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Androgynous

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Posts posted by Androgynous

  1. Out of the loop, been playing Warframe on and off. Back when abiltiies were mod cards that cost points, I remember people saying Blade Storm was one of the worst/weakest ultimates in the game. Even when the clones were added to speed up the animation, I think it was still considered a bad ability by most unless I'm remembering wrong. What other buffs were made to Blade Storm that made it into a "press 4 to win" button?

  2. Calling it a simplified, uncalculated example doesn't excuse that it's totally incongruent with the game.

     

    1. I said Forma not polarities. The higher DPS comes from the fact you have 12 extra mod energy due to Hornet Strike and Barrel Diffusion being polarised which allows the Kunai to exceed the Acrid in DPS by having an extra mod than it, not because the base stats are better.

     

    2. Starting with Polarities just means you get the limit on Forma sooner. There's no point getting more than 4 (or sometimes 5) polarities on a weapon because you can already put all your maxed mods on I did not say the number 4 was concrete, but I honestly I can't see how you'd need 6 polarities to fit all your mods on unless you need them to polarise every single 14/15 point mods like Serration, Split Chamber, Heavy Caliber, Tainted Mag and Metal Auger, unless it's you're dumb enough to Forma 5 times and not potato, which is a waste of Forma both ways.

     

    When/if you do put a potato on it you're going to be able to fit all your mods with just 4/5 polarities on it, and the added polarities just make it harder to change your mods because some will be made more expensive to put on. And it's a waste of Forma when you don't put a potato on it because you're putting Forma on a weapon to make it better while you're limiting it's effectiveness by not potatoing it.

     

    3. I'm talking about the Acrid PRE DAMAGE 2.0, hence why I'm pulling numbers from nowhere. The numbers don't have to be correct, they're there to get the concept across that a clan tech / unpolarised weapon can start off weaker than another weapon but when you add forma to it, it becomes stronger than it, unless you happen to have a pre-update 11 build of Warframe lying around somewhere that you want to use to demonstrate your point?

     

    The Acrid is crap now, which I'm aware of, and did not mention it earlier either, I was talking about the Acrid pre update 11 , so trying to mathematically argue the point now is moot, and especially when you're putting Radiation damage on it, which is just laughable, when Corrosive's armour reduction allows you to increase your damage against all enemies no matter what their health type or even faction is in the late game, whether or not Corrosive has a damage bonus or not against that type, unlike Radiation.

  3. Have you seen how bad some clantech weapons are without Forma/Potato, yet use Forma to build?

     

    The logic hurts my brain.

     

    how is going from 'requires forma' to 'should be good without it' a logical chain of thought?

     

    starting polarities are a way to offset a weapon's weak starting stats so that they can equip higher cost mods to make them stronger. the polarity advantage is what makes them stronger. but when they no longer have that polarity advantage - due to forma, then it will perform worse than a weapon which has better base stats with the same mods.

     

    clan weps generally have better base stats than market weapons, which means they're affected more by mods which are percentage based, so better base values = better increases. but because they lack polarities, you can't put those high cost mods that you need to make the weapon good until you put some work into the weapon (i.e. multiple forma).

     

    the acrid pre-damage 2.0 is a really good example of this. it has no starting polarities, and it's a pistol, which have the best scaling base damage mods, so if you didn't have enough energy for all the key damage mods, then you were missing out on more damage than any other weapon type.

     

    after you have 4 or 5 polarities (lets say 4) adding more forma doesn't really help since you can't use the extra mod energy you get from polarising a slot due to being capped on mod slots.

     

    so lets say as an oversimplified example, each forma you add increases your DPS by 1000 because more mod energy = higher ranked mods = more DPS, and you're comparing the kunai which has 2 V slots to begin with vs the acrid with 0, and the kunai with 0 forma does 600 DPS while the acrid does 200. (these number's are not calculated or accurate in any way)

     

    because the kunai already has 2 polarities to begin with, you can only apply 2 more forma before you can max it out with mods, 2 more forma increase it's DPS to 2600.

     

    however the acrid, because it has no polarity slots, you can add 4 forma to it until it caps out on mods, resulting in it having 4200 DPS, despite starting off worse than the kunai, it ends up more powerful when maxed out.

