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Damocles

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Posts posted by Damocles

  1. Gunner 10 sucks. Now you CAN'T aim because you're going to disorient yourself. Also not reliable because you have to be AIMING AT THE TARGET ALREADY for phantom eye (prediction marker) to appear before it can snap for 0.5 seconds. This means that unless you're okay with a macro that spams AIM, the rank 10 gunner is actually an overall downgrade

  2. 12 hours ago, Xaero said:

    I've only got mine yesterday, can't say things were much more difficult with 78%.

    BTW, found a screenshot of healing sphere.

    Warframe-Empyrean-Railjack-Update-Guide-

    Even after I destroy those spheres, they still keep healing... Munitions vortex is currently the best way to kill everything in 1 shot.

    1. Wreckages should not have an rng bonus, or rather, change it to solid numbers so you can stack them, but the perk still random so DE can save space and have variety
    2. 30 Wreckage limit (if above not fixed) we need a way to mark the good wreckages from the bad ones we dont want. Clearly we dont need 3+ copies of the same part
    3. Prevent a troll from spamming your energy (flux). Be it that they're curious or they're actually trolls, only the Pilot should be activating the battle avionics since it's only pointed in that direction. I've has many trolls that spammed the hell out of my flux because they've never seen what void hole or munitions vortex looks like.
    4. Tactical avionics... I had, removed, AND WILL NEVER put in Form Up, because I get trolled back INTO my own ship and get glitched... I could be drawing aggro for my void hole and someone wants to see what Void Cloak looks like... Please... Make these Pilot only as well
    5. Dirac... What am I supposed to use 40k+ dirac on when I have everything maxed?
    6. Reactors... I already got a good one near the start, but I started grinding intrinsic and most pubs only join if I farm for reactors with them... I've never gotten 1 reactor aside the one I have right now, which is to say: even though I'm not affected, I can already see the reactor chance to be too low
    7. Zetki! Zetki Everywhere! Seriously, the ratio of zetki to (vidar+lavan) parts are about 9:1
    8. Zetki hull weave is 90.4% dmg redux, while Vidar hullweave is 89.4% dmg redux. They cost 13 and 8 avionics capacity respectively, making the former and rare avionics, totally useless
    9. The forward Artillery cost way too much to fire, especially when it's a completely wasted portion of the ship in High saturn and above as it kills almost nothing afterwards
    10. Hit box on the forward artillery is really bad. The reticle isn't clear, charge time too long, the beam isn't wide enough like the opticor, and the 3 engines on the back of Crewships can COMPLETELY ABSORB the entire shot
    11. Mouse sensitivity on the slingshot needs to be adjustable
    12. When transition in railjack (entering/leaving archwings) we need a 2 second invulnerability because that fade in is one real Houdini when it comes to making your HP disappear
    13. I want to see intrinsic level of people I invite into my ship... I have had 3 experiences where people LIED to get on veiljack and suddenly the game turn into solo-veil-jack
    14. What guns are these? I wanna stop answering that my side guns are Vidar Carcinox III, every game. Please just label it in their huds
    15. Who took the wheel? seriously what happens if a troll took the wheel? Can Host have some privileges on his own ship?
    16. WAY POINTS FROM THE PILOT SEAT!

    Bugs:

    • Ramsleds can still board you when you're cloaked by simply ramming your last known location, despite you not actually being there anymore
    • Forward Artillery cannon and Host driving making every shot MISS. For some reason I see it jitter, like 1 degree up rounds to 10 degrees up as if there's a dead region in the range of angles available
    • You can kill all 4 red weak spots on the outriders in veiljack, then have them heal back up and... well... not have weak spots making them impossible to kill without... exploits...
    • Cant see important drops like wreckages and avionics drop because they're not marked automatically and aren't rendered from large distances
    • You can be pilot as client and BUMP mods/resources/avionics/wreckages away from the ship and they'll fly off faster than the top speed of the ship
    • Your turret overheats faster as client... you could even overheat without actually overheating too because host THINKS you did
    • There's a huge glitch where a dead veiljack crewship's heal aura can linger. They heal infinitely, and if not for munitions vortex and other exploits you'll be patching away soon, the missions in veiljack are probably impossible to complete
  3. I was lucky enough to get a +89 avionics capacity reactor one day. But I was always 1 capacity short when I make my builds. Today I found out that 30 base + 89 reactor = 118? Is there some kind of magic rounding? Im greatly saddened by this... Not only was it hard to get a high vidar mk3 reactor at a measly 2% chance per run, it really had to fool me like this again... Also the +80 flux capacity it has actually provides +82 flux capacity... So some of these numbers they're giving are off by 1 or more. Someone really needs to look into this as it is actually a false commitment when you see a promised number vs an actual number in practice

  4. I had this over 8 times now. Usually if you're client (not host) and a drakk master disarms you, you will lose that weapon for the rest of the mission if

    1. You blasted the drakk master off its feet, or
    2. You kill the drakk master mid disarm, or
    3. You ragdoll the drakk master during disarm
    4. you have bad luck

    The weapon will either

    1. Spawn in the air where you cant press X to even pick it up, nor F to pay respect
    2. The drakk master outright deletes it and you're stuck with melee, or archgun
    3. the drakk master drops it on the ground, but pressing X on it does nothing
    4. Other players including host sees it, but you as client do not and hence cannot pick it up either

    Solution???

    • Spawns on the ground every time like an ayatan with gravity
    • Drop the weapon on the drakk master BEFORE it gets removed from your hand instead of appearing 2 seconds later
    • Let me pick it up by touch rather than press X every time
    • If I die, spawn me back in with my guns (and because this fixes many bugs, give us /die alongside our /unstuck)
    • Like 1
  5. I've had this many times now, I believe it has been mentioned many times as well. If you join a mission that was in progress, for some reason there's a chance that your primed regen on your sentinel just wont work. It's quite obvious in something like joining ESO and suddenly they pop your sentinel during your zenurik dash (which btw, I would much rather my sentinel stop drawing aggro and killing itself, among things like secret mercy animations) But to live with this truth, primed regen isn't an easy mod to fit into your sentinel, and knowing that it has a chance of not working outright for many years now is very infuriating. Please fix sentinels. they're buggy, they dont due what you want, and they're pretty much just suicidal radar and vacuum with non-scaling HP/Armor.

