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Bristoling

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Posts posted by Bristoling

  1. It has a chance to reduce severity. There are 3 types of penalty: short/fast stagger, regular stagger, and full on knockdown. I think that big AoE weapons have only a very tiny portion of their most outer AoE as short stagger, so effectively you will never see it, unless a normal stagger gets reduced to short stagger. Unless they only have stagger and knockdown, it is hard to test. But some secondary weapons do have this reduced duration stagger as part of their AoE distribution.

    The problem is that multishot messes this up as each projectile adds its own stagger effect, so even if you were standing on the most outer edge of AoE, you will get fully knocked down if you have multishot on the weapon.

    Cautious Shot gives you a chance to reduce a knockdown to stagger, or stagger to short duration stagger, or short duration stagger to no stagger. It has to roll against each separate projectile from multishot, to reduce knockdown to stagger, and that's it. But since each projectile is a separate roll, and you will always mod for multishot, the real chance is lower than 90%.

    Below is an ilustration what I mean, taken from an old post of mine on reddit. "Post AoE rework" is what we currently have. Knockdown across the whole AoE.

    vaG805Q.png

    • Like 4
  2. Back in the day more status (100%) meant more armor strip, meaning much more damage, faster. Now, since max number of procs is limited, pure status weapons without good slash weighting are simply bad since their main advantage is gone.

    Having to build weapons like Boar Prime for crit because there is no benefit to more status feels bad man.

    • Like 2
  3. 11 hours ago, Dragazer said:

    It's been awhile since I was a new player but, iirc lvl 100 content: sorties/liches/kuva floods can be accessible at mr 5 after completing The War Within

    I'm going a bit offtopic now but: https://www.reddit.com/r/Warframe/comments/fpgzve/2019_warframe_revenueuser_data_read_it_if_you/

    "As indicated in their Annual Result for the year 2019 announcement, while Warframe's players base recorded an increase of 19.5% in registered accounts (48 to 57.5 million accounts), their revenue had actually gone down by 12.2%."

    Seems like new players aren't really the ones paying the bills, but the long term players. 

    It simply means more players created new accounts due to hype, but quickly realized the game isn't for them or the hype was fake news (Lich/Railjack release fiasco + content drought lasting many months). This revenue for 2019 doesn't inform us on anything other that more people tried the game but less people liked it.

    To be back on topic, it is true that you can theoretically access level 100 content at MR5, but realistically players will be MR10-15 by the time they can actually compete in this content. Most of these lower MR players are simply carried by vets in public matchmaking.

  4. 10 minutes ago, Dragazer said:

    You are also assuming the weapons will have nothing but viral+heat or corr+heat. Many weapons will also have base ips or other elements in the dmg mix that wont benefit from either corrosive or virals respective dmg bonuses. Your heat procs/modded heat dmg for example won't receive the bonus 75% to cloned flesh that viral has

    Well yes of course they won't benefit from +75% vs cloned flesh, but they will neither benefit from +75% vs ferrite + ignore 75% of armor. Sure, reducing 90% of armor (Corrosive 80% + 10% remaining with Heat) will benefit other damage types but so will damage multiplication from Viral status (+50% armor strip). That's why I only compared pure Viral vs pure Corrosive damage.

    10 minutes ago, Dragazer said:

    You are using the current armor strip value of corrosive at 80%. All of my entire posts on this thread have been advocating for buffing corrosive to 90% from the beginning. And comparing how a simple buff to 90% armor strip will have it outdo viral easily.

    I missed that. We are on the same page then, because I do believe that currently Corrosive is kind of underpowered in comparison to Viral which is just such a good all rounder currently that there is little benefit to swapping to Corrosive vs Grineer.

    However I still think buffing Corrosive instead of nerfing Viral might not be the best way to go about it. It might balance it better vs high level enemies, but for majority of playerbase (or new players) Viral would still be the number 1 go to status. It makes the game very uninteresting as there is little choice for levels 1-60 for example, if there is only 1 good element combination that doesn't has to be swapped out for the first 150 or 300 hours of gameplay.

    We need to remember that its the new players that pay the bills, and if their choice is limited to only Viral (because everything else is meh in comparison), they will get bored faster and might not buy this plat pack, which will mean less money to pay the devs, which means slower development, which means less content for us.

  5. 23 minutes ago, Xydeth said:

    any "veteran" who loved the combo with mag will have 100% chance to cry and +500% amount of tears. 

    Use Electric+Viral instead, the combo still works albeit it is weaker.

