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geninrising

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Posts posted by geninrising

  1. Awesome post. Hopefully the regular balance team is also loo0king to this as a learning experience for things that might benefit PvE gameplay as well. We all know that everything is out of whack in the PvE realm and needs adjusting, so here's to hoping for something better in Warframe's PvE play.



    This begs the question. Will the rebalance percolate throughout the rest of the game?

    Hopefully so.

  2. Enemies don't shoot AMD on their own unless by accident, the augment adds a magnetic field around the AMD that absorbs enemy bullets.

     

    Also AMD sounds more flexible as is. I'd rather have full control of it than tell it where it's gonna spawn and blow up and it be stuck there. That extra control you have also means you can play around with Antimatter Absorb more.

     

    The only problem I (still) have with AMD is the fact that aiming directly at it does not reliably slow it down.

    This^

  3. +1 OP

     

    This is quite a controversial topic in it's own right due to the fact that some players feel entitled to be able to mass nuke whole rooms at the press of a button.  Players feel that because they CAN do this and it is the most efficient means of handling enemies it is a valid playstyle decision. 

     

    When a mechanic allows a player to reliably destroy all enemies in a given mission potentially prior to another player being able to take any action given mission is obviously broken. What to do about this is still up in the air due to the fact that P42W supporters do not see that as a problem. The fact that they have the choice as to whether or not to ALLOW another person the ability to take part in said action is flawed.

     

    This again feeds into my concern of balance within the game, yes each frame should be unique and have a niche, however abuse of energy mechanics and abuse of min/maxing mechanics are potentially hazardous to the longevity of the game as I have stated before in our p42w conversations.

     

    My fears regarding this matter coincide with the paradoxical behavior of DE Steve in his statements that the "Viver" playstyle (which is p42w) is "exploiting an energy loophole". Then down the pipe comes Primed continuity and Primed flow. Soon to be followed by prime streamline and prime stretch I'm sure.

     

    This seems to condemn with one breath and then support with the next, thus bringing up my concern for DE's integrity.

     

     

    How ability spam is being addressed by DE

     

    The idea of combating ability spam with new in game elements versus implementing a cooldown or nerfing of energy efficiency, is actually a positive idea in some respects as it still allows freedom of playstyle but also requires a good bit of skill be thrown into the mix in order to maintain use of said abilities. However my concern is how all these changes utterly destroy a newer players ability to use said skills at all due to various drains and lack of requisite mods to combat the drains.

     

    We currently have energy siphon and 75% efficiency that helps us to continue doing what we do in the face of these drainers of various kinds, however newer players have no such luck and are hit below the belt with these implementations thus creating a larger gap in our playability of the game.

     

    As I stated before in another post I recently started an account to see what it was like for a new player and honestly even with someone to carry me it was not fun at all facing eximus units or nullifiers and especially not parasitic(those are the aoe energy drainers, Disrupters cast an aura that reduces radial and power damage received by nearby allies. Its attack will reduce shields and drain all energy, while Attacks of linked nearby allies will deal extra damage to shielding and drain a little of your energy with each strike). 

     

    Add to that tar moas and Ancient Healers reducing damage to all their allies(which can all spawn as parasitic type) makes infested currently nearly unplayable at all for newer players(and the other factions more or less the same, infested just feel like the worst offender to me ATM). The only reason I am able to do it at all is full situational awareness and target prioritizing as well as mastery of the movement systems in place which allows me the ability to simply out manoeuvre them.

     

    All of these things implemented to counter our Farming methods are insanely detrimental to a newer player and make the game nearly unplayable unless someone carries you on their back.

     

    If they could somehow balance these things on a per player basis it might be completely beneficial or perhaps do not include said enemies if players have less than X amount of energy efficiency, but that would be weighting enemies against certain players and I am against weighting anything in anyone's favor.

     

    I know that sounds ironic considering I advocate removing the ability to spam to the extent it is currently utilized but the ability to spam is the impetus for these other methods the DEvs are producing to combat our abilities. This in turn is CRIPPLING our new players.

     

    The way Energy spam could easily be addressed.

    Meter our 4th ability in an entirely different way than energy usage. ENERGY is the source of the problem with ULTS. Not their range/damage/effect. Constant unending ACCESS, and while removing energy packs could alleviate this Trinity makes that idea useless. So without removing access to energy a separate gating mechanic is needed.

  4. The problem is that as a general rule even a "Finisher" does not FINISH the target. They need to be rethought and buffed SIGNIFICANTLY in the speed and damage department. Quite frankly a finisher should actually END a target. Not just do significantly more damage. When I place a Scythe on a guys throat and then subsequently kick him past the bladed edge his head should come clean off and his death be assured.

