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PollexMessier

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Posts posted by PollexMessier

  1. The really frustrating thing about it is that getting a critical buff from any source basically just disables it.

    I get they didn't wanna make it too overpowerd. But there's gotta be a way they could have made it so getting hit with a crit buff, or running a frame that relies on crit buffs, or a companion that buffs your crit, or having a vigilante mod in your kit somewhere... exct, didn't reduce the effectiveness of it.

    • Like 2
  2. 15 minutes ago, Anti-Incarnon said:

    I didn’t feel like stating the obvious. The issue I have is that the game is increasingly leaning towards pleasing the former group. The issue is that the introduction of overguard didn’t solve a problem or add anything to the game. We were already surviving just fine with the layers we had: dmg reduction, shield gate, operator mode, last gasp, etc.

    Power creep to a lot of developers is a tool to in order to keep players spending money: the need to buy new stuff to achieve max power and easily beat new stuff.

    I expected more from DE, but I really don’t see what else could have been their motivation. Again: Overguard doesn’t add anything apart from incentivizing laziness (why engage with the game and help my squad if I can minimize actions and instead watch netflix and still get my rewards?). It does however take away. It takes away the meaningfulness of all the other layers of survivability.

    You see what happened is, the devs obliterated an entire playstyle and killed several frames by giving enemies a BS health mechanic called overguard, and everybody hated that. But instead of admitting it was a bad addition to the game they doubled down like they usually do and gave it to the players as well.

    • Like 5
  3. You can summon your necramech with one of the computer terminals. Sort of a fail-safe if you get absolutely garbage gear. If you manage your mech's abilities well the boss can't even touch your health.

    Kinda surprised I haven't seen any of the tryhards complaining the mech makes it too easy tbh.

    My main complaint with it is that it picks one of the team member's mechs at random to summon instead of the person that called them. And then all the terminals in the map go on a cooldown. So you've gotta be on top of those terminals early to ensure you can get yours. (inb4 there turns out to be a modifier that disables the mech terminals)

    The real issue is that consistent challenge is impossible to achieve in Warframe. This game has a really narrow space between "no challenge at all" and "outright impossible" that is different for every unique combination of gear and mods in the game. It's completely unbalanceable. And there's basically no way to fix that problem at this point without just, making an entirely different game. DE is desperately grasping at straws trying to appease the crowd that wants challenge in a game that fundamentally can't have it.

    • Like 2
  4. 30 minutes ago, Zakkhar said:

    Use naramon school or ignore combo.

    This is the entire problem. Being forced into a specific focus school to make something usable is so god damn stupid. Naramon's combo decay should just be a default combo mechanic and replace the skill with something else. Cus mele is just way too dependent on it. And you know what could easily replace it? Combo efficiency, or combo count chance, two incredibly useful combo related buffs that aren't nearly as mandatory but would still make naramon a great combo-focused school

    The way combo works just needs to be made way more lineint anyways. The only mele I enjoy using anymore are incarnons with evolutions that practically let you ignore the combo meter. It's an agonizing mechanic that's easily disrupted by teamates just existing. If DE cares about disruptive mechanics, literally just having another player on your squad can outright disable your ability to build combo at all, because of how unforgiving it is for absolutely no reason. And they'd basically have to completely erase the idea of the game being a power fantasy to fix this issue in any way other than making combo ether or both easier to build or harder to lose.

    • Like 2
  5. 7 hours ago, RLanzinger said:

    DROP TABLES tell ya DO Kuva mission as @PollexMessier said first, unless ya prefer hunting manic bombastic (Uranus Sabotage and capture).

     

    Vermillion Storm
    Source Mod Drop Chance Chance
    Manic Bombard 40.00% Legendary (0.67%)
    Kuva Guardian 40.00% Ultra Rare (1.01%)
    Drekar Manic Bombard 40.00% Legendary (0.67%)

    It's not just that the drop chance from kuva guardians is higher. It's that it's also a much more common enemy. You always encounter at least two of them every kuva siphon/flood mission, and more can spawn. Manic bombards don't just have a lower drop chance, but are a hell of a lot rarer to encounter. Yes I know a few spawn in the tyl regor fight but only 2 of them iirc so even if the drop chances were even, kuva guardians would still be faster because while two are guaranteed, more than two can spawn per siphon.
    Tyl Regor fight is also just long and annoying while siphons can be in really quick missions. But if you also wanna farm Equinox for whatever reason, it might not be a bad idea to just run Tyl Regor until you get Equinox and see if you get lucky with the mod drop before trying to deliberately farm for it or buy it off a player.

    I'm saying this just to emphasize that higher drop chance does not always mean that's the better option. In this case, is it. But if the drop chances were flipped I probably still would have recommended kuva guardians because they're so much easier and more consistent to encounter. A drop chance 5x lower than something else will be better if the enemy that has that drop chance is 20x more common. Unfortunately enemy spawn rates isn't something that's super easy to just find out.

