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CaptainMinty

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Posts posted by CaptainMinty

  1. tbh, Wisp is one of my absolute favorite new Warframes. Good supportive buffs, dishes out some decent damage and has Radiation AND Corrosive, stealth in air while not firing? I like all these things. She's more than suited to handle Sortie content, and stays alive without help from others. She's more than strong enough for whatever we have.

     

    8 hours ago, Highresist said:

    -snip-

    You toss Oberon into a support role when he's a damage dealer too? It's like he's a jack of all trades too. Reckoning hits hard, strips armor, and CCs. It does it all. Hildryn is a jack of all trades too. Deals massive damage, buffs the team, controls the enemy and tanks. Wisp is also a supportive jack of all trades, able to damage and cc, support, and tank a little. Garuda is utterly unkillable built right, and rips enemies to shreds. Baruuk is the only recent Warframe that I can adequately say that just, kind of falls flat. He needs a little help, but that's for another thread.

    And creating king of one Warframes would create this stagnant gameplay. Imagine a world where only two or three warframes were good for a mission type, and weren't good in any others. Mesa only worked well in ESO, and was pretty weak in most of the other content. Variety is part of what makes Warframe so great. Being able to use a plethora of weapons and frames most of the game's content is what is a massive draw. Different ways to play are healthy for Warframe. 

  2. Personally, I say remove blink and replace it with something else. Blink in Archwing gameplay launches so far it loses any effectiveness other than mobility, which the Itzal has loads of in natural speed. The drones draw fire quite well and instant stealth and brakes with an aoe crowd control make the Itzal an incredible support Archwing. (though Amesha still rocks the boat.)
    Blink should be replaced with a proper damaging first that synchronizes with its third. Perhaps an aoe stun wave that briefly prevents enemies from moving and using their weapons while doing a small amount of damage? I don't know. Just Blink is boring as an ability.

  3. My biggest problem with Sentinels and pets is that equipping a pet on a squishy frame is begging them to get obliterated by a sneeze from a charc eel. I'd like flat and link mods for pets so they don't end up getting the shaft from those frames that have incredibly piss poor health, shields, and armor. 

    As for weaponry, I'd like to see buffs to some of the weaker ones. Imagine Deth Machine Rifle pouring out status effects. Sure, it doesn't do much damage, but imagine it shredding armor, shields, or viral proccing the world. And Vaporize needs to just delete enemies. Flat out, instant kill on a 20 second or so cooldown. It wouldn't be op considering our rate of destruction and genocide.

    Sentinels hold the utility spot quite well though with most of their abilities. It's important to make sure that Sentinels don't get too strong. Helios as is with Assault mode and Deconstructor absolutely eats through most starchart content. Give him a few forma and he becomes a dandy little genocidal maniac, throwing himself at everything that moves.

  4. The issue with creating a mode that favors controlling opponents over dealing damage is that CC frames are actually low key absolutely overpowered. In fact I'd say more so than damage frames. The only difference is the time it takes to murder. CC frames safely lock down enemies to be killed, giving that safe window and assurance of a kill. Meanwhile damage frames skip the lock down and just kill. Both can kill, especially with the weapons we have available. Prioritizing CC would most likely mean some form of damage gating or insane mitigation, which would annoy both parties, CC and Damage. 

    I can't offer a suggestion to change this either. Because Damage ends up killing everything, and death is the best CC, Damage is more prevalent. CC is not needed if all the enemies are dead, but if enemies become too strong to be destroyed by damage in a consistent manner, it ruins the high speed pace. 

  5. 1 hour ago, SilviaS12 said:

    rolling is just another way, whatever the case the player should have the choice to roll, block glide or aim glide, not how you say is best but how the player sees fit.

    And most players were incredibly upset when coptering was removed too. Point is, everyone abhors change, yet want it, making a strange limbo of wanting something different then yelling about it when it happens. Example being I saw a thread complaining about individual extract on survivals, after it's been asked for for years.

