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Lorthos_Mornin

Disciple
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Posts posted by Lorthos_Mornin

  1. I really do hate this unit.  There is absolutely no counter play to it.  Nullifiers are arguably too strong but they have a giant shield and are really squishy.  Combas and Scrabii can be headshot to remove their ability if you can manage to find them in the giant crowd of enemies they're in and the Sapper Ospreys projectile can be destroyed if you can manage to shoot it.  All of these enemies have at least some counter play you can make against them.  Shock eximi as they currently are have zip.  I'm really surprised they don't have a shock version of the arson eximi ability.   Shouldn't they release a shock nova like volt?  I mean seriously, and I know I'm reiterating here, how did something named SHOCK end up with MAGNETIC.

  2. I believe it's intended so that you don't waste the standing that the syndicate tokens can give.  In the future, you should probably use your syndicate tokens and then your daily standing so that you don't run into this particular problem.

  3. I just noticed this today but when you run up to a red locker with Master Thief equipped it will either turn green or go black.  I didn't notice this in any of the patch notes but it's an awesome QoL change.  I'm not going to be doubling back to check lockers now especially when I'm with a group of people with MT.

  4. For everyone pointing out my use of the term "Pay to Win" being incorrect, i'm well aware. the whole point of this post was to point out the problem with the RNG system, yes some people may get lucky and get all the parts in 10 runs. but most people don't and that's where this problem lies.

     

    I agree.  I think DE could do a lot more to distribute the drops so that the odds are more rewarding.  They've made efforts, but there's certainly more they can do, and I'm excited to see if starchart 3.0 actually offers this.

     

    okay allow me to bring up an idea.

     

    how about instead of a RNG Grindfest, how about boss battles that require a lot of focus (example: patterns that you have to memorize, different stages to keep it interesting, Larger bosses that may require vertical combat) instead of easy bosses that you punch a few times and win?

     

    I actually like to go rofl stomp bosses occasionally.  Even when I don't need to farm for something.  I think they are going the route you propose in the trials, and I'd prefer that that kind of thing stay there as I don't think I'd want to try progressing through the star chart if every boss was like that.

  5. Power creep has slaughtered this game. Right now, the level that the game is balanced for isn't in any way challenging, and the level that's challenging isn't in any way balanced for. You have to pick between playing a game so insultingly easy that you think you're playing Cookie Clicker: Space Ninja Edition, or a game so horrendously broken that it threatens to break a hole in the fabric of spacetime.

     

    U18 promises to provide a solution to this with the damage/modding/enemy scaling reworks. Because of this, I think that U18 has the potential to be the greatest update in Warframe's history, as long as DE doesn't botch the whole thing.

     

    That's your opinion.  I still like the game as is.  There are some things that are irritating, but nothing that makes me think "power creep has slaughtered this game".  Your post makes it sound like your stance is the de facto stance of the entire current player base, which it isn't.  Honestly, the game is easy to me, no matter the level, and the only time it's hard is when I'm with a squad that is uncoordinated and unprepared and it becomes my job to keep them going.  Given how long I've played, that's to be expected.  You wouldn't expect someone who's played Mario for several hundred hours to find it remotely difficult anymore, why would you expect anything different of this game?

     

    If would appreciate it if you and the other posters who think the game has power creep issues would explain or link to an explanation of your stance and the reasons for it?  What specifically would you change and how would you change it?

     

    I'm tired of the number of people that like to complain about power creep, but give no explanation as to why x thing/s are power creep and how they're making parts of the game irrelevant or no fun at all.  And if no one wants to commit to explaining themselves then I'm just going to assume this is self-congratulatory discussion of how the game's messed up and "we elites" have this easy fix that DE won't listen to instead of an actual discussion look at how awesome we are yada yada yada.

     

    One more thing, if anyone's post contains EC's video on power creep and expects that to explain their position for them I'm going to assume that poster is an idiot.

