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Rekkou

Hunter
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Posts posted by Rekkou

  1. 13 hours ago, Blade_Wolf_16 said:

     

    I used to enjoy Stradavar, modded with Vile Acceleration, you can spam the semi-auto because it has good magazine size. And the auto's fire rate is so fast you can pop nullifier's bubble easily. But the balance pass nerfed it for me, the semi auto recoils are to severe, while the auto damage is nerfed.

     

    12 hours ago, Littleman88 said:

     

    DE's power creep problem works extra on burst and semi auto because they are so rare. If these weapons are as common as AR, we'll at least get new burst or semi-auto rifle that are on par with current weapons. But they're so rare and the AR power creeps keeps going to the point we got AR that power creeped DMR.

  2. DMR in a games meant for rifles that bridges Assault Rifle and Sniper Rifle. More powerful than assault rifle, weaker than sniper, more magazine capacity than sniper, less than assault rifle, etc. This mean Latrons, Grinlok, and you can count Sybaris varaints and Tiberon as well. Unfortunately DMR balance in warframe are quite underwhelming when compared to either of them. Here are the problems.

    1st problem : Magazine Size

    AR in warframe have above average magazine capacity, basic Braton has 45 rounds, the lowest is Karak with 30, but the rest can reach 60, 75, even 100+. If you average the magazine capacity of Braton and Vulkar, Latron should get 25, but all Latron variants only have 15 at most. The most you can get is Sybaris Prime/Tiberon if you want to count them as DMR, but even then in practicality, both of them only have 10 shots due to burst fire nature.

    2nd problem : Damage

    Sniper rifles have been buffed several times, being the in between, DMR should be buffed as well. Yet DMR have never been touched since damage 2.0. Even Attica, Lex and Lex Prime got buffed. Braton deals 20, Vulkar deals 220 not counting crit stats. Latron should deal at least 80-100 damage. The only decent DMR is basically just Sybaris Prime/Dex Sybaris

    3rd problem : Hybrids

    Lately, DE have been introducing hybrid weapons like Stradavar, Tenora, Zenith, and Argonak. While Stradavar is underwhelming, it's also another proof why DRM is underpowered. Stradavar is the first hybrid, it's probably designed to be "not as good as both DMR and AR, but can be both", but because it was balanced to be weaker than DMR, it's semi auto is weak, while its auto is pretty weak as well. The rest are done right, but these rifles also highlight DMR's weakness. Tenora's alt-fire basically deals 230 damage, has good crit stats and have 10 magazine size. Zenith's alt fire deal good damage, has good crit stats, infinite punch through and while it has much lower fire rate, it's still basically a DMR with 90 rounds magazine, Argonak's alt fire only has slightly lower damage than Latron Wraith but it has 43 rounds magazine almost tripled than Latron Wraith.

     

    Proposed balance :

    Latron

    Spoiler

    Damage : 55 -> 80

    Crit chance : 10%->15%

    Magazine capacity : 15->18

    Latron Prime

    Spoiler

    Damage : 85 -> 100

    Crit chance : 15%->25%

    Magazine capacity : 15->20

    Latron Wraith

    Spoiler

    Damage : 55->80

    Magazine capacity : 15->25

    Grinlok:

    Spoiler

    Crit chance : 15%->25%

    Magazine capacity : 6->10

    Tiberon :

    Spoiler

    Damage: 60->70

    Crit chance : 5%->15%

    Magazine capacity :30->45

    Stradavar

    Spoiler

    Semi auto :

    Damage : 50 ->60

    Crit damage : 2X->2.5X

    Fire rate : 1/2->3/4 of Auto

    Lower recoil

    Auto :

    Damage :28->30

     

  3. This petition will actually works against you, petition gives statistic. If the amount is few, what it really shows is how little people cared. So far you've got only like 50 and apparently you believe you'll only need 100 people? Mind that there are more than 100.000 players in warframe.

  4. I only played this mission for few times, but back then this missions only appeared on empty plains with only few enemies, but now it can spawn on a base? It gets ridiculously frustrating, the sounds are obstructed by canons and guns fire, the marker is no different than regular cache marker, the base is full of obstructing structure, and the worst part is you have to do it under constant attacks and bombardment. Try to kill enemies, then you lose time, ignore them you can die easily.

