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TheLexiConArtist

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  1. Archgun Rivens. Nice. BUT WHERE AM i GOING TO PUT THEM? I've been at cap from my own legitimate gains for ages. Rivens from Sorties are almost always worth less than another Anasa because I inevitably have to melt them down for a handful of Endo so I am allowed to run the next Sortie. The more weapons, and the more types of rivens you add in, the more agonisingly diluted our crippled capacity is.
  2. Any chance the Zaw Link Standing costs are also going to be brought down to Kitgun Loader levels? 10k per link when there's currently 110 potential combinations of each is pretty huge compared to Loaders which cost up to 4k each and have only 16 combinations so far. No changes in Zaw resource costs at all besides the Scale->Oil on handles? Please don't add any more combinations, my spreadsheet of resource costs is daunting enough as it is.
  3. Crit under 100% is the real big whiff (questionable multishot-status issues notwithstanding, those are still 'reliable' in their own way albeit less effective). Going from Crit 100% to Crit 200%, obviously, is a factor of 2. Going from not critting to critting at all is a factor of.. well, whatever your multiplier is. 4.4 being the baseline (2x * Vital Sense). You also lose the potential for 'headcrits' (though that doesn't apply to the Big Bosses); double that factor again for this. For a weapon like the Rubico Prime and its 3.0x base - let's say you don't have crit chance on Riven or use Argon Scope et. al. meaning Point Strike leaves you with 95% chance - you're looking at a Vital Sense equipped difference of 13.2x on headshots. That's ludicrous. See above for why it still needs reliable crit. It's literally the difference between needing the entire magazine to match the damage of a single shot; one headcrit with Vital Sense is worth 8.8 non-crit shots. Without adding more crit damage in the riven itself. It's literally a build-breaking difference in reliability - and considering snipers have either Crit or Headshot bonuses inbuilt for their zoom, you do generally want to headshot and make use of that hidden 'headcrit' multiplier.
  4. This calls for a small increase to the base crit chance on the Vulkar (Wraith), a sniper really works on reliable crits - especially considering headshots are the ideal - and the weapon has trouble hitting that mark (absolutely required a 2-stat riven's crit chance even before this reduction) These large buffs seem out of place considering Twin Graks and (Vaykor)Hek are both popular and solid, explain? Not really criticising this one, it's just funny to say Baby's First Pistol eat a nerf. Other than that, mostly reasonable. It hurts to see my Supra getting hit just as I was rolling rivens for it, I don't think I can stomach another Soma Master Race resurgence in the field of LMG-feel weapons. Having it blow my baby Gorgon out of the water years ago was painful.
  5. Honestly, now I think about it, it might be even better if the multiplier scaling was just.. standardised. Duration could still affect it, but having it be a flat value of growth rather than a standardised percentage is going to have that weird codependency whether you inversely scale it (must have min. duration for those delicious 15x multipliers) or positively scale it (waiting a while to get there unless you can also stack Duration). Baseline is 5x with a 1x/sec multiplier. Set that as the standard and let Duration normally affect it; you hit your max in (5 / Duration) seconds. Sub-100% duration might still make it a little unwieldy (12.5s to cap with FleetEx causing 40% duration) but you wouldn't need to really maximise duration either. Add in the fact that I propose Navigator to be less energy restrictive in general and you could probably keep close to current (Speaking of Forma, though - I've had a desire to see that system reworked too, for some time. Essentially, Polarise the item not the slot, letting you mix-and-match from an unlocked bank of polarities at your leisure. I should repost that again considering the Umbra Forma.) Void Strike affects but, as I said, due to the bug the effect is basically made useless because it's essentially divided by your multishot. Shooting a 15x VS charge on a 15-arrow Artemis shot would be a mere 100% damage buff. If memory serves. I really hoped that the ABow augment's single arrow would be chunkier than it is so that a hybrid Artemis/Navigator could have put Ivara in direct contest with the 'standard' oneshot meta. As with everything else, it's heavily 'balanced' down so that imperfect use is outright detrimental. Imagine if the base damage was the sum total of the multishot arrows it's replacing. More like Artemis Ballista. That is a recipe for Eidolon hunting - and with Navigator, you don't even miss. Fair enough. Losing laser benefits was a personal statement. Limbo still exists for that convenience too, with Stasis for units and the damage of Cataclysm for cameras, right?