    As a side not, DE Scott made sentinel health mods available to pets. His reasoning was {so you can bring a low health frame and it wont suffer from link health scaling}. But the truth is, the largest base health companions are 300, 130, 125 from Venari, specific moas, Chesa/Sehasa Kubrow respectively.

    The best case scenario (Excluding being tied to Khora) for [Enhanced Vitality] +220% base health on 130 base hp which gives +286hp

    Worst case Link health for [Link Health] 165% health on base 75hp base hp warframes (lowest possible ivara/loki/mag) +150hp bonus for rank 30, is +371.25hp

    Average case (Except on Venari where you're pretty much tied to specific frames again) You're never going to use [Enhanced Vitality] because the sentinel mods suck. You're 100% going to want [Linked Health] in every scenario (excluding Khora which is 42 health difference)

    • Like 1
  6. After an update where I believe thralls can no longer be prosecutors, DE stated that they are pretty much invincible unless you have an AoE warframe attack. This is not true. Void dmg bypasses their invulnerability despite them constantly blocking, but when there are 2 of them in close proximity of each other, there is no weakness. I tried slowing them, physical damage, elemental damage, from behind, knocking them down. lifting them, void damage, warframe abilities, nothing harmed them. I found that if you manage to separate them, then they become vulnerable again to AoE and while they are not blocking. The best way to kill them is throw them off a ledge, but not something you can do if they are thralls... Please fix

  7. I hopped into a mission (i think it was capture) as host, and my lich immediately spawned. I got lucky with 2 guesses and the Lich prematurely died (converted). Then for the rest of the mission, no thralls spawned. The team had 3 other people in it.

    Later the same day I joined a rescue mission, the Lich was mid way being killed by host when I got in. Not sure if he killed or converted, but the mission didnt spawn any thralls afterwards.

  8. 3 minutes ago, Circle_of_Psi said:

    While this may be true, DE added this for a reason, I can't quite recall why, but you can easily just do this: Farm all you need ahead of time, then just build each every 12 hours. AKA: (build, stop playing warframe, rinse and repeat until 72 hours is over.

    I can't speak for everyone, but pretty sure EVERYONE is doing this right now

    This might be useful

     

    unknown.png

    This list is such an unfair advantage... also 15 argon? Monkas...

  9. With the recent build-a-railjack update. The construction process has a time gate that emphasizes the worst components a time gate can have

    1. You should never set a time gate with a direct fraction of our day cycle (12hours being half of 1 day, make it 5hh, 11h or 23h because these are sequentially queued gates that will eventually desync with our day cycle on requeue)
    2. Our foundry has 1 robot arm that can fabricate an infinite amount of parallel builds. It doesnt make sense that it cant parallelize the same builds, but the railjack doesnt allow parallelization of repairs on different components.
    3. Finding out what resources I need to farm for 12 hours later, possibly when I need to sleep, wake-up, farmed the wrong resource, or booster expires. Boosters expiring is a good incentive for time gating their games. So I suggest being able to view the next resources and queue up repairs for 1 big consistent time gate, rather than several gates
    4. Let us rush these with platinum? I mean, I rushed everything else... paid from my own pocket... find out hidden time gate you cant skip anyways. I feel defrauded of my platinum and forma because I didnt know I cant complete this by rushing all the wait times, nor information on how many of these hidden wait times there are... Sunken cost fallacy (but one that doesnt pay off)...
    • Like 2
  10. If the invasion menu, if the entry has 5 nodes inside, it will expand 3 rows. 3 rows of expansion will completely cover the next entry, whether you try to mouse from above, sides, or below, the bottom entry will be covered. See images. (Cannot open the Europa entry because coming from any direction of mouse movement, Ceres expands and takes over)

    This is where Ceres should rightfully expand
    Warframe0193.jpg

     

    This is where you can select the Ceres nodes, but also it takes over where Europa sits and is moved downWarframe0194.jpg

     

    This is where Europa is supposed to sit when Ceres is expanded, but it immediately collapses and moves Europa back in place, if you move your mouse upwards again towards Europa, Ceres expands again, making it impossible to ever expand EuropaWarframe0195.jpg

  11. @[DE]Danielle TL:DR Overall feedback:

    1. Condition Overload replaced all damage mods
    2. Blood rush replaced all Critical Chance mods
    3. Rivens with above stats crashed the market
    4. Stances like Cleaving whirlwind and bullet dance broke
    5. Heavy attacks are too slow and often miss
    6. Heavy attack (singular) can cost 5x combo, that's 300% critical chance
    7. Exalted melee got skipped, still cant use combo mods???
    8. Stat sticks for warframe abilities (which imo shouldn't have been a thing) are also dead
    9. Rip Zenistar
    10. Rip gun blades
    11. Rip Glaives
    12. Rip catchmoon, b/c...
    On 2019-11-01 at 8:28 AM, Arkandae said:

    Catchmoon is now the best melee weapon.

  12. So blood rush no longer scales off final critical chance and condition overload no longer multiplies final damage. The wikia page is right, this balance change completely ruined mods for critical chance and damage on melee. Neither 120% critical chance nor 200% damage would make a dent compared to Condition overload and blood rush.

    Yes the new melee stances feel good. But the damage is almost 1/10th of what we had. Some stances like Cleaving whirlwind no longer gives damage bonuses, yet you still get the stagger penalty after 5 spins rather than the previous 7. Charged attacks used to be free, now they cost combo, and that 300% critical chance is not worth that 1 swing that may not even hit anything. Redeemer is completely useless, her bullet dance no longer reliably shoots, and as we know the charged attack now costs combo.

    I understand that these changes are to make melee more consistent with other damages in game, but consistently worse isnt good. Melee weapons now feel exactly like guns, except guns have nearly infinite range. I think this is a big oversight. Blood rush and Condition overload needs a quick to make Primed pressure point and critical chance mods/rivens relevant again. It would have been a better nerf to cap Condition overload down to 3 or 4 statuses, and Blood rush was never broken so the 60% nerf was already sufficient to work with the combo counter changed. Maiming strike is dead, which btw, dont say on stream that spin 2 win is still a thing when you literally removed the 2 mechanics that made it a thing.

  13. 1 minute ago, Uhkretor said:

    ... I'm pretty sure that if the weapon exilus slot could equip damage mods on it, you would find a way to make it work by any means necessary.

