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OptimumBow0

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Posts posted by OptimumBow0

  1. I'd say anything that is primed deserves some backstory/elaboration on how they came to be, their reputation, or something quirky. Especially if they have a perk; it would be cool to allude to how it came to be, how it was discovered, or simply how the orokin/enemies reacted to its discovery (pyrana/ballistica prime especially).

    But, other than that, I agree with the others, the vast majority of weapons in the game are simple, mass-manufactured tools. 

  2. I was skeptical of your ambition, but dang, this has changed my mind from doing away with minelayer to keeping it. Solid suggestions, especially on Bounce. Trip Laser is good, Shred is a no-brainer change (I like the re-arming mechanic, definitely fits in with Tesla). Personally do not care for flashbang, but it's technically useful and others would appreciate it, and it's at least differentiated enough from tesla's CC. Worth the extra energy, too.

    I think the energy/instance economy could also be re-adjusted (35-40 ish energy per cast from 50) to further encourage usage. It's probably good as is, though.

    As for the cycling QoL, I have often wished I could use the scroll-wheel to go through the mines. It's much faster, more natural, you can go back and forth, and it doesn't incapacitate your left hand. It would be much more appreciated than the scroll wheel's current role as cycling through abilities when we all have the 1-4 keys down pat.

    An option to further help minelayer (this may go too far) is to allow players to disable the mines they do not wish to use. Bit of a stretch, could be a bad idea, but it would remove some of the "clutter". Of course you'd just have people running only shred, yet with your suggestions they may be running a risk of regret. 

    I really, really, really, really, really, really, really, REALLY hope the devs have seen this thread.

  3. Warframe has breadth and depth, the game's variety being the former and your dedication being the latter.

    Once you get beyond level 30 enemies, you definitely want to dedicate time and resources into one frame. We're talking better mods, upgraded mods, Forma, Min/Max builds, Catalysts, etc...

    If you haven't come across Forma: They add an extra polarity to halve a mod's cost. Catalysts double your overall mod points (60 instead of 30). Min/max builds use mods from Orokin Derelict vaults that increase stats beyond normal with a penalty. The wiki is your best friend (it's still my best friend).

    But just searching the forums for builds, then searching for the mods and where they drop is a good start. Also, get the Hek. It's a shottie that will carry you. So. Far.

    -AxHx-Vile also knows what's up.

  4. 17 minutes ago, Orgoon said:

    You can't put real and chance in the same sentence. There's no such thing.

    Spoiler

    Related image

    Statistics is man-made math, and bad math at that. Drop chances are only an indicator of how often your part will come up; the actual distribution will only "approach" the chances given. There's no algorithm that makes sure you get one part in 10 runs. It's just statistics being its garbage self.

  5. For myself, Archwing is the most discouraging collection of content in this game. I whole-heartedly agree with the disconnection/acquisition aspect, and I haven't bothered to touch it (on purpose) since a few months after its introduction. I still possess the starter set, and none of it is at max rank. My problem is that I'm ok with the state of my archwing kit and do not care to improve it when, conceptually, it is a cool part of this game.

    So, agreed to all your acquisition/disconnect/mission-reward changes. Being allowed to use base-game mods on arch-weapons is probably my favorite suggestion, though.

    Mechanically speaking, yes, its not as fluid or enabling as the movement provided through the Warframes. Transitioning from ground to archwing is stupefying, because the movement that often gets taken for granted has been traded for an imprecise, unresponsive, and bewildering moveset. To this day I still do not understand its behavior completely. It's nice to open up the throttle on the Grineer tilesets for sure, but Uranus/Corpus tiles, as you said, are the pits. A reduction in inertia seems a good way to tackle it, and maybe upping the sensitivity of the Archwing to user input as well.

    Another gripe of mine is Archwing's scale in relationship to its movement. The two do not compliment each other. Missions are grand in size, but lack the content to justify their scope. On top of that, Archwings are not fast enough to satisfactorily cover the distance from spawn to extraction. Which would not be a problem if there was enough content between the two points to engage one's attention. Even the Corpus tiles' corridors and labyrinth-style layout feel empty.