  6. I gave some examples, but also it depends heavily on where you put the catchment of this solo capability. Plus you have to account for personal bias. When you've had a large predominance for a specific frame, your view of what's 'easy' to do with them versus other options might become a little skewed. Just because we might say, "Hey new content, let's go do it as Ivara" and be on our merry and successful way, doesn't mean that your local Volt main doesn't do the same. The list is probably shorter when asking what frames are more limited in their solo capacities, when it comes from a position of expertise.
  7. I normally don't double-post but this'd get mixed in with the other discussion otherwise. Can you give me some examples of where Ivara's particular solo capability outstrips baseline frames like, say, Rhino? That's not even mentioning the brute-force approach (Mesa), kit overload (Octavia) and heck, even little old lobsterbutt can deal with mostly anything. (We must acknowledge that a good standard weapon can be included or warframes with Exalted weapons will always seem too far ahead.) Ivara's not very good at Defensive content either. Excavation especially, because those soft targets. Sleep-arrow spam is your best bet but there's much more potential for being flanked than a wider AOE CC-frame (or murderframe) would deal with. Edit for Edit that happened while I was typing: Ivara does need corrupted or Primed mods to really comfortably solo lots of things. Be that for efficiency (FleetEx) and duration (P.Conti) or needing that Overextended range for a more usable Cloak/Sleep. Also Primed Flow, barring the fact I don't use it myself Not really less than the other wide-reaching solo capables need to be perfectly comfortable and reliable either.
  8. Ah, I knew I forgot to mention something about Navigator quality of life. A three-step speed would be lovely, with {aim} decreasing the step and {fire} increasing it, going from "faster" through "normal" to "slower", the latter useful for those projectiles with obscene 'normal' and for precision (e.g. landing navigated headshots better). With regards to Duration, the only other cases I can think of offhand where a negative stat is outright beneficial is in the case of Molecular Prime - which as we all know originated as a bug - and Trinity's Energy Vampire which has the solution in killing the target to get the energy out at once. Having something in the base of Ivara's kit work at cross-purposes with the Duration stat doesn't make sense. Typically a dump-stat is neutral at best (Loki) or has other tradeoffs (Trinity and Nova to an extent, limiting and weakening other abilities in the kit). It may cause some off-builds like that to become slightly less performant, I admit, but there are ways to mitigate the losses. It seems like that build could stand to dump Range instead of Duration and seek strength in other combinations (Growing Power and Augur Secrets instead of Transient Fortitude?); with a more comfortable energy economy on the ability too your efficiency and capacity are less demanding. (Also yes, the augment would still gain the crit chance bonus per-hit - half the point was that the bonus would become more consistently usable when your punch-through wouldn't be at risk of faltering after the second target!) Actually, I used to run Ivara as damage at the beginning of PoE for Eidolon hunting - Artemis Bow kitted out properly can be quite murderous if you can get positioned to hit the spread where it counts. Bit easier on Terry than the others, but surprisingly effective nonetheless. There are some issues with crit and multishot still in the game, though, it's a bit of an oddity, in some cases the result seems to be 'averaged' out rather than for example, shots A+B critting, shot C normal-hitting, and shot D also critting each as their own separate calculation. Also seemed to affect Void Strike charge - each ABow shot takes one charge but the multiplier is split among the arrows for less overall benefit depending on your multishot count. Maybe I should have mentioned that for potential fixes that would help matters. I can't remember if that odd behaviour was something that crept in as a bug sometime after PoE launch or it was just a late discovery of mine when testing things, though. Certainly once there's a 'second round' of augments then cycled abilities like Quiver can be fully addressed, Can't fit too much text on one mod card, if nothing else. Quiver's PvE aug isn't the worst of the bunch at all, but it's hard for me to justify a build slot for its very situational use cases. The PvP augment I'd use happily. Spread-shooting any arrow but Noise would be fun. Wide-range sleep and cloak for a little extra energy, absolutely. Even dashwires could instantly spider out a nice triple path from that single starting point if the angle of spread was wide enough. I suppose baseline laser-ignoring is a little risky on the 'OP' since it's the best of both worlds - Limbo ignorance and camera/drone invisibility combined - but it's certainly not a big enough thing to base an augment on. People might seek it out for crutch gameplay but those are the same types of people who fail sortie spies because they can't use Ciphers any more. If it took losing laser ignorance to get a good function in Prowl's augment then I'd absolutely vote to deal with lasers normally.
