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Renkai141

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Posts posted by Renkai141

  1. As much as they desire to ignore it, we have Tiers in this game.
    Tier 1 rank mods, get less. As the highest the tier of the mod, the more it needs.
    Try to feed 100 Gold Cores into a Serration 7/10, gives it a free level.
    U give it 100 Bronze ones into the same thing, it won't even give 10% into it.

     

    It just creates tiers and Value for the game, if not we would all have Gold cores- too easy, no challenge, and mods would then "have" no use.

  2. Just have the window where buffs/debuffs are.(10 top blues, 10 bottom reds). Next to the hp.
    Then allow us have a button to make the mouse hover over the screen or show up when u press ESC.
    As you hover over it, it should show the specifics of stats during it.
    Per say Frost Globe has 300 armor & 199/500 hp.

     

    Rhino skin would have 300/500 armor. 500 hp, x% reduction. Such and such.

  3. My thought was, You can redo the sorties every time and u get something different.(Can't get same reward twice).
    Just how we had those alerts that we had to spam every time, just for a insane regalia full of dots. That would be my temporal fix for the Sortie missions.

     

    My real issue with it would either be : Choose(But this game loves rng), separate the tables by each mission, or just optimize it.

    1st mission : BP's(weapon), Reactors
    2nd mission : Exilus/Fusion

    3rd miss : Lens/Greater/Legendary
    ^I din';t memorize the whole thing but at least if it separated by that. However I've learned that way would've been TOO forgiving, so i'd like my first option. I wouln't mind running 20 bogging nonsense of the same sorties just to get what I want(or at least the whole reward table).

  4. Why would we need this?

    Because I wanna use a scythe, or- a Gun-Blade and instead of waiting for it to be available it would just already be out. A balanced type of weapon, instead of touching the 300-ish weapon types we already have and own. AND additional to that, we would just have to stop using weapons like "akgmagnus or magnus" Types of weapons. Where we would stick towards 1 weapon that's for secondary for the type of player.

     

    We would just have weapons like.

    Ak-duelist(dual secondaries), scaling from, slash, punct,impact.

    Then the same thing, Duelist(singular pistol)

    Then there would be Rifles and Melee as the other types. 1 type of weapon, and it would be 100% balanced towards pvp. Specially in the ever changing game that always patches stuff up when something goes wrong. Persay when Lex used to 1 shot someone or Sybaris being top tier for a couple of months. 

  5. As you already know, we can have weapons limited to the choices given in the PVP area. Where it would come from Burston Prime, to Burston, strange fire weapons and so on. However it takes a while for the pvp team to balance them all out for you to use your favorite weapon. This is where my idea comes in, come out with PVP weapons, Do they cost money(Credits?) No. Because, these weapons are only based on the PVP fighting.

     

    Burston type weapons? Burster (PvP weapon). To generalize the idea, every weapon type will be converted into a quick version of a pvp. Remember the sybaris 2 shot? Now you can have a Cerberus(which would be the pvp version).

     

    They(the developers for pvp) are already making a "third game" by trying to crunch up all the numbers by reducing the damage, mechanics and certain other aspects that only function into pvp. THIS way we will have a better understanding on what works and what doesn't work in pvp AS well to which weapons are available. The weapons will be like any other, 1 certain type of rifle, 1 certain type of sniper. So the system can be efficient and beneficial for those who play it.

     

    Sure you can come out with other types of weapons such as, a rifle that does impact instead of slash, and then pierce later, then you can have your trinity of what the players would like to choose. Hope I made myself clear.

    Simple it out : Instead of using our own weapons, we would have DUELING weapons. You get it when you go to tenshin and you're able to choose what weapon you want for that match. Any questions?

  6. - They implemented keys of T4 in synds. We had a vote and apparently we chose the RNG one.

    - While Toxin does more damage(and is an aoe and not a weapon hit), it's still the same thing which sucks.

    - I guess I just don't really care wether I see  a forma or not, because of how many I still use. But, that's a personal choice, right or wrong that I am I don't really mind. While I do agree with you.

