Jump to content

DissentWomble

PC Member
  • Posts

    651
  • Joined

  • Last visited

Posts posted by DissentWomble

  1. 1 hour ago, Rhekemi said:

    If the impact of a cooldown on bullet jumps and parkour is negligible, then it's not actually a challenge.

    Yes. Thats what were trying to do. Give suggestions that add little changes and depth to an already great parkour system rather than making it change the feel of it. its supposed to be negligible. Wether it comes to a challenge or not that depends on the situation and how its implemented.

    1 hour ago, Rhekemi said:

    That, or we find better solutions/address the bigger problems (like our powers and endless streams of energy).

    That or we do what we can to fix the problems that we can (maiming strike, adding more challenge to the game). Or we do nothing. Your suggestion of addressing bigger problems like our powers require large scale changes that later will lead to balance issues. Something that will take alot of work on and endless tweaks. Its not practical to suggest doing nothing and ignore what we can to push the game forward just because theres a bigger elephant in the room. You think its plausible to assume the game will ever reach a state that there are no overpowered abilities or energy issues or whatever you think it is?

    1 hour ago, Rhekemi said:

    Only that's not what I'm doing, mate. I am intentionally engaging in the debate, yeah. Do you interpret me doing that as making a big deal out of it? I don't.

    I'm still searching for what benefit the suggestion adds, or a core justification. The ones offered seem negligible to me. 

    But the more we interact the clearer it is you probably don't care for the debate itself. You just want to speak your peace and bounce. I could be wrong, but you seem defensive and testy when quoted, which is strange given it's a public forum. You have to expect to be quoted, or asked to clarify or explain at some point. In future, though, I'll avoid quoting you if I remember. Most cases, I don't remember who anyone is/was.

    I don't know what you're on about here. It feels like you're intentionally arguing and repeatedly quoting parkour 2.0 and coptering which is really not whats on the plate here. Atleast thats not what I'm suggesting at all. It seems you're stuck at that mindset that what being suggested is in anyway related to those 2 keywords which from what I'm trying to suggest doesn't. So its kinda pointless trying to read more to what you're replying. Cause it seems long and not related.You're still stuck at the understanding that I'm trying to kill bullet jumping which I\m not. I'm just saying it'll be good to restrict players from it for a few seconds. If you think thats too much then theres your hyperbole. 

    On that maiming strike its a suggestion that sliding attacks should also be tied to your stamina bar. Basically saying if its the mechanics there we can use it to curb slide attacks as well. Were not the devs. Its a general suggestive idea on what the devs maybe can try to improve the game on to fix maiming spamming, game difficulty. 

    Please do avoid quoting me if all you're going to do is mentioning something thats not even related to what I'm suggesting or all you're going to say is "there are bigger issues" rather than actual counterpoints. But you are right about not being invested in the thread. Its a suggestion. How it translates into the game is not our job but its the devs job to consider. I like OPs idea. That should be enough.

  2. 1 minute ago, Rhekemi said:

    Yes. And my point is this would do nothing to addressing weapon/warframe variety.

    Right now, because everyone has access to bullet jumping and parkour, we can all bring whatever weapons and warframes we want.

    In order to copter at the fastest possible speeds, and to bypass the stamina limitation, the meta was to equip Tipedo, Orthos, and one or two other melee weapons. Removing the stamina bar opened up melee weapon variety. 

    Bringing the stamina bar back, or limiting movement and speed, might give speed-boost/buff 'frames more viability, but then you could repeat the Tipedo/Orthos limitation.

    Overthinking abit there. Stamina limitations can be made with little to no intrusion at all. Just to avoid people being dependant on it. Add a risk to over relying on bulletjumps. Basically the games too easy because enemies are duck hunting but the ducks are flying 100km/h. Then the duck complaints the games too easy. We're moving plenty fast already with the current parkour system. I'm saying a slight handicap to it might actually make the game alittle more challenging. And read my example what my version of the stamina bar. An example of 3 bullet jumps then a cooldown for something like 5 seconds isn't going to nerf our speed that well need a Volt in every run. 

