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Posts posted by Dell_the_Engie

  1. It's hard to keep the cynicism at bay when it seems like nothing comes without a catch.

    So you've "radically lowered" the drop chance for 2000 Endo.  What does "radically" mean?  That's just a word, that's not a number.  That doesn't give me much useful information.  This is important, because in the process of "radically" lowering the drop chance for 2000 Endo, you added three more things to the Sortie drop table.  And I somehow doubt that the reduced drop chance for 2000 Endo perfectly accommodates those extra things without also reducing the drop chances of other things on that list.  I suspect, that in addition to the radically lowered drop chance for 2000 Endo, that there have been some not-so-radical reductions to make room for Forma, a 3-Day Resource Booster, and 3 Nitain.

    Now, I could be wrong; and I'd love to be wrong about this, but without real information on Sortie drop tables, and the actual changes you are making to them, I'm going to go by what seems to be by far the most likely, and assume that you have also lowered the drop chance of other items on the Sortie drop table.

  2. 47 minutes ago, FierceRadiance said:

    So "extremely popular" does equate to "broken"??  And I don't use Carrier in place of other sentinels, I prefer Carrier over other Sentinels - because of vacuum.

    Unfortunately, at least on it's face 'give people a reason' seems to look more like 'we put these other assets in the game, we want to encourage/force players to use them'. And I'm not sure at all that I like that approach.

    It looks like they're coming to their conclusion from a strictly top-down datasheet view, where they see usage statistics and say, "That number is too high; we have to make that number smaller."  Their current idea seems distinctly unaware of just what Vacuum does for their game.  Where was Scott's undercover boss work on this one?

    And then the result is a carrot-stick approach; incentivize the use of other sentinels, but now Vacuum may be somehow overpowered? so we should also fragment its functions, making players pick and choose from their precious mod slots.  Worse yet, if each vacuum type has its own precept, and sentinels only work from four different precepts, then three of four precepts would be taken just for a fully-functioning vacuum.  In that case, all your sentinel would be good for is Vacuum.

    The entire proposal smacks of unawareness; unawareness of why players use Carrier so much, unawareness of why players are asking for Vacuum to be universal, and just what "universal" means.  And they only seem to overcomplicate things just for the sake of diminishing Vacuum, because somehow it's Vacuum at fault, and not the game for requiring it as a mod in the first place.  And all after refusing to address universal vacuum several times in the past.  That may not be how it is, but it is how it looks.

    I really hope that this absolute deluge of comments are setting the record straight, of what so many players have been asking for, and why.  I understand that development isn't a democracy, I understand that players don't make the game, developers do.  But players play the game, and that means they can have an invaluable insight into what's going on underneath the numbers.  While developers usually have a bird's-eye view of their game, the players provide the worm's-eye view, the essential second half to a comprehensive picture.  Players don't always have the right answer, but sometimes they do.  I hope DE's taking the feedback seriously.

  3. I'm going to link my first response here, and merely reiterate: the simplest solution to this problem is also the best solution, by far.  The point of a "universal vacuum" is that no one actually wants to think about it when equipping a companion.  It is a feature that noticeably enhances gameplay.  It should not be three different mods that people will have to make room for on their sentinels.  It shouldn't even be a mod.  It should just be there, working.

  4. Okay, now that we're finally opening this for discussion: DE, the problem here really isn't this difficult.  Vacuum does not need to be split up.  Vacuum doesn't even need to be a mod.  You already know that those mods will become "mandatory", as much as Serration is a mandatory mod for your rifle.  Steve has talked about the problem with mandatory mods for weapons, so clearly you feel that mandatory mods are an issue.

    Vacuum is not merely a matter of preference for a small group of players.  This is a consensus with 90% of your playerbase, DE.  The game just feels better with Vacuum.  For the type of game you have made; a fast-paced action game, with hordes of enemies, and an emphasis on gathering resources, it makes perfect sense.  Warframe will benefit when this is no longer a mod, but merely a feature of the game; something that no one will have to think about, because it's just there and it works.  Dividing Vacuum's function achieves the exact opposite result, and keeping it as a Sentinel-exclusive mod only solves half of the problem.

