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(NSW)Greybones

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Posts posted by (NSW)Greybones

  1. 5 minutes ago, (PSN)robotwars7 said:

    yeah, try going melee only against the floating triangle bois with the 3 arms: not only are they near impossible to hit in melee, they apply overguard to other enemies. they also only take damage if you hit the arms, so individually they aren't too bad, but when a group is with them, or there's more than one, it can get problematic. of course, any ranged weapon helps, but when it's a netracell mission and there's several eximus versions of them, they can be a threat regardless of what guns you have on.

    to be clear, I don't want them to be nerfed, not at all. I'm absolutely loving how insane the fighting is in Netracell missions. this level of missions is perfectly suited to those of us with the gear for it, and while it may still never be a "true endgame" mode, it's a fun time with good rewards, and that's all I ask for.

     

    That doesn’t sound like it’s the ranged pressure I’m looking for from the enemy. Even the Infested have some pretty gnarly ranged options in the Cambian Drift to help with such wide open spaces, but these new guys seem like they’re lacking such options. I’m wondering if the new enemies could get buffed with longer-ranged attacks or something, unless there’s a design philosophy I’m missing

  2. Now admittedly I’ve only played the story and a couple of bounties and one of the things that reward Shards (which was your usual chaos of players soloing the thing, so not a lot could be gleaned from the fighting), but is it just me or does it feel like there’s an enemy type missing from the roster of new enemies or something?

    Most of them seem melee-based, but without the hooks and auras and general counter tools of the Infested, and the tileset they’re in is so open that it’s pretty easy to keep distance unlike the cramped corridors that the Infested can excel in. I’ve not really felt threatened as I bounce around and just sort of plugged away at the bad guys, and it feels like there’s a distinct pressure-player-at-distance shaped hole in their roster; one of the round guys summoned a Necramech and that proved threatening, but surely those scenarios are few and far between enough that there’s space for something else

    Am I missing something?

    • Like 1
  3. 50 minutes ago, xXDragonGodXx said:

    Id say that anyone thats going to go with lower level players should try using the extinguished dragon key to minimize the "want to meet the same numbers". Cause as a player that regularly do 200mil - negative damage cap, I often get the question of what build Im using or "wow, how are you able to get those numbers?", and while numbers are great, I also have perfected my playstyle. Which in my books are infinitly better, alongside a drive to explore all the different mechanics so few players use.

    If I do find something interesting I will most likely make a vid about it. A good start if you want to look into things like this is 5.5% str saryn + extinguished dragon key. Its fun.

    ? I could understand that if there was something like a specific build that works a certain way in the higher-level content it’s built for and then by dropping its damage and jumping into lower-level content something like abilities could shine through a little better because they’re not influenced by the key, but I’m not sure why I’d use the Extinguished Dragon key just to shed the damage that I’m specifically building for…? Wouldn’t I just shed the damage and replace it with something else that I normally wouldn’t be able to equip?

    I’ll have a look at the Saryn thing when I get a chance; could you give a general gist on what it does and where I’m supposed to use it?

  4. 9 minutes ago, xXDragonGodXx said:

    Sorry, I meant Bleeding Dragon Key xD image.png?ex=658b5173&is=6578dc73&hm=a7c

    Hah! You got me good 😝

    (also, ah…. if you… did happen to find something fun to do with the Extinguished Dragon key, maybe a certain weapon innately does too much damage or shifting a build from higher-level content into lower-level impacts the dynamic of the whole kit in an interesting way, I’m willing to listen; that freak-out was all for show to make sure I didn’t get a target painted on my back by the community, and I can be discreet about my sources of less-than-popular means of playing the game 🤫

    • Like 1
  5. Not sure if… genuine or sarcastic.

    My assumption is sarcastic because anything slowing players down is a mentality that’s far removed from common wisdom.

    At the same time being a slow and unstoppable juggernaught might actually have its moments? And I’m no stranger to using the other Dragon Keys in general to further define gameplay

     🤔 I think the mention of Extinguished Dragon Key is a tell that this is sarcastic; you’re making yourself weaker?!!!?? Blasphemy!!!!!!

