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Genoscythe

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Posts posted by Genoscythe

  1. Il y a 2 heures, [DE]Saske a dit :

    Hey Tenno! We have a fix for this issue in a future Hotfix!

    It sometimes also deals no damage when hitting an enemy twice on the way back. Do you have any idea if there will be some tweaks regarding its flight path and target selection? It's a skill with incredible potential and a lot of fun to use. More than most exalted weapons actually.

  2. All enthrall has to to is place the damaging pillars and make them enthrall enemies they hit instead of enthralling enemies directly. Danse macabre can then create whatever useless overshiled pickup or when killing that enemy instead of taking the AoE away.

     

    Like this you can:

    - damage bosses and other un-enthrallable enemies

    - create actually well-placed area denial zones

    - Use dance macabre without actually taking damage away

     

     

    Thread on why DE missed the point with the revenant changes will soon follow, I find this still to be of importance:

     

  3. Il y a 22 heures, vakary829 a dit :

    I love using minions and you really nailed it on the head here with their problems.

    I'm a Nekros main but I've given up using him on anything outside of: Survival, Defense, and Mobile Defense because it's just not worth it, by the time I've summoned my shadows, the team or my partner has already cleaned out the room and onto the next. 

    This is a excellent post and I hope DE reads it! 

    Wish they would just add some punch to soul punch and make it a good killing ability, or resurrect enemies when it kills them, as it's one of the most satisfying to use abilites (a lot of woom when it hits something) but is has horrible stats and unreliable CC. To synergize with terrify it could have more impact on feared enemies or strip resitances.

  4. I think Revenant feels rather blunt right now, here's an explanation why by ability:

    Definitely an interesting concept that could see some tweaks, visuals are fantastic!

    Stats: He is very squishy for a frame with only one lacking defensive ability and no real crowd control. Armor could be much higher, and he is built around shields which is even worse considering how inferior they are to armor. The passive also is built around shields, why not give him the ability to compensate his squishyness by adapting to the last three damage types received? Sentient-style.

    1. Enthrall: See below why I think that thralling and mind-control do not work! Warframe is too fast, too violent for us needing the time to control an enemy, straight-out killing it is always better. For life-support, for mission progression, for loot. I would suggest making enthrall an ability that deals damage to an enemy while controlling it and spawns an enemy eidolon when it dies from said damage. The damage spread should proceed like before, including the control. There is no reason right now to not kill an enemy with this frame, overshield pickups are worthless, minion damage is nonexistent and they are not responsive enough. Also teammates will probably take the kill immediately, as thralls can be damaged by allies.

     

    2. Mesmer skin: It would be good if the cast time would not take ages and if it would actually negate all damage sources. Right now it does not negate: Grineer rampart turrets, which are the most damaging enemy in the game, Napalm flame patches, which are the second most deadly enemy in the game. Maybe there should be a short delay where no damage can be dealt after being hit from the same enemy (0.1 sec? to not get downed by a shotgun load).

     

    3. Reave: Probably the least scaling skill in the game? No range scaling, no damage scaling, only duration counts. It's really only OK-ish if you have many enemies enthralled, but maybe at least the base amount of damage could scale with STR? It could also have a DoT or debuff after hitting an enemy, but right now this ability needs the possibility to scale better! Also vertical movement should be possible, as it serves as a movement augmenter for Danse Macabre, Ledges and railings still become my worst enemy, which is kinda ridiculous.

    4. Danse Macabre: While it is a lot better than the original fourth abiliy, it also is kinda disconnected from the skillset apart from his 3. I can't really place the ability in any niche, as right now it's easier to use spin to win melee than spin to win abilites, but it has the right touch to it. However, if i wanna nuke something I can still be more effective with volt or saryn, but if I want to shred something close I can still use gara, atlas or khora or simply melee, and these can also aim their abilites.

    First off, I find the damage really unreliable unless up close, because it goes up and down, it takes too much time to rotate to deal damage to mid-range enemies again, making you an easy target. You also can't pass ledges or railings, as already said and it simply looks cool for a damage ability but kinda doesn't have that much use. It sometimes works against you, even: When fighting infested it will often change to gas, which is partially negated by toxic ancients, making the ability less useful! Maybe making it strongly directional would make more sense? This way enemy weakpoints could be targeted and one could concentrate the damage, being different from all other 4th abilities, because on the radial damage sector there's much better ones. Finally I don't get what the range stat does, I used ranges from 100 to 265% and I really didn't notice any difference.