    8 minutes ago, Rhekemi said:

    Yes. It's one of the reasons, but not one of the most important ones.

    Its a solution. A small one but its better than staying stagnant without doing anything.

    10 minutes ago, Rhekemi said:

    I don't think the idea is to hinder players either, but that would be the result in many cases. Good intentions and drawbacks can exist in the same space, the same concept.

    Everything has its good and its flaws. Again. Its a solution. How well its implemented depends on the execution but its better than doing nothing.

     

    12 minutes ago, Rhekemi said:

    Possibly, but it feels like adding steps just to add them. I'd rather it simply replenish on its own rather than wall run because the latter can often be situationally useless.

    Its called adding depth to a system. You're just intentionally making a big deal out of nothing cause from that example a 5 second cooldown you can roll, operator dash, actually use parkour that can add a feature like buffs movement speed or added fire rate from arcane before continuing to bulletjump. It just adds more to gameplay albeit small adjustments to an existing mechanic. 

     

    17 minutes ago, Rhekemi said:

    Exactly. These are some of the bigger issues that need to be tackled in order to A) reduce our ability to trivialize content and B) restore difficulty levels to Warframe.

    If a stamina bar, or placing a cooldown on our mobility or speed, wouldn't affect our overpowered gameplay that much, I think it's hard to justify adding it in the first place. To me, it would feel like a slight hindrance or a small annoyance that didn't really address the underlying problems.

    Again. Its an option. Theres plenty of things that doesnt effect out gameplay but its there to add depth. Rolling, Sliding, Arcanes. Why not dumb the game down to just a press 4 Volt at point A then teleports to point B then more skill spam. Why bother with alarms, threat levels or even enemies that can aim. Additionally it can be used to curb maiming strike meta, be more newbie friendly and more team oriented.

    The problem i see is just that you're seeing it like its a 1000lbs dead weight thats going to need all these other frame buffs and these being a must have to keep the fast paced gameplay when I think the op has a more lighter version of it that makes you be a little more careful about your movement and make full use of what your frame can do.    

    Though thats my thought on the topic. 

  3. 3 minutes ago, Rhekemi said:

    Like Tzolkat, I'm still trying to understand why you would like to see this suggestion implemented.

    In case you just didn't make yourself clear (but actually thought this through), take a moment to edit your first post to reflect your reasoning. 

    Define the flow of combat.

    Do you mean the flow of combat in a traditional FPS or TPS? I can see that. When I first started playing, I played it like a traditional FPS/TPS. Once I understood movement and speed? Not so much. Warframe is not a traditional shooter or looter shooter. It's part of why we don't have a proper cover system and never will. If we're moving too fast for enemies to hit, we don't need it.

    I'm not entirely convinced these are good reasons. Removing the stamina bar helped eliminate coptering and open up melee variety. How would bringing it back help, and wouldn't Saryn, Nezha, Nova, and Volt become the new Tipedo?

    Movement and speed are important and I'm just not seeing how placing a limiter on either helps. Limiting our powers or energy seems generally more helpful.

    Again, maybe take the time to explain this in further detail. Are you looking to make a certain playstyle viable? Do you want to make gunplay more viable/stopping to kill individual enemies? Do you want us to look at level and map design? 

    So you agree the whole coptering is bad for the game? Its a general idea that the whole movement speed is good but players bullet jumping past everything with enemies just shooting at shadows is one of the reasons the games too easy and dumbs down the game to basically point A to point B with nothing inbetween. I think the idea is not to hinder players but make the game less straight forward and actually having the players have to face the enemies rather than blitzing past them. And its not like totally removing bullet jump but making it less spammable.

