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Everything posted by Tyreaus

  1. 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)
  2. I think there is some kind of "go big or go home" philosophy at play on DE's end. I've seen them brag about the sizes of patch notes in the past, and while I understand the idea that big patches feel awesome, I can't help but feel it's hella detrimental. I mean, besides neglect caused by conglomerating changes that you mentioned, there's an exponential management overhead. It comes across most readily with bug testing. If you add one thing and a bug crops up, you at least know to start with something related to that new thing. Add in five new things and now the first step is to figure out which thing to even start with. The problem area is massive by comparison, and that sifting through things can multiply time costs pretty hard. The melee changes weren't all good, but I know that's one of the more successful pieces that they did. And it came in, well, pieces. I think a lot of Warframe revisited was done piecemeal too, though I'm a touch too tired to recall properly. Not to mention other things like feedback being easier for players to give, since they can focus on smaller things and analyze more nuanced details, and for community managers to collect.
  3. Certainly not on Helios, but if you like using Glaives yourself, the 300% bonus damage isn't too shabby. Can be an effective replacement for base damage mods. Plus 29.5 added a flight speed bonus to the mod. So that's a neat little plus.
  4. Besides what LSG501 says: Their stated purpose is still what they stated. That they seemed to have overshot doesn't change what they aimed for. (My personal opinion is, and pretty much always will be: DE fiddles with too many knobs at the same time and they need to take things more step-by-step to see how individual changes affect things.)
  5. AFAIK: The damage bonus on consecutive throws doesn't apply. Companions and spectres generally can't get conditional bonuses. I'm sure there's some exception and IDK what it is, though I think the Punch Through did apply, at some point, but can't recall off the top of my head whether that was changed or not.
  6. This is probably the best option, and what I find most alluring is that it doesn't have to be all Warframe content. We have more than 3 factions, one of which is - for all intents and purposes - designed as a horde faction. It's entirely possible to, say, curtail the unit numbers on Grineer to make them more of a single-target faction. Corpus could take a hybrid approach, with multiple MOAs and robotics linked to a few Techs whose deaths would kill off their robotic companions. Maybe even connected to their helmets. Because players suffer either way. Time and effort invested in weapons is lost by the introduction of imbalanced weapons that either vastly outclass their existing arsenal and render it practically useless or, when used by another, overwrite that player's effort in a mission. Keeping in absurd systems doesn't forestall suffering, it just transmutes it and throws it onto someone else. Take, for example, if a bug came out that required a lot of effort to learn to do well, but could complete a mission 3 seconds after loading in. You probably know nobody, other than the "cheater", is going to have a good time. But if you take that away, the "cheater" has their investment devalued all the way to zero. No matter what you do, somebody loses out.
  7. My personal notes: 1. The "Fatal Relocation" sounds like a more interesting passive than shield regeneration. It may be lifted from TF2 but it's a very Loki-style passive, moreso than simple shield regeneration. I think there's an opportunity to make it "Nidus-like" with stacks (gained by affecting enemies with abilities) that contribute to the passive in some way. Indeed, maybe there's a stack system that increases his ability range - especially to counteract the duration-focus of Invisibility. On that note: 2. One of the major problems in Loki's kit is the fight between duration and range. Invisibility and Decoy want duration; Teleport and Disarm want range; and they don't care for what the other needs. I think Disarm can be tweaked into a "growing range" kind of ability, sort of like Gloom, where - even with a small ability range - a high duration can make the disarming field grow up to, or beyond, the base range. Not 100% sure how to tweak Teleport in that way - maybe we could do something similar with a projectile that teleports Loki on contact? - but 3/4 seems like a good start. 3. Regarding Decoys: I like the idea of Loki being a sort of a pseudo-support (though I kind of wonder if we couldn't just put the orb / ammo generation on all his enemy-affecting abilities without breaking things...). But I think there's too many augments there. Personally, I think it wouldn't be terrible if it could deal damage by default - that's what they do in Conclave. The best way, IMO, is a tap-hold function: tap creates an invulnerable (besides Deceptive Bond damage), non-damaging decoy, while hold creates a damage-dealing-and-taking version using the player's weapon at cast. I think the slow effect could be applied to either enemies that hit the decoy or to the Switch Teleport synergy burst. Maybe both. Deceptive Bond can probably be fixed just by making it 100% and one-way in PvE: damage hitting the player goes to the nearest Decoy, not vice versa. I say "nearest" because I think it would be more fun if using Disarm with a decoy in range duplicates the decoy at 120deg intervals around the player, making a triangle of 3 decoys in that area. Gives a really neat synergy IMO, and weirdly fits with Teleport (by dragging an enemy into a literal shooting gallery). 4. Radial Disarm could probably use some armour / shield stripping, especially with Irradiating Disarm. This is also what happens in Conclave (minus the armour strip). In short: Take Conclave Loki, add Fatal Relocation as a passive with a stack system, update the existing augments (as suggested by OP), tweak Teleport and Disarm to use duration in some way (see Gloom e.g.), throw in some synergies. Drown in the happy tears of Loki mains who've wished for an update for years.