    54 minutes ago, SilviaS12 said:

    as if rolling is the only and best way because he says so and his explanation is all reason for block glide to be removed.

    I highlighted several options, rolling being the prime example as it offers the same benefits as blockgliding. And at no point I agreed with blockgliding being removed. Is it a shame? Yes. Little bit of style lost. Is it reason to cry that this entire new system fails? No. If anything this negative is shining so brightly because human nature will always remember the negative more than the positive.

    Instead of whinging about how blockgliding is gone, and crying that the whole system is utterly broken, instead actually provide thoughtful feedback. Why not give a toggleable option to make blocking automatic, or based on a key press? Or perhaps hybridize the key press so it allows manual blocking while autoblock is enabled, allowing for blockgliding?  Think about improving what is, not regressing back to a system that alienated both modes from each other. Melee and guns were on two sides of the room. They didn't get along. They hated each other because the other invaded and interfered with the other. Now they coexist, and as always with change, a few things need to be fixed. 

  6. 3 minutes ago, Shadow-Spawn said:

    It does seem like those acts in the nightwave system makes zero sense - they are certainly not fun to play.

    DE should not force its playerbase to play stuff they do not want to play - like 15 acts each week for 10 weeks to get around the same rewards as before.

    DE should just bring back the quick alert system - that was a success for 6 years - in combination with the nightwave system - that way players can choose for themselves what they want to play.

    1. I mean, that's like, your opinion man. I've done stuff I haven't done in over a year thanks to Nightwave, and had fun doing it.
    2. Again, this is opinion, and the second part is so heartily wrong it hurts. Nightwave offers consistency. Work towards an objective instead of praying for an alert to have it
    3. Was it a success? Took me months to get CP on my own through the old alert system. In Nightwave, I would've had it within a week. The quick alert system was useless. It only hurt those with specific times they could play. CP alert come up while at work? Too bad so sad. Alternate helmet available when you're sleeping? Waking up for an alert on a game? Sacrificing a healthy night's sleep? Ridiculous. 

    DE needs to improve Nightwave, and never bring back old alerts. Old alerts were awful. They had no consistency to them. They worked on RNG and time gating. A sin should never be combined like that. RNG with timegates? Praying for the right alert to pop up during the few hours or so available is not something a player should do.

  7. 9 hours ago, SilviaS12 said:

    and for players that mostly attack with melee, how else you want us to close the gap? guns? no we want to use melee and dive in with a melee attack whilst blocking and gliding to close the gap, you play how you play and we play how we play, both are equally important to each playerbase. 

    I literally gave the answer to closing the gap. Rolling. Rolling gives damage resist similar to blocking, and closes the gap better than blockgliding ever has. Not to mention directional ground slams give another new gap closer. 

    And for starters, don't assume another's playstyle. I have preferred melee as well. Nothing beats smashing skulls in with a fiery mace imo. There's plenty of ways to close that gap between the enemy and the player. If anything with the removal of blockglide, it encourages players to roll more often, which is something they should do. Rolling provides a significant bonus of not only resisting a massive chunk of damage, but as well as repositioning in a much quicker fashion. 

    • Like 1
  8. Pros to Melee 2.99999999:

    • Instantaneous transition from guns to melee
    • Combo Counter pauses when swapped to guns
    • Ability to aim ground slams.
    • Automatic blocking when in melee mode (no more holding down a button)
    • Much higher quality VFX

    Cons to Melee 2.99999999:

    • Blockgliding gone
    • Channeling is much more difficult
    • Lack of dedicated melee mode

    Reasons why 2.99999999's cons are poor cons

    • Channeling is being removed when 3.0 comes out fully
    • A lack of dedicated melee mode is inconsequential as the instant transition puts players into the dedicated melee mode and the only reason it is requested is because...
    • In the new system attempting the old Blockgliding transitions to guns, however, blockgliding in itself was an utterly useless action as its primary use was to close the gap between player and enemy, a maneuver much better performed by simply rolling towards the enemy.

