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MysteryPig

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Posts posted by MysteryPig

  1. 2 minutes ago, UnderRevision said:

    Amp up the charge sound for the enemy version and maybe put a little more flame into their exhaust trail, give it a little more speed to make up for the loss of homing, and I think that'd pretty much do it.  Maybe put a little more oomph into the explosion sound to make it a little more punchy and pop out of the general chaos of combat for that extra audio cue, but that might be nitpicky on my part.

    I think there's a little bit of a problem in this game with Warframe abilities being so bright, loud, and overwhelmingly present that it reduces enemy attacks to background noise. Even some of the Lich abilities were difficult to notice or react to. This is magnified by the fact that enemies usually die before attacking, don't attack because you're invisible, or don't matter when they atttack because you have 200k iron skin or 95% damage reduction. It's either that, or they hit you during a weak moment and you melt under the continuous fire from other areas. I think there need to be more attacks that present a specific danger, like status effects or nullification, because things that Hit Hard or are Big and Bright are the only things that will still catch the player's attention.

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  2. What is something in Warframe that you think is well made?

    The modular weapons are one of the best-implemented parts of Warframe's metagame. I've heard a lot recently about "islands of content," but kitguns and zaws (and I guess MOAs) definitely connect Cetus and Fortuna to the rest of the game. The only way to get them is by doing Cetus and Fortuna content, and their visual design is an excellent and constant reminder of where they came from. They're also used ubiquitously, being both good weapons and popular ones, so I'd say they've successfully tied the other content to the open worlds. Also, they're very player-customizable, especially the zaws. My zaws feel like MY zaws, not a copy of someone else's weapon, and I don't feel pressured to pick one specific zaw over another. For kitguns, while catchmoon dominates, the other two pieces are also pretty interchangable. In the end they're one of the only areas in the game where there's meaningful side-grades, other than cosmetic ones, which makes them much more personalizable.

  3. I think something that could help this reductivity a lot is an eximus redesign. The only ones I find meaningful are the infested ancient eximi, because they have a little more staying power than the others. Grineer and corpus eximi, though, die too fast, and as a whole they're not dangerous enough. I don't think they should be super high-health minibosses, though; that would go against the current feel of combat, which I like.

    Instead, give eximi some attacks which:

    • present a serious threat to any player, maybe by doing straight health damage, or disabling abilities, or some other effect which is difficult to tank
    • are easily visible and slow moving, like the flame eximus wave
    • are dodgable
    • high cooldown, but trigger early, so they can be relevant before getting annihilated by plasmor fire.

    Also, bump their size scaling up another notch, they aren't quite b i g enough.

    I think in the end they should be more like nulliifiers, the only enemy in Warframe that I feel really requires the player to change pace to deal with. They should still be vulnerable to high damage weapons though, as every other enemy in the game seems to be drawing players towards lots of bullets or AoE damage, and that adds to the reduction. The best performing weapons in the game are more often just those that hit multiple targets, not those that would be statistically better.

    Also, other "high ranking muckity-mucks" still feel too fragile and undifferentiated from other enemies. There are some enemies which feel distinguished from combat, mostly nullifiers, heavy gunners, bursas, and noxes, all of which I really enjoy. Others I can tell apart visually, like scrambuses, infested enemies, and ghouls, but in the end are just another bowling pin for whatever plasma ball I'm throwing. Bombards and napalms and such sometimes catch my attention by blasting me with a missile but usually aren't that interesting. In the end, I think Warframe just needs more important targets, ones that are worth paying attention to and taking out before the others. Once again, I don't think this means giving them higher EHP, because that's just not the way this game feels. Instead, give them visual distinction and slow moving, dodgable attacks that can stand out among all the bright energy colors, so that we can easily notice and direct attention to them for a split second.

  4. what I mean by all weapons can drop from there is that all weapons drop from there with similar frequency. since almost all liches were spawned on those nodes, if those nodes preferred certain weapons, that would mean that certain weapons would be overrepresented in that data. also, we can't have consecutive duplicates ever after one of the hotfixes

  5. 1 hour ago, Flameduel said:

    I am more of a thighs/personality person than boobs or thicc

    dude each one of mesa prime's thighs is as wide as her entire waist

    wish we could have had a projectile secondary. pox prime would have been fun, or castanas (but they already have sancti). the syandana looks a little clunky, the center module is really wide. other than that I really like it all, but I like my current Ivara fashion so much that idk if I'd use the cosmetics.

