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Yunjuwo

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  1. It's been six years... Speaking as someone who loves Excalibur, this is the best thing to come out of the entire update. It's been almost six years since his release. I remember the "Echoes of Umbra" devstream was teased to be able to add/remove the sentience effect on/from warframes, and I've been constantly and consistently disappointed with every update where it wasn't implemented yet. Now that it's here as an augment, players like me that don't enjoy the passive can happily use this, while players that do can just ignore this. You fixed the worst aspect of Umbra in one of the best ways possible, by giving the players the choice to keep it or not, and I just wanted to say Thank you
  2. You're still not getting the big picture, even though I stressed it out multiple times. If you're truly that afraid about this "simple fix" making these mods "[extremely] overpowered", you could just 1) adjust the numbers to appropriate values so that the aura still gives value for a solo player while not being "overpowered" when stacked 4x, or 2) give the aura mods some other effect geared towards utility; I have literally given out some examples, of which you really shouldn't argue against either because those are merely a handful in a basket of solutions. If you would stop getting hung up on details, you would realize the main point of this post, which I'm not going to repeat because that's exhausting. This isn't a bad example. I could give you a whole list of enemies that Mesa would need guns for, but I'm not doing that either. Partially because that would also be exhausting, but also because now you're the one dealing in bad example fallacies(you can find it, I believe in you). I completely forgot to include the Ammo Mutation series, and while I agree with you I'm pretty sure it would have to come in the form of a new "universal" Ammo Mutation mod alongside removing the current Ammo Mutations we have from droptables, as I'm sure DE wouldn't want players to feel cheated out of possibly investing endo and credits into the four primed versions currently available. Or I guess they could just code it to reimburse players their endo and credits. Anyways... I get where you're coming from, but if we really had to stick with base damage, the numbers would have to be pretty high to simultaneously be valuable for a solo player to consider using while also not being too high if stacked 4x by four players. I guess if you got the numbers just right, the end result in the grand scheme of things could ideally be a moderate but tangible increase in damage output for veterans, and a significant increase for newer players. That, or we could possibly repurpose and rename the Amp series away from damage and towards utility.
  3. First off, all this math is unnecessary when you consider that the main principle behind this post's suggestion was drawn for the intent of promoting players to try different aura mods besides the old tried and true, as viable choices. However, if you really wish to make an issue out of the math, here's a simple solution: just make the bonuses scale multiplicatively. Yes, I agree with your point of Mesas running Pistol Amp being a sub-optimal outcome, as we already have many sources of additive damage increases available to us. But a simple fix would be to have the reworked mods scale like the Smite and Bane family of mods; you could even reword the reworked aura mods similarly to the Bane and Smite mods post Abyss of Dagath update, where they now clearly say x?.?? instead of +?.??%. Or, if you'd rather like to argue that we already have plenty of ways to increase damage in today's Warframe, to which I'd also agree, we could just rework/rename the aura mods away from damage increases, and towards something with more utility instead(e.g. maximum ammo, ammo efficiency, magazine capacity, whatever). The point is... None. Of. This. Matters. Why? Because the topic of this post, again, is to remove the redundancy of diversity of aura mods regarding guns, and to instead rework them in a way to encourage players--new and veterans--to use them with their improved ease-of-use. You're quoting out of context. I did say our arsenals are "ever increasing", so do remember to refer to that in the given example. I'll even give an example of my example: ~ An MR 10 player, grinds mastery fodder, does quests, has a few warframes and weapons that they invested formas/reactors/catalysts into to make decent builds with, usual stuff. They go to Navigation currently equipped with a Mesa Prime, Pistol Amp, and Lex Prime--because that's what they favor--and choose to play Circuit. Now, before going in, they see that they're selection of warframes and weapons for this Circuit run does not include any good secondaries, but they see that they will have access to Mesa and Braton Prime, of which they have a good build for. They go back to the arsenal, equip Rifle Amp on Mesa, and proceed to play Circuit. Now, they've climbed to MR 30. They go to play Circuit. A similar issue is brought up. Do they go back to their arsenal, switch out aura mods, and proceed to Circuit? At this point, yes, I am asking hypothetically, but personally if it was me I would just jump in without changing aura mods. Because at this point, as a MR 30 player, my arsenal(just like everyone else's) has been "ever increasing". The further players progress, at some point, it becomes chore-like to keep switching out mods of our builds. You could argue against with the fact that we have three different configs to equip multiple builds/auras on, but we have much more than just three aura mods; what if they want more? Just buy more configs? What if they don't want to spend all that platinum? What's their budget? And now the whole topic has derailed into a whole new matter, which I'd rather not focus on. ~ Circuit be damned, there are other examples of the addressed aura mods either not serving for the mission at hand, or being inconvenient with their limited applicability. However Again, the main point I wanted to bring up, was to simplify/unify the many, outdated aura mods into a few, universally useful aura mods, that'll more easily serve players as their arsenal indefinitely grows.
