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Marthrym

Grand Master
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Posts posted by Marthrym

  1. Just make it so that people who want to opt out are the ones who have to interact with the motes, since they're the ones who want to not benefit from the buffs. Doing the opposite seems rather nonsensical to me. An option to disable the prompt for those who want the buffs would be nice too, to avoid accidents. That or giving the action a specific keybinding, that would work too.

  2. Alrighty then, here's my two cents on the subject : Valkyr's kit betrays how old and outdated she is in terms of mechanics used, and hasn't been tended to while the game changed drastically in some ways. That's pretty much the same problem almost every older frame suffers from really, outdated mechanics.

     

    - Ripline : utterly pointless when it comes to adding mobility (though it can end up hitting surprisingly hard, if you spam it enough and manage to keep the stacking damage bonus up anyway...). Frames themselves have parkour and bullet jumps, and operators have "dashing-all-over-the-place" levels of mobility. The only viable option I can see is an entirely new ability. We can keep the "spamming makes it better" mechanic for said new ability. That or adding some crazy mobility sh!t to it, because wasting energy to get a pathetic amount of momentum is just sad.

    - Warcry : the fact that the armor bonus only scales off BASE armor and the devs haven't even considered it to be a problem since its creation, years ago, still baffles me to this day. The attack speed bonus is neat and frees up mod slots on melee weapons, and the slow on enemies, if range didn't end up gutted to get reasonable amounts of duration and strength on most builds, would be useful for the more annoying enemy types, provided they're not immune to it of course. Also making the buff reliant on allies being in your immediate vicinity to benefit from it is just... just what were you thinking dear devs?

    - Paralysis : Useful to get easy finishers and stop enemies that aren't outright immune to it in their tracks. Range is not so great though, and once again most builds gut ability range in favor of duration/strength, and let's not even mention damage scaling off Valkyr's shield, that part is too sad. Duration of stun shouldn't need an augment to be remotely useful.

    -Hysteria : Ah, Hysteria. This one's always fun to try and balance. Not. Invulnerability is neat. Scratch that, it's an unfortunate necessity when you have to French kiss enemies to be able to hit them with that absence of range and horrible moveset and they can eviscerate you through your armor. Also... where are the sweeping arcs with them claws? The crazy mobility one would expect of an ability forcing you to use melee so as to keep up with enemy numbers? You could do so much better dear devs! The only attacks I use are the slide attack, because it at least deals decent damage and can hit multiple enemies easily, and the slam attack, to get the prompted ground finishers (can't pass up 6400% bonus damage). How can she not have a moveset that is at least decent? HOW? As for damage, I would make every attack deal a low minimum percentage of the enemy's maximum health on top of the base damage, unaffected by Power Strength of course, or maybe make every attack on the same enemy deal more damage than the last, or see your damage go up as time goes on, like energy consumption. That way it would remain effective AND add some sort of interesting gameplay with the damage and energy drain working together. It would give us the opportunity to choose between energy conservation or big haymakers. Right now I only use Hysteria for a few seconds here and there, mostly to change position safely or focus one target in a sea of enemies. Not feeling very "ultimate-y" personally.

    Other than that she's fine really.

  3. 7 minutes ago, TheGreenFellow said:

    Many do feel underwhelming, some do not. But that's rather the point of the question posed in the OP, highlighted in bold.

    I actually concur that they've been neglected by changes in DE's design mindset, and as you say, highlights glaring balance issues. As you might see in the OP, I too would prefer they bring other Warframes up to this level.

    But nowhere did I "demand things that perform well be brought down to the level of those that can't perform at all".

    Fair enough.

  4. Same old tired song... "This new FOTM frame makes these other frames obsolete! Oh the humanities! Think of the children!"

    The frames OP mentions don't need Wisp as comparison to feel underwhelming : they just ARE. Because the game changed, while they did not. They all have the same thing in common : they didn't follow the tide, forgotten/ignored by DE. Wisp changes nothing to their situation. If anything, this is just yet another huge spotlight shone on Warframe's already glaring balance issues accross the board. Nerfing this frame won't make all those other frames more viable/better or relevant. Reworking/buffing/bringing THEM up to the current game's "meta" or whatever instead WILL.

    I can't believe it's still too hard a concept to grasp : don't break what little there is that works, fix what doesn't before it piles up so high it ends up looking like a mountain. So much is broken and outdated in this game, and yet we still see this type of thread demanding things that perform well be brought down to the level of those that can't perform at all as if it was going to make them perform better instead. It won't. Let's focus on the frames that need help instead of those that don't, shall we?

