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Tyreaus

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Posts posted by Tyreaus

  1. 8 hours ago, (XB1)KayAitch said:

    Yeah, he's just talking about rivens (I linked to it in the original post), but it has clearly influenced weapon design too.

    Some DE designers are like "BRAMMA WOOT!", but most appear to be "careful with that Opticor Vandal now, you don't want it too be a clear upgrade"

    Although, I think the Bramma unbalance is due to the stagger changes. At launch it was really hard to use without blowing yourself up, I mainly levelled it with Revenant. It was still a little OP then, but now that's just a stagger it's rediculous spam.

    And this has changed over time. Outside melee the last essential Prime (ie worth the grind if you already have the base levelled and forma-ed a few times) was the Tiberion Prime.

    The Bramma unbalance, I think, likely comes from the self-damage changes and the radial fall-off changes. Something like the Lenz has a single explosion so its maximum damage comes from only the point of impact. But with the Bramma, it isn't just the point of impact, but also the points of impact of the bomblets. It's optimal damage is fuzzier. In some sense, that makes it weaker, because against a single target, the damage is distributed more. In practice, though, we're seldom working against single targets, and that distributed damage is a god-send.

    Regardless, the point I was making was that I don't think, given what DE has said about the disposition / weapon relationship in the past, that weapon variants are less powerful because of Rivens. I think they're running into or realizing the issues I mentioned in the subscript, namely that they're struggling in accommodating higher stats without scope-creeping other weapons and those higher stats aren't feeling as different or impactful. That Rivens are starting from a lower disposition, especially with the knowledge that disposition will raise, seems to factor in very little if at all.

    Thus my head-scratching. ^^;

  2. 2 minutes ago, (XB1)KayAitch said:

    -snip-

    I can't help but feel there's some bit of backwards causality going on in this thinking...

    So far as I understand DE's methodology, and insofar as I can discern from Connor's post on the matter, weapon stats aren't set with Rivens in mind at all. Rivens are set with weapon usage in mind, which tends to follow the stats. So it should be that the disposition is set indirectly by the stats and the stats are set independently, since they're leading the proverbial charge. But that's not a reversible relationship. That Rivens are starting from a lower - or even higher - disposition shouldn't make a difference to the weapons.

  3. I see the point about sidegrades and wanting variants to be better than the originals*, but I am utterly befuddled what the starting disposition has to do with it. I mean, most players invested in Rivens should be able to tell when it's going to increase (which will be the vast majority of the time), no?

    *Though the problem here is either 1. the scope of acceptable equipment starts to narrow as enemy health creeps up or 2. enemy health doesn't creep up well enough to match and the actual bonus to weapons eventually doesn't translate into a tangible difference (basically: if the base weapon reliably one-shots everything, more damage on the variant isn't going to change a lot).

  4. First, the main concern should be DPS, not just damage. Rattleguts, e.g., has less damage per shot, but goes from 3.67 to 9.00 rounds per second. Catchmoon also almost triples its fire rate.

    Second, the 116 damage on Tombfinger isn't the total damage, but the direct hit. On the secondary, this is 91 direct, 89 splash (versus 116 direct, 108/490 splash on the primary).

    Third, I admit I haven't tried the weapons themselves, and it's important to put the weapons through modded scenarios, since secondaries and primaries have different mod values and loadout combinations (e.g. Vigilante set, which can be thrown on a sentinel weapon, affects primaries).

    • Like 2
  5. I would say that if you really want an "average" requirement, it should be across the board. Separating by class runs the risk of things like nikanas getting riven buffs and Robotic or Beam weapons getting riven nerfs, just because their current averages are below or above 1.0, respectively.

  6. I don't like being too critical, but I think there's a major mismatch between the weapon build and the mod build.

    I see that you're going for heavy attacks on Exodia Contagion, but if you are leaning on that crit mod bonus, it makes more sense to me to lean the weapon itself toward crit. You have a higher status chance, and it seems you're going for Slash procs, but Stinging Thorn is rife with guaranteed slash procs, including the heavy attack. And there aren't other elements, like Viral, to lean on that status chance.

