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Marthrym

Grand Master
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Posts posted by Marthrym

  1. Challenge has never been a thing in Warframe. It probably never will be. Sure the devs use their beloved broken scaling to put players in "insta-kill or be insta-killed" situations and call that "end-game" or "veteran content", but that's not what most players looking for a actual, challenging content, especially said vets, will be happy about, for the simple reason that it's not challenge. It's not hard. It's all or nothing. It's just punishing. It's boring. There's no counterplay, it's just a DPS race with heavy CC or damage mitigation to inflict the insta-kill before receiving it. It sucks. But the saving grace is that with the sheer amount of stuff you have at your disposal in Warframe, you can create so many situations where the game actually gets challenging without being broken and boring. Sure there's a sweetspot somewhere in this mess, but it's so smothered between the two extremes that finding it is actually more challenging than playing it!

    The devs introduce more power creep and widen the gap between the power level of the "early" and "end" game with every passing update, without trying to reduce said gap to at least make things more interesting and less out of control. In a way the problem is that they gave us Godlike powers, and then instead of either reducing their magnitude or giving the enemy some kind of resistance to them, they just outright made some of them completely immune, with the ability to share said immunity, and to disrupt us and prevent us from using our powers in the first place, which becomes problematic when said powers are the only thing that works once enemy scaling goes crosseyed. And the fact that some of our weapons can deal litteraly millions of damage in seconds doesn't help. The "bandaid on an open, festering wound" solution in all its glory.

    Basically, do not play the way the devs want you to, or where they want you to, if you want challenge. You'll never get any that way. Create that challenge yourself, it's the only way. And it can be glorious. I know I bash the game a lot for being utterly broken balance wise, but man it still is so much better than so many more balanced games out there. And despite their stubbornness, the devs are awesome people, and they actually try real hard, even if they don't try in the right places. I Only know of a few devteams that show that kind of care and dedication to their work and playerbase.

  2. It's probably in part because players unfortunately get used to the broken enemy scaling we have, and end up not switching their loadout for not broken content. And the Tigris Prime feels amazing to use. But keep in mind that while some weapons may seem way overpowered for star chart content, they're pretty much here because the devs can't make a scaling system that doesn't present a gigantic gap between "normal" and that so-called "high level" content of theirs. So they have to make some weapons that get things done reasonably well even when their beloved scaling goes FUBAR, which makes said weapons far too powerful for everything else.

    I don't think this is ever going to change, unless the devs finally accept to face the fact that their game is completely imbalanced. Scaling needs to be more linear, with lower level enemies at least able to pose some semblance of a threat and have the ability to develop some form of resistance to CC powers to alleviate power spam somewhat, and high level enemies have their stats capped so as to not be able to insta-kill any frame that doesn't use complete damage mitigation or heavy perma-CCjust to stay alive, or survive entire magazines of the most powerful weapons in the game to the face, unless they are specialized units, which the devs have fortunately finally started to do right.

    And then of course there's the laziest addition to the game, nullifier type enemies, the devs' "answer" to power spam. These guys make it even worse, and show that the devs simply cannot balance their game, and instead would rather use bandaid solutions that end up doing a lot more harm than good. Don't get me wrong, I love them, they're the nicest people, work far too much for their good health, and have so many great ideas and concepts, too many for them to not get lost in them sometimes. But when it comes to creating a game that present a fun and fair challenge? Yeah, no, I play other games for that.

    That's just my opinion on the matter of course, I fully understand that some people find challenge in this game, even if I don't understand how they do.^^'

  3. Interesting stuff. I'm not sure it would make sense for a giant bubble of water to be considered "stealthy" though. I mean Hydroid himself would be invisible yes, but the bigass bubble of water would hardly go unnoticed... Also the bubble would be a lot like Nyx's Assimilate in some regards, I'm not sure I like that. Hydroid is Hydroid, not Nyx with a water theme, I want the pirate dude to keep his identity.

    I'd rework the puddle and make it an actual "sea" of sort, much larger than what we have had until now (basically not a kiddie pool). Only this time, it's the players who would choose to trap enemies inside when they walk on the surface, using the mechanics introduced with this patch. With the possibility to choose to either engulf all enemies walking on the surface by keeping the key pressed for a second, or to clic on a specific enemy to drag only them below the surface, where Hydroid would roam freely like an underwater predator, able to kill the floating enemies with melee attacks. Allies could of course choose to dive into the puddle to hide, kill the drowning enemies the same way Hydroid would, or to instead shoot the surface from above to add to its DoT. Hydroid and allies could choose to resurface anywhere on the "sea" he created, allowing them to get past enemies unnoticed if they so desire.

