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Everything posted by Anaktoria

  1. Hmm, I don't know...like I said, I never really experience it to begin with because I'm a hopeless Hysteria addict, but as for times I have experienced it...I would say it doesn't matter mid-game (up to, say, Sortie level), and typically isn't too bad in Steel Path (when it's a squishy frame who gets downed, that is - like Mag). If I'm going for an endurance run, it becomes more of a problem - the worst is when it sort of snowballs, like if I'm playing someone whose damage can only be dealt viably while standing up, I get knocked down, I stop outputting damage for a second, enemies swarm me and start chain-staggering me. That's not incredibly often, granted (but again, I'm probably not the best person to ask since I do happen to most often play something that nullifies all knockdown, haha). I am not questioning your argument about Natural Talent being a DPS increase, though, which I honestly do agree with, and have since you first posited it - I do think you're right. Perhaps on a greater scale, I would tentatively point out that many exilus mods currently existing could be either considered an indirect DPS buffs, or are direct and explicit buffs. Consider the following: Power Drift: directly boosts DPS for any 'frame that deals damage via one or more abilities, by boosting ability strength. Vigilante Supplies: conditionally, indirectly boosts DPS by removing downtime for finding ammo of the correct type, in the event that one runs out of ammo. For Primed Sure Footed, if I truly had to categorize it - though this is tangential, I know - I would say it combines survivability, a (conditional) DPS boost (e.g. it doesn't boost DPS if, say, you're a Saryn who chooses to rely solely on passively dealt Spore damage for DPS - if using Miasma this would be different), and QoL. Survivability because I do think there are cases where PSF saves a squishy frame relying solely on shieldgating and things like Rolling Guard those precious few moments that could mean the difference between getting one-shot and being able to quickly activate a defense (again, like Rolling Guard). DPS boost (conditionally, so not in every case) because of what has been mentioned - you already touched on this and clearly understand the concept. QoL because it's annoying to be on your ass every so often. That's just my two cents though. In closing, I do agree with your thoughts on why Natural Talent is a DPS boost, so not to detract from that at all.
  2. While it is of course true that you obviously can do that - and be my guest, by all means - you're disingenuously moving the goalposts from your original statement and my response. This discussion, according to your original thesis, is about PSF, not any other source of resistances or immunities to statuses or knockdowns. I'm simply pointing out that the statement "PSF isn't a DPS increase because you can use your brain and not blow off an explosive in your own face", which argues that it is merely a QoL improvement for those who don't want to have to worry about not getting within self-stagger range of their own weapons, is dismissive of the fact that PSF does not simply alleviate self-stagger - PSF also alleviates external, non-player-created sources of knockdown and stagger. For the record, I'm a perma-Hysteria Valkyr main, so none of this is pertinent to my personal playstyle anyway. I'm just here to observe.
  3. These are good tips, but small note - Mesa might actively encourage players to not learn to aim (if they gravitate to Peacemaker, as players tend to), and I'm not sure I'd consider her tanky in the grand scheme of things, though Shatter Shield is certainly nice mid-game. I think Chroma is a good suggestion as a classic tank, given Vex Armor and his base armor and health values. Any tank comparable to Chroma will give you nice leeway to practice aiming, as will stealth frames (Ivara, Octavia, etc.). As for the original thread topic, I feel an auto-aim mod would have no effect on the fundamental problem with aim-dependent, often single-target weapons (relative to the more meta body of AoE, projectile-based, less aim-dependent weapons), which is that, well, they only kill one thing at a time (maybe a couple things if you're lucky and can get targets in a line - but nothing compared to the radial explosion kill potentials of AoE projectile weapons). A genuine possible solution might lie in the form of something like a bullet ricochet mod. I'm a bit skeptical about even that though. Single-target and/or aimed weapons are simply suited for a slower game than what Warframe players tend to play these days and there's not really two ways around it. The actual best solution is to probably just play solo for now and thus to be able to play slowly, at your own pace, without Saryns or melee users nuking the map every two seconds, permitting you to enjoy your snipers and single-target/heavily aim-dependent weapons that way. Very well said!