    So to me, it seems like you'd be better off leaning the weapon itself toward crit and heavy attacks and building it that way. Swap Buzz Kill for the Toxin mod, just for flat damage, and take out Melee Prowess for some other damage or crit mod (e.g. Killing Blow). Your status chance just isn't doing you many favours for what you have and how you seem to want to use Contagion for fodder clear.

    My personal go-to for zaw builds has been crit + shattering impact + toxin, btw. Not a common build but it does me good against pretty much everything.

    • Like 1
  7. 51 minutes ago, standardheadache said:

    If you're doing well, you can expect to get ten times that per match, but without a server browser to dedicate lobbies to newer players, the skill difference is very punishing for new Conclave players. I've heard people can "git gud" in a month's time, but that's still a big investment if the mode itself doesn't interest you.

    In all honesty (and I have to thank Birdframe some for the epiphany), I've just started counting games and assuming 200 standing per match. Sometimes I get more, but it's discernible, constant, forward progress as far as my little notepad cares.

    I think the biggest frustration is the first phrase, "if you're doing well". Progress just grinds if you aren't, and grinds even harder if the mode isn't interesting. For someone like me, I've tried to improve (I reserve the phrase "git gud" for games with discernible patterns or tells like the Dark Souls series from which it originates) and I just lack the dexterity for it. Not to mention that it's very frustrating when I get two pieces of advice that boil down to "move more" from one person and "move less, aim more" from another, and the game is so opaque that I have no idea what contexts to apply either bit of info!

  8. First, I believe DE said that they're looking at weapon power and use stats together. That kind of wrecks automation.

    Second, even that aside, I see it being prone to some issues, mostly in how a system can't really look at the "why" behind usage numbers.

    Say, for example, the top 5 weapons take up over half of the total usage stats. That leaves half of the rest of the pie for literally everything else. And because there's so many other mid-tier options, all of which split most of that 50% between themselves, it might mean that something like the Tiberon Prime ends up with a 4/5 or 5/5 disposition.

    On the other hand, perhaps a weapon like the Braton Prime sees higher-than-average usage because it's easier to get and most mid-way players are using it. So maybe it's disposition drops. But then the weaker weapon has less of a bonus than the stronger weapon - and that doesn't seem quite right, does it?

    Also, they're probably reviewing and analyzing usage numbers already anyway. See, e.g., the upcoming Bramma nerfs. It probably isn't all that much effort for them to do a disposition run in the same review, especially if they're factoring in non-computable elements.

    • Like 1
  9. This touch-up concept comes in 6 parts.

    0. Passive - Energy Transfer

    When changing forms, Equinox retains all stored ability values (Peaceful Provocation and Mend and Maim charges) and ability activation states.

    When collecting health or energy orbs, Equinox receives 25% of the restored value as energy or health, respectively.

    Reason: Equinox's current passive is lacklustre compared to newer Warframe passives. Even Oberon's passive, which rivals the Shepherd aura mod, feels stronger. While she has a varied kit to make up for this, an unranked Equilibrium as a passive is too little. Additionally, making the Energy Transfer augment innate and affecting Peaceful Provocation removes a major conflict between her form-changing design and abilities that ask she remain in one form. This also increases her overall fluidity by not requiring recasts for every form switch.

    1. Metamorphosis

    Pressing the ability key now changes Equinox's forms at no energy cost.

    Pressing and holding the ability key imparts Equinox with her form's buffs for the entire duration for its regular energy cost. If Pacify and Provoke is active, allies in range also gain these buffs.
    (This also casts Duality)

    Buffs from Metamorphosis no longer decay, instead deactivating at the end of the ability's duration.

    Cast times are reduced by 50%.

    Reason: Currently, changing forms is both time and energy consuming. This leads to a reluctance to use Equinox's kit to her fullest. By separating the form-changing action from the buff action, alongside her new passive, players should feel encouraged to switch forms at will. To compensate, cast times are cut in half so that the current "change and buff" behaviour of Metamorphosis takes the same total amount of time.

