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Eyeless

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Posts posted by Eyeless

  1. On 2020-05-13 at 9:37 AM, Famecans said:

     

     

    [irony] your logic is incredible! you want to increase the damage of all weapons and to compensate for this situation increase enemy health [/ irony]

     

     

     

    Late, but - I said nothing about buffing enemy health. Nor do I think I implied that just by saying the word 'compensate.'

    To reiterate, I had a simple view and a simple point.

    It is my opinion that if DE were to remove those mods which are considered 'base stat mods' and buff the stats of our warframes / weapons to be on par, we'd find ourselves a better variety of mods to choose from, and possibly less tedium with forma.

    If making such a change later shows that the mods are lacking in this variety, or for that matter viability, then that might encourage the devs to review our current roster of mods.

    I've always thought the mod system needed a revamp similar to what damage, scaling, and weaponry has received over these last several years.

    Naturally there would be a need to balance the game around these changes.

    Nowhere in this point am I calling for an increase in enemy health. (?) I don't understand your aggressive sarcasm. If we're to interact further on this forum in any future discussions I'd appreciate it if you didn't put words in my mouth.

  2. I've been wanting this solution implemented since Damage 2.0 was first implemented.

    What a lot of users above me aren't considering is the fact that, should DE opt to take this approach, they'd likely be rebalancing enemy health / armor values to compensate.

    The benefits are greater than these unwarranted fears. Taking out Serration, Split Chamber, Flow, Vitality, and Redirection, while nerfing Multishot so it isn't essential anymore, saves everyone forma whilst providing greater incentive to look at lesser used mods. And more importantly, to make those lesser used mods worth a second look.

    In my opinion the pros outweigh the cons.

    In short:
    Take out the base-stat mods and nerf multishot, so we can finally have some reason to look at an unrder-utilized mod collection.

    This could encourage a proper revamping of all these lesser used mods, and ultimately make our builds more interesting, provided DE rebalances enemy scaling accordingly.

  3. With Melee 3.0 getting rid of channeling, we now have to build a 2x combo multiplier to activate the neat channel effects we could previously toggle at our leisure, view channeling.

    What I don't like about this is, by default, the combo multiplier vanishes very quickly.

    Not all melee builds use body count.

    Missions don't always have enough enemies to keep combo going for the effects to be observed.

    Personally, I don't like having to depend on spawns and kill-count just to see the cool effects on the armors I bought, and only for a brief period.

    We have ephemeras. Joke mods that sprout daisies. So much work has gone into ensuring the players can customize their Warframes to the nth degree.

    I'm proposing you implement a dedicated toggle-key for channel effects, so those of us with armor effects can enjoy them whenever, like we used to be able to.

    Only this time, if implemented, could it have no correlation with melee or our energy bars?

    Just a simple keybind for us to activate our armor effects. Please?

    Thank you for reading.

     

  4. On 1/16/2018 at 10:52 AM, Kaiath64 said:

     

    • The only good (and kinda broken) thing about is 2 is shred. A full STR bobben can reduce 100% of grineer armor. Combine that with vortex and you can oneshot everything.

     

     

    Agreed, his 1 needs some tweaks. 

    I'd rather it have a finite number of charges and no duration for the teslas, followed by a serious buff in status chance back to the damage 1.0 glories of insta-shock procs. 

    As for his 2, bounce is kinda nice for interception terminals to fire and forget it there but... Yeah, with parkour 2.0 it's a bit redundant. Tripwire is redundant due to the nature of his kit. Shred barely sets off for me half the time and the CC just isn't as reliable as Bastille or Vortex. This being said- the radiation mine is fantastic for any enemy that deploys a debilitating aura, like most infested and eximus units. Irradiate them en mass and suddenly an ice-bubble grineer is slowing all his troops down; or the infested healer is no longer making the surrounding corrupted immune to Vortex's ragdoll. One press of his 2 can stop an entire horde from receiving AoE buffs from crucial units that'd make the fight a serious pain for yourself or your squad. 

    His 3 and 4 are A-OK as they are.

