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Klokwerkaos

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About Klokwerkaos

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  1. what kills me is that this isn't sustainable and everyone knows it because new players always (if they stick around) become older players... starting countdown clock to policing speech for china.
  2. all in all it does not sit well with me personally... just looks like more "lets cater to newbies because they open their wallets faster" bs. getting really tired of waiting for vets to get an actual response.
  3. I have not tried this yet, so I'm trying to remain optimistic but I do have a sincere concern about the loss of combo counter damage multiplier and possible range nerfs to large melee. unless damage is getting an overall 3X buff (the current reasonable max for combo buff, you can get much higher with naramon, but that's a whole different thing, which is likely to need touching) and it may if the skana dev build is indicative of all weapons (which it probably isn't)... then enemy armor scaling is going to more or less make melee no longer a viable option to use in long arbitrations. this is because arbitrations require melee nuking to really do anything after the 60 min mark for a pug, which will discourage pug play and only premades will have the option of going this long or longer due to enemy armor scaling. effectively it will kill this portion of the game from a pug standpoint which is currently one that I find more enjoyable as the vet with 5.7k+ hours. once you get to about the 45 min mark enemy armor starts getting dumb to deal with and saryn is only so tanky and arb drones effectively mess up her spores to strip armor. essentially this also kills frame choice, because with proper melee investment, all frames are viable for arbs right now... if they aren't after this, you'll know why. this, on it's face, looks a lot like "sorry, get out" and forces everyone into using magus lockdown as the only viable alternative at that level, which is still very poor at armored units like grineer. I felt the recent arbitration changes were all very good, but this just seems to revert it back to the old state where people are going to return to only playing certain ones again and if we learned anything from eidolons its that you don't want to engineer a game mode with one clearly superior meta to force players into since it robs them of choice and the ability to play whatever frame they like... this may be on track to do the same thing (like how arbs before were just excav). And to be honest... the recent arbitrations changes... that's the first time as a vet that I've felt "rewarded" for playing at my best and min/maxing my gear in a very very long time... like, since poe came out and raids were killed. the whole point of the combo counter is that as enemies get tougher (ie, you are no longer one shotting them), you start dealing more damage comparatively (because they remain on the screen longer and thus your combo counter fills up quicker). right now this system works for the player. the future system, while I haven't tried it, seems to work against the player in these modes. the only viable solution I can see here is that armor scaling needs to be fixed hasta pronto to compensate for this, otherwise we're going to basically be forced out of these missions because while all the fancy new animations are nice and engaging, they are also time consuming which means less speed murder, and more exposure to enemy attacks that do significantly larger amounts of damage at higher levels. the other major concern is that range to long weapons get a significant nerf. right now this is the only thing that makes melee worth using, and further, it's the only thing that keeps saryn in check in that people can outdamage saryn with melee regardless of what frame they have if they invest in melee properly. slight nerfs to long range and massive buffs to short would be ideal, but killing long range means saryn becomes mandatory for all arbs with any armor, and she's too squishy to go the distance, which will also call for even more saryn nerfs and eventually long arbs becoming a thing of the past. since these are on a 1 hour cooldown, that effectively means If vets go to 45, we spend 15 minutes out of every hour twiddling our thumbs, which kind of sucks. If my prediction is correct, arbitration will start seeing much less engagement and a lot of your endgame folk retention will start to suffer drastically (as this is the only place we really have to go to atm because there is no other content for us other than endurance runs in arbs) unless this armor scaling gets addressed nearly immediately. Overall this seems to be, on it's face, a moderate buff to new players and a massive nerf to older players if it works the way I think it will. I agree that closing the gap some is good, but this is at the cost of the only game mode we have to play which is limited to a 1 hour rotation (meaning if you do 20 min of it and leave, you now have 40 minutes before you can play again for anything meaningful) and that #feelsbadman. I understand kuva liches are meant to be a form of entertainment for long term players, but from the looks of it, there is a static pool of mr available, and once we get the weapons we want (and rest assured, we will tear through this at least 10x faster than the average player) and collect the mr, this becomes fundamentally dead content to us and doesn't have replay value because we will have already earned the available rewards that aren't tradeable for plat as there is no listed evergreen rewards mentioned to date associated with them (though I will say I am excited to get a 30+ level kohm with innate elemental on it... that's gonna be broke AF since kohm is already busted). I understand the desired goal is better engagement, but if you want that, we NEED enemy scaling addressed like... with that patch to prevent massive salt storms, otherwise forecast looks very grim.
