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TheLexiConArtist

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Posts posted by TheLexiConArtist

  1. 17 minutes ago, [DE]Megan said:

    Abyss of Dagath: Hotfix 34.0.1

    Fixes:

    • Fixed the Flawed Antitoxin Mod being 10k Platinum instead of 10k Credits in the Steel Meridian Surplus. 

      • For those who flexed and spent the downpayment’s amount of Platinum on the Antitoxin Mod, a script has already been run to refund it! 

    If it's 'already been run', why am I still 10k down?

  2. 4 hours ago, rapt0rman said:

    But neither of those are duration based, fire and forget, aoe gathering abilities, they rely on essentially a single render frame from a single point of origin to determine whether something is LoS or not.

    Enemies constantly fidgeting around and moving in and out of cover would likely almost guarantee that anything within the appropriate distance would get tagged.

    That said, I actually have no idea and it's entirely possible that we'd have Grineer standing there 3ft away from the Vortex, perfectly fine because of a small railing.

    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'.

    • Like 1
    1. 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.
    2. 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.
    3. 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.
    4. 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.
    • Like 2
  3. On 2023-09-04 at 2:26 PM, MBaldelli said:

    Time for some of you people that only decided on Zenurik or Madurai to reconsider Vazarin Focus School as Vazarin Mains have been doing the pod healing for years.  (Did I mention that they have also been instantly reviving and making you folk heal and temporary invulnerable during a fight when they void sling through you?  No?  Look into it -- it still works even though DE said they were removing that... And didn't).  

    Further, the pod self-heals both shields and health and has been doing so for a while.  Not quite instantaneously -- but faster than most people realize  if they actually stuck around to defend the target (instead of running around like chickens with their heads cut off trying to kill the enemies as they spawn in).  

    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.

  4. 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.

  5. 19 hours ago, Traumtulpe said:

    Hello, saying that the moon is made of cheese does not make it so. Saying it 10 times doesn't either.

    Double Tap does not work on the Latron Prime Incarnon mode. It didn't to begin with, it didn't after you broke the UI and said you fixed it, and it still does not work now.

    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..

  6. 10 minutes ago, Mr.SpookSpook said:

    Why would you deserve the same treatment? Are you a founder? No.

    Did you make a big investment into the game to help bring it to life before it was even born and it was expected to likely fail? No.

    Did you just spend an unreasonable amount of cash on overpriced digital junk now when the game has already been up and running for 10 years  and expect to be treated the same as the ones mentioned above? Yes.

    Expecting a badge with a dollar sign on it? Smh...

    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.

    • Like 1
  7. 3 hours ago, quxier said:

    What does this mean? I can find, more or less, this term but with only one "A".

    Not surprising, people do keep arbitrarily adding more to the acronym whenever they decide some other subset exists deserving a specific mention. Which in turn makes anything left in the 'and others' implicatively seem lesser than the ones that did make the cut.

    You'd think by now they'd just make the whole thing something generalised and open-ended, considering the idea is that people are equally valid regardless of their dispositions, not just whatever happens to be defined at the time.

    Disclaimer: Nothing offensive or personal meant against any identifier, just appraising the acronym behaviour over time.

    • Like 7
  8. 1 hour ago, Navarc said:

    it makes the ability nearly worth casting for mobility, although it is still significantly worse than most others even those you can helminth such as Vial Rush that can turn & doesn't get stuck on geometry

    Vial Rush absolutely still gets stuck on geometry all the time, I don't know what you're talking about. The only difference is it forces you to end the cast after a second of being stuck, which is not any better of an outcome when you can't just freely cast it again due to cooldown timers.

    Corpus Ship rework is still notoriously terrible for it, you have to try to coast up the side or middle ridges of any staircases or you'll just get snagged on the top step almost without fail.

  9. 5 hours ago, [DE]Megan said:

    Hydroid’s Tidal surge can now be canceled early by jumping (similar to Lavos’ Vial Rush). 