  5. He's so underrated it's criminal. You can do everything with him, he just suffers in teams where he can't build himself up. If the devs only could listen to the numerous suggestions made to make him work better with teammates, I would play with others more when I use Nidus, instead of going solo most of the time. He just doesn't play well with others because he needs to feed by killing stuff, which ultimately makes others Nidus' biggest weakness, when his 3 and 4 bring great advantages to teammates. He's a giver, while most frames are just takers.

  6. Well, her 1 is kinda useless, I agree. Her 2 should stay on her in my opinion, and aiming at teammates to put one on them should be how it works, it's not great that it jumps from teammate to teammate the way it does right now. Her 3 is basically a bulletproof vest, very useful, although it kinda overlaps with her 2 jamming weapons. Her 4 is one of the best in the game as far as I'm concerned, I don't believe it needs a nerf, seeing how it doesn't work at all on some enemies/bosses, and turns you into an immobile target in a game where mobility is paramount. I think that's why her 3 exists honestly.

    I'd replace her 1 with something actually useful and make her 2 stay on her and castable on teammates. Other than that... maybe touch up her passive. They tend to suck on most frames.

  7. It's just a convenient and lazy thing the devs implemented a long time ago. There is no coherent lore behind nullifiers, the devs themselves basically admitted to this. Don't look for an explanation to how they affect warframe abilities, or even weapons, there is none, they're just there to try (and sadly utterly fail) to create "challenge" and counter our godlike powers. They are a failure, everyone knows it, even the devs, but at this point removing them entirely wouldn't make the game any better. Just don't jump in the bubbles, you can swipe at them when using Hysteria if you can't/don't want to turn it off. It's not fun, it's not challenging, but it works.

  8. 15 hours ago, Grimmstyler said:

    @Marthrym

    We are talking about Exalted weapons having ammo pools. Which Peacemaker does not. And i think Mesa is the soft spot for this discussion

    I don't see you complaining about Exalted Blade or Hysteria not having ammo pools, and yet they both are Exalted weapons. And your focus on Dex Pixie gives me the impression that this is not so much about Peacemaker and Mesa than Titania in her current state.

    The point I'm trying to make is all Exalted weapons do no work in the same way, nor should they. Making false equivalancies won't get you anywhere. Exalted weapons are too dissimilar to make a 1 for 1 comparison and balance system to apply unilaterally and systematically to all of them, no matter how much you try to make false comparisons and equivalancies. Peacemaker is absolutely not a "soft spot" here, that makes no sense whatsoever. You cannot justify adding a magazine and reload time to it simply because Dex Pixie has these mechanics.

  9. You're comparing 2 completely different frames with completely different kits here OP, you do realize that, right? They function differently, fill different roles, and are balanced using completely different parameters.

    Alrighty then, let's follow you into that rabbit hole, how about we ask for Titania's 4 to get its mobility nerfed to the ground since Peacemaker removes Mesa's ability to move entirely? Seems fair to me, it follows this nonsensical reasoning of yours perfectly after all, so you will agree with it entirely, right? Maybe we should also remove the evasion bonus, since Peacemaker doesn't have that either? And the ability to use melee attacks too while we're at it, I mean you can't do that while using Peacemaker, so it's only logical to remove it as well, right?

    Try to think this one through, please. You're not making any sense here. How is Mesa's Peacemaker not having an ammo pool hurting Titania's 4 in any way, shape or form? How are these 2 abilities similar enough for anyone to make a comparison that uses one to ask for the other to be balanced around it? Come on man, use your higher cognitive functions a little bit, for Lotus' sake. You seem to like Titania, and for some reason you aim your frustration over her need of a balance pass or rework at another frame in the most arbitrary way, one that is completely different, shares nothing in common with her, ask for just as nonsensical and arbitrary a nerf, which wouldn't help Titania herself at all, and that Mesa doesn't need or deserve. Just... think it over mate.

  10. RNG based passives are a terrible idea, I agree completely. An "EMP aura" passive for Nyx is just plain useless too. I can just press 3 to have a similar effect, making this absurdly redundant. I don't understand how the devs think sometimes I swear.

    For her 1 to be worth using, it needs a few things IMO : as you mention, an AI that isn't brain dead would be nice. Also, I strongly believe making Mind Control permanent until release or the death of the controlled unit instead of duration based, would help immensely.

