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AlphaHorseman

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Posts posted by AlphaHorseman

  1. He's a good frame, just leave him alone. Good team frame, good solo frame, nice all rounded, although he is squishy, but that's the tradeoff. Let the guy be, jeez, if anything we should be happy we have frames like that on the field, if all our frames were that good, we wouldn't be complaining about something being good because everything would be good.

  2. Seeing something like this would be great. Maybe something like hidden and random bonuses for certain things like: Headshots, time it took to get to teammate after they went down, damage prevented to allies through abilities, kill combo, console hack time (without cipher) etc. Bonuses would be a self hidden affinity, credit, resource, or mod drop chance increase.

     

    I also wouldn't mind seeing mission credit rewards reworked on endless missions. Instead of 10k credits + whatever you pickup in a 60 wave game vs 10k in a 5 wave game. I would like to see it 5k base and then something like 2.5-5k per 5 waves. With survival, you could make it 500-1000 credits per minute in the higher tiered. I would be compelled, when I had low credits, to run these missions much longer than normal. Thinking about it though, I guess that would make more camping.

    Well, not exactly with Survival. I mean Defense you are meant to camp in one area, but with Survival it all depends on where the LS is. That mechanic forces players to move around, at the very least.

  3. They don't produce a challenge, all they do is encourage binary countermeasures. in their current state they can be trivialized through mod selection pretty easily. If they aren't hard countered by use of cheesing tactics or equipping certain mod/weapons, all they do is cause frustration and add more screen clutter with their gattling missle guns.

     

    Another way to make missions not boring or easy would be to properly balance the weapons (while keeping them unique enough to fit different playstyles), and give enemies more variety. Currently all the "difficult" enemies in the game just spam repetitive crowd control attacks, stunlocking the player, without the player being able to react to being CCd after they are hit offscreen by a rocket, pulled by an ancient/scorpion, disarmed by a drakk master (behind a crowd of enemies), or get shot at for massive burst damage by a ballista/detron crewman/seeker that happened to spawn nearby. When you combine all the bullS#&$ hard counters the enemies use, it gets rather absurd, and all skill boils down to in this game is how long you can trivialize game mechanics entirely by spamming abilities.

    EXACTLY! We need enemies that produce a challenge that is actually interesting and not through mitigation of player agency.

     

    Things like these for both the Corrupted Bombards and Ancient Healers, and other units as well:

     

    Corrupted Bombard:

    The bane of many a player's Void expeditions, the hopes of this rework is to make the Corrupted Bombards still a force to be reckoned with on the battlefield, but not so detesting as they are now. The following changes are to continue the feeling of the Bombards being a priority target, while also giving the surrounding units around them the cadence of presence that the Corrupted Bombards are on the field. In that spirit, allowing the Bombard Missiles to also harm allied units, along with enemy units, is a change I would propose from the outset. As self explosives like the Penta can damage a player if they use it, I hope this mechanic also creates some interesting situations for both the Tenno and allies of the Corrupted Bombard.
     
    Levels 1-20 Bombards now have their fire rates reduced to 50%, with missiles travel speed and armor reduced to 75% their current rate. As their presence and armor values already make them a formidable force on the battlefield, slight reduction to armor is to help them become less bullet sponges as they are now. This change is to allow first timers who visit the Void to realize the strength of the Bombard's weaponry, but not overwhelmed by the constant knock downs and AoE attacks that the missiles are notorious for.
     
    Levels 21-35 Bombards can now deploy an Orokin drone for defensive measure of allied units. The Orokin Drones now hover slightly higher than they had before. This added safety precaution is to ensure that drones are not directly damaged by the Bombards' AoE blasts from missiles, and the next upcoming changes.
     
    Levels 36-50 Bombards now have a unique grenade mechanic added to them. These grenades are similar to the Bombard Missiles in that they have a slight AoE. However, instead of knocking down players, these grenades knocks them up into the air. Similar to the newly released Tonkor weapon, this gives the Bombard the ability to displace enemy units. However, similar to the Tonkor, players still have agency while airborne. These grenades also affect enemy units as well. Think of it like a poor mans Bounce in this case, as now units could be launched airborne.
     
    Levels 51-65 Bombards now have the Ankyros Prime as a Melee weapon for them to use. As they're the main tanks of the Orokin Corrupted, having them equipped with the Ankyros Prime makes them an interesting to foe to fight in close quarters. Giving them the Ankyros Prime also allows them Knock Back. (not that it is not knockdown, just knock back, to ensure players have agency) (Hats of to those who are Melee enthusiasts, I hope this change is something you'll find challenging!)
     
    Levels 66-80 Bombards now also have the Bronco Prime as a secondary that they can utilize on the battlefield. A close range hand cannon essentially, this can be used if enemy units come closer into range to the Bombard. In conjunction with the Ankyros Prime, Bombards can Knock Back enemies, should the get too close, and switch to the Bronco Prime for close quarters gun combat.
     
    Levels 80+ Bombards receive a change in mechanics through an ability called Bombard's Volley. This locks the Bombard in place, however, they have their fire rate doubled (essentially returned to their normal fire rate as we have them now) and gain an increase of armor (125% of their current iteration). (A telegraph such as the Bombard preparing to lock down (an animation of maybe three seconds?) should be implemented to ensure players have time to react before the Bombard let's loose his volley.)
     
    Overall these changes are to help newer players not be gobsmacked and knocked down repeatedly by the Bombards, but also make them a felt force on the battlefield as the heavy unit of the Corrupted Arsenal. Each change emphasizes impactful gameplay and weaponry, while also creating some interesting situations for players to try and understand and work with on the battlefield.
     
    For instance, allowing the Bombard to fire his volley may seem like a bad idea, but if a player can utilize the missiles and redirect it towards enemy units, they could essentially create instances where friendly fire would benefit their team by eliminating threats for them. Other instances like the Knock Up mechanic could be used to knock up enemy units that are incoming for melee combat, essentially displacing them instead of agile Tenno adept at the game's parkour.

    Corrupted Ancient Healers:

    This unit has come under fire as of late, and with the recent mechanical additions DE has implemented to the Healer, its complementary units within the Void have more so become an issue that is extremely difficult to deal with. The General feedback given for the Corrupted Healers (that I have seen) focuses on the immense range of the heals, the mechanic of Healers intaking very little damage, and the mitigation of abilities, especially discriminating against certain abilities as well. The hopes of the following feedback is to ensure that the Healer is still a primary support unit for the Corrupted to rely on, but not so game breaking as they are now.
    Base Mechanical Changes:

    Ancient Healers have a few tweaks to their mechanics. A paramount concern is the multiplicative or stacking mechanics occuring with the Corrupted Ancient Healers. In tandem with these changes to follow, rather than allowing the stacking to continue, the damage mitigation should be removed from their lower levels, and the instances of damage mitigation cannot stack as well. This is to ensure that enemy units do not obtain absurd amounts of EHP simply by the presence of more than one Corrupted Ancient Healer.
     
    Instead of an unclear range as to the Ancient Healers at the moment, a set distance of 10 meters would be a good way to gauge their Healing capabilities. Additionally, have the Healers act as an actual healing unit, rather than a straight forward damage reduction tool. Healing surrounding units for 10% of their max health per second might be a good way to go about it. Alternatively, healing units for a percentage of health lost might prove to be a more substantial healing formula. Regardless, either route seems to be a far better alternative than what we have now. 
     
    Healers also now intake damage from the units they are healing, maybe 25% of that damage, to ensure that the surrounding units survive. Also with this change, ensuring that the Healers do have a substantial amount of Health may be required, as now instead of damage mitigation, it's an actual healing mechanic.
     
    Also, changing the Healer's grappling hook into the Infested Healers arm would be a visual improvement, as it is somewhat game breaking to see a Healer launching a Grineer Scorpion's hook to pull us towards them. The recent Lore placed on the Corrupted Ancient Healer may work to disprove that these are Scorpions, after all, as no Grineer unit has the capability to heal in such a manner.

    Visual Tweaks:

    Ultimately, as more Ancient units become Corrupted, the hope is that their visual variations become more prominent to ensure players can discern their differences on the battlefield more clearly. As the models for the Ancient Healer and the Ancient Disruptor are similar, and only visually different in color variation, their model changes when they become Corrupted would better give players visual cues as to which is the Healer, and which is the Disruptor.

    Levels 1-20 Corrupted Ancient Healers hold the mechanics given above, rather than the iteration that they currently possess. These changes ensure that the Healer actually fills the role as a Healer, but does not overwhelm newer players to their mechanical uniqueness.
     
    Levels 21-35 Healers now have an increased rate of damage linking, whereas instead of taking 25% of the damage of surrounding allies, they now take 50% of that damage. Consequentially, 5% of total damage taken is counted as health restored to the Corrupted Ancient Healer, to help give them a scaling HP value in tandem with making them a bit of a beefier unit. The field radius of their healing aura could be expanded to maybe 15 meters as well, to ensure that they can cover a larger radius.
     
    Levels 36-50 Healers now have a pulsating aura, rather than a constant healing aura. With this change, Healers now can heal targets at a faster rate, with 20% of total enemy health restored per pulse, having it be one pulse every three seconds as well. Depending on the number of allied units healed, the Healer receives a percentage of its health back. (i.e. if 10 units are healed, the Healer receives 5% of health back) This turns the Healer into a more formidable support unit, but it also doesn't overwhelm the player with units recovering their health at an absurd amount and pace.
     
    Levels 51-65 Healers can now scale the environment, as most other Infested do in other reworks. A more retroactive change, this helps to make the Corrupted's approach more three dimensional. It also acts as a retroactive change as well, should the Corrupted be expanded with more units that can scale the environment (i.e. the majority of the Infested, and the reworked Grineer Scorpions, should DE decide to Corrupt this unit). Healer Pulses now shorten the duration of procs on allied units by 50%. 
     
    Levels 66-80 Healers now emit one final pulse upon death that expands to 20 meters, and removes procs applied to allied units within the area. Somewhat of a last stand mechanic, this change emphasizes that the healer is a unit to be dealt with quickly, and hopefully away from other enemy units. The proc removal allows other units to be strengthened by the last stand mechanic this entails, therein fulfilling the role of a healer unit.
     
    Levels 80+ Healers receive a mechanic where, when units are affected by the healing pulse, they now heal 15% of their health over time when outside of the Healer's effective radius, only immediately after being hit with a healing pulse. This change helps to make allied units of the Healer more mobile, rather than dependent on the Healers and sticking around them. Also, Healers can now intake 10% of incoming damage to themselves and translate that into 5% of health increase to units affected by their pulses. Also, this change ensures that the returns to Healer's by units surrounding them aren't so drastic, as they are now.
     
    Overall, these changes ensure that the Healer is a powerful support unit that should be dealt with quickly on the battlefield, but it does not cheapen their encounters with damage mitigation or the stacking of their mitigation affects. They complete their tasks as healers through multiple means, and overall become a stronger unit in higher levels, without having the need for mitigation.

    Sniper Crewmen:

    As the primary long range Corpus unit that is not a Moa, I would hope to increase the efficacy of the Corpus Sniper as a ranged unit, but also provide it with some interesting mechanics. To assist with the scaling and identification of a Sniper Crewmen on the field, adding in a laser sight to signal where the Crewmen is aiming would help make their unit known on the field, but not overly powered against newer players.
     
    Levels 1-15 remain as we see them now, with the added laser to help newer players identify where the Sniper Crewmen is perched.
     
    Levels 16-30 gives the sniper unit a deployable Shockwave Moa to help with defense, should an enemy unit come into close range. An added measure to ensure that the Sniper can hold their ground should enemy units be able to push past the bulk of the Corpus squad.
     
    Levels 31-45 gives the Sniper Crewmen a melee and secondary weapon to utilize, as the need arises. Although this change may come at a lower level than other units, their general squishiness and ranged nature makes this change less felt, but also more unique should encounters in close combat arise.
     
    Levels 46-60 increases the fire rate of the Sniper Crewmen's Lanka by 25% to help with eliminating enemy threats more quickly, in addition to increasing accuracy by 15%. Emphasizing the role of a Sniper, a specialization of such a sort can help to individualize this unit in higher levels.
     
    Levels 61-80 allows the Sniper Crewmen to deploy a weaker version of Alad V's Mutalist shield. This shield also functions similarly to how the Corpus Guardian (Reworked Corpus Nullifier) Shield functions. Having this be used can help the Sniper Crewmen to set up a fortified sniping position away and back from the main Corpus force, and pose a threat to units as they proceed to advance through the battlefield, while also providing cover for Corpus squads on the offensive or retreating.
     
    Levels 80+ Sniper Crewmen come equipped with a supply of Grenades as well, to help with encounters should players overcome their MOA. Or, if the AI see fit to place the Crewmen in an area where a short ranged AoE device would prove more effective than a long range sniper rifle, a grenade could be utilized.
     