    It also doesn't help the way enemies seem to spawn in pockets at different intervals (outside of objective mission types), taking 10-30 seconds to finally be within striking distance. It's choppy, and every mission feels inconsistent. If missions were condensed or movement was given a flat increase in speed, there might be a better interaction between the two.

     

  6. 17 minutes ago, Thaylien said:

    ...

    And if you say that you'd make it prohibitively expensive, then where's the point?

    ...

    And then there's also that data issue I mentioned before... imagine if they no longer had to maintain only 10 potential states for any given mod, and all your data storage just said was 'Mod X, rank 0' and then suddenly had to go, for every single mod, an extra line of data saying 'ranked to X' and 'currently set to rank X'. Even thought that's a very small amount of additional data, that's not just doubling the data for the mods, that's potentially forcing the game to maintain a database for millions of individual players' custom settings for multiple mods... At a conservative estimate that's anywhere between double and quintuple the server space and loading times for accessing mods on your account.

    It's nice to have? The devs like the idea, it's just not a priority as Rebecca has pointed out:

    https://forums.warframe.com/topic/526492-suggestion-to-de-unforma-ing-and-selectable-mod-ranks/?tab=comments#comment-5898587

    As for the server issue, adding a few extra numbers, one or two bytes, to each mod would total about .5 a kilobyte (9 categories, average 60-50 mods per each, Archwing itself has like 90 mods total) of extra data for a single player. That's equivalent to writing a quarter of a page in Word and is a sneeze to most computers. Player-side would be fine.

    On DE's side, 20 million * 0.5 kilobytes = 10 gigabytes total data to make room for. Rough estimate, but still, that is relatively nothing, even if it was doubled. Or quadrupled. Besides, every update they add = lines and lines of code that increases the need for player storage. If it was such a problem, we'd never get new content.

    I don't pretend to know how their files are actually organized, but it's not a question of storage/processing. Just the tedium it would take to achieve something, when compared to something like Fortuna, is trivial. 

  7. 12 minutes ago, Thaylien said:

    One player's 'Quality of Life' is another Developer's 'bypassing deliberate limitations' ^^

    Hence make it cost something extra. If it was to be a choice, not a bypass, then I don't see much wrong with it. Especially if most use it to tweak their mods just a few ranks up and down. It's not so far-fetched given the MR-mod-point-unlock mechanic on all equipment.

  8. 7 minutes ago, (PS4)RenovaKunumaru said:

    I think players should be committed to their actions in modding.

    When you choose to rank a mod, think carefully about whether you want to or not. This basically seems like a thread where people who realized Umbra mods are better not fully ranked want a redo.

    Ain't even played the quest yet, it's just QoL. If it involved an insane amount of credits + endo more than what's required for max rank, then I'd say that preserves whatever commitment players have to mods. It's not a bad idea, especially if it was something you had to especially invest more for.

  9. If DE were to implement an over-fusion option that allowed such a convenience, I would be down with that. Basically, just put in a TON of credits and endo into a mod to unlock re-ranking. The cost would have to be slightly higher than owning the same number of mods with all different ranks to balance convenience against owning an equivalent number of copies.

    With that, it would cost a lot more for a 10-rank than a 3 rank to be unlocked (vitality vs ammo drum cost). Rarity offset would be a given, too (ammo drum vs lethal torrent cost).

    It'd be an interesting option to have. That said, this idea has been lying around the forums for so long. It's criminal.

  10. This is a really deep/complicated thread, but as someone who's regularly played Trinity I'd like to add my 2 cents

    Passive: I like it

    WoL: Regardless of how much more "difficult" it is to use it, it would be used, which is good enough for me. It differentiates it enough from being EV's sad twin.

    EV: The potential for energy hogging is undesirable (as others pointed out). If 50% - 75% of the percent damage dealt was pulsed outwards, I think that would be a better compromise. That way there are scraps for the rest of the team and there is still an incentive to deal damage. However, I would still like for the passive-pulses to be preserved, because there are times when it is nice to just let EV do its thang and focus on taking down higher-priority enemies that just peeked around the corner.

