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(NSW)Greybones

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Posts posted by (NSW)Greybones

  1. 1 minute ago, Mr.Lube said:

    I'm with you %100. This aint no competitive multiplayer game...it's a damn fantasy PvE! What's with this starving temptation for efficiency before everything else??

    I don’t think it’s hard to see why people do it thinking they’re only being logical.

    Isn’t that what you’re complaining about though…? That the game doesn’t force you to stop and smell the roses?

    • Like 1
  2. Given the choice between chasing the efficiency I was once led to believe I had to chase, and doing whatever I want and letting it take however long it takes, I’ve opted a long time ago for the second choice and haven’t looked back (if anything, when I do play like I used to, I scurry back ASAP to the fun stuff)

    • Like 1
  3. 1 hour ago, (PSN)Joylesstuna said:

    Well to start with have you played against the new faction and see how much damage they can take before dying?

    Typically it’s not a problem if you do the right damage type against them.

    What role is Zephyr’s tornado supposed to serve that it’s not doing it with the new faction?

    edit: I’ll do some testing to see how this shakes out

  4. Grr.

    Was just reminded that there’s some bosses with unique mechanics strictly tied to Steel Path. As if there’s a fleeting chance that it’s going to actually be hard for someone who designs builds that are specifically for squashing a thing.

    Freakin’ eat the fact that a meta is going to be discovered and balance the whole mode if you’re going to design mechanics specifically for it, DE, or add them as well to the part of the game with more options and considered design in the first place. 

  5. 12 minutes ago, PublikDomain said:

    Because while human brain might enjoy a stimulating bout against a worthy foe, monkey brain likes big banana.

    Hah!

    Monkey brain is kind of stupid and not worth chasing, otherwise we end up with never satisfied players and an endless arms race.

    The standard game has room for every option and better fight balance, seeing as modless is the baseline and Steel Path is not, but I wouldn’t be surprised if DE just gave up and catered to number-seekers after all these years; the players want it after all and make sure that DE know it, even if some of them are at odds with themselves.

    Personally I’d rather a whole new set of Exilus-type mods for both weapons and frame, more options to build with and more equipment with weaknesses to adjust for; I find myself lacking in things to equip on the new Grimoir that isn’t just damage, and I feel the only saving grace for my ability to jump into the deep end whenever I want is the fact that they’re still working from the modless base and something SP-worthy from the start will be an outlier

    • Like 1
  6. Just now, PublikDomain said:

    Nothing, because those slots are usually filled with damage.

    But specifically for that example, also nothing because I wanted to keep the math simple. It's all just +Damage and +Crit Damage and +Multishot and maybe +Faction Damage. I could have added elemental mods but then you have to deal with calculating damage advantages and procs and whatever and it gets messy. When it's just Serration or whatever it's simple: add Serration and you deal 2.65x your base damage so if you shoot an enemy with 2.65x more EHP it'll die in the same number of shots. Nothing about the gameplay has changed by the addition of Serration that can't be disappeared by adjusting your target.

    Well that just raises questions as to why they’re filled with damage instead of something else if someone’s looking for a fight. People know what the damage mods are meant to do, right?

    • Like 1
  7. 1 minute ago, Tsukinoki said:

    It's supposed to be a secret "super boss" encounter...so it makes sense that its only available at the highest difficulty (and even there they fail to take into account various bugs, and exploits, that remove the "super" from the equation).
    You also should know that the boss looks exactly the same as the normal murmur assassination fight, it just has new mechanics and attacks added on, so you're not really missing out on any spectacle in that regard.

    Further the reward is purely cosmetic: A pair of hands to put on the outside of your orbiter that you can see during the various loading screens.

    So it's not like you're really missing out on a whole lot if you don't want to do its SP mode to fight the boss...and depending on what you bring you're either in for a long fight (I've seen vids of the fight between 8-20 minutes of just the boss, not the rest of the level), or you somehow accidentally bring in gear that just one-shots it and ends the fight in 45 seconds flat like I did.

    I want to fight the boss with the new mechanics, but if they’re going to add it to the mode we’re supposed to squash, then either balance the god damn mode or add the encounter to the standard game with more options and better balance too!

    I’ll do it in Steel Path, but I’m getting annoyed that they’re adding more unique encounters to SP after the Orowyrm; the rewards are whatever, it’s the fights I want

  8. 5 hours ago, PublikDomain said:

    Here's a simple, simple example:

    1. You deal 1,000,000 damage to an enemy with 1,000,000 health. It dies instantly.
    2. You deal 10 damage to an enemy with 10 health. It dies instantly.

    What about this gameplay is different? Is having 1,000,000 damage better? How can it be when the enemy dies in the same number of hits? How about we replicate this scenario ingame? Here:

    giphy.gif

    Which set of mods shown is "better"? 6 mods or 0? Well they all kill in the same number of bursts. The gameplay is identical. The numbers you see do not actually matter. Why would they when the result is the same?

