Momaw

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Everything posted by Momaw

  1. Any thoughts on reducing the polymer cost of the razorback ciphers? Many players found the 3500 each to be painfully high. Given the chance of finding each weapon part and the need for repeat runs, this potentially made gorgon wraith one of the most expensive items in the entire game in terms of polymer.
  2. Momaw

    Octavia’s Anthem: Hotfix 20.4.2

    What do you mean?
  3. Momaw

    Coming THURSDAY: Devstream #90!

    Have you seen any real effects from the recent rebalance of weapons? Are people abandoning their Telos Boltace and Synoid Simulors in favor of Hinds and Miters?
  4. Momaw

    Octavia’s Anthem: Hotfix 20.0.3

    The original point is that "if your pet goes down while you're in operator mode it just outright dies and can't be revived". I disproved this theory. Your bug report is inaccurate, there's more conditions or different conditions that make the problem occur. I'm not trying to be a jerk or anything :D Just, if you want DE to fix a bug, focus on breaking down exactly what demonstrates the bug instead of saying "Why is this still not fixed!?". A developer is going to try doing the same thing I tried, not see the bug you're complaining about, and move on to other things they CAN find. I also tried running dog with full mod load (it takes forever to get downed....) and still didn't see "pet dies if it goes down while you are in operator mode". Does this ONLY happen on kuva floods? Details. Video ideally.
  5. Momaw

    Octavia’s Anthem: Hotfix 20.0.3

    Interesting. Host versus clients? Host gets neuroptics, clients get cabbages?
  6. Momaw

    Octavia’s Anthem: Hotfix 20.0.3

    If you're referring to the fact that it's on reward rotation C of ODS instead of rotation B, that was a typo in the patch notes. The intended location is rotation C and the update notes were changed to reflect this. If you're referring to a different bug, what specifically is the problem?
  7. Momaw

    Octavia’s Anthem: Hotfix 20.0.3

    Pet/operator bug is not as simple as guys seem to think....
  8. Momaw

    PC: Feb 7: Early Hotfix Warning!

    As per Rebecca's post, since they are changes to the game's infrastructure rather than the game content.
  9. Momaw

    The Index Preview: Hotfix #1

    The cooldown time on Djinn's fatal attraction ability is reduced if you kill most or all of the enemies it is attracting before they come close enough to get acid sprayed on them. If you play aggressively and kill enemies fast enough to prevent Djinn spraying acid, the cooldown time is actually quite short.
  10. Reasons why proposed solutions from community don't make sense: Loot should never be recovered without the player taking some kind of action. Gaining items automatically as the mission progresses is just begging to be abused by bots and AFK players. If you're hiding in a safe hole and nuking enemies before they can get to you without being able to get to where the loot is being dropped, you do NOT deserve to get the loot because you don't actually have tactical superiority. You're hiding and immobilized. The portion of loot that you get with Vacuum (basically 99% of everything that's dropped) should be a luxury, which has a cost, and not the baseline. There is a more than sufficient amount of energy and ammo, and gaining items which permanently increase your power like resources and mods should require at least a tiny bit of effort. Speed-running is a way to play the game, and should never be as rewarding as deliberately spending the effort to pick up all the loot. Speed running is when you are trying to get end-of-mission rewards as quickly as possible. If you want the rewards from playing, then play. Reasons why Vacuum can be legitimately useful: Clients can have extreme difficulty picking up items if the connection to host is slow or unreliable. Vacuum bypasses this. Sometimes there is an excessive number of individual drops, each worth very little individually, leading to a sense of wasting loot if you don't pick it all up or a sense of wasting time if you do To me, the real solution for Vacuum isn't even Vacuum as much as it is reducing the perceived 'need' for Carrier: Improve client-side detection for item pickups over slow/bad connections Reduce the number of drops, but increase the amount that you get from each drop, to reduce the "carpet of loot" problem. Rather than 10 resource pickups that give 100 resource each, make it 2 pickups that give 500. Same for ammo. This makes it more streamlined for players to work item collecting into their gameplay by dramatically reducing the number of times they need to think about where they are moving.
  11. Momaw

    Coming Soon: Devstream #73!

