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DameDameNingen

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Posts posted by DameDameNingen

  1. You see my point?  You're not removing copter-rushing, you're just forcing people to use a certain set of frames to do the same thing.  People love speed, being told to slow down to look a bit flashier is stupid and a waste of time when they're just going to tune out the animations a few days into playing it anyway.  We've always chosen utility over flair, it''s why Karak wraith won over Dera Vandal, because Karak was more useful not that it looked better, Karak wraith looked like dirt compared to the Dera Vandal but more people chose utility over form.  This is especially apparent due to the fact that utility doesn't wear off after playing with it for a few days, while I and many people haven't touched the Karak Wraith after leveling it because there were still better weapons that had better utility and we used them instead.

     

    I don't remember the karak wraith being covered in shiny, avocado green foil.

  2. Regarding ember, I think all frames should need all four power stats to some degree, otherwise corrupted mods are never going to be even remotely balanced. A big source of imbalance between frames is that some are far more able than others to dump a stat, and ember suffers more than most from this, which is obviously unfair.

     

    I would say hydroid, mag and saryn for heavy reworks, and ember, ash and limbo for more minor tweaks and buffs.

     

    Talking about zephyr seems a little pointless until we've had a chance to play around with parkour 2.0

  3. Hmm.... It's quite annyoing that a lot of Warframe players want a nerf for something, not because that the mechanics are broken or the damage is way too much(quite impossible if you play high lvl missions).

    They just want a nerf because, because other players  deal more damage with these chars, when they are in a group with them. 

    The same people called for a Penta nerf or the recently GMag nerf.

    If you dont like to be 2nd, 3rd or last place in the damage chart, then just dont play in team or go and get this "OP" Warframe if you think this would change your chart stats.

     

    It isn't because people are getting outdone, it's because they often aren't getting to play the game at all. Not long after I started playing, I gave up and didn't come back for quite some time because 75% of missions (on low level planets) were dominated by high level players, to the point where low level players often didn't get to so much as fire a shot. That said I think the problem lies as much or more in skewed rewards as in the abilities themselves.

     

    Still, Death to radial nukes! Long live Something More Interesting!

  4. Energy availability and ability spam are always pretty heated topics on the forums. Is current trend of maximised efficiency leading to more frequent power use than you intended? If so, by how much?

     

    On a related note: most of the earlier warframes have a fourth ability that is some variation of radial nuke. Most of the newer ones don't (even peacemaker is a lot more complicated than miasma for instance). Is this partially an attempt to counteract the ability spam ('press 4 to win') mentioned above? And can we expect to see the trend continue in future warframe revamps, like with excalibur's?

  5. Are there any plans to rework older enemies (appearance and/or mechanics)? In particular it would nice to see flameblades finally get their own weapon, maybe a grineer heavy blade or a flamethrower gunblade.

     

    Are there going to be any changes to melee combat with parkour 2.0? The removal of air melee has the potential to damage melee's already tenuous viability as a playstyle (although removal of stamina from blocking might help, depending on how that turns out).

     

    Is there any chance of getting some more tiles added to the oldest tilesets (grineer galleon, corpus ship etc.)?

  6. Opticor: I love my Paris P. (toiletty qualities aside), so I don't know why I find the charge up mechanics on this so hard to get used to.

     

    Tipedo: I use my spin attacks to actually kill people, and with this you move so fast it's impossible to hit with them.

     

    Also: anything covered in shiny avocado green foil. That's you, Quanta vandal.

  7. Frost changes

    Liking the changes to his 1 and 2. The knockback on snow globe is nice, but having four out at once sounds like it might cause a lot of clutter and annoyance with no way for him to easily remove them. I would rather see it changed to be easier to quickly deploy and remove. Perhaps reactivating the ability could detonate it outwards or reabsorb it to replenish his shields. The armour reduction on avalanche just seems like a bandaid for the game's broken armour scaling, and at higher levels everyone will be using corrosive projection, rendering it pointless. Honestly, I was hoping it would be replaced completely with something more interesting to use, same as with excalibur's rework.

