Momaw

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Everything posted by Momaw

  1. Revised and expanded as per some feedback.
  2. Momaw

    What Is Your Reason For Not Using Kubrows?

    Right. So... DNA stabilizer costs 75K credits for 6 doses. That's 12500 credits per dose. DNA stabilizer restores 40% of kubrow health. With upgraded incubator segment, kubrows lose 5% health per day, so you need to give them at least 1 dose per 8 days. Stabilizer cost per day is 1562.5 credits. Kubrow takes 30 minutes to thaw out from stasis. You can make 20-30K credits in 30 minutes without really trying Sooooo....Ya'll are getting upset and salty about having to wait for recovery times, but reality is that you would make far more credits per hour by just leaving your dog out of stasis and using it when you want to, than you do by not playing for half an hour each day.
  3. How about alternatively: If Pool of Life saves a player, then the player gets a free heal but the victim immediately dies. Good questions! Evamp would be a duration based ability, with an ordinary max duration of 20 seconds. At 5% health lost per second, base values will kill the target eventually. It needs to do some damage or else you just end up with Trinity hiding in a closet somewhere keeping an enemy as a battery pet, but you also don't want it to do so much damage that it ends up being a script-kill that's fast and efficient enough to be attractive. So no, you can't affect 5% health lost at all. The victim would only drop energy orbs if they die while the effective is active on them, so yes, you can "flub" energy vampire if you cast it and then fail to kill the target before it ends. So Duration dictates how much time you have to accomplish that, ie, how much time you may comfortably use them as a casting cost reducer before you need to think about killing them, while Strength determines how much energy you get back once you do kill them. If you cast Evamp on a different target while within the effect of an existing Evamp, yes, I suppose it would only cost 25 energy to cast. However because you only get energy BACK from Evamp if the victim dies, it wouldn't be profitable to do so. Very pedantic single-target method of crowd control I guess? Not concerned with AOE knockdowns with arcane picking up energy orbs. This build seems incredibly esoteric and doesn't actually end combat. Enemies are more vulnerable but you still have to kill them. Plenty of easier strategies for CC spam. Why 3 orbs? Because it scales nicely :) Base 3, intensify gets you 4, transient fort gets you 5, intensify + transient or blind rage gets you 6. Fair enough on range. 150 shield is the value currently given for a base-strength Vampire Leech (100 energy * 150% efficiency), that's why I went with 150. This number would scale off power strength. The "or 25% of max shield" (should also scale off power strength) was added for shield tanks, NOT to turn frames who have weak shields into shield tanks. Sorry Loki. To be honest I don't care that reflected damage stops being useful at crazy high enemy levels. There's lots of things that don't work at crazy high enemy levels. You can't design and balance for infinity. What I care about is Trinity players walking around with Stugs or Castanas, looking at their feet the whole mission, killing everything on the map without engaging in any kind of combat. If you want to kill them with your weapons, then kill them with your weapons. Link is not "clearly designed" to be an auto-aiming terrain-penetrating win button. Your #2 (reflected damage scales with power strength) and #3 (let abating link mitigate more kinds of defense than just armor) ideas are both very interesting though. Except it wouldn't work like that anymore. Because Blessing would consider shield damage as valid for damage reduction, you don't have to wait until allies are on their last sliver of life for the ability to be worth casting. Cast it as soon as anybody takes any damage, now they have full health and shields again but with a small damage reduction. If they're still getting beat to death, their health and shields will go down again, more slowly, which means you can safely let them get a little lower on health/shields before hitting Blessing again, restoring them, giving them an even bigger damage reduction... Right now Blessing is all about maximizing the performance of your single cast because it only becomes worth casting if your allies (or self) are near death. Revised Blessing rewards a more iterative, less risky style of casting. And 99% damage reduction is absolutely stupid. Trinity used to give the team literally outright invulnerability, and it was changed to not do that anymore. Supposedly. Then people discovered the self-explode meta. The thing is, If you balance to make content with 99% damage reduction challenging then you make content that is completely impossible WITHOUT 99% reduction, which necessitates a specific frame with a specific loadout and a specific strategy, which... No. Just no. Trinity needs to be less meta, less godmode. Then we can look at balance with a new and more universal lens. If content cannot be completed without a 99% damage reduction from Trinity blowing herself up all the time, then that content is too difficult and should be adjusted. Also I do not believe the oveshield charging on Blessing is gimmicky. It provides a reason to use Blessing before combat, or between engagements, which seems a perfectly reasonable thing for a dedicated support character.
  4. Momaw

    What Is Your Reason For Not Using Kubrows?

