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Bakaguya-sama

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Posts posted by Bakaguya-sama

  1. Nice. She looks detailed enough that she doesn't become featureless whenever she cast her Splinter Storm.  

    But, to my understanding, that is getting fixed soon. I have heard there there will soon be an option to keep the glass on her model even with her Splinter Storm active.  

     

    • Like 2
  2. So smaller map means AoE nuke frame can just stand in 1 spot and power through the waves. And DE don't want that. But by making maps larger and have more cover, DE have made AoE nuke frames the only way to complete Defense on a reasonable timeframe. A bit ironic.  

    The old Corpus ship defense map was perfect. The pathing was simple. And the mob timings are good too. You clear the mobs down stairs just in time for the one upstairs to start reaching you. It was large enough that clearing it quickly require teamwork (each person camp a spawn area) and not just a single nuker. Which is why is was considered one of the best arbi map. You can quickly clear it with guns and melee without relying on nukers.  

    Now... that map is gone forever... mobs literally spawn more than 100m away from the center  and take their sweet time getting to you on the new Corpus ship map.  Not even Saryn can make it better.

    But at the end of the day, I don't hate the new maps. I kinda like the variation it brings. Main problem is still the Defense gamemode manually capping the rates which you can kill mobs, which makes it a chore to play. Pathing can improve, but I dont think that will be enough. What I really enjoy about the new Corpus map rework is that other modes like Survival dump a horde of mobs on you to kill, which makes it fun. I wish something like that can be done for defense (without making us hailving to kill every single one of them to clear the wave).  

  3. Every time DE rework a tileset, Defense mode get worse. 

    Old, smaller and simpler maps are replaced with larger and much more complex map, with more cover and multiple levels of elevation.  First the Gas city map, now the corpus ship map, both used to be the best farming spots, are now converted to nightmares. 

    This isn't a new problem either. The Uranus caverns. That corpus base map with the giant chasm in the middle. Even Earth defense. These are famous maps that have frustrated players for the longest time, with random mobs being stuck in some obscure corner of the map. Experienced players have been avoiding playing defense on these maps like the plague. A wave on these maps take significantly longer to complete than other map types. With the reworks, the number of "good defense map" shrink, and bad map increases.   

    Most of the time there will be couple of mobs that get stuck behind terrain, and then it becomes a game of hide and seek, where players have to flip the map up side down to find that last mob. Defense on these maps are virtually unplayable without a warframe that can nuke the entire map through terrain like Saryn, Mirage or Volt etc.  And of course, arbitration drones and nullifier bubble complicate things.  

    Either pathing have to get significantly better, or the whole concept of defense need to be revised. The game mode need to move away from "Spawn X number of mobs" and "End when all mobs die".  Aside from high level arbitrations, this mode doesn't even feel like defending anything.  

    An idea: Wave keep spawning mobs until X number of mobs is killed, then wave end (all the mobs die in an emp pulse or something).  This allow for much denser mob spawns, and it does not matter if couple of them are stuck somewhere. You should see as much enemy coming at you as you would playing modes like Survival or Excavation.  Defense should actually feel like you are defending and objective, and not a game of hide and seek.    

     

     

     

     

    • Like 17
  4. When's the last time anyone ever failed a normal mission due to dying, as in losing all their lives?  

    Everyone get 3 lives to begin with. Arcanes can bring that up to 5. And reviving  is also risk free thanks to spolier mode.  It's like... virtually impossible to lose all of them in normal circumstances.  

    Beyond simply making mobs higher level, there's an opportunity here to revise the Revive mechanic, to add actual challenge to gameplay and having a real risk of mission failure. And I don't mean making it instant failure if someone die, but... let's make dying a bit more punishing.   

    Of course, Arbi's revive mechanic is rather clumsy, and doesn't work for non-endurance mission types.

    So simple suggestions for "The Iron Path":  

    1. No self-revive. No extra lives. Revive is done exclusively by allies.

    2. Cannot revive allies in spoiler form Void mode. No invulnerability while reviving.  

    3 (Optional) Each arcane increase revive timer by 10 seconds.  

    There. I think this should be a happy medium for everyone.  

    • Like 6
  5. Protea is amazing now.  

    1 Turret. Just 1. Can take down an entire group of lvl 160 heavu gunners.  

    She's not a support frame. She's a full on nuke frame that's on par with Mesa. I would like to keep her that way. I don't want another AFK warframe.  

  6. I really like your Resevoir augment ideas. Meta Wisp buulds make range their dump stat and maximizing strength/duration for massive  buffs. Your augment idea incentivize building range as an alternative, as they provide additional buffs for staying within range of the motes. Just make the duration limited instead of being infinite and it should be balanced. 

