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(PSN)AyinDygra

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Everything posted by (PSN)AyinDygra

  1. All they have to do is change a few light bulbs...
  2. The one and only change I was expecting/hoping for, for Plague Star's return, was either the removal of the drone, or fixing of it getting stuck on terrain. Currently, it's a 50/50 toss up if your run will be randomly ruined by the terrain, unless you run with a Loki (or solo with Loki, like me, only because of this problem.)
  3. I always thought the exploding barrels were there to just make it faster to break open all the crates around them... not as a tactical battlefield hazard to avoid swinging your melee weapons near, or to use against enemies who just so happen to wander near them... so the increased damage from barrels seems more like a penalty to those who like to melee open crates. Now, it's guns only, from a distance. I don't get it either.
  4. Alerts. They were far more rewarding than Nightwave and made the game feel alive. There were always new hot spots of activity, and it felt like being a ninja, taking on mission contracts from the Lotus... giving a purpose to playing beyond personal goals. The flaws in the system could have been mitigated (I made several suggestion posts in the past on the topic.) I'm not suggesting the return of the system as it was... but with a few adjustments to make it less time-window sensitive.
  5. I've bought the $5-10 packs on the playstation. My roommate has bought prime access a couple times. I never buy plain platinum or game-price things. I'll never spend on speeding up build times or boosters. Overall, I have more important things to spend my money on (like food and survival.) And, for the price of a prime access, I could have a fully complete offline single player game, without microtransactions and time gating mechanics dictating when and how quickly I can make progress. (I still have a backlog of games to play that I got from a bargain bin sale a few years back...) And I spend most of my time working, sleeping, running errands, cooking, (plus more) and in my free time, trying to write books and program my own games in Godot. So, there's not much DE can offer me that would make me bite. I'm a dolphin, not a whale.
  6. I replied with a link to my rework, because I don't think Inaros needs a nerf to get buffs. Inaros' theme is clearly taken from "The Mummy" style mythos, draining enemy life to restore his own, and using sandstorms and scarabs to attack. I don't think the whole life-drain thing needs to be the key element for his kit, but it was essential for a frame without auto-restoring shields. He absolutely NEEDS to be able to restore his own health with his abilities for that reason alone. Due to Hunter's Adrenaline, Inaros is one of the only frames out there that doesn't have to worry about his energy economy, and due to his high health pool and ability to drain health from enemies (or finisher kills), he doesn't have to rely on health orb drops or consumable usage. This was my primary draw to using him early on, when I would have otherwise quit Warframe entirely. Before you get Zenurik, cheap energy consumables, Arcanes, and warframes with energy restoring abilities, and before you get access to frames that can heal themselves efficiently, Inaros was the go-to survivor. He enabled me to progress until I got all that other stuff and branch out from there. The biggest negative to Inaros, in today's game, is public opinion: that he doesn't have abilities, and is just a walking weapons platform. I agree that his sarcophagus passive, Devour, and sand storm are lack luster. Before the release of more modern frames, those are the only things I'd have changed about him. Given the current range of warframe powers, I added a few wish-list type additions that I thought fit his theme better than what we currently have, and address the shield gating (or lack of, given no shields) that also makes him a less attractive option when going for surviving against the hardest content in the game (though it only really matters when you go FAR beyond the levels that the devs intended players to engage with meaningfully.) As such, I'd rather see my re-work, than any nerfs... as I don't think they're required to get his kit buffed/reworked, and DE is all too happy to nerf without buffing anything in return.
  7. The comments in this thread are why I fear an Inaros rework... all these people who don't understand how to use Inaros' abilities and what makes him fun to play. I posted my suggested rework of my favorite frame in a recent thread, linked below. It's mostly tweaks, not so much a rework (though Sand Storm has the greatest change.)