    Ratchet & Clank: Up Your Arsenal (2004)

    You have an opportunity now.  Right now, you can take a big step toward setting all companions on equal footing.  Players might actually use animal companions as much as sentinels.  And you can take a mandatory mod, and make it an innate quality, in either Warframes or companions, inconspicuous and ubiquitous.  Nothing more, nothing less, and I promise you will be thankful you did it.  Everyone will be thankful you did it.  There is no need to worry about balance issues; quality of life improvements are not OP.  Mag might need another passive, and that would be fine.  The number of problems this would solve far outweighs the few minor complications it might create.  Do yourself a favor, do your players this favor: the simplest solution to this problem also happens to be the best one.

  5. As an avid Nekros player, Nekros Prime's design is an exciting augmentation of his original appearance.  Gilded, draped in wings and bursting at the seams, it's a striking new look for our favorite necromancer.  Except for one, glaring detail...



    What are with these things?  About a foot long, they hang from his little fingers where they flop about, constantly clipping through the backs of his own hands, through weapons, through his model.  Seriously, half of the time they are clipping through his own model.




    They're a bit of a disaster, from both an aesthetic and a practical point of view.  And actually, I think that DE probably agrees with me.  Notice how they removed that specific part of Nekros Prime's model when he's seen up close in his Prime Access trailer.  It's the first time you can get a good look at him.  But when he's far away, or in the dark, or moving fast, and the camera cuts away quickly, the silly putty fingers are back.




    I think it's because it would have been a nightmare to animate, and ridiculous to look at up close.  The visual impact of Nekros punching the soul out of a Grineer running for his life, would have lost everything with some floppy digits getting in the way.  So the smart and easy thing to do was to get rid of them for that scene.  And that should have been enough of a red flag that those parts of his model shouldn't be there in the first place.  They're obtrusive, they clip, they don't look good.  Nekros Prime's design goes just one design element too far (or maybe two, one for each finger).  If he needs something on his hands, the gilded parts on his fingers look fine, but the silly putty fingers are the weirdest things I've seen on a Warframe yet, and unfortunately, it's not the good kind of weird.

    Everything else about Nekros Prime looks awesome; he looks like an alien lich.  I can only imagine what his "deluxe" skin will look like whenever that comes out.  I'm already sure that I'll buy it, just based on the quality of the deluxe skins so far.  I just had to get this off my chest, because those fingers are that bad.  I would say that it's annoying me like nails on a chalkboard, but I don't think Nekros could scrape a chalkboard with those ridiculous appendages getting in the way.

    Let me know what you think.

  6. There could be some serious problems on the horizon.  The good news with your revision, and an apparent advantage with the relic system itself, is that changes don't have to happen overnight.  No scripts have to run, no tables have to be reshuffled.  Nekros could roll out in just four, self-contained relics.  All of the dozens of parts that the Nyx Prime set will leave displaced in its wake will have to be repackaged, sure, but one thing that can be done with this, is to begin reorganizing relics in a more coherent, less tangled fashion.  The next unvaulted set could come in just four self-contained relics.  The Mag Prime set was almost the perfect example of this, it had very little impact when it was vaulted, and it very well could have had no impact whatsoever, if only a few other parts had not been tangled in with it.  So over time, as sets come and go, and new relics replace old ones, new organization standards can be introduced.

  7. 1 hour ago, VirtualViolet said:

    Um, they'll just put those parts on the new relics for the new prime stuff that's being released. Problem solved. And yeah, those old relics will still be there, cluttering up your relic inventory until you use them all, but I'd say that's a small price to pay.

    So far, we've only had one Prime set vaulted under the relic system, and that was Mag Prime.  All of her parts were neatly contained in just four relics, and even though the set was relatively self-contained, they still had to make one new relic to cover the few parts that weren't being vaulted.  Now Nyx is in a dozen different relics, with dozens of parts that aren't going to the vault.  We simply haven't had to deal with this yet.  Those relics are removed from mission drop tables, all of the extra parts have to be redistributed in brand new relics, on top of wherever they're putting the Nekros Prime set.  And then, if you want any of these new relics, you'll have to farm them all from scratch.

