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(PS4)Zero_029

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  1. Not the best way to "fix" the Wolf & the issues around him. But I will concede that this is one hell of a bandaid. Going to be a fun weekend!! I only I wish his drop table wasn't so polluted.
  2. Amazing. We need MORE like this. Extermination, Sabotage, would work well. I see "The Rule of 3" is being embraced. Amazing!! The only one that worries me because the Landing Craft Segment is not readily available. It's locked behind clan research/the market & requires resources that new players aren't able to easily acquire.
  3. He is said to stil lbe around. but he will NOT be a boss node like everyone hoped. (Disappointed in this actually...) He's going to be an Assassin we never see pretty much. Right now he supposedly has the highest spawn chance of all Assassins but barely anyone sees him. After nightwave he's supposed to become rare. So...if he's already Rare as a snowball in hell right now when he has INCREASED spawn chances...imagine how rare he'll be AFTER nightwave. It's the Gustrag 3's Brakk BP and Parts/Stalker's Hate Blueprint all over again but worse.
  4. Personally, I really don't think limited time event items like the Wolf Sledge should be drops. (As this is the only true FOMO many players who know of its existence have. I admit...I'm 2 parts short & my anxiety is beginning to pick up. I ran around 15 or 20 missions today (all level 20+ for the increases spawn rate). No Wolf. And supposedly they bumped up his spawn rate again. Should be that when you beat him he drops The Wolf Sledge Blueprint (Guaranteed Drop!) then its up to the player buy the parts with Wolf Creds via the Nora Store. This would gives Veteran players something to use their Creds on besides only Catalysts & Reactors. I'm drowning in Wolf Creds (about to burn em all on Orokin Catalysts) currently. I think I'm close to 400 actually.
  5. That endo remark is 1 thing that really grinds my gears with DE's reward table. That and Ayatan Treasures make me want to scream (in the bad way) when I play Arbitrations. Why is Kuva not more prevalent as a reward for late game content? Siphons & Floods are poorly designed & it's why players really detest playing them. I once in feedback posted a huge breakdown of a concept for Kuva Fortress to reworked. Essentially it made it the top spot for Kuva; Kuva Defense, Kuva Interception, Kuva Excavation, Kuva Survival, etc. Kuva, Legendary Cores are barely used. Hard/Intended to be Hard content like Arbitrations should reward these things more so than the same things everything else rewards.
  6. *shrug* My guess is that because it's barely played they are trying to get more people into it. DE isn't trying to make it easier, they are trying to make it more accessible because it's pretty much not played at all. I'm fine with it as it is. A mode made for the 1% (figure of speech) that only gets played by the 1% (figure of speech)...*shrug* what else did DE expect? Player engagement was destined to be nigh non-existent. I can count on no hands how many times my friends ask or desire to play Arbitrations. DE was fully aware when making it that only an extremely small minority of the community would be interested in it. Well, that's who plays it. I play it from time to time but meh...I tend to like having "fun" in my games. Arbitrations are what I call: "Tedious for the sake of being tedious." Like in JRPGs when boss fights require you to poison/zombie yourself & etc. That said, I'm fine with them doe remaining hard, hell the suggestion I made would actually make it even harder tbh.
  7. I have no issues with drones. I'm just offering a solution to them since so many hate them. I solo Arbitrations. *shrug*
  8. No. These enemies cannot be stripped of their the armor. They need to be exactly like the Wolf. If you can hit them with Status then they'll only take 1 or 2 more shots to kill which is negligible. Arbitrations is intended to be very hard. But since having drones force invulnerability is an issue. (I admit it does feel cheap. I understand the reasoning behind it. But I digress...) The best alternative is very tough & sponge-like enemies. As this would force players to take every enemy seriously, as well as force true engagement. That said I want to amend my Wolf statement. Every enemy doesn't need to take 15 mins to kill. But the double/triple layers of armor, immunity to status procs (avoiding them being stripped of their defenses till they are as weak as a level 20), immunity to CC, but decent HP that promotes an engagement. That is how they should be. I know status being blocked seems "bleh" but already we have enemies like the above. The problem is we can status proc them out of existence. What once took 1 shot, now takes 2, maybe 3. As we saw with Profit Taker, players will bring Shattering Impact, Shield Disruption/Corrosive Projection & negate it all. Then complain it is too easy. The best compromise DE can do is to make it where status still does damage (Radiation does do bonus damage to The Wolf) but doesn't proc & thus have it's bonus effect (stripping armor). THAT is how we do away with Drones while actually making Arbitrations even harder.