    I’ve always liked your videos.

    Something that strikes me about interpreting this one is that I don’t think people are looking at the empty slots and are thinking “I could equip punch-through or reload speed or anything else that would modify the performance of my equipment for the mission and ultimately shift how a fight can play out”.

    What do people do with spare slots?

    • Like 3
  9. 🤔 I do think there is consensus; it’s bigger numbers.

    The result of bigger numbers is where consensus falls apart. You’re not going to get “Challenge seekers” who don’t want bigger numbers, and you’re not going to get “Kill everything seekers” who don’t want bigger numbers either.

    One of these leads to what seems like a logical conclusion, the other raises a lot of questions

    • Like 2
  10. I’m fairly content with what’s here, personally. If someone gave me a build/loadout in this build-and-play-your-way game and told me to use it in a certain place, and I didn’t enjoy the experience, I’d either break it down and rebuild it or take it somewhere else since I’m not about to ask that the game do it for me and risk getting an experience that does not match what I had in mind.

    Despite my passing mild concerns that Rebecca might be a little too close to the community and what they value (as in near-AFK play where the player has to be forced into doing something else), there’s plenty of demonstration that DE’s idea of Power Fantasy has much more nuance behind it than they get credit for, and as long as they don’t force me to play in a way I can’t find enjoyable (though some of the Intrinsics as they stand kind of  make the game harder to make interesting), I can easily see my Warframe future only ever expanding.

    Though I would not mind a passover on some of the bugs and jank. And another look at Conclave and some of the niche stuff like that arcade game system

    • Like 1
  11. 1 hour ago, (PSN)Sentiel said:

    The round Necramechs are too squishy. I don't even know what they do because they die too quickly. I assume they shoot something but even on lvl 300 it's so feeble or inaccurate I haven't actually registered them as a threat.

    I kind of feel the same. When hitting their core body they can take a few hits, but their arm weakpoints only take a shot or two and then they’re good as gone once both arms are gone.

    I like the precision play of hitting those weakspots and it’s pretty satisfying, but I’ve wondered whether the hitboxes could be shrunk; harder to hit may make them last longer, which can have cascading effects for how much pressure they can apply and give them a chance to do something (plus I’ve accidentally smacked them several times with melee while just swinging wildly)

    37 minutes ago, TARINunit9 said:

    My first thought is "the bosses"

    The giant monster made of legs actually has plenty of ranged attacks. Shockwaves, laser turrets, cross-shaped eruptions of hands, I found very quickly I wasn't going to just circle-strafe this bad boy like Phorid (man, I miss when Phorid and Sergeant reworks were still on the table)

    And don't forget the Wally battle where he just copies your Warframe and guns you down without mercy

    I reckon the Murmur boss is quite good, probably one of my favourites. It seems like it’s got options and I’ve been downed once or twice.

    I’ve only fought Wally once or twice, the second time with my Necramech (which was a fun discovery), and can’t really say I’ve got a feel for what he does

    42 minutes ago, TARINunit9 said:

    But I get you, you are talking about normal enemy design. And to that I say: they seem to spam Eximus units more than other factions, and with the amount of Energy Leech bubbles coming my way I am very much glad I don't have to worry about snipers and hookshots

    Hm. I guess Eximus could be a way to flesh out the roster, but I do feel like the faction could be more well-rounded and then the Eximus occur on top of it. Will need to play around while paying attention to what the Eximus bring to the table alongside everything else

  12. 1 hour ago, (PSN)Sentiel said:

    It is true they lack some sort of ranged threat. A sniper or something that keeps its distance and can really hurt you. Then again, things like that don't really fit the theme of Murmur.

    Yeah…

    The Murmur do have rock-throwing enemies, but during the quest at least I was standing around getting pelted to see how hard they hit and it wasn’t particularly threatening for a level 40-ish ranged attack of that slow-moving slow-firing nature. I do enjoy the Murmur boss fight, as it seems to have a few options

    If the rock-throwing Murmurs aren’t made more frequent and a little more dangerous, I was thinking something as simple as more instances of shooting from the round Necramechs at longer distance might help; I’ve found them so inconsistent even when I’m within range that I thought they were bugged, but it seems like their projectiles travel fast enough that they could be sufficiently scary at range if someone’s not careful?

    Ultimately it’d be on DE to make the adjustments if they decide they even need them, but it’s good to hear that it’s not just me who feels like there’s something potentially missing to round out the options

  13. 1 hour ago, (PSN)JustJoshinEnt said:

    I don't think this is a case of anything "missing" so much as it is a difference between YOUR idea of what you want out of this faction, and DE's idea of what THEY wanted to design...