  8. I fear for an Inaros rework, as he's my most used frame. He's comfortable, and lets me just relax and play the game without worries. There's no demanding rotation of casting abilities. He's stable and reliable. He can be fun solo, and can be a team player. MOST people don't know how to use his abilities, and yet, they call him a braindead frame to use... I find this ironic. I consider myself an Inaros main (last I checked frame usage percentages: Inaros: 36.9%, Inaros Prime: 21.4% - the rest of my time is split between Loki, Wisp, Frost, Nekros and Oberon - I am really liking Styanax, so he'll be a rising star in my roster), and the only ability I really don't use is sandstorm. It's not a great damage ability, and as a Melee player, I'd rather all my enemies stay on the ground where I can hit them, not be flung every which way. Also, his sand clones are quite under-used. I like him as-is enough, obviously, but everyone else is calling for his rework, and this is how I'd do it, if it had to be done. * Passive * His passive sarcophagus is a joke when it's really needed. If they made the sarcophagus' charging mechanic not be linked to damage dealt, to something more reliable, I'd be happier with it, but I don't really even consider it to be my passive, due to the unwritten one existing. Personally, I'd allow any ally kills within affinity range charge his revive mechanism. In addition, I'd allow his "beam" to do percentage based damage, and as long as an enemy is trapped in his beam (enemies hit by the beam would be stunned, and would stop moving), it would pause the clock on reviving. This would allow the beam to be useful, even in steel path and other high level enemy content, and it would be consistent across levels. Oddly enough, I find there are rarely any enemies around at all, to target with the sarcophagus beam, in situations where I die as Inaros. Usually this is because other players already killed everything after the fact. His unwritten passive "restoring life on finisher" is my bread and butter. (and watching Megan play Inaros on stream, but NOT using this mechanic to heal herself, opting instead to use devour, is frustrating beyond words.) New 3rd passive! : It costs health instead of energy to use all of Inaros' abilities. * 1 * Dessicate is my most used ability, since it sets enemies up for finishers and acts as quick crowd control. (and on low level missions like Lith Fissures, it can kill enemies that spawn in walls.) (I would love it if it had an armor stripping feature, but Hydroid and Styanax already took that sort of effect) * 2 * Devour is technically a usable ability, but I really don't find many use case scenarios. For me, it's mainly used when I want to disable one enemy, like a heavy gunner. When an enemy has been hit by Devour, they become devourable by team mates to heal their health up as well. (they just hit "interact" with the enemy) Inaros isn't just a selfish tank... he can be support! It's just, there are so many other ways to heal team mates, that the generally don't want to wait as long as it takes to gain health from devour. Changes: "Devoured" enemies would be devoured over time by quicksand, whether or not you stand there draining health. (like a doom counter.) If the "Devoured" enemy is effected by Scarab Swarm, you drain life from the enemy from any distance. I would make this ability's speed of devouring scale with duration, rather than ability strength. (higher duration being a good thing, positively modifying the duration - the positive effect would be to reduce the time it takes to devour. And positive duration would be good for the duration of the resulting Sand Shadow minion created from devour.) If Inaros dies while a Sand Shadow is active, the shadow dies, and he bypasses the sarcophagus entirely. (sand shadow duration would not be tied to time taken to devour...) * 3 * IF NOTHING ELSE, I'd change his sand storm. Sand Storm actively works against my melee play style, flinging enemies in every direction, out of my range! I would make it a buff instead of a "form" that we take, similar to Zephyr's Turbulence, that moves with us, reducing enemy accuracy from outside it, and randomly staggering enemies inside it. I would also make this cast-able on others, and defense objects. This would be a lot more effective in today's gameplay environment, than the useless, slow moving tornado we currently have - it's as bad as Hydroid's puddle, with even less utility (aside from laughs as you fling enemies into walls in enclosed spaces.) * 4 * I use his Scarab Armor rarely, on tougher missions, when I know there won't be nullifiers, because I run head-long into nullifier bubbles to kill the units. When I'm in a group, I'll use Scarab Armor's swarming ability to lock down certain areas with its crowd control, or set up a passive health restoration area for the party, as the scarabs drain the life of their victims and spread it to teammates in range. (I would like the benefits of this to be made more clear to people with a clear visual effect, like glowing scarabs flying out of enemies, and into allies, healing them - again, Inaros can be support!) I would also increase the range of scarab spreading and healing. I would add one feature to Scarab Armor, in this age of shield gating: As long as you have scarab armor active, and an attack would cause fatal damage, the scarab armor is stripped like ablative armor (in 10% chunks), protecting your health (with invincibility periods between blocked damage instances - the same sort of protection afforded to shield gating against rapid firing weapons.) In a more "what if" mood, I considered possibly making it so that when you have Scarab Armor active, and enemies hit you with melee strikes, there is a chance for them to get covered in scarabs as a counter/reaction of sorts, not costing a "use" of scarab armor's swarming. I would also add this feature to Sand Shadows, so they essentially spread Scarab Swarm where ever they go. They're not big changes for the most part, but I think it would be enough to bring Inaros up to today's speed and utility. (Hydroid needed the rework more than Inaros. Inaros is still good even now... that's just a wishlist of things that would be nice if they changed.)
