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ADirtyMonk

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Everything posted by ADirtyMonk

  1. Also while you're at it. Can we please see other rooms in the dojo stretching into the distance? be able to choose one consistent skybox that shows throughout the dojo build more than one dry dock at a time instant delete rooms (and content) have a "fund all decorations in room" button?
  2. Nothing to address the insane lich weapon RNG. Dropping from 1/13 chance to 1/12 chance is barely any improvement in RNG at all. Nothing to address the mandatory "F**** you, you just plain lose" death mechanic when trying to kill a lich with the wrong combo Nothing to address the fact that Liche's only really ever die once. When you kill the kuvaling. Every time after until you get the right Requiem they dont actually die. Nothing to address the fact that well over half of the lich you get will rapidly become completely useless for upgrading weapons yet the system still forces the player to interact with them Nothing to address the fact that aside from weapon collectors no one in their right mind is going to trade for a low rolled lich. Nothing to address the fact that the lich system is COMPLETELY ISOLATED FROM THE REST OF THE GAME. They should be something the player runs into as they do other activities. Nothing to address the fact that playing in a squad is hugely detrimental to trying to kill your own lich unless you get lucky and spawn yours first. Nothing to address that the liches are missing 2/3 of the IPS elemental set and many other combo elements for no apparent reason. Nothing to address the massive life strike nerf (and the significant disadvantage this puts squishy melee warframes at. Pet ephemera is pretty cool. Requiem recycling is decent but again another RNG slot machine. Bug fixes are always appreciated.
  3. This does NOTHING to alleviate that fact that once you hit a high roll, which from my experience is >30% elemental bonus over 50% of the liches rolled will be completely useless. A lich can easily take 2-3 hours, more if you have to farm requiem mods. At >50% of liches wasted that is too much time to invest into making ZERO tangible progress. I'd thought you guys would learn some from the horrible riven system but apparently all that was is to do more of the same. Is the clan bounty board going to be bottomless? Because every S#&$ rolled lich is going to end up there. Knowing >50% of the time I spend on this system is completely worthless doesnt exactly inspire me to play. I've done 5 liches. None of which have the weapons I want and two of which were drakgoons. Guess which weapon my 5th lich has. That's right. It had that second drakgoon. I have barely been able to convince myself to progress the system since because I know that finishing this lich gives me nothing. I already have a good heat drakgoon and will use that for mastery. In fact it will cost me 6p to keep that toxin drakgoon if I want to be an ultra collector. I also know that chances are very good that the next lich after will very likely not be an upgrade and will likely give me another copy of a weapon I already have meaning the next 3 hours in the game will be completely wasted and that just makes me not want to play. Knowing that just to ENSURE I do not waste any progress by potentially overriding a decent roll of one element with a slightly better one of another element I have to purchase at least 92 weapon slots (one per weapon type per elemental variant, plus at least one extra to hold a weapon with an upgrade roll so I can Valence transfer it) doesnt exactly inspire me to play. Are you looking forward to players selling off high rolled, desired weapon-element liches for hundreds or thousands of plat? Because that is absolutely going to happen Are you guys planning on ways to enforce trade like this at all? Because I 100% guarantee people are going to get scammed and will not be happy. Suggestion Goal: EVERY lich is useful to the player and will grant some amount of progression to a weapon. Even if it is a little bit. If players want to swap liches for faster progression or weapon collection, that is up to them but a player who chooses to solo the system will be able to progress upward towards the cap with EVERY lich thus they are ALWAYS REWARDED for interacting with the lich system. The current system as proposed does not do that. I propose: Valence transfer does NOT override the weapon's current element. If the transferred weapon's bonus is lower than the current weapons, the current weapon's elemental percentage damage will ALWAYS increase based on an exponentially diminishing curve until a cap is hit. This value cannot be below 1% or greater than 5% Example. Weapon A = 20% Heat Weapon B = 20% Toxin Weapon A is valanced into weapon B = 25% Toxin Weapon A =20% Heat Weapon C = 70% Toxin (Cap at 90%) Weapon A is valanced into weapon C = 71% Toxin Weapon D = 50% heat Weapon C = 70% Toxin (cap at 90%) Weapon D is valanced into Weapon C = 73% Toxin ANY weapon type can be valanced into another weapon type but the % elemental gain from non matching will be at most 3%. Make another combination option, I'll call it "Synchronize" for now, where ONLY the weapon element is transferred over. Example Weapon A = 20% heat Weapon C = 70% Toxin Weapon A is sync'd into weapon C = 70% heat Any weapon type can be Sync'd into any other weapon type but non matching weapon types have a 40% chance to fail and not transfer. Other issues to address: The Lich MMA move does not have a very big visual cue, and no audio cue at all. Or at least one that is not very obvious. Yet it is completely uncounterable if you get caught in it and is powerful enough to one shot most warframes. The telegraph and Audio cue needs to be much more obvious and/or the windup at least 1-2 seconds longer so any players meleeing the lich can