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CoreWolf

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  1. Need to do more testing, but Viral/Heat seems to be the best choice now. Corrosive may beat out pure Viral vs Grineer, but going with Viral/Heat for the slight armor debuff proc seems to give it the advantage again. Against Corpus or Infested the damage on Corrosive drops off. It seemed to drop off heavily vs some Corpus. So, Corrosive now appears to be a Grineer-specific use at best. Viral/Heat is the new general-use meta. Haven't tested how Viral/Slash compares to Viral/Heat but suspect that's also very strong.
  2. All this said the Arcane changes are actually going to result in further power creep for most people. Take this example: If you had Avenger and Rage before, you had +30% critical chance, 120% damage, for 8/16 seconds Now, you have: +45% critical chance, +180% damage, for 12/24 seconds That's a definite buff there. They've mostly nerfed double stacking survivability Arcanes (Guardian, Grace, Aegis) and Energize. Most likely because Guardian and Grace further the gap between tank frames and DPS/utility who get one-shot at high level, and Energize just obliterates a lot of their game design around abilities and energy usage. Fair enough, makes sense - even if I think the Aegis nerf is unjustified as it's one of the few keeping the paper armor frames alive. Still could be thought out a bit better. Also the grind thing - when they mentioned it, you got the feeling "Why are they mentioning grind, that wasn't on my mind at all?!". Then you realise you need 21 Arcanes to get a new rank 5 and it makes perfect sense. Anyone who doesn't already have double stacks of every Arcane lying around now basically has their Arcane grind doubled. Literally more than doubled. If they *really* don't intend to add more grind - double the number of Arcanes dropped per Eidolon for a start. Existing R3 Arcanes could also be upgraded straight to R5 - except we know they wont, as thats the carrot to get people to participate in the new event they have coming. Fine, but just be up front about it at least. And again - Warframe needs to come up with some new, original reward mechanic. We've exhausted mods, forma, focus, and probably Arcanes at this point. There needs to be something new otherwise any new content is immediately hamstrung by having no real in-game incentive to play it. As evident with Railjack.....
  3. Definitely agree on missing the core reason for the lack of use for the majority of the arcanes. Fixing it requires much more than just "nerf the most popular and remove double stacking". They need to: - Make *all* of the effects useful. As you say, if it blocks a cold proc, there need to be situations in game where you may want to do this. If another procs on wall latch, what is the gameplay trigger to encourage that gameplay style? etc etc - Add additional, specific Arcane slots. They've already done this for frames and weapons with Exilus, so the thought process is already there. With the number of Arcanes and the limited number of slots people are always going to go for the 2 most effective ones they can use. There's no room for "fun" or less powerful Arcanes, because using them is making an active choice to nerf your own build. How to fix that? Add 1 or 2 additional slots, and limit them to specific Arcanes. As with exilus, you could have a Utility slot (parkour, pet healing, revive time, etc), and a Resistance slot. Now there is genuine choice because you've got your two survival or damage Arcanes already slotted, and can't/don't need to factor those into this. - Design them better. Some are really powerful, others are just - from the outside - something someone scribbled down in their lunch break. You can't half ass a "fun" Arcane that has no real use and then expect people to want it.
