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(PSN)Glitchoid

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Posts posted by (PSN)Glitchoid

  1. 15 hours ago, krc473 said:

    Well, to name a few: Xiphos parts, Pre-built Forma, rare mods (I.e. Bite, Shell Shock, Bullet Dance etc). If you want to see the full drops, the Wiki has them.

    This is not logical as nothing else in the game functions like that. So your first post was confusing, and I was working with you wanting to get one per Cache with increasing chance per cache.

    You should be able to halve this time. My friend and I used to do Void Sabotage in around 6 or 7 minutes. One person does the mission, the other does caches. If you do T2 then you have a 2% chance for Nitain.

    No, they didn’t. The alerts were four per day.

    I have no idea what you mean by this. I don’t know what my end statement is in your eyes. I would assume the tactical alert/alert proposal. But I have no idea how you got that this was ‘sold short’. The drop rate is not 0.1%. I have gotten 5 from 15 runs previously. It comes down to luck.

     

    Can't deny that is was confusing at first, probably should edit that.

    As for the drops you mentioned,alot of those are only T2 drops. I am discussing early game players,not us vets. Uranus has a 1.01% rate,which I believe is the stopping point for lower MR before further progression. The void (where they can also go) is the same. That's not very encouraging.

    Yeah you and your friends can do so in that time,but what about new players who actually have to learn and memorize those spots? Not the same downtime spent hunting as a VETERAN of the game.

    I stand corrected on the old alert system,as I was ever awake for 3/4 of those alerts.

    You sold yourself short because you mentioned it as a alert,like they use to be,or a event based item. That means gathering them is still limited and restricted,hurting the overall economy & income of the game. No primes = no reason to continue to want to play. Frames are the "characters" of the game,having a prime variant to grants small bonuses,but can add a degree of visual differences in the frame while also being able to keep it's old skin selectable.

  2. 1 hour ago, (PS4)LoisGordils said:

    WRONG!

    1. Spores bypasses ALL obstacles in the environment (no line of sight)

    2. There is absolutely ZERO skill requiered to pop Spores. Hitting enemies with Toxic Lash on any part of their bodies automatically pops them. Moreover, enemies affected by Miasma and die under its effects also spread Spores.

    Saryns that require "skill" to play are outright bad Saryns.

    And you completely misunderstood that. 

    To cast spores,you need line of sight. To pop spores,you have to shoot them or melee. Keep in mine,I did state "outside of melee".

    Her spores don't always spread through the environment. I've had it happen numerous times with a 265% range build. As for why they allow that,it's limited. Only so many targets can be infected by the same spore redundantly. When it pops,it become a "air born" type of virus,much like the plants she was concerted around using their spores as a natural defence. Even at Max range,the range to infect is less then half a hydron tile,so it requires some upkeep.

    Saryn doesn't require skill? Yeah,maybe for those who understand that her 4 isn't meant to melt everything on it's own. The kit has synergy and allows her to proceed to higher leveled content. She can still be wrecked,as I see 74% of saryns being downed by sortie 2-3. 

    • Like 3
  3. Got to say,seeing alot of "Nyx reworks up" so I'll say this again.

    Her kit is fine,until you reach her 4th. Thanks to her augment,that's all people see as a build for her. 

    Her 1st,a better loki decoy & oh,look at that 2k+ % damage boost!

    Her 2nd. Strips armor,auto targets,effect ends fairly quick in a 2 person team.

    Her 3rd. This is her lifeline when paired with her 1st.  Adds CC in forms of them killing each other. Low lvl content doesn't apply this,but at 120+ a bombard will wipe the area of foodder units.

    Finally...her 4th. The energy dump. Requires a specific build just to melee/turtle your way across the map. This does need a rework,as is has no place in the mental aspect of her design. Remove it and replace it with something to support the already mental focused kit.

    Like...Effected enemies of chaos have 0.5% of damaged health converted to players within affinity range.

    Ya get the gist...her 4th just doesn't sit well with her kit and people seem to only want another facetank frame. 85 armor...yeah have fun with those concepts.

  4. Would like to see a Saryn who's miasma alone can kill anything over level 90. Friend built a 300% and came close on a few,but they weren't heavy units. Volts the same way,it has a huge drop overtime. 