    Folks. Melee 2.99999999 is merely a portion of 3.0 and is just a portion of the system to come. Channeling is utterly useless without a dedicated mod, and arguably the only notable mod used in channeling is Life Strike. Channeling needs to go as it's an underused system that offers minimal reward for even bothering with it. It wasn't flashy, offered such meager rewards, and most importantly, drained energy that could be used for something a million times more valuable, like a single smite or soul punch. The only real loss here is Blockgliding, which in itself was very awkward looking and objectively useless. 

  9. 5 hours ago, nokinoks said:

    In a way this demonstrates why I'm suggesting health percentage damage as a band aid fix. It's easy to implement and remove and works across all Frames. 

    At no point did I suggest percentage damage to health. Instead I suggested armor stripping, and a first for an ability, shield stripping. Plenty of Warframes strip armor, Oberon and Frost for example. The shield stripping I mentioned would be something akin to a magnetic proc, but weaker and permanent. It gives her much needed utility and supports her team. Sure, it's still a percentage damage, but every type of armor strip (that I know of) is percentage based. 

    And health percent damage is not healthy. It becomes pointless if too low, and if enemy damage mitigation is too high, then health percent damage is just as meaningless as flat damage. The main problem with scaling is not health. It's armor. High level infested are a joke because they lack armor. Even the Corpus' shields don't offer much until really high levels. Armor is the problem here. Not health. 

  10. Part of Warframe's problem with PvP is the speed at which the game plays. In Conclave players are significantly slower than in the PvE game, which can leave a player in a sort of whiplash when playing Conclave after PvE content. A fully modded Warframe is a monster. A braton could take down a fully modded Warframe though. In order to turn our weapons against each other in Conclave, we must suffer extreme nerfs. Not many people want to ditch their beloved Rivens and builds just to take part in PvP. A complete overhaul would have to be done to balance this game around PvP. I'm not against PvP in any means, but as Warframe stands right now, PvP does not fit. 


    Though I would love more people to play Lunaro. I've got one nasty record in Lunaro.

  11. Finding a balance is incredibly important. Making skills that scale into the late game without trivializing all content pre-level 100. I'd have to say one of the capital offenders of scaling is Grineer. Their armor scaling becomes obscene. Even if an ability dealt 80% of a target's maximum hp, if they resist 90% of all damage, a percentage won't do anything more than a flat number. It would be better to revisit enemy scaling first before touching up abilities. (Though I will admit Ember needs some serious tender loving.) 

    Utility is something that should be taken into account when it comes to abilities. Damage isn't everything, and Frost proves this better than any frame. Slows, freezes, armor stripping, and barriers that scale with enemy damage dealt. He's a perfect scaling frame, but lacks damage. Crowd control is still very powerful, just, nukers being so widespread and easily to abuse makes CC frames a little sad because there's nothing for them to CC. The nukers kill everything before CC can be applied, and the best CC is infecting those baddies with a good ol' case of death. 

    As for Ember, her nightmare is just how poorly the over-nerfed her. With a passive that sucks (Why can't she light herself on fire?) Abysmal damage numbers, abysmal health and armor, and very costly abilities that don't output the damage necessary. Armor absolutely denies Ember, making her pretty useless at around level 40 Grineer. Perhaps to fix her, she needs a proper heating passive.

    The more abilities she uses in a short time, the hotter she gets. As her heat builds up, she gains significant increases to her power strength. Once she passes a threshold Ember ignites, becoming a walking fireball, slowly damaging herself and everything around her, gaining energy while in this form. As her heat increases, so does the speed at which she damages herself, but so does the amount of damage her fires do. Instead of her current second, swap it with a vent ability to reduce the amount of heat her passive has built up, while dealing a significant amount of blast damage and proc.

