Jump to content

sunderthefirmament

PC Member
  • Posts

    3,296
  • Joined

Everything posted by sunderthefirmament

  1. This nerf was uncharacteristically egregious. Typically, when things get nerfed in this game, they're still solid or at least somewhat useful. I'm thinking of the Kuva Nukor, AOE weapons in general, Styanax, Wukong, etc. This augment nerf is something else entirely. DE has made it obsolete. Why would I waste mod space on this augment and the range needed to prop it up when I could just use melee influence or a status AOE weapon and call it a day? Yes, the augment was powerful. And perhaps a nerf of some sort was in order. But they killed it. They didn't take a gradual approach to changing it. They made it into a garbage mod that doesn't really serve any purpose now. Here are some suggestions, DE, if you have any interest in salvaging this wreck of a mod: increase energy cost of ability decrease damage of spread statuses make statuses only spread to speared & haloed targets (hit by the 2) add a lengthier casting animation and make it charge to spread farther (unlikely, as this would take art resources). While the focus is rightfully on Dante and DE's inability to code LoS checks, I think it would be a shame to let this augment fester. Please fix it, DE.
  2. And in tight corridors, why wouldn't you just use a status weapon and/or melee influence? The augment is dead, killed by an egregious nerf.
  3. I hope you're right, but history shows that DE has no idea how to code LoS checks in Warframe. Whipclaw and Fire Blast are famously unreliable, and will frequently miss for reasons that aren't clear to the player. Hopefully DE fixes Dante's... and then goes on to repair other wonky LoS checks. Perhaps the community response will be the impetus they need to shake this bad reputation for awful LoS checks in this game.
  4. This has been an issue for a while, but certain ammo mutation effects and the Sentient Surge mod can lead to ammo constantly flying and clicking into your frame, yet not getting picked up. I don't really know what's causing it. I can only say that the resulting auditory experience is maddening. An endless spray of click-click-click-click-click-click-click assaults your ears. Please look into this. If it can't be fixed, could we just remove the sound effect for picking up ammo? Could that be discussed?
  5. Honestly, I agree. His AOE damage falls off hard. He trivializes(ed?) the star chart, but so does basically everyone. I can walk through missions with Maim active on Equinox and achieve better results than Dante at that level. Stapling a famously wonky DE attempt at a LoS check onto his nuke is just going to gut him. I'm really surprised these nerfs were so heavy handed given the way Reb framed it ahead of time.
  6. If this is on the table for Dante, it should be for Ember (3) and Khora (1) as well. Both of those abilities feel terrible to use because using them is like rolling the dice. It's never clear to the player if you will hit or if you won't.
  7. I would argue that the wonky LoS check on her 3 goes beyond a player skill issue. And while the variable energy drain and DR on her 2 might seem interesting and engaging in theory, they are not fun in practice, and could do with some revisions. She has been vaulted for a long time now. DE could capitalize more on an eventual unvaulting if they timed it with a few tweaks. Nothing major. Of course this is just from the perspective of a player. I obviously don’t know if it’s feasible for DE to do something like this with any degree of agility or efficiency.
  8. This mindset is partially to blame for systems like invulnerability phases in boss fights, bosses being arbitrarily immune to abilities, and damage attenuation. There is such a thing as too much power, even in a power fantasy game. I stand by what I said. The nerf to Nourish was gentle and it is still an overstuffed and valuable ability. And yes, other Helminth abilities that are perceived as undesirable should warrant developer attention. Nourish is still likely to be incredibly popular.
  9. It was excruciating, lol. Thanks for understanding. I did all the archon hunts as well, and quite enjoy them. If you're not opposed to a little unsolicited advice, a slow Nova build can make the interceptions much more balanced in your favor. There are other CC builds that work well, but none are as simple at trivializing interception as slow Nova. Just build up a bit of strength, get your duration as high as you can, and press 4 every 20ish seconds. Capture/recapture points as needed. You're probably right, but as I said above the addition of nascent fusion has made those shards a lot more valuable now than they were. I kind of had a feeling DE would do something like this, which probably contributed to my stubborn refusal to miss a single shard. And I'm not sure it was burnout. I remember the first Kahl mission after the quest- a sneaky sabotage. I aborted within 30 seconds of the mission starting... then forced myself to play it a while later. I loathed it immediately. I feel like "burnout" is more gradual. As for making me better at the game, I'm not really sure how to take that. They've contributed to the general power creep of my arsenal. My Netracell Kullervo now has 5 purple tauforged shards for juicy crits, and he's never felt better to play. All of my favorite frames have a full suite of tauforged shards (except when two normal green will do the same thing).
