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Damocles

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Posts posted by Damocles

  1. 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

     

  2. The bug I think exists is when playing as a client, quick thinking might drain more energy than normal, AND you may be more likely to be staggered. I recently did some kuva floods where Nova easily survived when solo, but had her energy completely removed in ~2 seconds when playing as client in a room thats been molecular primed. Level 80-100 enemies dont usually remove 500+ energy in seconds. In addition to 90% reduction with Null star AND 240% efficiency quick thinking, It would practically have been 12,000 damage in ~2 seconds. In addition to enemies being slowed Im pretty certain nothing would have survived. This doesnt seem normal, nor does this happen in solo play, or when I myself is host.

    I just had a random stranger let me borrow his simulacrum so I can replicate Host vs Client interaction. Sadly the lender only has level 105 maxed but that was fine because I could just match it in my simulacrum as host. Here are the differences:

    1. As Client, energy drains slightly faster, over shoots then bounces back at roughly 2 times drain, then 50% of energy drained is refunded
    2. As Host, energy drains slightly slower, more consistently, and doesn't bounce back
    3. As Client, with null star 90% as the only damage reduction, level 105 corrupted heavy gunner stagger locked Nova
    4. As Host, with null star 90% as the only damage reduction, level 105 corrupted heavy gunner did not make me stagger at all

    Note: for the stagger part as client, I tried using Redeemer's 35% damage reduction, and it prevented me from staggering, whereas I didnt even need it to prevent stagger as host.

    Can anyone else confirm this weird chaotic drain and stagger penalty as client?

  3. On 2019-10-10 at 11:37 AM, swinginman said:

    Going to just ignore the rest of the post and answer this question.

    If by "internal power rating" you mean how they decided to buff and nerf dispos, that is simply weapon usage statistics. If you want that information to be public, hiding that request in this massive complaint thread isn't a good way of going about it.

    If you're talking about Riven stat modifiers based on weapon type, I have an excuse to explain how this is done. The following information is based on Semlar's Riven calculator, which I believe to be the most accurate of its kind.

    Each weapon type has a static modifier list for every possible stat a Riven can roll. Those numbers can be found here: https://10o.io/rivens/rivencalc.json in the buff table, right after the weapon table.

    For each stat, that number is multiplied by the Riven disposition to create a temporary "base" stat. That base stat is then multiplied by another modifier based on the number of bonuses & curses. That table looks a little different based on who implemented the calculations, but I have simplified it here:
    Bonus Weights =  { +++, +++-, ++, ++-

    0.75, 0.9375, 0.99, 1.2375

    }

    Curse Weights =   { +++, ++

    0.75, 0.495

    }

    So to recap, we have: base = ( dispo * stat_modifier * count_modifier )

    The random variance is basically 10% of the base stat. So var = (base * 0.1); max = base + var; min = base - var;

    So there you go. This is how Riven stats are generated. Power ratings are all based on weapon type. This information is public to people who are willing to do a little digging.

    I know everyone is salty about the Riven nerfs, but it is what it is. Your Rubico will still kill Eidolons very fast, and Catchmoon Rivens probably deserve to be un-slotable. As someone who pretty much only plays the game for Riven mods, I have accepted that they will get buffed and nerfed a long time ago. You don't have to agree with it, but it is a crucial part of how Riven mods were designed. If it is really destroying your desire to play this game, then I think you are too attached to a small handful of weapons.

    Sorry, thats not what I meant. We already know how the numbers are done. What we DON'T know is their internal discussion on why they nerf weapons besides popularity. This post was way back when they did the Fortuna changes, where an internal discussion was associated to the typical popularity rating when deciding which weapons get buffed and nerfed.

