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[DE]Momaw

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Posts posted by [DE]Momaw

  1. Now that I've got Fleeting Expertise on mine, Volt is swiftly becoming my favorite frame. He really is "a potent alternative to gunplay" when you get to the point that you can unleash chain lightning on everything non stop.

    Really I only have two complaints at this point about Volt.

    1.) Electric Shield. I just...do not feel this power. I know people rave about this constantly, but for me it's meh. If I need enemies to stop shooting me I just Shock them and them pick them off while they do the electrocution dance. It's handy for killing Phorid I guess since you can melt his face off in seconds with a Synapse from a safe distance. But in general Warframe is a mobility game. This would be much much more useful to me if it followed the player around and offered some defensive benefit.

    2.) It's hard to know where is a good location to Overload. It benefits enormously from having machinery to work with, but only a fraction of the stuff that LOOKS like machinery actually counts for Overload purpose.

  2. But yeah, no "press this to win" button on Oberon, shame that makes him "bad" to most players.

     

    Really depends what you do with him.  Oberon only has 2 abilities affected by duration: Hallowed Ground, and Renewal. Hallowed Ground is honestly pretty terrible and pointless and you might as well take it off.  Renewal takes more or less time to heal you, with "better" duration equally faster healing. If you go for max Fleeting Expertise, Oberon can run through levels slam-dunking everything without a care in the world which is pretty much the definition of "press this to win". The only down side becomes that Renewal takes longer to finish, but seeing as there's only one other frame that can heal itself and max efficiency Oberon still gives you 200 health for 19 energy...

     

     

    No. The real problems with Oberon:

    * Smite does nothing except damage, requires precise aiming, and is extremely unreliable when it comes to damaging enemies beyond the primary target.

    * Hallowed Ground does nothing except damage and not even very much of that, in a very clumsy way.

    * Renewal has extreme difficulty actually catching players and is frequently partially or totally wasted because it does absolutely nothing to players with full health.

    * Reckoning offers no crowd control ability to go with its damage.

    * Abilities with flat damage values can be out-leveled and do not really contribute anything fun to the gameplay in terms of mechanics. Bullet Attractor changes the way the game plays. Chaos changes the way the game plays. Oberon's attack abilities are just the equivalent of very flashy guns.

  3. The only thing I can see that might need changing is to make Renewal benefit from duration mods rather than suffer (seems like a bug)

     

    I think the bug is that Renewal can rez people, and that once this is fixed, the inverse-duration property will be more obviously a net gain since it gives you the health it's going to give you much faster with "better" duration.

  4. Inspired by something I saw in the game but don't think I was supposed to see yet, and as a mental exercise to relieve the tedium of the day.

    Most frames are based on some kind of force or power. Fire, frost, death, sound, magnetism. I would like to discuss a new kind of warframe, one whose totem is complex and intangible... Honor.

    This concept is completely impractical and is shared purely as a brain-toy.

    The Arbiter frame belongs to those with an unshakable resolve and impartiality. They were used as a messenger between enemy forces, judges in matters of law (especially matters internal to the Tenno), and occasionally executioners. Even the target's own friends and allies would be forced to concede that when an Arbiter arrives they would do well to stand out of his way. All based on the reputation for honor and fair dealing that preceded them.

    Arbiter has relatively slow movement speed and high durability. He is not swift, but he is relentless. His appearance reflects simplicity, wearing smooth gray armor plates and a completely featureless mask. There are no spikes, claws, or superfluous decorations on his frame.

    His abilities are as follows:

    1.) Negotiate. All enemies that can see Arbiter are immediately forced to lower their weapons and assume a neutral stance for 30 seconds. The highest ranking enemy on the scene will "negotiate" (shout insults). Players can perform any non-aggressive actions such as raise fallen comrades, reload, charge their shields, or use healing abilities. Combat resumes when players perform any hostile action or at the end of the duration. If the full duration of Negotiate runs out with no aggressive action being taken, all team members including Arbiter are refunded the energy cost of using the ability.

    2.) Honor Duel. Targeted enemy will immediately switch target to Arbiter. Arbiter's abilities and weapons do no damage to any other enemy, and the enemy's weapons abilities and weapons do no damage to any other player. Ability lasts until one contestant is dead.

    3.) Oath of Victory. Allies gain 25% damage resistance and 25% damage bonus for 30 seconds, while all enemies that can see Arbiter are marked and debuffed with the opposite. If all marked enemies are killed before the duration runs out and without any players being downed, the Oath is considered satisfied. If all marked enemies are not killed before the duration ends, or if any players are downed, then Arbiter is considered to be in penance: he loses all of his stored energy, cannot pick up energy, and is forced to use only melee combat for a period of time.

    4.) Safe Passage. Arbiter gives all enemies in a wide radius the promise that if they surrender they will be granted safe passage to leave. Enemies are pacified, end combat, and begin walking to a spawn point where they will exit the map. Affected enemies are immune to player weapons and abilities. For every enemy that leaves the map peacefully, you receive the same XP that you would have gotten from killing them.  From a gameplay perspective, you give up the loot from fighting them in exchange for saving time and risk by not fighting them.