    If we mention this on the forums enough perhaps blessed Scott will hear the cries of his Vauban mains and bless our 1's and 2's with holy buffs!

  5. Vauban's my main, he has been since U8. 

    I don't think he needs a complete rework, I think his 1 and 2 could be better. 

    Tesla: Agreed that the duration / charge limit is counter intuitive and redundant. Changes I'd like to see to this ability are easy enough to implement that I think you'd agree with:

    a) Remove duration but keep charges

    b) Buff proc chance to 99% Just with these two  changes we'd have a much more consistent degree of widespread CC withotu Vauban needing to babysit pools of Tesla mines. 

     

    Bounce & Co: Bounce is still really useful for defending terminals and the radiation mines are stellar against any unit with an AoE aura, such as eximus and Ancient Healer units. Tripwire and Concussion mine are pretty redundant outside of novelty, and Concussion Mine's CC rarely works at all- I think replacing two of these with more defensive tools like a small cover shield or a unit-controller are great ideas- but would prefer the first two abilities listed remain alongside the new ones you proposed. This being said- I have been noticing lately the bounce pads have been deploying sideways- which has me frustrated as well.

    One idea for bounce- Overlapping bounce pads make a larger bounce pad which requires an increasing number of enemies to trigger it. This way when you have a crowd of 6+ enemies coming around a corner they can walk onto a larger bounce pad and simultaneously get thrown into the air. 

    This is where we get into the meat of the matter- 

    I never thought Bastille and Vortex were redundant / overlapped- here's why: 

    Bastille has a wider AoE and leaves enemies open for headshots. At higher levels this makes it much easier to sort out problem enemies like Healers and Bombards for your entire team to focus on, it's hard to hit vulnerable areas when they're all ragdolled- and the Ancient Healer allows enemies inside Vortex to fight back. 

    Bastille is fantastic for quickly and efficiently dispatching key enemies and allowing your team to clean up whatever's left floating within. With less energy cost and higher range- it's super easy to stall loose packs of enemies Vortex wouldn't be able to suck in. This makes clearing corridors a breeze. Whereas Vortex is far better suited for condensing much larger and tightly packed  crowds into a compact ball for you to ground finish. 

    Both have their strengths- but I've always felt they had enough to stand apart from each other. 

    TL;DR

    Tesla definitely needs buffed

    His two could do with some working abilities and bugfixing. 

    Tesla and Vortex have enough variances for me to argue against merging them. 

  6. 20 hours ago, peterc3 said:

    Why do we even need to kill anything to have drops. Just press a button and have all the drops from a mission immediately in our inventory. None of that pesky gameplay to get in the way of things.

     

    1 hour ago, MortalMercenary said:

    yeah, what op is asking for is more braindead, what most of the rest of the community want is Vaccum passively on our Warframes with an option to turn it off in the options so that we can run our Kavats and Kubrows without being stuck running around staring at the ground so that we can get all our drops.

     

    Right. Because the focus of the game isn't running all over the tiles doing sick flips and pewing enemy heads off, no no! It's having to pause whatever it is you were doing just to make sure your toe was able to brush nearby resources on the ground while everything's shooting at you. But no! Go ahead and put words in that persons mouth to further your baseless argument that streamlining loot acquisition is somehow on par with 4 Spam or auto-aim. Aiyaiyai... 

    Making loot drops easier to acquire without relying on a temporary sentinel with the durability of wet paper would only put higher emphasis on the game's solid shooting and mobility mechanics, without the stress of potentially missing a solid 100+ pickups because your sentinel ate AoE blasts and died. 

     

    As it stands this is already a tired issue and locking the solution behind Sentinels isn't in my opinion the proper way to make them interesting when compared to the flashier and more adorable animal companions. Sentinels need an honest overhaul so they're more than just floating peashooters helplessly standing by and taking fire. 

    Universal innate vacuum is the easiest method so far to allow players a QoL with the looting process. 

  7. 4 hours ago, Bobtm said:

     

    I'll have to go slightly off-tangent to explain this part about Nidus.  I'll throw it in spoiler tags just to cut down on the vertical post lengthy a little bit.  The TLDR version is that Nidus can infinite loop his abilities too easily due to having no cost on 2 out of 4 of them.