  10. If you don’t mind me asking, how much Kahl content would you say you engaged with? Veilbreaker launched in early September of 2022. Around 81 weeks, which means 27 Sneaky Sabotages, 27 Junk Runs, and 27 Prison Breaks… not including the often mandatory repeats to clear conflicting stock challenges (time limit + Easter egg hunt) or other reasons. Were you playing his missions from the jump each week, or did you begin to engage with them more recently? Did you take breaks from them, or did you play them every week? I ask because I find it hard to understand how someone who did all 81 (plus repeats) could defend Kahl. I did them all. Plus repeats. Did I need to? No. Everything in this game is optional. It’s a game, after all. But my decision to force myself to repeatedly engage with this content has paid off now that ascent fusion is in the game. The shards were and still are a desirable reward for me. If Kahl still had them, I would still be doing them, but eventually I would likely burn out. DE needs to be careful about placing desirable rewards behind awful, monotonous content. Kahl could never have been expected to sustain interest in an eternal weekly format. He’s far too shallow. As such, he should never have gotten the shard as a reward, lore be damned. This game is full of grinds that eventually end. Kahl doesn’t have to end. If you like him, keep playing his missions. Pretend you’re grinding for cosmetics or something, then just sell the archon mods to other players and treat yourself to a deluxe skin.
  11. Archon mods. Wait a while and sell them to other players for plat.
  12. People can change their minds. For some, he was an exciting change of pace at first. Then the sheer tedium of his missions revealed itself, and they no longer found his content refreshing. I have been extremely critical of him from the jump, both here and on the subreddit, and what I noticed anecdotally is that over time, posts criticizing him started getting downvoted less… and upvoted more. The community turned on him. This shouldn’t be surprising. His content is monotonous. Once the honeymoon phase was over and people realized that if they wanted every shard they’d be playing the same three missions until they quit playing Warframe, of course he’d be unpopular. I am convinced that most of Kahl’s remaining defenders haven’t played all of his missions since launch, or really very many of them at all.
  13. Gross, no. This is a fantastic change. DE shouldn't be shoving people towards an eternal grind when it's as shallow as Kahl. 3 missions. Zero variety. Zero choice. Plenty of grinds have end points. Is anyone complaining that once you get Nidus, you don't really need to run Infested Salvage anymore? Now that I have Wisp and all of the various amalgam mods, I don't feel particularly compelled to run the Ropalolyst each week. Why should something as shallow as Kahl be different? DE was right to put a natural coda on Kahl content. For those who enjoy him, as you said, there's the platinum from farming archon mods. That's more than enough. Bye, Kahl!
  14. It's a common enough argument: "Buff everything else instead of nerfing the one thing that is wildly popular and overperforming." But it's bad for the health of the game. Should DE look at undesirable Helminth options and think about making changes here and there to make them more tempting? Of course! But it's unrealistic to think that they're going to buff up every underperforming option as opposed to gently nerfing one. The nerf to Nourish was a light slap on the wrist, if that. It still magnifies energy gains to ridiculous levels. It still is overstuffed in that it offers viral damage on weapons and as an AOE pulse with mild CC attached to it in response to incoming damage. Nothing has changed about my usage for Nourish, because it's still the best at what it does.
  15. I'm here to increase visibility on this issue and link to a similar thread in a separate forum. The expected behavior is that Steel Path Armatus would feature increased enemy spawns, regardless of playing it solo or in a group, as is typical in Steel Path missions. What I'm observing is that this is not the case. When playing solo Steel Path Armatus, spawns are very low. When playing in a group they are slightly higher, but still painfully low. Platforms don't seem to have much effect. I didn't notice greatly increased spawns when playing public with a PC host, for example, when compared to a console host. It feels like a bug, but I worry that the spawns are reduced so that dockets are harder to find, thereby increasing the grind needed to acquire Dante, Ruvox, and Onos.
  16. It feels like a bug. I have noticed that, regardless of PC or console host, the spawns in Steel Path Armatus are very low. When playing single player Steel Path Armatus, they are even lower than when in a group. This isn't how Steel Path spawns are supposed to work. I'm hoping it's a bug, because right now just getting a docket to drop is the hardest part of this node. I'll make a bug report thread in the appropriate forum and link to this thread, unless I can find that it has already been reported.