  8. Have said it before, but I'd also like to add that a huge bonus for variant modes is simple, speedy accessibility. Players click a few buttons and go. There's no loadouts to set or meta weapons to farm from PvE. There's a reason tech has so much plug-n-play: no matter how easy something is to set up, nothing beats no setup at all.
  9. Hard agree. I mean, the Corinth Prime kind of gets away with it by having a chonky, pump-action reload. But the Strun isn't pump-action.
  10. So from what I understand: when a target suffers from this Puncture proc, their health modifiers are shifted up to 50% in the player's favour? E.g. against Alloy armour, Radiation goes from +75% to +125%, and Electricity goes from -50% to neutral? If that's the case, does that also affect the armour bypass percentage? (Radiation damage bypasses 75% of Alloy armour, so with 125% ignore, it'd ignore all of it) That could be interesting... The problem Impact has is that it's held back by sub-par Parazon mechanics. Speed those up with much more consistently rewarding mods (that are available much earlier for the early game player's energy economy, hint hint) and it'd probably be excellent. Gas's main issue, IIRC, is the limits on its damage. It can only stack up to 10 procs, and isn't affected by elemental mods. If it were just brought up to par with every other DoT proc, it'd probably be fine. Blast is kind of the poster child of "why we have too many elements", IMO. But I think the best niche for it is some kind of harder AoE CC - Radiation is the next closest but it doesn't really stop enemies, nor is it sure-fire keep them from shooting you. That could be an AoE Impact proc (maybe with a bit of slow to it), a temporary non-finisher blind (like a flashbang), etc.
  11. Pretty much this. One thing they could do is the same thing they did with wreckage: have veiled Rivens effectively free, and unveiled ones cost slots. IIRC it's a little more overhead than Railjack wreckage (since it's a weapon type + challenge, instead of just a type?), but it's a similar sort of compression. That could also allow giving Rivens in lieu of Riven slots when players are at the cap.
  12. I think, if we really want secondary element mods, the better idea is to give the secondary elements the same stats (so 90% Viral, e.g.), but make them combine like they do currently. Or, more specifically, like Rivens do. For example, if you have a Viral mod and add a Cold mod, the Cold damage gets added to the Viral damage. If you have a Viral then Corrosive, the Toxin damage gets added to the Viral element, and the Electric damage gets left over. The main use-case can be in adjusting innate elements. If I don't want, say, Electric on my Fulmin, I can slot a Corrosive mod to eat up that Electric damage. I get no more damage per slot, but I get rid of the innate Electric damage without having to use two mods to do it. (Or if I have innate Viral, I can boost that directly, instead of having to re-build Viral with mods. Not super common, but becomes an option.)
  13. Or retooling armour in one of a variety of ways so that it becomes a little less important, to the point that Slash becomes more of a "nice to have" than a "must have" and elements like Puncture, Corrosive, and Radiation can more consistently do what they're intended: bust through armour. I think Impact is in a good spot: it has Hemorrhage mods and if we are to take armour down a notch or twelve, does well against shields with a functional CC that also boosts Parazon stuff (not the greatest thing but at least that benefit remains constant through levels, and that's more a knock on the Parazon than Impact status). I think, if we were to boost that (and, FWIW, boost Magnetic too), it may be worthwhile to give them shield regen disabling properties, same way anti-armour elements bypass a percentage of the target's armour. It's subtle, but it's something. Puncture does need something a little bit more. Lowering incoming damage is great up to a point but falls off quickly past that, when enemy damage becomes so great that your objective is to not get hit at all. It's not bad but the other IPS procs don't have the same "became useless because enemy levels got too high" problem. Plenty of suggestions exist for that, e.g. "armour-bypassing Sonar-like weakpoints on proc". Moreover, I think we already have too many elemental procs. Literally, Concussed is Blast Lite, and players avoid Blast pretty hard. Adding more procs whose usefulness is debatable, when we already have a number of questionable procs, probably isn't the best time investment.
