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Kwikwilyaqa

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Posts posted by Kwikwilyaqa

  1. I'm seriously not understanding all this outrage about Bramma...

    What game this people had played? You can pick Hildryn, press 3 and walk to the end of the map in a extermination mission without shooting nobody AND kill everything on sight, "stealing all the kills". Or spam 4 as Mag, Saryn, Mesa, Equinox, Titania (not spamming, but you know what i mean by her), Ember, etc., etc.. Hell... even Nukor can clean whole sections of the map before any arrow hit the ground.

    • Like 2
  2. 2 hours ago, (PS4)AbBaNdOn_ said:

    (...)

    #1.  Arent enemies suppose to be  worth more affinity the higher level they are??  I like the new Lich system, however I am not a fan of the high level enemies we have to wade through but I do it.   But one thing I have noticed is they dont seem to be worth jack $%^ as far as affinity which is really really disappointing.  I can murder tons of lv70-100 stuff in a Lich node and get hardly anything or I can go into a crappy normal node vs lv30 enemies and get tons of affinity???  

    I took an unranked warframe into a Lich node survival that was probably lv50-70 enemies and after 10 mins in there my Warframe was only Lv8 when it came out lol.  Depsite having 100+ kills.   Now as a veteran player who still needs to farm focus I am really disappointed.   This is some really high level/end game content and I actually enjoy doing it.  If the affinity matched the difficulty it would be pretty perfect.   

    (...)

    You are probably new to "high level" content. Level always was insignificant affinity-wise. This is not a new issue, is a design choice.

    Quote from the wiki (base formula for reference: Affinity = Enemy Base Affinity x (1 + 0.1425 x Enemy Level0.5)

    "Because the square root is taken of the enemy's level, the actual benefit of facing high-level enemies is minimal. For example, killing a level 100 Napalm would give 1213 Affinity, less than twice the Affinity you would get from a level 3 Napalm (623). Therefore, "farming" Affinity is easier when killing many low level enemies instead of withstanding very powerful ones."

  3. 1 hour ago, NigglesAU said:

    Ever get killed so your lich ranks to level 5 then you try again??. Enjoy trying to go through mission with lvl100 mobs 

    I don't care going through a lvl 400 horde of armored grineer if there is a real reward in the end.

    Reading thought the feedback and doing Lichs more than enough, i guess i can say something about this: (1) After you get the whole deck of mods and start doing lichs is easy to keep the collection up - is acceptable to introduce a time gate to people desiring to enter the system (if you are IN the system you will be always positive in relics - way more than you will ever need); (2) The murmur farming is an acceptable grind (boring, but acceptable), you can even call it reasonable; (3) The 3 mod combination is a great idea (could use a probability of one of your "wrong" mods became "right" sometimes to increase the overall happiness of the community). I even like the frustration to deal with high level grineer and all the problems with armor and balance in the game. Well... why the system is "not great" them?

    The problem is not the level, not all the layers of grind and several other complains in this thread. The real problem is the GOAL. There is none. I say none because to get a weapon you want with a +50% elemental bonus (the correct one in the correct weapon) is close to zero. You always are grinding TO GET RID of the "reward"... so, there is no goal, only awkward, pointless and repetitive grind for the sake of... nothing (what makes everyone complaining right, not wrong). Is a whole "new" system designed to waste time, to recycle the whole game with a single addition. After all... the weapons are not great (and for sure are not able to fill the goal or reward required for such long system be sustainable) and companion AI is nonexistent (they can only block small corridors, that they can do). Why will someone will do Lichs? MR is the only reason i found so far... a giant, insulting 40 forma RNG monster to be defeated to reach MR28.

  4. 9 hours ago, (PS4)Mono-Pop said:

    Battle passes are the new norm, and I thought everyone agreed they were okay?

    It’s paying for content, and the only thing you miss out on without it is the vex offensive. Which as someone without the battle pass is not a huge deal.

    Also, what’s the issue with having a store that sells cosmetics?

    Warframe literally sells you power for money, you can’t sling that S#&$ at another game when your own is much, much worse.

    (...)

