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MayssonFairbanks

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Posts posted by MayssonFairbanks

  1. Nidus

    First: when Nidus is down, he loses all his charges. Even if he gets revived. Losing all the charges when you actually die is ok, but losing charges when you're just down is a pain in the butt. Especially when getting one shot by a sneaky juggernaut shooting spikes through walls.

    suggestion: EITHER remove the removal of charges upon being down, OR rework nidus' passive so that he loses a % of charges instead of a flat number.


    Second; Nidus' 2, the flying tentacle monster who grabs all victims in sight. It is a really cool cc, unfortunately there is one issue that prevents it from working properly: it doesn't cancel the enemies' animations.

    -> For instance when the tentacles grab an Ancient who is readying his hook, the tentacle grabs the enemy and puts him in the pile, but doesn't cancel the hook animation. So you've got an ancient all jammed up and floating upside down amongst a pile of infestation, yet he still manages to hit ppl with the hook, and drag them all the way. 

    -> Same thing with Moas: the Moa is in the process of casting its ground pound -> moa gets grabbed -> moa ends up in a pile of flying bodies -> ground pound still goes off.

     

    Third: Nidus' survivability seems kinda high, however here is what I don't understand; why such low hp? especially compared to let's say, Inaros who is godlike by the way. In my opinion Nidus should receive a baseline 50% HP buff. That would be a fair buff, not too significant, but just enough to make him more interesting, give him more mod flexibility.

    -------------------------

     

    Naramon:  sorry I didn't want to make another thread just to raise one single issue which is not that huge all thiings considered.


    Here is the deal; DE removed Shadow Step, because it was allegedly OP (in a co-op pve game). But then they gave us Naramon 2.0, but the irony is that Naramon 2.0, for all intents and purposes and by all accounts, is even more powerful than the original Naramon tree. 

    *We've got a super crazy void dash that opens enemies to finishers and grant huge damage (I'm talking about dealing several hundred thousands of damage in a single melee hit, during which the player is INVINCIBLE)

    *We've got an insane short range aoe that disarms enemies and confuses enemies

    *We've got an on-demand +50% crit buff

    Combine all of this with a semi-decent weapon, and what do you get? unstoppable death machine. So my question is two part: 
    -How is that better than Naramon 1.0 and Shadow Step from a balance perspective? Seeing as balance is apparently an obsession and the reason why you buried SS
    -Do you plan to bring SS back, in one form or another? it was a fun mechanic and I miss it (Im sure Im not the only one)

  2. il y a une heure, (PS4)Chris_Robet a dit :

    Ash doesn't bring anything to the table that other frames do better outside of extremely high levels where he can use covert lethality almost better than anyone else. 

    This is a non-issue. Regular content does not require bringing anything to the table, it can be easily completed using any warframe, so it is irrelevant. ''Extremely high levels'', basically, where the strength of the frames is actually relevant, he's good as you said. All in all: he's suitable for low level content (as is any warframe). and he's suitable for high level content as well. What's not to dislike about Ash?

    In conclusion I'd say that if ppl have a bad experience with a Ash player, they should blame the player, not the frame imho

  3. Anecdotal evidence? Or maybe simply people dislike the Ash Prime skin... I won't blame them cause it looks like some kind of weird freaking pajamas... 

    On topic, Ash's toolkit is good, not perfect, but it can help overcome any situation. The only people who will reject you are those delusional min-maxers who take this game as well as themselves way too seriously.

    I for one have never encountered an Ash who spammed bladestorm, anyway I can pictureit, but any way you put it, it's still way less annyoing than A LOT of abilities in this game... Ember, Nova, Limbo, Frost, Volt, Mesa, Saryn, to mention a few; All these dudes have super annoying abilities, moreso than Ash's bladestorm.

    What about Excalibur's exalted blade? I have never seen such a braindead and stupid-looking ability, not to mention the horribly annoying SFX. Everytime I see an excalibur mindlessly spamming his energy blade crap like a mentally deficient kid, I facepalm and cringe a little. Doesn't matter how much damage it does, or how efficient it is; to me it looks and sounds absolutely annoying and kills the experience.