      Reveal hidden contents

    Part of Nidus' issue is that he can full on dump-stat Efficiency into nothingness without

    any drawback at all.  His kit is far, far too self-sustaining for how powerful it is.  While you don't precisely spam his 3 and his 4, you can easily keep them up forever a little before you reach 10 stacks without any problem.  Their stack generation potential drastically exceeds their cost.  The same fairing for his 1 and 2, which end up allowing for easy sustain loops.  Basically Nidus' ability uptime is outright 99.9% (downtime being recast animation) on his 3 and 3, with his 1 and 2 being infinitely repeatable casts.  If Nidus' 3 and 4 had energy costs of 75 and 100 respectively like the standard energy costs of those ability slots, that loop would be more rough for him to keep going.  Since unlike his 1 (and by proxy his 2) he wouldn't gain energy from the cast directly.

    While testing a few things as him, I purposefully took an unranked Nidus into a Kuva Flood purely to see if his stack generation/sustain could exceed things even at a handicap setting.  Since his kit embraces spamming to a T, you end up being able to rank up during said run through 2/1 spam, then can immediately startup your 3 usually upon reaching the Siphon or during it, and subsequently his 4 will be going before that Siphon ends.  All with essentially 0 deaths guaranteed due to his combined passive trait and 3.

    For all intents and purposes, Nidus' abilities might as well not even have ability costs, and there's no real forethought, planning, or setup required to make it work.

    How that relates into Harrow is that you cannot easily spam-cast his 2 due to the combined energy and shield cost it has.  The energy cost forces an extra drain to make using his 1 to restock shields harder, without the player stopping and landing shots to get their 3 working.  Basically the energy cost acts as a buffer to forestall easy looping of Penance.  Harrow's current design directly forces the player to act in order to retain their ability looping.[/spoiler]

    The cap forces you to make those recasts during a 60 second or less window.  I do agree that the casting animation should merely be two-handed but not one that locks the frame's legs to make it not feel unnecessarily clunky.  However, without the cap it's obscenely easy to pin down a small cluster of enemies, then seclude yourself to a whipping session while you use your 1 to force some enemies to stay as an audience.  With a bit of Thurible storing you can get far more than the casting cost from one headshotted foe.  Allowing for only a small bit of diminishing returns over time unless more enemies purchase a ticket to the show.

    Without the cap, it would be easy to pre-stock Penance to last for 5/10 minutes in a very small period of time.  With a little more time you could wrack up even more absurd durations.  Having a cap means that this is impossible, forcing the Harrow to actually stay in the fray and timing out their use of Penance if they want to keep it going.

    Also, if your other changes to Thurible/Penance were paired in alongside the removed cap.  It would make the sustain loop even easier since you would never need to worry about healing yourself or shooting anything to repeatedly loop the two abilities.  Assuming even a minimal investment on Thurible to gain 5 energy per kill (non-headshot), it would only require 5 enemies to be killed by allies to fuel another cast of Condemn which would then feedback into a 0 casting cost of his Penance, and that's if the build being used has no Efficiency mods.  With them, the loop becomes even easier to maintain.

    All of the changes you suggest when put together in tandem are too self-sustain loop inducing, while also allowing Harrow to basically do nothing but be a totem to buff allies without directly acting much at all.

    This would be a fair idea actually, and I could agree with that if we could trust the balance to be done correctly to not let things get drastically out of hand.

    But would that actually happen?  Weapon balance has been one of the biggest thorns around these parts, so I don't think this is a realistic suggestion.  If the caps were handled correctly I do agree that this would work, but I don't believe that such caps would actually be done right.

    If it were capped correctly then yes, you'd be right.  If Thurible gains were open to allies as-is now though without a per-weapon balance, getting to 20 per kill isn't too hard to do.  So having a guaranteed 20 energy per kill across the board, with 80 per headshot, would be more than enough to sustain even the craziest of energy guzzlers due to the sheer volume of enemies we fight during missions.  Trinity is a whole other problem of course, but that's another topic entirely for a different thread.