  9. I certainly hope Sentinels are included in the rework. In content where I care whether the sentinel is alive or not, they're usually dead. I only use Djinn, because he can revive. (I rarely need to bring out Helios for scans of new enemies, or Oxylus for fishing, or Nautilus for Railjack, but they're rare exceptions to Djinn.) My ideal companion rework: New equipment slot: Utility Belt... has all the mod slots for Companions/Sentinels, and never gets killed. We'll see how their solution compares.
  10. If memory serves me, MK-1 weapons were also the only weapons purchasable directly by Credits, without blueprints, to jumpstart a new player's early gameplay, not requiring them to wait through collecting resources, and 12-24hr build times. I don't see removing those as a Good Thing (TM) for the new player experience that they supposedly want to improve.
  11. While true, it looks like yet another game segment where we have no control of our weapon loadout or Warframe... being locked into a pre-set new non-warframe character with its own unique weapons and abilities that we have to learn/adapt to on the fly and then use to complete the story segment (I highly doubt we'll be using Arthur outside of that quest once it's done.) One of the KEY elements of Warframe that has kept me here, is my choice in Warframe and weapons... without those, I find the game not fun... and they insist on ripping my things away from me, along with what makes the game fun... just to present story sections that, in other games, would simply be cut-scenes, because they diverge so much from the core of the original game. This is the sort of "mini-game" that I despise. And they're always throwing these big change-ups into the core story progression, rather than being side activities that we can opt to do or not... it's becoming quite off-putting, to put it mildly.
  12. I'm interested in Warframe 1999 in a "I'd love to see the cutscenes tell that story." way... but not in a "I wanna play that story." way.
  13. The one thing I value most in my gear is reliability. Incarnons fundamentally, and intentionally, directly oppose this. They function like mini-rivens that you have to fulfill the conditions to make use of their actual power, multiple times per mission... not one-and-done. I don't have time for that. In a Dev stream, they described the design philosophy behind them, wanting to create an 'ebb and flow' of battle that changes with climaxes when you're using the Incarnon transformations on the weapons. I also dislike how the melee weapons require wasting your combo count to activate the incarnon mode... I NEVER use heavy attacks because I hate the process of losing all my combo and resetting the power of the melee strikes overall. I much prefer to keep my combo count steady along with the power of my strikes. So, even if they were the strongest weapons in the game, they bring nothing to the table that I want, and actively try to change how I play to something I don't enjoy.
  14. I had this experience with it as well, so they may have removed the "specific crystal" requirement, and just made it "destroy any crystal" to move on to the next phase. Still hate that fight, and had a similar disgust reaction upon seeing its being a required battle for opening the subsequent 2 missions this week. (did them all...)
  15. The Excavation one this week was a "challenge" for me, since I didn't use a crowd control frame, and excavators were being blown up at 50-60% collection fullness... forcing me to do an extra 2, without much chance to defend them on those maps. (at least solo, and I could have taken Frost, but I didn't feel like switching over from my for-fun frame.)
  16. As someone who has primarily played solo for my time in Warframe, I've preferred farming relics: Lith: Hepit in the void (quick capture mission) Meso and Neo: Ukko in the void (quick capture mission) Axi: Marduk in the void (not-so-fast sabotage mission where you hack 2 consoles to open a portal, go kill a mini-jackal boss and put the key in the gate portal and escape. The defense of the 2 consoles can't be sped up, and presents the barrier to making it a fast mission.) I find Disruption to be unplayable for me, since I play the game muted, and it's not solo-friendly. Alternatively, if you're leveling gear, there are a variety of spy missions that generally give a relic for all 3 vaults successful.
