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7grims

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Posts posted by 7grims

  1. Sounds to me like you just want to complain about losing chump change because you don't feel like using your plat on kubrow slots. Also,

     

     

    You monster...

     

    One of my treads was on a hot topic back when kubrows didn't have consigning.

    I was starving a kubrow to death, because I had no way to get rid of it, after 2o days I finished the tread with a picture of the inbox message, and by then DE had already included the consignment feature.

     

    Sadly those little bits of data do not mess with my emotional cold hearth, if only they were useful as my carrier, which I felt sad once I had to put him in the attic because carrier prime happened.

  2. The stasis slots aren't even that expensive- and 25k to consign one is chump change, seriously that's what... 2 T1C runs? Come on...

     

    Stasis slots arent expensive?

    If I'm criticizing kubrows are costly credits wise, why would I be happy to spend plat if that resource is even more precious.

     

    And 25k is expensive to consign a kubrow.

    I actually say it is super-hubber-mega-stupid-freaking-expensive. Why?

    Simple, because it costs more then zero credits.

    I can get rid or delete my weapons, my frames, my sentinels, etc etc etc, and I win credits with it, and its not even much.

    But with kubrows I pay to delete them, and its a way higher price compared to the return I get with selling my non-kubrow gear.

    (don't even dare coming up with a lore excuse, that they are living creatures and stuff, they are a tool I acquire, use, keep or dispense just like any other item)

  3. I understand what you want. I wouldn't mind it either. Modding being actual MODDING.

     

    But...

     

    and this is important

     

    ...doing so would require the "level" system to go away (if not entirely, at least partially). And the chance of THAT happening is? Slim to none.

    Why? Because if there is no scaling, then we could play endless missions endlessly (unless you suggest those going away too? The chance of those missions changing like that though is also very unlikely). And DE does NOT want that, because that would obviously reduce grinding by an astronomical amount. Which means, less platinum sales etc.

     

    It's not that I really disagreed with your concept. I just don't see it being likely to happen since it requires such radical fundamental changes.

     

    It isn't actually as complicated as you actually say, not at all, its super duper easy.

    Right now you have to mod to power 100 (example) to kill the enemies power 100.

     

    You remove the damage mods you become a power 20, you only need to tone down the enemies to 20 too.

    The current system as a max capacity too of how much damage you can make, that level cap already exists, and yet the enemies go beyond it anyway in endless missions.

    Its like imagining the game if damage mods never existed, in defenses and survivals the damage you would inflict would still be an equal to what we have now, DE just wouldn't have made enemy levels so high because there was no mods that allowed us to get that far.

    Or in a real actual example we all witnessed, in damage 2.0 enemies were re-scaled to harmonize with the new 2.0 system.

    And I'm sorry if I cant express myself better :P with better and clear examples.

     

     

    The fact is, I should compliment you, you now belong to the few who are smart enough to think outside the box, and see the third non-mentioned option/solution.

    But your suggestion came short, when u gimped urself to comply with the current broken system.

     

    Damage mods need to be removed, or put aside in a progression system, or inserted in a global build or in a player's account mod menu, because there is no need to force players to always equip the same mods, and pretending that what we have isn't a skill tree.

  4. *sigh* Read THE WHOLE thing please, don't just assume things.

    * Most importantly: I'm not suggesting ONE exilus slot, but multiple ones (up to as many as 4, depending on the choices I suggested) EDIT: And not just for weapons, but for EVERYTHING we can mod, be it Warframes, Archwings, Companions or Weapons.

    * The exilus slots will NOT compete in modding power with regular modding power.

    * As I explained, my opinion of expanding upon Exilus is actually NOT a bandaid, because damage vs utility is VERY tough to ever balance perfectly, and damagebooster have to exist due to enemy scaling needing to exist (no matter if it is toned down or not), and enemy scaling is something that ALSO has to stay because that is such a fundamental part Warframe.

