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Damocles

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Posts posted by Damocles

  1. I think it would be great to have both effects behave like a battery. I would imagine being in light gradually increases damage to it's capacity, while in shadow, gradually lowers damage, and gradually increases damage reduction (but this would mean better level designs and lots of lighting fixes, which I don't think DE can manage that). A fun gimmick, but not the most practical

    Something more consistent like thermal sunder (thermal transfer) where tap/hold gives 2 different buffs would be more practical, but that would lack creativity if people even care about that.

    What I would prefer is a band-aid fix, like how (it used to be) you could slap on vengeful flame ephemera and always be in the light. Though unintended, it did used to make mirage much more reliable for those who want the damage uptime, and vice versa something like the smoking body ephemera would boost defense.

  2. Any chance we can fix projectile punch through not working on specific walls and textures? Particularly ones that are transparent or translucent. It's like having issues with JPEGs and PNGs where each wall is either a PNG or a JPEG and you'll find out which is which by shooting it with a projectile weapon and seeing if it actually punches through

  3. Looks like secondary outburst not consuming the correct combo count for clients is not listed here. And still the long lasting bug of projectile weapons punch through not working on transparent textures like railings and glass is not addressed or acknowledged after many updates.

    • Like 1
  4. To be honest, the current system is weird, DE wants to keep rivens being a pain in the arsenal because:

    • There are a lot of random stats nobody really wants, some don't even affect the weapon, harmless negatives/positives, but they exist to make a good/god roll less likely. Therefore, inflated value for riven mods that are good
    • Rarer god rolls are worth more platinum incentivizing players to flood the market with more platinum to make these purchases, and so DE benefits from a harder riven system.

    However, on the flip side:

    • DE controls how effective a riven is for a particular weapon, and they don't understand how players feel about their ride-or-die loadouts being effected by the whimsical moods of the "unseen riven counsel". Especially when there exists a downside with 0.5 disposition rivens being on average no better than a regular mod given the opportunity cost of the mod slot, making 0.5 rivens nearly worthless. (Remember it's proportional, increasing feels less impactful than decreasing a number already nearing 0)
    • Then there's the "extreme" of 1.55 dispo rivens. Not only are these exclusive to horrendously bad weapons, but the base weapons are typically SO BAD that even an impossible 10.0 Disposition riven is unlikely to make those weapons on par with current "meta weapons"

    Seems nowadays, meta weapons are just 2 flavors:

    1. Easy to use and by extension fun (Not used because of rivens)
    2. Effective but maybe a bit harder to use (Only used because of rivens)

    Now #1 doesn't benefit much from rivens, but #2 certainly does. But ironically, majority uses #1 often because they're fun to use in a video game (OMG I know, hard to believe people try to have fun in video game!) so their dispo is lowered as a result of usage but remember that's not why they're used so who cares? And the #2 weapons are greatly effected by rivens, so people use those too only to ironically bring the disposition down by virtue of using it for the riven.

    To be honest, the system needs an overhaul that will never happen. It's currently too volatile, controversial, contradicting, and lacks transparency and intended functionality.

  5. 1 minute ago, [DE]Megan said:

    Fixed enemies with Overguard being pulled by Magus Anomaly. 

    • Enemies with Overguard are immune to crowd control abilities/effects, and should not be affected by Magus Anomaly until after Overguard has been removed. 

    Honestly at this point, there should be some sort of compromise. Are frames/builds/loadouts like Vauban which centers around crowd control supposed to become useless? I think an exception should be made when an ability ULTIMATE is supposed to crowd control and does not. Or perhaps crowd control abilities should deplete overguard?

    • Like 26
  6. my take on a fix is this simple 3 step process:

    1. Anything that requires an item/vehicle/anything unlocked but the player doesn't have, give them a (free) rental non-customizable variant (like the K-drive rental in Fortuna quest)
    2. Anyone who wants to play with friends, just let them taxi, remove the limitations (provided step 1 when needed, then bar the unique rewards for players repeating those quests)
    3. Anything in terms of technologic limitations, or rigging and such where something is meant for just 1 player:
      • It honestly doesn't matter if we're playing with friends, just let players choose either break immersion by partying with friends, or preserve immersive in single player
      • Spawn issues would be a bit of dev work and synchronizing loading
      • Cutscenes would be somewhat up to what's easiest. I would personally copy the loading screens for landing crafts. Everyone experiences their own

    Now, skipping using platinum is weird. The only thing I would pay to skip as a new player would be the master rank up cooldown. That alone is 5 days before I can reach the war within. Something in a literal sense of the term "Unskippable".

