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(PSN)NemitheNem

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Posts posted by (PSN)NemitheNem

  1. Came back to the game, got an incarnon adaptor for my Boar Prime, rolled a riven, got some stupid high Cd.  

    Sometimes, with Critical parallel equiped (and it seems only with that evolution) the gun will fire once, even though I am holding down the trigger. I can switch weapons, but I cannot fire my side arm or swing my melee--abilites are fine however.

    While not 100% consistant, it happens often 

    Build is as follows, mods maxed unless otherwose stated:

    Primed Point Blank, Primed Charged Shell (8), Crit Decel, Primed Ravag3, Galv Hell, Blaze, Chilling Reload, Riven.

    Riven: 112.4 cd, 107.2 elec, 210.8 dmg, -90.9 fire rate 

    Arcane: primary frostbite

    Evolutions:

    Reified Bane, Merc Chamber, Crit Parallel

  2. 2 hours ago, Steel_Rook said:

    The only realistic way you can threaten players is by asking them to wager their earnings. Even Dark Souls recognised this. Rather than losing half your max health on death like in Demon's Souls, in Dark Souls you only lose souls you've gathered since the last time you saved, as well as resetting enemies. You only lose rewards you haven't yet "saved," not rewards you owned beforehand. I could argue that even that is tedious, wasting an hour only to walk away with nothing, but eh - there's an audience for that sort of thing. Like I said - most people are loss averse. A system which reverses their progress is not going to fly, but a system which keeps them from progressing is a lot more palatable.

    Mm, this is what the Liches do. However because we have so many resources, so much stocked up, and we can just go to a other planets. It's a nothing unless they grab a riven or something, and then we get angry. However the anger itself can be a good draw, but it isn't always.

    6 minutes ago, Xylena_Lazarow said:

    I still find the truth of Fortuna's citizens genuinely horrifying, and enjoy when WF lore is terrifying enough that your godlike powers don't even matter.

    This. The horror and fear is in the story, it's in the people who aren't godlike powerful. It's in the things you cannot change and people you cannot save.

  3. 6 hours ago, (PS4)chris1pat8twins said:

    Yeah that won’t work. It would complicate all the Formas people put into the frames and trying to code it to where you can just rebuild your frame in the foundry from the pieces would cause a lot of bugs/glitches with both new and already owned frames. It would be extremely complicated. Too complicated. Like I don’t think there is a single game where you can do that. Cause they don’t follow the same rules as warframe. The whole use a specific item to add a symbol above a perk slot to reduce the capacity usage for more perks. Like there is not a single game that does that AND has a function to rebuild an already owned item with all the added perks

    Yeah, see now you're complicating it. There's no reason why it can't be a reskin of your 'alternitive' idea in your second paragraph.

    I also addressed that it would backfire by stating it would be a gameplay loop of.punishment that would add.nothing to the game.

    Plus, yanno, the Smolcaliburs, Miniags, or Smolts with no secondary frames.

  4. Hmm. Warframe destruction is off the table because real world money.

    But what if it wasn't permanant?

    So like, you use up all your revives, and if the mission isn't completed (so your buddies can't haul your corpse out) you gotta do a mission to get the pieces back, and then reassemble it in your foundry--maybe only a day instead of three?

    But that's just a punishment gameplay loop, don't think it'd cause actual fear.

  5. You have a point on a future where ripple may have to juggle many battle passes. But, I respectfully disagree.

    As you have pointed out Nightwave is an excellent implementation, and that's why I don't think it will be a problem.

    If you do all the weekly tasks plus one or two dailies a week...well let's just say next week I'll be done with Nightwave, and we're not even to the third investigation.

    Nightwave is designed in such a way that you work through the battlepass without trying. Once DE builds.up enough trust with us that we realize we don't have to pound it out and can sail casually on in things will be better.