    Most used is Saryn,I know her gimmick,but she rely on her 4 to help keep the armor stripping of her 1 from losing that bonus damage against grineer. I just don't build mine to strip so easily,but her 1 does have a line of sight and requires precision shots to burst outside of melee. She's in a stable spot,I mean frost can 1 shot 15 waves of hydron but you don't hear people cry Nerf.

    • Like 2
  5. I don't use his 1st unless I need to.revive a team member,which is usually just in fissures I can't go solo.

    His daggers is his lifeline,recastable and easy to build to reduce damage. His lul,used just before picking up someone.

    I use rush & amalgam serration on most my kits,as movement is more powerful then everything else in the game. I can usually out Sprint the bullet dashing inaros,rhino,Saryn etc and enter my melee preference. 

    I but tipedo on him with a unranked clashing forest. It has extreme movement and rips my daggers away fairly quick. By 30% of a interception I can use the fist of fury with 0 restraint. 

    Also,if your on PS4 he deals pure impact damage...shatter impact can help deal with heavier targets during is storm.

  6. 5 hours ago, krc473 said:

    I do not see this as a viable solution from DE's perceptive. You are taking something which is meant to have artificial rarity (obtained through alerts/low drop rates) and are making it a very common drop. Why would DE do this? I would not like to see those drop tables filled with Nitains as there are other 'useful' rewards in there too. Why sacrifice that just so people can get Nitains easily? I would suggest a more sensible drop chance - maybe 2.5/5.0/7.5% for cache One/Two/Three.

    • Note: I have no need to get more Nitains. So it is possible I am biased. 

     

    What DE should do is just return Nitain alerts while Nightwave is absent. Or have them drop in weekend tactical alerts. We do not know if season two is next week or six months from now. 

    Feel free to list the more "valuable" things the caches drop for that specific mission type.

    Your end statement sold you quite short. Right now the nitain has a 0.1%ish drop rate.

    Hunting caches can take up to 15 minutes a run,even with a dedicated headset to hear the ping they emit.

    This drastically hurts any interest of new players when they come across a item they want,but night wave is not the solution as outside of Dev stream alerts,their wolf credits are better used on potato's,which are not cheap by any means within that market & will be what newer players will seek out.

    Nitain should have at least the rarity of origin cells,but they don't in actuality. They had a 3 per day system,which still kept players from wanting to "farm" them and have to wait. 

    Having a resource behind a wall of such is simply bad for the overall economy. People who enjoy the game only to find their favorite of the moment is locked behind a abyss of a chance or a time gate will detour them to play other games,I wouldn't have stuck around for nearly as long if I spent 20 hours a week for 3 nitain. 

    I attempted to farm this,just for the joy of it with a full squad. Our average time was around 12-15 minutes per run. Caches are not as easy to find as some may think when you have to memorize every tileset involved overall.

    I should make my statement a bit clearer on how I meant the caches increased effect the drop chance.

    1 cache: 15% chance that cache has nitain

    2 cache: 20% chance that 1 cache has nitain

    3 cache: 25% chance that 1 caches has nitain.

    This would not break the economy,but encourage the "grinders" out there to seek them out then simply wait. For a newer player,this would be a source they can rely on,but not always get per run invested. 

    Rewards are already in question within the game,a resource directed to their main source of income can result in deminished returns overall.

    Example: Mr4 wants a Mesa prime,but can not get anything sold on the trade market. Purchases the 175 plat bundle,because it's relatively cheap,to buy a set off another player. Gets the set, find out they need a "nitain" amount. Upon asking a friend,clan member or alliance (or just wiki) they find out it's got the lowest drop chance from a mission,but is relatively easy to gain during a certain event. Let's say that event just ended,they now start to grind that mission only to spend several days even weeks to attempt to get their prime building,but only obtained a select few by chance. They lose interest because they do not want to invest anymore time towards the grind,feeling such they retire the game due to feeling locked out of content due to such drop rates.

    Not sure if mesa does use such,just a example.

    Time invested vrs rewards achieved is a big issue in any game,most older players know what a "true grinder" game once was because they were forced into it just to enjoy the game. That's not this era anymore,rewards already are lack luster at most and only fissures feel worth the RNG chance for time invested. 

    My point being: both younger generations and older would find being locked from the higher appeal of the game is bad overall.

     

  7. Ways to get nitain for primes

    Night wave.

    Sabotage (voids? I forgot where).

