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BloodAppraiser

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Posts posted by BloodAppraiser

  1. On 2018-11-26 at 1:16 AM, DatDarkOne said:

    Why the heck are people putting Hunters Munitions on the Dread?  It's a wasted mod slot IMO.  The Dread already innately does about the same amount of slash procs with it's default status chance.  

    Just increase it's status chance with Hammer Shot or 60/60 elementals if you're including elementals in your build.  Either of those would give a better result than hunters on the Dread.

    Woah there! Let us crunch the numbers first before we jump to conclusions mate. Don't worry! I'm a math geek so I'm confident to keep this simple.

    So the base stats :

    crit chance: 50%

    status chance: 20%

    damage: 130

    > impact: 6.5

    > puncture: 6.5

    > slash: 117

    Now assuming that we slap on Point Strike and 2 60/60 elemental mods.

    The current stats will be :

    crit chance: 125%

    status chance: 44%

    damage: 286

    > impact: 6.5

    > puncture: 6.5

    > slash: 117

    > [elemental type]: 156

    So the odds of proccing slash per arrow will be :

    Equation: (slash * 4) / (IPS_damage * 4 + elemental_damage) * status_chance

    (117 * 4) / (130 * 4 + 156) * 44%

    = 30.46%

    On the other hand, Hunter Munitions will have a 30% chance to proc a slash proc whenever the weapon crits and due to the fact that a single Point Strike would bring Dread's crit chance over 100%, meaning that Hunter Munitions will always grant 30% chance to proc slash damage per arrow.

    It's all clear now. Hunter Munitions alone or 2 60/60 elemental mods have almost equivalent chances of proccing slash per arrow. But Hunter Munitions only takes up one mod slot while 2 60/60 elemental mods are required to meet the same potential.

    P.S: 

    I forgot to add the slash proccing potential per arrow of the base status chance to Hunter Munitions. The odds of proccing slash at base status chance wil be :

    (117 * 4) / (130 * 4) * 20%

    = 18%

    So the combined pontential of proccing slash per arrow with Hunter Munitions and Dread's base status chance will be :

    18% * 30% + (1 - 18%) * 30% + 18% * (1 - 30%)

    = 42.6%

    That's 12% higher than the 30.46% when utilizing 2 60/60 elemental mods. Well, I think it's quite clear now that Hunter Munitions is way more viable than 60/60 elemental mods on Dread. 🙃

  2. So I came across an idea to make bloodletting more uh… bloodletting. Well, here goes nothing.

    • Bloodletting is now a toggle ability

    • Bloodletting doesn't cost energy

    • Upon activation Garuda loses 50 health/s and gradually increases to 100 health/s over 25 seconds

    • Upon activation Garuda gains a 25%  damage buff and gradually increases to 100% over 25 seconds

    • Upon activation Garuda gains 2.5 energy/s and gradually increases to 5 energy/s over 25 seconds

    • If Garuda's health would be reduced to zero, Bloodletting would be automatically deactivated

    So reason behind this idea is to promote the risk and reward play style. The original Bloodletting takes away half of Garuda's health only to replenish 25% of her total energy. The risk is great but the reward is rather small. I understand that it could be used to synergize with Garuda's passive but maintaining a low health in an enviroment filled with slash and toxin procs is pretty tough if without quickthinking. Additionally, the synergy seems to be quite counter productive with Garuda's 2nd ability. So the suggestion I made here aims to keep the risk factor at a high level (if not increased further) and increase the reward gained. Here's a little explaination of the reason behind the numbers.

    • The initial drain of 50 health/s seems a bit high and the 100 health/s at max drain may seem even more absurd. Well, the intention of the high health drain is to promote the high risk high reward playstyle and provoke the intensity of gameplay. Players would be required to maintain their health with either Garuda's 2nd ability or other means of health regeneration. In return, the benefits gained from this ability would be great.

    • The 25 second build up time seems, again, a bit long, but still due to the same reason as above, players must prove themselves enduring to gain profit in the maximum benefit Bloodletting has to offer.

