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Posts posted by [DE]Momaw

  1. Hardcore Mode

    I think the first thing we need to talk about is how hardcore is "hardcore".  If you build a frame and it's killed during a mission, does that mean you can never have the frame again? Or you just have to build another one? The first one sounds silly. I'd be okay with the second, if it came with some SERIOUS rewards, like unique super-mods or distinct cosmetics that don't come from anywhere else.  Whatever it is, it shouldn't be tradable. Doing missions on hardcore is a personal challenge and should not lead into new farming opportunities.


    Mission disconnects

    It's always confused me why the game will not allow reconnections by people to a session they have dropped from, when it clearly has the capacity for join-in-progress.   My feeling is that missions should allow musical chairs drop-in invites or matchmaking, up until the point where it currently disallows further joins with "objective has been completed".  Once a mission has reached this point, it should remember the IDs of the players who were active and freely allow them to re-join if they fall off.  Though, to exclude certain types of exploits, a player who joins after a reward milestone should not retroactively gain all the rewards they missed. You have to be present to profit.


    Stealth Hiding

    Stealth already kinda-sorta works in Warframe. The biggest obstacle to doing missions in stealth mode is that it takes far longer  and there is currently no reason to invest the time needed. DE needs to make stealth worth the attempt before they look for ways to improve stealth mechanics.


    Syndicate Weapons

    If you're prepared to commit to creating and properly balancing 6 new things so that they are useful, unique, AND equal then I would rather have syndicate companions than "just another gun" that 90% of players will forget about in a month. It seems more reasonable that a syndicate would be able to give you useful manpower than that they would be able to compete with cutting edge Tenno weaponry anyway.

    • Upvote 4

  2. First off: I have every confidence that the map, the mission, and the frames affected will all turn out in the end to be handled in a satisfactory way




    I would like to point out something that really irritates me at the moment, which is that syndicate standing across players is wildly out of whack now.  You have some people who exploited the hell out of Viver and have maxed out their rep with multiple syndicates and are now in the process of trading with eachother to round out their collection... and then you have ordinary players who are probably working through rank 2 or 3 now if they are doing it legit.  I hit rank 4 yesterday in a single syndicate, and that was after buying a 1 week booster and playing my butt off... and I'm still days away from being able to get my first syndicate mod.


    Basically, there's a huge gap between people who exploited to get everything and those of us who didn't.  It's a bad feeling. Is there any reward for taking the moral high road? Or should we just exploit the pants off anything we find as quickly and relentlessly as possible, because if we miss our opportunity to exploit and get left behind as a result, too bad so sad?

    • Upvote 8

  3. 1.) Syndicate reputation gains are currently based entirely on earned affinity which means reputation is extremely biased toward endless missions with high body counts and certain specific strategies to maximize body count. Is dev considering other possibilities for reputation rewards, like multipliers for sigil ownership and flat rewards for missions completed or time spent in combat?


    2.) Archwing currently feels detached from the bulk of Warframe, like an entirely different game. Will we see more bridges between the two modes to make it feel like an integral part?

    • Upvote 17

  4. I like the derelict one more.  It sounds more jungle. There's a kind of suggestion of leaves rustling in an unnatural breeze.


    With the first sample, I... well, this is gonna sound weird, but I can't hear the vines.  Orokin ruins are FULL of vines and planters and water, and it doesn't really come across in the music.  Sounds more like ascetic enlightenment than a living organo/techno harmony, if that makes sense. o_O

  5. On some frames (frex Vauban) I only end up using 2 abilities anyway, so for those, it's a parity situation. For some other frames (frex Oberon), I like to have the flexibility of all 4 abilities equipped but I can't really justify the space....these changes solve that.


    I give this change four skanas out of five.  The only way it could be more exciting is if we didn't lose 2 slots, but I can respect that this would be power-creepish.

    • Upvote 13

  6. I built and decorated my own dojo. Like almost everybody else I prefer the customization.


    In the multiple choice section, rooms clearly must win because functionality trumps cosmetics. If my choice is a firing range versus benches to sit on, obviously I must throw my dojo's cosmetic appearance under the bus and gain new functionality.


    That said, I think it's incredibly unfair that old dojos get to be beautiful and ornate in the Orokin style, and my dojo looks like a series of prefab steel boxes joined together.  The choices of architectural type decorations is nowhere near big enough to allow developing a style, plus the item limit per room is too small and the placement controls too arbitrary about what is allowed versus not to make rooms of any real subtlety.