    • Like 1
  6. 8 hours ago, Malikili said:

    True, balance is already screwed, what’s a little more. 
    Completely fine with the nerfs too, so long as they actually nerf the things that need to be nerfed… and not that poor already underrated item. (Cough cough ammo nerf affecting battery weapons and bows)

    I think there needs to be a stronger distinction between game balance and “what players choose to do” balance. What players choose to do is unbalanced, and thus from their perspective the balance is screwed if they choose to do it all the time (although SP is a mess of unbalanced as well)

    Nerfing a thing will align with the game balance that’s already there, and the purpose behind the nerf may not even be perceivable if someone’s chosen to warp the balance enough; they’ll be temporarily inconvenienced until they can figure out how to shift their build to no longer be impacted by a nerf, if not delving into mechanical exploits like the old Shieldgate abuse using a Decaying Dragon Key

    • Like 2
  7. 2 minutes ago, (XBOX)Pugs Xbox said:

    i don't need power increase i'm not one of those lol i could do without all the power creep stuff if it meant having raids or ANY form of difficult content in the game i'd take being weaker in general. i just know what the rest of the community wants and what would be best for the game. ultimately, modless encounters would disconnect raids from the rest of the games rewards and i don't want it to be a lifeless content island but instead make use of all of the systems we've spent years building up. warframe is a complex game but i think most would agree warframe's fatal flaw is that its beautiful systems don't tie together enough to create something cohesive and the game's endgame is just collect everything

     it would lead to loot being more valuable in general if content was difficult as it would lead to a reason to want to minmax outside of it being cool or fun

    i think i've said all this already except for the first sentence just worded it differently so we'll leave it here but if anyone sees this and has some input let me know i love discussing this stuff

    Doesn’t need to be modless, that’s just the starting point. Like the rest of the game designed around modless as the starting point and utilising the “Power comes with a cost” system where players are pretty clearly not concerned with sacrificing anything for power, as if they downed the Kuva Koolaid on that mountain and joined the cult of power.

    Starting point’s always there if you want to play around with the basics and work your way up, personally I like to throw on a Bleeding and Decaying Dragon Key to introduce a little spice in the part of the game that’s meant to be easier

  8. 9 minutes ago, (XBOX)Pugs Xbox said:

    destiny 2 actually has some of the crazy build power creep stuff that warframe has and it's way WAY more in depth than what you're saying lmao but i think i'm going to leave it here. you're saying it's impossible for a team as talented as DE making $100,000,000+ yearly off warframe to design around player power in warframe with mechanics focused encounters and putting power on the backburner and to me that's just laughably wrong, and i don't really want to argue over it. just know i'll play this game until the end of time if they ever add anything along these lines lol

    Suit yourself. Long as you’ve got a personal hangup over wondering if you really need some sort of power increase when you don’t actually need it for the content you’re doing/way your loadout is designed/way you’re playing and instead could replace it with something else for better gameplay, I think you’re going to be waiting a while as DE cater to the whole of the game

    edit: Also, I’ve played Destiny. It’s got its goods and bads, but Warframe and its options for gameplay and fighting has a lot more depth; I would love to mash the two together though, since sometimes I do miss the scripted raids and strikes, but I want Warframe’s options and for the scripted stuff to be a side mission

  9. Just now, (XBOX)Pugs Xbox said:

    it's not an ideal baseline because if raids are endgame then you have nothing to strive for and nothing to prepare for. mechanical encounters are nice, but part of the reason i'd be excited is because new loot would be a lot more sought after if it was efficient for something difficult rather than just being 3000 mastery points in this unending collectathon

    You mix the new stuff into what you’ve already got and where you take the result will determine how the fight plays out. This isn’t a linear game because it’s got to support more than what sits at the top, and what sits at the top is a mess of zero limit builds, things that are specifically designed to squash everything with no weaknesses, and that’s part of the problem of making raids for those who have everything to pick and choose from

    Take something like Destiny; most of what you’re chasing is a higher Light level, right? Or WoW, where what you’re chasing is a higher level in general. Enemies are scaled according to that level, you’re scaled according to that level, in Destiny you get some minor customisations like an alternative jump or a slightly longer Ward of Dawn or whatever

    In Warframe, the enemies have levels, we do not. We got builds and places to take them, and the whole mod system is designed on a “Power comes with a literal cost” system, where in order to slot more power, you’re sacrificing customisation and variety, and the cross section of variety and difficulty sits somewhere in the middle, not at either extreme end