    Let's say they do it the way you suggest.  So Nekros Prime is scattered across 12 specific relics.  Of course, you'll need more than just one of each new relic, you'll need many of each of them.  If the two most recent Prime sets are any indication, about half of the parts will be rare, about 6 of them.  Even very optimistically, the time investment would be significant.  Now consider that Ash is in 14 relics, or that Nova has a piece in every single Neo relic currently.  These disruptions may not be trivial.  So I'm thinking about the long-term implications of this system.  There's going to be better and worse ways of handling the relic system over time, and I hope that problems will not be solved by merely creating new problems.

  8. 28 minutes ago, D20 said:

    Why removing Nyx Prime ? You guys could just create new relics right ? :/

    Oh, they'll have to create new relics.  The full Nyx Prime set is contained in 12 different relics.  And there's tons of other drops tangled among all of those relics.  I can only speculate how this will go, but I'm worried.

  9. I really like these rules you've laid out for relics, it promises consistency and certainty whenever grinding for a particular set, or whenever new relics are released.  Spira Prime was a great example.  The Spira blades and pouches are both rare drops, and you also need two of each of them.  That's four rare drops for one weapon.  So you move the parts that require a pair, out of the rare slots, and in exchange, the blueprint gets moved in.  One rare drop for one weapon.

    This revision could futureproof the relic system as a whole.  Less disruption with every vaulting, less inflation with every new Prime Access set.

  10. On 7/29/2016 at 8:45 AM, [DE]Megan said:
    • Fixed default polearms placement either clipping through thighs or hovering away.

    As of SotR 1.1, the holstering position of polearms has not been fixed, contrary to the patch notes.  Interestingly, staves and scythes have also had this same problem.  However, this update did fix the misplacement of scythes.

    In my opinion, it looks like the issue with scythe and polearm holstering is exactly the same issue as staves have: that is, the "Staff Straight Holster" option is prioritized over the "Staff Standard Holster", and is therefore the default holstering position.  Because staves, polearms, and scythes all share the same holstering style, this issue has affected all three weapon categories identically, until only scythes were fixed earlier today.  If the default holstering position were corrected to the "Staff Standard Holster", I'm assuming the problem would be fixed for all three weapon categories.

    This also begs the question; if these weapons share the same default holstering style, why do only staves have the interface to alter their holstering style at all?


    This was orignally posted in the feedback category, but I believe this post is mostly a bug report.

  11. 7 hours ago, [DE]Megan said:
    • Fixed default polearms placement either clipping through thighs or hovering away.

    As of SotR 1.1, the holstering position of polearms has not actually been fixed, contrary to the patch notes.  Interestingly, staves also have had this same problem.  However, the update did fix the misplacement of scythes.

    In my opinion, it looks like the issue with scythe and polearm holstering is exactly the same issue as staves have: that is, the "Staff Straight Holster" option is prioritized over the "Staff Standard Holster", and is therefore the default holstering position.  Presumably staves, polearms, and scythes all share the same holstering style, therefore this issue has affected all three in a visibly identical way, until only scythes were fixed earlier today.  If the default holstering position were corrected to the "Staff Standard Holster", I'm assuming the problem would be fixed for all three weapon categories.

    This also begs the question; if these weapons share the same holstering style, why do only staves have the option to alter their holstering style at all?

    edit: It's occurred to me, though some of this post would be suited for the feedback category, this is mostly a bug report.

  12. So, you're wondering what warframes and weapons will work well without extensive and expensive modding.  In other words, what works "out of the box", fresh out of the foundry.  If you're a new player, that's great, because some of the best unmodded equipment is found early in the game! 


