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Magneu

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Posts posted by Magneu

  1. This statement is dumb. It was dumb the first time it was said, it's dumb now, and it will continue to be dumb in the future.

     

    Even if he doesn't use them, everyone else does. Not using them himself does not magically make the problem go away.

    Totally agree. Just cause I wanted to run with a handcannon for a mission shouldn't gimp me, as some Vanguard-Rush-Rhino Prime sweeps a laser pointer across the screen and kills everything in front of us. The only way most people can compete with a modestly formaed Synoid is either max forma weapons, or obscene reaction times and ability to snap off shots. Even then, the Synoid player holds down LMB for 15 seconds straight (with both max Lethal Torrent and Anemic Agility for maximum DPS) and sweeps his cursor (although this only applies up to a certain level).

  2. Yes. I feel that they should be something to be excited about, since they are a way for your personally angle on warframe (syndicate choice) to bleed into gameplay. Even if, they are a bit over the top.

    I do agree with the sentiment that your syndicate choice reflects your ideals/support, but I'm fairly certain if we pulled up a chart comparing usage of syndicate weapons (to say nothing of all secondaries), the Synoid would be first by a massive margin, followed by the Vaykor not (too) far behind (arguably a much more skill based weapon anyway), possibly the Telos, the Rakta quickly gaining popularity cause "OMG DPS", Sanctii and in dead last the Secura (max ammo buff please DE). People gravitate towards bigger number weapons for a variety of reasons, but when a huge margin of people go after one weapon, it says something about power imbalance.

     

    Personally I use the Telos the most cause it's pirate time with Hydroid, full auto macro shreds heavies, and it's damage per shot is still respectable (it also feels like guns I've actually shot, instead of a laser pointer). If the Synoid literally cut away parts of enemies it hit, I would be much more inclined to use it.

  3. I think they are strong, but they are also limited.

     

    You can't choose when to use them, they have an innate cooldown, and the range can't be modified like abilities can.

    Realistically speaking, in anything over level 40 the effect is going to go off (including cooldowns) every 20 seconds or so with a good team. 25 meters is a pretty good range too, more than Miasma with a Stretch.

  4. How about if instead they release syndicate weapons such as Syanoid Beating Stick which is a fashioned piece of wood you throw at enemies.  It has a 100% splinter proc which causes hurt enemies to sob for a moment before thrashing you with their LVL 150 Karak in a single shot.

     

    Yeah player weapons may be strong but enemy ones are stronger.  This can be hard to imagine unless you have gone up against a T4 Bombard inside a Nullifier Bubble on wave 40+ Defense

     

    Things are fine really if anything we need more strong weapons to that standard to deal with the enemies we are facing.

    Done hour plus T4S and 60 wave T4D, thanks. Used a Prisma Gorgon and Vaykor for both, as the Synoid is incredibly dull. Thanks for assuming that because I think some weapons are too strong I must have never used them at high levels.

  5. As a playerbase most people expect the syndicate sidearms, and soon to be primary/melee weapons to be very strong for their rank 5, 100k standing price. But do these weapons really need to be so strong?

     

    Although there are outliers in both directions, syndicate weapons as a whole tend to be very strong (Rakta, Synoid, Vaykor, Telos, these come to mind first). In addition to high burst and sustained DPS, these weapons have an innate 1k damage radial effect for 25 meters, with a guaranteed status proc. Don't get me wrong, I love my Telos/Vaykor/Rakta, but sometimes I feel like they push me away from other weapons: I'd love to use my Vasto Prime or Mara Detron...but with my Vaykor I can lay down more damage, stun/kill enemies in a 25 meter radius fairly often, heal myself, and self buff my armor. 

     

    In all honesty, either the damage of syndicate weapons should be on par with Prime, or the radial effect should be toned down. A guaranteed status proc alone would be perfect; 25 meter stun open to finishers? 25 meter magnetic proc on high level corpus? 25 meter viral proc versus...anything? As is, accounting weaknesses, you have a tack on affect to your sidearm that surpasses many frames ultimate moves; the Vaykor has a Rhino Stomp built in with higher damage and a shorter stun (opens enemies to melee finishers)...for free. All you have to do is participate.

     

    All in all, syndicate weapons seem like one of the biggest offenders of power creep to me; similar to Mutalist Moa's, they just do too much.

  6. I'd love a tweak that changes Radial Javelin into an Archwing melee style mode, where you gain increased range and auto lock/snap to targets; essentially, Excalibur summons an ethereal Skana and uses that as his weapon with unique, Excalibur only animations/combos, with possibly some sort of damage mitigation for survival (or encourage use of your idea of casting Blinding Fury to debuff, Graceful Death to self buff, and Purifying Blade to ensure you can go to down like a boss. More synergy between a frame's skills is always good). Seems like a chance for the animation team to go Tempo Royale style and blow us away with some amazing move-sets.

