have overlap with some warframe abilities, consider them just a demonstration of the "if -> then" mechanics such mods should have.

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