    Nevertheless I also enjoyed your counterpoints as well.  While we're not exactly on the same page with regards to Harrow's mechanical focus, it's an interesting discussion to have.

     

     

    This is an issue with Nidus, we shouldn't further gimp a frame's utility because Nidus himself is ridiculously overpowered. If other frames have a similar problem then it is them that need addressed, rather than harming any potential buffs Harrow will/should receive. As it stands all Harrow provides very little for how much work the player must put in to help the team. Most of which is counteracted by your squad playing the game. 

    He needs friendlies to be able to trigger his buffs, as well as some QoL tweaks. It's easy enough to put a cap on how much his team can benefit from his abilities, as another poster has suggested. Keeping him away from such tweaks may seem nice on paper but in practice with even just one AoE frame or weapon Harrow is woefully equipped to do much of anything until spawns are hitting an overwhelming density. 

    At the very least, I think making his 1 give shields to everyone in range of the kills is fair. Making Thurible a one-handed action should be taken into consideration- and if made team-wide then again- you can easily cap how much people receive. 

     

  8. My proposed changes:

    1. Teamates that get headshots on chained targets also replenish shields and build overshields. Within a set radius maybe anyone getting a headshot on these enemies gives everyone shields.

    2. Increase that !@#$ duration cap / Allow ally kills to restore health as well. It takes so long to cast and leaves you so vulnerable- and to build it up again takes way longer. It's a complete hassle. 

    3. For the love of god speed up the process. Friendly kills in his radius restore energy as well.

    4. Instead of nerfing the lower ranks- revert that change and buff the Rank 30'd skill. 

     

    Bam, now we have a potent crit monster with some actual team synergy. 

     

  9. 8 minutes ago, Music4Therapy said:

    The guy is a moron. He lacks the forethought to-

    Okay, what does that have to do with providing feedback? How are the devs going to find patience to sift through their own forums if all we can do is post miles of vitriol between any relevant and pertinent feedback? You're not the only one here that does this- it's a problem with this forum's community (and others of course) I'm in no way innocent of this, I too in my earlier days spent hours arguing and spewing needless salt all over these forums. But eventually ya learn... Not everyone's gonna agree with you and that's okay, even if in you're eyes they're wrong. If they want to argue with you then you can PM them about it, don't help derail a thread trying to prove a point no one else really wanted to read about. 

    This thread is about Oberon and what he needs to shine. Not whether Brozime is good at a game or not. 

    8 minutes ago, Music4Therapy said:

    I actually have a thread here with all the most popular suggestions gathered together.

    So discuss that here. Share your thoughts. Imagine the pages of pointless bickering you could have saved the developers from needing to roll their eyes and skim through if you'd focused on giving frame feedback. This isn't just directed at you, it'd be nice if most posters on the forum did this. Coming back to these forums to view the suggestions I'm finding more people arguing themselves raw in the fingers over something another poster above said and dragging a thread into pointless name calling.

  10. 51 minutes ago, 1tsyB1tsyN1nj4 said:

    For someone with 53% usage you sure don't know a lot do you?

    ((I tend not to tell others because hey, if they don't take the time to explore, their loss)) 

    You're just as bad for attacking him. Also wow, why are people in the wrong for focusing on their mission? If you like to explore would it be so terrible to be a better man Tenno and mark the loot they didn't find? This game was founded on the idea of teamwork after all. 

    I'm seeing a lot of people needlessly attacking one another or getting hung up on someone not liking something they like and arguing over it... C'mon people, discuss why and agree to disagree. 

    That aside- I'm here to post what I've gathered from the feedback and my own playtime so far: 

    1. Oberon's first ability is objectively worse than it was because it has about the same utility but now does even less damage. That's worse. Not better.

    DE has said they are adding base damage to it, we'll see if this improves the damage scaling.

    2. His Hallowed Ground has been given some utility but still misses the mark in some areas. For instance- the carpet covers less range than Reckoning which prevents someone from fully utilizing the power's synergy with his ultimate. That's bad even if the power is objectively better. Secondly the armor buff has been stripped from it and moved into his 3. It now costs more energy and more casts for a duration based armor buff that before only required one button to utilize. 