    2. Rest and Rage

    Rage now imparts a Radiation effect on enemies, enabling and encouraging enemy friendly fire with an added multiplier on top of the existing damage multiplier (numbers pending testing).

    Reason: Rest is in a good spot, but Rage has lagged behind by large amounts. This change allows Rage to be the inverse of Rest: where Rest provides crowd control with some damage potential in finishers, Rage provides large damage potential with smaller amounts of crowd control.

    3. Pacify and Provoke

    Pacify is changed to the following: Allies in range of Pacify gain damage reduction (numbers pending) from all sources.

    Energy is drained for each ally in range (numbers pending).

    Damage reduction values do not fall off with distance (to match Provoke).

    Reason: Pacify is a very energy-hungry ability that often only benefits Equinox, as enemies near Equinox - where the damage reduction takes place - are much more likely to target her. By passing this damage reduction onto allies, the energy drain becomes much more manageable. Making Pacify and Provoke affect allies in both forms also matches Rest and Rage affecting enemies in both forms.

    4. Mend and Maim

    On release, Mend now imparts invisibility onto nearby allies, which ends for each ally when they reach a certain "damage dealt" threshold. Explanation:

    Spoiler

    When releasing Mend, several things happen:

    1. Allies are healed, and the amounts healed are taken from the damage Equinox has collected.

    2. After all allies in range are healed, the remaining damage is multiplied by (value pending - pencilling in 2). This value is given to all allies (not distributed).

    3. All allies are made invisible.

    4. As allies deal damage, "damage" being the end result after all modifiers, the value from step 2 decreases.

    5. When the value from step 2 reaches 0, or the buff is dispelled in any other way (e.g. nullifier), the invisibility ends.

    New Augment: Medicating Malice: This alters how Mend and Maim is cast to behave more like Rest and Rage with a large increase in efficiency. Explanation:

    Spoiler

    Upon cast, Equinox forms an aura around herself. Enemies killed within this field grant their shield and health values to Equinox's "damage dealt" pool. This is the same as current.

    On release, Equinox removes the aura, but stores this damage dealt.

    While Equinox has stored damage, she can recast Mend and Maim for small amounts of energy (value pending - pencilling in 10 energy per cast). Recasting affects an aimed-at target, as well as targets nearby, either dealing damage to enemies or healing allies depending on day or night form. This uses the same range and area-of-effect values as Rest and Rage.

    To compensate for the smaller area of effect, Mend and Maim uses only the amount of stored damage required to heal or kill the targets in range. Because of this, Mend no longer grants allies invisibility.

    Pressing and holding the ability button removes the stored damage and re-casts the aura.

    Reason: Mend is underused primarily because of its inefficiency. There is little reason to spend millions of points in stored damage to heal allies when the damage can be used to clear out rooms instead. This change gives Equinox a reason to use Mend with higher values without waste. Likewise, the new Augment takes a different approach to the inefficiency problem, as well as giving players a different way to use Mend and Maim should they want something a little different.

    End Result

    What I hope this touch-up concept does is rebalance Equinox's disparate elements and provide a much smoother experience between her two forms. Right now, her Mend and Maim ability, as well as the Peaceful Provocation augment, ask her to remain in one form. Even outside of this, such as with Energy Transfer, changing is clunky and costly. And even outside of that clunky, costly, undesired form changing, some of her abilities - such as Rage or Pacify - are not worth their energy costs. With these changes, I hope to rectify all of those, not necessarily making Equinox better at the room clearing she is known for, but making her smoother and more varied.

    Lasting Problems

    While I am not sure how builds may go with this update, I do have a concern that Pacify and Provoke, as well as Rage, may still be underused because of their reliance on ability strength. Typical Equinox builds focus on ability range at the detriment of ability strength (via Overextended). This means Pacify and Provoke, alongside Rage, are made much weaker in those builds. This isn't unusual for min-maxing due to the nature of corrupted mods, which may mean it's a problem bigger than just Equinox, but it does threaten to undo what these changes are meant to accomplish. If anyone does have ideas on how to handle that, I would love to read about it!

