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TestDummy

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Posts posted by TestDummy

  1. This is a PvE game, so that means all you do is grind.
    When I first started I was mainly focused on reaching the boss of that planet. This search for a challenge made me end up at the highest level maps, only to find out that the reward is not worth the effort. (Lack of knowing what to do)

    What feels wrong for new players? Is the game too complicated? Can a series of beginner quests help with this? But if you hold players hand, they would probably also like to see daily quests after they are done with the beginner quests.

    You post in the feedback forum that the game has a problem, do you also have suggestions on what the game needs in order to fix these problems?

  2. fusion cores:
    I do enjoy they are on the star map. But now I am only playing against infested in survival. All dark sector (bonus reward) are infested. So in my opinion the tweaking required for these cores is that there should be more variety in (high level) missions with bonus rewards.

    And leaving survival at 10 minutes removes all the challenge from it. I prefer having the previous rewards for A and B and have a 100% chance for a core pack at 20 minutes.

     

    Daggers:

    In my opinion they feel that same as most other weapons. The problem is not the damage but rather their play style, that should be different from other weapons.
    A bigger change for melee might be a better option.

    https://forums.warframe.com/index.php?/topic/399566-making-melee-categories-more-unique/

     

    Friendly fire

    This would make primed reach really deadly.

  3. I completely agree that people complain to much. Primed mods are (game breaking) end game items they should take some time to level. Especially longer than the 2 week period between the trader visits.

    So far the primed mods are being balanced by time. I think it still is too early to ask for limiting the number of equipped primed mods per item to 1 or maybe 2. 

  4. I like the idea. It won't be quick to implement. But it is about time they spend some effort in melee.
    Separate heavy weapons into greatsword, axe and hammer. In the dev stream they said that greatsword stance is coming.

    I also like to add a small description so that its clear what the bonus is trying to achieve.

     

    In my opinion not all melee weapons require a buff, so maybe make the power limited by something. And while we are suggestions a melee rework, why not make use of stamina?

    Make all of these bonus effect only work while you have stamina and make non-bonus-effect hits cost no stamina.

     

    So these effects while you have stamina to spend. And while we are spending stamina, the bonuses may become quite powerful.

    If this is done at channeling then some of these effects might be too powerful.

    Claw (unstoppable)

    20% bonus base health per hit lasting 30 seconds to a maximum of 440%. (440% might seem high, but how many hits can you do with your stamina? And I think it fits if you like to see claws as unstoppable)

     

    Fists&Sparring (1vs1)

    Chance to stun (allowing for finisher)

    Slight increase finisher something? speed? damage?

     

    Tonfas

    Slide attack something? Never used these.

     

    Greatsword (swords are fast)

    Increased attack speed by 30%

     

    Axe (Heavy weapon)

    More damage if your melee counter is LOW (Oops, that makes them perfect slide attack weapons)

     

    Hammer (Crowd control weapon)

    Stagger AoE on swing (that deals no damage. The hit itself always staggers, so adding stagger on the targets you hit does nothing more)

     

    Dual sword (balanced)

    Melee combo counter gives even more damage bonus

     

    Single sword (balanced)

    40% auto block chance (Multiplied with reflex guard for a total of 73%)

    Note: Melee weapons are painful, adding something like this will make swords weaker compared to other weapons. But the added block will make it more fun to use)

     

    Dual dagger (fastest weapons?)

    500% more stealth damage

    Melee combo counter also gives attack speed

     

    Single dagger (fast weapon that requires tactics)

    500% more stealth damage

    Double the melee combo counter damage time

     

    Machete (Chop, chop, chop)

    40% more damage (Multiplier, high stamina cost)

     

    Throwing weapon

    I have no idea for this one, maybe place disarm here? Or simply arc more towards the enemy closest to your crosshair.

     

    Whips (When you whip gets stun on a weapon, it is your one handed whip against their two handed rifle. I do like the stunning Lecta)

    Increased status chance (Instant stun everything with this range? Must have high stamina cost)

     

    Sword&Shield

    Might as well also add reflect

  5. Based on that video I added the question if its possible to solo Ludi.

    Overall his videos starts very good, that he tries to melee only a hard grineer map.

    After that is ends with the common meta complaining.

     

    In my opinion if someone thinks melee in general is weak, than they probably over exaggerate on the other points as well.

     

     

    The Stamina thing is why I have Reflex Guard installed. With it, I can block forever regardless of Stamina.

    Because this mod exist, it becomes very hard to balance active blocking.
    While active blocking, you stamina regeneration is reduced.

    While passively blocking, your stamina just keep regenerating.

    With this mod it removes all need for active blocking.

