Jump to content

(NSW)warfare3376

Nintendo Member
  • Posts

    988
  • Joined

  • Last visited

Reputation

1,949

2 Followers

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Fun fact slash is actually statistically the weakest scaling DoT in the game, the only reason it is considered as strong as it is is the fact that it bypasses armor. Slash ticks are only effected by base damage, crits and faction damage, wereas all the other DoTs have an additional way to increase the actual DoT damage such as heat and electric scaling with their respective elemental mods and gas/electric being able to head shot and scale with enemy group size(quadratic scaling). But as mentioned since most of the toghest units in the game use armor as their main source of ehp slash will dominate for obvious reasons, its really not a problem with slash being too strong but rather enemy armor is the crux of the issue which has always been the real issue for the dominance of slash.
  2. That unfortunately isnt true, you can only trade with other players that also have cross save enabled. And the thing with switch is that the players who did enable it most likely did so to escape it, at the time of me writing this message there is literally only 3 switch players INCLUDING myself in cross save tc which is far worse than just the switch only tc whcih at the same time has 67 players in it including myself, now sure you can still trade non plat items with other consoles but good luck with that when 90% of trades are only done with plat. Switch got completely screwed over with cross save and will only get worse as time progresses as what cross trade has done is just divide what was already the smallest player base and made it even smaller and as more players enable cross save that division will only get larger. Something definitely has to be done for switch trading and as mentioned unfortunately the plat problem is out of DEs hands so something else has to be done,
  3. Yea this is the whole reason I havent enabled cross save yet. Switch honestly got completely screwed over with cross trade, no matter what you do really whether you activate cross save or not there will still be a lot less people to trade with then what it was prior which was already a very small amount of people. Trade chat hardly moves at all now and takes forever to find anyone to trade with if you dont have cross save enabled but if you do activate it you wont be able to trade with the vast majority of those players, something really needs to be done. Id say at the very least somehow make it possible for all switch players to be able trade with each other regardless of if they have cross save enabled or not, plat is already locked to switch anyway.
  4. This would honestly not incentivize me to use more of my arsenal than I already do. Look at it this way, if you were to just do a normal mission with the optimal meta equipment you can very easily get that mission done significantly faster than the optional mode that limits your gear choices to less optimal ones so at that point is the extra rewards atcually worth it when you can just run the version of the mission that reward less but can be done twice as fast? Alos, personally I find "challenges" that limit gear choice in any way kinda lousy as it just creates artificial diversity but doesnt actually fix the issues that lesser used gear has making it just feel awful to play and kinda forced. Warframes meta has been the same for basically forever for a reason, killing tons of enemies as fast as possible is the most rewarding thing you can do for a huge majority of the games content, that plus the fact the game provides those tons of enemies quite often. The problem the game has with the meta it has is that the gameplay has remained the same forever, sure we have gained new modes here and there that add in small gameplay features but the core still remains shoot at and kill hordes of brain dead ai. If you want a more diverse meta the only way to achieve it is to have diverse gameplay where one particular playstyle isnt best for all like it is now, personally I feel its long overdue for a mission/enemy rework and get to the root of the problem rather than just nerfing the strong tools or arbitrarily limiting gear choice.
  5. There actually already is a visual cue tho its not exactly the most accurate thing in the world and could maybe use a couple tweaks, the sound cue could also use a few tweaks because from what Ive noticed sometimes the sound bugs out on certain tiles. I also do find it kinda dumb that the transmissions go on as long and happen as frequently as they do considering how you have to track down the demos by listening for the beeps. Oh and if it helps the demos are affected by enemy radar, with enough of it u should be able to see them on the map before u can even hear them.