    There’s a reason why Archons aren’t 9999 Steel Path or even share the same modifiers that make SP the unbalanced mess it is

  10. 19 minutes ago, (XBOX)Pugs Xbox said:

    i love being that discoverer.. i don't know where you got that from after what i said earlier. and of course there are going to be combinations discovered and posted! that's the beauty of warframe, and what gives it so much life. there's no way to build away a mechanics focused raid where power isn't the main focus (though every game will have its efficient combinations, and i would even prefer there to be meta gear even for mechanics focused encounters to have something to strive for, once again missing the point as always), which is why i think warframe of all games would massively benefit

    And this is a serious question; how is modless, the version of everything we have stripped of nearly any potential for unexpected combinations that would be a nightmare to plan for, not an ideal baseline for some raid mechanics?

    I like raids! I think if they were introduced into the game, they could be fun. They’ll have specific mechanics that are expecting a certain TTK or will threaten the player a certain amount, forcing players to have to work together for the sake of whatever’s going on. The last one I did was Deep Stone Crypt in Destiny, it was fun.

    But the moment you start giving players the chance to augment or customise their equipment, especially if they can just slap on more damage or health, then things get a lot more complicated, and is why games that have that kind of stuff are super stringent about matching levels (with their attached stats) and what kind of customisation options players will have

    12 minutes ago, (XBOX)Pugs Xbox said:

    idk what you're getting at. it's not impossible to create mechanic focused encounters that use the power we've accumulated over the years. do you think DE is incompetent?

    I think DE have been rather clever about designing fights as they navigate every combination of everything we can bring; I actually go looking for fights, after all.

    The bosses can be quite hit or miss, but there’s a lot more going on just in general in regards to any fight

  11. 2 minutes ago, (XBOX)Pugs Xbox said:

    i love being that discoverer.. i don't know where you got that from after what i said earlier. and of course there are going to be combinations discovered and posted! that's the beauty of warframe, and what gives it so much life. there's no way to build away a mechanics focused raid where power isn't the main focus (though every game will have its efficient combinations, and i would even prefer there to be meta gear even for mechanics focused encounters to have something to strive for, once again missing the point as always), which is why i think warframe of all games would massively benefit

    If building isn’t the focus, how is something like modless not the ideal?

  12. 17 minutes ago, (XBOX)Pugs Xbox said:

    as i said in an earlier post, which if you read you'd know that i took the most roundabout way around the game possible to try everything obscure and fun out there. FAR from all of it was efficient but it doesn't matter

    You’re going to have to point out where specifically you said as much, because I remember you saying something about Rivens, which strikes me as experimenting in-so-far is you can mix it into any combination like anything else

  13. 1 minute ago, (XBOX)Pugs Xbox said:

    right there "solo crush". that's the problem. that's what we kind of don't want. people who are asking for raids are asking, mostly at least, for mechanical difficulty that requires multiple people. that's what a raid is. but something that also tests the power of yourself and everyone around you. warframe would benefit from it more than any game i've ever seen lol

    your "double standard players" remark doesn't change the fact that 99% of players want more difficult content, sorry. if it's something people want it's something people want. stop trying to find arbitrary reasons why we're stupid because we enjoy the gameplay loop and tried to extend it for as long as possible

    it doesn't change the point that we want this game to have an endgame. as i said in an earlier post, which if you read you'd know that i took the most roundabout way around the game possible to try everything obscure and fun out there. FAR from all of it was efficient but it doesn't matter

    I know what people are asking for. What they want is a different thing, perpetually on display at this moment and forever conflicting with what they’re asking for.

    I’m fine with forcing players to die as they rely on each other and they find out they suck because they’ve been hiding behind builds that they specifically designed to do all the carry so that they barely need to chip in any effort. I’m less fine with the idea of having to deal with players who blame each other because they know they suck and they can’t bring the builds they’ve hidden behind to the fight.

    And this is a game with a hugely complex mix of combinations of everything, there’s going to be combinations that get discovered, posted on Youtube, then copied ad nauseum. Because of what people really want.

