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ThomasBrody

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Posts posted by ThomasBrody

  1. On 2023-09-30 at 11:56 PM, bangarang35 said:

    I think some individuals are confused about what's being asked for with the puddle and the players' expectations who want to keep it. The puddle is debatably Hydroid's most iconic ability, and it is very unique even if it's not effective in it's current state. Because it's so funny, it's also fun to use. Without a doubt it does very selfishly provide good survivability for Hydroid too. What the players really wanted was an upgraded or tweaked puddle. DE knows that which is why Pablo said in the Devstream they were trying to make an improved puddle, but it sounded like it would've taken more time to perfect the upgrade then they were willing to give. As a result, it does bring down Hydroid's uniqueness and possibly his fun to many of players, especially Hydroid mains. The goal is to maintain/increase effectiveness, fun, and uniqueness simultaneously. This shown rework increases effectiveness, but it lowers his uniqueness. He is a bit more bland and generic now honestly. So the rework was not a complete success as a result, unless they make future changes.

    However, it is possible to keep every idea from the new rework, while also reworking the puddle in some fashion. It doesn't have to be the exact same puddle. Perhaps it could be an improved or tweaked version. Nonetheless, adding Undertow back in somehow increases uniqueness again and makes this a higher quality rework overall. There are many ways to skin this cat. The crouch and roll slots are wide open to put the puddle on, kinda like Limbo rolls into the rift. I've suggested using the roll for the puddle and making it to where Hydroid goes into Undertow while traveling in his roll so he's safe and then he pops back up like a geyser at the end of the roll creating a shockwave that can stun nearby enemies for a few seconds. Others players have suggested a charge mechanic on one of the other abilities. Any of these suggestions are viable options and don't remove even a hint of the new reworks ideas. So this doesn't have to be a situation where we have to choose between him being good or unique. We can have it all. That's what the players really want who are trying to save the puddle, and it's fair to want that. So many warframes have it all: Uniqueness, effectiveness, and fun. There's no reason Hydroid can't as well or any other frame who gets a rework for that matter.

     

    #SaveThePuddle

     

    The issue is people don't have the exact some want for just something puddle theme'd,

    Some want just the puddle  visually in some way

    Others want to absolutely BECOME the puddle in some way

    Some want the puddle to be the exact same but faster movement while in the puddle.

    And theres others that want nothing to do with the puddle.

    Theres even people that HATE anything pirate theme'd about him and want that kind of stuffed removed entirely


    There is zero ways to please everyone.

    The people that are most satisfied with the rework aren't saying anything, and the people that hate it are saying the most, it makes it seem like theres more people that hate it than love it but that might not be the case. It's just the people that are dissatisfied are much more likely to say something.

     

    • Like 2
  2.  

    7 hours ago, (PSN)aarott said:

    Don't get me wrong, I like 3.5/5 of these changes. The buffs to rain, surge and tentacles are all great. 

    The passive I'm slightly not a fan of because it kills the possibility of corrosive being un-nerfed for all the other frames, but it's still a good change, basically. 

    They just could have done all this, *and* kept puddle (maybe a faster puddle), and Hydroid would be in an even better position. And if people didn't like it, they could just subsume pillage or nourish or gloom over it like they do every other frame with an ability they don't like.

    Like, does Plunder even look good to you? Because Vex Armour but lower numbers with living-enemy-with-status-in-LOS requirements doesn't sound good to me. 


    Lower numbers than vex armour, but way easier to use and doesn't require you taking tons of damage.

    Doesnt vex armour REQUIRE you taking damage from enemies, and enemies usually deal damage in LoS and have to be alive as well right?

    the statuses are baked into everywhere on his kit so its not like you have to go out of your way for it either.

    does 1k armour and 300% corrosive weapon damage NOT sound good enough to you? Would you not equip a mod on your warframe that said "1k armour, 300% corrosive damage to weapon " ?

