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About TheLexiConArtist

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  1. Boldtext is the operant condition to your claims. You personally may not have gelled with the risky weaponry naturally, or enjoyed mastering the art of not pointing at your feet. That's absolutely fine. But that's not a fundamental flaw in the mechanics of the weapon archetype, that's personal preferences. It was always possible to go through missions using those weapons without killing yourself, and the alternatives existed for people who didn't want to engage the risk. Therefore, self-damage weaponry was fine and didn't need homogenising into riskless stagger annoyance and the gameplay niche of material risk outright stolen away from the players who actually enjoyed it. Remember that proportionally, ~10% of (primary+secondary) weapons had some sort of self-damage at all. Less than 4% of (primary+secondary) weapons had self-damage without any sort of delay or secondary-trigger serving as a grace mechanic. That's not an overwhelming enough proportion to intrude on you if you don't like that sort of thing, it's just being greedy to insist they change to suit you and not the players who like it
  2. All DE had to do was remove unhelpful allied projectile collisions in general. It was possible to use self-damage weapons just fine without murdering yourself unless you pull the trigger in error, except arguably where a pet/ally/specter decides to throw themselves in front of your otherwise-properly-aimed shot. That was the only fair complaint and it applies for more than just self-damage, anyway, it's just more obvious when you kill yourself than mild background annoyance of allies eating shots that would have popped enemy faces. They could have also changed the damage calculation to fix the underlying cause of the fatality of self-damage - the fact our output scales much more aggressively than our own health, yet the self-damage scaling is a linear proportion of output. I even provided a fully qualified and balance-tweak friendly algorithm myself that would diminish the risk to more 'reasonable' levels. But no, we got this. Psychologically speaking, fatal self-damage is an imperative deterrent - you actively keep it in mind and oblige yourself to master the risk so you don't keep dropping yourself. The response is "Oops, I died. How did this happen and how can I better avoid it in the future?" On the other hand, Self-staggering is not an imperative deterrent - it's just on that level of annoyingly intrusive, but not dangerous, so you don't oblige yourself to avoid triggering it. The response is "Ugh, this again, just hurry up and give me control back." If you were one-shotting yourself "constantly", you were making constant mistakes. Being able to admit that was the first step to mastering the risk. It's not a gun's fault you get shot if you stare down the barrel when the trigger is pulled, it's not an explosive's fault you get hurt by it if you decide to blow it up in your face. Let's not also forget that these radial weapons stopped doing their proper AOE damage as a consequence of the normalising of the balance-scales now that there's no (real) risk to them. But you get to tickle things for 10% of the damage in 150% the area, yay(?)
  3. What Concentrated Arrow needs to do is actually concentrate the arrows instead of functionally being a paid 6/7ths damage nerf wherever you don't or can't trigger the headshot explosion (which has no cognitive assonance with 'concentrating arrows' at all in the first place). That infinite unit (not terrain) punch-through should be a part of the Navigator augment's features (not just a flat additive) so you can actually use its stacked bonus more reliably - but that also requires the cost of Navigator to not grow over time (which is again a drawback for no reason, considering you're already channelling AND stationary, putting a hard limit on your duration due to lack of energy restoring while doing so)
  4. No, you misunderstand.. either me or the game's usage of space. My point was that unlike other tile-generating games which do allow split pathing, Warframe doesn't apply tiles in a strict (gridlike) pattern, and each tile is itself not a certain size to accommodate easily stitching them together. You have big tiles, small tiles, thin tiles, tall tiles, all which are more-or-less arbitrary in dimensions. The generator has to try not to let them overlap, which it fails at already even without trying to position tiles such that split paths all fit together in the right positions. It's also a lot easier when the game's only using 2D space, as you might expect. You only don't see the other tiles where they exist because there's a flat boundary viewscreen with the skybox projected onto it. If you could avoid the reset-teleport trigger, you could jump yourself right through this screen and see tiles from the outside-in, as anyone who's gotten out of bounds can confirm. I'm aware there are routing/pathfinding algorithms, I've written my own as an exercise, but that still needs the architecture to be built to support it. Currently, the architecture doesn't really have to support recursions and 'weight' of a given path, because it's fundamentally linear to get from A to B, and yet.. well, we see the breakdowns. Now this is a good alternative that could be considered. Teleport connections are a lot more plug-and-play - functionally this is what we have in Lua Spy, with some bonus interconnected triggers laid on top for the explosions and such, and then there's the old Grineer invasion breach capsule we could use, same thing. Still remains to be seen how it'd be marked on the map, and I'm not sure about making it single-use since generally DE seem to want to avoid making solo players actually enjoy conveniences over groups. Anything other than 'flashy teleport' would probably look a bit janky with others moving into the same space, but that's okay, we generally allow for that visual disconnect of players popping out of existence without worrying about the immersion too much.