    World on Fire though, it'd be useless with the new passive doing basically what it does currently. Instead, she should have what I'm going to call Heat Wave. Ember releases a wave of heat that damages armor and shielding, burning max armor and max shields of her enemies over time. A toggle that slowly builds up passive heat but comes with the prerequisite of having a certain level of passive heat built up before use. While active, it strips enemy armor and shields per second by a percentage. While doing no damage itself, it helps her scale up as the Grineer get heftier and the Corpus get bigger shields.

    As for Ember's third, really it needs to be faster and dish out a little more hurt.
     

  12. Content drought at this point should be a meme within the Warframe community. These threads are so common, even after two months of seeing nothing they'll start popping up. Warframe is not like another pvp game in which adding a new weapon will change things in the game. In fact I wouldn't be surprised if the devs are running low on ideas for new weapons, considering the vast array of weaponry already in Warframe. Warframe seems to be a game that constantly brings back its players when it updates, while maintaining a good number of players between updates. It is a game that can be left, then returned to easily. That in itself is a wonderful part of the game. 

    I've seen the old days referred to often in these threads. For those of us who are old enough to remember those times, try to remember what there was to actually do back then. We got weapons more regularly yes, but all we had was the void and the starchart. Bosses for the most part were basically the eximus units of today (few exceptions out there, Mr. Kril.) In the old days, Void keys were the only thing players strove for. Now, there's a multitude of syndicates, two open world areas, Arbitrations, Sanctuary Onslaught, Eidolons, The Orb Heist (Forgive me I haven't gotten there in Fortuna yet dunno what it's called proper) and more.

    Even our bosses have been upgraded in some aspects. The J3 Golem is now an Archwing boss instead of being an Ancient reskin, which was a Runner reskin. Tyl Regor has a unique model and voice, personality, and story importance. Kril is still the same Kril, well, he needs a revist. Raptor? Brand new boss. Ambulas? Dude pops up in missions as a mini boss. And we have a proper story now.

    Personally, I disliked Tactical Alerts. They currently cannot be replayed, and I remember a friend asking what Alad wanted of us after completing all the story quests. The Acolytes. Content that they didn't get to, and the gear behind them locked away. And their returns are not something that players can count on or predict.
    Tactical alerts were nothing special for the most part. Most of them featured different enemy types with slight spins on missions. And a vast majority of the rewards were either a sigil or emblem, or a catalyst, reactor, booster, or an old weapon like the Snipetron, Machete, or Strun Wraith. Invasions now offer weapon parts to most of the weapons from tactical alerts, and the other rewards of sigils or emblems. Many of them featured an increased number of specific enemy types. Lifestealing Kubrow on a foggy melee only map. The Nightwatch, who basically have been replaced by Kuva enemies. 

    In terms of drought, was Tactical Alerts really new content? Was a new gun in a pve game new content? There are three different Tigris and three different Boltors. Are new weapons really something that will be satisfactory? New things aren't always appealing. A new shotgun won't change the game much. But, revamping old mechanics will.

    The Wolf of Saturn 6 seems to come at the request of players. A system in which we get a currency to spend on specific rewards the players choose out of the alert list. Such a feature is something we've been asking for since Sorties came to be. And now it will apply to Alerts. Hopefully this maintains as a permanent system so that new players can effectively get mods that many of us see as essential such as Corrosive Projection. While the Wolf of Saturn may not be essentially new content, it is a huge fix to one of the game's many problems. Alerts are and always have been inconsistent. 

  13. 7 hours ago, peterc3 said:

    If this is aimed at "end game" players, there shouldn't be any rewards but cosmetics.

    Leaving the drop tables to purely cosmetics would kill the mode quickly. Instead the mode should have proper incentive. Forma is always a good option. Cats and Reactors are good as well. Exilus adapters are decent, and Rivens are always in high demand. Boosters would be a good idea as well (but only if they made them as an item to activate when needed) and Kuva is a good reward for those who like Rivens. 