    Yeah Vex armour numbers are much better, but that's basically all he has. Buff his armour/health with 2 , then increase his damage by taking damage with 3, run around with a gun to do his damage. As generic as they come when it comes to actual meta gameplay with him and is gunplay heavy/

    hydroids kit flows and synergies  are way better now, with 3 abilities + passive directly combining  on top of each other.  

    I  have played a ton of high level warframe and I rarely rarely rarely see a hydroid, and when I do, they are DEFINITELY not just sitting there doing puddle.

    puddle is memorable, but having a much faster puddle would cause other issues (what if a hydroid just eats 70% of the spawns and runs away during survival , messing up the spawns and the teammates are just forced to extract or chase after the hydroid the whole time)

    Is there any other warframe that would be able to gather and run away with enemies like that?

  3. 8 hours ago, (PSN)aarott said:

    They did this with the water character in The First Descendant, Valby. In fact the puddles were practically her passive, attached to all her abilities.  Her big puddle ability was a teleport - big puddle where she jumps in, and big puddle where she jumps out. That would have been cool. 

    https://imgur.com/a/qUqQo2W <- an imgur gallery with all of Valby's abilities

    Also, come one, you gotta admit that if they made it kong-cloud levels of fast, but you have to be on the ground, but you get to pick up enemies, that would have been fun too. You could make race car noises as you picked up all the enemies on the map and dropped them at your teams kill zone. Or maybe you could taxi battery carriers to your extractors when they're being too slow like Grendel can, that'd be funny. 

    Except it doesnt work like puddle. It doesnt pull enemies completely in and obscures them.  Teammates dont shoot the puddle to deal damage to the enemies inside. It doesnt make Valby completely immune to damage for the duration.

    It's just a damage over time area on the ground and would be no different if it was simply poison theme'd (which there is a character that does the same ground effect (in a smaller area)  that is poison theme'd

     

  4. On 2018-07-02 at 2:58 PM, peterc3 said:

    There won't be dedicated Augment slots.

    This is completely subjective.

    For this system to work, any Augment would have to be, at best, a sidegrade. Otherwise it is just more power creep.

    How is this anymore subjective than what your opinion is?

    There could be augment slots, you don't know what they will do in the end. 

    For this system to work, it could work exactly how I said it. Yes "power creep". But not as much as lets say, Rivens, which they added just fine. Tiberon Prime has a 5 disposition and you are worried that Hydroid gets Corrosive procs without having to sacrifice mod space? What

  5. On 2018-07-02 at 3:32 PM, BiancaRoughfin said:

    From my point of view the majority of the Augments are working totally outside of what [DE] was intended. They were supposed to change how a skill works and give players more options but they are usually just straight out upgrades that make them mandatory for some skills.

    Using as example Hydroid`s Toxic Barrage just as mentioned by OP, the Corrosive Procs should have been part of the Skill from start, the Augment should instead change how the skill works, instead of releasing a barrage of water bolts in an area, make the skill drop a single massive one with a much larger AoE and Damage.

    I doubt it, They can't just add to an ability then expect it not to just be an upgrade. 

    But I agree, some of these make the abilities viable but take up all that valuable mod space which in turn make abilities weaker

  6. 1 minute ago, GinKenshin said:

    well, my hopes for the augment system is to be something like that RPG system which you can go for offensive, defense or support/speed..etc. it might not be an RPG system but a different genre but I digress 

    simply put it, each ability has an augment slot, and up to 3 augments to choose from each having similar mechanics to what you suggest, each one has a different purpose 

    ofc it'll highly depend on balancing the game, since currently an aug for each ability at the same time is kinda crazy especially with frames that have a great aug foreach ability like frost or nekros for example 

    Ideally Additional Augments beyond 2 for each would be included, But for a base system, at least a choice between two augments per skill is a huge step.

    The balance for most augments aren't that strong. There's usually only one , sometimes two that are actually worth using for a warframe, and some don't have to do with huge power spikes in damage.

    It could also be limited to two total augments, but within the same system. 

