Jump to content

drMightyPotato

PC Member
  • Posts

    816
  • Joined

  • Last visited

Posts posted by drMightyPotato

  1. Every time I see people complain about "artificial difficulty" in Warframe I die a little inside since I'm remembered about the Souls series of games in which is the same damn thing artificial difficulty since enemies hit like a truck but has increadibly dumb AI and predictable moves.

     

    You can beat 99% of enemies in the Souls series by just dodge rolling them to death yet everyone praises the series for being "difficult".

     

    To be frank all I see in both the Souls series and Warframe is the same thing: Veterans will breeze through the game while newbs will cry out.

     

    Atleast Warframe has the balls so add both difficulty and force you to do lateral thinking aswell as reward true skill. Because let's face it the Souls series look stupidly easy compared to 40mins + of T4 survival ever since Corruped Bombards where added.

    Oh, i cant exactly agree with you on this and here is why. 

    The problem with warframes is that it uses cheap tactics to promote ''difficulty'' while in soul series every you can do to the enemy the enemy can do to you but they have more health and for the most part they dont dodge.

    Lets take for example void bombard since you already mentioned him. His rockets have a high rate of fire, they deal quite a bit of damage and they have a homing mechanic with the bombard himself being extremely tanky and durable. 

    Here is where the cheap part comes in: the homing on rockets is insane (seriously i saw some of the rockets making a 90 degree turns to hit you) and the blast radius itself is quite a bit larger than than it looks. If you try to dodge roll they will follow and hit you, if you manage to avoid them they will still hit you as there is no way to tell their radius. They also do damage trough nearly any obsticle you can think of so you cant even hide.

    The only way i have found out to avoid the rockets 100% is to turn tail and run for the hills. You can also attack the bombard but will still get hit with the rockets he previously fired.

    In conclusion: warfames uses quite a few cheap tricks to make the game harder than it actually is. In fact if DE gave us invincibility frames for our warframes i can tell you it would make the game so easy that it would make 90% of the content trivial.

  2. I personally hate ulti spam. I hate it with gusto... but there is a reason behind it: The way these ulties are designed makes my eyes hurt every time more than one person uses them. I cant see S#&$, i dont know where the enemies are and im not even sure who im shoting at.

    I main Volt and the only time i use ulti is when im surrounded by enemies and i need a quick stun in order to melee their &#!.

     

    The problem i see with the ulti spam these days in warframe is that everyone expects you to do it. Its becoming a joke. The recruit chat is flooded by people that want a one button team where you can just remove your brain and put in a jar of formladehide cause you wont need it at all for 1 hour or more. 

    I can play my Volt in any t4 mission solo but i cant cause ingame is happening exactly the opposite of whats going on on the forums: ulti spammers are forcing shoving their playstyle in your face and if you dont play it their way you are a noob, you suck etc etc etc...

    And no playing with firends or clanmates does not help as about 90% of this community is spamming like there is no tomorow.

  3. What? I was under the impression only armour rating affected his Snow Globe? I run around with all 3 maxed but I still thought only armour was SG related. I had a look at the wiki too, can only see armour affecting it unless I did miss something.

     

     

    I heard only of Steel Fiber affecting, not Redirection and Vitality.

    I might be wrong... but when i heard of the buff to snowglobe on a very old devstream we were told that all the defense mods (vitality, redirection and steel fiber) affect the globe.

  4. Frosts defensive stats affect his Snow Globe (like redirection, vitality and steel fiber). I dont know how common of a knowlege it is but ive seen far too many Frosts that have bubbles that have have the endurance of a soap bubble.

     

    Made a mistake here that was explained by some other players: steel fiber and strenght mods affect globes health only.

    My appologies. 

  5. Akjagara is a good weapon. Ive yet to forma it but even without a forma its hitting quite hard. You people apparently need to learn to mod properly.

    I dont know about dual raza (its currently baking in the foundry) but panthera is a let down imo with a ''special'' mechanic that doesnt let me aim -__-

  6. SO you're saying that the pistols built for new players need mods that onl old players had acess to??? What???

    Also, horrible, quite horrible spelling and grammar and diction. Do you even know what a sentence is?

    PxistNR.jpg

    They guy may not be a native english speaker, give him a break, also Akjagara works just fine even without the event mods. Mine one-shots everything up to lvl 50 and its not even fully modded. Above 50 its a minor annoyance but thats it.