    Range buff pls DE?

    3. Still scales inversely with duration, meaning if you want to build around Hallowed Ground you'll be hurting how fast you heal- which is supposed to be one of Oberon's main features. This small bit goes against the idea of synergy with the rest of his kit. My own personal gripe with it is that it still turns off a short while after casting it. It seems this bit was addressed.

     Maybe the nice thing about a lack of infinite range heals is that it encourages a group to... I don't know... stay togetherWe have the affinity ranges on our huds now for Stalker's sake- is it really so bad to stay in the general area of your team? These are my personal thoughts on this though, which is why it's in a spoiler and not part of more pertinent feedback.

    4. While this power has some additional scaling brought on by an adjusted Hallowed Ground it's still a mish mash of CC abilities with less range and less utility than every other CC power it imitates. Crush has vastly more range. Radial Blind has vastly more range and a longer stun duration. Chaos also has better range and duration and is a third ability. The damage is nice but that doesn't scale well after a while, especially when it over-reaches Hallowed Ground which was supposed to offset this. 

     

    What we have I feel is a frame that came out tweaked and a little better in some areas but still lacking in others. That's the issue. These tweaks were meant to fix Oberon's lackadaisical skillset not swap a few holes around and invent two new ones. 

  11. 23 hours ago, Music4Therapy said:

    1) It scales off a targets maximum amount of hit points and is split between projectiles. Raising his power strength raises the number of projectiles thus lowers the damage. The guy has no understanding of how the power or the game works. This is the problem with simulacrum warriors. If he were in a real game scenario, he would use his 1 on an Eximus unit (which would ideally be of a much higher level and have much more hitpoints than the units around it) to damage the weak units around it and it would be effective. It would also deal relevant, not gamebreaking, damage no matter what levels the enemies were. But no. The derptard wants to mash his 1 key and make a scene.

    2) There is arguing, he literally built the frame incorrectly if he wanted his 1 to be the focus of his build.

    Instead of watching him play the game you should play it yourself. I promise you'll learn more.

    I mean no offense but you're way too focused on arguing and getting offended over someone you don't like to watch, rather than the issues present in these changes. I'll present the issues I've been having and seeing others mention with his powers.

    1. Oberon's first ability is objectively worse than it was because it has about the same utility but now does even less damage. That's worse. Not better.

    2. His Hallowed Ground has been given some utility but still misses the mark in some areas. For instance- the carpet covers less range than Reckoning which prevents someone from fully utilizing the power's synergy with his ultimate. That's bad even if the power is objectively better. Secondly the armor buff has been stripped from it and moved into his 3. It now costs more energy and more casts for a duration based armor buff that before only required one button to utilize. 

    3. Still scales inversely with duration, meaning if you want to build around Hallowed Ground you'll be hurting how fast you heal- which is supposed to be one of Oberon's main features. This small bit goes against the idea of synergy with the rest of his kit. My own personal gripe with it is that it still turns off a short while after casting it. 

    4. While this power has some additional scaling brought on by an adjusted Hallowed Ground it's still a mish mash of CC abilities with less range and less utility than every other CC power it imitates. Crush has vastly more range. Radial Blind has vastly more range and a longer stun duration. Chaos also has better range and duration and is a third ability. The damage is nice but that doesn't scale well after a while, especially when it over-reaches Hallowed Ground which was supposed to offset this. 

     

    What we have I feel is a frame that came out tweaked and a little better in some areas but still lacking in others. That's the issue. These tweaks were meant to fix Oberon's lackadaisical skillset not swap a few holes around and invent two new ones. 

  12. Man, I remember getting into this game in U8 maybe a week or two after it became open to everyone on Steam. Rhino still turned into an invincible puff-ball, frames still dropped off bosses as rare pink orbs that fell through terrain... There was only two Prime Warframes, far fewer Prime weapons...

    I remember being proud of this loadout after grinding all day while my school friends were offline trying to get Volt. I was so proud of this loadout. I only had the stock line of colors running down the pre-saturated color palette. Remember when we could only have our mods on one frame and weapon at a time unless we had duplicates?