     

    Combining this passive block with 80% chance to resist knockdown, it is possible to get a total of 90% knockdown resist.

  6. When does your game crash?
    My computer with GTX970 likes to stop working during survival or defense. Only happens after 10 minutes and only happens with 4 players. 

    The crash is sometimes just a freeze (have to restart computer), other times it gives GPU memory error (have to restart the game).

     

    My computer also has a failing SSD, so I am going to replace that one first.

  7. ...

    like I stated, crit rate and crit damage increase.  is mainly all they need.

    ...

    If dagger keep their original damage, get an increased crit chance of 30% and a crit damage of 3x. They will be dealing double the damage they do now. And the crit chance will allow for berserker, tripling its DPS. Making them deal 50% more dps than the dakra prime with crimson dervish.

    What I was trying to say is that daggers are great weapons, they do everything a weapon should do. Their dps is perfect. If you wan't to increase one of the daggers stats, you have to decrease another stat.

    I made an example hoping that people would start suggestion stuff. Now they only complain.

     

     

    - A suggestion consist of a problem you try to solve. And explaining why this is a problem.

    - What is your goal relative to something else in game?

    - What do you want to change?

    - Extra: what kind of complications you might see if this change would happen.

     

    I try again with another example:

    - A suggestion consist of a problem you try to solve. And explaining why this is a problem.

    Daggers are great weapons, but the problem is that they are well balanced.

    This is a problem because one handed swords should be well balanced and daggers should be good at one thing and bad at something else.

     

    - What is your goal relative to something else in game?

    The Dakra prime is the stronger weapon. Crimson dervish makes it slower than average. So a good place for the dagger would be at half the DPS of the Darka prime. This is exactly where it is now.

     

    - What do you want to change?

    Daggers are situation weapons, if you get the timing right they are strong, otherwise they are below average. This time I don't suggest luck based, but a skill based solution.

    In the 4 strike combo dagger currently has keep the damage just at the base damage. Instead increase the critical chance and status chance to 100% at the 4th hit.

    So 1x dmg -> 1x dmg -> 1x dmg -> 1x dmg+100%crit+100%status

    Also change the base critical damage to 3x.

     

    - what kind of complications you might see if this change would happen.

    Without affecting the base damage, this might make the daggers slightly weaker than where they are now. But every 4th hit can give a berserker charge. So a slight damage buff might be needed. But I don't know the value of status chance.


  8. When I did Ludi I noticed that in most cases blocking was not that bad. It is just that stamina takes a while to recharge. I don't know if its possible for DE to easily make increased stamina regeneration while in melee mode. Having difference stamina regeneration rates in melee and ranged mode would be an easy way to balance it for block compared to quick block.

    ...

    Stamina system and blocking

    With the marathon and quick rest mod the block cost becomes quite acceptable. Having block cost based on the enemies base damage before applying level bonus, will make more sense. But as is, the stamina system would become a lot better if the base stamina regen would be around 3 times higher in melee mode.

     

    ...

     
  9. With this feedback I try to make melee better in general. So it is aimed at stamina, blocking, channeling, bosses, …

    I also try to give possible ways to fix it. Most posts are only describing problems, but not how to fix it.

    My opinion on the damage is that at the moment it is perfectly balance, but thats all I will discuss about damage in this topic.

     

     

    With some practice melee with mostly maxed mods should be able to do a solo run in Ludi (Ceres), without relying too much on warframe abilities.

     

    While doing this mission I notice that:

    -The Grideer is very good at shooting (Compared to infested being a pushover)

    -Life strikes is required (against grineer and corpus)

    -If your effective health is too low, you can die in a single hit (Shoot rocketeers before jumping in)

    -At least half the melee weapons deal enough damage (Not discussing this here)

    -The current stamina system is not that bad

     

    Stamina system and blocking

    With the marathon and quick rest mod the block cost becomes quite acceptable. Having block cost based on the enemies base damage before applying level bonus, will make more sense. But as is, the stamina system would become a lot better if the base stamina regeneration would be around 3 times higher in melee mode. The problem with this is the passive block from reflex guard. To balance this out, reflex guard should also passively reduce your stamina regeneration.

     

    Infested energy drain

    I made a whole chapter about how channeling sucks in combination with infested. Then I before continuing I decided to try a infested map with melee. The conclusion was that infested is extremely easy. But endless missions can become nearly impossible. I also had the feeling that energy drain was made to counter casters instead of melee, so the idea provided here is trying to keep the advantage to melee only.

    -The drained energy currently disappears in thin air, it would be better if these enemies explode and giving 200 health or maybe 50 energy in a 15m radius.