get out of there. OR Add some sort of quick time event so that players caught in the grab can minimize the damage 2. Warframes should NOT have to die if they have the wrong requiem. If we are stabbing them it means WE HAVE ALREADY BEATEN THEM. You are punishing players for playing well enough to take down their lich (or at least one of its health bars). I'll say it as many times as I have to: "F**** you, you just plain lose" mechanics in any game IS NOT FUN. You guys just went ahead and put it one into a power fantasy game AND you force the player to interact with it MULTIPLE TIMES AN HOUR if they are seriously farming liches. This doesnt make the lich powerful or scary. It just makes me feel like the game is cheap and want to stop playing. Suggestions: This is one I read on reddit really liked: If all 3 requiems are wrong. The player gets instant death. If 1 requiem is right, the player takes some damage BUT also gets a quick time event which allows them to potentially further mitigate damage. If 2 are right, the player and lich fight to a stalemate If all 3 are right the lich dies. Or You always fight the lich to a stalemate Or based on the amount of damage the lich has done to you before the attempted stabbing: you either die, take minimal damage, or stalemate Or based on the amount of HP you have before stabbing the lich you either die, take minimal damage, or stalemate Or based on your current MR you either die, take minimal damage, or stalemate with higher MR's being much more likely to stalemate. 3. Lich farming is AN ISOLATED ACTIVITY. The player cannot lich farm and do other game systems like relics, kuva siphon, sortie because liches and thralls only appear in their own special mission even if nodes happen to overlap. Liches and thralls should be able to appear ANYWHERE in the system. Regardless of base mission level or type (except arbitrations and simulacrum). Missions on planets the lich has control can simply spawn more thralls and have a far, far higher chance of spawning the Lich itself. Might this be an issue for lower leveled players that get unlucky and caught in the crossfire? Or might players troll lower level players by purposely trying to spawn in Thralls and Liches that they could not possible handle? Maybe. You can just make them attack their target player unless the low MR player attacks them first and does more than... say 5% of a HP bar worth of damage. I also recall you guys are working on an emergency beacon for Empyrean? Give that to lower players. If they see a thrall spawn in they can drop a beacon in response to call in a guaranteed MR 20+ player with a Rank 30 Frame and Weapon. 4. Life steal on melee light attacks needs to be addressed. Survival is noticeably more difficult on squishy melee warframes with the new life strike than with the old channeling life strike. I have played warframe for 6+ years, almost all of that is exclusively meleeing and I can tell you that currently, BY FAR the most safest, comfortable way to melee right now is with the Amalgam Daikyu Target Aquired mod and a Nikana, and it is exactly how old Life Strike functioned. Forms of healing such as operator healing tend to break the flow of combat and are thus sub-optimal. A huge amount of the heal on heavy attacks is WASTED as there is no such thing as an overheal in warframe. Furthermore, Healing Return is not viable on the targets that matter most due to the increasing prevalence of 100% status immune targets, not that it healed enough against high level enemies to begin with. Healing return is also not viable with slow, heavy hitting weapons because it heals a very small amount of flat health. Suggestion Add an over-heal mechanic: Warframes can overheal themselves up to 2x their HP but unlike overshields, this health immediately starts to decay by 10-20% per second of whatever the maximum value is. Maybe Vaizarin can have a node that slows this. HoTs CANNOT overheal warframes (ex. Renewal, Magus Repair). Healing return: for every rank, 0.3% life steal on melee damage. Rank 10 HR is 3% life steal. Life steal: per rank, on light attack 0.25% life steal + 5% life steal on heavy attack. Max rank: 1% life steal on light attack, 20% life steal on heavy attack. 5. There is no way to perform precision hits with a melee weapon. This makes the entire weapon category NON VIABLE against many bosses and special units that are either completely immune or have extreme damage reduction except for a tiny weak spot. Proposal: If the player crosshair is over the enemy's weak spot when the weapon hits the melee hit counts as striking the weak spot even rest of the hit arc of strikes non-weak spot parts of the enemy. or Melee hit arcs that include the weak spot only suffer partial damage reduction instead of full reduction or doing no damage at all. or we use the heavy slam to make our own weak spots. I.e. Heavy slam can briefly confer a stunned/vulnerable state to bosses/special units as well as a weak spot with extremely reduced damage reduction. The time the boss is stunned is not more than 5s, larger bosses are stunned for much shorter periods of time. The amount of time the weak spot lasts is not more than 20s and is not dependent on the size of the boss. A higher combo count when the slam was performed will result in longer stun/weak spot durations. "heavier" weapons like hammers will also increase the duration. Example 2x Combo will stun a Nox (a heavy unit) for 2s with 5s weak spot. 12x Combo will stun a Nox for 5s with a 20s weak spot. 2x combo will stun a Lich (a very heavy unit) for 1s with 3s weak spot. 12x combo will stun a Lich for 10s with 15s weak spot. 2x Combo will stun a Thumper (a massive unit) for 1s with 2s weak spot. 12x Combo will stun a Thumper for 1s with 10s weak spot Etc, Etc. Everything else in the hotfix sounds pretty cool. The frequency and size of the daily hotfixes since release is greatly appreciated.