  4. I also wrote 200, but I definitely sympathize with your feelings and felt similarly when trying to determine an appropriate number.
  5. Responded! Many thanks for your ongoing and dedicated contributions.
  6. Don't forget that enemies can stagger you, too! So avoiding knockdown and stagger is not simply a matter of being careful to not self-stagger.
  7. Not my clan but a clan in my alliance: consider the Mischievous Chickens clan in the Birbs of Prey alliance - both dedicated to being LGBT-friendly, minority-friendly, non-toxic communities. Recruitment post here: Happy hunting!
  8. Oh, interesting! TIL, much thanks for the information.
  9. Very small note but doesn't the scaling kick in at level 80? I may be wrong.
  10. I feel like it's a non-issue. She deviates from a lot of the previously established style and aesthetic, sure, but so do other 'frames like Grendel or, to a degree, Wisp. Nothing wrong with that. It's also fine for people not to happen to like her aesthetic, but we don't all have to like the aesthetic of every single 'frame. That's the beauty of beauty - it's subjective. If someone doesn't like her, they don't have to play her, and if they really hate her aesthetic, they can play solo, at which point they only risk seeing her briefly in relays. I say this as an aesthetic snob who does play solo and tries to keep the game experience as blandly Orokin as possible, by the way.
  11. I have no horse in this race either way, but I just wanted to pop in and mention that if you run a standard Condition Overload/Blood Rush/Weeping Wounds build on a good melee, you can certainly run Steel Path endurance without any of the things you mentioned. I soloed 22 rounds of Steel Path Kuva Fortress disruption (before getting too tired to continue) using that setup plus viral, Organ Shatter, Berserker, and Primed Reach on Venka Prime - I used Valkyr Prime as my warframe, my arcanes of choice were Strike and Guardian, and my pet was a Panzer Vulpaphyla, but without the viral proccing quill mod equipped (for a very stupid reason: my pet has pink energy and that clashes with my fashion). My secondary was a Lex Prime and my primary was a Vectis Prime, so no status priming from an exterior source was involved. I don't know if that'd work differently post-melee changes per U30.5, but I imagine it probably would be, as I was overkilling things with that setup. So in my findings, it's definitely possible to run endurance, without using any of the things you mentioned, even on Steel Path. Again, not saying anything either way on whether XYZ nerf or buff was good or bad, just wanted to make that small note. Cheers!
  12. It's definitely true that we're in this situation because the devs face the dilemma of trying to balance a game that is presently impossible - or nearly so - to balance. Damned if they do nerf things, damned if they don't. In that regard, I don't blame them for coming up with solutions that feel either ineffective or suffocating. I do still feel that the damage attenuation in this particular case can be tweaked a little back from how intense it is at the moment, though - time will only tell if DE agrees, or if any future changes will be sufficient to please most of the community. They certainly have no small task on their hands and trying to balance damage attenuation alone, on nemeses or on enemies at large, will not solve nearly all their problems, so I sincerely wish the devs the best (and I do genuinely appreciate all their work and the degree to which they listen to the community).