    Still, unless you luck out and get it while farming Equinox, I'd still recommend trying to buy it off another player instead. 20-30 plat is a hell of a lot easier to get than having this mod drop off an enemy.

  6. It can be sold by Baro.
    Or your best shot at farming it without just waiting for Baro to have it is probably running Kuva siphon missions, since it's highest drop chance is from Kuva Guardians. and the only other thing it drops from is manic bombards which... are a lot more rare.

    Tho with it's drop rate, it's almost certainly better to just try and earn 20-30 platinum and buy if off someone.

  7. On 2024-04-05 at 12:12 PM, DecadeX said:

    Can we get a look at the Nezha augment change as well. 50% base radius reduction is a 75% area reduction, and that's no small tweak.

    On an ability that's almost impossible to actually hit enemies that aren't affected by CC. So it was never even remotely overpowered to begin with. Or even really that powerful at all. Just instead of temporarily removing trash mobs from play, it permanently removed them. Which, isn't as big of an upgrade as it sounds, because enemies that can't be hit by it are the only real threats to begin with. And it limited your weapon and build to pure status damage to use effectively, which limits your overall effectiveness against status resistant enemies... If anything it was under-powered compared to other nuking abilities on top of requiring a mod slot. It just really didn't need to be nerfed. One of the most absolutely braindead nerfs I've ever seen DE make and that's really saying something.

    • Like 1
  8. This is exactly what they do with grinds in the game. They release them in an absolutely egregious state that a grade-schooler with a pen and a napkipin could tell you is unacceptable, and then "fix" them by making them less grindy, but still completely awful. But because it was released in a state that would take years to grind, and they reduced it to months, everyone thinks they did such a great thing.

    • Like 6
  9. While I appreciate that you're finally fixing Los. It's absolutely ridiculous that it took you guys completely obliterating a fan favorite frame that wasn't even overpowered by giving it a Los check to realize you needed to do this. This shouldve been fixed even before it was an issue with Khorra.

    And it still doesn't change that you lied, and cheated money from every player that actually bought Dante. He felt balanced in that he had less overguard generation and energy but more damage than Styanax while filling a similar role. He was in a perfect place to compete with the upper echelon of frames but not dominate them. If you guys actually played your game, you would know this. A little tweak was maybe warranted. But I thought it would be something along the lines of a casting speed cap because the main complaint I was seeing for him was max casting speed ability spam. Instead your "little tweak" was halving his overguard and murdering his main damage ability. Fixing line of sight on him really doesn't matter because it doesn't change that you slashed his survivability, and even perfect line of sight is still a massive downgrade to anything. You really need to fully revert the nerf. Aside from maybe keeping team overguard generation halved as some have suggested.

    And don't think we just forgot about Nezha. Yall need to revert that too. He could have infinite range and he'd still be a B-tier frame. Lower A at best. The augment made him usable, not a god. Because it has no impact on enemies that can't be impaled to begin with. Something every other nuke frame in the game doesn't have a problem with.

    • Like 7
  10. 2 hours ago, Arbitrary said:

    It did work on CC "immune" enemies. You just had to be quick about it. The original version of the augment was insanely busted. A 50m AoE that only required you to see 1 enemy to kill everything was far too strong.

    It doesn't work on CC immune enemies at all if they're moving. If you're lucky, and they're not moving, and they remain stationary until you can find an enemy to blast with your slash weapon, then sure some of them will go down, maybe, if you have enough status damage to get through overguard or some of the BS invisible resistances some of these enemies have, which severely restricts your build and weapon availability. Even then, most of them are going to not get hit. You might get 2 in a crowd of 15 of them. It's so conditional and outside of the player's control it's barely even worth considering as a factor. For the most part, it doesn't touch them.

    And sure, it was op if you're sacrificing build flexibility to max out range. But with more reasonable all-rounder builds it wasn't. Now you need to minmax range just to make it functional. Overextended which is a hit to your strength, plus another range mod, just to get back above base range is an obscenely huge ask. If you want to also use anything else in his kit with any level of effectiveness, you basically just can't use the augment at all now.

  11. Wow they nerfed it? That's so stupid. I was really exited for Nezha to be an actually good frame for once.

    The really stupid thing is this only worked on trash mobs anyways. Because any mob worth a damn is immune to getting impaled because it's CC. The exact same issue as frosts passive augment. So it was really pretty balanced, since wiping out all the trash mobs means you still need to deal with all the enemies that are actually dangerous.

    • Like 5
  12. ""little tweaks"" They said
    "we're not gonna nerf him too hard" they said

    Yall cut his power in half if not way more.

    2 hours ago, [DE]Megan said:
    • While the “Divine Retribution” Augment Mod is equipped, the base range of Nezha’s Divine Spears is reduced by 50% (at all Mod Ranks).
      • We didn’t want to change the Mod in a way that would alter the functionality that makes it so effective, so we instead added a range reduction to keep its power within a reasonable level. 