     

     

    My other concern I've been playing some oldschool rpgs where, and I'll mention the name called. Wafku.

    I've had a really interesting idea that hit me. Anything decerving into RNG had to come down to rewards that a player could choose from.

    To get up quickly to an example, let's say a planet Jupiter.

    Kill alad V, you finish the missions and you get Tokens.

    Token machines would either be located on the Liset, or nearby Relays. Where you would turn those in for certain rewards.

    Jupiter tokens, Saturn Tokens, Pluto Tokens, Void Tokens and so on. This guarantee's 'farming' because the player KNOWS they will get it.

    Wakfu runs a system just in such version like dungeons. 25 is the highest number they use, every run gives you 5.

     

    My thought was, Every wave in Defence would give you 1 Tokens and on the 5th Wave it gave you a reward AND 2 tokens. This justifies a chance of reward and also a guaranteed chance of rewards.

     

    A good example from this was, You got the Ash Prime systems now you ened the rest of the pieces. With the Tokens you farmed up, you can get the rest. Or if you got the Burston Prime BP, you can just get the parts that cost 5 or 10. Don't get me wrong, It sounds extremly simple to confuse it and I don't know how you would. But, There would be cosmetic from bosses, guaranteed mods(Serration for newbies?). Sure it sounds liek our Syndicate standing, but without a real cap. Players who work hard get their reward, and players who are lazy can wait it out.

     

    Rant

    That's what the end thought I had for this post, as it's end game rewards. Because this game at the moment feels like a cycle. Unless there's an area that says "You beat the game, you can take a break till the next patch". Then you can stop thinking about it. Everytime i get on this game, I'm like "Yea I want that Ash prime he's cool I got the systems, The other parts... *3 orikin cells*... yea I'm getting off...

  7. My only problem with Exalted blade at the moment, once it's out it just feels like any other sword with a range alternative.
    You press E and then you hold down buttons to make certain combos, It doesn't feel all that special.

    What I mean is having special variants for exalted blade where you could change it's form.
    No more heroes style, Long sword, Dual swords, or just normal swords.
    Long sword going for longer strokes.
    Dual sword going for more flying slashes.
    And your normal sword to decide if you don't want any of the variants.

  8. Here are my revision notes.

    Slash dash, it takes 25e PER use.

    What is the problem?

    As of current state on Slash dash, you would press 1 on an enemy and sometimes it won't link onto the next target. Or You would aim at ONE enemy and only slash him ONCE.

     

    Here are the choices on how to fix it :

    Make it take 5-10 energy per slash.(PER successful slash).

    OR
    Anytime you slash dash and CATCHES a target, it would slash it 5 times of false links. I'm tired of slash dashing and taking 25e and just leaving my opponent on the floor. AND whenever I slash dash in the air(no target), I'd like half slash dash energy taken.

     

    Radial Javelin, I'd like floating swords that can sorround him granting him dmg reduction, on recast it would act like radial javeling.
    The current Javeling does not DO damage, at the moment all it does is what blind does.
    How to fix it :

    If the player has Exalted Blade, the radial javelins should also be using the exalted form as well.

     

    And as it also comes, have EVERY move be enchanted when Exalted Blade is out. Blind should have more range and make opponents bleed(I know you get a free blind with the slide). Slash dash gets extra targets, Radial Javeling gets more javelins. I'm not saying he needs to be stronger, But his offensiveness needs to remain as he is and needs to be as well as efficient as he is reliable. Him being tanky is one thing, but not a single move resorts to it, which is why I stated he needs a dmg reduction, which is why I brought up the idea of his number #3(radial javeling) to be a recast. 

    That's my current annoyance with Excalibur sorry if I made a huge rant!

  9. One of the biggest mistakes was buying Keys from our Syndicates. And giving an RNG number to get a T4 key making them even more rare to get.
    That there, proves to us that we had made really idiotic mistakes in the past. I'm sure everyone knows the flaws that are currently running onto this game.

    Toxic is the same as slash thus making game harder for no real reason.
    RNG for a quest was a really bad idea and limits lore addition as well as content(such as U17 overall).
    Farming in the voids, we have no token machines that we get thus making it unreliable to "farm".