    And no, the game isn’t entirely RNG grind, Thats warframe. Pursuits for pinnacle weapons and exotic quests have absolutely no RNG in them at all.

    The parts of the game that do, are par for the course and nowhere near as scummy as what warframe pulls.

    First, I own both. Full. I have countless hours in both.

    Second, be blind as you like, but Battle Passes are the norm of the scum. I'm not saying ALL CONTENT SHOULD BE FREE. This is idiocy. But companies need to chose a path. Warframe and PoE (p.ex.) need a "shop", because ALL content is FREE by some extend (YES, both limit the gameplay so you feel more tempted to spend money, etc., etc, etc.. YES, they are companies doing business, what a shock!). D2 have DLC's, an extremely overpriced shop (you probably never went to reddit to know what the D2 community thinks about the Eververse) AND battle passes. If you see nothing wrong in this last sentence you are the target consumer they want...

    And yes, the grind is RNG based. Pinnacle and exotics quests (both "QUESTS" - "pursuits" if you are a connoisseur ready to correct my sentence - with OBJECTIVES) are the only exception to the rule and have ridiculous grindy paths (that i fail to remember any game being so stupid in numbers as D2). Easy to forget that a single piece of armor can have and infinite number of possible rolls (with 3 different affinities) or any legendary weapon in the game can have 1500 possible rolls when you have "pinnacles" and trash exotics to use as argument, right?

    If you want to burn a game and exalt something you like try at least be reasonable. A whole run (ALL the damn content of a season) of Solo self-found with a meta build with 30 requirements in PoE is less grindy than trying to farm a single good (good, not god) roll of (p.ex.) Show of Force XF4865... 

    • Like 2
  5. On 2019-11-11 at 1:33 AM, (PS4)Mono-Pop said:

    No actually, like over 50% of the playerbase I’m going to play Destiny 2.

    Have fun grinding out your runes or whatever so your Kuva Lich doesn’t Insta kill you or whatever.

    I was there... Bungie is a mess - was never Activision fault (hard to say that because they are always guilted). DLC's, 4 battle passes a year (with almost no content at all), fallout 76-like shop, endless and pointless grind (everything is RNG based, EVERYTHING). The "FTP" is a huge trap to lure whales players. Urgh...

    At this point the only game in my collection that i wanna play i can't.... to be released in April 15, 2020...

    • Like 1
  6. 12 hours ago, SenorClipClop said:

    Higher levels aren't going to give us difficulty. We as players have so many options, combinations and scaling power that no matter the obstacle or level thrown at us, we have solutions that trivialize it. Leveling enemies up will prove more challenging to some players, but for many others it's just the difference of clicking a button twice instead of once.

    Options for fixing this intrinsic problem are any or all of three:

    • Have mechanics that disable or block players' overwhelming power (Nullies, Status immunity etc.)
    • Nerf the powers that trivialize gameplay to the point where they don't trivialize gameplay
    • Make enemies smarter, faster, more capable etc. to the point where failing a mission is a very real possibility.

    Yes...

    (1) "Have mechanics that disable or block players' overwhelming power (Nullies, Status immunity etc.)"

    --> Make a Warframe than make players play without it... That makes no sense at all. This is Resident Evil or Warframe? Balance is key, not putting the damn frame in a wheelchair and call it gameplay balance. If you can't balance you game to sustain an ability you created (to be used in the game) why bother at all to add such ability in the first place? Disabling the player is a dumb down solution to a problem they created that offers nothing but annoyance. And If you continually "disable" frames you simple shift the meta to Armor or HP only, trivializing any ability dependent frame in the game - something already in action for some. 

    (2) "Nerf the powers that trivialize gameplay to the point where they don't trivialize gameplay"

    --> So... make useless weapons (with huge reload times and small magazines) and frames that nobody cares about. Well... MR fodders are what? 90-95% of the whole game (maybe a bit less now that melee has changed)? They are already doing this and expanding even for some unique concepts like Zenistar. Look at the mess that "nerf the powers that trivialize gameplay" AKA "all the meta melee builds" in Warframe did to the whole meta... Now there is one build - for everything. And is 30x worst than before (OP and boring). They broke melee so hard that you can't even dismount properly of archwings anymore.