  4. Not too long ago, we've said goodbye to Rifle, Shotgun, and Sniper ammo, as the three came together to become universal ammunition for primary weapons. I personally think that not only was this simplification of primary weapon ammunition a good change, but that it can be extended to the Amp and Scavenger family of aura mods. As it is, no one uses Pistol Scavenger, Rifle Scavenger, Shotgun Scavenger, Sniper Scavenger, Pistol Amp, Rifle Amp, nor Shotgun Amp. That's seven aura mods that will never see play outside of increasing mod capacity for new players. This is because these aura mods are too inflexible to be used in today's Warframe, where our arsenals are ever increasing. An example where using one of these seven would be The Circuit, as having a more flexible build on our warframes is more valuable, rather than equipping Shotgun Amp and praying that you roll a good shotgun(or any shotgun in most cases). The one exception is Holster Amp, as its effect(granting weapon damage on switching weapons) is flexible and can be utilized in almost all content. I propose combining all aura mods of the Scavenger family into a single aura mod that increases ammo recovery, as well as combining all aura mods of the Amp family into a single aura mod that increases gun damage. Alternatively, we could at the very least do this for Rifle Scavenger, Shotgun Scavenger, and Sniper Scavenger, renaming them as "Primary Scavenger"; and doing the same for Rifle Amp and Shotgun Amp, renaming them as "Primary Amp". Whether Holster Amp would be assimilated, buffed, changed, or whatever, could be discussed. Hopefully, this reduction of outdated aura mods will increase players' creativity when choosing aura mods.
  5. I saw the math two weeks ago, as soon as I read the patch notes for the mod changes. I'm surprised Elemental Ward's helminth version wasn't the only one on the receiving end of the nerf, as that would've at least let Chroma himself have some fun.
  6. If you build up combo with Blood Rush/Weeping Wounds/Gladiator set bonus, then heavy attack with an Exalted melee ability, your equipped melee weapon loses the effects of Blood Rush/Weeping Wounds/Gladiator set bonus, until it goes down at least one combo multiplier. Naramon's Lethal Levitation only applies to guns even though the buff's description clearly reads as "Weapon Damage". These two bugs have been in the game for years. Could we please get them looked at? Also, the final stats after applying Umbral Vitality at set bonus lv 3 is considerably weaker compared to its previous version before the Abyss of Dagath update. Could we please bump up the numbers of both Umbral Vitality and Umbral Fiber when they're at set bonus lv 3, from +180% to +190%? This would would at the very least be a tiny buff for all builds using all three Umbral mods before yesterday's update, which would be warranted as fitting these Umbral mods into builds can be demanding.
  7. Umbral Vitality's value with two umbral mods giving it +130% health is great, close as it's gonna be to the original before this update. It's value of +180% health at three umbral mods however is weaker. Could it please be changed to provide a nice even +200%, or at the very least 190%?
  8. The presented value for Umbral Vitality seems pretty weak. Instead of 180%, could we have it be buffed up to a nice even 200%?