    Now if we consider: I want a friend to play with me, I have them install the game, and as usual nobody ever remembers to give them a referral code, they will play for a day, find out that whatever we want to do is hidden behind a 5+ day wait wall (not even a paywall), then we're done, they're not going to play warframe anymore. Maybe Anecdotal but I think after 5 of my friends say the same thing, it's either a pattern or just a very strong coincidence. For me, I'm willing to pay to rank them up, but preferably not since I've had times where I pay for my friends and they quit anyway. But right now, the problems with why people quit are entirely artificially controlled by DE.

    • Like 2
  7. On 2023-09-20 at 4:11 AM, Traumtulpe said:

    That's probably intentional, as weird as it seems. Or at the very least it's a bug that coincides with DE's goal of reducing the power of AoE, and as such will not get fixed (though 80% of bugs never get fixed so the bias hardly matters).

    Like when DE "fixed" melee benefitting from set mods on the sentinel - guns still do. All of them. The reason only melee set mods were "fixed" was because DE's goal at the time was to nerf melee as much as possible, in any way conceivably possible - not to fix anything.

    At this point in the game you probably should be looking into a chaining type weapon instead of AoE. Not much works on explosions anymore, no headshot multipler (extra 6x on crits), no gun CO, not the new status buffs, not certain Arcanes (Secondary Shiver for example).

    It's the typical cycle of Warframe, DE makes something overpowered and then nerfs it a hundred times over until nobody uses it anymore. I guess it keeps player engagement high or something.

    I dont think it's intentional. When you look at the arsenal stats page, adding multishot increases the damage of the weapon for both the hitscan and the AoE portion. However in the real world testing, you get 2 hitscans but 1 explosion. You may think just like beams, the explosion does extra damage to compensate, but it does not. Meanwhile something like the laetum which is similar but has projectiles that AoE on contact, they would instead explode on each hit as intended.

    As a side point, I disagree with the idea of: "Well it's already good enough", "The feature is lame anyways" and "we should look at other things instead". As what's important to you isn't necessarily important to others. This feature should just work and if it shouldn't, I would need citations where DE claims this is the intended behavior rather than opinions on what the meta of the game should look forward to.

  8. 58 minutes ago, [DE]Megan said:

    Fixed the Regen Mod drastically increasing the rate of fire of Helios’ Deconstructor. 

    Can the sentinel weapons get some Pablo love? Aside from Verglas, nothing else really kills. The Deconstructor was killing before this "animation fix", but now I'm back to Verglas only

    • Like 7
  9. 55 minutes ago, [DE]Megan said:

    Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases

    well that was misleading at best. It seems all testing was done mostly on base mods and not Umbral or primed variants, as well cherry picked examples

    • Like 6
  10. All my loadouts got weaker, saryn no longer 1337 health, 1070 across most others. My armor and hp went down by roughly 35 points across all my builds which admittedly appears to be an issue with the umbral mods. Will this be looked at? I'm taking 12.5% more damage than I'm supposed to on my favorite frame due to reduced armor

    • Like 4
  11.  I would like to say that the mod stat changes for clarity would introduce a higher difficulty for new players starting out, and also veterans who recently formad their frames. Take for example 100HP to 300HP base from rank 0 to 30, Mods like maxed Vitality total +440% to 740hp in the current system at rank 30, and 540hp at rank 0. The new system aiming to lower the mod's values to match the current rank 30 total of 740hp would equate to roughly somewhere in between +145-150% (Not sure how the image previews can suggest +100% when 2x300=600<740) but strictly speaking if you have a rank 0 warframe in the new system with a maxed out vitality, you'd have ~250hp instead of 540hp. This pretty much mostly hurts new players who are getting less benefits from ranking mods until they max out the warframe's rank first.