  5. 3 hours ago, Nicococo said:

    Yeah you are right if you compare them below. I guess Im trying to play it safe with the design, just in case.

    I think that might be the problem that works against you. Same case with your Excalibur helmet, what you made is basic helmet with different styling than the body, so it ended up looking out of place or miss matched with the body's styling. You'll have a better chance if you also made a matching body skin. But if you only want to make helmet, in my experience as long as the theme is relevant and you can nail the styling and details right, you can make a very different alt helmets.

  6. 9 minutes ago, Ventura_Highway said:

     

     

    Not sure what your arguments there. My point is that abilities shouldn't scale with multishot mods or fire rate out of balance reason. And your calculation proves exactly that. And the balance i meant is proportionate strength and weakness. If you chose to specialize in abilities, weapons being weaker is a proportionate consequences and vice versa. So you're not exactly showing anything that can be argued to my point.

    Seems like what you want is everything to be equally as powerful as possible. Trying to convey that your idea will make everything more equally powerful is irrelevant to me because I don't find it appealing when a class or character can just do everything equally good without differing strength or weakness.

  7. 1 minute ago, Ventura_Highway said:

    I believe for multishot you could simply multiply the ability's damage by the current multishot factor. Could probably say the same for fire rate too, I imagine.

    I would not say playing caster and playing melee are necessarily opposites. If you define a caster as a frame that uses a decent number of its abilities to inflict damage, does that not mean Ash is a caster? I don't play ash too often but I'd argue he is meant to be played at a close range to the enemy.

    I think your argument regarding weapon-ability tradeoffs has some weight though.

    Those are too easily exploitable and possibly balance breaking. Because multishot works by chance and it's still affected by accuracy, it's not a flat out damage increase. Fire rate proportionally increase your bullet consumption, recoils and reduce your overall accuracy. None of those affect abilities. Because multishot and fire rate calculation in DPS is multiplicative. Adding Split Chamber and Vile acceleration alone can easily multiply your damage by 3.6. Also abilities still have power strength from warframe modding, if it takes every kind of mods from weapons into damage calculation on top of that it can still be boosted by power strength, that'll make abilities too powerful.

    Even opposites can still be combined. My real point with caster X melee are no meant to separate or classify but to balances. The same still holds true for mobility x defense, guns x melee, etc. Whatever it is, for the sake of game balances, combining different things shouldn't result in something that is equally good at both.

  8. 36 minutes ago, Ventura_Highway said:

    I would like to offer the counterpoint that of the three weapon types in the game, melee is the most likely to have nonstandard mods that do not directly enhance firepower, such as blood rush and maiming strike.

    If you make Gara scale with melee mods, that means, as far as I can tell, you necessarily sacrifice potential melee effectiveness to empower shattered lash.

    Same goes with guns because you can't calculate multi shots and punch through into abilities.

    And i would argue that made it even better. Especially because caster and melee are the exact opposite. Want to deal good damage with abilities, then you have to sacrifice your melee. Want to be good at melee, then you have to sacrifice your abilities damage. Want to be good at both, then you need to balance it.

  9. 12 minutes ago, SenorClipClop said:

     

    Blinding->Finisher, is basically an easy way to do high damage. Melee based 1 and exalted weapon is the only ability that can scale with melee mods, giving her gun or bows will be more out of place, so pseudo melee is the easier pick. 

    Because you can tell just by her looks, that she's a caster warframe. Her 1 is basically just 2 different type of targeting and her 4 synergy with 1 is basically an AoE radial damage. Her being designed around melee is just a work around to make her damage more viable. The same can be done to pretty much other warframe, like Soul Punch can be a literal punch with increased range, Volt's Shock name can be changed to Electric Whip, Fire ball to Fire Spear, Fire Blast to Fire Slam, etc.

    Abilities scaling with melee mods is just the easier way for more consistency. If DE plan to make separate moding just for abilities scaling, that'll be better. But i doubt they will do that.

  10. 19 minutes ago, SenorClipClop said:

    Wait, Gara's not a melee-based frame?  With decent Armor, a melee-range sweep attack, a DR buff that deals close-range damage, an aggro dropper, an invuln-empowered radial CC move that literally creates an arena for herself, and a passive that opens up melee finishers, she's not designed with melee in mind?

