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Mithrah

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Posts posted by Mithrah

  1. On 2020-02-17 at 11:02 AM, (XB1)Cram Duahcim said:

    I see The New War as a way for the devs to do smaller content updates like what warframe had a few years ago and what the community has wanted them to go back to doing, it can solve that problem and also create a more singular narrative. Add in Nightwave and you get alot of lore based content.

    I think that's DE idea with the New War being "an actual war" creating smaller event based updates with some new content thrown in. The new relay they showed off looks awesome. 

    Just in general PVP could be used as a fantastic vehicle for lore delivery. I proposed this as a possible game mode specifically because it can be used to expand the narratives with villains we only really interact with once in the star chart and never again like Kela or Vay Hek. Using the characters of the game as playable classes in a PVP setting would grow that attachment to the lore behind them and even create more PVE quests as a result. But im seems that a lot of naysayers just don't want to accept that it could potentially better the most popular aspects of the game as a whole.

  2. Oh good, I'm a Rev main so I finally get to chime in on something. Here is what Id do to make Rev better. Only 2 changes and it would go miles for improving his combat flow. 

    1. Make it so the energy wells left behind by enthralled enemies, recast enthrall with their projectiles on new enemies at 50 percent of the previous duration. It will make it more rewarding as a feedback loop so that you can combo your 1 and your 3 and still build up new enthralls with the pillar. It would also relieve some pressure off of mesmer skin, as the more enemies are CCd the less opportunity they have to burn off one of your charges.

     

    2. Reduce the cost of the energy drain of his 4 by 25 percent. Have enemies that hit Rev while he is channeling his ult automatically become enthralled as long as mesmer skin is active, and have it reduce the base armor of enemies hit by it by 5 per half second it is channeled.

  3. 49 minutes ago, (XB1)The Repo Man151 said:

    Well, I hate to break it to you, but the people who play PvP in Warframe don't play it because it is PvP in Waframe. They play it because it is Warframe PvP. Changing it into some sort of cringey grineer vs corpus mode would alienate the people who will play it anyway.

    You may be right. Its the best I've got though.

  4. Passing on Railjack PVP, the PVE version of the mode isn't even in a working state yet, and there are better workshop ideas for PVP modes out there. So until its in a very fleshed out and stable state I dont think Railjacks should be involved. 

  5. Yes, yes I do think it can be popular if executed in a way that pleases both PVE and PVP playerbases. My suggestion was for this: 

    but, the TL;DR version is, no matter what you do. The only way it would make sense to make PVP a popular mode for this game, is to make PVP content that utilizes the development cycle of PVE content to its advantage. Conclave is rarely updated in the game, and that is because PVE content is on a constant churn out. In order to make PVP sustainable for the game and essentially update itself, DE would need to repurpose PVE content in a competitive way, which is one of the things I suggested above in the linked forum thread.

  6. On 2020-02-08 at 2:15 AM, PookieNumnums said:

    This is an old idea. Really, it just needs to be player vs players' enemies. Meaning we dont kill frames, just enemies owned by opposition. 

    Hired. If you will. 

     

    The one thing pvp doesnt need is tweaked movement. It should be as chaotic and fast as the normal gameplay regardless of any goal or mechanic. 

     

    Truth be told, i had a ds rework suggestion from years back that was esentially gradivus dilemma vs clans that have deployed rails into dark sectors.  Do missions to score points against that clan. And in it, all clans could deploy. Rewards were pretty abundant but limited in scope based on paths. So youd support numerous clans across the star chart, clearing sectors in their name, based on rewards you intended to work toward. The rewards a clan could offer was unlocked via standing earned for competing and also for victories. This way, an alliance of several clans could all work toward separate reward goals, and have an incentive to support eachother in various conflicts. 

    Think of it as the north and south us racing to claim the midwest. Each army composed of state militia. And each militia offering different pay.  

    Yeah, I'm sure there are better ideas out there. I only proposed this as a possible PVP mode because:

    1. The assets are all there: I mean you've seen it yourself just on some of the replies to this thread how some players view any development toward PVP. (as a waste of time) With my suggestion you already have the enemies models, a majority of their animations, the types of 'powers' they could have. (Even a basic grineer trooper deploys those inflatable barricades, all of that could be used in a PVP mode.) And bosses/characters that could be used as hero units that have personalities and lore we know and love. So it would take minimal effort to take whats already there and repurpose it for this mode.