    UI doesn't include passives and fails to indicate certain factors where powers are used and players do not know what they are used for.

    Game lacks it's own advancing method, where as Jackal to Earth difficulty can increase high making it almost impossible for new players.(and annoying).

     

    Then there is your mods, your formas, And many other annoying flaw. I don't believe removing the forma BP would be a usefull suggestion at all. Because, Forma IS indeed usefull. Take off the dumb Orikin Cells, and 3 Fusion Cores that they give. They need to revamp this whole system when the Star Chart gets here. Because at this rate, it's just a pile of junk mixed together creating blindness and confusion when looking for parts in the void. Sure some people have at least 2 hours in their day to farm a piece. But sometiems it takes longer than that, specially with the new defence. The waves are SLOWER. Past 25 it's just a hassle, waves come so slow you can fall asleep. Unless is infested, The drive becomes futile, and at the case of an active squad who can run it in 5 minutes, Good for you. But, it IS flawed and it need revising.

  10. 1081164-zasalamel_02.jpg

     

    Call me a fanboy, but this seems about the preferred size. Most of our scythes lack style of gameplay I don't think because of the numbers(even though that could be in a different thread). I just believe if the hitbox had a longer range along with a matching look.

  11. Anyone expected Long held scythes? Not handheld miniatures that we currently have now?

    DE or design team can anything be done about this, because that's what I really hate about scythes right now. A small idea of solo scythes and dual scythes having two different elements(long scythes if its singular, and things like dual kamas will be smaller).

     

    Basically, PBR-it up and have them have a bigger size(at least Tenno size). Anyone agree?

  12. I definetly agree with OP.
    Certian plays take days and weeks just to get 1 part. Many pray to RNGeesus to get the part they wanted.
    I don't understand why people(or the guy above me) states how farming is an art and it must be kept. THIS change right here, can make this game much more proportional into what certain players are trying to get. One can burn 5-8 consecutives runs into the key and they can burn off stamina. ONE CAN ONLY FARM SO MUCH.

     

    Sometimes even I have to take a break on how bad it is, and people keep penalizing this game as a farm. This would allow certain flexibility.

  13. Ya, I'd love to be able to drag and drop to reorder loadouts.  Would also like it if the loadouts are shifted to all be visible as much as possible.  I.E. if you select your left or right most loadou then the loadout bar won't move that left or right most loadout to the center of the loadout bar therefore hiding a few loadouts on the opposite sides.

    just how we do with tabs on our google chrome.

  14. in this form he should have been able to cast his radial Javelins as Sword shields.
    Gets flying swords around him to defend him from attacks, can only be used if he's in his ULT mode.(cap of 150 energy) 100 for the 4, then 50 for the 3.
    Gets a decent dmg reduction(75%) and any targets that get close in melee range will be hit as the swords spin around him.

    yay or nay?
    cool and also usefull. Hate how we have Warframes who are locked into stances and come off almost useless.

  15. Well if we had that, I think it would limit it down to can be done.
    All damage has a proc, and it goes towards to what type of defence enemy has.(ferrite armor and such).
    Impact = stuns
    Slash = DOT
    Puncture = Weaknes enemies.

    However, Slash is top due to DOT ignoring shields(just like Toxin which is an elemntal).
    Impact stuns for the X amount of procs, but has no dmg + agiasnt any armor. As puncture weakens enemy, but it doesn't prioritize on damage. Which is what I think they should all have a real reason to have within the game.

    Such as puncture builds allow more damage per second to become sronger(lessening resistance to puncture, does more damage). as we do with corrosive. Then have impact stun enemies then being able for them to reverse the shield(take the same damage as they have for shield).

    But, for propfer feedback I'll have to disagree with you. As we will have less style of configuration.
    Some weapons have low impact and others have high on certain stats. This would just make a disfunctional builds into the game and make things a tad more complicated. Specially with the polarities and the trouble of the D mods and what currently is going on with it.

