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Everything posted by TheLexiConArtist

  1. No, no, no. Get your mind outside the box. You just need to be able to polarise an item rather than its slots directly. Unlocking a bank of polarities which you can freely assign and reassign at-will solves the problem of futureproofing and complex/changing builds while not making all those extant Forma we're currently farming by the bucketload in Plague Star redundant. There's no need for 'uni polarity slots' if you can just have the other polarities available if you invested sufficiently. Added bonus, it lets you not only mix and match on one slot, but also means you can use the same quantity across multiple slots - you don't have "one slot with four possible polarities", you'd have "four total possible polarities to put on 0 to 4 slots of choice".
  2. The behaviour is a symptom of the system. Don't hate the players. Hate the relics. Hate how every new release forces you into a triple layered RNG grind from that exact moment unless you get lucky on Syndicate pulls. That said, this release is mildly more agreeable than usual since we have a specific drop source for exclusively new relics once again. That's a big difference, especially when most players are going to be hitting up Plague Star even for the Forma alone. It's still not as good as when permanent Bounties let you see the precise single relic you could target farm efficiently, though. When they started dumping only unvaults in the bounty pools, it was a huge motivator for not bothering with the usual RNG strife.
  3. This only makes sense if you also fixed the falloff bug that made it basically worthless unless physically shoved inside the enemy's nose. Did you? If not, get the team on that already. It's been ages.
  4. The above have answered why the Vastilok is better than most, as Shattering Impact is based on unique damage instances which contain non-zero Impact damage (this is why the Redeemer is useless at Shattering, as it has pure base Blast on shots and no Impact) and the gunblades poke more damage instances per 'swing'(/shot). However. In actuality a (status) dagger is the fastest armour shattering melee, when paired with the Argonak, provided the target is not DOT status immune. With Amalgam Argonak Metal Auger the dagger inherits a Shattering equivalent which does not require Impact damage to be dealt, and works on status ticks. This means that instead of: (gunbladeMultishot * X) shattering damage per input You're ramping up: (number of DOT procs * X) shattering damage per second + X shattering damage per strike And if you're feeling especially spicy you can even have the regular Shattering on the dagger as well for extra per-strike Shatter (though depending on what it replaces, this may reduce your status-ticking ramp). Sure it would be nice if the Argonak wasn't terrible (Kuva Argonak when?), but boy does it make my Karyst Prime chew through armour once the combo is built up for Weeping Wounds.
  5. I have to point out that making complaints for bad influences in public matchmaking is not forbidden. There can be issues that have legitimate weight to them, and which you shouldn't have to play solo to avoid, either. But the onus isn't on the other players, it's on flaws in the design. As an example, my own long-standing issue with intrusive ally 'buffs' (Volt's Speed, mostly) is not illegitimate, I shouldn't be forced to solo to have my controls not messed up by 'friendly' influences - and I can't solo relics without losing value, which is when I have to deal with that problem. It's not the other person's fault for using their ability either. The game just doesn't provide me with adequate agency to refuse that influence. Opt-out needs to be preventative; needing to backflip every 5 seconds is not a solution. However, that doesn't really apply in this 'issue' because it's just moaning that arbitrary benefits which exist just for being in a squad are being made slightly less beneficial than they might otherwise be.
  6. Not stabbing your adversary and having them retreat after 3 kneels is a valid option that's been made available by the devs. It's not 'doing a mechanic wrong' when they explicitly added in the part where the adversary actually leaves. Nor does it make sense from a lore or gameplay standpoint to make your enemy stronger (or risk doing so) by your own actions unless you're prepared to do so. We have no way of knowing how many of the squad's adversaries could show up in any given mission, either. Even max-angry Sisters can skip a run if the RNG decides. Ultimately, being in a squad is nothing but advantageous to Murmur acquisition (and possibly the actual spawn odds of the adversary) so all those 'wastes of time' are doing is making it return slightly closer to a solo-run experience. So no, you shouldn't punish that player for choosing not to stab. Nor should they be obliged to solo. You don't have any more right to control what they do or do not do (including whether they stab and if they play public at all). To play solo is a decision you may only make for yourself.
