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Zerethon

Grand Master
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Posts posted by Zerethon

  1. 12 minutes ago, Orakan said:

     

    Mate why do you think they have changed the Shield Disruption aura on mother orb. Shield Disruption aura was working for couple of days for teralyst to than clearly after some players get some enough standing for amps they change the aura . And they already know people can be try to same aura on the orb mother to but they have changed after second day . Clearly a patern in here . Besides none of the rewards other than cosmetics for operator can baught with platinium on quill onko.

    And like I have said a couple minutes ago ; some unknown moderator on the forum change the title , without any explation from warframe is turning pay to with fortuna part 2 to My promlems with fortuna part 2. 

    I mean I still like this game and DE but actions like this are hurting the reputation of the company

    We just killed the post-SD fix orb again, 5 minutes ago, 2 people Zephyr/Titania w/ Gravimag Decurions

    Takes like 10m. Communicate, use op form to swap resists on it's shield & Stay above it, ignore the adds because they're a noob trap and irrelevant to the fight if you rotate archwing weapon calldowns proper because of the new faster cooldown on them.

    And your original post has nothing to do with pay2win except the usual  "People can buy stuff to skip the grind on getting parts" argument.

    You cannot buy power in warframe. The definition of Pay2Win. you CAN get to maximum power faster however, but all the best mods have to be farmed or traded for.

    Buying a warframe and some weapons does nothing for you if you can't fully mod them out. Even throwing a gravimag on an arch-gun and going into normal missions won't do anything unless you've got it built out.

  2. i like how we've completely forgotten the Onkko Grind. which is STILL atrocious.

    100 standing per base sentient core, Rare ones drop from the teralyst that are worth more....but you need a good amp or a carry to get high enough standing to GET a good amp, or you're spending hundreds of hours farming base sentient cores from enemies that only spawn for less than half the day.

    Lets look at the "Pay2Win" heists. They take less than 5 minutes with a speedy team, can be easily repeated, The "Profit taker" orb doesn't require anything other than an archgun to kill (and you get a free gravimag from the first heist 3 clear) so it just takes makes solaris united standing.

    Max solaris united is easy, Get the mining laser and go mine gems, 200-1k standing gems drop like candy, especially if you get a booster with plat or from a login/rare chest reward.

    The orb also drops a SIX THOUSAND STANDING toroid. and it can be reliably killed easily with 2 people.

    So, Is it grindy? Yep. Is it obnoxiously so? NOPE, Boring maybe at times if you're flying solo. Pay 2 win? Not even close, it's always been pay2getfaster but 100% F2P Has never been at a major disadvantage.

    If anything, they just need to add per-stage drops to the heists so they're more rewarding, Profit taker is on-par with a single teralyst kill for drops, and the other orb that everyone is forgetting about (Exploiter orb) isn't even killable yet. So there's still more stuff to come

  3. Palladino Does say at the end of Chains of harrow that the man in the wall is now our responsibility, and after the whole "CUT THE LINK!" thing from the war within, it's possible we have been dreaming this whole time, even.

    Knowing however that we can warp our warframes around though to a point with transference, as well as warp ourselves, it's also possible that it's legit, Or the "New dream" Doesn't start until we jump down that pit thing in the mission itself.

    No matter what though, this is the most hype thing since TWW and i realllllly can't wait to see where this goes.

  4. 10D "Necro" But whatever.

    The biggest problem, is that Using her 1 Turns OFF her auras, if using 1 detonated/used the effect, but left the auras on starting over from Zero in your new form she'd be comically better. Also, potentially make her 1 cheaper to cast, but cost more based on how many auras you have toggled (Say 5 energy to switch + 10 per active toggle) It already costs nothing to disable her auras anyways, so the cost of nuking or healing with her 4 for instance is just Activation + how long you left it on before releasing it

    The other thing i agree with, Night form 4 (Obv mend mode) should passively regenerate health on allies, either as a pad-style burst every X seconds based on rank, Or a trickle of regen ala Rejuv. aura

    Another bugbear, Unlike chroma, she has Zero tells as to what her default form is. the stance change thing seems to be bork't. We need an icon in the arsenal, or better yet, a toggle option to set her starting mode regardless of color.

