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Aerophobius

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Everything posted by Aerophobius

  1. Crafting a second Warframe is a band-aid solution for people who have enough time to farm the Umbra Forma, twice the regular Forma, perhaps even two Aura Forma, the respective Frame twice, the Archon shards they want twice, and even then they can only play one of them in Duviri. (The first one they built if I'm not mistaken.) EDIT: See post below for correction. You may have missed my mention of new and stronger Warframe mods being introduced that boost the same stats that Umbral mods are boosting. With your "fix"; as more mods get introduced that are more effective than Umbra mods, the number of required duplicate Warframes would increase steadily. I believe this is something that could use a long-term solution instead of being a "just farm more" scenario. I don't think it's unreasonably complex for the user. (Not sure about the spaghetti monster.) You have a polarised slot: polarising with Forma overrides polarity; Polarising with Umbra forma adds "Umbra" polarity. The UI has at least two development options: Display Umbra polarity next to regular polarity, or switch between Umbra/regular on an interval. My proposed solution also aims to keep Umbra Forma rarities intact, while not introducing a "universal Forma".
  2. In short: Because Umbra Polarity only fits 3 (or 2) Mods on Warframes (or Melee). I haven't really encountered capacity issues myself that couldn't be solved with thorough planning tbh, so I'd be happy to see specific examples if you don't mind sharing! I -- uhm... Are you in favor of this change or against it? (It's a bit unclear to me personally. Sorry.)
  3. Quoting myself from a different topic, to make sure this doesn't get lost behind a suggestion-topic that imo would take things too far: And;
  4. Just wanted to return to this topic because of Nidus' new augment. This is another of those instances where; on some builds you want the Umbra polarity and on others you don't. The biggest issue with Umbra Forma has always been a lack of flexibility, but this lack of flexibility was offset by Umbra mods being the objectively strongest choices for a vast majority of builds. I think moving away from Umbra mods is a very good choice given how rare Umbra Forma is, but at the same time we now face the problem of the aforementioned loss of flexibility feeling like a risk rather than a trade-off. (At least for me.) I wholeheartedly believe that the dual-polarity option for Umbra Forma would be the most reasonable approach long-term. The question now is, should we/I open a separate topic for that suggestion, or does this suffice?
  5. Oh yes, I agree. To quote myself: Presuming that the shield gating is enabled when the excavator spawns it should stay alive for at least long enough to eat the next cell, filling up the shields again. That way you can get at least 2 Cryotic from it instead of 1... This may sound like nothing but it's a 100% increase! Hooray! Jokes aside, in my eyes this is mandatory considering how quickly The Circuit reaches level-cap.
  6. I feel conflicted about this, because just distributing the resources as-is feels like it contradicts the game's design too much. A slightly different suggestion: Add clan-"campaigns" which can be started by clan members with some role. They could require up-front resource investments and allow clan members to partake in missions (solo or with clan members in a squad) for a limited period of time. After certain goals are reached in the campaign there is a payout depending on what kind of campaign it is. For example: Resources for all participants, Forma BPs for all participants, decorations for the clan. This could also have some progression, e.g: you have to complete certain campaigns to gain access to more advanced resources.
  7. Imo, the most important thing excavators need is shield gating. That would at least allow us to defend an excavator for as long as we have energy cells, even at level-cap. What would be neat is an option for players to adjust / improve excavator stats. I can imagine a system where adding (surplus?) energy cells allows you to select a stat to improve on the excavator instead of just refilling shield. (For example: reduce shield recharge delay, increase max shields, add health regeneration, increase armour, etc.) When this excavator finishes the dig a portion of that stat improvement could get applied to all future excavators. Note on The Circuit Excavation: Killing the enemies before they reach the excavator is also a sound strategy. Unfortunately this heavily depends on the location of the excavator, since enemies will nuke it from anywhere as long as they have LOS. Perhaps adding defensive spots that are powered by energy cells and block some attack angles would be another option to improve the survival odds for excavators. These could be 4 walls around the excavator that are high enough and wide enough to cover perhaps ~50% LOS when all are deployed at the same time.
  8. Here is evidence of Umbra Forma absolutely demolishing my best Inaros config: https://steamcommunity.com/sharedfiles/filedetails/?id=3138277344
  9. Here is my suggestion: Allow Umbra Forma to add the Umbra polarity to already polarised slots instead of overwriting it. (And allow regular Forma to polarise slots without overwriting an existing Umbra polarity.) That way Umbra polarities don't block slots from being used for other mods, making those slots future-content-proof, keeping rarities intact, and all that without making modding/configs more complicated.
  10. They presumably wanted to make sure that all new players that had spent Endo on these mods had their progress transferred to the regular mods. The fringe group of players that actually use the flawed mods likely have the means to buy and fuse as many of them as they want.
  11. The highest rank of all flawed mods is 3, all of the mods listed below are more efficient at rank 0. If you wish to have each mod at every efficient rank in your arsenal, you will have to buy "Highest Rank with increased efficiency" +1 mods.
  12. Hello fellow stat-stick haters. o/ I would like to give some nuanced (and hopefully constructive) feedback. Let's first address the player experience when it comes to modding stat-sticks: It's a hot, flaming pile of garbage. The modifiable stats of these abilities are never exposed to the user in-game. Outside sources are a must if you wish to learn which mods do and don't work. Converting these abilities into exalted weapons would allow players who are new to those abilities to have a comfy time modding for them. Second, the modding itself: Why are these abilities modifiable at all? If they need the extra damage, they should just be buffed directly, instead of using stat-sticks. There are tons of abilities that only deal plain, boring, unmodifiable damage. Don't get me wrong, I like the idea of more customisation, but I prefer consistency. Third, the paused combo counter issue: I would argue that having an effect similar to Power Spike instead of paused combo counters would be infinitely better for balance and player satisfaction alike. Lastly, exalted weapons in general: (Warning: heavily opinionated) With Duviri completely ignoring them as far as selections in the cave go, I sincerely hope they'll eventually be replaced by abilities that use the equipped weapons directly instead, perhaps falling back to the default exalted weapon if no matching weapon is equipped. Note: A requirement to use the same weapon type might be necessary; e.g. bows for Ivara. Let me give one example, since I know this will be controversial, but don't want to spend hours arguing about balance: A Mesa using her 4th ability could gain the auto-targeting she has now, but using the equipped weapon's default projectiles/hit-scan. (Accuracy and recoil probably applying to some degree, and fall-off distance modifying auto target distance) The ability could further remove drain from the magazine, but to compensate for balance it could modify fire rate based on magazine size and reload speed. In addition buffing the stats of the used weapon based on power strength and augment mods would most likely be mandatory. There are certainly other interactions to consider, but you get the basic idea. (Btw: This would also enable abilities to stay relevant even as new content & weapons are released.) With that last point you might notice: I don't actually like the idea of doubling down on using exalted weapons. I remember reading about a distaste for exalted weapons from within the Warframe team, but I don't have any quotes, so I might be wrong. However, if I'm not mistaken this might be the reason why DE doesn't convert the pseudo exalted weapons. There may be a better solution waiting for us. Perhaps four years from now. TLDR; remove pseudo modding > Clem > convert to exalted weapons > keep stat-sticks
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