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KitMeHarder

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Everything posted by KitMeHarder

  1. Non-SP balance really doesn't matter at this point, as 90%+ of all incentivized content for years has been in the SP. And without a fissure buff, massive team coordination, or some other massive outside source of ability strength, most Dantes will have around 45-60k overguard. Your 120k is a blatant strawman argument.
  2. I appreciate the change in today's hotfix, and it's a good enough change that I'd ultimately be willing to settle with it. But I think a lot of the points in this thread weren't considered (or aren't known) and I really wish we'd get the release day range back. And if not, then at least I'd hope we can get some or all of these downsides/bugs fixed.
  3. While this is something I could settle for, IMO I really think the augment shouldn't be nerfed this way, especially with all the drawbacks and bugs it already has. I implore you to read the below thread and take one more pass at the augment. The augment already has a soft Line-of-Sight restriction In large part, you already had to see an enemy in the first place for this augment to work. This isn't Volt's Discharge, where I just hit one button and things die. I have to actually see an enemy to spread status onto before I even cast my 4, I have to have highly invested weapons for it to reliably (even then) kill everything speared, and you had to do even more than that to actually get the most out of the augment. Overguarded enemies Overguarded enemies are already a counter to Divine Spears, as they can't be ragdolled by the ability. Compare that to other damage abilities, where most don't need to CC enemies first to do damage. In fact, all Ragdoll immune enemies counter the augment So not only is it that overguarded enemies counter Divine Spears, but any enemy without a Ragdoll animation counters DS. Enemies that are prone to countless CCs otherwise, now counter Divine Spears and thus the augment. Kuva Guardians (vulnerable state), the Anatomizer, the Hollow Vein, Nechramechs, Bursas, Amalgam Alkonoist, Deimos Saxum, the Severed Warden, Deimos Jugulus, Aurax Raknoid, Terra Jackel, etc... Overkilling an enemy does not spread status on more sources than you'd think If for example I head shot an enemy with my Kuva Chakkhurr and Internal Bleeding would have produced a slash proc, but the enemy dies, no slash proc spreads. Same thing with something like the Glaive Prime, if I one-shot a butcher trying to kill a speared Heavy Gunner, the game just says "no slash proc for you". This is just another limiting factor the augment already has, and it reduces the amount of viable weapons you'd think would normally work. Elemental mods do not apply to spread DoTs and Faction damage only applies once instead of twice (including slash) You can see in the screenshot, the heat DoT from my Javlok is doing 1,194 damage to the initial target, but only 249 damage to every other speared enemy. That's less than 21% of the initial damage. Enemies are speared at different times, and not all at once Enemies are not speared at the same time. There is up to a 0.5-1 second delay between when the first enemy is speared and when all the rest in range are. This inconsistency makes it very hard to work with the other problems the ability/augment already has.
  4. It's just a new way to play a frame. And technically we've had overguard for many years. Rhino, Frost, and Nezha (before his rework) all had it. It's called a (EHP) support ability, you again are just blinded by the shiny numbers. Numbers, which look big because they have no DR source backing them, unlike health and shields. Trinity can pump out full health and shield restores on one button, as well as 75% DR, and massive overshields with an augment. Gara, Nezha, Citrine, Mirage, etc... can give the entire team 90% DR Protea can give massive overshields, overshield regen, and she doubles shield gate duration. Octavia can give the entire team personal aggro-immunity Etc... By farming, do you just mean building Valkyr or Inaros or Ash or Revenant or Octavia or etc...? I don't see the disconnect. Dante's (non-fissure buff) overguard numbers fall inline with the rest of the game, this isn't the start of a new problem. At most you could say that unlike some other support tools, Triumph's range and Dante's own reliance on it makes it easier to support the team. But who wants to micromanage supports in PvE game? If anything, more support tools should be like Dante, Wisp, Qorvex, etc.... But ultimately if Triumph's range was nerfed I wouldn't really care, if that's something you want.
