Jump to content

Spellbinding

Master
  • Posts

    582
  • Joined

  • Last visited

Posts posted by Spellbinding

  1. For the past couple of weeks I've been helping my friend (a returning player from pre-open world warframe) get back into the game. There's been so much frustration from his perspective AND mine. 

    Some of the main problems are as follows, and I'll give my opinion on how they can be better. 

    -Modding: The main problem with modding is that theres really just no tutorial on it. There's no great in-universe way to explain modding so I propose just a simple modding tutorial. It needs to explain capacity, increasing mod ranks, multishop, and elemental mods. Theres no need to go super in depth with this system since a decently ranked serration for example can carry you through most of the planets alone. Tangentially, and this was touched upon recently with the status changes and enemy weakness visibility, but elemental mods should be explained. Again, a simple "Tenno, combining cold and electric damage creates magnetic which is effective against corpus enemies". This might seem like a pretty trivial thing but trust me its important for new players to know these things right away. Early on you get so many mods its easy to get overwhelmed, click auto install, and forget about it. 

    -Crafting times: This is the age old problem isnt it? I understand that crafting times are in the game so people dont get burnt out and puts a small incentive on rushing/buying with platinum. HOWEVER some of these crafting times are unreasonable. We really need to revisit some of them. Warframes from the star chart bosses should just have their components be a 6 hours, with the final craft being 12 hours. It is simply unreasonable that a new player makes it to the second planet and instead of getting to play with rhino they have to wait 3-4 days. Along those lines weapons under MR 4, as well as all the weapons available from star chart bosses, and buyable blueprint weapons on the market, should all be 6 hours to craft. When a new player sees that it takes SO long for something to craft of course they're going to look at that 10/25/50p rush option, and when they look at how much it costs they'll see it costs around (lets just say $2 or $3), but wait, theres no option to just buy how much plat you need, you need to buy the next package up, which is $5 minimum. I'm not here to talk about if warframe has anti-consumer pricing, but it sure will look that way to a new player. We all know that rushing is a waste of platnium, and the intended gameplay loop is to craft something > go grind for the materials to craft the next thing, but new players don't have much to grind for. A majority of their grind is like...platids, oxium, orokin cells, and argon. With a couple of exceptions, you're really never spending more than around 3 hours grinding for what you need. 

    -Slots: This is the main crux of the new player experience I feel. I was constantly gifting my friend slots - both frame and weapon slots. I know he should probably be trading but he was like MR4. Bro can't even realistically trade until he maxes out a syndicate. I just wanted him to have fun with new toys he unlocked. DE, we're in 2024 now. Theres 50+ frames, 200+ weapons, more companions than I have friends. It's time we increase how many slots players should start with. It's easy to say "just delete things you dont need/use to make space. Except....how many posts are we seeing that are like "I'm actively being punished because I don't have every weapon in the game" with the recent release of EDA? The same thing happened when duviri released. If you don't want to give away slots for free, I understand. Make them earn it with their time (mastery, planet unlocks, junctions, SOMETHING). If a player invests their time into something they most likely will invest money into it, especially if the thing they're investing in is a 10+ year old incredibly generous game with free updates that is a pillar among the sea of slosh of live service games. 

    -Reputation/Standing: This is a minor complaint my friend had, and I really don't know if there's an elegant solution to this. The main issue is that my friend was spending most of his active playtime just grinding standing for factions. There is A LOT of standing he needs to grind for, and he hasnt even started grinding for the modular weapons. I think the easiest solution for this is just lowering how much standing the three main open worlds needs for at least the early levels - something like 5000, 15000, 35000, 60000, 99000, 132000. I'm aware that this is entirely a new player problem, as most people when we get everything we need from a faction never step foot back there. 

    I know there's a lot more gripes new players have like mech grind and matchmaking but these really are the three things my friend had the most complaints about. 

    • Like 5
  2. 40 minutes ago, ElRighto said:

    What about her, did I miss something? When?

    I also remember Equinox, Octavia, Meg, Saryn, Lavos, Gauss, Mirage, Revenant and someone else (or even a couple).

    These comrades allow you to play practically without a brain, killing enemies much more powerfully than Nezha can with an augment.  Unfortunately, he can only kill weaklings, on whom it’s a pity to waste time anyway.  And it doesn’t automate anything more complicated than the first 10 minutes of survival.

    The more important question is: have the developers themselves played/tested what they are releasing? 

    Why first release an augment that is not very strong, but extremely effective against weak enemies, and then nerf it so much that it practically loses its meaning?  Why weaken the augment not by adjusting the existing values (multiplier), but by introducing a new limitation?