  16. As a slash games lover I would say your ideas (aside from no boosing for air melee) are too complicated. Especially this thing with vertical/horisontal attack/blocking. Warframe isn't exactly slow game, in reality it would be literally impossible to predict direction of enemy attack even if you do not consider lag. It also very ristrictive for animations.

     

    What we actually need lays in enemy behavior. Warframe melee is ok by itself but it shatters when you meet enemies that was coded only for gunfight. We should turn on friendly fire for enemy, make them afraid to hurt each other by missed bullets and ricochets, and make them stagger on melee attacks (wtf they can aim at you even when you slash them). In this case it will be reasonable for close enemies to switch to melee to be able to block your attacks and counterattack and for long range enemies to stop shooting at you and either switch target or join melee fight (aside from, maybe, snipers).

    As a player from S4 League(which is a tad slower from warframe). Where attacks are divided in functions of, tapping the Left click, right click is a special attack. And Holding the left click as well can activate a different attack(and animation). Just how we do in most games, the more you fight an enemy the more you know their tactics.

    Heavy grineers will blow up anything around them when you get close, thus you knowing you can either block or juke(walking into range and walking out). Nulls are pretty weak inside their bubble, Melee attackers from normal grineers some of them teleport to you and attack the same way all the time. 

     

    When you say only for gunfight, it really only limits us to anything we come up with. We are part wizard and part warrior/ninja. We were not ment to run in the beginning, yet now we can. While i DO AGREE that we do not have "certain" diverse enemies to lay out the simplicity. I can say that it could be a start of something that the game needs. Pushing foward from what we currently have is only a small sense of creativity. Such games like Asura's Wrath system(where to go to a next scene you need to max the bar on the top) and other systems like Legend of Zelda with the TIER system works out for this game very well as the player gets stronger.(More hearts and more actions)

     

    In this game, the skill tree was removed due to Steve saying something in the lines of Skill tree doesn't work for a long term game. I disagreed, because it can cause organization and flexibility in what they could possibly come out with. Something regarding on how we have augments(evolving skills), or modding(having weapon mastery). The way people think of skills is you level up and u place it on the desired stat. The way I think of it is similar to the Blade & Soul System. Which you can place a skill point where you want, and confirm it and later you can take way those points and place it somewhere else. (which is what we do with mods).

     

    hopefully I was clear, sorry for the paragraphs T^T

  17. it would be better if they just made the swing at the point you are putting your cursor. Dont try and over-complicate things. Channeling is actually fine if you know how to build and when to use it.

     

    remember these things are cool on paper, but if you have never done game design you may not understand just how hard this can be to implement into a game post-production. think about how much they would need to change, and what they get for making the changes. Hence why they are relooking at their proposed parkour 2.0 system.

     

    melee does need a small overhaul [in my opinion actually hitting someone one step down from you], but ironically the easiest fix to melee in my opinion would be similar to the buffs i think are needed for shotguns and snipers. Too many enemies. It's why automatic weapons reign supreme, fire rate/punchthrough faster reload speeds or high clip sizes. The weapon types arent better, but more versatile.

    less enemies, but more dynamic enemies [think manic/nullifiers ets] would promote differing playstyles, and have them appear more and more frequently in further levels so newer players dont get put off.

     

    Is a perfect example of what you're saying then?

     

    Also to understand, I do use Channeling builds and I really like it cuz they're interesting. However, they're really limited when it comes to using other frames(Excal/Frost/Rhino).

     

    I have actually done game design, messed with numbers and understand invulnerability states. Just as they said in a certain stream, they are a fan of legend of zelda as well. Which is why I like this mechanic so much. As for parkour 2.0, the thing killing it is that people want to get across from A-> B as fast as possible, therefore air melee AND coptering kills it completely. As of, vaulting and flinging are not true mechanics to the game, yet are embraced because it benefits the player base.

     

    As to a buff, I do remember that going into stance. Certain weapons give x3(such as you pull out the melee in archwing) you are given additional bonus. Along with the melee counter(that goes up X times on how many you hit which multiplies the damage outcome). However, all this does is make fast speedy builds betters.