    Obviously, none of these work on the Infested and really should only work on robots if they have sentient handlers that are affected.

    Again: This is completely impractical with the way the game plays, but I thought it was an interesting brainstorm.

  5. The frustrating thing about liking a frame enough to feel invested and want it improved, is that you know it probably won't be, no matter how many times you suggest improvements or changes. Does nobody at DE care to read our ramblings? Do they not have the time to wade through the mountains of unrequested input? Did they consider any of the proposed changes and decide against them because reasons? We feedback, but they don't, usually. Which is pretty normal for game development since there's a million times more voices on one side of this equation than the other. The logistical realities of the situation are understandable but that doesn't make feedback feel any less futile and unproductive or make it any less frustrating to be a person with ideas and no way to bring them to fruition.

    Le sighe.

  6. Like:

    1.) Visuals. It looks very menacing and the animations suit it well.

     

    2.) MASSIVE radius on jump attacks and it has high knock down power. Nothing stands before this weapon, literally! Good shock weapon to break up a mob.

     

     

    Indifferent:

    3.) Damage is meh.  Really seems like it should deliver slower but much harder hits.

     

     

    Dislike:

    4.) Sound is clunky.  No really, I mean it goes "clunk clunk". You should hear this thing whooshing through the air and then meaty bone-splintering thuds when it hits somebody.

     

    5.) Insanely slow finishing move (common problem to most heavy weapons). Either make it a fast attack or do enough damage with the finisher that we can actually...y'know, finish them.

     

    6.) Does not send corpses flying. :(

  7. Looking for somebody to play Warframe with. Doesn't need to be a pro, but somebody with a decent amount of experience. Somebody who understands concepts like "waiting for team mates" and "accomplishing the objectives", and won't hare off across the map showing off how quickly they can out pace everybody else.  A mature player, a thoughtful player, with a side of dark humor and scientifically inqiuring oddity. Skype or other external voice program highly desired.

     

    My playing schedule is erratic, but presently I'm in the graveyard and morning slot (eastern time).

  8. As far as I can tell absolutely nothing was changed in terms of performance.  My Synapse is still a laughably powerful death ray that applies status effects like it always did.

     

    Perhaps they need to make it a display option how you want your damage displayed:  Per tick (realtime updates aka number spam), or aglomerated (one number per half second)

  9. Agreed. I dont know if its just me, but in an FPS I like my damage to be predictable and consistent. If I dont know how many shots its going to take to kill something because of crits I end up potentially exposing myself to more return fire than I would have otherwise. It shouldnt be "Half the time your headshots will kill the enemy, and the other half of the time your enemy wont even blink"

    Its a different situation with high fire-rate weapons like Lautalocos mentioned, because the crits get averaged out, but for slow weapons it really messes with my judgement.

     

    I've been experiecing this problem very strongly tonight.  I'm leveling up Magnus for the mastery points. I had it so that it took 2 regular hits to kill an infested or 1 critical hit. Which is a problem because then you either spend 2 bullets on every target and ignore the crits an wasted ammo, or you shoot every target once then wait a fraction of a second to see if it was a crit or not and whether you need to shoot them again.

     

    Ended up taking off Gambit and going for reload speed instead. Everybody gets 2 bullets. It's a lot more fluid in gameplay.

  10. There was a thread saying how 'bows are a joke' DERebecca went and hinted at a possible bow buff :o

     

    Er,

     

     

    Overal Bow DPS relative to their rifle/shotty/snipe counterparts is definitely something that has been noted. The data and feedback speaks a picture that a review in some form is necessary - if not only damage outright, but role in combat, etc.

     

    Emphasis mine. I don't read this as a coy "Bow buff incoming!" teaser. This is "We understand some of you are frustrated and we'll look into it."   You start with the suggestion of buff, then you get so-and-so promised us, then you get devs that are too disgusted to write anything at all because they get misquoted and misrepresented 20 seconds after they write it.

  11.  


    Essentially, Oberon is a classic example of DE not taking the time to test and balance a frame for high level play.

     

    Going by the number of frames that have the same problem i.e. skills based on pure damage which do not scale in any useful fashion, and by the level of enemies on the galaxy map, I think it's more plausible to say that DE considers somewhere around level 40 to be the end of the game. And if you go off the edge of the map, there may be dragons.

  12. Several of Warframe's warframes have what's called a "killer app".  One specific feature that pretty much defines them, to the extent that people often take off "excess" abilities to get the slots. Even going so far as to repolarize them in some cases. An example would be Frost's Snow Globe, or Nekros' Desecrate.  The end result is that you end up with frame/mission combinations that work extremely well (Frost: Defense, Nekros: Survival) but such frames become uncommon outside of their designated niche. DE has been resistant to long standing criticisms and calls for redesigns of abilities that simply don't seem very useful beside a frame's killer app. And as my meds wear off after a long day of space ninja parkour, I can't help wondering....is it on purpose?