  6. I've been thinking about alternitive status effects to make everything viable and less broken.

    A thought I had was that at a certain break point (destruction of the shield for corpus units, 25% health for non shielded units for instance) there would be a surge dependant on how many stacks of magnetic there are on the foe. Maybe a small disarming pulse, or electrical discharge, or yanking all enemies in like exodia hunt.

  7. 6 hours ago, taiiat said:

    all of the Attack Speed Mods and all of the Crit Mods (well, Sacrificial Steel is an exception but that's to be considered a Primed Mod) have the same Polarity. what are you even talking about.

    Because of the drain? 7 is still more than 5 and melee wise I think the most I forma'd something was maybe three times? In more complicated situations 55 is close to sixty so that means Gladiator Vice can take a hike and then something else, that usually has more drain and so high ho forma away.

    Honestly as we chat about this I start to think rather than a straight percentage boost it could have atiny-small flat extra boost in addition to percentage, on fast weapons it wouldn't amount to anything, on slow weapons it would make it competition for other speed mods. Primed mods being a cut above.

  8. 12 hours ago, taiiat said:

    you have a point in a way, but in this game we're restricted mainly by Mod Slots (ever since the introduction of Forma in U8), rather than Mod Points.

    *hand waggle* there's the mandatory mod issue though, and forma investment.

    I prefer crit melee because I have the acrolyte mods. Crit means more speed, means faster combo count, means more crit, and status on top of that.

    (which opens up another conversation on the derth of effect-on-status mods)

    But let's say I was going to walk the path of primed Fury, I'd probably have to sink at least one more forma into my weapons, further constraining my builds.

    (I got like fifty forma sitting built, but that doesn't mean I don't worry.)

    12 hours ago, taiiat said:

    and for that matter, Primed Mods are special exceptions to everything since they're Stat upgrades with the intention of being basically Overpowered.

    But primed Fury isn't, and neither are some other primed mods.

    11 hours ago, Kayll said:

    Is that not the entire point of Rivens?
    Why would a low disposition weapon have rivens that rival or that are better than generic mods?

    ??? The point of Rivens is strength and to consolidate Mod slots.

    Rivens are big plat sinks, big time sinks for rolling etc. Imagine dripping 1k plat on a riven, but a year later you're better off putting a bronze mod on. This breeds discontent in the community, especially in players who sink money into the game.

    Note, I don't mean all Rivens should be useable, you got to roll for that.

    5 hours ago, Andele3025 said:

    Now to be fair, in the case of quickening its a slight overperformance in slot efficiency too but thats only relevant when one adds BR and Berserk into the calculation.

    Which are, depending on the weapon, mandatory mods.

  9. The community seems to have a lot of complaints and issue with rivens and modding in general--usually in response to mandatory mods.

    One thing that has come my attention is the imbalance between mods and mod catagories. To illustrate this I am going to give up one of my darlings.

    Fury: 9 Drain, +30% speed, silver mod

    Primed Fury: 14 Drain, +55% speed, platinum mod

    For fury that's 3.3 speed per drain. For Primed fury that's 3.9, not much improvement but there's also theoretically saving a mod slot.

    But then there's Quickening: 9 drain, +40% speed, +20% combo chance. Gold mod.

    On speed alone it out does Primed Fury at 4.4 per drain, and gives us that sweet sweet combo chance on top of that.

    A gold mod should be between a silver and a platinum mod, so 40% speed is right on target. But it should not be  better than a platinum mod.

    Now then, corrupted mods, these are a little...on one hand they what you need to finish off the build, on the other sometimes it seems odd that sometimes the corrupted mod doesn't give you as much goodies as a non corrupted mod despite having an extra cost. Overall I'd say they are about right? Maybe? Perhaps though it is an influence from riven a making me feel like having a 'curse' should make the bonuses more powerful.

    Now to bring Rivens into the equation. I don't mind the rebalances of rivens. The pure RNG is a bit annoying, but eh.

    But here's the thing, a riven mod should never be worse than a regular mod, but often they are for low disposition weapons. 