    Would you consider allowing sword and shield type weapons to "quick block" (by holding down melee key) even when not in hand, to give them more of a gameplay identity?
  12. Ha, interesting, I didn't catch that.
  13. Same response as the last time this came up: If all you are doing is standing in one place and pressing 3 every few seconds, you are literally indistinguishable from a bot. Something to think about.
  14. Momaw

    Is The Grind In Warframe Killing The Game?

    This is an era when nobody gets upset at AAA+ billion-dollar games having a 10 hour campaign. You look at games like Dragon Age, praised for their longevity, and typical time to complete everything is under a hundred hours. Then you come over to Warframe, people are complaining about grind, and they've played several hundred hours; often for free. And there is no shortage of new or mid-ranked players either. The grind can't be "killing the game" when people are still more than willing to invest the time!
  15. Momaw

    Is The Grind In Warframe Killing The Game?

    I think you're being a bit hyperbolic here. "Useful" is a relative measurement. As extremely veteran players doing hour long void survival missions, trials, and sorties, it's easy to lose sight of the fact that for a very large number of players, level 40 is about the worst thing they'll ever fight. And against level 40, you don't need 4 to 6 forma for a gun to work. Heck, you don't even really need a potato. Take a Boltor (not prime, just regular MR2 gun from the market) to any mission on the starmap with only 30 points of mods on it, and it will do fine. You might have to actually use flying ninja kicks, or ground slams, or aim for head shots to get rid of the heavy units, and rummage some lockers for ammo, but it's easily doable. And honestly Warframe is more fun when you aren't slaughtering everything with a single bullet, and they aren't killing you in a single bullet either.
  16. Adding an auction house will literally do nothing to solve this problem you think you have. Nobody wants to buy things that are extremely common. Making it easier to browse the things that are extremely common isn't going to result in more sales. In fact the only thing it's going to result in more of, is database bloat. In your case, put up some platinum on your "WTB" offers. Chances are good that plenty of people have what you want, but sellers are generally more reluctant to name prices because negotations can ONLY go down from whatever price the seller suggests. If seller says 15, the item isn't going to be sold for 20 even if the buyer would have paid 20. Or 50. Give a realistic and honest value when you want to buy things, and you probably won't be waiting long.
  17. Right at the outset I expect few people will agree with me, but, Trinity pretty much breaks the game. She is alternatively responsible for breaking the energy economy so hard that players do not even realize energy is supposed to be a tactical concern, and breaks combat so hard that entire teams become functionally invulnerable while having full use of all their capabilities. So. For the good of the game as a whole, in the interest of making Trinity more interesting, more interactive, less reliant on gimmicks, and less blatantly game breaking: Rework everything. 1.) Well of Life Why it's bad: The health restored per player is capped, players must actively engage the helpless (harmless) enemy instead of active enemies to get it, and ultimately in every situation where Trinity would want to heal people Blessing just works better. Rework: Players standing within range of the Well of Life victim gain a small amount (like 1%) of life leech to their weapon-based attacks, restoring HP while they shoot/stab any enemies; not only the Well of Life victim. Victim is held immobile, airborne, and bright green for easy identification. Leeched health comes from the victim and can ultimately kill it. There is no cap on the amount of health you can leech aside from the victim's endurance. Strength: Life leeched from the victim is multiplied by (300/strength) of whatever the player got i.e., higher power strength means victim lasts longer as a health battery. Duration: Length of time that victim remains affected by Well of Life. Range: Players must stand within (15 meters * range) to receive leech effect. Intent is to * Allow Trinity to create a life leech based "fortified position" that the team can use. Tactical landscaping is fun. * Give a useful way to heal team without immediately reaching for Blessing 1b.) Pool of Life Why it's bad: Health orbs are irrelevant to a frame that can heal everybody. Energy orbs are irrelevant to a frame that can create energy. Rework: Gives an ability similar to Quick Thinking to players who are standing within range of the victim. Players can lose HP as normal down to a low threshold, but if an incoming attack would kill them, that damage is instead re-directed to the Well of Life victim. Player is healed and receives damage immunity for 2 seconds (as long as it takes to complete the stagger). The Pool of Life victim is killed in their place. Strength: When Pool of Life triggers, player will receive (50% * strength) of their health back instantly Duration: As per WOL Range: As per WOL Intent is to * Save players from death in situations where enemy presence is overwhelming, by preemptively setting a fallback. 