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Lewdcifer

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Posts posted by Lewdcifer

  1. 1 hour ago, trst said:

    The whole problem with CC is that it's overpowered while also being completely unnecessary due to our damage. As without CC immunity (even resistance only does so much in this regard) any enemy that's meant to pose a threat simply can't as CC would be the catch-all solution to defeating them should raw damage fail.

    The problem isn't overguard, CC immunity, nor CC abilities themselves. It's that so many, if not all, of Warframe's underlying systems are so bloated with power and mechanic creep that there is no real situation in which there can be threatening enemies and no immunities.

    DE has designed themselves into a corner and can't do much to get out of it as all the obvious escape routes are massive gauntlets filled with players holding knives up to DE. Thus they have to attempt to tunnel their way out with things like Overguard which is just putting them in a deeper corner overall.

    It's "overpowered"... okay, then what? What does it matter that we player can use an "overpowered" mechanic in a PvE game? Do you suppose that Revenant literally not able to die isn't OP? Mag and Garuda with infinite gates and damage scaling? Loki, ash, octavia being untargetable? Felarx doing millions dps? Should they just neuter all these "overpowered" tools? 

    Yeah, you're right, if players ""abuse"" these ""OP"" mechanics there's no situation where enemies are threatening. And thats the point of the player power fantasy and loadout-building aspect of the game. All cc immunity does is reduce the variety of options you can use.  

    Even with all my yapping about variety or viability or whatever I'll say the bottomline again: having a tool you can't use just feel bad

    • Like 1
  2. 2 hours ago, UnstarPrime said:

    I don't think about it often since my reaction to overguarded enemies has just been to play tanky frames and mostly abandon CC, but you're right: this is a topic worth talking about.  Because it is a bit of a bummer that CC becomes 100% useless on Eximus.

    DE is trying to solve an age-old problem: status effects are powerful, and they can absolutely boss-like ruin enemies that would otherwise be difficult.  So for decades, it's been common for bosses in video games to be immune to most status effects.  This is the unsatisfying but effective solution that Warframe currently has.

    So I'll weigh in with one of my favorite games that I think has solved this problem in a much better way: Monster Hunter.  I'm going to oversimplify this a bit in the name of brevity and readability, so if you're hardcore for Monster Hunter's systems then please bare with me.

    While many games determine whether an enemy gets afflicted with a condition via RNG that's rolled on each attempt at applying the condition(for example, status chance), Monster Hunter instead gives each enemy what is in effect a health bar for every possible condition.  Every time I hit a monster with a weapon that applies "paralyze", their "paralyze health bar" decreases by an amount associated with my weapon, and when the monster's "paralyze health bar" is depleted, BAM!  They're paralyzed.  And how long does that paralyze last?  Depends on the monster.  And once the status ends, their "paralyze health bar" is reset to max (and increased a bit, so status effects have diminishing returns), and will have to be depleted again in order to invoke further paralysis.

    What's great about this system is that it makes it easy to apply status to "fodder" enemies because they have tiny "status health bars", while it takes much more intentional effort to apply that same status to a large "boss" monster.  It also creates a spectrum where some boss monsters can be considered strong or weak against certain statuses just by varying the size of their status health bars.

    Anyway, I just wanted to share this system with my fellow Tenno because I think it demonstrates one possible option that isn't just "status effects and CC don't work on these enemies".  If tough enemies were resistant to CC but could eventually succumb to it, that would be pretty cool.  Or if they just broke out of the CC earlier, that could be another way to do it.  I'd love to see DE explore this a bit.

    Definitely cool avenue for potential status cap rework (this thing is terrible too, but we'll put that rant aside), but for the cc topic at least for the sake of practicality cc resistance is already in the game so its a bit easier to convince DE to do something about it (I clarified on this system with an edit above). And honestly it works, I dont really see needing more complexity to it, the game is already kind of a mess of systems.

    On the status cap tangent: demolisher actually already have attenuation on status much harsher than on damage. Maybe they could tweak that instead of kneecapping status entirely as they do right now on capped enemies

    • Like 1
  3. I honestly didn't want to rant about it when previous patch dropped even knowing that certain cc options we have left against the really "fun" overguard mechanic was gutted because it wasn't documented and could totally be unintentional. So imagine how deep I wanted to put my head in the wall when reading this patch.

    This is an old topic at this point, just one absolutely worth dragging up from the goddamn pits:

    IT'S NOT FUN TO HAVE YOUR KIT JUST NOT BE ABLE TO INTERACT WITH A STUPIDLY COMMON MECHANIC.

