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Everything posted by Tyreaus

  1. To take a different angle from everyone else's suggestions: What brought you back? Is it making builds? Fashion? Explosive gameplay? There's gotta be some reason you wanted to come back. If you can sort that out, it makes figuring out what you want to do a lot easier, no?
  2. To answer OP's Q1: I'd rather not see more dual wielding. The functional benefit to dual wielding is being able to auto-block without swapping to a melee weapon (via quick melee or otherwise). With default controls where shooting can be done by pressing the fire button, that's the only difference. Yet auto-blocking has had famed issues with triggering aim-glides when players don't want it, so even that benefit is questionable. The major drawback is in things like Eject Magazine and other holster-based mods straight-up not functioning with melee attacks. But the other bit is that, at least for Glaives, if you don't like the aim-dot design and / or the stance (the idle animation, not the melee stance mod), tough chesticles. There's no option to turn it off. This actually has practical implications, too: I haven't tested it in a bit, but last I checked, I believe the visual hit markers around the aim-dot don't appear when dual-wielding. If I was able to turn off dual wielding, I would have no problem - obviously. It'd be something I could enable or disable based on builds and personal inclinations. But if I had to choose between dual wielding or not, forever, I would go without. And to answer OP's Q2: it wouldn't make me use single-handed weapons more than I do now. Slightly more readily accessible auto-blocking isn't enough of a change to alter what weapons I use.
  3. I get the feeling there's a sort of hive mind at play (not unlike Hunhow's fragments, but at larger scales), and the main reason they care about the Sol system is Hunhow / Erra's murder-boner that's directing them into war. Absent Erra / Hunhow, I doubt they'd much care about us. They didn't prior to Hunhow's reawakening, after all.
  4. Are players all that emotionally invested in Warframe from a lore standpoint in the first place? I feel like most people care about, say, Baro insofar as he gives stuff. And even if stuff is rerouted, I doubt they'll close off things outright. If Konzu were to kick the bucket tomorrow, I don't think we'd be all that miffed. Personally, the big intrigue I have for the New War has nothing to do with Cetus or even the Tenno and everything to do with the Sentient. There's a lot of intrigue around their social structure, why they're attacking now, even what they're like outside of warfare. They were made for terraforming, not military, after all. Do they play a game of IRL Minecraft back in Tau? (Legit, I want a Sentient open world, just to see what their world is like)
  5. Isn't there a negative interaction between Shadows and Oberon's heal that eats away the Oberon's energy like Grendel at a Corpus buffet? I imagine being able to turn off Shadows would be a good thing. I suppose it could be possible to merge the two into a tap-hold function, but aren't Nekros's 1 and 2 both pretty "meh"? If we want to give him something more interesting, those seem like more worthwhile targets. Plus, given Desecrate is pretty much "the ability you always have on", I'm not sure it really should have more attached to it. You'd probably need some practical limit with Shadows, like having to recast Desecrate to get more shadows, and that goes against the "always on" nature of the Desecrate portion. Same goes for most other additions to it. That it's low-profile is what makes it fitting to be an "activate and forget" ability. Changing that doesn't seem beneficial.
  6. It's also, to the best of my memory, the only major thing locked to a certain time frame. All of the other grand bosses are accessible at any point in the day, even the Orphix missions, and the Murex raids were limited with some downtime - yet that was changed so that they became always available. Quite literally, Eidolons are lagging behind in this sense. Plus I've read posts from a number of Eidolon hunters who explicitly want this change, because they want to do Eidolons more. I think the people who might be against this are in a minute minority. (And probably already left once Orphix missions became a major thing and expanded access to Arcanes)
  7. Maybe armour needs a tweak? As is, it's a massive contributor to EHP values. The problem is that there's an equally large performance difference between bypassing it and not. One's a slog, one's a cakewalk. The less armour factors in, the smaller that difference becomes. And there's been plenty of suggestions on how to adjust it, from making it a shield-like health type to capping its DR / value.