2.) Energy Vampire Why it's bad: Leads to abusive strategies where players exist solely to pump their team with energy, said team being able to benefit from effectively infinite energy without any effort. This leads to a trivialization of the energy economy and ultimately less gameplay because players being supported this way never have to think about the cost of using their powers or whether they can afford to use their most expensive abilities at any given moment. Also enables goofy level-agnostic script kill capability when used in combination with with Well of Life. Rework: On cast, Trinity establishes a link to the target. While in range and target is alive, Trinity can use her abilities for half cost. This is after power efficiency, and it can exceed the normal 75% reduction from power efficiency. Victim is stunned and helpless, and loses 5% of maximum health each second while Trinity is linked to it. On death, victim drops 3 energy orbs (modified by power strength) which all players can pick up as per normal. Strength: Number of energy orbs dropped by enemy on death is (3*strength). This means with Intensify you get 3.9 (4), with Transient Fortitude you get 4.65 (5), and with both or Blind Rage you get 6. Duration: Length of time that enemy will remain under energy vampire Range: Trinity must remain within (20 meters*range) of the victim to receive the benefit of halved casting cost. Intent is to * create an interesting choice of when to kill targets. There's now a benefit for Trinity to NOT killing the vampire victim as fast as possible (but no real punishment if your team does it for you) * force players to observe energy being available and move to get it rather than receive free energy no matter where or what they are doing, i.e. enhance tactical mobility thought process * A concern was raised, what does this mean for max energy orbs dropped on map? Wouldn't this "destroy" energy if max orbs is already reached? Yes it would, however, another way to look at this is that you are relocating the forgotten orbs from the other side of the map to immediately next to your team. (shrug) 2b.) Vampire Leech Why it's bad: Actually it isn't. But it would need tweaking to function with revised Energy Vampire Rework: On death of Vampire victim, all players within 20 meters recover 150 points of shield, or 25% of their maximum shield strength, whichever is greater. This effect can push over into overshields. Strength: Shield heal is (150 * strength) points, or (25% * strength) points Duration: No effect Range: As per Energy Vampire Intent is to * Replicate functionality of current Vampire Leech * Buff for players with high shield strength (too many players seem to think shield mod is not worth using!) 3.) Link Why it's bad: Leads to abusive strategy where reflected self-damage is used to nuke enemies without really engaging in any gameplay. Rework: Does not reflect self-damage to enemies. Strength: No effect. (I like the idea of strength scaling the reflected damage, but that should honestly be an augment. Link is already extremely good) Duration: Time that Link will remain active and seek targets Range: Link will consider enemies within (20 meters * range) as targets Intent is to: * Prevent zero-skill non-LOS self-exploding auto-targeting room-clearing stupidity. 3b.) Abating Link Why it's bad: In high level gameplay, teams use corrosive projection, which affects ALL enemies regardless of range or whether they are linked to. As a solo player, due to the non-linear way that armor works, enemies with armor strong enough that you would want to remove it are not going to be affected much by sensible levels of armor reduction, i.e. to actually get any good use out of Abating Link as a solo player you have to min-max with corrupted mods to achieve 100% armor reduction. Rework: When Linked victims take damage, 2.5% of that damage (before reduction/modification) is applied to the victim's base armor or shield rating. Target's effective armor and shield from level-scaling are recalculated. E.g. if target has base armor rating of 500 (heavy gunner), and you hit them for 1000 damage, their base armor rating is reduced by 1000*0.025, or 25 points, to 475. Strength: Portion of damage modified to attack on defense is (2.5% * strength) Duration: As per Link Range: As per Link Intent is to: * Make more attractive for solo players without access to a full squad worth of corrosive projection, increase usefulness to shielded enemies instead of only armored. 4.) Blessing Why it's bad: Because the damage resist value is based on health lost, there is a strong incentive to NOT use this ability until your team takes lots of health damage, which means it is highly risky to as intended in dynamic gameplay. Instead, leads to abusive strategy where Trinity will use self damage from AOE weapons to safely reach minimum health, and supply maximum damage resist to team. The resulting 99%+ damage resist value basically makes gameplay a joke and makes it impossible to properly balance the level of challenge that players are meant to experience because your players could either be invulnerable, or not. Rework: Damage resist value is based on total of health AND shields lost from most damaged team member, not only health. Resist value is capped at 75%. Blessed players immediately restore substantial amounts of health and shield on power use. Blessed players also start to charge 10% of their maximum shield capacity as overshield, each second, so long as they do not take damage. Overshield charge ends for an individual player when that individual takes damage. Strength: Blessed players receive (75% * strength, max 100%) of their maximum shields and health Duration: Length of time that players have damage reduction and time that they generate overshield out of combat Range: No effect Intent is to * prevent players from reaching total immunity * reduce the attractiveness of abusive self-damage strategies by increasing performance in non-extreme cases * give a useful purpose for preemptive Blessing rather than being only reactive
  18. I propose: 1.) All existing Arcane helmets be converted into Arcane-enhanced helmets. That is, they are an ordinary helmet with the magical effects on them converted into a pre-installed Arcane upgrade 2.) New arcanes have only 1 rank. No stacking required (to compensate for there being a LOT of them in the pool). 3.) The resulting Arcane effects drop from wherever you get such things, and are frame-specific. So if you get the Arcane "Nyx power efficiency" (originally from arcane Vespa), then it can only be equipped on a Nyx helmet. Any one of them you want. Benefits: + Does not punish veteran players or diminish the performance of their loot + Gives the possibility of the arcane effects to all players + Divorces the old arcane effects from specific helmets + Sidesteps out-of-control power creep by keeping the arcanes on the frames they were designed for, and moving forward, any new frame-specific arcanes can be tailored to the frame in question
  19. Momaw

