Jump to content

vergol

Disciple
  • Posts

    84
  • Joined

  • Last visited

Posts posted by vergol

  1. I can assure you as the artist of this design and piece, that it looks nothing like the BUL Loader from Borderlands. I haven't ever played Borderlands to have seen the concept. Please refrain from making false accusations.

     

    I'm not questioning your design choice.  I'm questioning DE's judgement in selecting it.  In my opinion, it does not fit the Warframe theme.

  2. Players/ Factions/ Orders: Imagine yourself playing; you're focusing on aggressive gameplay - damage and lots of kills. While playing you are contacted by an npc via mail who has noticed that you are good at killing (preferably of another faction, but it could also be someone trying to "convert you" into killing more of another faction). If you choose to you can accept missions from this npc, or just go on and you'll be contacted by another (you probably will be anyway). As you rise in mastery rank and focus level more and more missions become available.

     

    I seem to recall this idea being thrown around in one of the dev streams.  There may be hope.

     

    Overall, I do agree.  Much more depth and persistence is needed for the faction conflicts/invasions.  Some sort of node degradation for prolonged conflicts, or maybe a resource/credit/xp bonus for siding with the winning side.  Possibilities are many.

  3. A hundred DE employees, dozens of teams in dozens of tech/focus areas, with dozens of highly qualified and experienced developers in each...

     

    ...and DE_Scott (Grineeer) -- the ONE man that decides the functionality and balance of ALL warframes, ALL warframe abilities, ALL sentinels, ALL weapons, and ALL mods, based on ALL the feedback from HUNDREDS OF THOUSANDS of Warframe players.  Did I leave something out?

     

    I think they could use a few more warm bodies at the "game balance" table.

  4. Undertow is ok.  With rank 30 Hydroid and max efficiency mods, I got around 70 seconds of puddle power.  Double or tripple that with maxed Flow, i bet.

     

    Can't speak for Sound Quake or Absorb.

  5. According to DE, the main justification for nerfing Snow Globe was that Frost players would sit there, hitting '3' periodically, and not do much else.  I believe the exact words from a devstream were "we don't want a skill where a player could just hit a button then go get a soda, come back, hit a button, make a sandwich, come back, etc...".

     

    So now 13.3 rolls around, and at least three warframe abilities have been given the 'toggle' mechanic.  You hit a button, the ability starts up and lasts until your energy is depleted (total duration and rate of depletion likely subject to mods and auras).

     

    Fully duration-modded Snow Globe could/can last a good 30 seconds or so.  The duration of the toggle-able skills in 13.3 can reach an impressive 60-75 seconds (player feedback and tested myself with Hydroid's undertow); 2-3 minutes if you use Flow.  Thus: press a button, go get soda, come back, press a button, make sandwich, come back, rinse, repeat.

     

    Am i missing something here?  The toggle mechanic now practically encourages that behavior across several frames, possibly more in the future.  So what's DE's justification now?

     

    And before you start throwing the "Snow Globe scaled infinitely with higher levels" argument at me, consider Hydroid's Undertow.  Undertow is to melee/infested what Snow Globe was to grineer/corpus/ranged.  Even more so, considering Snow Globe outlived its usefulness when the enemies decided to give you a hug.

     

    ----------

     

    UPDATE 5/15: redtext1331_zps4b7a122c.png

     

    I rest my case.

×
×
  • Create New...