  4. ide be ok with that, but alot of people wont like not being able to be taxi'd to alerts but thats just insentive to unlock them

     

    how so? the people who have access to those alerts earned and deserve them. leechers do not.

     

    if a player has the capability to complete content at that level that an alert is on, then it's just laziness that they haven't done so in the first place. none of content in the solar system is difficult even with unoptimal equipment. only difficult stuff is long duration defence or survival, which doesn't matter when unlocking the star chart since you only need to stay for 5 minutes/waves to unlock the next node, and most defence or survival is at the edge nodes which don't unlock other nodes, which I simply skipped until they gave mastery.

     

    if a player does not have the capability to complete the content of the node they wish to be taxied to, why should they have access to it?

     

    so they miss out on an alert reward they wanted. everyone has missed an alert that gave something they wanted, and it's not like any of the rewards are exclusive to that one alert. numerous times i've missed out on potatoes, siphons, formas and the like. I don't care, because there'll eventually be more alerts giving the exact same thing.

  5. Because a rare mod would be rare, and that would mean more forum blow up about WTF GRIND WALL OMG NOT MORE RNG etc etc. This is why we can't have nice things.

     

    they aren't actual drops though so making them rare won't change their rarity unless DE manually alter the appearance rate of auras in alerts. so there's no benefit to changing them, since it'd make fusion more expensive.

     

    the quality of a rarity (i.e. common / uncommon / rare / legendary) doesn't necessarily correlate to the actual rarity of the mod. third and fourth frame powers have the 'rare' quality but are certainly more plentiful than certain uncommon mods such as hornet strike or equilibrium for example.

     

    or if those legendary cores were not legendary quality but rare and simply named 'legendary core', would that indicate their rarity would be on par with other 'rare' quality mods? no it wouldn't.

     

    TL;DR - the coloured border + rarity at the bottom right of the mod is not an indicator of rarity for mods that aren't mob drops anyways, pointless change.

  6. Wait for the mastery system to not be severely outdated

     

    even if inaccurate, it's still a measure of time / effort spent. you don't waste your time ranking up 5 frames and 30 weapons (random numbers) to reach the more difficult content if you don't like the game.

  7. Uhmm rank locking would be a bad idea. Because I legitimately reached Pluto and finished most nodes without taxis. And I'm not even rank 10. Rank 8

     

    In case you simply skim read what Angius said, I'll reiterate the important bit

     

    I'm not saying "Lock Pluto to MR10" but at least lock each "next" planet one mastery rank higher, than the previous one.

     

    I don't agree on this exact idea but I agree that rank limits should be introduced to planets and for each void difficulty.

  8. done quite alot of the regular enemies, and completed less than a handful eximus things, bit annoyed that some entries have more scans than needed no information about stealth scans until I'd already had multiple enemies with 21/20 required scans, and that's interfering with my OCD. Unfortunately I was one of the unlucky ones who didn't get the recent bug where their profile stats got reset.

     

    at the moment I'm not using it until they fix already completed entries not appearing green, the previous version which prevented you from scanning them actually worked.

  9. Vanilla Orthos wasn't an option proposed by OP however, invalidating your criticism.

     

    how does it invalidate it?

    it's his opinion, it's his right to have and express it, it's not disrespectful / derogatory / insulting, et cetera of anyone here

     

    maybe it's not relevant to the discussion, but that doesn't mean his opinion is invalid

  10. making exclusives no longer exclusive may fix one problem but it just creates another one.

     

    for all we know though, DE could have been thinking all this time for a way to reintroduce certain (or all) exclusives without screwing over those who already have them.

  11. i'd suggest you get the serro for utility, and the orthos prime for damage. although if you're going into late game, and you have the cicero and tethra's doom mods, you could build the serro for corrosive damage with a high status chance, and as egg_chen said, because you only have one damage type, then the serro will only proc one effect, in this case, it's armour reduction.

     

    if you have voltaic strike and virulent scourge, both maxed on your serro, you'll have a 55% status chance to reduce an enemy's armour by 25%, and armour is the main reason enemies are so hard to kill in the end-game.

     

    if you're not playing against high level enemies, it doesn't really matter what you get, pick what you'll think you'll have fun with, you can always get the other one later.

     

    How is Orthos better than Orthos Prime? Orthos Prime stats are better in every way, iirc.

     

    s/he's saying that aesthetically, the orthos is superior to the orthos prime in his/her opinion.

