Jump to content

Zectico

PC Member
  • Posts

    145
  • Joined

  • Last visited

Posts posted by Zectico

  1. 13 hours ago, kapn655321 said:

    But Vauban and the like might benefit from something like the fishing submenus.

    Yeah, this is mostly towards Vauban, Wisp, and Ivara.

    Aside from Wisp, I find myself avoiding all but one of the "multi-ablities" since it's just too much of a hassle to wait over 4 seconds to toggle to the right ability before casting.

    The problem I have with Wisp is if a Mote is accidentally cast, forcing the recasting of all 6 motes to get the original back in the right position.

    Allowing custom key bindings for holding / tapping keys might help too..

  2. Keep in mind that at high levels, Engineers are producing 2x dome charges per go. Combined with the higher resource drop rate at high levels, Dome Charges are incredibly cheap.

    Ships do need to be built for Artillery, but that's normal. Expecting Artillery to be effective without avionics is like expecting weapons to beat high levels without mods.

    On 2019-12-22 at 6:38 PM, LucifelShiningL said:

    it's worthless than slingshot.

    no way to use.

    Slingshot has significantly less range. Even with the +50% range perk, the Slingshot has less than half the effective range of Artillery. The trade-off is that it doesn't cause a 2 minute Engineering cool down (the resource cost is literally negligible).

  3. The system of holding to cast not only increases cast time, but is also clunky (especially since latency sometimes results in a swap instead).

    A gear wheel selector would also help with swapping to abilities without having to toggle through several other abilities first, greatly decreasing effective cast time.

    • Like 1
  4. People are definitely misunderstanding Railjack.

    I couldn't agree more as to the time-to-kill. The TTK being more than a fraction of a second has become a massive shock to players who have gotten used to killing dozens of enemies at once. However, the amount we are expected to exterminate doesn't reflect this, nor does the affinity or rewards. Railjack seems to have been balanced around the TTK of standard Warframe missions, resulting in a grind thats far longer than the rest of the game, only to be compounded with bad RNG design. It's as if the Kuva Lich system was released to see if there would be backlash for randomized stats.

    Brozime got a lot wrong in his video (and quite a bit of straight misinformation as well), but he's right about the grind. 16k titanium in over 30 hours is not unusual, and may even be slightly above average (pilots still often forget about shooting asteroids).

    It feels as if DE is becoming a mobile game with all the questionable decisions they have made in terms of RNG. All that's left is to make an "Avionics Drop Chance Booster" as part of a "Prime Booster Pack" and they'll be ready for the appstore.

     

    [Edit]: Also a minor gripe that felt appropriate: Players forget that Railjack is for ship v. ship combat, not Archwing. The point is to stay on board. Saying that Archguns feel too weak is the equivalent of expecting to be able to take down naval cruisers by jumping overboard with a rifle.

    • Like 1
  5. General impressions:

    The current exponential increase in the Intrinsics needed per level promotes generalization rather than specialization. The reason the graph of Intrinsics distribution is so even is because players would rather spend the 16 points needed to reach level 5, rather than the 128 points to get to level 8.

    As level 5 is what is needed to unlock most of the mechanics of each skill tree, the majority of players seem to be some variation of 5/5/5/5. In many cases, players simply just level up the cheapest option continuously. Specialists are incredibly rare, especially in the Veil as people generalize after beelining for level 7.

    Problems:

    The most over-saturated role is not shown by Intrinsics: boarders. Not only do boarders receive more rewards than Railjack crew (due to Warframe pickups not being universal), but the role is inherently more fun as well; gunners, pilots, and engineers suffer from repetitiveness as these roles are basically one activity repeated across ~10 to 20 minutes. It is fairly common to see the crew bail the Rail Jack in favor of simply doing something else.

    The crafting menu doesn't reflect Engi's manufacturing bonuses. The normal amount is shown when crafting, with the amount in cargo suddenly increasing after the menu is closed.

    Suggestions:

    As each turret has different strengths and weaknesses, it would be useful to see the name of the equipped turret when mounting a gunnery position - especially since a lot of turrets share the same icon (and/or are inconsistent across manufacturers).