    Probably since the dual stat 60% elemental + 60% status chance mods cost only 7 to drain, and you have a choice of 4 for 1 V polarity. I'd assume you'd have to commit to some sort of 9 forma build (assuming you need 9 polarities on a blank slate) and still then, if you ever need to swap out an elemental for Primed Cryo or something, you'd need either 1 forma per switch, or build a duplicate gun with another 9 forma. All in all, it's way too cramped as it is now.

    • Like 1
  14. After seeing the dev stream, it was awkward seeing Reb beating around the obvious elephant in the room. Every slot formad and maybe you can fit 1 combination of maxed out veteran mods. Meanwhile you have 3 configs to think about, + 20p for each time you think you can fit more combinations. I think at some point the mod cap needs to increase to bring them more in line with Melee stances or Warframe auras. That and I am vastly hoping punch through and reload was going to be on the list. I'm not sure what DE was thinking when they said they dont want to increase sustained DPS. The problem with sustained dps is that nobody really cares about it as much as burst DPS. In fact there's an exploit to have your gun instantly reload (still drains ammo) and though fun, you're ultimately capped at burst DPS.

    Burst DPS is basically what you get whenever you play the game anyways. The lack of enemy spawns and the one shot dilemma often means that sustained DPS cannot be fully capitalized upon. Lastly, increasing reload barely brings sustained closer to burst DPS. A +100% reload speed will only halve the gap, while a 200% will only reduce 2/3 of the gap. Keep in mind +100% reload speed is pretty much edge case, you're really not increasing average DPS by much when you consider the amount of time (statistically) a weapon is not being fired vs the time a weapon is being fired vs the time a player chooses to fire on empty.

    Punch through doesnt bring up DPS on paper, but it can bring up overall effectiveness if you chain up enemies (if you'd consider that as double damage?). I mostly bring PT (punch through) to missions because some geometry in the game is buggy, and some of the cameras behind glass requires it on top of it feeling so good to mow with. You'll never get that weird shot that gets blocked because it wasn't able to pass through 5mm of solid dry wall, and that stuck enemy under the stairs wont be laughing anytime soon. If we could get even 0.1m of punch through just to bypass the buggy feeling geometry, it would be a godsend.

    I hope DE considers adding Punch Through as well as reload speed to the exilus mods.

    PS: Projectile flight speed brings up damage fall off on some weapons, so if thats a thing, I can totally see it being more of a damage buff than say reload speed.

  15. 15 minutes ago, Madway7 said:

    I don't get what you mean by calling it an exploit, do you mean the one where you instakill enemies (tho that one technically isnt an instakill, they do die within less than 2 seconds regardless of level) even with 40% strength by upping the mouse sensitivity to max?

    Or do you mean just building for 250% strength then reaving through a thralled enemy? (or twice with slightly less)

    The first one can be fixed by giving a cooldown instead of a max health value and I don't see the second one as an exploit.

    I was thinking the cool down method. Not time based but more, each cast only works once per enemy.

    16 minutes ago, Madway7 said:

    -All thralls gain have a unified duration (instead of it being per thrall)

    -Fix Pillar made thralls not making pillars (I'm not sure if it's intended to be this way)

    -Buff pillar duration to 15 seconds

    -Reduce cast time of Reave to basically nothing, just remove the startup animation.

    -Make shield/overshield pickups affected by strength

    -Make Dance Macabre's status chance be affected by strength

    -Decrease damage absorption decay rate of Dance Macabre

    -Remove Dance Macabre detonating pillars

    I dont like unified duration, the pillars are a side gimmick to me, Cast time of Reave is indeed kinda bad, but not as bad as Mirage's 4, Not sure on pickups being buffed because I find it sufficient the way it is currently, I thought dance macbre was already 100% status chance??? Not sure what this damage abosrption decay is, and I definitely didnt know it detonates pillars

  16. 1 hour ago, (XB1)GearsMatrix301 said:

    He has his 4 and that’s it. Mesmer Skin is an over rated tank ability and Enthrall is a useless CC ability along with not making any sense being on an Eidolon frame. Same goes for Reave, useless and doesn’t fit the Eidolons theme.

    Perhaps you're looking for a passive where shields are only affected by void damage, A first ability that lets you shoot Tau Lasers, a second ability that spawns they sentient sky prism, the third ability that works as adaptation, and keep his fourth the same? I'm not quite sure how to make a sentient frame without making it broken. Eidolons are in my opinion, the worst thrown together plot device to say: Grind out operator stuff.

    If you have suggestions on what you'd like to see, send ideas, cause I'm pretty much only focused on quick changes DE can do in their spare time, as well as bringing frames up to date

  17. 2 hours ago, peterc3 said:

    Why does every single frame need to heal? How does that even make thematic sense?

    This is not a quick thing to just up and change.

    The community does not dictate how DE makes their game. I can get a few people to upvote me demanding you give me $10, but that doesn't make it something that should happen.

    It's almost as if you aren't even looking past surface level stuff here. What could it be about Eclipse that is different from Roar? The mind boggles.

    Mag doesnt need to HEAL, but she doesnt have... anything. You might say shields but... Hildryn has shields and she has A LOT of it. Mag has a descent amount of shields, but so does everyone else. But we all know that shields are practically paper. Recastability is probably the easiest to change. I come from a programming back ground. I see assets are already there either augments. Also it's not hard reset a stack. Code isn't as hard as people make it out to be. Yes DE doesn't need to listen. But they should listen. They dont have to make anything based on what we ask, but you're implying that I have a gun to their face or something. We asked for Vex armor recastability because on Devstream, they said they'll nerf it, and the twitch chat asked for "at least put in recastability" and they snapped their fingers. Lastly, what do you mean surface level differences between eclipse and roar? They're similar in function, They're both recastable (if Rhino has the augment) but Eclipse has +200% while Rhino has +50%. Also, do I need to go into details?