    Anyway Ash is in a relatively good spot compared to some other frames out there. Titania, Zephyr come to mind. 

  4. This is not important at all, and low priority

    I appreciate the ability to switch the camera angle (default keybind "H"), because for some reason I have a lot of trouble playing with the default cam.


    Suggestion in order to improve this feature even further:

    Add the option to wield weapons with the left hand. Basically mirrored weapon stances and combos animations.

    Thank you very much & have a nice day.

  5. Il y a 17 heures, MirageKnight a dit :

    All MR actually indicates is that a given player has ranked up a certain number of weapons (actively or otherwise) and successfully completed X number of MR tests. All MR tests themselves do is test how well and how quickly you can jump through DE's hoops.

    MR is not just an indication of how many MR tests players have done, these tests are irrelevant. MR is mainly an indication of how long players have been playing the game, how many warframes they'ves used and are familiar with, and as you said how many weapons they've leveled up and mastered. In other words it's an indication of how experienced players are. 

    However this is irrelevant because nowhere was I saying that high MR equals skills and good mods, I was saying that generally, people who have higher MR tend to have more experience, and they have access to better mods. How is this intrue?

    Also, low MR players generally are stuck with broken mods, and/or do not have the resources to lvl up mods. And the best weapons in the game are just crap without mods, you know this.

    Il y a 17 heures, MirageKnight a dit :

    On the topic of mods, getting better mods is often only a question of how much Plat you have or how much you were willing to grind a given tileset / enemy with other people to get said mods. Mods drop at random. There's no skill involved there - well except for making sure that your Nekros has enough energy and that Desecrate is running...

    First of all idk why you are bringing up the question of skill over and over, because it has nothing to do with the matter at hand. Experience does not equal skill. The skill does not matter, what matters is the effort. A noob who tries his best is infinitely more valuable than a skilled person who won't lift a finger.

    Second of all this is not completely true. One can get tons of useful mods simply by playing the game long enough. Except for a couple of super cool and super rare mods, such as corrupted and primed mods, which are totally unnecessary in order to succeed a bounty, players can get all kinds of powerful mods simply by playing the star charts, playing alerts, invasions and whatnot. There is no need to farm for mods in order to get a decent gear.

    Il y a 17 heures, MirageKnight a dit :

    It's a bit presumptuous to assume that a player with high MR is better skilled and equipped than a lower MR one.

    Who did assume that? You did, from the first sentence you wrote.

    Again, you're talking about skill but this is not the issue I was raising. OF COURSE, a high MR player can be as bad and as useless as a MR1 player, and locking bounties behind MR wont solve the issue. Ive already talked about that in the rest of my post (provided you bothered to read beyond the first line). I and other people on these forums have talked about how the leeching issues cannot be solved by simpy locking bounties behind an arbitrary number.

    ps: The theme of this topic seems to be reading comprehension, today? Idk why you guys freaking out over a simple word such as leechers? The word has a negative connotation, sure, but it's just a word, relax guys. Just like you call a cat a cat, you can call a leecher a leecher. Newsflash: people who used this word, used it for a reason: they did not simply randomly throw the word around, and hoped it would stick. They actually experienced the issue, they've thought about the issue, they know how to make the difference between people who leech, vs people who don't, and therefore they are able to make the informed decision of using the word appropriately. There should be no need to explain such simple concepts but there you go.

  6. il y a 38 minutes, -_Highlander_- a dit :

    You all missing the main point of warframe

     

    Free to play 

    you cant dodge what Devs create for the community

    CC first then they removed it now we all end up with diffrent MR so be it

    you all talking about the bounty lvl's not Sortie o wait thats the same lvl's  but then you hear nothing about this 

    iam wondering is it the impatience that people have these days 

    i mean years ago it where all fine Team work is the main motto .. oh these days oh boy all the rage against eachother .. and that only for an free to play game

    that show the true colors of the personality that is playing behind the warframe

    you can rage all you want . .and in the end it dindt got any effect other than hating eachother

    Stop with this anger all the time this isnt the way we wanna play right :thumbup::satisfied:

    Sorry to say this is quite short-sighted and naive.