     

     DODRrUf.jpg

    Ah, and if I'm not mistaken this was a bit before the Survival update around Xmas time when DE released the Phased items. People are still trying to sell their Phased Tigris / Ankyros skins for exorbitant amounts on Steam I think.

    Anyways- Vauban had been my goal in Warframe since I'd started. Ever since I got him he'd been my main. Gestures to his profile icon. (I WAITED SO LONG) I remember doing this with my buddy back when Frost was only good for his invincible snow-globe. 

     

    QjjzHyc.jpg

    AocNV7i.png

     

    Several years later and that machete still sucks!

  13. I like the variety we have now. We need more diverse weapons, we don't need to take a bunch of already diverse weapons and make them more in line with each other.

    In my opinion it's variety that we lack. The only thing that differentiates most corpus guns from their grineer counterparts is travel time and a worse physical damage type. Most of the guns behave like every other assault rifle done so far to boot.

    It seems the pure element type weapons tend to be given more of the personality, and with how oddly done the corpus aesthetic is already, I thought this'd give their guns more personality in turn from 'everything else'

    To elaborate further on my opinion.

    Hope everyone had a fun halloween!

  14.  

    Why does no one understand that the Star Chart is where our core game should concentrate on, and everything balanced for that, and not the broken end of Endless? Why do people keep making this threads and basically demand that their guns do so much damage they can kill the heaviest of unit in the 30-40 range with ONE bullet? Sniper class weapons maybe, when hitting critical spots, but not fully automatic weapons with a clip size of 100 and a rate of fire of 10+ rounds a second.

    Where the hell is the fun in making guns do that in this game?

     

     

    I haven't agreed with you on much in the few years we've both been posting on this forum, but on this matter I wholeheartedly do.

     

    Enemy scaling, weapon scaling, and most frame abilities that revolve around high damage death dealing do indeed need a total rebalance. The only reason all of us are so concerned about our weapon scaling and how much DPS our Exalted Blades can pump out is because the only place our high damage god-cannon-sword !@#$ matters is 40+ minute high level Grineer/Corpus/Infested/Corrupted. 

     

    Everything before that is entirely trivialized. I don't want to have to wait 40 minutes to be challenged just because over my natural time playing this game I've gotten things forma'd and maximized, I too have made entire arsenals solely for high level and feel weird when not doing the 'optimal' amount of damage. 

     

    But I feel this way because by habit it's been ingrained in many of us that things are only viable if they can scale an hour into infinity, and as such the meat of DE's game, under developed as the Star Chart has been, is entirely untouched as a result! 

     

     

    Thankfully, DE has noticed this, they are working hard on this, and even in Devstream 61 Scott himself has confirmed that it won't be soon, but in the coming months we're to be experiencing a major rebalancing of every weapon we've known, loved, or passed off entirely. 

     

    I look forward to the day a drove of lvl 30 Lancers can feel intimidating instead of boring. 

  15. I thought it'd give a lot of unused Corpus weapons a much more interesting and fun niche if more, if not all of them, could deal pure electrical, radiation, or other element and simply forego the physical damage modifiers altogether.

     

    Would seem a little more 'lore' appropriate as well, since the laser / plasma beams they shoot are just slower bullets. 

     

    Corpus weapons would have their own niche beyond travel time finally.

     

    Thoughts? 

  16. I don't see why not. With as much forma as a lot of us will tend to go through, not all of us are sitting on piles and piles, and not all of us have favorable forma drops. 

     

    If Forma were to be replaced with cores or rarer resources in the void and made into a market or clan researchable blueprint that was then infinite that'd be just one major improvement to the game so long as forma is still a thing we have to rely on for our builds.

  17. I will always say and insist that Bastille and Vortex are different in terms of functionality based simply on the following: 

     

    Bastille raises enemies into the air. This leaves them easily vulnerable to headshots and other weakspots, makes playing with a Banshee a breeze. 

     

    It has much more range and is much cheaper to cast multiple instances of. 