    Maybe something like 3 consecutive bullet jumps then a 5 seconds CD which can be replenished by wall running. I'm sure the devs will agree slowing down the action is not the games identity so if anything like this would be introduced it can be balanced so its not too hindering to general play but at the same time its not as having enemies in the map is pointless if you're on a objective based map like Mobile defense. Adds the risk that you can't easily escape everything too much and in a game where you have map nukes, 90% damage reduction, arcane guardian, grace aegis, operator magus repairs, ridiculous op CC, and abilities that basically make a frame invincible, I think its not that big of a deal to add more challenge into the basic gameplay. The general opinion of this game already is that its too mind numbingly easy.

    And Saryn Nezha Nova Volt are not as easily abused. Its their own abilities as well so that can be a quality that they have. Totally a non issue. Not my job to convince anyone since in the end of the day its how well its executed that makes or break it. Just saying its a good idea in general.

  4. 33 minutes ago, BeardyKyle said:

    My man. Honestly I take the direction the game is going and things the devs have said into consideration. The proposed changes to wall run as well as redesigning tiles to be more vetical would benefit from this. Not to mention you miss so much of a great looking game when you’re spamming bullet jump.  

    I’m thinking the simplest way to balance it is by having any wall run/hop, slide and even sprint refill a “Kenetic Bar” and propelling yourself into a bullet jump drains the bar.

    That would definitely add depth to the movement system but you are talking to the community that treats Volts speed skill as the greatest shiet in gaming so don't expect much support.

    It'd solve the whole maiming strike mess, gives more value to movement speed buffs like Saryns 2, Nezha, Novas teleport and Volt speed and as long as its not anything too intrusive Its a great idea in my book and make more mods and builds viable. Plus it'll actually make people be more wary of its surroundings rather than just going to point to point ignoring enemies like we have right now. Thats all i'll say about the suggestion.

  5. This will definitely make movement much more interesting. I do agree spamming bulletjump does get a little mindnumbing and the game mechanics has plenty of underutilized potential like wallrunning.

    If they can ballance the wallrun buff and stamina bar well it'd make the game feel less arcady and makes certain mods and arcanes worth investing on.

  6. Play other games. Expects DE to release contents that fills that little hole in their lives every few months with great innovative game content lores that takes years to develop.That hole in your soul will never be filled son. Walk the true one path people. Salvation awaits. 

  7. Though those coupons being trade able might let DE make more profit really.I keep getting those coupons and never use em but if I can give it to someone who will use em it should be  a win for all parties along with DE.100p for a 70% discount coupon maybe. DE gets "support", I get 100p, plat player gets plats.

    Didn't read the others.

  8. Volt speed nerf or atleast make them fixed at 10-15% strength for team mates. 

    Garudas healing towers gets a agro draw. Enemies drawn in the radius take more damage from her 4 or something. 

    Vauban gets an actually good fashion set. 

    Battacors charged attack doesnt flush all 3 charges in one shot but turns into 3 separate shots that are controllable.

    Top of my head. 

  9. Your Vectis Prime is really good. Put an Orokin Catalyst on it and strive for this build

    https://goo.gl/gTRE2M Its a decent 0 forma vectis prime build that will probably kill anything in the starchart well. 

    Work on getting a new frame. I'd suggest building an Oberon or Rhino. Excalibur is very good as well but as most have mentioned, Rhino is also a solid pick. Good luck have fun

  10. Just now, bibmobello said:

    The funny way is using tank frames but if you want it easy just use nova or ivara...

    Just saying your point about being needing overpowered frames that lowbies dont have doesn't hold up. TS seems to be just disappointed that no ones been able to carry him through the thing. Just skip it. Nothing wrong with the boss or the playerbase having a hard time with it. It is one of the very last hard-ish stuff to do in sorties anyway. 

  11. 9 minutes ago, bibmobello said:

    This is another problem many players complain. Some frame skills are overpowered, infinity  invisibility, infinity invincibility, infinity energy packs, infinity infinity...While others are just useless. The problem is that  new players  don't have most frames and other are tired to use such frames i have seen MR26 using volt or mag here dying 5 or more times...