    I also agree that rivens are pretty much designed to be a false hope. It's almost a cash grab at this point to stir up plat exchanges when things start to settle. I just think that if DE genuinely wanted to balance their weapons, they'd make actual base changes. Remember, these only effect dedicated players who are rich enough or lucky enough to get good rivens. They make these changes with disregard to facts like: damage, critical chance, multishot and negative is not the only combination possible. Take catchmoon for example, it doesnt do more damage than rubico, but it's innately good because of INFINITE PUNCH THROUGH and INFINITE AMMO and WIDE SWEEPING AoE that clears hallways worth of enemies. What a riven nerf will NOT do is remove that Infinite Punch Through, Infinite Ammo, Wide Sweeping AoE. It even can be built with guaranteed critical hits without rivens. There does not exist a a possible nerf that would make players NOT use the catchmoon. So DE's popularity treatment and balancing the game is a lie. The only thing this does is make you spend more on riven replacements by making your old rivens worthless. That 3k Tiberon, now 500p, that 3k Catchmoon now 1k, that Godly Opticor, that decent opticor... Now replace it with the new Fulmin rivens by spending another 3k, Fulmin nerf, now worth 1.5k. This is called planned obsolescence. Apple does this to their old iphones and ipods via software updates to force their customers to buy new phones and devices. There's absolutely no reason for a game to introduce balance changes by nerfing (NOT THE CONTENT, but) the players inventories. This has become so bad that you'd never find any Akstilleto riven worth buying in the place of Primed Heated Charge, so you get the new Acceltra, get a new riven, and buy more plat to make it happen.

  4. Those Drahk Masters throw this boomerang that disarms you and spawns your gun as an intractable on the ground to reclaim your weapon. This mechanic is bugged. On 2 occasions on the grineer sea lab tiles, I was client (not sure if related), the Drahk master disarmed me, and it died at the same time. Then my gun didnt spawn on the ground, which on the first occasion, people (besides me) were able to see a blue marker, while on the second occasion, nobody saw the blue marker. Luckily heavy weapons are a thing, because if I took only 1 gun to the mission, I'd be screwed

  5. 1 hour ago, Gurpgork said:

    Hot take but everything they added to the tables this patch should have gone to the store. Rotations should give you Endo, Ayatan, and Vitus, while the store gives you the mods, arcanes, and cosmetics. I don't understand why they added a token system, but then only let you get a handful of things with the tokens. 

    I suppose that's true but the reason RNG based grind is so prevalent is the very same reason why the UK is banning loot boxes and addictive technologies. It's a careful formula of making the grind harder so you play more and spend more. DE does this so you play the game more, while other games do it so you pay them real money. In that relation, DE is fair. Because I can trade the arcanes I dont want for those I do want, I think it's actually well done. Just yesterday I traded 6 Tankers for 6 Primary Chargers. They're trash arcanes, but novelty nonetheless. Plus the RNG aspect can jack the prices up

  6. Arbitrations needs to have a few things changed before it should be released

    1. it has to be server hosted: your invulnerability phase during a disorienting host migration will never be enough to compensate for the death of some new player who bit off more than they can chew
    2. Death should NOT be revived. Dont encourage new casual players to an pseudo end game mode. Also tying in with the arbitration revive system, its biased towards burdening other warframes health, so you're basically encouraged to use quick thinking frames just because very little thought was placed on the revive system. Remove it entirely.
    3. Cant see the Vitus Essence drops, you made the resource green line WAY too small to see and mark. They should be like sentient cores
    4. Remove the Seeding step from drops and move it to the arbitration store. You CAN'T benefit from multiple copies, so why force it to be a random option that dilutes your efforts? At least multiple copies of mods and arcanes can be traded and sold, ephemeras cannot. It wouldn't be a problem if it was dropped by Arbitration drones, but the fact it replaces your "would-be" reward with a "nothing", it clearly needs to be changed

    The rewards:

    • New Aura Mods:
      • Aerodynamic: 6 seconds added to Aim Glide/Wall Latch time, decreases damage taken while Airborne by 24%*
      • Swift Momentum: 30% faster Charge Attack speed, 6 seconds added to  Melee Combo time*
      • Shepherd: Increases Companion Armor by 180 and Companion Health by 300*
      • Combat Discipline: Allies gain 20 Health when they make a kill, but the aura bearer loses 10 Health when the bearer makes a kill.*
      • Melee Guidance: Reduces Melee Combo timer on Self by 6 seconds, increases Melee Combo timer for Allies by 12 seconds*
    • New Arcanes:
      • Arcane Primary Charger: On Melee Kill: 20% chance that Primary Weapon damage is increased by 200% for 8 seconds*
      • Arcane Blade Charger:  On Primary Weapon Kill: 20% chance that Melee damage is increased by 200% for 8 seconds*
      • Arcane Pistoleer: On Pistol Headshot Kill: 30% chance to gain 100% ammo efficiency for 4 seconds*
      • Arcane Bodyguard: On Six Melee Kills Within 30 seconds: Heal companion by 600*
      • Arcane Tanker: On Heavy Weapon Summon: Gain 1200 armor for 16 seconds*

