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Graavarg

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Everything posted by Graavarg

  1. I don't care how you play Limbo, so feel free to play him whichever way you want. However, just a few things. Limbo can rift (and "un-rift") immediately simply by rolling, which is much faster than casting Cataclysm (and Stasis). Cataclysm has a fairly long casting animation (2 sec.), during which you are vulnerable if you "un-rift" due to Cataclysm collapsing (running out or being deactivated, or "nullified"). You are safer and have more control if you stay in the Rift outside Cataclysm, and you can kill all the enemies just as well (unless you want to melee them to death from within the Cataclysm). Speaking of meleeing, one fairly effective way to kill enemies frozen in the Rift is from outside with a (potentially heavy attack modded) gunblade, you can even increase the trickery factor by "slam attacking"... Just about the only thing that can (currently) hurt Limbo while in the Rift, with Stasis up, are Eximus unit abilities. In SP higher level missions that can become quite intense (and even more so with some tiles/settings). Silence + keeping a distance is simply the best way to keep control of that situation, once insta-killing all enemies is not an option anymore. I don't quite understand your comments about Limbo having to "leave the rift" by not staying within a Cataclysm, as Limbo can "rift" wherever/whenever he wants. Cataclysm is not "just another Snow Globe, but different", the Rift is another dimension which only Limbo can manipulate. As an example, you can dump a Cataclysm (from a distance) where enemies are approaching and stand outside (on the other side of) it and shoot through it, killing the approaching un-rifted enemies that cannot even reach you (and also remove the Overguard from approaching Eximus units) and then stepping into the Rift (by doing a simple roll, or jumping sideways or backwards) and killing the enemies frozen in the Rift. I already stated that I am 100% not interested in another Limbo debate, so I was only trying to help. If it doesn't help you, the way you want to play Limbo, maybe it helps someone else. Limbo really is "tricky"...
  2. 🙂. I don't want to get into a "hate Limbo/love Limbo"-discussion, but I do think you are completely wrong on both counts. However, I also think that is because we are talking about two different things, I was pointing out that Limbo can be an extremely useful support in smart co-op squad play while you are referencing coming across a random Limbo in a random PUG. Warframes are not created equal, not for their usefulness when thrown into a mission together with three other random warframes and not for taking on a designated role in a predesigned team. Limbo shines in the latter role, but can suck in the former when used by a "not so competent" Limbo user. Almost any warframe can keep the Kuva harvesters safe in a 60 minute Kuva survival, while helping three other mid-MR players that are a bit out of their depth and at the same time letting them actually participate in the mission? 🙂 Maybe you are missing the point and thinking along the lines of "oooh, I am so incredibly powerful I can just kill everything and anything regardless of which warframe I use"? Any player can understand that approach, regardless of warframe/abilities. But actually understanding Limbo and how the Rift should be used, not so many... And on that note, why on earth do you think that a Limbo/Citrine- or a Limbo/Harrow-combo doesn't work? We used to have both Harrow and Limbo in our squad setup, explicitly because they work so well together (this was long before Citrine and/or Cascadia Overcharge).