    And one more thing, it NEEDS to destroy containers and other environmental objects, that really breaks immersion and makes you feel disconnected from the world.

     

     

     

    For more detailed explanation about why I think that enemy-controlling abilities like the thralls do not work well currently:

     

     

     

    • Like 1
  5. il y a 25 minutes, xethier a dit :

    I agree 100%

    As a corollary, however... and this is something that's been beaten to death... frequently. AI!!  The AI in this game is very simple and designed in such a way to "Flood" the players with enemies. As a result, the general 'intelligence' of these enemies is pathetic. The more complex it is, the more work necessary from the hosting pc/console and the less performance for that player. 

    Now, I totally understand the compromise necessary for performance. I really, really do. BUT. (and this goes into the OP's point) This needs to be improved. Especially if DE is going to continually provide us with AI controlled 'allies'. They're only really as good as their tactics and damage output, and the OP has made his remarks on this issue very clearly. 

    Yes, the AI is rather antiquated and does not really increase immersion. A lot of the effectivity of an enemy and also summons depends on it, but a lot is also about the numbers. That being said, there is no enemy that really feels intimidating due to the way it plays against you, only because they have enough firepower to make us consider what we do. If the AI-part of that would be improved, even on a simple level like trying to actively evade CC (like jumping when Oberon uses Hallowed Ground or dashing out of the way of Vaubans bastille), the way to real mini-bosses or elite units would be made. Right now everything in this concern is solved by immunities or obscene damage reduction.

  6. With Revenant out, we have yet another frame that is able to control enemies, and while trying to do so, he is far from effective. To give a fast oversight, we have several frames now that make use of summons or have the ability to control enemies:

    There are Warframes that control/clone enemies:

    - Nyx, being themed around control

     -Nekros, who has to kill enemies to be able to summon their shadows

    - Inaros, who has to tag enemies and kill them to create sand clones

    - Revenant, being built around spreading mind control and then squashing all of his thralls to gain overshields, but actually excells at the squashing part

    And frames that summon independent minions:

    - Atlas, whose fourth ability is a summon

    - Octavia and her roller/mallet

    - Nidus, who can swarm enemies in a tide of maggots

    - Khora, being themed around her kavat

    Now what do we learn from this? Not so much, really. I reckon you need to have put some forma in at least any of those frames to know what's wrong and what isn't, summing up all different playstyles up here in all possible situations would rather blast the limit, so let me put it short:

    Controlling enemies is ineffective, sluggish and slows down mission progress

    (Not in the Crowd-control sense, but in the sense of thralls, shadows of the dead and mind-control)

    Why is that so? We have to look at how Warframe is designed: We kill things! Missions only progress when we eliminate enemies, defense missions progress, we drop life support, loot, the Eidolon dies only by shooting it, as does any boss. Extermination missions don't finish themselves, neither do capture, sabotage and Sanctuary Onslaught. OK, spy might be the exception, but controlling enemies does not help there either. The casting time needed for Revenant - for example - to control an enemy, would be better spent pulling the trigger or using another ability. Then, controleld enemies are slow, they can't keep up the pace of our own movement speed, so they are suited for static warfare.

    Nidus fares well because his summons are high-damage sticky bombs, Nekros mostly doesn't even have to summon but has a panic button for insta-meatshields but his second ability keeps away enemies a lot better and more reliably, venari heals my friends without me having to push a button, rumblers also are designed to kill stuff and even explode on death, they don't require enemies to be present, as such can be used at any given time (for nekros if he killed something before). Also, their damage numbers are higher as those of controlled enemies, not even a level 200 Heavy gunner can match the firepower of some 50-stack maggots, nor some medium-power rumblers. Why are Nyx, Revenant maybe even Nekros so bad when it's about their main sense: control? Because their abilities do not control to kill or kill to control. They simply got designed to control an enemy, nice, one source of firepower less. By the way, did you know that the warframe AI is limited to only have two enemies firing to you at the same time? Hm, so taking out one source of enemy firepower might not be that important...