    Lets Dissect them all

    • Aerodynamics Is a good mod for wall latch, but the 6 seconds of aim glide benefits almost nothing because gravity exists. You will land long before your aim glide allowance expires. Aero Vantage fixes this, but it becomes a 2 mod investment. Now I can say that the mod penalty is an actual issue because you must recall these are pseudo end game rewards. In an end game player context, mod use is really important and you should never be using 2 mods just to make something work. This mod needs a little bit of gravity reduction to make it worth while
    • Swift Momentum is EXCELLENT. It is the only mod that provides something of value, and that's combo duration. The charge attack speed (after rigorous testing) is marginal. You really don't notice it at all until you find a party of 3 using this aura. This doesnt matter at all because you're getting a solid benefit from the combo duration. If DE wants the make it a charged attack thing, then they really need to look into charged attack speed bonuses and why it feels like it's not even there.
    • Shepherd... Not the best mod, 180 armor and 300 health is really good for star chart content, just not high leveled sorties, kuva flood, ESO, and the arbitration missions you get them from. This is literally a new player mod that veterans are farming for the new player base. This is really shady to me but this is my opinion. I dislike the thought veterans are playing the game for rewards they cant even benefit from but the new players can. Shady!
    • Combat Discipline is completely bugged. I can see how this would work in theory, but as of now, its a reversed version of "final countdown" from yu gi oh. After X kills, you die. No Quick Thinking Affects, no Wukong passives, no nothing. Also your allied kills dont heal you back. It has no place in solo mission, making it inconsistent with other mods that solely benefit from all the other legacy auras. This mod needs to be COMPLETELY REWORKED
    • Melee Guidance. Similarly with Combat Discipline, is has no use case in solo missions, making it require a rework as well. The problem with this mod is that nobody in their right mind would use this when Swift Momentum exists. That's the explanation; all of it; it literally is a strictly worse Swift Momentum. Before you say a full squad effect, then imagine giving 3 other UNIVERSALLY useful auras like corrosive projection and 1 swift momentum and tell me which proposition is more beneficial to the group. 90% armor reduction and +6 combo, or everyone gets 30 seconds of combo which is way more than what you need (just use Naramon at this point because combo benefits melee, armor reduction benefits everyone using anything).
    • Arcane Primary/Blade Charger: Not really worth the slot considering other arcanes can often outshine it (like energize and grace to keep you alive and keep your buffs spammed). It does have a really neat case that it synergizes with the melee quick switch and further benefits from gun blades. However, 200% damage is regrettably nothing. At endgame, we realize dilution and Chroma exists. Because the damage increase is proportional to the ratio they add, you're more likely getting close to double damage when conditions are met, maybe +50% for end game players who already has damage as a fully saturated stat. Take the opticor, add serration, add heavy caliber (maybe riven for accuracy sensative guns) and you probably have 400% total damage, Add another 200%, that's a 50% increase (or less with all 3 mods). This is equivalent to bringing an unmodded rhino with you and have rhino use roar. The opportunity cost of 1 arcane slot, the conditions that needs to be met, and the non-scaling affect makes it best used for newer players, not the players who actually acquire the mod. The conditions and affect of this arcane needs to be tweaked. I would recommend it being bonus damage so it scales regardless of who you are and progression in the game.
    • Arcane Pistoleer: it's trash. Waste of a slot, and I'm not biased when I say it has only 1 use case. You're going to have to carry a rapid fire secondary weapon with LOTS of ammo, have incredible luck and aim to procc this arcane, but when it does procc, you're going to town. It's a niche case that will highly benefit the Pyrana prime, and not really anything else. The game does not spawn enough enemies to keep 4 seconds alive, adding on a 30% chance to gate the effect, this mod isn't really worth it. Choosing this mod is like choosing green in roulette. You win big if you do, but you're missing out on the more stable benefits of other arcanes. In an amortized case, you wouldn't use this unless it's the Pyrana prime and you're feeling lucky as it one of the highest damage output secondaries that has a weakness of magazine size. Overall, it's too niche to be an arcane, and should probably be made into a mod instead.
    • Arcane Bodyguard: Strictly worse pack leader, except you moved it to an arcane slot instead of a mod slot. You have 10 slots on your companion, while you only have 2 arcane slots. Enough said, this arcane is the WORST arcane of all the arcanes in the list.
    • Arcane Tanker: This arcane has 1 use case. Get armor for 4/8/12/16 seconds on summoning heavy weapon. Too bad it takes 4 seconds to complete the animation, the arcane's only useful at higher ranks and (because you cannot move during the summon animation as well as it may not be ready to deploy thus not likely to be a repeatable action) you're rarely going to benefit from this armor outside of Profit Taker. Even in profit taker, you're best option is to bring Chroma anyways, and armor isn't a high priority since you wont be summoning it every 16 seconds. Even in a mode where you're mostly switching in and out of heavy weapons, the duration is vastly insufficient for the trigger condition. Keep in mind, you lose the first 4 seconds too! The real use case and why this trashy arcane suddenly becomes THE BEST ARCANE for once again a REALLY NICHE CASE, is because Rhino can snap shot the armor gains, and keep it for the rest of the mission. When the armor needs to be refreshed, you arch gun can be summoned on command.