    * I suggested ways to even make the damagemodding itself more varied (the last parts).

     

    Whats the point of keeping the damage mods, you know you always going to equip them over and over, its a repetitive task of dull and obvious as breathing.

     

    Rather have a full mod system of only "exilus" slots. But instead of being an idiotic concept of those few slots for utility, its all of them actually being normal slots only for utility and QoL mods, so I can choose what play-style and what strategies I want to engage on.

    Since no one chooses to equip damage mods, its a mandatory action, under the ultimatum of "you will die", and "you will not kill anything, nor win".

     

    As for scaling, DE only needs to re-balance the enemies and/or gear, DE was going to do it anyway just because of 1 mod, how ridiculous is that...

    As for progression, we can keep those damage mods in a side system, like a skill tree or something (because right now we dont have a mod system, we have skill tree for upgrading our stats).

  5. OMG another person fooled by the exilus ilusion, its not a solution its a band-aid.

    If all the other mandatory mods are still there, only 1 slot isnt going to create modding variety, nor freedom of choice.

     

    Yet I also dont like any of the options the community is debating, neither only nerfing multishot, nor keeping as it is, is healthy nor good.

  6. I vote neither.

     

    Option number 3 is the best way, and the real fix.

    Debating those 2 options is a idiotic waste of time.

    Option 1: Reworking all the weapons just because of 1 mod (multishot) is stupid.

    Option 2: Keep complying with this broken mod system of mandatory mods, were we all play with the same builds, and always equip the same mods, is ret*rded.

     

    Option 3:

    Actually solve the serration problematic, and all the mandatory damage mods, by removing all of these.

    (re-balacing of enemies/gear, and introduction of new and proper utility mods and strategic mods, goes without mentioning)

  7. You made me recall yet another huge sin of this current mod system,

    The more forma you have, the more slots are limited to a specific polaraty. playing conclave with a frame you have polarized allot, becomes incompatible, since many of the mods used in pvp are not the same polaraties you have filled your frame with.

     

    But, this is just a minor sin, there are far worse problems in this broken mod system.

  8. dont buy it like many said. if you buy it wou will be rewarding that bullS#&$, is like an encourage to De to make more S#&$ty additions like this one.

     

    Exactly, glad to find ppl who get my point of view.

    Just as the addition of vacuum in archwing, just like the incubator upgrade item, this, the exilus slot, is a band-aid.

    The worse part is, it tries to fake a fix for the sins of the broken mod system; mandatory mods, illusion of players choice, bogus feature to justify utility mods, etc.

  9. I came to this thread expecting an explanation for why exilus slots are bad. I received a whole bunch of other unproven assertions that have no bearing on this. Are you serious bro?

     

    Isn't it enough that this slot tries to solve the mandatory builds, yet it really doesn't create any freedom since we only get 1 slot, and the usual mandatory mods still occupy the 8 slots, wile the exilus slots is just one for lots of utility mods.

    Seems to me that DE is spitting this exilus slot out there, as in a way to shut us up about repetitive builds and mandatory mods, its a way to escape from the known mod system problems, same as the broken mod system for weapons that as been very debated lately.

  10. Funny thing is, 7grims, there actually IS a utility-focused system in the game right now

    In the PvP. The Conclave mods

    There's a reason why DE took the time to completely rebalance the game, all the weapons and mods, every single stat on every single piece of gear, and then deliberately excluded the rebalancing from the PvE

    Until you figure out that reason, your arguments really don't have much of a leg to stand on

     

    Ur joking right?

    I actually use the conclave modding system as an exemplary mod system in similar treads.

     

    And you believe that works against me? xD

  11. They're not talking about upgrade costs (which fyi, kubrows are not bad... at all.. you're REALLY overreacting)- they're talking about leveling archwing gear (not to mention actually getting the pieces).

     

    Again, you dont waste credits on garbage bags (consign) to put their dead corpses in, every time you go and grind some.