  9. Noticed you on my recent profile views, assumed you found that past stuff from searching out similar threads on Ivara and/or Prowl. Yes, it's me, hello. As a whole, and on the surface, Ivara's kit is clearly solid enough not to need a rework outright. This is supported by the fact that we can solo well and operate around the drawbacks, so I don't think option 1 is the way forwards (with a possible exception). Option 3, is of course, right out. Crippled frame that not only plays well solo but almost needs to for fear of anything outside that player's control and address putting them in a compromised and possibly fatal situation is not good. So, option 2, going through her kit from the bottom up, let's begin. Base Stats: On the squishy but high-energy side. Ivara is clearly meant to use her abilities (particularly stealth as it is available twice) to avoid damage. Being a soft target is implicitly a disincentive to get hit by hazards and crossfire. All else considered, this is fine as long as the kit follows this baseline. Passive: I think the free Enemy Radar is fine and further pushes the idea of battlefield control (plus the theme). Knowing if there are enemies close is to be better aware of present dangers. Quiver: As it stands, Cloak Arrows and (to a lesser extent) Sleep Arrows necessitate Range as a stat due to their poor base radii. In particular, this leads to unpleasant situations where companions aren't inside that smaller bubble. Some minor addition to the base radius would go a long way here. Additionally, can we please solve Kavats and Kubrows jumping out of Cloak Arrows and drawing crossfire onto Ivara in the process? Noise Arrow needs some in-combat effect, current use is limited to solo stealth play. This could be as little as a (wider range than Sleep Arrows) brief interrupting 'distraction' - somewhat like the difference between Stagger and Knockdown relative to Noise vs. Sleep. It wouldn't feel quite as useless in a group setting (or when accidentally fired off due to a mis-cycling). Dashwire Arrows need to be a lot more reliable in where they will or will not decide to attach themselves if they're to be useful in anything but slow-paced approaches. Given our large open areas now, perhaps a little leniency on their maximum range over the current limit would be advisable? Navigator: This ability is usually slated for removal in any judgements of Ivara's kit, and it's easy to see why, very situational as it is. I may be biased but I actually like the usefulness - Navigating sleep arrows across large Interception maps to stop captures at a distance, for example. There are two things this ability needs: Finite drain scaling and not inversely scaling from Duration. There is already a cap on the damage multiplier you can get - and how long you can sit in one place not collecting energy while Navigating. There is no reason to have the drain increase constantly for no additional benefits, give Navigator a static energy drain per second. That multiplier scales up slower with better Duration, making it a counter-intuitive interaction (and undesirable as Duration is a valued stat in Quiver, Prowl, and Navigator's own energy costs. Make the multiplier scale up faster with high Duration, not slower. Prowl: Since I've already detailed the many issues with Prowl I don't need to go into so much here. Core improvements to make: Remove artificial extra energy costs (on-melee, on-damaged). As previously stated, getting hit is already its own disincentive because you're a soft target. The drain on-melee over other stealth users is just salt in the wound too - especially since this can trigger in Sleep Arrowed finishers multiple times depending on the weapon and facing. Allow unsilenced weapons to be used without losing stealth outright, even if this is rolled onto the augment instead of baseline. Allow all parkour as with other stealth-based Warframes. Those other Warframes can stealth indefinitely and move freely. Allowing Ivara to do the same is not an imbalance. You already soft-incentivise limited motion by easing the energy drain at a standstill and only allowing replenishment by dropping Prowl. Consider either returning base movespeed to Ivara during Prowl or allowing walking only to enjoy the benefits of the smaller energy drain as well as standing still. Some incentive to not just bullet jump forever is retained with the latter. Either remove Pickpocket failure chance or give additional Strength an equivalent benefit. That drawback for the sake of a drawback is ridiculous. Artemis Bow: The only improvement I historically would have liked for Artemis Bow is to allow melee during its use, as every shot has a tangible cost, unlike other Exalteds which are on the channeled model and taking that swing/shot costs no different. Fortunately, we have this now with the new Melee! Artemis Bow is now perfectly fine. Augments are a completely separate story, of course. Personally, I find Artemis Bow's augment the only salvageable one of the entire set, followed by Quiver's (possibly) - I acknowledge it must be difficult to decide on an augment for a cycling ability like that, but I think I'd rather have the PVP Quiver augment in PVE for wide-spray Cloak and Sleep utility, myself. Navigator's Augment is next to useless especially due to the cost model of the ability as it stands. Limited punch-through limits its function. If this could grant unlimited punch-through as well as its current function, then with the change to a proper cost model this could be a very fun augment to play around. Yondu arrow, anyone? Prowl's Augment is just in dire need of a rethink. It is useless, a 'band-aid' augment at best. Anyone who gets Ivara the traditional way knows how to avoid lasers by this point, and additional speed is just a weak softening of the clunkiness that we currently suffer. Perhaps this could get something better, like a Sharpshooter equivalent - as Prowl promotes headshots already, this encourages an active playstyle to keep energy topped up by consistently popping heads for an indefinite Prowl, which as previously stated, is nothing functionally unavailable to the other stealth 'frames.