    Other bugs/inconsistencies with arbitration:

    • Sometimes the rewards are not shown in your Mission Progress menu
    • Cannot complete (or fail) an arbitration mission and go back in. Despite it not being kuva flood and you can be taxied back in, you cannot instigate the mission yourself unless you Alt F4 your game to leave the mission.
    • The arbitration drones are still not color blind friendly. Also don't highlight enemies the same color as the drone because it makes everything red and hard to find the actual drone
    • I avoid arbitration for corrupted missions because there is a weird interaction between the drone, a healer and a nullifier comboing up into an unstoppable trio. The drone is hidden behind the bubble and enemies, the healer prevents damage to the nullifier, the drone prevents damage to the healer, and the drone is protected because the nullifier and healer attracts enemies into 1 big wall of indestructible flesh.
    • Arbitration drones cannot be targeted by abilities because, reasons... It's basically a strictly better ancient healer and nullifier which ironically transcends when all 3 are present rather than overlapping their abilities. The arb drone possesses NO weakness. Damage is nullified, not absorbed like the healer with a limited health pool and thus limited damage mitigation. The nullification cannot be stopped by good aim or rapid fire weapons like a nullifier bubble making it pretty much an absolute nullifier. A weakness to the arbitration drones needs to exist. Personally I dont think that should exist. We already have armor scaling, nullifiers and ancient healers, while corrupted has all 3. We need something new, like changing daily sortie conditions per reward rotation would be fun and challenging rather than strictly annoying shoot the balloon.
    • Excavators needs a health boost. Excavation is right now is the only mission where someone needs to bring an area denial warframe or else everyone leaves the mission. There is no diversity, you cannot start the mission unless someone is forced to be a Frost or Khora. Limbo is okay if you have 2 of them. Then we look at Fortuna and their excavators have 60,000 health for level 50 missions, and we get 2500 health for level 80-100 missions. NICE!
    • Excavators have a 100% power level that means nothing because 100% of 100% is not actually 100% of it being fully charged. Does that make sense? Of course not, that's because you cannot redefine 100% to not be 100%.
    • Enemy spawns are SUPER DUPER LOW. They all spawn near 1 person, and there's probably 20 enemies at any given time; that's about enemies 5 per player. The enemy numbers dont scale at all. It would probably be better to spawn more enemies than to spawn arbitration drones. But dont let assets go to waste! Make the arbitration drones a rare enemy that we're excited to see for rare drops!
    • Disruption demolysts are minibosses that sometimes have various immunities and damage reductions. Add an arbitration drone in there and I don't want to deal with it. There's a certain level of acceptance where you make a villain powerful, then there's a making a villain annoying to deal with. I opt for not dealing with it at all since DE keeps adding new conditions to winning, and they're stacking. It's confusing, and obfuscates the player's goal of shooting things to have fun. Shoot the drone, CC the enemies, shoot the other drone, find the other drone, kill that drone, CC again, shoot the demolyst, follow it because it's a speeding bullet sponge, dont die because the demolyst is distracting you from the other enemies that came out of CC, stay alive, repeat some combination of... The other missions offer the same rewards and are much easier (less annoying) to do.

