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Shuhari

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Posts posted by Shuhari

  1. Alright. Day two of The Old Blood. I've actually done enough content now, and experienced enough of the changes to make an informed opinion.

    Kuva Lich: There's way too much RNG and grinding. You have a Kuva Lich that needs 3 Requiem mods, and you have to kill a bunch of thralls in order to uncover a single requiem mod it requires. Times this by 3, and it gets tedious. Then you have to do Kuva Flood to get a guaranteed requiem mod, and nobody in your squad may even get the requiem mod you need, forcing you to do more kuva floods or kuva siphons. On top of that, you're making encouraging us to use our precious void traces to refine requiem relics when we're already burning them to get our prime parts, again for only a chance at getting what we may need. Not cool!

    Suggestion: Rework how requiem mods are distributed to lessen the RNG factor, I'm okay with some RNG but in its current iteration it just doesn't seem fun. Increase requiem murmur progress per thrall kill so it doesn't feel so grindy.

    Melee Changes: I love melee. But these changes were not what I was expecting. I wanted manual blocking back in, but instead when I hit Mouse Button 2, I just go back to aiming with my primary weapon. There is no "Block Button" listed in the gameplay keybind settings. I shouldn't have to constantly rebind my keys and use guesswork to figure out how exactly I'm supposed to block manually. I mean it's great if I'm doing melee-only. Manual blocking works just fine then. But I also like to shoot in addition to melee. In addition to that, melee still feels powerful but it's noticably slower. The heavy attack option is a nice addition, though.

    Suggestion: Manual blocking should be more intuitive. In its current iteration it just feels like the previous melee, only slower and less damaging. I'll still use melee because it's my favorite, but figuring out how to block manually shouldn't require an in depth Warframe wiki search. When I have my melee weapon out and I hit Mouse Button 2 to block, the game should immediately recognize I want to block, not switch to my primary weapon and aim.

  2. Yeah, not a big fan of this fix not being retroactive. I've had so many starbursts and latron blueprints spammed to me waiting for the sigil, it's becoming a real pain to suffer through reset after reset just to get a sigil. I know some tenno out there are big fans of Twitch streamers and that's cool, but some of us aren't and I think we've suffered enough already. I'm at least hoping this is the final time I need to watch someone on twitch complete the achievement.

  3. I usually play a few matches each day when I'm not relaxing in Larunda or doing something else. I get the impression most vet players stick with their clans or other friends who similarly know how to play.

    I understand the desire to help new players, because we were all there once back in the day when the tutorial was non-existant and the learning curve was pretty high. Without trying to sound elitist, I think one of the issues for veterans is a kind of "New player burn-out". It isn't that veterans necessarily dislike running with pick-up groups, but there are only so many times a player can be expected to tolerate the problems new players bring to the table before they look for ways to avoid dealing with them.

    When it comes to the Recruitment tab, I see a few other problems that alienate vets. One of them is that newer or inexperienced players only want to run missions where people are expected to play specific warframes with specific builds. I understand the mentality for this, but a veteran player will often be able to play with a team with a variety of warframes. Maybe they're interested in playing some other warframe than the ones people are looking for. Particularly in missions that just aren't that difficult. No, you don't need a Frost to go 20 waves in a T1D. But if a host wants one, then I'm likely just going to wait for another team where the host isn't that picky.

    Another problem is Draco spam. There are a million threads on this already, but the fact of the matter is seeing the chat spammed with Draco requests makes it harder to look for teams that are running "Not Draco". It's also possible veterans might prefer doing Draco just for the efficiency of leveling, meaning they'll be less likely to do other missions in the game.

    There are also parts of the game where players are plentiful for a veteran player to just jump in and have fun, but the 'tribal knowledge' of the game alienates vets or new players when either (or both) are expected to perform a certain way. I personally like running Sechura just because of the tileset and I enjoy killing infested, but I find there are instances where there are assumptions I'm just there to credit farm, and if I'm not performing in a way to optimize credit farming, then I'm ruining everyone else's fun. On the flipside, if there are vets who are credit farming, a new player who isn't there to credit farm might drive them to look elsewhere or run solo.

    It's also been mentioned in the thread already, but a lot of veterans are just plain overpowered to the point they can easily solo most missions. An hour or two in a high level survival solo is not uncommon. Sometimes other players are just liabilities. I don't like the idea of that, either. But that's just the way it is.