    These changes would hopefully allow the Sniper Crewmen to become a special unit on the battle field and be more individualized when it comes to encounters. Their added nature as offensively strong enemy units with slight defenses emphasizes ranged play, while not discounting that they can make a quick escape with the deployment of a Shockwave MOA or hold their ground with their shield.
     
    *A laser sight would be required for Sniper units like the Corpus Sniper and the Grineer Ballistica, to ensure that players can identify the position of the Snipers when they are deployed on the field.

    Corpus Nullifiers:

    The idea behind the Nullifiers was a very interesting one, and one that could seriously alter the dynamic of the game, but as it stands, the Nullifiers act more so to limit player weapon choice, rather than hard-stop our powers solely. As such, my feedback for the Nullifiers is that they need a bit of a rework, to help them actually do their job equally of stopping our powers, but not limiting player play style, both with powers and with weapons.
     
    Firstly, let's rename the Corpus Nullifiers Corpus Guardians. The mechanics of the Guardian unit is that it deploys a stationary 180 degree shield arc that protects all units behind it from CC/Utility effects and damage that is incoming from the direction it is facing. Think of it as a larger version of Alad V's thrown down shield during his Mutalist Boss Fight. Removing the limit on the amount of damage able to be done to the shield, but also upping its base HP, gives it a strong resistance to our powers, but does not limit our weapon variety. Additionally, any Corpus weaponry fired out of the shield receives a small damage bonus. (Tenno may also utilize this boost, should they be carrying Corpus weaponry).
     
    Thus, the Guardian acts as protection for the Corpus against our powers, but does not hinder our weapon choice.
     
    Players can now either tough it out in front of the shield against the enemy squads and fire upon it/use their powers until it falls. Or they can use their abilities and/or parkour skills to vault over/around the shield to kill the units taking cover behind it. The Guardian is now a unit that is useful and interesting to fight, but does not outright remove self-cast powers like Iron Skin or Hysteria, as the shield protects the occupants from outside interference/damage, but it does not remove them.
     
    Scaling for the reworked Nullifier are as follows:
     
    Levels 1-20 gives units behind it immunity to CC/Utility and damage incoming from the direction the shield is facing. It's somewhat like how we have them now, but with the bubble cut in half to ensure players still have to deal with a large enemy AoE ward, but it doesn't outright gimp multiple play styles.
     
    Levels 21-35 gives a higher increase to damage for Corpus weaponry fired outwards from the shield. Beneficial and synergetic with the Corpus army, this change allows the Guardian to be a great asset on the battlefield for those who have Corpus weaponry equipped, Tenno included.
     
    Levels 36-50 gives the Guardian the ability to remove procs from units entering into, or already within, its defensive radius. Bolstering its essence as a defensive ward, this change allows the Guardian to further support the units it protects.
     
    Levels 51-65 allows the Guardian's shield to deflect incoming fire/powers in a random direction dictated by RNG. Somewhat of a buffer for the Guardian, it adds a bit more defense to the EHP of the shield, thus allowing for a short extension of defense for the units behind it. However, outside units beware, the ricochets might prove deadly.
     
    Levels 66-80 allows the Guardian to absorb a portion of incoming damage and converts it into health (max 10% of incoming damage). The added defense could be telegraphed by the shield brightening or shimmering (for our color blind friends), thus visually showing an added protective measure present on the reworked Nullifier.
     
    Levels 80+ Guardians can now be moved by a console at the center of the half circle shield. Essentially making the Nullifier a moving tank/castle, by this time the Guardian shields are Raid worthy, and this added mechanic adds a powerful way to make the Guardians a moving fortress, for anyone who can surmise to use them. (Essentially a Tenno Squad could use the Guardian as moving cover as well, should they be able to deal with the threats within the shield).
     
    The reworked Nullifier now becomes a potent tool to stopping our powers, but not so limiting as to how to deal with the threat. In addition, it functions as a useful tool for any who can surmise how to use it once it is deployed.

    Grineer Scorpions:

    Levels 1-15 Scorpions is what we have now.
     
    Levels 16-30 Scorpions are able to block bullets/roll out of the way of incoming skillshot/ranged abilities and bullets. This gives the Scorpion some survive ability as it's one of the few units bringing a sword to a laser gun fight. Also allows the Scorpion some added defense in melee combat as well.
     
    Levels 31-45 Scorpions now have a stance for their Machete to better utilize their weapon. Thus, the Scorpions can actually go into hand to hand combat with the power and technique befitting of one of the Grineer's few melee units, and one of the higher units at that.
     
    Levels 46-60 Scorpions have the ability to shoot their grappling hooks into terrain, thus allowing them to use the environment vertically and fly around/across the battlefield. This could also allow them to resist knockback effects by shooting their grappling hooks into the ground to resist it. Or avoid such abilities completely by grapple hooking out of the way of the incoming ability.
     
    Levels 61-80 Scorpions attain the ability to walk on walls through hooks on their prosthetic feet (or maybe just changing their feet with mechanical claws, sorry for making more work for the animations and model department!). Freeing up their hands to combat wall running Tenno, Infested Units, and also their hooks.
     
    Levels 80+ Scorpions now have another sword, thus giving them dual wield capabilities, in addition to using their feet as grappling hooks, as they've been given more hooks to use. This change makes them a very mobile and powerful unit on the battlefield.
     
    As a note, giving the Scorpions a telegraph such as a more audible and unique sound effect when firing hooks, or walking on wall/ceiling surfaces, would be a good idea. With these units moving in three dimensions and with more varied methods, tracking them on the battlefield would already be cumbersome visually.
     
    Thus, we have challenge from content that is not just a rehash of the content that we have, but an expansion of this content by giving content better mechanics as their levels go up.
     
    Veteran players actually face a challenge, rather than just more bullet sponges. We have a greater dynamic in end-game, and our enemies become far more interesting to fight

     
    Source:
     
    These mechanical changes do not do away with player agency, but allow the enemy to still be interesting to fight in encounters. They don't give enemies hard CC counters, but allow them to be threats on the battlefield that are distinctive not only in appearance, but further so with battle tactics.
  4. sometimes, just sometimes that statement is not true, sometimes players find a way to use an ability in a way that wasnt intended (by de devs) or maybe exploit it (which most of the time involves spamming) remember greedy pull? the devs  had to nerf that augment.

     

    sometimes an idea looks good on paper, but upon execution, it backfires.

    Ah yes, very true.

     

    DE did treat that symptom though.

     

    However, many agreed that it was a treatment for the RNG issues of the game, rather than the power itself. A comment on the issue received 150 upvotes in the span of a few days. To quote myself on the previous Hot Topics:

     

    Greedy Pull:

    The thing about Greedy Pull is that it's a symptom to the problem, not the core of it. The reason why people resort to that kind of farming is because of the Grind Walls put in place against us. It isn't just the grind, as games that have grind sometimes can manage it well. It's the Grind Walls, Time Walls, RNG Walls, and all the other walls that you put in place for us to try and vault over. When players see all the walls placed before them to try and get through/over, they're not going to be happy and play the game throughout various missions, they're going to find the quickest route to overcome the immeasurable walls placed before them.

     

    You want players to play the game and be interactive, actually incentivize them by making playing the game not an endless grind, but an enjoyable experience that is rewarding to them. Don't hide the rewards behind obtrusive and oppressive walls (I'M LOOKING AT YOU, MESA GRIND WALL!), make the acquisition process of obtaining something in the game actually enjoyable and fun! Quests were a great start, they added tidbits of lore, even if the missions were the exact same that we experience throughout the game (this needs to be addressed as well), all until you threw everything behind a wait wall.

     

    Then came the introduction of more mods to grind and get cores for. How do you think players are going to respond to the even more so massive grind you threw in their faces? They're going to do everything in their power to try and overcome that grind wall and make the acquisition process easier for them to overcome. Nerfing the availability of the cores wasn't the solution either, as now players are more so pushed into these tactics to try and gain sufficient supplies to level up the new mods that come in.

     

    Do you really think players enjoy having to level something up after they polarize a slot with a forma? No. Having to go through all that grinding not just once, but multiple times will grate on a players' nerves. So when something like Greedy Pull comes along that can alleviate their frustrations, some players are going to resort to it. They're going to do all they can to try and get out of the rut you've placed them in, and that includes methods that you may not approve of.

     

    If these problems were addressed in a more systematic way, then we wouldn't have to be talking about this. Now the problems I am referring to are the endless Grind and absurdly weighted RNG that WarFrame has, that's what needs to be fixed to be more fair to the players. To be more rewarding to those who continue to play the game, to those who stay in a mission nearly for an hour trying to get that one part only to have the weighted RNG not give them a good chance of getting it. The weighted RNG is a massive issue that infuriates players, it does not help with the experience. (I'M LOOKING AT YOU! SHELDON!)

     

    Don't nerf the tools the players use, actually make the experience of playing the game more enjoyable so that the players are more exploring in their gameplays, rather than just finding the fastest way to overcome the massive grind walls you place before them.

     

    Treat the core of the problem, not the symptoms of it, nor the ways players try to cure that core issue. That core is the insane amount of Walls placed before the players, it doesn't incentivize them to buy plat to overcome it, it tells them to find another game for them to enjoy. It's a simply psychological obstacle, and overlooking it will just create more problems in the future.

     

    Edit: People will just resort to other tactics to get the rewards, and whatever DE does to the toolsit won't change that mentality. But, if they actually treat the core issue, which is the insurmountable grind, then things can actually improve.

     

    However, I do agree that Greedy Pull had its benefits and detriments, and was in need of some tweaks.

     

    On the Energy System though...I don't know if I would agree on that, as many others have stated why the would not.

  5. My question is how are you going to make them more tactical when abilities will perma-stun them and wipe them from the face of the Earth before they even get a chance to shoot?

    Units like the Reworked Nullifiers, instances like the reworked Teleport Grineer Commander, changes to the Infested Chargers at higher levels, are good examples.

     

    The solution, in my mind, would be two fold.

     

    Vaughan and I used to go at it on what should happen to powers, but I came to an understanding that certain powers could do with some changes, rather than nerfs.

     

    For instance, the reworked Excal Exalted Blade, the reworked Nova Molecular Prime, are great examples at how a powerful ability retains it potency, but the mechanics allow for more skilled play and interesting modification variations. In that sense, I wouldn't be opposed to such changes occurring with other powers such as Miasma and Peacemaker, abilities that the community finds contention in due to the stationary game play that some detest.

     

    Alterations to such powers to make them more interactive, synergistic to their WarFrame kit, player controlled, while still retaining their potency, are changes that we should be looking to, not nerfs. Nerfs don't solve the issue, that just means that players will find the next best thing after the nerf, and the cycle will continue.

     

    At that same accord, implementing changes to enemies stated in the OP would allow for more tactical encounters that become more intrinsically memorable for the players to increase replay ability.

     

    Let me give you an example:

     

    Let's look at Miasma, an ability of contention in the community. Similar to other reworks and changes, I propose mechanical changes to Miasma in multiple different ways:

     

    1. Miasma is now a growing cloud expanding from the casting Saryn. Unlike Novas reworked Molecular Prime, the cloud expands to envelop the environment, rather than go straight through. In other words, enemies behind cover would be afflicted as the cloud passes over and around the cover, or that doors would be the gateway for the cloud to seep through, rather than straight through a wall directly as Molecular Prime does. The effectiveness may not be directly through terrain, as Molecular Prime does, but it makes up for that by being able to stay present on the field with duration.

     

    2. The range, and expansion rate of the cloud is dependent on Ability Range.

     

    3. The length of time that the Miasma stays on the field of battle, and is inflicted on units is affected by Duration mods. Duration of the proc refreshes so long as the enemy unit stays within the affected area, but does not stack. When enemy units leave the miasmic cloud, the duration of the proc timer no longer refreshes, and the affects wear off at the end of the proc duration.

     

    4. Power Strength now affects how much damage is afflicted on enemy units per tick. In essence, the longer the duration, the more ticks of damage the miasmic cloud would do.

     

    5. The clouds presence on the field distorts enemy accuracy when shooting into/out of the cloud by 50%.

     

    6. To ensure players do not lose view, adding in the obstruction removal mechanic applied to Nekros' Shadows of the Dead and Mirages Hall of Mirrors, while in tandem adding in the transparency of the most recent iteration of Snow Globe would be paramount.

     

    Thus, Miasma now synergizes well with the rest of her duration based kit, acts as a powerful area lockdown ability with damage over time, but not so much as an AoE nuke as we see it now. Its scale ability comes from the accuracy losses, and acts as a useful boon for many play styles associated with her.

     

    In tandem, applying the changes to enemy units as proposed in this thread would allow for some interesting tactical situations that has the player think a bit more on how to approach a situation, but it does not remove their power. In addition, enemies now have tools that they can use on the battlefield to better reflect player progression and offers more immersive replay ability on the battlefield.