    Psychic Bolts is just... bad. Doesn't bring anything to Nyx's kit. I agree that it must go, and I really like this idea of Nyx using her psychic powers to fool enemies and make them think she's one of them. I never liked her 2, it's just not worth a power slot for me. I'm all for getting rid of it and this idea of a power that would give her this ability to manipulate the minds of enemies like this sounds very interesting, like a new take on infiltration, using something other than just invisibility. Great idea there IMO, I support it completely.

    Chaos was always a mixed bag for me. The initial stun is incredibly useful, and the chaos effect is nice, although not consistently reliable due to its very random nature. I would suggest making it better by simply making enemies not see Nyx and her teammates. Maybe also pets? As for objectives, it might be a tad too strong to make enemies unable to target them, I don't know.

    Absorb has many long standing problems that for some reason, and despite the many threads about it, the devs have obstinately refused to address for years. First, magnetic damage makes absolutely no sense. It should either be radiation damage or even finisher damage, since this is an ultimate ability after all. Second, the fact that you're unable to do anything, not even move, unless you use Assimilate, makes this ability boring and uninteresting, and enemies don't really end up focusing on you all that much. The idea of forcing all enemies affected by Chaos to focus all their attention on Absorb would indeed help here I believe. I'm also not a fan of energy consumption being tied to damage absorbed, it's just a relic from years ago when there weren't any counters the AI could use. Now it has several, so I think this mechanic should be either removed or rebalanced to take this into account, as it tends to struggle with the higher end of enemy scaling and nullies without Assimilate to move away from them.

  11. Well the thing is the devs themselves said "nope, not interested, not happening". I mean never say never and all that jazz, but still, I don't see proper first person being a thing ever in Warframe. Would be a TON of work for the devs, and there are so many mechanics already in the game that aren't first person friendly to begin with, not to mention they're always spread thin working on too much stuff at the same time anyway, so...

  12. That's a big problem indeed. Also the tracking is really broken, I often see my chakram flying off away from enemies after hitting the first. Even when they're tightly clustered together. It really hurts the ability on the whole, and Reaping Chakram particularly becomes pretty much worthless.

    Maybe adding some marking system of some kind would help? Or make the ability work closer to the way Shuriken does, allowing the Chakram to hit every enemy in a cone through obstacles? This is pretty much what makes Shuriken useable, Blazing Chakram would benefit immensely from a similar type of treatment IMO.

  13. I have only a few issues with Nezha's kit as it is right now

     

    Blazing Charkam needs a look at. It bounces off empty air far too often or just chooses to bounce AWAY from enemies after the first without hitting any other surface. The charged chakram ends up being more reliable because of this, even though it also tends to bounce off nothing too. The homing chakram needs to be reliable, and right now it's not. It's clunky and sometimes litterally anywhere but where it should be.

    Warding Halo in its current form feels weird to me. Right now it looks like Splinter Storm and Iron Skin mashed together, which makes it clunky because of the mechanics used together. It's trying to land somewhere between the other two, and I think that's exactly where the devs made a mistake. Warding Halo has the limitations of both Splinter Storm and Iron Skin, without the BIG upside each has. Iron Skin has proc immunity, an absorption phase and a limited health pool, but complete damage absorption and no duration. Splinter Storm has no immunity, limited duration and reduces damage received by 90% maximum, but can be refreshed easily, has no health pool, can be used on enemies and can deal HUGE damage when using Mass Vitrify several times to refresh and boost it. Warding Halo has proc immunity, an absorption phase, a limited health pool without complete damage reduction, and can't be refreshed. It's like an amalgamation of Iron Skin and Splinter Storm, and I think that's where the problem is. I would give it complete damage mitigation back, or remove the limited health pool and make it duration based. Or make it its own unique ability with its own mechanics. Don't get me wrong, it's not that it doesn't work right now, it just feels needlessly convoluted in terms of the mechanics it uses.

     

    Reliability is what Nezha's kit lacks right now. It's really good other than that IMO. Fun to play, just not entirely reliable. I can't trust Blazing Chakram, and Warding Halo trying to be too many things at the same time seems to hurt the ability more than it helps it.

  14. I think shotguns are mostly fine. I agree with OP on one thing though : the current state of fall-off. It's utterly ridiculous.

    The effective range of ballistic, pellet-type shotties is between 8 and 20 meters in the game, and then their damage declines VERY sharply over a very short range. The effective range of STANDARD 12 gauge buckshot is 50 yards in real life. That's 45.72 meters of FULL lethality before fall-off starts being an issue. More than twice the effective range of the Sobeck, the only shotgun with a 20 meters effective range, the others getting between 8 and 18 meters. 