    Link: I like that you put a greater emphasis on the damage reflection because right now it's just there for show.

    Blessing: I don't know what to think, but it sounds cool. And expensive.

    My only reservation is that the WoL, Link, and Blessing changes will make her play more around her abilities to the point that she can't so much play the objective. But, then again, I'm pretty casual when I play her, so I don't know. 

    I do think, though, that if she is to have this level of thought and care built into her ability casts that it would be neat if Link synergized with WoL and EV in some way. Like Linking to an EV'd enemy grants more direct energy flow, which would be beneficial for her now costlier abilities and increased casting (at least, it seems the necessity to cast would increase at the foundations of her kit).

    That being said, this is awesome, I love when people talk about Trinity.

  11. 7 hours ago, Sloan441 said:

    Again, more choice and more builds, but you're still doing basically the same thing: Trin things. That's how it should be. 

    To be more specific, my issue is not with the variety of mods I can put on Trinity to get different results. It is that you don't have to sacrifice the effectiveness of one of her abilities for the sake of another, you can simply have it all. I think that sacrificial philosophy applied to most Warframes back before I stopped playing, and I seems it still does. I like the "tweaking" to be had on any warframe, that is definitely fun (especially with all the mods I've missed), but Trinity doesn't so much have obvious drawbacks anymore for specialization builds. Would you agree with that? Would you also say there was a point after U9.8 when there were drawbacks to consider for specialization? Or nah?

    Also, you mentioned that the process of playing Trinity is repetitive. If the devs were able to make her kit non-repetitive or more engaging, yet still consistent, would you be on board?

    I mean, as an example of transitioning from button presses to engagement, we have Excalibur. Specifically, Radial Javelin -> Exalted Blade. I'm probably breaking a law using Excal as an analogy for Trinity changes, and I would like to say I don't want Trinity to mechanically be anything like Excal. However, the change was pretty exhilarating. If they could bring any sort of excitement back to Trin, that would make me happy. Agreed or eh? 

    5 hours ago, sixmille said:

    You've talked about your build earlier.

    You might find I never brought up my build, this is a discussion on Trin's fundamental kit and its general behavior with specialization builds has sensibly been brought to the conversation.

    But alright, you can have my forum permit. It's 4 years out of date anyway.

    4 hours ago, (XB1)Knight Raime said:

    She sure does.  And the devs know this and will rework her.  The question really is when.

    I love playing support.  I hate playing as trinity because of what she's relegated to.

    Hopefully the devs find a way to keep her relatively at the same power she has now.  But she's also more interactive and less "spam these abilities as often as possible."

    Define "relegated to", in your experience so far. 

    I hope so as well, and I think it can be done.

  12. (Page lagged and posted twice)

    3 hours ago, sixmille said:

    Trinity is still the best support warframe, so no. There's nothing wrong with this one. However, after having this thread, the conclusion is that your build is awful and that you don't really understand how abilities work. If you've got questions on that matter I'll do my best to answer.

    (I appreciate your condescension, but, unfortunately, I do not require your services. Thank you, and good day)

  13. 11 hours ago, EinheriarJudith said:

    since before her bless nerf and the nerf on its map wide range. if they changed it to something else that alteast feels better than it does now ill be all for it. there is only overlap because of not having a temp HP mechanic sadly. not having a temp hp is also nightquinox problem with mend. alot of it just gets wasted.

    I agree with this. This is good.

    10 hours ago, Sloan441 said:

    Lets look at it this way: 

    We used to have full invulnerability, but that went by the wayside since it was viewed as...lets call it too easy mode. As long as Trin kept Blessing rolling, you could throw any thought to tactical gameplay out the window since, well, you're invulnerable. 

    So DE ditches invul and we get 90%DR. But it's the same thing. Just now you take some damage. Slight damage that Trin is going to touch up every 24 sec or so. And that's all she does. She doesn't need Link. You just spammed Blessing as your timer came up since it was the only thing of significance and if you built for extreme duration (and a lot did), Link became an also-ran since it had no range. Some of us did layer Link and Blessing back then (for something like 99.4% DR) which meant the next change didn't affect us much...