     

    Edit to avoid double posting:

     

    " I don't enjoy power creep because I don't feel I'm that powerful. Of course I'm powerful in planets like mercury, venus, earth, but I'm talking about +100 level enemies. At some point of the game, most of the abilities and weapons are useless, you need very specific builds to do some decent damage."

    -mnb328

     

    You're supposed to be powerful on those planets, and you're supposed to have learned how to deal with ever more powerful enemies as you advance through the solar system.  You're supposed to have learned your gear's pros and cons and how to apply them as enemies get tougher and tougher.  It's called progression and it's an important part of a great many games.  Enemies of 100+ don't even show up in the game except during glitches for extended runs on endless missions.

  6. Excavations are the fastest option.  Although the most common drop on the key rotation is certainly T2.  I think the ratio is something like 2:1 for T2's to T3's but I haven't tested that at all.  Another set of missions you may want to consider are the higher level spies.  They're slower and they seem to give priority to Sabotage keys but they're easier to solo.

  7. I can confirm a lack of heavy units spawning.  I just did a few Eris survivals and a few other Eris missions to get the juggernaut to spawn.  No ancients or other infested heavies spawned in the survivals (only leapers, crawlers, and ospreys spawned).  There were a few ancients in the regular missions initially but no more would spawn even though they should have later in the mission.

     

    (juggernaut did spawn though)

  8.  not 'good' enough ( quoting the guys in recruting tab) to play the levels to get the parts.

     

     

    If they haven't played with you, they don't know.  What they're really saying is that there is a meta they're familiar and comfortable with and they are completely unwilling, if not unable to deviate from.  By saying that you're not good enough they're indicating that they're not good enough as any halfway decent player who's been at this game long enough could drag an mr1 to at least twenty minutes, four rounds, wave 20, etc. (which is all it takes) just by giving the guy a few tips and pointers.

     

    Sorry if I got a bit ranty.  Those kinds of people infuriate me.  I'm not in the Oceania region, but if you we're on around the same time I'm willing to help.  IGN is the same as here in the forums.

     

    edited for clarity

  9. Actually... part of the reasoning for the void destruction is so that those vaulted primes CAN come back and not dilute any T3/4 survival/defense void tables.

     

    ^This is my hope.

     

    No, the reason for the Void's upcoming destruction is because the Devs hate it with a passion. The reason for items being vaulted is to create "forced artificial scarcity" and a sense of exclusivity to those who were playing the game early enough to find the items

     

    Ergo, I don't see Frost being unvaulted any time soon

     

    ^This is my fear.

     

    And I'm really hoping that whatever happens it's all of my hopes with none of my fears mixed in.

  10. If they add melee weapons I'm hoping that Perrin Sequence gets Secura Obex.

     

    Synoid Gram would make sense, but I think it follow the theme more if they got something totally unique.  That's introduced as a weapon only a week or two before the syndicate release.

  11. I understand there are people who would like all ults to not be fire and forget, but frankly, I hope that never happens. There are likely more people than just me who like having access to high damage aoe's as an emergency button. If frame design from here on out focuses more on active abilities, that's fine, but completely removing something that I've used in my playstyle for a long time by going back and fundamentally changing old frames to fit this new philosophy is not acceptable to me. It smacks too strongly of eliminating player choice, something DE has said they want to add as much of as possible and the same thing many players continue to ask for.

  12. The infinite scalling is the problem

     

    Just so you know that's one of the things I really like about this game.  Warframe is the only game I know of that will let you keep going, no limits, no holds barred.  Every other game I've played has a level cap for enemies.  Warframe does not, and you will never be able to say: "I have faced the toughest enemy I can ever face in this game", because you haven't and I get a real kick out of that.  Oh, and guess what?  You don't even have to face those in order to get everything in the game, but they're there, waiting for when you're ready.

  13. l2p?

     

    however on topic. playing solo means less spawns of the mobs and faster decap/cap time. it's much easier to play it solo, than in a group.

    ^What this guy said and...