  10. Yes, I took the liberty of checking your profile. While you have a greater percentage usage of our subject than I, bear in mind that in my case she's managed to outstrip, among other things, vast lazy Ember usage accumulated over the whole time she functioned in her low-level passive cleanup niche. I'm not speaking from inexperience either, we do have our respective glyphs for a reason! As I said, while you may have adapted, it is not a question of what her players can or cannot do to react to this change, but whether they should have to. I'm sure there have been proponents of every reworked frame who adapted to the clunkiness of the erstwhile kits before those reworks came to pass. It wasn't intended as a personal slight, just that it encourages the wrong perspective and the wrong questions; consider that a player could adapt to being Banished by Limbo by waiting and picking out similarly-rifted targets alone, but that doesn't mean they should have to, without having the ability to return themselves to the normal plane, does it? Edit with regards to the 'OP please nerf' specifically: It's not really intelligible what cries of this nature will or will not be heard, making it tough to use as a judgement in such matters. Ember was annihilated without remorse despite all statistical and arithmetical evidence proving her middling at best, while in the same breath Mesa's only limiting factor of immobility gets completely augmented away leaving her free to obliterate all opposition without so much as a line-of-sight concern. You might as well throw darts over your shoulder to see what will or will not stick from balance arguments. So we lose nothing to campaign for whatever we can get. It's worth noting as an addendum to my previous post that, of the three 'worst' stealth users I outlined, two of them are relatively resilient. Wukong, as we know, doesn't need the stealth because he can Defy ad infinitum, and Ash may not be a tank Warframe, but he has twice the base health of Ivara along with the ability to join in Bladestorm for some extended invulnerability time. So if this change is intentional and retained - if Ivara must be among the worst and most cumbersome stealth-users, with no concessions to those egregious drawbacks - at the very least she should be brought up to where she doesn't have to be as reliant on a wholly substandard stealth to survive.
  11. So I think I'm well overdue for posting here, considering certain previously posted content of mine. This removal was quite simply the last saving grace of an already needlessly overburdened ability being pulled out from under us. @DatDarkOne suggesting that we adapt is as misleading. The question is not whether we can adapt, the question is whether we should have to adapt when comparing the uses and functions of Prowl as compared to the greater population of Warframes as a whole. The truth of the matter is that Prowl has more drawbacks than any other Warframe ability in the game and an augment that merely softens the impediment - hardly as grand a difference as, say, Mesa's Waltz going from 0 motion to what we have in Prowl tied to a far more impactful ability. As a purely stealth ability, Prowl is the second worst of all inherent warframe stealths - including Ash, despite Smokescreen being a supplementary part of his kit rather than a core concept - with the exception of Wukong's Cloud Walker. Loosely in order of effectiveness versus cost: Octavia has an ability that grants reliable stealth for significant durations with no impediment to movement, energy gain or additional limitations or drawbacks once activated. Loki has an ability that grants reliable stealth for significant durations with no impediment to movement, energy gain or additional limitations or drawbacks once activated. Also has a useful augment to silence all weapons though it is not necessary to remain effectively stealthed. Ivara's Cloak Arrow grants reliable stealth in an area for a medium duration, but can be attached to targets to allow no impediment to movement, energy gain or additional limitations or drawbacks. Note that even with Navigator, Ivara cannot turn around a Cloak Arrow and attach it to herself (from a lazy test I just ran, do correct me if I'm wrong). Ash has an ability that grants