  5. Your take fluctuated wildly throughout your entire post. We went from... Who needs overguard? We never die To, "I played Deep Arch and the entire squad was dying left and right" To then going to back to "5 hour SP endurance runs" being the only thing that can kill us. I also call BS on the acolyte coffee remark. Those things can shred even a 95%+ DR Baruuk if you let them. And the "numbers aren't proportional"...? But they are. While they are the upper max, Deep Archs are still the new threshold in terms of DE incentivized content. Any frame or gear needs to preform at a satisfactory level in them. People have already pointed out Dante needs 667% power strength to get 100k overguard. You've fallen victim to "scary big numbers" psychological trap. Take a Qorvex with no mods except normal Vitality and Adaptation... he's already at 58.8k EHP.
  6. I was going to wait until after the hotfix this week, but on the Devshorts Reb said Divine Retribution was going to get looked at again, so I'm posting this now. To start this off with, Nezha+his augment made him the most fun and useful frame I've played since Xaku. And as such, I've chosen for this to be "a hill I'm willing to die on". I'm willing to accept if the devs are absolutely adamant the augment needs to be nerfed in some way; But it needs to still function the same as it did on release if I'm able to invest into it/master it to a high enough degree. But first, lets list out all the downsides and bugs the ability/augment already has. The augment already has a soft Line-of-Sight restriction In large part, you already had to see an enemy in the first place for this augment to work. This isn't Volt's Discharge, where I just hit one button and things die. I have to actually see an enemy to spread status onto before I even cast my 4, I have to have highly invested weapons for it to reliably (even then) kill everything speared, and you had to do even more than that to actually get the most out of the augment. Overguarded enemies Overguarded enemies are already a counter to Divine Spears, as they can't be ragdolled by the ability. Compare that to other damage abilities, where most don't need to CC enemies first to do damage. In fact, all Ragdoll immune enemies counter the augment So not only is it that overguarded enemies counter Divine Spears, but any enemy without a Ragdoll animation counters DS. Enemies that are prone to countless CCs otherwise, now counter Divine Spears and thus the augment. Kuva Guardians (vulnerable state), the Anatomizer, the Hollow Vein, Nechramechs, Bursas, Amalgam Alkonoist, Deimos Saxum, the Severed Warden, Deimos Jugulus, Aurax Raknoid, Terra Jackel, etc... Overkilling an enemy does not spread status on more sources than you'd think If for example I head shot an enemy with my Kuva Chakkhurr and Internal Bleeding would have produced a slash proc, but the enemy dies, no slash proc spreads. Same thing with something like the Glaive Prime, if I one-shot a butcher trying to kill a speared Heavy Gunner, the game just says "no slash proc for you". This is just another limiting factor the augment already has, and it reduces the amount of viable weapons you'd think would normally work. Elemental mods do not apply to spread DoTs and Faction damage only applies once instead of twice (including slash) You can see in the screenshot, the heat DoT from my Javlok is doing 1,194 damage to the initial target, but only 249 damage to every other speared enemy. That's less than 21% of the initial damage. Enemies are speared at different times, and not all at once Enemies are not speared at the same time. There is up to a 0.5-1 second delay between when the first enemy is speared and when all the rest in range are. This inconsistency makes it very hard to work with the other problems the ability/augment already has. And now here is a list of nerfs I'd be fine with if the augment really needs it. Make the augment only transfer status from Nezha or Nezha and his companions. The augment doesn't need to transfer statuses from every source, especially other players. Make it so the augment only has a 65% chance (capping at 100%) to transfer status effects, scaling with strength. The same 65% chance to spread as above, but also remove the status detonation multiplier entirely. In exchange, make it so his spears still stick into ragdoll-immune enemies for the full duration (without CCing them). Have the augment reduce the duration of his 4 by 50-65%, so you have less time to get full value from it. And for some final words, please revert the range nerf fully and please DO NOT add LoS to Divine Spears.