  13. I’m glad you appreciated the Frungleshrumps, I rather like them too 😂😂
  14. On lunch break, so I noticed this and just wanted to clarify: The Glassmaker case was most definitely not a nerf of (existing) player damage, not anything even related to (existing) player damage. The Glassmaker case was a complete replacement of the player damage system - of our existing, carefully curated weapons and abilities and builds - with a unique, independent form of dealing damage. That's why it's completely different, as well as acceptable to me. If the Sister fights took away all our weapons and abilities and forced us into using solely a special mech called a Frungleshrump to fight in, and the Frungleshrump only had a single void-powered slingshot to fire identical pebbles with, and could not be modded, and if the Frungleshrump dealt to Sisters the sort of constant three-digit damage players currently see coming from the top weapons they've spent a lot of time and effort to lovingly mod to hell and back - combined with all their fancy buffs and abilities - if that were the case, I would understand getting the results we have now. But alas, we have no Frungleshrump. We have things that should be dealing significant damage - sure, maybe less damage than they normally would, but still more than what we see (in my opinion, as always) - and yet are not. Worse, they're performing relatively similarly to things that should objectively, by any other metric in the game, perform much worse (going back to the Frungleshrump metaphor, this is different from a case like Glassmaker where everyone gets to use the same identical, wholly unchangeable damage system). The Glassmaker had a version of the Frungleshrump in the form of glass projectiles Nihil gives us, instead of using player weapons or damage sources. So no, sorry, your argument here falls apart. In fact, your own words explain exactly why your thesis regarding a nerf to player damage is incorrect ("[...] did not use our weapons/powers [...]" - not a nerf of existing player damage, a replacement by something else completely). Also, you'll note the Glassmaker's glass balls did a lot more damage per shot than each weapon hit currently does against a Sister (to be clear, I'm not saying that each hit versus a Sister should uniformly remove 1/4 of their health or I'll riot - but hopefully you're creative enough to understand the point I'm making). Finally, something important that I feel you're also missing in my thesis: most of the challenge and fun of Nihil did not come from the process of dealing damage itself (this is, I believe, a community opinion at large, but feel free to remind me that in the end this is also only my opinion). The damage-dealing in that fight took an instant (per health gate). The rest of the fight was spent dodging, ducking, leaping, predicting platform falls, predicting swings, aiming shots, remembering quest clues, and so forth. This is the kind of thing I would certainly want Sister fights to be balanced more in favor of, time-wise, instead of towards waiting for damage to soak in. TL;DR: temporary event replacement of the existing damage system with another, separate damage system is not the same as a nerf; the Glassmaker fight, though involving a damage cap, had a much better balance between damage dealability and fun mechanics to create challenge for the player (in fact, damage dealing took out a third of his health each time, so essentially a 3-hit, compared to, well, what Sisters have right now). Disclaimer, this is all my opinion (except facts about how much health is taken out per hit on the Glassmaker and such), blah, blah. Hope this makes sense!
  15. Of course. It goes without saying that these are all simply opinion, and I’m very surprised so many people have trouble understanding that. Refer to my reply to Charlotte if you need further clarification. In your other response, you called me childish and impatient. It’s clear we have vastly different perspectives here, and I’m happy to agree to disagree, but if you can’t make your point without insulting people, I think you might want to look at yourself and what you’re actually feeling here. None of this needs to be taken personally! Anyway, “that’s just, like, your opinion, dude,” and all of that. EDIT: I've added disclaimers to remind everyone that yes, of course these things are all my opinion and nothing more, just in case anyone else wants to jump on this bandwagon and ask me "why I'm stating things like they're not just my opinion?!" Come on now. This is getting pretty silly.
  16. Wanted to add, because I just had a fight with my current Sister at rank 3 - I'd like to add that I feel rank 3 Sisters strike a decent balance between damage reduction and everything else (both in on-planet fights, and during the final showdown in the railjack mission). I think it would be cool if DE could balance rank 5s to be a little closer to rank 3s. You summed it up very well! Agree with all of this, and thank you for understanding my post, spot-on.
  17. I'm certainly not saying it is not about damage. I'm simply saying that (in my opinion, of course - and that should go without saying, always, but I am re-emphasizing it since it seems that wasn't clear) past a certain point, simply making your boss have more health does not make the boss more challenging. Think of it this way: I'm designing you a final boss. My final boss has 10,000,000,000,000 HP. My boss has one attack, which is to punch you every five seconds with the same exact limited range and the same exact animation. Would you say this is a difficult boss? More difficult than the same boss at 10,000 HP? Of course that's an oversimplification, but I hope you understand the idea. Tankiness AND mechanics contribute to challenge, and in my opinion, what DE did here went so far with tankiness (and did not compensate enough in other interesting or engaging ways) that it did not overall increase the challenge. And of course, yes, this is only my opinion (I say this as the keeper of opinions, in my opinion), but I hope this might help change your opinion. I hope this will also help you, perhaps, recognize that things people say here are indeed - as ever - simply offered opinions, not attacks on you or your opinions or your no doubt impressive lifelong experience with games, and that there is no need to become defensive or aggressive in response to said opinions. I wish you the best!