    • Like 3
  12. If you use Mausolon, or Burston incarnon, it has a primary fire that performs a hitscan + area of effect explosion. It might not be a big one but it's there. This explosion damage accounts for a significant portion of the weapon's damage ~25% for Mausolon and 50% of the damage for Burston. However, even if you have hypothetically 500% total multishot, you will see 6 damage numbers per shot composed of 5 hitscan hits and 1 AoE radial attack rather than the expected 10 total damage numbers from 5 hitscan hits and the correct 5 radial attacks.

    For projectile weapons with AoE, it appears that each projectile inherits the property of exploding after landing, and thus correctly performs the multishot scaling of AoEs

    • Like 2
  13. 3 hours ago, Rigtis said:

    You may be referring to heavy slams, which are normally mistaken as "mid-air heavy attacks" when they are different things, even on the stats screen. Heavy mid-air is not possible, as the devs have clarified many times but some people still cannot process as such. This is why you had to do all kind of circus maneuvers to trigger the bug. The projectile is intended only for Aim Gliding melee, no matter how many years it was broken.

    Bugs must be fixed, no exceptions.

    Bugs must be fixed, meanwhile DE claimed it to be an ANIMATION BUG, and yet the animation remains, just the part where the "heavy attack" mods no longer take affect. This is the same as saying "due to an animation bug with the way rifles point at enemies, we've removed hunter munitions applying to orange or higher tiered crits" and then proceed to keep everything the same, except hunter munitions wont procc on orange and red crits. I don't think players care what the "original intended design" is, if I buy a hammer to open soup cans, that's my business

    • Like 12
  14. 19 minutes ago, [DE]Danielle said:

    Fixed being able to buff Exodia Contagion's projectile damage with heavy attack multiplier by performing a series of specific parkour movements.

    • The movements in question allowed for heavy attacks to be performed mid-air instead of triggering the intended ground slam, which then caused the Heavy Attack damage multiplier to be applied to the projectile. In this Hotfix, we’ve specifically removed the interaction that buffed its damage, as heavy attacking mid-air is not possible otherwise. We understand that this was a popular combination due to its ability to land wild damage numbers, but it was dependent on a movement animation bug and went beyond the original design for the Arcane. 

     

    I don't use this mechanic, I know it exists, it was good upfront damage but doesn't scale like Glaive Prime does, I think it was a nice thing to have (Skill check combo that rewards you) and now removing it tells me that: DE is a company that builds a community swing set, then proceeds to lock down the angle of the chain's motion, the seating sizes, and number of swings when DE witnesses users performing tricks and acrobatics they deem unhealthy for their original vision of the swing set. All this instead of reinforcing the materials of the swing set or diversifying the types of swings they offer to support the community they both intentionally and unintentionally built.

    It's times like these my confirmation-bias checks off the box for "glad I didn't support DE by buying XYZ pack". Then again, they know this would be bad rep when they preemptively gave an "explanation"

    • Like 18
  15. So right now I am LR3 and can earn 32500 standing each day with syndicates. I am primarily with New Loka, Red Veil, and Perrin Sequence. I was told I can and should earn Steel Meridian as well by proxy of Red Veil being allies so I pledged to Red Veil and made my offerings to start gaining standing. However, I noticed something weird...

    What is happening:

    1. With all primary syndicates maxed, you cannot earn more standing except though allies (in my case, 50% allied standing)
    2. You can go into missions and earn up to half the daily capacity before it cuts off (in my case 16250)
    3. You can return to orbiter to confirm you only earned half of today's limit (I can still earn 16250)
    4. You can go back to earn more standing and now the cutoff becomes 8125, half of the previous before you must leave to reset the cap
    5. you can go again and now earn ~4062, then again for 2031, then again for ~1015, etc

    What should happen:

    1. With all primary syndicates maxed, you cannot earn more standing except though allies (in my case, 50% allied standing)
    2. You can go into missions and earn up to the daily capacity before it cuts off (the full 32500)

    What is likely happening:

    • The game sees me earning the full 32500 phantom standing and stops allowing me from getting more, then seeing the syndicate is maxed and converting 50% to Steel Meridian
    • The game acknowledges only half the syndicate standing is earned after the fact, so you can always go back to earn another half of what remains each time
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