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Posts posted by [DE]Momaw

  1. Cores

    Mostly a positive change.  I can't help but think that in an ideal world, fusion energy should come from time played instead of a mission drop, because unless you add cores to EVERY mission, there will always be a biased preference for where to go.


    Friendly Fire

    No. Absolutely not. Warframe as a game is too fast and too hectic, with too much collateral damage and too much AOE for this to ever work in current or conceivable game modes.



    Improved, but I still feel like his Shadows of the Dead needs work. It takes a long time to cast and is very clunky in use due to the way you cant' recast it while active or control your minions. Nekros as a warframe is very fragile, and I feel like conceptually I should be hiding behind my Shadows army most of the time.


    Started a thread for this...




    Very short reach and not much impact. If daggers were more adept at single-target stunlock, and/or stacked combo multipliers faster and higher than other weapons, they would have more of an identity.


    Rakta Ballistica

    Mentioned this several times.... The Ballisticas as a whole really can't be used without charging them, due to absolutely horrific ammo efficiency and constant reloading. And other weapons do equal or better damage compared to the charged shot while being easier to use.

    Recommendations:   (1)  Ballisticas only use up 1 round of ammo from their magazine to shoot an uncharged spray of 4 bolts. This allows the "DPS mode" of these weapons to actually be used in a practical manner.  Many other pistols already do equal or better damage, without the weird horizontal pull, so I'm not seeing a big balance problem here.  (2) Rakta Ballistica in specific should have a base crit chance of 40% for its charged shot only.  This allows it to score reliable crits while precision shooting, and compete with the likes of Akmagnus.



    They sound like good changes but I don't play PVP at all, here or anywhere else, and it is difficult to imagine a scenario where the conclave changes would appeal to me enough to change that.

    • Upvote 8

  2. These seem like good changes.


    Though I still want to be able to re-cast SOTD to teleport my minions to where they are needed, and fill any empty holes in my max quota of shadows.  One is tempted to buid SOTD for long duration and power strength to make the best army possible with the souls we collect.... but then you constantly end up in situations where all your shadows are hiding behind cover in the other room when you need them here, now, between you and the bad guys.

    • Upvote 3

  3. So far it's looking like the switch has worked for most people.


    If you want to check if you're connected to the new server go to the Options Screen, under the Gameplay tab, at the bottom: click Analyze Network. If it says All Systems Nominal you're fine.


  4. Players constantly complain about almost every weapon being underpowered in some way. DE tries to respond but this leads to a kind of chaotic "balance by democracy" instead of a more procedural approach. Part of the problem is that we the players don't have a good sense of how powerful weapons are SUPPOSED to be because Warframe lacks a typical level system, which means players tend to look at new weapons as underperforming if they aren't at least as good as everything we already have...  all more-than-a-hundred of them.


    If DE has a systematic approach to balance that answers questions like whether syndicate weapons, prime weapons, or rare "ego" weapons are supposed to be the best, or whether new weapons are supposed to be upgrades of older ones, or whether mastery rank or build costs are supposed to imply power, could you share the plan with us?  If no such plan exists.... should one be made?

    • Upvote 3

  5. Mobility

    I don't feel like any major changes need to be changed. While coptering and sliding and lunging off walls may not make much as far as physics, they are so effective at enhancing the game that they have contributed to its identity. Aerial melee was a welcome addition for even more options.


    More my concern with mobility in the game is that in most missions you really don't have any reason to fight or loot along the way, which leads to experienced players with strong/evasive frames that can dash through the entire map without engaging while less experienced players or more fragile frames are forced to a snail's pace because they are effectively solo'ing after  they get left behind.  Mobility is nice, but ideally there needs to be a.) better training regime to get newbies up to speed (pun intended)  and b.) some kind of incentive for the team to stick together.



    No objections to having to pick things up.


    Health orbs are in a sad place. Currently the only time they become relevant is if you have a Nekros or Oberon spamming their powers to force health orbs to drop everywhere.  They need to drop off of enemies as a relatively common thing like they do in archwing missions. Plus they either need to give a scaled amount of health based on how big your health pool is, or possibly more interesting, they could give a small amount of health then start a regeneration mode that continues as long as you do not take any further health damage.


    The only thing I would change about ammo pickups is to make ammo restore pads cough up boxes of ammo instead of magically refilling your reserve. This lets ammo restore pads be useful without standing directly on top of them, prevents wastage when you get full, and allows ammo mutation to work properly with them.


    It might be nice to see some weapons gain some degree of a passive ability that function like Ammo Scavenger, increasing the amount of ammo regained per pickup. This would allow them to be rapid-fire without actually sacrificing ammo economy, two things which currently are opposite ends of a sliding scale. Flexibility in design is good.


    Damage and scaling

    As the game stands now, we NEED raw damage mods in order for our weapons to be relevant past very low levels.  I am open to the idea of removing these mods to increase variety since they are so universally required that they edge out anything that is a non-damage mod. Opening up slots to specialize how our weapons behave on "soft stats" instead of being forced to spend every point on damage would be a good thing.  However, you must then provide some kind of way to match our firepower to the enemy at hand or normalize and hard cap enemy scaling at some not-insane level.


    Grabbing and grappling

    As an additional mechanic on top of all the other options we already have, I think it's unnecessary. However...If you added a new "unarmed" style of combat that specialized in things like this...


