Jump to content

(PSN)FK2P

PSN Member
  • Posts

    469
  • Joined

  • Last visited

Posts posted by (PSN)FK2P

  1. On 2017-05-21 at 9:57 PM, Chipputer said:

    If it's invincible it'll either need lowered duration or less aggro draw to balance out it sitting there for a minute just soaking gun fire. It definitely needs at least increased health. Heck, maybe make it capable of taking a flat number of hits that increases with power strength so that Loki no longer has a dump stat.

    *cough* Octavia 

  2. On 2019-11-05 at 7:18 PM, M4liciouS said:

    I mean, RNG is RNG, but I've seen this complaint a couple of times. The Kuva Ayanga is a monstrous weapon, and I love it, but I only need one. Please give us an option to either reroll the weapon or remove the lich for another one, WITHOUT having to grind for something we don't want. This is not giving me any incentive to keep playing.

    After you down the special enemy in the mission to first obtain your Lich. Before you press square on them as you would a capture target, the weapon included with that enemy is displayed in the prompt above their head. If you don’t get the weapon you want, simply reload the mission. 

  3. 2 hours ago, IamLoco said:

    Everything used to be better before they removed self-damage.

    As I and others often said beforehand, the self-damage should have been reduced, not removed. 

    Now we see mindless spamming of Brammas, Stahltas, Tombfinger primaries, Ogrissss...ses, and Acceltras being fired mid-bulletjump.

    Has this improved gameplay? NO. Now we need to take care even less than before and just deliberatly accept a short stagger effect to blow up a rocket between our feet to kill tons of enemies at once. 

    Base 30% health each time. 

  4. 3 hours ago, Aldain said:

    Random isn't the right word, the issue with Self-damage was that it was like shooting yourself with damage that could kill even Inaros in 1 or 2 hits.

    Had they put a cap on how much of a percentage you could have taken in one hit, or made it only run off base damage, or LITERALLY ANYTHING OTHER THAN "oops I hit my toe, -1 revive" then it might have been fine, but what it was before just made it flat out less practical than Warframe nuking.

    But because there were so many people calling it "fine" it got massive pushback and we wound up with the opposite extreme, instead of a middle ground, admittedly self-stagger is the lesser of two evils, if only because instant death because your Kavat walked in front of you was obscenely stupid.

    I meant random in the sense that during the mission you would fire and something random would clip the shot and kill you, such as an invisible teammate, or a thin twig from a tree. But I agree, perhaps 20% of base health overall with no scaling would be good. Perhaps even 30%

  5. On 2020-06-22 at 4:28 AM, (NSW)Nightcore said:

    Honestly, the easiest way to stop players from mindlessly spamming the Kuva Bramma is too... BRING BACK SELF DAMAGE! Boom, problem solved. Self damage was in place for that very reason, to stop spamming and to have a system of high risk v.s. high reward. I feel like DE literally forgot the tonkor and mirage simulor meta a few years back in favor of making the use of explosive weapons more casual for people who don't want to think about where they are aiming (they can also fix friendly fire by having the explosive shot pass through your squad members so you don't have players purposely standing in front of you to get you killed). Then all they would have to do for the lag spikes for the weapon is to tweak the cluster amount (lower it to 4-5,) and reduce the visual effects and thats it. Honestly I'm tired of hearing about fun weapons receiving nerfs because it was qoute on quote op (mainly just means that it's too popular) I dont get why DE doesn't buff weapon with interesting mechanics like ferrox, Buzlock, etc. I'm not saying buff 50+ weapon just because. But would like to see more of an incentive to use weapons that don't see much use. Rivens can't be the only system to accomplish that because we all know how bad the riven system is already, so the buffs or tweaks need to come from somewhere else. I mean wouldn't it be nice to be able to use the stug as and acually weapon than to have it as a meme.

    Self damage is too random. 

  6. Let’s try and keep this discussion civil and respectful.

    I believe the fulmin had the right idea with regard to ammo conservation with low ammo weapons. 
     

    The current system fails on two levels, running out of ammo in missions where there is no ammo and making ammo restores mandatory and simultaneously allowing players to REMAIN spamming the Bramma in missions where ammo is everywhere such as low level defence.

    This pleases both parties, as people are concerned the ammo is to low, and people also think the Bramma shouldn’t be spammed. 
     