    The game is free to play, not free to leech.

    There's a big difference there as well as serious economic implications. If you actually take the time to look at the issue and its ramifications, it's not that difficult to understand that yeah it's a bigger deal than people think.

  7. People who have high MR are more experienced and generally tend to have better mods.

    But in my opinion the way to alleviate the issue, is to add a VOTEKICK option or something similar.

    I'm fine with people going afk for legit reasons. Once in a while you'll play with a dude who's afk for 30s at the start of the mission, or a dude who's going afk for a bit during a survival. That's fine. Emergencies happen. 

    HOWEVER, lately I've encountered more and more players who simply start matchmaking then go afk for the entire mission. PoE or Star Chart, High, Low MR, doesn't matter. And it happens on a regular basis, sometime it's not just one player, sometimes half the squad is freaking afk.

    These dudes are actually relying on the hope that I will carry them through the mission, and I will earn the rewards for them. They expect us (non-afk players) TO PLAY THE GAME IN THEIR STEAD. Same thing with these low MR players who expect you to carry them through the PoE bounty.

    This is a huge issue in the context of this game and its economy. Normally I wouldn't mind, but in Warframe, time is money. Newflash: you want me to play the game for you? F**K YOU, PAY ME (in platinum currency please).

    here is a basic example for emphasis; carry a guy for free through a bounty, the guy earns kuva -> Uses Kuva to reroll rivens -> sells rivens for plat.

    Apparently I can put people on ignore and they wont be matched with me again, but I don't know how to do that. I press Escape, then view the profile of the player, then what? Anyway, the best solution would be to implement stricter anti-afk systems , or a votekick option.

  8. Hey there I love TItania, she is awesome and her abilities are kind of cool as well. I would like to play her more BUT she needs some serious buffing. Especially compared to newer frames such as GARA.


    1st Ability: casting speed is too slow, range is too short, duration is too short, this thing is extremely clunky to use (INVALID TARGET all day), and seem to require 4 or 5 formas to make it remotely viable/interesting.

    2nd Ability: Too much micromanagement. It takes WAY too much time and effort to get those buffs, especially in a squad. It feels more like a chore and it breaks the flow of combat. Barely worth the time and effort.

    3rd ability: requires extremely good positioning from the player AND the enemies. Meanwhile there are tons of frames with braindead cc and aoe spells who don't have to go to such lengths to achieve better results. So why bother. This ability might become useful with the augment, but again, if you really need cc and support you might as well pick a better frame.

    4th ability: Why does she take damage everytime she bumps into something???????????????????????????????????? This is especially infuriating when I'm trying to get throught a door, and the door does not open fast enough thanks to latency. Also it doesn't even make sense, in normal form I can bump into stuff all day, at tremendous speeds, and never get hurt. EXPLAIN? ?

    Passive ability: is laughable, and practically useless especially compared to most other frames.

    Suggestions:

    1. Give it faster cast speed, bigger range and longer duration.

    2. Get rid of the stacks mechanic, give titania 100% of the buff on first cast.

    3. I don't know how to make this ability good.

    4. remove the collision damage. (top priority imo)

    5. Give her a new passive, something that's actually useful. Such as: damage reduction when she's airborne, or something along those lines.

  9. il y a 12 minutes, Omega-Shadowblade a dit :

    I can strike a match and use it to light all kinds of fire. Does this make me immune to fire? no. 

    Also an ice resistance wouldn't be at all useful compared to his current passive. Cold really only happens from environmental hazards, and the rare arctic eximus. Meanwhile his current passive is pretty decent against almost all infested enemies and all disarmed enemies.

    You're not immune to fire because you're not a fire-based waframe. You cannot create fireballs and hold them in your hand. Human beings able to strike matches is a totally different thing from magical space ninjas who command elements.