  7. Blood rush build with heavy nikanas is almost impossible with how clunky this stance is.

    I can only pray for a new Heavy Nikana stance that actually flow better...  in the mean time, just stick with heavy spam on these weapons. They do have guaranteed slash proc going for them.

  8. basically me in kuva survival.  

    The worst thing is you have to pretend to do something because most of the time just the saryn is enough to do everything. Her 1 is literally the game playing itself.  And the nekros keeping his 3 up. The other 2 might as well sleep and nothing would change.  

    I've always toyed with the idea of running 2 saryn and 2 nekros and have each pair rotate 15 minutes shifts so everyone can avoid dying of boredom.  

    • Like 2
  9. Tombfinger's damage output is very low. Despite its high crit stats, its base damage is abysmal.  It's better to compare it with the Ignis Wraith and the Arca Plasmor. Good AoE weapons to deal with star chart contents, but not gonna have a good time dealing with higher level mobs.  

    Bramma has to content with the tiny 5 ammo clip now so youre gonna need to constantly move around to pick up ammo. But otherwise, still the best aoe damage you can get from a weapon. 

    Stahlta is great. Slow to charge and has to reload a lot but otherwise deals good AoE damage (probably only 2nd to the Bramma amongst Primary).   

    So i would rate Stahlta > Bramma >>>> Tombfinger. Based on my personnal preference which weigh ease of use higher.  

    Top favorite AoE primary is still the Acceltra for me. I like ranged power on demand so I can weave shots in between  melee attacks. Charge shots kinda kill the tempo and is overkill.  

    • Like 1
  10. The unfortunate thing is Warframe survivability is too damn high right now. Most warframes either have some massive damage reduction ability built in, being straight up tanky, being supported by Magus Repair/Arcane Grace/Arcane Guardian/shield Arcanes, and shield gating preventing people from getting 1 shotted, or even if they die they can easily revive thanks to spoiler mode, and with dirt cheap r3 arcanes most people have 5 lives.  .  

    So to add a challenge, DE have to find some other way than simply killing the Warframe. I think having mobs spam CC is a good medium. Of course you are supposed to feel frustrated if you keep getting knocked on the floor. That's a sign to tell you that you should play safer.  

    Think back to the self-damage removal - it's the same thing. People hate dying, so DE have to add in a challenge somehow. 

    • Like 2
  11. 42 minutes ago, BansheePrime said:

    Because much like the people who think that Protea's turret that can mow down corrupted level 170 Corrupted Bombards needs a damage buff... things and stuff and reasons.

    Have you actually played Protea or you simply formed your opinion from watching Quite Shallow's video?  

    Because outside of the simulacrum, mobs dont stack neatly in a dense long collumn so the turrets can stack up to 12-15x. In actual gameplay mobs are scattered all over so the turrets stack up to 4-6x at best, before dissapearing.

    But that's beside the point. On the topic of the primary catchmoon - I like the idea of a full auto Catchmoon, but it has some of the worst ammo economy out of everything. It is a full auto weapon with the ammo clip of a semi auto 2ndary catchmoon. It can barely let out any shots before having to reload. And runs out of ammo extremely quickly.  

    What it needs is simply more ammo capacity and more max ammo, so it can function as a full automatic weapon.  

     

    • Like 1
  12. Why the hell is DE trying to encourage precision on a an AoE launcher weapon while the actual single target weapons remain trash?   

    If DE wants people to aim more carefully, why not buff the actual weapons that require aiming? For once, they shouldnt lose out in raw dps compared to AoE weapons.  

     

  13. The Stahlta secondary firing mode is a good example of what I consider strong, yet balanced. It does a lot of damage in a large radius. Its sound and visiual effects are great and clearly communicate how powerful this weapon is. Most importantly, its great damage output isnt something that can be thrown around haphazardly. It has a rather long charge time and high ammo consumption. With 20 ammo consumed per charged shot on a 40 ammo clip, you will have to reload after 2 shots. It also fire right as it finish charging (cant hold the charge), and thats more aiming and timing involved in using the Stahlta effectively.   

     So you can't just randomly shoot it towards a single enemy. You can't just spam the AoE damage every with no second thought. The Stahlta encourage you to take it a bit slower, line your shots carefully, pick out large group of enemy, predict the state that group will be in (will they be dead already within the next 2 seconds while you are charging?). And it properly rewards you with a spectacular firework that will kill even higher level enemies with Hunter Munition involved.  

    For the longest time, DE has struggled with balancing AoE weapons. They swings between states of uselessness to being completely overpowered. This has only becomes more difficult with the removal of the self-damage mechanic (which was rightfully done as there were no way of balancing self damage given how broken the state of Warframe numbers are). The recent Bramma fiasco is a good example of this, with a good portion of the community being so used to how broken and spammable the bow is that they become heavily resistant to any nerfs. Many other AoE weapons - Tonkor, Amprex, Arca Plasmor, Catchmoon etc. have underwent similar phases.  The fact that the Stahlta comes out in a state that I consider "just right" shows that DE have learnt the lessons of the past, and becomes better at tuning their weapons.  