    And I’m guessing you’re looking for the chance to be that discoverer? That’s what the refinement process is, after all; a journey, where the destination and its effect is less important (if not downright hostile to game enjoyment) compared to the effort it takes to get there.

     

    Hah. Testing the power of the player. Laughable! Testing the power of the build is the goal; if the player is involved in some capacity, then there’s gotta be some way to build that away, and it’s time to get searching. Endgame is not what you think it is

  14. 1 minute ago, (XBOX)Pugs Xbox said:

    if it helps, raids are significantly more necessary than adding another steel path. another steel path though is something me and everyone i play warframe with has agreed we'd want as it'd be a bit more fun and let us get to level cap faster.

    Not sure… what is being helped. I’m fine with raids being added because even though I’ll inevitably make builds and loadouts to solo crush them because I want those builds to solo crush them, I also know how to set those specific builds/loadouts aside in order to experience the raid with more variety and better balance while experiencing its mechanics, and then return to those builds/loadouts if I want to solo crush the raid

    5 minutes ago, (XBOX)Pugs Xbox said:

    as for players loving the power creep.... of course, they love the grind, they love obtaining powerful weapons and warframes, especially if it's in a new tier nobody has seen before, but nobody enjoys not having to use even a fraction of that power. EVERYONE, ESPECIALLY the ones that enjoy the power creep want more difficult stuff no matter what form it takes

    Go on. No-one’s doing the math, refining the builds, exploiting the mechanics like Shieldgate in order to make the game harder. This is why I feel like I’m looking at a bunch of double standard players; what was all that time and effort for? Certainly not because you felt like it’d get harder, the game rolled over and died long ago and you still kept going

  15. 13 minutes ago, (XBOX)Pugs Xbox said:

    i do jump into the deep end lol. i'm a trader so i have a ton of platinum lying around, and one of my favorite things to do is buy rivens for obscure weapons and test them (even on level cap) with friends of mine. ESPECIALLY after the release of incarnon weapons which i've had SO MUCH FUN playing around with since i've come back to the game. that doesn't change the fact that not only is it easy, but more mechanics based content is needed that still takes power into account (raids) and another star chart would be much appreciated by players that love buildcrafting and testing rivens

    i want to say that i respect that YOU like experimenting. i respect that YOU enjoy the game loop so much that you're willing to go out of your way and be inefficient to have more fun, it's something i get too as someone that does endurance runs with friends sometimes, someone that uses objectively worse weapons with higher riven dispostions, and enjoys watching creative content on interesting synergies and testing them out. but ultimately, not only will adding these things be better for the game, but "try worse builds lol" will not help the game survive. you should know this. the main gripe of the community is power creep right now

    Not sure if you’ve noticed, but the community, including the ones complaining about it, love the power creep. 

    They’re addicted to it, where they can’t stop themselves. Steel Path didn’t exist and then players would shoehorn themselves into a Meta, it came about because so many players already did and they were wondering where the game went when they specifically built to remove the game. Like a bunch of double-standard players confused as to why they built the way they did, when it seems pretty obvious to me why.

    If you got no time for any distance between point A and point B, no time to actually fight and potentially die, no time for any sort of engagement, I’m not sure what you’re doing wasting time in a videogame. You’re going to be forever at odds with whatever DE throws at you, since I’m guessing you’re never going to be Sufficiently Built For The Content And Then Branching Out Into Customisation Of Build And Gameplay, but instead will always be searching for the most exploitiest ways of playing. Which will run counter to variety since it’ll require such specialisation

  16. 11 minutes ago, (XBOX)Pugs Xbox said:

    it's funny to you. right.. let's just NOT do any of the new content. and also, when the game becomes too easy and we want endgame content that makes use of all the new gear, that's a laughable suggestion. let us ignore how warframe players have been pissed about raids being removed for years because it's the only thing CLOSE but still far off from what i'm referencing wanting. how raids had its own strong community with spotlights given by DE before being removed. how warframe players have been begging for endgame content forever now

    alternative content.. are you referring to eidolons and profit taker? i love them and it's the closest thing warframe has to raids

    Weird, your edit came late

  17. Just now, (XBOX)Pugs Xbox said:

    it's funny to you. right.. let's just NOT do any of the new content. and also, when the game becomes too easy and we want endgame content that makes use of all the new gear, that's a laughable suggestion

    alternative content.. are you referring to eidolons and profit taker? i love them and it's the closest thing warframe has to raids

