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TheLexiConArtist

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  1. I also don't pretend Dissolution packs fix everything by any means, but let's be fair - Netracells are no less lootbox. It's five gacha-pulls per week gated behind an annoyingly drawn out extermination-analogue each time, basically. The reason I pointed it out is strictly that it will still, invariably, reduce and smooth out the acquisition time far more than just having Netracells as a drop source. Not particularly for or against the 'superboss' getting more loot, anecdotally I went in moderately-prepared at best and it felt like the other bosses, but slower and with more annoying adds. Enough so that I'll probably do more runs for the guaranteed event curses because the RNG has so far only ever spawned 2 of the 3 boss types. I'll take a slightly slower boss over chasing RNG with already moderately slow missions on a deadline... But that's just for now.
  2. Let's not forget that there will be an Arcane pack buyable from dissolution that contains these new ones, they said that it just wouldn't be on launch so people have better incentive to play the new stuff first. Although I expect people will be churning out their weekly Netracells on the reg regardless, just for the slim chance at extra shards since they're in such abysmal supply (especially Tauforged.)
  3. There is at least Magus Anomaly as a frame-agnostic tool for vacuuming up enemies into the sweet spot if they're not too-too-far away. Quick transference-melee-repeat can drag them about a fair bit. Spawn complaints always valid though. Never the middle ground, it's either like SP Interception with so many constant enemies you can't actually push them off a spot you need to keep clear or have a moment to breathe, or it's like this and they never come to you when and where you need them. I will add one thing, less an AI issue and more a meta-mechanism - I find that enemies often don't rubberband-respawn closer to players now, which makes the spawn agony ten times worse when you need to move around and kill a bunch. Like moving to a new life support room in a Survival and waiting 2-3 full minutes to see more than two enemies because they're all slowly ambling along from wherever you left them.
  4. Well damn, I was planning on going yolo and only getting tryhard serious after a couple downs, now I'm glad I never got instagibbed despite half-assery when I did this earlier.
  5. Hek with pub squads, what about the players who made an explicit choice to go in solo? A team who at least sticks together practically cannot perma-die, but there is nothing for a person on solo-mode. "Content made for teams" is not the same thing as "actively punishing any player without a team" when that mode is still able to be selected. eams already have the benefit of spreading Keyglyphs, diversified loadouts, the ability to be in more than one place at a time spreading aggro and (generally) kill quicker so the Netracell's glacial percentage bar probably doesn't take some 10-15 minutes of hard graft which can be rug-pulled in an instant because an eximus Voidrig managed to get pulled in, and among the other eximi and keyglyph maluses, is a colossal pain to manage alone and might actually down you. Which would be fine if last gasp worked, or you have a teammate because free res. Otherwise, whoops, get out of the mission because something barely predictable in the average Warframe clustermuck happened to go just wrong enough. Sentinels used to be a slight potential lifeline but the way they work now, they don't seem to have time to spend a Sacrifice like they could off the grace invuln of an instant Primed Regen respawn. Either let solo access revives for the handicap of being in explicit solo mode, or stop all res in permadeath missions (and I suspect the latter would not be a popular choice).
  6. Ability ignorance is one thing, but being immune to Shattering armour of all things - which is by design something you work towards with a number of hits depending on the methods and enemy base, rather than press-to-no-armour - should never be a thing on any unit that isn't a Super Special Case Boss Unit unless and until armour EHP is not able to magnify tankiness by ten orders of magnitude. Also these Mechs can be Eximus so, extra ability spam plus overguard and even more health and armour inflation make them far more onerous than they have any right to be. Please tell me more about how I'm meant to 'stay on top' of overguarded Eximus Culverins constantly starting to spawn Voidrigs 80+m away in some spurious rabbit-hole of a location, when it takes maybe 4-5 seconds for them to complete the mech summon routine enough that the damage is done. Normal ones maybe you get close enough with non-LOS abilities, a ground slam, or can poke their arm capsules to interrupt. Overguard, being Overguard, deletes all tactical gameplay and requires that you brute-force kill a unit explicitly designed not to easily be killed immediately in order to stop it. The summon attempts need to be put on a longer global cooldown timer at least so that interrupting them actually helps and doesn't just lead to another spawn being started the moment you turn to your actual mission objective afterwards.