    Excalibur requires very little modding to work well, and hey, he's a starting frame!  His toolkit is varied and covers all of the essentials.  He's not a tank, but he's robust enough to endure most of what the solar system throws at him.  As you actually acquire the means to mod him out, his capabilities scale well.  Similarly, Rhino is available on Venus, and Frost is now available on Mars.  Both frames are more tanky than Excalibur, scale well when modded, and have a kit of abilities that will be useful for you and your allies.  All three of these frames are available very early on or immediately, and even without extensive modding, can knuckle down and get the job done anywhere in the solar system.


    With weaponry, modding for damage is a lot more essential, but there are still some great early choices that will be a big improvement from your starting equipment.  For primary weapons, I would recommend the Boltor, or Boltor Prime, and the Paris.  By Mastery Rank 5, options like the Amprex and Ignis can be found in a clan dojo, but the Tonkor overshadows them all, and is available straight from the market.  One of the best early secondary weapons is the Lex, and the Lex Prime can be used effectively anywhere.  For melee weapons, the Heat Sword, the Scindo, and the Orthos are great options after the Skana, and by the time you complete the Second Dream quest, you'll have the strongest sword in the game.  Also become familiar with the elemental vulnerabilities and resistances of each faction in the game, as it can make a serious difference if your damage output feels a bit lacking.

    Finally, a PSA to new players...

    If you're a newer player, focusing on builds that will take you to end-game content is a quick way to frustrate yourself.  You're simply not there yet, nor should you be.  As you play, advancement should be noticeable, but it should also be incremental, rather than instantaneous.  So, my first piece of advice is, change your expectations to what is realistic, and with that, change your goals.  If you set several smaller goals for yourself ("I want this frame", "I want these mods"), and then find a way to achieve those smaller goals as you work toward broader ones ("I want to explore the star chart", "I want to complete Second Dream") you can find a way to steadily progress, without burning yourself out.  With that, I'll make a few things clear.

    No build will require Primed mods unless it's very niche in what it does.  Primed mods have a lot more ranks than their normal conterparts, which is what gives them the extra "oomph", but it also means they're a lot more work to rank up, and then make the room to accommodate them in your warframe or weapon.  In the early game, worrying about Primed mods is a waste of time and resources. 

    Instead, look for corrupted mods, in the vaults of the Orokin Derelict, for your min/maxing needs.  These mods offer greater bonuses than normal mods, but with an associated penalty.  Consider what your warframe specializes in, and play to those strengths.  From dark sector missions, Life Strike can be a serious game-changer, greatly augmenting your survivability.  Spy missions reward many special weapon mods, including elemental damage/status mods, and Covert Lethality.  Completing the nodes on a planet opens up nightmare missions, granting special mods for braving new challenges.  In other words, if you explore the content the game has to offer, with a little direction, powerful mods are an inevitability.

  13. Farmed DNA all day.

    Stayed up 'til the crack of dawn, and spent Platinum to rush incubator parts, create a Kavat, make an imprint.

    All for nothing.

    Where's my abomination?



    ... well, you're no mutant, but you're okay I guess.  Was this all an elaborate scheme to make me finally get a pet?

    I am legitimately disappointed, though.  I had one chance, and I'll never have it again.

  14. I really like the idea of a heist in Warframe, since I think the game already has all of the elements to support this, scattered throughout different mission types.  They really just need to be assembled.  I have a few rough thoughts on how I envision it, myself, as well as how to keep ducats in check if such a mission type were to exist.

    The mission itself would incorporate elements from Spy, Rescue, and Mobile Defense, with many aspects resembling the new Sabotage missions.  Breaking through security would be a non-linear experience.  By exploring and familiarizing themselves with the environment and guard patrols, players would find various weak spots in security, allowing stealth and subterfuge, with hacking to bypass lasers and locked doors.  Of course, using brute force would also be an option.  Once alarms have been activated, breaking through vaults would take a little time, with plenty of enemies to fend off. 