  7. For those that don't know, Reb more-or-less confirmed (or at least that's how I interpreted it) that the reason Dante's Tragedy was nerfed was because of it's ability to nuke super low level enemies. Which before I even get into my points, I do not care at all for the ability to quickly nuke the ~4 yearly low level defenses the devs make me do in order to get exclusive rewards. What I do care for is a consistent and reliable tool to detonate the status effects from Dark Verse, my weapons, my companions, my teammates, etc.... But to start off with, I do not know why you care that I have the ability to kill ultra low level enemies quickly. This game consist of more that the vets, but what fun is it for me to go into a level 15 defense, when as a player, you expect me to take on content like Elite Deep Archimedeans? Missions with level 375 enemies, 10+ negative debuffs per sequential mission, random gear, etc... Yet for a freebie noggle I want, I have to turn every corner and look down every hallway to kill level 15 enemies, like fruit flies in my kitchen? Only for those enemies to instantly vaporize the moment they're in my FoV? There's nothing engaging or fun about it, at least let me do it quickly (in solo mind you). If Tragedy's mere 6,500 slash damage is really what got the ability nerfed, and the above point didn't change your opinion, then simply revert the LoS nerf and reduce the damage down to 10. Or reduce it down to 0 for all I care (and remove the stagger), because for any content that's actually fun to me, it does not matter in the slightest. Tragedy is already "reigned" in by Dark Verse having LoS, it makes no sense for Tragedy to also have LoS. Dark Verse is also a very small cone and only has 2/3s the range of Tragedy. If anything, Dark Verse could honestly have it's LoS removed too, but I will not push that. In exchange for having Tragedy doing next to no damage, you could buff its status detonation multiplier if you feel it's appropriate. Release day Dante was very fun and felt very complete, but even against base Steel Path Murmur enemies, his damage falls off if you're only using Dark Verse to status detonate.
  8. This poor new player is getting ratioed to hell.
  9. Regardless of if I agree with you or not, this was a bad example. You can't get much more "endgame" than incarnon weapons. Also, PSA: You can use any variant of the random weapons you're given, not just the one in the image (i.e. I got the Hek today, but I used the Kuva Hek).
  10. The slash procs are the only source doing high damage though. All that raw damage, at those other DoTs, all the damage multipliers vs flesh you have, etc... are doing very little comparatively. Not to mention, it takes 3 seconds to get the same value out of your slash proc as you would have gotten from just the raw base damage of the gun/source. Armor stripping is not "as effective", it's significantly more effective. Slash procs are just mechanically easier to utilize and build for. They are the generalist solution to armor, but if you remove the armor, there's not much reason to build for slash procs.
  11. Slash procs bypass armor and resistances, that's it. It does not bypass... Shields Shield gate (only last 0.05 seconds anyway) Damage reduction Damage attenuation Slash procs also aren't really true damage. True damage bypasses shields too (Energy Vampire, Snow Glode, etc...). I don't agree with your take, slash is far from dominate. What's dominate is dealing with armor, slash is just the generalist pick. And once there's no more armor, slash is worse than other elements. Any source of slash proc would rather the enemy just be full stripped 99% of the time. There's a reason almost every endurance video you see nowadays uses green shards.
  12. Which only works with a truly random sampling. Which if you looked at the survey, you'd know wasn't the case at all You are a very pompous person. You can go coddle your fragile ego with all that free time you have from lacking the means to explain yourself or actually contextualizing the quote you're responding to.
  13. Thank you very much. Just know there is a decently long list, including part of Nourish. (Besides Nourish, I have not tested some since around Kullervo's release.) Nourish's viral AoE counterattack Equinox's Peaceful Provocation (damage received doesn't build the slow aura) Chroma's electric ward counterattack etc...