    I also found an unhealthy player trend where someone who asks "Could someone help me with this mission?" really means "Do this mission for me.", and that kind of thing can be off-putting for veteran players who might actually enjoy helping someone else, but ends up just being used as a tool for lazy players.

    TL;DR

    The game design and game mechanics inherently have a propensity to polarize newer players from veteran players.

  4. Every single item Baro has sold has been complained about by somebody. Whether or not I agree with them is irrelevant, but it honestly gets really old when people have the same conversation every other weekend.

     

    "What did Baro have?"

    "Nothing good."

     

    "Good, so I didn't miss anything."

     

    Is the item a cosmetic? Well, then it's worthless since it doesn't provide any in-game benefit.

    Is the item a Primed mod? Well, then it's worthless because of the amount of cores it takes to level it up. Regardless of what mod it is. There are complaints that the mod is for a weapon type that "nobody ever uses" and therefore is worthless. There are also complaints that the benefit of the Primed mod aren't "much better" than the non-Primed version, especially when people try to calculate the economics of core farming into the damage calculations. Basically, people will justify any possible reason to complain about Primed mods being worthless.

    Is it a catalyst? Well, then it's worthless because you can go into the trading channel and sell prime parts for 20p and just buy one off the market.

    Is it resource boosters? Well, then it's worthless because the 3 day benefit isn't long enough and not worth the ducats.

    Is it an old event weapon? Then it's worthless because there are people who already have the weapon.

    Is it an old event stance? Then it's worthless because there are people who already have the stance.

    Is it a special Prisma weapon? Then it's worthless because there are X amount of weapons in the game that are already better than that.

     

    Is it the Mara Detron? Then it's worthless because it "merely" has a slightly larger ammo clip, and thus "not worth it" since the normal Detron is slightly similar.

     

    Every single time. Without fail. I'm not saying people don't have a right to their opinions, but I really think Baro needs a rework because the constant salt and negativity every other weekend without fail gets to be very tiresome. If the Void Trader was reworked to provide more beneficial things, it would not stop the negativity, but it might be enough that the overall tone of the community isn't so one-sided.

     

    Just my two ducats.

  5. Physical beauty is different for different cultures. There was even a website out there that showed how several countries perceived beauty standards.

     

    http://petapixel.com/2015/08/15/one-woman-photoshopped-by-18-countries-beauty-standards-revealed/

     

    While the practice of footbinding is wrong today, to pretend that the desirable aesthetic of Lotus feet in its historical context never existed is equally as wrong. Given that Warframes are not human -- the artists are capable of sculpting the models to appear as deformed as they wish, without glamorizing mutilation itself.

     

    Nova Prime's neck rings. Orphid Saryn's corset. Valkyr's intentional mutilation at the hands of the Zanuka Project. The completely impractical usage of high heels on female warframes. All are artistic freedoms taken by DE in order to portray the tenno for what they are. Twisted and tortured as a result of circumstances outside of their control, yet turning it into a thing of beauty, a thing of art. The Warframes themselves are echoes of that deformation, and I don't think Strega Trinity should be regarded any different.

    To single out Chinese foot binding as 'glamorizing' the mutilation of women, in context with the rest of Warframe, is a little unfair, in my opinion. Mutilation is a constant theme in Warframe, just look at the Grineer.

     

    The practice of women undergoing painful processes in order to look attractive is nothing new, and it did not fade away after the PRC outlawed the practice of foot binding. Body piercings. Tattoos. Even things as mundane as wearing high heels can and have resulted in horrible injuries, deformations, and infections. Some of these processes are done voluntarily. Some are not.

     

    While there will always be controversy regarding such things, it's important to recognize that context is key.

  6. Solar Rail Conflicts:

    I would like a Conclave-type game setting. Something more balanced than the old conflicts. I didn't participate in the Solar Rail conflicts after a while. I don't even participate in Conclave that much anymore.

     

    The big problem for me is constant host migration. Making PvP games dependant on individual players acting as host is not a good idea. The tendency for ragequitting (from things as big as losing matches, to friendly teammates grabbing that energy orb you were inches away from grabbing yourself) makes PvP in Warframe (at least for me) simply unenjoyable. I don't enjoy spending most of my time in Conclave waiting for host migration to finish. Or crossing my fingers hoping the host migration actually succeeds instead of hanging and kicking me back to my Liset and losing all rewards.