  8. This is the big thing. Or at least, y'know, any iota of half-decent attention. My personal "best take for PvP" centres around variant modes for a few reasons. 1. Current Conclave is restrictive based on PvE progress. If you're new to Warframe, you're walking into Conclave with starter gear (setting aside current issues of actually getting that gear working in Conclave - let's just assume someone fixes that). If you happen to want to try any of the weapons other players are using, you have to farm those weapons in PvE. That basically boots players out of PvP for a fairly extended period. That's less of an issue if everyone has the same stuff available from the get-go. (This "booting" also applies to loadouts to a lesser degree: fussing with loadouts means less time spent actually playing PvP) 2. The easier it is to get players into a game, the more likely it is for them to end up in that game. We already don't have a ton of material incentive to play Conclave (resource gain is sub-par and exclusive items are a collective "meh" by most players). Wanting the pride of beating other players, or just mucking about with friends, is a fine reward. If you have to spend half an hour setting up a loadout to get to that point, you start chipping at a player's patience. (We have a number of threads talking about not finding games, after all...) 3. PvP bleed-overs are much easier to contain in variant modes (and, if players have the same gear available, are a lot less impactful to balance). An instant-kill Opticor variant doesn't need to worry about shield gating, for example. And you can easily turn off abilities and passives as development of a particular variant requires. They're pretty much their own self-contained boxes. 4. They're easy to develop new updates for. Some crazy concepts, like K-drive racing, might be more in-depth. But it also takes little to no effort to just enable the Nikana and Kunai variant, or Opticor variant, or "Stuggy Wuggy Time" variant where everyone has a Stug and the best weapon in the game gets to truly shine. You can have a virtually constant influx of new PvP content that, while superficial, is at least something new without a huge impact on PvE development. (Not only shows players the mode is getting worked on, but gives developers a little light-hearted creative outlet) 5. They're decently popular. Most players in the forums ask for variants mainly because the main Conclave mode is so broken with PvE bleed-overs. But at the same token, it's not like people hate them, and at least a few have genuinely asked for their return. A fair number of players were questioning where the PvP component was when the first Dog Days dropped. (And, as above: it gives developers a creative outlet, so they don't have to come into Conclave work only from the PoV of a bug-fixer) And probably a bunch of player psychology stuff, like winning or losing being based solely on skill rather than equipment, the intimate knowledge that the game is balanced pretty much by nature...
  9. I haven't played Conclave in a while now, but from what I recall, enemies in Conclave do have outlines. I think it's related to radar visibility (so it only shows up if you'd appear on the radar, e.g. from firing a loud weapon). Then again it's not like Conclave is all that balanced what with PvE bleed-overs cropping up again and again, like the fall-off bug giving Tigris it's full PvE damage values.
  10. One strange benefit for DE to consider: A number of items we'd want to queue up have craft times that are measured in minutes. That's not worth rushing with Plat no matter how cheap it is. It's a different story if we can rush what ends up being hours of crafting. So you take those items from "nobody will rush it" to "maybe some people will rush it" (because I'm sure someone will throw some Plat to get thousands of energy pads this instant). And you get that basically for free.
  11. I think "Are you trying to create art or are you trying to create a game?" is kind of the wrong question. The question to ask is, "do you put the blame on the mechanics or the art?" The art team wants to be able to showcase their work. Fair enough. But if their work doesn't operate in the game's extant state, why is it up to the game to change? From what I can tell, it's entirely possible to have animation styles that function really well at just about any attack speed. The new ghoul saw stance, to me, looks good even with every conceivable attack speed mod thrown onto it, just because it has good rhythm and pauses in just the right spaces. That may not be easy to do, but it's doable. And as a writer, if I want my work to be showcased in something, I have to write work that can be showcased in that thing. It's kind of silly for me to demand a publisher, or society at large, change just so my writing can each hundreds of thousands of eyes. In reality, I have to cater my work to a given audience. That's just the nature of the game. (Not to mention how Warframe has changed and upped its pace, making many of the older animations outdated...)
  12. Over time, it's possible to add more server space. It just costs money (not just for the server but in electricity, technical upkeep, backups and redundant disks...). They're totally able to expand it, it's just not cheap. I don't believe the disposition sets the roll 100%. Besides the presence of a negative, there's an element of RNG that tweaks the values slightly. That puts a wrench in compression at that stage. The other problem is that those Rivens are unique per weapon. Veiled Rivens only fall into a few different categories based on challenge and weapon type, meaning the problem space is (# weapon types) * (# possible challenges). So that's something like 6 * 30 (or around that area). Unveiled Rivens have a problem space of (# weapons) * (# polarities) * (stat type 1) * (stat type 2) * (stat type 3) * (negative stat type). So even if you take out the RNG and make the stat values algorithmic (to save more space), you still need to point to the stat types, weapons, polarities.... It makes the problem space pretty big, what with 5(?) polarities, 200-odd weapons, and a dozen or so stat types per. And that's a problem space that grows with each new weapon introduced to the game (whereas veiled Rivens are unaffected, so long as new weapon types aren't added) You can still pull off that kind of stacking compression even with 600,000+ entries, even in a growing problem space. The trade-off is in server calls: uncompressed Rivens right now would just call for that Riven's information that could be stored in a single entry. The compressed version would have to call for those values individually, since the Riven itself would just have a list of pointers to be translated into data. You save in space, but do more processing to get the pieces and put it together.