    Abilities and energy 2.0

    I don't find frames that rely on AOE nukes to be particularly interesting. I find Sonar and Molecular Prime to be more interesting than Radial Javelin or Miasma.  But I do tend to focus on only 1 or 2 of a frame's abilities, because most of them do not offer level-agnostic utility. And once I have specialized my mod loadout to amplify the things a frame is really good at....well, the others tend to not work well.


    Will take a look at the linked threadnaught...

  6. 1)    Cycle in 1 x TIV Key for 15K Standing. Mission type will follow existing assignment.

    2)    Cycle in 3 x Random Void Keys, 1 x guaranteed T3 or T4 for 25K Standing. Sabotage Keys will included in the Random option.


    Option 1 ends the "perpetual motion" for non-endless key types, but if you can get together 4 people in the same syndicate, defense and survival (i.e. what everybody actually grinds) is still perpetual.  Too expensive to be a realistic option for access to non-endless missions, and no change whatsoever for dedicated farming teams in endless missions.


    And option 2 is ridiculous.  8333 reputation for a random key? No thanks.  I have literally over a thousand random keys. You're better off just playing and getting random keys the ordinary way.


    Both bad, and the worse of the two is winning by a landslide.  GG community.  :(

    • Upvote 3

  7. Warframe passives

    In favor. There is little actual difference in play style between warframes except for their powers, because health and shields quickly become irrelevant and the only frame that has enough armor to affect gameplay is Valkyr.  Passives are a good way to add character. Though I would vastly prefer "always on", proactive features over things that require special gymnastics or only have a chance of triggering. For example, in the link thread, somebody talks about Frost having increased power strength when his shields fail...  Do not want. It is far better to not have our shields fail in the first place, and having to deliberate put ourselves at a vulnerable position to get a minor, fleeting benefit... feels like a consolation prize more than a character feature. Continuing the example, Frost might get increased damage against any target that is suffering from Cold, or perhaps he should have a built in sort of Coolant Leak that slightly slows down enemies that get close to him.


    Syndicate explosions

    At low levels, the explosions are completely overpowered and ridiculous while at high levels they quickly become useful only for their status procs. Should probably consider just getting rid of the damage aspect completely and let the procs + restore be the main attraction.  I would be okay with being able to hold the charge until needed, if that were the case. Though I'm not sure where would be a convenient place to bind that....


    Combo cancelling

    Not a fan of melee combos in their entirety. Pass. :|


    Tactical alerts

    The thing that bugs me about tactical alerts is the goofy way conclave rating works.  Already wrote a thread about this. I like the idea of having to go into a mission with a low "signature" and having to make hard loadout decisions, but currently that just means stripping down to to your single favorite weapon with lots of uber mods on it.  Low tech weapons need to have a lower cost than high tech ones. Also, what about encouraging people to use factional weaponry as a way to make the challenge more interesting? So if it's a Corpus tactical alert, bringing an actual Corpus-based weapon is better (less obvious to enemy sensors) than a Primed whatever.  Could also extend to adjusting the "cost" of specific mods in relation to specific alerts.


    Faster/More Enemy Waves

    Mmm.  I feel like survival works pretty okay after the first couple minutes, though, those first couple minutes do feel a little slow.


    The D Polarity

    ...Is useless on weapons. Actually, worse than useless, because a blank slot is better. The mod selection selection is almost non-existent and the ones we have aren't even very attractive.  I don't think I have EVER polarized a weapon with 'D', and when I polarize a weapon that comes with it, the 'D' is usually the first thing to get wiped.  This is contrary to warframes, where a lot of my favorite mods are 'D'.   Vee and dash are well represented and always nice to have.



    The idea is very good. Force people to change up their tactics and react to what the enemy is actually doing instead of just bulldozing through on auto pilot.  The problem...   At higher levels, the only thing keeping you alive is various sorts of crowd control and getting rid of the Nullifier is a nuisance. It might be good to try making the Nullifier a lot tougher personally, but make the shield itself not block gunfire.  Either way: The maximum quantity of Nullifiers on the map needs to be harshly limited. They get massively irritating when they stack up into a blob

    • Upvote 3

  8. i'm probably gonna rank up to 5 tomorrow, i simply wanna know if i'll have an extra or not


    Yes. You'll get your choice of a free thing excluding weapons.


    The way you wrote your post seemed like you thought there was a time limit; there isn't. The way it's working right now (well; at least for PC) is the way it's meant to be.

  9. The Dailies for each syndicate aren't counted towards the cappable Rep. I know because I maxed my rep for the day and still could get it off of the dailies.


    That's not what I'm talking about.  I'm talking about this, which is potentially a real problem if we're dealing with tens of thousands of rep in one transaction.




    so... if i rank up to 5 in the next days... i can choose a reward BUT NOT the weapon? right?


    Not "the next days", this is the way it's supposed to be working from here on out.

  10. A bit confused about this. So instead of retroactively letting us picking a reward for each tier gained we get a medallion worth syndicate standings?


    ...  Which you can cash in and spend the rep to get the items you WOULD have gotten, if the system was implemented at that time.


    When you rank up now, you get to pick a free item from the tier, which is effectively free reputation that you didn't have to work for. The complementary medallions do the same thing: give you free reputation that you didn't have to work for. Though it's even better because your retroactive gift rep isn't tier-limited, so you can put it toward anything you want.

    • Upvote 2

  11. 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

  12. 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

  13. 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

  14. 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

  15. 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

  16. 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
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