    If they are made TOO lethal in melee range, ALL anyone is going to do is CC and hide from as high/far as position as they can whilst nuking/sniping them....  Not exactly engaging gameplay to keep coming back to.

    If they're made too squishy, it incentivizes AFKing or leads to whining on forums/etc.

    Right now, where they're at, it's a nice balance of "engaging" but also "not too much pressure".

    After all, DE's goal isn't to "kill the player"... it's for the players to have FUN, to feel POWERFUL, to feel they've made PROGRESS, etc.

    This mode, thus far, insofar as I can tell from my own experience, has done exactly that.

    It's not some sweaty endgame activity necessarily, no...  and I'm sure the time'll come we get Steel Path versions, stronger bosses, etc....  but there's nothing "wrong" with it.  It's just meant to be something everyone, casual or otherwise, can deal with, enjoy, and have FUN with.

    Fun is, of course, subjective, and it's IMPOSSIBLE to please everybody with everything, so... if it's not your cup of tea, that's okay, too ^_^  There's plenty other modes that offer more challenge...  *shrugs*

    Easy there before you start freaking out about the idea of facing death in more ways than you currently are; since posting the original topic, I’ve done some other missions including Alchemy and Mirror Defense, and the new faction seemed to have a bit more bite to them in those missions, which I was wondering if maybe the mission type and how it plays to the design of the faction was something I was missing.

    I trust DE for the most part, as they’ve done a pretty good job of keeping the fight going for the vast majority of builds we can make even if I have my passing concerns that they might be a little too close to community desires at times. Steel Path is the unimaginative player’s version of difficulty, but luckily there does seem to be some fight in the faction as it stands in the standard game, so even if DE don’t introduce more range pressure options, what we’ve got provides some engagement (though I’m not sure what you imagine additional enemy options would look like, and even if DE did introduce them I’m sure you’d be able to build the problem away as per usual)

    edit: Wait, did you miss the point of the topic?

  14. 1 hour ago, Hmm...interesting. said:

    They're relatively similar, but I think I was disappointed because I came into it with the expectation of getting a normal corinth but stronger

    I feel ya.

    Though at the same time I find I like having variations as one or the other will lend itself a little better to a certain build or playstyle or theme

    Just glad that this game doesn’t work like linear games where we have to give up something just to keep up with what the standard content asks for; I got things like a Kuva Tonkor, but I’m still capable of using my favourite Argonak

    If your Corinth’s seen you through lots, I think it’d be fair to heavily invest in it as a sentimental thing, since the game will give you plenty of chances to build it in various ways and take it to various places

  15. I haven’t gotten it very often (if at all?), but it sounds like something I’d take for the 50% increased damage; despite loving the game mode, one thing I’m annoyed at are the Intrinsics that boost my stats beyond what the Decrees would. I quite enjoyed the fighting and actually held off on getting them because the gameplay felt pretty good, then, because it felt kind of silly to not progress down the line, I ended up having to take them and now I’m not engaging in many of the fighting mechanics because there’s either no threat or they’re dead too fast

  16. Is the Prime so much better you can’t just stick with the standard? I haven’t got a Corinth Prime yet so can’t opine on it, but personally I keep different versions of all the weapons because of minor differences like the feel or sentimentality, since the mod system lets me build them how I want and the game is designed around enabling it

  17. Personally I like(d) the searching aspect of the Cephalon Shards and tokens; they’re often pleasant surprises while wandering around looking for goodies to get or enemies to fight in general.

    I do kind of feel like something’s missing with the lack of things like lockers, though; I often duck into a little offshoot or open lockers nearby while reloading my gear or poking around and get little bits of engagement to keep my hands busy between fight clusters, but… yeah. Slightly not as rewarding-feeling with some of these newer tileset designs

    • Like 4
  18. 2 hours ago, (PSN)robotwars7 said:

    you sound like you want them to snipe you from a mile off? is that what you want? because that's how you get sniped from a mile off lol.

    I think the Murmur are intended to be a faction that relies more on swarm tactics, rather than hanging back and using focused lasers. easier for DE to make them, and makes for more intense close combat. there is one enemy that comes close-ish: the snake bois with the hands can fire off a big laser, but it takes time to charge up to that point and they are fixed in place, so you can stop them before they fire.

    If the faction is meant to be so melee-focused, some options to at least keep a distant player on their toes while they’re not engaging to the strength of the enemy would be appreciated. Obviously the melee-focused faction would be scariest at close range, but right now keeping distance feels a little too easy (unless there’s something I’m missing).

    I’m pretty sure you wouldn’t object to the faction being frightening at close range and still-present-and-aggressive-though-not-as-scary at distance if you’re not asking them to be nerfed. If anything this’d be a buff to the faction if they are indeed missing something in their toolkit of ways to kill the player

    edit: Took the liberty of modifying the quote

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