    Similar to how one would reload a tank in Battlefield. There is a bank of 5 arrows, and a bar underneath which generates an arrow every 10 seconds. If full, the bar will remain empty and start loading after one is fired. It is then very possible to run out of ammo quickly if you blow all your ammo, but ammo restores slowly meaning spamming is impossible, however this means that in boss fights players will not have the incoherent game design of literally running out of ammo after 5 shots which is horrible.

    New players are going to be very surprised fighting the Ropalolist with 5 shots.

    • Like 4
  7. 10 hours ago, Yakhul said:

    So, you deal with one problem, by becoming another problem? How does using the most troll ability in the game to grief someone else for leeching, solve the issue?

    It’s not intended to solve the problem, they are simply using a creative strategy to make the AFK player semi useful by deflecting damage. 

  8. 1 hour ago, kgabor said:

    Switching Roar and Sonar between these two frames sounds like the worst idea i heard in a while and i heard a lot of horrible ones recently, especially regarding Banshee, this would more than likely just mean a straight nerf.

    If it's good, don't fix it! Enemies with ability/status, etc. immunity are the problem, not the frame.

    I have some ideas, but first i would like to hear Pablo's opinion on how this frame could be improved instead, because my idea involves nuking Quake completely from Banshee's kit and replacing it with a different ability.

    A bad idea in practise, but still, if I was handing out those abilities objectively I know which one I would give each frame.

    Play carefully with max damage, or play with EHP and have some damage. Makes sense to me. 
     

    I wouldn’t actually implement this because rhino is a good warframe, and the last thing we need is more mid tier frames. 
     

    I actually agree that quake needs to go. I feel like it’s a very unsynergistic and largely unnescasary ability for her playstyle. 

    • Like 1
  9. I’ll keep this direct.

    First let’s go over her problems.

    Banshee isn’t actually the problem here, in fact there is a whole class of warframes pushed down by the new content. Banshee used to be an almost perfect storm, training wheels for the difficult content of early and mid development warframe.
    A warframe that combined exactly half of the benefits of stealth, minus perhaps the ‘cheese’ of invisibility. The potential is certainly there to remain undetected if you strategise well. This small window into how she identifies with stealth, played into the larger culture of her kit and how she fit into the wider content.
     

    Her ultimate is questionable, It’s difficult to design an ultimate for a warframe that indeed has it all, besides perhaps allowing her to see sonar blips through walls and allowing her to shoot them, giving her a little cheat to her rigid pacing, I don’t know what you could do that could compete with what’s out there while respecting her identity.

    The incredible damage of sonar is carried as a burden, sacrificing much else besides a basic stun for close engagements and requiring fast reaction and strategy. Enemies must be killed before having a chance to strike back, using silence as a break in mechanics to give you the edge and allow for movement through the environment while enemies look on.
     

    This perfect blend of abilities allowed veteran players to play deep into the hours, allowing their weapons to do the work. 
     

    The problem came with the plains of eidolon, specifically the eidolons not reacting to debuffs, while also producing unavoidable damage, it’s ok to design things like the new jackal, where large AOE attacks can be dodged using the great parkour system we have, but blanket damage, coupled with the complete hard nerf to all debuff abilities when it really counted, pushed buff frames like chroma and rhino to the top.

    This isn’t fair because debuffers like banshee carry severe down sides to pay for the extreme nature of her DPS. 
     

    Rhino and chroma are effective in every update, not just because they are tanky as well as being able to output DPS, but because that increase to DPS is channeled directly through the weapon into any conceivable health bar. This consistency is extremely valuable, and more importantly consistent. 
     

    Eidolons, Tusk thumpers, Arbitration, Ropalolist, Orb Mother, Hostile Mergers, Scarlet Spear, and likely the new war all see warframes play on equal footing, abilities nerfed, besides support, damage reduction, buff and damage output abilities.

    I ask how exactly a warframe like banshee can be fixed in this climate, because it’s not as easy as Ember, changing heat damage into what it is now was the crowning touch of her rework. People on the forums would argue over how her abilities would interact, however the larger culture, and indeed mechanics of the game were largely the problem, People wanted to play her in a lazy and efficient way in the early game which prevented her from having a mixture of abilities usable in all scenarios.
     

    When designing warframes, especially with new players in mind, imagine for instance what happens when you take them out of a situation where enemies exist.