    Undertow would drain more and more energy as time passes, with a set cap, much like Hysteria for instance. Hydroid could loot energy orbs too, but only from enemies dying on the surface or below the ability's range.

    Of course this would mean a lot of work, since it would require the creation of said "below", with all the mechanics it entails. Maybe it's a bit too much to ask, and maybe people will prefer the bubble idea, I do believe it's a good idea myself. It's just too similar to Nyx's Assimilate for me, I'd rather Hydroid keep his own identity than "pilfer" another.^^

    17 hours ago, Trentiel said:

    I integrated your idea into this little sketch I did to illustrate my ideal Hydroid ability set.

    KVgMA2W.png

    This looks actually really good! ^^

  4. 2 things : 

    1°. New players don't necessarily have the gear for it. Or the experience. They kinda matter too you know? Especially since they are now the bulk of the playerbase...

     

    2°. This is what Tactical Alerts were supposed to be. They ended up being a painfully boring mess, with zero fun or challenge. Cranking up the numbers in Warframe does not bring anything good. It never did. It never will. We need real, fun, fair challenge. Something the devs have unfortunately been utterly incapable of providing in over 4 years. You want challenge? Plenty of games out there provide it in spades. Not Warframe. This game is just an all or nothing mess. It always has been. It looks like it's not going to change anytime soon.

     

  5. 19 minutes ago, Tangent-Valley said:

    1.) Combine his 2nd and 3rd powers into a single Water Form power, with "dashing" costing more energy while in Puddle form, and open one of his slots for an interesting new power.
    2.) Touch up his 4th (which they did, fairly decently too)
    3.) Do...SOMETHING with his st1......I don't know, maybe give it some new sort of effect, and maybe make the projectiles hone in on targets "World on Fire" style, but with the Rain effect. (Remove some of its RNG)

    I like that. Combining Tidal Surge and Undertow should be fairly simple(?) and would free up a power slot. I think the devs should make his 1 an AOE where anything within it gets hit, or make the projectiles automatically home in on enemies, Lotus knows we have more than enough RNG in the game already...

  6. 2 hours ago, Emulad0or said:

    At least one thing you say makes sense, so I won't polute this thread by showing you are wrong about Nyx not being great without the augment. 

    So sticking to the thread, she is great the way she is and doesn't need armor or energy

    Glad to see you agree mate! Even though saying others are wrong just because they don't share your opinion seems a bit... narrow minded to me. See what I did there? *wink wink*

  7. 1 hour ago, Emulad0or said:

    It's not ONE ability that makes her great.
     

    I used the verb "make" with a certain tense : the past tense. Which, for those who don't follow, imply that this means the sentence that follows refers to the past. I don't know how long you've been playing, but I've been around since 2013. So maybe our notions of the past of Warframe differ a lot.

    Then I mentioned how the devs reworked parts of her kit, which actually made her better, more flexible.

    Before that people would build her for maxed range, which affected Power Strength negatively, and negative duration, all that to be able to use her 3 more often. Because yes, it was her ONE ability. Which meant her 1 was next to useless since it lasted about 8 seconds. Her 2, again, was worthless before it got a touch up and passives started to be a thing. Her 4, at the beginning was strong. Very strong. Then it got nerfed and ended up being less so. Then the augment made it a thing again.

     

    1 hour ago, Emulad0or said:

    Here is where you said she was "great, but mostly because of an augment"

    Exactly. She's great, mostly because of an augment. I stand by those words. Without it, she's good. But not great. There's a reason she saw an increase in useage after that augment came out. So again, where did I say she wasn't good? hm? Mind pointing me to it in this here thread? No? I Thought so.

     

    Boy, we see what we want to see. Or read what we want to read, I guess.

    And again, this is not even what this thread is about!

  8. 17 minutes ago, Emulad0or said:

    She was great before the augment. Max range, Chaos can confuse enemies on a 60m radius, how is that not great? And even with the augment, it's hard to get her energy down if you play her right and not just sit in a bubble shooting everything forever

    So let me get this right... One ability made her "great". ONE. Seems legit.

