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MrFrog9

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About MrFrog9

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  1. Breh I wasn't trying to debate or debunk you (I am not nearly intellectually or emotionally competent for that), I was just stating a fact that I wasn't sure you were aware of. I don't know why you're responding so confrontationally.
  2. (popping this in because it occurs to me that a lot of players might not be aware of this) Warframe's servers actually do compile exhaustively detailed gameplay statistics, ranging from obvious things like the stuff you see in the mission progress tab to usage statistics based on MR to minutiae such as how often players are killed by the laser trap in Void Defense (very, apparently). While I don't know the full extent of the statistics they gather, it is more than likely that if Vauban is truly underperforming in terms of dealing damage, staying alive, and/or aiding his team DE can see it reflected in the numbers they've gathered. It's stated directly in the OP that DE will be using these statistics in tandem with player feedback to direct their handling of the content introduced in The Old Blood.
  3. Huh, these actually are in fact reasonable and would make Mirage more flexible and smooth without completely breaking her. Good job. I'd love this but it'd probably be hell to program.
  4. Something that'd be neat for Vector Pad would be if shooting over it in the given direction would buff the shot somehow (more flight speed, more crit, etc.). I also saw someone suggest in another thread that the pad also deflect enemy shots that go over/near it as a compromise for the people who want it replaced with a shield.
  5. Vauban's Flechette Orb was quietly changed to scale with target level on Friday (it wasn't mentioned in patch notes so it's unclear when exactly this happened) so it's possible that the same happened with Fire Blast. Also, when I was messing with Ember on release, Inferno would actually target enemies offscreen or behind obstructions very frequently, so either they quietly nerfed this (potentially breaking it in the process) OR the LoS check is even more f***ed than I thought. E: Glazed over the part where you said the move was doing different damage to the same enemy in the same conditions. I think the bug reports forum might be the place to go for that. That sounds not right.
  6. I'll chime in to say that the instant detonation on impact actually takes away some of the move's functionality. Before, I could toss a beacon into a Vortex and shift my attention somewhere else for a bit, as all enemies that fell into the vortex over the next few seconds would get taken out automatically when the killsat hit. Now, it just goes off immediately as soon as it contacts an enemy, requiring me to babysit my Vortexes more. It's debatable if this is worth not having to plan out its use in advance esp. for the fine, intelligent patrons of this forum but the change wasn't entirely positive.
  7. It's actually easier to survive with fragile frames than it's ever been, since melee weapons now give full frontal damage protection. You still can't charge into the middle of a room as Banshee but it's much easier to survive with proper positioning. In particular, tight hallways are now cake when they used to be blenders.
  8. I'm guessing the change was made in the Friday hotfix, since looking back through the thread people started to notice that it was doing crazy damage on Saturday (although it's more that I hit the limits of my desire to play e-detective about 2 pages back). Granted, I myself only found it out last night and at that only because I accidentally used the wrong mine while messing around in the simulacrum. It is entirely possible that this is how they've always been and we're all idiots. I'll also note that Bastille and Photon Strike appear to be one-handed actions specifically when cast on the ground (not in the air). I am almost positive this is not how they worked before but then again I would not characterise myself as being very attentive so who knows. Of note is the fact that their animations are very obviously not designed to work with firing a weapon and it looks very bad when you do; whatever weapon is held is waved around offhandedly during the animation leading to the fire tracing some very odd paths towards the targeting reticle from the weapon's muzzle. It's especially noticeable with the Glaxion because it's a beam weapon with a long barrel. I think the idea behind the buffs is sound (make Flechette not complete garbage, free up Vauban during his casting animations) but the execution was really haphazard in an implementation and transparency sense. E: I agree that this almost certainly has to do with the final push to Railjack sucking up all of the team's attention. Failures in communication, both with us and internally, are to be expected.
  9. This. I don't think it's unreasonable against weaker enemies, and it'd be nice for Flechette to at least function as supplementary damage at higher levels, but as it is pretty much anything Corpus or Infested regardless of level just gets blended. Even armor isn't a problem if you bring an Embolist modded for corrosive and just spritz the ball occasionally. Assuming it's not a bug, because it seems very weird to me that such a huge change (assuming it was changed and I'm not just stupid) would go unmentioned in patch notes E: Addendum to my previous calculation: the flechettes also seem to have a very high critical chance and deal double damage on a crit, so it will actually deal significantly more than the 12k per second per orb that I calculated above (although I suppose that is balanced by the fact that not all of the nails will usually hit).
  10. *blinks* Why the hell does Flechette Orb scale off of enemy level? Was it always like that? Am I losing my mind? In any case, it is very possible to create a 25+m radius autokill zone by popping a Vortex and a Flechette Orb into an open area. Enemies get pulled onto the vortex, at which point they are directly on top of the orb and get hit by every single nail, taking massive amounts of scaling damage. This incidentally also renders Photon Strike worthless, as Flechette does the exact same thing but at less cost over a continuous duration with an element that isn't awful against armor. In any case, I am extremely impressed that DE managed to create a new afk frame at the same time as they got rid of one. (I haven't been following this thread so I assume this has already been touched on, and most likely praised as a wonderful design decision.) E: Yep, it goes off of enemy level, in a similar manner to Grendel's Regurgitate. Every 10 levels plus one adds 1 to the damage multiplier. In other words, against a level 100 enemy the damage would be multiplied 10x. Since Flechette seems to fire about 4 nails per second, this comes out to about 300 x 10 X 4 = 12,000 unmodded damage per second against level 100 enemies, dealt completely autonomously for 25 seconds (modded by Duration). Yay? E2: You can also have up to 4 Flechettes out at once, so that comes out to 48k maximum flechette damage.
  11. >Titania still can't do loop-de-loops bad update DE :kappa: also please get rid of the archwing afterburner effects on her, it's annoying and makes no sense
  12. > Random Garuda buffs out of nowhere At least they're sensible and not Gauss "LOL LETS BUFF LITERALLY EVERYTHING AT ONCE" or Vauban "LOL LET'S IDIOT-PROOF A MOVE THAT ALREADY WORKED FINE, BREAKING IT IN THE PROCESS, AND IGNORE EVERYTHING ELSE" I'm not mad, just... perplexed. Does DE decide this stuff by drawing out of a hat?
  13. What are the current plans for Ember and Vauban? Quite a lot of feedback on their reworks has been given in the the respective megathread over the past weeks, some of which is negative, some of which is positive. Does the devteam consider them to be in a good place right now or can we expect significant changes in the coming weeks similarly to Gauss?
  14. The changes people want for Vauban and Ember are pretty extensive; people are asking for Vauban to have his speed pad replaced with a new ability entirely and for Ember's meter economy to be more or less completely redone also they should probably rework Inferno drastically because I really do not look forward to doing pubs once people catch onto it. That's going to take some time to plan out and implement, plus they have a lot of other fires to put out right now. It took them about a month to add all of the buffs, tweaks, and new synergies people requested for Gauss so I'd assume we'll be looking at something similar for the new/reworked frames. They should definitely communicate their intent more actively in the feedback threads though; I don't even want to touch any of the new stuff because I have no idea what changes are on the horizon and don't want to get attached to X thing working a specific way.
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