    It's neat, but i'd love to use my normal blue energy i use across my frames and start in day form (Healing is generally something i do only if absolutely necessary), rather than having to use basically neon teal to start in day mode. Fashionframe is Fashionframe after all.

    Minor issues: Maim has insanely poor scaling at "Sane" stored damage marks, Mend as well, Pacify is far too weak since you generally don't want to get hit as squishy frames. Weak equilibrium is a neat idea on paper for a passive, but nearly useless in game - Weak rage and a building regen based on form would be better if you want to keep "Get hit to get buffed" a thing on her

    Duality augment is basically useless because her 3 has a godly augment, we don't speak of the others. Unless we get one for her 4 that is similar to elemental sandstorm, and that would be OP as all get out if used right.

    TLDR - Main problem is using her gimmick in practice toggles off auras and wastes time, Make her 1 leave them toggled on but just reset them to base as if they were just turned on, and some QOL fixes past that

  5. Forget Banshee for AFK. We're always farming with Double equinox + Ember + Nekros in defense.

    Literally just stand on the pod and anything that walks even remotely into range dies instantly. Less effort than all the Telos boltace/spin attack crit builds and everything. Also takes zero ultra-rare mods.

    That said, Warframe is kinda built around getting as broken as possible with whatever you choose. My equinox is pretty much as broken as the SQuake build is, but who actually plays Equinox? They aren't the meta frame at all, and banshee gets range!

    I Don't mind the meta builds at all. I can easily match (If not double or triple) their damage in missions on basically anything. What i DO mind are the people that think it's the only way those frames can be played, or that think the build makes them invincible, then complain when they get downed by not following the group and running off somewhere. Hubris will just get you killed and we'll all have a laugh at the guy with 25 forma's and several thousand plat in his gear that just got one-shot by a random toxic ancient pull.

    I'm not immune to it either. I Still get downed and killed from time to time, but i don't complain if it happens. If i get overconfident staying behind in a spot in survival, or running off somewhere in the void/derelict looking for treasure, that's my fault.

    I, for one, look forward to more people playing banshee, as the builds mesh rather well with the frames i like to play. Bring it on.

  6. Alternately, build for max efficiency and use muzzle flash, since her 1&2 are not duration based and flash will happen quite often on a short-duration shooting gallery (As it will jump very quickly between your teammates)

    if you have a limbo on a team as well, they can banish you which can let you peacemaker for crazy amounts of time (since rift is one of the few things that can regen your energy while you are ulting) and since it makes you invulnerable as long as you're not also in cataclysm, you're basically a turret.

    So she has options, but she's very good.

  7. i'm honestly more expecting a grineer-based assassin after all this fomorian business.  Drops components for a fomorian-themed archwing.

    EG: Once the fomorian/Balor fomorian sabotage becomes an actual mission type (the grineer equivalent of corpus arcwing sabotage) you can get deathmarked by running it a lot, and the assassin is basically someone like the G3/Kril on a fomorian-based archwing

    Could possibly give us a crafting use for all those omega isotopes, presuming they don't be derp and put the mission behind a keywall 100% of the time. (I'm hoping against hope, aren't i? 3 boss reworks in a row and all 3 require keys of increasingly BS farming.)

    Still, a grineer laser/radiation and raw brute force archwing -WOULD- be a great followup to the sneaky squishy quick Itzal. and the fomorians look cool enough to design a "Miniature" version to try and counter our archwing tech.

  8. There is also the limbo troll that like a troll frost globes the pod when against infested...

    .........

    So, limbo gets x3 damage with rift surge while in the rift, and can drop cataclysm to cover the objective...

    Wait, how is that bad? especially with a max range limbo? i mean i do that to go melee mode and tear through infested with ridiculous damage.

    I'll take a limbo or frost over a speed nova (Glitch nova) any day of the week because i like running for longer than 5 waves.

  9. give us the ability to recast 4 to drop it and subject it to a 3-5s CD if we end it early -OR- let players pick up drops while in the rift.

    Also, if you've actually played limbo or seen a non-troll one, he's more of a frost-type support than an oberon-type support.