  14. These are from the recent hotfix. The official changes will be italicized and my feedback to the changes will be below each one in normal font. Dante Balance Changes Dante was the first frame since Guass that felt truly complete and truly pumped full of passion. But these changes have neutered that, especially when it comes to his non-Noctua gameplay. Final Verse’s “Tragedy” now only affects enemies within Line of Sight. Horrendous change, as LoS additions typically are 95% of the time. It is rife with bugs his 3 (which already has LoS) otherwise has the ability to work around, and the confirmed improvements will do little to nothing to alleviate this. It also encourages you to be stationary as you need to cast your 3 twice (typically as you're running through enemies); As if you turn a corner now, the enemies you hit with your first cast are left untouched. (Tragedy also filled another extremely niche role that hasn't been improved in forever, but now that's also gone). Reduced the amount of Overguard gained from Final Verse’s “Triumph” from 5000 to 2000 at Max Rank. Workable, but pointless. At best this should have been the reduced values allies got and Dante should have kept the original values. Overguard is also an anti-team-synergy problem of your own creation. Overguard prevents Nourish's viral AoE, it prevents Rage builds from working, it prevents Equinox's enemy slowing augment from working, Chroma's Vex Armor, etc... Just make all of these effects work on damage to overguard. Reduced the amount of Overguard gained from Light Verse from 500 to 250 at Max Rank (can still be modified with Ability Strength). Same thing here. Final Verse’s “Pageflight” no longer applies increased Status Effect Damage to enemies hit by its Paragrimms. I didn't expect this to have much of an impact, but you can really feel it when facing just base Steel Path horror-type Murmur enemies. Their large resistance to slash damage and increased health pools to account for the fact they have no armor/shields makes his Tragedy combo (that otherwise felt great with some work-arounds) now feel like I'm wasting my time with this frame. Changes: While the “Divine Retribution” Augment Mod is equipped, the base range of Nezha’s Divine Spears is reduced by 50% (at all Mod Ranks). This augment changed Nezha from "generic weapons tank no.7" for me, to finally a fun, engaging, and usefully frame. This change not only completely kills that for me, but it kills Nezha's role as a CC tank. The things you needed to do to truly get this mod to optimally work felt great. But now all I feel it that I've wasted my time investing in him, and that the devs that made this change are tone-deaf. Missed Notes from Update 35.5.0: Enemies with Crowd Control immunity (ex: Overguard) have had the following interactions removed: Frost's Ice Wave Impedance Augment (specifically the frozen trail that slows them) Rhino’s Stomp (slow effect) Primary Obstruct (weapon jamming) Exodia Epidemic (enemy suspension) Zenurik Temporal Drag (slow effect) Wisp’s Breach Surge (blind) Halikar (disarm) Mesa’s Muzzle Flash (blind) Proboscis Cernos (stun and pull) Mag’s Counter Pulse Augment (robotics disabling and disarm) Mag’s Fracturing Crush Augment (immobilization) Malicious Code (immobilization) All fine changes and I expected them to happen at some point. But it feels super bitter for this to happen first, while frames who's most important non-CC mechanics still don't work on overguard after 2 years now. Garuda still can not cast her one on overguarded enemies. Making it impossible to for her to generate her mirror or dread heart. (It is near impossible to play her in places like the 7+ intrinsic SP Duviri portals that drop arcanes.) Gauss' heat Thermal Sunder's unique damage scaling just ceases to work on overguarded enemies. Inaros' Sandstorm can not proc status effects on overguarded enemies. Etc... And for the top two sections, I'd rather you not add these mechanics/items/frames to the game in the first place if all you're going to do is rip them away from me one week later. Let me at least leave Dante in zero forma hell like the other frames I don't enjoy. And if you say you needed more data to know one-way-or-the-other, then what's the point of the test server that hasn't been used in over 2 years? These kinds of changes are why myself and likely countless others have no faith in your ability to do good by stuff like making pseudo-exalted weapons (i.e Landslide) separately moddable. Frames like Atlas will forever cease to truly function in places like Duviri or Deep Archimedean, because that's better than them being nerfed into oblivion by someone that doesn't even know they're nerfing them. Or at least that's how it appears. And the list goes on.
