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StarGeezerTim

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Posts posted by StarGeezerTim

  1. So I didn't get a chance to read the patch notes and hop online until early this morning. 

    Wow. Just... wow. 😑

    The overguard retooling I don't mind so much, the cap stayed the same and aside from negatively impacting certain frames and/or mods, it's a fair enough tradeoff. Not ideal, mind you, but I get it and won't be loosing sleep over it.

    On the other hand...Holy Hell, what did you do to Tragedy?! Line of Sight? I would have almost rather you reduced the radius somewhat rather than impose that LoS requirement. You not only defanged the tiger, but declawed him, ripped his coliones off, shaved his arse and then painted it hot pink! You'd be hard-pressed to think of any ways to further emasculate this skill without totally rendering it impotent!

    On flat, unobstructed tilesets, this isn't that big of a problem. In any map with corners, hallways, verticality, walls, various clutter, etc. that can all impede line of sight, this renders Dante's 3 and 4 (specifically charged for Tragedy) effectively useless. And since a great deal of the maps in Warframe have one or more of those impeding features... yeah, there goes half his kit, and the main damage-dealing component of it. Nice going.

    I can anticipate your response: you didn't want Tragedy to turn Dante into a turret that could nuke the room without moving much if at all. Great sentiment, that. Meanwhile, there are meme builds with Volt and Mirage that do that very thing. Soo uhh..., methinks your horse is already out of the barn, lads. And contrary to your stated desire, this absolutely 100% HAS ripped the fun out of this frame. You reduced him to a an overguard buffing platform who every odd now and again might get a good shot off before his squad flattens everything. That, or start playing solo, which I'm not entirely against, but at that point why even call this a multi-player cooperative game in the first place? 

    Haven't legit been this disappointed since Yareli first rolled out. And at least she had the excuse of starting bad. Dante had a solid week of great fun before the wet blanket got thrown over him. 

    • Like 2
  2. It's one of the first things I checked after updating. Good grief, this has been a problem since Angels of the Zariman, which dropped April 27 of this year. So going on almost 5 months, this relatively simple fix has gone unaddressed, despite being reported dozens of times and across platforms. Please, for the love of God, give one of your riggers the 5 minutes it'll take to flip the axis on that connect point so the wings attach correctly! C'mon now! Just...damn already! 🤬

  3. Can we PLEASE, for the love of Lotus, get Carrier Prime's right wing fixed? It's been bass-ackwards since The New War came out. It's affixing to the sentinel on the inside of the juncture point rather than the outside. It's only with Carrier Prime, but it's with ALL right wings (I know, I checked 'em all!) It seems like an easy enough fix, I'm not sure why it's lingered this long (it's not from a lack of reporting, I've seen and participated in a number of threads myself.) I know in the grand scheme of things, it's not that important, but to let a niggling little issue like this fester for months without addressing it causes some unnecessary head-scratching. Kindly consider making it a priority during one of your hot fixes please? Pretty please?! 🥺

    • Like 6
  4. Overjoyed to hear this update DE. I'll be frank, when I saw the price of the Regal Aya packages and that they had no platinum, I was more than a little uneasy over the whole notion. I'm sure someone there can verify that I've nearly always been a Day 1 adopter of brand new Prime packages, and almost always buying the "big ticket" version. The reason is I of course want the new Prime, as well the weapons and accessories. But not a small consideration is the infusion of platinum into my virtual wallet that comes with the purchase. Without exaggeration or hyperbole, I have supported DE for 8 years to the tune of multiple thousands of dollars in purchases. It's the one game where I am probably considered a "whale" by the marketing folk, but such is my mania for the game that I don't mind showing my appreciation in a very tangible manner.

    So you'll understand why I was..."disappointed"...to see that plat was not included initially with Regal Aya. While I might not have been able to put my finger squarely on just why or articulate the reasons, there was something that didn't quite feel "right" about it. This latest decision to add plat to the RA bundles affirms my confidence in DE as a consumer-oriented company. One that I can be comfortable continuing to support for the foreseeable future.

    Bravo to you all, and thank you! 💗

    • Like 4
  5. Did some informal testing in the simulacrum. High STR/DUR builds hit much harder now, managing to melt 8 lvl 80 corrupted heavy gunners in a matter of seconds with nothing but three turrets. I'll ramp it up a bit more, but that's promising. With maybe just a minor nudge, they could be ready for something like ESO.