    Mate, when ONE ability makes a frame, then that frame is not in a "great" place.

    High level enemies will drain your energy very fast when using her 4, since your threat level maxes out, it tends to override Chaos' effects. Need I remind you that Chaos is not a guaranteed way to avoid getting shot at? It's an awesome tool, yes, but it's not the most reliable.

    Assimilate is a huge improvement over Absorb yes, that I never questioned. And that's also a problem. An augment should never be what makes an ability great. It should only give it a little something extra, or a different twist. Assimilate is what makes Nyx the powerhouse she is now. And it really shouldn't.

    Oh and also, where did I say that I thought she wasn't good? We were tlaking about choosing between more armor and more energy, and I just said that I would choose energy over amor with Nyx, period. The question was never to know if she needed said energy, or if she was a good or a bad frame in the first place. You went really far with basically nothing... And I was dumb enough to follow you that far. Yay me...

  9. 1 hour ago, Emulad0or said:

    Nyx doesn't actually need more armor or more energy. She is great the way she is now.

    Of course she is. Mostly because of an augment though.

    I only mentioned energy because it would actually be useful, unlike armor, I never said she needed it.

  10. The intent with the relic system was never to reduce grind. The intent was to make more grind feel like less grind. More layers, more time spent on average. Without making it feel like it.

    Steve and Scott used a specific sentence : "We want to reduce grind fatigue". They never said "We want to reduce grind". See the difference? Basically, the system is still cancer. You just get painkillers to make it less painful. Problem with painkillers is you end up developing a resistance to them.

  11. There are no "tanks" in Warframe, not when you reach that so-called "high level content". The game is not balanced to allow that kind of thing. High level content requires complete damage mitigation. That mitigation usually comes in the form of Crowd Control or Perception powers, with a couple frames being able to directly achieve complete mitigation. So basically you don't tank damage, because you can't, it's simply impossible because enemy scaling is utterly broken, you can only prevent damage from reaching you. Warframe was never balanced, and unfortunately probably never will be. Doesn't mean there aren't ways to... circumvent said imbalance. Some frames just have an easier time doing that than others, in more situations. Don't try to learn how to use a specific frame. Learn how to counter specific game mechanics.

  12. Yeah, I don't use Larva much for this very reason. It's a waste of time and energy more often than not. It's just easier to use Virulence alone. I don't blame other players for shooting at bunched up enemies instead of looking for single targets. They're doing what's logical, efficient. I blame the devs for their lack of foresight and logic. In a game where you play with others, ensuring that kind of mechanic takes into account the presence of other players seems... impossible not to think of.

    Making it so that enemies killed by any source of damage while under the influence of Larva contribute to stacks would help, not just building stacks, but making the experience more enjoyable for everyone. But not by making a stupid augment for what should be part of the base ability. That would be even more of a waste.

  13. Yeah, I don't use Larva much for this very reason. It's a waste of time and energy more often than not. It's just easier to use Virulence alone. I don't blame other players for shooting at bunched up enemies instead of looking for single targets. They're doing what's logical, efficient. I blame the devs for their lack of foresight and logic. In a game where you play with others, ensuring that kind of mechanic takes into account the presence of other players seems... impossible not to think of.

    Making it so that enemies killed by any source of damage while under the influence of Larva contribute to stacks would help, not just building stacks, but making the experience more enjoyable for everyone. But not by making a stupid augment for what should be part of the base ability. That would be even more of a waste.

  14. I'm not sure stacks are supposed to grant any armor, but if they're supposed to then yes, it needs fixing.

    And thinking he's trash tier is just plain wrong. He just can't cheese like some other frames in the broken parts of the game, which works against him. Other than that, great frame, tons of damage and survivability with just a few stacks. Been playing him quite a bit recently, and having lots of fun.

  15. They were nerfed because the devs are stuck with a badly designed, obsolete scaling system, which they can't seem to get around to replacing. Probably because it would be a lot of work, which may (or may not?) cripple their ability to implement new content as often as they usually do. So they're stuck. Either redo a major component of the game, which they might not have the time and/or people to do because they're way too busy working on a whole lot of stuff already, or touch up small parts around it hoping that this bloated, bursting at the seams patchwork won't all fall apart. They've actually gotten quite adept at it over the years.