    So,there has to be a reliable way to farm this, especially if the "prime market" is to survive. Alot of frames require the use of nitain,even the new aura forma requires 10.

    Right now sabotage has a near non-existent drop rate for nitain,which before the removal of the alerts no one ran. Now,you can spend a whole 6 hours for a possible 1-3 chance. That's not great odds or worth our time when some frames require quite alot.

     

    Solution: increase the sabotage rate to a flat 15% chance for the first cache,increased by 5% for each cache found for a 25% chance on the 3rd cache found.

    (Refer to my 2nd post for explanation if confused)

     

    Quit making primes even less desirable by making the resources a pain to obtain. That's all. Market suffers,new players can't build the frames they want,veteran players can't sell off said frames bc no one wants that farm. This hurts the game overall as a community & from a "business" aspect.

  8. "be kind,revive"

    "Debuff? Solo's enough"

    I don't revive anyone but people I know can last another 10-15 minutes. I'll go 2 hours solo just fine,but bc a random died I now have 75% less health then I do solo? HP = longevity,longevity is more vital then being friendly or kind manner. 

    Know why? 

    Survival - 10 minute reward cycles

    Defense - Literally a campers wet dream

    Defection - most broken game mode in the game as is

    Excavation - battery requirements so time gated

    Interception - nully drones that get stuck but can bypass walls.

    So general issues is this,we can't kill what's affected by drones,so to go out of our way to save some random means "their rewards vrs mine" scenario. We all are greedy,in some form or another,we all want the rewards we deserve...but not if we have to risk it all.

    All for one & one for all only applies to that already not-so rewarding rewards.

  9. Gotta say,I do just fine against 130's with Nyx. Yeah,I get dumped on quite often,but she has 85 armor as her prime and her kit is meant to redirect enemy targeting. I run adaptation,p.flow,rolling guard,quick thinking, Constitution & the corrupted range mod. For her aura,power donation because I run her as a support cc,not a walking energy dump 4th.

    Movement is 50% of survivability in this game to me,always has been. Sure my tankier frames let me be as lazy as I want,but that where I enjoy the change. I can survive on mag by allowing my team to eat everything by stripping that armor. She can also be used for extreme bubble spam.

    Ember is just in a bad spot bc we lack the mods to re-adapt her to late level gameplay. When I see a arbi with infested I laugh,then I realize it was a bad idea after 30 min bc line-of-sight does not apply to enemy auras. RiP energy. Out of that tho,she is manageable as long as her kit is being used in synergy. 

    I don't want to see Loki on this list & he's the one frame I can say needs a  buff to his decoy. His kit? Just fine.

    Limbo,can abuse the void.

    Khora,has her cat.

    Ivara,is the unseen huntress.

    Your build + play style determines how well your survive. Not every frame can be used like a inaros and just ADS the entire time while ignoring enemy count/DPS against yourself.

     

    I've reverted back to my solo play style as of late,unless it's a clan/alliance member asking for help or wanting to run something,I run whatever frame I want for whatever reason I feel like. I survive just fine that way too.

  10. In my travels through the starchart,I was a solo player dedicated to just that. Around Ceres is when I discovered that I needed a team for certain types,like defense or Interceptions.

    I began wondering how to increase my overall usage of my kit (guns,melee + abilities) and came here. Well,it didn't help me at all since the gist was "wait for a alert to grab the mod" or "go farm this or that to obtain those".

    I still have my "flawed" equilibrium,which doesn't do squat compared to it's Endo hungry fixed version. So,I recommend working at what you can get,restore pad via syndicates. At most you can have 3 syndicates at a time,but you'll have 3 after your head in return. I don't think you have to rank far in them to reach the blueprints. If you're willing to join a clan,find one with a MR requirement that has a good bit of research done,you can buy health,ammo & energy pads there that require a bit of resources to make. Most are a 1 minute build time,so that's a bonus.

    • Like 1
  11. I see no issue with the aura forma. Yeah it's kinda costly,but I dumped 15 forma into my Saryn and I'll dump another once her next Nerf comes.

    I use 4 mods overall. Power donation on non-str builds,steel charge bc I prefer my blades over guns,Enemy radar for utility,then pistol whatever bc occasionally I like to use my 2ndary for a primary.

    Literally all I use bc everything else is just plain situational and thrown on a build I haven't really worked on.

