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TGDM

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Posts posted by TGDM

  1. Hi @[DE]Caio! I've got a big ol' list for you today :V

    I've put together a little calculator for Focus 2.0 just as I did for 1.1 and part of that includes documenting every single description as well. I noticed many inconsistencies and figured I should put together a feedback post. You can view the calculator and logged descriptions here as well:

    https://docs.google.com/spreadsheets/d/1MlNxI6xAjvgPp_Ou5RckkkM2vomsmMbgKiGL4RSgwWU/

    I don't have much freedom with formatting on these forums so sorry in advance if it's not the easiest to read / work with!

     

     

    MADURAI

    Blinding Dash
    Currently :: Void Dash leaves a trail of fire that deals x damage/s over ys.
    Suggested :: Void Dash leaves a trail of fire that which deals x damage/s over y seconds.

    Flame Blast
    Currently :: Void Blast releases a ball of fire that deals x% of the Void Blast damage and explodes after ys.
    Suggested :: Void Blast releases a ball of fire that which deals x% of the Void Blast damage and explodes after y seconds.
    Maybe include something in this about the Heat damage component?

    Rising Blast
    Currently :: Increase damage of Void Blast by x% and it can now be charged to deal additional damage.
    Suggested :: Increases damage of Void Blast by x%. Void Blast can be charged to deal up to y(%?) additional damage.

    Void Radiance
    Currently :: Consumes x energy on leaving Void Mode to blind enemies within ym for zs.
    Suggested: Consumes x Energy on leaving Void Mode to blind enemies within y meters for z seconds.

    Void Strike
    Currently :: On leaving Void Mode the next attack deals x% additional damage for every second spent cloaked. Cloak consumes y additional energy per second.
    Suggested :: Your next attack after exiting Void Mode deals x% additional damage for every second Void Mode is active. Void Mode consumes y additional Energy per second.
    Note for change: The mechanical functionality of this perk only applies after exiting Void Mode completely. A shot fired while in Void Mode will not benefit from the buff you are still building.

     

    UNAIRU

    Basilisk Scales
    Currently :: Increase Armor for the Operator by x%
    Suggested :: Increase Armor for the operator by x%

    Sundering Dash
    Currently :: Using Void Dash through an enemy will reduce their armor by x%.
    Suggested: Using Void Dash through an enemy will reduce their Armor by x%.

    Magnetic Blast
    Currently :: Enemies hit by Void Blast are affected by bullet attractor for xs.
    Suggested: Enemies hit by Void Blast are affected by Bullet Attractor for x seconds.

    Stone Skin
    Currently :: Increase armor for warframe and operator by x%
    Suggested: Increase Armor for warframe and operator by x%

    Void Shadow
    Currently :: Void Mode now renders allies within xm invisible. This ability costs an additional y energy/s
    Suggested :: Void Mode now renders allies within x meters invisible. This ability costs Increases cost of Void Mode by an additional y Energy per second.
    Clarification Notes: This perk was mission a period (.) at the end.

    Void Chrysalis
    Currently :: Void Mode reduces damage taken by invisible allies within xm by y%. This ability costs an additional z energy/s
    Suggested :: Void Mode reduces damage taken by invisible allies within x meters by y%. This ability costs Increases cost of Void Mode by an additional z Energy per second.
    Clarification Notes: This perk was mission a period (.) at the end.

     

    VAZARIN

    Mending Unity
    Currently :: Increases affinity radius by xm.
    Suggested :: Increases affinity radius by x meters.

    Void Regen
    Currently :: Void Mode heals +x health/s. This ability costs an additional y energy/s.
    Suggested :: Void Mode heals +x Health per second. This ability costs Increases cost of Void Mode an additional y Energy per second.

    Void Aegis
    Currently :: Void Mode creates a shield that grows up to xm over ys. This ability costs an additional z energy/s.
    Suggested :: Void Mode creates a Shield that which grows up to x meters over y seconds. This ability costs Increases cost of Void Mode an additional z Energy per second.

    Protective Dash
    Currently :: Allies hit by Void Dash are granted immunity from damage for xs and healed y% over zs.
    Suggested :: Allies hit by Void Dash are granted immunity from damage for x seconds and healed y% over z seconds.