  4. Again, love most of the changes and don't want to be overly negative, but wanted to comment further on Arcanes. With the Arcane rework I see what you're trying to do, but feel like you're missing the underlying motivations for the lack of diversity in usage. e.g. the most common Arcanes are surely: Arcane Grace Arcane Guardian Arcane Energize Arcane Aegis (for shields... so probably still not that common overall!) Arcane Avenger Arcane Rage Arcane Fury Arcane Strike Arcane Velocity And possibly a couple of others. Why? All of them are direct buffs to one of: - Survivability - Energy regen - Damage output Anything that doesn't touch them is just fluff unless it has a specific usage. Arcane Tanker is useful only as an "armor on demand" for Rhino to buff his iron skin, for example. Arcane consequence is useful as a speed boost to cloaked Ivara with dodge rolling. And all the Arcanes to avoid a proc - the only ones I can see use for are the Toxic resist for shield frames, Nullifier to protect energy reserves, maybe Slash and Radiation. I do think your changes - preventing double stacking - will increase variety a bit. But mostly you're going to see people still using Arcanes from the pool above, except now two of them instead of one. E.g instead of Arcane Grace x2, or Guardian x2, now it would be Guardian and Grace. You're not going to see anyone saying "oh, I can't take x2 Arcane Grace, I guess i'll take Arcane Bodyguard and heal my companion now!". No, they'll just take Guardian, or Avenger, or Energize, and be done with it. The Arcanes that sit in the pile now will still sit in the pile after the patch. I think the answer there is you need a second, third, fourth pair of eyes to glance over Arcane stats and realise how useless some of the Arcanes are, and then rework them, drop them, or otherwise do something to make them worth using. For example: - There's no real push to use the proc resist Arcanes for anything other than maybe Toxin (shield frame), Magnetic (energy), Slash (just... hurts), or Radiation (Radiation Lich is not good!). For others e.g. cold, heat, gas, etc - why would you take that over any other Arcane? I can't see a reason, the procs are not worth worrying about or wasting an Arcane slot vs direct survival or damage. - Arcane Survival - why take something to slow bleedout over something that would directly help prevent death in the first place? - Arcane Temperance - too specific usage - Arcane Eruption - randomly specific and not particularly useful? etc I feel like the only answer would be to give additional Arcane slots, and make them all specific in usage. e.g we get 4 slots: x1 Survival slot - guardian, grace, aegis, barrier, stealth x1 Resistance slot - 1x any of the proc resistance Arcanes x1 Utility slot - parkour, bleedout, revival, companion heal, eruption x1 Damage slot - any of the +damage, +fire rate, +crit or otherwise damage output Arcanes I think that would make for some tougher choices, and better balance, and encourage using lesser known Arcanes e.g. for utility and resistance. However it's probably also the kind of change that would be completely fine had it been there from the beginning, but would get massive complaints and hatred if implement now. And it would nerf building for a specific role - e.g. you couldn't stack two survival mods for a tank frame. Maybe then add a feature whereby you could swap one additional slot - e.g. take an extra Survival, replacing Resistance - but at reduced effect, or some other cost? So... I don't know. But I don't think the current changes will achieve the diversity that's wanted.
  5. Generally pretty awesome. S curve for armor is great, aim changes great, railjack changes good, sentinel QoL good, excavator health scaling... finally. Same for item labels! 100%+ status could be interesting. Grenade markers should finally reveal those invisible one-shots at high level. And anything to speed up murmur farming is good. The only negative things I have to say: 1) Chroma needed a rework before. Now removing self damage it's pretty desperate. Chroma rework next, please? 2) Status procs... impact, specifically. "For example, AOE knockdown would occur on a second Impact Status on an enemy already inflicted with one! " Please no. People already avoid impact proc weapons because the proc causes enemy models to twitch and you miss half your shots. If you want impact to be useful, could we have it be a stun? AoE stun would be awesome. AoE knockdown is just another thing slowing down the experience to be avoided. 3) Arcane Aegis change. The rest of them seem reasonable. But could you clarify the Aegis change? Looking at the math... if it's 30% of max shields, e.g. 1000 shields = 300 regen/sec. That's pretty great. If it's +30% to base regen.... 1000 shields is 65/sec regen. +30% is +19.5/sec That would be a significant nerf from the current flat 60/sec *plus* triggers regen. The % proc chance dropping from 6% to 3% seems odd as well, especially in light of Barrier being buffed. Is that a typo or just weird balance choices? I'm suspecting you've amended this to +regen so it doesn't trigger constantly regenerating shields to prevent issues with shield gating, right? However Arcane Aegis is one of the only things keeping current shields viable at all. Which is still not very. Will reserve judgement until it's live but initial thoughts have gone from excited for potential shield buffs to apprehensive that shields will be even less useful than before. The other argument is if shields relied on a single arcane to be worth anything then further buffs are necessary. I still feel like it's a mistake to have one health pool covered by a form of DR you can increase (armor mods) and the other unmoddable. For shields you can increase regen or capacity, but never direct damage resistance. There's still something you could add there. For example, just throwing things out there - native adaptation with effect increased by modding. Regen delay reduction mods. Flat +resistance % mods for shields. etc
  6. Thank you!! Really positive changes as of late, lots of Railjack improvements early in the year, then Liches, now UI. Does feel like feedback is being listened to again. It did feel like Warframe was set on a more negative path last year, with odd pace of updates, lots of bugs, excessive RNG and not acting on feedback, but does genuinely feel like things are getting back on track again. So yeah, really great so far, thank you 😄 Very interested to see what comes next with Railjack and New War content as well.