    (3) "Make enemies smarter, faster, more capable etc. to the point where failing a mission is a very real possibility."

    --> AI. Something nonexistent in Warframe... Octavia is the master of the broken AI in Warframe since she can go invisible and through the mallet output AoE. Using her for some hours you can see all the problems that the poor AI suffers: nullifiers stuck in a loop regenerating the bubble and invincible to damage; stuck AI everywhere because they can react to invisible stuff; stuck AI after get cover; etc., etc.. This is one of the few options to turn the game more challenging. You first two "options" are what they are doing to ruin the gameplay since Update 15.20.

    And just a note: for "we players" (as a statement for the "majority" of players) higher levels ARE difficult. I know so many people that can't handle the first stage of the Kuva Lich while i can steamroll the whole thing in level 5. Hardcore players with all the builds and weapons (and knowledge) ready to trivialize all the content (that you called "we") are not the majority in game - and the game can't be made or modified for them alone. How many hours do you think that in average a person play a game, or even play games per week?

  7. 2 hours ago, Mizotizoi said:

    My valkyr just exploded with full HP, some adaptation stacks and arcane guardian on the top, and the only dmg source visible was a kuva thall... i was shocked one more F time.

    What the game really needs its visible combat logs, like other games...
    We need to know why are we dying, in a numeric format with a damage source.

    Is the only true way to stop talking S.H.I.T.

    Yeah... Valkyr, Saryn, Chroma and other "exploding" is the very same "bug" (or not) that happens in arbitrations since the beginning. You can use this tool: https://semlar.com/deathlog to read your EE.log for "cause of death".

    Look this cases, all similar (high level content) with Lichs:

     

     

    And there is a lot more without any clue about what really happens. If everyone starts to use the tool and report the "why" and "how" they probably can fix this now that "high level" missions are more common.

  8. Zenistar shouldn't be in this narrow minded update... it was never a "melee weapon" to start.

    So many things to butcher... why a 300 days login reward that players invested first in the game so long in order to acquire. I'm truly starting to grow tired of melee changes... and they are talking about "rage" and overdeveloping even more a "smash E" system that nobody cares about complexity. Combo counter for Zenistar's disc... what a lousy joke...

  9. 3 hours ago, Kefirno said:

    (...)

    Does nothing.

    Of course it does. It makes you output 15% less dmg (because weapons with self-dmg are OP and overused to be nerfed) and your weapon to kill you with only 1% of the total dmg. xD

  10. Only frame i didn't got the occasionally and unintelligible one hit kill so far is Hildryn. Spamming pillage, with Adaptation and a maxed out Vazarin spec to get that invincibility when fighting the Lich.

    Even Chroma full buffed (my normal spec to do profit runs) i got 1HKO twice... like... WHAT? I can only imagine that this is the same 1HKO toxic dmg bug that exists in Arbitrations for a loooooong time.

    • Like 1
  11. I look at your chart and remember why i left Destiny 2 for good. That game is a loot box inside a loot box inside another loot box. I don't like this kind of feature in Warframe (and thinking they will expand to other factions with even more weapons and RNG is bad). The whole Lich system (relics in old annoying kuva content, another type of relic to increase the grind unnecessarily, constant mod collection grind, find larvae, random weapon, random buff percentage, slow murmur grind, all the "recycled" content in the world in between words, can't trash a trash lich without pass through the whole systems) is a worst grind than Armor 2.0 from Destiny... and that's... something...

    Heavily RNG based systems hit hard hardcore players (that actually enjoy playing the game - must add this because now you can simple buy all the stuff and be done with all the content in a day with less than 2k platinum) - they are the first to burnout and is quick to annoy even casuals. Rivens (the whole kuva system) was the number one burnout cause for me... now we have a contender... They need to reduce somehow the level of frustration in this system for sure, and soon (real soon, not meme soon).

     

    5 hours ago, DrakeWurrum said:

    I still think that they need to let us combine duplicate weapons to upgrade them into better versions. Like being able to combine two Radiation Kuva Karak with 28% and 29% into a 57% version.

    It doesn't help that it takes so much work to down a single lich...