    That's cool and all, but can you please make Vial Rush actually functional again? The 'performance change' was a hard nerf to the rest of Lavos' kit which is based on layering and stacking status procs on as many enemies as possible, the 'pop' of direct damage is completely insignificant in comparison:

     

    And while we're talking about early-cancelling, you never even bothered to fix the on-cancel explosion of Vial Rush getting delayed on early cancellations as reported here:

     

    • Like 4
  10. You're right, solo RJ-Orphix is ridiculous. So is squad RJ Orphix, you just have less chance of everyone being screwed at once.

    We've been saying so since they dropped it on us. It is, quite literally, harder to get through a basic AABC-rotation of Railjack Orphix than it was to full clear the Endurance mode of the Oprhix Venom event.

    Downtime is essentially nil because the Orphix spawn rate is doubled. Gone is the time to wait out a mech re-summon and maintain sequential spawns in proper order.
    Damage expectation starts at mid-to-late-Endurance equivalent and scales almost immediately outside of those boundaries.
    Damage received is astronomically higher, to the point of absurdity where your biggest enemies aren't the Sentients, but Shield Ospreys.

    It's not even worth it. Arcanes? You can solo a Tridolon just as easily and have far better odds of something decent, if I remember the drop-tables correctly.

    • Like 3
  11. 15 minutes ago, Perfectly_Framed_Waifu said:

    Eh, if we're to argue Ember's like that, considering the moment it's at its lowest as the reliable, any and all non-renewable DRs have a functional DR of zero. Under those measurements, Iron Skin counts as functionally 0% DR, which feels weird to me personally. This is all a bit of a derailment though, as it was explicitly the cap I was giving as an example of "homogenization" not causing all abilities to become the same, which what you've written actually supports.

    The everyday non-renewable at least has a predictable duration you can work around, or in the case of something like a Skin, the moment you recast it (probably upon hearing your shieldgate go off) is a return to 100% efficacy, whereas Mirage's changing more or less arbitrarily depending on what tile and where you're moving through, and Ember is actively prevented from staying at that full DR, having to constantly lower the rating or fully reset and start to build up from 50% again because her latest de-work gave her just enough rope to hang herself.

    Gauss is somewhere in the middle, because with Redline you have a positive interaction with the cap of Kinetic Barrier - you can get it locked in at supermax (full immunity) for a while, and while it wants movement to upkeep, it's designed such that you can naturally keep it at the high end of its non-ulted efficacy rather than venting to 0 every time.

  12. 29 minutes ago, Perfectly_Framed_Waifu said:

    On the other hand, balance all too often just happens to be "homogenization". Let's look at some examples of damage reduction caps. Baruuk: 97%. Ember: 90%. Gara: 90%. Mesa: 95%. Mirage: 95%. Nekros: 90%. Nezha: 90%. Nidus: 90%. Trinity: 93.75%. In short, when you sum up a frame's damage reduction, chances are it's in the 90-95% ballpark, often exactly 90% or 95%. Still, these are very much different abilities from one another. There's homogenization, but they're still fresh and interesting. Gara's performs like a deathball, Mirage has to choose between DR and damage boost, Nekros' relies on keeping shadows alive. In the same manner, giving Snow Globe Strength-scaling damage absorption wouldn't sterilize the game any more than Iron Skin and Warding Halo sterilize one another - and they don't.

    It should be mentioned that reliable damage reduction is the realistic measure of it, which means that Ember's functional DR is 50% due to obligatory resetting or else energy haemorrhage, Mirage's UI says 95% but still doesn't actually give that even if in a 'darker half' area, and Baruuk and Trinity are semi-reliable wiggle depending on ancillary conditions like current Restraint value and if everything in Link range got obliterated at once. The latter are probably the best example cases - sustainable conditionals in just-different-enough ways.

    And then there's Mesa, being a cut above, being forgettably reliable, all while she's got the seeming archetype of a glass cannon going on elsewise. Nope, better give her Best Defense too.

  13. 10 minutes ago, Perfectly_Framed_Waifu said:

    Agreed. DE seems to severely underestimate how much of a fresh wind simple balance changes can bring. Like, compare how long it takes to bump up Avalanche's armor reduction from 40% to 50% vs. how much of an effect that has for Frost.