     

    Scorpions now would have time to react, as they now can ripline into the environment and away from the expanding Miasma cloud before it hits them. However, other units would not be so lucky. Grineer Commanders can teleport, but without being high enough leveled, they'll be saving themselves, rather than an entire squad. For the Corpus, the reworked Nullifiers could deploy their Guardian shields and thus, create a safe zone for their allies. Infested Units could climb the environment, and so forth.

     

    Thus, our powers remain very powerful tools, and in tandem our enemies become far more interesting to fight when it comes to different encounters.

     

    What do you think?

  6. It never is. you need several to get a point across in ANY situation, regardless of what side of the fence you are on.

     

     

    How so? How have you found him to be broken? What is your experience with this frame?

     

     

    No, it isnt.

    Take what everyone said about Trinity, Nova, Mesa, Mag, and Ember. The outcry of players that did NOT possess the frame, (and with it, the perspective of the other side of the argument) yelled and complained until each aforementioned frame suffered terrible overbalancing.

     

    For Example:

    Trinity

    Everyone QQ'd about how they where just "enjoying their game" all nice and awesome while queued for public, and then a Duration-Blessing trinity came in and made them invincible for forever. And they where sad, because they couldnt die.

     

    This caused so many aspects of the frame to get balanced, nerf, rebalanced, nerfed again, then shoved to the side to make room for Oberon.

     

    The primary source of the people outcrying against 'Legacy Trinity', where people not in possession of the warframe itself. And as such, never utilized it in a high-risk-high-reward levels of gameplay (back then, 30 minute survivals)

     

    To bring forth an argument that X should be gone. One must have experienced X in as many forms as possible. Having a singular View on a subject, narrows one's mind (and consequently debate points).

     

    After you have experienced it, then state why you still feel whatever way you do.

     

     

    Same thing for Loki.

     

    Players that complain about Loki's very existance either:

    A) Suffered the deadly Switch-Trollerport (which sucks, as there is no anti-troll mechanic like Limbo)

    or

    B) Feel themselves trivialized because the Loki player is doing what loki does best: Controlling the battlefield.

     

    The frame is designed to direct enemy aggro (with decoy), isolate problematic high-threat enemies (with invisibility's stealth damage bonus, or switch teleport), Rescue allies (again, invisibility), pick off targets without putting himself in danger (combination of Decoy and invisibility), and reduce a possible Team-Killing amount of bullets to a manageble platoon of enemy meleeheads.

     

    Losing guns doesn't make them dangerous, In the Law of Retribution, a heavy Grinneer's shockstick can one-shot most squish-frames. ALL enemy damage scales with their level, the disco-party-stick can very quickly become the Prod-Rod of Doom in high-level endgame content.

     

     

     

    Loki's main strength, and what sets him apart from "Make it Dead" frames, is that all of his abilities are useful at ALL levels of gameplay. It doesnt matter if you are only MS1 and still rocking the damaged mods, Loki is useful. And after MS15, when you have all of the corrupted mods and you are Farming NIghtmare Trials, he is STILL useful.

     

    All other frame's have a damage falloff due to them being damaged-based.

     

    Loki is one of 3 utility Frames, frames designed to control the battlefield firstly, and deal damage secondly. Their ability to control the battlefield is what makes them seem overpowered and broken. But the true thing behind that is the ingenuity of the player playing them.

     

    Yes, each of these frames can possible solo high-level content with the right build, but again... with the right build. This is after hours upon hours of farming content for the right mods and then leveling them. Sure you can skip the grind with plat, but thats what the paywall (or tradewall) is for in the first place.

     

    Their balance is that they are hard to use on their own, as each requires you to have a very solid and powerful Load Out in order to survive any Endless Mission type.

     

    Other frames, such as Ash, Excalibur, Frost, dont need to rely on their kit nearly as much to kill things.

     

    If Loki loses his current strengths he will be useless at all levels of gameplay, and then you reduce a warframe and a prime to mere mastery-fodder.

    You, I like you, +1!

     

    If anything, our other frames should strive to have such effectiveness, at all levels of play. Allowing all frames to Scale throughout content would be a far better route to nerfing one of the scale able frames in the game.

  7. Its one idea, but the problem isn't inherently the loot system in itself.

    The issue is that there is, well, nothing to actually do with said loot.

    Its very easy to reach the "end" of WF and be stuck in a loop of grinding for the sake of hollow goals (like mastery) that don't actually mean anything.

    At the same time though, its hard for DE to lessen grind because it is in a sense one of the only ways they can encourage the spending of money and remain F2P.

    That being said, I'm very glad that things like cosmetics etc seem to be predominant source of income for DE.

     

    This might be more satisfying, but it wont solve the problem at the end of the day, that being achieving balance between time and effort, encouraging spending, and fun.

    Theres not much point in making loot drops more satisfying if we still have nothing to work towards.

    Once you hit vet status, doing the same missions over and over again for mastery is very dull.

     

    Don't get me wrong, I love WF, but ultimately the biggest issue isn't the grind or RNG, its the lack of anything to aspire to or achieve.

    Wow, I had a big realization because of this, thank you.

  8. I don't see the point of reworking AI when all we're going to do is spam our abilities on them anyway. IMO Abilities definitely need a rework long before AI is touched.

     

    Any 'challenging' enemy under the current system would have to be somehow resistent or immune to abilities, which is counter-intuitive because you think you'd save your abilities for taking down the big baddie, not the mobs of feeders

    If you want to continue on that strand, trust me this isn't the thread for you. Look at the previous responses to that line of though on previous pages.

     

    I don't feel powers are a problem, and the point of these changes aren't to make enemies our equals, it is simply to make the encounters with them more tactical and interesting, and to reinforce player progress through enemy unit progression.

  9. I still think the best way to control ability spam is to give powers a stamina cost in addition to an energy cost. This can force players to take pauses in order to regenerate stamina as well as add value to mods like Marathon and Quick Rest.

    This won't work until stamina costs are removed from movement which is happening soon.

    You do realize that Stamina itself is being completely removed, so tying anything to stamina makes no sense.

  10. The abilities intent are not determined by the player, but the devs, the player could find an unconventional way to use them, but that is not a part of the original desing, this happens in many videogames. here in warframe we have the coptering example (yes its not an ability im just putting an example)

    True, but all powers that were created herein were created so by design of DE themselves. That includes massive usage that we see now. Corrupted's are not anything new, DE has implemented them in a great while. They intended for these powers to be used, either heavily or with tact, it's entirely up to the players to do so. That's the freedom of WarFrame, we are given the tools that DE has designed, but how we use those tools is entirely up to us.

  11.  

    this is in my op in case you skip it

     

    3) HEAVY ENERGY DRAIN CHANNELED ABILITIES MAY NEED SOME REDUCED DRAIN (DEPENDS ON THE ABILITY)
     
    4) SOME ABILITIES THAT ARE INTENDED TO BE SPAMMED SHOULD HAVE A REDUCED ENERGY COST BY DEFAULT

     

    Well, that's the thing. The intent itself is different from player to player, and thus is where the grey areas come into play.

     

    Currently, the system allows for players to have the freedom to mod however they wish, and play however they wish. In this change, it challenges that and tells players that they shouldn't have the freedom that they should.

     

    And, not all Frames rely on heavy efficiency builds. Chroma builds, Loki extended duration invisibility builds, Nova builds, and many other frames as well. I will admit that my Offensive Frost build does rely on it, as using Ice Wave, Avalanche, and Freeze on conjunction allows for some good battlefield control, even if it isn't the best in higher levels.

     

    Currently the system works to allow for player freedom, and that isn't a bad thing.

     

    May I ask, what abilities specifically bother you? Or what Frames? Or is it just the entire freedom system in general to use powers or mod them however players wish?

     

    Unfortunately, that isn't the case. Haven't you ever ended up in a run where you kill two dozen enemies and get maybe half a bar's worth of orbs? Just like opening every locker on the map and getting one health orb when you're sitting at 15HP. Energy acquisition is either "use Trinity exclusively as a mobile battery", "pay resources for an enormous stack of pancakes", "slow trickle with Limbo/ES", or "pray to RNGesus for just one more blue ball".

     

    Try playing with zero efficiency modding, too, like the good old days of being too new to have even a Streamline. Compare to running 175% efficiency. Either your ult is rarer than a Grineer Manic, or it's so easy to spam you can just keep mashing the button - more so if you have Flow and a stack of pancakes. I've tried running Rhino with no efficiency and actually attempting to use Charge in a practical way. It's not fun. I also can't think of any frames, except for Trinity and maybe Volt Prime, that don't need to run efficiency to actually use abilities in a timely manner.

    Is that not an issue with energy acquisition then? I understand the OP suggests changing such a system, but such changes would need to be made in an organic space, with many variables between player interactions with the game itself being taken into account. A unilateral "kill = this much energy" system may not be the best way to approach it, as frames like Trinity, Loki and Limbo don't rely solely on kills to get their jobs done.

     

    I do have builds like that, haha, and I have fun with those! Frames like extended duration Loki, Slo-Va, Limbo as well, Ash, Valkyr extended duration, and many more. There are a multitude of high end builds that do not rely on efficiency, and that isn't a bad thing. If anything, I can see where people have issues with what they call "4 spam", I take it it's cases like Miasma and Peacemaker? I would think the better solution would be to rework those abilities to make them just as effective as before, but also integrate some player activity and skill as well, to ensure that players find the enjoyment they want from the ability, it is still just as effective, and the power is controlled by the players themselves.

  12. The current energy system is actually fine, in my opinion anyways. It allows for the freedom to use powers whenever a player wishes and powers are available to them.

     

    To be honest, it feels as though most players have problems with certain frames and certain powers, not the system itself, yet they shoot at the system itself.

     

    If that's the case, then create feedback threads on those frames, rather than ask for an entire system change that affects not just the players and Frames you distaste, but the entirety of the player base.

  13. I think they will maybe going to add augment slots to every ability after all abilities get 2 augments, so you will need oto chose ne from two augments on every ability. 

    I hope they add this as well, to add variety into power usage and specialize into different play styles.

  14. Corrupted Ancients just had their spawn rate dropped, and things are much better following the change.

     

    I would consider the damage reduction issue with Ancients resolved, for now at least. - I speak of Defense missions, I have not tested Survival extensively yet.

     

     

    (Still, that grapple sucks...)

    Ugh, tell me about it. Feels kind of sucky when they grapple you. I wouldn't mind if they had some kind of tentacle mechanic, but it has to be at least avoidable by the players.

  15. We need something to grind for. A goal of some sort, an ideal to aspire to. Syndicates can have a hand in this, I believe.

    So long as that Grind is intrinsically enjoyable and rewarding on the way, so as to ensure that it's also about the journey, not just the destination, is key, I feel.

  16. I know what you mean. Personally, I'd love to customize weapons with scopes, underbarrel attachments, grips etc. I didn't include that in the OP because they would require lots of work (they need to fit thematically e.g. prime, and non-prime versions), but as you say it can be introduced over time.  

    Exactly!

     

    The more weapon variety and mod variety we have, the more variety of play styles we can see on the battlefield.

     

    On the topic of enemies, what about stuff like this to help with progression and immersion? :

     

    Grineer:

    Faction Ideology Overall:

    As the Grineer represent the only actually militant force in our WarFrame universe, I hope to impress that upon the player by not only giving feedback on the individual units that we face, but also the tactics to which the player sees our enemy units moving. For the Grineer, the obvious tactical ideology that this faction would have would be a focus of Squad composition and strategy, similar to what we have in today's military. Specific units for specific tasks, while also providing a hierarchical ladder similar to their cultural reverence of The Queens. Status is reflected by rank, and those above are more mechanically diversified and potent than their underlings. These higher units (i.e. Grineer Commander, Grineer Bombard, Grineer Heavy Gunner) would reflect their rank by presence and mechanical variation, while also coordinating (in appearance) the rest of their squad through telegraphs like a hand signal, or verbal commands that their squad units respond to and act accordingly with.

    Grineer Scorpions:

    Levels 1-15 Scorpions is what we have now.

    Levels 16-30 Scorpions are able to block bullets/roll out of the way of incoming skillshot/ranged abilities and bullets. This gives the Scorpion some survive ability as it's one of the few units bringing a sword to a laser gun fight. Also allows the Scorpion some added defense in melee combat as well.

    Levels 31-45 Scorpions now have a stance for their Machete to better utilize their weapon. Thus, the Scorpions can actually go into hand to hand combat with the power and technique befitting of one of the Grineer's few melee units, and one of the higher units at that.

    Levels 46-60 Scorpions have the ability to shoot their grappling hooks into terrain, thus allowing them to use the environment vertically and fly around/across the battlefield. This could also allow them to resist knockback effects by shooting their grappling hooks into the ground to resist it. Or avoid such abilities completely by grapple hooking out of the way of the incoming ability.

    Levels 61-80 Scorpions attain the ability to walk on walls through hooks on their prosthetic feet (or maybe just changing their feet with mechanical claws, sorry for making more work for the animations and model department!). Freeing up their hands to combat wall running Tenno, Infested Units, and also their hooks.