    ...how to sign off...

    I never know how to end posts like these. Uh. Let me know what you think of it? If you like it, don't like it, think something won't work for what it's intended to do...explanations would be super appreciated. If you have ideas for specific values where I put "value pending", that would be super appreciated too! I'm very much more hands-on with balancing so I'm not comfortable with theory numbers. And uh...oh, have a great day! 🙂

    • Like 1
  10. 1 minute ago, (PS4)True_Reclaimer said:

    Only purchased plat can be traded, while free plat can be used for slots, therefore DE recieved payment for that traded plat before it was traded. Without rivens then people would have noting to buy plat for trading massive amounts, and can get buy on free plat/free slots

    I only mean to clear up the possible misconception of "DE must be raking in the cash with Rivens selling for thousands of plat!" Much of that plat can be recycled, so the actual amounts purchased are probably a lot less than appearances might denote.

    • Like 1
  11. A few nitpicks:

    14 minutes ago, (PS4)True_Reclaimer said:

    And according to him, DE is raising the amount they selectively buff rivens from 0.1 to 0.2. That means an unusable new riven at 0.5 will be buffed to also unusable 0.7 in several months.

    Connor says that "In the past, we’ve only changed Riven dispositions by up to 0.2 at a time", then adds that Prime Access will buff Rivens by greater amounts when warranted (and doesn't give a specific number). So that 0.5-0.7 is what we get now (and what we'll keep getting with nerfs, as he points out). What we get in those cases is stated to be more, but by how much remains unspecified.

    Also, the phrasing that this "extra boost" is limited to Prime Access doesn't preclude more frequent buffs. It does mean those more massive buffs are going to be rare, but we could still see frequent, smaller Riven disposition changes.

    18 minutes ago, (PS4)True_Reclaimer said:

    Now there are several ways to actually fix rivens, that dont involve massive nerfs

    I would say to calculate riven stats post-modding, or on weapon base stats, so that Rivens even of lower dispositions are acceptable. IMO, it's one of the easier, less stomp-on-people's-toes fixes.

    Given the goal is to make weaker / less popular (they are working off both metrics now IIRC) weapons perform up to par, removing dispositions wouldn't really help. Not to mention people with Rivens above 1.0 would get the short end of the stick. Others have said to set it to 5/5 for this particular reason.

    It would be nice to have exilus / augment sort of features to Rivens, but that also runs the risk of balking at current player investment. I.e., if you did that, what would you do for the Rivens people have? If they're added to the pool, that seems perfectly acceptable, but it also doesn't really fix the issues brought up by the other stats.

    30 minutes ago, (PS4)True_Reclaimer said:

    further decrease overall platinum sales and profits.

    Important to keep in mind is that in the Riven system only Riven slots are Platinum sinks. The massive amounts of Platinum some Rivens can fetch aren't actually exhausted on those Rivens.

    • Like 2
  12. 1 hour ago, (PS4)SchemeBag said:

    Also, some enemies already teleport, but only the manic does it often enough to where you notice before ya kill them. Maybe some of this would just come down to a balance or tweaking to where enemies do it *enough* at higher level to be a challenge but not an unreasonable nuisance. Also, I feel it should be noted, a lot of games teleport but have a "tell", usually a streak going from one place to another. In this game, something disappears here and just appears over there. I like having a tell for anything in games unless its a puzzle to solve (different scenario entirely). I'll leave it at that before I launch into another rant about energy leeches....

    When I say "teleport in", I mean more like Orb Vallis enemies, less like Manics. Literally, enemies spawning into the room, so that they don't have to worry about pathing to the room.

    After all, you probably don't want all or even most enemies teleporting around like Manics! But that doesn't mean you don't still want to get them in the room faster.