    So DE makes it 50% with some strength scaling. Now Link matters (to Trin anyway) more. So now you actually have to balance how you set Trin up. You can do the EV thing with minimal duration, but it's all you do (sound familiar?). Or you can build around layering defenses and make yourself both an anchor for the team, a buffer for the team, and a healer for the team. There is some degree of choice here. Not much, but some, which is more than the last two iterations. 

    I do admit I hadn't previously thought of Link being somewhat useless with the Blessing 2.0. I don't want her to be more like other frames, though, and I guess I came across that way in the post. However, mechanically, I miss the risk-reward system because it was exceedingly more engaging than the system in place now. It is consistent, but it is too mindless for my taste. I can't be persuaded to see the benefits of max-duration over min-duration, because duration is about making the effects of your ability last longer. When the effect was inconsistent, that mattered more. Now, not really. Especially when you get to higher levels and EV churns out energy more slowly due to higher duration and TTK, and therefore Blessing and Link slowly become harder to keep up (in theory).

  14. 4 hours ago, Cibyllae said:

    I'm going to assume you either forgot the carrots or did not put them there on purpose and are not mistaking an exponent for a coefficient

    Yeah, I copy pasted as plain text and didn't notice the superscripts were lost. What is on the wiki page is what I used. 

    58 minutes ago, Sloan441 said:

    I'm beginning to wonder if you actually play her as a Blessing build. You do know that the DR stacks? It's layered. If you keep both 75% Blessing and Link up it gives you something like the equivalent to 90-odd% DR (someone can chime in with the actual math). 

    ...

    Not so much your team, but they need to learn not to get shot and they still have guaranteed 70-odd% DR and heals on demand. 

    Ok. I'm referring to the ~90% DR that the whole team used to experience, not the flat 75% cap. I don't play Trin to keep high DR on just on myself, although it's easy to cast Blessing and Link for my own benefit, yeah. That's always been a part of her kit.

    Here's the way I see it:

    Previously, layering Blessing and Link was a thoughtful choice that involved strategically timing Blessing with the health of squadmates to maximize DR, both on your team and yourself. You could also use Link as a buffer to slow DPS and fine-tune your Blessing cast's effectiveness. 

    Now, with 75% guaranteed on another 75% guaranteed, you're right, you can hit 3 and 4 without a thought. Duration build on Trinity is OK, sure. However, if I want to sacrifice duration for an EV build, it's good. Great, even. You just have to press 3 and 4 more frequently with some more 2 to keep the button combo going. There's no balance to be struck between her powers now. That's the biggest thing I remember from my last time playing, the choice between Blessing+Link max duration or power-strength, min-duration EV, and it's gone. EV all the way and no consequences. Yay.

    30 minutes ago, EinheriarJudith said:

    i do play trin. i actually love that she is full support... i said it before a while back WoL should function just like EV. they both have the same animation style, they both CC 1 target.

    I guess, from your manner of talking, I gave the wrong impression that I don't love playing "full support". I do/did. It's just that, in her current state, I can't bear it so much anymore. How long have you used her for by the way or what update did you acquire Trinity? Also, overlap: bad? Would you be staunchly opposed to changing WoL to not be EV's twin?

  15. 3 hours ago, Thaylien said:

    While I agree that Trin needs an update I... with respect to you, the thread's writer, don't agree with this direction, or with my friend's thread that you linked in as well.

    Honestly at this point, I am totally on board with whatever changes they make to Trin that can be put in the "Buff" category, regardless of the direction they move her in. Because, again, her skirt and her kit have been buffed the same number of times. 

    2 hours ago, Cibyllae said:

    can you post the equation you used for that graph

    Sure, and this is only the math for the Grineer. The curve against Corpus probably looks much better, and maybe I should've chosen them for my test.