     

    Newer players will attempt to, as shown this game doesn't have a huge sense in clarity. Hence we can wall run in any wall without limits, not just "certain" walls. Sort of like Sly cooper(the comparison is situation). You have a skill for every situation shown with clarity.
    In warframe, there is almost no situation as you can use your mobility anywhere, which is not a bad thing but confuses players more. 

    If we had a decent tutorial level that would show mechanics and players understanding I think we could are able to understand. Such as games like Freejack, or Freestyle 2. That have a whole section with small videos on how to use the mechanics on the game.(if this was done to be by Ordis) or maybe inside the Relays. (such as how aggro works, reseting aggro, vision from enemies).

  18. History of it in this game goes towards, normal melee where it was all quick melee and that was all we had.
    Then we introduced stances(hold weapon change button) and then you where able to channel by taking off the charge mechanic. After a while we got certain mods that could boost the capacity of this melee weapon. However I think that the developers din't understand what we meant by stances.

     

    The next Melee 3.0 or 2.5, THIS IS WHAT I WANT.

     

    Keep the stances and the mode to change into the melee stance.

    Have our mechanics and combo from E & R change into
    Horizontal/Vertical attacks.

    E+R, would make a charge attack.

     

    Channeling doesn't work out as well as we hoped, channeling builds only work out if you have channeling mods. There are no channel builds(weapon with 2.0 channeling and so on) like we used to have HEAVY weapons that had X damage when you charged it. So I just believe that channeling should be taken off completely, specially since certain frames don't support it(relies on energy).

     

    Guarding (Right click)This would also have a better clarity in guarding(deflecting attacks). Melee vs Melee, Blocking horizontal and blocking vertically. This can also work for other shooting targets, those who aim at the head can be negated by blocking vertically and the one shooting on shoulders can be blocked horizontally.

     

    Countering Clarity onward the whole mechanic of countering attacks if blocked properly. If you block a vertical attack with a horizontal one, the opponent will stagger(melee vs melee) and it would have a prompt to do a finisher damage. Instead of just blocking overall with no real skill. This has to be timed as the attack hits, if perfectly timed.

     

    Stances Instead of having to press E, E and hold E an repeatedly do the same thing every time. With the new mechanic it will show flexibility. Combos that start with R, start with Vertical combos. And those that start with E start with Horizontal combos. Quick melee Should be locked into E, as u use R for reloading. This places certain weapons locking down to what their E&R are(scindo goes vertical a lot). When quick melee-ing if the players have a stance they should be able to do the full 3 hit combo.(like how machete is, or  fist weapons)

     

    Stance mods  should give the player bonuses as we do in arch-wing. X3~5 the normal damage of the base weapon when used in stance. Charge attacks should double that(stances should take effect). These should affect spin damage weapons and wall attacks and air attack damage, along with finishers. Also stance mods should be Global! Have a heavy stance with a scindo, or having a fast stance that could make a spin scindo instead of what we currently have now which is just certain combos for certain weapons which limits flexibility.

     

    Air attacks These should take charge of meters and range, no more boosting randomly in the air. We should have like Ash's Bladestorm, where if we have a target we would jump onto them(like we would do for stealth) with a certain meter range. And have the response of Sonics roll attack(you attack once and then you jump off your target allowing for more targets to jump onto and pressing e). This would allowed smoother attacks as it's point is to help players who are using melee, instead of how certain players can hop over the entire map by pressing a button(thus making parkour irrelevant).

     

    Horizontal/Vertical These attacks focus around shredding off blocking enemies AND certain angles agaisnt enemies.(such as taking off armor, or deflecting certain areas to hit that only certain attacks could work). Such as how Corrupted vor is best to be hit with melee attacks.

    Thoughts and critism? Would u like to see a more enchanted melee system?

  19. The way to work it out in this game should be abilities that channel.
    And others that don't.

    Cooldowns will just have mods to neglect them such as certain cooldown reductions(as we have for efficiency which is why it got capped). So, I'd avoid doing that. And as for channeling there IS a Natural Talent mod as well. I'd say just stick with the channeling for stronger powers(or cc abilities) and avoid cooldown powers as much as possible.

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