    It would be nice if ranking up our lich also caused the weapon to improve. That alone would make this system better.

     

    I hope that differently from Arbitrations (last example i was close, reading all the feedback) they are really listening to feedback - and not only to themselves. So many great ideas, so many pledges and they did the nothing or so little that nothing was improved or changed (the only real community win was the removal of the ayatan star...). In the end they did not improved anything (the homeopathic loot table, the horrible designed arcanes, the revive system, etc., etc., etc..) and made the community shut up with crumbs (or give up giving any feedback in the future, like me). I hope now they do the opposite, but i'm almost certain they won't.

    • Like 1
  12. 2 hours ago, Firetempest said:

    I'm sure devs love reading hissy fits as constructive feedback in GD.

    Stasis need destructive feedback. Or absence of feedback - meaning this feature is gone for so long that people don't remember about it anymore. It is a residual feature of an idea never fully implemented in the game. All others removed by now - but Stasis still haunts the game.

    And if "hissy fits" translate as "an angry outburst or tantrum" as dear Google advised me (first time i see this expression in my life), you are wrong. Probably only tells me that my english is worse than i thought - or my humor is as bad as i know it is (probably both). Sorry if it sounds to aggressive for you, but i can only make it worse with my language limitations - sarcasm in portuguese always sound a bit more crude than it was supposed to be when translated.

  13. BUT

    Make it switch companions instantly.

    And is automatic.

    And you can see all your companions in your loadout screen - so you can actually configure your loadouts (that seams important, right?).

    Or make a damn amalgam kavat-kubrow-helminth robot-[insert lore] that can equip all mods (but only two and for one race) and is a sentinel - them proceed to DELETE the part of the ship that contain any companions (my operator don't mind the vacuum of space inside the ship if she can switch companions without clicking that stasis button again).

     

    The Tomagotchi dream is over. GET OVER IT. People just want to switch companions without 15 steps (click on creature - click on stasis tab - click store - hit OK to get rid of useless info that add an extra step - wait the animation - proceed to click furious on the air while the animation plays - click on empty space with prompt finally - select pet - hit remove - receive another very useful info that you can only hold 1 companion because STASIS IS AWESOME! - HIT OK PASSIVELY-AGGRESSIVE defrost the useless creature - wait the god damn animation again - go to your loadout - select new companion). Don't make any little changes escalate as vacuum did...

  14. You know what, a great way to show off how great the gameplay is with Octavia is in an endless mission, like defense in arbitrations.

    If someone ever made a 1h30min video keeping up 1, 2, 3, 4, energy, always invisible and with the multishot/melee dmg buffs up all the time during one mission i shut up forever about how bad is the metronome mechanic. Max strength and max notes build for high end damage and buffs of course - and Solo, with the music ON.

    I can only imagine the pain (all kinds of pain and regret)...

  15. This had been a long requested "feature" (under the name of "difficulty" in Solo mode), but is a bug at his core.

    In excavations enemies just don't move from one excavator to another when the first is completed (the pack remains in the area, frozen/stuck AI, significantly reducing the mob cap), resulting in a 2-4mins of emptiness and waiting. Until that enemie group "decides" to move, no more spawns happens (or too few to keep on going). The AI simple deny that there is another excavator up or takes to long to walk 500-700m to catch up with the player (the spawn cap is too small to compensate all the walking around, making this mode in Solo unresponsive).

    Its underwhelmingly bad all the waiting for cells. For enemies. For something to happen when in Solo mode in any mode that requires enemies to keep up. Survival to have huge gaps when enemies don't spawn because a pack is stuck somewhere near.

    Move enemies faster when off-screen, kill enemies 200m or more far away from any player, increase the enemy spawn cap for Solo. Do something. Anything. This is bad enough in normal mode, but amplified to extremes in Arbitrations where you need so many cells.

    EDIT: and increase the despawn timer on cells - you got to many, or none. Despawning them so fast make all the problems above even worst. 

  16. Why people make posts about Saryn over and over again with childish arguments?

    Don't you guys realize that damage types that are broken since ever? Of course a garantide viral proc is over the top damage, because viral literally cut HP at half (besides the damage it causes). Saryn have toxin (that bypass shield), corrosive (that strips armor) and viral builded in her abilities - this is literally the holy trinity against all factions in the game. She only does not have Radiation and Slash to have all the damage types that are relevant in the game (gas is also relevant because it procs toxin clouds).