    I think this sums up this humble suggestion and please do let me know what you think of this idea, but please leave constructive ideas, thank you! 😆

  3. I lost all my fish (97 to be exact) due to a temporary wifi disconnection upon returning to Fortuna. Even after the wifi was reconnected the fish wasn't refunded to me though the last mission results still show all the fish I caught.

    This isn't the first time it happened to me and it's REALLY irritating because it takes about 20 to 25 minutes for every 100 fish. 😡

  4. I lost all my fish (97 to be exact) upon return to fortuna due to a bloody temporary wifi disconnection, and even after the wifi was reconnected the fish still wasn't returned to me. This is the second time it happened to me today and I nearly threw my laptop out the window or this. 😡

  5. Well, with the upcoming melee 3.0, quick melee provides permanent melee swap and dual wielding becoming a universal thing, It feels like the "instant secondary swap" is already going to be a thing.

    For the folks who still don't understand what I'm sayin here, melee 3.0 will make quick melee bring out your melee weapon permanently without requiring you to press F or whatever keys you need to press to switch into melee mode. In addition, melee 3.0 is making dual wielding available for all melee weapons (maybe not all but at least it won't be a glaive exclusive feature anymore). So combining these two changes, when you quick melee you get your melee weapon out and because you can dual wield so you get your secondary out. To my understanding, isn't this exactly "instant secondary swap" ?

  6. 17 minutes ago, EDYinnit said:

    = reducing the pool of viable matchmade sessions = diluting the playerbase = literally more of a problem.

     

    But honestly, how would you make a binding contract of matchmaking that lets someone play alongside Volts only if the Volt isn't going to throw Speed buffs at them? I've got no problem with Shock, Electric Shield or Discharge, or them Speeding themselves up for that matter.

    Any matchmaking 'solution' is 100% guaranteed inferior to this.

    Hey but think about it. DE is monitoring almost everything we are doing in warframe right? I bet they also have data of the how many times every specific ability you've casted ever since you've started playing warframe. So at a technical stand point, we should be able to base our filter on abilities or many other variables. Thus we can minimize the damage caused by the "diluting player base" problem and also acheice the same goal as your solution and also not break the balance of the game that some people are worried about. 😀

  7. Well I guess it makes sense because your own velocity would apply to the initial velocity of the arrow that you're firing in terms of physics. Though it would be annoying to have to add your own movement into speculation just to get the arrow's flight path right. 🤔

  8. 13 minutes ago, voltocitygel said:

    You also can't hear anything in space. Nothing for the sound waves to travel through. So no explosions and no noise.

    Just had to correct this for physics sake.

    Even though there's lack of medium in space but you should still be able to listen to the sound of the gun that you are firing (if you can fire one) because your body (or warframe) is still a viable medium for sound waves.

    Just had to get that out. 😅

  9. On 2018-09-22 at 7:54 AM, WhimsicalPacifist said:

    Yea, I use Titania in sorties.  Sank 16 forma into her and don't regret it.  Razorflies die quickly.  So quickly that tying any respawn mechanic to her 1-3 is absurdly pointless, a waste of time and energy.  Any razorflies you spawn in will die in mere seconds at Sortie 3.  My suggestion included a level scaling mechanic so that the razorflies don't immediately die off.  It also ties into how much you invest in her killing aspect ie if you are skillful and can kill quickly, you will probably always have 6 flies instead of being gated by how often you use your skill or by a passive recharge of the flies.

    So please before you insult others, please look at their argument closer.

    Oh yeah sorry man. I read your post again and found that I misunderstood something but still I wasn't trying to insult you. No hard feelings.😂

  10. 2 hours ago, WhimsicalPacifist said:

    People think passively spawning razorflies is a good thing?  Razorflies suffer in that they don't respawn, but any respawning should be a reward of good gameplay ie headshotting enemies (and scale in some percentage of stats from the enemy that was killed).  Not a set-it-and forget it ALA Ember/Equinox.

