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Polsvoyce

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Posts posted by Polsvoyce

  1. This makes me hope for the removal of enemy hitscan weapons. I understand that for difficulty to spike, there either needs to be higher damage or more enemies (because "making better a.i." is generally out of the question), but this game's balance toward late game keeps ebbing toward the idea of "damage prevention" skills on Warframes and I think that's really unfortunate.

     

    To be honest, with Parkour 2.0 coming soon, I figure this is THE perfect time to remove hitscan and reward mobility. I think we should have the ability to shake and juke the enemy's line of sight, but I'm worried that Parkour 2.0 will just become a traversal change, rather than being incorporated into how we fight the enemy.

  2. I wonder if others feel similarly, but I really miss the time before the Warframe exp nerf. I really like having my Warframes at max level and selecting one similar to picking a character in a fighting game roster. Chose who you want to play for the sake of it. Currently grinding Warframes (and especially Archwings) is what makes me think I'd rather just go play something without that wall infront of it in the first place. I'd like to play a new character or a new Archwing, but I don't look forward to that grind. Coming up with a custom modded layout to tackle late game scenarios is the fun part for me.

     

    I suppose they gotta sell those exp boosters though, but I feel like that revenue could be just substituted with more syandanas or something.

  3. As a fan of pretty much everything that's been listed in this thread, I think its a good idea that DE starts looking at some further inspiration for how to make Archwing more intense as a game type.

     

    With how things currently are in larger maps, I agree that the archwings feel like they're going too slow. That's mainly due to the lack of background elements whizzing by our peripheral vision and the vast distance needed to go from one point to another. Going through tunnels though feels appropriately fast (and really, I'd rather they open up those tunnels just a bit and make them a touch wider).

     

    That set-piece from ZoE2 was always a favorite of mine.

  4. Put me on the "I love Archwing" list. I really do enjoy what's there. There's certainly room for improvement though.

     

    I think my main issue with it at the moment is that it feels like an entirely different game from Warframe. Archwing stuff has no bearing on the main game of Warframe and vice versa. The main game of Warframe is fairly complicated in all the things you can do with your character. Currently Archwing feels like 'less' all around, except for the bonus of having three dimensional combat. I'd like a bit more complexity in the overall Archwing combat in the future.

     

    Basically, Archwing is very similar to the underwater segments of Monster Hunter 3. In fact, how mobility works is identical, but you can still do everything you normally can do with your character on land while in water. The environments also had land and water segments that you could transition to at will - which is something I feel like Warframe would benefit from a lot.

     

    Good luck DE. Please keep at it.

  5. I actually really liked what I saw of this. I guess to me this looked more like "spiderframe" than "rabbitframe". Especially cool looking with the prisma skin.

     

    What pulled me to Warframe originally was simply how unorthodox and strange its visual style was. This is certainly different than the overplayed concept of "wall running", and I really like what was shown.

     

    Good job, DE. Launch that soon!

  6. So, someone really wants us watching our stamina meter. We wind up using it for a lot of things in a game like this, from running, to parkour, melee, and blocking.

     

    Since this is really important right now, could we have the option of a thin line placed just above the four dots that represent our four abilities, near our target reticle?

     

     

  7. As enemy levels increase, Full AoE CC abilities work much better to protect you than blocking will. 

    Which is where the big disparity between guns and melee comes in.

    Melee reduces your caster power, requiring all the melee and stamina mods tied to your warframe to be the most effective it can be to be viable in higher levels. Guns require nothing of your warframe. 

    Blocking only protects you from the front, drains stamina faster than abilities do energy, and you're still vulnerable while you're attacking enemies. 

    AoE CC abilities protect you even while attacking with your guns, drain slower, and cover a more complete area.

    It has the potential to be viable at least, but guns+powers will be better.

     

    I feel like this really nails the situation on the head. Melee requiring Stamina plus Energy seems silly. It'd be ridiculous to make guns require Stamina or Energy (though interesting in some rare exceptions). Abilities and Guns synergize really well, why not Abilities and Melee?

     

    I think standard melee damage should be increased. Hell, keep the combo system right where it is. Make the Channeling button bring up special moves that then require Energy (and might only do more damage depending on the attack). Seems inefficient to use Energy just to do more damage with a Sword when you could... just do more damage by equipping your gun, while saving your Energy for Abilities - especially ones that debilitate. Implement something like once Channeling:

     

    Down+Attack to get a large horizontal swipe that staggers enemies in front of you

    Forward+Attack to launch an energy wave toward a single target to ragdoll them toward you (or perhaps just a DMC Stinger/maybe just a teleport toward the enemy),

    Left/Right+Attack to Auto-Proc a status effect.

     

    All of those could cost energy.  Keep Special Moves varied enough, and suddenly you have another reason outside of 'What weapon does the most damage' to buy new weapons. Guns for raw, safe damage. Melee for crowd control and utility that's worth the risk of getting in so close.