    The problem is, no matter what the reward is, it isn't good enough. If it is cosmetics, the mode will be tossed away as useless after the farm for them all is complete. If the rewards are staple materials used in everyday gameplay, like Kuva and Forma, it isn't good rewards because there are other options for farming it. Rewards are a constant struggle, bordering mundane to farm and forget. The rare items need to be rare to keep attention. Rivens are exactly that. They offer additional strength, but at the cost of exceptional rng luck or time. 

    As a mode, however, I enjoy the idea. Like finding an old Void Key that takes us to a hidden treasure vault in the Void that's super heavily guarded. Might be cool and worthwhile. I'd edit it to be one really tough solo mission though. A multistage mission, meaning no breaks and no changing the weapons and frame you brought in. Makes the choice of frame and weapons much more meaningful, at least in theory. 

    • Like 1
  14. Railjack PvP while being an option, would be nowhere near as fun as other games designed around the mechanic of a Coop Ship v Ship battle. Namely because Archwing seems involved and the mobility of a fully modded Itzal cannot be beat. The Railjack has no defenses that could accurately hit someone in an Itzal, and it's wishful thinking that we could deploy another player in an Archwing to hit them either. Meaning that a portion of Railjack, which would be Archwing, would break it. The best way to handle that is through special shields that an Archgun or melee cannot penetrate, but then comes boarding. How do you handle boarding? Current PvP has the issue of how fast it is, and it's absurd to think that boarding would turn out any different. 

    The best option for PvP in Warframe would be to make the PvP a Grineer v Corpus style, in which we'd play as the Grineer and Corpus and fight it out on teams. But that in itself would be an entirely different system. Taking cover, balance, unit classes, abilities, all of that would need to be worked on. Adding a proper, balanced, and fair PvP mode to this game would have to remove the Warframes as the sheer speed and power we have is absurd for a PvP setting. PvP in Warframe would be a completely different game. It basically is already. 

    • Like 2
  15. 25 minutes ago, (PS4)RenovaKunumaru said:

    I personally disagree with you statement but I respect your opinion. 

    I feel that although the game has soloable options, the creativity and difficulty is hindered when you leave content soloable versus requiring cooperative play. I'm personally tired of Warframes One Man Army gameplay and think game can do well with focusing on how to incentivize teamwork versus always catering to the OP playstyle.

     

    Challenging content is not at all tied to whether or not a mission can be done solo. And challenging content is clearly is something players have problems with when in regards to Warframe. Due to how powerful the individual player is, making this game difficult is nigh on impossible without negating or removing a portion of how powerful we are. This has aggravated the playerbase in every instance of it. Arby Drones, Nullies, and the time when combas had invisible negation auras. It isn't a problem of them not making challenging content, it's a question of how do they make it challenging without nullifying our abilities. 

    And that argument goes both ways. By requiring cooperative play, I feel that you're hindering creativity by forcing coop. The way teamwork seems to currently function in Warframe is to streamline the more difficult content in the game. Arby's are much easier with allies, and Eidolons take much less time.

    While the idea of encouraging teamwork seems positive, forcing it is not the way to go. I absolutely believe that Raids should have some way of being done solo. Teamwork can be incentivized without sacrificing the ability to play solo.

    50 minutes ago, (PS4)RenovaKunumaru said:

    Don't worry though, the devs have made it clear that they're on your side and they wont make challenging content going forward.

    And by the way, I never said I didn't want challenging content. I just don't want content to be locked behind playing with other players. Not all of us desire to play with randoms, and not all of us have friends with the same schedule. 

    • Like 1
  16. I never really did think about stuff like this, and it does make sense that our missions tend not to make sense at all. Who are we rescuing and why? Why are we capturing this specific Corpus guy? What does he know? Mainly I look at these things as simple redundant quests that some factions give you, like the Minutemen in Fallout 4. Settlement with heavily armed guards and heavily defended homes via machine guns and missiles? Yet some Raiders give em trouble makes no sense, but for the player it allows them to have something to do instead of twiddling their thumbs doing nothing. 