     

    My biggest issue is seeing mods like Constitution and Rolling Guard not being available in the exilus slot. That's more painful then the 2% aura forma bp drop PS4 is enduring.

  12. I get this as a whole. It's frustrating to find my nyx is afkable in almost any mission I regularly encounter.

    I discussed this a while back with some friends,so here's my idea.

    Starchat +

    Node begin at level 80 -120 with 2x scaling

    Resources have a based 4x increase.

    Basic/ trash mods are removed,replaced by a forma.

    Relics drop in pairs instead of singles. 

    Nightmare missions become,well,a nightmare.

    Seems simple enough for us "end-game" lovers. I mean really,we should have a casual mode vrs a "oh yeah?Mot Axi survival up,starting level of 140? 1 hr runs guys,let's do it".

  13. Going to have to say no. Paralysis is her worst skill yet,but it works for her kit. Rip line is for the shielded enemies,warcry is fine,hysteria is in a even better spot due to CO build being viable now.

    Leave the kitty alone,no one wants her to become a liability over a asset.

  14. Like the idea,but the concept encourages people to simply leach and ruin the experience of having to hunt down said items.

    I wouldn't mind being able to "donate" my 200+ dread BP's for newer players to any dojo foundry. Why? Bc it's just credits to me. Items like such can be a pain for newer players to gather,but that's half the fun.

     

    This would be like taking a new player "a friend" let's say to hydron as a mr0. Max his weapons,leave and take him every time he ranks up to speed burn his MR out. By the time he actually reaches sedna,he will lack the resources from speed building and Endo to utilize any mod advancement. This would hinder their gameplay as newer players are forced already to either find endo farming squads or solo certain missions with a high Endo drop chance. 

  15. My issue with relics isn't the RNG,it's the players who don't understand the mechanics to access that possible rng system in pubs. It's very discouraging to play with randoms now when there's a 50/50 chance of some nuke ruining the whole experience/task of gathering said chance resource,aka reactants. Discouraging open play isn't DE's goal,but I can say for a fact 61% of people I come across have dedicated squads (alliance/clan or friends) or simply solo to ensure they crack the relic,which 98% of that 61% just solo.

  16. Love the idea,but how they would manage it's usage is beyond me. Archguns have ammo,arch melee has..tyle regors fists. 

    Yeah that sums that up,maybe using a new burst style melee system with a kill count could make a timer...idk....that's a concept we would need to work on beyond the already buggy Archgun system,let alone archwing missions.

  17. I actual like Nyx where she is as far as her 1-3 goes. Her 4 seems like it's way out of place from her kit and always has to me. I have little time on her,but my friends gave me the advice I needed when building her prime.

    Her 2 doesn't have a range limit,that's the best part of it. It's also got a "auto track" feature which is half decent at not chasing a wall down.

    Her passive...well let's face it,DE has sucked at making passives that fit the current gameplay speed as of late. A increase to 45% would make it much better since hitscan weapons only become less effective at 35+ meters. Not sure about you,but that random goon running at me isn't worried about that accuracy debuff at 5-6 meters away.

  18. This is an actual issue, other only for the person wanting to leave,but the team as well. In any survival I've encountered, regardless of it's type,when someone who can't survive the out-put of the enemies goes to extract they get locked in a endless loop.

    Spawns focus on them leaving,thus breaking the rates to those staying. Then the person who is trying to extract dies,revives,dies etc until being forced to abandon their rewards of wait for the team. Solo extraction was a dream come true,until you realized that there is no real solo extraction. I literally rush to extraction just to make sure people can leave,while also staying so I can keep any form of "kill per minute" up so life support doesn't drop by 40% in that time frame. Yeah,their 30 second extraction attempt can cost a whole squad.

    This is worse during fissures, because 5 minutes of pure grind at a chance of a relic is already a pain,but 5 minutes of no relic at all is simply a waste of our time. I leave any mission where if the team can't handle the spawns correctly and get the reactants (except when it just refuses to drop),just because I don't have all day to hope for them to mark or realize how the spawns operate.

    I shouldn't have to teach every squad I encountered this,but it feels as if I must.