    Since ducats, as a currency, are meant to be limited in quantity, this mission type would be optimal as a form of alert or daily mission.  The heist would give either a flat reward, which players would receive in full upon a successful mission, or a reward based on a high score, with consecutive runs rewarding additional ducats by beating your high score.  In this way, heists would give players a reason to participate in them regularly, without tempting players to excessively grind the mission for a larger surplus of ducats.  Players are given a more interesting way to acquire ducats, while keeping the currency intact.

  15. Ah, very late to the party as usual...

    Mag Rework

    In the previous Devstream, a new rework-in-progress Mag was given a live demonstration.  Many things were shown and said, but some questions still remain.

    1. Many reworked frames have received a tweak to their base stats (e.g., Saryn, Frost, Excalibur).  Can we expect any adjustments to the base stats for Mag or Mag Prime?

    Particularly, with the amount of interaction with Magnetize, which presumably costs 50 energy, and with Shield Polarize being moved to her third ability, presumably costing 75 energy now, will Mag's old energy pool support her new reworked kit?

    2. During the live demonstration, Mag was fighting Corpus, which didn't showcase Shield Polarize's most important new feature.  Will we get a demonstration of Shield Polarize and Magnetize interacting with armored units and shrapnel before the rework ships?

    Additionally, Shield Polarize was compared to Nova's Molecular Prime a few times during the demo.  For clarification, will Shield Polarize have any dependence on duration, like Molecular Prime?

    Finally, will Shield Polarize still restore my allies' shields, and if so, will it do so instantly, or as the radius of the effect reaches them?

    3. Scott mentioned that you were tinkering with Mag's ultimate, Crush, saying that it's currently "lackluster".  Is there any new information about what Crush will look like with reworked Mag?

    4. Lastly, at the time of Mag's demo two weeks ago, her passive "vacuum bullet-jump" was still up for debate.  Has there been more discussion on her passive since, and has anything changed?

    The Shift in Warframe, Weapon, and Mod Mechanics

    It appears that newer frames, and reworked older frames, have multiple facets to each ability, with greater synergy between abilities, and in some cases, one ability having two or more wildly different uses.  Additionally, many of the most recent weapons, such as the Mutalist Cernos, the Dual Toxocysts, the Lesion, and now the ice hammer (or the "Glaxace", the "Slamsicle"...?) have innate and unique qualities, coinciding with new conditional weapon and frame mods.  How have these new shifts in design come about, and are they indicative of what Warframe will ultimately look like in the future?


    You know what's really strange?  Encouraging players to utilize their kit of abilities, and synergize those abilities with their squadmates throughout the entire game, and then have key sections in which those abilities are rendered entirely useless.  I'm seeing a lot of agreement with this design decision in this thread, so am I in the minority here?

    In regard to resisting "Tenno powers", I actually like the Nullifiers and Combas and Scrambuses, because in the context of normal combat, you have specific enemies that present themselves as special threats to otherwise hilariously impervious frames like Valkyr, or "Warframes of Mass Destruction" like Equinox.  Here's an enemy, out of the swarm of enemies barraging you, that you have to do something different to fight, and usually they're dispatched pretty quickly once your focus is turned to them.

    But now you have a big list of significant resistances or complete immunities that render many abilities pointless to even attempt against bosses or boss-type enemies.  Which I think strangely divorces boss encounters from the mechanics of the rest of the game.  On the other hand, some of the more partial resistances, and especially the deminishing returns mechanic, seems to really strike the right balance.  I know it's a lot easier said than done, but I'm of the belief that every ability should do something against boss-type enemies, and complete immunity is not a complete solution.

    If it blows away normal enemies like Soul Punch, flings them like Pull, or gives a hard knockdown like Sonic Boom, give bosses a stagger instead.  If Hydroid's Undertow swallows most enemies whole and drowns them, why not at least slow down boss-type enemies that stand in its tide?  These things are not overpowered, they simply give players more viable options when in these encounters.  The alternative is, frankly, uninteresting.

    I would be disappointed if the depictions of Warframes synergizing their abilities to take down bosses, like in "The Profit" trailer, are now just a thing of the past, a segregation between cool cinematics and a somewhat underwhelming reality in the game.