    Now why would you avoid new content, and why would you not use the rewards? The game doesn’t need you to specifically combine your gear in certain ways all the time, freeing you up to experiment

    And when I say alternative content, I’m talking about whatever is alternative to the specific mission you’re doing; if you’re built for level 80 and are jumping into level 40, why not jump into level 80? Or whatever alternative missions you can handle; you’ll be a mix of builds and gear, and there’s only like 5 major tiers of levels before Steel Path, so jump into the deep end sometimes instead of playing it safe

  18. Just now, (XBOX)Pugs Xbox said:

    i can't take you seriously saying a comparative handful of builds is what you need to turn steel path into mush when the commenter above you was talking about how everything in the game is getting power crept and this game will never have truly difficult content

    it's just not true ask anybody

    You’re free to work from the modless baseline and find out how much you’ve been missing. We’re getting more options and they can sometimes be combined for even more power, but that doesn’t mean they don’t also have their limits.

    Powercreep being a problem for players is funny to me, because you gotta actively seek that problematic power by combining gear and content in whatever ways lets you do that. Which can be fun in moderation, but then you’d think it’d be easy to either jump into alternative content or rebuild in alternative ways when it gets stale, temporarily setting the problem aside until it’s no longer a problem but a bit of fun instead

  19. 22 minutes ago, (XBOX)Pugs Xbox said:

    what do you mean unbalanced and limited in options? are you saying it's difficult? if so LOL.

    Haha. The point of Steel Path is to make it easy through build refinement and specialisation. It exists to be squashed, and then the rest of the game is designed around greater variety and better balance for fighting than what Steel Path is

    You might want to have a second look at the modifiers that make Steel Path what it is. Armour gets cranked until direct damage is practically not an option, and the spawnrates are 4-player spawns for 1-player, which drastically impacts density-based abilities (as well as a myriad of ways it shifts how a fight can go in terms of situational awareness, positioning, and single-target versus AoE). And they’re working off of the rules of the standard game, which is balanced even if you need it to be easy by using a comparative handful of builds that turn it into mush instead of experimenting with alternatives

    Steel Path isn’t going to be the place for the most options working from the modless baseline, the modless baseline being the broadest canvas for buildcrafting and experimentation. If they made a completely modless loadout able to handle Steel Path with every combination of every mod/Arcane/Companion/School/Gear/Whatever that entails, they might as well just balance Steel Path like the standard game already is and then introduce Platinum Path to be the new Steel Path, and we’re back to square one

  20. 6 hours ago, (XBOX)Pugs Xbox said:

    Hey everyone, it's been a LONG while since I've actively played Warframe (before New War) but I've been enjoying the game almost as much as ever these past two weeks

    I'm wondering if there has been any comment from the devs about adding a star chart past Steel Path and raids, since this is the content I'd be most interested in. I think I remember on the devstream Steel Path was shown off in Pablo saying "the idea is to add more star charts after Steel Path increasing in level", and I know for a fact raids returning has been teased for years now. Couldn't find any recent relevant information on this

    Bwuh? Why would they add more starcharts after Steel Path when Steel Path is already so unbalanced and limited in options?

  21. Never really thought about it. Often it’s just whatever content range I happen to be built for and then I jump in and incidentally start getting materials or Nightwave if it’s not like a relic crack or something (which sometimes I’d almost forget why I’m in the mission because I’m too busy fighting using whatever the build/loadout is and getting affinity; makes gaining traces a lot more enjoyable and sometimes there’s a pleasant surprise once the mission’s done)

    🤔 This is actually kind of hard to peg just one, because of the game’s intertwining of extrinsic rewards in the form of whatever the mission gives us and intrinsic reward of perpetually concocting different builds and playing according to whatever the mission lets me do. I’d almost say my favourite combo farm is the whole game, because if I focused on specific farms and loadouts it’s often not as enjoyable as jumping all over the place and using whatever

    edit: I guess Nightwave? Because it serves as both a thing that will happen in the background as well as an incentiviser to do something when I’m not sure what I’m looking for in particular but still want to play

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