    As for changing things, I can't answer too much but I do have a few ideas. Instead of naming it Warframe Cryopod, they could instead have us defend either a random piece of Orokin tech, (Sometimes we do in alerts I think? I know there's something there) Or a defense mission could come with the a short, rush and capture of a prisoner in a cryopod who just so happens to be a Tenno sympathizer, or those lone operatives who get stuff for us on survivals. Those guys and gals we never see? Ya them.

    Rescue missions could be again, Tenno operatives that the Lotus uses to gather information and supplies when the Tenno themselves aren't available. I'd assume we need resources and whatnot to maintain our relays and we don't seem to gather them, so I guess they do. (And they defend the relay from regular enemies and their ships too most likely.) 

    As for the invasions where we defend a WF cryopod with the Grineer or Corpus, well, they've been too busy to implement something to make sense. (They aren't a huge studio after all, and focus mainly on new content and fixing that which is exceptionally broken or buggy.) If I'd have to suggest a way to make it more lore friendly, perhaps a caged prisoner needs to be protected for one side to gain an advantage, like perhaps a commander was taken hostage and mid transport when they got ambushed and locked into a position and needed our help to take them back? 

  17. 1 hour ago, (PS4)RenovaKunumaru said:

    And they should not be soloable.

    A huge reason why I personally did not play Raids was BECAUSE they could not be done solo. Not all of us have three or more friends down to do a Raid when I was, and as a result Raids were something I was locked out of. Granted, finding a public Raid group was possible, however some players have a preference for not playing on public and avoid playing with random players. Warframe gives us that choice, and it should be no different for Raids. 

    I was excited when Arcanes came to Eidolons as it meant as a player who primarily plays solo, sometimes with friends, this brought Arcanes within my reach. If they were brought back with the same 4 player minimum limit, odds are I'd never be interested in them and wouldn't even look for a squad to try them, no matter the reward of them. 

    • Like 1
  18. Last time a certain sentinel weapon was good, it kinda played the game for us. I remember hopping into a defense with three other guys, and all they did was stand on the defense target and let the Vulklok shred entire waves on its own. Their weapons shouldn't be good because if they get good, then it promotes lazier gameplay. If a moa or a sentinel can deal with starchart enemies, then why even bother? I say instead of working on Sentinel weapons, instead focus on the precepts and make them useful. Vaporize really needs a hand. It should instant kill a target, especially seeing as it sits on such a long CD as is. Sure, there should be exceptions to that like a juggernaut or boss. However, I still see little reason to use any other Sentinel than Helios or Carrier still, as they offer far more than the others. Carrier is free ammo, which pleases my Prisma Gorgon greatly. Helios has the only good sentinel weapon, and has the, "I really don't want to have to scan literally everything, please something save me" precept. 

    Really, the issue with sentinel weapons is that they shouldn't be for damage, but for status delivery. If anything, they're just a supplement. Sure, stronger Sentinel weapons would be nice, but instead the powerhouses of companions should be Kubrows. Doggies should be the ones to hit like trucks, Dishing out pain and punishment to foes. But that is a whole other discussion about their AI and damage, as well as survivability.

  19. How about instead of once a day, sticking drugs into one pet, we make it to where once a day, Ordis automatically uses a stabilizer on all pets not kept in stasis. This gives stasis a use as a way to prevent a constant drain of credits and stabilizers. And to ensure that pet health doesn't decay without notice, Ordis should give a reminder on login when he runs out of stabilizers for pets. 

    Basically, if you have three pets out and easily switchable then you drain three stabilizers automatically per day. You can place a pet in stasis to reduce the number of stabilizers drained daily, and all stabilizers still must be bought manually. This way, if you buy 180 stabilizers, you won't have to worry about it for a while. This way, we keep all the old mechanics that at this rate will not be removed, while satisfying the desire for having multiple companions easily accessible. 