    Rhino's Stomp, Volt's Overload, and Mag's Pull and Crush have been nerfed, among over 40 ability nerfs against bosses and boss-type enemies this update.

  17. Just experienced this bug twice in a row.  I hope I can provide the details necessary to replicate this bug.  

    I hosted a squad of four players for an Orokin Derelict Survival mission.  We each had equipped vault keys.  Our mission started around 11:24 PM, Pacific Standard Time.  After setting off the alarms, we immediately searched and found the vault within the first five minutes of the mission.  My squadmate, with an Extinguished Dragon key, opened the vault, and immediately picked up the mod.  The factions changed from Infested to Corrupted, and we stayed for twenty minutes before extracting.  Upon extraction, no corrupted mod was rewarded.  Our mission ended around 11:45 PM.

    I hosted our second mission as well, with most conditions the same as the first.  Our mission started around 11:47 PM, and again, my squadmate found and opened the vault with an Extinguished Dragon key within five minutes of starting.  The factions changed, and we stayed for another twenty minutes.  No mod was rewarded.  Our mission ended at 12:10 AM, PST.


    I hope this isn't too redundant, but I thought I would actually narrate my lengthy post to make it a bit more accessible.  There's a lot of really great, albeit very long posts here, and I've tried to take the time to read all of them as the thread has progressed, but mine is certainly on the longer side, and rather cumbersome to read.  Still, these topics are something I've really wanted to engage with.  I hope you all enjoy.

  19. TL;DR Draco is okay, but affinity is not.  Dual Primaries sound kind of boring unless they're entirely new weapons.  CC is so darn good because enemy scaling goes through the roof.  And power mods are better than pretty much everything else.


    • Do you use Draco to acquire affinity?

    I used to, but not for many months now.  The last time I played on Draco with any frequency was when Mag and Mesa strongly inhabited the farming meta.  I stopped farming Draco after Greedy Pull was nerfed, and in fact, I stopped using Greedy Pull altogether.  I have played Draco a couple of times since with my clanmates, though not for the purpose of power-leveling.  I am well-aware that Draco continues to be prevalent for farming affinity.


    • Do you think Draco is a problem and needs to be changed?

    Not necessarily.  Like many have now said before me, I don't think the map, itself, is a problem, but it could be indicative of problems with the larger systems and mechanics that it interacts with; particularly, the affinity and resource systems and how best to farm them.  There's a lot of content in Warframe, and, I'll be frank, a lot of junk to level up, commonly referred to as "mastery fodder".  Having to rank up equipment repeatedly with Forma doesn't much help, either.  Personally, I don't think there's much wrong with power-leveling, if that's something a player wants to do.  It can be quite nice to progress quickly, so that you can get to the content you really want.  If Draco is guilty of anything in that regard, it's that it's the hottest game in town right now.  High-level Grineer deception maps are also commonly used for farming solo with stealth affinity bonuses, and before the recent Focus v1.1 update, this was an excellent way to acquire focus points.  I have heard that this is no longer the case, which may be yet another point in favor of farming at Draco.


    • Does it worry you that Draco is a Community Hot Topic?

    No, I think this is a good discussion to have.  For better or for worse, Draco is a part of the Warframe metagame, and so it should serve as some representation of what's right and what's wrong with Warframe's underlying mechanics.  What I worry about, however, is how DE might attempt to fix some perceived problems with Draco without addressing the underlying issues.


    DE has often mentioned "the grind" in their game, and their wish to reduce it, yet to my knowledge, markedly little has been done about it so far.  Beside the systems that facilitate the grind, itself, it appears that DE's primary approach to driving players away from lazy power-leveling methods has been by wielding a menacing stick, and not by dangling an alluring carrot.  Warframe abilities and farming locations have been nerfed before when they've gotten a little too hot in the farming scene, but it evidently hasn't stopped anything.  What you end up with is a vicious cycle of collateral damage and community backlash without actually solving the problem, and then a new farming meta replaces the old one, and the cycle begins again.