    It would be nice if the tactics menu also displayed the skill levels of the crew, preventing confusion when moving to positions.

    • Like 1
  6. Part of the issue with randomized stats is that the best Railjack components take hours of grind to manufacture, along with 12 hours to actually produce.

    The current refund rate for scrapping a built component is 50%, meaning that half the hours spent grinding are instantly useless if a component with higher stats drops.

    If the refund rate were higher (say 80%), the process of building a new component would be closer to upgrading with an extra resource cost, rather than building a whole new component.

     

    • Like 1
  7. 35 minutes ago, sam686 said:

    Would be nice to have "Hide not owned" in equip selection.

    Definitely. Even now I still find it annoying to have platinum-purchase weapons mixed with the ones already owned.

    37 minutes ago, sam686 said:

    This is bad when Steam's button configuration may be different from in-game controller configuration, and game only use in-game button config for button prompts.

    Oh, wow. Thanks for bringing up console, never heard anyone talk about all this before :v

  8. Everyone knows the tutorial is a mess, but it's worse than many realize.

    Most players have never replayed the beginning of the game - so the tutorial never gets any review. I suggest you also make a new account (surprisingly quick process) and give some feedback, even if you have already.

    The tutorial is literally the entire game from the perspective of a new player. It goes without saying that the tutorial should be as fine-tuned as it gets. From what I've seen among friends, it's safe to say that a significant portion of players quit the game without even finishing the tutorial. In fact, Steam achievements show that ~40% of players have never solved a cipher, meaning that 40% of players have never tried the first mission.

    Even worse is a well-known issue that still hasn't been fixed: New players are bombarded with premium purchases. Players are prompted to spend Platinum even before they learn how to craft or even load into a mission.

    With all that said, here's my opinion:

    • Tutorial tips shouldn't be glued to the environment.
      • Should a player move to quickly or even get distracted for a moment, they will get stuck and incredibly frustrated.
      • Since prompts only appear in a very specific area, players need to be very specific about where they walk
        • ex. "Press X to activate console" being placed on the floor, and is not visible from elsewhere in the large room that it's in.
      • "Double Jump" prompt is introduced in front of an un-jumpable gap
        • The necessary tool tip for progression (Wall Dash) is off to the side.
        • Maybe this is on purpose? The player learns about double jumping and the respawn mechanic from falling off the map.
      • "Wall Dash Up" is very easily avoidable, especially since it isn't clear that the player should stop on the lower platform.
        • Wait is the player supposed to go left or right? Going left avoids double jumping
      •  Would the tutorial tips work better if they were popups in the UI instead?
    • There are too many untaught game mechanics
      • Holding "F" will lock the player to complex melee, conflicting with how the tutorial teaches that "E" is the way to switch to melee.
      • Most of the major movement systems
        • Rolling
        • Crouching/Sliding
        • Bullet Jumping
        • Wall Clinging
      • Alarming/Silent weapons
      • Parazon prompts show up on enemies
      • Daily rewards
        • Who is Cephalon Simaris/Maroo/Darvo?
        • Why are they giving me stuff?
        • Should I remember what they're saying?"
      • ★ Crafting - tutorial implies equipment has to be bought with premium currency
    • New players shouldn't be immediately exposed to Platinum purchases
      • Players should unlock the crafting module before the "Comms System"/Market
      • Not apparent that weapons & Warframes can be earned for free
        • Please hide this until a player has learned about crafting
      • Not apparent that platinum can be earned for free
        • Maybe tell the player that there's an avid player market to earn plat
      • Nudges new players to waste plat - and then realize that they need premium currency to get more than a measly 2 Warframes or 8 weapons
        • Major reason people quit the game
    • And some minor nitpicks:
      • Enemies after the melee tutorial getting alerted early, making it seem as if the player should be able to move on - despite the gate being locked before all enemies are killed
      • Public chat being public chat
      • Currently arsenal modules are stuck into the air and magically merge with orbiter systems, looking more like a bug than an intended animation.
      • New players can go immediately to the Strata Relay (not really a problem since other players don't spawn)

    Even though this doesn't benefit those who know how to play, it's still important to helping the community grow.