     

    Vault Pack:

    I echo sentiments that I'd prefer a primed accessories pack with the Misa Syanadana and the Extractors. I already own Frost Prime, Latron Prime, and I already mastered Reaper Prime (and sold it, because Scythe weapons are woefully underpowered for their current status as a 'heavy' weapon). I have no desire to spend more money on items I already own, regardless of how good of a deal it is.

     

    Provide the Misa Syandana and other cosmetics in the usual Prime Accessories option, and I will buy it. I will not buy the unvaulted items given my income and current ownership of most of the items (and mastery of all). The Misa Syandana is simply not worth it, in its current iteration.

     

    Sprint Toggle:

    I have no opinion. I like being able to walk slowly with caution in some areas, and I like to sprint in others. I think some attention paid to the sprint toggle untoggling too often would be a healthy medium to those of us who like the option for both.

     

    Sniper Rework:

    In a game that is centered around hordes of enemies, Sniper weapons are kind of lackluster except in very particular circumstances. They are good at picking off priority targets, but when surrounded by incoming trash mobs, or mobs at high level, when even grakatas do serious damage, they simply don't have the rate of fire needed to make them attractive options. Even weapons that are more like a DMR (like the Latron family) provide passable long-range takedowns compared to Snipers.

     

    I think the scope reworks and combo counter is a step in the right direction, but I think sniper rifles require more of a specialized niche so players will instinctively turn towards them when deciding their loadout for particular mission types. Personally, I prefer the suggestion of sniper rifles dealing more damage (or providing punchthrough) to Corpus and Corrupted Nullifier bubbles.

     

    If using the combo counter, I'd also suggest an AoE type effect after reaching a certain number of kills. Nothing damaging, but an AoE stagger after getting 5-10 kills could provide some passable crowd control for a weapon designed with single targets in mind. Chalk it up to an explosive round that momentarily catches enemies around target off-balance.

     

    I don't think I'll use snipers any more or less after the sniper rework. I consider them 'fun' guns that I bring to missions just to change things up a bit. With the Saryn rework, I also use them to help pick off spores from a distance. The recoil and low magazine size for the Snipetron has effectively made me shelve it, since I consider the drawbacks outweigh its strengths.

     

    I still enjoy the Vectis Prime, but unless I throw in Metal Auger and wait for conga lines of enemies in bottlenecks (which isn't always feasible), I'll find myself playing most of the mission with melee or a sidearm.

     

    Snipers are overkill weapons most of the time. The ridiculous amounts of damage gained on headshots only becomes an advantage during high level engagements. And during those engagements you are usually under so much pressure from enemy units that even quick potshots at enemies can result in your death because you have to constantly be on the move to dodge fire.

    Just my two cents. I think the scope and combo mechanic is a step in the right direction, but I don't think they address the root problem of why sniper rifles are considered underperforming compared to other rifles or shotguns. A lot of it has to do with the combat conditions in the game, not so much the weapons themselves.

  7. I thought about the Attica, but the Semi-Auto nature and inclusion of the Thunderbolt mod was distinctive enough to consider a hybrid weapon of the Boltor/Vectis/Paris. It wouldn't take the Thunderbolt mod, but would take Sniper mods.

     

    I know some people don't dig the Boltor family aesthetic, but it's always seemed appealing to me. I figure if the Tenno weaponsmiths are trying to combine the Vectis and Boltor, it could share characteristics and elements of both without seeming distinctly one or the other, and perhaps a new design all of its own.

     

    The Sniper rework I am looking forward to. Against hordes of enemies, Snipers kind of lack. But bows are pretty devastating. If you don't care about stealth (like in survival or defense), I think this weapon would be kind of fun.

  8. I always liked the Boltor, Bolto, and Boltace. They're so cool looking, and puncture damage is always nice.

     

    I also like bows. But for some reason I've not been able to really get into the Paris Prime as much as I'd like to. Something about the distinctive firing sound of the Vectis/Vectis Prime is so satisfying.

     

    So, I figured... why not a little bit of Column A, and a little bit of Column B?

     

    The Boltis would be an attempt at combining the stopping power of the Vectis, with the pinning capability of a Bow. It's a Paris Prime, only the sound is turned up to 11 and there's no charge time.

     

    I'm thinking Iron Sights, not a scope. The briars of the Boltor/Boltace could be positioned in such a way as to provide the desired aesthetic.