    I agree that replacing his passive with that suggestion would not be the best solution. There might be another way to implement this.

  10. Sooooo I just got my hand on a Frost warframe, granted I'm not a big fan and he's just MR fodder to me, nonetheless it's a cool frame, eh creates snow globes, and doesn't afraid of anything.

    But then I played a mission on Europa, which is a very cold place, and while I was there I realized that Frost is actually affected by the cold DoT the same way other frames are affected.

    How come is he not immune to cold? Not even a slight cold resistance?Idk about his current passive ability, seems kinda bad, anyway in my opinion Frost should be immune to frost effects. Because how do you explain that he doesn't get harmed by his own spells? Is he the master of ice? or maybe I missed some lore, maybe he doesn't command ice, but rather some kind of special Void ice?

    Anyway what about Ember? I haven't played her but I assume she is not immune to fire either?

    This is a huge disappointment to me. I'm aware that Warframe has a lot of design inconsistencies, but this takes the cake imho.

    Suggestion:

    Give them immunity to their respective elements. If you don't want to give them immunity, then give these warframes some resistance.

    -Give Frost a passive resistance to ice & cold (duh)

    -Same with Ember, give her fire resistance (duh)

    -Also give Saryn and Nidus some kind of poison resist or something. 

    -And so on

     

    This would not make these frames "OP", or "broken". What if Ember was immune to fire, or had a resistance to fire? Would that break the game? No. It would be kind of handy during invasions and when fighting Napalms, but at the end of the day there already are tons of ways to avoid damage and/or get rid of mobs before they can even blink. The proposed suggestion would not make the aforementioned warframes overpowered or broken by any means, it would not break the game, nor would it prevent players from having fun imho. There are some people on this forum who want DE to nerf everything, this is why I am insisting on the fact that it would not be that big of a deal, actually it would be more akin to a QoL improvement rather than a balance change.

    XOXO

  11. You are MR4 and you still have TONS of content to unlock. I'm MR 17 with a one-man clan so I'm familiar with resource gathering. From my experience these basic resources you speak of seem alright for the most part.

    My advice is don't bother farming stuff. At MR4 this is a waste of your time. Only thing you need to to is play the game, unlock the map, do quests, alerts, invasions and syndicate missions. Just play the game normally and eventually you'll realize that you have tons of neurodes, gallium, orokin cells, you name it.

    Oxium, Cryotic, Mutagen samples for instance, these are the rare resources, fortunately they are not difficult to farm. Everything else is acquired by simply playing the game.

     

    But I too have been affected by the stupid RNG in a different way. After obtaining Broken War I made a HUGE mistake: Like a stupid idiot, I failed to go to the wiki, so I didn't know BW was a requirement for the War BP until I got the freaking War BP. In fact I didn't even know War existed in the first place until I got the BP. What a dumbass, right?? No one to blame here but me (end of sarcasm).

    So anyway when I was starved for slots, I sold Broken War. It's been 3 or 4 months now, and FFS that freaking shadow stalker has NEVER dropped that freaking BP. Only Dreads.

    Dread and Despair all day. No Hate though (very appropriate names for the situation btw)

    Best part: the BW BP is not even available in the market!!!!! What's the point of Plat and what's the point of the freaking market then??? Isn't it supposed to act as a shortcut for people who DON'T have 12 hours per day, or people who are unlucky with RNG.

    One can buy the latest waframes even the rarest ones, one can buy the latest guns even the one with insane requirements.

    HECK, one can even buy the freaking HEMA on the market, but one cannot buy one stupid melee weapon for some reason. I would pay 300 plat for this stupid BP by the way.

    Why is it not available? That would be GAMEBREAKING amirite? This stupid BW BP is burning me out.

    So yeah, I agree there is some RNG abuse in the game. Abuse because there is no way to circumvent it for some arbitrary reason.

  12. I started playing this game about 6 months ago, so I don't know the history of sprinting, but the sprint toggle resetting after aiming/shooting is the main reason why I generally avoid using ranged weapons. I'm a melee user all the way so this most recent melee bug is absolutely game-breaking for me.

