W4cky
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Posts posted by W4cky
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Love the update to the tileset, holy moly and the new music is really good! Will it be available for purchase soon or at some point?
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7 hours ago, XNightskyX said:
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Yes. This x100. We need this. There times where I can not host and when it does happen in the times I can't do much about it, Fortuna, I try to explain to the group. If it's lagging let me know and I will leave, I don't want to have to keep saying this.
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Riven Disposition just needs to go away if the solution is to set to 5/5. I'm not sure what to do in place of that. The numbers need some sort of range and parameters. If each stat had a range then the only way I could see that working is to let players lock down a stat and you keep rolling the others. Maybe let you lock down 2 stats if you are high mastery rank or something.
I don't know just trying to think of something that would give players a little more control and still keep some of the grind and rng in there that DE seems to want. It's just not a great feeling to have gone to the trouble of procuring an excellent Riven and now to have it slightly nerfed. Of course a slight buff is welcomed but the negative outweighs the positive.
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The only thing left is what kind of lenses you are using. Normal, greater, or eidolon? Banshee I think really works better with a whip. If you don't have Scoliac, maybe a Secura Lecta or something. There's also a specific range you have to have on Banshee. I have 124% range. Stretch + Narrow Minded r5. Part of the silence trick is there's an intial stun that happens so you want to be hitting enemies during that point. Too much range and it might yield results like you are reporting or too little maybe. I had found a video quite some time ago that explained this so that's how I found all this. I had similar trouble til I fixed my mod setup. Hope it helps and you get things all figured out.
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I don't know the actual numbers but glancing at roughly 350,000 people watching this reveal on Twitch was mind blowing enough.
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5 years ago I started playing. I've had short and long breaks over that period of time. I never thought it would have evolved this way and to keep outdoing themselves. Life has been brought to the game on an even grander scale. The sound has evolved so much and continues to get better. The graphics have improved quite a lot too. I had an idea of what the Venus open environment could be, totally blown away. I have never been more happy to support a game.
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I generally like to max things out. For exalted weapons in this update I have put 3 Forma on Umbra, Mesa, and Ivara. Valkyr I did 1 Forma cause I decided to fit the new mods on there just for laughs and it works fine. Titania I ended up modding with 0 Forma and to be honest I didn't see a way to really squeeze out that much more with adding some polarities. Wukong I haven't touched, bit hard to get into using him.
This is just what I ended up doing. Obviously there's more than one way to mod these. A simple and effective build can be had with no Forma if you want it. I'm happy to have some things to work on and play with for a while. It shouldn't be "the end of the world" that one has to modify a build or adjust to changes. Part of the game since things can and do change around here.
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Just now, DomoSapien said:
Was there an official documentary? I never heard of it. Would you mind sharing it with me?
Hmm maybe not official but it's the NoClip documentary. Just search for warframe documentary in youtube and it will pop up.
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I feel it was a great program and it clearly served it's purpose. Funding is a huge deal for almost any game. I feel fortunate to have been able to support Warframe back then and continually over the years. Watching the documentary makes me feel much more, at ease with my financial choices.
I would still like to know why the sudden collection of all these opinions though. DE has made their stance clear and I don't understand why this subject can't just, drift into the void. Well Umbra happened so that's probably most of it but still.
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Original issue, no longer an issue. Can't wait to get more of the UI though.
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Thanks for working hard to bring this out on Thursday. Thanks for all the free stuff! I'm sure there is a deeper explanation to what we have been given that we will find out in time. Also, loved the Orokin Ciphers those are really cool wish they or something like them would come to more parts of the game. New hacking mini games would be awesome. Anyway, take care, much love!
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Need a pic of Primed Hype.
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On 2018-06-06 at 5:27 PM, jfhsanseiIII said:
I log in to play the game. Not play vacuum cleaner in space. It’s just boring. You can use whatever logically inconsistent argument you like, but it’s a game. You play a game. If one person is destroying the entire area by hitting one button, then you are no longer playing the game.
Hate to be the one to break it to you, but that person nuking the map is playing the game too. Much of a looter shooter is about killing enemies and looting as fast as possible. By your statement alone, that's inconsistent logic what you say here. How is cheesing the game not playing it? Don't hate the player, hate the game. Let's just say in a very basic way, that this game supports more than one playstyle.
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In the early days when they talked about this briefly, the idea was that it was a darker themed frame. Both in appearance and ability set. Whether it turns out like that is anyone's guess. That's where I will turn my mind off and not let it wonder about.