     

    The Bolt of the Boltis would be considerably longer than that of the Boltor/Bolto. It's more akin to an Orokin stake, just in case the Tenno come across any vampires. Which I don't think exist, but better to have and not need than to need and not have.

     

    I'm also thinking 1 shot in the clip, to take advantage of Charged/Primed Chamber. The major drawback (although I see it more as a challenge), is the elimination of the hit-scan nature of the Vectis/Vectis Prime. This rewards long distance shots, and leading. With a bit of more zoom than a bow, I think it would be really fun to see just how far you could peg an enemy with a bolt.

     

    You wouldn't need Shred/Metal Auger, since the pinning mechanic of the Bolts would free up some mod space, and possibly give you some incentive to use Terminal Velocity.

     

    The Boltis would be a long rifle. Longer than the Boltor, but thinner.

  9. as much fun as steampunk is it would never fit the aesthetic of this game your talking about mixing the definition of old technology with the definition of scifi future technology. DE takes their aesthetic very seriously thus why the mustaches will go away soon

     

    There are already steampunk elements to the game. Rhino Prime's wind-up key for example. The Victorian-type aesthetic has already been in the game in the form of Mesa (albeit more western) and Limbo.

     

    The gears are of Orokin design, not traditional gears. The aesthetic of Aether would very much be in line with artistic design of the game, while clearly being inspired by Steampunk/Victorian fashion.

     

    Warframe by design incorporates old technology with future technology, and there are plenty of spinny gears in the game already.

  10. Aether, scourge of the solar rails! Both engine of destruction and supply!

     

    Aether is a warframe I envision as a support frame. Somewhere in between Mesa and Trinity. Aether would fill the niche of field supply, while providing passable AoE crowd control.

     

    Visual Design-

     

    Aether's gender could easily go either way. There are plenty of aesthetically-pleasing Steampunk attire that could be reasonably integrated into a warframe. The major feature would be Tenno/Orokin Gears in various parts of Aether's chassis. These gears would start out slowly turning, but as the Warframe gains energy, the gears begin to rapidly increase their revolutions. Think of it as the Rift Sigil in that regard. As Aether spends energy, the gears slow down according to the % of energy lost. These gears could be bolted to Aether's hips, and would be inspired by Rhino Prime's wind-up key on his back. Additionally, there would be two large gears on either of their shoulders, right above the shoulder armor attachment area. They might resemble military officer epaulettes. I like spinny things, and you should too.

     

    As a result of Aether's powerful abilities, they might be a fragile frame. With medium armor, low shields, low health.

     

    Aether would have a passive ability that would inflict impact proc upon being hit with melee, as their weapons/limbs would get caught in Aether's various gears on their body.

     

    Abilities-

     

    1: Steam Blast

     

    Aether holds out their hand and generates a blast of scalding steam under an enemy. Steam Blast deals Heat damage and staggers the enemy briefly for a few seconds, and then decreases their accuracy by a large percentage afterwards. Effect fades after Steam Blast dissipates.

     

    The size of Steam Blast is affected by Range, allowing modification to create large Steam Blasts to encompass multiple enemies at once.

     

    The damage of Steam Blast is affected by Power Strength

     

    Duration of the blast is affected by Power Duration. The longer the enemy is within the column of steam, the more their accuracy debuff lasts. Can't see through Steam!

     

    Possible Syndicate Mod: Steam Clean. Steam Blast removes status effects/debuffs when cast on allies.

     

    2: Iron Rider

     

    Aether generates a burst of energy from the Void that begins replenishing ammo. The Rider starts with Aether and then begins a journey to affect each member of the team. Like Oberon's Renewal, the farther away the team member is, the longer it takes for the Rider to get to them. Ammo clips are regenerated first, with any spillover regenerating Max Ammo. Starting with Primary, then Secondary.

     

    Additionally, Iron Rider improves Armor by a large % which lingers even after the Rider has left the team member. Dependant on Duration.

     

    Ammo Replenished per second is affected by Power Strength and Efficiency. This allows players to modify for the Rider to replace large amounts of Ammo, but possibly at the cost of how long the Rider lasts. Armor % increased is also affected by Power Strength.

     

    Duration of the Rider is affected by Power Duration. This allows players to modify Aether to regenerate more Ammo while the Rider lasts, but possibly at the cost of how much is regenerated per second.