    I ask myself why Grendel, a warframe existing with 4000 health and 1000+ armour released in a so called ‘health and damage meta’ can be put so low on many tier lists and reviews. The reason, I have deduced is that he has to interact with enemies for any of his abilities to work. If anything worth using abilities for appears, your likely to get the “invalid target” popup. So when Grendel fights anything substantial, he has no abilities, and no passive. 
     

    Banshee is the same, except she has little survivability. DE makes sure banshee cannot cast on anything substantial, and then it’s not worth taking her over a buffer, or even a warframe with high EHP. 

    If there was any justice then, perhaps they would simply swap the abilities around. Make rhino’s roar expose weak points, and allow banshee to directly buff weapons at perhaps a higher level than rhino balancing her poor survivablity. giving her the most true and consistent DPS ability that she needs in all situations?

    Look at what happens when you have a warframe that has “Forced enemy interactivity, and the game then doesn’t allow enemy interactivity... you get a bottom tier warframe. 

    I would like to hear your thoughts on this awful topic. 

     

    • Like 2
  10. 15 minutes ago, SneakyErvin said:

    There are a few things they could do to make it work, if they follow the steps and manage to implement them all.

    1. DE dedicated servers, it is the most important part for the foundation.

    2. One single playable conclave frame, a training frame set up by Teshin. Skills are based on CDs instead of energy. Use any frame skin you want on it.

    3. A handful of specific conclave weapons, use any skins you like on them.

    4. Stamina system that is harsh and used to regulate parkour.

    5. Complete removal of mods.

    6. Balance health and damage output accordingly until an appropriate TTL/TTK is achieved.

    This would in the end remove all worries about balancing 40+ frames, several hundreds of powers and weapons. No one will be able to pull that off when a game with far less classes and archetypes cant even do it, not to mention in those games the devs are already used to balancing PvP.

    What do you think of my grineer vs corpus idea? If it was well polished, had similar temperament to your idea of the training frame, no mods etc and had around... 20 players. 

  11. On 2020-06-18 at 8:54 PM, Voltage said:

    Most of these changes aren't negative in spirit, but they aren't enough (seeing other comments and such).

    Please let her take advantage of Volt's shield buffs. This is anti-synergenic for honestly no reason as other Warframes do benefit from this interaction, and it's just silly not to allow Protea to as well. This reminds me of the time that it was decided that Mesa can't use Arcane Velocity anymore and people responded accordingly...

    THIS! setting up a series of abilities consisting of a shield and a turret together sees warframes working together which is exactly what needs to happen more!!!! 

  12. 45 minutes ago, (PS4)ErydisTheLucario said:

    Sorry man, but theres already been a thread discussing the ai, and that alone won't be enough to fix things it seems.

    Perhaps not, but having better AI for future enemies wouldn’t hurt right?

  13. (Small rant and some general feedback. Abide my mental gymnastics.)

    In the early years of this game, it had a different flavour. I remember when I started it was all about gathering strength to join a clan, usually indoctrinated with duelling only. We used to fight over nodes, and so you had to be a top player to compete, and thus... I wanted to be a top player, and most importantly- I was awake. 

    Today it happened again. Piloting the railjack gunner seat, about 4 minutes in,

    I went asleep.
     

    there’s no real need to switch on because every time we “fail” we get a full minute to fix the damage, which is largely unavoidable anyway. 

    Does my teammates railjack have enough health > no > ok so unfortunately your a big fat lump floating slowly through space getting hit by 20 fighter planes. But don’t worry because you can just get out of your chair and spray the damage every time it happens. Cool.

    It doesn’t really matter if I’m here or not. I think the reason people AFK, is because you CAN. I sure want to AFK in most missions, especially mobile defence. it “LITERALLY” is just waiting for a timer to go down.

    Getting past wave 4 in hydron is a struggle for me, I often fail the mission when my team extract without me. Then I realised that this is basically the biggest danger in the entire game. I’m not fighting enemies, I’m fighting... to keep my eyes open. 
    I need to MR up, but nowhere else gives that kind of XP, because you can’t play ESO without a rank 30 WF...

    Then I thought... hang on. Most missions are just the same. 

    Defence: Waiting for unchallenging mobs to die.

    Excavation: timers, seasoned with some very light cc does the job.

    Survival, waiting for a timer to go down while unchallenging mobs approach me in a bottleneck and I blast them away and then vacuum the life support.

    Scarlet spear... shooting a thing, waiting for some mobs to die, then waiting for a timer to go down. 
     