     

    Then there's Melee mods like Reflection and Parry. Reflection takes up a very valuable spot on your Warframe mod list, and reflects very little damage back, while draining your Stamina like crazy at higher levels. Parry provides no real incentive for using it, as doing 'Stealth Attacks' still aren't instant finishers - despite the over-the-top, dramatic throat slices and sword plunges. That stuff not OHKOing an enemy just looks bad. Someone is awfully scared of Melee being too useful, but I'd rather them err on that side, then slowly tweak and pull things back. Right now, the main incentive for running around with a sword is just the novelty of doing so in a game of this ilk.

     

    In general I really like where Melee 2.0 has gone and I think its a step in the right direction... especially in that its helping this game to feel a little bit more interesting for me after playing it for as long as I have. I still have a lot of love for this game! I just hope they keep adjusting and tweaking this foundation without making us wait many more months in the process. Melee weapons and acrobatics are a huge selling point for this game in a sea of over-the-shoulder shooters.

  8. Just wanted to bump this again since I'm really hoping DE sees this. I've been testing other stages, and it seems like its just happening on Lith, Earth... Which just so happens to be a really fun stage to play Zephyr in, heh.

  9. I haven't played Zephyr since her launch, but I'm noticing on Lith, Earth that if you go too high, she'll just lose health and die before she hits the ground. This certainly never used to be the case, so I can't tell if this is a bug or a 'feature'. I'm guessing bug.

  10. So I've noticed this a few times now, but tonight I was playing on Jupiter and I got hit by what seemed like the Disruptor Ancient effect where the screen goes crazy and you lose all your energy. I haven't been online in a bit so I don't know if this is some sort of new Corpus attack, but could someone maybe fill me in on what is hitting me? I don't appear to be getting hit when it happens... so I'll assume some sort of new bullet type or something?

     

    I figure I'm just being silly and missing something obvious.

     

    Thanks!

  11. Zephyr is simply the most fun warframe to use, as of the moment. She also goes to show how this game can, and should be evolving right now. In order for other frames to catch up it would seem that globally parkour and movement need to be addressed with every warframe. Space Ninjas, to keep up with how this game has evolved, just need to be faster and more nimble. There's really nothing fun about being slow, especially when playing Frost. Why should this even be a balancing factor for him, as a warframe?

     

    The person who mentioned that Zephyr will be nerfed later on to promote a different warframe is most likely right. I just don't think I'll be playing anything other than Zephyrframe from now on, unless a (somehow) more mobile warframe comes out, or other warframes' mobility is increased. Hell, even nerfing the way her #3 works suddenly means an inadvertent nerf to her mobility.

     

    How long has it been since we got a new warframe that just simply worked, right out of the box? Nice work, DE. Zephyr makes me happy that I've stuck around with the game as long as I have.

  12. Entirely with you on this. Our warframe shields are there (I'd assume) to allow us to get into the foray, mess some enemies up, and run off for cover without penalty. Stay out in the open longer than you should have, and you receive a penalty. I feel like the mere concept of enemy bleed proc advocates playing this game like a cover-based shooter, instead of 'space ninja action' or whatever. As things are, its just safer to hide behind a corner. When I'm having a hard time keeping my 800+ HP Saryn alive due to bleed proc and never once letting her shields drop, something just feels dirty.

     

    And then there's the other point you made, the big one, that to compete in higher level runs, there needs to be a way of simply negating damage from the enemies. If we cannot afford to get hit at all, that seems like something's wrong with the game design. Its kinda sad that so many frames are frowned upon when being used in later levels, simply because they don't have such a necessary utility.

     

    Hell, if things could be solved to the point that damage-negate wasn't needed as it is now, I'd even be in favor of those negate-style abilities being altered into something else entirely. That aside, small, weekly alterations could really do a lot toward balancing this game out. I'm not a fan of the huge, 'shotgun approach' that is currently being used in balancing.

  13. Not sure if others are having this problem or not, but Bleed seems to be applying to my character constantly, regardless of frame and stage. Its basically so bad I'm needing Vitality mods over Shields.

     

    Since I seem to be the only one complaining about Bleed amongst my friends, I've been watching their health bars. Sure enough, they seem to be fine while rocking 200 HP or so. I swapped to Saryn and my 800+ HP wasn't enough, oftentimes slip-and-sliding on my own blood to the finish line. My shields never came close to dropping, and I'd often get a bleed proc after a door opens and the first enemy bullet hits me. Losing 800 HP over just Bleed damage seems insane, especially since my Penta is killing these enemies almost instantly once they show up - its not sustained damage I'm taking. Continuously getting bleed proc from the first bullet that hits me led me to believe something was amiss.

     

    I seem to host a lot when playing. Dunno if that's relevant information, but I guess I'm curious if anyone else is experiencing this problem and what's causing it. I'll be experimenting with my other friends hosting, but there seems to be something wrong at the moment, as this has been going on for a couple of weeks now for me.

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