    I mean, making an objective effectively totally invincible and forcing enemies to fight on your terms and only in a limited area is pretty bloody good.

    Just the whole no carried objects/no picking up loot in the void is what makes him a "troll"

  10. Unfortunately, DE has taken the route i originally lauded them for not taking to begin with.

    the problem with tokens/play x to get better at x is as we've pointed out, that it f****** sucks as a player.

    basically, in reality, to get elytron:

    do the archwing quest, and farm a lot to build the odonata

    Farm a lot with the odonata to 30 it, the imperator, and the veritux + get archwing mods so you don't suck against non-weak enemies

    Maybe get lucky and be able to build a new archwing weapon during the above

    Use your L30 odonata and farm caelus for a millionty billion years trying to get all 3 elytron parts.

    -----

    Back right after release, when caelus was ungodly hard, we managed to get the elytron in a couple (Insanely hard) runs but now with the drop dilution and the mysterious constant tweaking of the drop tables..... yeah, it sucks.

    and then they make a bloody event archwing only that can wipe out the system that they screwed the void drop tables for. (no void trader + Worse void tables = massively unhappy player base)

  11. i dont see where is the bug on this one, that's a capital ship main gun and we have destroyed those same rocks with regular bullets.

     

    you can still use a defensive roll when you receive a "warning" or dash at full speed in any perpendicular vector and the formorian wont hit you.

    i mean outright pieces of terrain, not the little rocks

    I get that it's a capital-class weapon, but it destroying the one singular large piece of cover in a mission that normally can't be destroyed by players (EG: the chunks of ship) making the mission far more difficult than it already was (Hello, orcus relay) is just bad. it's either a bug or bad design.

    my last pluto ship run, we had the laser take out one of the normally indestructable pieces of terrain that had 2 zeplens in, at which point 2 of the pubstars got downed (and couldn't be revived) because they elected to stand still in the fomorians line of fire trying to kill said zeplens, then proceed to ragequit when nobody else wanted to die trying to rez them.

    also, because the fomorian will continue to "rub it in" after it downs a player, it's possible for it to blow through a piece of cover, down you, and then systematically destroy an entire line (Or possibly, -THE- entire line) of cover leading to the ship, even if it didn't directly down you, just a random enemy happens to kill you in the open between 2 pieces of cover and suddenly you're using tiny bits of rock to try and cover a 2km approach.

    Again, overall the mission is fun, but there are some seriously poor choices put forth in designing it (EG: having one single covered approach to the ship, rather than a debris field entirely in front & somewhat to the sides with say, X Meters max between each randomly chosen bit of debris

    that way there's 3-4 various approaches to each point of the ship and your mission doesn't potentially become stupidly hard because one single bit of rubble goes away.

  12. i wouldn't go that far, but otherwise i agree with you.

    clantech + grindfest is so absurdly over-the-top that the only reason i keep doing this is my deep-seated need to complete everything. 

    and honestly, i'm questioning my endurance to continue playing this game due to the directions we're going lately in regards to acquisition of items.

     

    mangling the drop rates in the void. (I'm assuming to increase the effort necessary to acquire ducats)

    making archwing absurdly difficult to find parts.

    totally screwing up round c in survival (removing guaranteed prime part)

    maintaining ridiculously low drop chances in void. (and now in archwing)

     

    for the last 6 months or so, we've seen continuous "one step forward, two steps back"

    wait, is that actually confirmed that RotC isn't a confirmed part anymore?

    Also, you're missing a few:

    T1 voids still drop keys at nearly an 80% chance

    Orokin derelict survival along with defense now contain prime parts, derelict survival is still buggy and basically requires a nekros to be possible

     

    Defense voids give automatic fails if the keyholder/host disconnects that do count on your record rather than "Host connection lost"

    Similar to the above, the void in general has gotten massively unstable and some types are totally impossible to complete ~90% of the time (Hi, sabotage)

    And the most egregious of all:

    Constantly adding new super-rare resources as drops to slow down player acquisition of new gear, or just slowly-ground resources that only drop a few places. (We've had oxium, tellurium, argon & cryotic so far, along with Vay hek beacons, mutalist alad V coords & Not to mention some older resources still only have a single drop source (Hi, neural sensors.))