  7. -snip-

    Honestly, i dont this game a awful lot for the past few months but i have to say that keeping kubrow ''fed'' is not a hard task. It takes about 4 days for the DNA integrity to drop to 60% and if you play for about 1h a day i can say that in 4 days you should have enough money for one pack of kubrow go pack.

    Take into account that you get enough vials for a month from one pack and you can keep kubrow very alive for a long time. Sure if something happends to the game itself and you cant log in, yea that a pain in the royal behind.

     

    On to the topic at hand.

    I would kill for a command function on kubrows and an ability for them to revive their master. As far as sentinel vs kubrow debate i have to say kubrows for life.

  8. Or we could just do what AW did that the beginning... and move Toxin to a D slot. Because that would balance it out, two elements D, two elements -.

    That wouldnt help even a little bit. Just for example sidearms have only 2 D polarity mods: the ice element and sure shot, of which only one is actualy worth using. 

    Which leaves us with only one mod in sidearms for D polarity. When i opened my Kohmak in sidearms and saw that polarity i wanted to delete the weapon instantly.

  9. Its been a LOOOOOOOOOONG time DE since you promised us players new D polarity mods. Too long for me to still be happy about it.

    Quite simple realy here, altho it might sound harsh: give us worthwhile mods for D polarity.

    Having a D polarity in weapons is a cruel joke that im afraid i cant digest anymore.

  10. Dude... do you want to make it even more useless... cause thats how you make it more useless 

    EDIt: yes DE please we need more than sparks

  11. I dont know how to put this bluntly and still sound objective.... Channeling is still unfinished... yes lets go with that. Its unfinished.

    As it currently stands we have have 8, if my memory serves me correctly, channeling mods not counting the nightmare mod Focus energy and the corrupt mod Corrupt Charge.

    Those are:

    Reflex Coil (60% CHe (CHe = channeling efficiency))

    Killing Blow (120% channeling damage)

    Life Strike (20% life steal, -140% CHe)

    Second Wind (+30 stamina on kill, -60% CHe)

    True Punishment (+40% crit chance, -60% CHe)

    Enduring Strike (+60% status chance, -40% CHe)

    Warrior's Grip (+20% parry damage to stamina, -80% CHe)

    Quickening (+20% attack speed, -80% CHe)

     

    Now if we take a look at the mods we can see that some of the bonuses are quite nice, but the downsides are borderline horrendous. Even more so considering the fact that the resource for it is warframes own energy pool. 

    In my oppinion it wouldnt be a problem if our energy wasnt so limiting. From all my tests ive done with almost every frame in the game, the only, THE ONLY frame that can successfully use channeling normaly is Trinity.

    Now as it stands just adding Life strike at 1/3 points the cost goes from 5 to nearly 9!!!!

    Thats 9 points of energy for each strike for a meesly 10% life steal. Volt for example, without Flow mod has 150 energy meaning that 10 hits eat up 90 energy!!!

     

    Now i wouldnt mind the cost if the damage or the positive part of the channeling was worth the cost. The sad part is that it isnt. The only channeling mod that is worth its cost is Killing Blow with Life strike being almost mandatory with nearly any frame that wants to survive using melee.

    But even so, even with Killing Blow you can reach about 2x damage during channeling and thats it. A orthos prime with max preasure point, life strike 1/3, reflex coil, corrosive+cold element (focus energy), killing blow and fury cant kill a lvl 30 heavy gunner without putting in ALOT of effort. Even worse is the fact that if i wasnt with Trinity i would of eaten trough 50 energy just to kill the heavy gunner.

    Even the normal units take a while to kill with channeling at lvl 30.

     

    Now in order to make channeling effective is add several more mods for it. Improving the old ones and changing the resource for it or massively increasing the damage of channeling. As it currently stands, if there wasnt the Life support mod channeling would hardly be used by anyone.

     

     

     

     

  12. For starters im not a native english speaker. There are bound to be mistakes.

     

    Chroma: Elemental blast - Chroma releses a huge blast of energy debuffing and applying a elemental proc onto nearby enemies reducing their armor/damage/movement speed/accuracy for 15 seconds

                    Here be dragons (yes i had to -_-) - Chroma rejuvinates his pelt giving him flight, reduces damage taken and creating a elemental aura around him. Flying is controled with the mouse.