  9. They do indeed read feedback. I submit Bug Reports semi-often. Some of then can be exploits so I contact the devs non-publically about them & they usually say: We read our Feedback & Bug Forums over these issues. But thanks for the heads up! That said. Arbitrations kind of came out how the "players it was designed for" wanted it. In fact they were all very mad DE toned it down when it launched. So I can see why they are mad it's being toned down again. But impo...its kind of their fault. They wanted longer missions, longer intervals, permadeath, tough enemies that powers can't mow down, enemies that force players to aim & think, they essentially got all of that. DE literally gave what was asked for (within a slight threshold of reason) But as I (and many others predicted) after launch it became a "rewards aren't worth the trouble/time investment", "Drones are cheap." (Even though without them the enemies would be mowed down), etc. But the players it was meant for. Surprise, surprise stopped playing it. It's one of the least played modes in the entire game. (Probably down there with Lunaro & Conclave...) If the crowd it's meant for won't bother then it needs tweaking. DE is going to try & get others to play it. Thems the breaks on that. Although, come to think of it... I guess a solution to the Drones would be to make Arbitration enemies have armor, HP, & etc be like The Wolf of Saturn Six. Then powers & etc would work. But every enemy would be one hell of a fight. Addendum: When I say make them like "The Wolf of Saturn Six" I do NOT mean to make each enemy take 15 minutes to kill. I mean that they should have his: - Double/Triple layers of Armor - Large HP pool Enough to where they take effort to kill but not so much that it takes 5 minutes to kill. Each enemy should die around 1 minute. - Status & CC Immunity Yes it sounds nasty but. As past Bosses, events, & etc have proven. Players WILL cheese what they can. Then complain the content is easy. (Stacking Shield Disruption/Corrosive Projection, Shattering Impact, etc) While allowing Status to do bonus damage (Like how Radiation does to The Wolf of Saturn Six) is fine. What isn't fine is allowing Status to proc its bonus effect (ie: Armor Strip, HP Reduction.) So status damage? Yes. Status Proc? No. - Attacks that leave the player open to punishment. The Wolf does this already. So Knockdowns, stuns, finishers, etc. I know some players are groaning, but I must repeat. Aren't Arbitrations supposed to be hard & punishing? Being Knocked Down, Stuns, Disabled, isn't cheap if you allow it happen. Dodge, Block, & counter. If not. You'll be punished. Period. - Immune to Covert Lethality & similar mods/abilities. Instead these should do significant damage. But to instant kill would negate the challenge of the mode. I am a big Stealth player so this hurts me, but it is what it is. The point of all this? If we allow procs then enemies just take 2 or 3 more shots to kill. The point is to make them sturdy but without making them invulnerable. This way they can be hurt, warframe powers work (so player kits aren't negated/worthless), but they cannot be one shotted, melted, etc. Who knows...they might even survive 1 full melee combo?