  3. This makes me suspect you haven't played Limbo all that much. Because being able to stand within the Rift and cast Cataclysm somewhere else is a core strength of Limbo play. This allows you to protect defense objectives (without standing next to them), it allows you to freeze and kill enemies at a distance and now with Eximus units messing up the "Limbo Zen" it allows you to pop in and out of the Rift at a safe distance from the Eximus unit(s) and also handle them (or rather their Overguard), at that safe distance (away from all their trickeries and pokeries). Forcing the Cataclysm on Limbo himself would make him much (MUCH!) more vulnerable, as he would leave the protection of the Rift whenever he moves out from the Cataclysm or whenever he has to recast it. Instead of staying safely within the Rift all the time, but outside the Cataclysm. Limbo really shines as a tricky supporting warframe, but that has always been wasted on all the ignoramuses that consider him "a nuisance". And a tip: try him with Silence replacing Rift Surge, and keep Silence up continuously (also syncs well with a Duration/Range build, or with a small Range melee-Limbo). - - - Once upon a time when Tenno were still men (and women) instead of crybaby power junkies and we had to do the full 60 minute Kuva Survival, I got asked by low(ish) MR player if I would help him and two friends with the mission. I said "sure, I can take Limbo", and he goes "oh, well, maybe not then...". A couple of hours later he messages me again, asking if I would still help. I did my best "grumpy high MR" and answered "yes, but I WILL take Limbo!". Ok, so we go into the mission, me with a max duration mini-Cataclysm Limbo. I say: "if you guys can focus to stay alive, kill enemies and not activate the Life Support by mistake, I can handle the Kuva collection". Silence... So I say "just kill as many enemies as you can, stay together, and wait for someone to rez you if you go down, I'll handle the rest". After 20 minutes or so they got the hang of it (Kuva collection) and despite having to rez them a few times (and their pets a LOT of times🙂) we did the full 60 minutes without any glitches and with a full Kuva haul (minus one). Afterwards I say "well played, GL" or something like that, and one of the guys says: "I don't understand how we just did that...". And that is Limbo for you, in a nutshell 🙂.
  4. For those Tenno that still likes to play actual co-op Warframe ("with friends/clan") the addition of Omnia fissures is simply great! This allows co-op squads to freely "mix and match": use relics that they have a lot of to (potentially) crack something a friend needs and get something they need from friends. It is simply a great "utility mission" for "returning friends" and "newer friends", allowing the former to offer up older relics (that the newer players doesn't have and can only get from Varzia) and the latter to offer newer relics (the the returning player would have to farm). Warframe have been leaning more and more towards a "it is all about me"-game, but hopefully there is still some co-op going on somewhere on the starmap(?).
  5. It might be. Here in Europe we have a diverse pool of players, with a lot of different languages (not everyone is good at English either) and lots of cultural differences. On politeness, on being chill, on "masculinity", on a lot of things. And an "age gap" of over 4 decades (covering at least three "generations", depending on how you count). All that also translates into in-game behavior, to some degree.
  6. I cut your long and rambling explanation short, because you managed the get all the logic right without reaching the inevitable correct mathematical conclusion. Which is that as long as the proportion of players stay the same your chance of encountering an unpleasant (or pleasant) player in a mission stays the same. Also, proportion is a factual measure, a fact. Like 2:3 or 10000 per million. It is not an average. If you run multiple samples from a proportional pool, your average will move towards the factual proportion. I am not going to debate the basics of an introductory course in statistics on the forum (even though I have a mind to 🙂), and you can freely choose to make up your own version. In the long run it might pay off to go with the really real one, though...
  7. I don't need any pause, I agree 100%, straight up. I tolerate all kinds of players in-game (the exception being leeches and trolls). I even help them (it's funny how overpowered and thoroughly power-fantasized players can by shocked by someone else buffing THEM 😉). But here on the forum you can let it all out.
  8. I don't agree. This is a something that started long before the consoles joined (actually before Warframe even became available on some of them). Also mathematically speaking you are wrong, if it is the same proportion overall then that would also be the proportion you encounter. No matter what the numerical values are. I also don't agree due to personal experience, I've encountered a lot of sub-MR20 console players during the last months, and generally speaking they are a pretty nice bunch. Going all in for "advancing", jumping into missions that are way over their heads, trying their very best, marking drops for other players, rezzing their pets when they go down. Most of all they remind me of the good old (PC) days. 🙂
  9. No. Come on. You help squad mates that need help. Period. That's what Tenno do. We lift together. Forcing them to beg for help is being a certified a-hole.