  13. 7 hours ago, taiiat said:

    while it obviously isn't, functionally it is since Players will normally notice little difference, maybe even none now that EHP has been nerfed so much.

    i had made a Finisher Weapon with a Riven i got just by chance, but now it's redundant as nothing has EHP relevant enough for Equipping that Weapon ever again to matter at all. 

     

    5 hours ago, kwlingo said:

    Yes you dont even need any mods equipped to your melee it still instakills level 170. Also the enemies don't need to be stunned to perform finisher. As long as they have been hit by a single pellet 8m or less, you can run around and come back to perform a finisher on them.

    What I mean to emphasize is: the reason they changed Covert Lethality was because it could handle any level content, whereas with huge numbers and the scaling back of EHP, there is some point on the scale that it won't.

    That being their entire reason, that finisher weapons can handle content into the thousands of levels is, probably, perfectly fine.

    Not exactly the best phrasing but I thought the later clarification, well, made it clear...

  14. 10 minutes ago, kwlingo said:

    introduces a mod that does the same exact thing

    Is the new mod instant-kill, though? That was the reason stated behind changing CL, IIRC: it was a guaranteed kill no matter the level, barring the cap at 9999 (due to coding!) I believe. And while finishers are definitely powerful (and can be made more powerful with those augments), they're not guaranteed kills.

    That said, it would be nice to have that synergy. Really, it's just a QoL, since you can switch to melee before performing a finisher and that should get Eject Magazine going. The synergy would just remove that fuss. 🙂

    Though maybe it never unequips the gun on finisher so that players don't have to fuss with switching back to a gun?

  15. 1 hour ago, (PS4)SchemeBag said:

    I so want to get deep into this, but a real talk about the numbers game and the free-for-all with abilities would probably lead to some very, very unpopular opinions. My personal unpopular opinion is that damage scaling should be way lower and damage numbers on mods should be way lower. If you take all those straight additions to damage and make their numbers much, much lower, then the power creep is still a manageable creep as opposed to giant leaps which become impossible to balance. The focus on straight damage also puts a damper on anything with utility. If the numbers were all closer and more manageable, maybe, just maybe, i'd take slightly less damage for something of utility or something just for fun.

    You can make the damage numbers lower, make the health numbers bigger - it comes out in the wash, ultimately.

    1 hour ago, (PS4)SchemeBag said:

    Yeah, this is almost *the* issue with any improvements. The enemies only road to survivability must have either magic-wizard abilities like the warframes themselves (and used almost as often as our warframes do) and/or high mobility just to *get in the room faster* (nullies and spuds just crawl towards me before i take them out) or some combination of those two. How about an energized clown car that repels bullets? It would get spuds into the battlefield and make me laugh. Win-win.

    Easiest way is to teleport enemies in.

    Making them faster means either 1. dealing with hyper-zippy enemies in the actual combat part or 2. slowing enemies down in-combat but trying to work with the blockage at the door that'll slow everything down. But if you just drop enemies in the room and don't have to worry about pathing and speed, you can solve both those problems and have a certain radius around players in which enemies can't spawn, so no more sudden nullifier on your head. (That being the biggest complaint of nullifiers so far as I know)

    1 hour ago, (PS4)SchemeBag said:

    I really like the "mobile" mobile defense idea. So much better than just the multi-part defense that it is now. I guess hijack is kinda that, except that usually just involves sitting on top of it and spamming AoE weapons. Bleh.

    Hijack is like it but, also, isn't, because Hijack doesn't use terrain at all. When I say "mobile defense", I mean "running through the terrain of a Corpus or Grineer ship while shooting at enemies in hot pursuit and navigating around obstacles all the while". Largely, take the traversal, take the combat, make them do the nasty and have a baby.