    It could even have additional augments above 1 lower total warframe capacity a flat amount, making multiple augments harder to achieve without effort and resources. 

  7. The current state of augments are Hit or Miss, with a majority being misses.

    I understand the role of the modding system and augments place in them is that you are trading basic stats for a unique skill usage/strength, however the strength of most augments do not warrant even close to the trade, and go unused.

    There are a few options to deal with this:

     

    1. Buff all subpar augments to be worth the trade
       
    2. Add one, or several Dedicated Augment Slots, which are included in the warframes mod capacity
       
    3. Seperate the augment slot entirely away from the  mod capacity, with their own slots

    Now out of personal opinion, I would prefer a mixture. And I feel as though the player base with also prefer a mixed approach as well.

    I propose a "talent tree choice" like system for augments. Every ability gets two choices per ability, and can choose one per ability and have each ability augmented.

    Completely separate this from the current warframe modding capacity, as well as Buffing those augments that are lacking.

    Augments would tend to fall between Offensive Utility, Utility, Or Unique Skill Rework, and players would choose one for each ability and give more of a personal feel outside of the current

    modding of the warframes, which has overall became stale, with few viable options


    Syndicates will still have all the augments and you will have to "earn" them with the reputation points (will give players something to work for and lower overall mass relic pack buying).
     

    Example : Hydroid 

    • Tempest Barrage Choices: 
    1. Corrosive Procs (Utility)
    2.  Additional Damage On Knocked Down Enemies (Damage)

     

    • Tidal Surge Choices:
    1. Heals and Clears Status Effects (Utility)
    • Increased Size and Turns into a casted Projectile (Offensive utility)

     

    • Undertow Choices:
    1. Heals Allies on it (Utility)
    2. Summons the Puddle separately (Offensive utility) 

     

    • Tentacle Swarm Choices:
    1. Additional Items Dropped From Grabbed Enemies (Utility)
    2. Additional Tentacles, Enemies Take Increased Damage While Grabbed (Offensive)

       

    The new and more diverse ways abilities would work would give players some additional ways to use warframes and abilities that they may not of used at all before. While overall this

    would be a power spike for players, I'm sure it can be done in a way that will make each person's warframe feel a little more unique outside the 4 base abilities and the very limited

    modding differences between players without breaking the game.

     



     


     

     

     

           

  8. 10 minutes ago, janks123 said:

    So, I don't know if anyone thought about this, since Atlas isn't an extremely popular Warframe.

    I tend to play Atlas quite often and mainly use a Landslide build, focused on ramping damage with the combo counter. For the same reason I use Venka Prime, as its combo multiplier rises faster than other weapons, making Atlas' damage increase faster.

    But, if I understood the melee rework correctly, combo damage multipliers are being removed and replaced with ''heavy attacks''. This change is going to hit Atlas' endgame potential HARD, considering he already struggles with armored targets even with a high combo multiplier, as his Landslide primarily deals impact damage.

    I hope my favorite Warframe doesn't lose its only redeeming factor with this update.

     

    • Combo Counter minimum hits per tier adjusted significantly so higher tiers can be reached more quickly and easily. Combo Counter damage multiplier may apply to heavy attack only and all points are spent on attack.

      Not sure how you are reading it , but it seems pretty clear.

      You will reach higher tiers of combo counter faster (obviously implying combo counter is staying), and combo counter damage MAY only apply to heavy attacks.

      Which does mean what you assumed in the end, that the damage scaling from it would be null.

      They could easily make land slide have its current counter go higher and combine the current melee counter and landslides counter, and extend the base duration some.
  9. 1 minute ago, Hixlysss said:

    But the purpose of these changes is to make her better for longer missions, they used level 1k enemies as an example. If you can't keep that damage up and have to sit and wait for it to tick up in order for the power to be useful...I mean if it's just for corrosive procs and such why even give it scaling damage?

    Being able to keep at least some of the damage you built up is needed, or else the idea of making Saryn for higher level gameplay doesn't exactly work. I mean having to tick the counter up every single time? That's just...annoying. Imagine if you had to do that with Nidus.