  13. I thought at one point DE mentioned about getting rid of status immunity across the board, replacing it with things like status caps and diminishing returns on procs...
  14. I should clarify that the tools I was envisioning were universal, innate things, on the same level as the parkour system. Not that you'd have to use an invisible Warframe, like Loki, to even play content. Though, either way, yes, you'd still have to pull things in line in some way. That's part of the caveats. What I wrote isn't important, it's just saying that you could have extreme damage outputs around a different system that could allow for engaging content.
  15. One of the big issues with dumping craft times across the board would be Forma sales. The craft time and constant use of Forma probably makes it the most Plat'd thing. I doubt DE would go for that. As for the frustration of your friends, maybe it's worth considering a scaling craft timer? Lower MR weapons may have near-instant craft times, while higher MRs have longer ones. That'd help alleviate the issue of patience for newer players, weaning them into crafting wait times, without doing away with the plat sink altogether, and could allow for keeping Forma craft times where that's at. That and probably just a general touch-up of craft times. It has been suggested to be able to queue crafts for things like dragon keys or energy pads with the crafting time being combined. That'd probably be a more effective plat sink, what with skipping one minute not really being worth it to just about anyone (but skipping even a half hour being a different story).
  16. It's a modernization that, I think, makes it more subtle. Everyone speaks in a modern syntax, so swapping to an older, Biblical one would raise major red flags to me. Entities generally don't hijack angelic theming for the greater good, after all. And if he actually believes he's in the right, and not enacting this war for cruelty's sake, well...why would he go out of his way to act like the bad guy? Spoilers, of course, but:
  17. I think this brings up two problems: 1. Visual and audio clutter. It does seem many people have fine visual and audio settings that they can notice the bubble. But this isn't the only time people haven't been able to see it well. So it does seem like something should be adjusted that it's a little more evident. (Perhaps something like a Magnetic effect on the HUD and a dampening of other sounds just to make it more clear? It's a magnetizing bubble, after all...) 2. A diminishing precedent. DE has been straying away from instant-kill mechanics, ranging from self-damage to pre-shieldgate, for a while. So getting blown up in an instant is becoming increasingly strange. I mean, to paraphrase TyeGoo, it's a cheesy enemy. I don't know if cheesy enemies are really good design, especially when it stands out like such a sore thumb (even compared to other Acolytes, Malice is a pretty large step up in the threat level department).
  18. I'd say you can get to engaging content even with certain overpowered things, if one leans into that OPness as a matter of fact. Resting more on the 'glass cannon' concept, for example, by vastly lowering player and enemy durability and granting the player particular tools (e.g. invisibility and parkour) to avoid enemy fire outright. Think Hotline Miami as an example (albeit Warframeified). FWIW, I think that's doable with a stricter form of Wisp-like invisibility (dispelled by any attacking), improved AI detection with terrain and walls and better limits (so they stop seeing us through physical objects fifty miles away), and probably a handful of other tweaks like to Decaying keys, rolling guard, Augur sets, and so on to ensure players are genuinely threatened when shot at. Not to say that should be done. Just that it's possible to tweak different things to keep certain forms of OPness intact, depending what kind of caveats you'd find acceptable in your power fantasy.
  19. Glaives now can throw from "offhand", as it were, by holding the melee button down. That might be the best way to implement this, given limited inputs on controllers. (I believe old charge attacks did this too, but had issues with attack speeds. With attack speeds nerfed a bit and wind-up times on heavy attacks being a thing, maybe that isn't as big of an issue?)
  20. I reiterate: It is a new caliber of enemy encountered only in Steel Path. So it's kind of like expecting someone who can ride a bike to be able to drive a car: they're similar, and some people may be able to just hop in and go, but there's enough of a difference between them that anyone who couldn't would be well excused. In this case, the OP is saying that a major blockade to them learning Acolyte moves is that it's difficult to distinguish what happened. For most other enemies - even most Acolyte abilities - this isn't a major issue, because the game is abound with telegraphs, damage indicators, and glowing warning spots that the player would eventually clue into. (The only other case I can think of, off the top of my head, would be Leech Eximus and the like.) Not being able to gather information kind of puts the brakes on learning what happened. And that's the key thing. This thread isn't a demand for a solution, contrary to a handful of replies. No game is under any obligation to tell you how to beat something, after all. That is for the player to learn and figure out. The OP asks for deobfuscation to be able to get all the pieces needed to progress. Imagine if this game required the player to decompile the source code to get a special letter sequence from a comment in that code in order to complete the Star Chart and unlock Steel Path. We'd probably at least ask for a good, clear hint that that's what we have to do, no? I feel like we'd be justified in that, too. And I don't think the ability to ask the community for either the hint or the answer would excuse that kind of design choice. (On that note, the page for Malice (as of this time of writing) makes no mention of Magnetize enabling friendly fire. It says, in effect, that it makes it harder to dodge Malice's shots. This is despite people in this thread (and in the comments of that page) saying that self-damage is enabled by Magnetize and that's why they blew themselves up. I also don't see any mention of that on the Magnetize page itself. That's not intended to sway or anything, just pointing out that, even in external sources, that tidbit of info is pretty buried.) Last thing I'd like to leave off on is the matter of context. For better or worse, DE has implemented various measures to prevent one-hit-KOs in the game, from a brief period after invisibility abilities end where enemies can't target the player, to shield gating, to the removal of self-damage - the latter of which has seen requests for revival in a nerfed, non-OHKO form. Even with appropriate information provided to the player to let them learn and adapt (and that isn't to judge whether there is or isn't), there's precedent that this sort of thing is either undesired or unintended by the developer. And that's worthy of their attention, I think.