    Now take Ember with heat. Is not only her abilities that are underwhelming - heat have low damage output overall and a deplorable CC attached as status proc (being effective only against some infested and a few grineer types - the irrelevant ones, because if you add armor to the equation heat can't do nothing against it). Slash in the other hand, being True damage, bypass shield and armor - and people call Maim the problem. The frames are not the damage the abilities output and how effective they are against the factions. Cold, Electric, Blast (all insignificant CC procs) and Magnetic (effective only against the players)... all practically useless in overall gameplay with very few niche uses. Same goes to impact (minor CC) and puncture (30% less dmg) compared with Slash.

    What is broken is the damage types and status procs, not frames or abilities that are builded around them (and every rework make them worse because the system is rotten from the inside). Any reworked damage type will reflect in "elemental" frames immediately. This post in a distant future maybe is about Frost because cold was buffed to the point that it almost broke the game... but, again, they will be talking about Frost and not cold or balance...

  17. More CC's and immunity? Moar? How about more nullifiers and more armor for everyone?

    Warframe need new concepts, not the continuous use of outdated and unbalanced mechanics (or plain boring like 90% of all the CC's - that have a rope as base). Immunity is just a lazy mode to not care to balance an enemy to the frames and weapons, and doing so, they are cripping the concept that hold the game together. Same goes to nullify abilities - you deny the frame, you counter with laziness and annoyance (is like a kid saying "is my turn on the PC" and proceeds to shut down the power in the whole house). And other being utilized in every new boss and some units is invincibility... well, you need to wait 10secs after shot that in the head to be able to shoot it in the head again... like, what? And Warframe don't have any sort of diminishing return like MMO's, so, put 10 new mobs with CC's and you gonna suffer 100% of the effects for 100% of the time every time they spawn (and the AI will use the CC as the first ability always, since there is no randomization in mob behavior).

    The game need work with balance/design first. The frames, the mechanics, the damage types (since almost all of them are irrelevant or useless), the AI, the enemy units. There a lot of outdated stuff laying around - with little to no work they can became interesting. Some of them need to be deleted - others they can multiplicate and get fancy.

    Now difficulty is a subjective concept. I fail to see any of the changes you propose as "challenging":

    (1) "MUCH higher health pools" is irrelevant. Now, if armor is balanced, this for sure will happen;

    (2) "Mobs that see through stealth..." is just the lackluster and generic enemy AI (one day i hope this will improve greatly);

    (3) "Mobs that heal other mobs or mobs that CC players for a given amount of time" are in the game already (ancient healers reduce damage by 95%, bursas can down players for 5secs if i'm not mistaken, so the damn ropes everywhere pushing the player around - is basically a 3sec stun). Sleep, stun and other MMO's mechanics are very far from WF reality if you think a bit, where you have an infected body been controlled by a infected kid... Serious, CC's need to be balanced, Diminishing Returns need to be applied, AI need randomization in behavior, then you introduce new CC elements, hell, even combine stuff to be deadly. For now is just annoying - the more crowded the level/boss/mission, the worst, and if you are playing Single Player, remember that you are the only focus in there, so... even worst;

    (4) "Bosses that are not based on the repetitive Synovia concept". I love how Thumpers, the Eidolons and the Profit Taker was designed. And you can use a single concept multiple times with success for sure because what make the fight good or bad is what is around the boss, not how you damage it per si. A head is a weak-spot for humans, an articulation for a spider, the "synovia" for eidolons - that base can't change (or can with armor, body modifications, etc.), but the design is the whole fight, not how the final damage is dealt. Now WF need to "clean" the fights like some MMO's for sure - fases, cooldowns, unit spawns, etc., need to be revised in so many cases;

    (5) "The bosses would hopefully be hard enough that you cannot solo them" this is... you know that a good percentage of players play solo only right?...