  10. It is not something new, rather it is a trend that has been ongoing for quite some years. Initially a lot of Warframe was about playing "together". It was a co-op game, clans had meaning, helping your fellow Tenno was both "a thing" and "the right thing". And many got into Warframe through "playing with friends", because friends wanted more to join their clans and missions. This was something you could call the "Space Ninjas lift together"-phase. Over time Warframe has morphed into a more single player power fantasy drop efficiency-driven game. It is a lot more about achieving "your" power, showing off "your power" and getting what "you" want or need. This reflects in how the game is played, and it might actually even reflect what kind of gamers now like to play Warframe. As a "gaming enterprise" the transition to "your power fantasy" has been successful, but on a philosophical scale it might be considered back-sliding. This is why you now can have three players standing on extraction and letting the clock tick down, instead of going back a few meters to rez a lower-MR player. It is why some players abort missions immediately if there are "too many" low-MR players onboard. You hardly ever see higher-MRs giving out advice, or even acting as silent mentors in missions by allowing the new guys more playing space (and helping them as needed). An organized push to extort DE by threatening to down-rank Warframe on Steam would have been a "does not compute"-thing back in the day, so far out it would have been incomprehensible. But a few years back that was what happened, due to a changed playerbase (that honestly seemed to believe they were in the right to demand what they felt they personally needed and wanted). So I would say that your conclusion is spot on, and yes, this is a thing and it has been getting bigger. But it is more of a trend that has been going on for quite awhile. - - - Soulframe's "to be or not to be" will, for me personally, come down to if DE can manage to restore that helpful, friendly atmosphere that initially made Warframe stand out among all the other online games. Back then, it really felt as if Tenno did lift together. I do hope DE still have that in them, to stand up to the selfish, shallow horde and not give in to all these egocentric "me first", "I have a right to get what I want", "it is all about me (and my feelings"), regardless of how much money they are willing to pay to feel "special". Which, incidentally, would fit nicely into Soulframe's overall thematic.
  11. I think it already get tossed. Or rather, it's still there for someone that is starting out from the beginning, when you don't understand anything but it all kind of makes sense (if you know what I mean). But at some point it just isn't there anymore, and we have instead turned into irritated demigods, frustrated when things are not going our way and demanding that the real gods should fix the rules of the universe to our liking. I am not even sure if that is a computer game anymore, but I am very, very sure that "co-op space ninja" it is not.
  12. I have to say that I agree, and I sympathize. I'm stepping off the train, again, but largely for the same reasons. Running around like a lab rat in labyrinth to get my reward, which depends on randomness, can be exciting and fun. If you actually get the reward with some reasonable effort, if the labyrinth is designed well or if you just like to run around. But stacking labyrinth upon labyrinth with arbitrary connections creates an incomprehensible 4D-space. It could, potentially, be kept together with "lore", forming a believable, understandable and immersive "world" to play in. There are lots of such worlds in computer games, even set in space, and in many cases it is then that "world" that becomes the main reason to play. Even to start all over, in order to enjoy the world again. Once upon a time I hoped that Warframe would go a bit more down that "everything fits together"-path, because a lot of stuff you need to make it work is already in the game. It even occasionally seemed as if DE had such plans, to start connecting the content islands with "content bridges", making it all believable. But then, for reasons unknown but not impossible to deduce, the "power fantasy" frenzy took over. And over time "the lore" and "the warframe universe" just became a backdrop to "more power". And with "the lore" and "the universe" largely gone down the drain as enticements to play, in came the mathematical trickery and mechanisms designed not for enjoyment but to force players to play more hours and jump through more hoops (or pay to speed it up, a little). In my small clan we gradually left "the lore" and "the warframe universe" behind, because they made no sense, offered no progress and new content seemed quite arbitrarily connected to what was already there. And that was if you managed to handle all the criss-crossing and intersecting timelines (so I get the ibuprofen 🙂). Instead we found our own Warframe within the more immediate mechanisms: damage, abilities, enemies, mission objectives and designing squad setups for different purposes. In that regard Warframe was one glorious game, and it is still "good enough". However, those "problems to solve" (with squad setups designed for specific missions/enemies) were one-dimensional, it was a fixed max amount of enemies always using the same "tactics" and the same units