     

    2. It wouldnt affect PVE in the game because it is its own thing: PVP in most games are balanced around its movement. Enemies in warframe aren't necessarily slow, but they have a more consistent range of movement you can balance the mode around. Warframes like Ne Zha, Volt, and Gauss instantly have insane movement speed advantages, Titania has flight, all of these factors play into why PVP with Warframes are difficult to balance around. This removes warframe movement and powers from the discussion entirely. Meaning that Warframes wouldnt get changed based on PVP metas. Weapons in this mode wouldnt have access to the mods of PVE, so there wouldnt be an affect there either. They could be isolated from each other, and not make PVE exclusive players mad.

    3. The future content creates itself: One of the main arguments against PVP being developed in the game is that it would take too much time away from PVE content drops, but in this instance, since the enemies themselves/powers/boss fights/etc are the repurposed content of what I suggested, the PVE would build the PVP at the same time. There wouldnt be a need for brainstorming new ideas for what to add to this PVP game mode, because they would literally be doing that already by making PVE content. 

    So this suggestion was born out of. How to keep the PVE playerbase happy, while giving the PVP players something new, engaging, and constantly evolving.

  7. 7 minutes ago, Sentinel-14 said:

    I thought we agreed to disagree? I was responding to Robotwars' question and commenting on DrivaMain's post.

    Warframe is 7 years old and has only gotten better with time. It has it's problems, sure, but all games do. Empyrean only feels big because the map is vast: the actual content is currently quite minimal. I'd argue that Plains of Eidolon was the biggest release the game had because it did something fundamentally different from anything the game had before. Open world, modular gear, raid-like boss hunts that are harder than typical world-boss assassination missions, bounty chains, fishing (which is still goofy as heck).... a lot went into Plains, and Fortuna more or less rode in it's coattails as a corpus reskin with the same underlying systems. Empyrean is the same 3 maps with the same 1 mission, over and over ad infinitum. Occasionally you'll find the anomaly at Veil so I guess there's that too.

    Unless the human population has suddenly ceased to reproduce, this is objectively and statistically false. Unless you can see the future, this is impossible to assert with any level of conviction.

    Viewers aren't playing, and players aren't watching. If they're watching, then of course they're not logged in thus leading to lower numbers. If they're logged in and playing, they're not watching, leading to lower watch numbers. There are people who play but don't watch at all, and I'm sure there are probably some who watch but never play. Both are useful metrics, certainly, but one does not necessarily correlate with the other. Furthermore, Overwatch League has left Twitch in favor of Youtube, yet no one's citing that as some harbinger of doom for OWL. So again, Twitch/Mixer activity isn't as important as people make it out to be.

    Content creators have taken a break, sure. I'm not a content creator but I took a 3-week break after burning out on the first Nightwave series: everyone is susceptible to burnout and needs a break now and then, especially content creators who devote all their time to one game. The ones who branch out with a variety of games don't seem to have the burnout issue.

    It's not stamping feet in the mud: it's asking DE to continue doing what they do well instead of wasting time and resources on something they've already tried with unsatisfactory results. Again, DE's own internal numbers reflect enough of a lack of PVP participation for them to decide not to work on it anymore. Their PVP team is 2 people who have authorization to work on it after hours, without compensation, if they want to. That's how little DE cares about PVP. Those same numbers show that their PVE content is what draws players.

    They don't have to 'avoid my evaluation': they've already reached the same conclusion.

    Ah, I didnt even notice you were the same person from before. But if you give your opinion and come back at it on the thread I started yeah I'll still chime in. Its not hostility just criticism. 