  4. bows are too slow for speed murder, hence they will never be viable. single target damage is garbage in a horde shooter. this is why the only bow riven I give a crap about is the zhuge since it is basically gun, not a bow, but counts as a bow, so i can bring it for bow only sorties. all other bows are trash in comparison to all the other stuff I might slot in for my primary.
  5. to me the only argument for an augment's use is that it augment's an ability in an essential way that demands a mod slot over something else that is more important (more survivability, more dps, better movement, etc), preferably the ability is good without it, but is altered to a more preferable state.
  6. the game is free to play, but someone's gotta pay. in warframe the only thing you can't earn in game is the tennogen cosmetic items. part of the proceeds of these items goes directly to the artist which helps them keep the lights on and they are independent creators. all other items can be earned and/or traded for in game.
  7. why so you can cry about them too? like I said before, get off my lawn. game is borked, everyone knows it, kohm is the least of the problems. in my load out you know it my beastly 120 kohm does for me? occasionally I shoot stuff up on a ledge through the floor with pt because I can't be bothered to go up and hit it since speed murder is the name of the game. kohm is too slow to even be used in most situations. you want it to be all about your specific playstyle, and here's the thing, you go play however you want man, but me, i like earning my rewards fast and easy because I earned my way up over my nearly 6K hours in mission. that's my good time. you don't have to like it but you also don't have to play with me either. you can totally quit any group i or anyone else is in if you don't like it. Taking options away from players is bad. buffs are greater than nerfs and are almost always preferred, and the answer is instead to close the gap between players by buffing under performing things and creating content suitable to the max power level, but de is allergic to that. that's more a problem with them as devs (cashing in on new players rather than creating a good game) than it is with your desire to want your specific playstyle, since we both want the same thing: challenging and rewarding content, but we play at different levels and have different ideas on what that is. once you grasp that concept, that it's not all about you, then maybe you'll grow out of this phase. until then, I will absolutely find this kind of thing comical. additionally, kohm will get a nerf the minute kohm prime comes out and has a higher status chance. probably not till then.
  8. yup, and then I'll just switch any of my 10 back up primary op rivens for when that happens... I'll be so sad. cry harder bro. cry harder.
  9. I have a rarity and drop booster equipped. in a about 9 rounds of interception i got something like 41 vitus. alternately, only got about 20 in an hour survival. pretty sure it matters a lot which boards you are doing and what the enemy type is, I've done a lot more testing but those are the two outlier results. my goal is presently to have about 2K vitus before the patch drops so i can roll or reroll a bunch of melee since I'm farily certain they are going to mess with my op load outs. got about 135k kuva sitting, but I want to be able to get a bunch more in case I need it since rolling new stuff to break the game and make people cry about my load outs on the forums and demanding nerfs because they jelly is a personal fetish. needless to say, it makes a huge difference, with both equipped I'd say my daily vitus has gone up about X4 aprox. is it worth it? that depends on your plat budget. for me I have everything in game and rivens for everything I might ever consider using and forma on all my frames, even the crap ones I never use, so dropping a few hundred plat here and there is not a big deal. for someone else a three day booster is a huge investment that needs to be carefully thought over. everyone is going to have different priorities, but for me, it actually is totally worth it, for someone else, maybe not?
  10. why the hate bro? U mad? seriously, it needs no such thing, you just want it, probably because you ain't got it. 95% of people crying for nerfs all the time are mad because they didn't put the time in to earn their way up and are basically a just spoiled brats that decide if they can't have it spoon fed to them, then nobody else should have it either. game isn't meant to be played the way you like specifically, but if you want to play it that way, guess what, don't equip a riven on your kohm, how bout dat? get off my lawn with your silliness.
  11. I mean lets hope so. I'd be happy to see other weapons made more viable rather than current stuff made less. Ideally it should be somewhere around each having nuance and reasons to use it over something else, but also close enough where you just might choose to use something because it's cool, because the difference isn't that huge. I have sincere doubts it's entirely consistent. whenever they do stuff like this they usually want to flip around metas and such to force people into using different gear. yeah, this is the thing I don't think they really took into account with all the fancy mechanics outside of the gap closer and tactical dodge and animation cancel, all the rest seems to work against speed murder rather than for it. I honestly feel they just don't want people to play at that speed even though that speed is what's fun for most of us at this point because if we can actually see the environment and enemy then we're going to slow and are dead, otherwise there is no semblance of challenge in the game, and that's not going to change unless they fix enemy scaling.