  19. So I made a post a while back about arch guns ripping away your melee weapon once down. Well here's my proof.

     

    Not only did I lose my only 2 usable weapons,but I had to deal with immortal fugatives with the wolf chasing me and my team (before I dc'd into a solo mode) . Once you go down,if you have a melee weapon equipped and use a arch gun,both are gone for the rest of that instance. I didn't attempt to draw out my Archgun again due to this bug happening so many times that it just come fluidly to not even bother. The Archgun equipped is the Larkspur (?) That came with Hyldrin.

    i also encountered a bug while messing around with a friend while in fortuna,yeah that bugged/glitched zone due to the update and events. Don't get me wrong,I love them,but the glitches can be forced at this point.

     enjoy,the bugs in this video are not the spiders btw.

  20. Archguns seems to be in quite a position right now. My theory is,there were to many new systems implemented at once. Melee 2.9,weapon swapping being client based,events etc.

    I have had to basically get carried in a orb mother fight multiple times to this,extract from the sanctuary early and even just reboot my game in general to adjust mods on any archgun (recent discovery,triangle needs to be replaced with a "drag and drop" system) while in fortuna.

    My excal hand a gimped animation in sanctuary,literally looked like he had a itch he just couldn't scratch,jumping,standing etc but all weapon and abilities became locked. Between jumping into operator mode and opening the menu,it eventually fixed this at the cost of 35% eff.

     

    As for the Archgun issues,each time I've encountered this I had it in my loadout,larkspur that is. Getting show out a archwing,no more melee or AG,getting down after pulling the Archgun with a melee,no more secondary reload option,melee or AG. I'm finding more and more as I go..

  21. If this is in the incorrect place,I apologized,but I do hope that any console user who sees the info ahead will take some caution.

     

    So,kuva farming has been fun. Been using that Larkspur like it's no one's business. Literally,all I used. I've been running tests before coming here,but I can't seem to find the source of what has it set at 0 reset,but refunds me 899 rounds (ammo chain on,not hyldrin). While testing this however,I came across another unsettling bug,one that can ruin a kuva run quite fast.

    This bug,whilst the Archgun is active,can literally rip your melee away. That means no kavat mod to restore hp,right? Well this bugged seems to happen when you go down with a Archgun on,revive if it's on,or for some reason get blow out of your archwing in open world environments. This can also lead to a reloading issue,where you can't reload a single weapon in general. 

    That reloading part may be the new system for weapon swapping,however I only encountered with under the above circumstances.

    Hope this helped someone,Happy Hunting.

  22. To start,got to say,just a bit over 750 hours in the game between my breaks but this is why I returned each time.

    End-game content is non-existent,I get that,to each their own,however with what was presented for the Melee aspects I have my concerns. DMC was a great game,until you realized the mechanics were just...boring. Great series overall and I'm glad to see Steve was inspired by the game,however warframe doesn't needs a "infinite juggler" style gameplay. 

    Baruuk already juggles enemies around the map consistently,even in such a amusing way to watch then ragdoll to death. I don't want that for my melee weapons. It's the largest portion in my arsenal between all my weapons and most my frames are built for the melee aspect of this game.

    Instant transition between weapon is even beyond the "sci-fi" nature of the game and always felt quite...well,boring. I get the whole changing between takes a moment and this could be resolves by adjusting the holstering speeds all together. Removal of the "quick strike" option also leaves me to question if everything that I enjoy is about to completely change how I play the game overall,which may result in me (and others as well) leaving the game for good.

    I will suggest this,do not simply remove this core system. Make this a option to toggle on and off (with a reboot like the graphics obviously) within the option selection. I enjoy the system as is,it's fluid enough I don't have to worry about deciding what I need to do next,I just go.

    For the "DMC" aspect of this melee update,I do also hope they transcend what is known as the "leap attack". This is part of where the air born aspect of any Melee weapon falls short. We have aim glide,a suspended "hover" glide block,but only a single strike while air born with our melee where we can empty a whole clip (several based on the weapon) before that set time is up. Changing how our jump attack can be combo'd into our ground attacks can change the static rhythm of the weapons all together.

     

    Don't get me wrong,the update does sound good overall,but will have some drastic effects on the game that changes the perspectives of many that enjoy some core mechanics. Insta-transitioning has never been approved by me & those who agree on such,it's usually been associated with a lack of development implemented due to poor graphical design. The lack of animation takes you from the game,leaving you able to switch weapons so effortlessly that you no longer have to worry about being in cover,having a opening etc etc. Post your thoughts on such if you want,I don't mind a good read.

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