    I thought one of the best ways to down the thing is with mag. Personally did it with Mesa once and Valkyr on another account, both any scrublord can easily get either prime or Valkyr vanilla. Even used Inaros just to see if I cast his tornado thing was good enough to withstand the what seconds needed till the ambulas gets beemed up. 

  12. If its hydron personally for me its because some guy is afking or think its OK to have under 10 kills in 5 rounds of hydron or just annoying play like slowva, Vauban and Limbo keeping enemies as far away as possible from the target, basically anything thats slowing things down. Sometimes its just an annoying host. Basically im practicing my right to just fk off rather than going through a game im not enjoying. Usually its pretty obvious theres something not fun when people are leaving at mark 5 rounds in a game and its their right.

     

    Specifically hydron though. Leaving too soon on other runs like arbitrations, relic breaking or kuva is just being a cantaloupe.    

  13. Out of topic but kinda related: 

    I wish theres one hit kills in this game. Eventhough people have been talking shiet about the game being too easy and I think most would pu$$y out of this idea cause they want the game to be hard but not too hard that, basically they just want to say the games too easy but when actually hard content is given they'll scream for things to be nerfed (Fortuna enemies when they first came out for example).

    Something like adding one hit kills in the game would really make boss battles much more interesting Imo. Most action mmos have this and with the amount of revives we have and amount of damage reduction mechanics we have I think its a fair way to make bosses actually be a threat again. 5 seconds aoe warning, if players don't know about it they'll die. 

    Random rant cause I don't like making threads and usually don't care about most of my post after posting

  14. On 2019-02-08 at 2:02 AM, (XB1)DavidRyder 74 said:

    So it's the true, Catchmoon is really good for trashmob clearance and low to mid level content approach, but anything above 100+? It becomes the worst kit gun of the 4.

    Hold on, my build is no trash ok. I'm running Catchmoon+LoveTap+Splat

    So yeah, even with that amount of damage, it starts to struggle with just level 100s

    TombFinger+Haymaker+Splat shreds 155s even as slow as it is

    Even Gaze which everyone tells is the worst, downs 155s in 6-8 seconds. I'm running Haymaker+Splat with that one.

    And Rattleguts? Oh boi, rattleguts is just insane with Lovetap and splat.

    So, why is that people are so crazy about Catchmoon?

     

    Because after 100+ ish levels full crit builds starts to loose to Status weapons cause of armor and all that especially without hunter munitions. Something that can proc corrosive quicker to kill of the enemies armor makes killing faster than a slow shooting weapon like the Catchmoon and its non pellet based as well.

    It depends on what your criteria are if you're trying to call it the worst. As you said it yourself its really good against anything under 100+. Which is 90% ish of the games content and what 90% of players face everyday. And its a secondary. Still can't figure out why people are "crazy" about the catchmoon? 

    For the record I personally don't think its the best because its hitboxes are effin annoying but Its not hard to see why people go for it.

    Disclamer: 90% figures are not backed by any data that is recognized and not should be used as a legitimate figure. It is a generous guestimation without any attempt to exagerate the point but is used to paint a picture of ingame scenario. Users experience may vary.

    • Like 1
  15. Isn't it stupid to rely on kill counts to make a point since the other players could be like me when I see a particular guy being a try hard and trying to nuke the map and I'll just let them do it eventhough i maybe using a nuke frame myself? Or you know.. some might just be playing with a sandwich on their other hand.

    Or maybe even gather a group of clan mates tell them to just afk then I come in with Wukong and carry the run with 800 kills then post them in forums claiming Wukong is the hidden warrior of the seven trees better than Gunslinger Mesa? 

    Its obvious Baruuk can kill and even the argument that his 4 needs time to become useable is a bad argument since his 3 can easily remove his restraint and his restraint chips down pretty slow ish but using kill counts to support an argument is really not a strong point/

    • Like 5
×
×
  • Create New...