    On The Sybaris (Magazine Warp Issue)

    Tainted Mag simply isn't worth it. You get more rounds between reloads but those reloads take longer. In mathematical terms, magazine size M over reload time R is your mag:reload ratio. So before Tainted Mag you have M/R. Adding this mod gives you 1.6M/1.5R. Yay tiny improvements? But you lose damage because you're having to spend a slot on Tainted. If Tainted Mag didn't cost a slot, or mod points, it would be an interesting stylistic choice for some weapons. But because it costs both, it is near the bottom of the barrel among build options competing for those resources. (Mod should be +10% magazine and -2.5% reload speed per rank)
  20. Momaw

    On The Sybaris (Magazine Warp Issue)

    Agree. Suggested this a long time ago.
  21. Momaw

    On The Sybaris (Magazine Warp Issue)

    The most precious thing in modding isn't points, it's slots. After you add a potato and forma all the polarities, you can put in anything you want points-wise but you can't make more slots. As such, every single mod must be pulling its weight. Can't begin to count how many weapons where I've wished for just one more slot. :(
  22. Momaw

    Your Thoughts On Dual Kamas Prime

    I don't like the visual style of kamas and I don't like the dual-weapon melee stances as used in Warframe. Just subjective opinions. That said, the most interesting thing about them is probably the fact that they get the x6 multiplier on spin attacks like tonfas do. If you like to spin, these are very good at it.
  23. Momaw

    On The Sybaris (Magazine Warp Issue)

    I'd be in favor of an under the hood change where "magazine size" mods for burst-fire weapons round up to the next full burst.
  24. The idea here is for Trinity to actually be smart with where she does this and not just be able to boost the entire team regardless of where they are or what they are doing, and for team mates to see that there is an opportunity for a heal if they need one. I'm really interested in powers being more interactive and require a bit more engagement from the players on the team rather than just Bam! here's your buff. Worth pointing out that if supporting with life leech is really your thing, with minmaxed Range it would go to over 30 meters. Pool of Life too stronk. Changed, please review. Key difference is that the victim poops out a pile of energy orbs, which means that each player must actually go over and pick them up. Sure your EV victim will sometimes get nailed by indiscriminate AOE but said AOE spammers don't get to just stand one place and do it over and over. There is at least some game left because people would have to move around. I think it will be. 75% damage reduction is a lot, but it's not outright invulnerability. Players still have to think about what they are doing and not stand directly in the fires of Mount Doom. I don't want to change the purpose of Blessing, because frankly I enjoy playing Trinity too! But the godmode needs to go. It does at the least reduce the difference in hypothetical damage range that a player team can experience, from a Pro-Trin team compared to a No-Trin team, to a factor of 4 rather than a factor of 100. Which is a heck of a lot more sane for balance.