    Dude no offense but have you tried Titania in sorties? Razorflies not only just tickle the enemies but also usually die before they even touch the enemy. On lower level missions like 30 or lower levels the razorflies does indeed do quite a lot of damage but because the broken enemy scaling they become pretty useless in higher levels.

    Imo razorflies exsists to draw aggro to compensate how fragile Titania is. Razorflies being depleted in mere seconds is a huge drawback on Titania's survivability and constantly jumping in and out of razorwing mode just to refresh the razorflies ruins the flow of playing Titania. If nuking really became a problem then I suggest the simple way to prevent this is to lower the damage of razorflies but other than that, razorfly respawning is a balanced necessity.

  11. On 2018-08-22 at 8:21 AM, WhimsicalPacifist said:

    Maybe for each Razorfly your efficiency is increased?  Critical chance increase per fly? Tie it into...

     

    On 2018-08-22 at 8:21 AM, WhimsicalPacifist said:

    A means to generate Razorflies?  1% chance on hit or shot to spawn a fly?  Fly chance on kill?  Flies spawn if you summon the Exodia that are Tribute buffs?

    This can make a great passive for Titania. 

    As a casual Titania player, I don't really use tribute and the ragdoll effect on spellbind and lantern is extremely annoying, so I strongly rely on razorflies to draw aggro from enemies to keep myself alive. In higher level missions (like sorties) razorflies drop pretty quickly and the second you notice that you're taking damage then BAM !!! You're dead. But if there's even a slight chance for a razorfly respawn per kill or per succesful shot, it'll be a huge boost in Titania's survivability for me.

    Aside from survivability, spawn chance per kill/shot might also promote the player-game interaction DE's been trying to drill into each frame with reworks. 

    Anyways, up vote for you. 😀

  12. I don't see many people commenting on Titania's passive. Her current passive is quite useless, it's like placing a bouncing pad of Vauban's every time she bullet jumps. In regard of DE's recent concept of player interaction, I would recommend changing her passive to this:

    Everytime Titania gets a kill, she spawns X razorflies. The amount of razorflies is capped at Y.

    (my opinion is making X = 2 and Y = 20)

    This rewards the player to keep killing enemies to maintain her CC cause we all know how squishy Titania and her razorflies can be.

  13. 13 hours ago, jfhsanseiIII said:

    I am not sure about that.  I have heard the same thing but I don't recall where.

    The examples I provided were seriously just spitballs.  The idea being that a stance mod could be something that lets player take advantage of a bit of skill when playing.  The required mods would be a permanent attachment that once applied always goes into your weapons without having to add it in every time, and lets us focus on the more interesting part of building a weapon.

     

    That is exactly what I am doing! The majority of the player base would just choose damage over utility, so if we really want to give players the option utilize mods that contribute more to utilities than to damage, making weapon base damage scale with mission levels and/or enemy levels is one of the best solutions here. It might not sound so powerful and might even sound like a nerf to some weapons but just bear with me a second here.
     
    This is the formula of enemy level scaling currently used in warframe : 
    Current Value = Base Value × (1 + (Current Level − Base Level)Exponent × Coefficient)
     
    Now convert it into a weapon stat based formula :
    Current Value = Base Damage × (Current Weapon Level / Weapon Max Level) × (1 + (Current Enemy Level − Base Enemy Level)Exponent × Weapon Scale)
     
    Now translate it into human language :
    Current Value = Base Damage × Weapon Level Scale × Mission Level Scale
     
    Now, did you notice the "weapon scale" variable in the second formula? That's the interesting part. The "weapon scale" variable decides the curvature of the arc, in other words, it's the variable that decides how the weapon performs at each mission/enemy level. If the weapon scale is higher then it would suffer less from relative damage falloff at higher levels, and if the weapon scale is lower then it would suffer more. The benefit of each weapon having their own individual weapon scale is that this can result in a more balanced and development-friendly system. For example: for some of the currently "underpowered" weapons, we could just increase the damage scale of those weapons a bit more so they benefit relatively more at higher levels, and if DE found that a weapon is too OP, they don't necessarily need to nerf its damage but simply lower its weapon scale a tad bit so it still functions with the same efficiency at low to mid-level content but suffers a bit more at higher levels. It's like a riven disposition but far more practical for most of the players. I know this sounds crazy and the people who originally came up with this idea might be smoking weed, but I like what they're putting in their weed cause this is just too neat!
     