    Sonic Dash
    Currently :: Void Dash no longer displaces enemies, instead it emits a shockwave xm wide and travels ym stunning any enemy it hits.
    Suggested :: Void Dash no longer displaces enemies, and instead it emits a shockwave x meters wide and travels y meters, stunning any enemy it hits.

    Guardian Shell
    Currently :: Void Blast can be charged to manifest a shield that drains energy for every x damage absorbed.
    Suggested :: Void Blast can be charged to manifest a shield that which drains energy for every x damage absorbed.

    Guardian Blast
    Currently :: Void Blast consumes x energy for each ally hit within ym and grants them with z shields.
    Suggested :: Void Blast consumes x Energy for each ally hit within y meters and grants them with z Shields.

    Enduring Tides
    Currently :: Increases health of the Operator by x%.
    Suggested :: Increases Health of the operator by x%.

    Rejuvenating Tids
    Currently :: Increase health regeneration of the Operator by x/s.
    Suggested :: Increase Health Regeneration of the Operator by x per second.

     

    ZENURIK

    Energy Pulse
    Currently :: Energy pickups grant x% additional energy over ys.
    Suggested :: Energy Orb pickups grant x% additional Energy over y seconds.
    Honestly not sure if the "Orb" part is necessary, but threw it in just in case.

    Void Siphon
    Currently :: Increase Operator Energy Regeneration by x%.
    Suggested :: Increase operator Energy Regeneration by x%.

    Void Flow
    Currently :: Increase Operator Energy by x%
    Suggested :: Increase operator Energy by x%

    Void Static
    Currently :: Void Mode emits a pulse that deals x damage/s over ym, and costs an additional z energy/s.
    Suggested :: Void Mode emits a pulse that which deals x damage per second over y meters, and costs an additional z Energy per second.

    Void Singularity
    Currently :: Void Mode pulls enemies within xm towards the Operator, and costs an additional y energy/s.
    Suggested :: Void Mode pulls enemies within x meters towards the operator, and costs an additional y Energy per second.
    Clarification Notes: the comma (,) should be removed.

    Temporal Blast
    Currently :: Void Blast slows enemies by x% for ys.
    Suggested :: Void Blast slows enemies by x% for y seconds.

    Voltaic Blast
    Currently :: Void Blast creates a surge of electricity, zapping enemies within xm for y% damage.
    Suggested :: Void Blast creates a surge of electricity, zapping which shocks enemies within x meters for y% damage.
    Consistency in language for the status proc.

    Energizing Dash
    Currently :: Void Dash creates a zone of energy for xs. Allies passing through the zone gain y energy/s for zs.
    Suggested :: Void Dash creates a zone of Energy Regeneration for x seconds. Allies passing through the zone gain y Energy per second for z seconds.

    Lightning Dash
    Currently :: Manifests ball lightning after a Void Dash that travels slowly and zaps enemies within xm for y damage.
    Suggested :: Manifests a ball of lightning electricity after a using Void Dash that which travels slowly and zaps shocks enemies within x meters for y damage.
    Consistency in language for the status proc. It still reads awkwardly though, so maybe subject to full revision?

     

    NARAMON

    Affinity Spike
    Currently :: Kills from melee attacks grant x% more affinity.
    Suggested :: Kills from melee attacks grant x% more Affinity.

    Void Stalker
    Currently :: Void Mode increases Critical Chance of melee attacks by up to x% over ys. This chance gradually decreases over zs when the Operator leaves Void Mode. This ability costs an additional n energy/s.
    Suggested :: Void Mode increases Critical Chance of melee attacks by up to x% over y seconds. This chance effect gradually decreases over zs when the Operator leaves after exiting Void Mode. This ability costs Increases cost of Void Mode by an additional n Energy per second.

    Power Spike
    Currently :: Melee Combo Counter now decays while out of combat by x every few seconds, instead of depleting completely.
    Suggested :: Melee Combo Counter now decays while out of combat by x every few seconds, instead of depleting completely.
    Clarification Notes: remove the comma.

    Executing Dash
    Currently :: Void Dash no longer displaces enemies, instead it will open them up to finishers and increase finisher damage taken by x%.
    Suggested :: Void Dash no longer displaces enemies, instead it will open them up. Void Dash now opens enemies to finishers and increase finisher damage taken by x%.