    And so now Techs are weaker at lower levels, where it doesn't really matter, but still broken at higher ones, where only the Almighty Cheese God can save us. That's the issue with Warframe. It's all or nothing, either way too easy because enemies are weak and defenseless and we are Gods, or unfair and stupid because they take away half our gameplay options with cheap auras, broken bubbles and other things like that, while their stats go through the roof with no limit, unlike our own.

    It's all about the delicious cheese in Warframe. Forget about fair, balanced content. Find the cheese. Give it to the Cheese God. Cheese for the Cheese God!

  16. Vitality, Steel Fiber, Blind Rage, Transient Fortitude, Intensify, Rage, Stretch and (Primed) Continuity to offset Transient Fortitude's negative duration. Power Drift in Exilus slot, and Growing Power if you have it in your Aura slot for more Power Strength (you'll need weapons with good status chance to use it to its full potential). You can swap Stretch for Overextended if you don't have a good handle on Virulence and Larva yet, though I'd advise against that, as Nidus is all about Power Strength, not range or duration, and Stretch is good enough, at least for me. Forget Efficiency mods, they're useless with Nidus, only 2 of his abilities use energy, Virulence and Larva, and once you know what you're doing, Virulence pays for itself and then some, and Rage ensures you can still get enough despite energy leech Eximi and their somewhat broken aura.

    Nidus is all about outlasting, and often even outright insta-killing anything that gets in your way thanks to his insane killing power. The more enemies you face, the better. What you really need is good timing, positioning and spatial awareness to make the best of that monster, and that you can only learn by playing him a lot, against all factions, in as many different environments as possible. Use the map layout, create chokepoints where enemies have a hard time lining you up from a distance and have no other choice but to bunch up and close that distance to get to you, and try not to engage enemies when it's not on your own terms. You control the flow of battle, not the enemy. Ever. Do that and you will be unkillable, unstoppable.

    Build stacks with Virulence, use Larva when enemies aren't bunched up enough, and when you see big groups closing in on you, don't hesitate to use Ravenous and wait for the maggots to swarm enemies, then use Virulence to blow everything up, dealing a lot of damage and building even more Mutation stacks in the process. Use Parasitic Link as much as possible on teammates to gain a huge Power strength boost (it stacks Power Strength multiplicatively, not additively), which will feed you Virulence and Ravenous even more, and on enemies if you want to reduce all incoming damage by 90% and be immune to negative status effects, as long as the linked enemy is still alive (enemies you target only take damage from enemies that attack you, so you can build up your melee combo counter on them too). Prioritize teammates that have the most use of Power Strength, since the Link also buffs them, or enemies that are hard to kill like Heavies to get a good meatshield on top of a dangerous enemy neutralized. Also, when you cast Virulence, the target of you Parasitic Link also casts it for no added cost at their position converging in the direction you cast it, which can be devastating if you can manage to put them between you and your enemies, or aligned with you.

    The only problem can be nullies (as always...), but with AOE/fast firing weapons you can deal with them easily. The Hema and Zakti are my new best buddies against them. Hema with a Vile Acceleration works wonderson the bubbles, and the Zakti in insanely powerful, killing entire groups instantly. They're also status monsters, which helps with Growing Power and Radiation/Blast CC on enemies. Keep in mind that headshots with Hema restore you health, which is a big plus with Nidus. In the end, just use whatever loadout you're most confortable with.

    That's how I use my Nidus, and it works wonders.^^

  17. 20 hours ago, ObviousLee said:

    if you're willing to take the risk and deal with a stalker hunting you without something that can adequately kill him quickly, that's your fault. it's the outcome of your decision. that's all there is to it. if you wanna be patient and still be able to protect yourself, then good. if not, one literally loses all grounds to launch a complaint because you chose to bring inferior gear.

    I never said not bringing "adequate" gear, or rather mods, was not unwise. Just that as far as I'm concerned there is no consequence, and therefore no point, in bothering with it. I also mentioned that this observation was only based on my personal experience, since a sufficient MR allows pretty decent modding even on unranked weapons. I didn't say lower MR players should do the same and go at it with their pants down. I'd also like to point out that "inferior" gear is mostly irrelevant when it comes to the Stalker. Unless he spawns in a high level mission, you just need enough different damage types to counter one precise mechanic, damage output is not that important. The guy himself is not much of a threat once that is taken into consideration. I fought him with unranked primary and secondary weapons more than once, and other than the fight taking varying amounts of time depending on his level range, it was in no way more "difficult" than facing him with a fully ranked gear. Just tedious sometimes. I don't remember ever facing SS with an unranked frame without any mods like Vitality though. I wonder if that would make a difference? Probably at low-to-mid levels I guess?