    It is my opinion that so long as the most efficient way to gain resources and affinity is to stand in one place and use one ability over and over again, there will always be a Draco.  It may not be Draco, Ceres, but there will always be the hot spot for farming, and there will always be particular squad synergies that are very effective and very sedentary.  For a game about leaping wizard ninjas in space, active and mobile play does not have enough of a tangible reward, however personally satisfying it may be.  So long as that is the case, I think there will always be a Draco looming in the metagame.


    • Would you like dual Primaries (similar to Ak Secondaries)?

    If there's more to them than just style, sure.  A little novelty is fun, but it doesn't last for long.  I'm not at all interested in an "Aksoma" or "Dual Quantas".  If it can be something really new and unique, though, I would love that.  A few weapons already blur the line between the distinct categories.  Before the Staticor was released, I assumed they were going to be fist weapons with a unique charge attack, like a melee counterpart to the Sonicor.  I'm okay with what they are, although they look pretty weird how they're held like throwing knives.  It doesn't look right at all on some frames.  The Redeemer, of course, also blurs that line, as a gunblade.  And then there's the Dual Grakatas.  Aren't they sort of the first dual Primary, anyway?  I guess somewhere along the road, akimbo guns became the exclusive domain of Secondaries, even if the two guns were Primaries to begin with.  There's really no reason for that limitation, though.


    • Do you think Crowd Control is required too often?

    Well, maybe.  Some form of crowd control becomes essential in high-level missions.  On the other hand, in low-to-mid-level missions, it's entirely unnecessary, as damage easily takes precedence.  That just has to do with how enemies scale in their durability and damage, and how warframe abilities scale to meet each challenge.  Since damage abilities typically dish out a static number, they naturally fall off in favor of abilities that simply work, no matter what level the enemy is.  It's why Ember is a fantastic choice in any Invasion mission, vaporizing everything she merely passes by, and why Vauban is so relevant in the Trials.  If you do primarily high-level content, you will get very used to seeing at least one CC-focused frame in your squad, but I don't think there's necessarily anything wrong with that, other than the fact that some damage-focused frames can fall off very hard by this point.  Some frames are better for a particular job than others, there's no doubt about that, and that's fine, but if some frames become unviable by the late-game, that certainly is a problem.


    • Do you think Crowd Control spoils the fun in some missions?

    Fortunately for me, dominating hordes of enemies is just as much of a satisfying power trip as killing them.  Of course, for those players who prefer to take a more directly offensive approach, I could understand if they feel like there isn't much of a place for them in particularly high-level content.  In some part, they would be correct.  But never have I felt like CC was spoiling my fun.


    • Do you think some warframe Mods are practically mandatory?

    Here's something that no one has ever said seriously in Trade chat: "Want to buy Warm Coat".  I do use a variety of mods on each of my frames, and in some cases, two different configurations of the same frame will use almost entirely different mods, but the majority of mods easily fall by the wayside in favor of objectively more useful options.  Slots are limited, after all, and so mods are always fighting for space.


    The most useful mods make up a relatively small pool, about a quarter of all warframe mods, and are almost entirely power-related mods, with a few mods for survivability.  In some cases, especially at high levels, where health often exists in a binary state of either "completely alive" or "completely dead", I've seen players gut their survivability mods altogether in favor of squeezing out even more power.  Is the problem with too many power-related mods, or too few slots, or a min-maxing mentality among players, or do the other options simply provide negligible benefits?


    The Exilus slot was a great step in the right direction by allowing players a special place for utility, without feeling like they were cheating themselves out of something apparently more powerful.  But there are still a multitude of mods that have no considerable use; Lightning Rod, Diamond Skin, Flame Repellent, Retribution, Warm Coat, Provoked, and so on.  These mods can not compare to strength, efficiency, or health, or even to many Exilus mods.  I'm not sure what the solution to this may be, but it's a problem plaguing frames as much as weapons at the moment.  Most mods are just objectively inferior options compared to others, and often by a great margin

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