  6. Ayatan Amber Star: Let's assume you have no other Amber Stars so you might actually need this. The maximum Endo you can get out of this item is 1075 and minimum 483 for one relic crack and one Kuva Flood. In the first Arbitration rotation, if you have Cyan Stars available, you get a minimum of 900 and a maximum of 1425. Even if you don't have any Amber Stars left, it will never be worth it to pull one out of a Requiem Relic. Ignoring opportunity cost of getting a better reward, this would need to be at least 3 Amber Stars as one reward to get it up to max 1612 and min 742 per mission to make this ever worth taking. If you don't have access to Arbitrations, it is possible it would be worth it, but also much less likely that you need more Amber Stars anyways. It would probably be good to just replace this reward with something else, maybe a Forma BP.

    1200 Kuva: If you're farming Kuva, this is a pretty good option. If you're already alternating between Kuva Flood and Kuva Survival, you don't need to do any extra work to get this reward. If you aren't farming Kuva, it's still not a terrible pick. This one shouldn't change.

    Riven Sliver: The number of relics needed to get a full Riven feels pretty appropriate. However, if you need to open ten relics to get ten slivers, that could be a full hour of relic opening; taking one Sliver fully commits you to that hour. To make this a little less egregious, the number of Slivers needed could be reduced to 5, but the Sliver drop could be removed from two of the relics, requiring you to find about as many relics but only commit to half the Fissure time. Maybe they could be replaced with Universal Medallions or Void Traces?

    Parazon Mods: I think these are fine where they are.

    Pexilus Blueprint: Since this costs a Forma, adds little to a weapon, and can be purchased from Syndicates, I feel like this is a little underwhelming for a rare reward. If this rewarded a fully built Pexilus Adapter, it'd be much more worth taking, and might convince more people to use the Pexilus slot. I also think some of them should be switched, maybe for Warframe Exilus Adapters, fully built Formas, or Lua Lens Blueprints.

    Overall I really like these new relics, they might be the best part of this new system. I'd just like them to have a little more variety, and to have slightly better rewards to balance out the time it takes to obtain and open relics.

  7. Not certain but I believe this happens when the Kuva missions rotate while you're in a mission. I'd speculate that they're not awarded because the mission type check to see if its Kuva Flood or Siphon happens on extraction, once the mission is no longer a Flood or Siphon, rather than at the beginning. Tested with four runs; the two done near the end of the rotation timer both didn't drop but the two done with most of the timer left did both give the drop.

  8. 7 minutes ago, Ady88 said:

    People complain for months for lack of content. Then when there finally is something, if it can't be completed in a weekend it's too much of a grind.

    This frustrates me. I don't want to complete everything in a weekend. I don't care about grinding out Liches to get the highest bonus percentage, I actually like it. But I want that goddamn Kuva Karak, not another four Kohms. These weapons are the only ones that work like this AFAIK; every other mod and gun in this game, if you want something, you can choose to go get it. This system is much too gambly.

    What would really be great is if we could use Warframe choice to choose weapon, rather than damage type, or have 2 of the 3 factors be determinable. Farming weapon and percentage makes the good result area way too small.

  9. 5 hours ago, Remedyheart said:

    1) *Lich System* - So this is a very welcomed system that adds a higher level of difficulty while adding in a ton of content to collect, experience, and share. The Lichs are not only memorable, but arr effective in making the player scared of certain gameplay. "What if I kill a Larvaling by accident?", "Can I really handle this right now?", "Should I be concerned about my resources/rewards?" It adds a danger to the game that hasn't been there since the Stalker system, which was easily crushed over time now. This is what the newer crowd seems to enjoy since we get a ton more weapons, companions, and cosmetics to play with.

    - a ton of content to collect, experience, and share

    Not really. There's pretty much the new guns and ephemeras that are pains in the asses to get, and that's the only draw for the Lich system. Everything else added in this update is used exclusively within the Lich system (except Riven slivers, but I've not really looked at them yet).

    - memorable

    I remember my first lich, Yobalba Imm pretty well. Everyone after that is Lich 2, Lich 3, Lich 4. Even in missions I wasn't sure which lich was mine cause I couldn't remember his name. Maybe this is just me but they're not interesting after the first one.

    - making the player scared

    It might make a new player scared, but it's just annoying to vets. I do appreciate the difficulty of the missions, but they're optional. All the Lich really does is take rewards. Having your rewards took doesn't feel good, especially for players like myself.

    - a ton more weapons, companions, and cosmetics to play with

    The new companion is good, nobody's complaining about that. The weapons and cosmetics, though, take about ten trillion years to get the one you want. The Karak has been my favorite gun since I made it the first time, and it is frustrating to have this new Kuva Karak that loads of other people got their first time that's just not been available to me. I'm not gonna complain about the ephemeras' rarity, because they're supposed to be difficult to get. However, making the Liches have a farming goal makes them less interesting. I'm just cycling through Liches as fast as I can to get the S#&$ I want, which makes them feel much more disposable and unimportant. Don't get me wrong though, I'm not upset by grinding; I'm upset because the grind overshadows what makes Liches fun and unique. The grind is not bad because of the Lich system, the Lich system is bad because of the grind.

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