    That is the bottom line. And beyond just this is the cascading effect pushing people toward the "just bash your head against the wall with the thickest helmet you can get" gameplay of spamming shields, spamming vaz, god forbid f*cking REVENANT, in the hopes of just tanking damage. Is this the kind of intended gameplay you want for this game?

    And here's another old point to bring up now in case some nutwad think this is about "just let us disable your strongest unit lul": CC RESISTANCE has been a thing LONG BEFORE OVERGUARD. AND IT WORKED AS INTENDED. Player can interact with heavy units with their CC abilities, just dont hope it'll work for very long or twice. Even JUST a little bit of CC enabled is enough to improve this stupid ooga booga gameplay loop we're pushed toward with the very, VERY obvious increase in both eximus and overguarded enemy in new content.

    please

    Edit for clarity about cc resistance since it hasnt been relevant for a while: this is a long standing mechanic exclusive to a few enemy, notably infested juggernaut, which severely cuts down cc duration and diminish it more on repeated casts. That is to say, resistance, not immunity. This mean this mechanic is built into the game already and surely (lol) can just be reused for overguard

    • Like 26
  4. I'd rather hold of comments on any other status change until... at least some time has passed (it's not even been 24h yet as of now) but I really feel the need to say this now: What did impact do wrong?

    I mean honestly, anyone with attention to minmaxing knew it was the worst of ips due to the stagger rocking heads but we all had expectations that there are good and bad procs. It has stayed that way over years and years, and perhaps most of us weren't bothered.

    But it got worse. Somehow, even after 1 experimental empyrean proc table and a status change later, the possibly worst proc in the game, the only one aside from blast that could actively be a nuisance, got worse. The reason why it's even worse than blast at this point is because in the wild west of weapons, there's no lack of forced impact or ips weapon. Blast is a choice. Impact is not. They are both a nuisance to performance

    And when I say nuisance, I mean it in that sense. Its not necessarily serious. Perhaps few care even now. But it's objectively been one of the worst of procs and is now the worst of procs.

    Please. Give impact some love, or just don't touch it at all. It's been neglected enough.

    • Like 3
  5. Set mods on your sentinel will still stop applying after death. First tracked this bug over 2 months ago. Fantastic

    This might be minor as a whole but significant where it matters. Give us a fix on it

    Repro: Use visible mod sets on sentinel (Synth, Gladiator) and check their effect after killing your self or dying

     

  6. The same, ever-persisting difference between projectiles and hitscan is amplified much more in 3d combat with crappy reticle control, wide engagement area and capped camera turn speed:

    Projectiles aren't delayed lasers: They have cleave to make up for travel time so being able to hit something isn't actually too annoying and difficult

    Hitscans are lasers: Where you point is where you hit.

    Turns out, being a laser (literally) is terrible for actually hitting anything in railjack when it's so dependent on where your reticle is: running around like a madman trying to compensate for the camera controls. Not to mention the insanely large play field means enemies >3km away are literal pixels you have to put your reticle on.

    Photor has its use in gunner but for piloting its just annoying to be able to hit anything unless given better cleave around the reticle (a thicker laser)

     

    Also, the contrast of the reticle itself sucks. Its just lost on your screen when in heavy combat. Please just make it thicker or let us change its color

    • Like 2
  7. If not buffed beforehands, motes will be set to 30s if you trigger it in archwing, and will be reset to that duration archwing or not, until the buff runs out (at which point triggering with warframe result in the normal duration and will reset to that duration archwing or not)

    Test condition: Solo | Itzal | Zenurik
    Repro: Put down wisps on the ground and test your interactions with it:
    - In archwing with no motes buff -> Buff yourself
    - In warframe with no motes buff -> Buff yourself
    - Refreshing an existing motes buff (both bugged and unbugged) while in archwing
    - Refreshing an existing motes buff (both bugged and unbugged) while in warframe

  8. Contagion's projectile always has been embeded into enemies / surfaces but (i think) recently, when the projectile disappear after a while, the explosion that goes with it will self damage.

    This is more broken than you think. For the most part, you'll be constantly slinging projectiles far forward (lest you just #*!%in explode and die from self damage), into the path where you're gonna go (and where the enemies are) to clear them out. The projectile embeded there is DELAYED, meaning when you're walking up to it (as you should be moving in that direction), you'll just explode and die from the timebomb that you threw yourself.