    • Upvote 2

  7. Since I know nothing about finance and this document might as well be written in Swahili for all the sense it makes, basically what I need to know from somebody who isn't employed by DE is: does PWE now have control of DE?


    Because if they do, it's only a matter of time before they destroy Warframe.  PWE doesn't invest, they parasitize. It's all well and good to say they will not have design authority over the game, but really if they own a majority of the company, what's your option to defy them? Quit? And be replaced with some other mercenary development team that will follow orders.



  8. Tutorials

    I was playing with a rank 0 newbie today (for the younger internet citizens among us, "newbie" means a person who is, literally, new to the game. It is not intended to be offensive) and they were asking some really basic questions like "How do you get primes?", "You need platinum to go to the void right?", and "What do I do with fusion cores?".  More than anything else, I think the game needs tutorials for two topics:


    1.) Meta-tutorial on the vocabulary of Warframe. What is platinum, how does the game's economy work, and what things will I actually have to buy versus earn?  What is a prime? What is a mission key? What do I need to make myself look as amazing as other players? What kind of social features are there?  You don't need to go into super depth here, but you need to introduce players to the basic concepts of what things EXIST so they know what to ask about if they want more information.


    2.) Modding and fusion 101.  Giving new players a set of "damaged" mods to get them started with the essentials was a nice start, but they still don't seem to really understand what they should do with this stuff.  Tutorial needs to walk them step by step, via on screen prompts, through basic tasks like equipping and ranking up mods.



    I am not a boss battles kind of person in general.  To me, "boss battle" is the same as "we're going to change the rules of the game to make things artificially harder".  So: no comment.



    If all they do is serve as a visual indicator of achievements with no actual stat improvements, then I don't think I'll spend much time stressing about them. The only way a purely cosmetic option would be interesting to me, personally, is if it actually signified something about what that player has decided to focus on long-term.  If there was a sigil for "Most-used weapon is a sword", that's a lot more interesting and worthy of notice than "Has killed a thousand enemies with a sword just like every other player".  In other words it has to be either a permanent choice (player has chosen option B in a quest instead of option A, permanently locking them out of option A), or it has be an ongoing investment.  Sigils that you collect and keep in a box and wear the one that best matches your dress? Pass.



    Ambivalent. Of the changes I have read, none will come close to being as endgame viable as Blind was and Excalibur will remain a one trick pony. Remains to be seen how good a pony he will be with new LOS changes.




    Good. Aesthetically pleasing. Its lack of crits and lack of status chance means that there is a very clearly defined performance ceiling on this weapon, but the outstanding damage and precision means that ceiling is quite high.  (3 forma on mine)



    Other companions

    A MOA, yes absolutely. Personally I also want to see some humanoid companions that aren't robots or trained animal slaves. I want companions that are awesome and smart and are on my team because they choose to be, not because they HAVE to be.

    Rambled about this here.


    (People voting for Zanuka, do you even realize that Zanuka is a patchwork monster made out of pieces of other Tenno?? o_O )

  9. Radial Blind: No longer able to affect enemies in rooms separated by walls. To encourage and facilitate different gameplay styles (like stealth), enemies aware of Excalibur within a few seconds or enemies that Excalibur can see will also be affected.


    I'll give it to you straight...   


    Because of the way this game scales enemies in HP, defenses, and damage while players do not scale in anyway, the most important things at levels 30+ are:   1.)  crowd control  2.) invulnerability.   Warframe defenses are shredded in seconds and enemies are too numerous to engage tactically. High level gameplay is defined by its reliance on ways to prevent symmetrical combat because symmetrical combat results in instant death.  Every time you touch anything that gives level-neutral crowd control or invulnerability, people are going to complain.  You changed Iron Skin, now it's useless at high levels, and people complained.  You changed Blessing, now it's useless at high levels, and people complained.  You changed Absorb, now it's useless at high levels, and people complained. And here we have Radial Blind...


    It's like you have two different factions at DE fighting over the design of the game and we're the casualties.  One faction wants to make sure players can't do crazy long endgame runs by making it sadistic and impossible, taking away all the tools that work.  But the other faction keeps putting rewards in crazy long endgame runs so that we have no choice but to soldier on with increasing bitterness and resentment.


    • Upvote 26


    Changed the Dead Eye Aura mod. Dead Eye is restricted to snipers and now offers a maximum of 35% damage increase.
    You're...still buffing the wrong thing here.   Sniper rifles don't need more damage. Especially not a 35% bonus to damage which stacks like an element and which vanishes completely next to the x4.4 final damage multiplier on a shot that crits versus one that doesn't.  Sniper rifles need consistency and reliability. Not more damage.