reliable stealth for medium durations with no impediment to movement, energy gain or additional limitations or drawbacks once activated. Ivara's Prowl grants persistent stealth for the duration of energy supplies but impedes movement, impedes energy gains and applies several further drawbacks to the player whilst active. Wukong's Cloud Walker grants persistent stealth for the duration of energy supplies but alters movement, impedes energy gains and applies the drawback that the player can no longer attack in this state. Energy Costs of all but the final two contenders in the above list allow for these stealth effects to go on indefinitely when built to do so: Octavia: 18.75 energy for 36.9s stealth extended by up to 49.2 seconds by refreshing during single ability use Loki: 12.5 energy for 29.52s stealth Ivara (Cloak Arrow): 6.25 energy for 29.52s stealth Ash: 8.75 energy for 19.68s stealth These can all be compensated by the humble Energy Siphon alone. 0.6 energy per second. Something not permitted Prowl and Cloud Walker due to their channeled nature. Therefore, channeling can be considered a drawback of these Stealth abilities. Additional Drawbacks: Octavia (minus a trivial input to activate, ameliorated by the duration of the ability in addition to stealth buff), Loki and Ash have no drawbacks or impediments to their Stealth abilities. This leaves Ivara's two abilities and Cloud Walker: Cloak Arrow: Is limited to an area, or to avoid this limitation must be shot at an ally as a projectile (not trivial). Cannot attach to self. In consideration of the soft nature of Ivara and the existence of grenades/area hazards, being forced to stay in an area can be a death sentence. Also susceptible to instant dispellation by Nullifying bubbles. Cloud Walker: Increasing costs, slow (albeit free-ranged) movement and inability to attack make this a largely useless ability in general. However, it can serve as a stun/finisher enabler. Prowl: Here we get to the laundry list. Let's begin. ENERGY COSTS Additional energy cost for the simple act of moving (base drain doubled) Additional flat energy cost for each melee strike performed (base 2 per target) Additional flat energy cost for every tick of damage including status proc DoTs and constant damage sources (base 10 per tick) Channeled ability precludes most energy generation effects. MOVEMENT IMPEDIMENTS Significant slow to basic movement.speed. Forbids the use of sprint, slide or bullet jump, all of which break the ability and force a new activation (including the on-cast energy cost) WEAPON (or NOISE) LIMITATION Unsilenced actions break the stealth of the ability temporarily, exposing Ivara but do not force a new activation to return to stealth. BONUS DRAWBACK BECAUSE THEY COULD The additional Pickpocket effect of Prowl can be rendered inconsistent with reduced Power Strength while bonus Strength confers zero benefits. Lovely list, isn't it? And what additional benefits exist? Well, we get: The World's Worst Extra Loot Ability - single target, takes time to activate during which Ivara must stay close to the target and target must stay alive, and as previously mentioned, can 'misfire' for the crime of a sub-100% Power Strength build. A bonus to headshots. Which would be quite nice except it scales pretty terribly due to following the (1 + (x * Power Strength)) model from a mere 40% base bonus. This means that the absolute least isn't reduced damage on headshots under 100%STR (mercifully) but also that the best this benefit offers is a 260% Damage Multiplier at ~400% Power Strength. Not bad, by any means, but consider that Rhino would be granting 300% damage multiplier (100% + (50% * STR)) to all damage, for everyone, not just one person's headshots. And due to the energy concerns - that necessary inefficiency is going to wreak havoc on Ivara's ability to stay Prowled to make use of it. Even if we discount Octavia's plethora of bonus buffs, those paltry (and self-defeating) 'benefits' do not account for the extremity of the drawbacks suffered during Prowl compared to other stealth abilities. The Augment is awful. You get speed back (which could have been baseline improvements) and ignore lasers (which you know how to circumvent due to acquiring Ivara from spies). Ivara deserves better.