and weapons, and the difficulty consisted of simple math: increasing their tankiness and damage output. Once you cracked it, there was no reasons to ever go back. Who would play the same identical chess match or the the same identical Monopoly game time and time again, and think that it is fun? However, when DE started poking around with how the Warframe universe actually works, the bottom sort of dropped out. Trying to overcome enemies and achieve mission objectives with an unseen out-of-the-universe hand helping us on the way was just too "millennial", cheating on our behalf just made us feel unworthy. I still downright hate shield-gating, for how idiotic it is from an "immersive game world" viewpoint. It has nothing to do with that world, and everything to do with some programmer sitting somewhere adding some code that cheats on my behalf, without me even getting a say. So I made Inaros my main warframe, just to not have to cheat. And started using all the other warframes that doesn't use or rely on shields and were susceptible to shield-gating. With the exception of Hildryn, whose shield-gating makes some sort of sense. When I started playing again a few months ago, I was actually surprised that it happened. All I did was boot up the game (after an 8 month hiatus) in order to build the new Dagath room in the dojo (a friend wanted it), and that was all it took: spawning into the orbiter, jumping through the Dojo corridors. But it wasn't any of the new content that got me going, it was cracking relics for the new Prime stuff. Then the Whispers in the Walls tileset. Then LR4. But like they say: "it was fun while it lasted". I could keep playing Warframe "for ever" if it was fun, there are much simpler games with a lot less content that have been around for centuries (like chess and Monopoly 🙂). But the excessive farming and the completely unnecessary hoops we are forced to jump through, mainly to get even more totally unnecessary "power"... it just isn't fun. The Last Best Hope was the New War, you could see the possibilities: a world-shattering event that would allow resorting the Warframe universe into a more comprehensible whole, with new worthy enemies engaging us in a forever war. Changing "everything". Even the mind-controlled part gelled, with so many of us allowing us to be mind-controlled in the really real world. I abhor both those dumb enough to allow such controls and those evil enough to try to achieve it, so killing Narmers was quite satisfactory. But it was a dud, instead of inserting the New War as a cataclysmic event reinvigorating the game and the universe the game is set in, it fizzled out into "more new power stuff" as the main reward for "insanely repetitive gameplay" and no real change. Ah yes, and a new quest, almost forgot that one. And Duviri is the Warframe equivalent of playing Solitaire on your computer. I still like Warframe, it is just not fun enough to play. I've tried to avoid the power trap (haven't slotted a single shard, probably have over a hundred), but couldn't resist the Incarnon Genesis adapters, since they made my old favourites relevant again (imagine using Soma again, that gun carried me through a lot of Warframe, once upon a time 🙂). What I really dislike even more than the repetitive "ooh, new content"-cycle (that never brings anything new, just new trappings of the old) is that DE has arbitrarily shut down the parts of the game that a player can use to create their own fun "content". It would be quite easy to add more riven slots, augment slots and more augments, universal forma etc., all allowing for more diversity to play with. because while the "power trip" just sucks, the "sandbox" is still great (one of the best in any online shooter). But for some unfathomable reason, DE does not want us to play in it. On the forum the reason is often given as "but that would add even more power", which is both logical and illogical. It is logical because their would be a few instances of slightly more power, but it is totally illogical to use the evil "power curve" as a cause for NOT implementing it's logicall opposite: "more width, more breadth and more depth". Long story, shorter advice: just don't give a flying f*ck about all the new stuff, instead try to locate the game you once loved to play. It is still there, somewhere down in all that mess. If that proves to be as much fun as you remember, it will be easy to expand and start picking the new stuff apart. For as long as it lasts. There is no sense to be had, no meaningful progress, no goal to achieve. Except playing a game that is quite good, if you focus on the good parts and leave the bad parts and only focus on having fun. Regardless of what that fun is. The content island slot machine "power fantasy" BS is just that, a lot of bull. The absolutely fastest way to make the game less fun is to go for "max power", because that power is much too much, it turns the game into "only a slot machine", you can breeze through all and any missions and all the excitement and challenge left is yanking that slot machine handle at the mission's end. If that is fun enough for you for hours upon hours of gaming, then by all means go for it. If not, then avoid it and all the stuff that inevitably forces you in that direction. Go crack some relics, build the new Prime stuff, test it out, max it. If that is still fun, Warframe is still there for you. For a while, at least.