  10. I didn't miss it. I just posted an unpopular response. The fact is...the Nerf won't stop with Blink. Right now, Blink is the Devs focus, but then people will STILL mainly use Itzal due to Cosmic Crush, so that will get nerfed. Then players will move over to Amesha because the Amesha's #2 can absorb & negate many Eidolon & Orb attacks (even protect you from the Orb's Nuke/Explosion.) So that will get nerfed. The Devs did NOT think to have Atmosphere stats and/or limitations for Archwings. As a result many Archwing Abilities are having unexpected impacts on Landscape/Open World gameplay. With Railjack en route the last thing we need is Archwings (which already needs work as their gameplay mode is lackluster) being underpowered because they've nerfed into the ground due to gameplay where they were originally meant to be a glorified taxi/mount. Blink is incredibly useful in Archwing missions, but now it's being nerfed or removed be cause of non-archwing content. That is NOT right. I'd rather have abilities disabled in one mode than lose them for their intended gameplay mode. Edit: Essentially, I'm considering the long term ramifications & making a suggestion to prevent future harm. Right now, Itzal is top Archwing to be nerfed hard across the board as all 4 of its abilities are strong, followed by Amesha which also has 4 strong abilities, then the Odonata, & lastly what little strength the Elytron has left since already got nerfed due PoE because it's nuke cleared the entire plains of Grineer, life in general, & the trivialized Plague Star (which was LOVELY but...nope DE wants the Grineer harassing us every 3 seconds). Now its lackluster as hell in Archwing missions. Essentially, the non-archwing missions are now dictating how Archwings function & perform. Am I the only one seeing the issue with this? I know not everyone likes Archwing but this will effect Railjack as Archwing is a big chunk of that mode.
  11. All DE has to do is block Archwing powers in Open World maps. Done. Problem solved. That would keep the Archwings balanced, require no rework, & then the only reason people will still use Itzal is because it's the fastest Archwing (it is the Rogue Archwing afterall). Players will still use Archwing more than K-Drives, & Itzal will still be top pick. They need to design better Archwing content before they start nerfing due to what is honestly NON-Archwing content.
  12. Just going to post my thoughts on this. Probably an "unpopular opinion" but oh well...forums are for discussion. *Equips Flame Repellant Mod & Arcane Ice (Rank 3)* ________________________________________________________________________________________ Honestly, the easy fix for this is simply to remove/block Archwing powers when in Atmosphere. Done. Nerfing Itzal's blink cripples the Archwing for it's actual designed content...IE: Archwing. Yes, I know most folks on these forums don't play Archwing. I do play Archwing, and I've leveled (and even Forma'd) my Archwings multiple times. I've learned the differences, nuances. & etc for each Archwing. Itzal is very well designed, it's kit is very well balanced. Blink is critical for movement when in Penumbra (Cloaked), also the very light (Amesha like) Armor of the Archwing is justified by the fact that the Itzal can blink out of bad situations. The Archwings are debatably very Trinity/role based. Elytron - Tank (Warrior/Berserker) Takes heavy hits, locks down areas, & when needed can dish out some massive burst of DPS. (That Nuke is amazing.) Somehow this Archwing's kit has really started to suck dps wise since PoE. The #1 is great for annoying enemies & getting their attention. The #3 is good for locking down an area but unless thep layer stacks the dmg it really only prevents enemies from charging in/kills trash, the #4 is amazing in Archwing missions but laughably weak everywhere else. Itzal - DPS (Rogue/Theif) Fast, Nimble, deals large & consistent DPS, avoids taking damage (like a Rogue) whenever possible. Blink + Penumbra is how it avoids damage the majority of the time with Fighter Escort serving as decoys & a damage buff. All of this Archwing's kit is around avoiding damage while dishes out damage. Cold Snap ifor example is effectively used as both CC (Augment) & dps. Odanata - Off-Tank/DPS/Support (Paladin...ish?) Jack of All trades really, but tends to do better as an Off-Tank as it's dps is impo more consistent due its #1 being a fiery version of Volt's shield for the team (Augment), it's #3 being very solid & reliable dps that also clears out trash in droves, & it's "Win Button" #4 that does amazingly/surprisingly high dmg/OHK everything. Amesha - Healer/CC/Support (Priest/Cleric) Not much to write about, it defends, it distracts, it heals. The nerf to Archwings in Atmosphere gameplay has already made the bulk of their powers useless, you really can't fight in Atmosphere either because the Grineer & Corpus have perfected Anti-Archwing weaponry that instantly destroys the Archwing, and they are all perfect shots when it comes to fast moving aerial targets as they NEVER miss. So blocking Archwing abilities on land would both remedy the "balance" issue Blink causes all while preserving the balance between Archwings for Archwing gameplay. With Railjack incoming I DO NOT want the Itzal being nerfed over content that it barely has an effect over. Archwings will always beat K-Drives because they can fly, and boosting even the slow Elytron is faster than a fully modded for speed K-Drive. No terrain to block/slow players down, no enemies (in the air), Breakneck speed, no downsides. K-Drive sadly while useful for fast travel of short distances is more of a gimmick, as damage/weapons they lack the needed punch to be useful. The mods just don't do enough damage, they get destroyed too quickly, and players are ragdolled off them by taking a snowflake to the face. DE needs to BUFF K-Drives, Block Archwing Powers, and call it a day. No Nerfs needed.