    Levels 80+ Scorpions now have another sword, thus giving them dual wield capabilities, in addition to using their feet as grappling hooks, as they've been given more hooks to use. This change makes them a very mobile and powerful unit on the battlefield.

    As a note, giving the Scorpions a telegraph such as a more audible and unique sound effect when firing hooks, or walking on wall/ceiling surfaces, would be a good idea. With these units moving in three dimensions and with more varied methods, tracking them on the battlefield would already be cumbersome visually.

    Thus, we have challenge from content that is not just a rehash of the content that we have, but an expansion of this content by giving content better mechanics as their levels go up.

    Veteran players actually face a challenge, rather than just more bullet sponges. We have a greater dynamic in end-game, and our enemies become far more interesting to fight

    Grineer Heavy Gunners:

    Levels 1-20 is how we see them now. To ensure that beginner players and lower planet content aren't too overwhelmed.

    Levels 21-35 gives them the ability to use their AoE ability to stop knock back abilities. Thus giving Heavy Gunners the ability to resist some CC, but also use current assets for an expanded function.

    Levels 36-50 allows them to deploy a stationary shield (much like the Grineer Shield Lancer) to use as a defensive measure. With this defensive measure added, the Heavy Gunners can better pose a threat to us as a "heavy unit" on the field, outside of a health stat/armor increase.

    Levels 51-65 provides them the use of a secondary weapon/melee weapon (stance added). Holstered, of course, but usable weapons should the AI decide to spice up the weapon variety and fight us with more than just a regular gun. Adding in a melee weapon also creates some interesting situations in close ranged combat, or when enemies are disarmed.

    Levels 65-79 gives them the ability to dual wield a Melee and a primary/secondary. Essentially approaching the end-tier of Raids, this change makes heavy gunners a clear threat on the battlefield, and something that players should deal with quickly. They become a force to be reckoned with, but one that can still be overcome.

    Levels 80+, in this case I'm pondering replacing the Heavy Gunners with a weaker variant of Lech Krill, minus the invulnerability and RNG phases. Essentially something of a second in command squad unit to Lech Krill. As their presence would primarily be in Raids, their presence in the highest levels of Grineer content would (I hope) justify their presence here.

    Grineer Commander:

    For the Commander Unit, a change to his status would be adding in a mechanic similar to what we have with Rhino's Roar. Dubbed the Command Ability (or what have you), this emphasizes the Commander unit as the head of the squad and a top priority for enemy units to deal with. Having the ability be limited to one cast per twenty seconds might be a good idea, to ensure that this ability isn't overwhelming to newer players, nor veterans as the enemy unit scales later into content.

    Levels 1-15 gives them the ability to use a Command ability to empower nearby allies. As a commanding unit on the battlefield, this helps to increase the effectiveness of the Commander, and fits his role aesthetically. Similar to Rhino's Roar, this ability could give a telegraph akin to Roar's effect, only now emanating off of the enemy units, rather than Tenno allies. The Commander himself could telegraph this by an entire body animation and audible cue.

    Levels 16-30 allows the Grineer Commander to teleport a group of allied units with him upon utilizing his teleportation ability. Essentially becoming a squad leader, the commander can now better fit his role as the head unit. Repositioning Grineer troops and displacing enemy units can be a dangerous combination on the battlefield, and now the Commander is more of a unit to prioritize in battle as well.

    Levels 31-45 The Command ability now has a chance (50%?) to remove procs placed on allied units. Adding in this change allows the Commander to assist the squad with removing debuffs. Similar to how field commanders in the military have to boost allied morale and empower their troops, this could be a useful trait for the Commander to have in later content.

    Levels 46-60 gives the Grineer Commander heavier armor, and allows the Command ability to have a chance of increasing the level of allied units in the area. Grineer Commanders now also have a melee weapon on their person (complete with stance).

    Levels 60-80 Commanders have an additional melee weapon and can deploy a Grineer Regulator. Used in synergy, they can create very difficult situations for Tenno to deal with. This changes allows the Commander to focus more on attacking enemy units and coordinating the squad, whereas the Regulator can perform the more auxiliary military functions.

    Levels 80+ Commanders can now Teleport to another allied unit, rather than solely displacing an enemy unit. This allows the Grineer Commander to truly move squads wherever the Grineer need them most. Their repositioning could turn the tide of battle in favour of the Grineer, or directly to the enemy, if the Commander is not wary of crafty Tenno.

    These changes help to make the Grineer Commander an actual Commander on the battlefield. Leading his troops and heading the charge against foes. Even in later content, if a Tenno can predict where the Commander would move his squad, they could essentially wipe out two whole squads or the majority of one in one fell swoop.

    Grineer Regulator:

    One of the very few support class units we see on the field for the Grineer, this rework is in the hopes of ensuring that this units presence is appreciated and felt by allied units, while becoming a more prioritized target for enemy units to dispatch before it becomes a noticeable threat.

    Levels 1-20 Regulators are the units that we currently see on the battlefield.

    Levels 11-20 Regulators emit a radial pulse every 10 seconds, which has a chance to knock down enemy units. Providing a bit of CC to the Grineer, the Regulators use now expands outside of just an enemy damage buff and UI jammer. This small addition allows players to identify the position of the Regulator in a more obvious way as well, as some issues occur with locating the Regulator in certain WarFrame maps. The radius of the pulse may be kept to 10 meters, for the sake of it not becoming too powerful in such an early stage.

    Levels 21-30 Regulators increase the buffs given to allied units. Regulators are also equipped with shields similar to the Grineer Shield Lancer to provide extra defense on the battlefield. This helps to provide some survive ability to the Regulator while also emphasizing their support role.

    Levels 31-40 Regulators have a chance to remove the procs applied to allied units upon its pulse. Pulse intervals are reduced to 8 seconds. Similar to what the reworked Nullifiers can do for allied units, this change helps to remedy the allied units around the Regulators, another added layer of defense and support.

    Levels 41-50 Regulators can now move freely through the battlefield and can utilize a short ranged teleport to escape/reposition every 10 seconds. This change, in tandem with a Grineer Commander's reworked teleport ability, allows the Regulator to move from squad to squad on the battlefield and support groups in different positions.

    Levels 51-60 have Regulators with increased speed, and pulse intervals are reduced to 5 seconds, with increased radius. Covering a larger area with pulses and moving between squads, Regulators can now support more than just a squad in this instance, but also a larger platoon as well.

    These changes help to make the Regulator a more useful unit on the battlefield, and helps them to become a very strong support to the allies around it. Rather than just a damage increase and enemy UI jammer, it now becomes something that Tenno can audibly hear and prioritize accordingly on the battlefield.

    Grineer Eviscerator (Frontier and Arid):

    The Grineer Eviscerator is a unit that presents an interesting encounter where, if hit by a saw disc, more often than not players find themselves hit with the slash proc, often stacking as the Eviscerator unleashes more volleys of saw discs at the player. The feedback proposed for the Grineer Eviscerator is in the hopes of making the slash procs less of an occurrence, while also making the Eviscerator a heavy hitter, should it land a shot.

    Levels 1-15 Eviscerators now fire at 50% their current fire rate. This change is to ensure that newer players aren’t overwhelmed with a volley of saw discs.

    Levels 16-30 Eviscerators now have an increase of 25% fire rate, along with a 25% increase of ricochets to help give the Eviserators more precedence on the battlefield.

    Levels 31-45 Eviscerators now have the Brakk as a possible weapon to use in battle. As the Eviscerators were a unit with presence during the Gradivus Dilemma, having them carry a stock version Brakk weapon would be an interesting way to reintroduce the weapon to Grineer troops and introduce this weapons capabilities to newer players.

    Levels 46-60 Eviscerators now can charge their shots to fire in concession. Essentially unloading their entire clip, this helps the Eviscerator become a massive threat, should it charge the shot completely. Consequentially, the charge time for this massive volley would be around 3 seconds, to ensure players have a time to react. (This would be given a telegraph of the Eviscerator standing in place to charge the shot. Additionally, an audio cue should be added to ensure players are notified of the incoming charged shot and the general direction, to allow them to respond accordingly.)

    Levels 61-80 Eviscerators now have the Atterax as a possible weapon to use in battle, complete with a Grineer Stance. Befitting an enemy using a saw disc launcher, the Atterax is a great complementary weapon choice to slash enemies apart while also keeping a distance.

    Levels 80+ Eviscerators have the ability to split shot their saw discs. This lowers their accuracy, but increases the bounce chance of saw discs being able to hit targets through ricochets. (This cannot be used in tandem with a charged shot.)

    With the changes to the Eviscerator, they go from an enemy unit that annoys players through extremely fast shots to being a threat on the battlefield to be feared, but able to be overcome. Their growth over time emphasizes their use of the miter and other weapons that have slashing as their mainstay, while also giving them secondary and melee weapons to help diversify their weapon usage.

    *A reminder that miter shots can be deflected using melee blocking, even in their current iteration. A creative melee block could yield some interesting results on the battlefield, Tenno ;)

    Corpus:

    Faction Composition Overall:

    The focus for the Corpus review is to emphasize the "endless automatons" that Darvo reveals the Corpus have in their arsenal. Comprising the bulk of the Corpus army will be the robotics, even going as far as changing some commoner units we have currently into robotics, and expanding the robotics in the Corpus faction. This increase in robotic enemies and decrease in more humanoid enemies helps to make the Corpus more distinct not only in appearance and weaponry from the Grineer, but also their tactical overview and army composition as well.

    Faction Ideology Overall:

    The Corpus Ideology will focus on AI tactics, rather than squad movements and composition like the Grineer rework proposes. This makes distinct the Corpus' AI network being sophisticated, while putting profit as the paramount paradigm. More deliberation on this topic will be added as the idea is fleshed out.

    Corpus Crewmen:

    Levels 1-10 is how we see them now.

    Levels 11-20 gives them increased fire rate. Slight progression from before, to help them deal damage quicker as the difficulty increases.

    Levels 21-30 allows for use of multi-elemental grenades (that only detonate with one element). Thus, the Crewmen receive an interesting tool that can be useful for engagements and helps to make this grunt unit more useful. Having a UI displaying when and where a grenade is in the vicinity of the player would be key, in this case.

    Levels 31-40 provides the use of more accurate weaponry, although it is now burst fire to conserve ammo. Higher accuracy, but lower ammo consumption effectively makes the Crewmen a better shot with more chances to land, as they don't expend their clips as quickly.

    Levels 41-50+ gives them a melee weapon to use in close combat (stance added and allows them to block). Now they can fight players in close combat with more than just aiming up their guns at our faces, but actually present a duel or ninja-esque battle to players who decide to go into melee mode or sword alone. This also helps with weapon variety of enemies if these enemies are disarmed or choose to go into melee mode.

    Corpus Nullifiers:

    The idea behind the Nullifiers was a very interesting one, and one that could seriously alter the dynamic of the game, but as it stands, the Nullifiers act more so to limit player weapon choice, rather than hard-stop our powers solely. As such, my feedback for the Nullifiers is that they need a bit of a rework, to help them actually do their job equally of stopping our powers, but not limiting player play style, both with powers and with weapons.

    Firstly, let's rename the Corpus Nullifiers Corpus Guardians. The mechanics of the Guardian unit is that it deploys a stationary 180 degree shield arc that protects all units behind it from CC/Utility effects and damage that is incoming from the direction it is facing. Think of it as a larger version of Alad V's thrown down shield during his Mutalist Boss Fight. Removing the limit on the amount of damage able to be done to the shield, but also upping its base HP, gives it a strong resistance to our powers, but does not limit our weapon variety. Additionally, any Corpus weaponry fired out of the shield receives a small damage bonus. (Tenno may also utilize this boost, should they be carrying Corpus weaponry).

    Thus, the Guardian acts as protection for the Corpus against our powers, but does not hinder our weapon choice.

    Players can now either tough it out in front of the shield against the enemy squads and fire upon it/use their powers until it falls. Or they can use their abilities and/or parkour skills to vault over/around the shield to kill the units taking cover behind it. The Guardian is now a unit that is useful and interesting to fight, but does not outright remove self-cast powers like Iron Skin or Hysteria, as the shield protects the occupants from outside interference/damage, but it does not remove them.

    Scaling for the reworked Nullifier are as follows:

    Levels 1-15 gives units behind it immunity to CC/Utility and damage incoming from the direction the shield is facing. It's somewhat like how we have them now, but with the bubble cut in half to ensure players still have to deal with a large enemy AoE ward, but it doesn't outright gimp multiple play styles.

    Levels 16-30 gives a higher increase to damage for Corpus weaponry fired outwards from the shield. Beneficial and synergetic with the Corpus army, this change allows the Guardian to be a great asset on the battlefield for those who have Corpus weaponry equipped, Tenno included.

    Levels 31-45 gives the Guardian the ability to remove procs from units entering into, or already within, its defensive radius. Bolstering its essence as a defensive ward, this change allows the Guardian to further support the units it protects.