  12. I don't think it's that people don't understand eachother, it's that they have fundamentally incompatible viewpoints. That said, I have been a long time proponent that this doesn't need to change... but I may have to switch sides possibly if the melee rework goes poorly. Right now melee is the only thing that keeps saryn in check, and makes all frames viable. If we go back to a time when we need to rely on frames we end up with tier lists and only certain frames being viable again, and if it is impossible to outpace saryn (instead of just requiring appropriate player investment) then it will be a return to tier lists, and saryn vastly outpaces other frames in side by side comparison. Yes someone needs to be the top dps frame, but they shouldn't be 10 grades ahead of other frames if there is no possible way to outdo that. This is fine if there is a viable alternative... but if there isn't then it starts to matter. This is less an issue now because all frames are viable, but when only saryn is viable, then all other frames get hist migration as a standard response, and that is a bad player experience. It's one thing at the moment where a handful of folks experience this and get mad about it... it's another if everyone is forced into a particular meta, like with eidolons for the first year or so. Overall tier lists and forced meta is bad for warframe players both new and old. Fingers crossed they don't completely screw the pooch in the combo and range situation.
  13. I have not tried this yet, so I'm trying to remain optimistic but I do have a sincere concern about the loss of combo counter damage multiplier and possible range nerfs to large melee.unless damage is getting an overall 3X buff (the current reasonable max for combo buff, you can get much higher with naramon, but that's a whole different thing, which is likely to need touching)... then enemy armor scaling is going to more or less make melee no longer a viable option to use in long arbitrations. this is because arbitrations require melee nuking to really do anything after the 60 min mark for a pug, which will discourage pug play and only premades will have the option of going this long or longer due to enemy armor scaling. effectively it will kill this portion of the game from a pug standpoint which is currently one that I find more enjoyable as the vet with 5.7k+ hours.once you get to about the 45 min mark enemy armor starts getting dumb to deal with and saryn is only so tanky and arb drones effectively mess up her spores to strip armor. essentially this also kills frame choice, because with proper melee investment, all frames are viable for arbs right now... if they aren't after this, you'll know why.this, on it's face, looks a lot like "sorry, get out" and forces everyone into using magus lockdown as the only viable alternative at that level, which is still very poor at armored units like grineer.I felt the recent arbitration changes were all very good, but this just seems to revert it back to the old state where people are going to return to only playing certain ones again and if we learned anything from eidolons its that you don't want to engineer a game mode with one clearly superior meta to force players into since it robs them of choice and the ability to play whatever frame they like... this may be on track to do the same thing (like how arbs before were just excav). And to be honest... the recent arbitrations changes... that's the first time as a vet that I've felt "rewarded" for playing at my best and min/maxing my gear in a very very long time... like, since poe came out and raids were killed.the whole point of the combo counter is that as enemies get tougher (ie, you are no longer one shotting them), you start dealing more damage comparatively (because they remain on the screen longer and thus your combo counter fills up quicker). right now this system works for the player. the future system, while I haven't tried it, seems to work against the player in these modes. the only viable solution I can see here is that armor scaling needs to be fixed hasta pronto to compensate for this, otherwise we're going to basically be forced out of these missions because while all the fancy new animations are nice and engaging, they are also time consuming which means less speed murder, and more exposure to enemy attacks that do significantly larger amounts of damage at higher levels.the other major concern is that range to long weapons get a significant nerf. right now this is the only thing that makes melee worth using, and further, it's the only thing that keeps saryn in check in that people can outdamage saryn with melee regardless of what frame they have if they invest in melee properly. slight nerfs to long range and massive buffs to short would be ideal, but killing long range means saryn becomes mandatory for all arbs with any armor, and she's too squishy to go the distance, which will also call for even more saryn nerfs and eventually long arbs becoming a thing of the past. since these are on a 1 hour cooldown, that effectively means If vets go to 45, we spend 15 minutes out of every hour twiddling our thumbs, which kind of sucks.If my prediction is correct, arbitration will start seeing much less engagement and a lot of your endgame folk retention will start to suffer drastically (as this is the only place we really have to go to atm because there is no other content for us other than endurance runs in arbs) unless this armor scaling gets addressed nearly immediately. Overall this seems to be, on it's face, a moderate buff to new players and a massive nerf to older players if it works the way I think it will. I agree that closing the gap some is good, but this is at the cost of the only game mode we have to play which is limited to a 1 hour rotation (meaning if you do 20 min of it and leave, you now have 40 minutes before you can play again for anything meaningful) and that #feelsbadman. I understand kuva liches are meant to be a form of entertainment for long term players, but from the looks of it, there is a static pool of mr available, and once we get the weapons we want (and rest assured, we will tear through this at least 10x faster than the average player) and collect the mr, this becomes fundamentally dead content to us and doesn't have replay value because we will have already earned the available rewards that aren't tradeable for plat as there is no listed evergreen rewards mentioned to date associated with them (though I will say I am excited to get a 30+ level kohm with innate elemental on it... that's gonna be broke AF since kohm is already busted). I understand the desired goal is better engagement, but if you want that, we NEED enemy scaling addressed like... with that patch to prevent massive salt storms, otherwise forecast looks very grim.