  20. Alright. Bit by bit. Point by point. Let's go. 

    1) The Warframe lobby is very flexible as is. Currently one can be in lobby and access a vast majority of actions without affecting the entire lobby. The Arsenal, Foundry, Mod system, Relic Refinement, Focus, and Market are all available. Currently the lobby system's greatest problem is privileges. I agree that the Host should hold the power of kicking players, choosing the mission, and starting the timer, as well as allow the host to be the only player to invite players to the lobby.

    2) First off, never ever claim that a majority of players dislike something. I could claim that a majority of people hate apples based on my high school years where my entire table except me hated apples. Instead of claiming that a majority of players dislike something, boldly claim your opinion as one of distaste. Melee 3.0 aims to fix the problems of melee currently, in that combos while flashy, are relatively lackluster. When certain attack speeds are reached, it can be incredibly difficult to use certain combos due to pauses or precise inputs that a Speed boosted Warcry'd player could have trouble pulling off. As for other reworks, each individual rework has their problems. Ember has a weak passive because she cannot set herself on fire, and is way too energy hungry to abuse her powers efficiently. Sayrn is too strong to fully use her spores in weaker level content. Volt is a damage dealer and holds his place fine alongside other damage dealers like Mesa. As for maiming strike, it's power comes from it being a flat crit chance boost, and being a flat boost means weapons that suffer from lower crit stats can have 100% crit chance on slide attacks.

    3) The grind. My oh my do I personally see this complaint often. Cetus wisps are a pain. They are the worst pain of PoE. Gilding Zaws, making amps, they are vital to a large portion of PoE content. Are they terrible? In a way, yes and in a way, no. There needs to be a balance. Wisps are the heavyweight on the other side, so to speak. They help prevent players from destroying all they need to do in but a few weeks time. They are a rare resource, and for once actually have weight to being a rare resource. They're needed in numbers, and they spawn in low numbers on the field. There are, however, a multitude of ways to acquire a cetus wisp. Instead of complaining about the grind of cetus wisps, which always lead to a certain outcome, kuva should be the focus of complaint as it fuels an RNG based system in the form of rivens. And the grind is one of the ways DE uses incentives to purchase platinum. Boosters drastically reduce the time needed to grind. The problem with the grind is that often times there is not enough ways to acquire the item in question. I'd say Cetus wisps hit the mark of being just outside the mark of being too overkill on grind. 30 wisps is how much the T1 amp costs. That's not too rough a grind, and the T1 makes a massive difference for Eidolon hunting. From there, grinding Cetus standing, Quills Standing, and general PoE content can suffice. When I actively started hunting wisps, I'd already had a T2 amp from bounty wisps alone. There's a lot to grind in PoE, and a lot of it can be done simultaneously. 

    4) I'd like to refrain from commenting here. I do not involve myself in watching others play warframe. In fact, I don't watch livestreams of games period. I'd rather play them. As such, I cannot comment on point 4 as I don't have any reference or experience dealing with the content creators of WF

    5) Bugs are sometimes difficult to track down and eliminate. DE has squashed a massive number of game breaking bugs over the years, and have done an excellent job of keeping the game functional on a regular basis. Host migrations have been the worst thing I've encountered, and I can count the number of times I've lost items to them on one hand. DE has done a lot of fixing and QoL changes this year, and I for one praise them on repairing a lot of broken pieces of this game.

    6) As a lover of Team Fortress 2, cosmetics are VERY important. New cosmetics are a very essential part of character customization. There's already a large variety of mission types available in Warframe, and adding another would be quite redundant as they'd get tossed into the barrel like Invested Salvage quickly. (I shoutout  Salvage because it's one of the few modes I dropped Immediately.) It's easy to ignore the vast array of weapons in the game currently. And considering this I believe it must be difficult to come up with a new weapon that doesn't end up being generic rifle number 47. 