    Its needed only if you use her for spores and refuse to use other abilities.

    Okay lets imagine nidus. The maggots were infinite duration and spread infinite times, increased in damage the same way. And passively gave you stacks, and stacks were infinite.

    Doesnt seem bad at all.

    Even if the spores did not maintain damage, they will strip armor and allow for the units that usually have teh most damage to die way faster (pubs with no CP aura)

     

  10. 23 minutes ago, Hixlysss said:

    Exactly. Or even normal missions, because the spores have to spread from enemy to enemy, and as soon as the last enemy is dead in that room and the spores haven't spread...you just lost your combo counter. Or as pablo mentioned, an enemy five rooms back still has spores on it and you have to 'pop' them with the power 1 in order to recast the spores on new enemies, but you lose all that damage you built up, it's just...bad, it really hurts her.

    It hurts in round based modes at the start of the rounds,

    Thats why you use toxic lash and your ult instead of just sporing on low level/mid level enemies. Which is fine with me. Saryn crushed mid level and below too fast and easily. Viral proc and scaling with ur weapon with huge aoe with no LoS issues.

  11. 20 minutes ago, Darkuhn said:

    this how they keep it balanced, if there are no enemys left, you have no need for the damage.

    Also as you can mod spore to have 3 corrosive procs/sec you can easily kill everything with a decent melee weapon 2-3 sec after recasting.

    Also you can get free Toxin Procs from toxin lash which were spreading as well on the Dev Buildif I was seeing it correctly.

    So no need to keep the stacked damage for more than a wave in Defense

    They dont spread toxin anymore. thats why it scales dmage by itself now.

  12. 4 hours ago, (PS4)Crixus044 said:

    Hello @[DE]Aidan,

    I know I'm not in the context of this message, but i will give something actually informative on it. I've been playing this game a long time and I'm a very visual and mathematical guy. So far, 99.99% of my predictions based on upon workshops of what will happen, have happened exactly as I predicted. So with my history in mind, I believe my post to be of large importance to you and the DE team.

     The molt change is really nice and probably the best part about this. I love the speed buff as it makes molt's purpose actually evident as a defensive procedure. Toxic lash being a closer second in approval as having it work on more weapons than melee is nice for using her in weapon restricted missions. Miasma getting viral damage makes sense and i am for this change because the viral spread is still there, while having miasma become a supportive dps power. I love the increase in duration as it makes mobility essential to her, which is good and viral spreading would not be hard.

    The problem lies with the spores acting this way. I am very happy you have removed that spore turret molt combo, as not only was that too popular, it wasn't even her best use and because it "worked ok" players were wasting her better techniques as the reliance of molt and spore was all they needed. It was a tactic that was didn't do anything really unique except save energy, that wasn't really a problem. An enemy did exactly the same job as molt. If you walk around a bit and do the same thing on enemies, grab an ignis, hit up a defense and you'll notice your tactic will work just as good, if not better.

    My problem is with 2 things. Firstly, the scaling is false because while it scales infinitely, the rate will be killed off by itself. It's the cascading effect. If the spore scales, then it will either scale too slowly to matter and will not do anything substantial and die off, or too quickly and kill itself out. What i mean is that if the scaling spore damage will overpower the enemy's health, it will kill the enemy itself, spreading that to others and killing them too with even higher damage, creating cascade of kills. While this is nice in idea, it will kill out the spores and with it the scaling, because this cascading effect will keep going until there's no more enemies for it to reach, in which case, the spore dies out due to a lack of enemies at the time of spread. Then, you'll have to build back up from scratch, which will eventually take too long to do, and then saryn becomes a wash with slow scaling. At 5 minutes in, which is very low levels, the enemies were still taking a little longer than needed to die. I can only imagine a level 100 heavy in action on this tileset.

