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Graavarg

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Everything posted by Graavarg

  1. I probably did my MR28 way before the "modern" Eximus unit. However, I just logged in, took my normal Mag (Prime), didn't change any weapon or anything (Stropha, Secura Penta, Tenet Detron) and even so succeeded on the first try. All I used was Magnetize to group units up, the operator to quickly get to the container (switched to warframe to pick it up), then back to Magnetize bubble, throw the container into the bubble, then kill most of now "blueish" enemies. There are so many enemies to kill that the Eximus units don't matter, they're just an irritation. I played Mag a lot, so I know her kit. But even so, if I can do it straight up without even a planned setup, you should be able to do it with your setup of choice and a little training.
  2. Focus on a "grouping over time" mechanism (Vauban, Mag etc.), mod for range, max Energy capacity, use Preparation. You need a ranged "high damage" weapon for popping Overshield from Eximuses (so your "grouping" mechanism sucks them in), personally I like Tigris Prime, but for this mission Cedo is nice option overall (modded for an effective alt-fire "disc status" for enemies in general and normal-fire anti-Eximus' Overshield). There are many ways of handling a grouped "ball of enemies" efficiently (even with melee). There are also a lot of "collecting/grouping" mechanisms, but Vauban & Mag can have more than one (Vortex/Magnetize field) in action and it is easier to affect range, duration and energy balance with abilities. You might also use efficiency in order to lower the cost and be able to apply the number of "groupings" you need. You don't really need to "tank" your warframe, if you start dying you are doing something wrong anyway. Use the operator (Void Sling) to gather the containers. The test stress factor is the timers of the "anti-invulnerability"-containers, they disappear within X seconds (don't remember 20?/30?) and spawn in faster if the previous one wasn't used (so if you make one "miss" the stress increases). 60 (or was it 50?) enemies is actually not that many, so the whole challenge is not actually about "killing" but about "control" (CC) and "timing". Once you get your gameplan in order and it starts to go smoothly, you'll be shocked how "chill" it all feels, all the time in the world and no stress at all 🙂.
  3. Not quite correct. In the subforum you are forced to split up your feedback according to the different parts of Duviri, there is no space available for commenting Duviri as a whole. And if DE is screening/filtering out meaningful comments for further deliberation, they are (of course) doing so from the forum as a whole.
  4. The Duviri update is semi-enjoyable. 1. Handling Thrax enemies (and a few other enemies as well) effectively is down to chance = which warframes and which weapons were available for the player(s) for selection. In "normal" this concerns mostly solo play (which is a bit unfortunate), in SP also squad play. But since "chance" is the biggest thing in a game now focusing on "rewards" and since you'll get your real reward by how much you play, not how far you go in one circuit, it probably has to be considered being "ok". A fairly easy way to improve the experience would be to throw up a selection of two mission types for the next round: the "default" and an "option", and switching to the "option" would need a clear majority of votes (at least 1 out of 1 player 🙂, 2 out of 2/3 players, 3 out of 4 players). That way a squad would get a chance to avoid a mission that was made "impossible" by chance. 2. - 3. A better solution would be to allow the player to flip between all existing pre-defined setups. One of the best things with Duviri is that you actually have a chance to get to use your OWN equipment (IMHO it kind of almost saves the whole thing), but ONLY getting your "first setup" is irritating and ridiculous. Am I now supposed to go through my entire collection of warframes and weapons and switch the "possibly best for Duviri"-build into the first slot? That is silly, irritating, dumb and it doesn't serve the game (which only just and just manages to keep the idea of "diverse possibilities" afloat) and it doesn't serve DE (which could presumably sell more loadout slots if players could actually select them for Duviri). 4. Yes. 100%. DE is currently using a concept of "retaining players" that is actually driving players away, because being forced to spend heaps of time to try and get a few rewards ALWAYS backfires. Such a "forced retainment", using players "want"-factor to make them engage with a teeny-weeny bit of content excessively might look good as numbers on an excel sheet, but the end result is more irritation than content, a sour taste in the mouth and a feeling of being tricked and/or "forced". This is one of basic mistakes of game design made in the "boardroom" (and it has a close sibling in the "Economy department": enticing players to pay real money, credit to DE for not defaulting to this), and one of the top "game killers" overall through out humanity's short but thrilling ""digital gaming history". It is just SO dumb. So incredibly dumb... 4B. A core mistake with Duviri (along the same lines as point 4) is forcing a player to play ALL game modes to get the rewards. It probably originates in the same naive, kindergarden developer view of "mathematical retainment" (= "hey, we can show more hours in the game if we force a player to play ALL the new modes...") but it is actually counter-logical to the stated purpose of Duviri. That players now can select quite different game modes. That "selection" is of course rendered totally moot by then forcing players to engage with ALL content to get the rewards. Instead the different game modes should (of course!!!) have their own distinct and different paths to the SAME REWARDS. Mark my words: the whole Duviri "experience" is basically pre-destroyed as a fun and joyful experience due to forcing players to do everything for hours and hours and hours. Once again we'll end up HATING Duviri, even those that have the stamina to use hours upon hours to grind for "everything". 5. - No, it isn't good. There is a lot of potential in Duviri (somewhat surprisingly), but most of that potential is reduced to rubble by two things: the amazing amount of game-breaking bugs (which can all be fixed) and the amazingly stupid "retainment strategy" of DE, which paradoxically forces a rather good dev studio, a potentially still excellent game and possibly still dedicated playerbase into a DE-created "spiral of destruction". No sane player will continue spending his/her money on a game if it generates more frustration and irritation than fun, if they lose trust in "the guardians" of said game and/or if they feel tricked or forced to spend a much too excessive amount of time for what in the end is quite meager "rewards".
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