     

    In interception point control depends primarily on how where enemy spawn locations are and where the control consoles are and whether they are on a direct path to you or not, since enemies still tend to prioritize killing tenno over taking a point back.  They'll passively do it by just sitting there shooting at you if you give them the opportunity, or if they run into a console (and they almost have to literally run into it before they start working with it).  So your goal is to take all the points then sit somewhere that enemy pathing takes them away from most of the points and where you have a view of as many consoles as possible so you can shoot enemies off them.

     

    This changes a bit in archwing because of the distances involved, but it becomes even easier.  Just fly from point to point and watch the enemies trying (and failing) to catch up.

     

    At a certain point soloing will become impossible without some serious cc use as the map gets saturated with enemies and you no longer have the damage to shoot them off the consoles.  I don't know where that happens because I haven't tested all the interceptions since I mostly play/played Ceres, Draco (you know why); Stephano, Uranus (Keys, plastids, and poly bundle? Thanks, I like all three.); and Augustus, Mars (only reliable place to get non-endless T4 keys).

  14. Well there must be some reward for grinding for the last three years.

     

    Also, each forma adds to the base damage of the weapon. Forma you can get from the void. So each forma increases the stats of the weapon - reload speed, damage, crit chance - would be great for shotguns as currently we have no high crit chance ones.

     

    As cool as that might be...that system could get out of hand.  Consider, how much forma have you spent in game?  Now imagine all that forma applied to a single weapon under your system.  Even an Mk1-Braton would become a Destroyer of Worlds.  It would probably red-crit with a ridiculous amount of damage and reload in the blink of an eye.

  15. Regar, on 11 Sept 2015 - 7:29 PM, said:

    -snip-

    Greedy? No. Entitled? Maybe. I already have two maxed serrations, how does wanting the system through which I attained my max serrations and through which others can obtain, and have obtained theirs make me greedy? Keep in mind that I have never sold or solicited buyers for a maxed serration.

    And yes, part of the point of mods is customizability. However, as the mod system is currently designed it also adds a sense of progression to the game both in the collection of the varied mods and in the leveling of them. If the whole point of the system was just the ability to customize our gear then serration and it's ilk wouldn't exist and every mod in the game would be handed to us at the beginning of the game at maximum effectiveness.

    LexaHex488

    -snip-

    My problem with making damage dependent on mastery rank is that it encourages people to level gear as fast as possible without stopping to really play with it. The way things are now and back when I was maxing serration I never felt bad about slowing down to really check out a weapon because I could still be putting the cores and mods I got into serration. If it was changed there would be even less of a reason to slow down if any at all since the maximum potential of any weapon would be locked behind ever higher mastery ranks.

    And you're right, it doesn't take anything more than to be willing to lay down some real money for the plat to buy a rank ten serration, but not only is the person who ranked that serration being rewarded, DE is being funded by the person willing to buy that ranked serration. It's a win-win situation as it is now, the proposal to tie damage to weapon rank is neither rewarding by virtue of time and effort, nor can it in anyway help fund DE directly unless someone is buying weapons with plat solely to level and toss, which is much more unlikely than just buying a maxed serration from the trading channel.

    No one has yet made an argument as to why changing the system so that damage scales with weapon level is better in any meaningful way than what we currently have. All the suggested change does is make damage more easily accessible. And I for one refuse to accept "easier"="better".

    edit: added responses instead of making a double post

  16. Just because something has been repeatedly proposed but not implemented does not mean that it hasn't been seen.  It's either being considered or it's been tossed out, as I believe it should be.

     

     

    Here's why:

     

    Adding serration's effect on any weapon innately as it levels means that anyone who starts playing the game can quickly have access to the same damage as a veteran player who's spent hundreds of hours in the game, given how easy it is to level weapons.   Compare this to the current game where it takes hundreds of cores and millions of credits to max serration.  Can a new player do that quickly? No.  They can't, and maxing serration is one of the marks of real progression in the game.  Something this proposal completely removes and completely devalues the time and effort many players have already put into maxing serration.

     

    edited for clarity

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