    7) Playtesting. It is inevitable that during developer playtesting they may fail to catch a gamebreaking bug. Based on how many times updates are delayed, it's reasonable that DE takes their time and tests as thoroughly as possible, before handing it over to the players who will undoubtedly break the game. DE has asked and acted upon community feedback multiple times, (example being Damage 2.5 I believe it was called) and often tweak things based on community feedback. Most reworks spawn from community feedback. Oberon's reworks to his kit, Frost's stacking globes, Ash's bladestorm (several times) have all been spurred by community feedback. DE does listen and test, and ask the community for feedback and actively takes it into account. There are some instances where they disagree with certain viewpoints as ultimately, they have a say on what they think should be in the game. There was massive backlash of the removal of coptering, but with Parkour 2.0, it's hard to argue that the game is not healthier because of it. I'm certain there was backlash about the removal of the old Rainbow builds but the combination elements are vastly superior than the old Rainbow builds. Personally, I believe DE sees the spin to win playstyle maiming strike has created as essentially Coptering 2.0, and is reminded of why they removed it in the first place. Melee 3.0 is the solution, and hopefully, does what Parkour 2.0 did for the health of the game. Sometimes, just because initially the community reacts with distaste over a change, it's only because it is a change and not what players have gotten used to. 

    Plains was an attempt at something new, and DE admitted this. And when talking about Fortuna they've mention many times they'd taken into account all the things they've learned from the Plains in order to improve Fortuna. I'd like to mention that several of these points had no basis about Fortuna as well. Your title is somewhat misleading. Sure there is some ground in Fortuna, but for the most part, this is a very generalized rant.

  21. 27 minutes ago, (PS4)Lowk721 said:

    You know cephalons still count as AI? They are made from people but the people they were died for them to be created. Leaving artificial constructs made of data that include the memories from that person.  

    Ordis was once living, and Cephalons such as Simaris, Ordis, and Suda, all were once living beings. In fact, Orokin laws made it illegal to create AI. Sentients were the only AI created by the Orokin, and the laws in place that forbid them were there for a reason, as the Sentients rebelled. Cephalons were created in line with those laws prohibiting AI, meaning they were not AI. The way I see it, they are merely people who have been turned into servitors in the form of a computer. They may be intelligent and thinking, but unlike the Sentients, are limited by their programming. Ordis serves us as the Operator because that is his programming. He cannot rebel against it. Meanwhile the Sentients were designed to be thinking and grow so they might create a working living space in the Tau system for the Orokin.

    AI always leads to problems, and should be feared for it always has the ability to turn on its creator. The Sentients must be put down because of the threat the place on all life. They are manipulative, incredibly violent, and have a profound hatred for us. We command their greatest weakness, void energy. Hunhow has played the Sentient hand in trying to slay us. Other Sentient Mothers have attacked us and human life before (Gara and protecting Cetus/Unum whatever she did.)

     

    Spoiler

    And worst of all, "Our beloved Lotus" has turned on us, embracing her sentient form. She stole away Ballas and forced him to become her servant. Ballas accepted his death, he had made mistakes and retribution had finally caught him.But instead she has defied the justice we dealt for Umbra, and let him live. Lotus is just as much one of the Sentients and should be destroyed alongside them. It's high time we ended this war. And it's either us, or them. 

     

  22. The problem here isn't that there isn't enough room for utility mods, it's that mods like Serration and Point Blank exist. Raw damage mods just take up space and are aggravating. In terms of customizing a weapon, adding raw damage isn't a good idea in terms of a mod. Instead, mods should be utility based. In my honest opinion, it'd be better to see a buff to weapon damage and tie it to the weapon's level. I'd like to see more mods that increase magazine size be used, or something of the sort such as reload speed and fire rate. Straight damage is rather dull, and I'd like to see more variety in weapons.

  23. I don't care if Ordis was forced to love us, that doesn't change the fact that we should love him in return. Ordis does all of the building and piloting for us, keeping us safe from enemies while we rest. I still say without a doubt, I'd heal him if he wanted to, but by the fragments he'd rather forget his past because it haunts him in his new life. He was the one who fragmented his own memory. Knowing his past makes me only want to care and love him for because of how much he's been hurt. 

    On the topic of sentients, kill em all. They are AI. They deserve death.

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