     

    As is, Radial Javelin is iconic (debatable, compared to old move), high damaged attack that can only scale well with builds AND teams dedicated to boosting Excalibur. Quite boring, IMO. Hek, I'd take an augment that turns Radial Javelin into a toggle skill like I listed above. Maybe change the skill into my idea, and make an augment that releases an old style Radial Javelin upon entering/exiting the mode, keeping the current stun?

  7. Dual Dakra Primes, plox.

    Dual Dakra Prime would be interesting, specially if you went Swirling Tiger stance with a crit build...much lesser chance/multiplier than say, Zorens, as well as being much slower, but they would hit HARD...I'd be all for it.

     

    Plus dual wielding Dakra's would be glorious.

  8. We all love looking epic (see Nekros summon pose (except that cast time...), Excalibur slamming a sword into the ground, Loki throwing energy with Disarm, epic Rhino stomp, etc), but Vauban gets both the long and short ends of the stick. On the plus side, his abilities are hyper quick to deploy, all using the same animation, but even his ultimate, a miniature black hole, feels rather lackluster in the animation department. Don't get me wrong, I love the quick cast times, but when I'm standing there just throwing a Vortex, I want something a little more...cool.

     

    What if when Vauban stands still (or maybe always, to give max efficiency/duration Vortex some sort of downside, as a Primed Flow Vauban can shut down an entire tile a multitude of ways anyway), whenever he casts Vortex he does a small little self toss, action hero style, and then tosses the grenade? Maybe he draws the grenades, presses a hidden button pretty hard, then chucks it? It would somewhat make sense that the more advanced his abilities, the longer/more epic is casts are (although nothing that makes it obnoxious to use).

     

    A little touch like this, or maybe something more extravagant, I think would make Vortex feel a little more awesome to use; this is one of those few cases in Warframe  where I would prefer style over QoL. 

  9. Well, a single pellet does a little over 1k damage on my build against level 25 or so Grineer with no Corrosive Projection, and you do the math with how many pellets it has at full spool (my build includes mutation too)...very weak long range, but firing in high arcs for headshots or clearing hallways there's almost nothing better (except for burst fire spam Seeker Rakta :P).

  10. Biggest problem with cool downs is enemy scaling; ultimates wipe the map of low level enemies, but when Nullifiers/heavies/Ancient of all varieties come in, most ults besides single target at a time like Bladestorm become useless. I would love powerful abilities to be expensive, tactical decisions that destroy everything around you, but punish you for spamming. With current armor scaling, multitude of ways to restore energy, and efficiency mods though, this is impossible.

  11. To be honest, this sounds more like a room/tile in a raid mission. Love the idea though, some mechanics like hearing invisible frames seem pretty harsh, and the pickpocketing, while a cool idea, seems difficult; how would a non invisible frame steal from the guard, unless they all had separated patrols? Awesome idea though. 

  12. This is amazing! Really captures the feeling I imagine normal people would have interacting with the Tenno. Loved the little references to modding, kinda explains the ridiculous power Tenno pull out of even normal weapons. Would love if you wrote more of these with different syndicates/frames; imagining an Arbiter having to go on a mission with a Valkyr, or a Veil operative watching Ash go to work, or a Loka dude watching Oberon wreak havoc would be amazing.

  13. All is moot now anyway .... They nerfed the hell out of it dropping the fire rate and the entropy boost to the energy for warframe powers, It was a sad day . It was one of the better secondary's in the game and range could have been increased with ruinous extension but it would hold a valuable mod slot for damage mods , so I chose not to use it . Warframe is about balance and I think the new weapons they released ( the Kohm being a very GOOD example) has tried to deliver this ethos !

    All this did was increase the ammo efficiency to insane levels, which combined with the clip size/reserve size is IMO its biggest issue.

     

    And to the OP, 25m is not a short range. Amprex/Synapse tap out at 18m. Could you imagine if the Amprex had 25m of range? The chain lightning alone would clear the tile next over as well. 25m is a fairly short range. If the Synoid was changed to 15m range, Ruinous Extension would be a good choice for it (the DPS would still be the highest in the game besides Kohm I believe, except it's 100% accurate), it would be an actual self defense weapon. Just my two cents though.

  14. So I was running a Spy mission for my syndicate daily missions, when I randomly remembered the giant puzzle thingie in the DevStream Raid Dev build (seriously DE, that thing was AWESOME! Harsh punishments for failing, requires vigilance in not dying while completing it, me likey). But I digress. While thinking about the mission, I remembered watching some random Runescape bossfight videos (love the music in that game), and liking the multistage style bossfights. Why don't we have multistage missions in Warframe? Currently we enter a mission with a single goal in mind to complete (the only exception being Sabotage and caches). Although this idea pertains primarily to Raids, it could apply to regular missions as well.