     

    although, the one difference between the two weapons is the stance polarity. serro and orthos have the same stance polarity, while the orthos prime has a different one, which fits a stance that has faster attacks - this could be useful on the serro for increasing proc chance, but you'll get less mod energy unless you forma the stance polarity.

     

    it's not a base stat, but if you don't have forma, stance polarity can change the way you use a weapon.

     

    also orthos prime has 80 jump damage compared to orthos' 100, but that's not a big difference anyway.

  12. yes, lets double the amount of useless mods that enemies can drop

     

    Ability mods are nowhere near the mark of half the useless mods in the game.

     

    There's people in TF2 who sell their free Genuine promotional items either for Steam funds or TF2 keys (which can be grey-marketed for real money) in order to reduce some of the cost of the game, because normally after a promotion for the game ends, Valve add the normal quality items to the game, which look exactly the same in game, the only difference is when looking inside the inventory of someone else (exactly like my example)

     

    Applying that parallel to Warframe, there'll be a group of people who want to collect mods, and there will be a group of people who have mods that they don't want. "I may as well trade for a mod that I'll put to good use instead of essentially a reskin". Basic trading principle, supply and demand.

     

    and if they wont drop from monsters, players will complain that they want to have different ranks of all different mods so they need multiple versions of it.

     

    What's wrong with that? People can collect if they want. In my parallel example, cosmetic variants of trading cards are simply status symbols and in some cases, are used as trade-fodder. So applying it to Warframe, if there was a mod that was rare enough, even if you had no use for it, people would want it merely because it was rare. Look at the Arcane helmets. Some have worthless stats but people want collect them, I personally bought the Gorgon, Machete and Ether Daggers prior to their retirement despite being sub-par weapons. Why? Because they're probably going to be rare later on, even if it's a crap weapon, people are going to want it because people like being parts of exclusive groups.

     

    Also you can craft the same frame multiple times if you're that desperate to have the same mod with different ranks, or trade for people who create Prime frames but want to get rid of their Prime mods. Number of frames you can craft is not limited, if you were dedicated enough to try and collect every mod in every rank, then you'd have the patience and dedication to even craft the same frame multiple time in order to achieve that mod.

     

    Killing enemies isn't the only way to receive a mod as a drop. Alerts can be a reward system, Lore wise, Prime frames are Orokin equipment, mods can drop from canisters from the Void, capture targets in Orokin missions could be thieves so there could be a chance to receive a prime mod upon capturing them or completing the mission.

     

    The Orokin Void has parkour chambers which already have all Warframe abilities as rewards, simply change those to the reworked ones. The parkour rooms still give common and uncommon mods as rewards, adding rare mods is still a bonus. Regardless of what the mod does, a rare mod is still a rare mod in terms of fusion energy and sell price.

     

    Got anything else?

  13. those saying they should abolish the invisibility should just shut up.....

    inivisible is NOT invincible

     

    who's saying that?

     

     

    *basically everything but invisibility sucks*

     

    his kit revolves around him being invisible disarming everyone and killing them before they reach his clone

     

    if you're saying his other abilities are bad, why are you saying that the point of loki is to use his other abilities besides invisibility?

     

    neither disagreeing or agreeing with you here.

     

     

        To this I would say are you familiar with radial blind? When enemies are blinded they will still shoot in the direction they hear noise from "loud" weapons. It already exists in the AI, I feel like this is how the enemies should treat Loki when he's invisible. He doesn't become visible or anything, they just shoot where they heard that gunfire from. Loki can move and they'll keep shooting that one spot! This is how it should be.

     

    According to the wiki they don't fire their weapons, melee units go to the sound of gunfire though. Although I don't have much experience with Excalibur anyways, I only used him when I was new, and I pretty much only used Slash Dash as my panic because "hey, it looks cool and does tons of damage."

  14. Currently, all warframe abilities involve a picture of the frame in question using the ability.

     

    So what if crafting a Prime frame instead gave you the same abilities as the normal frame, just with different artwork? Or even all in rare quality just for more visual appeal. Abilitys only go up to rank 3 anyways, so ranking them up isn't expensive regardless of their rarity.

     

    The abilities don't have to be exclusive to prime frames either, unlike the helmets of prime frames, since no one but the player can see them anyways. e.g. A Frost should still be able to use a Snow Globe card that has a picture of Frost Prime on it.