    "If (Roar.Active()) {Roar.reset(); Roar.activate();}" or something along those lines. I dont actually know how it's currently coded

  18. 1 hour ago, (XB1)GearsMatrix301 said:

    you Forgot to suggest a complete rework of Revenant 0/10.

    wdym? Revenant can strip armor, deal damage to multiple enemies, crowd control, tank, and instantly kill an enemy with his Reave exploit. Revenant just needs a nerf to his Reave exploit, and gain the lateral ability of cloud walker in his Reave to place him on par with other frames

  19. I just made a big post on warframe reworks here:

    and might as well go into Damage reworks to fully explain exactly why the system has pros and cons. Personally I dont trust DE to know why their system fails. For example, they gave sentinel health mods to Beasts so you wouldn't be tied to bringing Nidus with a pet, except Link Health in the worse case scenario still beats the sentinel's Enhanced Vitality. Another example: also DE Scott, mentioned slash proccs scale, puncture and impact does not, so they're looking into scaling puncture and impact proccs. These are completely wrong directions to pursue and here's why!

    What damage is for

    Spoiler

    Killing enemies. In order for damage to work, it needs to deal enough of it, and grant bonuses in certain scenarios that make them worth while options. Shields and Armor are good reasons why you cannot just stick with the same type of damage. It keeps players engaged in the content, and provides rewarding complexity to the game. The problem is Armor is the only thing in game that scales. Shields literally feel like paper, and can also be outright bypassed! Health Types are not too important as the bonuses and penalties are far too low to notice any difference. Added to the fact health types in missions are of mixed types, they'res usually never a superior option.

    The problem with the current damage system

    Spoiler

    Armor is king. Barely anything by passes it. It scales to an asymptotic damage reduction of 100% and nothing else comes close. Armor on enemies are the only thing players need to mod against. Anything that defeats armor is the only thing relevant by design. There are 2 types of armor, Ferrite and Alloy.

    Ferrite is easy to take care of: Corrosive removes proportional chunks as well as having 75% of the corrosive damage outright bypass the damage reduction

    Alloy is harder to take care of: Radiation has that 75% bypass, but ultimately wont scale like corrosive does by taking away armor until eventually removing it all. If you struggle against Alloy armor, it might be better to go with Corrosive. This is why Corrosive is very popular!

    Shields are a joke. They have no damage reduction, their base values are super low and insignificant. Any weapon with mods in it would immediately remove all the shields in 1 hit. If you ever find yourself struggling with shields: the solution is ironically NOT magnetic (a procc that removes max shields permanently) but rather it is gas, which outright does damage ignoring 100% of shields. In most cases, gas would reduce shields to 0% anyways simply because shields offer paper-like resistance.

    Health types: Not very complicated: everything is good against Health types. Cant go wrong with corrosive. Radiation for robots. Nothing else really matters

    IPS, the infamous status dilemma
     

    Spoiler

    Slash is king: It's reliable, it bypasses Armor and Shields, it's proportional to the damage of the base weapon. And in its 7 second duration, you can stack as many as you want, each dealing over 200% of the original damage should the entire duration transpire.

    Puncture: Doesn't do anything puncture like. Does not bypass Armor nor Shields. For some reason reduces the damage output of a single enemy in a horde shooter. Would actually make sense if a portion ignored Armor like Corrosive or Radiation does. The ironic thing is that Puncture is designed to bypass armor in real life, but slash does that better warframe. A lot of veteran players already came to the consensus that weak points should be introduced by puncture proccs exactly the same way Helios and Banshee does.

    Impact: for the longest time is considered THE WORSE damage type. It comes innately on most weapons making it non-optional. It offers no mechanics worth investing into. And the procc actually staggers enemies enough to make head shots impossible to maintain. Besides staggering reducing enemy aggro to 0 for 1 second, Impact offers nothing scalable nor useful. In real life, impact bypasses ALL FORMS OF DEFENSE. For example, the impact of a car crash does not care that you are encased in a ton of steel. A falling elevator doesn't care you're wearing armor. In fact, a stubbed toe over a table leg has been know to cause a blood clot capable of causing a stroke that killed a man. Impact should literally ignore Armor, while granting no damage bonuses to armor, shields, nor health types, The procc could feasibly be kept the same while scaling via lost aggro duration. It's called disorientation, mild concussion, concussion, and knock out. Each stage of impact should incapacitate the enemy for longer and longer durations.

    Elemental Types, ranking, and possible changes

    Spoiler

    From best to worst, lets rate and suggest changes:

    Corrosive: Literally the model elemental. It focuses on Armor. It stacks on each procc

    Radiation: Good at alloy armor and certain robotic enemies. Not very good at anything else. It solely deserves second place because it defeats an armor type, which is a testament to how absurdly strong armor is. Proccs do not stack. In real life, radiation is not very harmful, so we're probably dealing with Ionizing radiation which is the lethal form of radiation. Kills you in minutes with a strong enough dose. It rearranges your DNA and burns you from the inside out. Perhaps being one of the worst ways to die, the procc should be reworked to take away a portion of health away. That is, likely 5% of the current remaining health. Mathematically speaking, this is viral (half health) at ~14 proccs, except permanent as we will look at Viral later. Another 14 proccs would yield a total of 25% remaining health, so the scaling it there and is not immediately surpassing Corrosive. In fact, this procc alone will NEVER be able to kill off an enemy, but would greatly assist in doing so, much like the King of elementals, the Corrosive King.

    Gas: Triple dips with bane, gas is practically and AoE slash, except it doesnt bypass armor. Instead, it takes damage bonuses from Bonus Damage mods cubed (that is X^3 = X*X*X) making it potent on Corpus and infested. This gives gas a good place as it's focused on dealing high damage on non-armored enemies.

    Viral: Theoretically, it's double damage. Also theoretically, you still only solved half the problem. Viral halves the health of enemies, which is great, except it doesnt stack, and offers no advantages when the duration ends as any grounds gained during viral is reverted. Viral should instead reduce AI speed as a sick person would not be performing rigorous exercise and would take a sick day in bed. Their engagement distance should be lowered with each procc as a sick person is less violent and less combat effective. For melee, their running speed can be greatly reduced to the point of not moving.

    Cold: Slows down enemies, but primarily increases the duration of other proccs such as Slash and Gas, the DoT proccs. Because it is not used in combination to form the top 3 elementals, on top of granting no penalties, it is a solid fallback element. Scaling should occur where you progressively slow an enemy more and more similarly to how Arctic Eximus Auras currently stacks onto players.

    Electric: Basically impact, but less annoying. More effective, but the base range and and duration should scale.

    Toxin: Similarly to Gas, except without the cubed multiplier advantage and is not an AoE effect.