    I don't want to sound like a drama queen either, but since the recent hotfix I simply cannot bring myself to play this game. Until DE finds a way to fix this, I will only log into the game in order to get the daily reward and then I'll log out.

  13. Mind Sprint: increases the distance of Void Dash.

    Executing Dash: void dash no longer ragdolls enemies, it opens them up to finishers instead.


    From my experience these two abilities don't synergize very well. Void Dash already has some issues. Mind Sprint gives you a super long distance Dash, but Executing Dash removes the CC component of Dash. 

    As a melee user:
    1. Encounter an enemy 
    2. Void dash through him
    3. Realize you're now 50 meters or more away from the enemy
    4. Try and void dash back to the enemy

    First of all this process takes a lot of time, and it is incredibly clunky especially in high latency or unstable environment. Almost feels like a waste of time and makes me question why am I playing Melee in the first place.

    Second of all, the 4th step which I described, is actually the biggest pain in the butt depending on circumstances:
    -Most of the times the layout of the level gets in your way. 
    -Most of the times, the enemy simply is no longer where he was before. 
    -Most of the times, you end up void dashing through a bunch of other enemies. This is the thing you DON'T want to happen; because finishers take a lot of time to perform. Opening up normal enemies that can be one-shot anyway is a huge waste of time, is a pita especially in a squad, and forces the player to spam stupid slide attacks in order to avoid proccing the finisher animations. Not to mention afaik there is no marker, no way to tell which enemies are opened up and which ones are not.

     

    Conclusion: at the moment, the best way to make use of Executing Dash as a melee user, is to hug the enemy and dash into the ground, right into his feet. Not only there is no flow, no smoothness to it, but it is an artificially bothersome, a nonsensical process no matter how you spin it, and more importantly, it defeats the point of having Mind Sprint in the first place.  

    Executing dash might work fine as a ranged weapon user provided you're 50 meters away from the target. But this is Naramon, and as a melee user ED is a pain. It feels like I'm not only fighting enemies, I'm also fighting Naramon and its circumvoluted limitations. In short the combination of Mind Sprint and Executing Dash makes Naramon even more cumbersome and difficult to use, on top of the already clunky Void Stalker mechanics. 

    Focus 1.0 was nice because it had a real impact on gameplay, and it simply used to work. Focus 2.0 requires the player to go through a series of hoops and jumps in order to achieve something that is barely worthwhile, and barely works at all. Hoops and jumps, fine, but make it worthwhile.

     

    So here is a suggestion to the Mind Sprint / Executing Dash issue: simply swap around Dash and Blast abilities.

    -Executing Blast: Void Blast opens enemies up to finishers.

    -Surging Blast: Void Blast increases the damage in an area around the point of impact.

    -Disorienting Dash: enemies hit by void dash are no longer ragdolled but get confused.

    -Disarming Dash: enemies hit by void dash also get disarmed.

    Would it not make more sense that way? 

    ->Executing/Surging Blast: single target, focused point blank blast breaking guard and opening enemies to finishers.
    ->Disorienting/Disarming Dash: aoe wave, just like the good old Focus 1.0 radiation beam, except this time, the player IS the beam. 

    These sorts of changes would fix the Mind Sprint synergy issues, AND make the whole right side of the tree actually interesting and worthwhile.

     

    Naramon has other issues though, such as Void Stalker, Void Hunter, Mind Step, these abilities desperately need a buff ASAP. Devstream talked about tweaking focus costs and focus gains, but I tell you, merely lowering focus costs of these abilities would be like polishing a turd at this point.

    Thank you, bye bye :heart:

  14. It is unrealistic and unreasonable as well. Not a big fan of PoE either, I just stopped paying attention to it. However the map itself is very cool and was very fun to explore. Raiding a small remote grineer camp is always a fun thing to do. Imho the core is well designed, but overall you're right, PoE has massive issues such as the ones you discussed, and I would like to add to that.