     

    Channeling

    I feel like using energy for melee attacks is just wrong. It should somehow be based on stamina. And the current systems also use energy per hit, instead of per swing. Combined with some channeling mods, this will make a single swing cost more than a warframe ability. Not using channeling mods works fine, but it is kinda a shame.

    -The best way to fix this is by introducing stamina 3.0. Completely remove the connection between energy and melee. Let channel attacks consume stamina instead. But to make this work properly. Only block, channeling and parkour  should drain stamina. Normal melee attacks should not drain it.

    -I cannot think of a quick fix at the moment. If someone comes up with one I will edit this.

     

    Directional attacks

    When fighting infested I notice that I can barely kill enemies that are crawling. This makes melee feel quite awkward. I also found out that primed reach will fix this for almost all weapons.

    -Quick fix would be increasing the base vertical reach of all weapons.

    -Permanent fix is of course let us aim up and down.

     

    Quick blocking

    To make this game not your default shooter, being able to block while in ranged mode will add a nice feature to the game. Balancing this should be easy if stamina regen rates in melee and ranged mode are different.

     

    Aerial attacks

    I mean something else when I say aerial attack or aerial parkour move. At this moment we don’t have any aerial attacks worth the name attack.

    I do love how the aerial parkour moves can be aimed in any direction. But they are not attacks.

    For now this feels great and a bit too easy to reach hard to get places.

     

    Bosses

    There are a lot of bosses that require to be hit on a certain part. Leutnant Lech Kril for instance, I did a ground slam at the correct time on hit back and I still did not hit him.

    So far this is the biggest issue with melee, but for now only a small part of the game. In update 16 raids are coming. This bug will probably reduce the effectiveness of melee in there.

    For now, shoot the big guys. Melee the trash.

     

    Weapon identity - Dagger

    I enjoy playing with daggers, overall they are very good but not very dagger like. They feel like a blade with a different stance. An idea would be to increase its critical chance and critical damage, at the cost of base damage. The critical chance will allow berserker to work, which increases the attack speed.

     

    for example:

    30% crit chance (48% with true steel)

    4x crit damage (7.6x with organ shatter)

    5% status chance

    Change the final hit to always apply status.

    Allow daggers to only hit 1 target.

    Reduce damage by a factor 2. (the new crit damage + berserker will end up buffing it)

     

    This might also require a relook at hysteria.

  10. You should watch the video.

    I was at work during my first reply so I could not watch it. 

     

    Wow Ludi (ceres) is a fun map to solo with melee only and a warframe not made for melee.

    Trying Mag now with limited use of warframe abilties :P

  11. My current build requires any Frame at all because that's how good it is.

    To make this build work, I needed to add Forma?

    My Mods are:

    http://goo.gl/5jiYRy

    http://goo.gl/W5sP2z

    http://goo.gl/uVV3o2

    My favourite weapon is the Orthos Prime, because it has great mobility AND is extremely powerful, and I don't even channel, due to not liking channeling (BRING BACK CHARGE ;-;)

    The main 3 improvements I would like to see are:

    Umm...

    There really isn't any

    Because I have a great build on an amazing weapon :D

    Ever tried nightmare mode (solo) with this?

  12. I don't really get the point of "Melee only" in Warframe, just switch to melee when you want to and have fun, and shoot things up with your guns.

     

    Guess if it went towards a contest or even't, it would make more sense.

     

    In my opinion.

    Because melee requires life strikes. Life strikes requires channel, channel requires rage, rage requires getting hit on health. Shields prevent this. So melee requires low shield. Ranged weapons have no life leech and rely on shield to survive.

     

    Shield+life+armor+shieldrecharge+rage mods will allow you to switch to ranged, but then you have used 5 warframe slots already.

     

    When building for life strike, you have used 3 slots. This kinda forces you to also use channeling for damage. So if you would have a shield, you cannot channel, because of the energy requirement. Resulting in half the damage you could be doing.

     

    Switching between melee and ranged is awkward, you are either in melee or in ranged. Still does not solve the points mentioned above.

  13. Hello, I am currently trying to make a large topic of the current state of melee and what to improve. It is only possible to improve something if you know what are the current problems. So it would be useful what builds people are currently using to make melee work. The main focus is on melee play style, not its damage compared to rifles.

     

    Layout:
    -Current build and what the game is forces you to equip if you want melee to work.

     (Interested to know if shield based melee build exist)

    -Favorite effective weapon

    -3 main points of improvements

     

    Edit:

    And the final question:
    Can you solo Ludi (Ceres) with your build? With only limited use of abilities to provide some CC.

     

    --------------------------------------------------------

    My current build requires the Valkyr frame, because of its base armor. I need 3 mods to make it work, vitality, steel fiber and rage. It is also required to have the decaying dragon key equipped to make optimal use of the rage mod.