    The good changes: glad you read to the end, because the good needs to be noted as well so DE actually knows what is appreciated

    • Vitus essence is no longer a dead currency thanks to the kuva rewards you can redeem from them
    • Endo is pretty cool because you can sell it as a maxed mod for 150 plat+
    • Duration of the missions being lowered is pretty sweet. We get pretty bored out of our minds
    • Reward rotation changes dont really matter, but it was kept consistent to what is expected

    Comment anything I've missed or point out anything I'm wrong about. 

    • Like 1
  7. Yeah this mod is poorly designed and implemented. Literally final countdown, but reverse where after X kills you die in solo mission (Correction ANY mission with pub or private or whatever). Allies are not healing me either for their kills, so it's literally a for something for oberon, nidus, and wisp. This is a dumb aura. ANy aura that doesnt work in solo missions should not be in the game that supports single player action

  8. Just a thing that's been bothering me for years now. I like certain helmets from certain skins and certain bodies from certain skins. Put them together and you get a beautiful look, but the colors are usually mismatched and conflicting because shiny parts are not always accent colors; Sometimes it's tertiary and you either get a shiny gold body with yellow rubber on your head, or a shiny gold head but yellow plastics on your body. I was really hoping with all these new fashion options that eventually we'll be able to customize helmet and body separately. Something like how the dual energy colors are implemented now would finally allow me to match my Rhino Palatine skin with my Tenno gen helmet (which btw is tertiary for shiny parts on the body, but accents on the helmet making them never match up) I also have the same issue with Nova, but to a lesser extent. This would 100% make me LOVE fashion frame even more ❤️ 

  9. I just completed it, Nora congratulated me, told me I earned 1,500. Checked and it seems it completed, but I didnt get the standing, not 3000, not 1500. Closed the tab and opened it again. It has once again for the fourth time, reset to 0/150 as it reappeared on my roster of NW tasks

  10. I noticed on certain warframes "rears" that they sometimes have low geometry for some reason and then today I noticed a good example of what I saw.
    Warframe0077.jpg
    For some reason this side of the room is darker, so this ayatan is blocky, but from the other side of my room, it looks like this:
    Warframe0078.jpgThese are two different Ayrs btw, just on the different sides of the room with different lighting. But I'd like to see this fix for warframes as well

  11. Welp I just took 500 dmg on valkyr-P who has 2047 armor which means I would have taken roughly 3900 from a level 40 grenade. Everyone died while waiting for the extraction timer, which isn't a place where you could just hear the beeping and get off of without undoing the timer. It's unfair that you want to leave, wait for the timer, and take over 3000 damage to the face which bugs out the timer.

  12. Not sure why but a low level (relatively speaking 30-50)  corpus grenade can 1 shot any warframe in the game right now? Is this intended? I think I had ~90% damage reduction and Adaptation on when a grenade popped my 750 health to 0. I wikied https://warframe.fandom.com/wiki/Plasma_Grenade . The comments are really funny because I'm not the only one on this boat. While someone tried to explain that the damage is "not high enough" to kill us, everyone else confirms this thing is one shotting us. It's not doing the intended damage, it's doing maybe 5-10 times that in order to be 1 shotting us like this

  13. figured DE never gives us Kuva because it encourages people to spend money on platinum to buy it from lucky rollers. Also it doesnt matter in the end, whatever you roll gets nerfed anyways and trash weapons becomes god-like from a base stat upgrade. Literally the Cernos Prime is Stronger than the opticors after the update. That's how DE balances stuff (The wrong way for rivens, the right way for base stats).