  11. Mod drop tables, they are far, FAR more important than prime gear tables.  Prime gear, just like all gear, won't be effective without mods, so it is pretty clear what is more important. 


    You're wrong on this.  A prime weapon can be used without an ideal mod loadout.  All of the "essentials" are readily available, either as drops or CHEAP from trading. Use forma if necessary, to add more stuff to make up for the loss of whatever it is that is so rare that you haven't got one.


    Consider: which would you rather have? An uber-rare stance mod, or the prime weapon it goes into?


    Prime weapon without a rare mod: Slight loss of performance from using common mods instead.


    Rare mods without the weapon to put them in:  Completely useless.

    • Upvote 1

  12. Accessories:

    Scarves are best. :D  I don't like almost all the armor parts that have been released because they don't look like ARMOR, which must be form fitting/well integrated to look like they are really protecting, but the diversity in frame sizes and shapes means tightly fitted armor isn't easy. You'd have to dynamically morph the meshes. Badges are kind of hard to see. I already have a bajillion colors to pick from. Sentinel cosmetics have historically been very hit or miss in that they have poor intercompatibility (too many combinations end up looking really stupid) but I'd be okay with more attempts.  Warframe skins...highly subjective. Most of them I don't like, but the ones I like (Nyx immortal!) are amazing. You haven't even touched crowns. Kubrow cosmetics is an area that you haven't even touched yet either;  want kubrow armor.











    Login Rewards:
    My recommendation for login rewards would be to make it a point-based reward accrual system.



    When you log in for the day you get  7 "Favor of the Lotus" points. Plus 1 point per day per consecutive login day (8 on day 2, 9 on day 3), up to a maximum of 14 per day if you have logged in regularly for a week.


    These Favor points are used in a special area of the Marketplace to trade for things like short-term boosters, credits, fusion core packs, platinum discounts, blueprints, and possibly even more permanent rewards like special cosmetics ("Mark of the Devoted" badge?)


    This makes the entire system non-random, gives players a choice of what they actually want, and more clearly rewards players for signing in regularly.

    Mastery Rank:

    Give players a wad of credits or some fusion cores for reaching new mastery? 2-hour booster. Maybe an assortment of "essential" mods for the lower ranks. You give out "damaged" versions of Vitality, Serration etc for tutorial, maybe newbies should get not-damaged ones for ranking up a few times.


    In general I feel like mastery rank in itself, not the ranking up, needs to count for more.


    Easy one to justify is handing out some cosmetics for mastery rank; every 5 ranks you get something new. A new sugatra or badge for reaching rank 5, a distinct scarf or armor part with some kind of animation for reaching 15.


    Mastery rank is SUPPOSED to allow you access to better equipment, but that idea has been so long abandoned that it's a joke now. The highest requirement in the game is only 8, which isn't terribly high, and most of the best weapons are lower than that.  Rather than try and spackle over it after the fact and lock people out of stuff they have already earned, just start introducing some new amazing stuff that has high mastery requirements. New weapons, maybe. New special sentinels? New mods?


    (That would tie in especially nicely with unique mods being rewarded for mastering specific warframes.  So regular Vitality gives +440% of base health, but reaching rank 30 with Trinity (the healer) gives you a Master's Vitality might give +500% of base health plus increase pickup amount from health orbs, or add a weak form of regeneration. Reaching rank 30 on Frost might give you a Master's Retribution that triggers a PBAOE cold explosion whenever your shields go down, and mastering Rhino might give you a Master's Rush that gives a damage reduction bonus while you sprint.)


    The resource gathering mechanic is not useful. High mastery players are overflowing with basic resources, and due to the randomness they can get more of a rare resource in an evening of targeted farming than resource gathering would give them in a month.  Far more useful would be to allow every player to deploy three gathering drones, and let us pick what specific thing they should try to gather, with a large speed bonus to completion based on mastery rank.


    Hesitant to go really crazy with bonuses for mastery level since last we heard, the Focus system is still heavily based on it. Depending how awesome that is, it may make every other bonus related to mastery redundant.


