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Halser

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Posts posted by Halser

  1. This was the year to reduce grind, wasn't it? So far we have gotten a frame that requires 8 components farmed from 1 boss, a few weapons with pretty heavy costs in uncommon resources, and the nice cluster**ck of T3 rewards. 

     

    DE, may I ask... What the hell? You suddenly make changes without any discussion and collection of opinions? You have not taken A SINGLE GODDAMN step towards the lesser grind, but in the meantime you just cram more of it in our throats?

     

    There is 1 damn effective way of actually getting new stuff now, and that must go fast? How about instead removing the 100% drop chance on the gunners?

     

    Frame reworks have been slow, when are we gonna get an actual decent Hydroid that can be used outside of that 1 crappy niche? U19 or so? You might want to fix the grind and then make farming balanced, not add more of grinding and reduce all farming methods until you get to your promised content changes.

    This is the year of quality and 'we don't want the game to feel like a giant grindwall'.

     

    Read this as 'This is the year of quality grind and we want the game to BE a giant grindwall'.

  2. bwahaha 1 any enemy killed in the tentacles will drop loot 2 dead enemies desecrated will drop loot id rather do a hydroid necros combo then not do it you know because it makes sense.

    you can combo nekros and hydroid now, people do it. What's your point?

  3. I'm MR16, I know what Pilfering Swarm does. It re-rolls drop tables multiple times for enemies that are killed by the tentacles. Makes for super-efficient, extremely boring farming. I've been playing Warfarm long enough to know the farming methods. Sorry if I want to enjoy my time and not get *@##$ed at for left-clicking.

    Ah, so you think the more efficient farming is, the less enjoyable it is.

     

    I can't argue with that completely insane logic.

  4. LOL @ OP. Op plz go read the official once more. This is how it should have been, in my opinion. The change seems more than fair.

    We don't need a slower, more clunky version of Desecrate. Pilfering Swarm is good because although you don't get as many enemies affected by it, the ones that do drop more items than a desecrate.

  5. Am I the only one who doesn't have a problem with this? Maybe it's just because I enjoy PLAYING the game and killing things, rather than just sitting around looking pretty and increasing the spawn rates, getting yelled at every time I dare to actually kill something. I'll happily spend twice the time farming if it means I get to actually participate in the action.

    I'm not sure you understand what Hydroid does, or what Pilfering Swarm does, or what Warframe is, or anything.

  6. The next PC Hotfix will have something to speak to this directly: with Pilfering Swarm equipped, enemies won't need to be killed by the tentacles to have an added drop chance. Simply dying on the tentacle will be enough to trigger Pilfering Swarm. However, we will also be removing Power Strength mods affecting Pilfering Swarm to balance this change.

     

    Glad DE is working hard in making all frames worthless. Keep up the good work.

  7. The only good ability Equinox has is Maim, because it scales very well. Provoke is half decent too, but nothing special, the bonus is just too small.

     

    Rest&Rage has hilariously bad range, even when you're completely focused on power range. It really reminds me of pre-buff Shield Polarize and Pull, just pointless. Give it a lot more range and maybe it will be useful.

     

    Mend could use less 'heal potency' and have another additional effect. You don't need to heal for thousands of hit points, most of the time 1000 HP is more than enough to cap everyone in a party. Maim is great for how it scales, but Mend scales unecessarily. Perhaps if excess hit points added up as overhealth this ability would be more interesting.

     

    Pacify is alright, but it has a 85% DR cap instead of 95%, and I don't understand why.

     

    Metamorphosis has no business having a cooldown. I expected to be switching between forms all the time to make good use of all abilities whenever the situation changed, but the way the ability works it's better for you to stick to one form. The bonuses are nice, but I don't understand why they have to decrease over time.

  8. The slow one now will later be fast, times are a changing etc

     

    It's time to let go. DE isn't going to change anything. If coptering was tying you to the game, then its removal is a good thing, because you're not likely to be enjoying all the 'content' it has. You can leave the unending grind knowing there's nothing left for you there.

     

    As with many other issues in warframe, coptering and the desire to keep it is just a symptom of the true problem of repetitiveness and fatigue. It's important to realize that when you ask for it to stay in the game. You don't necessarily want coptering, you want a fun game. And when coptering is gone, the game will be less fun. Please don't waste your time asking for something that's not going to change for a game you don't find fun anymore, or hasn't found fun in several months.

     

    Yes, I'm projecting here, but I think a lot of people that want coptering to stay will relate.

  9. basically, revert the last Continuous Weapon Changes because they've always been awful and ruined Status capabilities and also made applying Damage frustrating.

    I would really love to see this.

  10. There was clearly one original of each type, upon which the warframes are based. But the lore indicates serial production - the non-prime frames are basically knock-offs of the prime ones. 

     

    For story purposes, they are portrayed as unique individuals. There's only ever one of each on stage, because that makes the director's job easier.

    I always thought of prime warframes as expertly crafted versions of the regular ones, not regular warframes being poor copies of prime ones.

  11. FREAKING JUMP WITHOUT DELAY :>

    this would be great.

     

    Now, QoL changes in my opinion:

    Instant(or much faster) weapon switch that's purely client side(so not lag dependant)

    faster run speed for all frames

    more aggressive homing on melee attacks for less whiffing around between enemies.

    innate vacuum effect for everyone regardless of sentinel, at a reduced range compared to Carrier's.

  12. Noone will use the mod. Punchtrough is amazing but only a minority of players use the mods and your idea is very similar to it.

    really? Mostly everyone in my rather big alliance swears by mods like Shred.

     

     

    Punchthrough alone may not be worth the slot, but when you combo it with a fire rate increase it become amazing. I use sinister reach on my amprex for increased range on chaining. 

     

    Considering snipers have a relatively high damage and that overkill is indeed a thing for most of the 'regular' content, I belive a lot of people would be willing to strip an elemental mod for the ability to 'spread' their damage around a bit more without losing the sniper feel.

     

    On top of this, I'd like to see sniper ignore a portion of any enemy defenses on every shot, be it shields, armor, nullifier bubbles, or even auras like the Ancient Healer's. Every weapon type needs to have something that makes you miss not having it in a mission, and right now that rarely(if ever) happens with snipers.

  13.  With all due respect, Sir

    How the hell that having 2 more junks putting into drop table will not dilute the chance of getting that, even though we already got 1/5 chance to get Ash Prime Blueprint, and now it's 1/7?

    drop chances are not evenly distributed.

     

    'common' items share a 60% chance to drop, 'uncommon' share 30%, 'rare' share 10%(or something like that). Removing one common item and replacing it with two just means that the chance to get a specific common item decreases, but not the chance to get a common item at all, or the chance to get a rare item at all.

  14. A fraction of the distance? I disagree, if you look at the twitter vine video that Steve put up, he gained some pretty good distance with bullet jump. In my opinion, it seems better than Tipedo coptering, especially since it does not slam you into a wall every single time. Maybe with skill, that will not happen, but flying from one end of the room to another, skipping huge numbers of enemies along the way, does that really facilitate gameplay?

     

    In terms of the loadout thing, I agree. Still, with the removal of stamina, most frames would be able to keep up. Especially since we are not flying across rooms like gravity defying spinning pigeons.

    the distance looks okay from the size of that one map, but take a look at those huge empty featureless chasms that many maps feature(europa, phobos, void, derelict) and you'll realize that's just not enough.

     

    Coptering is efficient, reliable, and easy to perform. Allowing all loadouts to have the same level of mobility by basically neutering mobility itself for everyone is a baffling move, in my opinion.

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