     

    What if the Raids drew partially off RNG? Before you throw something at a wall, let me explain. If a Raid of a certain type (imagine a Tera or WoW raid, always the same, at least from what I've seen from my brother playing Tera) was always the same, people would find the most efficient way to blitz it and proceed to do so for the rewards. This is a classic Warframe conundrum, as we love our rewards, and we love getting them quickly. However, what if there were X amounts of "tiles/obstacles" that could Randomly be part of the Raid? This could be something as simple as a smallish puzzle, or more complex, such as having to send 1-2 squad-mates into a miniature Spy 2.0 tile-set (imagine stealth puzzles that require two people to complete; yes please!) while the rest of the squad hold off attacking enemies at the entrance, or even  just stand around, IDK. Another example would be upon entering a tile, a mini-boss of sorts (we've been asking forever DE), drops from the ceiling, the doors close (all players required to be inside...or not to punish poor teamwork), and an epic battle begins with unique rewards to said boss (could even be a Jackal/Raptor/swole Grineer, nothing new). 

     

    While opposition may argue that this RNG dependence would mean teams would always have to have a Loki for stealth, or a defensive frame like Frost for defense, I think it would bring more of a sense of role into a squad. You have a dedicated Rogue who gets to sneak around like they always wanted, the Frost player who is in charge of protecting the pod, a CC built Oberon, the possibilities go on!

     

    Essentially, this idea is a method for Raids to not become repetitive grind-fests, introduce more challenging TEAM DEPENDENT mechanics, and make people assume more dedicated roles in squads (while the main portion of your team is holding off waves of enemies, you as a stealthy, silenced weapon only Loki/Ash would be engrossed in a riddle/Corpus or Grineer hacking game/some new devious puzzle that's located deep inside a stealth only section, while your team desperately guns down advancing hordes of degenerate clones, praying for that door behind them to open ASAP.  Wouldn't you love to be "the stealth guy" in your clan who everyone waits for to get on so you can all do a Raid? The best Trinity player in your alliance, able to pull clutch saves? A forum known Vauban that can shut down an entire tile effortlessly? The guy with a knack for puzzles? The list goes on again!

     

    The best part about this idea is that DE can add new tiles/obstacles/puzzles as they please, simply (I assume) by adding that tile into the rotation that RNG draws from. To avoid clutter obviously, Raids could have harder puzzles locked into higher level raids, or (ooh! Mid post idea!) certain puzzles that only show up in Stealth based/Defense based/Survival based Raids (I don't know if making a Raid follow a theme is a great idea, but it seems like an ok way to reduce clutter of Void table levels).

     

    The reason I want Raids to be so complex is because I don't think Raids should be a quick affair. These need to be long, focus intensive missions that are the type that make you lean back in your chair, stretch your fingers and let out a "Yesssssss" between your teeth as you extract.

     

    If you made it this far, congrats for reading this short novel! Feel free to add your own ideas to this thread, and I invite DE to browse and take inspiration for Raid mechanics/puzzles from the community here. Thanks!

     

    (VERY VERY SHORT )TL;DR Raids (and normal missions) could use some complex multi-objective mechanics like Sabotage.

  15. Quickly read your points, i think Helios is so pricey cause he fills such a niche roll; imagine filling the codex manually. It would be an absolute nightmare, and Helios does all the work fairly efficiently for you. In addition, only Helios can use Deconstructor cause it, well, literally deconstructs him. He throws his actual body at enemies, which is why it wouldn't work with say, Djinn( God, that would be messy). As for the mods, well, I dunno about that one.

  16. Buff Latron Wraith Crit Chance to 30 percent then. Honestly you're just asking for unecessary buffs for already powerful weapon and trying to add on a nonexistent down side to try and cover the buff saying it's a fair tradeoff.

    Aside from my belief that a Prime weapon should be better than a time limited event weapon (although WF is rather "event2win" at times), my biggest issue with the low crit chance/high crit multiplier is that it makes the LP too inconsistent. Aside from status, the LW is objectively better, as it is both more versatile and more able to crit (and with a 5.5 multiplier with VS, headshot crits hit HARD due to crit mechanics). In this way, the more spam prone LW is rewarded more for focusing on the head; you have to get 2-4 shots off from LP to crit sometimes, while LW is going to crit more than every other shot, taking multishot into account.

     

    Also, 30% base crit chance can get you to about 89.4% with both crit chance mods. That a little excessive. 

     

    Overall, I think the LW should fit the classic, versatile DMR feel; able to zero in on heavies, but also deal with crowds. In contrast, the LP should fit more of a heavy, single fire rifle ideal, less able to mow down crowds, but more adept at killing heavies.

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