    Heat: Not very strong DoT. Doesn't stack. Doesnt scale. Recently being looked at to armor strip by DE. I believe this isn't the right direction to take. Heat should bypass Armor, but not shields. Should not reduce armor. Heat should be the equivalent to Armored enemies as Toxin is to Shielded enemies.

    Magnetic: Reduces paper to shreds (impressive but not really). Seems to have a greater procc against players than it does against enemy AI. The procc should instead Magnetize enemies as Void proccs currently do. And who the hell thought 200 energy drain is a good number? That's more than what Ash/Rhino Prime currently holds at base!

    Blast: The only thing worst than impact is a Blast. It prones enemies, effectively making enemies take evasive action, making them harder to hit. In fact, I would much rather be able to prone myself so I can reduce the damage I take in. Blast should AoE procc the reworked version of impact instead, to disorient and light CC enemies while providing scalable damage

    Void Damage: Niche appearances. Only good for Eidolon shields because of narrative, and reset sentient damage immunity because... narrative reasons. Because of this, it cannot be modded for, and currently appears as very weak forms of damage output. To this extent, Void damage actually does not belong in the game because it is never integrated with the core mechanics of Warframe. It is a spin off of what could be a separate system entirely and is too attached to the narrative to evolve into active and engaging game play. Bottom Line, void damage needs a 100% rework as it currently servers no place in warframe's core game play.

    Modding (For your consideration, the Conversion Mods)
     

    Spoiler

    The game prides itself on Diversity. You can mod for what you want... Except that's not 100% true. Yes you can mod for Crit... it's just not going to work well on the Detron which has very low base stats. The problem brought up time and again is that the stats are proportional, and needs to earn the spot in the limited number of mod slots available. players simply cant use up mod slots of stats that wont yield results. There's simply no diversity in modding, only diversity in choice of guns. You cannot turn the Soma into a status gun, and Detron into a Crit gun. Having mods like maiming stike that provide a base stat boost is NOT the solution either. For example, if point strike went from +150% crit chance to +50% base crit chance, every weapon will become crit. The same applies for status, then every gun becomes a hybrid build which is not diverse in the slightest. We'd actually have a crit detron, crit everything, and everyone would just opt for the highest base damage thing out there. Instead, I am proposing what I like to call Conversion mods,

    • Convert 25/50/75/100% of something, into 50/100/150/200% of something else

    The reason for the 1:2 ratio is that this mod will take up a mod slot, so the output conversion has to be worth the slot it took up. This is called opportunity cost, which is also why Depleted Reload is considered the dumbest fix DE implemented for the Vectis Prime's design flaw (possibly fixed with weapon exilus slot). Secondly, you're not turning that Status Detron into a Hybrid Detron, nor that Soma into a status guzzler. That's too OP. Instead, you sacrifice Status Chance for Critical Chance, Status Duration for Status Chance, Critical Chance for Critical Damage, and vise versa. Note that Status Duration to Critical Damage is NOT an option as everyone would opt to get more Critical damage on a crit focused corrosive build which has no status duration. We can also get conversion from IPS to another form of IPS/Elemental, however, IPS to Elemental will have only a 1:1 conversion instead. There's a reason why Fulmin is top tier despite having mediocre stats. Because removing IPS proccs greatly skews procc chances, there's external benefits from removing IPS, and thus no longer a need to reward a bonus output for the conversion. Take note DE, as this is why negative IPS rivens are worth thousands of platinum on the market.

    If conversion mods existed, there will be countless combinations to try. Old content instantly recycled to new content, bad weapons now good, etc etc. For a low effort implementation, the content yield far outweighs the dev time. We'd immediately have more things to try that we would otherwise not have the option before.

    The way I see it, order matters, so you can combine Impact to Puncture, Puncture to Slash, and Slash to Corrosive, a 1:2->2:4->4:4 conversion to make a fully corrosive build at 4 times the damage of base for 3 mods. Normally, you'd have Serration and Split chamber, which is a 2.65*1.9 scaling. Effectively, it's not power creep as it's weaker than conventional modding, but it breathes new possibilities in conjunction with traditional modding. This solution encompasses the legacy framework that currently exists, while also generates a crazy ton of content to try

     

    • Like 1
  20. So I made a list of warframes and their short comings here:
     