  7. Unfortunately there have literally been game design seminars on how this is exactly what you should be doing to correctly monetise your game, and push players to feel left out and spend money to fit in. If you're not aware of this it may seem incredulous at first, but you may be shocked to realise just how far sections of gaming are willing to go to grab that extra cash. Search "Let's go whaling" and be informed. I'd recommend Jim Sterling's take as well. Those are specifically targetting mobile, but also free to play, so not a stretch to imagine the same considerations would be made for FTP games on PC and console. That said, I don't mind and may actually like seeing fashion frame at the end of the mission. That still doesn't mean it wouldn't effectively be a marketing technique.
  8. Okay, so I read the title and expected to jump into this full of rage. Actually, not so much the case, I do kind of get the perspective on it. That said, a few things which I think are issues: 1) Item labels. Hiding "advanced details" behind tooltips, I get that as it allows you to fit more info into tooltips, and prevent overwhelming. However, labels are not overwhelming at all. And rollover is not the same as a tooltip - rollover has a negative impact on time required to retrieve simple information, removing "at a glance" efficiency. Labels should always be available, and on by default. Additionally, the narrative that "we have unique icons" is *not* true at all. That doesn't work for relics, prime parts, etc, which are the most interacted with items. It also only works if players memorise your icons, and honestly I still can't tell you which Requiem mod is which - and there's only 8 of those..... 2) ...Item labels, again. "we looked at some of our contemporaries at the time and none of them had labels for items". You mean Destiny right? I'm sure some people love that UI, and there even be some people bold enough to proclaim that in articles etc - I don't know, I haven't looked. But from my perspective - It's absolute horrible trash. It's completely unintuitive, and for a new player full of random icons - *with no labels* that mean absolutely nothing to me. After playing for a while, it starts to make sense right? But if the aim is to make the UI "less overwhelming" for new players then absolutely do not copy their take on it. Their UI is so obfuscated for a new player that I bounced off their game twice before I gave it a chance again. I mention that more so because I get the objective to simplify the UI for new players, but this should be a key example of how simplifying too much has the opposite effect. 3) Efficiency. I feel this is something that's been missing from the considerations. Surely efficiency must be part of a good design? Allowing you to see the information you need, quickly, without being overwhelmed, make a decision, and then carry out some action - that seems like the goal. I would say that theres a difference between hiding advanced information vs basic information required to make any kind of decision. e.g. a key example is the weapon purchasing from the market. Clicking on a weapon takes you to a page that's ~75% empty, with *no basic information at all* to guide your next action. Sure, hovering over Purchase displays the weapon stats - implying you need these to make a decision. But why require the extra action in the first place when the tooltip implies you already know it's required? That decreases efficiency and therefore useability, and wastes players time which is never going to generate good will. Basic information should always be available "at a glance" where possible and not hidden multiple layers in. An example is the new "end of mission mock up" already generating hate, because it's missing item labels - implying time wasting hovering for rollover - and doesn't display all info at once requiring scrolling, or clicking through to subpages. You've already mentioned labels would be in but just the mere possibility of them not being there generating so much hate should indicate how much of a negative effect removing "at a glance" info can have. Another example is the Railjack wreckage tooltips hiding the stats - the info we actually want - behind a tab. So now it's not only a tooltip, but also a tab, adding *even more* inefficiency in getting the basic information we need to make a decision and take action. It literally doubles the amount of time spent on UI interactions before making a decision. Since the tooltip could be much larger, why not just display it all on one tab at least? And for the new player experience - a friend didn't realise item labels was an option for months until I realised he didn't know. Immediately after turning them on he was both relieved and also incredibly irritated that he'd had to play for so long with them off. Not improving the new player experience. Just my point of view, may be completely off the mark. I do like the increased consistency, some of the tooltips e.g. abilities in modding screen, and minimising popups with hold to confirm. I also do see the need to prioritise making the UI friendly to new players, as this is a free to play game and you need new players to enjoy and stay to learn the rest of the game, and not just bounce off elsewhere. However some of the design decisions seem opposite to that goal.