    The only game mode i enjoy is disruption, OH BOY... all 4 keys at once ALWAYS! maximum pressure please, coordinate and split up, that’s the way we do it. 
     

    I dream of going back to 2014, but instead of survival in the void... it’s disruption.

    Having those tightly designed first 8 or so frames, Loki switch teleporting the demolyst, nova or frost slowing it down, nyx making the enemies shoot the demolyst for you, trinity providing energy, banshee amping the damage, man! magic. All frames working together, all frames relevant. No “arbitration drones” required there... no disabling abilities needed because the difficulty comes from a different place. 

    Overall the things I enjoy are, team coordination, medium length runs... I want higher level enemies EARLIER on, enemies that break the optimisation (demolysts.) roles that actually function ( make debuff frames actually work in content because they often have big negative aspects to balance them, but we aren’t feeling the effect of their powers.) and overly I enjoy every different player having a job to do. In disruption there is an option to play the mode in a way where every player must find their demolyst. If you find a squad that shares this way of playing... you can have a lot of fun! 

     

     


     

     

    • Like 11
  14. 2 minutes ago, SneakyErvin said:

    This would be a big no-no. PvP should never impact PvE and vice versa. They should be their own seperate thing as far as they possibly can, otherwise the things that have plagued other games previously will just plague another. Rewards shouldnt be needed in PvP to begin with since the reward is already stomping the other guy, hence why GW2 PvP was so great since it was all about the stomping.

    It would also lead to a bunch of group hopping or even more "elitist" looking for group adds. Group hopping is aleady a pain when new relics are released since there are plenty that want to leech. Adding a 2x loot buff would just mean you'd have even more people joining and leaving groups, not only that, but masses of host migrations aswell.

    I actually enjoyed the nobility and elitism of the early clan wars, belonging in an infamous group of players. displaying a symbol you are proud of, and as you said... stomping, is what made the game feel good and tense, but that’s an unpopular opinion. I agree with you.
     

    Warframe players today are fed a different diet to that of the past, and tastes change. Winning comes from gear. 
     

    Perhaps... instead of PVP... we could simply improve enemy AI. 

     

  15. PVP in warframe is practically taboo. DE has tried many things to revive it, but it fails to address it’s problems. What we need are small manageable hotfixes with little work from devs, but that have a huge impact. Here is how I would solve it.

    Problem 1. “Public Shame- PVP Breaks the power trip of PVE and remains on your stats forever.” 
    Solution: Hide PVP Stats when viewing profiles, and hide nametags from PVP missions.

    People I talk to about PVP generally have a sort of issue with the fact that they have bought their way out of the game or at least have gotten very comfortable with it, and after spending money they want to look good. Placing them in front of a real threat like a player, is a breakdown of this process. If you are bad at PVP, any clans you apply for will see your stats, and you risk forever being scarred with a poor K:D ratio when people look at your profile. When you spend 800$ on a profile and it’s stained with the fact that in any real combat, you are useless, it makes players shy away. To combat this, remove PVP stats, and when entering PVP, do so as anonymous avatars, as if encountering real enemies in the field, there is no need to know anyone’s username.

    Balancing issues, “Quick hassle free Fix.”

    Solution: Replace abilities with universal combat manoeuvres.

    we cannot balance every ability because it takes too much man power to code and when more frames come out it becomes ever worse... it takes too long for the amount of players actually using PVP... so I would move for a ban on all abilities, and instead opt for a set of 4 unique combat abilities, perhaps one evasive with I-frames one long range evasive with no I-frames, one defensive and one special vertical. This way players are at least on an even playing field. This also eliminates the need to understand the complex changes to frames in PVP, like how every ability works differently. This is incohesive. I would perhaps also balance health and shields for maximum fair trial. Weapons are largely different but you can easily pick up a different one, just as different weapons are optimised in real warfare. You wouldn’t engage a team of real life military soldiers with throwing knives... so perhaps use common sense here. 
     

    Problem: Lack of rewards.

    Solution: (partially: fun is it’s own reward. also, some more ideas...

    “Battle Damaged Skins”

    Variants for existing or purchased skins that unlock after sustaining combat while wearing the skin. These variants contain exciting dynamic damage such as hanging frayed wires, smoke, plate damage, sparks, bullet holes and more! (This is a long shot.)

    “Time limited ephermeras provide special boosters for extensively skilled players. making you a valuable PVE player.” 

