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Taloh

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  1. The Mutalist cernos did not inherit the changes to the arsenal window
  2. Dante came out in a good state. Not acceptable or OK, but good. He was a competent Warframe with some flaws which I will break down in a second but the fact that Dominance means people whining cause their main is slightly degraded in effective efficiency or content creators using hyperbolic language in creations we will get no good Warframes into the future. I'm worried about Jade now and have no intention of ever rushing a Warframe again with this philosophy in mind. Now lets compare Dante and Styanax two close in functionality frames that share many attributes. Dante: Pros: Overguard for the squad Healing overguard during rotation Taunt on enemies Status buffing allies Reliable status damage to allies Good map clear Cons: Could not deal with status immunities Ability reliant and energy dependant Needed investment of Archon Shards Styanax: Pros: Overguard for the squad Infinite energy for the squad Impressive damage capabilities Viral interaction from Helminth Air Superiority Armor Strip Cons: Can not cast abilities during Ult spam Cool down dependent and needs initial energy investment Incredibly efficient Helminth Styanax also met a similar fate as Dante being released in a good state, and having a fun game play loop. He was then given to every active player. This is not Dominance. The t in your calculations is too short. The dominance of a Warframe should at least be from Mainline update to Mainline update this Nerf is unwarranted and from community feedback that does not represent people who have actively tested the frame. The feedback from this LR3 community member is that you have once again nerfed a good frame to be a B ranker with serious weaknesses in his kit. Revenant and his dumbass 4 is still allowed to exist with the frame having 20-40 seconds of refreshable Invulnerability not even the necessary upkeep of Overguard. At most Dante needed the removal of Teammates status buffs applying to his 4. This lead to the damage number people could see being stacked against them. This Nerf is heinous and means Dante no longer deals relevant damage to the map. He is now a cone Warframe where he was a reliable tile clear before that. Since that attitude at DE is that this Nerf cannot be undone lets talk what we can have back. The LOS changes talked about at time of posting seem like a half measure from the effect of the Nerf, if we are going to keep these values it should have the effect of transferring the status of those in the LOS to eachother ie the Nezha agment. The slash procs of Dark Verse are not high enough in the case the afore mentioned change for enemies that resist them making your options completely disintegrated from the point of using his one where before his kit was holistic. Keep in mind I think a lot of the community will be heated about this change due to the bait and switch of releasing a good Warframe and then destroying half their effective kit. We've seen it with Styanax and you're doing it again with Dante. Once bitten twice shy but Fool me twice shame on you. This is a bad take and a worse result for people who put time, effort and worse money into this system. With the business model moving to these smaller pack releases with the Warframe coming out I was excited to put money into this game. For the above listed reason this puts my feelings on that in serious Jeopardy. The new team has built considerable good will with the ONLY negative being the overnerf of Dissipate. This is a serious burn of that goodwill for no good reason. To put it plainly please revert this Nerf. Otherwise please make it less cataclysmic impactful to a very good frame.
  3. By draws do we mean that it pulls a number or actual health from an enemy? Could this kill an enemy with High enough strength? And thank you for a use for switch teleport that is not the Plains drone or trolling squad mates, does make the race to extraction more fun. The damage reduction cap remaining for Helminth mirage is frustrating. More preferable would be the inclusion of a lower modifier 30-45% that can be scaled with strength. This would make the flip flopping effect for Helminth Eclipse much better as swapping from Lunar during general play to Solar for a tougher opponent a healthier game play loop than turning it on and never thinking about it again. It would also synergize the stats that both sides of the ability are looking for. Additionally we have several frames in game that when placed in Steel Path content require a babysitter to keep them up or revive them constantly, Nekros, Banshee, Vaubaun, Oberon, Limbo, Caliban and Gyre would all look at eclipse as a compelling choice for Damage reduction over one of their abilities. Some of these frames are propped up by Gloom, but they would much prefer to build the stats Eclipse desires. It would be nice if either the duration of Gara's passive scaled with Duration or it exposed finishers. Nourish Changes are more gentle than I was expecting, still compelling Attenuation sucks, please DE reconsider this facet of the game. For lower MR players the experience of their gun doing less damage when a player with a more intensive build shoots the same target feels bad for both players. If encounters need to be drawn out for time please consider what you have in the Angel fights in the Zariman. The chunk mechanic formula where you do your chunk of damage then a mechanic takes place is a much better inclusion for all players involved. Warframe does not aside from a certain multiarmed friend have many mechanical encounters, but where it does the game excels as the player is allowed the mechanic check rather than an endo one. Where the fight needs to be longer i.e. Liches an armor strip floor would be compelling here instead of their current attenuation. Lich fights currently are either for a player with a complete arsenal a tedious encounter of being thrown around the room while you wait for your gun/melee to be allowed to do enough damage or for players without a chance to spend some revives. Voidrig already has a small mechanic in its encounter where you to operator to clear the Storm Shield. In summation, for a player that does not have to worry about attenuation the mechanic is an annoyance thrown into compelling encounters. For players who are still struggling to clear the bar of the current mission it is a demoralizing lengthening of the fight the does not teach the player how to interactively complete the encounter for the next time. All that being said, apart from the standing complaint Voidrig encounters feels like its in a good spot, I hope Bonewidow shares the same tier. We love inclusivity, Disruption changes are good. Invis changes are very nice for fashion frame, Finally I can be an Ash fashonista without looking like a fart cloud. Thank you to the community team for hearing from us and changing the drop tables for Netracells. Melee arcanes for those of us that did Gargoyles cry have really been a strain on Netracell enjoyment. Omnia fissures seems like a great direction for this core loop of the game to be embarking on but I think we are a bit too hesitant on the Missions allowed for this test run. As it seems only endless mission are going to be included in the fissure I would offer the suggestion of the following nodes to add to the variety of the fissures. Apollo, this node is fantastic and favorite among Prime Access grind spots. Its exclusion feels like either an oversight or a pearl that will cause friction within the community. Tyana Pass, this Node is not great for time but adding a third grind to the tier, (Vosfor, Steel Essence and Ducats) would really complement this mission. Laomedia, This would offer the inclusion of a credit fissure where neither the index or profit taker allow for relics this would make this node a compelling choice for those who need to supplement their pedestal prime caches. Munio, This nodes lack of pity currency really makes the grind here substantially worse to Tyana pass but relics would increase the rate players choose to play on this node. Mithra & Mot, Having access to the void on these fissure would allow for more circular relic opportunities for advanced players. Again I feel this could be an irritation point for this system. Rhea & Helene, Providing the backbone of the Relic farm with a place that rewards Orokin cells I feel would be productive for new players to get accustomed to the relic gameplay loop as well as allow for levelling while relic cracking. Very excited for SP Zariman and Cavia bounties, adding SE to these is very compelling for time investment. Thank you once again to the Dev team, with an especial thank you to Pablo for rehabilitating the Pharaoh of Mars. I am very excited for this update and the current direction of development. I look forward with anticipation to 1999 and bringing empathy to Indifference.
  4. My only concern is that it is not explicitly stated that the heal is being preserved from his 4. Would really like for their to be multiple ways to heal in his kit other than his 2 hope this makes it into the final build.
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