  6. Honestly gas can be extremely strong in the ideal situation, however thats the thing that holds back gas and kinda keeps it in check. It needs grouping and armor strip and the clouds need to headshot, once those requirements are met it becomes by far one of the strongest elements in the game but again getting to that point is very impractical for normal gameplay that it simply isnt used at all and is deemed trash. And for the cap of 10 procs look at it this way, if there are 2 enemies next to each other the cap is no longer 10, its now 20, a 3rd enemy the cap is now 30. gas is designed for AoE not single target, you dont need a ton of gas procs on 1 enemy for it to do good damage you need at least 1 gas proc on multiple enemies to create overlapping gas clouds to do good damage. Removing the proc cap wont really do much apart from make its single target damage output a bit better, however gas single target damage is quite bad. As for gas not scaling with elemental mods well so does slash. It wouldnt help gas much if it did scale with elemental mods I mean look at electric, electric is very similar to gas on what it does but has infinite procs and scales with electric mods but still does garbage damage in comparison to slash. Also gas clouds can headshot on top of the quadratic scaling with grouped up enemies so actually it has better scaling than slash by alot however there is on big thing that separates the two, armor. Enemy armor is and always has been the problem, armor hinders everything that is not slash procs or things that can buff those slash procs due to the armor bypass it has. Increasing gas damage wont really do much since all the majority of that extra damage will just mitigated into nothingness anyway, would it make sense for elemental mods to scale the damage yea absolutely but would it actual help gas viability no probably not. Enemy armor really needs to be looked at again before you start buffing the damage values either that have newer enemies not have any armor but have more health or something instead because thats the big thing, armor holds back everything that cant just bypass it but if it can bypass it than it can handle everything else in the game too as enemies with armor are the toughest units in the game, this has always been the case and its about time it changes. What gas really needs is more practicality, as others have said giving it the traits of both heat and toxin would help out a ton, more so bypassing shields, the 50% armor strip would be great for normal content but be basically unnoticeable in high lvl endurance which would still be a huge improvement since hardly anyone plays at thoose crazy high lvls anyway. As for what would help gas besides that obviously a range increase would help as it would reduce the need for grouping but I know DE is scared about range increases so at the least Id say make the current max range of 6 meters at 10 procs apply to the 1st proc and only have the damage increase with additional stacks, most of the time you will never reach the max 10 procs so this would actually be quite noticeable without actually increasing the current max range of the gas clouds. Blast tho is complete garbage and would agree with there, tho I would say the solution is to not just have it bypass of lower armor or shields rather Id say give it back its knockdown for starters and maybe have the proc take out a nice chunk of overguard aswell. The thing is there will always be a worst element and I feel like basically no matter what that will most likely be blast so rather than try to take aspects of other stronger options to put into blast to make it just a worse version instead a better approach would be to do the opposite and have it provide a unique perk instead.
  7. I got an ephemera on my 1st ever sister meanwhile my longest drought without getting one is 23, thats just rng for u.
  8. If the new permanent challenges wernt already recoverable at launch then how was it that they were supposedly always have been intended to replace 3 normal weeklys rather than the promised 3 additional weekly challenges for an extra 13500 standing per week? Why are you stating the 3 extra challenges was unintended and are "fixing it" rather than stating what it clearly is which is a last minute change? This is so unlike you DE.
  9. Alternately just remove or replace all on health damage effects and just make it on damage taken like how arcane guardian or avenger works. The on health damage requirement is honestly very poorly designed as after a certain point any damage done to health becomes an instant death sentence make anything that requires health damage completely useless, that and as stated in the OP anything that protects your health such as overguard or shields hinders its effectiveness, this is especially in co-op scenarios as there are many different ways to give your allys a way to protect their health such as giving them overgaurd or restoring their shields. Another thing, rage and chromas vex armor damage buff where also unintentionally nerfed with the recent shield changes because now it takes longer for your health to take damage with the increase to both base shield amount and dr increase.
  10. We have gyro as an option on switch, cant see why playstation cant have an option for it too.
  11. Worth noting only gunfire will break the stealth, melee attacks dont break it so yea works very well with contagion and also glaives.