    RNG might be worse in poopwing, but you'r not loosing money, unless you choose to buy more slots, but then you would be wasting plat.

  12. Meanwhile, back to everyone else who's happy with their Kubrow that lasts well into level 100+.

     

    Kubrows by no mean are for new players, quest timing not-withstanding. If you get the incubator upgrade, it helps alleviate costs immensely.  

     

    I won't argue they have some heavy (ish) costs. But if you know how to use them, they're completely worth it.

     

    I do have the incubator upgrade band-aid, cant remember what it improves, still 24h later, its just another disappointment and back to grindy grind, that reminds me of 1 more point, gonna add that we can only have 1 egg at time.

     

    Know how to use them?

    As in equip them, put the obvious useful mods, and the obvious damage mods.

    Too much mad skill to learn, cant handle it.

  13. Kubrows suck, don't argue against this though.

    Lets move on.

     

     

    With kubrows:

     

    - you can only grind earth for their juicy eggs.

     

    - you get it from dens, that don't spawn endlessly, so you only get very few shots every time.

     

    - (EDIT) we can only have 1 egg at any given time, as if our magic space saucer doesn't have room for more eggs, when we carry around tons of weapons, tons of items, and tons of frames.

     

    - the absurd high maintenance resource requirements (not to mention the needless incubator just for these flee bags occupying space on my lovely ship), which includes argons (argons grind, is already as messed up as it can be).

     

    - for kubrow mods, you get a little more at ease, since the grineer kurbows do drop some of those mods too, but if you try to grind for kubrow mods on earth, they also do not spawn endlessly.

     

    - the waiting of idk how many hours just to find out this is not the droid you were looking for.

     

    - you do not get to pick them, nor the templates help at all, compared to sentinels, which you always have 100% chance of getting the one you just bought.

     

    - all those wacky and wasteful things just to maintain those hairy inferior companions alive.

     

    - dealing with ordis, because now he talks about those flee bags, that he also hates xD

     

     

     

    And, the cherry on top of this tasteless cake.

    Ladies and gentleman, the freaking reason why I say:

    "kubrow grinding might just be the worse grind of them all"

     

    - you actually loose credits because you are grinding those turds.

    Every time I consign a kubrow to lotus, because yet again its a sahasa or a sunika... I have to pay...

    It's the only freaking item, in all this game you pay to get rid off, you pay to delete it from your inventory.

    And you don't even get the satisfaction of killing it, noooooo, its haves to say "consign to lotus"

    At least let it say "kill it", or "trow him to space" or "drop him in a bath of sulfuric acid"

     

    Let me put down old yeller free of cost, most times old yeller isn't even old, he is still a puppy that isn't the type/race I want.

    Is it so demanding to ask for it to be free of charge. And for it to say "kill it", and pretty please let me watch it when his eyes roll over from suffocation, that doesn't sound unreasonable to me.

  14. I saw the conclave mods and... waste of time participating in it. Same in AW. But AW has core problems too.

    So arguing with a small part of a fine 'pony world' isn't something we need. Build diversity doesn't exist for me in conclave, because you NEED to look whatever mod you ever can equip to fill the slots. De could remove all PvE mods and replace them with 8 mods in total. Then you are happy about your 'diversity'? Because then there is no mainstream you 'need' to go with?

     

    Yah, I kinda liked the last rework of pvp, but i got sick of it pretty fast, and those demanding items for the syndicate level, are so ridiculous I laugh very hard and I never played it again.

     

    There are no mods, cause the only things DE releases are damage mods.

    But conclave shows a good sample of ideas, of what utilities, what strategies, what stuff can be fun and usefull, without becoming pressing mandatory to equip.

    And if they created all of those, its just matter of keep thinking in those parameters, there is space of billion of ideas for mods.

    And I feel sad I had to explain this, wasn't it obvious once you remove all damage mods, you get practically nothing left, its obvious they would have to create new ones.

     

     

    In the sense that builds are effectively irrelevant, you mean? Builds are diverse in that they're functionally meaningless.

