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(NSW)Greybones

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Everything posted by (NSW)Greybones

  1. What. No. I’ve always hated how games level me out of the fight just by playing; choosing to build in a certain way is one thing, the game doing it for me is another. I want to keep fighting, game, how about you not take that away from me by not messing with my stats until everything is boring mush just by playing? edit: I hesitated doing things like progressing through some of Duviri’s Intrinsics because I was enjoying the fight for what it was which had cascading effects for the whole experience of playing in Duviri, but because it seemed kind of silly to not progress I ended up with a bunch of intrinsics that ended up making the fights boring. And they weren’t something I could just swap for something else if I didn’t feel like playing however it’s forced me to play, unlike mods
  2. Honestly I just throw more damage on because I’m not sure what else to equip; it doesn’t jump out as similar to customising and personalising a Warframe’s gun that I’m going to be using for a whole mission. What would you equip as an alternative? I’d love if there were Archgun mods akin to the new Tome mods (maybe I just haven’t gotten enough alternatives that currently exist…?)
  3. Hang on. The effect is that it gives you a ranged attack to use at range? I haven’t gotten around to applying the Incarnon form to mine, so can’t opine on its use
  4. Ah that’s a point. 🤔 What is this post proving then? That would be a good thing, considering how much of the fun stuff and builds gets left aside by the community as they chase the goal of making the game as easy as possible with a tiny amount of options edit: Seriously, I’m playing around with my new Sevagoth and am thinking “My god, I’m glad I don’t have to sink 30 forma or whatever into this guy to have a good time”
  5. Neat. Your MR represents that you don’t have as many options available at the time as someone with a higher MR, but if ever a newbie asks if they can at least do the new content at MR0, here’s the answer
  6. Hm. I mean if you want to run around with sub-par builds, that’s your choice; personally I wish DE would force all of our builds to be the same by buffing that loadout you’re using until it‘s just as Meta as anything else
  7. It’s interesting in practice too; if someone gave me a build and mission combination where I’m standing around like a lump and I’m not looking to stand around like a lump, I’m either going to rebuild it or take it somewhere where I can’t do that I love overguard and the interplay of Operator and Warframe it can call for and the wrinkle in a fight it can bring, and the Eximus rework was done quite well in my opinion. If you’re referring to spawn problems though, I’m assuming you’re referring to unfair and unbalanced Steel Path with its 4-player spawns for one player, which yes, is unfair, and because of how the mode is unfair, can shift more towards reliance on builds than what the standard non-SP game enables edit: Personally I find missions like Void Flood kind of… meh. A change of pace where we can slow down and not worry about any objectives, but also, we’re not worrying about any objectives
  8. You probably should look up a guide if you struggled with the fight; the content has been out long enough that I’m sure someone’s come up with something
  9. I can smack someone with my Tonfa, then you can smack someone with yours, and we’ll compare the results
  10. I am impressed by your Tonfa. You seem quite capable of wielding it
  11. The first one. Get that one and then you’re free to chase the others at your leisure
  12. *gasp!* I found out about Tome mods! They seem like the answer I’ve been looking for in regards of what to equip onto my tome?? I must have them. DE seemingly aware that there’s value to be had in these alternative mod options
  13. I like missions where it’s not just us that’s at risk; means alternative strategies can be called for, and target priority and general situational awareness comes forward a lot more since the defense objective can’t run away like we can, and also gives a chance to do things like lay traps. We’re also confined to the local area while needing to be the mobile target but also not get shot up, and maintaining distance and positioning and movement within a small area while also juggling the defense target can be pretty fun
  14. Capture is one of the missions where I wouldn’t mind some additional complexity, but there’s tons of things already that incentivise slowing down; fighting and killing enemies takes time (of varying amounts depending on how good or bad a particular encounter goes; I’ve spent 30+ minutes in several Exterminates and recently a Spy just fighting my way through) and rewards things like Affinity and resources that can be utilised elsewhere, poking around can provide surprise rewards of tokens or scannables, Nightwave can incentivise things like searching for caches. Honestly I only understand the loading screens thing because of how I used to play, where anything between me and my reward was a nuisance. When I started slowing down, a lot of systems sort of fell into place and loading screens became mere loading screens that slowed me down from getting into the missions that I wanted to play around in. You might be surprised at how quickly the game inundates you with new things and perpetually rewards while playing around with the stuff you’ve already got regardless of efficiency; there’s a few standouts as taking a bit, but most of the game has a lot of intertwining of motivation of play/reward and quietly keeps giving more just from play
  15. Haha. One track only content to cater to one track minds. Delicious. 🤔 I think this raises a good topic though; I hadn’t considered how many ways there are to gain rep in the open worlds, and how they can be nice changes of pace. I guess this is what the community really wants though; all options boiled down to one most-efficient choice edit: Please DE, do not give the majority community what it wants, otherwise you’re not going to have a game left
  16. The game knows we’re doing things on repeat, where the variety of play comes from combining what we earn and where we can take it in various ways to keep the gameplay fresh; is one of the reasons I found chasing efficiency to be so detrimental to the fun, because I was stuck doing things in exactly the same way multiple times in a row, too afraid to change anything for fear of being less efficient I do kind of wonder what you have in mind…? Even the most scripted mission would get repeated edit: 🤔 I wouldn’t mind something like Destiny Strikes; combined with Warframe options I’d be a lot more willing to keep doing them on repeat than I was when Destiny kept outleveling me from the strikes and they became boringly tedious
  17. With enough practice you may even find that the more-dense and less-streamlined levels can provide more of a playground to move in, with all sorts of pathways opening up and rewarding good control (though with the Corpus chasing efficiency, their levels understandably are more straight corridors, which admittedly can lend itself to alternative playstyle options)
  18. It takes some practice, a little restraint, and some respect for the fact that there’s going to be places that are better suited for acrobatics than others, but pretty quickly what we already have can become an extremely fluid navigation system that can be a lot of fun in and of itself just to move around
  19. Not a bad point. Slinging around with Bulletjump with zero consideration is surprisingly discouraged by many map designs; a blend of running and bulletjumping and general acrobatics off of walls and through the air leads to a much nicer navigation experience. And not just map design, but if a player just bulletjumps everywhere, they might end up deep in a group of enemies and ambushed from all sides and find that they die really rapidly before they peg what’s going on, versus a more-considered approach that can let someone bring more options and alternative builds to the mission. And blow past resources of interest, displace themselves too dramatically and end up too close or too far or too exposed or too hidden while fighting, or otherwise flop around like a newly-born foal no matter how practiced they are
  20. Ah. I’m always concerned when anyone mentions buffs since that typically means the goal of turning the game off has been achieved, but it sounds like these are fairly minor changes. I find at the moment that Kahl has a little bit too much health, personally, so I was worried that was further improved or something
  21. Choice is always there if you want; I’ve found my sense of exploration through buildcrafting and gameplay from the modless baseline and anything I can combine with it while accidentally or intentionally jumping into fights that reveal new ways for my kit dynamic to synergise or shift how I play according to the situation, though I’m still discovering little alcoves on tilesets I’ve been through hundreds of times as well and in general am incentivised to poke around for collectables or resources between fight clusters. Cannot stress how much worse and limited the game was while I was only chasing efficiency (though in moderation it’s kind of okay and sometimes fun)
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