  5. Big no. What your perspective views as 'incentive to play in groups' can also be read as 'arbitrary punishment to solo play'. Same as Relics. Even the most die-hard solo players are forced to match with the unwashed masses just to have their drop chances made respectable and their time + resource costs validated. It's something that sounds good on paper but fails in practice... which is a nice summary of how the relic system turned out. The better alternative is providing a Random Roll with opt-out currency which can then be put towards whatever you want, with the opt-out 'value' being some percentage of the value-by-rarity of whatever your random reward was. Basically, Ducats except you buy back from the set pool you're burning down, not whatever Primed Disappointment shows up every fortnight. Example values: -Common drop buy-value 50, opt-out for 25 -Uncommon drop buy-value 150, opt-out for 75. An unwanted uncommon can be opted out twice and you get one uncommon you want. Or opt-out one uncommon and go buy a common + change. All those pineapple drops can be accumulated up towards the price of a desirable uncommon, etc. You keep the quality RNG, but you never get a valueless drop. Even if you've got more golden potatoes than you have any use for (like I do) making a 'rare' roll almost worthless by itself.
  6. If I'm reading that graphic right, you want to take some of the locked-off visual flair and loot-corners and use them to turn the overall map generation from a 'tree' format to a recursive-permitting 'web' format. It's not impossible by any means, but it is a massive burden to the level generation stage. Hell, even in the current design we see facets of different tiles 'bleeding out' into other tiles that are too spatially close to their boundaries - geometry intersections, rogue teleport volumes and environmental effects like decompression in the infested Corpus ship. Trying to position generated tiles so that they can intersect with multiple paths would amplify that problem to an absurd level. In other games these troubles are usually constrained by having each generated chunk be a very controlled and consistent size/boundary, which is just not the case in Warframe's tileset design. On top of that, consider the navigation load. All the AI, plus our ever-questionable objective waypoints, would then have to try to figure out a best path while also accounting for the split directions and recursion issue. Again, not impossible, but definitely much more burdensome and would probably require untangling a lot of the congealed-spaghetti code which is always happy to take any excuse for unexpected, undesirable shenanigans.
  7. It's a total band-aid for the fundamental issues of status immunity and stupidly overscaled armour in Steel Path, but always remember the humble Shattering Impact mod is ready to serve your times of need where normal status fails. ...Except when the enemy's immune to that too, because we can't just have things working now can we?
  8. @Voltage is right in that the original function of CO should probably have been held back in test, same as additive Meme Strike's interaction with Blood Rush - and actually these two are both the same problem - someone in dev failed to test and/or couldn't figure out how to reconcile these after-effect buff modifiers with the way the game likely baked in the calculations for modding at the time, I'd presume for 'optimisation' efficiency. So it could only affect the end result until they dug back in and separated things back out. Additive Meme wasn't really the problem, it was the formula being (ModdedCrit + Meme) * (BloodRush * Combo) instead of (ModdedCrit * (BloodRush * Combo)) + Meme Having said that, if existing in the game for years counted for behaviours not being bugs, @SpringRocker and I would still be able to bullet jump from standstill in Prowl. What's a bug and what's a feature is just however the devs feel like calling it to suit their purposes at any given time. Let's not kid ourselves.