    Indeed, the grind is kind of awful:

    -Mining is horrible, because it's braindead and involves a lot of inactivity (running simulator). I did it once or twice in order to get 20 stones to advance Ostron rep lvl 2, but now I never want to do it again. If there are players out there who do actually enjoy it, then more power to them though.

    -Fishing is a nice change of pace and it used to be fun, but by the 300th fish, it became a bit boring. There came a time when I realized that PoE fishing was simply a waste of my time and energy, especially considering how much fish I needed to catch in order to accomplish anything. Also please remove the Small fish, especially those stupid 2.0 / 2.3 Kg fish, not only they are more difficult to spot and catch than the bigger ones, but also they give next to nothing in terms of standing.

    -Bounties are not my fun in my opinion. 

    • Protect the vault is awful, for obvious reasons, I mean it was painful to watch on devstreams and even more painful to experience.
    • Escort the stupid Drone is not fun in and of itself, but add grineer sharpshooters to the mix and you get pure hell. Also, why do I have to escort it to some arbitrary place in the middle of nowhere? Also, why not call the Landing Craft, grab the drone and be done with it. 
    • Find the caches is braindead and not that fun or engaging either. The original Sabotage / Find the caches missions on the solar map are awesome, those on PoE really pale in comparison.
    • Capture / Exterminate are alright, mostly beause they involve actually playing the game.

    -More about bounties; the whole experience is not appealing to me. I'm constantly under fire, there's tons of gunshots and explosions on a loop, there's tall grass blocking my view, parkour is useless, the minimap is useless, half the weapons and abilities in the game are useless, Archwing is useless, and so on.

    -Archwing, Where is my Grattler? Also why don't Archwing work properly in the plains? Grineer don't seem to have any issues with their ships, maybe instead of wasting our time on Archwing, we should hijack one of their ogmas instead? That would be much more effective.

    -More design inconsistencies; aside from Archwing issues, there is a massive elephant in the room: We are a bunch of highly futuristic individuals, able to bend space and time, among other things. We also have access to the most powerful weaponry in the solar system.

    In this context, please explain to me WHY do we have to rely on ANCIENT technology such as a handheld metal detector and, of all things, a freaking FISHING SPEAR ??? Dude, we had better fishing techniques 2000 years ago. Not to mention, it would be okay if we were fishing for sport or entertainment, but according to lore, we are fishing in order to help the Cetus survive, aren't we? Then why are we bent on using nothing but a fishing spear.

    Anyway, this could be a huge issue from a design and thematic perspective, but actually, it's not that big of a deal. It doesnt matter because at the end of the day, the rewards suck anyways. You can choose to avoid fishing, mining, and PoE entirely and you won't be missing out on much. Indeed most of PoE / Focus rewards do not seem to be worth the time and effort. Regular syndicates for instance are awesome, because they don't require any insane grind, and offer tons of great rewards. Compared to syndicates:

    -Grind Ostron and Quills, what do you get? Some archaic looking weapons for your warframe, some different kind of beams and some clothing for your operator. And some arcanes which are a cool idea but these are operator-only, so yeah...... 

    -Grind Focus, what do you get? A handful of underwhelming passives, and a bunch of extremely clunky and situational abilities.

    Speaking of Focus & Operator, DE needs to fix Void Dash ASAP. Make it more like Bullet jump, aka GIVE IT MOMENTUM. AND don't make the character stop to a complete halt as soon as he hits a slightly angled surface or even a pixel-high bump on the road. This completely kills gameplay and makes me want to jettison the Operator into the Void.

    ps: that's a lot of criticism but hey it's a beta, and I love the game. PoE is a great canvas, and doesn't seem to need a lot of changes. some number tweaking, also some buffing here & there.

    tldr; my suggestions are to reduce the braindead grind a little bit (make it less heavy and more engaging), and to give more incentive to the player (make rewards more worthwhile).

     

  15. 1 minute ago, ScribbleClash said:

    If you were fighting the Knave specter then you most likely killed yourself. While he posseses decoys, all damage dealt to him is reflected. If that's the case, then this instance of death accounts to lack of knowledge.