  15. Except you missed the point that the guy's claim is that the game is already rife with "powercreep". This is not a game that is on the tipping point in his mind, where the community is deciding whether they want massive power or a heavily balanced game. People that don't care, largely don't care because they're fine with the status quo. And the status quo according to him is massive "powercreep". Yes, that's not the entire "I don't care" group, but logically it's fair to say more of them would lean towards WF staying a power fantasy it is, compared to the opposite.
  16. Says the guy pulling facts out of his ass. You try to use the "I know better than you" card and then have nothing to substantiate it with? Not to mention, this is not a random survey. It's one of willing participation and it was posted in some of the most biased populations of the community.
  17. The drop table changes just happened. Netreacells did suck before, but as of last week I personally am happy with the drop chances. If people really want the adapters removed then all the better, but good luck. There are 2 guaranteed per week. And a high chance of 8 more now that Deep Archs have been added. It only takes 7.5 weeks on average if all we're counting is guaranteed drops. And it sounds like you might not have been collecting shards when they first were added. The rate of shards and tua shards back then was horrendous. What we have now is finally good (not perfect, not get this grind done in 3 days, etc... just good). If you still want better odds then good on you, but I'm not fighting the war with you because I know it's near guaranteed nothing will come of it.
  18. I kinda get it, but this sucks. EDIT: Update, I played with it and no longer get it. This massively sucks and is rife with bugs that his 3 otherwise had the ability to get around.
  19. Afaik this is because the mite can spawn in the same room as the Netracell, so if you're using AoE and instantly kill the mite the moment it spawns, the mission breaks.
  20. That's less than 0.094% of all registered accounts based on a month old article. Yes, not all of those accounts will have anywhere near the playtime required to really grasp your gripe. But a very large number will. The 70k is not significant enough. It's the same survey, and it's not your survey. You've just interpreted and portrayed it in a way I don't agree with/condone. And also, I have 8+ years of DE's own game design doing the opposite of what you're asking for. As well as the steam player data showing that Warframe's player count has not suffered at all throughout these years despite the "massive" problem you bring up. In fact, there's a bunch different reasons this could be the case... But do you know what the most popular update of all time for WF is? Yeah, that's right, it's the update that gave birth to the massive infinite ammo AoE meta, the Sisters of Parvos. With galvanized mods being added, gun arcanes, multiple new massive AoE guns (Zarr), etc.... But it doesn't mean anything, because there's no way to know for sure for this conversation. Believe what you want. So we're too powerful, but buffing old frames to match modern expectations of power is "horizontal progression"? Don't you think that "horizontal" would mean every frame would have stayed around the same power level as the 2013 original 8? You do know when Hydroid was massively buffed, it made my account stronger, it didn't just stay the same. Right? And our weapons are too strong, but adding new variants with (at times significantly) buffed stats is just DE giving us the same exact power again? It's not like the Knell prime does over 1.52x more DPS than the normal Knell or anything. We must not be playing the same game. The point you're missing is it's subjective. Like your idea of balance is not everyone else's. And balance, comprises of both buffing and nerfing, and the question was directed neither way. So it was open to interpretation.
  21. Everything is relative. When the max player count on a random single day and on a single platform is higher than your survey participants, it's a small survey. It's like trying to tell me a city population is big when the scale is global population. How many tens of millions of register losers users are we up to? You can't anymore than I can. The survey is both small and biased towards a select subset of the player-base. And taking the interpretations out of it and where the neutral groups should go, I don't see how you think having a 0.2% difference "backs up" your claims. Name one (successful one) that's in Warframe. And if you can't find one, describe what you're think would work. Yeah, usage rate. DE at large does not care about your point. They care that 44% of people were using the Nukor, which meant those people weren't spending money via various means on the other secondaries. And don't even begin to defend usage rate based balancing, it is extraordinarily lacking. You didn't have to resort to it because you misrepresented it to fit your view in the first place. You also didn't account for any minutia. 0.2% is not some "win" to declare your point as valid. Looking at the "Game Balance" and pushing your "powercreep" agenda because almost no one picked 1 doesn't mean people in the higher numbers want nerfs. Game balance goes both ways. Who are you to say all those 3, 4s, and 5s weren't just thinking the game needs lots of buffs? Etc...