    23 minutes ago, Xydeth said:

    again, viral is not too strong. the other competing status effects got nerfed into the ground for no real reason which means the only one remaining is viral/slash combo. theres nothing too strong here, only too weak.

    Enemies health and armor was also nerfed so there is no point in saying that other effects got nerfed. Everything was nerfed, enemies included. In fact the enemies are way too weak now.

    If other statuses are much weaker and Viral stands out, then yes, Viral is too strong in comparison to them. Other statuses being weak, or Viral being too strong, is a separate issue but end of the day it is just sematics. If you stand on a mountain, are you the one who is too high, or are the hills below you too low?

    Meaningless discussion until you are certain what elevation is the baseline. But we can still have a discussion about why the hill and the top of the mountain aren't on the same level, or if there should be mountains, hills and valleys in the first place.

  6. 2 hours ago, Dragazer said:

    It also doesn't account for 75% bonus damage and 75% armor ignore that corrosive has against ferrite armor.

    You seem to not understand how the graph works at all.

    For example at 20k armor (lvl 175 gokstad officer), corr+heat has a damage multiplier of 0.231x vs 0.124x of viral+heat

    0.231/0.124 =1.8629    In other words if DE buffed corrosive to 90% armor removal, then corr+heat would deal 86.29% more dmg than viral+heat and that's before accounting for corrosives innate dmg bonus/armor ignore on ferrite. 

    Its not delusional when considering how ridiculously hard DE nerfed corrosive and gas. Or how a simple buff to 80% to 90% armor removal (remember corrosive used to strip 100% armor b4 the nerf) on corrosive would have it outdo viral on armored targets 

    This Gokstad Officer level 175 only exists in the Simulacrum.

    Lets entertain level 175 Heavy Gunner example instead (that's still over an hour or two of endurance run). She has 9791 armor. Let's say your weapon has 10k damage. You deal 17.5k (Ferrite bonus), and bypass 75% of the armor (0.891% reduction). Let's assume you stripped 80% of armor, then another 10% with Heat - down to 244 (0.445%). Your end damage is 9712. 

    With Viral, you deal 17.5k (Cloned Flesh bonus), strip 50% of armor (0.942% reduction), get 4.25x multiplier from status. End damage is 4287, so only half as much. You could say that it is proven without the shadow of the doubt that Corrosive+Heat is better than Viral+Heat.

    But you completely ignored other part of my post, because Grineer also have Alloy armor.

    Take level 175 Bombard or Napalm. 9874 armor. With Corrosive+Heat, this is 987 armor, 0.767% reduction. If you deal 10k damage, your final damage is 2330.

    If you take Viral+Heat, you are dealing 17.5k damage vs 4937 armor, 0.943% reduction, but get 4.25x multiplier. Your final damage is 4239, so Viral+Heat deals almost twice the damage of Corrosive.

    Majority of bosses, good chunk of Grineer units (the common ones like Elite Lancers, or tanky ones like Bombard/Napalm/Nox) and all Index enemies have Alloy Armor, vs which Viral is usually twice as strong IF we assume high status weapons. If we assume weapons with low status chance, Viral straight up doubles the damage on first proc, while Corrosive has to stack multiple times to achieve the same effectiveness. If we assume crit weapons, Hunter Munitions + Viral shreds. Slash based weapons, again, Viral shreds. Most of melee weapons have high slash or stances forcing slash procs, and Viral shreds, again.

    You shouldn't trust the Corrosive damage to be in a good spot compared to Viral based on only one graph presenting only one possible scenario. Grineer have 2 armor types. Vs Ferrite, Corrosive is twice as strong. Vs Alloy, Viral is twice as strong. Slash or Crit HM weapons, Viral is stronger.

    Viral is performing too good. It isn't even a discussion at this point and majority of people agree.

    • Like 2
  7. That's a nice neat graph on the previous page but it does not account for the 75% extra damage that Viral deals against Cloned Flesh for the Grineer, or how Corrosive works against Alloy armor, which some of the tanky Grineer units possess (Bombard, Napalm), and where Corrosive loses badly vs Viral.

    Corrosive+Heat in real game scenarios is only 20% more effective than Viral+Heat vs Grineer (CHG+CB), IF you apply all 10 stacks of each status. With only 1 status each (low status weapon), Viral is boosting dps by 100% while Corrosive deals with 20%-something less armor. It's not comparable.

    Also, even when you talk purely about the graph presented on the previous page, it is clear that even once Corrosive+Heat overtakes Viral+Heat, it does so, but by a very, very small margin. 