    Spoiler

    Lets list them all:
    Universal*: Damage abilities DON'T scale due to a set amount of arbitrary damage that good for star chart enemies, but not enemies veterans will face.
    Universal**: Abilities that RELY on AI and contradicts active play in favor of AFK play. Often unreliable or wages effectiveness to a chance at doing what you think it will do
    Universal***: Abilities that are not recastable where it would otherwise make sense to be able to. Augments that alleviate this does not count as you lose out on a mod slot.
    Ash: Shuriken is Strictly worse Nyx's Psychic bolts even with the armor strip augment, Smoke Screen duration too short
    Atlas: Tectonics has niche use case, Petrify is too energy expensive for 60 degrees of CC, Rumblers *+**
    Banshee: Sonic boom is awkward Psychic bolts, Silence doesnt work well with public lobbies, and Sound Quake *
    Baruuk: Elude is AFK leech mode, Lull is lul except less versatile compared to Sleepquinox, Serene Storm * and does not work off energy;
    Chroma: Spectral scream*, Elemental Ward*** Effigy *+**
    Ember: We'll see. Currently has no survivability, entire kit*
    Day Equinox: Rage is strictly worse rip off of speedva, Provoke is too energy expensive for the gains,
    Night Equinox: Mend is strictly worse than trinity's well of life
    Excalibur: Slash Dash* though you can use this to fly in perhaps what is a low key exploit, Radial Javalin*
    Frost: Freeze*, Ice Wave*, Snow Globe blocks incoming friendly fire, Avalanche*
    Gara: Spectrorage**
    Garuda: Doesnt like being healed
    Gauss: is fine, his kit is OP but currently buggy with redline often disabling his movement when using operator
    Harrow: has no survivability in neither stats nor abilities. Can be healed by Penance after getting 1 shotted. His entire kit doesn't work when KSed in public lobby. Solo frame
    Hildryn: Balefire*, instantly dies to gas and slash proccs, literally Godsend for energy reduction sortie, literally trash in no-shield nightmare modes
    Hydroid: entire kit suffers from *, is also slow in terms of animations for a fast paced game
    Inaros: Devour*, sandstorm*
    Khora: Venari **
    Limbo: AFK leech exploit passive, entire kit can single handedly turn a mission into one where it cannot be completed, can troll the hell out of new players, can prevent friendly fire outright, can be used to prevent missions such as Boss activations from occurring via AFK without consequence, can be colored to make rift invisible to further troll veteran players
    Loki: Decoy has very niche use case (either AI exploit or to use with his Switch teleport)
    Mag: No survivability, no healing in her kit, damage oriented glass cannon, Magnetize***,Polarize*, Crush*
    Mesa: ballistic battery* in the time it takes you to setup ballistic battery, holding down mouse 1 would have done 3 times more damage in the same amount of time, shooting gallery*** shatter shield***
    Mirage: Hall of Mirrors***, Sleight of Hand*+**, Eclipse is unreliable, DE should have divided her two abilities in Eclipse into her 2nd and third ability instead (since nobody uses Sleight of hand) Prism* and is an energy guzzler with perhaps the SLOWEST CASTING ANIMATION of all the warframes
    Nekros: Soul punch exploit, Terrify is strictly worse Speedva and Slova, Shadows of the Dead** cannot be modded properly in conjunction with his other 3 abilities
    Nezha: Divine Speers*
    Nidus: Slow to setup. Wont reach 30% of potential by the time the average mission is finished, Virulence cast speed is inversely proportional to range, Larva***
    Nova: Portal is Niche gimmick and cannot be modded for feasible range while maximizing duration for her other 3 abilties
    Nyx: Mind Control**, Chaos**, Absorb has insufficient range to hit anything as most AI attack at 20m. Having 10m base while being unable to move, unable to shoot, and unable to anything makes her augment 100% mandatory.
    Oberon: Good support but his kit all suffers from scaling (* damage and healing)
    Octavia: SUPER OP, except her feasibility is tied to making the MOST ANNOYING of songs to spam crouch and play dun dun dun dun dun dun dun dun dun dun dun....
    Revenant: Reave Instant kill Exploit, cannot control elevation during Danse Macabre
    Rhino: Rhino Charge*, Iron Skin***, Roar*** damage buff values are insanely low relative to Chroma or Mirage's Damage buff, Rhino Stomp* and Not technically recasteable as doing so before the previous stomp expires will neither refresh the CC nor deal damage to the affected AI
    Saryn: Molt is niche healing decoy, Toxic Lash is borderline non-scaling
    Titania: confusing kit, can make AI invulnerable and thus make missions impossible to complete, hard to discern the buffs, as Spellbind, Tribute and Lantern are pretty much the same thing
    Trinity: Well of Life and Vampire leech desires negative duration, while Link and Blessing desires positive duration. Link suffers from abnormally low base duration of 12 seconds
    Valkyr: OH BABY, is she beaten to death with a stick 7 times over for her Hysteria, Warcry*** and suffers from low base duration of 15 seconds, Paralysis Suffers from low base range of 10m, her Hysteria deserves her own article. Reduced to Exalted claws with little to no damage scaling, limited range (one of the worst melee ranges possible), damage absorbed is stored and instant kills valkyr when abruptly nullified or deactivated near even 1 enemy AI, has a high energy cost, energy cost progressively gets worse, invulnerability is removed when aim gliding or shooting your guns due to recent update, energy drain persists because quick switch does not deactivate hysteria's energy drain even though you gain nothing from her Hysteria in the meantime. According to her patch notes, her invincibility was exploited to warrant 2 energy drain nerfs, with a subsequent bug fix that removed an apparent double stacking of efficiency mods, but the energy drain nerfs persisted. Due to her high armor, stacking 2 arcane graces can achieve the same invulnerability for 99% of the game's content without ever using her Hysteria making the ability completely unjustifiable to use with the exception of enemy instant kill abilities such as orb mother explosions and absurd endurance scaling past a couple of hours.
    Vauban: We'll see, Currently has only CC abilities and gimmicks that make him more of a clown than an engineer
    Volt: Shock*, Speed suffers from Low duration and possible affinity exploit, Discharge*
    Wisp: Sol Gate, though scaling, suffers from relatively low scaling compared to other ultimates from other frames
    Zephyr: Tail wind*, Air Burst*, Turbulance***, Tornado*+** though tornado does scale in terms of applying status effects

    A few things I named to be universally bad in *,**,*** points are often a tell tale sign of a legacy warframe that needs to be looked at!

    Today I want to post some inspirational ideas to solve Scaling*, Reliability**, and Recastability*** as well as a few ideas for reworks for each warframe:

    To boot, Scaling is really bad. It made sense to have abilities that deal damage, buff, debuff, crowd control, and/or offer utility. The thing with Damage is that they dont usually scale. Whether it be 500, 1000, 2000, 3000 base damage, the problem with damage abilities is that they dont scale as levels get higher. Unlike buffs, that need only accommodate warframes that don't scale past rank 30, Buffs need only to perform at a certain limit. For example, energy vampire needs to only fill less than 1000 energy as the frames dont scale high enough to need buffs to scale. Debuffs are often proportional, such as nova's slow or mag's fracturing crush augment. Crowd control scales infinitely as an all-or-nothing trade, while utilities are either gimmicks that (honestly) suck, or breath new perspective on entertainment.

    * Damage scaling needs to work off something. And I am not saying off of stat sticks like Khora or Atlas

    Spoiler

    For example, look at exalted blade: It has high damage, and range, but most importantly, Condition Overload+Chromatic Blade exists. Now look at Valkyr's Talon. They're crit focused, yet melee crit mods offer low base improvements of 60% chance and 90% damage. The scaling mod blood rush does not work on her crit focused talons. Her range is also the shortest ranged exalted weapon. Even Baruuk who fights bare handed has more range, but similarly, no scaling. At some point, the damage (be it 100,000 or 5,000) will eventually do little to nothing to level 100,200,300 enemies. In contrast, exalted blade will easily scale past this issue due to exponential scaling of condition overload. Mesa's peacemakers are perhaps the second highest DPS per target abilities in game because you can hold it down. Talons and Fists have neither of these benefits. To an extent, it actually does make sense to let them have blood rush and weeping wounds because these abilities are neither sustainable nor scaling. DE prevented exalted weapons from having acolyte mods because of "Power Creep". The problem with this statement is: Energy Drain over time means it's not sustainable. The combos dont last very long because they easily reset unlike normal melee. There are no scaling acolyte mods for PeaceMakers so Peacemakers are scaling at its peak. The existence of Acolyte mods scaling means no other scaling mods for melee will ever exist to make normal melee even better, and thus no other options for Talons or Serene Storm to exist. The best solution isn't to just give Chromatic Blade variants either. The real solution is to give Acolyte Mod access back to these abilities because right now, it's like giving us a Lamborghini but imposing a speed limit of 50 kmph. I might as well go speeding with a Honda Civic!