    Of course, that isn't really a "one-size-fits-all" kind of solution—some people do want to sit on a defence objective—but I think there's a healthy principle: trim traversal where it isn't needed, and make traversal more than just point A to point B where it is needed. E.g., the mobile defence idea I proposed, or having to stealth through Spy missions from start to finish. Don't make it just getting to the objective like it is now. If you do that, things like requiring parkour and adding traps become significant, because they stop being just a hindrance in physical movement or completion times and start to affect mission performance. There's a difference between a Corpus laser barrier knocking you down and making you get to the objective five seconds slower, and a Corpus laser barrier knocking you down and almost letting the capture target escape to fail the entire mission.

    • Like 1
  16. Pretty much as the title says.

    I refrain from saying "free movement for everything" because it could bork combos with forward momentum, like Blind Justice block+forward combo.

    But for regular DI + attack combos, why not have free movement? Is it because the lower body anims aren't done yet? Do them later. Or not at all. Blind Justice block + forward is literally a static slide across the ground, and the game hasn't burned down because of it.

    • Like 1
  17. 8 minutes ago, (PS4)CrazyBeaTzu said:

    Because Eidolon fights aren't a quick in and out thing. 

    The game wants to see if you can grasp and utilize its main "end-game" features, some of which are staying in void mode (crouch) and shooting your amp. 

    You can improve both of these with the focus system via lenses and eidolon shards.

    I only speak to the operator portion, not the entire fight.

    • Like 1
  18. 4 minutes ago, (PS4)CrazyBeaTzu said:

    The operator is a part of the game and story. You're gonna have to accept that.

    Eidolons are immune from status, they're otherworldly beings. The void takes down their shields, that's it. 

     

    I do accept the operator is part of the game and story. I still think that they stick around for too long in Eidolon fights, rather than the generally quick in-and-out of all their other use cases.

  19. 3 hours ago, (PS4)SchemeBag said:

    Snip

    First, regarding health:

    Based on my experience, I think the problem comes down to player health pools being so comparatively small, which causes two effects. Generally, instances of healing and damage follow a curve where damage gradually overtakes healing. In Warframe, however, there are multiple ways of full-healing almost instantly. This means the point where damage overtakes healing is the point where the damage exceeds the player's health pool. The other side of the coin is that player damage nullifies enemies before the enemies have so much as a chance to shoot. By the time enemies are strong enough to withstand that damage and return fire, the enemy damage is comparatively through the roof. If we had larger health pools, we would be able to notice the damage overtake our healing long before it wipes out the entire pool in one go, and such a larger pool sits better with delayed instances of damage.

    The latter issue is also why things like nullifier grenades might not make a difference: a corpse can't throw a bomb.

    The problem, of course, is in early level balancing and scaling difficulty. But generally, that's the issue and solution I see.

    Second, regarding higher level MR tests:

    I feel their success comes from the fact that, in at least some cases, terrain traversal is part of the mission. I'm reminded of one MR test requiring the player to capture mobile points. Navigation is the entire point. In most other missions, navigation is the process of getting to the mission, which is why even "important" changes like traps or magnetic gates don't get noticed. They're not classified as part of the core mission, they're part of getting to the mission.

    That is a bit of an oversimplification, as it isn't that they're "less important", just that they're not part of the core mission. It can be why some players get frustrated when things impede that progress, because they feel they're being blocked from getting to the mission.

    The natural solution to "trim out the traversal" is the easiest one, but in all honesty and with maximum controversy, I don't think that's what players want. I think people want traversal to be core to the mission. Disruption and Exterminate take advantage of this, whereas people don't seem to fancy sitting on a defence objective quite so much - and I know DE doesn't want us sitting around either. So I think the real solution is to make traversal more central to the mission, and re-design enemies that can work with that. (How many Nullifiers have you blitzed by for them to raise their bubbles only after you're gone? In my experience: quite a few.)

    For example: make the capture target run and shoot the entire time and make the goal to catch up to them. Make mobile defence actually be about running through a ship and defending a mobile machine of some sort - and at a good clip, too. Retool currently static abilities to be "attached" to those sorts of mobile features, too.

    A quite literal run-and-gun is definitely one way to up the challenge and engagement IMO.

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