Jump to content

Konork

PC Member
  • Posts

    36
  • Joined

  • Last visited

Posts posted by Konork

  1. 1 hour ago, (PS4)toneone3000 said:

    Did you even read my sentence? "Just tested" as in I was just in the game. You cant launch the game without the most current version.

    The bug is fixed on the PC version, the patch just isn't on the PS4 version yet because Sony has a certification process that slows things down, and DE doesn't want to slow down PC development to keep versions even.

  2. 5 hours ago, (PS4)BenHeisennberg said:

    I've noticed that new players almost never ask for this.  Most I talk to want some sort of challenge to build up to facing all the way up to the end of their progression.

    Most complaints about this seem to be from people who do not want the game to take effort.  Example:  early complaints about higher end OV enemy damage.  While the starter quest was unbalanced and should be new player friendly, the rest did not warrant the outcry, and when I looked into why it seemed people were getting their *** whooped before going to complain.  Thank God DE listened to those of us who enjoyed it, and I sometimes run the T5 bounty for Axis.

    Hey, I'm someone who didn't like the inflated stats on the Fortuna enemies and still don't like the elite variants. I also didn't mind things like Nullifiers or the Arbitration Drones when they were added. I prefer when games challenge me by making me rethink my strategies, and when all you're doing is making enemy numbers bigger, it makes it hard to tell if your strategy is flawed from the start, if it needs some refinement to work, if you need to execute it better, or if you just need bigger numbers yourself to keep up.

  3. 8 hours ago, Fellas92 said:

    Are people that incompitent or what ? Which part of me saying "you could equip the arcane to any of YOUR cosmetic that you like and remove it whenever" ? What's so hard to understand ? 

    People understand perfectly, it's just that equipping an Arcane to a single cosmetic means you either need to always use that one cosmetic or that you need to spend a bunch of time switching between them if you want to use different cosmetics for whatever reason. You know, like what happened when Arcanes used to be equipped to helmets and Syandanas before they switched to the current system of having just two Arcane slots on the mod screen.

  4. The Grineer's armor scaling does make the game harder, but it does so in an insanely unfun way, where you have to either keep dumping ammo into them to finally kill them, or just do something that negates or ignores all that armor in the first place. And just as a bit of an anecdote to this point, I still pretty clearly remember one specific Grineer defense sortie 2 I played. It was a secondary only restriction, but everyone, me included, ended up taking bad secondaries. The objective never went down, and I don't think they even took any significant damage. No one flat out died either, though my teammates went down a couple of times. That didn't keep it from being one of the most soul-crushingly terrible experiences I've ever had in a video game. It made me stop doing defense sorties period, just so I'd never have to do it again.

  5. I doubt we're going to see any weapon types added to Zaws unless we get more Strikes later on. It's much more likely that when other planets start getting Plains-style areas, we'll be getting new modular weapon sets that cover different weapon types, although I don't think they'll all be melee weapons

  6. 2 hours ago, Momaw said:

    Enemy level doesn't equal difficulty. There's always a game-breaking meta strat that trivializes the game by making the team invulnerable or turning off the enemies. Until that stops being the case, "redo but with higher levels" is meaningless.

    To be honest, I feel like Sorties are pretty bad at the levels they're at as it is. Today's third Sortie was probably the most actively unfun thing I think I've ever done in a video game. It wasn't even hard, just a long, boring slog where the bag of popcorn next to me was more interesting than the game itself and where I didn't even touch the keyboard most of the time.

  7. I'd say the biggest complaint about Riven mods is that not only do they seem to be against things that DE has said they wanted to do in the past, they don't even seem to be accomplishing their intended purpose. DE said they want to redo damage again so that straight damage mods aren't necessary and could possibly even be removed entirely, but Riven mods can add more damage and stack with existing damage mods. Riven mods are supposed to encourage people to use older weapons, but people have been getting Riven mods for already heavily used weapons, and the one I got from the quest was for the Zarr, literally the newest weapon it could have been for. They're supposed to encourage the use of older weapons by making them more viable, but RNG stats means that you could end up with a mod that's useless, or worse, a mod that makes the weapon itself useless. The fact that the cost to reroll a mod increases makes it harder for unlucky players to get something that's not useless, let along good enough to actually be able to use that weapon in higher level areas. And alongside all of that, people are afraid that future content is going to be balanced around having good Riven mods, which means that anyone who can't get lucky enough to earn more through Sorties, get a challenge that's feasible for them to finish, get the mod for weapon they're willing to use, and get stats on said mod that are actually useful could be locked out of that.

  8. 7 hours ago, [DE]Rebecca said:

    The exponential Cycling costs are there to encourage players to try the existing stats before they embark on the journey to the ‘perfect roll’. For those of you who want to find the best Mod possible, that avenue is available to you, but that is not the goal behind this system.

    I have currently rerolled the one Riven mod that I have twice. It wasn't to try to get a "perfect roll" or whatever, they were for the Zarr I had building at the time, it was because I can very easily tell what's going to happen when I toss on a +Puncture/+Toxin or a +Slash/-Recoil mod onto a weapon that doesn't have either of the physical damage types I rolled and where recoil doesn't seem like it'll matter. At best, a higher cost version of mods I already have, at worst, @(*()$ nothing.

    7 hours ago, [DE]Rebecca said:

    The current maximum number of 15 Riven Mods is a reflection of this, as limitations encourages creativity and choice.