    I see this as a huge missed opportunity from the ability-design side of things. Why does Revenants first ability not do something to kill enemies and then create an undead clone - an EIDOLON - of them? They get killed immediately by any teammate around anyway. Why are enemies Controlled by Nyx not set into an overdrive state where they gain 600% of movement speed and loose health over time while violently massacring their own with damage that means something in their level range? Nekros is litterally built around death and doesn't have a single viable combat ability for the sake of his loot-generation button, his shadows are more of an obstacle for the team than an aid. All frames that have independent summons work better because they do not need enemies around, the summons actively contribute to killing things and can be summoned on demand, whereas enemies either die by the hands of teammates when vulnerable during control or stop mission progress when invincible. Like with Revenant, his ability to kill things is the real star of the show. Then, controlled enemies deal no damage at all and are unresponsive: You can mind control a heavy gunner with nyx and watch it jump to cover and not fire a single shot for half a minute. I see a lot of potential here, but all we get with controlling abilities right now is wasted. Right now, one doesn't even have to bother to start controlling an enemy, as it's faster and less complicated to simply eliminate it.

    Disclaimer: Yeah, Chaos is mainly built around crowd control, thus it can be excluded from some of the criticism here, but mind control remains an issue!

    So, how would I think that thralling and controlling abilities would work out better?

    1. Make them worthwhile: Increase a controlled enemies agression to quickly be able to take out multiple enemies and not stay inactve for even half a second, raise movement speed and defenses.

    I'd heavily opt for the second choice, though:

    2. Do not control enemies, make abilities kill them and then raise a clone of the enemy. This way you get:

    - No mission- progress blockers (defense, survival)

    - If you want to only kill an enemy, which is all that's needed in some missions, you get the job done too

    - Less reliability on presence of enemies, meaning you can play your ability and not be an obstacle for the team

    (-for people who NEED control: deal damage to an enemy, and if it doesn't die it get's controlled, if it dies a clone spawns, this way you get a more suitable solution for all level-ranges)

    Basically like control, just that you get a lot of other uses out of it too.

     

    So please DE, with the ongoing revision of Nyx and Revvie that you announced, can you also take a look at some other control/clone abilities, especially on Nekros, and make them more worthwhile? Warframe is incredibly fast paced, our enemies are not, though, this is really reflected in how bad time-intense abilites work. It would be great if those could get adapted to the speed of the game!

     

    Thanks for reading.

  7. I think no more (warframe Pve)-dev time or rewards should be moved to PvP.

     

    At 20 million registered loosers accounts and the current PvP player stats they might as well do a PvP spin-off that does not affect the actual game in any way and has its own reward system. This would allow for a complete rebuild of mechanics with PvP-focus and a dev team dedicated to only that.

     

    DE is already working on a PvP game, though, the amazing eternals, so this is not bound to happen probably.

  8. Honestly rahter disappointed with this one, let me just give a fast rundown:

     

    - No real content apart from a one-hour quest with bad writing, cringy dialogue and a rather generic story, even for warframe. The second dream and the War within brought something new to the table, actually brought a lot of surprise and were overall not-so-badly written. But now DE went the "warframes were actually people"-way (probably because of popular demand, where's the artistic autonomy?) which was just disappointing.

    - Umbra is not a valuable addition in all possible ways. Not only does it have exclusive polarities and mods that can't really be used without this polarity, it also requires us to spend 6x 39000 endo to max them. Was that really necessary? This is a slap in the face for any user of the two other versions of excalibur who put forma into them because Umbra is just straightout better and adds to powercreep. I understand it because of Excalibur Primes exclusivity, was only a matter of time before DE added somethign better than excal prime, it's been 5 years now, can't even be salty about that, it's how things work. But if every frame get's an umbra, I hope it will just be like a one-time forma to umbra a frame, enabling it to add umbra polarities with a forma.

    - Exalted weapons that NEED forma to be brought up to their former glory again. Don't get me wrong, modding exalteds is awesome. Having to invest additional resources makes me feel really bad though. DE added more grind for nothing. Please just give them infinite mod capacity or let us disribute polarities equal to the number of forma we spent on the Warframe already.

    - Only one new weapon and a semi-new frame but tons of overpriced cosmetic items: Yeah, 50k standing for a fruit basket, 50k for a iridite deco. Oh, and 225 plat for a pointless nikana dax skin that is 99% the model of the gemini sheath retextured. Seems like DE isn't getting in enough money anymore. What the actual hell? 75 Plat for the umbra blindfold while all other operator cosmetics are priced 15 plat?

    - Then there's the UI. Thanks for hiding even more information from me. It looks good, but it has the worst functionality of any of the UI iterations that have been released yet. Can't even see my teams loadout when pushing escape anymore. Way to dumb your game down.