    Abilties such as Ash's Shuriken, Excal's Slash Dash and Rhino's Charge don't scale like Atla's Land slide, or Khoras whip. The biggest problem here are missed opportunities to use their thematic traits to scale them. For example: Ash is an assassin. So for each enemy his 4 targets, his shuriken (being a first ability) could scale proportionally, such as +100% dmg per marked enemy. This might sound OP, but 500 base damage would require marking 20-40 enemies to be on par with perhaps a primary before hitting criticals. And being a "1" ability, it doesnt need to outshine anyone. Excal's Slash Dash and Radial Javelin was a BIG missed opportunity to scale with his exalted blade mods. Due to the meta of how excal works right now, he could easily make his damage abilities relevant of his mods work just apply. Rhino already does scale, in armor! Rhino could have just had his damage scale proportionally to the amount of iron skin he current has. These ideas make SO MUCH SENSE from both a practical and storytelling point of view.

    Lastly, the star chart argument is not a pass here to say 3000 is a lot of damage on level 30 infested. Star chart can be cleared in a couple weeks and nobody really plays them at end game. Survival and scaling modes such as Defense and Interception start to Reign supreme for endgame, but abilities don't scale, which is why you get meta endgame frames such as Mesa's Scaling PeaceMakers rather than Choma's energy guzzling CC turret.

    ** AI need to be more predictable.

    Spoiler

    Now I'm not saying machine learning or AI buzz words needs to be innovative and revolutionary. I'm just saying that Atla's Rumblers are cool, but ultimately a Gimmick. As an ultimate ability, it relies on AI, they dont scale well (see *) and they dont do what you want them to. Instead, of pro-afk mechanics by automating the experience with friendly AI, why not give control back to the player? Some of the BEST and MOST POPULAR abilities are player controlled. If Atlas would just wear the Rumbler, Chroma becomes the Dragon, and Zephyr Becomes the wind, it would make for more engaging game play. Scaling* would still need to be implemented to make sense.

    *** Recastability.

    Spoiler

    Very simple. Just let every ability be recastable regardless of remaining duration. Now Loki's invisibility doesn't need to be recasteable, because it makes sense to have a flaw in what is already a pseudo God mode state. But why are certain abilities such as Chroma's Elemental Ward still not recasteable when community asked for Vex Armor to be. Same inconsistency for Mirage's Hall of Mirrors when her Eclipse is recasteable. And if Eclipse is Recastable, then why is Rhino's MUCH MUCH weaker Roar, not recasteable?

    Now Im not saying make Augments to fix this because Mag's Magnetized Discharge, Rhinos Iron Shrapnel, and Piercing Roar augments are not solutions. They are substituting 1 problem with another. Rhino's Survivability Scales with Ironclad Charge. This augment is fine because it offers something new from the base ability worth investing a mod slot for. Iron Shrapnel is NOT. The reason is because the effect is completely useless as an entire mod slot was used just so I can recast an ability due to its side effect. It can be ranked 0 for the mod to have the side effect, and shows that the mod Iron Shrapnel DOESNT EVEN NEED TO EXIST. It only exists to date as "a 1 mod slot handicap". So please make abilities recastable


    Now lets go through each Warframe:
     