    ...what? Your kubrow shouldn't be in stasis when you log in o_O Does it have like no health whatsoever, and you're relying on the auto-stasis-when-near-death feature of the upgraded incubator segment? Is that a thing? I'm confused.
  5. I never suggested that Well of Life should be recastable on every enemy you see. Being able to recast Well on a *different* target, i.e. only one at a time ever, would be a nice quality of life improvement though I see your point about it being a little annoying for team mates. What if it simply did not give the victim x10 hitpoints?
  6. Adding stat-driven gear exclusively to prime access would cause a serious riot. The bonus you're looking for is on the collar.
  7. Momaw

    Why Is There Still An Afk Penalty

    Maybe I missed it in the 6 pages of replies, but, has anybody actually presented a video where they were playing the game and got marked as AFK by the system? Because, again, I've never seen it happen. Farmed ODD last night with friends, sat up on the corners with my Simulor for the entire wave, never got marked as AFK. There may be real bugs at work here, and they'll never get found if everybody is raving hysterically about how unfair it all is. Give specifics, ideally video, of where and how you got marked as AFK when you feel you shouldn't have.
  8. Momaw

    Why Is There Still An Afk Penalty

    And how do you suggest that the game differentiate between a player that does that, and a bot that runs a script that reads "nuke; wait 10s; nuke; wait 10s; nuke; wait 10s; energy restore; repeat"
  9. Momaw

    Why Is There Still An Afk Penalty

    I just played 4 rounds of ODD as an Ember Prime, standing on the pod with WOF running and sniping the healers with my vectis. Never marked as AFK. Also did 3 rounds of T4 defense as a Frost, staying inside my globe 95% of the time while I shot at enemies. Also never marked as AFK. In fact I can't actually recall ever being marked as AFK. People's assertion that you get marked too easily while playing frames with relatively immobile roles is, as far as I'm concerned, complete nonsense. Every player gets multiple weapons to use and there are only a handful of warframe abilities that prevent you from moving at all. At this point I have a feeling that if somebody showed me a video where they got marked as AFK, I would see a video where they just stood around doing nothing and relying on their team to play for them. Again: this won't fly. The anti-afk/anti-bot system exists as a measure to prevent players from getting rewards while not actually playing. It doesn't matter if you personally are okay with your friends leeching off you, or vice versa.... DE isn't okay with it, and so that's why they put this system in place.
  10. Momaw

    Why Is There Still An Afk Penalty

    No. Then you have organized farming where 1 real player baby sits 3 bots and chooses not to punish them for botting. This is not something we should be encouraging.
  11. Momaw

    Why Is There Still An Afk Penalty

    Again: If all you are doing is standing in one place and using the same ability over and over for minutes at a time, you are a bot. Or, you are not doing anything functionally unique beyond what a bot would be doing, therefore, the game has no way of knowing that you are a real person.
  12. Momaw

    Why Is There Still An Afk Penalty

    In that situation, there is no difference between an active player, and a bot that is scripted to send a "4" every 15 seconds. You need to take a more active role in the game. For real. This isn't an AFK problem, this is a being almost totally passive problem. :|
  13. Momaw

    Why Is There Still An Afk Penalty

    Pretty sure that standing still, in itself, won't mark you as AFK. As long as you're engaging enemies with your weaponry (i.e. not using a warframe power on a macro), you should be "active". If you're getting marked AFK even while shooting enemies, that sounds like a bug rather than intended mechanic.
  14. Momaw

    Why Is There Still An Afk Penalty

    There's still an AFK penalty because there are still people that are trying to AFK through missions. If you think it's being triggered incorrectly, maybe you could outline the precise circumstances under which it happened and then the system could be refined?
  15. Guess we accurately relayed the wrong information that DE gave us.
  16. Momaw

    Wait A Minute...

    Nice theory, but. https://www.youtube.com/watch?v=iBcLenwcLLk Penta always counts as hitting the head now. There's no point in trying for the skill shot now. So does Tonkor. Which means not only does Tonkor have the same base damage as Secura Penta, not only does it always crit, it also always gets the extra double for head shot crits.
  17. Momaw

    Wait A Minute...

    It's also the weakest upgrade of the syndicate primaries by a good margin. :( Nobody uses Penta when Tonkor does ten times more damage and doesn't have any possibility of hurting the user.
  18. The regular physical damage mods need to be buffed, sure, but that seems like a different topic. The event-exclusive ones are better than the regular elemental damage mods available to everybody, by a slim margin, for some weapons. Not even remotely "required", which seems to be the basis of people's complaint. Giving players who have been around longest a special reward to reward their loyalty to the game is a good thing, so long as that reward is not blatantly OP as hell, and in this case it's not. And people are not required to buy primed chamber. Not even remotely. The difference between charged chamber (140% damage) and primed chamber (200% damage) isn't going to help your vectis gameplay if you can't land the head shots, and if you CAN land the head shots, the gun does stupid amounts of damage to very high levels. I basically object to the fundamental premise being submitted, which is that event mods are necessary to do well. I don't think that's true. At all.
  19. But...You aren't. The IPS mods are barely worth using on only a handful of weapons, and Primed Chamber only works on a single weapon...and won't save that weapon from being quite impractical (if fun), and there is no melee weapon that fails to work if you don't have an event-related stance. The only event-related thing I see as being very desirable but not available at all times in the game, is electrical/status mods. And those have come up several times on Baro Ki'Teer now. Fully ranked core mods and above all good grasp of gameplay mechanics is what you need for "end game". Not event stuff.
  20. Momaw

    What Is Your Reason For Not Using Kubrows?