  9. This may have already been discussed but - Railjack needs to be integrated better into the core game and less "content island", or otherwise needs something to do when your ship is maxed out. People are already complaining about lack of groups and matchmaking and it only released a month ago. The problem is the only reason to play railjack is to get better stuff for railjack, and when you do - there's no reason to use it. The base game has similar issues but it does have 100x more content and things like Arbitration, ESO etc to use minmaxed frames on. Railjack currently has nothing. The gameplay itself is good - the movement, shooting, etc is strong, the bugs are being worked out, space combat is fun. But Warframe is a progression/grinding style game and if there is nothing to play for then the community moves on to other things no matter how fun it is initially. This needs some thought and a strong push to integrate into the existing reward structure otherwise it risks players ignoring it, and DE then may need to move onto other things. As a suggestion - some higher level, difficult nodes in Railjack should be changed to give core game relevant rewards. e.g. 1) Kuva and Rivens. You could turn a node into a version of a Kuva flood where the POI contains a Kuva siphon. It would have to reward more kuva than a normal flood due to the extended amount of time to run it, and would have to be careful it doesn't become the default method to farm Kuva. Maybe just add a 2nd Kuva Flood mission that's always a railjack node, that can only be ran once every so often as with current floods, but rewards at least 2x - 3x more Kuva due to the mission length? Riven Slivers could also be made obtainable in a more consistent way than just very rare drop - unsure on specifics. 2) Endo. You could implement an Arbitration style endless wave survival mode with endo and vitus essence equivalents. 3) Cracking relics - allow node(s) for relic cracking in Railjack? There would have to be some thought into that, because Railjack missions currently take much longer, meaning the incentive would always be to choose a more efficient mode. Maybe these could do something like give you much, much more void traces? So the game would become: do railjack to accumulate void traces, do normal relic cracking to use them, go back to railjack, etc. 4) "Railjack sortie". Chain together 3 missions as with the current sortie, for appropriate rewards. Probably need to implement different railjack gameplay modes first for that to really work. 5) Kuva weapons - maybe the Corpus versions of these weapons could be specifically from some Railjack version of the Lich system, encouraging playing Railjack to obtain these? I'm sure there are better ideas but just wanted to throw that out there. Really hoping Railjack can become a successful part of Warframe and not just another thing to burn through once then ignore forever. I would love to play railjack if I could do that instead of Arbitrations or Kuva farming etc, but currently that's not possible and there's no benefit to the missions once you obtain avionics and the appropriate salvage. Perhaps you already have some ideas on this with The New War.
  10. Had both of these post-hotfix today. Although your second only says "fixed towards", so that's understood. But seemed like the first still happened as well - had to abort.
  11. Same here, don't have time to run any more missions tonight but if there are more reports of that then looks like the drops are bugged.
  12. Just did a mission in the Veil after hotfix and zero Avionic drops at all, and very low resource drops. Could be a one off bug, could be one of the changes has gone a bit wrong...?
  13. Also wanted to add - randomness on engines/shields/reactors is a little too much. MK2 should 90% of the time be a clear upgrade over MK1, etc, in my opinion. Experience is that 50%+ of MK2 gear is less effective than your better MK1 gear, etc.
  14. General feedback - component rebuild costs seem extremely high considering how many different variants you'll potentially want to keep for different builds, and during progression. I know you want to encourage some plat spend on instant repairs and I don't blame you, you do deserve to get income from this update. But at the moment it just seems a little extreme. E.g. "play for 10 hours and gain resources to repair one or two guns" extreme. Could we tone that down, please? Credit rewards on railjack missions are much too low! Way way waaaaaaay too low. Especially considering you need 6 million credits to build a railjack, and then get.... 4K credits from a highest tier mission? That's 1500 missions to recoup the railjack cost....? I think you could easily make the case for either removing those completely, or making them 50k/100k+ each reward, especially considering the increased challenge and length of these missions. "Common" drops e.g. Copernics and Cubic Diodes are too low. You can easily obtain enough rare materials to craft 10 guns by the time you have enough of the "common" mats to craft 1. Could we get something more than just a few dirac for scrapping unwanted wreckage? Even if just a small, say 5% of the material cost of that item? E.g scrap 20 Zakti Pulsar MK3 and obtain enough resources to build one. If you can get that much wreckage without farming the resources yourself I'd argue you deserve it by then, no? 🙂
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