     

    Meaning? As in in its so meaningful that I can hit that enemy with damage.

     

    It is meaningful since in conclave you can choose which perks, or utilities, or strategies you want to play with.

    You can select a few mods you think will help you playing your style, and with it you become skillful. Adding more damage to your weapon isnt a skill, its just simply upgrading it.

     

    You have very good stuff on the conclave mods:

    - Hitting an enemy and he gets hilghlighten in the HUD map, very good for those adversaries who like to hit and run.

    - Something something stop the enemy from regenerating his shields for X seconds, very useful for those adversaries with high shields, or those that run away to regen their shields in safety.

     

    Skill, strategies, utilities, fun things to try and change, etc etc, cause I simply cannot feel the meaning of adding damage, maybe I'm soulless, but there is no meaning there, only an obvious and mandatory choice.

  15. Yes but with the amount of things you can do now. E.G: Conclave, Daily Missions, Raids. De can easily keep players into their game without having to rely on an rng based system. The syndicate missions are quite fun, and from What I heard from devs, a lot of people play them.

     

    If they expanded on those ideas, then De does not need to worry as much on players stopping to play.

     

    But regardless, no sane person would do 256 runs on tyl regor just to get a stance, most people including myself said "f-it" after the 10th try.

     

    They could have come up with tons of different rewarding systems, but I guess they are afraid of things getting too much accessible, which is crazy, with so much things we can obtain on this game half the stuff should be acquired trough the market.

     

    That's one of my points in archwing, DE should regard it as a side-mode, as an extra bonus game, and make it 10 times more accessible, rewording, and gratifying, no point on yet again stomping us with RNG and crazy rotations, and super high difficulty.

     

    And no, syndicates missions aren't fun at all, they are the exact same stuff as you get anywhere in the star chart, the only difference is you get 2 ret*rded NPC helpers who like to stumble into everything and get in your front wile you shoot enemies. (I exaggerate, they have been improved, but they are still ret*rded)

     

    (wow the word ret*rded gets censored by the forum filters hahahahaha)

  16. If melee is such a big part of your game, then why are you locking one of the major fun factors of melee play behind a 18inch concrete wall of RNG.

     

    Cause battling against RNG, and being forced to repeat something 100 times, is all the content DE as to offer.

    The sad truth is they dont want you to get stuff, and stop playing.

     

     

    All this stuff is so logic and obvious, DE should get ashamed their community as deeper thinking process, then what they come up with.

  17. Why do you think maxed Serration is so expensive?

    14 drain. That's half my weapon's drain. I'm giving up two utility mods to have this thing

     

    I don't think you understand how "progression" in this game is set up. The game is set up to make the ability to have such expensive mods rewarding

     

    The utility mods that you so desperately want to be good? Dirt cheap. You can have all of them and barely scratch 30 drain

    But to have my maxed Serration, plus Split Chamber, plus two elemental mods, I need 51 drain. That's a potato minimum, for only 4 out of 8 mods. I can easily put some utility mods in, but now I'll need two, three, maybe even four Forma

     

    I have to WORK for this amazing weapon. Without using Draco, this is 12 hours of playtime, bare minimum

     

    They're "mandatory", but you don't just get to have them for free. You have to work for the privilege to use them, and then work more to have the privilege to have utility mods along side my amazing mods

     

    Nah, I will not go into the rabbit hole with you, its crazy down there.

    I never said they were expensive, never talked about drain.

    Dont care, dont care, dont change the topic.

    All those things are very non important.

     

    Again, it should be obvious, re-balancing the game, re-doing those mods drains and ranks, etc etc etc etc etc, so obvious we should not waist time talking about little details, and all the little thingies we forget to mention or think.

     

    As far as progression, just replied about it above for someone else, we don't need to loose it.

  18. But those damage mods serve a purpose.

    They serve as a means of player progression.