    Even if you change the mechanic of enemy deaths spreading the spores, the spore will still kill itself out by over powering the enemies faster than you can spread it yourself. While star chart levels won't see the effects of this, in higher levels, this will become all too evident. The time required to get her to the levels needed will be deemed too slow. In lower levels, she'll become the super nuke because the cascade will be very very quick. This was evident in your stream, that even at solo play, which had no more than 8 enemies, the ball couldn't be kept rolling because the deaths were too fast and far in between, thus the kills were there, but the scaling was not. I think the highest you got to was 500 and it took all the enemies present to get there, then the spore killed itself off.

    Plus, since it scales off of ticks and enemies hit, enemies will eventually out scale the spore, which will happen very quickly and stop saryn entirely. Her kps wouldn't even match up to endgame missions, mainly onslaught. If you reduce the scaling according to one faction, it won't stack up for the rest. If you make it too little, it won't get the job done. In missions with breaks in between, like interception or defense, she also loses her scaling every round, making it harder to maintain.

    Secondly, by removing the toxin spread of spores, you have removed the saving grace of this possible change and taken away the entire purpose of using toxin with her, which is part of her theme. Now with this, what's the point of Toxin? It's nothing more than a small damage boost and a theme trick. Miasma doesn't need Toxin, spore doesn't carry it, and the sources don't do a substantial amount of it. There's really nothing in her kit that needs or benefits from toxin other than a small damage boost and neat effect to pass the time. Maybe condition overload lad, but that's it.

    Toxin spreading spores was good in that it scaled off of damage done by toxin dot at the time of the spore being popped, which spread partially to other enemies. This didn't scale any more than the weapon you were using, but it was consistent, at least for those that understood it, which is not something to be ashamed of. Complex mechanics are not bad. Any mag main knows this to be true. Just needs some decent explaining.

    The toxin spread means that you have 2 methods of the spores dealing their damage, which is your damage input and saryn's damage input. This means you get more dps towards your spore which is a plus to help push the scaling mechanic of the spore without it killing itself, because in lower levels, the spore's damage will be most prominent because the toxin will not be there to get, but in higher levels, the toxin damage is gonna help get your spore the kills to spread even with a spore damage less than the enemy's health, which stops it from overpowering the enemy, thus it prevents the cascading effect and prevents it from killing itself off, because the toxin itself is taking up some of the dps required to kill, so when it spreads, it won't be too strong for the enemy, and when the higher level enemy does come that starts out scaling the spore, you'll have the toxin effect in to help.

    It's a win win.

    Also, I'm not a fan of the venom dose getting changed to corrosive, as its buff is made useless when armor is stripped with the exception of infested, but if the teammate wanted corrosive, he would've built for corrosive, which a toxin based venom dose would help all the same, while also helping the guy using viral and the guy using toxin.

    Just my critique and prediction from an old vet with a mind solely focused on warframe. Thank you very much for reading.

    almost no abilities scaled the way saryn did, it was unique, but an outlier. Toxin is still toxin, its a DoT that kills non armour foes and bypasses shields complete.

    As long as the range of the spread wasnt lowered, and the damage ramp up isnt too slow ( hard to judge based on only 8 enemies shown in demo), Im okay with it, even though my riven mutacyst cernos is meh now.

     The toxin spread calculations were a little inconsistent regardless. And wwith this change, a level 30 saryn with good mods  wont need to also have a maxed weapon with good mods to make spores viable.

    And for my playstyle, I like the corrosive part of it. 

    Now the screen wont instantly die at low and mid levels, and I get end game scaling versus that armor in pubs.

     The only problem I really see is that if the enemies are being killed by myself or my team mates too quickly and the damage doesnt ramp up before that spore line is killed off.

    And just waiting around waiting for a new pack of enemies while the first pack slowly die isnt going to be fun. 