  10. The elemental aura is misaligned with the actual weapon. And also seems....fuzzy? I can't really say easily. But withoit the skin the elements in it 'sparked'--not a continuous coating. Free floating it looks as if this might not be the case.

  11. 13 hours ago, (XB1)The Repo Man151 said:

    Is a 3 second respawn timer really a "punishment" ?
     

    It's five seconds, and if you don't like doing something, like conclave, it drags out.

    13 hours ago, (XB1)The Repo Man151 said:

    That is not how that works at all. I'd be interested in the methodology of how you tested this. I think there was more than user error during that process.
     

    A friend and I went to grind out some conclave together, he's a hardcore collector and already rank 5, I think I hit rank two.

    I was disappointed with the point gain I was getting and he mentioned he was getting more. 'Oh,' we said, 'it must be because you're slaughtering me.'

    Then he decided to let me just beat his head in a few times so I could grind up faster.

    So even 5-0 he was getting more points.

    13 hours ago, (XB1)The Repo Man151 said:

    What typically happened was that someone would unequip everything except a Warframe and a primary weapon, put all the mods on that primary weapon, proceed to enter a lower level node and then pubstomp low CC score players who were playing the node. It was not hilariously fun. There is a reason we have Conclave 2.0

    That sounds like a flaw in matchmaking methodology.

    9 hours ago, (PS4)Darth-Escar said:

    I'd like to know more about your opinions on all of this.

    Okay, so going to kind of stream of conscious and not go point by point because I am stuck on my phone in a hospital waiting room.

    Skills work the way I like, mostly. But the guns don't handle the way they do in PvE, especially considering I mod then for handling preference.

    I wanted to try my castanas in with Loki. They flop. Not the damage, the flight arc. They go a few meters, if that. I admit, that was my first experience and it tainted the whole experience, badly.

    Powers that you have to mod for you no longer can, not unless you do massive conclave standing grind for the mods, and even then...

    Lunaro, I find, actively helps my aim in PvE. The ball itself is it's own thing, so it doesn't feel like a not-right something else. It flies like I'd expect a ball to fly.

    Lunaro is fast paced and the danger is non existant, while in PvP proper it is high, and in PvE it is minimal.

    And then there's the...damage? Satisfaction? Lunaro it is either yay I got a point/points vs drat I missed. PvP is, you hit, but not hit enough, so you don't get the high of success in every engagement, or fast turn over, or quickly adapting to doing better next time, because chances are you are dead.

    I mean, my friends and I lulz off beating the crap out of each other in the simulacrum every now and then, but never in conclave.

  12. Part of the Conclave problem is that all the skills I honed in PvE don't properly work. Things just don't feel the same or play the same. (Throwing the castanas...) Meanwhile I enjoy Lunaro because it plays like the regular game to me.

    So, first up, normalize that.

    Next up, respawn faster, don't make it a punishment.

    Don't nerf rewards for lower conclave ranked players/buff them for higher ranked. I tested this with a friend, it's stupid annoying.

    I heard from a friend there used to be conclave nodes, and it was just basically a free for all, full mods and it sounded hilariously fun.

    Make it fun. Think less balance and more Immortal Space Zombie Ninja children playing full contact Hide and Seek/Tag/Calvinball

  13. Kavat scanning, you need to come prepared to imobilize the little buggers, and you need to hurry because they can attack enemies and then get their fragile selves killed

    Delerict challenge rooms are basically pointless to us. But they are rather inaccessable, perfect dens for an animal locked into a mutually predatory relationship with the infestation which vastly outnumberes and out guns them.

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  14. Wow whiney.

     

    Look, it takes like two missions to get the cephalite. Just run Nekros on a few mindless exterminates, no problem.

    Okay, I admit, I screwed up my first attempt too. I only saw one platform and not the other options and was just, confused/startled into jumping on it when the timer started.