    • Like 2
  14. I watched Xandy's video https://www.youtube.com/watch?v=QD9QF4prXec on augment changes and I had some very positive thoughts and very negative thoughts.

    First off, most of these changes (as they intended them) are really good. Increased values, increased range so that they're not melee range made a lot of sense. Some passives added in so that the opportunity cost of the slot wasnt wasted against something like fitting in an Augur mod was a good move. 1 outlier would be Magnetized Discharge but that's a bug entirely.

    What I want to express this time is not what I want to see changed. I am not providing my opinion on how things should be done. I am only going to explain the 2 things that are poorly designed and why.

    1. Recasting Augments. I am a rhino main, and I can't believe we have another recasting augment. It takes up a slot, It offers nothing more than a subset of things I get with Rhino Stomp. IE. Iron Shrapnel is a small AoE damage, Piercing Roar is an AoE crowd control, while Rhino Stomp is both AoE damage AND crowd control. They offer nothing to the Rhino Experience except they take up a slot if you want to recast it. Generally it doesn't belong to be an augment MOD because MODS can be upgraded. You dont need the mod upgraded at all so that it performs it's purpose. The description for the mod is currently translated as "Can recast. More drain if upgraded. Lose a slot for Augur Secrets/Message/Reach". Image shows that the mod literally can be ranked 0 and not exist.

    Warframe0064.jpg

    2. Hysteria. I want to say that the augment change was nice. It originally had too little range to make sense. However, Valkyr received too many incoherent changes that made her broken in terms of how she plays. Here's the History of her Hysteria:

    • Added life steal- Great
    • Fixes to her claws not being proper melee
    • Combo counter added and combo animations/attacks
    • Scales with melee mods
    • Uh Oh, we need to nerf her because people just use her Hysteria for god mode... INCREASED ENERGY DRAIN, DAMAGE IGNORED IS NOW A LOAN, NO GOD MODE
    • Arbitrary drain increased because efficiency mods double dipped, now fixed. (Guess you didnt need to increase the drain)
    • Moddable exalted weapons, which means you need more forma and CANNOT fit as many mods as you previously did because you now have no stance bonus.
    • Melee 2.999997 changes: No more blocking/aim gliding. Attempts to do so will break your invulnerability
    • Increased Augment range, added half second invulnerability so you can quick switch and DIE a half second later.

    So whats the problem? If you noticed the string of incoherent nerfs, we nerfed the drain TWICE. It was too low, so the drain is increased. Turns out efficiency mods double dipped, so revert the double dip. Hows that for double dipping nerfs? Next up, the melee quick switch prevents you from aim gliding like you previously could. You lose the invulnerability, BUT YOU KEEP THE ENERGY DRAIN. Here's an image of aimgliding, with no invulnerability, and still losing energy
    Warframe0065.jpg?width=1023&height=575

    Lastly: Here's what Hysterical Assualt basically is:Warframe0066.jpg

    That's the joke!, It's ripline!. You basically have a mod that does ripline, Except ripline can be used anywhere and not just on enemies. Though you do use energy, you dont lose invulnerability

     

  15. The mod at maxed rank says you get a healing stack every 3m travelled from wall running. From testing my observations are as follows (*Not accurate, but will be explained later)

    1. You dont have to wall run as a simple jump wall jump is sufficient
    2. A single wall jump activates it but travelling the 10ish meters will trigger 0 stacks*
    3. Bullet jumping does not trigger any stacks**
    4. single wall jump + double jump after and/or roll =  1 or 2 stacks sometimes*
    5. Aim gliding for more distance will guarantee you 0 stacks***
    6. Warframe abilties such as valkyr's rip line and zephyr's tail wind can be casted after wall jump to gain stacks
    7. The aforementioned abilities can be recasted to gain even more stacks as long as you dont touch the ground
    8. The distance traveled horizontally counts, but vertical distances do not. Going forward and back down count

    What is actually happening? Lets explain the "*" points.