  7. Self damage should have never been removed, it was never forced on the player unless they chose to risk it and only constituted a small percentage of the arsenal at best. There are counterpoints to all the complaints available. There were solutions to address both the fatalism and the complaints with a shred of legitimacy such as ally collisions: that's self-killing as a symptomatic result of something that is a nuisance to every gun, self-damage is not the cause of the issue - they could have just disabled projectile collision on allies unless there was a valid use case for it. Most of all, it's the entire loss of an archetype and playstyle that resulted in boring, homogenised, worse explosives. Even tossing the balance debate out of the window, that's still an objective reason why it had no business being removed: Warframe is a wide-design, not a tall-design. It's built on variety, and a lot of choice and variety was lost when explosives were retrofitted into baby-mode concussive cannons. And to those of us who liked the risks and mastering not shooting our feet.. it's boring. There's no threat to knocking yourself down when in doing so you also obliterated the immediate vicinity, even if you don't simply immunise yourself. Staggering is exclusively an annoyance with zero lasting impact or reason not to trip over again 5 seconds later, but self-damage of a valid level was an imperative to not repeat those mistakes. The real problem with self-damage is that our self-damage was linear with our output damage. But our health is not linear with the damage we're expected to output. Fatal self-damage is guaranteed to return as power creeps on, unless that's fixed. But we offered many, many solutions. Each had their potential caveats and flaws. But they were there. I still have the evidence of my algorithmic approach that kept low-scale self damage at a sensible level, but through diminishing return could be kept from scaling up into fatality to even the beefiest of frames until immense levels of outgoing damage. After all, a paper Loki probably shouldn't be tanking his own explosives as easily as Sand Daddy (argument against 'self-damage limited to a percentage'), but even the mightiest should have a point where the risk is visceral and real. There's still a big difference. One is to use mods/tools to allow recovery from a mistake, the other - current staggers and PSF - is having the 'recoverable mistake' be the baseline and the mod/tools completely remove the need to recover at all. You don't need to do a Life Strike, or Protective Dash yourself, or use an ability for healing and/or shield gating, so on and so forth, with PSF versus self-stagger. It's just a passive circumvent. Two very accurate points of consideration here. Nobody says that self-stagger couldn't be on some weapons. We already had differing levels of risk with self-damage, so a 'stagger' subcategory is just a very light 'risk' between "does nothing" and "self-damage with grace-mechanics". Balanced accordingly that the lesser the risk, the more limited the output in either individual or distributed damage, there could have been a place for all that variety. There are Glaive explosions and various other radials that operate with less predictable danger zones, or in some cases, outright obligatory that the user is in close proximity to any payload - we all do remember the Amp firing modes that were practically unusable because their self-damage was negligible (due to operators having high innate void DR) but their self-staggers were almost entirely unavoidable, and aggravating. These types of payloads and mechanics should have to be considered for gameplay purposes, yet with the big "Let's Ruin Everything" homogenisation, zero consideration was given to why some things rightfully did not have any self-impact, or negligibly so. They got given staggers anyway.. and the only thing more annoying than suffering repetitive control jank from a bad mechanic, is having it happen in a way you cannot fairly predict and avoid. The Cedo's a good example of idiocy after the fact. Show of hands, who likes being staggered by the alt-fire because it simply decided to end up ricocheting to where you happen to be, more or less purely through RNG?