  7. If it's 'already been run', why am I still 10k down?
  8. For a comparison, try floating around with a long ranged Hildryn. You will see enemies bouncing in and out of the CC because the slight lift somehow takes them 'out' of LOS. You will see enemies 'obstructed' by tiny crests in the level geometry, or by other small/narrow miscellany that doesn't stop them actually shooting. LOS check is always unreliable, and unreliable CC is tantamount to no CC (as if Overguard wasn't bad enough for that). The fact that Vortex is going to displace the enemies along the way is as likely to swing them right back out of the control as it is to 'collect' them 'when it matters'.
  9. Enemies should not 'count' unless inside the area. Currently any enemy spawned 'for' the mission, always counts 'against' the mission, even if they were stuck 2000m away. Airships themselves should not 'count'. This is just stupid. Dropships are there to drop enemies that count (or will count), not to contribute. Also, far beefier than a given unit at-level, so for a less well equipped player on a higher bounty they can be effectively 'free threat' for the time they exist. Most 'fun' in combination with (1) when a fully laden airship is trapped in some geometry somewhere, counting as enough threat to maintain 3%/tick loss while the player is left helplessly unaware if they didn't see the initial spawn. Enemies should be marked in case they are trapped out of sight. Since the game knows which enemies are, and are not related to the mission, players should be clarified of the same. Still relevant in some complex locations even if (1) was fixed. An enemy spawn wave should not be immediately triggered by the count of active enemies being reduced below a threshold. This is why it's more efficient to pace kills, as every new wave suffers 1/2 unless spawning via Orbital Drops. This factor also makes it nearly impossible for a player to actually capitalise on the 'low threat' 1%/tick, or the 'no threat' 0%/tick, no matter how well they do at cleaning up.
  10. Vazarin Object-objective protection is tantamount useless now since it was gutted down from having the same properties as the Actor (NPC/PC) buff of % heal and protection, to no protection and a weak flat heal. Capped garbage healing and unscaled natural healing mean a damaged pod can take so long enough to 'heal', even with the extra bump, that the auto-fail timeout kicks in - this can be easily seen in a late-round Steel Path Circuit when the pod has hundreds of thousands of health (and yet, still also takes seconds to die at the respective enemy level scale when they deal tens of thousands per shot, or over 100k for something like a Blitz Eximus ability). So, 'healing the objective' only works when you're at low levels where you probably don't need it.
  11. While I haven't dug through all this content there's one thing I just have to correct. Slash procs do not deal True Damage (any more). They deal Finisher Damage. The icons for the two are identical (courtesy of Inaros' abilities which feature both), but the function is still distinct. True damage bypasses Armour and Shields - an example being Trinity's EV damage. Finisher just ignores Armour and must still deplete a shield.
  12. That fix note doesn't say anything about Incarnon modes though? It says on the Latron (variant). Implying base Latron gunplay had problems which were fixed, not the Incarnon Modes thereof. You can point out if it's still bugged in the Incarnon mode, sure, but to take such a tone of condescension and accusation you should probably check your quotes make the claim you're refuting..
  13. Do they have the ability to put DE back into that position just so they can 'give to the needy'? No. Would we know if DE was actually haemorrhaging money and using this pack to inject recovery in the same way as Founders? Doubtful at this point. Are they still paying out a significant chunk of change for a one-time-only pack full of (commemorative) pomp and circumstance, which is arguably not worth the price tag, in support of DE continuing to develop Warframe? Yes. Why, exactly, must you implicitly gatekeep? You're not even a founder yourself, so it's not self-aggrandisement. What player agent difference is there between throwing money at a never-again Founder pack and throwing money at a never-again Heirloom pack? Were they even present and able to support with a Founder pack at the time? You don't know. Is the thing they are asking for even a Material Gain like the inaccessible equipment Primes of a Founder? No. It's just another cosmetic, a forum badge to match the ingame profile Accolade. Note that I say this having not bought Heirloom myself either.
  14. You got it the wrong way around. Ivara Prime should never have been a Jellyfish. Ivara Prime is actually Yareli Prime, launched before we even got base Yareli.
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