    Well, I dont want to retread topics but yeah conclave wasnt successful. No one says the opposite, but its because of implementation hence the point of the post from the get go. Viewers are indicative of interest in the game as a whole its why people care about streamer numbers at all. The insinuation wasnt that the game cant keep players currently playing it interested long term. Its a suggestion for DE if they want to attract a wider audience and gain short term player retention. Which of course is for DE to decide and no one else. Thats all the point was about. And yes we do take breaks due to burn outs, but once again that was what my suggestion is aiming to solve is a different structure people can engage in during content drought periods. Which by the way, affects DE as well, if you've played the game and followed their development cycles from the get go, the constant treadmill to push content to keep players playing the game takes a toll on their dev team as it would with any development team. So yeah, I knew from the get go a lot of warframe players are knee jerk against PVP, but the benefits outweigh the negatives. So like 1 month of dev time to modify a system that could potentially bring in thousands of players that were otherwise not interested. PVE players are that desperate to keep the treadmill moving at breakneck speed until new war and whatever else comes out? I've already seen nothing but comments just asking when New War is coming out during the last devstream. How long do you think this type of thing could really continue realistically? New PVE content requires mocap, voice acting, tons of scripting, new map locations, potentially new mechanics not already in the game, new items as rewards for that content. Its way more demanding development wise to make even basic PVE content, when you could literally make a single PVP map, use stuff already present in the game, and push it out in a minor patch like they used to do with the seasonal events.

    Refocusing to fix what the game has is a better use of dev time, and it already has PVP, popular or not (which i think it would be if it were actually good), might as well fix it.

     

  8. 20 minutes ago, Sentinel-14 said:

    Considering they developed the Operator mode and force you to use it for certain content, it's certainly possible that they'd develop things that do not center around Warframes and their usage. Though, I recall plenty of people complaining about being forced to use Operator for War Within (even though it makes sense) and Chains of Harrow, as well as the Eidolon hunts. "This is Warframe, not Operator. I want to run my favorite X build frame and guns, not this wimpy brat that gets knocked out with one hit." It's a legitimate criticism.

    There seems to be a contingent in the community that loudly opposes anything other than the status quo.


    I'm in the same boat. I play warframe to relax after work so I'm not looking for a competition or something ultra-challenging. I just want to kick back and slaughter for a while.

    And as I've said I dont think PVP players are bad people. Not as a whole, anyway. But I do agree that PVP ratchets up the stress and pressure, leading to people getting frustrated and lashing out. I should know: I'm one them. I've said some rather unkind things to my own friends due to having matches go entirely sideways and immediately regretted it.
    Fortunately my friends are forgiving and understand it's just me being unable to handle the stress of a PVP game.

    PVP is far easier to develop and maintain than PVE is which is why you see PVP games last for years and years while so many PVE games die off after a few. That's why so many studios devote so much to PVP: it's reliable. It's easy. Easy to come up with a new game type and a couple new maps every 6 months or so. It's a lot harder to come up with an entirely new quest line with good lore, a rich and engaging story, and art assets that might only be seen Once. Kuva Throne, for example. Unless you buy the captura scene of it, you only see it Once in War Within and then it's gone. We've never gone back there. Lots of time and money went into developing that map only for it to never be used again. Some studios would call that a waste.

    My issue with PVP players is not with them personally; it's with what they inevitably demand from the dev teams: more resources toward PVP. Less of other things. No. Hard NO.

    Well, I dunno if that's a sword you're willing to fall on. Because Warframe is now 7 years old. Empyrean is the largest update they've made and had the largest amount of hype they have ever gotten for a single content release. Everyone who has been interested in Warframe has played by it now. Currently Warframe averages 1k monthly views on twitch which isnt terrible, but isnt great either after the biggest update in the game's history it should probably be much larger. Mixer numbers arent where you'd expect if social blade is accurate. Many content creators of the game have taken a break. So, I mean, if people would rather just stamp their feet in the mud than include a gameplay option that they dont like, I hope DE avoids your evaluation toward gameplay. 

  9. Vaubans biggest issues have always been:

    -His abilities are projectiles that launch in a parabola, therefore not only having aninations for casting but also a travel time before it reaches its destination and deploys its effect.

    -He is largely CC centric, but his CC does not affect a large number of enemies in the game due to balancing.

    -Probably his biggest issue on this list. His actual stats are bad but his abilities are worse at keeping him alive. Even with the armor strip of Bastille. He does not have the survivability of other frames that are within the same category of being CC frames with utility. (Gara, Rhino, Hydroid, Inaros, Ne Zha, Nyx, Nekros are examples of warframes that fill the same role but are more capable of surviving. ) 

    Possible solutions to solve these issues.

