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avenger5

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Posts posted by avenger5

  1. here is the thing that people don't seem to get. When you bring the most powerful gear that has been overleveled (read: forma'd) several times with maxed mods that you spent dozens of hours maxing into low and mid tier content, of course it is going to be painfully easy.

     

    The thing is, this doesn't have to be the case by necessity. It's quite possible that, in some game when you get the best gear available the game becomes easier but not painfully easy.

     

    Edit: I seem to have misread you a bit. But I don't think the issue is about making mid/low tier content hard even if you have top-level gear.

  2. I believe I've come up with a response that works for almost all of these threads.

     

     

    The reason you think your Warframe and weapons are overpowered is because you have put maxed out mods on them.

     

    Stop posting these threads please. I assure you the majority of Warframe players are NOT game designers.

     

    https://en.wikipedia.org/wiki/Poisoning_the_well

     

    Sure, there are threads that are emotionally charged with arguments that are not sound. But it doesn't follow from the fact that most players are not game designers, that balance input from players is always wrong. Playing a game is not equivalent to taking a course in game design. But, you are undoubtedly having experiences with the game's design. So through observation, you can form various conclusions about the cause and effect of various player habits, game mechanics and what not. That, if well researched/well argued, gives you the rational basis for promoting change. And certainly, practicality is a concern. But that doesn't mean that proposed changes have to implemented all at once, it can be gradual. Additionally, compromises are possible.

  3. How about this as a temporary fix. DE compiles gameplay statistics to see the most used warframes and weapons. They create two categories, Heavily Used, and Everything Else. Each time you complete a sortie mission with a group or solo where no one uses anything in the HU category, you get a star for the day. If, at the conclusion of the third sortie, you have 3 stars, you get an additional reward from the pool.

     

    The idea behind this is not to punish people who like to play with top level gear. After all, if people still want to use HU stuff, then they aren't losing out on anything since for them, the reward system is unchanged relative to its previous iteration. The idea is to reward the completion of mission with gear that is harder to succeed with. If something is harder to succeed with, you likely have less room for error which means you really have to bring your A-game. You should be rewarded for bringing said A-game.

     

    Now, people might say that this will just create new meta. And that's fine, since the new meta, if it emerges, will (hopefully) consist of gear/frames that are challenging to use. From that point on, change of category between HU and EE will be determined not so much by statistics, but logical reasons.

     

    Ideally, people would use a variety of loadouts regardless of the reward system. But until then, the above might work to shake things up, and satisfy people who want more challenging/involved gameplay.

  4. As a dedicated Rhino player, I consider this to be a personal insult.

     

    I really like playing Chroma, but I can't help but agree that there's little reason to bring Chroma ice-tank when you can just bring Valkyr. Literal invincibility > super high armor. Ice Elemental Ward isn't that hot of a team buff, especially since running Narrow Minded is extremely helpful for maintaining self buffs.

     

    I'm curious, have you tried the Iron Skin-Hikou Prime-Concealed Explosives trick? Yeah it forces you to use a specific weapon sub-type and yeah it still doesn't match Valkyr tank, but it did breath some life into the frame, no?

  5. Except that every single frame is endgame viable

     

    That's a pretty hefty claim, because there are several types of "endgame," official (like Sorties) and unofficial (high wave defense/survival/etc) and there are lots of possible frame combinations. How do you control for frames that can carry teams like Trinity or Loki?

  6. Yes but yoiu also have to understand that Oberon is designed to be proficent, not best at everything. He has both attack and healing which is the point of a paladin. Trinity is made for just regeneration, not only that if you want to use trinity for a certain cast, you have to sacrifice the other 3 casts.

     

    I don't think it is about making Oberon and Trinity equally good at healing. After all, even with the best of design, moderate inequalities are bound to exist, which is fine. I think Chip's point is that blessing is unreasonably good.

  7. Give that same player Oberon and they wouldn't last half as long as they do with Trinity without expending multiple times the effort and making use of the parkour system to dodge the majority of the damage incoming.

     

    Even with all that, vs high level enemies, it doesn't matter if they dodge 80% of incoming fire because the 20% that does hit will kill them. You just have to end the mission after a certain point or resort to Invis/Invuln.

  8. This is a very rough point and I'm just going on intuition/what I've experienced so far, but the problem with limiting yourself with self-imposed restrictions is that it's hard to hit that sweet spot of "just hard enough."

     

    |---------------------------------------------Content that's too easy-------------------------------------------------|

    |-----Just right-----|

    |---------------------------------------------Content that's too hard-------------------------------------------------|

     

    If I'm right about that, then this is likely due to the enemy scaling system and the fact that it is relatively difficult to find like-minded individuals that don't mind attempting tough missions without Trin/Loki/etc. Can't just jump into recruiting whenever you have free time and get that type of game going as far as I know.

  9. When you have frames that can avoid all damage, virtually avoid all damage and/or provide CC that amounts to "the enemies might as well be a storage containers" then of course the game is going to be easy. But, there is a need for these types of power because otherwise, you can't win vs high level enemies. They do too much damage to mid/low-tier frames.

     

    First, rework enemies into tiers with an upper limit that is more reasonable than level 9999. Then we can talk about re-balancing WF powers and the energy mechanic.

  10. The Corpus definitely feel like a more fun, balanced faction to fight against. And I think the biggest reason for this is the fact that they do not have hitscan weapons, allowing you to proactively take cover, strafe, roll away, etc. I had a lot of fun soloing Cerberus for 8 rounds. There were some close calls, but it was fast paced and engaging. Since that was fun, I decided to solo Draco. Same loadout (minus elemental combos of course).