  13. ^^^ Good advice! Doing the quests will also get you new gear = new stuff to play with. The right mindset might be "starting the game with some bonus content", not "re-starting the game with a few things to do"... 🙂. Warframe has changed a lot, partly for the better, partly not. Also, check which warframes & weapons are currently available, collect the relics and crack them. Basic stuff, but it'll get you going. And there are a lot of "standings" ladders, which as a whole are pretty daunting but where every single ladder is a very "focused" thing all by itself. Maxing them one by one adds direction and simple goals. I would say the most important thing of all is to try and have fun. Play the game the way you like to play. "Fun" is the only available kryptonite for "farming burnout" or "overpowered boredom" or "incomprehensible content jungle syndrome". And on a somewhat deeper level: why play a game if you don't do it for fun?
  14. Why not use any other existing voice chat (there are lots of them, not going to name them)? That way you can say anything you like, because only players logged in to the channel will hear it. DE is (legally) responsible for how the in-game chat/voice chat is used, which is why you will be banned for misbehaving (and correctly so). But if you use another voice/chat service that responsibility falls to that service's provider. My general take is that the solution for anyone that experiences a strong urge to force their lovely unsolicited voice comments upon others is "psychiatric evaluation and help", not more relaxed rules...
  15. Some Warframe players are mentally ruled by "meta". Any and all mechanisms and content is thus evaluated from a "power" perspective. And more power is not only "better", it is the only meaningful goal. There is nothing wrong with meta as a concept, as it is just a concept used to measure damage output, and tinkering with your damage output is a core part of the game. Since actually measuring damage output is beyond most meta-mentals, the concept is also a bit fluid. But correctly used and taking all variables into account the meta concept is a neutral and valid measure. The problems arise when players use the meta-concept as if it were the core central goal of Warframe. Which actually rather silly, since gaming is about fun. Of course, you could argue that measuring who has the longer... I mean, who can dish out the most damage is the most fun some players are able to have. And we all need some goal, otherwise we are just existing and nothing actually matters, on this speck of dust flowing through an incomprehensible large universe. However, the only really valid reason for meta beside the tinkering process is achieving enough efficiency for "farming". But as you don't need 9999999 damage to kill something with 5000 EHP there is actually no need to go for "the most" damage output, rather you achieve your most efficient farming by choosing a setup with "enough damage" and the "highest fun factor". Since once you are able to dish out "enough damage" the the real farming limiting factor is for how long you can stand... I mean for how long you are able to "enjoy" your farming experience. And it is a bit unclear if killing enemies a microsecond quicker actually adds all that more enjoyment to all those tedious hours, that is enough to actually matter... Meta freaks have this urge to disrespect everything that is not "meta" (it is the core human behavior of trying to elevate yourself and what you do by belittling everything else), so they have introduced their own concepts into the Warframe lingo. Like "MR fodder", equipment that generates so little "power" it's only use is for acquiring more MR. And like "band aid augment", which adds "power" to a warframe that in their opinion is otherwise underperforming. Meta used as an all-encompassing goal is reminiscent of "social standing" in the 18th century, which was also an all-encompassing, completely ridiculous and basically meaningless pursuit. That some humans, even so, made into their main reason for existing. "Band aid augment" is as meaningful as a socialite's comment on someone else's dress, back in the day when that was the most important thing there was (or was it, ever? 😉).
  16. Nope, I really do want a dedicated augment slot. I agree that we are too overpowered, and you can take the shards away, Tau-forged or all of them, especially the ones that affect weapon damage. And you can flush shield gating down the toilet, and give a few extra yanks on the handle to be sure that it is gone forever. I wouldn't mind (actually I would be happy), but claiming that augments are the reason for our overpoweredness is downright silly. And I really do want a dedicated augment slot, I am not trying to troll. Because dedicated augment slots enhance build diversity (and it really is a mathematical-logical fact that you can make more different builds with 8+1 slots than with 8 slots). I also want more riven slots (one per weapon type in my arsenal, preferably), but that is another discussion (which also has nothing to do with ramping up the power insanity further). And the reason for both "wants" is the same, with everything done and new content arriving with rather long intervals (and with rather great variation in the "fun factor" too) the choice is to stop playing or create your own content. And both augment slots and more riven slots would help with such "content creation" (and quite a lot too). Btw, another mechanism allowing for more diversity (not power) is a "universal forma", allowing the use of all polarities in that slot.