    - Make Photon Strike a constant laser that hits an area for a duration of time instead of one shot and then done. The reason: Because of the aforementioned amount of time and warframe energy commited to utilizing Photon Strike, and the immense power of our weaponry, it is a wasted skill for what amounts to less damage than just shooting an arca plasmor into the pile of enemies instead. If the photon strike was a constant bombardment of multiple hits, the cost/benefit ratio would balance out better. As it stands Flechette orb and Tesla Nervos Link is a better Photon Strike than Photon Strike. Secondly, give Photon Strike an additional effect beyond just damage, such as proccing Radiation and Blast on every hit or Giving enemies killed by Photon Strike a high chance of dropping Energy Orbs.

     

    -Replace Vector Pad with a survivability utility skill. My personal proposal would be a deployable Stealth Field Generator that lessens in concealment based on proximity to it with a maximum cap that can be deployed at once. (If you are close to one, enemies lose detection/focus on you and target something else, as you start to get further from it, the concealment starts to wear off)

     

    -Bump up his base armor to 350.

     

     

     

  10. 3 hours ago, DrivaMain said:

    Waste of Development time for a gamemode that will only be abandoned again a few weeks to months after release, Looking at you Conclave. I play warframe to relax while shooting hordes of enemies not constantly having to deal with Manchilds spamming lennies and constantly harrasing everyone in PvP games. Sure, it will attract new types of players but I don't want this gamemode to slow the currently very few PvE content pace in terms of quality and quantity, which DE already struggling with recently.

    Well NOT all of them. But from my experience of playing competitive PvP games before leaving PvP for good, bad people there are a LOT because PvP games tend to cause a lot of pressure to it's players and that can lead to players getting frustated and started blaming everyone and everything.

    True enough. Thing is though that Warframe lacks sustainable content because it's so PVE centric. There is a reason why a game like Counterstrike or Team Fortress can exist for decades with a ton of players still behind it.

     

    PVP is variable and thus no experience is the same. There is less burnout with PVP content. When I start an hour long MOT survival in Warframe I know exactly how its going to end, the same way it did the last forty times I've done it. Its why Warframes numbers fluctuate so often (for veterans at least). A big content release comes out, people come back for it, burn through it, and then leave until the next content drop. And because DE is a company that has to retain the playerbase in order to keep their studios open, they make new content more and more grindy. Hence railjacks taking 7 days to complete construction and bonkers material costs for parts. Its because that content takes a long time for DE to make and doesnt sustain player numbers in the way that is needed. Thats just the reality of it. So even if you don't like PVP personally, more players staying in the game instead of leaving to get a PVP fix elsewhere, means more content for everyone.

    • Like 2
  11. 16 minutes ago, Sentinel-14 said:

    I understand what the suggestion is trying to solve. It's trying to solve the issue with a game mode that I'm saying should not exist in the first place. If PVP doesn't exist, there is no problem with it. Furthermore, as I said DE's own numbers indicate that PVP is simply not something the playerbase spends any appreciable time with and is thus not worth their time to develop. They would be better served by deleting it entirely (as they did Trials) and putting this topic to rest.

    We're not overlooking anything. We're well aware that having a PVP mode will attract more players. The problem is that it will attract PVP players, and that's what we don't want. When players come to Warframe now they go in knowing it's a PVE game because it's not advertised to have PVP. That seems to be enough to keep the PVP crowd away, and I am more than happy with that. I don't want PVP players coming in and demanding the game be twisted to suit their tastes. Balance changes, ranks, leaderboards, tournaments, competitive seasons, anything to stroke their e-peen and feed their ego. And that is what will happen: I've seen it happen before. Competitive people cant help but compete when there is opportunity to do so. Hell, I had a guy race me to the end of a mission once just because he was running Volt and I was running Nezha.

    You say the PVP mode can be done separately so it doesn't affect the PVE balance. This is true, it can be, but that just means they're building essentially a whole new game. Time and resources spent developing something that their own numbers say is unpopular. I recall when Flappy Zephyr came out. And when Frame Fighter came out, and Wyrmius. The reaction to each was generally positive, but overshadowed by a general attitude of "you were working on this instead of the actual game?" Warframe's community does not seem to appreciate DE wasting time and resources on frivolity when there are so many other issues that need addressing. There are even people who think the Shawzin was a waste of time.

    As I've said before, there is a glut of PVP games out there for players to scratch that itch. Not so many for the co-op PVE crowd, which is why we get so defensive anytime someone brings up adding (or changing) PVP in Warframe. PVP is everywhere in gaming and we just want one small corner where we don't have to deal with it.