     

    I got shredded before completing even one round. Several times. A few times I was pinned down so badly that the Grineer actually won by getting to 100%. Grineer hitscan inherently forces you to play more re-actively in comparison to Corpus/Infested/Void. And now they have absurd accuracy. If When I got hit by a Ballista, it was game over. Even if the shot didn't kill me, I died anyway to Lancers/Elites since my shields/health were brought dangerously low. Grineer should lose accuracy if they fire while walking/running (like CSGO), and should have a significantly reduced chance of hitting a moving target.

     

    If I really wanted to solo Draco, I could god-mode it by using my self-sufficient E-Siphon Ash Smokebomb build. But, I was able to do very well on Cerberus without using a god-mode combination, so why should I have to use one for Draco? If the accuracy coding won't be changed, then perhaps it is time to overhaul Grineer weaponry so they no longer are hitscan.

     

    P.S. Now that the Drahk Master weapon glitches appear to be fixed, I think they are a fine addition.

  11. Re-posting from a previous Banshee thread:

     

    Isn't Sonar, even with intensify and blind rage, inferior to MolPrime combined with Antimatter drop? AMD multiplies absorbed damage by 4, and MP goes on to multiply that by 2 for a total of 8x damage. Additionally, AMD hits multiple enemies, and can stack with other AMDs for even greater damage multiplication. Im saying this as a Banshee user who hasn't ever built Nova: If I could only recruit one damage dealing frame to a super high duration/level mission, Id recruit Nova. Either prevent AMDs from stacking, or give Sonar some advantage over AMD + MolPrime. 

  12. Isn't Sonar, even with intensify and blind rage, inferior to MolPrime combined with Antimatter drop? AMD multiplies absorbed damage by 4, and MP goes on to multiply that by 2 for a total of 8x damage. Additionally, AMD hits multiple enemies, and can stack with other AMDs for even greater damage multiplication. Im saying this as a Banshee user who hasn't ever built Nova: If I could only recruit one damage dealing frame to a super high duration/level mission, Id recruit Nova. Either prevent AMDs from stacking, or give Sonar some advantage over AMD + MolPrime.

  13. because that totally makes sense.

    Weapons like the Lanka, Miter, etc have high damage per round so to balance that, they have smaller ammo pools. Ogris, penta, etc also have high damage per round, yet they have the ammo capacity of a relatively low damage per round weapon type.

  14. Hush and Suppress are actually great with Radial Blind. Radial Blind is cheap, hits an unlimited number of targets, has very little cooldown, and has a good base range. With silent weapons, it is essentially team invisibility. The zoom mods aren't the greatest though. In addition to the increased zoom, they should provide increased critical chance while in zoom.

  15. Anti-toxins should only by consumed upon successful completion, like void keys. I mean, if we wanted to be "realistic" and we wanted failure to have "real consequences" then void keys should also be consumed upon failure as well. I would gladly grind this event until the last day to help clanmates... if I knew the vermilions I made were a worthwhile investment. I find myself in a dilemma, I want to do a 4x Vermilion run with my brother, cousin and a clanmate, to contribute for our clan score. But, my brother, cousin and I do not have the most reliable internet connection. The speed is fine, but it cuts out occasionally, and we still haven't been able to find the cause. So, I do not think risking Vermilions is worth it, given the time it takes to make a single Verm antitoxin. We could do a 4x Lapis run, but that would probably hurt the clan score. Thus, the three of us will probably have to leave the clan until the event is over and do our 100 point run separately.

  16. Thanks, the wiki does indeed say:

     

    "Faction damage mods stack multiplicatively with other mods, thus increasing all damage."

     

    The mere +30% on the mod card is deceptive. The multiplicative nature of the mod means that in some cases, you can get a lot of damage from it. Now I see why Bane mods add a good amount of DPS in the calculator.

  17. "The -50% health for a few seconds already didn't seem too great to me. Why make it worse."

     

    Is that really how viral’s effect works? What’s your source? From the Wiki:

     

    “Status causes enemy "sickness" which reduces 50% of enemy's max health (instantly, just not observable) with a cooldown of 6 seconds.”

     

    http://warframe.wikia.com/wiki/Damage_2.0/Viral_Damage

     

    From the wiki, it seems to me that the -50% is permanent, but it has a 6 second cool down before the 50% reduction is possible again. Otherwise, you could continually shrink the target’s health in a very short period of time. If viral does permanently halve health by 50%, then I think all the negatives are justified. Think of its potential at really high levels, where enemies have insane quantities of health. Quantities that are too large for damage types like corrosive, blast, impact or puncture to handle. You give up a lot of damage per shot vs certain enemy types in exchange for a chance at taking a huge chunk out of high level enemies with the status effect. You just have to keep the targets under control until you can virus their health into a manageable range for other weapons/damage types. Now, I'm aware that the Wiki/my interpretation might be wrong, but that still raises the question: What does the viral effect actually do?

  18. Hi, can someone provide a link/explanation as to how Bane mods work? I was under the impression that they simply boosted the base damage vs certain factions. Thus, when I did my calculations, I simply took a shortcut such as adding 30 (Bane) to 165 (Serration) and boosted the base damage by 195%. It appears that this may not be correct, according to this calc:

     

    "Damage modifier from Serration is 2.65, Split Chamber 1.9, Bane is 1.3:

     

    Impact: 6.5455 (1 * 2.65 * 1.9 * 1.3)

    Puncture: 26.182 (4 * ...)

    Slashing: 32.7275 (5 * ...)

    ---

    Total: 65.455"

     

    The Bane boost is multipled separately. This gives a higher value than what I used to do, which in this case would be 10 * 2.95 * 1.9 = 56.05. Has it been confirmed that Bane mods do not act on the base damage like regular damage mods?

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