  13. 8 hours ago, spacerocks said:
    8 hours ago, Chroia said:

    While I don't know why these changes are happening, I'm (almost) not embarrassed to say that I literally squeed when I saw this.
    I missed Saryn under Damage 1.0.
    I found OG Saryn under Damage 2.0 to be 75% useless (1-3), 25% niche (min dur Miasma).
    I liked the idea of the interactions in Saryn Revisited. (An incarnation of an infection, spreading a disease that grows more powerful as the infection spreads - essentially the debuff counterpart of what Nidus later came to be. Nidus' spreads his Infestation to make him stronger, Saryn tends her Infection to make it stronger.)
    But the implementation felt so forced and power hungry that I just couldn't. Which was sad, because while I didn't love Saryn, Saryn Prime is absolutely gorgeous. Granted, some if this is simply due to Warframe's technical state (or standards?) improving in the 3ish years inbetween.

    So yeah, Saryn getting a better implementation of an appealing concept, on a frame that's already visually appealing?
    I'm (trying to remain cautiously) quite excited.

     

    Amen. Glad to see this changed.
    If multiple tools don't work independently, it's a dependency not a synergy.

     

    Amen.
    See Molt note, but having some guaranteed uptime is an immense improvement - and might make Molt worth using in level 60+ missions that aren't a turtle mode..

     

    While I never saw the point of this (Spores + Torid/Gas Lanka all the way), I can live with Sayrn being less braindead.

     

    *Shrug* honestly.
    This is an opaque change, and as far as I can tell not very significant, which just contributes to general stat bloat.

     

    Hrm. Interesting.
    Does it still interact with toxin procs? Edit: Stream says 'no' 😞 This is a pretty darn big deal.

    Also, I'm honestly surprised to see infinite duration, given that it was explicitly removed from Gara's Mass Vitrify, with an extreme reduction to its survival time and a scaling mechanic that's of dubious use.

     

    This makes sense to me, given the much higher proc rate of Spores over Miasma, as well as Spores now working as setup, letting Miasma act as a crescendo.
    Assuming that the damage is there. Otherwise it's just a anticlimax.

    The corollary, of course, is that Spores is now hugely less effective against Infested and Corpus, due to no longer halving their health while not benefiting from the Corrosive procs either. 😕
    And Miasma doesn't really have the range for wide area Viral application, I don't think. Maybe stop it popping Spores and have Spores extend the Viral proc's range? Then they still interact, though it's no longer the same 'set them up and knock them down'.

     

    Since tone doesn't carry in text: this is a bewildered question.
    (Given that Spores is now infinite, and scales by time,)  Why would I ever rather this happen rather than letting me seed spores in a new place if I'm afraid of the infection burning out where it currently is? 

     

    Erm... why?
    If you have Spore stripping armor, Corrosive to allies is both unneeded; and loses the Damage 2.0 multiplier.

     

    Cheers.
    If nothing else, all things being equal, this gives molt 8+ seconds of uptime. (4 invul, 4 sec to drain the time the damage absorbed, plus time to drain the innate HP.)
    Which is up from the <1 sec past starchart.

     

    Amen.

    Ah!
    Contagion Cloud's pretty much never been worth using, as melee already had ~equal range to the cloud.
    But if it works with guns, and keeps its ability to proc toxin and pop spores, I am suddenly able to use so many more weapons than just Torid/Lanka/Ignis/Pox. (Some other possibilities, such as M Cernos exists, but are mostly sub-par.)
    This makes me happy.  :)

    Edit: Scratch all that. I use Contagion CLoud so infrequently that I forgot that Contagion Cloud is a flat (tiny) amount, disconnected from your weapon's damage.
    Welp, sticking with the current arsenal.

     

    Replies inline in red


    Looking forward to seeing this, and fingers crossed.

    The spore popping second cast is to make sure you cant spam it on molt.

    The augment change relates to the damage type change... Why would corrosive spores give allies viral damage? Its extra damage. The spores dont kill armour instantly. Its good regardless...




     

  14. 6 minutes ago, LynndorTruffles said:

    Let her still spam 1 please. Not being able to cast on Molt is whatever. But blowing up the spores manually is useless. 

    thats literally the point of these changes, they dont want you to spam 1 on your molt and farm easy like that. they want you to spread your single cast , then blow it up for a burst.