    Every aspect of his abilities needs an overhaul.  My thoughts have not changed relative to






    In-Game Events:

    Which is my favorite part varies by event.  I like that it's a clever way to introduce new game modes (especially looking forward to general introduction of Excavation, and the possibilities of mid-mission void gating opens up some amazing possibilities), but not all events have been about this.  I like Lore. Eventually it's all gonna make sense. But not all events have really added new lore.  I like new weapons (in concept), but not all event weapons have been worth using past mastery fodder.  Probably the thing that has been most useful from events with the best payoff and lasting value, has been mods; would encourage more "mechanics-based" mods to be tied to events, like Aviator (but better than Aviator which itself is terrible).
    I haven't felt that any event has been particularly grindy to complete since Gradivus, they can be completed in a single evening with friends, maybe two or three days if you're going solo.
    The difficulty of events has been kind of all over the board though.  I am not a fan of "fake difficulty". Like taking away 90% of our frame's survivability AND abilities at the same time or making level 10 enemies do damage like level 50 ones.....  No. Stop that.
    Concentration versus Dilution, gamewide:

    Prime parts are by far a bigger pain in the butt.  Mods can be farmed from the solar map. You'll get all the common ones...commonly, rare mods can be targeted, nightmare mods come from nightmare missions. There are only a very few mods (frex gleaming talon) that have been as hard to get as some prime parts.  Mods also can be used individually;  you may not having gleaming talon, but your glaive will still WORK without it.


    Void farming is a pain in the backside because you not only need a void key, you need a specific KIND of void key, you need to do the mission, only to learn that the actual drop chance for the thing you're looking for is 1 in 50.... And you need every single part for any of them to be useful.


    I strongly encourage brainstorming on key transmutation, easier void access, normalizing drop tables so all possible rewards from a mission are equally likely, or even dismantling prime parts to get materals to make other prime parts.   Something needs to be done for people's continued sanity.  The logjam of relentless unluck affects my will to play the game strongly every time you release new prime sets.  At this very moment I have 4 out of 5 parts needed for Hikou Prime, 2 out of 3 parts for Scindo Prime.  >:(

    • Upvote 8

  13. Secondly, Radial Blind will be changed to blind any enemies aware of player within the radius. Enemies behind walls/obstructions will not be affected since they were smart enough to avoid the blind!
    So not only is the nerf on purpose, it's actually worse than we realized. I really wish I knew you were going to do this before I spent a week and 4 forma upgrading this frame.
    RIP Excalibur
    • Upvote 59

  14. And another undocumented change, (or is it a bug):  Radial Blind is getting blocked by any geometry and not affecting half enemies even in the open. 


    Oh. My. Gods.  He's right.


    What, now I have to use Natural Talent and spam my Blind 3 times more often, while simultaneously losing one of the few safe ways to enter a room with unknown hostiles? Who was complaining about Excalibur and his one useful feature? Why was this nerfed??? 


    More to the point, why are we spending time murdering abilities that are actually good, instead of replacing the ones that everybody agrees are useless.

    • Upvote 11

  15. Assumptions never help. I personally use all abilities on all of my frames (yes, I even have Psychic Bolts on my Nyx), and I think of "good Trinity players" as being just that -- good Trinity players. The 20% loss isn't going to affect their ability to support their team.




    The reason you used to use max rank Blessing was that it granted a good duration of invulnerability.


    The reason you should have switched to unranked Blessing after the first round of nerfs, is that Blessing no longer gave invulnerability and your team was best served by your ability to slam out constant full heals.  Unranked Blessing had a shorter duration so it locked you out of healing for less time but still gave a full heal.


    This most recent change is a serious nerf. It doesn't reduce your ability to heal the team by 20%, it reduces it by 60%.


    Let me explain. Blessing's damage resistance is pointless.  In the early game, only complete newbies will be taking enough damage that they need a full time Trinity and the heal aspect alone will sort them out.  In the late game, by the time your team mates have taken enough damage for the resistance value to be useful and justify the "buff time" (i.e. "lockout time"), they're a hair from death anyway and you're pretty much gambling whether not they take another hit which will kill them in the time it takes you to react to their status.


    Since the resistance buff is pointless, you have to look at Blessing from the perspective of healing.  And this change is a massive nerf to its actual healing power. Bless-Spam with a min rank ability was more than halved in power, and a max rank mod has a built in duration "bonus" so it's less spammable.


    And even then...  Why 80%? Is it really a good idea to force players to mount an Intensify to do a full and proper heal, when there are already oceans of threads complaining that there aren't enough mod slots to do what people want?


    Meh.  MEH.


    New syandana also looks terrible on Trinity because it clips through her spider skirt in a horrible way. Make of it what you will.

    • Upvote 13
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