    The grenade fan is a bit better (although I would really, REALLY like to see that hop done away with or at least have it not get caught up on overhead terrain or otherwise screw with your aim.) The area and slash proc appears to be bumped up, and at least in the simulacrum the stagger effect seemed at least to me to be more pronounced. I even had more than a few gunners who staggered back so many times they actually fell off the platform. So long as the stagger doesn't have the unintended result of having mobs continually stumble their way out of the AoE, which would defeat their purpose. The shield nades work really well, I do like the increased visibility when they're on the ground and they're much easier to see. They still don't always land where I want them to (see the whole thing regarding the Grenade Fan hop cited above for reasons why.) But overall, a net positive.

    I didn't really notice a big difference in Dispensary, aside from the map icon now which is handy. And as far as Temporal Anchor, I didn't really think to test it. I actually use it so infrequently, I often forget it's part of her kit. I've probably set the thing off more on accident by fat-fingering my keyboard than I have intentionally using it. And when I do actually use it, it's typically as a last-ditch "Oh crap!" solution to hopefully turn the tide or at least get some distance. I'm not sure what the solution would be to make this skill more universally viable, but I'm pretty sure it's not what its current state is. That may just be my own opinion, and folks may be happy with it. For me, it's just one of those skills that isn't going to see much in my rotation in its present form.

    Definitely a step in the right direction, with room for a bit more improvement. Thanks DE!

    • Like 3
  6. 5 hours ago, Ikusias said:

    So far I'm getting the bad impression that De development team spent 90% of its time on Protea's rewind ability and than slapped whatever leftover ideas from other frames to fill her remaining power slots...

    Her kit makes no sense:  her 1-3 powers are a worse vauban's kit, while her 4th power is from a completely different theme!

    Maybe it would have been better if her entire kit was related to time control sheaningans considering the core of her questline?

    As she is she lacks focus.

    I believe Protea  is themed well enough, but in typical DE fashion they perhaps forgot to emphasize what that theme is.

    Protea is not, per se, a time-themed frame. She is rather a dimension-themed frame. While her gadgets are ostensibly stowed in the various pockets and pouches about her waist, she deploys them in an extra-dimensional manner. She holds a practically limitless supply of both shrapnel grenades and shield enhancers from pouches at her thighs. Both the turret and the dispensary emerge nearly instantaneously from about her person, and they in turn produce flaming gun rounds and support supplies respectively, seemingly from the very ether. And her ultimate ability, to manipulate the very essence of time (which is yet another dimension as many view it) gives full expression to her iconography as the mistress of dimensional mastery. She suffers, it seems to me, not from a lack of coherent design but rather from a lack of proper public relations and advertising. In other words, she's  a victim of the developers not adequately conveying what her focus is and not from a lack of said focus.
     

    Spoiler

    Even in the game's narrative, her value to Parvos Granum was not in simply bending time to her will, but in rescuing (and some may interpret, imprisoning) the Corpus founder within a pocket dimension in the Void. It was in this rescue that Protea "splintered" herself across the Void dimension, becoming a virtual specter of her former self. This unthinking echo of the original Protea only acts on her last directive: protect Granum at all costs (which is why he is for all practicality a captive of Protea within this pocket realm.) It is only in crafting the Xoris and using it to charge the weapon on those specter particles that the Tenno is ultimately able to defeat this corrupted version of Protea. This explains Parvos Granum's rather perplexing message of gratitude at the conclusion of the chapter.


    Enough of the lore, what can be done to tie up some loose ends and make her a bit more cohesive?

    Grenade Fan: First off, either eliminate or greatly mitigate that hop animation. I've seen plenty of shrapnel grenades get stuck on geometry overhead because she's attempting to lay-up the grenades. Since the name of the skill is "Grenade Fan", have the animation depict her tossing the grenades in broad-cast fashion in front of her. I'd like to see their damage scale  a bit better, but since they appear to be more of a crowd control device than an actual damage dealer, I would appreciate any bump they gave to their performance. They should also address some of the brighter colors: once a Protea player spams their brightly-hued grenades in an area, it tends to get a bit "bloomy" and can start to blow-out the visuals. 

    Speaking specifically to her shield grenades, there should be four grenades in the cluster she throws. Each player who passes over a grenade has the effect applied to him/her AND to their companion with the same single grenade and not collect multiples of it. The grenades on the ground should be a bit more obvious than they are currently in case someone is trying to actually avoid picking them up (i.e., frames who require a damaged state to effect their own abilities, such as Chroma or Garuda.)