    It's more like she was designed to exploit melee mechanics rather than designed to be melee warframe. Same case with Oberon, majority of his abilities causes radiation. It's not because he was designed to be radiation frame, it's simply because radiation provides easy CC.

    Let's not forget the amount of warframes that are able to reduce armor, it's not because those warframes are meant to be support debuffer, it's just DE's way to band aid the armor scaling.

  11. Some bugs are only detectable when 17 millions players are playing the game. There are only few developers testing the game, the amount of bug they can find will be proportionally smaller. Releasing the update means mass testing, more people will experience rare bugs that few developers won't find. More bugs can be catalogued and fixed. Holding it back only means you hold potential bugs to be found and fixed.

  12. 33 minutes ago, (Xbox One)Vile Slanders said:

    Yeah, no. We have power strength for damage scaling. You wanna fix the problem? Fix enemy armor/health scaling. But if DE refuses to rework a single algorithm for determining armor/health net per level, then why would they go through all the trouble of coding a multitude of new mechanics to compensate for WF ability scaling?

    Your suggestion makes absolutely no sense.

    Changing enemies armor won't change the fact that abilities damage scaling isn't at all on par with weapons and melee. The way they scale simply isn't consistent. Maximum power strength only increase your damage like 200% and it will gimp your energy cost badly. While weapon mods can easily boost your damage by more than 1000%.

    And again with Gara DE have implemented this. Not implementing it to other warframes only adds even more inconsistency.

     

     

  13. I never feel the need for sniper warframe because i believe Volt is already the best sniper warframe. And PoE solidify that further, 

    • Electric Shield allows him to camp at certain spot and allows Volt to snipe enemies safely without needing to worry about bombardment. It also doubles crit damage which supports sniper rifles very well.
    • Shock can easily and quickly stop enemies movement, opening them for headshot opportunity. Its range is also pretty far.
    • Speed allows Volt to catch up with team mates or objectives after Sniping from afar. It also helps Volt to escape or relocate much faster
    • Discharge works very well as panic button if enemies gets too close.
  14. So Gara's 1 has melee mods scaling despite not being a melee based warframe like Excalibur, Valkyr or Wukong. And her 4 has synergy with her 1 that made it scales with melee mods as well.  It's not really fair if new warframe can simply have scaling damage while older warframes have to make do with utility, CC and other means of pseudo scaling.

    I think it should be a standard that anything with health should scale with health and armor mods. While anything with damage should scale with melee mods/ weapon mods depending on the abilities.

  15. 3 minutes ago, [DE]Syncrasis said:

    Ahh, my mistake! You're right, those weapons do share stances. 

    Better answer: We try to apply TennoGen skins to whatever weapons make sense from a technical and also a visual standpoint, within a single, existing animation set/stance. Anything between categories visually has to be handled case by case. This isn't to say you can't still experiment. 

    To be totally sure about a specific design example/sketch, please don't hesitate to reach out and show us! 

     

    This is pretty much the kind of weapon i'm planning to make. The basic idea is to create a sword that looks like a hybrid of european sword and katana. I believe it will be a fitting design for Tenno sword. But will this be disqualified as sword skin because the overall look is more similar to Katana?

    image.jpg

    1350198048052.jpg

     

  16. The Augur one seems pretty good, they provided good stats with low cost even if the stack effects aren't that good

    Gladiator seems pretty good as well, if we complete the set we get +130% crit chance that can still get higher with combo multiplier? 

    The Vigilante one is the one that feels very weird. It's not +critical chance, but chance to enhance critical hits? What's that supposed to mean? And most the stats are not that good either. I'd probably only use Vigilante Armament for extra multishot.

     

  17. 14 hours ago, [DE]Syncrasis said:

    Whenever possible, the skins will apply to weapons that share the same stances. But be careful not to lump similar items together... a Galatine (heavy blade) uses a different set of stances than a Fragor (hammer). Also keep in mind where the hands grip the weapons, and the length of the handles, as these are unchangeable and differ between stances. Check in the arsenal and in-game to be sure.

    Dominion skin is applied to "heavy blades".

    So if Dominion skin can be used on all heavy blades including Zenistar, which is an axe, does it means we can create an axe skin for Galatine?

    And as long as the grip and the weapon length matches, are we allowed to create katana/machette looking skin for Skana skin? or spear/halberd for Orthos skin?

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