  17. And the label on that box says "easy and unchallenged win". Warframe's "play it until you hate it"-design does make a point for being focusing on smooth efficiency when farming, but otherwise I think some marbles have been lost along the way. I actually can't think of another game where the player can achieve this amount of overpoweredness this quickly, and keep that op:ness going for the rest of the game. We have literally hundreds and hundreds of ways of managing ALL the content in the game, even without going all in on the multitude of buffing mechanisms available. DE even cheats on our behalf, giving us "special rules" for damage and status effects compared to the enemies, and adding mathematical overlays to keep us alive. Mission success in Warframe is probably close to 99%, and most of the failed missions are either voluntary "quits" or bugged out missions. In a game that easy, what does it matter if DE tweaks a weapon or an ability a bit? We have another hundred ways "to win", at least.
  18. Great! I want an augment slot!!! Or even more than one.
  19. True. But that actually says more about the mathematical shield gating buff than it does about Inaros (new or reworked).
  20. Yup. Khal was a hero. Then he was franchised and turned into drudge content. Sad ending.
  21. Once upon a time a "on/off click to automate E" would have been considered bannable (I had a friend who was banned for using such an automated "E"+"down"-macro in order to facilitate a steerable "Meeming"-efficiency during the "spin-to-win"-phase), but now with auto-melee as part of the game such an automation might be ok. Personally I wouldn't risk it even so, because the "win" is disproportionally small compared to the "loss" (a complete and total ban really sucks). The same guy then allowed his kid brother to play on his Warframe account while being away for a little over a year, which went unnoticed by DE. But they did notice when he took it back, resulting in another total ban. He is now on his third "Warframe odyssey". To his credit he accepts full responsibility and does not blame DE (but he also prefers not to think on all those thousands of hours lost...). The rest of the clan is actually grateful, most are hardcore gamers and use macros and other keyboard/mouse-setups extensively (where allowed and where not-so-allowed), but due to his experiences no-one else has tried to push the envelope with Warframe. Personally I do think a lot more bans happen than most players realize, they just go unnoticed since the players just leave Warframe, and few have to mettle to try and defend what they did (and even that doesn't lead anywhere). My advice is to use the same principle as when analyzing IRL law: it is the intent of the law that decides the outcome, not the letter of the law. And DE has been consistently clear with the intent: do NOT automate functions that are designed as un-automated in the game. You can combine single-press actions as a combined macro, allowing you to do multiple things with one keypress but you cannot add a "keypress on/keypress off"-function if it isn't already in the game. With the possible exception of "keypress on-melee", due to the new auto-melee. But personally I wouldn't risk even that (use the official auto-melee instead).