  13. Honestly, the easy fix for this is simply to remove/block Archwing powers when in Atmosphere. Done. Nerfing Itzal's blink cripples the Archwing for it's actual designed content...IE: Archwing. Yes, I know most folks on these forums don't play Archwing. I do play Archwing, and I've leveled (and even Forma'd) my Archwings multiple times. I've learned the differences, nuances. & etc for each Archwing. Itzal is very well designed, it's kit is very well balanced. Blink is critical for movement when in Penumbra (Cloaked), also the very light (Amesha like) Armor of the Archwing is justified by the fact that the Itzal can blink out of bad situations. The Archwings are debatably very Trinity/role based. Elytron - Tank (Warrior/Berserker) Takes heavy hits, locks down areas, & when needed can dish out some massive burst of DPS. (That Nuke is amazing.) Somehow this Archwing's kit has really started to suck dps wise since PoE. The #1 is great for annoying enemies & getting their attention. The #3 is good for locking down an area but unless thep layer stacks the dmg it really only prevents enemies from charging in/kills trash, the #4 is amazing in Archwing missions but laughably weak everywhere else. Itzal - DPS (Rogue/Theif) Fast, Nimble, deals large & consistent DPS, avoids taking damage (like a Rogue) whenever possible. Blink + Penumbra is how it avoids damage the majority of the time with Fighter Escort serving as decoys & a damage buff. All of this Archwing's kit is around avoiding damage while dishes out damage. Cold Snap ifor example is effectively used as both CC (Augment) & dps. Odanata - Off-Tank/DPS/Support (Paladin...ish?) Jack of All trades really, but tends to do better as an Off-Tank as it's dps is impo more consistent due its #1 being a fiery version of Volt's shield for the team (Augment), it's #3 being very solid & reliable dps that also clears out trash in droves, & it's "Win Button" #4 that does amazingly/surprisingly high dmg/OHK everything. Amesha - Healer/CC/Support (Priest/Cleric) Not much to write about, it defends, it distracts, it heals. The nerf to Archwings in Atmosphere gameplay has already made the bulk of their powers useless, you really can't fight in Atmosphere either because the Grineer & Corpus have perfected Anti-Archwing weaponry that instantly destroys the Archwing, and they are all perfect shots when it comes to fast moving aerial targets as they NEVER miss. So blocking Archwing abilities on land would both remedy the "balance" issue Blink causes all while preserving the balance between Archwings for Archwing gameplay. With Railjack incoming I DO NOT want the Itzal being nerfed over content that it barely has an effect over. Archwings will always beat K-Drives because they can fly, and boosting even the slow Elytron is faster than a fully modded for speed K-Drive. No terrain to block/slow players down, no enemies (in the air), Breakneck speed, no downsides. K-Drive sadly while useful for fast travel of short distances is more of a gimmick, as damage/weapons they lack the needed punch to be useful. The mods just don't do enough damage, they get destroyed too quickly, and players are ragdolled off them by taking a snowflake to the face. DE needs to BUFF K-Drives, Block Archwing Powers, and call it a day. No Nerfs needed.
  14. @[DE]Bear Just going to link the thread I made & have been updating as the Nightwaves keep coming. That's enough feedback from me. Impo.
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