  5. I considered this as well and it did make more sense at the time. But even so, if that is how it works then by the numbers it would be more than just having more health for certain Relays. With the results that we received from Earth on X1 it would only be logical if the Relay had more health at certain times in the day. I say this because if you have 5 squads run the event earlier in the day and the Fomorian health drops a good portion while 100's of squads run the event later in the day at the same time and don't even make the same dent those earlier 5 squads did then something there is wrong. You would think that 100's of players should have done a dramatic amount of damage compared to only a handful. Yet, they actually did less in the same time frame.

     

    Whether it all turns out to be rigged or not in the end, I think with an event like this more information should have been provided to the players. At least an idea of how much health it loses compared to our runs would have been nice. 

     

    This is one of the supporting reasons we claimed it was rigged. Additionally we ended up with one relay with no MR lock, one relay with MR locked at 4 and one relay with mr locked at 8. They were at the beginning, middle and end of the solar chart.

     

    Also considering the fact that at any given time we literally had thousands of players smashing the Vesper(Venus) relay's formorian and it still got destroyed, at the same time we had like about 100 people that could do the Orcus(Pluto) ones and it survived very easily. Considering DE stated prior to the event that later formorians would be even more difficult(hp/level scaling) and yet the final Formorian on Pluto went down in just a few hrs whereas the final Venus formorian went the distance and still had like 27% on it when it ended up getting vaporized(again 100 maybe a bit more on the Pluto runs, versus well over 1k constant squads on Venus).  Scripted most definitely.

  6. If this were a common mission or something, I'd agree with you, but it's not. It's a one time challenge and I personally liked having the goal of assembling a team with complementary powers to defeat it. I'm glad that a cosmetic came out that took a certain amount of achievement to get as well. A cosmetic isn't as good if everyone has it. What does a badge that everyone has prove? I took me 3 tries to get it. It wasn't all that bad. I used a banshee btw, not on your list. And I didn't use my Scindo Prime once so those mods didn't matter at all. I just needed middle tier rare and nightmare mods to hold everyone at bay while limbo kept me juiced. The other 2 guys did the killing. I thought it was a nice way to test people's strategic ability. Only the best get the glory.

    The only thing this TA tested was your ability to exploit the broken energy gating mechanics. Skill was not a factor, or at least it was not a major contributing factor in any way. The entirety of the enemy faction was constantly disable so as to make them nothing but low quality AI punching bags. SMH at all these players that equate abuse of a game system to skill.

  7. Maybe the OP is confused on what the event actually proved

     

    Which is that power use is out of control since even at lvl 100+ enemies; power spam can completely trivialize the content. 

     

    DE should be able to see from this event that they wont be able to create any challenge for us as long as were able to continue power spam

    I'm just gonna leave this here.

    and drop my own bit as well

     

    Ability Spam
     
    This is quite a controversial topic in it's own right due to the fact that some players feel entitled to be able to mass nuke whole rooms at the press of a button.  Players feel that because they CAN do this and it is the most efficient means of handling enemies it is a valid playstyle decision. 
     
    When a mechanic allows a player to reliably destroy all enemies in a given mission potentially prior to another player being able to take any action given mission is obviously broken. What to do about this is still up in the air due to the fact that P42W supporters do not see that as a problem. The fact that they have the choice as to whether or not to ALLOW another person the ability to take part in said action is flawed.
     
    This again feeds into my concern of balance within the game, yes each frame should be unique and have a niche, however abuse of energy mechanics and abuse of min/maxing mechanics are potentially hazardous to the longevity of the game as I have stated before in our p42w conversations.
     
    My fears regarding this matter coincide with the paradoxical behavior of DE Steve in his statements that the "Viver" playstyle (which is p42w) is "exploiting an energy loophole". Then down the pipe comes Primed continuity and Primed flow. Soon to be followed by prime streamline and prime stretch I'm sure.
     
    This seems to condemn with one breath and then support with the next, thus bringing up my concern for DE's integrity.
     
     
    How ability spam is being addressed by DE
     
    The idea of combating ability spam with new in game elements versus implementing a cooldown or nerfing of energy efficiency, is actually a positive idea in some respects as it still allows freedom of playstyle but also requires a good bit of skill be thrown into the mix in order to maintain use of said abilities. However my concern is how all these changes utterly destroy a newer players ability to use said skills at all due to various drains and lack of requisite mods to combat the drains.
     
