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MagicRen

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Posts posted by MagicRen

  1. Haven't played warframe for a while, I'm currently returning to WF, just wondering what are the current weapons with strong power creep for lategame.

    For example, during the time I played WF, some of the strongest weapons good in stand in late game are: 

    Primary: Tonkor, Synoid Simulor, Hek (syndicate/mod)

    Secondary:  Brakk, Rakta Ballista, Kulstar, Vaykor Marelok

    Melee: Scindo Prime, Dragon Nikana, War

     

    I haven't played for a while so can anyone please tell me if the above weapons are still good for lategame, any nerf to any of the above weapon has happened? And were there newer weapons that are stronger now, which were released after the above weapons?

     

    Thank you.

  2. It would be different if players could select enemy difficulty for a mission and the rewards get slightly better or the chance increases the higher you go. It would eliminate alot of threads about something being OP. 

     

    Personally killing an enemy with 2 bullets instead of 1 makes no difference to me as the rewards for any missions just dont make it worth while to do long endurance runs. Which is why you get alot of people comparing weapons and gear to what essentially is really low level enemies. 

     

    Also if DE did not release some flashy new items/mods that are OP compared to star chart enemies then what would be the incentive for players to actually play the game if its the same stuff that has been previously released? Its a clever tactic and all games companies do this right before the nerf hammer comes down. 

     

    Yep, totally agree especially for games that are structured as mainly co-op or side quests (vindictus).

  3. None of the mods or at least the ones I've gotten, provide anything worthwhile to replace any essential mods in builds. For example, the crit on headshot ones, seems really good on paper, especially for marksmen headshotters, but to capitalize on that, it'll be best to put on a crit gun, and secondaries are already notorious for max builds already (3 essential, 4 elements), so crit build guns won't have much room to add (3 essential, 2 crit, 3 elements) and if the mods are multiplicative, then it might not even be worth the damage precrit loss.

     

    Most of these are basically arcanes without the arcanes.

     

    True, and if we replace them with the ones with similar base stats like Point Strike or True Steel, it could be not as effective as they intend to be. I need to put these paper stats into practice.

  4. No, that is not how you balance a game, that is how you divide a community. Sorry to burst your bubble but an unbalanced game is not a good one, even in a PvE game there needs to be restrictions so you are still provided some semblance of a challenge (because facerolling gets old (cough, burnout, cough).

     

    I am not too sure about how the potency of these mods will stand, but I have a very strong feeling this is a taste of the damage rework is to come, so while they may seem "OP" now, they will probably be our saving grace in the future. is +165% melee crit chance that stacks with combo meter OP? Maybe... Probably... but I really like the direction of the new mods.

     

    Most of the new mods that I've found don't seem particularly useful, but I'm collecting them anyway. I feel like they're intended to prep for the removal of Serration-style mods.

     

    I feel like they have potential, but I'm not likely to use any of the ones I've found at the moment aside from, say, Body Count - they simply don't compare favorably enough against my current builds to do so, even at projected maximums.

     

    Great forecast guys. Thinking that DE is creative in terms of opening up new playstyles as one of their objectives, I fear that it's most likely gonna happen.

  5. If you think they are OP, don't use them. Or don't rank them up. Your choice. If you have a problem with other people using them, use invite only. It's a game, you don't need to be better than anyone else.

     

    Yeah, they are pretty good mods when ranked up fully. But they also have specific limitations that don't necessarily suit every player's gameplay style.

     

    you're right, it's personal preference as always. I guess we have put the ambition of pursuing damage and effectiveness as a different subject.

  6. Thanks for the feedback guys and helping me to open up some thoughts. I now see some of these mods are pretty optional. It is awesome that the idea of these releases improves the varieties of playstyles and I do appreciate DE spending a lot of effort of improving this game as well as the support from this great community we have of sharing ideas. As of now, my thought would be not most of the weapons can make these mods suitable, but for those that do, these mods could potentially make them into the next level of widening the power creep even further. 

  7. Is it just me or are these mods making the game kind of unbalanced?

     

    What is DE's intention here?

    -Are they trying to close the power gap between players so newer players with lower power weapons can also get the same kill rate as the older player with better weapons, in order for better matchmaking in high level missions (Sorties)?

     

    -Are they trying to make the older weapons more "playable"? (Bolter Prime can crit just as good as Soma Prime?)

     

     

    I might be wrong about them being OP but I really like to know what you guys think.

     

     

    Thank you.

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