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Scar.brother.help.me

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Posts posted by Scar.brother.help.me

  1. Talking about the topic - I wish weapons, powers and mods were re-ballanced (melee 3.0 is not perfect but the best I've experienced so far and glad it happened, now almost every melee weapon is strong, has similar range and some diversity in builds, though crit is king), especially corrupted mods, but no nerfing, only boosting everything to the level of meta, then leave the current content as is and make the new one with enemies who can challenge more or less that new flat power level of Tenno.

  2. On 2020-05-09 at 7:48 PM, keikogi said:

    Not really both doom and vanquish say Hi. Both games are quite hard and allow a great degree of mobility but they have control over the player damage output so the enemies have a chance to fight. Vanquish uses cover but the game does it's best to get you off it and rely on mobility and reaction time , Doom does not even have cover system to speak of off. 

     

    Talking about Vanquish - I wish Warframe had these SLIDES :clem:

    • Like 2
  3. +50 lvls and +100 lvls is not something hardcore, it can be done easily with an average gear, what are you talking about? This is just a bit more difficult than Sorties but with no special conditions (low energy, enemy armor, resistances, etc). Why not have at least cool cosmetic rewards after beating each node of the planet? (may be fight a stronger specter at junctions to receive it)

  4. Wisp is one of the best and balanced frames, I'd say all other frames should aim for the same level.
     1, 2 and 3 are super. Though I never use 4. I tried but it is meh, my weps are much more powerful and don't use energy.

  5. 4 minutes ago, (PS4)deathwolfclaw666 said:

    His cast speed could be faster. But other than that I personally have no problems with using his abilities other than when there are players who simply aren't using abilities.

    You have no problems most likely because you are ok to play as a selfish Harrow damage dealer. People 99.99% don't care if you try hard to heal them or replenish mana. They build without having a team mate Harrow in mind. 

    But if they can get your speed buff, regen health and mana by their own actions and take part into the headshot aiming for the Lasting Covenant - all that works for the teamplay (and Harrow as a solo frame stays untouched).

  6. I don't want Mesa or Saryn to be nerfed to the ground but it is really boring to mean nothing in the mission. Why bother aiming, running and shooting around when you can be afk (with some movement not to trigger afk in game) and the outcome will be the same?

    Mesa and Saryn are the most comfortable for the content we have: more grind than reward. And when for example you need to grind some rare drop relics from specific rotations and you are forced to do it over and over again Mesa and Saryn are the most effective. And the enemies are too squishy, there should be more beefy enemies so that focus/aim becomes relevant. As it is now - any powerful aoe does the job better. I mean, when did you need to aim for a headshot for the last time? When did you need to focus an enemy?

     

  7. 3 minutes ago, krc473 said:

    Why? It has already been demonstrated that the ability is basically irrelevant. What benefit is there in hitting enemies with this ability when they all die one second later? Harrow uses CC. At no point is CC particularly useful/beneficial. DE needs to give us content where CC actually helps, then maybe consider improving Harrow's Condemn. 

    There is a team heal. Is it not just sharing too many buffs? Volt's speed is pretty annoying - many people see it as detrimental. So there should be some positives to balance that negative point out.

     

    I would say the main issue is that Harrow was designed poorly. Sure, the frame is nice and it has interesting enough abilities. But it is a frame designed for content we just don't have.

     

    But that's the point of my suggestions - to make it useful for the current content.

    To be honest it would be much better for all his buffs to be shared (at least 50% of effects) across the whole team without Tribunal at all.

  8.  Harrow is an awesome frame, one of the most engaging, active and a good weapon specialist with a sacrifice/reward concept. He is great. Great, but only solo (with a few exceptions like 2 Harrows). 
     

    Here are Harrow's problems in a team:

    1. Condemn - chains travel slowly and very narrow, it is fine solo since enemies focus harrow, in a group they run around and die to hit-scan weapons before any chain can reach them (not even talking about Saryn and Mesa). This is why his latest Augment, Tribunal, fails to work. It needs both speed and spread, may be a fast AOE circle added to the Augment? It should reliably reach enemies before your team wipes them.