    "So don't walk into them" : This is the problem. It completely slows the flow of movement down if I want to do something as simple as killing things and moving on. Why should I have to stop and wait for this very delayed projectile to go off (and probably into nothing because the initial explosion would have killed everything in that radius) if I don't want to be blasted into little pieces. Secondly, you CAN and WILL throw the projectile everywhere to be able to clear everything out. It is not possible to track every single goddamn contagions I throw out and "just avoid them". It ALSO doesn't help that the projectile are SMALL and depending on your energy color or whether or not the #*!%ed up lighting settings will screw with you, you pretty much can't even play by eye and go around them

    So all you can do is sitting around for 1-2 second everytime you throw contagion for no a dumb reason. Guess how many times you'll do it per mission when it's your playstyle.

    no.

  9. 1 - Mod sets on sentinel will stop applying after reviving once
    Test condition: PoE, Adaro | Solo | Self damage and killed | Prisma Shade, Cryotra | Cross-checked (other player's specifics condition unknown - bug is present on their side)
    Repro: Use visible mod sets on sentinel (Synth, Gladiator) and check their effect after killing your self or dying.
    -- This is game-breaking for me and probably more people who cant hunt eidolon solo without dying once and relies on synth mod set for strategy.

    2 - Sentinel permanently die if you die in archwing (PoE)
    Test condition: Poe | Solo | Itzal | Prisma Shade
    Repro: die while in archwing, sentinel will never revive with player again
    -- Probably mildly annoying for everyone using sentinel.

  10. "Combo" is not so much of a "resource" when building it however high only serves to deliver 1 attack - 1 slow, unweildy, short attack that does nothing but works against the very combo system that's required to scale extremely beneficial parameters with blood rush and weeping wounds (which btw the latter is bugged and doesn't work)

    There are 2 reasons why heavy attack itself atm does not work with combo:

    - You gain too little comparing to the benefits lost. Why should I give up my combo for 1 attack when keeping it lets me puke out streams of neverending crit. The obvious remedy is that combo should drain a fixed amount in order to perform a heavy attack. That way, they actually work together instead of against each other by allowing you choosing two things of equal value

    - Heavy attack itself is weak. How can I tell? Well, my, it was you guys who left in these little weapons that allow us to test the heavy attacks to its limit: the bugged ones that does not drain combo on heavy attack. Namely, in my case, sigma octantis. And why, it's worse to spam 12x heavy attack than just to swing normally.
    The very principle that explains this phenomenon is simple: Pure damage is worhtless in this very game when procs are the things doing weight-lifting. You're basically leaving it up to RNGesus to bless you with that wonderful slash proc that kills... 1 or so enemy. The root of the matter is because how you handled a goddamn core feature is to reskin a worthless feature from the old system then call it a day (charge attacks).

     

    Heavy attack should mesh with the combo flow and allowed to be controlled at will at the cost of something equal, this way it can work seamlessly with everything else while also being balanced and powerful. Right now, a single, pure damage hit that cost too much and also interrupts your swordplay flow brings nothing to the table for us. And frankly, you should already knows that, afterall, if we had liked heavy attacks, the old charge attack meta would still be in fashion before this update because put simply, it's the same damn thing.

  11. For the love of god, don't make us wait for a 1m timer that's 80% of the time buggy and stop counting down for whatever reason and just pop up a normal extraction prompt every time we hit the "green zone"

    Why? Let's see: Assuming there's no one else wanting to extract, here's what happen (most the time): You get to the extraction, forced to wait 1m while drawing aggro from your teammates and you yourself having to fend off potentially ridiculously leveled enemy (it is endless missions, yeah?). Then the timer bugs. You reenter the zone and wait. Now, at this point, even if assuming everything goes the most well I've personally experienced everytime this happen, you're standing there about 2m.

    That's almost half another rotation, spent trying to get the #*!% off the mission while unintentionally sabotaging your own squad and having to play a minigame of "can I survive this horde onslaught while limited to an area too small to move in for 2+ minutes". Oh, and if it's excavation, guess what, it's actually a full rotation when you're done. Yay for more cryotics...?

    But yeah, just... just go away with this S#&$.

  12. Weeping Wound does not apply properly
    Repro: tested using garuda's fountain with paracesis at 12x combo (22 base sc, 30sc at the time of testing), proc about 2-3 every 10 (small sample size, but enough to tell that weeping wound is not functioning. Also tested in simulacrum and known by at least another player.

    Void blast no longer work in the air
    Repro: jump and press e. Focus at the time: zenurik. Test other trees yet?: no

  13.  - Let's preface by saying, I'm fine with the "power level" of condition overload devs are looking for, but what I'm not particularly keen on is the "consistency" of the mod
    While the power level dropped dramatically, CO is still a very strong mod that's dominantly used, and that's why I'm looking for a balanced, but constant boost to dps.