    Blaze Artillery: Ideally, I'd love to see this be an exalted weapon, capable of being modded. Regardless, the ability needs to be able to effectively scale with the content a warframe is engaging. Having them last long enough to be worthwhile, while avoiding a "fire-and-forget" playstyle, is the dilemma the developers face. Whether this comes from additional rounds, harder-hitting rounds, or tethering the turret(s) to Protea (or a combination of these), a conclusion that encourages active playstyle on the part of the player while also remaining relevant at higher levels is the point of balancing this ability.

    Dispensary: I don't necessarily have a problem with this, although if I had my 'druthers, I'd like to see the "piñata candy" that comes out of this actually come in clusters of all three resources. In other words, one each of a red healing sphere, blue energy sphere and ammo cache at once. These triplets could continue to emerge periodically as they do now for players to consume, rather than waiting for the right resource a player needs at that moment to eventually "pop" in sequence. The result might be less burst relief but more sustainable support over the long haul while the Dispensary is out. One additional thing: the dispensary at casual glance looks similar to a three-lobed plant (upon closer inspection, it does tend to have a more technical appearance.) However, I say embrace the plant connection. Protea is actually a flowering plant, sometimes called a "sugarbush", which are noted by their pointed and often spiked foliage on the main flowers and are said to represent change and hope. Such a tie-in would perhaps explain her name.

    Temporal Anchor: This is a toughy. I see the ability as a "holy crap" ability, more akin to the Prince of Persia's time rewind in "Sands of Time" than to Tracer's in Overwatch. If the Prince was trying a wall run and flubbed it, he could rewind to the point before he made the error, perhaps even cheating death itself in the process. Being able to engage this ability, perhaps even up to the point where he comes back from being downed, would make this a truly valuable skill and less likely to be squandered. It's not without precedent in the game; both Inaros and Nidus have limited forms of self-rez under certain conditions. Having the ability to use this skill to come back from a downed state, even if it meant the skill went on a reasonable cool-down or some other limiting factor to keep this from being abused would be incredibly cool and in keeping with Protea's dimension-bending aura.

    Okay, sorry for the wall o' text. I'm sure whatever DE has in mind to bring the new frame's abilities into relevance will be undertaken soon.

    *looks over at Nyx

    Then again...? 🤨

    • Like 5
  7. Great changes so far! I have a number of suggested amendments:

    • Do away with the little "bunny hop" animation when she chucks her nades, or at least make it much less obvious and time-consuming
    • For Shield Satellite, have the grenades only available to squad-mates. HOWEVER, have the buff extend to whatever companion the individual is using automatically. This way they're not picking up shield buffs intended for players
    • LOVE proposed Blaze Artillery changes, let's hope they scale with higher level content, and keep an open mind if they need any further tweaks upward

    Overall, very happy with Protea's kit and am happy to see she's being balanced right away. Now...can we talk about the Bramma? 🤭

  8. 50 minutes ago, Chronometria said:

    Well, it seems we have Tennobaum....but they are not doing the reward track, from what I can see. I find this very strange as it was a big incentive for people to get involved and helped get the community pushing. Its nice to know we are helping a charity, but without some sort of targets to aim for, people just aren't going to do as much as the previous years and this doesn't really help anyone, including the charity effort.

    Combining this with the lack of a primed ember in "prime for prime" and I`m wondering if holiday spirit has somewhat vanished under the tide of Railjack development at DE.

    I was thinking much the same thing. Hell, the only reason I was putting off buying stuff was to further the community goals. I could have done this weeks ago if that were the case.

    There does seem to be a skosh more "Grinch" in the mix this year, but...meh. Whatahyagunnado? 🤔

  9. Same here. It was working fine during the last Devstream, but I had to unlink/relink my Twitch account in order to get the "free" Ember and Prime Orbiter decoration, and when I just logged on there were no drops from today's stream, despite the fact that I streamed through the whole thing (including the half-hour "intermission.")

    Sad about it. ☹️

  10. 3 minutes ago, (XB1)Skippy575 said:

    Depends on the socks. I've gotten some nice socks that are suuuuuuuuper comfy to wear. I'm also crazy in some aspects 😄

    I'm talking about those 12-pair for a buck cheapos that either immediately unravel or droop into your sneakers at first opportunity. Or as I like to call them, "car-buffing rags." 😆

  11. Since I have extended family that all play Warframe, I've told them to make sure to put the things they want on their Wishlist so it makes "shopping" easier once the Tennobaum event goes live. Can't get everything (obviously) but most of them get around 1000p or so each spent on them every year.