    Also this.... wtf is this. I was exited for Nezha to finally be a good warframe. This is way too damn much of a nerf. I really wanna emphasize that a 50% reduction in range isn't a 50% reduction in effectiveness. It's a lot more than that because area scales exponentially with radius. It wasn't nearly as powerful as everyone was complaining about anyways because it has no effect on enemies immune to CC which is 90% of any actual threat in the game. Revert this.

    • Like 19
  13. 9 hours ago, Circle_of_Psi said:

    Hmm, fair enough

    I'm not entirely sure how to stop Steam from opening its own default browser, rather than the one you picked but the only thing I can think of is disabling steam overlay on WF

    9 hours ago, 16Bitman said:

    Disable steam overlay and ingame links will open in your default browser.

    This is the obvious solution. I'd just prefer not to do it cus I do use steam overlay sometimes. I shouldn't need to disable all of steam overlay to remove one feature I don't like and shouldn't even exist. It does work, it just feels like more of a bandaid than an actual fix. Especially since it wasn't doing this before, so I know it can function the way I want it to. Guess it's all I can do for now.

  14. 29 minutes ago, Circle_of_Psi said:

    I don't use steam overlay's browser, I just tabb out and use it that way, since I used windowed due to I have 2 screen set up

    That's what I wan't to do. But clicking any link in-game that opens a browser is forced into steam overlay instead of my default browser.
    So if I wanna go to the page in my default browser I basically have to go on a scavenger hunt to find it without using the in-game links at all.

  15. I love Gyre but she pretty much needs armor strip and some form of damage reduction to be playeable.
    Which basically means... you need to replace one of her abilities with pillage. And I REALLY don't wanna do that, because she's one of the rare few frames I just love every single one of the abilities on.

    They are all fun and unique, except for her 2 which is just a pretty standard grouping tool, but since her whole deal is stacking electric damage, and her 4 chains damage to nearby enemies on crit, a grouping tool is pretty important for her. So you can't get rid of it.

    A lot of people say subsume off her 1... Her 1 is amazing and a huge damage source if you know how to use it. I'm not getting rid of it.

    And her 3 and 4 are straight out. those are the biggest parts of her kit.

    so she's stuck in this limbo of literally needing a subsumed ability to be a functional frame, and being difficult to put one on because all of her abilities are good and useful.

    Maybe she wouldn't need damage reduction so bad if rotorswell actually had range so it could CC enemies farther away from her than within mele distance. Tho even if it covered the whole map and enemies just couldn't break out of electric CC while in range of it, I'm not sure it'd be enough with how many enemies just ignore CC now.

    But yeah she really needs something.

    • Like 1
  16. When I first started playing the game, clicking on links in the game would open them in Firefox.

    But at some point they started opening in steam overlay's brower instead. And it's garbage. I don't understand why steam overlay even has a browser. It's obscenely slow, and inconvenient for a number of other reasons.

    This is probably more of a steam question than a warframe question. But it's driving me insane. Steam overlay browser takes so long to load it might as well just be completely disabling my ability to interact with web-links in game.

    • Like 1
  17. 15 minutes ago, Ace-Bounty-Hunter said:

    That's more of an indication that maybe Chroma's and Oberon's kits are horribly outdated and in dire need of reworks. But no. Let's instead nerf the brand new Warframe that is good right out of the gate! BECAUSE THAT MAKES SENSE!

    Gordon Ramsey Idiot GIF

    Yes. Perhapse the issue is mechanics that require you to take health damage to trigger. Not things preventing you from taking health damage. Maybe things like this should just be, I dunno, "on hit". Not even on damaged, because revenant exists.

    • Like 6
  18. On 2024-03-27 at 10:20 PM, Xenevier said:

    the problem i have and i may be stretching it a bit here with his exalted weapon is that it can by itself carry dante's damage to the end game, meaning you have no need for a strong weapon.

    This is not a problem. This is how exalted weapons should work.

    Exalted weapons should all be the best weapons in the game. Because they are weapons that cost energy to use. If a normal weapon is stronger than them, then there's no reason to use the exalt, and there is a problem with that. People have been complaining about how obscenely weak a lot of exalted weapons are for years because of this. I'm extremely happy to see a good exalted weapon for once. Especially a tome, given the first tome's damage was absolutely abysmal. Feels good. This is a good thing.

    • Like 12
  19. The forums aren't for support. That'd be here: https://support.warframe.com

    You're probably gonna wanna hit the "submit a request" button in the top right.

    But before doing that, try closing and launching the game a few times, or maybe running a random mission, and see if that updates your inbox. Sometimes inbox messages just kinda get stuck in transit and need a bit of data flow to go through.

    Or, if it's been a while since you completed the quest, you may have gotten the mail already and forgotten about or accidentally deleted it, and just need to check for the blueprint in your foundry.

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