  14. Besides the auto-block, what benefit would dual-wielding convey? We've already got instant weapon swapping from / to melee...
  15. Also nice for someone like Grendel who might want the on-health damage (for more energy) without mucking in the shield gate invulnerability time. Not a huge use-case there but, that's kind of the point, too.
  16. If I get what you're asking: kind of. We have mods like Condition Overload and the Galvanized sets that deal increased damage to a target per status effect they're suffering from. In that sense, for certain abilities and certain weapons, mixing in abilities and weapons can be feasible. The only caveat is that that's one target. It isn't like the trailer where you might get a bonus from using an ability on one group of enemies to supercharge your primary for a bunch of other enemies (some Arcanes, like Primary Charger, kind of do this, but seldom if ever cross over the weapon / ability border). On the other hand, you can totally build some kind of setup where you can have effective abilities and weapons, then mix-and-match those to your heart's content. They just don't specifically synergize with each other, and you're not super likely to get a better kill rate than using just one or the other. (Based off top-of-my-head 5-hours-of-sleep thinking, at least. I imagine I'm missing something.)
  17. I feel like the practical problem has been identified ages ago: that Rivens depend on the weapon's innate stats, and those hardly change. If you have a 15% crit chance base, a 200% CC Riven takes that up to 45%. At 300%, it's 60%. The average crit chance is creeping north of 80%, especially as new weapons and content are released. If we're going to aim for weaker weapons being brought to par, and have that be sustainable, it's probably more effective to have Rivens affect the base stats themselves in some way.
  18. AFAIK: The Devolution mod itself still operates. Other mods don't. (Or at least aren't supposed to: have had a few instances where some stay active despite it being dead...) The rank of the Devolution mod only change things like Panzer's quill damage, Crescent's charge damage, and Sly's evasion chance / duration. Nothing huge, so you can likely keep it unranked (for mod capacity) or rank it up and see little major difference.
  19. Or the heavy faction. The thing Warframe has kind of forgotten is that, in transitioning into a horde shooter, our focus isn't on individual units all that much. We can see that in our averaging out of health types when going into missions (rather than, say, having one weapon for Robotics and one for Corpus flesh). Having a single unit that's AoE resistant doesn't implore focusing on that unit with a single-target weapon; rather, it more likely means "just keep bombing it until it's dead and complain because it's so uncharacteristically rough". After all, the AoE's still going to nuke everything around that one chonky target, and we aren't really that trained in focusing on a single target. Instead, maybe throw that on Grineer. Or, even better, lower the number of Grineer units per tile so that AoE is mechanically less effective, then feel free to add in AoE resistances. It encourages focusing on individual units (at least in some parts of the game), helps diversify factions. and has a better per-tile EHP balance so that the explosive EHP values of armour are at least a bit more counter-balanced. That and it just gives non-AoE weapons a real big niche. After all, the current problem isn't that single-target weapons have no niche - snipers and the like are still preferred for Eidolons - but that their niche is just too small.
  20. I can get on board being able to access Nightmare modes and Arbitrations from the Steel Path, so that they work effectively the same but with Steel Path modifiers. I'd even be for a "Nightmare Arbitration" mode that tacks a random Nightmare modifier onto regular Arbitrations - which can then be Steel Path boosted for maximum overhard. But throwing them all together has problems. First is Galvanized mods, which are meant to make ranged weapons more viable in Steel Path (and it's not very sensible if they're locked in Steel Path, let alone in Steel Path Ultra). Second is a pretty steep difficulty curve: where we now have a challenge scale from Nightmare missions to Arbitrations to Steel Path (and maybe combinations to go even further beyond), we'd go from regular Starchart to super ultra mega Steel Path Arbitrations with little to no in-between climb. Especially in what's supposed to be a power fantasy, that kind of level jump can proc Nope.avi at a pretty hard rate. Plus, while it does offer some compression, you're not likely to save a lot in terms of code. Most of the code overhead is probably in the mode functionality - like adding levels for Steel Path, throwing up Nightmare modifiers, having Arbitration drones and the like. Those sorts of things would be present whether it was three distinct modes or just one. The only practical thing you'd be saving is a few switches (that currently toggle one modifier and not the others), one form of currency (and we're likely to get some other currency with the next big-ish update anyway), and some UI elements. And you're having to spend time optimizing that and, if you're doing it right, sorting out the second paragraph issues so that progression can still run smoothly. For what's being saved, that doesn't seem worth the time.