  12. Honestly panzer will still probably be the best, it has AoE viral procs, has the best health orb generation for equilibrium via synth deconstruct, and has really good defensive utility in hunter synergy with spores for constant health regen and martyr symbiosis for a health gate. That said the other options are much closer, Ive been liking wyrm prime so far, wyrm basically gives status immunity via negate and is a good candidate for reinforced bond with its high base shields giving you a 60% fire rate buff, nautilus has a very good grouping ability so will probably be good with verglas plus contagious bond tho unfortunately as of rn DoTs that get spread dont deal any damage but if that gets fixed I see it being a decent dps option. Adarza is a very good buffer, with tenacious bond it can now give a huge crit damage buff on top of its flat 60% crit chance buff so I can see adarza a lot of use. Moas and hounds I cant speak too much for but Im sure they are fine probably more so moas, and of course smeeta is gonna be even better now since charm will have much more uptime. And all kubrows will be decent since there will be much more uptime on the mecha set now.
  13. If said power lvl is constant and never changes then there is nothing to push further. Once the limit is reached the ony way to go further is to is to increase the power lvl and if you do that all prior content can become very easily trivialized, keeping a constant defined power lvl is just not possible for a constituently expanding mmo. Do you know the reason why guns now have an arcane slots and galvanized mods? Its because guns just could not deal with sp units so they needed to be buffed in order to be usable. This exact situation would happen with a constant defined power lvl too, there will eventually be a point player equipment wont be able to handle the tougher content and it then comes down the players skill and knowledge of all the games mechanics to deal with it which at that point kinda goes against the casual experience warframe is meant to be. You cant continuously keep increasing difficulty forever without also increasing the power of the player and if you dont increase either then the game will very boring very quickly. If youre not supposed to go higher than shield gating would have never been added, what would have been done instead to deal with the one hits is just significantly reduce the lvl cap enemies to the lvl you are supposed to get to. And as Ive said in content youre "supposed" to be playing health tank builds require far less effort than shield gate builds and this is coming from someone who almost always health ranks, highest Id normally go up to is about an hour maybe 2 sp surv and it is braindead easy and way more than shield gating. Shield gate build are easy too but definitely not easier than health tanking so there really is no reason to use it over health tank builds except for some extra mod space for a bit extra power which is also completely unnecessary. And as for shield gate builds allowing you to survive lvl cap, so what? There is literally zero incentive to do so you get nothing special and there will never be anything extra so, so what if somewhat wants to go to lvl cap why gatekeep that.
  14. And keeping players at the same exact power lvl results in the norm never changing and nothing can ever be challenging because any new content cant be too difficult otherwise it becomes impossible, but once you hit where the content cant get anymore difficult it gets boring real fast because once a player beats it then thats it no more challenge after that, so what happens next is because of how boring the new content gets players will want to optimize their loadouts get through that new content as fast as possible to get the new gear and potentially alleviate that boredom. This is why there is so much demand for challenging content but whenever we do end up with something relatively difficult it gets tuned done real quick because some casual players complain about it being too difficult and if our equipment ever gets too strong that too must get brought down becasue you cant increase the difficulty of the content otherwise the mr 1 excals wont be able to handle it, its because of this gatekeeping that there can never be any challenging content. Funny you think that but t its actually not getting "fixed", its being streamlined and outright buffed. Sure. Which implies players should/are reaching those points regularly enough that they have to worry about it.
  15. Steel path was actually specifically added to let players replicate those high lv endurance without spending 8+ hours to get to it, thats why the lvls start at 100+ the base and have increased health and armor values. Id also like to point out shield gating came out before steel path was added, with how accessible shield gate builds endurance runs grew in popularity but people did not like the long wait that came with it hence the addition to sp. It did once you said that warframe is meant to only be a casual game. Nice, now youre trying to twist it. You where the one using lvl cap as a benchmark implying that everyone should aim for that. Yea a benchmark that all the other alternatives cant reach and never could so using it as a means to gatekeep other methods of survival instead of bringing up the other methods was my entire point.
×
×
  • Create New...