    *: It turns out, the mod is triggered for EVERY 30 meters. THIRTY METERS, not THREE not THIRTEEN, thirty! It is cumulative, so eventually those 10ish meters you collected will add to 30m.

    **: Bullet jumping actually does something weird. You can still get stacks if your bullet jump without aim glide*** and it travels 30m, except it is a fresh 30m. Bullet jump resets the previous accumulated distance. If you bullet jump with Proton Pulse which grants you a super bullet jump, you can easily travel 90m immediately after the jump to get 3 stacks as proton pulse typically grants you a 100m bullet jump.

    ***: Aim glide does not reset cumulative distances like bullet jumps** do. They do however prevent you from accumulating distance as distance gained during glide is not counted.

    Conclusion: You're not going to get any stacks in a normal mission because your bullet jumps are resetting it and aim glide distances dont count.

  16. 1 minute ago, BLI7Z said:

    So you consider that with this they are scamming people? 

    who said that?

    1 minute ago, BLI7Z said:

    It isn't some time-limited event that you gotta grind fast to get the drops. Profit-Taker will always be there. You can take your time if you burnout grinding it. 

    your point with respect to the topic of the thread?

    1 minute ago, BLI7Z said:

    RNG can be really bad sometimes. You could feel like a 10% is 0.001% if you are not lucky enough.

    True, but not the point I wanted to focus on, I'm asking why is it bundle sale only.

    2 minutes ago, BLI7Z said:

    And I would've paid 10k plat for something I like. You know why? Because I want to support Warframe, and this little things like a sigil in a bundle is a good excuse for it. 

    Send me 10k plat worth of skins. You get to support DE, I get skins. Win-win situation

    4 minutes ago, BLI7Z said:

    They aren't making you pay a thing. You can spend not a single dollar in this game and get everything except tennogen and prime access accesories. 

    You're right, but I still buy tennogen and plat for slots and other warframe items. The difference is, I am buying the items I want. Not a bundle to make me overspend.

    6 minutes ago, BLI7Z said:

    This isn't a "lootbox" that you have to spend money to buy it with no other choices.

    This doesn't make sense, I don't think you know what a loot box is

    6 minutes ago, BLI7Z said:

    Platinum is a tradeable ingame currency that you can get by only playing and enjoying the game.

    Tradeable, yes. Earned buy enjoying the game? No, you Earn platinum buy doing the former, which is trading with other players or buying it with cash. The only time I earned platinum doing something I enjoyed is when you earn syndicate standing and I sell the faction weapon for 40p. Thats just me, so I don't know what mode you play they pays out plat instead of tradeables

  17. 1 minute ago, BLI7Z said:

    If you don't like their business model, just avoid it; if you don't' like the grind.. avoid it also.

    I dont like this one aspect of their business model. I cant really find another place in the market where they do this and it isn't some thematic skin theme bundle. This one bundle combines everything you can get for free in game into 1, and everything can be purchased separately except the sigil (awfully suspicious to me considering how I already have everything else except the syandana). Do I like the grind? That's a loaded question. Nobody likes to grind after X time spent. X is as you say, relative to each person. I ran 105 runs, I am willing to go to 300. After that, given infinite time, infinite opportunities, I will hate it. Eat an orange 500 times per month and you will hate it too. You may even die from that, and my point is that too much of anything is harmful. I am still blown away at 3% chance, 100+ runs. If you've followed up with the recent loot box fiasco with the FTC, there is incentive to cheat. I can't say DE cheated here, but I can certainly say there exists incentives to cheat if they so choose. You've got plat? good for you, I could have bought it too. If you'd pay 1k for a sigil, all the power to you.

  18. 4 minutes ago, Nibelhim said:

    So let me get this straight. You are FORCED to buy the sigil because you aren't willing to farm it?

     

    Literally every game of this type or similar has 1 or 2 things that have an insane drop rate. 

     

    There were these boots in an mmo I played that had a 0.001% drop rate. Killed millions of that mob and never got it. Level 10 guy passing by killed his first mob it dropped. It happens. He was nice enough to sell it to me for 1 billion in game currency.... >< 

    I already got it...

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