    I propose an indicator; a glow starts up on you and goes up like an orb, like a glassmaker did sure and branches out to the choices. While this is happening the dialogue goes on. The lights settle, flash, and then the choices are there.

    With this we get a clear indication of where the choices will be, a warning there will be choices, and time to listen to the voice lines.

  15. In the veil, specifically, haven't checked elsewhere.

    This is not due to the whole maxed energy=no invulnerability thing with Amesha's 4th.

    Rather, I actually have witnessed loosing my shields while my healthbar was grayed out.  I cannot say for certain if I've lost health but I'd place bets on it.

  16. There's always a mission type you don't want to run, either because you hate the mission type (defection) or because you will fail if your lich shows up (Level 5 radiation lich on a defence mission).

    Which makes it harder/annoying to boot then lich off the planet so you can get some new nodes you don't hate.

    So I propose being able to tackle any lich node invasion style--which is to say you have to do the node three times to get the reward for kicking the Lich out, but you don't have to do the mission type you detest. In this case, the alt missions could be put on a timer to help with match making, instead of just easily soloable missions. And perhaps each mission would have 2/3'a less thrall spawns.

    However! Some fun could even be had with sort of mini heist planning.

    To clarify:

    Let's say a normal Lich mission we are diving into where the bulk of the Lich's people are in a node, which means their forces are gutted there once we've torn through. (And also why there's no crossfire, that's on the borders.)

    But you can do a three mission heist to excise them instead. A capture to grab a person of interest, a spy going off the information provided, and then a saboutage to cripple and drive them out. Or maybe a thrall miniboss?  sort of...we tell ourselves a micro story?

  17. On 2020-04-30 at 10:16 AM, DestroidNGS said:

    For me, exploring tilesets is an enjoyable part of the game in and of itself. In every "endless" mission I'm that guy running around looking for boxes and little cubbies that are hard to get to.

    For me stuff like this would a delightful bonus. I want more routes, easily accessable stuff. Uhm, like in spy vaults? Like there are like two or three ways to the console, at least. But ideally with more interweaving.  We have all these movement options and I really want to use more. Kuva fortress of the kuva fortress wasn't claustrophobic and made sense. 

    On 2020-04-30 at 10:16 AM, DestroidNGS said:

    More of this, please. Add more interaction to tiles. Switches, consoles, hidden passages, enemies actually DOING things, ships coming and going, things being transported. Make levels more than just boxes where future dead things live.

    Oh yeah that'd be GREAT.  And environmental reactions too. Like there is at least one corpus tile where a ship keeps coming and going. What if we could loot the ship? And destroying a ship would make it stop coming, or make an automated force come out to deal with the disruption. 

    Stuff like the Grineer drudges and the corpus researchers in the secret rooms makes things feel deeper. 

  18. Part of this is practical, there have been times when I have fallen between the cracks--and kept falling until I /unstuck.

    But most of it is a fascination with the tiles you guys have made and a desire to explore more--and to fully utilize Warframe mobility. 

    On earth tile sets sometimes it looks like I can jump over something to the next tile, but instead I have to go through a tunnel. The enticing little holes are just invisible walls. 

    On Grineer tile sets sometimes it's vents in the ceiling that go nowhere, or spaces underneath walk ways that are just void falls. 

    On corpus tile sets it is usually platforms with doors that never open, buildings with no way in, cliffs and mountains...you get the idea. 

    Infested have their tangled that just beg to be followed, but you are blocked. 

    Sentient tiles: is that a valid ledge or not? Can I cut corners over the sheer drop from this tile or not? Is that a tile over there?

    All hijack specific tiles--and on those we are discouraged from exploring because of the health drain on the target. 

    On all sets often there is an expansive extraction tile that... We have no reason to explore and goes nowhere. 

    I'd like it very much for the links between tiles to be expanded, for more links to be made valid, for a short sting of hijack tiles to be in other types of missions and have rooms leading off of them. For extraction tiles to not always be extraction tiles. 

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