     

    Mesa: Ammo well - for 10 seconds Mesa cannot run out of ammo in her magazine also dealing increased damage that keeps increasing the longer she fires

               Snipe - Mesa takes aim with her pistols and executes a single aimed target. Enemies in the near of her target are terified for 3 seconds

     

    Rhino: Terrifying Roar - enemies within 20 meter range are feared and have their armor reduced by 20%

                 Tunnel vision - Rhino rushes in the desired direction. If there is a enemy in the path rhino slams into them dealing finisher damage (3000min) and knocking down all enemies nearby.

     

    Saryn: Poison cloud - Saryn creates a poison aura within 20 meters procing viral, toxic and gas damage each second while also dealing 200 damage per tick

                Camouflage - Saryn becomes immobile but completely invisible for 10 seconds

     

    Vauban: Magnet lock - Vauban throws a ball at one of the oppents creating a magnetic link to nearby enemies. Enemies within 10 meters are pulled together and ragdolled

                   Allied assault thrown ball creates a illusionary ally mimicking one of the enemies pullin aggro twards them for 25 seconds

     

    Valkyr: Whip strike - Valkyr whings her bonds in front of her knocking down all enemies in front of her (10m range)

                 Enraged howl - Valkyr lets lose a powerfull howl immensly increasing her damage and unsheathing her claws

     

    Trinity: Abundant life - instead of targeting enemy Trinity can target a ally healing them and buffing their damage and armor. If targeted on a enemy it deals damage and reduces their armor and damage delt.

                 Immense ward - Trinity creates a powerfull shield on allies reflecting and reducing damage from enemies while also giving lifesteal properties to allied weapons

     

    Nekros: Plague - creates a aura around Nekros (30 m unnafected by mods) that reduces enemy accuracy and dealing 50 damage for 30 seconds

                  Striped flesh - instead of punching an enemies soul out Nekros drasticly reduces the damage and armor of a single enemy while also dealing 500 damage to it 

     

    Nova: Unstable matter - each enemy within a large radius is ''changed'' on a molecular level and can be affected by a random debuff that changes ever 5 seconds for the next 20 seconds. Once the debuff ends the enemies are delt 1000 armor ignoring damage

               Antimater wall - Nova creates a shiled in front of her absorbing damage and acting like a wall. Once the ''wall'' expires anything nearby is delt 300 armor ignoring damage and stunned

     

    Limbo: Flowing rift - creates a cataclysm bubble following Limbo.

                 Transfer rift - each cast of Banish teleports Limbo 10 meters ahead acording to where he is facing. 

     

    Hydroid: Tsunami - instead of tentacles Hydroid transforms into a gigantic wave dealing 1000 impact damage pushing and ragdolling enemies and jamming their gear for 10 seconds afterwards. The wave travels until hiting a solid surface or by pressing 4 again

                    Vortex - creates a vortex of swirling water at a location ragdolling enemies who enter it for the duration

     

    Zephyr: Turbulent blades - instead of redirecting enemy fire turbulence absorbs it creating a damaging shield for 10 seconds. Each enemy within range (10 m, unnafected by mods) is delt 100% stacking slash proc damage

                  Focused wind - creates a tornado storm surrounding Zephyr for 15 seconds. All enemies cought within its 15 meter range are ragdolled and throw as well as dissarmed for 5 seconds.

     

    Nyx: Telepathic assault - instead of dealing damage Psychic Bolts turn all enemies hit into allies (each cast switches allies)

             Focused chaos - instead of creating mass hysteria Nyx makes all enemies focus one target for 10 seconds

     

    Oberon: Infusion wall - instead of creating a wave Oberon creates a wall of energy. Allies and Oberon passing trough have their armor and movement increased. Shoting trough it infuses the bullets with radiation damage and heals for a percentage of damage delt

                   War drums - instead of healing Oberon buffs allies increasing all of their damage by 30% for 15 seconds.

     

    Banshee: Death boom - instead of pushing knocking down enemies sonic boom becomes a bit narrower (100 degree cone) but dealing 500 armor ignoring damage and stunning enemies for a brief perriod

                     Sound wall - creates a wall of sound around her silencing her weapons and reducing damage by 80% for 10 seconds (damage reduction unnafected by mods)

     

    Excalibur: Slash wave - instead of dashing Excalibur swings with his void blade slashing all enemies within 10 meters dealing slash damage with 100% slash proc

                      Assault Jump - uppon landing at the desired location if there are enemies within 10 meters Excalibur slashes in a circle dealing damage with 100% slash proc

     

    Ember: Flame field - Instead of creating a ring of flames Ember creates a field of 20 meters reducing enemy fire ressistance by 50% (affected by strenght) lasting for 20 seconds (unnafected by mods)

                 Flamethrower - Fireball is now a flamethrower with 100% proc rate and 15 m range.