    Warframe, by all accounts, it is succeeding just fine with the direction it's going. It doesn't need PVP.

    I respectfully disagree with just about everything you said but since it would just devolve into an argument, ill just leave it at that.

    • Like 2
  12. 33 minutes ago, Sentinel-14 said:

    Unless I'm mistaken, this is incorrect. Warframe was designed at the outset as a PVE game as it did not have any kind of PVP mode when it launched. It was only after a certain portion of players incessantly, and loudly, complained and cried for a PVP mode that DE finally relented and made one. First it was 2v2 duels but that was quickly replaced by Conclave in Sept. 2013. Since then, with the exception of additional modes like Ceph. Capture and Lunaro, Conclave has remained largely unchanged while Warframe as a whole has undergone massive overhauls. DE has stated many times that their internal statistics show PVP sees very little play: less-so than Trials (Raids) did, if I remember correctly. And recall that their decision to completely removed raids was based partly on the lack of participation. The Trials were broken and buggy, yes, but the lack of participation in them made it hard for DE to justify spending time and resources to fix them. Catch-22, sure: they're not played because they're broken, but they're not getting fixed because they're not played. But, that's what it was. So to is likely the case with PVP: very few people play it so DE has little reason or incentive to work on it. Instead they devote their time and resources toward PVE content that their own numbers show to be the most popular and most played.

    I hate PVP. I admit that up front, make no attempt to hide it, and understand that it biases my reaction toward threads like these.

    That said, I used to play Destiny, and it had a PVP mode but was meant to be and balanced for PVE. But, over time, the streamers and the try-hards of PVP kept harping at Bungie to balance for PVP, so they did, and it started to hurt the PVE experience. Then, in Destiny 2, the whole game was built around PVP from the start, with no regard given to how it made the PVE experience suck. PVE players railed against the change and were told in no uncertain terms that PVP was more important than PVE, so we just had to deal with it. A game I loved to play turned to crap because PVP infected the development process.

    I understand that people like PVP: the glut of PVP-only games and games with PVP modes is a testament to that. But there aren't many co-op PVE games out there that are free from PVP, so when those of us looking for such a game find one, we get pretty defensive about keeping it that way.

    I welcome anyone to play Warframe with me, from that Fortnite guy (what's his name? Ninja?) to the pros of Overwatch League. If you want a good PVE experience I'll be your huckleberry. But if you want PVP, go somewhere else. This game is not for you, and your suggestions/pleas will fall on deaf ears.

    /rant

    Fair criticism for sure. But that's what the suggestion is looking to solve. If the PVP mode doesnt take mods or warframes into account, its balance won't change PVE content at all. Also, a lot of games are designed as PvE games upfront but then add successful PVP content (Fortnite and Gears of War being premier examples) 

    Heres the thing that players who are staunchly against playing PVP are overlooking. If you attract more players because you offer a more complete package, then the game will be more successful, which in turn means more meaningful content for the PVE side of the game as well. 

    I'm a founder that grew up playing Dark Sector on the PS3, so I very well know what the game originally was and what the vision for it was, as well. If you love Warframe like I do, and want to see it succeed, you have to look at solutions to what it doesn't do well. 

     

     

    • Like 1
  13. On 2020-01-29 at 4:53 PM, lukasystem said:

    It's getting so much on my nerves that I have to go solo in order to avoid useless and wasteful players, using all my artillery munitions and battle avionics for no reason, and specially doing nothing at all and getting the exact loot that I've earned doing everything myself and considering all the time i've spent in getting the RJ i have today. Sometimes I might get some decent player with a brain for a change, but 8 out of 10 missions it's always one or two people standing in there just wasting resources and they go like "nono, i'm support, i'm cleaning the ship", which is really infuriating. I mean, they don't even have anything AW related past odonata/imperator (not that it matter anymore but still).

    So basically: Make it so that in order to get into a Railjack mission you MUST have a  Railjack, PERIOD. Cut the crap about this "sympathy" for the ones without RJ, I don't want to see -10 rank players on Veil Proxima ffs.

     

     

    I agree and disagree with ya my guy. New players are needed for the population and new content, and yes, even when it comes to Railjack. It pulled a lot of new players in the game that want to try it out and it wouldn't be wise to block them from that content just because a few people aren't helpful.

