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XennethKeisere

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Posts posted by XennethKeisere

  1. On 3/4/2023 at 11:22 AM, (PSN)Frost_Nephilim said:

    And this isnt that great in comparison to other frames too. In missions, you typically want one or the othere type of defense strip (armor, shields), which grants this little duo feature VERY little actual benefit over other frames because of it. You couple it with his slow animations and wack AoE, it falls to the worst defense strips in game

    I dare you to show me Abating Link is better than Fusion Strike.

    And I love Trinity.

  2. So there's arguments both ways on Caliban. He has issues, but he can certainly contribute to squads and effectively solo play as well. He requires dedication due to how ridiculously undersupported his kit is, but he is a lone powerhouse with a solid mix of armor strip, crowd control and giving enemies a vulnerability debuff.

    He isn't top tier; anyone who claims otherwise is delusional. That said, players who enjoy an active role in the game rather than setting up an AFK frame would potentially enjoy Caliban.

    While I'm here, I wanted to post this video from Aznvasions a few weeks back. I introduced Nourish Caliban to him, and he took it further than I could've anticipated, haha.

     

    • Like 1
  3. 3 hours ago, XennethKeisere said:

    You finally got this fixed. My gratitude to you 

    Now if you can fix Index energy orb spawns breaking when Dispensary is used, and fix the damage Spearguns lost when thrown because you didn't investigate the game code before the rework (this resulted in Javlok, for example, to lose half it's damage), everything I've complained about will be solved.

    Still, thank you for at least making this gun more playable.

    I rescind this! I 100% rescind this!

    There's difficulty proving you even fixed the bug, and on top of that, you ADDED one. The gun now has an explosion immediately in your face (cosmetic or not, I have no clue), making it damn near impossible to use the thing unless you change the colors to something more neutral.

    I was actually gonna give credit where it's due but seems it's not due yet.

  4. 57 minutes ago, [DE]Megan said:

    Fixed Kompressa’s additional bubbles (after the first 4) not exploding with radial damage as intended when modded with Multishot. 

    You finally got this fixed. My gratitude to you 

    Now if you can fix Index energy orb spawns breaking when Dispensary is used, and fix the damage Spearguns lost when thrown because you didn't investigate the game code before the rework (this resulted in Javlok, for example, to lose half it's damage), everything I've complained about will be solved.

    Still, thank you for at least making this gun more playable.

    • Like 2
  5. 13 minutes ago, max784020 said:

    I always play alone so i don't care about that, and MOST of the people in warframe ALWAYS play solo. It's been a long time since you needed strategy & team to finish a mission, essentially because you are an overpower demi-god against the enemies, it's a hack and slash game which comes with the endgame being 'how fast can you kill' NOT 'if you can kill or die trying'. AOE weapons ARE the end-game. This AOE nerf is a big FU to the time veterans invest min-maxing endgame gear. From playing solo to not playing the game at all seems the only option.

    That doesn't counter the fact of AFK farmers still being present. If anything, people probably play solo BECAUSE they're AFK farming (no, not every solo play does it, before anyone tries putting words into my mouth).

    If a game has become "How fast can you kill?" then there's either significant issues with the game, or you've already reached that point where there is no growth and you may have better investment in seeking alternative opportunities that involve growth. Does that involve farming? Sure. It helps further you along in game, in theory. But just as actual farmers have to adapt to nature, its elements, etc. so must everyone who plays any game that goes through regular updates adapt to their changes.

    By all means though, if you feel quitting is your best option, you do you. Worst case scenario is, your life improves by spending your time doing something else important; best case scenario, your absence along with the absence of many other players sends a silent message to DE who makes improvements on the game.

  6. 56 minutes ago, Twisted_Wisdom said:

    Wiping out the map is also what warframes like Saryn and Mesa (etc) do. Because players randomly group with either and don't like not being able to kill enemies, these warframes need to be nerfed too? Whoever gets to the enemies first kills them. To avoid the carpet bombing/nuking of other players, can play solo (but we play group because we like playing with other players - this means have to make a compromise).
    Why is carpet bombing worse than nuking a map?

    Instead of nerfing ammo across the board (which ruins a lot of weapons), if AoE is the problem, just remove AoE.
    Then it doesn't suck for new players and everyone gets to kill enemies and there is no AFK.
    From what i have read of other players complaints its not AoE thats the problem by itself, its AFK that's the problem used in conjunction with AoE.
    The change to Wukong's Twin using ammo was ok but that's about it.

    Warframe is about being able to choose how we play missions.
    As long as players are able to wipe out a map in the shortest time possible, players are going to keep wiping out a map in the shortest time possible.
    If its not with AoE weapons it will be with AoE warframes.