  21. I kind of like the simplicity. I've always found direction-dependent combos to be "eh" at best, and Shimmering Blight gives an equally resounding shrug to which way you're moving, with the block button feeling like the main combo chooser control. That's not to say Shimmering Blight and Bleeding Willow should both have such simple movesets. But I like having that kind of straightforward option on at least one of them.
  22. Hard to go wrong with a Lex. Euphona Prime is one of my favourites for non-hitscan semi-autos (though I use a Tombfinger kitgun for that nowadays). It's got a good sound, not unlike the Lex Prime, with a little added twirl. Pandero (prime or otherwise) might also tickle your fancy. It's kind of a "Lex Light", more like a revolver with a fan-the-hammer function.
  23. Assuming I'm translating right: You're saying the OP taxied to Steel Path because they have difficulty learning an entirely new caliber of enemy encountered only in Steel Path due to a lack of information provided in-game surrounding a few specific Acolyte abilities. I don't think that follows the way you think it does. "Enemies", I presume. "n = en", "m = em". (Like initials: N. M. es)
  24. What if Bloodletting had a "held" function that disabled incoming healing, so the player could toggle it on or off as necessary? I'd think the player being able to pick and choose when to heal is better, especially since it means you can still throw down Blood Altar for allies without having to dodge it yourself. Plus it's just easier to design, what with not having to pick what healing is or isn't allowed with an augment.
  25. I feel that OPness isn't determined on a per-ability basis but a per-Warframe one. Wisp has good abilities, but they're far from the same spectacle as, say, Equinox's Maim. Mirage's passive isn't great, but she has other spectacular abilities that make up for that. They're package deals. And considering the state Loki would be in even after this kind of rework, nevermind the state he's in right now, and given the state of other recent Warframes, I think he can earn a passive that's a bit on the OP side. Especially one that is so thematically suiting. Other Frames requiring trade-offs in stats doesn't make it a good idea. Consider that we basically bin parts of a Warframe's kit to maximize a given ability or abilities. Loki is a prime example, trashing on virtually all his abilities to get Invisibility up to a good point, because that ability is so central to his kit. It's bad enough that there's mechanical incentive (i.e. one ability being that much better than others and all sharing the same resource pool) to forgo 75% of a Warframe's kit to maximize that last 25%. That we double down on that in the stats page doesn't help. As far as I'm concerned, the ideal is like Defy: you can lean on duration for more invulnerability, strength for armour gain, and range for the counter hit. Changing stats around emphasizes different parts of the ability and may change the style, but the ability doesn't end up in the dustbin just because it loses out on any one stat. That may be a pipe dream, but we can at least try to ensure that, when maxing any one ability on a Warframe, none of the others are trashed. As for Disarming, it used to be good, but we're at a point where we're clearing tiles with a few button presses. Or launching a handful of Bramma arrows. It's hard to find plain, one-go disarming useful when the enemies we just disarmed end up atomized in the next game tick. Assuming they weren't killed before the animation finished. And that doesn't even factor in that it's the same energy cost, and maybe a little more cast time, as Ember's "blow up the room" ability. I doubt I'd worry too much about Decoys doing all the work, considering - unlike Celestial Twin - they (mostly) stay where you put them. That, plus their duration and probable demise from enemy fire, means you'd have to keep managing them if you did try to raise a holographic army. There's also the opportunity for additional balance tweaks, as well. After all, Conclave Loki's Decoy does 50% damage, not 100%. (And that'd make for a 150% damage bonus for 125 total energy using that synergy at base - which doesn't seem that bad given Equinox can get a mobile 300% damage bonus for 25 energy and an augment)
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