  12. Archwing and Archweapon Slot Limitations I still refuse to let this slide, it was strictly insulting. Telling us about the limitation on Archwing gear and slots to be bought for platinum 11 hotfixes into Specters of the Rail was NOT a solution to disingenuously sneaking it in without adequate, fair forewarning in the first place. Relevant thread popularity banner and all, and second thread after the first was unjustly closed before the problem has been addressed. PC players from the time of that limitation's introduction deserved a fair and equally forewarned opportunity to get their grandfathered weapon and 'wing slots as console players. When will some sort of compensation be provided for this? Or at the very least a display of humility for the way it was handled? Unanswered Questions: Will you take another look at Ember, or at least reconsider the scale-down reduction of World on Fire's range statistic? The range of the ability was average at best. There are plenty of abilities and weapons that can cover even greater radii with similar cost investments (epecially considering the intended increase to cost as well). Mathematically speaking, you would need to provide an additional 800% multiplier (1600% after accounting for the cost increase) to damge for that to balance out the net 87.5% reduction in effective coverage. But we don't even want that, because it still leaves Firequake almost useless in the pathetic 7.5m radius you leave us with after the ramp-down. You also cannot claim that its channeled nature is a special case - you stopped Blind Mirage for the same reasons as you altered Resonant Quake, and the fact Simulor users needed to click mindlessly over and over again didn't stop their gameplay effect from being undesirable either. Therefore, channeling is separate from the consideration of effective coverage. Additionally, thanks to double-dipped power strength in using Accelerant, mitigating the downscaled range with Overextended makes Ember scale even worse than before, making the full complement a total failure to achieve the desired effect - without Accelerant necessary, Ember clears just as well, once it becomes necessary to include, the result is higher cost and still lesser effectiveness. Polarisation and Forma Q: Separate to the issue of relevelling after Forma use, will there be any change to Forma and Polarisation to avoid 'wasted' forma in future? A lot of posters seem to bemoan the lack of Forma drops, while some like myself rarely end up using it at all because of the downsides of removing build flexibility. Is there any chance of a Polarisation quality of life change so we don't have to suffer our obsolete polarity builds when balance changes and new mods happen? Body Count and Blood Rush gave melees more reason to want Madurai slots, while the upcoming removal of 'mandatory' base damage and multishot mods might ruin heavily Madurai polarised guns. Times change, and while we have to relevel our gear for every Forma we use, even if less in the proposed new Mastery Rank relevance change, making our efforts, our time and our resources wasted is not a satisfying element of the game. Here's my original thread on the subject and a solution, with more discussion from another player's similar suggestion here. Another thread here as well. Threads keep popping up about new Forma, better Forma, different Forma on a regular basis. The system needs overhauling. Now: We have 'lower limit' modding capacity, making it more comfortable to level weapons by using them after Forma. However, some still recognise that there's a bigger issue than just "when do I get to use a polarised item again". The growing mod load with Primed and other high-drain mods demands a lot out of our very limited drain, as often do Sorties for most weapons to perform adequately. The user-unfriendliness of polarisation impacts negatively on flexibility and fun, and I doubt I'm the only one who tends not to use it where possible to not lock myself out of half my mod collection. Ammo Rework for the QOL of High Consumption Weapons Q: Is there a possibility of a more significant ammo rework to fix bugs and aid balance of several weapon classes? With static ammo pickups and certain restrictions, high ammo consumption weapons often fall short, not in raw DPS which they compete evenly in, but because they just can't keep going for long before they're completely dry and relying on pickups/Restores. We also had such bugs as the Sniper+Castana ammo restriction issue, eventually addressed by a half-application of my own suggestion for the issue overall, using Pistol ammo for 'special' secondaries but with a different actual restoration numbers. The Twin Rogga now exists for the other half of the equation - using nonpistol ammo, but in its normal amounts. Between the 'special' secondaries and the Rogga, tech is clearly in place to implement this rework in a full and sweeping manner. Any idea of when it might happen? My suggestion here attempts to address all of that, as well as opens up new balance levers by allowing any ammo type to be used for secondaries. There's also a chance for this to bring currently unused Max Ammo mods up to a functional level by allowing them to improve ammo gained per pickup (while not making Mutation totally obsolete either). Using Mod Ranks Below Fusion Level Q: Why force users to potentially hold many mods of lesser fusion, instead of being able to use ranks up to the fused maximum? This has been mentioned in passing at times, but it's still ridiculous that we can't have this quality of life with the current modding system. It seems like something that would be an inherent part of a system where drain ranges so wildly and precise values are so aggressively tweaked (Corrupted Mods, looking at you). Can the data load of a handful of extra bytes per loadout (to identify the rank of the slotted mod to use) really be higher than the load involved with having an actual incentive to hold multiple mods all with their own fusion levels?