  4. That is fantastic news. The only question I have is what took so damn long. Please also strongly consider re-balancing the shotguns status mechanic, or perhaps even the entire class. Right now there is a disproportionate amount of worth in a weapon with shotgun mechanics being able to hit 100% status chance before multishot and an equally disproportionate jump in power. Not to mention it is a very unintuitive system since it works so differently than the rifle or beam mechanics. The Kohm is an example that comes to mind. It HAS to have a riven to hit that coveted 100% status chance and the instability of riven strength also makes the value of that weapon unstable.
  5. Would it #*!%ing kill you guys to remove ONE layer of RNG from this 6 or so layered RNG system?! This also does NOT solve the issue of players who want a specific weapon type getting multiple copies of the same weapon in a row. Have you even tried to farm all 13 weapons yourself? By the time you have 12 trying to RNG that last one is going to be ridiculous. Allow for some sort of weapon exchange at Iron Wake? 3-4 unranked kuva weapons in exchange for one of the type the player wants or have Kuva Liches drop some type of token on spare/death 10-15 tokens = one weapon at Iron Wake. Still a lot of grind but there is some end point. I remember something about Thrall exchanges for clans? Will that be available to the general public to trade too? Because my clan is dead but I'm the one who invested everything into the dojo and decorated it so like hell I'm leaving it. Thats good. Also make the larvlings show what weapon type the lich will have. Nice. 5% Chance of relic drop is ok by me since Kuva Siphon chance is going up and Floods guarantee one. The 500 Kuva every 25 thralls on average seems low. Thats a pretty poor kuva rate. Bump it up to 1000 kuva or up the chance to 10-20% Good. No more ducking out of endless format missions early because the murmur was filled. Good For how often these guys show up at higher levels that's really good. Looks like im sacrificing my spine to these guys more often now. I always felt these should be switched. Run speed is more useful after a kill. Big parkour is more useful for spy vaults. Faster casting speed is always nice. Never going to say No to more orbital laser spam. Problems with Vauban: Squishy he and his only defense enhancing ability is Bastille whose effect doesnt last all that long. I suggest the base range for Bastille be significantly increased. Bastille also imparts a big damage reduction to everyone in the field. Minelayer is unintuitive to use and swap because I generally want to spam one type of mine at a time. Should work like Ivara. Tap to cast, hold to swap not tap to swap, hold to cast. Hold to cast, tap to swap works for Wisp because you dont drop plants that often and chances are if you do drop a plant, youre wanting to drop one of each type of plant. A lot of the minelayer effects are not practical. Puncture grenade does weak damage with a poor status effect. Speed pad is a meme ability. Too little ability for players to take control. The weapon enhancer is OK but the effect is weak. How the hell does the tactical/engineer warframe not have abilities that enhance reload speed/ammo efficiency/crit-status chance? Or abilities that overclock warframes (ex. more range, more duration, more strength, free casts?!) These missions are S#&$ because the enemy difficulty is overtuned. I would cap enemies at lv 25-30 AT MOST. This way unmodded weapons wont shred but you're also not dumping entire magazines into a single enemy. As is, everyone uses Trinity-Octavia. Have you even considered what will happen to people trying to do these missions when Grendel is no longer new and shiny and no one wants to do his missions anymore? Because you sure as hell cannot solo them. Are those people just screwed? Not addressed: Using instant, unavoidable player death as a Lich mechanic doesnt make the Lich seem strong. It makes the game feel cheap. The only time the thrall should be MMA-ing me into the ground is as a special kill animation because I messed up enough fighting one. The Lich MMA grab should be much more obvious. I'd say add a loud sound effect that the Lich is attempting a grab so I know to get out of the way. With all the particles from me and teammates throwing at the Lich I can barely see anything. Converted Liches like every other companion in the game OUTPUTS REALLY BAD DAMAGE. Either make their weapons affected by OUR weapon mods, or bite the bullet and give them proper %hp damage against NPCs. For how strong these things supposedly are and how rarely they show up they need to be exploding the entire room when they do. Life strike needs to have some small amount of life steal (no more than 1.5%) on light attacks in addition to heavy attacks. On non-tank melee warframes the wind up on heavy attacks is TOO SLOW to keep me alive against high level enemies and thralls/liches. Alternatively give the "Heal on light attack" function to Healing Return. 0.3% Life steal on quick attacks per rank, capping at 3%. As is, almost all of the heal from a successful heavy attack is wasted. Another option is to allow the wasted heal to "overheal" the player or be transferred into a temporary armor buff.