  18. DISCLAIMER again because people are genuinely upset by not knowing this: all of the below is merely my personal opinion. It is not verified on Twitter, it has no certifications or approvals by any Bureau of Fact, and it definitely isn't written as age-old immutable wisdom on any stone steles bearing codes of law unearthed by archaeologists out there. Look, just - remember that this is an online video game discussion forum where all people ever do is share their own personal opinions, and don't panic, okay? I'm very disappointed that you feel the need to accuse me or others here of "whining" and so forth. I hope you will be able to extend to me the same respect I am extending to you. If not, I hope you'll understand why I won't find it constructive or useful to engage with someone who can't be civil or genuine. I feel I explained myself as clearly and fairly as possible. Perhaps I should repeat and rephrase: not being able to one-shot these nemeses under the current system is not at all a bother for me. As I said, I patently would like nemeses being tankier than before - just not by quite this much. Having to take two or three minutes to kill a max-rank Sister, even with our best gear, is what I am concerned about. If this were something like Steel Path Wolf of Saturn Six, I would not mind at all (and I speak from experience, having soloed that in the past - yes, of course I know the actual SP WoSS is far tankier still than current nemeses, but you get the gist). However, these are enemies that are intended to be farmed over and over (because of the multiple weapons, the valence system, the random weapon generation, and the innate element choice) and it feels unengaging that part of the process that is to be repeated over and over involves simply spamming attacks for minutes at a time while growing bored, just because our damage was arbitrarily severely nerfed. This makes the game unfun. A game should be fun. If the several minutes were taken because I had to jump around hunting down my Sister while she sets traps for me, cleverly dodges me, etc., I'd be much happier (notably she already does this to some degree, and it does take a little longer as a result, and I do actually like it personally). That is genuine challenge (though not everyone likes that either, and that is reasonable for them not to like it). I think you may want to stop and ask yourself why you think this thesis means I am calling for easier enemies. I have explained both here and in the original post how I very much welcome actual increased challenge, the kind that makes us think and have to try to solve things or be agile (e.g. Glassmaker). The current higher eHP system is not challenge but tedium (and not because the eHP is higher at all, but because it is higher by too much - I simply would like to see it lower than it is now, but still higher than before). I very much could more easily watch TV now while using a macro to whittle down their bars, in fact. The fight is not harder, but less interesting. I feel like you think I am somehow trying to invalidate you here, and I assure you I am not. I appreciate questions and I am simply trying to answer them, so I hope that will reassure you. If not, then I apologize very much for somehow upsetting you and will stop interacting with you to make sure I don't upset you further. Thank you for your time! P.S. A bit late but I just went back and saw your edit: > Maybe you can elaborate more about how not one bit of the challenge of the Glassmaker fight arose from not being able to simply one-shot him. I'd really like to hear you explain that. I explained this above, as well as in my original post. Challenge is introduced via mechanics like dodging, puzzles, tricks and traps, not by anything related to damage. Glassmaker did the former, and threw the latter entirely out the window, since we could not influence at all how much damage we dealt per hit to him (aside from determining if the hit landed at all or not).
  19. > [...] I welcome buffing them so they can't be one-shot by some or all of the things that used to be able to one-shot them. [...] The best way for you to reconcile your current questions and complaints is to re-read what I wrote earlier, because I feel I laid out all my thoughts in the most clear and coherent manner there.
  20. I encourage you to re-read my post more carefully and to take deep breaths before responding or reacting. I know this thread has had some tensions in it, but I am here for civil discussion and genuine dialogue, and would appreciate you engaging with me as such. I am not here to attack anyone, to make strawmen, or to make others feel invalidated, and I appreciate those who respond similarly to me. Thanks!