    Is everything we like using going to continue to be nerfed because we 'all' like using it?
    We are being punished for liking playing Warframe in our own way if that way is the same as everyone else's.
    Few Devstreams back DE Steve said instead of nerfing the good stuff, the aim will be to bring the less used up to a better standard, but the nerfing continues.
    The (temporary) ammo nerf on weapon charging nearly killed the game. Nerfing ammo doesn't make it better for players that like playing solo. Playing solo is now a bad thing?

    Saryn has been nerfed before. Several times iirc. So yes, if a Warframe is deemed in need of nerfing, they will be. Mesa isn't at quite the same threat level since she doesn't scale as well, last I heard.

    The ammo change is harsh, I don't disagree. But after some time passes and feedback rolls in, I'd imagine they'll tweak things. They already reversed the battery weapons because of the severity of the situation there. And even if they don't change anything else on ammo, that means you use ammo pads more often. Adapt to the situation.

    To say to "just remove AoE" is silly. What does that accomplish? You talk of playing the game the way you choose. If they take away the ability to do AoE entirely, they're taking away your choice 100%. You think you'd keep playing this game if they did that? I know I wouldn't, and I'm not even mad about the AoE changes.

    Your question is an obvious yes. Look at Catchmoon. It was THE secondary. Damn near everyone used it more than any other secondary. So it got obliterated with nerfs. That's how it goes.

    Steve may have had the intentions, but he's with Soulframe now, so that comment unfortunately isn't applicable now unless the rest of the team feels the same way. And judging by what they did with Spearguns (unintentionally), it doesn't sound like they are gonna push too hard to bring other stuff up to snuff.

    I don't think the battery situation "nearly killed the game", but even if it were headed that route, it was reversed. If the ammo issue heads that way, it'll be fixed up as well.

    We have multitudes of available resources at our disposal, so I'd recommend try some things out and adapt to the changes. Yes, certain circumstances require feedback to try and resolve serious discrepancies. But not everything here was bad changes.

  7. 47 minutes ago, max784020 said:

    I like to play the games the way i enjoy the most, not the way the devs want me to, cause that's not the way videogames usually work. You give me the tools and you teach me how to use the tools, but i decide and create my fun around the mechanics of such tools. Stop trying to impose on your players how do you think we should play the game, these buffs and nerfs are so appalling cause they reveal just how desconnected you keep growing away from your audience.

    The sad truth is, AOE needed to be nerfed somewhat if for no other reason than because there were players who would use the same AOE weaponry and wipe out the entire map constantly to the point that other players felt like they could not play the game because there was nothing for them to kill. This combined with the AFK strategy that a lot of players put together to manipulate the system for farming resources, warranted attention.

    • Like 1
  8. By the way, I dunno if this was pointed out yet, but I find it funny how the Drifter can say "S#&$" but "Spazz" is offensive enough to be changed. Just throwing that out there for contemplation.

    EDIT:

    Wow. I can't even quote the word in question on the forum. Should we censor "Spazz" while we're at it? I'm not trying to troll here, honest. But there's some serious mixed signals here to be concerned with in regards to communication today.

    • Like 6
  9. To follow up on Rainy's post -- the Javlok is arguably the only Speargun of the group that is stronger when thrown than when shot. And your update took that damage away from it. Javlok was no top tier weapon, but the fact that pre-update it was actually strong enough to kill in SP was noteworthy enough to have fun with.

    To paraphrase a famous line in Star Wars -- your update was supposed to bring balance to the Spearguns, not destroy them.

    • Like 1
  10. 12 hours ago, XennethKeisere said:

    So then instead of nerfing the gun, what ended up happening is the gun was "corrected". Because it used to do twice as much damage per throw (fully charged) before as compared to now, if one were to have tested the pre-update build.

    Which led to it ultimately being worse than it was before the update.

    And it was already pretty bad to begin with, which this was mostly due to the negative aspect of Spearguns at the time, which this update actually addressed.

    The update would have actually made it more comparable to the current gameplay, which would have been absolutely lovely. I was honestly looking forward to using it; sadly, because of the situation that is now brought to light (the fact that, it was apparently "bugged" to be twice as strong before [when fully charged] as it is now, on a per throw basis), it turns out the weapon will struggle harder despite the QoL being better.

    This is significantly unfortunate (and admittedly, a let-down equivalent to a punch in the gut). Is there no chance the Devs can look into this and buff the strength of the weapon? Because without the damage output it had in the past (even if it was caused by a bug), it's not going to have significant enough strength to warrant use when so many other weapons are immensely more powerful (I'm not looking for it to become a meta weapon, but if it at least held it's previous "oomph" it would have been a wonderful change of pace compared to the same old boring launchers and exploding bows).