  22. My bad, it's very hard to know everywhere DE post things on unofficial sites. Just like when Pablo drops massive information on Twitter and Twitter alone. Not that Reddit isn't essentially a very similar subset of players. And it's not like it was an in-game survey or something that with was heavily promoted on a stream like the recent Eclipse feedback thread was. Also, 70k is next to nothing in a game like Warframe (more players played today on Steam alone than that) and 28k is even worse. It's not indicative of the player-base, especially with where it was posted. And for the disgruntled vet part, the key words are "in large part". Which hate you break it to you, almost everyone here is a disgruntled vet for different reasons. I myself am disgruntled over the fact Garuda has been bugged/broken for almost 2 years now, with how horrendous the Eclipse nerf was, etc... and I'm on the forums to discuss just such things. But the nerf/kill the genre crowd tends to gather more-so, as it's just human nature to voice when something is unliked over when something is liked. It's willfully misleading. And I was just pointing out your interpretation is just as wishful. If we're just talking about progression? Yes, in large part it's great. Your use of misnomenclature to try and demonize it doesn't change that fact. And even if I didn't think it was great, it's still what Warframe has used to grow it's player base for 8+ years. For 8-11 years DE has basically been telling players through their design, that if you like progression-based RPGs, you should play Warframe. Why would DE cease that and drive off their player-base? It's game killing, like it was for Paragon (that game changed to be more my liking, but not for the player-base they grew the game on). Not to mention it's how they make money. Very few people would buy/farm for a side-grade if they already have the original that is just as good. Again, you're doing the same is the point. And none of the questions are inherently bad, so logically you can't choose to give them 1s. Because for something like "Gear Balance" a 1 would mean leaving Warframe to die in a ditch. No buffs, no fixes, arguably nothing new, etc... 3 is about as low as you can go for the other side of the isle. It would have been better to separate the question in to parts such as "are nerfs good", "are fixes good", "buffs good", etc.... But you can choose to interpret it however you want. It makes a massive difference. Warframe is progression, they are synonymous. Everything you've done in this game from mods, to companions, to arcanes, to helminth, to shards, to archwings, to railjack, to necramechs, to gear, to weapons, to parazon, to focus, etc... is progression. And it has been here since 2013, and it has been hard leaned into since 2015. Your attempt to decry progression is to decry Warframe itself. I don't understand what fallacy or syndrome or whatever else you have to be under to think it's any other way. The game literally ceases to exist if there is no more progression worth grinding for. Again, you did the same. And AKFing has nothing to do with this subtopic, so we can drop that. And yes, when you do read more and you press the OP for details, more-often-than-not their reason for requesting nerfs because "they don't even get to play anymore because one person can hog the entire game to themselves" is almost always fissures. Be it World on Fire, Null Star, Thermal Sunder, infinte ammo AoE weapons, etc... Almost never is it a post about X frame nuking something like a SP survival too fast... because almost never can a frame kill fast enough for the other players to "never see enemies" in SP endurance.