     

    Range affects the Speed of the Rider. The more powerful the range, the shorter the travel time to hit each team member takes.

     

    Possible Syndicate Mod: Iron Racer. Warframe speed increases while affected by Iron Rider. This lingers even after the Rider leaves, the same as the Armor boost.

     

    3: Siege Engine

     

    Aether's gears spin rapidly (even faster than Aether at max energy). And the two shoulder gears extend, creating ethereal void energy tethers to the rest of the warframe as they raise up.

     

    The void energy tethers begin launching powerful artillery blasts in an AoE area in front of Aether, similar to Hydroid's Tempest Barrage. These artillery blasts can be manually aimed by moving Aether around (similar to Mesa's Peacemaker). Each artillery blast deals primarily Blast Damage, with a high proc rate, causing most enemies to fall down. Additionally, any Grineer Blunts, Ramparts, Arctic Eximus Shields, and Nullifier Bubbles take additional damage. Grineer Shield Lancers additionally take damage through their metal shields.

     

    Siege Engine slowly drains energy per artillery shell launched. This is affected by Duration and Efficiency.

     

    While this ability is active, Aether's speed is reduced signifigantly as they must compensate for the recoil of the void artillery barrage, similar to Chroma's Spectral Scream. Aether can still use their weapons, however. Aether is thus vulnerable to attacks on their flank or back, where the cone can not hit them.

     

    Damage is affected by Power Strength.

     

    Siege Engine cone in front of Aether is affected by Range. Additionally, as the cone degree increases, the void tethers extend. A maxed Stretch would raise the large shoulder gears well above Aether's helmet and might resemble helicopter blades.

     

    Additionally, as the artillery strike is imprecise and random, shortening the cone would result in more accuracy at the expense of its AoE effectiveness, as the shells still only fall within range of the cone, creating a higher probability of scoring signifigant hits.

     

    Artillery shells are capable of landing headshots.

     

    Length of time the artillery strike has would be dependant on Duration. The number of artillery shells dropped increases with casting time (affected by Natural Talent or Aether's fourth ability), this results in more energy consumption as more shells are launched.

     

    Possible Syndicate mod: Star Engine. Artillery shells replace Blast damage with Radiation Damage, and increases the amount of damage dealt.

     

    4: Armageddon Horn

     

    All of Aether's gears extend from their body, similar to Siege Engine, and connect to the warframe via the same void energy tethers while spinning rapidly. An eerie, low decibel ethereal horn is sounded. Similar to the Reapers of Mass Effect, a ship's Foghorn, a Train Whistle, and/or an ancient war horn. Steam begins to pour out of vents/pipes in Aether's helmet. Alt helmets could have these vents/pipes positioned in various ways.

     

    All enemies around Aether immediately take a single hit of high Impact Damage, with a high chance of landing the Impact Status effect. After the Impact damage, they are briefly open to Finishers while they cover their ears in excruciating pain. Enemies without ears would just be staggered, but still able to take Finisher damage from melee attacks.

     

    Alternatively, the horn can simply deal impact damage while fearing enemies, causing them to run away in terror of Aether's horn. Similar to Nekros' Terrify.

     

    Armageddon Horn drains energy per second as it is sounded, but is not an infinite duration.

     

    Damage is affected by Power Strength and duration of the Horn Blast. The closer the Horn is to finishing, the damage begins to fall off as it gets quieter, but the crowd control stays the same.

     

    Duration of the Horn Blast is affected by Power Duration and Efficiency. Length of time enemies are open to Finishers is also dictated by duration.

     

    Range of the Horn Blast is affected by Range mods.

     

    Aether can move while blasting their horn, causing enemies to be caught in the AoE. Impact damage is still only applied once, but moving away from the enemy, and then back towards them causes the Impact damage again. This ability could be considered an impact version of Equinox's Maim, with the Rest finisher element, or Excalibur's Radial Blind, but can hit enemies behind cover (as it is sound based).

     

    While detrimental to enemies, the Armageddon Horn inspires all team members within range. Reload time and Weapon holstering speed increases, as does Warframe casting time (similar to Ember's Accelerant, or a Natural Talent mod). This also affects Aether, allowing abilities to synergize at the cost of additional energy consumpton.

     

    Possible Syndicate Mod: Aerial Armageddon. All warframes within range get a Parkour boost, while enemies within range take Blast Damage with a 100% proc instead of Impact.

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