    Levels 46-60 allows the Guardian's shield to deflect incoming fire/powers in a random direction dictated by RNG. Somewhat of a buffer for the Guardian, it adds a bit more defense to the EHP of the shield, thus allowing for a short extension of defense for the units behind it. However, outside units beware, the ricochets might prove deadly.

    Levels 60-80 allows the Guardian to absorb a portion of incoming damage and converts it into health (max 10% of incoming damage). The added defense could be telegraphed by the shield brightening or shimmering (for our color blind friends), thus visually showing an added protective measure present on the reworked Nullifier.

    Levels 80+ Guardians can now be moved by a console at the center of the half circle shield. Essentially making the Nullifier a moving tank/castle, by this time the Guardian shields are Raid worthy, and this added mechanic adds a powerful way to make the Guardians a moving fortress, for anyone who can surmise to use them. (Essentially a Tenno Squad could use the Guardian as moving cover as well, should they be able to deal with the threats within the shield).

    The reworked Nullifier now becomes a potent tool to stopping our powers, but not so limiting as to how to deal with the threat. In addition, it functions as a useful tool for any who can surmise how to use it once it is deployed.

    Sniper Crewmen:

    As the primary long range Corpus unit that is not a Moa, I would hope to increase the efficacy of the Corpus Sniper as a ranged unit, but also provide it with some interesting mechanics. To assist with the scaling and identification of a Sniper Crewmen on the field, adding in a laser sight to signal where the Crewmen is aiming would help make their unit known on the field, but not overly powered against newer players.

    Levels 1-10 remain as we see them now, with the added laser to help newer players identify where the Sniper Crewmen is perched.

    Levels 11-20 gives the sniper unit a deployable Shockwave Moa to help with defense, should an enemy unit come into close range. An added measure to ensure that the Sniper can hold their ground should enemy units be able to push past the bulk of the Corpus squad.

    Levels 21-30 gives the Sniper Crewmen a melee and secondary weapon to utilize, as the need arises. Although this change may come at a lower level than other units, their general squishiness and ranged nature makes this change less felt, but also more unique should encounters in close combat arise.

    Levels 31-40 increases the fire rate of the Sniper Crewmen's Lanka by 25% to help with eliminating enemy threats more quickly, in addition to increasing accuracy by 25%. Emphasizing the role of a Sniper, a specialization of such a sort can help to individualize this unit in higher levels.

    Levels 41-50+ allows the Sniper Crewmen to deploy a weaker version of Alad V's Mutalist shield. This shield also functions similarly to how the Corpus Guardian (Reworked Corpus Nullifier) Shield functions. Having this be used can help the Sniper Crewmen to set up a fortified sniping position away and back from the main Corpus force, and pose a threat to units as they proceed to advance through the battlefield, while also providing cover for Corpus squads on the offensive or retreating.

    These changes would hopefully allow the Sniper Crewmen to become a felt force on the battle field and be more individualized when it comes to encounters. Their added nature as offensively strong enemy units with slight defenses emphasizes ranged play, while not discounting that they can make a quick escape with the deployment of a Shockwave MOA or hold their ground with their shield.

    Infested:

    Faction Ideology Overall:

    With an emphasis of a "horde" mentality, the following has been suggested by Deus_X_Machina to help and outline the Faction style to which the overall Infested group would permeate. These points will be expanded and implemented into the Infested Units as they are looked at for expansions within this thread:

    - Walls start to get used

    - The ceiling is used

    - Spawning / travelling in ceiling vents could exist for smaller infested

    - more spreadout pattern for headon attacking infested

    - more durable units running in front of the squishier ones that deal more damage

    - cutting off routes

    - targeted surrounding of one Tenno

    - targeted cornering of Tennos

    - seperating Tennos (driving a wedge between them and trying to lead them apart for example)

    - Infested could crawl over each other to reach a target (get surrounded in 3d)

    Infested Crawler

    Levels 1-10 standard Crawler Unit.

    Levels 11-20 Crawlers now move 10% faster while in a toxin cloud. This promotes synergy with the Mutalist Osprey unit, as now the Osprey can drop the Crawler, and the Crawler may now use the Toxin Cloud as a type of steroid or accelerant.

    Levels 21-30 Crawlers now have the ability to change elemental status' if inflicted with certain base elemental damage. This makes them an interesting threat, as they can now be infused with different elemental damage types against enemy units.

    Levels 31-40 Crawlers may now latch onto players and hold them in position. Thus, this allows other Infested units to swarm players, as any good mindless horde would.

    Levels 41-50+ Crawlers are now able to become Bloated Crawlers. In other words, they are able to be lifted and hurled by large Infested Units, such as the Healers, at a location. Upon landing on an area, they explode after three seconds, releasing a small radial blast of whatever element they were before detonation. During this charge up, players can attack the crawler with guns or powers to destroy them and ensure that no AoE damage occurs, or hit the Crawler with melee to push them away from the area. Aiming a Bloated Crawler is simple, just face your crosshairs to an area and hit it to launch it.

    The final change to higher leveled Crawlers turns them into a very useful tool on the battlefield for both the Infested and their enemies. They become a dregs level unit with some interesting mechanics, but ultimately aren't too crazy to merit immediate attention unless they become Bloated.

    Infested Charger:

    Levels 1-10 retain the current unit characteristics.

    Levels 11-20 Chargers gain the ability to dodge incoming attacks by rolling sideways or hopping backwards. This gives Chargers a few more tactical options in fights, without making them far too agile to still be counted among the most common of the Infested units.

    Levels 21-30 Chargers can mutate for a short time and experience an adrenaline rush, allowing them to charge at enemy units faster and strike at an increased attack speed (1.5 normal attack speed). This mechanic allows the Chargers to actually charge at enemy units, giving their namesake some weight.

    Levels 31-40 Chargers can now burrow into the environment. As enemy units approach, Chargers can spring from their holes and attack enemy units. Adds a bit of a scare factor to the unit and allows them to be tactical in their approach.

    Levels 41-50+ Chargers now are able to climb and run along walls and ceilings. Adding verticality and versatility into their arsenal further, this helps to expand the ways Chargers can spawn in and reach players while also giving an interesting tactic to help accentuate the horde mentality that the Infested permeate.

    Orokin:

    Corrupted Bombard:

    The bane of many a player's Void expeditions, the hopes of this rework is to make the Corrupted Bombards still a force to be reckoned with on the battlefield, but not so detesting as they are now. The following changes are to continue the feeling of the Bombards being a priority target, while also giving the surrounding units around them the cadence of presence that the Corrupted Bombards are on the field. In that spirit, allowing the Bombard Missiles to also harm allied units, along with enemy units, is a change I would propose from the outset. As self explosives like the Penta can damage a player if they use it, I hope this mechanic also creates some interesting situations for both the Tenno and allies of the Corrupted Bombard.

    Levels 1-15 Bombards now have their fire rates reduced to 50%, with missiles travel speed and armor reduced to 75% their current rate. As their presence and armor values already make them a formidable force on the battlefield, slight reduction to armor is to help them become less bullet sponges as they are now. This change is to allow first timers who visit the Void to realize the strength of the Bombard's weaponry, but not overwhelmed by the constant knock downs and AoE attacks that the missiles are notorious for.

    Levels 16-30 Bombards can now deploy an Orokin drone for defensive measure of allied units. The Orokin Drones now hover slightly higher than they had before. This added safety precaution is to ensure that drones are not directly damaged by the Bombards' AoE blasts from missiles, and the next upcoming changes.

    Levels 31-45 Bombards now have a unique grenade mechanic added to them. These grenades are similar to the Bombard Missiles in that they have a slight AoE. However, instead of knocking down players, these grenades knocks them up into the air. Similar to the newly released Tonkor weapon, this gives the Bombard the ability to displace enemy units. However, similar to the Tonkor, players still have agency while airborne. These grenades also affect enemy units as well. Think of it like a poor mans Bounce in this case, as now units could be launched airborne.

    Levels 46-60 Bombards now have the Ankyros Prime as a Melee weapon for them to use. As they're the main tanks of the Orokin Corrupted, having them equipped with the Ankyros Prime makes them an interesting to foe to fight in close quarters. Giving them the Ankyros Prime also allows them Knock Back. (not that it is not knockdown, just knock back, to ensure players have agency) (Hats of to those who are Melee enthusiasts, I hope this change is something you'll find challenging!)

    Levels 61-79 Bombards now also have the Bronco Prime as a secondary that they can utilize on the battlefield. A close range hand cannon essentially, this can be used if enemy units come closer into range to the Bombard. In conjunction with the Ankyros Prime, Bombards can Knock Back enemies, should the get too close, and switch to the Bronco Prime for close quarters gun combat.

    Levels 80+ Bombards receive a change in mechanics through an ability called Bombard's Volley. This locks the Bombard in place, however, they have their fire rate doubled (essentially returned to their normal fire rate as we have them now) and gain an increase of armor (125% of their current iteration). (A telegraph such as the Bombard preparing to lock down (an animation of maybe three seconds?) should be implemented to ensure players have time to react before the Bombard let's loose his volley.)

    Overall these changes are to help newer players not be gobsmacked and knocked down repeatedly by the Bombards, but also make them a felt force on the battlefield as the heavy unit of the Corrupted Arsenal. Each change emphasizes impactful gameplay and weaponry, while also creating some interesting situations for players to try and understand and work with on the battlefield.

    For instance, allowing the Bombard to fire his volley may seem like a bad idea, but if a player can utilize the missiles and redirect it towards enemy units, they could essentially create instances where friendly fire would benefit their team by eliminating threats for them. Other instances like the Knock Up mechanic could be used to knock up enemy units that are incoming for melee combat, essentially displacing them instead of agile Tenno adept at the game's parkour.

    Corrupted Ancient Healers:

    This unit has come under fire as of late, and with the recent mechanical additions DE has implemented to the Healer, its complementary units within the Void have more so become an issue that is extremely difficult to deal with. The General feedback given for the Corrupted Healers (that I have seen) focuses on the immense range of the heals, the mechanic of Healers intaking very little damage, and the mitigation of abilities, especially discriminating against certain abilities as well. The hopes of the following feedback is to ensure that the Healer is still a primary support unit for the Corrupted to rely on, but not so game breaking as they are now.

    Base Mechanical Changes:

    Ancient Healers have a few tweaks to their mechanics. A paramount concern is the multiplicative or stacking mechanics occuring with the Corrupted Ancient Healers. In tandem with these changes to follow, rather than allowing the stacking to continue, the damage mitigation should be removed from their lower levels, and the instances of damage mitigation cannot stack as well. This is to ensure that enemy units do not obtain absurd amounts of EHP simply by the presence of more than one Corrupted Ancient Healer.

     

    Instead of an unclear range as to the Ancient Healers at the moment, a set distance of 10 meters would be a good way to gauge their Healing capabilities. Additionally, have the Healers act as an actual healing unit, rather than a straight forward damage reduction tool. Healing surrounding units for 10% of their max health per second might be a good way to go about it. Alternatively, healing units for a percentage of health lost might prove to be a more substantial healing formula. Regardless, either route seems to be a far better alternative than what we have now. 

     

    Healers also now intake damage from the units they are healing, maybe 25% of that damage, to ensure that the surrounding units survive. Also with this change, ensuring that the Healers do have a substantial amount of Health may be required, as now instead of damage mitigation, it's an actual healing mechanic.

     

    Also, changing the Healer's grappling hook into the Infested Healers arm would be a visual improvement, as it is somewhat game breaking to see a Healer launching a Grineer Scorpion's hook to pull us towards them. The recent Lore placed on the Corrupted Ancient Healer may work to disprove that these are Scorpions, after all, as no Grineer unit has the capability to heal in such a manner.

    Visual Tweaks:

    Ultimately, as more Ancient units become Corrupted, the hope is that their visual variations become more prominent to ensure players can discern their differences on the battlefield more clearly. As the models for the Ancient Healer and the Ancient Disruptor are similar, and only visually different in color variation, their model changes when they become Corrupted would better give players visual cues as to which is the Healer, and which is the Disruptor.

    Levels 1-15 Corrupted Ancient Healers hold the mechanics given above, rather than the iteration that they currently possess. These changes ensure that the Healer actually fills the role as a Healer, but does not overwhelm newer players to their mechanical uniqueness.

     

    Levels 16-30 Healers now have an increased rate of damage linking, whereas instead of taking 25% of the damage of surrounding allies, they now take 50% of that damage. Consequentially, 5% of total damage taken is counted as health restored to the Corrupted Ancient Healer, to help give them a scaling HP value in tandem with making them a bit of a beefier unit. The field radius of their healing aura could be expanded to maybe 15 meters as well, to ensure that they can cover a larger radius.