     

    Oh, and one more thing: Umbra was way too easy to acquire. It was basically for free, the only frame you have to invest less time in to acquire would be the starter frame I guess.

     

    I feel salty, disappointed and a bit angry at what this update brought. It made literally nothing better. It absolutely was not worth the wait. It really feels like either DE had heavy internal problems with designing this quest and everything around it or they are holding something back(Venus?). But not even that does justify the overpricedness of all newly brought additions in plat and standing. I'm really baffled, because things were going quite well until now.

  9. While I agree that it is a bit early to give feedback on a not yet released Warframe, this post concerns not only Vlad. It's much rather about the design philosophy behind it. There's absolutely no niche for marking abilities that require living enemies and don't immediately go bonkers (such as spores).

    Khora is another example for this issue: DE is introducing Warframes that are completely obsolete in the plains, at eidolon hunt and in sanctuary onslaught due to their design.

    Vlads set seems to be based around marking and cursing enemies, not only taking way too long to do so (in his WIP state) but also not really adding anything by doing so. It's a mechanic that is of no importance in a gmae where you:

    1. Have to kill large numbers of enemies quickly and eficiently

    2. Have to kill off enemies to proceed (defense, expterminate, onslaught)

    3. Have to deal extreme amounts of damage on a single target (eidolons, bosses)

    4. Have to protect your team with a high damage resistance, heal or complete invincibility (Harrow, trin, oberon, chroma)

    5. Have to defend a perimeter (All def missions)

    6. Have to be stealthy (Spy or rescue)

     

    A frame that needs to set up single enemies without an immediate reward that justifies its casting time doesn't have that much of a bright future. Right now Warframes gameplay is too fast and we have too many ways of disposing of a large amount of enemies even with guns-only.

    Vlad won't be able to damage eidolons or help an eidolon team, he won't be able to quickly kill enemies in the sanctuary and he also won't give nearly as much CC or mind control as nyx, he won't even be able to kill enemies on a dropship on the plains. Khora's strangledome needs you to actually lure/pull (another too slow marking skill) enemies in, inaros' devour marking is too slow, there's a lot of other examples for this kind of set-up requirement.

     

    An example of well-executed setup would be Nidus for me. While not being able to hit aerial targets or up ledges with his first ability, the second ability offers the possibility to balance out for this lack of flexibility. While not a great single-target damage dealer you can still play survival for several hours, be perma-invincible or simply provide incredibly fast CC and support heal.

     

  10. il y a 5 minutes, Salenstormwing a dit :

    Wait, we need Warframes to be OP and/or broken now? I thought they were supposed to be effective and mostly balanced. If you want Zephyr to be OP, well, perhaps you should tell DE that.

    Zephyr is neither as effective nor as balanced as other frames, that's the problem, plain and simple. Never said anything about frames having to be OP/broken.

  11. il y a 32 minutes, Salenstormwing a dit :

    -vid-

    She seems pretty not-broke to me.

    OK, so this guy telling me that I now can kill eight bombards in 30 sec is OP or broken? I have to cast a skill, shoot my casts and then have to wait more time than I would need to just shoot those guys for them to die?

    You don't even need maiming strike or a riven to get done with this faster with an unmodded excal. Thanks for making me waste 5 minutes of my life and confirming my statement.

  12. This can't be considered endgame.

     

    It's exactly the same thing us vets are doing all the time. Cheesing through enemies with incredible high values with abilities that can create even better values. No change or thinking required. We missed top 100 in elite onslaught today by three spots in a squad of three, one of us was a random wukong who was just memeing.

     

    It requires exactly as much tactis or thinking as the main game as your build is set up: none at all.

    Regarding the mode itself: unstable, quite numb in terms of depth, rewards are grindy at least. 3% drop chance for a weapon part? Good thing other players are paying for my plat.

     

    Why not simply lock weapons behind a certain wave? Like 25 zones in normal mode equals lato vandal, 25 zones in elite equals braton vandal. To give players an incentive to actually play your gamemode and make those weapons feel like an achievement.

  13. il y a 17 minutes, Salenstormwing a dit :

    Some of us remember how long it took for Oberon, Atlas and Zephyr to get proper reworks. Sometimes things take time. It happens. Is it unfun for the players? Yes, but consider this less of a reason to rush to make her. Focus on other parts of the game.