    2. Penance - Reload Speed and Fire rate buffs are not shared to the team. Why so? This is one of the funniest buffs in the game. Volt has it as a weaker version but with a run speed buff, why Harrow can't share? (for the team heal part Tribunal must be improved)

    3. Thurible - Again, works only solo or when your team is weak and u just do all the job (can be awesome if Tribunal gets improved).

    4. Covenant - works great both in solo and in a team, the problem is Augment, Lasting Covenant, when in a team. The problem is the same as Tribunal + Harrow needs to do HEADSHOT KILLS to keep up the buff. Solution - let the team tank up the buff duration by their headshot kills, may be a HALF of Harrow's. (and would be nice if body shot kills added at least 1/4 of the duration, but if you think it is too much - then ok, nvm)

    Your thoughts, Tenno Fellows? DE?  /

  9. 2 hours ago, Jax_Cavalera said:

    IDEA / PROPOSED CHANGE

    Currently a wave in defence is based on X number of enemies you have to kill for it to complete. Replace this mechanic with a 60 Second timer per "wave". Enemies at that wave's level of difficulty endlessly spawn and charge the objective, which the player defends.

    This should stop players falling to sleep, make the gamemode far more exciting and likely provide a little more incentive to play it. If XP boosting is a concern, just half the XP gained per enemy call them shadow mobs or something, I really couldn't care less how or what DE have to do to make it happen, I just cannot deal with slow peace meal mob clusters that stroll around the map getting lost during defense slowly spawning in patches... where there is a single clear target they should be going after with urgency!

    I like this idea very much! (I do fall asleep very often during Defence Missions, especially when mobs get stuck and the wave slows down, then I wake up wave 11 or 16 alone and start to spawn Specters)

     

     

    1 hour ago, 5p33dy_01 said:

    the idea of the game is to only spend about 20min in a mission, which is roughly the first C rotation, then you must take a break

    Then why not make it a MISSION COMPLETE after the wave/minute 20 and all back to orbiters?

     

    • Like 1
  10. I am sure I'm not the first one with this idea. How about making a good tool for the players to create their own levels? Something tells me it shouldn't be too hard to implement since levels are randomly generated already using some pieces of the map.  Then there could be a hub for these missions and a rating system and an area similar to Derelict where top-rated missions would become added by DE (I haven't thought much about rewards, etc, but that's too early anyway).

    Players have potential to create some unique and awesome missions, who knows, even a new game can be created inside of it.

    • Like 1
  11. On 2020-05-02 at 11:54 PM, (PS4)vVIIIINDz said:

    How do I use this like a shotgun?

    i have seen vids of people using this without swinging it like a sword and just doing 2 shotgun shots!?

    what am I doing wrong 

    Here is how I use Redeemer Prime (only for stationary missions, no running around) :

    1. Ivara with [Empowered Quiver] for more crit damage - Place a few dashwires to shoot from
    2. Stance [Bullet Dance] - Combo where you press Block + melee - no swings, only shots (if you stand on a dashwire, u stay in one place, otherwise this combo is an awful mess with jumping around)
    3. some pistol with arbitration mod [Energizing Shot] + [Suppress] to pick up energy orbs while stay on a wire invisible (and of course some efficiency in your build to stay invis forever)

    the only weak spot of this build is the huge damage cut off after 30 meters (93.75%), but you always have your primary and secondary weapon to deal with an enemy far away

     

  12. 23 hours ago, IzzyTH-I51 said:

    I think squad joining would again be good for clans or friends, but with random people... There are some players that need to be carried cause their still new or maybe just don't care a lot about team makeup, and being able to choose to not play with the 2 excaliburs and a limbo might be taking away their... Assistance.

    you can stil have an option Invite/friends only, if you don't want randoms.