    Oh, I see, thanks. You are right, lack of knowledge killed me, but how could have I known? As far as I know, there is no way to tell this enemy had access to such an ability, and there is no combat log. Nonetheless, the matter remains: this is a mob that can essentially kill the player instantly without any warning that I'm aware of. 

  16. 37 minutes ago, AperoBeltaTwo said:

    3 meter radius starts in your warframe's centre of mass. Basically somewhere in the belly, so it's just a sphere 3 meter radius from there, meaning that the footprint on the ground is even smaller than that. And if you jump higher than 1.5 meter up it's completely gone.

    Oh, I see, It all makes sense now, thanks

  17. 1 minute ago, AperoBeltaTwo said:

    Scott said it's the same as the regular vacuum. It's just so short that you probably don't even notice it. That's why it isn't really a proper UV. It's just a crutch DE made for themselves.

    Thanks for the clarification. In this case it must be really short indeed, certainly less than a 3 meter radius, more like 1 meter.

  18. 9 hours ago, InDueTime-EN- said:

    It's already a thing. We have 3m vacuum on warframes now. 

    Is it true? As far as I know, this 3m vaccum only works when bullet-jumping. Running, jumping, or even sliding does not seem to trigger this 3m vaccuum.

  19. This issue does not only affect high level units, and is not entirely due to scaling in my opinion. Yesterday I got one shot by someting during the first part of the Titania Quest... I saw a mob spawning so I literally destroyed him in 1 or 1.5 seconds, but then before I could land the killing blow he basically did the same thing to me... Idk how he did it, but somehow he just INSTANTLY destroyed me. I was using Ash Prime with Steel Fiber, Redirection, Vitality. Apparently having 950 Shields, 1000 Health, and god knows how much armor were not enough, this mob literally one shot my character. The whole encounter lasted for about 2 seconds, after wich I proceeded to resurrect and finish hilm.

    I did not have any trouble with the following encounters during this particular questline.

    Depending on circumstances, I'm ok with being destroyed by lvl 100 special units, but this particular mission was a lvl 20 quest....

    in my opinion, warframes get one shot because they are actually very squishy. From my experience it seems that our survivability mostly relies on being able to kill mobs before they kill us. Suggestions: either buff baseline warframe stats such as HP and Armor, or buff mods which give survivability. Make Redirection, Vitality etc. better so that they actually make a noticeable difference.

  20. Sup Tennos, thanks for the replies & feedback. That thread was made about 2 weeks ago and I had limited experience with the tree, anyway I completely agree with your views as well as your suggestions.

    -About executing / surging dash: is not as bad as expected, because on-demand finishers can come in handy, but it certainly has big practical issues as well as synergy issues, as you guys pointed out.

    -About Operator melee weapons: I get the point of Amps, because it's void energy, but I too fail to see the relevance and the point of Operator melee, unless it only deals void damage, and DE adds enemies who are immune to anything but Operator melee. In which case this achieves nothing, all it does is make operator melee a very situational gimmick. Maybe DE will find another way, but so far this idea seems pointless and redundant.

    -About focus costs tweaks: Devstream #100 was a step in the right direction, and tweaking these absurd costs does make sense. However imho I would rather they focus on buffing nodes. Because if these nodes were actually fun to use and powerful, then the costs would be justified.

    As long as the reward is worth the time and effort, then usually players don't mind grinding. After all this game is all about grinding, in fact, one might argue that life itself is all about grinding, so in a way, the grind itself is not the issue; the reward is. At the moment some of these abilities are so underwhelming and cumbersome that even if they were free, they would still be not worth using.

    -Speaking of making nodes interesting, how about making way-bound passives affect both the Operator and the warframe? No harm in that considering how small these buffs are, not to mention it would more than justify the focus cost. 