    To say that Virals status proc isn't too strong is a bit delusional.

    • Like 1
  8. 2 hours ago, (PS4)OmegaSlayer said:

    Difficulty is a flase problem imho

    I'm MR28, 1300 days in, almost 4k hours in, and there's still things that I have to farm because DE keeps adding stuff that have 0.1% chance to drop, so I wonder when I will find the time to play harder content if I still have to go through Railjack missions and Arbitrations...because that's a problem; unless you purchase the mods/arcanes/etc...with plats you have to farm it

    Would I like harder content? Yes, generally speaking, but would I have the time? I don't think so

    Self damage? Introduce a mod for weapons that removes the fallout of the explosions with self damage as the handicap

    The reason we have bull 0.1% drop chances is because the game is too easy and there is no challenging content. If your skill as a player cannot be tested because the game is always easy, the only thing that can be tested is your determination and patience. As long as players are playing out their "power fantasy" and there is no hard content, things will always be gated by time rather than gated based on your merit.

    If the game was harder overall, or had a few very difficult/challenging bosses/raids, DE could set up even 100% drop chance for some rare reward and leave it at that, not gated by grind, because most players would fail the mission or not be able to access it.

    Many looter games that feature powerful but very rare rewards almost always have these be a hard boss drop that isn't necessarily gated by time and grind, but player skill instead.

    • Like 8
  9. I agree that the shields are problematic. There is simply no reason to have more than base amount of shields, in fact the bigger your pool, the harder it is to refill it, the harder it is to reset shield gate. Having more shields simply makes resetting shield gate more difficult, there is little to no benefit. It doesn't make sense from design standpoint that investing in shields would make their main feature (shield gating) weaker and less reliable.

    I like the idea of reducing the delay before shield recharge takes place by buffing existing recharge mods. They are hot garbage, and they still wouldn't be OP after such change. I don't understand why someone responded by saying "Arcanes and Augur set though", as if it made any difference - shield recharge itself and its mods wouldn't be too strong either way. It isn't even a good argument. So should we never release any new weapons because other weapons already exist? Of course not, so why shoot down the idea of recharge mods (that are worthless) having similar use as existing mechanics? Why not expand player's choice?

    I don't like the damage reduction scaling with number of shields though, since we don't want shields to be just a "blue armor". But there is another idea that could be used: make the shield gate's length be affected by your maximum shields - the bigger your pool, the longer it lasts. Simpe. This also fixes the first problem, of investing into shields making the shield gate less reliable.

    • Like 1
  10. Is "consistency" supposed to be some kind of an argument to keep stagger on things like amps, Cyanex, Pox or other weapons that previouly had miniscule or non-existent self damage before? Because if we want real consistency, then:

    - all enemies should be staggered equally as our Warframes are

    - AoE Warframe abilities should also stagger us. Octavia's Mallet, Mag's Magnetize, Saryn's Miasma, you name it, if it is an AoE, it should stagger you.

    - shooting an ally with an AoE weapon should stagger them, their grandparents, and their pet cat.

    Because consistency. Or we can throw it out the window because it is a ninja teenage wizard power fantasy and inconsistencies can be explained by "space magic". "Consistency" in a video game is not an argument in and out of itself if it doesn't serve gameplay.

    Stagger should be decided on a per-weapon basis. For example, please build a Dissic scaffold for your Operator and explain how it's 2 layers of stagger serve to improve the gameplay.

  11. Changing her 2 to do what her 3 & 4 does, as in replenishing shields? No thank you. It's a stupid idea to change the single best ability Mag has just to make it an unnecessary "shieldheal".

    Her 3rd scaling with her shield amount is a nice idea. Her 4 just need to pick enemies up and drag them in the air where you point the cursor, and it will be a great ability that would synergize with the rest of the kit by grouping enemies for better Magnetize utilization and harder crowd explosions with her Polarize.

    Otherwise, please don't change Mag. Your suggestion changes the main ability in her kit, makes her less interesting and less versatile.

    • Like 1
  12. Just a quick suggestion in regards to our current Star Chart UI: Why not add a search bar? 

    Search bar could be used in many different ways, and there could be a small "i" icon just after the search bar to explain how to get different search parameters to work, if there were any other parameters implemented. For example typing "survival; defense" would highlight both survival and defense missions that meet the criteria.

    Basic search bar:

    5TTpeWw.jpg

    Another, kind of separate, but same-ish idea: maybe, the search could be extended so that if you typed "Condition Overload", it would tell you which nodes can it be dropped/farmed from. If you typed "Neo X19" it would highlight where Neo X19 relics drop, etc. If you typed "Rhino", Fossa on Venus would be highlighted, or if Rhino Prime was unvaulted, it would also highlight Void/wherever the relics are. 