    Also with 1.5% spawnrate, the wait can be quite long, and doesn't make it feel much like a "hunt" IMO. But again, that's just me, I totally understand the importance and agree with the "always be prepared" approach. Saved my hide more than once. Just not with SS.

  18. Just now, ObviousLee said:

    he's shown plenty of times for me, whether i be ranking items or not. He's simply a cautionary tale in being unprepared will cost you heavily.

    Except there is no way to be prepared if you want to rank stuff up efficiently. You have to admit that doing it one weapon at a time can feel a bit dumb and inefficient, especially when you've been doing it for 3 years. Gets stale at this point, so many a player would rather risk it to be done with it as fast as possible. It's not like him taking you down has any notable negative impact on the affinity you get anyway. So much for heavy cost.

    Not every player gets lucky with RNG. I myself can tell you that as long as I have the stuff to kick his shadowy @ss, he actually doesn't bother wasting time showing up. He just doesn't. You also cannot be "prepared" for an enemy that you have absolutely no way whatsoever to see coming. Him having 1.5% chance to show up during any mission doesn't really give a reliable heads-up. Following that logic would make it mandatory to be prepared at all times, which, when you try to rank up several pieces of gear, would only make the whole thing more tedious. So being prepared is irrelevant as far as I'm concerned. Not worth "preparing" for in the first place, if you know what I mean. Then again, my MR allows me to actually put some "oomph" even in unranked weapons now, so, I guess the point is moot for me...

  19. Assassins tend to show up mostly only when you don't have the loadout to take them on. It's a known thing, always been. Stalker himself is bad in the way that if you dont have enough damage output of enough different types when he shows up, you're kinda screwed if you don't have some way to deal damage despite his adaptation mechanic. And the vast majority abilities being rather... worthless against him, doesn't help.

    If, on the other hand, you're ready for him, he "mysteriously" tends to never, ever show up. Happened to me a lot lately, while I was ranking up stuff. Always bring at least one hard-hitting weapon with as many different damage types on it as you can. I know it's not the most useful or reliable kind of advice, but I don't really have any other.^^'

  20. 35 minutes ago, VKhaun said:

    So you put words in my mouth and post assumptions for me to talk my way out of, but don't answer the question? Seems legit.

    I'm just interpreting what I read, which is indeed making an assumption. We all make assumptions all the time here mate, I'm not in your noggin you know? Don't hesitate to explain what you mean If I misunderstood.

    Also, what question are you talking about? The "exclusivity" one? How would that need any answer, it's not even a valid question in the first place! The person you quote to ask this "question" themselves quoted another person making the completely nonsensical argument that Hysteria's change allows more weapons to be effective against bubbles. Which is obviously completely false. You yourself started your post by quoting that very same person! *facepalm*

     

    6 minutes ago, Chroia said:

    In what world is 'slightly less restrictive' the same as 'completely invalidated'?

    ^This. So much this.

  21. So the accumulated damage from enemies within the range of the "aura" does not apply if Hysteria is nullified? Wow, DE actually can make logical decisions... mind blown. I mean it's a good thing I guess, so... yay.

    2 hours ago, DiosGX said:

    So the argument about needing certain weapons is-- null and void

    That on the the other hand, is completely nonsensical. Just because nullifier bubbles won't present the risk of insta-killing Valkyr anymore doesn't change anything about weapons and said bubbles. Your argument is the thing that is null and void mate, sorry.

    1 hour ago, VKhaun said:

    Zing.

     

    How does more frames being made acceptable lead to an argument of exclusivity? o.O

    So let me resume your train of thought here... You say "zing" when someone states that an ability having one of its mechanics changed to be less punishing when nullifying enemies show up has positive effects on ranged weapons, which is completely false and nonsensical, since said weapons are in no way affected by this change, but that making nullifying enemies less punishing for one frame using one ability is, on the other hand, making lots of progress towards all frames being "made acceptable", when it only really means that this one specific frame, in the specific scenario where it takes fatal damage from any source while in Hysteria, won't instantly go down when nullified by a bubble anymore.

    Seems legit.

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