    -Again, I'm sorry for repeating myself but DE should think about re-introducing Shadow Step back in a balanced form. From a theme and gameplay point of view, it was the heart of Naramon, the most defining aspect of the Naramon tree along with the crit buff, and players such as yours truly, who are all about stealth and making targets oblivious to our presence, litteral space ninjas as it were, completely lost the most essential part of our playstyle, and got nothing to make up for it. Not only was it essential, it was also a great equalizer, because it allowed players a lot of freedom when it came to gear & loadout, and the loss of shadow step means we are now restricted to a couple of warframes such as Ivara and Loki... Bringing back nerfed Shadow Step would be such a quick and easy fix to Naramon's thematic and gameplay issues.

    -Speaking of gameplay restrictions, naramon 2.0 aslo puts serious restrictions on how the player actually plays the game, on their actual in-game experience. Because unlike 1.0 which was "fire and forget once in a while", focus 2.0 is "constantly go out of your way, break the flow of unending bloodshed, just to get a couple of procs". This does not fit the fast-paced, over-the-top gameplay of Warframe. Therefore, turning some of these nodes into actual passives would be a cool idea, maybe.

    -Also it seems that Naramon 2.0 makes Ash's toolkit kinda redundant... that's a shame because from a thematic perspective, Ash's profile screams "Naramon" yet he doesn't seem to get much benefits from this school. This was supposed to be the perfect storm, a match made in heaven... turns out both don't seem to work well together, do they?

  21. Well Idk how long you've been playing, but if you spend a lot of time playing any game, AND if you happen to be skilled at said game, then chances are, you'll reach end-game and eventually you will have trouble finding new and/or challenging content. Maybe you'll reach a point where you can practically beat everything the game has to offer. Warframe is no different, it's just like any other game out there in that regard.

    Anyway, please ponder this: Maybe Warframe is simply not a challenging game by design? Maybe try and find suitable challenge in other venues (such as pvp, or other games even, I know that sounds crazy). If you are waiting for DE to come up with impossible new ways to challenge the one percenters who only swear by the three Ms (min, max, meta), maybe you're wasting your time.

     

    Quote

    What i would like to see, is new "Raid - like" challenging content, with a loot table that would work more like the sorties rewards system with different specific rewards in it that would make the players actually want to invest time and effort to make theirs. Content that players could at the end of the day be "proud" they managed to clear.

    I appreciate DE's efforts and creativity but the only way to challenge players in this game is to put arbitrary restrictions and mutators, which severely restricts the choice of gear and strategy, thus players are even more compelled to come up with min maxing and cheese tactics. Your idea of parkour during raids is cool, but platforming is is breeding ground for frustration and eventually players will just use titania and get to the reward asap. There is another way to make challenging content but it would involve nerfing 99% of all frames & weapons to the ground, and turn this game into yet another generic f2p sci-fi shooter like Halo or something.

  22. 36 minutes ago, BlackCoMerc said:

    That's the Crux.

    Players and enemies need a Nerf. Scale back CC on both sides. Create a REAL energy economy. Narrow the gap between high and low level.

    Design a game we are intended to interact with, not circumnavigate using cheat code level "powers."

    So basically you want to turn a space ninja power fantasy into a Destiny clone.

  23. @ DE, would you be so kind as to give us an ETA on any future Focus changes? It's been 3 weeks and most of these trees are obviously in dire need of tweaking, however I can't seem to find anything about this topic from official sources? 

    I appreciate the efforts to make Convergence Orbs smarter but it doesn't fix the underlying issues; aka most of the focus node are too expensive and/or too underpowered. It would be impossible for me to list it all, but if you read the forums you will get tons of constructive feedback and suggestions. I'm not a designer, but I mean, it doesn't take 3 weeks to spot these relatively obvious flaws, such as this little gem:

    2WUKtZd.jpg

    ↑ Come on now....... This is laughable... First of all I for one cannot hit the stupid daily cap, second of all I'm not going to invest 300.000 to get a measly 8 points increase of Operator run speed. No one in their right minds would willingly waste time on such a crappy node, let's be real.

    Anyway how long until we get some changes?

    P.S.: awesome game though, I love it, bye bye

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