  14. I have not tried this yet, so I'm trying to remain optimistic but I do have a sincere concern about the loss of combo counter damage multiplier and possible range nerfs to large melee.unless damage is getting an overall 3X buff (the current reasonable max for combo buff, you can get much higher with naramon, but that's a whole different thing, which is likely to need touching)... then enemy armor scaling is going to more or less make melee no longer a viable option to use in long arbitrations. this is because arbitrations require melee nuking to really do anything after the 60 min mark for a pug, which will discourage pug play and only premades will have the option of going this long or longer due to enemy armor scaling. effectively it will kill this portion of the game from a pug standpoint which is currently one that I find more enjoyable as the vet with 5.7k+ hours.once you get to about the 45 min mark enemy armor starts getting dumb to deal with and saryn is only so tanky and arb drones effectively mess up her spores to strip armor. essentially this also kills frame choice, because with proper melee investment, all frames are viable for arbs right now... if they aren't after this, you'll know why.this, on it's face, looks a lot like "sorry, get out" and forces everyone into using magus lockdown as the only viable alternative at that level, which is still very poor at armored units like grineer.I felt the recent arbitration changes were all very good, but this just seems to revert it back to the old state where people are going to return to only playing certain ones again and if we learned anything from eidolons its that you don't want to engineer a game mode with one clearly superior meta to force players into since it robs them of choice and the ability to play whatever frame they like... this may be on track to do the same thing (like how arbs before were just excav). And to be honest... the recent arbitrations changes... that's the first time as a vet that I've felt "rewarded" for playing at my best and min/maxing my gear in a very very long time... like, since poe came out and raids were killed.the whole point of the combo counter is that as enemies get tougher (ie, you are no longer one shotting them), you start dealing more damage comparatively (because they remain on the screen longer and thus your combo counter fills up quicker). right now this system works for the player. the future system, while I haven't tried it, seems to work against the player in these modes. the only viable solution I can see here is that armor scaling needs to be fixed hasta pronto to compensate for this, otherwise we're going to basically be forced out of these missions because while all the fancy new animations are nice and engaging, they are also time consuming which means less speed murder, and more exposure to enemy attacks that do significantly larger amounts of damage at higher levels.the other major concern is that range to long weapons get a significant nerf. right now this is the only thing that makes melee worth using, and further, it's the only thing that keeps saryn in check in that people can outdamage saryn with melee regardless of what frame they have if they invest in melee properly. slight nerfs to long range and massive buffs to short would be ideal, but killing long range means saryn becomes mandatory for all arbs with any armor, and she's too squishy to go the distance, which will also call for even more saryn nerfs and eventually long arbs becoming a thing of the past. since these are on a 1 hour cooldown, that effectively means If vets go to 45, we spend 15 minutes out of every hour twiddling our thumbs, which kind of sucks.If my prediction is correct, arbitration will start seeing much less engagement and a lot of your endgame folk retention will start to suffer drastically (as this is the only place we really have to go to atm because there is no other content for us other than endurance runs in arbs) unless this armor scaling gets addressed nearly immediately. Overall this seems to be, on it's face, a moderate buff to new players and a massive nerf to older players if it works the way I think it will. I agree that closing the gap some is good, but this is at the cost of the only game mode we have to play which is limited to a 1 hour rotation (meaning if you do 20 min of it and leave, you now have 40 minutes before you can play again for anything meaningful) and that #feelsbadman. I understand kuva liches are meant to be a form of entertainment for long term players, but from the looks of it, there is a static pool of mr available, and once we get the weapons we want (and rest assured, we will tear through this at least 10x faster than the average player) and collect the mr, this becomes fundamentally dead content to us and doesn't have replay value because we will have already earned the available rewards that aren't tradeable for plat as there is no listed evergreen rewards mentioned to date associated with them (though I will say I am excited to get a 30+ level kohm with innate elemental on it... that's gonna be broke AF since kohm is already busted). I understand the desired goal is better engagement, but if you want that, we NEED enemy scaling addressed like... with that patch to prevent massive salt storms, otherwise forecast looks very grim.