    Surging Dash
    Currently :: Creates a wave while dashing, increasing the damage by x% and the area of effect around the operator by ym.
    Suggested :: Creates a wave while dashing, increasing which increases the damage of Void Dash by x% and the damage area of effect around the operator by y meters.
    Unsure of mechanical intention on this mechanic - it is difficult to assess in solo due to the PoV of going through enemies. Evaluate accordingly.

    Disorienting Blast
    Currently :: Void Blast has a x% chance of confusing enemies for ys, causing them to be unable to distinguish friend from foe.
    Suggested :: Void Blast has a x% chance of confusing applying Confusion to enemies for y seconds, causing them to be unable to distinguish friend from foe.
    Might be fine to remove the entirety of what comes after the comma as well.

     

     

    Sidenote: It probably doesn't matter if you go with operator or Operator, warframe or Warframe, but it would be good to have some consistency in use. I think this was everything, but if I missed anything I'll be sure to post an update later.

  2. In response to the Hotfix 22.0.6 Patch notes:

    I do not feel like this is a healthy change for players. The default Syndicates were never difficult to reach your daily cap with because unlike Focus or Ostron/Quills, you generate a substantial amount of standing just by playing the game normally (as long as you have a Sigil equipped).

    This change does not respect the investment of time made by players who have stockpiled medallions and at worse it discourages players from running the Syndicate daily missions at all.

     

    Edit: And nevermind. They edited the patch notes to say it's back to how it should be (not counting daily cap).

  3. This change greatly impacts players who had stockpiled medallions in anticipation of unlocking new Relics or other items from Syndicates. Some players have months worth daily cap accrued which has no reason to be consumed because the original 6 Syndicates are the easiest to cap out on a daily basis.

    This was not mentioned in any of the patch notes, but even if it were this does not feel like a good return on investment for players who have dedicated the time and energy into collecting the medallions on a regular basis. The key point of this feedback: Please revert the original 6 Syndicates to allow medallion turn ins beyond the daily cap once again.

    It makes sense for Cetus and the Quills because those faction systems are new and have been weighted accordingly, but it does not feel right for Syndicates which you do not have to normally go out of your way to cap, even with a maximum MR bonus.

     

    Borrowing a screenshot from a friend: ntANGcU.jpg

  4. 8 hours ago, Reaver_X said:

    i would really like to start doing raids, i aint go nobody to do em with tho :(

    Join the Raid School Bus and find a group there! If you're completely new and want to learn how to run them, we have a bunch of video guides (in the OP and on the resources page of the discord). If you just want to join a random group to run them with that's fine too.

  5. When the "Focus Sledgehammer" finally strikes, what happens to all the Focus players have generated in the nearly two years since its addition to the game?

    How do the developers plan to compromise between respecting the investment of nearly 2 years of grinding while at the same time keeping the system approachable for new players?

  6. How do the developers deal with dilution of drops in the long run? Two quick examples:

    1. On the official drop table page (link) there are many items with "Beyond Legendary (Under Review)" drop rates. What does the review entail?
    2. When looking at the 3 available Trial missions, it's easy to see that The Law of Retribution (Normal) is heavily diluted compared to the others. What prompts the devs to revist drop tables like these?

  7. When you remove the trailing forward slash from a forum thread, it redirects to the proper version with it, but the discover pages are a bit more stubborn. Ex.: The official devpost tracker:

    https://forums.warframe.com/discover/6/

    vs.

    https://forums.warframe.com/discover/6

    Even if you're already logged in it will prompt you to sign in again. And because the process of signing in doesn't return you to the page you signed in from, it can be a little annoying to navigate. Super minor and I'm not even sure I would call it a bug, but y'know.

    I noticed this a while ago but was lazy to post :V

  8. I've got a couple bunch of questions for the devs on Eidolon:

    Will players be able to willingly choose to enter for day/night time in Eidolon?

    How will hosting work in Eidolon? P2P or dedicated host?

    Will quests be per player or shared as a group? i.e. Simaris vs. Syndicate dailies.

    Will any AI changes/improvements be on the way to support this new open world system?

    What do the devs think Sniper weapons need to be viable in this new zone?

     

    ... How about naming/classifying the set mods showed at TennoCon as Plainswalker mods? :V

  9. The purpose of this post is meant to be informative of what transpired. If anything in this post is factually incorrect, please let me know so I can update it. This was also posted on the /r/warframe subreddit.