     

    Levels 31-45 Healers now have a pulsating aura, rather than a constant healing aura. With this change, Healers now can heal targets at a faster rate, with 20% of total enemy health restored per pulse, having it be one pulse every three seconds as well. Depending on the number of allied units healed, the Healer receives a percentage of its health back. (i.e. if 10 units are healed, the Healer receives 5% of health back) This turns the Healer into a more formidable support unit, but it also doesn't overwhelm the player with units recovering their health at an absurd amount and pace.

     

    Levels 46-60 Healers can now scale the environment, as most other Infested do in other reworks. A more retroactive change, this helps to make the Corrupted's approach more three dimensional. It also acts as a retroactive change as well, should the Corrupted be expanded with more units that can scale the environment (i.e. the majority of the Infested, and the reworked Grineer Scorpions, should DE decide to Corrupt this unit). Healer Pulses now shorten the duration of procs on allied units by 50%. 

     

    Levels 61-80+ Healers now emit one final pulse upon death that expands to 20 meters, and removes procs applied to allied units within the area. Somewhat of a last stand mechanic, this change emphasizes that the healer is a unit to be dealt with quickly, and hopefully away from other enemy units. The proc removal allows other units to be strengthened by the last stand mechanic this entails, therein fulfilling the role of a healer unit.

     

    Levels 80+ Healers receive a mechanic where, when units are affected by the healing pulse, they now heal 15% of their health over time when outside of the Healer's effective radius, only immediately after being hit with a healing pulse. This change helps to make allied units of the Healer more mobile, rather than dependent on the Healers and sticking around them. Also, Healers can now intake 10% of incoming damage to themselves and translate that into 5% of health increase to units affected by their pulses. Also, this change ensures that the returns to Healer's by units surrounding them aren't so drastic, as they are now.

     

    Overall, these changes ensure that the Healer is a powerful support unit that should be dealt with quickly on the battlefield, but it does not cheapen their encounters with damage mitigation or the stacking of their mitigation affects. They complete their tasks as healers through multiple means, and overall become a stronger unit in higher levels, without having the need for mitigation.

     

     

    As Original Orokin units are added into the game (hopefully), this section may be expanded upon.

     

    Source Thread:

     

    https://forums.warframe.com/index.php?/topic/425117-rework-all-the-enemies-corrupted-ancient-healers/

  17. Never to cooldowns, I'm sorry but those things are just going to slow down the game and punish people who are casters that don't just spam one ability, of which there are many of us.

     

    I think the key here is changing powers to be more interactive, while at the same time expanding enemy mechanics to ensure that they have tools that make encountering them not only more tactical, but also makes it fair to the players to fight them. Things like the Excal changes with Exalted Blade, and how Nova's Molecular Prime was changed to tie to Duration, Range, and Strength. Thus, player effectiveness and powers are not nerfed, however, our enemies have mechanics that make encountering them progressively enjoyable and feels great throughout the gaming experience.

     

    For our enemies, things like these:

     

    Grineer:


    Faction Ideology Overall:


    As the Grineer represent the only actually militant force in our WarFrame universe, I hope to impress that upon the player by not only giving feedback on the individual units that we face, but also the tactics to which the player sees our enemy units moving. For the Grineer, the obvious tactical ideology that this faction would have would be a focus of Squad composition and strategy, similar to what we have in today's military. Specific units for specific tasks, while also providing a hierarchical ladder similar to their cultural reverence of The Queens. Status is reflected by rank, and those above are more mechanically diversified and potent than their underlings. These higher units (i.e. Grineer Commander, Grineer Bombard, Grineer Heavy Gunner) would reflect their rank by presence and mechanical variation, while also coordinating (in appearance) the rest of their squad through telegraphs like a hand signal, or verbal commands that their squad units respond to and act accordingly with.


    Grineer Scorpions:


    Levels 1-15 Scorpions is what we have now.

    Levels 16-30 Scorpions are able to block bullets/roll out of the way of incoming skillshot/ranged abilities and bullets. This gives the Scorpion some survive ability as it's one of the few units bringing a sword to a laser gun fight. Also allows the Scorpion some added defense in melee combat as well.

    Levels 31-45 Scorpions now have a stance for their Machete to better utilize their weapon. Thus, the Scorpions can actually go into hand to hand combat with the power and technique befitting of one of the Grineer's few melee units, and one of the higher units at that.

    Levels 46-60 Scorpions have the ability to shoot their grappling hooks into terrain, thus allowing them to use the environment vertically and fly around/across the battlefield. This could also allow them to resist knockback effects by shooting their grappling hooks into the ground to resist it. Or avoid such abilities completely by grapple hooking out of the way of the incoming ability.

    Levels 61-80 Scorpions attain the ability to walk on walls through hooks on their prosthetic feet (or maybe just changing their feet with mechanical claws, sorry for making more work for the animations and model department!). Freeing up their hands to combat wall running Tenno, Infested Units, and also their hooks.

    Levels 80+ Scorpions now have another sword, thus giving them dual wield capabilities, in addition to using their feet as grappling hooks, as they've been given more hooks to use. This change makes them a very mobile and powerful unit on the battlefield.

    As a note, giving the Scorpions a telegraph such as a more audible and unique sound effect when firing hooks, or walking on wall/ceiling surfaces, would be a good idea. With these units moving in three dimensions and with more varied methods, tracking them on the battlefield would already be cumbersome visually.

    Thus, we have challenge from content that is not just a rehash of the content that we have, but an expansion of this content by giving content better mechanics as their levels go up.

    Veteran players actually face a challenge, rather than just more bullet sponges. We have a greater dynamic in end-game, and our enemies become far more interesting to fight


    Grineer Heavy Gunners:


    Levels 1-20 is how we see them now. To ensure that beginner players and lower planet content aren't too overwhelmed.

    Levels 21-35 gives them the ability to use their AoE ability to stop knock back abilities. Thus giving Heavy Gunners the ability to resist some CC, but also use current assets for an expanded function.

    Levels 36-50 allows them to deploy a stationary shield (much like the Grineer Shield Lancer) to use as a defensive measure. With this defensive measure added, the Heavy Gunners can better pose a threat to us as a "heavy unit" on the field, outside of a health stat/armor increase.

    Levels 51-65 provides them the use of a secondary weapon/melee weapon (stance added). Holstered, of course, but usable weapons should the AI decide to spice up the weapon variety and fight us with more than just a regular gun. Adding in a melee weapon also creates some interesting situations in close ranged combat, or when enemies are disarmed.

    Levels 65-79 gives them the ability to dual wield a Melee and a primary/secondary. Essentially approaching the end-tier of Raids, this change makes heavy gunners a clear threat on the battlefield, and something that players should deal with quickly. They become a force to be reckoned with, but one that can still be overcome.

    Levels 80+, in this case I'm pondering replacing the Heavy Gunners with a weaker variant of Lech Krill, minus the invulnerability and RNG phases. Essentially something of a second in command squad unit to Lech Krill. As their presence would primarily be in Raids, their presence in the highest levels of Grineer content would (I hope) justify their presence here.


    Grineer Commander:


    For the Commander Unit, a change to his status would be adding in a mechanic similar to what we have with Rhino's Roar. Dubbed the Command Ability (or what have you), this emphasizes the Commander unit as the head of the squad and a top priority for enemy units to deal with. Having the ability be limited to one cast per twenty seconds might be a good idea, to ensure that this ability isn't overwhelming to newer players, nor veterans as the enemy unit scales later into content.

    Levels 1-15 gives them the ability to use a Command ability to empower nearby allies. As a commanding unit on the battlefield, this helps to increase the effectiveness of the Commander, and fits his role aesthetically. Similar to Rhino's Roar, this ability could give a telegraph akin to Roar's effect, only now emanating off of the enemy units, rather than Tenno allies. The Commander himself could telegraph this by an entire body animation and audible cue.

    Levels 16-30 allows the Grineer Commander to teleport a group of allied units with him upon utilizing his teleportation ability. Essentially becoming a squad leader, the commander can now better fit his role as the head unit. Repositioning Grineer troops and displacing enemy units can be a dangerous combination on the battlefield, and now the Commander is more of a unit to prioritize in battle as well.

    Levels 31-45 The Command ability now has a chance (50%?) to remove procs placed on allied units. Adding in this change allows the Commander to assist the squad with removing debuffs. Similar to how field commanders in the military have to boost allied morale and empower their troops, this could be a useful trait for the Commander to have in later content.

    Levels 46-60 gives the Grineer Commander heavier armor, and allows the Command ability to have a chance of increasing the level of allied units in the area. Grineer Commanders now also have a melee weapon on their person (complete with stance).

    Levels 60-80 Commanders have an additional melee weapon and can deploy a Grineer Regulator. Used in synergy, they can create very difficult situations for Tenno to deal with. This changes allows the Commander to focus more on attacking enemy units and coordinating the squad, whereas the Regulator can perform the more auxiliary military functions.

    Levels 80+ Commanders can now Teleport to another allied unit, rather than solely displacing an enemy unit. This allows the Grineer Commander to truly move squads wherever the Grineer need them most. Their repositioning could turn the tide of battle in favour of the Grineer, or directly to the enemy, if the Commander is not wary of crafty Tenno.

    These changes help to make the Grineer Commander an actual Commander on the battlefield. Leading his troops and heading the charge against foes. Even in later content, if a Tenno can predict where the Commander would move his squad, they could essentially wipe out two whole squads or the majority of one in one fell swoop.


    Grineer Regulator:


    One of the very few support class units we see on the field for the Grineer, this rework is in the hopes of ensuring that this units presence is appreciated and felt by allied units, while becoming a more prioritized target for enemy units to dispatch before it becomes a noticeable threat.

    Levels 1-20 Regulators are the units that we currently see on the battlefield.

    Levels 11-20 Regulators emit a radial pulse every 10 seconds, which has a chance to knock down enemy units. Providing a bit of CC to the Grineer, the Regulators use now expands outside of just an enemy damage buff and UI jammer. This small addition allows players to identify the position of the Regulator in a more obvious way as well, as some issues occur with locating the Regulator in certain WarFrame maps. The radius of the pulse may be kept to 10 meters, for the sake of it not becoming too powerful in such an early stage.

    Levels 21-30 Regulators increase the buffs given to allied units. Regulators are also equipped with shields similar to the Grineer Shield Lancer to provide extra defense on the battlefield. This helps to provide some survive ability to the Regulator while also emphasizing their support role.

    Levels 31-40 Regulators have a chance to remove the procs applied to allied units upon its pulse. Pulse intervals are reduced to 8 seconds. Similar to what the reworked Nullifiers can do for allied units, this change helps to remedy the allied units around the Regulators, another added layer of defense and support.

    Levels 41-50 Regulators can now move freely through the battlefield and can utilize a short ranged teleport to escape/reposition every 10 seconds. This change, in tandem with a Grineer Commander's reworked teleport ability, allows the Regulator to move from squad to squad on the battlefield and support groups in different positions.

    Levels 51-60 have Regulators with increased speed, and pulse intervals are reduced to 5 seconds, with increased radius. Covering a larger area with pulses and moving between squads, Regulators can now support more than just a squad in this instance, but also a larger platoon as well.

    These changes help to make the Regulator a more useful unit on the battlefield, and helps them to become a very strong support to the allies around it. Rather than just a damage increase and enemy UI jammer, it now becomes something that Tenno can audibly hear and prioritize accordingly on the battlefield.



    Grineer Eviscerator (Frontier and Arid):


    The Grineer Eviscerator is a unit that presents an interesting encounter where, if hit by a saw disc, more often than not players find themselves hit with the slash proc, often stacking as the Eviscerator unleashes more volleys of saw discs at the player. The feedback proposed for the Grineer Eviscerator is in the hopes of making the slash procs less of an occurrence, while also making the Eviscerator a heavy hitter, should it land a shot.

    Levels 1-15 Eviscerators now fire at 50% their current fire rate. This change is to ensure that newer players aren’t overwhelmed with a volley of saw discs.

    Levels 16-30 Eviscerators now have an increase of 25% fire rate, along with a 25% increase of ricochets to help give the Eviserators more precedence on the battlefield.

    Levels 31-45 Eviscerators now have the Brakk as a possible weapon to use in battle. As the Eviscerators were a unit with presence during the Gradivus Dilemma, having them carry a stock version Brakk weapon would be an interesting way to reintroduce the weapon to Grineer troops and introduce this weapons capabilities to newer players.

    Levels 46-60 Eviscerators now can charge their shots to fire in concession. Essentially unloading their entire clip, this helps the Eviscerator become a massive threat, should it charge the shot completely. Consequentially, the charge time for this massive volley would be around 3 seconds, to ensure players have a time to react. (This would be given a telegraph of the Eviscerator standing in place to charge the shot. Additionally, an audio cue should be added to ensure players are notified of the incoming charged shot and the general direction, to allow them to respond accordingly.)

    Levels 61-80 Eviscerators now have the Atterax as a possible weapon to use in battle, complete with a Grineer Stance. Befitting an enemy using a saw disc launcher, the Atterax is a great complementary weapon choice to slash enemies apart while also keeping a distance.