    We currently have energy siphon and 75% efficiency that helps us to continue doing what we do in the face of these drainers of various kinds, however newer players have no such luck and are hit below the belt with these implementations thus creating a larger gap in our playability of the game.
     
    As I stated before in another post I recently started an account to see what it was like for a new player and honestly even with someone to carry me it was not fun at all facing eximus units or nullifiers and especially not parasitic(those are the aoe energy drainers, Disrupters cast an aura that reduces radial and power damage received by nearby allies. Its attack will reduce shields and drain all energy, while Attacks of linked nearby allies will deal extra damage to shielding and drain a little of your energy with each strike). 
     
    Add to that tar moas and Ancient Healers reducing damage to all their allies(which can all spawn as parasitic type) makes infested currently nearly unplayable at all for newer players(and the other factions more or less the same, infested just feel like the worst offender to me ATM). The only reason I am able to do it at all is full situational awareness and target prioritizing as well as mastery of the movement systems in place which allows me the ability to simply out manoeuvre them.
     
    All of these things implemented to counter our Farming methods are insanely detrimental to a newer player and make the game nearly unplayable unless someone carries you on their back.
     
    If they could somehow balance these things on a per player basis it might be completely beneficial or perhaps do not include said enemies if players have less than X amount of energy efficiency, but that would be weighting enemies against certain players and I am against weighting anything in anyone's favor.
     
    I know that sounds ironic considering I advocate removing the ability to spam to the extent it is currently utilized but the ability to spam is the impetus for these other methods the DEvs are producing to combat our abilities. This in turn is CRIPPLING our new players.
     
    The way Energy spam could easily be addressed.
    Meter our 4th ability in an entirely different way than energy usage. ENERGY is the source of the problem with ULTS. Not their range/damage/effect. Constant unending ACCESS, and while removing energy packs could alleviate this Trinity makes that idea useless. So without removing access to energy a separate gating mechanic is needed.
  8. The alert is simply further proof of the ignorance inherent in player's chosen "playstyle" of power spam. DE needs to excise this cancerous portion asap for the future health of the game. Sheer stupidity that pressing 1 button repeatedly can clear the most difficult alert in WF history. DE needs to recognize this quickly.

  9. We found this exact same occurrence on PC. One relay in our case Venus, the whole community banded together and fought heavily for it, but the hp did not drop considerably despite 5 hrs of working tirelessly at it. However Mercury on the other hand even at the end was easily defended despite the community already being tired of the event and only making roughly one run apiece at it.

     

    So if you guys have 3 relays left one at the beginning of the game(no mr lock) one near the mid game(mr locked at 4)  and one at the end (mr locked at 8) you can confirm it's the same as our event completely rigged. What it comes down to I think though is that DE not so much set out to have it be "rigged" as they expected the community to band together more and started some formorians out as having more or less HP for dramatic purposes and realized early in the even that the participation was not nearly high enough to clear the event with many relays left, so they decided to "fix" the event so relays could survive.

  10. What you're saying is that it got you to move, you're still spamming. Game provided? no the spamming Trinity (that you played) provided, which is only possibly through the effiency and regen mods. If we were still using the abilities like they were meant to be, you would still be trying to pick up 25-50 energy orbs, or only getting 25-33 energy from energy vampire that's if you survive.

     

    We are required to use abilities but not to this extent where we just spam.

     

    +1 Postal

  11. Really? It removes player choice? 

    There are probably 50 threads in GD right now that say "heres how to beat the alert" and all throughout the thread there are countless numbers of people saying "nope, that's not how I did it. This is the team I used."  

    There were MANY different ways to complete this alert. It inspired creativity and most certainly did not remove a player's choice. 

    And yet every single one espoused the use of power spam SMH. Thus removing a players choice to play without it and still be able to complete it.

  12. The invis loki and Valkyr tidbit were simply to illustrate that not even those PERFECTLY built for melee can gain equal benefits from melee that gun users can reap on ANY frame even though they can have absolutely zero time spent trying to defend/dodge. This illustrates a major flaw in the balancing of damages between combat styles(gun vs melee). 

     

    So let's put that into perspective(going top tier in all instances here for comparison of two late game weapons and frame setups) both players equally skilled in accuracy or melee prowess

     

    Any frame with a boltor prime equipped can out Damage(% at the end of mission) a basically 100% of the time invis Loki that #1 has a 4x damage multiplier almost constantly AND a melee combo multiplier of x2 to x2.5 damage ON TOP OF THE ALREADY MASSIVE X4 damage from stealth. Now as I have tested it  the game takes into account the stealth multiplier FIRST and then multiplies that by the combo multiplier. thus equating to a x8 or up to a x10 damage and yet STILL this Loki cannot keep up despite being extremely fast at closing with enemies through various movement abilities ensuring an almost constant stream of high combo multiplier barrages of attacks.