    What banwave?

    Yesterday, around 01:00 GMT (roughly 1 hour after the daily reset), a banwave hit some players. At this time, DE has not officially commented on the matter. At most, there has been a comment made by [DE]Glen on his personal Discord server (a link can be found on his Twitch.tv page - sidenote, Glen is banning/removing players regularly from his server). To paraphrase, he was asking in his server if anyone there was able to access the Relay without having purchased a ticket. Aside from that, nothing has gone up on Twitter, the forums, this subreddit, or anywhere else DE is actively engaged with the community (as far as I know).

    Players hit by this banwave have been hit with a permanent ban - account access restricted until 2035. You can no longer view the profile of those players with the /profile <NAME> command as well. DE usually does not offer official comment on ban cases.

    Why are players being banned?

    At this point, I cannot say for sure *but* there is a commonality between the people who were banned: They accessed the exclusive TennoCon Relay with Baro Ki'Teer without having purchased a TennoCon 2017 ticket. Some are also claiming bans have come in for those who have redeemed a promo code associated with a ticket for an account which had not purchased a ticket.

    **WARNING: SPECULATION AHEAD**

    Working with that information, as well as the fact it came after DE's office hours are usually over, my theory is that these bans came in as a knee jerk reaction to a problem they did not yet fully understand. The reasoning I could think up would be:

    1. They wanted to quickly disable accounts which illegitimately accessed Baro Ki'Teer from being able to affect the in-game economy.
    2. This action is perceived as a type of credit card fraud (because it was paywall content), and thus warranted a stricter punishment.

    I'm not saying that the above reasoning is what actually happened, just my speculation as to what would warrant the permanent bans. Regardless of the reason, DE would be able to check your account information to determine if you were a ticket holder and if you purchased anything from Baro Ki'Teer and then automate the bans. It's possible they could also check through chat logs or other means to determine if you were illegitimately on the TennoCon Relay.

    **SPECULATION ZONE ENDS HERE**

    Keep in mind that TennoCon is considered a charity event and was a passion project by DE.

    How were players doing this?

    Never, ever, discuss exploits over social media of any kind. Even if your intent is to help DE identify the issue, you're giving access to what might have been a minor problem to the entirety of the internet. Report it to DE directly. (use the support link below)

    I would offer more warning / explanation here, but I can't do so without the above happening. I highly doubt that it will happen, but there is a potential for ticket holders to troll people into getting banned.

    What do I do if I was banned?

    Contact support immediately. Here's the link: http://support.warframe.com/

    Be civil when submitting a ticket if you expect to resolve this issue.

  10. Prices are meh. Some of these are just going to become Endo. Reply here or PM me in game, whatever works.

     

    Acrid Ampiada

    1PHrNxN.png

    Polarity: —
    MR: 16
    Rank: 0
    Rerolls: 0

     

    Akbronco Igni-hexado

    Y90xO3o.png

    Polarity: —
    MR: 12
    Rank: 8
    Rerolls: 10

     

    Gorgon Visivexitron

    EPp7VBt.png

    Polarity: V
    MR: 11
    Rank: 8
    Rerolls: 5

     

    Kohm Hexa-zetisus

    MD069Ca.png

    Polarity: V
    MR: 10
    Rank: 8
    Rerolls: 25
    Hope for 100% status Kohm: Depleted

     

    Kulstar Mantides

    0bO07nt.png

    Polarity: V
    MR: 9
    Rank: 0
    Rerolls: 0

     

    Mutalist Quanta Arma-satidex

    S71ogk3.png

    Polarity: V
    MR: 12
    Rank: 0
    Rerolls: 2


    Penta Ampi-ignition

    uC5qu9a.png

    Polarity: —
    MR: 15
    Rank: 8
    Rerolls: 0

     

    Staticor Vexi-argicron

    QclZeH6.png

    Polarity: V
    MR: 9
    Rank: 8
    Rerolls: 5


    Stradavar Vexi-acritox

    WLxWEwG.png

    Polarity: V
    MR: 11
    Rank: 8
    Rerolls: 0

     

    Synapse Critatis

    rYx5xpD.png

    Polarity: —
    MR: 8
    Rank: 8
    Rerolls: 5

     

     

     

    Edited to update list.

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