  21. Or just remove the "video" overlay when accessing the chair and subtitle him at the bottom, same place as the Helminth's dialogue.
  22. This is kind of an issue in either case, whether self-stagger or neutered / non-immediately-lethal self-damage. We have plenty of healing methods that can negate health damage on a whim and Augur mods to recharge shield gates. The same things that keep us immortal also keep us immune to self-damage unless that self-damage kills in an instant - and that was widely seen as overkill, even by people like the OP who want self-damage back. That said, I have a thought: A lot of this discussion presumes a one-size-fits-all solution for AoE weapons. But maybe that assumption is wrong. While self-damage may fit the Bramma, it has infamous issues with Zhuge Prime (where one could stick an Osprey, be charged by that Osprey, and die instantly). Perhaps the better idea is some kind of tiered mix, where some weapons have self-stagger and others have self-damage. Perhaps some have a mix, or some use self-stagger that can (or can't) be modded out - we have multiple types of self-stagger, after all. Consider, for another example, Glaives: self-damage on the explosive throws (when using Volatile mods) is likely to lead to a lot of unpredictable, uncontrollable deaths. But we can control the heavy attack explosions. Perhaps the former could use a self-stagger mechanic and the latter self-damage, so that players are encouraged to be careful but aren't disproportionately punished for something outside their control.
  23. Maybe that's the real problem. Or, at least, that's the part that should be looked at first. Self-damage and self-stagger both push the player to be more judicious in their firing. Whether it's self-stagger or self-destruction, it's annoying, and players in general are going to avoid annoyances. The main difference is long-term: self-damage can kill a mission run. often quite easily (and quickly and unpredictably). That's basically what turns it from a "be careful" mechanic to a "don't use" mechanic. So we have to ask: do you want the player to be discouraged from using explosive weapons, or do you want the player to be careful when using them? Self-damage fits the former; self-stagger the latter.
  24. Repetition would probably be a lot more palatable if it wasn't RNG-based and there was some visible, constant progression. Being handed an item because some imaginary dice came up just the right way doesn't feel like a reward even for endurance: I don't have any measure of progress, no real idea how long I've been doing it (or how long I've yet to go), and success or failure feels divorced from my control. That said, I do usually find challenges more rewarding. But there are also times where I don't want to invest a ton of mental resources, so a grind is the better choice - ideally Disruption, because it also comes with "mini challenges" in the console defenses. The alternative is burning out on something too difficult for my current state, at which point any reward I get feels about as unfulfilling as an RNG roll. I got through it but dissociated so hard I was more a passenger than the pilot.
  25. +1 for the idea. And for an update to Thunderbolt / Concealed Explosives (or maybe those could just be the mods?) But Many AoE weapons have a base damage already above single-target ones. That, plus the fact that the mod / arcane would be taking up another damage mod / arcane spot, means even AoE capabilities on single-target weapons will see them really far below their innately AoE counterparts - even when considering ammunition as a balance factor. Plus the likelihood that there'd be damage fall-off thrown into the mix. So they may need stats a bit higher than expected. I think this would be the low end. Top end would be something like 100% up to 2m, 25-50% from 2m-5m, with 5m total radius. Something in-between is probably the sweet spot. Also, just personal pet peeve: can we just have the stacks from the start? I'm not sure the benefit to making AoE ramp up. For Galvanized mods and the like, there's some sense in that it keeps Eidolon hunting at about the same level as before, instead of weapons accumulating massive damage bonuses from those mods and arcanes. But, IIRC, AoE has never played well with Eidolons, so even that doesn't seem like a reason to force on-kill ramp-up.
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