     And about the stances of primaries and secondaries, I simply adore this idea, but there two problems that keep nagging at me. The first problem is that if you look into the popularity of melee and guns, melee seems to stand out a bit more. Well, this might be simply because it outperforms guns in many ways, but another reason for this is that it takes less effort to make it functional. This is due to the fact that stances give extra mod capacity so players require less or no forma to make it work effectively against higher level enemies. The point I want to make here is that many players I know simply buy forma rather than going for the grind and DE makes money out of this. If we give stances to primaries and secondaries too it might result in a decrease in the amount of forma purchased. I know some of you may argue that people min-max their weapons and that still requires a lot of forma (8 forma braton lol), but the point is will DE agree? I really want stances for primaries and secondaries, I really do. And the fact that only the melee weapons get to have stances just seems unfair, but will DE approve? I really hope they do.
     
    The other problem is that weapons aren't in the proper state to have stance mods. The categorization of primary weapons and secondary weapons are in a bit of a chaos right now. Beam weapons, energy weapons, shotguns, launchers, rifles ... etc, a lot of weapons don't quite fit into their category and some weapons even fit into multiple categories. Melee, on the other hand, has a much better categorization so stances work fine with them. The point I'm making here is that before DE implement primary and secondary stances, DE need to make sure that the categorization of primaries and secondaries are put in order. But other than that I love the idea of primary and secondary stance mods.
     

     

  14. There are rumors that I heard about damage 3.0 making weapon base damage scale with mission level. In the posts and websites I read, it seems to be that DE is actually looking into the "mandatory" mods problem closer than we thought. This concept of making weapons scale with mission levels is something that I have never seen in any game but might be exactly the solution to a lot of warframe's problems. 

    What I propose is to let weapon damage depend on three variables :

    1. weapon base damage

    2. weapon current level

    3. mission level / enemy level

    This way we can avoid the use of base damage mods and not hinder the gameplay at the same time.

    Multishot mods might become utilities that split damage into multiple pellets, so even though it does not increase the weapon's damage but it can still increase the chance of status procs procced per shot ( it's some complicated math which I really don't want to go through right now QAQ )

  15. Imao I really think we should judge how phantasma works after we've got our hands on it. The footage shown to us on the stream did not reveal the build they're using (It might even be unmodded, muwhahaha). So we don't really know how effective it actually is against high level content. Who knows? It might be OP as hell (I hope), but we'll have to wait and see.

  16. 12 hours ago, Klokwerkaos said:
    14 hours ago, BloodAppraiser said:

     

     So here's the problem.

    You say I just come back with more words... that's because I have more reasons that aren't addressed that support my stance that invalidate the opposing argument.  That's called debate.  And those things weren't directed at anyone in particular, if you took them to be directed at you personally that's a liberty you decided to take on and I have no control over that.  I was very careful not to direct that statement at anyone in particular so as not to make it a rhetorical attack.  I will say though, that if you think it applies to you, that should say something to you and maybe you should think on that.

    Additionally balance and power creep are things all RPGs must manage, but no I don't agree the AoE frames are OP, rather, they are the optimal choice for certain game modes like ESO and every frame except a very small few has something they excel at and if you don't know that you're arguing from ignorance.  They (the AoE frames) are OP if YOU are OP.  IF YOU have the max rank arcanes and rivens and meta builds with min/max load outs... which not everyone does, and therein lies the problem.  You can't force people who have years worth of in game time and earning to compete and compare to casual newbies, that never works, ever, in any of the history of gaming if there is to also be incentive to advance. This is even exacerbated as a problem because people can pay to skip.