  15. I have not tried this yet, so I'm trying to remain optimistic but I do have a sincere concern about the loss of combo counter damage multiplier and possible range nerfs to large melee.unless damage is getting an overall 3X buff (the current reasonable max for combo buff, you can get much higher with naramon, but that's a whole different thing, which is likely to need touching)... then enemy armor scaling is going to more or less make melee no longer a viable option to use in long arbitrations. this is because arbitrations require melee nuking to really do anything after the 60 min mark for a pug, which will discourage pug play and only premades will have the option of going this long or longer due to enemy armor scaling. effectively it will kill this portion of the game from a pug standpoint which is currently one that I find more enjoyable as the vet with 5.7k+ hours.once you get to about the 45 min mark enemy armor starts getting dumb to deal with and saryn is only so tanky and arb drones effectively mess up her spores to strip armor. essentially this also kills frame choice, because with proper melee investment, all frames are viable for arbs right now... if they aren't after this, you'll know why.this, on it's face, looks a lot like "sorry, get out" and forces everyone into using magus lockdown as the only viable alternative at that level, which is still very poor at armored units like grineer.I felt the recent arbitration changes were all very good, but this just seems to revert it back to the old state where people are going to return to only playing certain ones again and if we learned anything from eidolons its that you don't want to engineer a game mode with one clearly superior meta to force players into since it robs them of choice and the ability to play whatever frame they like... this may be on track to do the same thing (like how arbs before were just excav). And to be honest... the recent arbitrations changes... that's the first time as a vet that I've felt "rewarded" for playing at my best and min/maxing my gear in a very very long time... like, since poe came out and raids were killed.the whole point of the combo counter is that as enemies get tougher (ie, you are no longer one shotting them), you start dealing more damage comparatively (because they remain on the screen longer and thus your combo counter fills up quicker). right now this system works for the player. the future system, while I haven't tried it, seems to work against the player in these modes. the only viable solution I can see here is that armor scaling needs to be fixed hasta pronto to compensate for this, otherwise we're going to basically be forced out of these missions because while all the fancy new animations are nice and engaging, they are also time consuming which means less speed murder, and more exposure to enemy attacks that do significantly larger amounts of damage at higher levels.the other major concern is that range to long weapons get a significant nerf. right now this is the only thing that makes melee worth using, and further, it's the only thing that keeps saryn in check in that people can outdamage saryn with melee regardless of what frame they have if they invest in melee properly. slight nerfs to long range and massive buffs to short would be ideal, but killing long range means saryn becomes mandatory for all arbs with any armor, and she's too squishy to go the distance, which will also call for even more saryn nerfs and eventually long arbs becoming a thing of the past. since these are on a 1 hour cooldown, that effectively means If vets go to 45, we spend 15 minutes out of every hour twiddling our thumbs, which kind of sucks.If my prediction is correct, arbitration will start seeing much less engagement and a lot of your endgame folk retention will start to suffer drastically (as this is the only place we really have to go to atm because there is no other content for us other than endurance runs in arbs) unless this armor scaling gets addressed nearly immediately. Overall this seems to be, on it's face, a moderate buff to new players and a massive nerf to older players if it works the way I think it will. I agree that closing the gap some is good, but this is at the cost of the only game mode we have to play which is limited to a 1 hour rotation (meaning if you do 20 min of it and leave, you now have 40 minutes before you can play again for anything meaningful) and that #feelsbadman. I understand kuva liches are meant to be a form of entertainment for long term players, but from the looks of it, there is a static pool of mr available, and once we get the weapons we want (and rest assured, we will tear through this at least 10x faster than the average player) and collect the mr, this becomes fundamentally dead content to us and doesn't have replay value because we will have already earned the available rewards that aren't tradeable for plat as there is no listed evergreen rewards mentioned to date associated with them (though I will say I am excited to get a 30+ level kohm with innate elemental on it... that's gonna be broke AF since kohm is already busted). I understand the desired goal is better engagement, but if you want that, we NEED enemy scaling addressed like... with that patch to prevent massive salt storms, otherwise forecast looks very grim.
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