    Please make your opinion heard. Maybe we can get DE to finally fix this.

  9. On 2019-11-17 at 7:31 AM, Teridax68 said:

    [...] To start, I think we need to rework how kill credit is awarded, so that on-kill bonuses still get awarded if one damaged or debuffed an enemy, or buffed an ally [...]

    I like this idea! This alone would fix a lot of team-synergy issues. I don't think it would ruin the balance of most frames... though Harrow might become a bit too strong.

    Downside is that it doesn't fix a lot of frames that have on-hit mechanics or don't have AoE buffs.

    • Like 2
  10. Ever feel like you're fighting your own team just to play the game?

    Suggestion: Allow abilities to benefit slightly from teammates who actually play the game too - instead of no benefit at all

    The problem:

    1. Many abilities depend on you killing things
    2. Buffs from killing things often makes you better at killing things
    3. Killing things prevents other people from killing things

    If someone is doing their job and actually killing things, then other players don't get to play (especially if a team has duplicate frames).

    > The result is that it's more efficient for the whole team if 3/4 players leach or go afk after casting a buff, allowing one person to do dps.

    Possible examples of reducing negative synergy:

    • Nidus: [Larva]: Enemies killed by teammates while grabbed return X% of the energy spent on cast
    • Harrow: [Penance]: Convert up to a max of X% of the damage dealt by allies into shields for himself on the next strike
    • Chroma: [Vex Armor]: Include X% of damage taken by allies
    • Nekros: [Shadows]: Include enemies killed by allies, but only within the last X seconds

     

    • Like 3
  11. Have all weapons received separate dispositions for variants or just the Kuva weapons?

    If not, it would be nice to see this on all weapons. The separated disposition mechanic seems to be working well on the Kuva weapons, especially for keeping 100% status on Kohm.

    Since Riven disposition is already balanced for the Primes, it would make base variants at least somewhat viable.

    Would make sense on weapons with variants that play different from the original, like Cernos and Opticor.

     

     

  12. 15 hours ago, Gurpgork said:

    Like for all the trouble that this ability puts you through, its output should be 20% better than the meta CO/BR melee weapons. If you are seeking to get the most you can out of Wukong's kit, then there is no situation where using Primal Fury is better than just using a normal melee weapon instead. Not when you can save energy and increase your DPS by doing so. 

    It's just that the staff can already kill heavy units in under 3 seconds. The newly buffed melees are pretty insane, but 0.6 seconds doesn't make much of a difference to me.

    Exalted Blade definitely needs a buff though.

    15 hours ago, DeMonkey said:

    Test them, those values are incorrect.

    I've added a (crappy) video to my previous post, check it real quick?

  13. 8 hours ago, DeMonkey said:

    Someone who gave up really easily, almost like they realised that everything they said was utterly false.

    It was 1 am for me when you replied; not a good time for me to be responding to game forums, and you seemed a bit heated at the time.

    You accept that most of the forum so far has been about Wukong though. I get that Iron Staff doesn't feel as good to use atm, but I honestly don't think a buff is needed. The staff is not bad by any means in its current state, just not god-like - similar to Chroma's massive nerf, and yet he is still good despite how half his abilities are literally useless.

    8 hours ago, DeMonkey said:

    Everything I posted is readily available information as well, so I don't know what the point of it all was.

    Yeah, that's my bad. I only looked at the wiki, which has Iron Staff at 10% status. I didn't check in-game.

    17 hours ago, DeMonkey said:

    How exactly am I forgetting that? Yes, the size changes. It grows longer during the unreliable dash attack, and shrinks for the AoE slams. What of it?

    Since we're back to Wukong and DatDarkOne vouches for your expertise, I'd like if you could please try to see where I'm coming from. I'll be brief:

    CLS (forward block) has a 300% range bonus and SCT (forward) is 200%. With only P. Reach, the range of CLS is comparable to 1.0 dispo polearms with P. Reach + Spring Blade + Range Riven. Pretty strong as SCT is 4x 360°.

    At 166% str, Iron Staff deals 400+ total unmodded, The highest for weapons is only 300 total on Gram P. and 360 on Arca Titron, with also a -20% atk speed from Iron Staff. With 25% cc and 30% sc, the staff is pretty solid - at least in my opinion.