    Just bringing this back into view because I know how things get lost in threads that are 10+ pages long.

    TLDR; your "Speargun rework" actually made Javlok (and Scourge, from further testing) worse for their throw damage. Scourge can get away with it; Javlok can't. Honestly I'd rather you completely revert the rework. At least then Javlok can kill things in SP again.

    • Like 1
  11. 41 minutes ago, [DE]Momaw said:

    The speargun throw now has the stats of a charged throw, without needing to charge it.  If you review the wiki you will see that the explosion of Javlok's charged throw is listed as 300 heat damage.... And in new update, the Javlok's throw damage explosion is 300 heat damage.

    (modified by the amount of ammo still in the spear when you throw it, of course)

    So then instead of nerfing the gun, what ended up happening is the gun was "corrected". Because it used to do twice as much damage per throw (fully charged) before as compared to now, if one were to have tested the pre-update build.

    Which led to it ultimately being worse than it was before the update.

    And it was already pretty bad to begin with, which this was mostly due to the negative aspect of Spearguns at the time, which this update actually addressed.

    The update would have actually made it more comparable to the current gameplay, which would have been absolutely lovely. I was honestly looking forward to using it; sadly, because of the situation that is now brought to light (the fact that, it was apparently "bugged" to be twice as strong before [when fully charged] as it is now, on a per throw basis), it turns out the weapon will struggle harder despite the QoL being better.

    This is significantly unfortunate (and admittedly, a let-down equivalent to a punch in the gut). Is there no chance the Devs can look into this and buff the strength of the weapon? Because without the damage output it had in the past (even if it was caused by a bug), it's not going to have significant enough strength to warrant use when so many other weapons are immensely more powerful (I'm not looking for it to become a meta weapon, but if it at least held it's previous "oomph" it would have been a wonderful change of pace compared to the same old boring launchers and exploding bows).

    • Like 3
  12. Okay so you guys need to go back over your Speargun rework, AND REWORK IT AGAIN.

     

    Take a read at the comment from rainy today after the update. You guys literally nerfed the throws. You didn't keep the full damage from charge throws at all!

     

    Come on, DE...you're making my experience REALLY hard to enjoy...

    Officially the last time I get hyped over changes. Sorry but this was the straw that broke the camel's back. 

    • Like 3
  13. Stoi84, I wanted to commend you on your work on Warframe Builder. You (and anyone who works with you on the project) are doing a great service to us all.

    I wanted to mention -- Kuva Quartakk. When switching to the alt fire, the status chance is still listed at 33%. It should be reduced to 27%. Thought I should let ya know.

  14. 19 hours ago, BiancaRoughfin said:

    Wile it would be interesting seeing a Kuva variant of the Javlok, i think we actually need more Melee weapons. I my self am hoping for Kuva Halikar and Kuva Twin Basolk.

    Eh, I can't share your enthusiasm. Not that I disagree with more melee weapons, it's just that the only melee I like using is a gunblade. My philosophy is, don't take a knife to a gunfight unless the knife is/has a gun.

  15. Okay, we have only 3 Spearguns in the entire game. I think we're due for a new one, and the Kuva Liches are a perfect opportunity to make it happen with the creation of Kuva Javlok.

    Potential stats to change:

    -Magazine Size

    The original Javlok has a throw option that deals more damage with more in the magazine. Truthfully, a magazine increase would benefit both forms of combat. I'd suggest bumping it to 10.

    -Critical Chance

    Scourge is a heavily SC-focused while Ferrox (primary fire mode) is heavily CC-focused. The Javlok is a rather solid hybrid with 20% CC and 25% SC. With this in mind, I think bumping CC to 25% is a fair improvement.

    -Charge Time

    This isn't in reference to charging the throw, but rather the charge time when firing the weapon. To be honest, I feel the charge isn't really a necessary function and could/should be removed entirely. If it stays intact, we could improve it with an option or two: 1. Allow us to hold the charge to ensure we're going to hit our target, and 2. Allow the charge to consume additional bullets for a stronger blast (I'd say max ammo consumed is 2 additional bullets). The latter option would also support why we could enhance the magazine size.

    -Reload Speed

    If we increase the magazine size, I think it'd only be fair to increase the Reload Speed to 2.0 as a result.

    Thoughts/Suggestions?

  16. On 2020-01-10 at 10:35 PM, z3us32610 said:

    Title. These mods still only work if the player is the host. They do not work for clients.

    Was really hoping this would make it into the recent hotfix since it's been acknowledged as a "known issue." 

    Especially because there's been a recent trend of new weapons with increasingly long reload times i.e. Quellor, Akarius, Cyanex....

    Please fix these mods

    The Spearguns, too. They're suffering the same issue.

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