    And yeah, as much as i hate to say it, that is, in fact, some perfect world BS. and it needs to die off at the source before it creeps into more things and gets even worse.

  13. Best idea:

    Just bloody make the archwing stuff buildable off the blueprint.

    Do you know how F****** stupid it is to research the weapon, and THEN need to RNG Grind for the parts?

    I'll take farming tellurium over having to farm a crapload of resources and then a dozen+ Missions looking for one stupid part.

    If it has a blueprint, build it out of resources, if it's a clan blueprint, have it require clan resources (EG: Fieldrons for the fluctus, that kind of thing) and only have the archwings and prime archwing gear (as we get it) be built out of dropped parts.

    this is some PWE Crap and you said we wouldn't see any of it. but here it is.

  14. so, since DE has been rather mum and this still hasn't been fixed, A POST!

    For those who have followed me (And/or read the forums) i made exactly enough keys to hit 15 fomorians and if i ran it for a second run, i built another key right after.

    So, at 11 points, i had 4 keys, i ran a single fomorian, i had 2 keys left.

    We've tested this multiple times, sometimes you don't even need a key to join, sometimes it doesn't use up a key, sometimes it uses up 2+ keys a run, and it's been doing it for several days now.

    So not only is the event terribly designed, but now the keys aren't even working right.

    Other bugs:

    It's still possible to load in and die before you can even move since archwing has a forced load-in cutscene unlike other missions, and spawns you on your 'wing before you even see the map or cutscene

    It's possible for the fomorian main gun to destroy the large pieces of cover if it shoots something just as they pass behind it, this has created a "Dead zone" in some layouts where almost 1700m of the run to the ship had no cover because it destroyed an entire line of it shooting at one of us

    Similar to the above, it's possible for the zeplens to spawn inside bits of terrain as some parts are not static and rotate slowly, which can lead to a zeplen trapping team members and not being destroyable for upwards of 30 seconds (The rotating front of the corpus shuttle/ship is particularly bad for this if the little zeplen/asteroid combo spawns by it)

    Rare one: With a particularly laggy host, it's possible to EMP the core, and have it not lose shields, making it completely immune to all forms of damage and leading to a 0 score for the mission

    In conclusion, for a purely lore driven event with a penalty, you dropped it on holiday, you haven't patched it or fixed any of the issues, and now more issues are occurring that make it even more broken and less fun to play through.

    Next time you want to do an event like this, wait until after the first of the year, or don't put it behind a keywall that is behind a grindwall (Because you need an archwing to even consider participation) and DEFINATELY don't do it when nobody is around to fix problems as they arise.

  15. ... Was that a joke? Syndicate weapons are currently one of the most useful weapons in the game. Well, excluding the Rakta Ballistica... They have already better base stats than their non-syndicate variants not to mention how darn useful the Syndicate explosions are.

     

    Seriously, Syndicate weapons and dust shelf? What the ****?

     Call me crazy, but i actually like the rakta Ballistica.

    not even fully ranked and it's either a big burst of multishot craziness or a single laser hit headshot, and the blight proc is quite useful in itself.

    Never underestimate the power of the pistol mods.

    That said, yeah, the second wind gimmick was a bug in the PC Version, it'll get fixed on PS/XB in later patches as you get them.

    (I do kinda wish we had borderlands style second winds though as an actual thing or augment)

  16. Let me break down my apathetic-ness here:

    Cryotic is needed for the keys, along with an archwing, this already alienates a lot of the playerbase (Needing an archwing and needing a minimum of 4500 cryotic to get all the rewards)

    And archwing is -NOTORIOUS- for being very hard in open maps, let alone open maps with tons of hard higher-level enemies in. It's also a mode that punishes late joiners harder than any other (Numerous times people have joined my fomorian only to get instagibbed before they even have a chance to fight at all)

    then, add in that archwing also has zero credit rewards and hardly any resource drops, and this mission only gives a bonus once, and you get a lack of interest:

    1. go farm your archwing in the archwing quest by doing excavation for hours if you don't already have one

    2. go farm upwards of 4500 cryotic if you don't already have it (More like 45,000 if you want to run each ship several times)
    3. Build disruptors by farming missions on the planets where a fomorian is for the isotopes, you need 60+ of these (Not super hard, but more grinding)

    4. Finally, use disruptors to go farm a mission with next to zero rewards that may very well eat up 2-3 of your revives if you join late in a mission type with numerous issues that haven't yet been addressed properly by the devs (Crap minimap, crap enemy marking at a range, lack of proper marking ability, drops that use the same tiny generic models as found in normal missions.......)

