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Necuno

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Posts posted by Necuno

  1. Honestly, I'm hoping they apply whatever they've learn from Plains on this, and that they perform some improvements to the plains based on what happens when Fortuna launches.

    I'm not as down on the plains as many people are, but I agree that it is too much of a hassle to visit for the rewards it gives. Perhaps adding a high-stakes, high-reward challenge bounty (like a Sortie type of deal) with cool rewards would improve engagement with the Plains. Of course, we have to understand that a certain level of RNG influence is necessary in order to keep people from getting everything and then disappearing, DE wants to maintain player count. But something like an 8-step super bounty that can reward lots of endo or lenses, along with a couple of rarer items might be nice. Maybe simply adding more enticing rewards to the incursion drop tables might help as well. 

    Anyway, I'm rambling. Point is I don't think there's anything innately wrong with the design of the Plains given the nature of the game. But a few quality of life improvements like the ability to take bounties on the field like they're doing with Fortuna would help me stay engaged with it. Also, it would behoove DE to add void fissures to EVERY NODE. Those are always being played. Want people to play archwing? Put fissures there. Want people to visit the plains? Fissures. Wherever we can open relics, we will go.

  2. On 2/9/2018 at 8:47 PM, PsiWarp said:

    First thing first: Thank you DE for bringing us quality content time and again. You hardworking folks deserve much pats on the back for your dedication to your crafts and masterpiece of a game!

    I will update this post with my feedback as I plow through the changes perform testing in public matchmaking and the Simulacrum. There's so much to go through, everything feels familiar yet fresh. Let's begin!

    Atlas

    • Rubble
      • Atlas has always had difficulty staying alive against high level enemies without using Landslide's invulnerability period or hiding behind Tectonics. Rubble providing both health restoration and bonus armor helps address this issue, and its current implementation encourages active melee combat that fits his brawler theme.
      • The new UI really "solidifies" this new addition as core to Atlas' kit. Nicely done!
      • Hard to See: Rubble's pickup model can be difficult to spot when moving about. Even though it is a shiny rock, it can often blend with textures on the ground.
      • Not Vacuum-able: being unable to use Sentinel Vacuum to rapidly collect Rubble (nor Atlas' own innate tiny vacuum radius) leads to the need for backtracking for uncollected Rubble. I understand why this is the case even though it feels inconvenient, since Rubble is designed to provide twofold benefits and the player may want to choose between healing or gaining armor (or leaving available Rubble as backup for future encounters), which he/she cannot really do if Rubble is quickly gathered by Vacuum. I would prefer for Vacuum to collect Rubble, however.
      • Augments Inconsistency: Landslide's Path of Statues also petrifies enemies, but those enemies would not drop any Rubble when killed. Rumblers' Titanic Rumbler takes away 1 Rumbler in exchange for its effects, but only drops a Rubble that provides the health or armor points of a single Rumbler, rather than the combined sum of 2 Rumblers; this can be seen as an additional downside, and this augment is already considered unattractive due to its unremarkable effects (Rumbler's ground slam taunt is not effective, and the Rumbler moves more slowly).
      • Floating Rubble: not a big problem but it is odd-looking.
      • Armor Decays Too Fast: 10 armor points drained per second feels a tad too quick. Even more so when facing Nullifiers and the like. Since Petrify and Rumblers are both energy-costly powers, it becomes difficult to maintain Rubble's armor benefit without specializing heavily into Ability Efficiency.
    • Landslide
      • All of the changes are rather nice on an already strong ability. Since Landslide is one of the more dependable abilities made for killing high level enemies, I can always count on it to provide its bonus Rubble.
    • Tectonics
      • With the new Rubble mechanic, I assumed Bulwarks would drop Rubble when destroyed by enemies or when the boulder exploded. Could this feature be added? If not for the regular Bulwark, then perhaps the Petrified Bulwark?
      • Petrified Bulwark's buff to boulder rolling velocity (and extra distance) feels great. One of my gripes with Tectonics was that the boulder traveled too slowly and too short a distance.
      • However, there are still several problems with the boulder that haven't been addressed:
        • Low damage: Still deals relatively low damage even though it is increased by the Petrified Bulwark and against Petrified enemies.
        • Brittle: Boulder will often blow up prematurely by colliding into terrain, before it has a chance to go where Atlas pointed toward. This is most apparent when the Bulwark is facing the opposite direction of where Atlas recasts 2, so the boulder has to do a U-turn- often blowing itself up by smashing into walls and objects.
        • Hit and miss: Boulder's enemy collision radius is too small. It requires a lot of precision for the boulder to actually pick up enemies along its path and carry them away.
      • Since Tectonic Fracture bulwarks cannot turn into boulders, they cannot take advantage of being Petrified Bulwarks. Perhaps allow Petrify to also enhance Bulwarks' durability (the silver stone looks awesome and feels like the wall is reinforced with metal), so this augment can still take advantage of this synergy?
    • Petrify
      • Snapshot Petrify with instant freezing is miles ahead of the previous iteration. Old Petrify breaks the flow of his melee rampage and hindered his momentum. Now Atlas is much more viable for crowd control and can go straight back to his punching. It just feels more fluid!
      • Cone Orientation Issue: It seems the 60 degrees cone still comes from Atlas' eyes. There are times when I try to cast Petrify toward my aiming reticle, but Atlas is in the middle of an animation (e.g. rolling) so it somehow misses the enemies right in front of me (Atlas' face is in another direction at that moment). It would be nice if it will always center the cone toward the aiming reticle, so players don't end up wasting energy casting Petrify that just won't hit where they look.
      • Very Energy Hungry: being one of the primary ways to earn Rubble, Petrify at 75 energy per cast (often more due to the cone issue above) is much too costly to maintain.
    • Rumblers
      • The general change to summoned units really helps Rumblers stay relevant against Nullifiers and other related enemies. This was a major problem when facing Corpus and Corrupted since Rumblers essentially became wasteful to cast.
      • I really like the instant Petrify area added to Rumblers' creation. It and the Rubble drops encourage using the detonation function more often.
      • However, Rumblers' detonation explosion still feels unremarkable. The damage falls off quickly and diminishes over distance, and does not proc any Status Effect or stagger or ragdoll enemies away to cover for that damage falloff. Adding an additional effect or improving the explosion damage or both would really solidify this feature as a viable means to use Rumblers as walking time bombs.

    Everything this fella said. All of it. Atlas is really close to being not only fun to play, but also able to keep up with other frames. A few tweaks and he's golden.

  3. On 12/7/2017 at 1:14 PM, Fuleng said:

    Well people loosing interest in PoE is a good thing. If we are lucky we will make DE put the project in the shelf next to the archwing and lunaro ones.

    That will give them time to invest in more important thing like a new enemy faction (please let it be an alien race) and more maximum carnage missions ;)

    Honestly. adding aliens to Warframe might just make me quit. Way to take out all the charm and novelty of the setting and bring it down to the most generic conclusion.

  4. This seems to be happening with defense missions in general. The enemies' pathing is broken in a lot of them. Enemies just spawn and sit at their spawn position until you run all the way there to aggro them. We always had a problem with enemies getting stuck on parts of the map in Earth defenses, but now it's a generalized thing. Very small maps are the only places where it isn't much of an issue, it seems.

    I actually got a screenshot of the issue on Europa, but posting would be a chore.

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