  23. That's a very odd framing of the data you have there. (Which mind you, was sourced here on the forums, which is not indicative of the entire player-base. Namely, it's often where bored (disgruntled) vets hangout in large part). And outside of just how the numbers are framed, there's also different interpretations people could of have had when it comes to the questions. You said a "majority" of players say powercreep should be avoided But there's only a mere 0.2% difference. And I'd argue that the players that don't have an opinion one way or the other, basically don't care about what you'd call "powercreep" either. As that's the way the game is already progressing (and has progressed for a minimum of 8 years, likely more), so if they aren't against it, they're defacto for it. Making "powercreep avoidance" crowd the stark minority. The rest of the categories, while technically they have majorities by definition (the right-most value below), they're actually quite close. Gear Balance: 45.6% vs 54.4% To put it into perspective, I believe I put a 3 out of 5 here. And I choose that because I don't care if a gun from 9 years ago is nothing but mastery fodder. And I'm completely fine that the Tenet Livia completely overtook the Pennant as the best 2-Handed Nikana, as it was 19 months later and that's also how the business model works. But in contrast I still think frames like Caliban should not be left as complete dog water and they need help. But it's mostly a stance of leaving things be or implementing buffs, as 90-95% of the nerfs in this game are unwarranted IMO. (Examples of ones that were warranted was the Cold Ward+Xata's Whisper interaction and the infinite 12x combo.) Though with the combo, IMO innate combo should have been buffed to regen significantly faster after the nerf. Coop Missions: 46.5% vs 53.5% Difficult missions: 38.6% vs 61.4% And finally we have "Build Customization", which I feel a portion of people likely interpreted it as "should 'cookie cutter' builds be addressed" (which as a concept I disagree with). But I likely gave it a 5, but I viewed it as, yes I want more systems like Helminth, yes I want archon shards, yes I want millions of mods so I can pick the best and likely near never use the rest of them, yes I want more impactful gear like a 3rd gun I can summon via the gear wheel, etc... This community never uses this word correctly. "Powercreep" is when a new piece of gear make an old piece of gear basically worthless, and as such makes the time and resources put into the gear now wasted. For example, it's when DE gives us the Soma Prime or Supra Vandal and then eventually they give us the Burston Incarnon and there's no reason to go back from a meta perspective. (But that is the game's business model, and so as long as there's a decent window of time between when it happens (i.e. Livia's 19 months), I'm cool with this.) What people like yourself incorrectly call "powercreep" is actually progression. And progression is literally the entire premise of this game. It's the bones, it's the flesh, it's the blood, it's the everything. The premise of gradually making your account stronger and stronger, taking on new engaging and "challenging" content. Systems like archon shards, literally a buff to everything and anything, no frame left behind. Helminth, a massive buff to your entire account except for fringe cases like Rhino IMO. And it goes on and on and on. And yes, enemies have also gotten copious amounts of progression along side us. A game mechanic that tries to nerf me will always be more fun/a fun puzzle compared to the devs nerfing me. Because IMO they're constantly hounded by players that don't understand the genre and/or don't understand the vision/development cycle this game has had for the past 8+ years (arguably 11 years if we consider all you needed was a Trinity "slave" to accomplish the same thing (so fun for that Trin)). Go play another progression based RPG like the Borderlands series. IMO you will be engaged and you will have fun (at least people like I do), but you will not find your Dark Souls-like difficultly (or whatever analogy of your choosing) if you use the meta gear, or if someone in the squad is using meta gear. The game is meant to engage you, not challenge you in the endgame. The main point of fun in these games is constantly getting stronger, it's using the copious amount of systems to create interesting builds (Castana Link-Trinity nuking), it's min/maxing the perfect set up it deal with a problem, etc... And there are plenty of other ways to have fun, fashion, decorating, using non-meta stuff, creating meme builds, etc... But difficulty will never be one of them in this genre in the endgame (try something like Warhammer Darktide instead), as by design all the "difficulty" comes when you first start playing the game and it never comes back. And I like games like this, because honestly, when you put 11 years into a game like you have, nothing is difficult but PvP. 9 times out of 10 all of those threads are only complaining about level 30 fissures and nothing else. A mode where DE near forces you to play with other players and the most efficient way to get Ducats is in missions you're massively overqualified for. Are you really going to use this as an example when DE also expects us to do content like Deep Archimedeans? Fissures are a problem of DE's own creation, and every iteration of changes to fissures has done near nothing to fix it.
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