  8. You seem to be missing a few zeroes on the end of each of those figures.
  9. What 'extra rewards'? The entire point is that we're getting less reward based purely on player count. No effort, no skills, no anything else - Squads already gain benefits in soft/indirect ways because a solo player's loadout and agency are limited in any given instance. They can't bring 4 loadouts and fully employ them in 4 different locations. It's not a matter of wanting more for being solo, it's wanting to have equality of reward since we're already putting in equal or greater effort. Solo mode is a setting in the game, and therefore it should be respected, not artificially punished. Interception missions try to compensate the incomplete squads by speeding up capture rates accordingly, for example (even though the 'can't be in 4 places at once' factor leads to issues when the AI splits their assault.) You mention clans when solo clans are a thing, they just invest more resources into research. Don't forget there are people who can't or don't squad up for various reasons - region, performance concerns, etc. They should not also have to suffer 25% rate of acquisition just because they don't have 3 more meatsacks who could in most cases be practically AFK while providing this artificial reward incentive. Squads don't need rewarding directly, and doing so punishes incomplete squads and solo players. Multiplayer can be encouraged in other ways. Old void keys were better than Relics in that regard: squadding up wasn't required to make the best of your own resources. It was just convenient, while costing you nothing in potential loot whether you hosted or ran alone. Relics force people to matchmake to effectively magnify the value of every relic they invest. That's why every new Prime release sees a return of topics like 'Let me opt out of Volt's Speed', and complaints about mission abortions/host migrations; people are obliged to farm in squads for the best results even when they know these influences they dislike exist.
  10. Proposed changes to Holokey acquisition are not good enough: 1) Gains still obeisant to pure RNG and the extended length of typical RJ missions (especially with no other players in squad) mean that at least doubling the key drops across the board would be bare minimum acceptable. Veil gaining +4 and others getting +1 barely helps - it's rare that Veil storms are even on the Corpus side, much less hit the 'fastest' option of Exterminate. 2) STOP PUNISHING PLAYERS FOR INCOMPLETE SQUADS. That's what giving artificial benefits based on player count logically equates to. Players should not be forced to squad up just to game their income. That +1 holokey per Sister showdown is a slap in the face to anyone who hunts their Sister on their own. 1 key for 2 hours of solo work compared to 4 keys in 1 hour of squad work - squads already have the advantage in progressing murmurs faster and getting their sequence complete. It's unfair to also give them up to 4 times the passive Holokeys just because they happen to be in a squad. Respect players who want to play the game at their own pace, not everyone else's.
  11. Perspective shift to consider: The less RNG you make it, the more selectable and restricted to most beneficial it becomes, the more people actually would be able to start realistically demanding invigoration factors in recruitment. Even if the percentages aren't as high. And then DE have to start developing with that power-crept buff assumed as being in use at high end content. Sometimes things might be better off staying just unreliable enough.
  12. You're already getting more potential benefit than someone hunting on their own, and at worst no more so even if you don't bother downing the adversary. Strongly disagree with punishing players with unwanted levels on their adversary when they aren't ready to stab. Doubly disagree with giving players agency to force other players into that punishment, by downing the adversary for them even if they try to avoid it by not fighting at all.
  13. Still waiting for apology and reassurance/rectifying for the Lack of Retroactive Helminth Subsume Experience issue. One-time investments must be respected if they are consumed so as to not punish players who engaged with the system compared to those who did not engage as much. This precedent is dangerous and will discourage engaging with systems any more than strictly necessary in the future in case similar disrespectful backstabbing occurs.
  14. It was clearly meant to be the on-hack counterpart to the on-mercy Out of Sight. Hence, "Malicious Code". Someone dropped the ball.
  15. No, you are missing the point. Your 'argument' boils down to "I don't mind personally so I assert nobody is allowed to mind", because the rest we've already covered. Also, this: Is the flimsiest strawman argument imaginable. The exact nature of finite exhaustible resources means that it is immediately possible to credit their investment. There's no problem with raising the cap, so long as in doing so you credit the investments your players made so they aren't directly disadvantaged as a result of engaging with the system. We should not have to wait for and invest in Invigorations, burning up more resources and time than those who could still Subsume because they are not mutually exclusive, you get to do both concurrently.