  15. 4 hours ago, GnarlsDarkley said:

    RIP my Saryn...but it actually seems pretty fun. I'm just not so sure about the Viral to Corrosive Change on her Spores though

    instead of instant half health, they will be stripped of armour over time, and armour was her biggest scaling weakness. But depending on how fast the new spores scale, the damage could be ass

  16. 22 minutes ago, ReinAxefury said:

    That's not a "quality of life" upgrade, that's a buff, which is not the same thing, also no. Trinity is already good enough as it is, also EV isn't only for energy, so please read carefully the skill and then reconsider what you are asking, because that would be broken.

    The percent life damage breaks some boss fights.

  17. 10 minutes ago, Syvarin said:

    I don't think the folks at DE are inexperienced or foolish. They had to know while creating the new Sanctuary Onslaught mode, a game mode that promotes mass-killing huge numbers of enemies with little or no effort, that players would do their best to optimize doing just that.

    What if that was the point?

    Experience tells us DE frowns on this type of gameplay. Nerfs to Ember's World on Fire, Ash's Bladestorm, Limbo's Cataclysm nuking, Mesa's Peacemaker, the Telos Boltace, etc. show they want to curtail players' ability to win without really playing the game. So why build a game mode where players have to kill enemies as fast as they spawn in order to continue?

    Here's one possibility: Sanctuary Onslaught is meant to provide a focused view of how players are abusing mechanics to trivialize swarms of enemies. People complain all the time here on the forums about their squadmates doing this. Reading those posts doesn't give hard data though. It doesn't show which frames and abilities are the worst offenders and it wouldn't quickly show how tweaking an ability affects the numbers. Sanctuary Onslaught can do exactly that.

    Not only that, but it encourages the players who want to efficiently gain focus or level equipment to gather in one location. It gets them out of normal missions and doesn't reward the behavior with enormous quantities of resources. DE realizes they can never stop it altogether, but they can lessen the effects.

    That's just my thought on the matter. I could of course be completely wrong. I think it would be a clever way of gathering data though.

    I mean, Hydron and draco have already shown it.

    You dont even need a test to see what the issues are. 

     Saryn is too strong vs weak enemies, and much weaker to strong (circumvented by corrosive projection) while providing full map half Health and damage. Should find a middle ground .

    Equinox with full room stun, slashproc/damage and heavy scaling full room burst.

    Trinity with Link self damaging for high damage clearing. 

    Spin to win high range high scaling high damage builds.

    Without these 4 things in the party, I haven't seen crazy full room clearing.

     

  18. 26 minutes ago, Asdryu said:

    I got to agree with the others here: the broken scaling we had before made onslaught actually unique and was good to fulfill its purpose of focus farming.

    This is clearly more of a survival than an extermination, so why should efficiency be based around killing? To think, maybe frames not affected by line of sight weren't so much of a bad thing now, wasn't it?
    Anyways, If that has to be the case, give me enemies to kill TO PASS another zone, not to wait. Either that, or armor and enemy scaling should be adressed right the hell now. This has been an ongoing request for years.

    It's not a survival . Lore wise, fighting these simulations and killing them gathers more knowledge for the cephalon . And he only allows you to remain in the simulation as long as you remain efficient in killing them. He wants to study these certain simulations in certain environments for a set period of time. Like a timed test of unlimited problems to solve.

    The problem with giving an enemy limit to pass the next zone is that, it would end up only making the quickest killers the only ones people want to save time. 

    at least with this time gate, more frames are viable, because you dont have to kill a certain amount to move on, but to kill fast enough to keep your % high, which 4 frames just using their weapons can do til zone 8

    Frames with extreme damage nukes that ignore line of sight and deal instant damage are a bad thing for game balance.

    Are they a good thing for someone looking for the easiest and most optimal way to clear small maps of endless enemies? Yes. balance, No.