    The range bonus and negative damage modifiers on SCT, plus RBR spam makes me think that the ability may have been intended for CC, as Wukong has no direct CC abilities (range + his 2 might be something, but range overall seems bad on him. Please tell me if otherwise though).

    The TTK on Iron Staff seems just a bit less than new meta CD/BR/WW melees (seems like ~20% less against alloy and ferrite via 2 60/60 mods for Corrosive, but I can't be sure). I think the biggest problem is low slash dispo. My Iron Staff only has 2 forma though, so there's definitely room for improvement. I'd really like to find a high-end gas build, but corrosive seems by far the best atm.

    [Edit] Here's how I use Wukong. I honestly think his staff is very solid atm. (Sorry for bad quality!)

     

     

  14. 23 hours ago, Vethalon said:

    It used to be like that, but was removed from the game a couple years back. I don't think they will reintroduce it again.

    Oh... why?  Maybe a few years of power creep have made it relevant again.

  15. 2 hours ago, DeMonkey said:

    The bit about the Iron Staff having amazing range is, honestly, laughable. We have the stats now, it's base range is 3.5. My Zaw's range is 3.0. .5 more range is not amazing, furthermore normal melee can use Rivens easily making them longer than the staff.

    You're forgetting that Iron Staff is an Exalted weapon, and doesn't follow normal weapon rules. The size of the staff changes with certain combos.

    2 hours ago, DeMonkey said:

    For starters Exalted Weapons have always relied on crit and status to deal damage.

    Explain please. (Gota back up arguments to make them worthwhile!)

    I'm arguing that Exal. weapons rely more on flat DPS due to not having Blood Rush: the strongest mod for melee crit builds. Channeled exalted weapons also share universally low status (10%), with the only exception being Artemis Bow at 20%. However, Exal. weapons do have high base damage, ability strength bonuses, and unique stance combos with multiplicative damage and high hit-counts. Crit and status do help, but Exal. weapons are strong enough not to need buffs.

    2 hours ago, DeMonkey said:

    Preemptive ad hominem?

    [edit] (Context - Zectico: Might get flack for this, but... I think a lot of this is Wukong mains trying to buff him even more.)
    No, it's because this entire thread is based around Wukong and his staff. Scroll through and Wukong shows up in nearly every comment.

    This is because Wukong is the current meta by a massive margin. Meta frames tend to have a lot of players who are quick to blame the system rather than figure out mods or find complementary loadouts.

  16. 15 minutes ago, Arkoryon said:

    ... general are just downgrades from normal weapons ...

    Exalted weapons tend to deal straight DPS instead of relying on crits/status effects to make up for damage. They are usually stronger since they benefit from power strength, and are associated with some extra perk (Exal. Blade gets a wall-hax projectile, Talons get invincibility, Iron Staff gets amazing range & cc, etc.).

    Obviously Regulators and Artemis Bow aren't downgrades of anything. Though it would be nice if Exalted melees could use combo-based mods, not all Exalted weapons are meant be insane DPS machines. Abilities usually take care of groups and apply buffs/debuffs, while weapons kill the real tough guys.

    Might get flack for this, but Wukong is already borderline OP as an insane as a tank with the best mobility in-game, along with decent DPS (clone 2x damage & staff). I think a lot of this is Wukong mains trying to buff him even more.

    • Like 1
  17. The animations look really nice, but feel incredibly clunky.

    On every cast, the player has to wait through:

    1. The actual casting animation itself
    2. The flight time of the ability projectile
    3. The delay when the projectile reaches a viable surface (some of his abilities bounce till they reach a flat floor
    4. The loading/delay animation (Most of his abilities have notable prep animations, not just his 3

    All of these take just a bit of time but they add up, making Vauban feel clumsy to play.

    There's no real reason for the long casting animations.

    • Like 1
  18. When critical chance reaches 100%+, crits become significantly stronger.

    When status reaches 100%+, it becomes a waste of mod space.

    Wouldn't it make sense for status to have a chance to proc additional effect stacks, after going past 100%?

    • Like 4
×
×
  • Create New...