  22. In my opinion the biggest fault in DE's development policy is the focus on "new content", from which follows that an enormous amount of "old content" is left for dead and that the new content also has to be flogged to death, milked for every player minute possible. It's the online game version of "consumerism", new is always both better and best, and old stuff is worthless and thrown away. The Circuit both reflects this and counteracts it. Doing the same missions against the same enemies on the same maps over and over and over again is, funnily enough, not all that interesting. And becomes quite un-fun rather quickly. The "counter-action" is choosing older weapons for Incarnon Adapter upgrades, with a system that allows you to just use the general buffs (no need to activate Incarnon mode, unless you want to). Not only has this made quite a lot of them relevant again, but (at least for me) it has been glorious to use those old favourites again. Many of them had been collecting dust for years, complete 5-,6-,7-forma builds with rivens that became redundant due to better performing weapons. Weapons that carried me through the starchart and beyond, and that now become usable again. That has been one of the better things that's happened for a few years. But the way of getting them did get old fast, and then almost abhorrent before I had the Adaptors I wanted. Including having to do that silly Orowyrm fight over-and-over-and-over again. Did someone sane actually think all this would be "fun"? As to the selection mechanic, since any Warframe player worth his/her salt will either have at least one "favourite" available or else leave (or not even click on the SP Circuit, since you can even check your selections in advance), it is mainly meaningless. And the amount of selections mostly rips out the mat from under the "try something new" approach. All you need is one of your better weapons, and then you select the card "buffs" for that type of play. The two S#&$ty choices you had to make is just a slight irritant during selection, since you will not use them in-mission anyway. But that renders a core idea somewhat meaningless. It also reflects a core DE development principle: aim for something challenging and then water it down so that the "want everything for free"-brigade doesn't scream too much on the forum. Just imagine a circuit where you are NOT allowed to select your gear, where you get a new random selection after every 4th rotation and where the enemies, map and mission type varies a lot more. Now that would be interesting, it would reward players that have a good grasp of the game and as long as the rewards are "rewarding" it might even be fun. For players that don't yet own most warframes in the game the SP Circuit is not a good starting point to try out new gear, since they WILL be overmatched. Especially during the first few rounds, before the "buff" system catches up, and then increasingly so when the enemies go past a certain level. The normal Circuit is a great way to test gear that you don't have, but that is not where Incarnon Adapters or the new Arcanes drop... I have one single Arcane that I still need (or rather "want", in order to max rank), if that shows up in the SP Circuit before Acritis sells it I'll do another Circuit, but otherwise I'm more or less done. But that, in a way, reflects the core problem with the game: Why on earth does Warframe have a core a design approach that results in players feeling RELIEVED when they can STOP playing some content? It seems antithetical to me, to design a game in a way that time after time generates the "finally, now I never have to do this again"-feeling. Sure, there too is a small spark of achievement and "fun", but it doesn't come from playing the game, it actually comes from not playing the game. I am not a game designer, but I do work with rather complex real world systems and issues, and for me this design philosophy is utterly incomprehensible. Because there are a lot of other options. Warframe is one of the great games not because of this "play it until you hate it"-design, but despite it. And therein should lie a lot of food for thought.
  23. My answer would "no". Mainly because Volt is much trickier and more rewarding warframe than many thinks he is, but to utilize that trickiness to the full extent you need a few focused builds. Even his ult is quite tricky to mod & use correctly. For example: I use a Shocking Speed-based build for speed-running starchart missions solo (especially farming relics on Hepit/Ukko). Much better than using Discharge, and in my opinion better and smoother than any other warframe (but that comes down to personal preference), you just run for the target and everything that comes close dies. I also use a gun-buffing Volt build to level primaries/secondaries, with the Shock Trooper augment and another Helminthed buff ability, and shooting from "cover" through his Electric Shield(s). You can slot in Capacitance in order to get Overshields and together with Cascadia Overcharge if you like serious red damage numbers for crit-based shooters (which I happen to do). And when we still had a clan, Volt was actually quite a good team support, capable of serious CC (duration Discharge), buffing damage output, adding/restoring shields etc. But of course that was long before enemies got Overguard, when you could press [4] to (almost) insta-lockdown an entire room, allowing newer players to catch their breath and kill the "shocked" enemies at their leisure. I agree that Volt is capable of a great all-purpose build, but I do think you are missing out on "Warframe flavor" if that is all you use him for.
  24. My advice would be to get riven first, then roll it until it is "good enough", and then build the kitgun according to the stats on your riven. This allows you calculate, in advance, stuff like crit chance, crit damage and status chance, and include stuff like fire rate, multishot, beam distance etc. in your deliberations. The one thing that differentiates modular weapons from normal ones is the option to plan and build a weapon according to the buffs you will use on it (and with it), and the one thing that can vary the most is a riven. Rolling a riven to get some specific stats can be insanely frustrating and down-right impossible (since it depends on RNG + Kuva), so going the other way (rolling first and then building a weapon with stats that fits the riven) is the intelligent and humane way to do it... 😉.
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