    Spoiler

    Ash: Shuriken needs to scale with stealth prowess, Smoke Screen duration needs to be dramatically increased
    Atlas: Tectonics needs to become an AoE avatar earth bender style attack instead of one 15th of frost's snow globe, Petrify needs to cost 25 energy instead, when Radial Blind offers more range, 360 degrees, and can often be free with Umbra's passive exploit, Rumblers need to be the same as the conclave augment. I think Brozime did a video on this
    Banshee: Sonic boom needs a complete replacement. I would suggest scanning enemies through walls as utility as a sound themed ability. Call it Sonar and rename old sonar as Reverb. Silence would do better if enemy line of sight becomes visible to all party members. Sound Quake needs scaling. Perhaps increased proportionally to each enemy killed in silence.
    Baruuk: Elude is AFK leech mode and is counter productive to active play. Remove this ability entirely in favor of a buff. Lull cant be discount Sleepquinox, change it to a debuff ability and call it Intimidate. Serene Storm needs scaling* and needs to work off energy rather that the unconventional and vastly limited restraint (which cannot be modded for like energy can with Flow, Rage, Arcanes, etc etc)
    Chroma: Spectral scream... You know the Ignis exists right? Top tier primary flame thrower, insane range and punch through, no energy cost to boot? Why not take some notes?, Elemental Ward needs to be recastable, Vex armor should not increase modded damage but should instead be final damage like Mirage and Rhino. This is because adding modded damage devalues damage mods and rivens for no real reason. Effigy needs scaling and... BECOME THE DRAGON. Right now, Effigy is basically Umbra's Passive, except Umbra does scaling damage with guns, costs no energy, is mobile, and provides free radial blind.
    Ember: We'll see.
    Day Equinox: Rage should instead be a light damage buff and damage reduction to allies. Provoke needs a higher base strength increase, since equinox's kit doesnt really scale with strength anyways, it would best be an unmodable +5/10/20/40% strength Aura to allies.
    Night Equinox: Mend should just be a life steal aura rather than a high maintenance ability
    Excalibur: Slash Dash and Radial Javalin needs to have the exalted blade mods applied. You literally use the Exalted Blade in the animation, but for some reason it behaves like an unranked, unmodded ability.
    Frost: Freeze could creatively be able to freeze the ground to heal frost when he stands on it. Freezing yourself to gain armor would be Very nice. Frost is in great need of stat boosts. Snow Globe needs to stop blocking incoming friendly fire like Gara's pass through equivalent.
    Gara: Spectrorage needs to be replaced with something useful and encourage active play. Why not Volt Shield-like panel of glass, that can be slotted to repair Mass Vitrify's broken panels?
    Garuda: Doesnt like being healed, the design flaw is rooted so deep, the passive should literally encompass being unhealable by allies
    Gauss: Recently became a god. No reworks here
    Harrow: His entire kit needs to ally friendly, ie, kills from allies still procc the effects of his abilities, and also needs a damage reduction ability somewhere
    Hildryn: Perhaps Pillage should remove status effects on self. Casteable in her Aegis storm but only to remove status effects.
    Hydroid: Needs scaling and faster casting animations.
    Inaros: Devour and sandstorm needs scaling. I recommend scaling with enemy health and armor from self
    Khora: Venari AI sucks, but to be real, all beast AI sucks because they draw aggro, get themselves killed, rinse repeat. All beast AIs need some kind preservation system. Maybe be like Djinn and come back after dying. There's no real good way to fix bringing pets to a warzone...
    Limbo: AFK leech exploit passive needs to be timed, allied damage cannot be prevented by rift. It shouldnt matter who is and isn't in the rift. Alleviate all confusion, and never have limbo prevent allied damage from taking place. Operator amps are already capable of attacking both dimensions simultaneously. So there you go!
    Loki: Decoy would be better if he didnt make noise, and upon being spotted by unalerted enemies, they make enemies focus on the decoy rather insta killing it. This would give his kit the ability to somewhat control enemy line of sight. If the enemies are already engaged, they will continue to shoot the decoy.
    Mag: Whatever happened to the thing she did in the Warframe trailer? Catching bullets and sending them back would have made her tankier and complete her kit
    Mesa: Ballistic Battery needs to either have no ceiling, or scale off as bonus damage. However, it would be better to make it something fun and less maintenance by turning it into a quick reload ability.
    Mirage: Hall of Mirrors needs to be recastable. Sleight of Hand needs to be replaced with the Damage Reduction part of Eclipse, and Eclipse needs to be the damage bonus only. However, instead of outright having the damage bonus, her new Eclipse's damage buff should scale down like chroma's nerf. 3 times damage makes Rhino's 1.5 times damage go to shame. It should instead be 2 times damage at base, and scales up to the current 3 times when absorbing sunlight over time while decreasing down to 2 damage in shade. Prism needs a faster casting animation. 2 seconds of not being able to move is practically being stagger locked.
    Nekros: Soul punch needs to punch through rather than send enemies to orbit. Terrify should make enemies cower in place, Shadows of the Dead needs to have its duration removed as nothing else Nekros has really scales with duration. Duration is currently his "stat dump".
    Nezha: Technically is fine the way he is
    Nidus: Virulence cast speed is inversely proportional to range and needs to be made more consistent, Larva needs to be recastable to make a new one instead of "find the stuck geometry"
    Nova: Portal needs a fixed minimum range of 20m since you're not going to mod for range when only 1 ability benefits from range while another (the all important damage reduction) scales better with negative range.
    Nyx: Mind Control was a missed opportunity to practically transference into an AI, Chaos is fine, but not very reliable I must admit, Absorb needs to have a 30m base range. It currently hits literally nothing and is only exploited for its invincibility.
    Oberon: Needs scaling for his damage abilities. I think health is his theme, but health doesnt scale on frames. Maybe he could scale health like how Rhino can scale past his in iron skin, then the additional health can scale his damage abilities! 
    Octavia: Separate her song from her functionality. I don't want note spam just to be able to use her.
    Revenant: Reave Instant kill Exploit... Introduce a max cap of 50% health drain while being able to change lateral direction like wukong's Cloud Walker
    Rhino: Damages need to scale off his scaling iron skin. Iron skin and Roar needs to be recastable. Roar needs to be 2 time damage at base instead of the awkward 1.5 times making it pretty much 1/4th of Mirage's current buff. And Rhino stomp needs to stop displacing enemies the way it currently does: suspended in the air and safe from recast, head tucked and turned away from caster making headshots impossible
    Saryn: Molt should convert shields into health to match the natural function of Molting. Augment changed to provide health and shields as Molt takes damage.
    Titania: Spellbind, Tribute and Lantern are pretty much the same thing. Needs a new kit to stay relevant and easy to understand. Right now her abilities do too many different things. Make Spellbind a crowd control ability, make Tribute a small dmg buff ability that scales per kill, and latern a healing Aura in light (Mirage's Light vs shade mechanic).
    Trinity: Well of Life and Vampire leech should not have duration and be recastable. The damage isn't important anyways, while Link and Blessing desires positive duration their base durations needs to be at least doubled to keep up with more modern frames.
    Valkyr: Paralysis needs to have improved range and angle. Currently her Warcry is better CC than her actual CC ability. Hysteria needs to have ALL her negatives alongside her invulnerability removed. She doesnt need invulnerability, and her energy guzzling is by far the worst in game. Hysteria should become: Immunity to status effects, knock downs, and maintain her life steal. Talons need to scale with Acolyte mods because her range is too small. No more insta die from being nullified.
    Vauban: We'll see...
    Volt: Speed needs a duration increase as well as a gating animation to prevent the Affinity exploit Khora once had that got players banned.
    Wisp: Sol Gate needs to have a higher rate of fire. They're discount Peacemakers for sure, but people can use arcanes and mods to improve the hit speed. The beam currently doesnt hit as frequently as a continuous beam should. Instead of being a gate to the sun, it feels like an ignis with 2 free mods slots unused.
    Zephyr: Air Burst should become something that either knocks down enemies, or suspends them in the air for a short moment. Turbulance needs to be recastable, and Tornado needs to turn Zephyr into the tornado, Pulling in enemies towards her with the current hit box advantage of shooting the tornado to distribute all damage and status effects to enemies inside. Tornado does not need innate damage.
     


    PS. If I had to guess. Limbo's Troll and Valkyr's broken 3 and 4 warrant them to be next at a rework.

    Lastly, to DE, we're not necessarily looking at these time consuming overhauls. We simply need these quick pass by changes (recastability, number tweaks, equation changes). The current rework cycle is unsustainable, as more frames are introduced, the pace at which complete reworks need to take place will quickly overwhelm staff. Dedicate true overhauls onto seriously broken frames, and save time and effort by patching the frames I mentioned more quickly without a complete redesign. Players appreciate more frequent gestures of care rather than infrequent presents. I hope this helps elucidate the reasons why certain frames just aren't popular.

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