    Possibilities could be endless, but honestly I'd be happy if we got just the basic functionality by filtering nodes based on mission types only. Any reward/frame/mod/relic searches are just a side idea, that I'm happy with being left out if it takes too much coding.

  13. Few QoL things that could be implemented:

    • Add "Claim all and Build again" button to the foundry, where it will claim and try to order building again if resources allow: vrEaJVf.jpg

     

    • Search bar for Operator sigils. Currently non-existent. Also, selection could show additional column for easier browsing.1CpnoPJ.jpg

     

    • Search bar for Glyphs in Railjack customization. Currently non-existent. tE8dts0.jpg

     

    • Wear and Tear slider for Railjack interior. Currently non-existent. D3ngACo.jpg
  14. 21 hours ago, xcrimsonlegendx said:

    Honestly I posted a thread on the forums here about how the last hotfix broke the pox, it got little to no attention. Then I posted the same topic on Reddit and Reb commented that they'll have it fixed soon within a day of the post.

    I have been re-testing the mod set again, and looks like the issue of only Strain Fever starting the cyst-growing cycle has been fixed. That being said, other bugs/balance problems persist.

  15. As in the title, the invisibility granted by the Stalk precept of the pet will always default to teal/blue color, no matter what actual energy color of the Kubrow is. This is true for both the pet and the warframe. 

    tcdFHAT.jpg

    However, when the warframe is granting invisibility (Loki, Ivara etc), both the warframe and the Kubrow respect their appropriate energy colors (my Kubrow has lilac/magneta energy color).

    QjtyFUA.jpg

  16. This is a repost of my previous thread that has been locked.

    The lighting darkens when you try to change colors of any of the operator color channels, then slowly brightens up over time or stays dimmed if you don't exit color selection screen.

    Before clicking color selection:

    Ca5gceZ.jpg

     

    As soon as you try to change any color:

    Nf1l8U4.jpg

     

    All settings off apart from Adaptive Exposure/HDR/Volumetric Lighting.

  17. Mars is almost fine as it is the first Disruption new players encounter. Its a great early Neo relic farm for them, maybe even too good. It should reward some Lith relics in B rotation and some Meso in C rotation, to better match its position and level.

    Jupiter would be fine if it wasn't for useless amounts of Hexenon dropping there. Hexenon is better farmed in Survivals, and Jupiter Disruption is one of the harder ones due to presence of Amalgams units. No, this doesn't mean that players should be rewarded with more Hexenon, what we need is complete removal of it from the rotation C pool and redistributing its 28.44% chance between various Axi relics.

    Uranus is pure Neo relic farm, the weapons aren't super rare, you only need to do 20 rotations on average to get the weapon. Fine as it is, but I believe we could add a chance to drop something like 50 mutagen samples at around 5-10% chance on rotation C. 

    Neptune needs to at the very least triple or quadruple the credit rewards. Average rotation C reward is 24.500 credits for a single rotation taking 4 minutes on average, but to get to rotation C, you need to get through minimum of 2 B rotations, each averaging out 12.500 credits. After 2 B rotations and 3 C rotations which will take you around 20 minutes you can expect a return of 98.500 credits. You can do one rotation of Medium Risk Index and come out with 135.000 extra credits, or 36.500 more credits then after 5 rotations of Neptune Disruption.

    Lua and Sedna Disruptions have the highest enemy level. Sedna has diluted relic drop due to Gauss parts found as rotation rewards. Lua is fine as it is, although it could use a few Terra units from Vallis to spice things up and slightly increase its difficulty. Both Sedna and Lua should grant a 50/50 chance of Neo/Axi relics. With only Neo relics as rewards, Disruption lobbies are going to be completely empty in 2 weeks time.

    No comment on Kuva Fortress since I haven't tried it.

    Please DE, your team has worked hard to make a great update, don't let your team and players down by giving us bad rewards like this.

    • Like 1
  18. On 2019-08-25 at 6:01 AM, TheStardustTenno said:

    Folks are talking about the Mecha set, but it seems inconsistent in actual use. It only works if you (or another Kubrow user with the mecha set) get the killing blow on the marked target. Even if you do land the killing blow, the actual activation doesn't seem to always.

    If you one shot an enemy it won't work. You have to apply status before you kill the enemy. That being said, finding the mark outside Simulacrum can be very challenging.

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