     

    This makes Bastille easier for a snap CC fix to quickly stop advancing hordes in potentially bad scenarios. The wider range makes this much more reliable in most scenarios. 

     

     

    Vortex condenses everything into a ball and has a noticeably shorter range than Bastille. This will however allow you to do a finisher on an entire crowd of enemies. 

     

    The downside is it's CC isn't quite instantaneous, you need to wait for the enemies to walk within range of it and if an Ancient Healer is around it simply attracts them to it's origin point so enemies can still stand around and shoot at you. Assuming there's no Nullifiers Bastille can quickly remedy this. 

     

     

    I use both of these actively, often in conjunction by Vortexing one portion of the tile, Bastilling several others that have less enemy traffic converging. 

     

    What these two powers need is some QoL fixes, I don't think Ancients should be able to nullify it's ability to ragdoll, it looks completely ridiculous. 

     

    Both powers are buggy. 

     

    Tesla and Bounce need changed or buffed. 

     

    Remember, the beautiful thing about Vauban is that you can cast multiple instances of each of his powers, something no other frame is able to do. Yes, certain frames can re-cast, but that isn't quite the same as having numerous CC AoEs active simultaneously.

     

    This is why I never understood why people would use Repelling Bastille. Just cast another Bastille or switch over to Vortex. Vortex augment is redundant because it's bonus and hitbox are negligible. All three of his augments are trash, but I digress.

     

     

    TL;DR As another poster stated Bastille and Vortex are functionally similar but when applied are for different purposes.

     

    ~3 year Vauban main 

  18. -Replying to the 1st post- 

     

    Good design of any game does not trivialize challenge, it adds spice and variety to the gameplay that makes whatever class or character you play as distinguished among it's peers, in my opinion. 

     

    You talk of skill and being a 'pro' when all that amounts to with Valkyr is pressing 4, mindlessly mashing E, and occasionally doing an easy to abuse bullet jump to get out of jail free and re-pop Hysteria. This is of course after the fact that you can just take a massive dump's worth of energy cookies and continue to make your energy bar moot. 

     

    Warframe takes as much skill as tying my shoes.

     

    And in the end whenever someone disagrees with your types defending blatantly poor imbalanced mechanics you immediately demonize the naysayers by claiming we're trying to ruin EVERYONE ELSES EXPERIENCE. I'm sorry, but did this mysterious 'everyone else' put you forth as their camp's official spokesman?

     

    Since when was a game developer bound to shape their game specifically around one vocal minority of the communities over another? The high degrees of which this community is afraid of any kind of change curdles my blood at times, especially when so many of this game's mechanics are half finished and messily tied together.

     

    Saying that, this doesn't mean I don't enjoy the game or don't play it often with my friends when they're on, but at least I don't turn a blind eye to it and go rabid the second someone tries to kick your crutch out from under you.

     

    Valkyre's issue is her ult removes any challenge from the game with what little there is.

     

    Trinity needs set up for it and even then it just makes her tanky, not invulnerable.

     

    Chroma has stupidly high armor.

     

    Nyx gets a fair trade-off.

     

    Excal's ult... I don't even know how to begin balancing it and it likely won't get balanced without most of the forum-goers having an aneurysm. 

     

    Ash's BS is effectively Press 4 to watch Ubisoft's newest Assassins creed trailer while we kill everything for you! 

     

    Mesa is immobile and only blocks 95% of the damage coming her way. That's not invulnerability, it just makes her more durable as Grineer shoot you from all angles but you will still see her health go down if unattended. 

     

     

    TL;DR Valkyr is just as bad as the very original concept of a Duration Trinity back when you could have a 45 second Blessing that gave 100% damage reduction. There is no skill in god-mode and running mindlessly around wailing on things by mashing E for 45+ minutes, I'm sorry but if that's the hardest thing you've ever done in a video-game ever I'd hate to see you try any game that's remotely balanced in it's character and enemy design. 

  19. Isn't that how we do, I dunno, like EVERYTHING IN THE GAME?

     

    Yes, but everything we can acquire in the game isn't tethered behind a container most of us barely !@#$ see, but judging by your reply you're just here to argue semantics rather than actually contribute aren't you? 