    Levels 80+ Eviscerators have the ability to split shot their saw discs. This lowers their accuracy, but increases the bounce chance of saw discs being able to hit targets through ricochets. (This cannot be used in tandem with a charged shot.)

    With the changes to the Eviscerator, they go from an enemy unit that annoys players through extremely fast shots to being a threat on the battlefield to be feared, but able to be overcome. Their growth over time emphasizes their use of the miter and other weapons that have slashing as their mainstay, while also giving them secondary and melee weapons to help diversify their weapon usage.

    *A reminder that miter shots can be deflected using melee blocking, even in their current iteration. A creative melee block could yield some interesting results on the battlefield, Tenno ;)




    Corpus:


    Faction Composition Overall:


    The focus for the Corpus review is to emphasize the "endless automatons" that Darvo reveals the Corpus have in their arsenal. Comprising the bulk of the Corpus army will be the robotics, even going as far as changing some commoner units we have currently into robotics, and expanding the robotics in the Corpus faction. This increase in robotic enemies and decrease in more humanoid enemies helps to make the Corpus more distinct not only in appearance and weaponry from the Grineer, but also their tactical overview and army composition as well.


    Faction Ideology Overall:


    The Corpus Ideology will focus on AI tactics, rather than squad movements and composition like the Grineer rework proposes. This makes distinct the Corpus' AI network being sophisticated, while putting profit as the paramount paradigm. More deliberation on this topic will be added as the idea is fleshed out.


    Corpus Crewmen:


    Levels 1-10 is how we see them now.

    Levels 11-20 gives them increased fire rate. Slight progression from before, to help them deal damage quicker as the difficulty increases.

    Levels 21-30 allows for use of multi-elemental grenades (that only detonate with one element). Thus, the Crewmen receive an interesting tool that can be useful for engagements and helps to make this grunt unit more useful. Having a UI displaying when and where a grenade is in the vicinity of the player would be key, in this case.

    Levels 31-40 provides the use of more accurate weaponry, although it is now burst fire to conserve ammo. Higher accuracy, but lower ammo consumption effectively makes the Crewmen a better shot with more chances to land, as they don't expend their clips as quickly.

    Levels 41-50+ gives them a melee weapon to use in close combat (stance added and allows them to block). Now they can fight players in close combat with more than just aiming up their guns at our faces, but actually present a duel or ninja-esque battle to players who decide to go into melee mode or sword alone. This also helps with weapon variety of enemies if these enemies are disarmed or choose to go into melee mode.


    Corpus Nullifiers:


    The idea behind the Nullifiers was a very interesting one, and one that could seriously alter the dynamic of the game, but as it stands, the Nullifiers act more so to limit player weapon choice, rather than hard-stop our powers solely. As such, my feedback for the Nullifiers is that they need a bit of a rework, to help them actually do their job equally of stopping our powers, but not limiting player play style, both with powers and with weapons.

    Firstly, let's rename the Corpus Nullifiers Corpus Guardians. The mechanics of the Guardian unit is that it deploys a stationary 180 degree shield arc that protects all units behind it from CC/Utility effects and damage that is incoming from the direction it is facing. Think of it as a larger version of Alad V's thrown down shield during his Mutalist Boss Fight. Removing the limit on the amount of damage able to be done to the shield, but also upping its base HP, gives it a strong resistance to our powers, but does not limit our weapon variety. Additionally, any Corpus weaponry fired out of the shield receives a small damage bonus. (Tenno may also utilize this boost, should they be carrying Corpus weaponry).

    Thus, the Guardian acts as protection for the Corpus against our powers, but does not hinder our weapon choice.

    Players can now either tough it out in front of the shield against the enemy squads and fire upon it/use their powers until it falls. Or they can use their abilities and/or parkour skills to vault over/around the shield to kill the units taking cover behind it. The Guardian is now a unit that is useful and interesting to fight, but does not outright remove self-cast powers like Iron Skin or Hysteria, as the shield protects the occupants from outside interference/damage, but it does not remove them.

    Scaling for the reworked Nullifier are as follows:

    Levels 1-15 gives units behind it immunity to CC/Utility and damage incoming from the direction the shield is facing. It's somewhat like how we have them now, but with the bubble cut in half to ensure players still have to deal with a large enemy AoE ward, but it doesn't outright gimp multiple play styles.

    Levels 16-30 gives a higher increase to damage for Corpus weaponry fired outwards from the shield. Beneficial and synergetic with the Corpus army, this change allows the Guardian to be a great asset on the battlefield for those who have Corpus weaponry equipped, Tenno included.

    Levels 31-45 gives the Guardian the ability to remove procs from units entering into, or already within, its defensive radius. Bolstering its essence as a defensive ward, this change allows the Guardian to further support the units it protects.

    Levels 46-60 allows the Guardian's shield to deflect incoming fire/powers in a random direction dictated by RNG. Somewhat of a buffer for the Guardian, it adds a bit more defense to the EHP of the shield, thus allowing for a short extension of defense for the units behind it. However, outside units beware, the ricochets might prove deadly.

    Levels 60-80 allows the Guardian to absorb a portion of incoming damage and converts it into health (max 10% of incoming damage). The added defense could be telegraphed by the shield brightening or shimmering (for our color blind friends), thus visually showing an added protective measure present on the reworked Nullifier.

    Levels 80+ Guardians can now be moved by a console at the center of the half circle shield. Essentially making the Nullifier a moving tank/castle, by this time the Guardian shields are Raid worthy, and this added mechanic adds a powerful way to make the Guardians a moving fortress, for anyone who can surmise to use them. (Essentially a Tenno Squad could use the Guardian as moving cover as well, should they be able to deal with the threats within the shield).

    The reworked Nullifier now becomes a potent tool to stopping our powers, but not so limiting as to how to deal with the threat. In addition, it functions as a useful tool for any who can surmise how to use it once it is deployed.


    Sniper Crewmen:


    As the primary long range Corpus unit that is not a Moa, I would hope to increase the efficacy of the Corpus Sniper as a ranged unit, but also provide it with some interesting mechanics. To assist with the scaling and identification of a Sniper Crewmen on the field, adding in a laser sight to signal where the Crewmen is aiming would help make their unit known on the field, but not overly powered against newer players.

    Levels 1-10 remain as we see them now, with the added laser to help newer players identify where the Sniper Crewmen is perched.

    Levels 11-20 gives the sniper unit a deployable Shockwave Moa to help with defense, should an enemy unit come into close range. An added measure to ensure that the Sniper can hold their ground should enemy units be able to push past the bulk of the Corpus squad.

    Levels 21-30 gives the Sniper Crewmen a melee and secondary weapon to utilize, as the need arises. Although this change may come at a lower level than other units, their general squishiness and ranged nature makes this change less felt, but also more unique should encounters in close combat arise.

    Levels 31-40 increases the fire rate of the Sniper Crewmen's Lanka by 25% to help with eliminating enemy threats more quickly, in addition to increasing accuracy by 25%. Emphasizing the role of a Sniper, a specialization of such a sort can help to individualize this unit in higher levels.

    Levels 41-50+ allows the Sniper Crewmen to deploy a weaker version of Alad V's Mutalist shield. This shield also functions similarly to how the Corpus Guardian (Reworked Corpus Nullifier) Shield functions. Having this be used can help the Sniper Crewmen to set up a fortified sniping position away and back from the main Corpus force, and pose a threat to units as they proceed to advance through the battlefield, while also providing cover for Corpus squads on the offensive or retreating.

    These changes would hopefully allow the Sniper Crewmen to become a felt force on the battle field and be more individualized when it comes to encounters. Their added nature as offensively strong enemy units with slight defenses emphasizes ranged play, while not discounting that they can make a quick escape with the deployment of a Shockwave MOA or hold their ground with their shield.




    Infested:


    Faction Ideology Overall:


    With an emphasis of a "horde" mentality, the following has been suggested by Deus_X_Machina to help and outline the Faction style to which the overall Infested group would permeate. These points will be expanded and implemented into the Infested Units as they are looked at for expansions within this thread:

    - Walls start to get used
    - The ceiling is used
    - Spawning / travelling in ceiling vents could exist for smaller infested
    - more spreadout pattern for headon attacking infested
    - more durable units running in front of the squishier ones that deal more damage
    - cutting off routes
    - targeted surrounding of one Tenno
    - targeted cornering of Tennos
    - seperating Tennos (driving a wedge between them and trying to lead them apart for example)
    - Infested could crawl over each other to reach a target (get surrounded in 3d)


    Infested Crawler


    Levels 1-10 standard Crawler Unit.

    Levels 11-20 Crawlers now move 10% faster while in a toxin cloud. This promotes synergy with the Mutalist Osprey unit, as now the Osprey can drop the Crawler, and the Crawler may now use the Toxin Cloud as a type of steroid or accelerant.

    Levels 21-30 Crawlers now have the ability to change elemental status' if inflicted with certain base elemental damage. This makes them an interesting threat, as they can now be infused with different elemental damage types against enemy units.

    Levels 31-40 Crawlers may now latch onto players and hold them in position. Thus, this allows other Infested units to swarm players, as any good mindless horde would.

    Levels 41-50+ Crawlers are now able to become Bloated Crawlers. In other words, they are able to be lifted and hurled by large Infested Units, such as the Healers, at a location. Upon landing on an area, they explode after three seconds, releasing a small radial blast of whatever element they were before detonation. During this charge up, players can attack the crawler with guns or powers to destroy them and ensure that no AoE damage occurs, or hit the Crawler with melee to push them away from the area. Aiming a Bloated Crawler is simple, just face your crosshairs to an area and hit it to launch it.

    The final change to higher leveled Crawlers turns them into a very useful tool on the battlefield for both the Infested and their enemies. They become a dregs level unit with some interesting mechanics, but ultimately aren't too crazy to merit immediate attention unless they become Bloated.


    Infested Charger:


    Levels 1-10 retain the current unit characteristics.

    Levels 11-20 Chargers gain the ability to dodge incoming attacks by rolling sideways or hopping backwards. This gives Chargers a few more tactical options in fights, without making them far too agile to still be counted among the most common of the Infested units.

    Levels 21-30 Chargers can mutate for a short time and experience an adrenaline rush, allowing them to charge at enemy units faster and strike at an increased attack speed (1.5 normal attack speed). This mechanic allows the Chargers to actually charge at enemy units, giving their namesake some weight.

    Levels 31-40 Chargers can now burrow into the environment. As enemy units approach, Chargers can spring from their holes and attack enemy units. Adds a bit of a scare factor to the unit and allows them to be tactical in their approach.

    Levels 41-50+ Chargers now are able to climb and run along walls and ceilings. Adding verticality and versatility into their arsenal further, this helps to expand the ways Chargers can spawn in and reach players while also giving an interesting tactic to help accentuate the horde mentality that the Infested permeate.




    Orokin:


    Corrupted Bombard:


    The bane of many a player's Void expeditions, the hopes of this rework is to make the Corrupted Bombards still a force to be reckoned with on the battlefield, but not so detesting as they are now. The following changes are to continue the feeling of the Bombards being a priority target, while also giving the surrounding units around them the cadence of presence that the Corrupted Bombards are on the field. In that spirit, allowing the Bombard Missiles to also harm allied units, along with enemy units, is a change I would propose from the outset. As self explosives like the Penta can damage a player if they use it, I hope this mechanic also creates some interesting situations for both the Tenno and allies of the Corrupted Bombard.

    Levels 1-15 Bombards now have their fire rates reduced to 50%, with missiles travel speed and armor reduced to 75% their current rate. As their presence and armor values already make them a formidable force on the battlefield, slight reduction to armor is to help them become less bullet sponges as they are now. This change is to allow first timers who visit the Void to realize the strength of the Bombard's weaponry, but not overwhelmed by the constant knock downs and AoE attacks that the missiles are notorious for.

    Levels 16-30 Bombards can now deploy an Orokin drone for defensive measure of allied units. The Orokin Drones now hover slightly higher than they had before. This added safety precaution is to ensure that drones are not directly damaged by the Bombards' AoE blasts from missiles, and the next upcoming changes.

    Levels 31-45 Bombards now have a unique grenade mechanic added to them. These grenades are similar to the Bombard Missiles in that they have a slight AoE. However, instead of knocking down players, these grenades knocks them up into the air. Similar to the newly released Tonkor weapon, this gives the Bombard the ability to displace enemy units. However, similar to the Tonkor, players still have agency while airborne. These grenades also affect enemy units as well. Think of it like a poor mans Bounce in this case, as now units could be launched airborne.

    Levels 46-60 Bombards now have the Ankyros Prime as a Melee weapon for them to use. As they're the main tanks of the Orokin Corrupted, having them equipped with the Ankyros Prime makes them an interesting to foe to fight in close quarters. Giving them the Ankyros Prime also allows them Knock Back. (not that it is not knockdown, just knock back, to ensure players have agency) (Hats of to those who are Melee enthusiasts, I hope this change is something you'll find challenging!)