  16. You can get the same progress of MR from the next item that is added, though. We can subsume the next frame that is released. The only difference here is that we do not know if or when there will be a functional cap to MR (now we are past 30 via Legendary Ranks). Comparative analogies do not have to be 100% accurate to help highlight the point being made in regards to the first entity. A disparity in progression still exists in favour of the people who invested less, which should not ever be the case. A more questionable inaccuracy of comparison would be if I attempted to draw the Helminth issue against Nightwave, under the hypothetical conceit that tasks completed on a capped Nightwave would not be counted retroactively - in which case the 'correct' play would be to leave tasks uncompleted then recover after a cap extension for quick progress - but unlike MR, the seasons have terminal expiry that you cannot indefinitely 'wait longer to reach' and therefore the failing to account retroactive post-cap progress would be able to bring an absolutely permanent loss rather than simply disparate time delay. Yet we're now going to have people engage less with the system because of this issue. They will not subsume nor try infusing abilities for which they do not see an immediate, overpowering use case, and thus protect themselves from a second shortfall in the event Helminth gains another rank extension. It is not a positive impetus. I have been invigorating, but that's beside the point. Passive buffs that expire don't incentivise much in the way of developing new builds, even less so here than having a config for each frame just to capitalise on them being beefed up in Arbitrations. Besides, the game-changers are diluted away with combinations like "weapon damage and parkour velocity". But it's not "can I get to 15", it's "why am I getting to 15 slower when I invested more, and what other systems may I get penalised for playing more than I strictly need to in the future?"
  17. It's still the comparable equivalent. You're not forbidden from MR progress if you could miss out some from any given item, it'll just take longer because you'd have to wait for DE to release the next items the inevitably will. Case in point: Founder Primes. We're not incapable of getting to the same rank as full-Founders, but in fringe cases we have sometimes had to wait. Besides, it's the principle of the matter. It's the fact that the feedback is being ignored outright, and the fact that this sets that strong negative precedent for future concerns. And if you say it doesn't matter that someone gets Rank 15 a little sooner than others (despite engaging with the system less, overall), then it equally wouldn't have mattered if we got credited straight up to Rank 15 when it became available, either, would it?
  18. Each nightwave cred type is specific to its season/intermission. Spend them now for loot, you'd only be able to sell them for meaningless credits later.
  19. Glassmaker's overstaying of its welcome lasted a hell of a lot longer than a month, and 180-prestige cap was even too much of an extension, as this spat in the face of everyone who expected tasks to be sufficient for all their earning requirements, requiring an unrealistic amount of Glassed enemy kills (especially from the point where it was known how many were needed) which could be consistently missed through little fault of the player. Caps are positive to reduce risk of feeling obligation and FOMO with doing Every Task Ever (not everyone is like you and I who will contentedly tolerate all the possible tasks available). You decided not to stock up on a buffer of Nitain with your limited creds, that's your decision, not DE's fault. Nitain is still feasible to acquire outside of Nightwave - do Ghoul bounties when they're up, there's a 4-6% drop chance on those plus bounty-bonus giving you multiple pulls on the table per run, making it much more reasonable to farm there than the singular 1% or 2% drop odds from Sabotage 3-cache runs.
  20. Non-Retroactive Capping from evergreen acquisition is OK. Non-Retroactive Capping from finite expendable resources - that you can keep expending at the cap - is not OK. We were mostly fine with Intrinsics being capped even though we knew Command would eventually exist. It would have been nice if we could pre-farm that extra block, but it wasn't troublesome enough to raise a big fuss. That's even including the sting of the earliest power-farmers getting to keep their over-cap before DE implemented the limit. We were okay with that because Intrinsics are just Affinity, and you can get it no less easily now than then (more easily, in fact.) We are not fine with Helminth being capped because we cannot Subsume what we have already Subsumed. It is the equivalent of being permanently locked out of Mastery from some gear because you happened to level past a test threshold without doing it. "You'll get there eventually, just wait for more gear to be added than everyone else who didn't play too much at the wrong time" would not be an appropriate response there. "You'll get there eventually, just burn more resources spam-infusing and wait longer for invigoration cycles than everyone who didn't engage with the system too much at the wrong time" is not an appropriate response here. We are not okay with that because you cannot progress as easily/efficiently after the cap raise as you could before, if you exhausted that resource. It is expected that players should have equal rates of progress per exhaustible investment, which is not the case if Subsume experience is not accounted retroactively. They can make capped systems in the future all they want, but with a precedent like this, burned players are going to engage with the game less in fear of getting backstabbed again, and frames will sit in the foundry un-Subsumed just in case there's another Helminth cap raise in the future.