     

    Loki: Living Clone - instead of Decoy Loki creates a clone of himself (stats and all) for half of Decoys duration (with mods)

              Destruction wave - Instead of dissarming enemies Loki buffs allies weapons for 20% and reducing enemy damage for the same percent for 15 seconds 

     

    Volt: Electro field - instead of creating a frontal shield Volt surrounds himself for 10 seconds (unaffected by mods) with a shield. Each enemy bullet recharges Volt for 0.5 energy points up to half of shields cost.

             Overload pulse -  creates a pulse of energy damaging and knocking down the enemies back with a 100% electric proc rate and recharging 200 of his and allies shields.

     

    Mirage: Madness hand - instead of trapping objects arround her Mirage traps enemy weapons shocking them for 1 second each time enemies pull the trigger for the duration of the skill

                 Prism Grenade - Mirage throws her Prism at a target location. The Prism attracts the enemy fire and after 5 seconds it explodes blinding and damaging nearby enemies.

     

    Mag: Jamming pull -  instead of pulling enemies Mag jammes all of their weapons for 10 seconds.

              Mass attractor - once the bullet attractor duration ends it magnetizes surrounding enemies for 10 seconds (can only happen once per cast)

     

    Ash: Bomb Kunai - instead of shurikens Ash throws kunai laced with explosive dealing blast damage that staggers nearby enemies

             Planted charge - when teleporting to a enemy Ash places a explosive creating a massive blast damage aoe.

     

    Frost: Freeze Ammo - gives a buff to Frosts ammo pull for the next 5 seconds giving it 100% cold proc rate

               Avalanche Puls - creates a pulse of freezeing energy that freezes all enemies in a radius for 15 seconds. When hit the ice shatters dealing damage to the frozen enemy.

     

    I was very bored. Dont ask why >_> 

    Might add two more augments in the future.

  13. See, I disagree here. Take the void + prime dilution. Instead of implementing a token system which had a lot of support, in any of the various fashions that were mentioned, they instead just kept juggling prime locations, over and over and over, until they implemented trading (which still isn't a perfect solution).

    OH yea, this is a thorn in my side. A very big one and one of the very few things that im still fuming over whenever i think about it.

    Doesnt change the fact that the community can screw things over just as well as DE can.

  14. Been playing this game since open beta day one, and while there are points in this post that agree on i have to say i would probably take it more seriously if you didnt start writing things like "DE has no idea about x/y thing" and similar.

    Im hardly a white knight(i do have my fair share of deep dark secrets) but imo most of the problems with warframe go into the rapidly growing community.

    Yes DE makes mistakes no doubt about it, but most of the times its like this:

    CM (community): DE FIX THIS PLOX!

    DE: sure (de fixes it according to how they want)
    CM: NONONO NOT LIKE THAT (insert random rage comment)! Fix it like this.

    DE: might as well try (DE fixes again)
    CM: god "#$%&/ DE you fail again. I quit etc, etc.

    Ya cant please everyone, its why we are where we are.

  15. Stalker needs a serious buff. IMO he should be as mobile as a manic and be harder to hit.

    No, nonononononononono...nooooooooooooooooooooooooooooooooooooooooooooooooo!!!!!!!!!!!!

    No Stalker buffing. 

    There was a phase when stalker was buffed to a point where he was aimboting and had the ability to switch weapons faster than the human eye can follow while shoting both dread and despair at the same time.

    Also he was able to oneshot anything that had less than 900hp.

  16. It should 1. have a five-second timer, and 2. only drop down one multiplier if we fail to keep the combo going within that time. So if I had a 2.0 multiplier going and didn't hit anything for five seconds, the multiplier would be 1.5X. Although perhaps from there it would drop faster, offering me only three seconds to prevent it from dropping again.

    Five seconds is in most cases still too low as most melee weapons cant keep up with enemies in higher levels (t4) meaning that once you kill a enemy by the time you reach the next one you may lose more than one. Id increas it to 7 or 8 seconds.

×
×
  • Create New...