     

     - The old problem that made CO so broken was because it was exponential. The new update changed that to additive, which addressed the power level. That said, what made it inconsistent is that it's also additive to pressure point.
    This means that buffs, arcanes and importantly, rivens with +damage will change how much condition overload will benefit you.

     

     - The easy solution that I can think of is make it multiplicative but also additive to itself. This makes its benefit a growing and capped constant that won't get out of hand.
    Let's say CO is reverted to 60% per proc, up to 3 procs. Here's the damage comparision (with primed pressure point)
     + Live CO: 1 + 1.65 + 1.2 * 3 = 6.25
     + Suggested CO: (1 + 1.65) * (1 + 0.6*3) = 7.42
    Now obviously, the latter shells out better damage, but it doesn't need to be so, depending on the percentage balancing, with the benefit of being consistent

     

     - Why should DE do this?
    Berserker. Just like how berserker is a growing and capped constant to your dps (always multiplied seperately) for crit and hybrid melees, I'm looking for a Condition Overload that will be the same for status and hybrid melees. It doesn't have to be out of hand like old CO was, but it needs consistency.

     

  14. Gauss' movement bar should stop decaying while hacking

    Just something to be in line with the reviving change so gauss don't get penalized for a neccessary pause

    While the bar itself is nothing to consider since you can build it up by chaining 1 3 in less than 5 second, redline scaling is completely fixed and will decay if you fall below 80%. Doesn't help that the bar drain faster and more constant while not moving (no passive charging) and with redline itself active (increased drain), plus redline buildup scale INVERSELY with duration, making building it up again harder on a duration build (which is most gauss build for, figures)

    • Like 2
  15. sigh

    Ok. This has been on my mind since I've crafted Wukong and I need to address this in the most unnecessarily long way possible.

    His name is Wukong. You're not even trying to refer to Sun Wukong, his name is literally, Wukong.

    Why is his goddamn hell is his staffed called "Iron Staff", of all the names you could think of, "Iron Staff". Please think about how stupid that name is for any weapon in a game of space demigod controlled by void demons.

    Of the Sun Wukong mythos, Wukong's signature staff is named Ruyi Jingu Bang. There is nothing to even hesitate about if you have to ask yourself "what should we name this staff weapon on our warframe called Wukong".

    Please just for the love of Kars just rename his staff to Ruyi Jingu Bang.

    And no I'm not going to complain about the rework. Go home if you wanted to roast some fools and stumbled in here.

    • Like 1
  16. Not exactly. They need to fix some really basic S#&$ first about Void damage before you think about modding.

    A. Negative against cloned flesh (all grineer) and fossilized (iirc, ancients). I don't get this to this day and it's likely the most jarring and retarded S#&$ I've seen. Why not make all neutral. Void damage should perfectly be fitting to be true neutral. And the fact that it #*!%ing sucks when you start considering that, you know, grineer have ARMOR.

    B. Arcane slots. And good god, why in the hell we have all these arcanes for 1 slot. Why in the god, damn, hell am i #*!%ing killing myself with my own amp if it's not doing void damage. AAAAAAAAHHHHH.

    tldr; work on removing the retarded -50% on grineer, more arcane slot, and fix the #*!%ing bugs wont ya

  17. Good job ungrounding old frames. Now do it for the new weapon. What's your reason for making summoning an underpowered weapon with S#&$ty waiting system a death wish.
    Atmogun summon should be possible in the air

    Auto blocking still irratically cancel player input (firing weapon / swinging melee / charging melee. Any automatic system should not cancel out manual player input, period. If you want to keep blocks automatic, make them completely seperate from any player action

  18. I noticed that my void dash is randomly clipping on terrains a lot now. A dash performed at ground level might clip onto the ground, and it's impossible to do sharp turn even with your reticle way away from the corner.

    Catchmoon syndrome, if you will

    Repro: Actively void dash in a less open tile, your operator will perform a dash standing still a lot more (ground dash, except you're not aiming at the ground)

    Please dont take as long to fix this as catchmoon, as void dash is a very important part of warframe mobility

    • Like 1
  19. Revenant would be stuck in danse macabre until you run into a nullifier or run out of energy, upon which you do a edge-climbing animation on the spot or either get teleported randomly to an edge and does it. Reave cannot be used and nor danse macabre itself in order to cancel the skill. Pickup is also impossible either by standing on loot or from fetch's pulling.

    Probably a problem from #*!%ing up our ability to input anytime during climbing animation for no reason other than novelty.

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