  17. Perhaps the Jat Kittag. (I don't have Kullervo to try it out with him, but sounds like an interesting use of heavy attacks, at least for a stratosphere launcher fun build.) And the teleporting Twin Basolk
  18. Maybe like Shield Ospreys, minions could have some sort of linking effect to the owner. This likely wouldn't work when the minions are too far away, though, I don't know the coding limitations on this.
  19. I think if a "mini-game" is placed directly on the main story path to completion of the game, the mini-game is a bad design decision. Mini-games are fine add-ons, things to diversify the experience, but generally, they're less polished games, poor controls, poor user interfaces, and are drastically different from the core game - the reason people are playing this game instead of other games... EVERY game that has done this, has irritated me. I nearly quit the Kingdom Hearts game that had the icecream music hit-button-on-beat mini-game... In WARFRAME, putting a mini-game like this quest as a progression stopper AND lock them in until complete, when the core game is much less difficult when a player is using their chosen loadout, makes it a bad design choice. Because Warframe is F2P, they bank on the masses playing the game and making small purchases over time... not a dedicated hardcore group that whales on the game. They don't make their money up front on sales, and it DOES matter if people keep playing. Off-line single player games can have more "challenge" put into the game and "lock people out" of completing the game... because they already got their money on the sale of the game...
  20. ... yes... Well, depends on how different or detached from the core gameplay that other character is... if it's just another skin for "character with random gun", without modding, without different abilities that give you different options during gameplay, etc... I personally haven't played the Resident Evil games.
  21. Another thing about the "Limited arsenal" restriction in this quest, is that it removed the Great Equalizer of Warframe that allows a wide variety of differently skilled players to enjoy the game casually: Modding and various warframes that fit different play styles, as well as a great variety of weapons. People may find a comfortable frame and selection of weapons that fit how they like to play, and that suits them just fine for everyday gameplay to accomplish all the tasks that the game throws at them in the core game. Some Warframes and weapons may be chosen to account for the players' weaknesses in certain areas... maybe they gravitate toward melee weapons because they've never been fans of shooter games, or they play with a controller, so aiming isn't as easy to quickly acquire targets and shoot as the Keyboard/Mouse style (keyboard/mouse controls may make movement, on the other hand, awkward and clumsy for them.) Now, a person who found their comfort zone, their casual, loving Warframe setup, gets thrown into a quest without their warframe, without their weapons, without their modding, and are forced to use a Bow or a handgun... when they really only like to melee... this is like throwing them into an entirely new game as a fresh player, no gear, nothing they've really done before or practiced, and forcing them to kill bosses (among other things.) It's not fun or good. (this is also a downfall of the entire random gear selection of Duviri, and why I haven't really touched that content more than I have to.)