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Wow that looks really good! Makes me wish for regional themed relays.
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5 hours ago, Xarteros said:
The issue with Saryn was never her spores. They were her greatest asset, as a debuffing tool, and as an area damage dealer.
Spores:
The way it is now:
- Targets die too quickly when damage has scaled up enough, reducing your window to spread them
- No more spread-on-death, targets that die effectively force you to recast yet again
- No more transfer of procs; reduced diversity of damage and effect types
- Replacing Viral with Corrosive impacts significantly on her debuffing kit
- Corrosive procs take much longer to give significant effect than Viral procs do, making them less useful than Viral was
- Can't control damage scaling effectively, making it really hard to maintain
The way it was before:
- Damage would start low, and take a while to ramp up. Damage could be boosted with Toxin/Viral weapons, allowing both early and late-game play
- Reduced range spread-on-death penalised players for being lazy, and rewarded players for being active
- Transfer of procs allowed teammates to contribute to spore damage
- Saryn could boost teammate contribution to spore damage with Venom Dose build
- Starting out with low damage allows Saryn to 'seed' multiple groups and then focus on spreading within and between them, making her less 'locked in' as a spam caster
- Viral procs are a valuable debuffing tool, making even a low-strength Saryn decent on a team
I never found duration to be an issue, and every other recent change to spores has effectively reduced their benefit both solo or in a team. It's impossible to get the same sort of effect we had before, and it's just outright bad. I was going to title the second portion 'Changes left to make', but the whole thing just needs to be backpedaled. I know DE put time and effort into the change, but it's a complete nerf and takes away her fun, with nothing to compensate it with.
Now, I know this is the Spores Revisited thread, but in order to understand why spores were just fine, we have to look at her other abilities.
Molt:
The way it is now:
- Molt now scales in health! Woo! We've been asking for this for ages, and it's just great to have it. Better late than never
- Molt can no longer be used as a voodoo doll of spores
- Molt now grants an awkward speed boost upon casting
Changes yet to make:
- Remove speed boost. It feels awkward, doesn't actually help you survive much, and ends up distracting more than helping.
- Replace speed boost with decaying damage reduction (thematically, the last shedding pieces absorbing the blows). Damage negated by damage reduction contributes to Molt's health. Make damage reduction last a flat 3-4 seconds (not affected by duration), scale up to 100% with enough strength (since it's decaying rapidly, it wouldn't stay at 100% for long), and make duration affect the percentage it decays by per tick
- Alternatively: Replace with in-built Regenerative Molt, as some people suggest. Change Regenerative Molt to something else
- Don't allow Spores to be cast on Molt directly, but allow them to be spread onto Molt, as if she were a target. This lets players 'incubate' the damage for short periods of time, without making her into a 'turret' caster
Molt took a step in the right direction in regards to scaling health, but the speed bonus gives her nothing valuable to her kit. It's not like Volt speed, which grants him AoE CC, faster reloading and increased Melee attack speed, and the short duration feels awkward. A decaying Damage Reduction, or an inbuilt regeneration would turn it into a much more useful escape mechanism for late-game, without reverting to its old 'turret'/voodoo doll ways. Allowing it to act as a target/vector for spores lets players build their stacks of Toxin/Viral and have a safe little stash saved in her Molt, awaiting further spread.
Toxic Lash:
The way it is now:
- Now applies to all weapons, instead of Melee. Double bonus for Melee
- With how spores are now, it's the ONLY way to effectively spread spores without having to focus on each and every single spore with an accurate or scatter weapon. This makes Saryn much more energy hungry, and forces use of Toxic Lash just to get effectiveness from Spores
- Still has near-useless blocking bonus on equipped melee
- Lack of energy return really hurts now that Spores have to be spammed just to keep them going, and Toxic Lash has to always be active just to make sure they don't die out completely.
Changes yet to make:
- With my above suggestion to make Molt grant a decaying Damage Reduction value instead of a speed boost, there would be no need for Toxic Lash to retain its near-useless block bonus for melee. This simplifies both abilities, as Molt becomes a clearer escape tool, and Toxic Lash becomes a clearer damage buff
- Lack of energy return would be acceptable if Spores returned to how they were. Alternatively, make it only return energy on Melee hits
- Could spice up the ability by combining the very sub-par Contagion Cloud augment into the base ability. Then, make a more interesting/better augment (like sharing buff with allies, making her more useful as a buff frame)
Miasma:
The way it is now:
- Miasma is a joke. It has been left behind for so long ever since her nuking days ended. Don't bring those back, but it feels so useless in her kit.