     

    The simple fact of the matter is that the only way to increase efficacy of melee weapons would be a broad sweeping buff to ALL of them. The reason being that the only way to make melee more efficacious is to allow faster dispatching of enemies. With the already inherent risk of having to go in so close it's the only thing that makes any kind of sense. Stagger and knockback/knock down are all good and well but when you stagger 2 or 3 enemies only to have a wild swing from a fourth down you instantly while you are in mid swing it makes being able to block/dodge completely irrelevant. In addition the way the game is set up currently enemies travel in large packs guaranteeing you will have multiple attackers in the vicinity that you cannot engage in order to actively either attack or defend. (this paragraph was not predicated on being a Loki or a Valkyr in order to look at allowing all frames to make viable use of melee in all circumstances and not our resident easy mode melee frames).

  13. The 4 to win abilities my team used were... m-prime, cataclysm, irradiating disarm, and bladestorm.  I wouldn't call any of those abilities broken, they just don't have serious scaling issues like iron skin does.

    The abilities themselves are not what is broken. It's the infinite availability of said skills that is broken. Energy gating is a failure and needs a rework.

     

    The "Cheese" comes from being able to spam in the first place. Quite frankly you could nerf all of the skills to approximately half their current effectiveness and with the infinite energy things would be just as easy if take 2x longer. DE is pretty freaking ignorant to not just tell the community suck this change and like it or leave(refering to a complete revamp of either the entire energy system or separately metering ultimates).

  14. This is such bad logic I can't even. What exactly are you suggesting? some radial melee attack that that wipes a whole area? This is exactly what I mean, the reasons never make sense. I can hit INSANE numbers will my DNikana, stack INSANE damage with my Dichors with combo's and parkour you can easily go well into any endless mode. I've already done both with melee only. Not to say it was any easier or harder but it surely wasn't impossible by any means. If anything one of the biggest benefits was having more movement and not being hit nearly as much especially with the blocking mechanic, versus being too investing and killing an enemy with a gun and getting hit by things running up on me or being caught off guard. Skill is a big factor in this game, it's just not a matter of frame and weapon choice. When it comes down to it, both can be used well into missions, and both have risks, and both have benefits. This will be a never ending argument and I can't even fathom what people that support melee not being viable are trying to ask for.

    So clarify for me how you can go into melee range 1hr 30 min into a t4 survival SAFELY and kill enemies? At the same time explain how that is equal to guns that can mow down enemies from complete safety in the same scenario? Please understand that I am talking about a well coordinated team that utilizes 4xCP and a disarm Loki to strip weapons. OR for that matter in any other t4 late survival circumstance? Once again Late being LONG survival not 20-30 minutes.

     

    To clarify what we are asking for, increase in DPS relative to risk. Melee in no way performs the same as guns due to the accuracy factor and being able to target weak points actively in general combat(not talking about head coptering because quite frankly coptering around to be able to perform equitable damage is ignorance and completely irrational given the fact that it negates the entirety of the provided melee system sans coptering to perform that way. Even a full invisible Loki that attacks targets from behind and has the opportunity to stack melee multipliers virtually infinitely will not keep up damage wise with the rest of the gun users. In fact even Valkyr with her COMPLETE INVULNERABILITY cannot keep up damage wise with gun users.

  15. It was absolutely NECESSARY that you exploit the broken energy gating mechanic to complete this mission. There is absolutely no way to complete it sans trinity or tons of energy restores. Thus energy is not limiting casting of abilities reasonably. Most groups used standard rep farming setup and just molested the thing without breaking a sweat, Trin presses 2, the rest press 4 or 3 in Rhino's case.

  16. I think the key point is that everyone asking for melee changes want melee to be PRECISELY equivalent in viability as firearms for just as long. Currently melee is a fast way to get yourself killed when trying to perform in that aspect precisely how guns do. Regardless of your argument the fact remains that melee is not viable in long defense or Survivals and is therefore unequal. 

     

    Melee needs a greater reward for greater risk in late game scenarios and currently the safety concerns far outweigh the rewards for it's use. The balancing factor that melee 2.0 introduced to help carry melee to lategame(combo counters and stances) are all useless deep into a defense or survival and this needs to change in order to guarantee a player's ability to reap great rewards for a high level of skill.

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