  9. When it comes to single-target weapons and Steel Path enemies, I just have one simple view: If a sniper rifle, a category that has been absolutely trashed in Riven disposition for being 'too powerful' can feasibly fail to kill a standard (non-miniboss/boss) enemy in only one trigger pull when: Elemental type installed is fully appropriately armour-penetrative (e.g. Rad vs. Alloy) It is a headshot, thus doubling damage and applying scope bonus It is a headcrit, adding a further multiplier (and accounting for the two non-headshot bonuses) Despite trashed disposition, riven is maximally effective with no wasted budget in this situation (my case: Damage, Crit Damage, Bane v. Grineer) Then there's something not right with the sponginess of those armoured units. That doesn't mean you can't circumvent by praying to the 30% Munitions RNG or using other slashy weapons. That doesn't mean you can't twirl a melee at them and Shattering Impact them to red. But it's still a problem if 'too powerful' might not even do the job. Having said that, I did the Steel Path fully solo on principle. I also am not a Mesa Meta Slave, so it was noticeably slow. I do, however, apply basic strategies and variety: I'll maybe use a Frost over a Limbo in defenses, but not try to brute-force it with a completely non-suited frame at this level of difficulty and expect certain victory. On terms of spawn rate, in endless mission types and Mob Def, it seemed to actually exceed that found in Sorties, which is meant to be full-squad tiered. We've therefore gone from 25% spawns to, let's say, 150% spawns. Sixfold difference. There's also a question of respawn rate versus unit cap - whacking both up to max is probably the main cause of OP's complaint as opposed to making the respawn rate a sliding scale based on how many slots need filling at the time. On the other hand, in Assassinations, I was surprised to see the old stomping grounds of Lech and Sargas missing the literal endless spawn rate I was used to seeing in their Sorties, being more like a regular starchart presence (but with overblown armour). Notes by mission types: Interception was irritating but doable, the age-old "solo can't be in two places at once" problem is just amplified by the swarming excess. Once you get caught behind, you can get overwhelmed by the disparity of control between player and enemy. Longer TTK gives plenty of time for the spawn rate to just assembly-line more units into maintaining recapture Conflict by existing. Still reasonable by using the right frames for the job. Defense was the most mind-numbingly terrible, glacially slow experience over the whole chart (and as a Frost defender, I know glacial). Armoured defenses were running me around 4 minutes per wave optimistically. Total unit count definitely increased, but the overall influx didn't seem to follow suit here, which made the sponge problem even worse (even punchthrough only works if you've got a line of enemies). Survival was... interesting. Despite the massive increase in spawns, even when keeping up the relative kill rate against the non-Grineer softboys I found much less Life Support dropping, to the point where I would still need to use a capsule just to make 5 minutes. Solo players wanted full-squad spawn rates in order to get MORE support drops without being forced to lootframe, not to get LESS for six times the kills. My tendency to play Ivara meant that I was free to snipe faces and still get through the mission with fairly similar results as cleaving rooms of infested, so it seemed like it was a normalised (and reduced) drop rate - single-shot didn't seem to make much difference in mission upkeep, though if I wasn't standing in stealth it would make a big difference in survival efforts. Excavation didn't last long enough for spawns to become relevant while I was just interested in clearing maps - objective health values being pathetically underscaled isn't a matter for the spawn/sponge discussion. Disruption has always been a bland DPS race, but the sponge of Steel Path made it much, much worse than ever before. Still, we're lucky that the original event god-shields are no longer in effect for the Demo units. Almost definitely requires the usage of Lockdown/Temporal Blast to reliably extend time long enough to chip through. (Unless it rolls Enemy Speed or spawns a Demo way too close, because screw you you're solo) Mobile Defense gets a special mention because this absolutely got the full spawn rate crank-up. Due to the idiosyncrasies of my go-to Ivara, trying to simply sleep the enemy groups was very ineffective - the logistics of trying to track non-refreshing CC on the constant influx of new enemies was implausible at best. A refreshable or persistent CC makes it more feasible, but I took the simple alternative of just bringing my Defense loadout. Again, arguably underscaled objective health was an issue - which enabled the unreliable CC to become a threat of attrition. RIP Vazarin-dash defending. In terms of enemy damage threats to my Warframe (not counting the softer defense targets), I ran into two main unit-type problems: Juno enemies, most especially Elite Crewmen become absolutely unfair when you're swarmed by them, they have nothing but you to aim at, and you're not a tank. Why elite crewmen? They have Supras which do splash damage, which means that hey, you know that "enemies don't aimbot any more" part of Warframe Revised? It doesn't matter because you physically cannot dodge an endless stream of AOE from 20 units at a time. You are pretty much forced to cheese to survive - stealth or global CC or shield-gate abuse is your only option in open combat here. Infested Ancient hooks are also more aimbotty (despite Revised 'reducing' accuracy) and hold you for longer (thanks to the garbage knockdown changes) than ever before, posing a huge and cheap threat. Also, if it's a Toxin ancient, you're probably just dead outright because yes, of course that still got damage magnified to absurd levels even though it's not an avoidable melee swing and it's toxic so no shield-gating either. Of course, if it's a Disruptor you get energy zeroed instead. The massive spawn rates means these are pretty much a constant factor. But, I mean.. I did it. It wasn't fun. But I ground through the tedium. 'll probably find some like-minded fellows to farm the necessary Essences and put the mode aside, since it seems to exist for.. well, let's be polite and say, people who want to feel good about themselves whilst trying to play the game as if it was designed tall instead of wide.