    Personally, yes, i do care about the lore, but right now it's a massive grind to farm a lore event that isn't even fun, it's just a less-rewarding archwing sabotage that requires me farming a lot of random crap just to run.

    Hence, i'd rather just get my 15 points between farming caelus for tellurium because apparently we needed -ANOTHER- super rare grindy resource in a mission type we can barely see normal drops in (Asteroid/free fly heavy archwing)

  17. Meh?

    Until it's worth fighting the stupid fomorian more than once, i'll keep hold of my cryotic stash and 12 other keys for the 15 points.

    Protip: Rather than give us incentive to fail (Each ship only worth a point, only has a significant reward once) by making it only worth a single run In a mission that will get -MUCH- more difficult....

    Give us a reason to succeed, because the relays arent worth much and it's almost freaking christmas so not everyone is playing, not to mention that this crap is archwing only so not everyone can participate.

    elsewise, go ahead hek, we own saturn and venus, you can have the rest of the stupid things, i'll just assassinate you later when you attempt to gloat about your hollow "Victory"

    Sincerely, Zerethon
    -The tenno destabilizing the rest of your empire and production while you focus on pointless "obvious" targets.

  18. The relays need to burn.

     

    DE have cooked up a time gated grind with no real incentive to take part in repeatedly and put it live at quite possibly the worst time of the year.

    Maybe a few relays being obliterated will hit home the flaws with this event.

    Most likely everyone will get their 15 points and just save the vesper relay, because lets be honest, who will actually try to save the pluto one? An -EVEN HARDER- archwing mission than the current hardest, if it uses planet scaling.

    so yeah, lets all get rewarded for effectively giving the lotus the finger on this one!

  19. This is true, but the problem with this one is that there is no incentive to replay it. With that being said, the community could have come together for a final push to save the relay, but we didn't. DE is not to blame for our mercenary mentality.

    Lets look at what we lose if that relay goes down:

    ...

    .....

    .........

    Oh, right, nothing. Because currently we have ZERO reason to require more than one relay node. so yeah.

    Lets look at what reason we have to repeatedly waste 300 cryotic + Credits to use keys on the same fomorian after getting the 1 point and the 1m damage:

    .....

    ........

    .............

    Also nothing.

    Personally i'd rather just get the point and then go back to farming for tellurium because spending a million years farming cryotic to make like 600 keys is just not worth it if i only need 15 to get 15 points.

    Maybe if DE were to explain the incentive better, we'd care more (EG: you can -ONLY- get 15 points if all the fomorians are destroyed) but they've not said anything and it's the weekend, so they probably won't. Until monday anyways.

  20. Here's an idea, based off the old fomorian event:

    A "Salvage bonus" when a fomorian is destroyed sucessfully, scaling up for you personally based on how many times you attacked said fomorian

    so say, earth, would be 10kcr -PER RUN- + Random earth Resources with tellurium gained 1 per 3 runs with a chance at rare mods/archwing mods for every 5 runs

    So if you did 20 runs on that one ship, you'd get the point, the credit bonus, -200k credits-, six tellurium + random resources and 4 random mods when it died.

    That is a hell of a lot more incentive to keep farming cryotic and making keys to slap the thing around. (Since it takes 300cry per disruptor)

    (Sling-Stone's penalty was halved resource drops in the entire sector if the ship wasn't destroyed in time, since we have a penalty with the relays already i figured we could use it as inspiration)

  21. Broken syndicate mods?

    All of the Weapon ones. Basically every single one doesn't have it's advertised bonus but does properly add the various AOE Effects.

    i mainly use toxic blight, and it has -zero- effect on the elemental damage of the weapon, but it's burst effect does work properly.