  18. On 2019-09-10 at 1:32 AM, (PS4)jaggerwanderer said:

    So an innate stacking status immunity buff that last for 5 seconds. You can extend it to 10 seconds or even 20, still going to resume the same fight regardless. World of Warcraft CC DR is about eight seconds and that is not even long enough. Though that's only for those receiving the debuff. Those casting it seems to believe it's too long.

    Yeah, is this underpowered and change almost nothing in the core of CC's (and practically nothing in overall gameplay), but for "dirty" fights (again, Profit have inmensurable valor as example of how crowded fights when 50% of the enemies have CC abilities) is a invaluable QoL change. Hell, even 20secs of immunity after five consecutive CC's looks ok - because the value of less annoyance, at least for me, is a great improvement.

    And also, this is most impactful in SP sessions, since you are the only focus of every CC source.

  19. On 2019-09-05 at 9:52 PM, keikogi said:

    Metrome is already overpowered no need to make it even more by making it easy to use.

    Maybe they should add some awkwardness to Wisp's buffs because is "already overpowered" just because is readily available?

     

    On 2019-09-05 at 10:26 PM, AdunSaveMe said:

    There are better ways to balance the ability than limiting creative options and making it awkward. 

    Amen, Brother.

    As it is now Octavia is not RSI friendly too - just saying in my personal experience. I move away from this frame because of the odd number of patterned repetitions.

    • Like 2
  20. 16 minutes ago, (PS4)jaggerwanderer said:

    Pull out a Trinity. Spam Energy Vampire and Blessing. Since we have DR everyone is immune to CC stuff just got to heal people. Team can ignore small frys and focus on Profit Taker.

    DR can't be exploited like this because immunity per si can only be obtained after a chain of CC's and the immunity can't be refreshed at all while the DR buff is up. You still suffer 100% of the effect in the first CC, what triggers DR; than 75% of the effect; than 50%; than 25%; after this all, immunity is given only to CC's and the timer can't be refreshed (the immunity need to resume first, than the first CC again have 100% of the effect). Now, where is the exploitable bit that makes Trinity not a liability in the fight and DR such a god sent exploit?

    If you do this right now without DR you'll have the same results. Preferable without Trinity and of course you will ignore adds and focus on the boss, because this is how the fight works better. DR will make the fight less annoying, not easier at all. If you can't do this fight, DR will not save you; if you can, DR will make it less annoying, not easier or exploitable.

    Now this guy understand the point - since the only real change DR makes is against unresponsive gameplay and locks (it does not remove anything, only acts on chains):

    1 hour ago, TheKazz91 said:

    So this was a very long to say constantly being CC locked is not fun. I agree. I don't mind getting CCd but getting CC locked for 5+ seconds that results in unresponsive gameplay isn't fun enjoyable or even particularly difficult. In high level missions this amounts to "you die now because RNG said so." It doesn't let you do anything at that point and it doesn't matter how good you play it's just math and RNG. You die because thing X started a chain stun/root/knockdown and you don't have enough DR to just deal with that. Bad gameplay

     

  21. 40 minutes ago, (NSW)Katsuro said:

    well thats what I do in profit taker just use handspring and dodge, profit taker dies in 7min thats the only solution

    You can do better you know (7min is kinda meh)... but that's not the point again! The profit taker is the "best example" for a good DR application. Diminishing Returns. Not - the - fight - itself - or - how - you - do - it. The fight is a good place to be to understand how this mechanic can be beneficial - its a self-regulating tool that only applies when the AI fails (like the example with the scorpions thingy) or there is too much going on (like on the profit). The player still suffer the effects, you need to dodge, you receive damage, you everything. Nothing is changed, but improved. As one new example: you will still do the fight in 7min if you don't gear up better (and don't use fodder frames) and remove that handspring to have a better build and damage.

    And DR applies to enemies as well - and is a great way to "balance" bosses/special enemies versus several players abilities (Crowd Control only abilities e procs, not damage or any other thing is affected), way better than plain invincibility or nullifiers. What made me post here in Feedback (and not Suggestion) is because DE already use this feature - like in the demolishers in disruptions p.ex., where they get immune to some CC abilities after some uses, but i don't know if it is a DR or simple immunity after X times in this case... Is about time to expand this to the whole game.

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