    In a game where you can buy almost any item to "skip ahead" there need to be gates to manage player progression. So called "mandatory mods" are one of those gates.

     

    First time I heard of the serration problematic I was furious, and undignified.

    For the first time after months of playing I had a maxed serration, and that was the proof of my advancement on this game, and a perk to reach higher levels and unlock new planets, 1 year later after that, I can tell I couldn't care less about it, it just not fun to get a new gun and knowing serration will be the first mod as usual to get equipped, and knowing multishot is next, and then elements, and if its a crit weapons the obvious crit mods, even in modding this game as become repetitive.

     

    But we do not need to loose that progression feeling.

    Some people already have suggested the next logical step, a side system to put those mandatory mods.

    It can be a global-build or player-account mod menu, once they are all there ur weapons and frames can use those stat upgrader mods.

    Or even a side skill tree, were you work and fight to improve your serration and etc mods.

  19. I get your logic now, but I don't see how they could implement this. Say I've got Pathogen Rounds AND Pistol Pestilence on. That's 160% damage

     

    Simply switching to a conversion system would be impossible as the mods stand now, and it runs into the same question I asked 7grims: do you just want to be LESS powerful?

     

    No I do not want to be less powerful.

    Here is a secret I never bother to say, since it should be obvious.

    The game needs to be re-balanced according to all of this.

    It's so simple, logical, and obvious, I would guess it didn't need to be mentioned.

     

    The fact is, I want to have more strategies, more utilities, more roles, more stuff, so the game becomes skillful.

    Nowadays, all my glory and brilliance, comes from how well I maxed that serration mod.

     

    "Dude check out how I maxed that serration, its so sick man"

    When it should be:

    "Dude, I have this build cause I love this strategy, my skill is all in taking advantage of X effect or Y utility"

  20. So what the hell do you want to do, be LESS powerful?

    I really don't follow your logic here. At least the "remove Serration and boost all primary weapons by 145%" crowd makes some sort of basic sense.

     

    Well lets take some existing mods as examples:

    - Ice mod, remove all the damage perks, and you keep a mod that freezes enemies, its becomes useful to have that upper hand wile the poor guy cant move.

    - Fire mod, remove all damage perks, and you get a mod that sets enemies on fire, they start the panic animation, meanwhile you can kill him wile he is not fighting back.

    - Radiation mod, remove all damage perks, and you get a mod that makes the enemies shoot each other.

    - Impact mod, remove all damage perks, and you get a mod that knocks down enemies.

     

    Nowadays those animations and effects have been toned down, yet before damage 2.0 it was very casual too see those effects on the enemies, or the enemies making the "i'm on fire" panic-dance, DE just as to increase the chance of such effects and animations happening, so they become a tool for strategy and utility.

     

    Then we would have mods we can choose to use, there would not be the pressure and the false choice of equiping those mods, because they are essential for victory and survival.

     

     

    Regard that the concept of a skill tree is simply to keep gaining more power, to keep upgrading yourself.

    The mod system was meant to create player choices, playing styles, diversity on builds.

    Yet, because of the emergent damage mods (and all the usual frame mods), which DE did not remove, we are stuck on these obvious mandatory mods, the skill tree just changed its looks and name, yet it is still a skill tree with a limitation of 8 slots.

  21. No, they're not serious. They're exaggerating to point out how bad an idea it is to just randomly nerf multishot now with nothing to compensate. At least the removal of copterring was just a side effect of Parkour 2.0 coming into existence

     

    No you are wrong, we are dead serious.

    I love my event dual stat element mods, yet they are in all my builds, they do not offer me nothing except being forced to equip them or choose to fail higher level missions, and be a constant wimp.

     

    When those mods are all removed, we can have elemental damage being use in a strategic way, or in a utility way, instead of the linear idiotic system of mods being for upgrading stats.

    Which is the only, ONLY strategy this mod system offers us, strategy 1 add power, strategy 2 add power, strategy 3 add power, etc etc

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