  13. Since DE are a bit more open to discussion and feedback recently I'll take my chance here to discuss matchmaking. Here are things I wish I could do or tune in matchmaking and wonder if more people agree with me or not and why:

    1. drop in/invite/join any wave or minute in endless missions
    2. ability to choose a squad to join (an option which is by default random as it is now)
    3. Host only, Client only, Both (as options while random)
     

    • Like 3
  14. 26 minutes ago, Loza03 said:

    The point of Nullifiers is to force players to constantly play around their bubble. And the best way to do that is make them a hard counter that forces all Warframes to respect them. Buff stripping allows this, since otherwise buff frames could just jump in and almost immediately get their buff back with little consequence.

    There's nothing wrong with the base nullifier (B a s e) in and of itself, it's the levels of spamming them that some missions do that makes them awful. By nature, they're a giant, extremely obvious and slow targets that pose several problems, but has numerous counters. Operators, high rate of fire, even that little drone on top when it wants to work. You can work around them, and you have to - just like with the Nox. What makes them bad enemies is that instead of being some fairly major event, they're dropped in like any normal enemy.

    Which brings me to Isolator Bursas and Orb Vallis Shield Drones. THESE enemies should receive nerfs like this. Isolator Bursa's can drop their bubbles wherever they damn well please and OV Shield Drones can give Nullifier bubbles to enemies fast, durable or both that absolutely should not have nullification. The point of enemy design is play and counterplay. Nullfiers (on their won at least) have good counterplay. That Sycto Raknoid miniboss that now has complete immunity to both damage and abilities? Does not have good counterplay.

    I really agree with you on everything you write. I just want to point out that the buff stripping is annoying, this makes you want to play in a more lazy way, either choose less complicated conditions for your buffs activation (forget Growing Power, Energy Conversion, Pax Bolt, friend/specter Nidus, relic buffs and use more lazy mods) or just facetank with Inaros.

    For me losing buffs is pretty much death or like death. If I wasn't killed I still have to recast all the stuff and prepare myself as after death. when it happens too often - you stop enjoying interesting builds and go meta.

  15. If nullifiers were more pleasantly reworket - change this ability effects deleting to pausing, I would gladly jump on their heads with melee slams to finish them off quick. Right now I just want to avoid going to their missions, even relics sometimes.

    Arbitration drones are another annoying thing. It could just permanently boost some limited amount of enemies they connect to, explode after the buff and you just have to deal with a group of heavilly buffed and biffed units to deal with.

  16. 24 minutes ago, moostar95 said:

    Toxic accents suck. Doesn't communicate they one hit toxic attacks all that well. Can pop up out of no where and kill your run. 

    Word, I suffer it with Ivara while it both kills me through shields to my health as well as burning NRG in prowl in seconds or even in a blink of en eye killing/exposing her whatever happens first.

    I forgot I've farmed an anti-toxin arcane, need to try it.

  17.  

    15 minutes ago, Loza03 said:

    Nullifiers especially are that way because far too many frames choke out any chance at good design.

    I can accept that and I've pointed that out.

    33 minutes ago, Scar.brother.help.me said:

    This bubble also saves enemies inside from Tenno powers and does not allow to cast them while inside - this mechanic alone is fine.

    I have a problem with permanent buff-stripping and abilities shutting down. It would be ok if it was "disconnected" while inside the null-field and coming back "online" as soon as leaving the enemy sphere (no pause on duration, they continue to expire, their icons could become gray)

  18. Hello, Tenno Fellas, let's talk about enemies u like and enemies you hate in Warframe.

    Let me share my thoughts to begin a discussion. I'd like to start from the enemy I really like and explain why I think it is well designed.