    Judging by the Lavos change, they're far more interested in removing crucial lynchpins to frame design than bumping anything up to become one.

    Seriously, it's like taking the Mandachord away from Octavia - no generating and playing notes 'for performance', but now half the features of everything in the kit don't operate right.

    • Like 2
  14. 1 minute ago, [DE]Momaw said:

    That is correct and intended. You have to actually complete the mission for the candidate's weapon to be counted as "rejected" and removed from the pool of possibilities.

    How does it interact with hunting Larvlings in non-solo missions? Does everyone who didn't win the 'race' to stab get the 'reject' flag? What if they still want it, but also wanted to let their friend get first dibs?

    • Like 1
  15. 2 hours ago, [DE]Megan said:
    • Lavos’ Vial Rush has been slightly changed in the name of performance. When casting Vial Rush zones from previous Vial Rush are removed but deal a one time damage proportional to their remaining duration.

    WHAT?

    No, sorry. Performance or no performance, this is a DEVASTATING detriment to Lavos' functionality in both damage and utility!

    Did you forget that Lavos' primary feature is applying multiple statuses, not direct damage (because statuses = damage via Catalyse)?

    Not only is the ability for Lavos to leave multiple persistent zones in multiple areas crucial to the reliability of status counts on enemies that Catalyse will hit - because all the other abilities are directional - this change also prevents using the 'threat zones' for utility - leaving statuses like Fire, Electricity, Radiation unable to be leveraged to control/distract everything that trespasses a wider area or from multiple directions to a goal.

    Remember how you just released a second Cooldown Reduction option in the augment which we use to cover more ground more reliably with the clunky disbursement of vials?

     

    You must revert this and find another way to handle the performance hits, if you aren't going to rework anything in Lavos's kit to compensate.

    • Like 5
  16. 14 minutes ago, ThePowerTool said:

    TheLexiConArtist:

    Thank you, again.  I initially posted because it was clear this could cause significant confusion.  Your most-recent reply clearly resolves any question in my mind.

    I've posted a request in hopes of anticipating additional, similar issues with unreferenced material appearing in DE announcements.

    If it's any consolation, if not for them mentioning "Pavlov" (the spy node) in particular, and the 'Clues on the Wall' being fixed, I would have assumed that Harmonious Pillars was indeed that puzzle with which you access the Octavia part blueprint.

    But that's a general Lua room, not one specific to Pavlov, and doesn't have anything relevant on the walls.

  17. 38 minutes ago, ThePowerTool said:

    OK, that helped and thank you.  It's not a Hall of Ascension.  It's the puzzle for Octavia (which will yield search results).  Hopefully this will help anyone else with issues finding the correct puzzle.

    No, not that sound puzzle, nor a Hall of Ascension puzzle.

    It's this room from the Spy vault:

    harmoniouspillars.png

    Note:

    -Pavlov specific (spy section)

    -'Clues on wall' (which were fixed from getting desynced, shows the sequence to follow)

    -'Harmonious' (the sequence also plays different vocal notes for each position)

    -'Pillars' (the ones you stand on to match the pattern)

    • Like 1
  18. 22 minutes ago, ThePowerTool said:

    Google says there's not such thing as "Harmonious Pillars" as a puzzle.  It's only ever referenced, here.

    Process of elimination - specifically on Pavlov which is the Lua Spy node, the context of the fix, 'harmonious' so it's partly sound related..

    It's the 'Simon Says' pattern-following puzzle that occurs near the end of one of the Spy vaults.

    • Like 1
  19. 4 hours ago, [DE]Rebecca said:
    • Tyl Regor’s Shield now has a Shield Regeneration delay of 2 seconds, compared to how it instantly regenerates currently, to provide newer players more of a fighting chance.

    That's not really a 'new player experience' thing. That's a bug fix because you forgot what it means when you give enemies shield gating but their shields don't stay broken.

    • Like 4
  20. Just now, chacachaca13 said:

    I guess spend 'em before you lose 'em or did I not see this mentioned. Or is it assumed season to season that unspent scratch is gone going into the next season? Thanks

    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.

    • Like 1
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