     

    Tenno Research lab seemed fitting, something to do with the Jordas quest even as the ship Atlas flew here in perhaps, hek if I know. That maybe woulda just made sense. 

     

    But no, the first ever piece of loot tied behind what was once a fun little bonus, now tainted as yet another thing to try and grind for, killing the joy of the object in it's entirety. 

     

    Thanks DE. I was almost losing my salt. Kidding, I don't really care about this thing, but it's irritating that I won't even be able to test it out from consistently accompanying my friends to do things. 

  20.  

     
     
    Sacrificing your melee slot is well-worth it to gain what's effectively pre-nerf Blessing.
     

    Shields are useful when you aren't fighting level 100+ enemies.  Conversely, armor and HP aren't as useful when you don't use a healing gimmick or spam restores.  All of these become irrelevant when you reach high levels since you get 1-shotted anyway.  

     

     

    Keeping the melee on is more for a quick save in the few situations once may be unable to cast that blessing and is too close to eating !@$#. How does not having a melee make Blessing any more or less useful here? You can still allow yourself to get shot to bits with Link on before casting. 

     

    You don't need to go to level 100+ to meet enemies that can and will quickly make your shields irrelevant. Grineer on Uranus, Ceres, Phobos, maybe at around 20 minutes into any kind of endless happily dispense bleed procs. Napalms at around level 35 melt through shields with ease. 

     

    Raid. DE's TAC alerts, etc

     

    Infested have their toxins and swarms of ancient buffed units, tons of weak hits and debuffs from all directions often keeps your shields off when in the thick of it once their level is decent. 

     

    TL;DR When Shields hit 0 they recharge. When Health hits 0 you're dead. Too many things completely bypass or nuke your shields before the enemies are even at around level 50 for me to personally consider putting them on. Hence the strong voicing of my opinion. 

     

    Does staying mobile and utilizing your Frame's skills proactively to stay out of most trouble efficiently help a lot? Well yeah, but you can't avoid all damage forever [except Valkyr] and that's when having a Vitality to me becomes more helpful than a Redirection. 

     

    Why buff minimal and unreliable damage mitigation when you could buy yourself some extra seconds to live by adding more health? 

     

     

     

    maybe not to you, but i don't remember this being called Hastur609frame.

     

    an underused Stat being given more to work with to convince more Players to use it isn't a bad thing.

    you can say it is all you want, but it doesn't get more true.

     

    ?

    they would make it more effective. more Armor makes it easier to survive getting there, and more Health makes you even further Invulnerable.

     

    Was that first part of your reply necessary? 

     

    I can agree with that, in that more player options are good, but I will always disagree in that shields simply aren't useful once enemies are in their 35's and 40's when there's a point to having defensive mods. 

     

    Her shields still aren't high enough to consider modding for from what I've seen, not like Frost, Mag, or Volt.

     

    I've never gone and said anything that I say is the absolute law, despite my conviction that shields are bad and need improvement mechanically.

     

    The extra health would only make getting your energy up with Rage a little more convenient to make it to the blessing, while added armor could potentially delay getting stagger locked by QT before you can cast Link, and if not running QT, help and slow Bleed.  

     

    Whether something is cheesy or not hasn't had a bearing on Prime buffs in the past, just look at Nova and Volt. Balance isn't DE's concern here, and if it is it's highly sporadic. It's simply a matter of what could better service said prime. Buffing a weaker stat for it still to be meh compared to the rest seems arbitrary. 

  21. all three of Health, Armor, or Energy are highly Overpowered and just increase cheesing with Trinity, rather than increasing something that the Warframe was rather lacking in in the first place.

     

    I don't see how Health or Armor would really tip the scales unless she was given Atlas, Valkyr, or Chroma levels of armor to work with. It'd just be slightly more convenient. 

     

    Energy I'd be a little more inclined to agree with.

     

    Just because a stat is bad in a frame, that doesn't mean buffing it up some will suddenly make putting shields on her worthwhile. So then it's still pointless...

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