    Level = [0:150]

    Current Health = Base Health × ( 1 + ( Current Level − Base Level )2 × 0.015 )

    Current Armor = Base Armor × ( 1 + ( Current Level − Base Level )1.75 × 0.005 )

    Current Effective Hitpoints = Current Health × ( 1 + Current Armor ÷ 300 )

    Current Damage = Base Damage × ( 1 + ( Current Level − Base Level )1.55 × 0.015 )

    Link Damage = 1 - (Current Effective HP - Current Damage)/(Current Effective HP)

    So, basically, scale the scale the HP taken into a percentage once damage is taken. Then, subtract it from 1 to get the damage Link dealt. Easy Peezy. I knew how enemies generally scaled beforehand though, so I expected the graph to look the way it does. HP scales faster than damage, so the leftover HP asymptotes to a value of 1, and the damage dealt  by Link, likewise, to 0. I didn't expect the threshold of usefulness to be as low as it was though, and that was the main reason for doing the math. "Usefulness" is also dependent on the DPS of the individual enemy as well.

    http://warframe.wikia.com/wiki/Enemy_Level_Scaling

    1 hour ago, EinheriarJudith said:

    if you dont like playing a full support play harrow or oberon. i dont see why a frame needs a rework on the basis of "shes boring to play". i will say WoL definitely needs something to bring it up to "make me care about using it" standard.

    Yep, don't worry, I am. I just have a fondness for Trinity developed over 2 years of using her that I'd like to justify. That's all. Do you play her though? Do you find her as much fun as any other frame? Cause I don't think "she's boring to play" is a bad reason to re-work her, but, I think there is something objectively wrong when abilities 1 and 2 are mechanically twins, 3 does what half of 4 does, and 1 does what 4 does better. I think she's the only frame with that much explicit overlap (I could be wrong; I've been gone a long time), and I don't think overlap is a good thing. Would you agree, or do you not care about it that much?

    7 hours ago, Archeyef said:

    My account is 5 years old. When I first got her, Trinity had flat 100% damage reduction and mapwide range on Blessing.

    awww yessss

    59 minutes ago, swodaem said:

    Every warframe in this game has been overnerfed. DE are infamous for terrible balancing and being directionless. 

    I might be out of it, but I can remember Excal, Saryn, Ember(ish), Hydroid, and Frost receiving some good treatment. I don't know the state of them now, but I'd say DE ain't terrible at their jobs. I think they overlook Trin or find it hard to deal with her because, if she wasn't in the game, enemy scaling and difficulty might be completely different systems to what they are now. I'd still like them to try, though.

     

  16. 13 hours ago, PoisonHD said:

    I find her fun to play, constantly keeping tabs on my Teammates energy, over shield, and health levels, plus doing all the normal gunplay is very fun to me. I don't think I've ever been bored because I was playing her. 

     

    12 hours ago, Archeyef said:

    Oh yes. There was a time when I would love jumping into the thick of the fray with Link active and tearing enemies apart with melee. There was a time when I'd keep Blessing in reserve while I monitored my team's health, ready to save them from whatever they'd gotten into.

    When did the two of you start playing here? Archeyef, sounds like you began in the old days when she was yet untouched.

    11 hours ago, Sloan441 said:

    Not seeing a problem. At all. 

    I mean, yeah, technically Trinity is fine as is. She can support the team with heals and EV, but it's the overlaps in her kit and how basic she is to play that's bothersome. Her 1 overlaps with her 4, her 4 overlaps with her 3, and the mechanics of 1 and 2 are the same (single-target paralysis that requires you to shoot at it, but ability #2 is more rewarding). 1 and 2 are ok to use, 3 is just a button to avoid knockdown. 4 is also, technically, a quick-time event.

    When Blessing's DR was in a state of player control, not just a flat value, it was definitely more fun to pop on your team. It also meant that building for duration to keep a high DR going was worth it. An EV build goes against that, so you had to weigh between the two (or just bring 2 Trinity's). Now, I see very little reason to not go for an EV build, because the power strength benefits Blessing's DR regardless, and the rapid energy recovery means you can compensate short duration on Blessing with 4-spam. 

    I'd hate to see the aftermath of a nerf to EV, too, because that isn't impossible.

    The question is then, do you want her kit to remain the way it is, or would you like to see it improved upon?