    I literally cannot see how limiting the number of Riven mods you can have at once will encourage creativity. In fact, if the cap doesn't go up at any point, I'm pretty sure the limited number of Riven mods you can carry is just going to encourage people to stick with a few weapons they like rather than branching out. We already have rifles, so it looks like we're going to get shotguns, pistols, and melee Riven mods later. Just 3 of each means you now have 12/15 slots filled, and while someone might find a new mod they like later, they're going to have to sell or junk some of them eventually. Which means at best, people will have a small stock of Riven powered weapons they rotate through, and at worst, they'll have the same sized stock than will be entirely static. Neither of which will open any more options that a large arsenal of Riven powered weapons. But I don't even know why I'm typing this out, you probably aren't going to read it and the people who would make any decisions about the game probably aren't going to listen.

  9. I think everyone whose saying that Vacuum shouldn't be added as a universal precept because it would make Carrier less unique are kind of missing the point. Vacuum is an extremely simple effect, there's nothing particularly interesting about it and it's pretty obvious that if it is made universal, then a new unique precept would be added to Carrier. And yet, despite how simple and boring it is, there are players who use almost nothing besides Carrier, to the point where I feel like it's the most used Sentinel. Hell, there's people out there who choose Carrier over things that could be far more effective in direct combat, just because of Vacuum, and any time any new companion of any kind comes out, the first thing they try to find out is how it stacks up against Carrier and it's Vacuum. It doesn't matter if you think those people are being lazy, and that they should just suck it up, the fact is that there's a lot of them, they're going to keep using Carrier almost exclusively, they're going to keep spreading the word that Carrier's the only worthwhile Sentinel because of Vacuum, and general Sentinel variety is going to stagnate, which isn't a good thing.

  10. There's kind of a few problems with your post here

    1. This is not the first event they've had like this. There was the Gravidus Dilemma a while back, which had a similar "winning side decides the final rewards" thing, alongside giving people who chose the winning side a better reward for one of the tiers. And speaking of which, there was a choice between a Vandal and a Wraith weapon back then as well, but both still got released eventually.

    2. I'm pretty sure more people were actually interested in the Dera over the Karak, especially since the normal Dera's a clantech weapon that requires multiple rare and valuable resources while the normal Karak can be picked up from the market and doesn't really use anything that rare to build, which kind of leads into the real reason why Alad probably won over Nef...

    3. The choice was essentially between finding a cure for the Infestation versus destroying it for... Reasons. I would have rather had the Dera Vandal over the Karak Wraith, but I considered the cure more important than either.

  11. Why are you even using an Ability with a long cast time... in the middle of a crowd aiming at you...? In a T4 mission. Nice.

    Especially when abilities with long cast times are usually specifically to make you vulnerable and when Nova was designed as a glass cannon who can dish out a ton of damage, but can't take much herself.

  12. I just want them to add some more weapons to some of the melee types that are lacking them. I mean, we keep getting these new melee weapons with whole new stances that only ever end up being used for that one weapon. Nikanas are probably the worst, because even though there's two of them, they have three freaking stances when the more common melee weapon types only have two.

  13. It's probably more that there isn't a dedicated arrow slot or something in the appearance menu, and they didn't want to add one just for a once-a-year cosmetic item when they probably don't have plans for more arrow types that would normally be available.

  14. Quick nitpick, they didn't actually call the Mara Detron an Orokin weapon, they say it's "For Orokin-era smugglers". At best, it just means the weapon design was around when the Orokin were.

  15. So the issue isnt really ammo efficiency

     

    Its weapon damage?

     

    There is a point where weapons that arent extremely ammo efficient start to run out alot

     

    Thats called the point where you run away because your damage output isnt enough for the place youre at

     

    The mod is a wonderful solution

     

    It makes use of all of the otherwise useless ammo drops lying around and gives you a choice other than damage for your weapon thats actually viable and comparable to just adding damage

    It's not just damage or ammo efficiency, it's all the stats of a gun combined. A Vasto has just under 2/3rds the damage-per-mag as the Furis, but it does that damage in pretty close 1/6ths of the bullets of the Furis. Combined with the inherit fact that it's a semi-auto, so you aren't going to waste ammo from holding the trigger too long and can control the recoil more easily, and that it's both more accurate and has the same amount of max ammo as the Furis, and the Vasto is just a more reliable weapon overall. And I meant that single mods in general are a bad solution to a problem, they don't help people who don't have the mods and they're usually just a bandage on top of a much bigger problem.

  16. Isnt mutation supposed to fix this

     

    Sacrifice damage for utility

     

    I do this heavily with melee and my mainframe Valkyr and it works wonderfully

     

    Better to have lower DPS over a higher time than Higher DPS for a short burst

     

    EDIT

     

    Theres also ammo restores for those who dont want to sacrifice DPS or Nekros for gun heavy builds

     

    The options are really there but people dont seem to use them enough

    The problem is that a good amount of the full-auto weapons both do lower DPS and aren't as sustainable as some of the semi-autos. Why use something like the Furis and spend most of my ammo in a single encounter when I can take something like a Vasto and both go through the entire mission with more ammo left than that Furis AND kill the enemies more quickly?

    EDIT: Also, a single mod being the "solution" to a problem is a problem itself

  17. Raw damage needs to have a decreased role in this game. Utility needs to have a larger role that can compete with raw damage increases.

    With the current system of scaling with a formula, this is pretty much impossible. An enemy gaining a level ALWAYS gets more health and damage, while a Frame or a weapon gaining a level only gets a point that could be used for one of those things. If enemies worked on a similar mod system as weapons or Frames, where each level gave a point that would be used to boost one thing, then several of the current essential mods would immediately not be as important.

×
×
  • Create New...