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FPSNex

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Posts posted by FPSNex

  1. How do they work? I killed my litch which had 54% toxin damage on the tonkor. It seems like it just converted part of the blast damage to toxin. Or, if I got like 20% weapon bonus, the damage would have been 34% less than it is now?

     

     

    Spoiler

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  2. The only "mandatory mods" are, I'd say are  health, armor and shields ones. And only two of them, depending on the frame you use.

    Fetch? How is it mandatory? It's convenient yes, but you don't have to put it on, you can run over loot.

    Maul and Bite? If you're building the kavat to deal damage then yes, but if you're building it for utility then no? I personally don't run those mods.

  3. 6 hours ago, Knowmad762 said:

    Not a fair comparison at all. In most MMOs, a weapon suitable for level 100 content is often much more powerful and expensive than a weapon suitable for level 1 content, justifying the high level player bringing in more gold. Warframe does not use this system. An MR2 player and an MR27 player can both happily use the same Mesa Prime Warframe, and the resources needed for both to make it are the same. Let's say a new weapon is released tomorrow, with similar build requirements to the Sibear. So an MR6 and an MR26 both need to farm the 30000 cryotic to make it. With 100 cyrotic per extractor, the MR6 on the regular star chart will need to do 300 extractors to get this. The MR26, on your ''hardcore" star chart with a 1.5 resource multiplier, will only need to do 200 extractors. They are both making the exact same weapon, with the exact same stats: is it really fair that the new player has to do that much more grinding for it? You honestly think new players would not complain about this?

    Fair point. But then maybe DE shouldn't make weapons that you unlock at MR5 and they're end game weapons that MR26 players use. I guess that's another topic to dig in to thought.

    Anyway all I wanted is higher starting levels for the enemies. But you can't leave the same rewards for that. My thinking was if people need, for example orokin cells, and they have the option of doing the same mission with level 10 enemies or level 100 enemies with the same drop chance, they will go for level 10 enemies because it's easier and faster. That's why I said increase recourse drops.

     

    Maybe a system like Mass Effect 3 multiplayer?

    You choose the mission, enemy faction, the difficulty and the tile set.

    For example: i want to do a survival, fighting grineer, on hardest difficulty, on earth.

    Though it's way too different of a system that warframe has, so i don't know if it would work.

  4. 45 minutes ago, _Vortus_ said:

    As long as each polarity addition required another forma.  Or even if it required a forma and an exilus for each additional polarity allowed.  I mean, for players willing to forma that much, they likely already have multiple versions of the same gear with the same effect.  I have a couple of some weapons, each forma'd differently.   Heh, I have have different Rivens for them as well to support those builds.   The time investment would be about the same, the material cost for them would be about the same as well.   So there isn't a downside to this really.

    Exactly. People already have multiple Chromas or other frames or weapons, just so they could have different builds. But it's a workaround. It also requires extra slots to buy ( not that people that have multiple of the same item worry about that ). If i'm willing to forma a weapon 24 times just so I could fit any mod there I should have the option to.

     

    Like 0_The_F00l sayd it could be a special forma. Maybe you craft it like an exilus adapter, where it cost you two regular forma. The details are up to DE.

  5. How about instead of changing the polarity when you use a forma, you just add a new one, so one slot could have two or three or whatever number polarities.

    Maybe a special forma for that, I don't know.

    I just think it would make builds more flexible. You wouldn't be lock out of using an interesting build because if you forma your frame to fit all the mods, the new polarities would brake your other build.

  6. 18 hours ago, Knowmad762 said:

    This is the biggest problem with your proposal. When a new gun is released, are there different resource requirements to build it for a veteran versus a newer player? There is not, so with a proposed higher resource gain, veteran players have an objective advantage in building that new gun faster and easier. This concept is only magnified in major content drops like Fortuna, the veterans on your "hardcore" star chart will get more resources to access all the new content objectively faster than all the newer players on the regular star chart. You have basically created two classes of players, which essentially punishes new players just for being new players.

    Isn't it obvious that harder content should provide better rewards? Maybe not resources ( I doubt any veteran players really care for them, because we have more than we need anyway ) but something. Why should a new player who has, for example, 10 hours played, who fights lvl 10 enemies be rewarded the same as a player who has 1000 hours played and is fighting lvl 100 or above enemies?

    Like in MMOs, when you start and are level 1, you kill an enemy an it drops, lets say 5 gold. But to a player who is level 100, 5 gold is nothing because mobs at the level he's playing are dropping thousands of gold.

    I'd say let the new players go to the harder difficulty if they want, don't lock them out, but there would be a lot of leeches who are under leveled for the mission and are there just to get better loot or free exp without contributing at all.

    • Like 1
  7. 5 minutes ago, SutomuDrgn said:

    i would like to have the option to jump right into what difficulty i choose but please for the love of lotus do not lock the star chart all over again that was the most painful part of my warframe experience 

    lol

    I can't really remember how it was for me since it was years ago but I can understand. Though they could just give you mastery points again for unlocking nodes.

     

    Anyway the point was just to add a difficulty where every node is ~ +50-80 levels or so stronger. How they do it and all the details is up to them.

  8. 1 hour ago, Chewarette said:

    You can't decently lock everything again. That would lock you out of Baro, Kuva Fortress, 99% of Fissures, Arbitrations, Sortie, Bosses for Warframes parts and so on until you have once again unlocked everything.

    There would be two star charts with the same planets. One with low levels (normal difficulty) and one with high levels (hard difficulty). So you can still go to any planet you unlocked in the normal difficulty.

  9. I would like a toggle button (like toggle sprint and toggle block) where I could set it to automatically use ciphers if I have them. I use them even on the easiest puzzles. I do have a key bind to use them, but having an auto function would just be a nice quality of life addition.

  10. How about adding multiple difficulties like path of exile used to have?

    You finish the star chart (and you're a certain MR), then you can go to a higher difficulty level. So all the nodes are locked again, but now Earth's enemies (and the rest of the systems) start 60 levels higher at level 61 instead of level 1 (or whatever number).

    Thought I think there should be an increase in resources gained (like 1.25 or 1.5 times).

    I just want to play on different tile sets where I don't kill enemies just by breathing on them.

    And this way nothing new has to be added, newer players won't be missing out on anything, yet veteran players will have more what to do, instead of playing for hours on survival just so the enemies would become stronger.

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