    Nox. This enemy has a very hard damage reduction unless you aim to his head. He changes his behavior to more aggressive once you break his glass helmet and starts to emit aoe toxin cloud. Why I personally think that this is a good enemy? Because he is not ANNOYING. You can still take him down by raw damage, slowly, but you can. It is much faster to shoot his head but you are not forced. Projectiles he shoots attach to you, slow you down and stack the effect. The gun is powerful, but it doesn't one-shot you and it is possible to roll out of it's stacks. This is a good example of a Strong, Beefy enemy with a weak point which is fun (at least not annoying) to face. I wish there were more enemies like Nox in Warframe.
     I wish there were more interesting beefy enemies with weak points, interesting behaviors. Enemies that can be taken down slowly by raw damage, may be even focused by the team, but have tricky ways ti kill it faster. Have openings after some actions, like a short berserker assault or a a slowly charging strong AOE attack and then some self stun/overheat with vulnerability.


    Now the enemy i despise - Nullifiers. They are not challenging, not tough, they die quickly, but they remove any buffs and ability objects (dashwires, wisp motes, limbo/frost domes, etc) that their bubble touches. This gets much worse when they spawn a lot, their bubbles grow very big and they start to jump around. This is not challenging, this is annoying. After contact with the bubble you need to reapply your buffs and recast erased abilities until another one randomly appears nearby and removes it again. Recasting removed abilities is not a fun way to play at all and this is the main reason I try to avoid any corpus/corrupted missions if I can choose grineer/infested instead, and this is the reason I play these missions most of the time as Inaros (just so I can tank relying on his passive HP amount rather than any kind of frames who rely on their buffs). This bubble also saves enemies inside from Tenno powers and does not allow to cast them while inside - this mechanic alone is fine.
     If it only it temporarily shut any buffs down but as soon as you exit the bubble - all the channeled abilities and buffs recovered again and Tenno power created objects remained untouched by it, fair if their effects were neutralized inside the nullifier field (when inside Cataclysm - Nullifier bubble area remained a normal plane, snow globe's slow effect, etc). I think the only exception now is Khora's Strangledome. This enemy has to be changed in some way, this is a very bad design.

    A few more unhonorable mentions of bad design:
    Eximus Energy drain and toxin auras - the bigest problem is that their hosts are very hard to see in the crowd of other enemies and work through walls. Energy drain, Tenno power immunity, status immunity are bad and lazy mechanics by themselves and might work nicely during some phases of the boss fights where you can learn the pattern to avoid it, but when this happens in the crowd - this is out of nowhere. It should go, there is no fun to play with no energy, it just forces you to play Inaros. 
    Energy drain conditions during Sorties and Nightmare missions - same story - pick Inaros (because why bother bringing any squishier frames if you can't use abilities - the core of warframes difference)

    I am sure I'm not the first to bring this out, I think I've read this on forums before but hope for some discussion.

    • Like 1
  19. I got tired of reading the argue about old and new system somewhere at page 2, I just want to support those who like the new system more in terms of user Interface but point out that the base chance per pellet needs to be balanced individually.

    All the CRIT non100% status shotguns got a free bonus x3 to their status chance comparing to old system, they were relying on Hunter Munitions before and removal of IPS x4 weighting just gave them a nice elemental proc bonus without any drawbacks with the same builds that they had before. Now they are even better if built corrosive(/heat) or viral(/heat) while still use Hunter Munitions.

    All of the old 100% status shotguns only got a huge nerf because the old formula WAS broken, but it gave them potential  to compete (outperform) Crit shotguns.

    The only shotgun that didn't change from the new system is Exergis as it has only 3 pellets per shot. It was able to reach 100% status with 3x60/60 mods with the old formula and it is now because the base status was buffed by 3.

  20. Yep, I always struggle with this challenge, first you need to kill the aircraft and only then kill the pilot while he is falling down, whenever I try to use something too strong I usually kill both at the same time and it doesn't count
    Not sure if this is intended, but I think it always worked like this and I would be happy if it was a bug, not a feature and fixed to kill no matter how for as long as the pilot hasn't touched the ground (while on the Dargyn, together with it of after).

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