     

    PvP movement

    Overall I love the mobility in conclave, but it is a problem in cephalon capture. Really looking forward to parkour 2.0, in both pvp and pve.

     

    Corrupted mods

    No more until we fix the ones we have. They're either the biggest source of powercreep in WF or completely useless. In fact all mods need a fairly significant balance pass.

  8. Love the first three ideas. Smoke bomb could alternatively blind enemies, which wouldn't require new animations. It would also be good if it could be cast one handed, and in the air.

     

    The blade storm rework is a step in the right direction, but it feels a bit too tanky to really fit his theme.

     

    I'd rather see something like the following: Ash draws his hidden blades, using a unique stance and benefiting from equipped melee mods. When the ability is first activated, and whenever ash does not attack for a few seconds, he becomes invisible. His next attack in this state teleports him a short distance to the target and triggers a finisher animation. It also summons two duplicates to attack nearby enemies. These duplicates remain in place for several seconds, drawing enemy fire.

  9. I've never understood people messing with banshee, she's the best designed frame in the game.

     

    Only changes I would make would be to make sonic boom castable one handed and reduce the cost of silence to 50 or even 25.

  10. The idea of this change is to make abilities something that you can't spam endlessly to beat entire missions. Abilities could remain OP, but you wouldn't be able to use them frequently enough to trivialize content. I feel that this is close to the original vision the developers had for abilities when the game was first being made. It could even be paired with a change that makes enemies killed with abilities have a 0% chance to drop energy orbs, which would actually force players to stop using their powers instead of just putting limits on how much they could be used.

     

    But spamming powers shouldn't trivialize appropriately leveled content, anymore than spamming guns should (far less at the moment in fact). Maybe any enemy killed with a gun shouldn't drop ammo, to force players to use their melee weapon? The problem is in mission rewards. Any game with rpg elements lets you take your juiced up late game gear back to starting areas and slaughter everything with zero effort for kicks, but in Warframe doing this gets you better rewards than playing late game content (except void). The best rewards are always gained from endless missions, and when you face appropriately leveled content in an endless mission you're only a few minutes of gameplay from facing enemies that are too tough and force you to extract.

     

    I've actually been struggling over a reliable way of calculating power cost with my proposed efficiency system. The closest formula I've come up with is:

     

    (P-(P*E))+(P/2)=C

     

    P=power cost

    E=efficiency value

    C=power cost after efficiency

     

    With this formula, if you had a power that costs 100 energy and 90% efficiency, you would get:

     

    (100-(100*0.9))+(100/2)=60

     

    I'm not entirely sure if this is an accurate formula, but it's the best I've been able to come up with.

     

    Surely it would be simpler to just divide by power efficiency? So with 90 efficiency your ultimate costs 100 ÷ 1.9 = 58 energy. If you have 100 efficiency it's halved costing 50, and if you somehow scrape together 400 it costs 25.

     

    That said, while excessive efficiency is harming the game at the moment, I think energy and abilities need a 2.0 rather than a simple nerf. Teleport and Blade Storm for instance, are hard to balance against each other within the same system, and shouldn't really be competing for the same resource. It would nice if we could check the spam of one without cutting too deeply into the other.

     

     

    I think 1-hit KOs would be acceptable if the were properly telegraphed. For instance, if snipers had a visible laser sight, as suggested in this thread

    https://forums.warframe.com/index.php?/topic/378492-updated-29115suggestion-explaination-gif-sniper-visualization-or-how-to-make-snipers-fairer/

    it would be fine for them to one-shot weaker frames. Given what you said about rewarding gameplay, there is a degree of reward in avoiding an attack that 'should' have killed you, whether by dodging it, interrupting it, or just being tough enough to tank it. But this only applies if you were able to see it coming in advance.

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