    The only time it does work is in something like Halo PVP, where everyone is equal and nothing matters and the game is so bland it puts you to sleep and even then there were exploints for stuff like snipers back in those days.

    The simple fact is, some people earned their way up, and put the time in and were rewarded for it, and some people feel entitled to operate at the same level as them without having earned the same.

    The problem is that DE keeps trying to jam us all together by not separating the wheat from the chaff, the men from the boys so to speak.  When that happens there is no way we can't stomp everyone else into the ground.  I guarantee my least used frame will still stomp a newbie into the dirt by the sheer fact that they can't compete with me and they aren't meant to, nor should they.  If on the other hand, my saryn is as weaksauce as their wu kong in build, then there is no discrepancy.

    The reason my argument is sound is because: DE must balance bringing in new players as well as satisfying old players, but here's the conundum, the pay model they have has certain gates in it (like MR locks, tests, quests, junctions, load out needs, etc.).  Right now a new player cannot experience all of the content.  All end game content is for players who earn their way to it, meaning it's not in DE's best interest simply to satisfy hordes of newbies that DL'd for free and have been playing three weeks.  They need to also have the regular interest and income and economic as well as community support that vets bring to the table.  The problem is they keep trying to jam us together and all it does is bring up this same sad argument where players that can't keep up feel cheated (even though they have the same opportunities to excel), and every time you nerf something into oblivion the vets get understandably annoyed as they've invested tons of time and energy into a thing (because they ACTUALLY ARE CHEATED out of time, forma, research, plat, etc.).

    I believe however, that if the new elite alerts are appropriately gated (though my expectations are low on this... I swear to god if I see MR 8s in another zone tagged as elite I'm going to call the cops on DE for sadistically abusing the word), this may help some by keeping the newbies off my lawn, and I won't have to play in their sandbox, because you can't balance a game this complex without degrading it, to be honest, this is why people over level 60 aren't allowed in the newbie zones in WoW, because they don't belong there, and the newbies can't access the later content of the game, and even if they could they would die instantly.  The more complex variables there are the more impossible it becomes to balance perfectly.  Warframe, and this may be shocking, is a complicated game with lots of moving parts.  You can't fully balance it without tearing out its guts.  All you can really do is make minor tweaks to make steps towards balance, and revamp systems occasionally  (but not too often so you don't fatigue your players).  Trying to eliminate AoE frames from working as they do isn't a minor tweak or a revamp, it's a gut tear.

    Essentially what is happening is we're walking along doing our thing and we accidentally crush your anthill that took you weeks ( a few hours; a few days a week) to build just by virtue of existing in the same space.  Understandably that leaves newer players peeved, but it's not done with animosity, it's done because your anthill isn't even a notice to us, built on a crack in the asphault of our castle that we dumped 1000s of hours into.  Oddly, when I take personal responsibility for my good time and put my groups together, nobody seems to be complaining that saryn or any other build is too OP even if I use the cheesiest thing there is.  Weird right?  So if I can do it why can't everyone else?

    Stepping on the anthill isn't done with malice, it's incidental, and then a bunch of ants get together and start lobbying for the whole castle to get torn down, which ultimately leave them with no foundation for their anthill.

    The facts are, a newer player can not and should not be able to keep up with a fully meta'd arsenal, not now or ever, otherwise it does this:  it removes incentive to advance, which is the entire backbone of DE's pay to skip model, it's built on the desire to advance.

    take away the desire and ability to advance and what's left?  Another generic shooter that gets abandoned in six months because nobody plays it.  If you aren't familiar with how this happens you need to watch the gaming industry closer.