     

    To make the melee work I am forced to use life strikes, which forces me to get for channeling.

    The mods on my weapons are:

    Reach, Pressure point, Reflex coil, Focus energy, Life strike, Elemental mod, Killing blow and Spoiled strike.

    The first 5 of these are required.

     

    My favorite weapon is the Karyst, because it has a good balance between damage and mobility.

     

    The 3 main improvements I would like to see are

    Easier access to life strike

    Resource specific for melee (All nerfs designed for "4" are making melee useless)

    Making melee part of the game (Almost everything works against melee)

  14. Have not seen the video yet, but I disagree on the melee buff.
    A Skana with the correct mods can melt every non-boss enemy in non-endless non-void missions.
    (Yes compared to rifles, rifles should be nerfed. Compared to enemy health, melee damage is fine)

    No directional melee is really annoying. The new primed reach is solving this. So either directional melee, or a quick fix would be more vertical base reach.

    Stances are quite nice, but I prefer holding the attack button and having to press a second button at the correct times.

     

    Energy, why does melee require energy? This is currently my biggest issue with melee. Either remove stamina and improve energy or make a melee 2.1 that is based on stamina.
     

    Currently melee feels like a completely different game, you have to drop your ranged weapons in order to use the required life leech (channeling). I really enjoyed low level missions in the beta. You had to kill trash enemies with melee to converse your ammo. Now you are stuck in either melee or ranged.

  15. Yeah, no. You can only level a character to 90 once. Meanwhile this game has a S#&$ton of mods, and more and more legendary mods you need to level. I don't see you farming 2000 r5 cores to level the 2 new legendary mods every 2 weeks, so your "deficit" is only getting larger and larger.

     

    Especially not now with the r5 nerf.

    I don't see balance in being able to level 2 new legendary mods every 2 weeks.

    Spending a month on a single mod seems balanced to me. So that you have to make a choice.

    In WoW you have to level multiple characters to 90 (1 for every class), you have to make a choice which one first.

  16. The Karyst is very strong at the moment. Don't know about the other daggers.

     

    Purely based in the Karyst, it does not need a buff. But daggers in general don't feel as daggers at all. So instead of asking for a buff, make a suggestion what to buff and how.

     

    For example:

    Currently the daggers feel like blade, they could use some more speed, status chance, crit chance and crit damage. These changes can be balanced by reducing the base damage.

     

    30% crit chance (48% with true steel)

    4x crit damage (7.6x with organ shatter)

    5% status chance

    Change the final hit to always apply status.

    Allow daggers to only hit 1 target.

    Reduce damage by a factor 2. (the new crit damage + berserker will end up buffing it)

    (Edit: ratio from 4 to 2, I forget you need 2 more mod slots for crit mods)
     

    This would not make the dagger stronger per hit. But it allows for a berserker build, making them a lot faster. 

    The idea is to make a high risk high, reward weapon. With a different mechanic than other melee weapons.

  17. I am using 100% melee with Valkyr warcry build. I never understood what people meant by nullifiers, till I saw a screenshot of them on the forum "Ow those things I kill in 1 hit". The buff remove from nullifiers can easily be countered by fleeting expertise. But up to like 20-30 mins in T3 warcry is not even needed.

     

    Compared to rifles it is very nice that I never have to reload, I can just keep going.

     

    One problem is energy drain. Melee without energy is impossible. But some energy consumables should counter that.

    Another is that most bosses require to be hit at a specific place, that is impossible with melee.

  18. I don't know if penetration works. But the only nerf I would agree on is by treating this bubble as a solid material. So that projectile can penetrate it, depending on their penetration depth. On this way you can counter it by stacking enough penetration, allowing people to choose between damage or utility.

  19. Leveling weapons from 0 to 30 takes a few hours. While leveling mods take a lot longer. I really like the idea that any normal player have to make a choice between what he is going to level up first.
    Primed mods are overpowered, the only way they are balanced for now is that most people cannot max multiple of them.

    You probably don't really notice the difference between rank 8 and rank 10. 
     

    Having legendary cores drop makes it too much based on luck. I prefer seeing a steady flow of R5 cores.

  20. They are very very very visible and easy to avoid. As Valkyr I have never had problems with these.
    In most cases I just avoid them till my timed ability is running low. Or otherwise try using fleeting expertise, perfect counter against these.
     

    Maybe try starting at the energy draining aura that some enemies have. They are not visible at all and nothing can protect you against them.

  21. They are extremely easy to kill using melee (Or just in close range). 

    For ranged this is the only "unfair" part. Compared to melee, you should be happy that this is all.

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