     

    I got this idea from trading card games which have rarer versions of otherwise identical cards, the only difference being cosmetic. For example, the artwork could be different, the lettering of the name of the card could be gold for example, or the card could be holographic, or even all 3 at once.

     

    There's already mods that have had their artwork changed, it probably can't be that hard to do 4 more for each frame, otherwise they wouldn't have taken the time to change the artwork of the other mods like sentinel redirection / vitality / steel fiber.

  15. The difference is that currently you have to recast it to do that. That makes it a "fair" ability.

     

    I said that at the end. That's why making it a toggle-able skill is just a bad move, since it makes it much better for those with FE, since they just cast it once and they're invis for the entire mission.

     

    Those without FE have to cast it more often and also more at the mercy of energy orbs which are affected by efficiency - another reason why streamline > flow, but that's another debate - if you reduce the energy cost per second of something, then each burst of 25 energy gives your ability a longer duration than without it.

     

    At least the way it is currently, even if you do have enough energy input (from siphon(s)) to exceed the output (each cast of invis), you still have to recast it.

     

     

    Two words : "Eximus" and "Mag". These two guys would ruin any Loki's day.

     

    They already ruin any Warframe's day. If you didn't know that a Shock Eximus was there, then you were at the mercy of the remaining duration of your current invis. You're only going to survive if it's either low level stuff, or you happened to cast invis before you went into range of it.

     

     

    On top it would also need fairly base energy decay

     

    There is no fair energy decay. Above 2.4 e/s and you're basically saying "invicibility is only allowed in teams", above 9.6 e/s and it's too high in comparison to other toggle abilities.

     

     

    Maybe the faster you are moving the faster it drains

     

    Loki is the fastest frame in the game, he is designed to move around the battlefield quickly, on top of his fast movement speed, he has switch teleport, and on top of that, an ability that creates a switch teleport target ensuring it can be used at any moment. Punishing him for moving quicker and therefore rewarding him for not moving / going slowly isn't what should be done.

     

     

    When you do actions (shoot / Melee) it drains faster

     

    I agree on the opinion that invisibility / smoke screen should not be a way make non-silenced weapons silent. It could be changed a number of ways, like each shot fired removed X seconds of invisibility, with different weapons varying, and the silence mod affects the duration loss by multiplying it by the noise reduction %.

     

    Or make it so that firing a weapon removes invisibility and then after X seconds of not making a sound with a weapon, you'd become invisible - but enemies would stay alert or blind fire where you last were, kind of like the "last known position" mechanic in some stealth games.

     

    On melees, I think that not all melees should be silent, the smaller weapons should have better multipliers than larger ones so that while invis, they actually deal more damage (or at least comparable), because smaller weapons should be stealthier, ninjas / spies don't run around with huge claymores, they have daggers and other assorted small arms.

  16. good idea, but wouldn't it be too powerful a tool?

     

    It would then be possible to stealth through an entire mission with the right mods.

     

    Loki can already do this, even running solo if he has enough efficiency and duration mods.

     

    With 75% efficiency, invisibility only costs 12.5 energy. So if you're gaining 0.6 energy per second from energy siphon, you need invisiblity that lasts 20.8(3) seconds if you want to have enough energy to cast invisibility again after the previous one ends.

     

    With the base duration of 12 seconds that means you need 8.8(3) more seconds from duration mods.

     

    8.8(3) = 12 = 0.736, so you'd need at least an increase of 74% from all your duration mods in order to have permanent invis. With the maximum possible being 157%, even with a max Fleeting bringing this down to 97%, it'd still be possible.

     

    Removing the duration from invisibility would probably make it easier to have permanent invisiblity, because efficiency mods have an exponential effect on the energy cost per second of duration based abilities (hence why there is an efficiency hard cap) while duration mods have a linear effect on it. Fleeting's negative cost would have no effect on Loki besides his Decoy duration, so max Fleeting on him would basically be as good as him on Nova pre-nerf or Mag, which creates a huge discrepancy to those who have FE and those that don't.

     

    Currently it's not as bad because Lokis can improve the energy/sec cost of invisibility by getting duration mods as well.