  10. So when are we getting our self-damage back in general, now that the big no-no offender that (along with whining vocal minority) prompted the removal of the risky playstyle niche in the first place has been fixed? Remember: People who could not enjoy the risks of self-damage (10% or lower of available options) had 90% of other options to select in order to not engage that playstyle. People who could enjoy the risks of self-damage now have 0% options from which they can select in order to engage that playstyle. There were other solutions - piecemeal triage - that could have reduced the scale of the risk so that the reward didn't have to be Bramma-tier overbearing (ignoring the fact that even the Bramma was mainly used with explicit circumvention of the inherent drawback) in order to be reasonably worthwhile in comparison. The state of other radial (and 'radial') weapons now barely-usable or just plain irritating to use because stagger is neither a real risk nor a real deterrent - again, unless the player just explicitly circumvents the 'drawback' - is not worth the 10% added 'diversity' and 100% removal of a playstyle.
  11. Firstly: Which part? You mean the justified incredulity that they gave us discussion threads saying that the prospective changes being discussed were subject to change, only to utterly ignore all feedback and push awful changes out to be exactly awful? Repeatedly? Or, perhaps do you simply mean the curt summaries, which is easily explained because the lengthy detail is over in the threads where it was supposed to be? Secondly: The differing style of gameplay was its own reward for those who enjoyed it, and was a slim proportion of the alternatives for those who didn't therefore not obliging them. But, on top of that objectivity, there's also several plausible reasonings (among other things discussed in the relevant threads) why just adding a mountain of reward was untenable, both on the balance side (we never wanted to force people to engage with high-risk because it's too much better) and the community side thanks to the militant vocal minority who couldn't simply accept that these dangerous things are not their preference, ready to fling faeces at any change that didn't babyproof it down to their level of comfort. Non-explosives were also almost unilaterally outclassed by 'a good melee'. But you also aren't supposed to be using a risky explosive inside your melee range because it'd kill you, so that's a bit of a fool's comparison, isn't it? Thirdly, [citation needed]. Outside of the exploitative circumvention of the annoyance - which is more widely accessible than ignoring the damage risk, which itself was a problem - we have all this feedback from people who disliked self-damage saying that they'd prefer having it back over the horrible alternative we got in return, between the stagger's pure annoyance (not motivating risk) effect and poorer AOE on AOE weaponry. Also we don't have explosive weapons any more, so they can't have broader appeal. We have a bunch of boring, homogenised potato cannons. There's no more explosive in the weapons now than there is in a drawing of a jagged outline with 'boom' written in the middle. The damage was a risk that meant something. A knockdown is not, it's just an inconvenience when it happens - and as an inconvenience, there's no motivation to avoid it proactively. Lastly, that is situational to the point of not being a problem, especially when select frames are able to just as perfectly guard an objective in a much easier approach. Unless you have enemies close by to tag with every dash, you're losing energy. Otherwise to dash-through, you don't gain energy without putting a crack in that armour - leaving yourself open. Ultimately, you aren't killing anything while maintaining that either. Particularly now that Lockdown is non-damaging. Precisely what is wrong with skilful weaving in and out of Operator to immunise your target while using any of 40 frames you otherwise couldn't in the mission without putting yourself at a real risk of failing because these 'defense' targets are invariably in the least covered, defensible positions possible?
  12. That's practically a myth. It must have happened once to one guy ever but now people act like it's a routine occurrence. I literally tried to get deliberately in the way of a guy firing his Bramma from a standstill at extraction while we waited for a straggler to catch up and it didn't even happen. That said, there's no reason unnecessary ally collision couldn't be removed while keeping self-damage. That affects more than explosives anyway, but people do love a dumb scapegoat to push their ludicrous agenda.
  13. Honestly, the whole process reads like the Gru's Plan meme: Design enjoyable 6DoF experimental flight model for players to use in Archwing Design massive open space content with a large craft using 6DoF flight model Remove 6DoF flight model from Archwings which are used in the same context ... Remove 6DoF flight model from Archwings which are used in the same context? It was the one of the most back-asswards design decisions I've ever witnessed. Why?!
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