     

    That being said, if mastery rank is to mean anything at all in the game. Setting a low bar of entry wouldnt be the worst thing ever, my opinion is just that it wouldn't solve the problem you think it will. Ive seen mastery rank 24 players with a ton of misconceptions about the game. It really just comes down to nothing being explained to people. 

    Players that dont have railjacks have no idea ammunition or energy recharge costs materials for the pilot and new players that queue are just kind of dropped into missions in progress with no direction so they dont do anything since they have no idea what they SHOULD be doing. And that is the real problem.

    • Like 1
  14. 1 hour ago, o0Despair0o said:

    And I stopped reading there.

     

    Don't get me wrong, I'm not against PvP by itself, it's just that this is obviously a PvE game, and spending valuable time and ressource on a gamemmode that like 20 people out of several million would actually play seems like a waste to me.

    Then again, I wouldn't play PvP in any form, anyway. The time I got spawnkilled by a berserker IN A SAFE ZONE during a quest in Black Desert Online was enough PvP for the next 20 years.

    Like, seriously, I played several PvP games in the past - Battlefield 3, War Thunder, World of Warships, you name it. And every single time I've come to the same conclusion - PvP is bad at it's very core. You can have an OPTIONAL PvP mode for all I care, but if I get even one popup telling me "Hey, you should play PvP!" I'm out.

    I dunno man. A lot more than 20 people play Destiny 2's PVP, or Halo, or CoD, or League of Legends, or DOTA. 

    The most popular video game of all time is Fortnite, and its not for its storymode.

    Our perception that it's obviously a PvE game is just because it hasn't been done well here. But that doesn't mean that it can't be done well. And of course, no one has to play PVP its just an option for those like myself that prefer it to PVE.

  15. So, PVP has a been a long standing topic of discussion and contention in the warframe community. Its devisive as a lot of people dont think its needed in the game and others want a good version of it. I personally think the framework for PVP that is balanced and interesting already exists to some degree.

     

    Rather than focus on our overpowered warframes and weapons which are undoubtedly a nightmare to balance in a PVP space, take a Star Wars Battlefront like approach. Have players be either Corpus or Grineer. Implement some of the special units of each faction as officers. Who wouldnt want to be a grineer maniac hunting people down? The best part is, movement could be kept in check because enemies arent as nimble as warframes, weapons could be kept in check because enemies dont have mods mudding the waters. And you already have all of the concepts for cool heros or officer units in the game. Have us play as Vor or Khela and fight Alad or Nef. Or be a lowly crewman. Thats just my suggestion, what do you think?

    • Like 6
  16. The bigger question is do you even want Warframe to be challenging or are you just mad that some people dont find the game difficult? Because DE has stated before that they are trying to cater to a lot of different players. Some players look at Warframe as a 'Zen' game, where nothing is really that tough, you can just relax and get in a groove and play. Other players want to tackle difficult conflicts in the game, and to an extent they tried to cater to those people with Eidolons and Orbs, nightmare missions, arbitration, ESO etc.

     

    The thing is, for a game to truly be difficult it has to limit you. For example, In games like Dark Souls and Monster Hunter, movement is power. How fast your animations are by frames, how hard your weapon hits in contrast to its speed, how fast your opponent moves and how many advantages they have over you. These are all things that are slated against you in those games. In monster hunter, monsters are faster than you, they hit harder than you, they dont have the animation commitments that you do, they have more mechanical options than you. But Warframe is the inverse of games like MHW or Dark Souls, its about fast and fluid movement, its a game where YOU have the power advantage, enemies are way slower than you and cant react the way you can. Would you want warframe to be a slower paced game if it meant its more difficult? These are the things people need to ask themselves.

  17. I've been playing the game since beta and am a founder. by now I've gotten tired of how many "this is the end" or "I finally quit" posts, youtube videos, etc. The thing is people fear change. But all of those posts and youtube videos are from people who have said the same thing before, and guess what, they're still playing and will likely complain that the game is "doomed" after every major update. If they want something to change in the game they need to give DE something constructive to work with, not just "I'm mad." 

    • Like 1
  18. Just adding to the feedback train on our favorite trainheaded frame. Lord Vauban is unfortunately still underwhelming. It is not something I take joy in saying as this would be the warframe I'd identify with the most. The engineer, master of gadgets, has a lot of toys, but are they useful?