    So either that's broken, or the bonus effects are only during that "Power up" phase and that's not made clear anywhere important or obvious (If thats the case, the mod card should be like "+1 Blight, +100% Toxin damage while Blight is active" Rather than "+100% toxin damage, +1 blight")

  22.  

    I'm not doing the thing where I have to keep re-stating my points because you misinterpret or misrepresent them.

    My time is limited these days unlike a couple weeks ago so let's keep the discussion on point this time.

    The question is whether shattersheild is OP or not.

    In my opinion it either is overpowered or the enemy variety is lacking the ability to take advantage of her weaknesses.

     

    Thing is, it doesn't take a lot of variety to kill her in the "Endgame" because random stray hits from high level explosive or just plain random elemental procs (Say, a stray mutalist moa or osprey charge) Can simply instantly kill mesa as she has low armor and a moderate health pool at best.

    She does what she does best well - Stands her ground against enemy gunfire and returns it in spades. and has enough weaknesses to make up for it (Complete lack of any mitigation against melee and explosive/area effects)

    The nerfherding feels highly unwarranted relative to other more major frame issues.

     

    edit:

     

     

    This is more or less the same exact ability ember had before they removed Overheat, which could reach about 96 percent damage reduction with max blind rage/intensify. Now we have accelerant which is..meh.

     

    No, Overheat worked against -ALL- Damage, not just bullets while providing a damage aura, Shatter shield only works against bullet based weapons.

  23. I mentioned this as soon as it was changed

     

    People disagree with me

     

    Though im not sure about your math there i know for sure its way too high

     

    For me, after alot of testing and playing, i found her 4 to be fine where it was and perhaps in need of buffing

     

    But her 3 remains untouched when its clearly pushing boundries...

     

    Pushing boundaries? Try this:

    Take the OP Valkyr build (the 20s invulnerability infinitely recastable hysteria) and go to a level 30+ Grineer mission (survival/defense or similar) And see how long you last

    Then take this "Theoretically invincible" mesa build to the same, and see how long you last.

    (Spoiler: It won't be very long)

    As someone who has been playing and breaking the unholy crap out of her practically since release, in practice it's not even as good as turbulence is. a single random napalm grenade can instantly down you out of nowhere even with shatter shield up, a single infested charger can 2-shot you through it, a tar moa can INSTANTLY KILL YOU through it.

    Iron skin is a better defense skill against high tier stuff, and it's not even that good against things in T4 or L40+ missions.

     

    Just did a quick testing survival run on Ceres. Shatter Shield deflects slash procs.

     

    Toxic auras can still be kited and energy drain from Eximus units is IMHO irrelevant.

     

    I love Valk and I love Mesa as well. I have no regrets putting the formas into Valkyr, yet I am disapointed with such power discrepancy between these frames.

    Shatter shield does not deflect slash procs, i've been proc'd by slash through it 3 times this morning (Shield still had the timer over it, so i know it was active)

    In my experience, it will "Deflect" the proc once per activation but get hit by any others, as under mass fire i get proc'd all the time. so it has limits.

    And again, even if they "fix" the proc deflection, that still doesn't stop the non-bullet attacks (For grineer, thats half the faction) from being able to all instagib you at levels above 40.

  24. Well, I use mesa on solo quite frequently, I didn't want to talk about the ability at all because I was scared that if we discussed it on forums it would get nerfed and bye bye Mesa soloplay :/

    Naw, i don't see a nerf coming for it at all. it does what it says on the tin quite well

    (Mesa envelops herself in an energy shield that reduces incoming damage from bullets and projectiles while also reflecting damage dealt back to her attackers)

    as i mentioned, basically anything that isn't a hind, grakata, gorgon, supra or detron/dera goes right through it, procs still hit you (But also hit the enemy, apparently) and yeah, it doesn't protect you from non-bullet attacks at all. which is kind of important against the infested and such.

     

    But let the nerfherding theorycrafters do all the math they want.

    i can do math too:

    Level 50+ Grineer + Shatter-shield mesa^Standing still/explosive weapon = Dead mesa with a suprised look on her face

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