- Does Viral instead of Corrosive
- A bit more range on cast
- Still very low duration
Changes yet to make:
- Swap back to Corrosive, since Spores need to go back to Viral in order to keep Saryn as an effective debuff caster
- Make Miasma create a static cloud, instead of a once-off effect
- Miasma clouds not duration-based, but have scaling damage (and possibly status chance) based on spores popped within. Damage scaling decays over time, like recent spore change
- Damage scaling decay affected by power duration
- Up to 4 Miasma clouds at once, like Snow Globe
- Make Miasma pop one spore per enemy per 5 seconds, with a 3 second stun on spore popped.
Miasma needs change. Making it into a static cloud that you can deploy allows Saryn to move about the battlefield, focusing on spreading and maintaining her spore plagues. Leaving the Miasma clouds unattended means their damage scales down over time and becomes less useful. Becomes a valuable CC tool, with synergy for her spores (but not confusing synergy) and actually has a decent chance for use, rather than the occasional poke for the stun
This is a Saryn I would love to play. To me, it seems well thought out and takes into mind the idea of what the character could and should be.
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I swear if it's Mag again I'm going to get angry and probably do nothing. How about Volt for a change of pace.
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Let's start off positive. I absolutely love the new design additions to Cephalon Simaris. The details and the colors are very well done!
Onslaught. I enjoy it but let's focus on the Elite version for these words. Maybe this following point is my own skill and nothing more but I'm having a hard time using anything other than a tank frame to survive. Even then I seem to only make it to about zone 8 before efficiency drops out. If that's intended, then fantastic I'm onboard with this. To me, Elite is the only one that matters because that's where the vandal parts are. I usually solo things cause my connection is often bad. Anyway, can your efficiency rank influence the rewards somehow? That would be awesome.
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- Good looks / colors well
- range lacking
- new passive? - status effects have a shorter duration on her
- leveling Venari feels weird, lot of work just for one ability / perhaps a buff?
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The Hystrix
This weapon had me a bit excited but after using it and trying a few things...a missed opportunity. The sadness here is that I can't equip just one elemental mod and say have it on poison dart mode to proc corrosive or maybe radiation with heat. You get the idea. Honestly would have become my new favorite if this was the case because it would be a more "realistic" approach to modding weapons? Unsure if I'm saying that right but the interaction would have been awesome I guess to put it another way.
The design is great overall, love how it reminds me of the needler from Halo.
A fairly short magazine and reload is a slight too long but damage is okay otherwise. If the first point was true, I could have more freedom to add something else like primed slip mag along with quickdraw. As it stands currently, I probably won't finish maxing it out with forma. It also leads into the larger issue of almost every single secondary is modded the same way. Hornet strike, barrel diffusion, lethal torrent, crit mods, elemental combo, and then you have your one free slot. With the Hystrix it would have been 2 free slots.
I would really like to see this be changed but I understand it may be kind of hard to code that in. Anyway thanks for this update!
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22 minutes ago, Cetus_Christ said:
it seems like DE has no intention of making a good game thats worth playing and i just dont understand. the community LITERALLY HUNDREDS OF TIMES said whats good and whats bad and what should be added yet they do next to nothing. like how is that even possible? especially when it would be SO EASY to make. literally just modifying different things and they could make endgame content and fix frames and weapons in a week...
I would like to think DE is making a great game and thankfully they don't listen to us 100%. It's being developed according their vision. Most frames/weapons are fixed. What's the issue here? It sounds like you should make a new thread and outline the issues and propose these so called easy changes.
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While I am excited for Umbra, I have not hyped myself up to the next galaxy and back. If the last few years are anything to go by, I would say, marketing wise, they would want to have it out by or before Tennocon. Otherwise it will become Umbracon.
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I just really hope it's not an ice planet tileset for the new area. Venus is not an ice planet, even though it has that set currently in game. Wishing someday it could be changed. Though I do like the suggestion for something like on Pluto maybe if they ever go there for an open space.
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Is there an audiobook version of these notes? :P Thanks DE for working hard to get this out. Can't wait to check things out. Just from glancing at the notes, lots of good in here.
Update 29.10.0: Corpus Proxima & The New Railjack
in PC Update Notes
Posted
I really like the sound of a lot of these ideas. I was going to type out something similar but involving player choice when you board an enemy capital ship. Letting the player discover what they could do and then having the freedom to complete how they see fit. Meaning they could do more than one thing aboard the ship. The quoted ideas would be better though. More spacefleet less bus-driver simulator lol.