    Levels 61-79 Bombards now also have the Bronco Prime as a secondary that they can utilize on the battlefield. A close range hand cannon essentially, this can be used if enemy units come closer into range to the Bombard. In conjunction with the Ankyros Prime, Bombards can Knock Back enemies, should the get too close, and switch to the Bronco Prime for close quarters gun combat.

    Levels 80+ Bombards receive a change in mechanics through an ability called Bombard's Volley. This locks the Bombard in place, however, they have their fire rate doubled (essentially returned to their normal fire rate as we have them now) and gain an increase of armor (125% of their current iteration). (A telegraph such as the Bombard preparing to lock down (an animation of maybe three seconds?) should be implemented to ensure players have time to react before the Bombard let's loose his volley.)

    Overall these changes are to help newer players not be gobsmacked and knocked down repeatedly by the Bombards, but also make them a felt force on the battlefield as the heavy unit of the Corrupted Arsenal. Each change emphasizes impactful gameplay and weaponry, while also creating some interesting situations for players to try and understand and work with on the battlefield.

    For instance, allowing the Bombard to fire his volley may seem like a bad idea, but if a player can utilize the missiles and redirect it towards enemy units, they could essentially create instances where friendly fire would benefit their team by eliminating threats for them. Other instances like the Knock Up mechanic could be used to knock up enemy units that are incoming for melee combat, essentially displacing them instead of agile Tenno adept at the game's parkour.

    Corrupted Ancient Healers:

    This unit has come under fire as of late, and with the recent mechanical additions DE has implemented to the Healer, its complementary units within the Void have more so become an issue that is extremely difficult to deal with. The General feedback given for the Corrupted Healers (that I have seen) focuses on the immense range of the heals, the mechanic of Healers intaking very little damage, and the mitigation of abilities, especially discriminating against certain abilities as well. The hopes of the following feedback is to ensure that the Healer is still a primary support unit for the Corrupted to rely on, but not so game breaking as they are now.

    Base Mechanical Changes:

    Ancient Healers have a few tweaks to their mechanics. A paramount concern is the multiplicative or stacking mechanics occuring with the Corrupted Ancient Healers. In tandem with these changes to follow, rather than allowing the stacking to continue, the damage mitigation should be removed from their lower levels, and the instances of damage mitigation cannot stack as well. This is to ensure that enemy units do not obtain absurd amounts of EHP simply by the presence of more than one Corrupted Ancient Healer.

     

    Instead of an unclear range as to the Ancient Healers at the moment, a set distance of 10 meters would be a good way to gauge their Healing capabilities. Additionally, have the Healers act as an actual healing unit, rather than a straight forward damage reduction tool. Healing surrounding units for 10% of their max health per second might be a good way to go about it. Alternatively, healing units for a percentage of health lost might prove to be a more substantial healing formula. Regardless, either route seems to be a far better alternative than what we have now. 

     

    Healers also now intake damage from the units they are healing, maybe 25% of that damage, to ensure that the surrounding units survive. Also with this change, ensuring that the Healers do have a substantial amount of Health may be required, as now instead of damage mitigation, it's an actual healing mechanic.

     

    Also, changing the Healer's grappling hook into the Infested Healers arm would be a visual improvement, as it is somewhat game breaking to see a Healer launching a Grineer Scorpion's hook to pull us towards them. The recent Lore placed on the Corrupted Ancient Healer may work to disprove that these are Scorpions, after all, as no Grineer unit has the capability to heal in such a manner.

    Visual Tweaks:

    Ultimately, as more Ancient units become Corrupted, the hope is that their visual variations become more prominent to ensure players can discern their differences on the battlefield more clearly. As the models for the Ancient Healer and the Ancient Disruptor are similar, and only visually different in color variation, their model changes when they become Corrupted would better give players visual cues as to which is the Healer, and which is the Disruptor.

    Levels 1-15 Corrupted Ancient Healers hold the mechanics given above, rather than the iteration that they currently possess. These changes ensure that the Healer actually fills the role as a Healer, but does not overwhelm newer players to their mechanical uniqueness.

     

    Levels 16-30 Healers now have an increased rate of damage linking, whereas instead of taking 25% of the damage of surrounding allies, they now take 50% of that damage. Consequentially, 5% of total damage taken is counted as health restored to the Corrupted Ancient Healer, to help give them a scaling HP value in tandem with making them a bit of a beefier unit. The field radius of their healing aura could be expanded to maybe 15 meters as well, to ensure that they can cover a larger radius.

     

    Levels 31-45 Healers now have a pulsating aura, rather than a constant healing aura. With this change, Healers now can heal targets at a faster rate, with 20% of total enemy health restored per pulse, having it be one pulse every three seconds as well. Depending on the number of allied units healed, the Healer receives a percentage of its health back. (i.e. if 10 units are healed, the Healer receives 5% of health back) This turns the Healer into a more formidable support unit, but it also doesn't overwhelm the player with units recovering their health at an absurd amount and pace.

     

    Levels 46-60 Healers can now scale the environment, as most other Infested do in other reworks. A more retroactive change, this helps to make the Corrupted's approach more three dimensional. It also acts as a retroactive change as well, should the Corrupted be expanded with more units that can scale the environment (i.e. the majority of the Infested, and the reworked Grineer Scorpions, should DE decide to Corrupt this unit). Healer Pulses now shorten the duration of procs on allied units by 50%. 

     

    Levels 61-80+ Healers now emit one final pulse upon death that expands to 20 meters, and removes procs applied to allied units within the area. Somewhat of a last stand mechanic, this change emphasizes that the healer is a unit to be dealt with quickly, and hopefully away from other enemy units. The proc removal allows other units to be strengthened by the last stand mechanic this entails, therein fulfilling the role of a healer unit.

     

    Levels 80+ Healers receive a mechanic where, when units are affected by the healing pulse, they now heal 15% of their health over time when outside of the Healer's effective radius, only immediately after being hit with a healing pulse. This change helps to make allied units of the Healer more mobile, rather than dependent on the Healers and sticking around them. Also, Healers can now intake 10% of incoming damage to themselves and translate that into 5% of health increase to units affected by their pulses. Also, this change ensures that the returns to Healer's by units surrounding them aren't so drastic, as they are now.

     

    Overall, these changes ensure that the Healer is a powerful support unit that should be dealt with quickly on the battlefield, but it does not cheapen their encounters with damage mitigation or the stacking of their mitigation affects. They complete their tasks as healers through multiple means, and overall become a stronger unit in higher levels, without having the need for mitigation.

     

     

    As Original Orokin units are added into the game (hopefully), this section may be expanded upon.

     

    Thus, our players receive powers that are still just as powerful before, but call for them to use a bit more skill in the execution, and our enemies receive expansive mechanics to ensure progression and immersion are prevalent throughout the game.

     

    Source Thread:

     

    https://forums.warframe.com/index.php?/topic/425117-rework-all-the-enemies-corrupted-ancient-healers/

  18. So I've been hearing alot of complains from the community lately about the state of Warframe and got me wondering what could be annoying the community the most at this point (update 16 by the time of this post).

    Bear in mind I will give my own opinions and may disagree to most of yours but I'll do my best to keep myself neutral and respect evry concern posted in this topic.

    So to begin with what I've been noticing that may be the core problems to Warframe and the reasons to alot of complains from the community are:

    -End Game

    -Weapon classes lack of buff

    -Frames requiring buff

    -Farming Hell

    I won't go to details on each of those problems mainly due that I'm just one person that is not fully informed on evry problem people may expirience in warframe  hence the reason to create this topic.

    So on the matter of the End Game/ and lack of buffs: 

    Basicly, from my understanding, the game is not done yet. 

    We still in the Beta stage of warframe and alot of the issues of unbalance and end game content is related to this, I for one belive that DE still have alot being made under the radar and for that to be avaible to us in the future as flawless as possible it will require that this Beta stage to be sucessfull and the problems to be adress step by step so evrything could be delivered propely in the end, thats my opinion on why things taking so long anyway, considering that I'm a excalibur fan I've been asking alot (along with other fans) for a rework in both skin and improvement of its powers wich recently have been addressed by DE and I can tell it has been met with great satisfaction for those who prefer to play as excalibur.

    On endless boring Farming: I know, it sucks as it is and I can only imagine to those that seek to play the game without spending platinum can be frustrating most of the time but I honestly can't say that if they tried to approach the game in other way the updates we recive so often would be possible, it actualy reinforces my point on the Beta stage of development we still are and that for that to be reshaped to better please the majority of the community it must be made trough alot of work and study of the community desires after the game gets a full release.

    On the Frames and guns lack of buff: As it was mentioned in some posts, they are being worked on and it will take time as there is a order to wich address first and basicly I doubt that even the buffs they will recive will still be enough due to what I mentioned in the begining, its a Beta stage of the game wich will lead to a TRUE End Game when the game is fully complete.

    I just hope this are good enough explanations, as I said those are my points of view, I know there may be mistakes there and that some may disagree but I urge evryone to please keep the discussion civilized and put here what are the main core problems for you in Warframe.

    NOTE: Please avoid putting specific issues when it comes to weapons or the like. I know your Supra or Vectis may need a buff but those are not essentialy core problems  just specific to their categories (rifles and sniper rifles) though I won't deny it, mearly a request. 

    On the topic of End Game, I hope it is expanded upon in a way that isn't just our enemies being bullet sponges, and that our End Game actually feels like a culmination of our efforts throughout the game. It ties into the lore of the game finally being fleshed out and us having some actually concrete game play that has weight to it other than "Shoot this thing and kill that thing because I told you so". Fully fleshing out a story is key to ensuring players feel satisfied and immersed in the world.

     

    If DE can work out immersion in a way that isn't intrusive to the player, but more so intrinsic to them, the grind itself wouldn't be so oppressive in feel. On that accord, DE needs to flesh out the entirety of the game universe as well, from when players enter the atmosphere to the final steps of End Game. That means fully working out the progression system to be fluid and rewarding to the players, but also leaving them wanting more.

     

    Tied into progression is your point on Weapons and WarFrame buffs. DE has stated that they want all Frames to be End Game viable and equal, and I hope they make good on that with WarFrame buffs. When it comes to Weapons, I guess it depends on how DE wants to tier the weapons. DE has stated that they are going to Tier the weapon systems, but in order to do that and receive the least amount of backlash, they'll have to clearly state to the community what Tiers there will be, and which weapons belong in what tiers. Also, to ensure that the community is satisfied and progression of the game is inclusive to all weapon users, integrating a variety of each weapon type into each weapon tier is key.

     

    With that secured, we can see a massive variety of weapon usage in End Tier and throughout the game. Calls for nerfs and annoyances with certain weapons (as some do have with the Boltor and Soma Prime) wouldn't be as often, and we can attain weapon balance with the Tier system as the foundation.

     

    The Grind itself is intrinsically boring, which shouldn't be the case. Other games with Grind, such as Diablo and Borderlands, at the very least reward you with items that you can find useful and implement outright once you receive them. Yet, in WarFrame, this isn't the case, as we get components, rather than parts or gear. Although the mods were to be our "oh shiny new gear to use!", with how WarFrame content and enemies scale solely through EHP, the effectiveness of gear revolves around a select few mods, and thus once you get these mods, there really isn't a need or felt happiness by getting the rest.

     

    The system itself requires a larger overhaul, one that will take many changes and bumps in the road, but I hope DE does implement such changes.

  19. What this game really needs is smarter game modes.

     

    Let's take a look at what the gamemodes actually are about: EXTERMINATE - kill all enemies, DEFENCE/MOB.DEFENCE - kill all enemies until the timer runs down, SURVIVAL - don't get killed and kill all the enemies so you get the LS drops, INTERCEPT - kill all enemies so they don't capture the nodes. These are the most played mission types, and in all of them the goal is to simply mow down the masses.

     

    RESCUE, SABOTAGE, DECEPTION and SPY are already smarter and thus better, but don't offer as much as a reward, since only Sabotage is available in the void.

     

    With the introduction of Spy 2.0 and especially the trials DE has already taken steps into the right direction, but we need more of it. What I would really like to see is some kind of Warframe Battlefield, with open maps that give you multiple ways of approaching the objectives so you have to make tactical decisions and that require real teamplay, not just a bunch of 4 guys rushing down narrow corridors in a splatterfest.

    This, so much so this.

     

    Not only that, but more dynamic mission types. It's somewhat mediocre to have a singular objective with no worthwhile secondary objectives nor ways in which a mission can grow and be more organic.

  20. How will the new Star Chart alleviate Grind issues that many players have advocated to quell?

     

    How will the Sentients differ from our current enemy factions in terms of ideology, mechanics, and aesthetic?

     

    Will the Focus System make an appearance in the coming update? Or its foundations? As augments have taken much of the Focus Systems core aspects, what will Focus entail?

     

    What of the Orbiter compartment?

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