    Additionally, there are more maps than ESO, yes, but how is saryn a problem there?  Unless you can't bullet jump and always lag behind everyone? (that's a YOU problem if so)  She can't build up the damage and her range won't cover the entire board of a standard capture with all the range there is.  As a matter of fact most of the time I run with nidus and I still outdamage the saryns on non ESO maps and I'm not even using powers, just weapons anyone can use, not even time gates ones like the zenistar.

    The simple facts are this:  people's e peen's are bruised because they can't keep up.  They even say it out loud repeatedly in this thread.

    "It sucks that I can't shoot stuff!" and whos' fault is that?  Is it mine for having taken the time to properly level all my gear and make the best most efficient killing machine I could because that's my good time?  If that idea turns you off, probably should stop playing WF.

    You have the tools and resources and ability to up your arsenal and compete at that level but haven't, you have the option of playing solo or in a premade... but frankly when you join a pug there are two simple rules that MUST apply.

    You will get anything and everything in a PUG, it's not in your control.  It may be a meta wiper, an afk slob, or a group that needs you to carry that wont' manage to hit double digits damage or whatever.  And as a result of that last one, lesson 2 is you go to carry in a pug, or you go to fail, and as someone who has the access, i go in to carry whether you like it or not, and I'm not going to stop doing that because those are simple rules of how pugs work.

    These are not things you can argue. 

    You can wish, and say what you feel "should be" but that doesn't change what is, and it will always be that way.

    These are facts that are fundamental to the system and you don't have to like it., and frankly some of us enjoy the game, so much so that we play 2k+ hours.  Don't tell us how we're allowed to enjoy our game by legislating with your belief systems.

    It's no different than when catholics try to ban abortion.  It's fundamentally ridiculous as a proposition, ineffective, causes more harm than good, and doesn't reflect the will of a huge swath of society and constitutes a humanitarian crisis by failing to respect consent and sovereignty while suppressing a major portion of the population.

    You don't get to just say "nerf everything I don't like" and more so, it's in DE's interest not to cave in that direction, because in order for there to be lots of unique frames and thus more opportunities and incentives to buy and sell, they need to mechanically function differently and be diverse to appeal to a diverse global audience.  Don't presume you get to legislate with your beliefs, because that's a "No U" statement and we have the power to do that as well, but instead prefer to live and let live and be pragmatic.

    Your ideal is not as healthy as everyone having the option to play how they wish and that's a straight up fact.  Those that fail to avail themselves of that right however, are NOT worth pitying.  If anything they should be shamed and scorned by those of us that prefer diversity and allowing people with different playstyles to coexist.

    You don't ever have to play with me or in my manner with the current set up, but what you're trying to do is forcibly take away my enjoyment for access to further entitlement and privilage, then yes, that's problematic and akin to trumpism.  As an attitude and ideology it's gross and is to be reviled.

    Stop comparing apples to aliens.  We're not operating on the same realm, but we do have to share the same space, and we're happy to let you play how you want and also not to play with you if you have a problem with it (and YOU can decide to opt out any time you like and get your own group together, just like we do), but not OK with taking away our preferred methods of playing.  Demanding that is simply narcissistic levels of privilege and doesn't belong in civilized discourse.

    And if it's too hard not to get meta players in a group, cry me a river.  The vast majority of players are meandering in the middle, and most people don't have access to meta builds, god rivens and max arcanes.  When I put a group together I make sure everyone has those things, and it takes me less than 5 minutes to put a solid endo farm together, or whatever else I might want to do.  If that's too hard, then playing the game the way you like is too hard for you and I have no sympathy.

    You're talking about proposing termination of playstyles that are widely appealing (and I guarantee that's the underlying argument because even if AoE is nerfed, we'll just move on to the next most efficient killing machine and you'll have a problem with not having access to that on day one as well), and I'm saying "no worries, bro, play however you like" and instead am met with "NO U!  You can't play the way you like, you have to play the way I LIKE!!!!"  and that's the fundamental difference in the arguments and why my argument is sound and yours isn't.  Mine allows for greater prosperity at the cost of adult personal responsibility at a minimal level, and I have no sympathy for those that refuse to take responsibility for their own good time.  It's not my job to cater to you, it's not my duty to pacify you and play the way YOU would like, nor should I be expected to, and the mere suggestion of that should set off huge alarm bells in any critical thinking person's head... 