    10 hours ago, Klokwerkaos said:

    Bring back link self damage but in a sane and reasonable way would be the only thing I'd want to change.

    Honestly, I don't know how it was unreasonable. I tried it once and killed myself. Never tried again. So the stories I've read since coming back seem impossible, but if it was re-done such that Link over-rides Blessing's damage reduction or some-such, it would probably be fine.

  17. 11 minutes ago, PoisonHD said:

    What job was Nekros doing better then you?

    Well, I was trying to play Trinity while ignorant of her range cap. While Nekros can't heal, this particular one was far better at rescuing our teammates and myself than I was.

    You guys don't think Trinity is boring though? I mean, compared to the first Blessing change. That's what I've felt the past few days at least.

    2 minutes ago, Archeyef said:

    Trinity was my main back when I started. I've seen her go through these changes, and I'm not happy with where she is now either.

    The major problem I have with Trinity as she is now is less about her efficiency or effectiveness than it is about her gameplay. She is... extremely boring and extremely clunky in her current state. Sure she does her job well but it's so very boring to play her. 

    Yep. Was there a point where you did have fun playing her, though? Or has it been a snooze-fest all the way?

  18. I'm a returning player who hadn't touched the game since the month U18 came out (3.5 years gone). I also mained Trinity since I liked being able to support my squad. Liked.

    I booted the game up about a week ago to see if I had gotten over burnout, and I found I really enjoyed the game. However, it didn't take long to notice Trinity doesn't behave the same way she did. I noticed this when a Nekros started doing my job for me in a level 40 survival mission (pretty embarrassing). This is par for the course; we've had all manner of awesome reworks throughout the years. Except Trinity hasn't gotten an awesome re-work

    I went through her patch history to see what I missed and have made a short list of updates that featured major Trinity changes:

    Spoiler

     

    U9.8 - WOL increases enemy health x10, EV deals damage. Blessing gets animation changes, but Link is nerfed (fair tho).

    U13.3 - Blessing's invulnerability is removed, replaced with a risk-reward heal that grants damage reduction dependent on player health levels. EV gets QOL treatment. Necessary nerf indeed, but a good one and the change to EV is nice.

    U18.5 - Well of Life and Energy Vampire synergy is removed. This was too good at killing some bosses, agreed, yet Trinity now has 0 synergy between her powers.

    U18.13 - Blessing is given a range cap, Damage Reduction is now calculated using average health of team. That 2nd change hit harder, honestly, since you could only get to higher damage reductions if your team was dying in sync. Risk-Reward and skill are somewhat taken out of the equation.

    U18.13.2 - Risk-Reward of Blessing is cut completely in favor of flat 50% damage reduction. This really is just U18.13 Blessing because inconsistent damage between teammates would make 50% the most probable value for damage reduction. They've just made it guaranteed is all.

    U 22.20.8 - Self-Damage is no longer transmitted through Link. This nuke-strategy had just surfaced before I burnt out, but an understandable change.

     

    TL:DR Trinity has not received a traditional buff since Update 9.8. # of Updates where Trinity was compensated for her nerfs: 0

    I do not bring this up to say "Bring the old Trin back!". I don't think that's the solution. But in 5 years of 13 major updates, Trinity has not received any attention that has upgraded or diversified her kit. She has received some nice QOL to be sure, but other than that she's had nothing but side-grades, down-grades, and nerfs. Her skirt has received as many buffs as her powerset. That's not exaggeration. The physics on her skirt have been tweaked three times. WOL has been buffed once, EV has been buffed twice. Link and Blessing have only received nerfs, and some of the Blessing nerfs seemed to come from nowhere (like switching to average team health? What?).

    If you look at her patch history, the most used verb throughout is "fixed". Her WOL and EV combo was described as "fixed". It reads like a tragedy, honestly, interspersed with small victories, but one that ultimately has led Trinity to the pit of mediocrity. No one cares for WOL, EV is 70% of the reason people still use her, Link's utility is a small convenience to mitigate knockdown, and Blessing is 30% of the reason people still use her (yet there's no reason to build for duration for a 90% reduced damage modifier). Additionally, there seems to be a body of people who would like EV to go down as well.