    Since when did Zephyr get a proper rework? It's still the same useless frame with minor improvements that didn't address the core problems.

  14. Ok, the price of Virtuos Strike (on crit, chance for crit damage - arcana for operator amp) just went to a new low in the market (25 plat! from previously 50).

     

    With the changes to kavat crit-buffs affecting operators in recent patch, it got seriously crippled, because there is no amp that can realiably crit without the adarza kavat buff.

    I'd propose buffing it by quite a bit because right now it's pointless to have a crit arcane if the raw damage arcane (+ damage on status, both shraksun scaffold and shwaak prism have a forced impact proc on hit) can be triggered indefinitely and gives off way more of a buff while being able to be crafted much easier.

     

    Thanks for reading!

     

  15. I'd like to see some unique mechanics when using operator weapons against normal enemies, like making them weaker towards all elemental damage types or disabling gravity where they hit an enemy and having them float in the air helplessly.

     

    I find combo-ing a bit more interesting than raw damage, but yeah, maybe they could even use a bit of a raw damage buff in this case.

  16. The reason is obvious for me: Less bodyparts means less maintenance, also grineer legs have superior performance to human legs, they can jump higher and run without tiring. Also when a leg get's shot off, it can get an infection or the unit bleeds out, a robotic leg can just be replaced. Look at how minimalistic the prothesis are, grineer are masters in simple but effective combat tech.

    They get their legs amputated for combat eficiency, not because they have to.

  17. I hope we can throw her out for good and get Ballas as our new announcer. Instead of bringing intel he would tell us stories of his wild parties in the decadent orokin age and how he had that stretching accident with his arm.

  18. il y a 21 minutes, Eureka.seveN a dit :

    Nibba is not racist

    If you say so.

     

    il y a 25 minutes, Eureka.seveN a dit :

    No it has consequences (but should not be leglisated)

    Language IS conditions, it's based on a code between the communicating beings that is mostly fixed can vary depending on previously made changes to said conditions. (everyone knows what the word "and" signals, given they speak the same language, there's certain vocabulary that has a wide range of interpretation, though)

    that's exactly this kind of problem: X calls all his friends Z's which is considered an insult by the great majority of the society he lives in. His friends know it and are in no way offended when he uses it, knowing that X has changed the way the word is used in his closer social surroundings, thus, the way the use of that word is perceived has changed as long as X uses it under the previously mentioned conditions.

     

    Now X goes to a party and in the happiness and haze of fiesta, he comes into the room and shouts "A very warm welcome, Z's", he immediately get's thrown out by the security and has to go home alone.

    This is exactly OP's problem. The conditions in public chat are different, he learned it the hard way. Could there be a poster with forbidden words at the party entrance? Definitely, but there wasn't, I hope we will get one soon.

    People of all kinds play online games, and if you throw in something like this you will hit someone, calling them softies or saying "grow up" won't change anything, especially when the word you use is perceived as an offense, as you can see.

  19. à l’instant, Migas1919 a dit :

    1 nibbaa is not racist at all, nobody thinks this is racist, absolutely nobody !

    There's a while lot of people who think differently, as you can see (pro tip: including the devs)

    il y a 2 minutes, Migas1919 a dit :

     

    2 How was I supposed to know this??

    This is another thing, DE really did a horrible job informing their players of what is considered bad language, and I would really like to see something like a marking of your words while typing a message to see if it contains bannable vocabulary. As of now, you simply have to watch out what to say. There's also no warning, so it's also DE's fault by a bit that we get tons of "OMG I BANNED WHYYYYU" threads recently.

     

  20. No reason at all... yessss.

     

    You can talk to your friends in bad, racist, discriminating words as much as you like, but throwing something like this into a public chat room will of course get you booted. Language is conditions, and if people don't know how YOU use your language it inevitably leads to misunderstandings, N-words are considered bad language, it's banned in region chat, for obvious reasons.

     

    I summon you, [DE]Glen!

  21. Some things you consider a meme might be heavily offending to others, however I think the game should somehow give some kind of warning before a heavier ban, like "you have been banned for 5 minutes for saying X, the next time you break a chat rule you will be banned for one week" or something similar, also a warning when typing the message might help people to identify their offense and prevent them from writing it in the first place. (like highlighting the offensive word/phrase in red).

     

    This would save us a lot of forum threads that bring the hatred here.

     

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