  21. Not rescuing Solaris because of time constraints? The Solaris trapped inside the Granum Void? ...The ones that add a large chunk of bonus time when you do rescue them?
  22. That's what I (mostly) do too, but with 'excess'. It's not really a FOMO situation there, when I've bought up copies of whatever I 'need', usually with the main-track Cred and having seen pretty much all the rotations in the time before getting knee deep into Prestige ranks, and still have a ton of leftover because of all the prestige. Short on Nitain? Spend a portion on that, sit on the rest. New mods and cosmetics? Grab them when they're freshly available, sit on the rest. It's all 'spare' stuff you don't know if you'll want to spend on potatoes, more Nitain stock if they bring out a bunch of fresh cost there, etc. It's only sensible to not spend it frivolously. Hence the 'I'm out of nitain' so-called problem - poor judgement and spending habits buying everything else without securing that part of the investment pool. All you have to worry about is not forgetting to spend the stockpile on luxuries at end-of-season.
  23. Missions like Sabotage and Spy can be looked for in the Incursions to allow any player to acquire some Essences without needing to kill anything or rely on someone else doing that work for them. Honourable mentions also to Defection (you may hate it, but with some frame/operator healing and maybe CC, it's doable) and Hijack (just need some control so the objective's lack of increased health doesn't get it popped on the way out.) I won't count Interception as that's a hot mess with the absurd spawns, even with CC if you let one slip you'd be on the road to a fail if lacking kill potential. Basically, same reason that the Galv mods could have lived in Teshin's store, no problem. Shifting them to Arbi was a huge step back.
  24. Grubby-hands wanting more cap for free stuff because they did more than they need to, forgetting the point is that you don't need to do everything to finish up. Also the fact it started with an extended prestige cap this time. I'm sure we all expected 30 to be our initial limit again, but nope. Caps are good. Avoids toxic FOMO obligation for those who don't enjoy/tolerate all the tasks enough to want to keep doing them ad infinitum.
  25. You're getting all the old-Alert reward equivalent front-loaded to you faster, if you're doing every task without fail as they arrive. There's no 'loss' comparative to old Alerts unless the shortfall goes on for much longer, proportionally, than the time needed to cap. You're just not forced to log in 4 times a day for Nitain + whenever random alerts happen to yield other things. You get it all at your own pace, which for some is sooner than the total length of Nightwave, while for others it might be up to or beyond the end of a seasonal track's duration because they just don't care to do it. If there was no cap, completionists would still be worried about 'finishing'. They would then obligatorily have to hit every single task so they have the highest rank and all potential cred output available. The farmable seasons even worse so, not only being obliged to hit up every task but also just spending pointless mission time waiting for global timegated spawns to happen - global meaning it's easily missed by chance, towards the end of missions or while there aren't enemies around to be tagged 'active', and while reloading new mission instances. Classic status-quo bias: Nobody needs to complain about them making an uncappable season until they do. Only the greedy and shortsighted need to be making a stink about the extant cap preventing them from getting More Free Stuff while that's just the reality at the time. You aren't necessarily more numerous, and your argument's equally-valid opposition exists. When the Glassmaker over-cap was announced, players who wanted that satisfying completion suddenly had a reason to post about the imminent lack of it. So we did. Only that wasn't 'all of us' because it was further diluted by the subset of players who had been doing so much endurance farming Steel Essence or whatever, that it was still achievable for them - due to the disparity in Glassed enemies encountered by virtue of sheer gameplay habits and time.
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