    Protect also has a 7 second cooldown, compared to 30 seconds on Guardian.
  21. Momaw

    Carrier + Vacuum. A Necessity.

    I don't think I'm missing the point. You want to take something that is unique and requires a tradeoff decision to gain access to (and which you obviously think is very powerful) and instead make it universal to every sentinel so you don't have to make a tradeoff decision anymore. I think the real issue is that you're bored of Carrier but you can't convince yourself to choose something new over something familiar, especially not anything that may be merely "as good" when everything else in the game is power creeping. Secondly it's only your opinion that the tradeoff is bad. I'm really getting sick of this constant notion of "But we need it!" from the pro-carrier group. Vacuum isn't required, it never has been, as amply and persistently demonstrated by people succeeding at the game without using Carrier. And third, Vulklok was adjusted because it was wildly, gratuitously, comically, abusively overpowered, but Diriga is the only sentinel to have 2 unique abilities beyond its attack precept and neither of those got changed. The weapon got nerfed and is probably still being poked and prodded. Not the sentinel. If you don't like Diriga then go ahead and not like it, but bear in mind that sentinels and guns are interchangeable.
  22. Momaw

    Why The Rakta Cernos Is A Bad Weapon

    I think you'd be closer to the truth to say that 90% of bow users put Speed Trigger or Vile Acceleration on their bows, to make the draw time less painful in gunfights. As long as you can see, draw, and aim quickly, bows are tremendously powerful weapons. Skill floor is a lot higher than something like Boltor Prime but you can hit insanely hard, innate punch through, ragdoll multi kills, no magazine changes ever... There is nothing mechanically that makes bows "stealth only".
  23. Momaw

    Carrier + Vacuum. A Necessity.

    Actually I can deny that quite easily. Having Vacuum be on Carrier alone means that players have to choose between that, or some other functionality that other sentinels and companions bring. The fact that some of you feel like that's not a tradeoff that you can make doesn't change that fact that tradeoffs lead to interesting decisions, and interesting decisions are a big component of interesting gamplay. Some of the other sentinels need their abilities tweaked up so that they are more appealing (Dethcube isn't very dethy, Shade is lazy and unreliable, Djinn is... well, it's Djinn, what more can you say), but that's not the same discussion as homogenizing all companions to reduce the significance of player choice.
  24. Momaw

    Why The Rakta Cernos Is A Bad Weapon

    I'm not convinced this is really a problem. Rakta Cernos has a non-stealthy AOE proc that goes off, but that only makes it bad for people trying to uberstealth the mission. Everybody else is laughing, because free viral procs. The Dread and Paris Prime do exactly what you want them to do, high damage bow suitable for stealth attacks. How is it a bad thing to have different weapons that are better for different kinds of missions and different kinds of gameplay?
  25. Momaw

    Carrier + Vacuum. A Necessity.

    Carrier may be the single most popular, but 99% of players? No. Maybe a third. The answer is: yes. Maybe not lazy as people but lazy as space ninjas. The only thing Carrier does is pick up loot. You can pick up loot without Carrier. It brings absolutely no unique and exclusive functionality, and because its functionality is not required, it cannot be anything other than a convenience. * You talk about playing with other people who move so quickly that you have no time to pick up loot... Have you considered that this might be a self-reinforcing behavior of bad team mates? A good team mate will stop and wait for you if they get too far ahead. It's simply smart tactics to not split the party. It's only when you get people that are so self-absorbed and intent on completing (non-timed) objectives as fast as possible that they don't notice what other people are doing, i.e. bad team mates, that taking a few steps out of your way to pick up loot becomes a problem. And then once you adopt the tactics and mindset that nobody is ever going to wait for you, and get a sentinel to support this, you become the bad team mate and never wait for anybody. * You talk about "needing" Vaccum to pick up life support drops in Survival game mode..... there is absolutely no reason at all play at an enemy level that imposes the danger you describe. This is a problem of your own design, not something DE intended. If you don't like the instant-death mechanics, then don't play survival missions to instant-death level. * You talk about loot dropping out of bounds. If a loot drop is legimately out of the playable area with no possible way to get at it, then it should be moved. This seems like something we should solve with level design, not something we should consider an enemy to be fought with Vacuum. * You don't need Vacuum to pick up syndicate medallions. They show up on loot radar, and there's a very limited number of places they can show up. They're easy to find once you learn the levels.