    After successive wins, or generally playing well in PVP, you obtain a special effect on your warframe clearly visible for 6 hours, this grants you AND your squad SPECIAL boosters or drop chance buffs such as KUVA x2, ENDO x2 and is clearly visible. What’s cool about this is it’s NOT just bragging rights, standing out in PVP now also makes you revered and thanked by your subsequent PVE squadmates as they all benefit. There is now an incentive to play PVP, as a good day of kuva farming could be doubled.
     

    “MVP of every PVP match gets to roll one riven once as a reward.”

    This is something I was toying with in my head, basically after every match the top player on the winning team gets to roll a riven once for free. I feel this isn’t too unbalanced and certainly would incentivise players to do more PVP. I heard somewhere that there’s a 1 in 44.000 chance of getting a real perfect roll... so if that’s true I think that’s fair enough.

     

    Tangent:

    Another idea altogether if the balancing is an issue is to simply scrap the Tenno PVP scene in favour of a larger scale “grineer platoon VS corpus sector” with dedicated mechanics and slower pace, replace abilities with faction specific tech such as jet packs, grenades and shield barriers. play as various mobs including ospreys, noxes and even hyeka masters! Very interesting potential for a varied and fun PVP experience and would provide a good backdrop to how the factions wage war.
     

    If you wanted to take it a step further, you could even add specific encounters where players must hide from a powerful roaming tenno spectre, while still eliminating the opposing team. Having a different POV would be interesting and perhaps drag us away from our optimised loadouts. 

  16. I don’t need to give any feedback because the moment I knew that I would be collecting cards from low level missions and putting them in an order to face off against a bullet sponge enemy that was meant to be engaging and a challenge to defeat was the moment I knew that the whole update was doomed.

    Furthermore scarlet spear is a mobile defence with sentients.

    Even Further-Furthermore, the problems this game has run deep, adding micro mechanics for individual enemy types for Grendel to eat so that he doesn’t trivialise all the enemies and the mission probably means that *it wasn’t a good idea to make a warframe with those abilites* instead you should be working on DAMAGE 3.0 and perhaps a new combat system entirely, where our core characters aren’t caught in limbo between nuking and crowd controlling infinitely, or having our abilities disabled, making the mission disengaging and the mods we farmed for worthless.

    (Because why rank up a squishy frame when you can’t use abilities, it’s just you and your small health bar against the world, and why rank up a squishy frame to nuke entire rooms when it’s boring and trivialising.) 

    • Like 1
  17. On 2020-04-15 at 7:16 PM, Loza03 said:

    I do have to agree on this as a core philosophy at least to a degree. I mean - consider Dynasty Warriors, or more accurately, Hyrule Warriors since it embodies this more. It does have bosses, but they're largely divided into 'bigger, more compentent enemies' and something more traditionally a boss - the giant bosses. And, being honest, it's the former that work. They're 'boss fights' yes, but they serve to follow most of the core rules, not diverge from it. Meanwhile, the giant bosses are pretty much, well, gear checks. You do X with Y, Z happens and you beat them up, rinse and repeat until they're dead. That's not to say that can't work in measured amounts, but if I had to say what my favourite Warframe bosses are, it'd be Tyl Regor and Alad V. Not just because I like their characters, but because they by-and-large follow the same rules as regular enemies, whilst still being interesting. Tyl teleports around and is a super-aggressive melee foe, whilst Alad has that whole 'two bosses' schtick with Zanuka. They are, in essence, more powerful and interesting enemies. It's some old-fashioned boss design, and that works in Warframe. Liches almost slot into that well enough. Warframe will never not have some degree of gear check. It's got as much Diablo in it's DNA as Halo, after all, but that doesn't mean that it can't learn from both (Halo doesn't really do boss fights either)

     

    Having said that, I do also believe all of this is missing something - the KIND of gear that's being checked. Namely - nukes, mass CC, invisibility. Things most games limit very harshly, for good reason.

    It is very difficult to design anything when the player can outright ignore core gameplay traits.

    Then... perhaps designing abilities in this way, and having warframes that require them to stay alive... complete the cycle of disengagement. Perhaps the problem runs deeper still. Our core characters are designed in a way that nukes or crowd controls. These two things make gameplay devoid... There is therefor no designable gameplay that cannot be either trivial or impossibly difficult for the weak character underneath...

    • Like 1
×
×
  • Create New...