  6. Seriously. This entire thread is a goddam S#&$ show. So many posts about how melee is dead, damage nerf, blah blah blah. When DE effectively is starting everyone off at a base 3x combo multiplier for normal attacks compared to where we are now; even higher for heavy attacks. CO and BR nerfs had it coming for a long time except in return the base multiplier is also going up for both those mods. There's also an absolutely majestic reply on page 2 where the goober is whining that since they cant spin 2 win anymore they can only enjoy the game if they play aimbot frame. smh.
  7. Looking forward to this update. Really liked almost everything I read. Unless something goes horribly wrong, I think you guys hit the nail on the head for this one. Unbelievable amount of work but IMO badly needed. Also good on you for dialing back on the ridiculousness that is blood rush/CO and dumping much of that damage back into base stats and the combo counter. The less mandatory mods the better. I'm really, really looking forward to what the normalization of range mods can do for the dagger class. I've wanted to use my Fang Prime for a long time and not feel like I'm shooting myself in the foot. A few concerns. Life strike being tied into heavy attack which require a pretty hefty windup (ex. the skana was 0.8s). WIll windup time be affected by melee speed mods and powers? A lot of melee builds on squishy warframes rely on a large number of relatively small heals per second that the current life strike provides. The current wording suggests that the heals are more bursty (meaning much of the heal will be wasted) and less of a constant stream of healing. I'd really like for a small amount of life steal to be included with normal attacks and a much higher percentage for heavy attacks or alternatively allow for overheals which then have a decay over time (to contrast overshields which dont decay). The current changes still do not address the fact that melee is absolutely useless against invincible-weak point type enemies. There is no way to perform precision hits with a melee weapon and the game currently counts any hit that hits something other than the weak spot to be a miss. Not sure how there is a good way to fix this other than allowing melee some ways to bypass the invincibility. For example melee hits suffer damage reduction instead. Heavy hits suffer less damage reduction. Lifted status reduces this even further. Allow higher combo multiplier values to lift heavier enemies. Ex. a 1.5x will lift bombards. 4x would lift lephantis. Something like that. Removal of auto block means that it will be much slower to increase defense. With the current system as soon as you quick melee there is some amount of blocking going on. Now we have to wait for the draw before we can take advantage of any defense there may be. Perhaps make that first draw attack also count as a block/counter/projectile reflect/knockdown reflect? This way if we are shooting guns but are about to get shot we can simply attack into the direction of the incoming damage to block/reflect it and from there we can choose to draw the melee and keep blocking or go back to shooting. I've always wanted to be able to reflect bombard/napalm rockets back at them or cut the rockets in mid air. There were some systems that were not addressed such as the focus tree melee nodes. Some of the best exodia arcanes are channeling based. The entire group use a buff in general. Also a bunch of abilities scale off of combo counter although it may not be a bad idea to make players choose between making a big heavy hit or using the exalted weapon. The clunky finisher system was not addressed either. I'm sincerely hoping that gets moved to another button or gets canned entirely until a proper stealth kill/blinded kill system can get built. Edit: The salty tears of all the macro spamming BR-MS-CO spin 2 winners make me happy. Gotta actually play the game now. Boo Hoo. Much sad. Also it's not like DE just showed they buffed an intro tier weapon by 3x damage for normal hits and approximately 8x damage for heavy attacks. I'd bet that most of you little screamers werent hitting anywhere close to those multiplier values before anyway.
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