    The Stahlta has great power, balanced by responsible usage. This should be the standard of what to expect from AoE weapons.    

     

    PS. Single target guns still need help in the DPS department. Its hilarious how the Stahlta exemplify this so well as it primary, single firing mode is so bad when compared to its 2ndary AoE mode.  

    • Like 5
  14. 7 hours ago, CrimsonSpawn said:

    i probably never have potatoed any glaive... then came the xoris. And even then, i was just thinking of how khora's 1st would work with the Xoris.

    tested. Khora's 1 does work with Xoris. It gives her infinite melee combo duration. So you can use the Xoris as a Blood rush stat stick and you will always get the 12x combo multiplier on your whips once you have built up to that amount.

    • Like 1
  15. I can kinda understand why DE want to be conservative in tuning new weapons, especially after the Bramma fiasco. If you release things too strong at the beginning people are gonna be very resistant to any nerfs.  

    I just hope they buff the primary kitgun soon because they are underwhelming as they are right now. Had expected the rattlegut to be a good assault rifle, but turns out its as bad as most other assault rifles.  

    • Like 4
  16. Weeks of farming?  

    Try like two hour leeching Gian Point lol. One if you have rsrc boosters.  

    Railjack missions dole out these resources by the thousands. If you refuse to participate in Railjack for whatever reason, that's on you.  

    • Like 9
  17. Lol DE despise assault rifles for some reason.  

    Baza prime, stradavar prime, quellor, kuva karak, and now this. 

    So many assault rifles in the game and they are all... so samey, mediocre.  The prime/special versions barely has any upgrade over the base version at all. Isn't it too much to get a bit more crit chance on these single target weapons?  

    As you said, it's especially weird when comparing them to AoE weapons like kuva nukor or bramma which straight up has higher dps and hits a whole group of enemies at once.  

    Ironically the(argubly)  best assault rifle is also an AoE weapon - the Acceltra. Which is a perfectly fine weapon in the dps department.  

    • Like 2
  18. I will try to keep this short.  

    Ember suck. We waited years for her rework yet she still suck. I think I see someone bring her once or twice in a week of playing Warframe. People barely remember she exist.  

    -As a Nuker, she offer nothing special. Saryn remains far superior, eclipsing her in every way. Armor stripping is not particularly needed after armor nerfs.  

    -As a Tank, she's likely the worst tank in the game. Not braindead like Inaros and no buff nor other utility like Chroma or Rhino. 

    Her energy costs are exorbitant compared to her damage output. Her Passive is counter intuitive. Her 1 is useless. Her 2 is basically Mesa's shatter shield except cost a billion energy. Her 3 deals virtually no damage. Only good ability is her 4. But it's not good enough to make up for the badness of the rest of her kit.

     

    In the short term, she needs some raw number buffs:  

    Quote

     

    1) Fireball - Base damage buffed by 100%. Max charged damage buffed by 200%. Blast radius increased by 50%. Deal full damage in the AoE as opposed to having damage fall of like it does right now. 

    2) Immolation - While at 90% damage reduction (energy burning level), also negate status effect.   

    3) Fireblast - Damage increased by 200% (even then the base damage of her 3 is so hilariously bad right now that it might not be enough)

    4) Inferno - Damage increased by 25%.   

     

    And in the long term, perhaps a new, better passive that does not counter itself:  

    Quote

    Passive - Each enemy killed while burning within 30m of Ember adds 1% to her Ability Strength. Last until the end of the game.  

    This give her an avenue to scale into longer games agaisnt higher level mobs. The more mobs killed while burning, the more Ability Strength she gain. Imagine killing 500 mobs and gaining 500% ability strength for some truly ludicrous display of power.  

    To be honest, I rather like Ember's gameplay loop. She's a nuker that's actually interactive and not completely braindead like Saryn is. I don't mind  having to manage my energy. I just wish that the damage output is increased substantially so playing Ember is worth it.  

  19. 5 hours ago, beol said:

    But groundframe is fun. 

    Space needs coercion or no one would go. 

    They need to give us more to do in Space. 

    Make the satellite an objective we have to defend.  So that we actually get to use the railjack,  

    If the DE really insist on having players never fail a mission, there's also some alternatives: 

    Have Sentinent interceptors be literally interceptors, they will absorb the signal and slow down the progress from the uplink, and require you to clear them out to make it faster.  

    Or simple have the murex shoot your ship if gets inside it.  

    There's so many way to make the space portion interesting and we have none of it. So all we have right now is endless cheese: Park the rj inside the rib, and use limbo to freeze everything.  

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