  22. The main problem with the quest is that it is progression stopping (main game storyline is locked behind completion) and locks you in until it's done, and it's primarily not Warframe gameplay. Listing other times in the game where it's not primarily Warframe gameplay doesn't make it any better, it just adds another worse entry to that list. (at least you could quit out of previous quests with non-warframe gameplay and take a break to return to try it again at a later time when you can manage to stomach it.) Realize, that people who are unable to complete this quest may have spent hundreds to thousands of dollars on primes, cosmetics and platinum, and now they are locked out of all that stuff just because they can't complete a non-warframe gameplay segment that doesn't have any bearing on their skill in the rest of the game "Warframe". It's like this mini-game is a mastery rank test for a new game mode, that you only get to play in this mini-game, and you have to master it in the mini-game, and until you master the mini-game, you're locked out of the main game. That's not good game design. Side content, mini-games, alternate ways to play, alternate modes, archwings, railjacks, necromechs, are all fine and good to add some variety to games for those who grow bored of the core game... but placing them as blockades in the main game storyline is infuriating. The only people who don't have a problem with this game design were those who got through it without a problem, or like "challenge" from their games and are masochistic. I do not believe the Devs wanted this quest to be a "challenge" that weeded out those who didn't have enough skill with a bow to kill bosses without warframe power... they probably play tested those bosses day and night leading up to it, and they got really good at it, and it got to the point where the balance of the battles "felt right" to them... who had practiced so much... Personally, I'm a fairly seasoned video game player (playing since the Atari 2600, 40+yrs old) I got through the quest in about 8 hours. I was stuck on Boreal, because the clue to get inside its scream field to shoot it didn't make any sense to me, as I have been taught by my years of gaming, that when I see a dangerous AoE area around a boss, to just run and hide until it's gone... not run straight into what looks like certain doom is soon to arrive (there is no indication that going invisible would do anything whatsoever to an AoE boss attack, yet that's what the clue in Boreal's description was supposed to provide.) Amar was no trouble for me, and I killed Nira in my warframe. Before the bosses, the stealth segments were horrendous. Outside the Boreal issue, it was the stealth that gave me the most trouble. Radar should have had a 100% uptime. Cooldown on invisible should have been shorter. The goal path should have been a bit more clear (in my first successful attempt in Fortuna, I bypassed the inside tunnel entirely, not knowing you could duck in there during the short conversation with Little Duck. I was captured during the conversation, and it cancelled the story segment, not replaying when it re-started me. I was able to hear this when I re-played this quest for my roommate who refused to deal with it at all (he would not be past it without me, and he's spent hundreds on this game).
  23. While Inaros may need some tweaks, I'd only accept a re-work, if I was personally overseeing it... I've absolutely detested some of the suggested reworks listed in the feedback sections (notably, bangarang35's that totally changes his play style into one I have no desire to use), and I've made my own suggestions known. Inaros is what keeps me playing Warframe. Any change they make may distance me from this game. Their melee update drove me away for a year, until they reverted the change to polearm quick-melee, removing the rooting stops to the attacks, returning it to a non-invasive, perfectly controlled precise, powerful, and fluid combat method. I know there are people who live by Hydroid, so I feel for them, with everyone and their mother asking for a rework for him as well. I hope it turns out well for you.
  24. A good deal of the pushback against "skill focused" enemy encounters is because Warframe is primarily a grind game. People don't want their farming for thousands of materials, or miniscule drop chances requiring hundreds upon thousands of kills (condition overload, anyone?) to be slowed down by inconsequential battles taking "skill" and "effort"... because we KNOW they won't re-balance drop rates to take this into consideration. The best version of this that they have shown they'll do, are Thumpers,the Profit Taker, and isolation vaults dropping lots of open world resources upon completion. I personally do not participate in killing Thumpers, and avoid them if possible, or leave the open world if they just won't leave me alone... I've only done the spider bosses less than a handful of times, and isolation vaults take forever to do, and I don't really "need" what they provide anymore. If those style fights were the only way to farm a particular resource, you'd likely see me ignore whatever they allowed you to build, as I considered them non-existent in my world. That's not the style of "grind" that got me to love warframe... it's the fast paced, ninja power fantasy, eliminating hordes of enemies with graceful ease. So, I'm not opposed to them creating these encounters that drop a ton of resources at the expense of a long battle duration, just to appease the people who think that means it's a display of skill and competence... as long as there is a more grindy way that I can do on my own time, without the need to pressure a whole group of people to change their schedules and arrange their lives to gather together to complete missions.
  25. The only pet I seriously use is Djinn, if there's any chance of the pet dying, and the mission isn't a one-and-done capture/exterminate style one. This began with survival missions and the sentinels just dying to AoE going off around me, like poison clouds and ogris missiles. Also, they basically died immediately during Eidolon hunts, the same as most roving pets. Occasionally, I'll use Helios or Oxylus for scanning/fishing, but I have most things scanned, and built everything that needs fishing (I skip those Nightwaves too). I'll use Nautilus on Railjack on the rare occasions I'm in Railjack these days (only 1 weapon left to farm out of that.) I don't like the roving pets. I want my pet by my side, mainly offering its passive QoL things, like Animal Instinct, and Vacuum. I'd be happy with a utility belt that I could slot in pet mods, with no health bar and no weaponry.
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