     

    Nervos - I love the concept of these rolling stun guns and they are a mixed bag of sorts, on any given mission they can be useful to confusingly ineffectual. The inconsistency mostly stemming from the fact that their A.I. is more A than I. I have had many moments where they have rolled two rooms away to give a rude surprise to some poor grineer, which would not be a bad thing except they continue to shock that poor grineer until recasted or you find that enemy and put them out of their misery. It also leaves an exceptionally bad taste in my mouth whenever an augment is so good that it is actually mandatory for the frame to get benefit out of the ability.  And nervos definitely falls in this category as the augment turns it from being not worth casting at all, to being one of the most vital parts of his kit. That is not a good thing at all, augments should open up new avenues of playstyle and ways to build a frame. But in the case of nervos, you just have the augment, its not an optional thing.

     

    Minelayer - Its probably been said to death by now that Vector Pad is bouce pad 2.0. Purely a meme and immediately disregarded as such. And people are not wrong in that assessment. They game has so many ways to move around quickly that I cannot hope to understand why Vauban would need this, especially when the rest of his kit is very stationary. Flechette orb could be interesting, but it is unfortunately way to weak in the damage department where weapons do the job well enough. It would be better off as some kind of debuff, or maybe the darts fired off by the orb could inflict randomized status effects with every hit so it could have some synergy with status weapons? Im not sure what you would do to fix it but its not great as it is currently. Tether Orb is just confusing and redundant to me, it as a CC tool is essentially a weaker form of his number Bastille/Vortex but I dont see a need to have that.  As its probably been said before, id want vector pad to be replaced with some form of additional survivability for higher end missions. I mean literally any form of survival, im desperate. Overshields, DR, a stealth generator, a decoy grenade. Ill take whatever you can give me, but currently at any high level content the second I leave the radius of a bastille and I literally mean the very second it happens or I dont have energy to keep up a bastille, Vauban is dead. I understand its likely frustrating for the team to constantly work in high armor or DR for frames but still have challenging content, however frames that dont have respectable ways to survive are effectively useless past a certain point and that just doesnt feel good for people who have a certain connection with a specific frame and would like to take it to any content without being babysat and constantly revived by your team. Overdriver is fine, no real complaints there.

     

    Photon Strike - it looks cool...I never use it though. Probably not the best feedback ever, but I genuinely don't know why its in his kit or what I could use it for. I just think its just effectively a grenade in a game of guns that can already shoot grenades. So not particularly useful either, isolated, or in conjuction with his number 4, I would rather just use a weapon to do the same thing.

    Bastille/Vortex - still his bread and butter abilities even after the rework. The armor strip/armor buff is a nice touch. And no significant complains other than the pull strength of vortex could be stronger. Also the inconsistency between what Bastille can and cant CC is still weird, but in all honesty this just goes back to the route issue of his survivability. If he had more or better tools to survive I likely wouldnt care as much about certain enemies being immune to it as an AoE CC. When Limbo can just dodge into invulnerability, or Wukong can just press a single button and laugh at the world, it feels bad that Ive got to have a flow chart for what can be CCed by bastille, what cant, will I kill it before it kills me, has bastille gotten enough armor stripped to help me fight it or not. All sorts of headaches.

    Anyways I hope this didnt come off as too negative of feedback. I know you guys work hard on the content and its not easy to do balance. Ember is in a good place now in my opinion. But id like to see Vauban get a little more adjustment.

  19. This is petty, not gonna lie, especially since I love the majority of changes made in phase 2 melee...But this disrespect to Amalgam Javlok when we finally get back manual blocking. It makes me sad. Ive always wanted to make a damage reflection build with silva and aegis. And now, it is but a dream. 

     

    In all seriousness though, I can understand wanting to make the mod more appealing for the large group of players that just want to min max everything, but interesting mods for us out there that like making unusual non meta builds are important as well. Any chance we can at least get a large damage reflection mod that was similar on sword and board again? This Tenno can still dream...

  20. I know in the past there have been issues that users have reported where their account had been deleted without warning. This has presumably even happened to some founder accounts like my own. So I am hoping to get feedback from DE on what we can do as players to protect our accounts. That way if this mistakenly happens,  we will know what to provide in order to get our accounts restored. Thanks.

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