  13. Archwing and Archweapon Slot Limitations I still refuse to let this slide, it was strictly insulting. Telling us about the limitation on Archwing gear and slots to be bought for platinum 11 hotfixes into Specters of the Rail was NOT a solution to disingenuously sneaking it in without adequate, fair forewarning in the first place. Relevant thread popularity banner and all, and second thread after the first was unjustly closed before the problem has been addressed. PC players from the time of that limitation's introduction deserved a fair and equally forewarned opportunity to get their grandfathered weapon and 'wing slots as console players. When will some sort of compensation be provided for this? Or at the very least a display of humility for the way it was handled? Unanswered Questions: Will you take another look at Ember, or at least reconsider the scale-down reduction of World on Fire's range statistic? The range of the ability was average at best. There are plenty of abilities and weapons that can cover even greater radii with similar cost investments (epecially considering the intended increase to cost as well). Mathematically speaking, you would need to provide an additional 800% multiplier (1600% after accounting for the cost increase) to damge for that to balance out the net 87.5% reduction in effective coverage. But we don't even want that, because it still leaves Firequake almost useless in the pathetic 7.5m radius you leave us with after the ramp-down. You also cannot claim that its channeled nature is a special case - you stopped Blind Mirage for the same reasons as you altered Resonant Quake, and the fact Simulor users needed to click mindlessly over and over again didn't stop their gameplay effect from being undesirable either. Therefore, channeling is separate from the consideration of effective coverage. Additionally, thanks to double-dipped power strength in using Accelerant, mitigating the downscaled range with Overextended makes Ember scale even worse than before, making the full complement a total failure to achieve the desired effect - without Accelerant necessary, Ember clears just as well, once it becomes necessary to include, the result is higher cost and still lesser effectiveness. Polarisation and Forma Q: Separate to the issue of relevelling after Forma use, will there be any change to Forma and Polarisation to avoid 'wasted' forma in future? A lot of posters seem to bemoan the lack of Forma drops, while some like myself rarely end up using it at all because of the downsides of removing build flexibility. Is there any chance of a Polarisation quality of life change so we don't have to suffer our obsolete polarity builds when balance changes and new mods happen? Body Count and Blood Rush gave melees more reason to want Madurai slots, while the upcoming removal of 'mandatory' base damage and multishot mods might ruin heavily Madurai polarised guns. Times change, and while we have to relevel our gear for every Forma we use, even if less in the proposed new Mastery Rank relevance change, making our efforts, our time and our resources wasted is not a satisfying element of the game. Here's my original thread on the subject and a solution, with more discussion from another player's similar suggestion here. Another thread here as well. Threads keep popping up about new Forma, better Forma, different Forma on a regular basis. The system needs overhauling. Now: We have 'lower limit' modding capacity, making it more comfortable to level weapons by using them after Forma. However, some still recognise that there's a bigger issue than just "when do I get to use a polarised item again". The growing mod load with Primed and other high-drain mods demands a lot out of our very limited drain, as often do Sorties for most weapons to perform adequately. The user-unfriendliness of polarisation impacts negatively on flexibility and fun, and I doubt I'm the only one who tends not to use it where possible to not lock myself out of half my mod collection. Ammo Rework for the QOL of High Consumption Weapons Q: Is there a possibility of a more significant ammo rework to fix bugs and aid balance of several weapon classes? With static ammo pickups and certain restrictions, high ammo consumption weapons often fall short, not in raw DPS which they compete evenly in, but because they just can't keep going for long before they're completely dry and relying on pickups/Restores. We also had such bugs as the Sniper+Castana ammo restriction issue, eventually addressed by a half-application of my own suggestion for the issue overall, using Pistol ammo for 'special' secondaries but with a different actual restoration numbers. The Twin Rogga now exists for the other half of the equation - using nonpistol ammo, but in its normal amounts. Between the 'special' secondaries and the Rogga, tech is clearly in place to implement this rework in a full and sweeping manner. Any idea of when it might happen? My suggestion here attempts to address all of that, as well as opens up new balance levers by allowing any ammo type to be used for secondaries. There's also a chance for this to bring currently unused Max Ammo mods up to a functional level by allowing them to improve ammo gained per pickup (while not making Mutation totally obsolete either). Using Mod Ranks Below Fusion Level Q: Why force users to potentially hold many mods of lesser fusion, instead of being able to use ranks up to the fused maximum? This has been mentioned in passing at times, but it's still ridiculous that we can't have this quality of life with the current modding system. It seems like something that would be an inherent part of a system where drain ranges so wildly and precise values are so aggressively tweaked (Corrupted Mods, looking at you). Can the data load of a handful of extra bytes per loadout (to identify the rank of the slotted mod to use) really be higher than the load involved with having an actual incentive to hold multiple mods all with their own fusion levels?
  14. Sure, why not, I'm overdue for a change of Operator outfit anyway.
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