     

    The change to invisibility becoming toggle-able would just hurt solo players if the energy per second was high enough that solo players couldn't run it, but those in a group could, which would require the energy cost to be higher than 10 energy/s, and I don't think they'd make it 10 e/s, since Absorb is 7 e/s and that actually makes Nyx invulnerable on top of dealing infinitely scaling damage.

     

    Also the weak point of invisibility is like the pre-nerf Blessing, you could be downed during the cast animation. Making it toggle-able makes the cast animation almost a negligible part of the ability if you just cast it at the start of the mission and you have enough energy to run it permanently.

  17. I meant that if your weapon did, say, magnetic damage only, and then you came up against an enemy who didn't take damage from magnetic damage, then you wouldn't be able to kill them

     

    yes but as I said, there aren't any enemies that have 100% resistance to any damage type, making this scenario impossible.

  18. More on that statement. -IF-, Login rewards are -improved- to a point where everyone get a discount and at least 1 potato/forma per week for logging on every day, then this community will -highly probably- adapt the mindset that being active every day = more power. Even though potatoes aren't that expensive and people buy those all the time.

     

    So, no matter how bad the rewards seem. Making them better will only make things worse in the long run.

     

    rather than make the good rewards more common, make the common rewards less crap. even something simple like fusion cores would be useful and welcome instead of XP. credit rewards suck. a reward for diligently playing every day for an entire week isn't enough credits to even transmute 4 common cores.

     

    plus there's some minor inconsistencies with stuff like the plat discounts, you're more likely to get the 75% plat discounts on 0-2 and 3-6 days,, 3-6 days doesn't give 2 day discounts for 50% or 75% unlike 0-2 or 7+.

     

    0-2 days can give full formas while 3-6 gives void keys instead which are arguably a worse reward for committing for longer. 7+ gives formas, forma bps or void keys. maybe make it so that 0-2 only gives forma bps instead of forma, add forma bps to 3-6, and keep 7+ the way it is in that regard.

     

    you could even give people some rare or uncommon mods that are luck-of-the-draw defence mod rewards, like the power ones, or hornet strike.

     

    hornet strike for example only drops from toxic ancients which are now limited to derelict or invasions. you can get them as a defence or survival reward but the problem is that most people would rather have something better. by getting hornet strike instead you're forfeitting potentially better rewards for a mod that is supposedly "uncommon"

     

    weapon / frame XP is useless and probably any other reward would be better than it because most people have their stuff at level 30 anyways, and even if they didn't, 2k XP makes no difference whatsoever when you can rank a weapon to full several times in a day.

     

    if credits are going to be a reward for comitting to the game for at least a weak, and they're supposed to be there to dilute the reward pool, then at least make it a decent amount of credits like 25k or something. that might stop people complaining about the huge difference between the perceived value of the good/best rewards and the bad/worst ones.

     

    rare resources in small amounts (like 1-3) could also be added, stuff that people never have enough of like oxium or orokin cells, and it wouldn't affect the game that much. people can get that in less than one run on a farming mission, but it'll appease the people who are sick and tired of getting XP for their rank 30 gear.

     

    fieldron, detonite and mutagen mass are nice to have, they're not as good as forma, but more valuable than orokin cells / oxium since their BP and craft cost is somewhat expensive considering how many you need for every clan tech weapon.

     

    instead of tiny amounts of credits and affinity i've taken 5 minutes to think of rewards that people would like and that wouldn't affect the economy drastically, if at all:

    right now, the lower/middle tier rewards are:

    • 10k credits

    • affinity

    • blueprints

    • void keys

     

    and then you have the good rewards which are few and far between.

     

    when instead you could have more of the common rewards, but also improve them, so it's not as disappointing when you get one of these instead of a rare reward. no one here's asking for a guaranteed forma or potato every week. unlike what you said. that's called strawmanning.

     

    example of the lower/middle tier rewards for 7+ days of logging in

    • 25k credits

    • fusion cores

    • uncommon / rare mods

    • high demand resources like oxium / orokin cells / neurodes

    • clan tech resources that cost 30k credits and take 12 hours to build

    • blueprints, possibly even clan tech weapons

    • void keys

     

    the increase in middle tier rewards bridges the gap between being given affinity and being given a forma, making players happier while also not giving away too many of the rewards that are intended to be rare.

     

    and if potato bps are extremely rare rewards, why not make frame / sent / weapon slot bps a similarly rare reward too?

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