  9. While I agree with both the reasoning behind and decision for Pack Leader's nerfs, our compensation being in the form of 1100 Overguard is... it can be better, honestly. Could we add a zero to these numbers? Bring Primed Pack Leader to 11,000 Overguard? That number seems decent enough on paper in the content for where we currently need Pack Leader. Currently, our reward for reviving companions was getting them back, and these two mods served an albeit weak option to assist in doing so. I say weak because the content in where our companions get incapacitated, a mere 600 shields won't matter. Since companions will now be immortal, it feels even more outdated to have these two mods in the game, since even if we ignore them, our companions will rejoin us in 60 seconds. In which case, might I suggest changing the functionality of these mods from protecting players during revives, to rewarding players if successfully performing a revive? Maybe something like health and energy orbs? That would be more incentivizing to use these two, I feel. If we really feel the need to keep the functionality of these mods to protect players during revives, can we instead have something like damage reduction? The mod Firewall provides 75% damage reduction during hacking. That effect would fit nicely onto these two mods as well. Will the renamed Knock Out Blast actually knock out enemies? Something like knockdown + 10 sec of sleep? Because that would make the mod useful for once. No complaints here. Seems pretty interesting honestly. However, I really wish we had something like this for warframes. Having 1 million Overguard as Rhino is cool and all, but it would see better use if we could use it proactively for the team. I know Guardian Derision exists, but that takes up a melee mod slot, and why would we waste that when we could use it for more damage, right? Even after the Focus School rework, there are some dead skills in there. One example is Reinforced Return. Idea: Replace Reinforced Return with some kind of trigger(maybe consecutive void slings) that allows you to taunt enemies within affinity radius for X sec duration on a X sec cooldown. Now Warframe's "tanks" can actually tank. Proactive plays are always the most fun, and seeing it in a supportive format would be nice in today's damage-centric Warframe. Proactive and rewarding. I love it. Can already see the stats for the mod's increased usage. Excited to see what's coming. Hallelujah
  10. The inclusion of highlights are a great idea, but suggestion: Instead of showing highlights around every edge like in the grendel presentation(highlights around his horn, fingers, stomach, neck, literally everywhere), just have the highlights show only as outlines for our allies/enemies. Otherwise, everything may look way too oversaturated, and arguably more important, it ruins fashionframing. Good example of highlighting can be seen from Overwatch. Even with all the bright, colorful abilities being used in that game, you can very clearly tell who is friend and foe with their simple highlighting, while still being able to admire their skin choices. Also hightlighting will be automatically disabled in player hub areas like relays and Cetus, right? Finally, we're transitioning out from Melee 2.999997, and into Melee 3.0. <3 As a melee fanatic, I'm excited to see what's coming. With a name like "Perfect Heavy Attacks", hopefully it's something that rewards skill or timing. Could we get a few more color customization options for our HUD, categorizing different types of buffs? Even if it's just three, of which I recommend Self-buffs, Allies'-buffs, and Arcane-buffs, we'll be able to more quickly interpret our active buffs WHILE in combat, instead of having to press esc. As a veteran player, I can pretty quickly check for and locate the single buff that I'm looking for next to my health bar in a sea of blue icons(or whatever color y'all have Buffs set to) because I've grown used to it. But I'm sure everyone, new and veterans, will appreciate some color categorization to better check for our active buffs.
  11. Wait, so we're "fixing" an interaction with Exodia Contagion that allowed us to output more damage, which required us to bank on our combo counter, as well as performing an advanced aerial melee combo... ...but we're not fixing the part where Exodia Contagion's projectile has been bugged(again) to show the weapon skin instead of an energy projectile? If we're really making a mountain out of a molehill on this heavy attack interaction, can we at least get back the ability to throw multiple projectiles before touching the ground? At least that was fun. Or maybe even fix the current weapon skin bug?
  12. For the Circuit, alongside choosing equipment, can we get an option to select our focus school? A LOT of our builds(the good ones, where we pumped hundreds of hours into improving) are meant to synergize with focus schools, so being locked into the school we selected before entering just feels really bad. This would also help with the RNG punishment of Circuit, since it's completely unreasonable to ask even a veteran player to have saved all warframes and weapons while having forma'd/potato'd builds for every single one of them. However, at the very least we could rely upon our focus schools(and further incentivize new players to grind for focus).
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