     

  19. 47 minutes ago, Music4Therapy said:

    Is it perfect, no. And that's fine, DE is working on it. Are some of their "fixes" backwards? Sure.

    But who sees promise in this new gamemode? Finally, a gamemode where you fight hordes upon hordes of enemies and you're not forced to bring Nekros/Hydroid to be optimal. It's just nonstop playing, and it's much more fun to me than the other game modes. And I love that you fight all factions.

    I want to see enemies start at higher levels and scale more quickly. I want to see a change to the efficiency system, the rate at which enemies currently spawn in conjunction with the deterioration rate of efficiency I feel can me touched up some more.

    Also, I'd love to see a Solo Leaderboard, but that's for a different thread.

    why are you complaining about being optimal? There is still optimal stuff that you should be bringing in elite. Equinox for one, maybe even two of them.

    You act like in other modes without nekros/hydroid, that it's not even viable to play without them, but in a mode where there is no loot being dropped, and it's purely for xp and ending rewards, that a fast killing frame with aoe scaling isn't optimal and therefore the only viable way to play.

    Pick a side, you can't have it both ways.

  20. 3 hours ago, Ceryk said:

    Kuva is meant to be specifically sought as an activity choice. And Kuva Survival gives out metric tons of the stuff. Not in the mood for that? The regular Kuva missions are available to break up the monotony.

    regular kuva missions are basically the same. Kuva survival gives out extra, but it isn't a replacement, it is still overall lower in output.

    There are syndicate missions AND the sigil. Not saying it's the best idea, just saying there is already similar things in the game

  21. 39 minutes ago, A-p-o-l-l-y-o-n said:

    So, I'm curious. What's with the hype for Khora? I haven't paid much attention to this upcoming frame for the past several months, so I don't understand what's so exciting about it. From what I've recently seen, it's just another warframe. What about it makes it so extraordinary that it's generating all this extra hype?

    The original concept was super unique, and it's been in development for a long time and its been a long time since a frame.

  22. 38 minutes ago, BETAOPTICS said:

    Wow right. I did not expect someone would take it this personally. I do not consider something like 22.17.3 or 22.17.0 content updates just like I do not consider Tennogen content. Skins are not content, neither are augments. By content people typically mean experience that is entirely new, such as Khora, such as Sanctuary Onslaught, such as Tridolon or what have you. Granted sure yes you can say there are plenty of fixes and we've even gotten the balance passes which have been welcome. But none of that is really what is being spoken of here. Like I said, I don't honestly mind that they are on Thursdays, doesn't change a thing for me. Would it for you? I suppose not, after all you call it " [...] just needed another day in the oven. " so it probably does not mean a lot to you either. So what would be the harm?

    And yeah obviously I'd rather have it on Wednesdays, who wouldn't? But lets not be fantastic here, I am speaking of what is realistically feasible and as you mention, the last time was on 12.15.0 which is roughly 9 months ago. And the one on Wednesday before it? Yeah long ago as well. And honestly there is never a time when an update is fully operational and it is somewhat oxymoronic proposition that they arbitrarily would hold for a day or some, when that is exactly what they are doing already, that is: ' we are taking time whip the update in shape ', a process which I don't have a problem with, but a spade is a spade, eh. Just to add, they have actually said Wednesday is the officially considered release date, that of course does not mean they meet their goals because design work is, after all, hard to predict.

    umm, any time something other than number changes is added to the game, it's content. Good meaning content:? NOt always, but skins and fashion things are content.

    • Like 1
  23. On 3/24/2018 at 7:54 PM, Krhymez said:

    Oh, i get it.  I mainly only crack relics with my clan.

    1 person always uses a Rad, the others may use Exceptional/flawless.

    The "chances" of getting more than one gold is really low. Can you remember how many rad share you have done where there were two gold? Can you remember how many radshares that where duds?

     

    As i said above, it is the same odds. Personally, it depends on the relics, overall.

     

     

    A couple of times. A lot of double uncommons though.

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