    Better'n socks, amiright? 🧦

     

  12. Just left a tweet for @[DE]Rebecca but thought it might gain some traction here as well:

    Will DE be repeating its annual Tennobaum charitable initiative this year? I have some plat for my clanmates and friends burning a hole in my pockets, but wanted to hold off on any gifting until we heard if Tennobaum is a thing.

    Can you confirm...Tennobaum 2019? Start date? Community rewards? Etc., etc.? 

    No pressure. 🌲🎅

  13. Let me first start off saying I love the new tabbed compartmentalization of the Arsenal UI. However, several times I've gone out without a companion (I'm one of those players that feels "naked" without one.) How it happens is fairly simple: I will sometimes take one of my kubros or kavats out of stasis to run specific missions, and then in order to avoid them losing status (requiring the DNA injectors to fix) I will put them right back into stasis. Under the old UI, it was pretty apparent when I didn't have a companion/sentinel equipped. With the new one, I don't typically realize it until I've already dropped into a mission.

    Could we please either assign a "default" sentinel that will load up automatically if another is unavailable, or barring that, have some sort of indication on the 2nd tab (the companion tab) that you don't currently have one equipped? Turn it red, make it flash, do something to bring it to our attention so we don't have to go through a mission without our Loot-Vacs. 😎

    Thanks in advance for the consideration.

  14. Same problem here. We totally re-arranged the dojo layout months ago in anticipation of this. There is absolutely nothing above, below or adjacent to where the room goes. I put in one extension, but am really reluctant to continue building needless hallways just to accommodate a wonky interface. Kindly fix please, DE.

    • Like 1
  15. This is apparently still an issue, and I'm not entirely sure why. I just had to abort a mission (same place: Carpo/Jupiter) due to a bugged green door. In this particular instance, nothing was done wrong on my part. I've purposely been avoiding hacking the terminals until it gets to lockdown status to avoid any issues. This time, a general alert went up, and bugged the doors without my going near a terminal.

    Please, for the love of Pete...this was reported well over a month ago (and even further back than that in other threads.) Could one of the devs at the very least take a look at it and see if they can duplicate the problem? That'd be great, thanks. 😏

    Tag: @[DE]Rebecca

     

  16. Update to the update: I aborted the above-cited mission (out of necessity) and ran the exact same one afterward. This time, I intentionally left the hacking terminals alone until it actually escalated to a lockdown. Once I hacked the console, I was able to proceed as normal. Now, two tests do not a conclusion find, but it does suggest there may be an issue with the lockdown status and hacking a terminal in alerted phase. Not sure this applies to all tilesets, or just to Corpus/Gas City, but it's worth noting.

  17. You may be onto something, @Urlan. I just ran Carpo on Jupiter, and I specifically reset the alarms after being spotted but before a lockdown. As can be seen by the image, I'm unable  to progress, although there's a little shield osprey who can come and go by clipping through the door with no problem. So there may well be a connection between alert levels and the bugged doors. Thanks for the sharp eyes.

    Oh @[DE]Rebecca, can we have someone look at this please? Pretty please?

    9IZXQr3.jpg

     

  18. I haven't personally encountered this much in a couple weeks now, but I've seen multiple posts/responses that indicate it's a recurring (if thankfully rare) occurrence that needs to be pinned down and eliminated. At the very least, if they can't nail the circumstances that cause this, then put in a once-per-mission special command similar to /unstuck that will either open the door or place you on the other side of the offending portal and let you continue with the mission. Place the same restrictions on it that currently exist on /unstuck so that it can't be used to exploit or cheese into otherwise restricted areas.

  19. 47 minutes ago, (PS4)geomancer1980 said:

    He hits hard and never stops moving.  He also has his pack with him now so it isn't easy, but its definitely not super difficult.  Time consuming as hell with a 4 man squad.

    He popped in on my buddy and I yesterday afternoon while we were leveling a couple of frames (because of course he does, the assassins seem to know when you're at your most vulnerable.) Anyway, he was the least of our problems; his pack of three napalm-chucking escapees were invulnerable to any damage or CC during the whole fight. So, he's a bullet sponge and his buds are undying. We kited them around for quite a while, but when it was over it did not end well for us. Pants meet ankles and all that.

    Yeah, seems fair. 😖

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