     

    Basically, my paranoid conspiracy theory goes like this: DE makes (or tries to make) frames that are overly specialized on purpose. Because this means that players need to own a variety of frames to perform well in a variety of missions, which means platinum spent on inventory space if nothing else, which means income. Frames which have a full set of useful abilities, which become jack of all trade types which function well in any content do not encourage players to buy more frames, more slots, XP boosters, etc etc.

     

    addendum;

    I'm not here to pass judgement and say whether such hypothetical business strategies are "right" or not. They have a business to run in order to continue developing this great little game and support their livelihood and all that jazz. But it's something worth knowing. Because DE disagreeing with our whims or not even being aware of them is an entirely different situation than DE having a quiet little reason why they can't implement them.

     

    **tinfoil hat**

     

    What do you guys think?

  13. Well I was going to make a suggestion about an air themed warframe, but I see there already is one, so I'll just throw my ideas deep in the pile where they'll never be seen. o/

     

    Other names for consideration;

    Ornitrix

    Aerie

     

    Abilities I was thinking of;

    1.) Claw Strike. Catapults the player onto the designated target, which takes high damage and is knocked down. All enemies near the initial target are also knocked down without damage. Gains bonus damage and radius if the player has a height advantage on the target.

     

    2.) Splinter. Sweeps debris from the environment and flings them outward at high speed in a 45 degree cone wherever you are looking. These splinters can pierce through multiple enemies and always inflict the "weaken" debuff from puncture, but do low damage.

     

    3.) Soar. On next jump, player jumps three times as high as normal and gravity is reduced to 25% of normal for them until they touch the ground. (Bonus if frame displays holographic wings while soaring!)

     

    4.) Tornado. Frame is surrounded by a large AOE that follows them around for a short time. Enemies in the AOE have a random and ongoing chance of taking damage, being pushed away, slowed, interrupted, or knocked down.

  14. Lots of frames are "made" by only one or two skills. I see no inherent problem with a frame that only has 3 skills instead of 4, if those skills are good ones.

    In Frost's case it just doesn't work. Snow Globe is his killer app, the thing that no other frame can do, which is easy to use, absolutely effective, and scales to any level of play. Avalanche is clumsy and weak, Freeze is inefficient and weak, Ice Wave is geometrically limited and weak. Everything except for Snow Globe suffers from not doing enough damage to be relevant to all levels of play while simultaneously not offering any real benefit aside from damage.

    Basically, if you took Snow Globe off Frost, it would be the most pointless frame in the game. His abilities need to be redesigned.

  15. Oberon's model is fine. Can't we find something more relevant to complain about?  Even a LITTLE bit more relevant? Like why can't we color his various antlers different from his skin.

  16. They seem like a very good straight upgrade from the regular Twin Vipers. They do burn ammo at an insane rate, but that was already a problem with the basic one. Slap an ammo mutation mod on these and save them to make dogfood out of high value targets.

  17. 1.)  When there is an overlaying event on a mission node, like the infested outbreak, the mouse-over text should still indicate what KIND of mission it is.

     

    2.) Misssion nodes offering battle pay for various reasons should indicate what that pay is without having to click the node.

  18. If people are avoiding this thing because "ZOMG NERF", then they obviously haven't given it a fair shake or don't understand what this weapon is intended to do.  Because the amount of damage this thing can put out even with a "nerf" (fix) is absolutely horrific as long as you use it within its inteded role i.e. it's a blazing fast combat shotgun for your secondary slot.

  19. I'm curious why. This weapon is unbelievably powerful but the Warframe community isn't afraid of cheese so it's not that. Did so few people actually get one?  You did have to grind in Gradivus, but I thought the blueprint was relatively easy to get. Or are people just bored with it, moving on to the next shiny?

     

    Because personally this thing lives in my sidearm slot now, I think forever.

  20. The magazine size is fine once you get in the habit of only spending 3 rounds per target. Though it has an automatic trigger and high rate of fire, this is a precision weapon. You must, must, MUST maintain good discipline to realize this rifle's full potential. You really have to think of the Karak as being primarily burst-fire with an automatic mode purely to bail you out of tight corners with a very sudden and very risky damage dump.

  21. I'd just like to say in passing that I took one look at Tigris' material requirements to build, then turned around and left it alone.

    Other shotguns already take down targets with one good shot at short range, but with a much bigger magazine. And if you want to take down targets with one shot at long range then you want a sniper rifle.

    In a way the game reflects reality, in that breech loading shotguns became obsolete for military purposes the instant a magazine-fed version was invented. :)

  22. The only thing you can do to make Thunderbolt more effective is to add the mod Split Chamber. This gives you a chance to shoot 2 arrows instead of 1, and both arrows have the same chance to explode. With a max rank Split Chamber, about half of your bow shots will trigger Thunderbolt at least once.

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