    Your whole argument is based on shifting blame and responsibility, and trying to then additionally shift the burden of proof in the form of defense to the other side, and NO, I'm not having it.  I won't placate it and I won't accept it.

    The major difference here is that unlike economic suppression where someone isn't equal as a circumstance of birth, here there is no systematic oppression, you can go as far as you want and play however you like simply buy investing time and/or cash (to skip time investment no less!).  You have every opportunity to operate at any level you like, yet you scream for equality, when there is equality already in a very fair form, possibly the most fair of any MMORPG.  Demanding more and to be catered to when you're already equal and have the exact same opportunities as everyone else doesn't make you disenfranchised, it makes you the white guy that feels like he's disenfranchised because he can't say the N word and gays can marry now.

    Before I close, a small disclaimer:  I've drawn a lot of social parallels here.  This is not to say these analogies are directly commensurate, they are analogies designed to demonstrate the parallels of ridiculous and absurd behavior and nature of both kinds of arguments.  Lets not bother with that "those aren't the same thing!" argument, because they aren't, but they share many equally absurd qualities and mirror eachother quite well.

    With that out of the way:

    Your argument is bad, I believe you should feel bad for proposing it.

    You are responsible for your own good time, and part of being in a community means not infringing on others who are not infringing on you.

    More over, not liking what happens in a PUG doesn't make you special, nobody likes what they get in a PUG sometimes, you need to get over that.  I don't like it when I get whiny "beaches" that punk out after 2 rounds in ESO either, but I somehow manage to deal.  Weird right?

    You can put your own groups together, or play solo, or up your arsenal, or even possibly change your attitude and say "thanks for the free loot and focus from that carry, bro!"

    With all of those options, if you are still upset that you aren't getting more, that's YOU problem, not a game problem.

    And to be clear here, the YOU's in this article are not about YOU specifically, they are "royal you" unless otherwise noted so don't conflate that.

    You have the options, the opportunity and the equality to take charge of your own good time.  If you fail to do that you have nobody to blame but yourself.

    Now go ahead and logically refute the crux of that

    Dude you completely misunderstood me. I have no opinion on nerfing anything. Nerfing and rebalancing isn't the same thing. Look at the recent update on the primary and secondary stats. Did it nerf tigris? No, it's still a beast. But why don't I see it as often as before? Because DE buffed the energy weapons, and now ignis is the new meta.

    I don't exactly know how you keep thinking me as a threat thats going to get your precious weapons or frames nerfed to the ground. I don't want that to happen, not to you nor anybody else. It's just that DE looks into stuff and when they don't like what they see, they usually nerf it. You, as a vet, should know this better than anyone else. You said that you don't like whiners but I don't see how this behavior is so different from whining. It's a game that DE made, you'll just have to accept what DE gives you no matter you're a vet or not.

    It's a post OP made and even if OP hasn't got more hours than you do, that doesn't mean you king here and everyone's gotta abandon their opinions and follow yours. Being a veteran only means that you are a tenno who have dedicated great devotion to WF, now that I respect, but no your are still not our lotus. 

    Look, I am not here to fight. I am just trying to make a suggestion and maybe give you a heads up. DE's been trying to balance the damage systems is no news. First the primary and secondary stat update, then the scrapped damage 2.5, and now we have melee 3.0. I see no reason why they'll stop. Rumors about damage 3.0 has already gone under development. I've heard and read posts that DE making weapon's base damage scale with mission levels. Imao that's a very good solution to a lot of things. It removes mods like serration and give true variety to WF, but that's off the topic. The point I'm making is that DE might put warframe abilities into consideration for level scaling too. It might balance out stuff more (I emphasize might), but it's up to DE to decide.

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