  17. Off topic but I would hold off on purchasing Melee Crescendo and Duplicate from other players. If you can wait a month or so, I'm certain their prices will drop. Deep Archimedea is going to make them a lot more abundant. The supply is likely to outstrip the demand, resulting in lower prices.
  18. Honestly, I agree with everything you said. She's better than she was before her rework, but she's not a frame I ever really want to play. For me, there are two main problems holding her back: wonky line-of-sight checks on her 3 frustrating variable energy drain on her 2. I think all of your suggestions, if implemented, would go a long ways towards making her a more desirable frame to play. I don't think anything you're suggesting would lead to her being exceptionally overpowered. Excellent post over all.
  19. I had my doubts about this based on ranking and forma'ing him yesterday and the day before, but I didn't want to reply until I tested it. And after testing, I can confirm that you're mistaken. That's now how Simaris registers Dante's abilities. I just popped into ESO, built up a bit of energy, and did the following two different executions of his 4 in rapid succession: 2, 2, 4 3, 3, 4. Simaris immediately quipped at me about skewing his data, and disabled my 4. This doesn't surprise me. I think Simaris just registers you pressing your 4th ability button. After all, Helminthing away a Warframe's 4th ability and putting something like Nourish or Xata's over it still causes it to get disabled if you tap it twice in rapid succession.
  20. 3 missions. On repeat. Until the end of time. No option to skip a mission that you don't like. No change in abilities. Minimal changes in weapons. Kahl was a disaster, and should never have had an eternal grind linked to him. Now, if I don't like playing Alchemy or Mirror Defense, I don't have to. I can run other bounties or cash in excess Voca that I accrued during Gargoyle's Cry. If I didn't like Sneaky Sabotage with Kahl, it was too damn bad. I had to run it if I wanted the shard. If you're saying Kahl had more variety than the labs, I have to ask how many of his missions did you actually run? I did every single Kahl mission since they launched. They were torturous. But I wanted the shards. Does this perhaps indicate an unhealthy relationship with the game? Yeah, probably. Even so, I'm absolutely thrilled that Kahl lost his shard. This has been one of the best updates for Warframe I can remember.
  21. He’s a bit too spammy for Simaris’ tastes though, especially if you slot in some casting speed, which is generally a very good idea on dear Dante.
  22. I would just go into operator mode, toggle crouch, and then alt+tab to read the news or something. It's not like the boss fight lets you engage with it meaningfully during this time anyway. In any event, I'm glad that rewards will be preserved. Before, the Circuit penalized you for pushing your builds and decrees as far as they could go. Now it doesn't. That's a good change. If someone is opposed to this change, they can always delete the items they earned "unfairly" from their inventory by selling them for credits.
  23. As we get more and more ways to generate overguard, I think this is something DE should consider. As it stands, Rage and Hunter's Adrenaline are now incredibly devalued. If you play on public it's a gamble if the mods will ever function. Vex Armor as an ability is similarly a gamble. DE has given players too many ways to accidentally invalidate each other's builds. There is also the matter of unwanted crit buffs from outside sources wrecking Devouring Attrition, to say nothing of unwanted speed boosts messing with those impact-to-slash mods and, to a slightly different degree, ammo economy.
  24. I tried it out yesterday and came to the same conclusion. It’s powerful, but it’s also… sad? I don’t love k drives indoors, but I would like this mod a bit more if there were a toggle function. If I’m in a survival and the group moves to a large, open tile, then yeah, I would want to be on board sometimes.
  25. For me, a big reason why I'm thankful for this change is that Kahl content doesn't connect with our arsenals. I don't get to trot out my latest favorite weapon or frame when playing Kahl content. The variety that the arsenal contains helps keep the game fresh. Furthermore, there are a wider range of missions on offer through Sanctum Anatomica than Kahl has. The variety of our arsenals and the broader range of content helps me feel empowered as a player to choose what I want to engage with. Choice also comes into play. Kahl offers no meaningful weapon choices apart from some random ones on 2/3 of his missions. He also offers no choice in terms of mission type. If you hate Sneaky Sabotage, tough. You had* to do it if you wanted the shard and you wanted the mission to rotate. Now, if I find Alchemy and Mirror Defense really awful to play, I can just do the mission modes that I like. It's a massive improvement. *It feels soooooo good to talk about Kahl in the past tense. Bye, Kahl! You and your shallow, tedious chores won't be missed!
×
×
  • Create New...