  21. DISCLAIMER, as some seem confused: all of the below is merely my personal opinion. It is not, as surprising as this may be, any form of scientifically proven fact or similar. I think something important to note is that many of us, including you, I'm sure, are not simply unable to defeat the Sisters. We can, and it's not even hard. But it is not fun. The new system for damage attenuation means that setups like yours or mine, that easily one- or two-shot Kuva Liches before the Sisters of Parvos update, now take hundreds of shots to kill a rank 5 Sister. I haven't yet acquired a Kuva Lich under the new system, but I presume it's similar. And it isn't that we're just using bad cheese or that we need to use certain niche builds, because many experienced players with similar setups are reporting exactly the same findings here, and no one has yet come out with something that even comes close to nuking these new nemeses. The result of making the Sisters tankier in this manner is that we - even those of us who have optimized weapons - now need to stand around for a minute, two minutes, three minutes, just to kill a Sister once. We're doing exactly the same attacks with the exact same, or similar, weapons, over and over, and they still get the job done in the end - it just takes much longer. And that is an added hoop to jump through - a time check, a question of, do I have the patience and space in my schedule to do this? - but it does not make the game more challenging or engaging or interesting; quite the opposite. It has become more tedious and simultaneously less exciting. I find my mind wandering as I sit there whittling down my Sister. I find myself wondering in frustration why I'm not using this time to do something I care more about. And eventually I will in fact just use my time to do something that I do care more about, and I'll stop playing the Sisters, and that's fine, but you don't add updates to a game wit the hope that people will want to not play them, so...something doesn't add up here on DE's end. The fact that Sisters teleport around, go invisible, place decoys, play hide-and-seek? That, at least, is a step towards making the gameplay exciting, challenging, forcing you to be on your toes. I will not make any commentary on whether I like that or feel it could be improved because this is not the place for that commentary, but my point is to contrast it with the new damage reduction system and to emphasize that I am not saying any method of making content more challenging (or with the intention of this) is unwelcome. I love when devs do that, in fact. I liked the Glassmaker boss fight a lot because it was more challenging than the usual fare - and you'll note that not one bit of that increased difficulty arose from simply nerfing player-dealt damage during the fight. The new damage attenuation system is, shortly put, overtuned. It forces all players - even those of us who worked hard to optimize our gear (yes, even when we play to the Sisters' weaknesses; I did this myself) - to take a minimum of one or two minutes just to whittle down the health and shield bars of these nemeses. Sure, nemeses can and should be tanky, and I welcome buffing them so they can't be one-shot by some or all of the things that used to be able to one-shot them. But I would've expected a tankiness buff to make them take five, ten, even twenty times longer to kill. This change is on the order of fifty times longer to kill or more. That feels like an overt punishment of and disrespect towards players and their time, effort, and general interest in the game. Here's video of me one- or two-hitting a rank 5 Kuva Lich while playing solo pre-Update 30.5 (using Valkyr with Hysteria, no Enraged augment), just so everyone knows I'm not talking out my ass about that part.
  22. This, please take a look at how insanely attenuated damage-dealing has become under the revamped system. I've personally tested builds that one-shotted rank 5 liches in the old system, without caring about elemental damage resistances or weaknesses, and those same builds - taking advantage of elemental weaknesses - take a few minutes to grind down a rank 5 Sister. And I'm not alone in this experience; many fellow seasoned players I've spoken with report exactly the same. I understand them being tankier, even 5 or 10 or 20 times tankier, than before, but this is on the order of 100s of hits more required to kill. It's not fun or engaging or challenging, just tedious and boring and time-wasting, and it makes me actually genuinely want to avoid these unenjoyable battles for the first time ever, despite having slogged through a good thirty liches - solo - on the old system. The disparity is massive and, more importantly, deeply grating (not frustrating, in the sense of a tricky challenge that I'm not able to overcome; just grating, in the sense that I am falling asleep or getting restless and twitchy while I wait for the sponges to soak up all my damage). Please give this some tweaks!
  23. This, this, all this. Damage in two and three digits for builds I use to easily one and two shot acolytes, Wolf, old rank 5 Liches.
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