    But the most egregious part is that they ALL lose most of their damage BEFORE reaching the 45 meters mark, for up to 80% damage lost after only 20 meters for the Hek, probably the most affected by this. For future tech space shotties, this is where I think it's getting absurd, but my real concern comes from a different part of the game. Because I would actually be fine with the current state of shotties if the game opening up more and more wasn't having such a negative effect on shotguns. First with PoE, and now Venus on the way, I would suggest adjusting the effective range of shotguns to something a bit more adapted to this type of playing field. I'm not asking for a full 45 meters of effective range for all, but a small, measured bump up would be welcome, and certainly wouldn't break the game in any way.

    And I know what some may say "Don't bring a short range weapon there then!", or "We have long range secondaries!", which is all true, and good advice indeed. But the issue remains that the current effective range of most, if not all shotguns is ridiculously short in Warframe. It's an easy thing to adjust, and said adjustment could be applied to PoE and Venus only, and it wouldn't stop anyone from enjoying the game, would it now?

  15. This wouldn't bring any challenge to the game. It's just cranking up the numbers, nothing more. It's pointless. All you do with this is create even more of a rift between low and high level content, more power creep, more broken stuff that makes creating actual challenge even more impossible. And the saddest part is, we wouldn't even feel the difference because our current "end game" builds all focus on preventing enemies from being able to insta-kill in some way or another. skill is utterly irrelevant, as is tactical thinking. All that matters is the loadout. Is that what you want OP? More of the same?

    We don't need MOAR LEVELS for enemies. We need mechanics and gameplay options that offer fair, challenging content. So far, Warframe has failed to deliver. Cranking up numbers won't change a damn thing. We need more enemies that force us to aim, to move, to think, and the devs have actually done a few things that could help with that the past year and a half, which is a good sign, even if personally I have long abandoned all hope to be challenged in Warframe. But this? It just isn't it. It's just more of the same broken and boring thing, just even more broken and boring. That really what we want, what we need? I sincerely doubt it.

  16. Yeah this has been bugging me for 5 years now. It's just plain bad design to be honest. We shouldn't have to grind TWO full sets of mods just for Sentinels and their rather small "contribution" to our damage. It's just... bad. We should be able to use the mods on Sentinel weapons without such a punishing limitation.

  17. Ivara's very proficient in both solo and group play. Plenty of tools to choose from that you can use on both enemies and teammates, and she rewards smart play, positioning and good aim, she's one of my personal favourites.

    Ash is also a great option if you want to deal with pretty much every enemy and keep a low profile. He's remarkably flexible and powerful, his kit ignores armor and stacks slash procs all day.

    And of course Loki if you're looking for pure Crowd Control in your kit and stealth.

  18. Scaling has always been one of the main issues preventing Warframe from ever offering any challenging content, with our own power level forcing the devs to crank it up to eleven. And since they refuse so obstinately to do something about it despite the numerous threads with extremely detailed and viable alternatives made over the last 5 years, I wouldn't hold my breath on this one. Not to mention how easy the game is the second you learn how to give the middle finger to enemy scaling, even in endless missions where boredom has a better shot at taking you down than the enemy AI... Still plenty of fun to be had luckily, with most frames and weapons, in most situations. Thanks power creep, I guess.

    Plenty of options to choose from, damage reduction and avoidance and Crowd Control being on top of the list obviously, because damage scaling is actually what hurts the game the most IMO, moreso than health and armor scaling because of how much damage we can deal. Also just staying mobile makes a big difference, never stop moving.

    So yeah, some frames work much better because they have tools that counteract even vertical scaling pretty well, while others become pretty much worthless sadly enough, because these tend to be the fun ones. And again power creep doesn't help either. When you get how the game works though, you can pretty much do anything with anything, within certain limits obviously. Says everything about how the entire scaling system is in dire need of a thorough rework. Again. Unless you don't like challenge, then it's good the way it is now I guess.

  19. So you don't like them so we're going to remove them because your highness says so.

    How about this I like them. So we're going to keep them because I say so.

    That pretty much resumes how people will answer your demands, because you have no right to demand anything here and it just pisses other people off. Just turn particles off in the options, how about that? You get what you want without messing with what other players want and enjoy.

  20. 1 minute ago, Huanthus said:

    The answer for all your umbral prayers is named Helminth as stated on the lore of the quest,  i suspect that the infirmary will have a lot to do on modifying our current warframes to fit umbral mods or. Any kind of new mod that appears on other updates. 

    Yeah that's a thing I thought about too, works on a mechanics level, wouldn't be implausible lore wise... Maybe this is how we get Umbras after all, the Helminth virus? Maybe that's what the devs intend to use it for?

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