    I don't want her to stay in this place, and I definitely don't want her losing more of her kit. I'm sure there are plenty of others who would agree.

    The goal of this post, sadly, is only to draw attention to the dev history on her. I have little specific constructive remarks to share, or ideas, except from this post:

    Spoiler



     

     

    I don't know if I agree with the Blessing change, but his 1-3 ability ideas aren't bad.

    That being said, I think WoL and Blessing encroach too much on each other's specialty. Blessing is simply better at it. One needs to be changed to play nice with the other, at least to differentiate them, and there's synergy potential for it, too.

    Link needs looking into as well. Due to the nature of enemy leveling in this game, its damage reflection is just for show. I made a graph with the scaling equations to demonstrate this:

    4wrEEpk.pngLook at dat exponential decay tho

    The curvature of the graph is a general shape, so it will look the same no matter what base enemy you put in as long as it is Grineer. The bounds of the graph, however, will change and will generally be much worse. The base stats I used for this graph are: 100 damage, 100 health, 50 armor. The y-axis represents what % of enemy health is taken away per shot on Trinity with Link. The x-axis is simply the enemy level. You can see that Link stops being useful around level 15-20. At that point it's just there for show. Apparently these base stats are a little high for level 1 enemies, so I plugged in the information for a Grineer Lancer after taking this screenshot (11 damage, 100 health, 100 armor). The max effectiveness of Link goes down to 10% health taken on a level 1 Lancer. Ten shots to kill ain't bad, but it's down-hill from there.

    This is obviously a result of enemy eHP (Effective HP, not just HP) scaling waaaaayyyyy faster than their matching damage output, but the result blew my mind. Intuitively, Link is an ability that seems like it's meant to scale, but it scales in reverse.

    Like come on, guys. There are a ton of abilities that lose their effectiveness as enemies scale, but is there any other ability in this game that does so inversely? Ignoring the damage reflection, the 75% damage reduction sounds an awful lot like the reduction cap on Blessing. A second instance of redundancy in her kit. Although the knockdown protection is great.

    Other than pointing out chinks, it's hard to come up with ability ideas/changes for a Warframe that is centered around health and energy. I mean, there's only so many ways you can manipulate the logistics of it. However, I think an area worth exploring is to broaden the definition of "support". To give an example, Trinity could potentially boost weapon/warframe stats with her kit rather than just throwing out health and energy willy-nilly. Maybe 1 or 2 of her abilities just need to be tossed for new ones. I don't know.

    OR, since the devs seem so keen on eliminating the usefulness of a dedicated healer, let's just not have a dedicated healer anymore. If you don't want her doing what she does, then instead of gutting, please start retooling. Bring her closer to Harrow's kit and Oberon's, but give her a larger emphasis on healing and at least something for energy recovery. At this point, I don't care how much you have to change her, just bring back the modicum of fun she had when she was Ms. Risk-Reward. Not manifested the same way, necessarily, but please.

    Please show this frame a tender touch.

    Anyway, post ideas. My catharsis is satisfied.

  19. Balance = Diversification, as AM said. 

     

    There's a reason games that give players multiple ways to go about accomplishing goals do really well, and that's because there's the potential for more customization and plain ol' freedom.

     

    And there are some weapons I would like to bring into serious void missions and avoid being judged for using. 

  20. So you want a belly slide?

    Switching poses never bothered me none because I like it if I can break animations for more nuanced control so as long as the "belly slide" doesn't make things slower I'd be game for it.

    OP is talking more about the aiming in aim-glide being interrupted once our Warframes hit the ground, and that the pause dampens the flow of movement and combat provided by aimglide. 

     

    Cool suggestion by the way, it's pretty bothersome to have to an enemy in sight, hit the ground, and then go through the animation to stand back up. 

  21. If it leads to a joke thread, then I think it's funny, but I mostly hate it, especially when it's possible for 66% of the thread titles in recent topics to trail off into an ellipsis.

     

    Those threads also have a majority of inflammatory and aggressive comments. Thankful that the comm-mods fix the titles, though, really helps, but it's just too late sometimes.

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