    Nova on release was a much different frame and I would say the first iteration of room nukes. Her molecular prime was not duration based, so it would instantly affect things in its range so both the effect and explosion were range based. This is pretty significant since now you usually don't build for range because of narrow minded and her 1 is actually more useful if the null stars arent beaming enemies. 10 years ago was a different game with a different power level but she was pretty much sayrn on crack since it was a slow + 2x damage that scaled etc.

    And I don't know how misinformed you are about nezha's capacity to "only kill weaklings" and "not very strong". The augment was insanely broken as it was 50m non los armour strip cc if built right ON TOP of everything nezha does - damage vuln, 90% dr, iframe on halo cast AND break, fire walker providing cc cleanse, and usually roar/nourish.  He has no problems killing anything in 1hr+ SP. No other frame in the game does as comfortable as nezha does and thats why it was nerfed. 

    Every frame you listed has to have some sort of interaction to nuke things. Equinox has to ramp and is squishy, Octavia has to maintain her nocturne or she'll just die from a stray bullet 100m away, mags crush is 18m for armor strip but polarize is base 8m with pulse travel time so its pretty much like nezha's augment now, Gauss's thermal sunder is like 10m or 12m i dont really remember, Lavos has actual cooldowns, Mirage outside of ESO isnt using discoball or ledgerdomain tech as the main nuke for anything more than 20min. Revenant aoe builds usually have some kind of conflict with his comfy roar build and you have to do some major min/maxing to have everything in one build, but its still balanced around the fact the beams have some weird oscillation and it drains energy. There was no balancing or downside to nezha's nuke. And no they probably didn't care for initial testing because nezha probably has like a 5% lifetime playrate and practically no one uses him if they either have rhino (easier to get) or revenant (completely immortal). I'm a nezha main but I think its delusional for people to complain about the nerf. It's in line with what DE usually does to "nuke" like abilities, and in fact they know they could have made it worse. In the changes they said "We didn’t want to change the Mod in a way that would alter the functionality that makes it so effective" because in the past they would usually change the damage, change the scaling, add los, add a cap, or just change the ability completely. The mod still does the same thing, but now you might just have to bullet jump one more time which is totally fair.

    • Like 1
  3. On 2024-04-07 at 11:17 AM, _Anise_ said:

    maybe it was a content creator reacting to a post they saw where she said that? may have been megan on prime time? I watch so many videos sometimes it's hard to keep track but if I would have thought I had to cite my sources I would have written it down, if someone can find where I might have seen that it would be appreciated ^-~

    yes the augment changed the ability, they didn't want to change basically what the augment was doing.

    It was here under the changes section you saw that:

     

    Anyway, I don't know why people are pretending that spears was being used as a cc tool. It made enemies into status sponges that would nuke them on a 50m non los basis. DE has ALWAYS nerfed things like this either by adding los, nerfing range, making it duration based, or just straight up changing the ability. Remember old ember? Kneecapped. Excalibur? Gone. Mesa? Gone. Nova? Gone. All of those have something in common which is what I fear the real reason for the nerf was - All of them were being used to macro/afk farm things. Its a huge reason why if you afk long enough you dont get resources anymore. I fear that they saw nezha's augment was going down that same path and had potential to lead to the same degenerate gameplay loop as previous abilities and just wanted to get a fix out quickly (which is on brand). However that's not to say that nuke frames are all gone. Most of them are now super niche, mostly not as comfy builds, and the build for nezha's divine retribution also fits that design philosophy. Form their past choices I think we can safely infer that any sort of build that leads to a comfortable experience while also having nuke potential will be suspected of a nerf. We can't have both.

    Personally I'm a nezha main and while I don't like that I finally got something new to play with and it was nerfed, it was a bit too strong. It turned most already decent weapons into 50m non los nukes just by running COR+H and two emerald shards, and non-aoe meta weapons we're thriving. I don't know why we're pretending that the strength penalty on overextended means pretty much anything outside the context of also using a helminth ability. Halo still works fine, you pretty much never need chakram to actually kill anything because we're at a point where our guns mow down everything in sight, and it was mainly used for energy generation. Most of the time if you're in a public lobby your spears wouldnt hit half the targets anyway because other people also have aoe weapons or are just killing stuff. For solo play, the mod still functions the same. Enemies come toward you. Sure you can't hit an extra 25m away, but you can just....bullet jump and cast it again? It's not like nezha struggles for energy, defense, or anything for that matter. 

     

    • Like 1
  4. On 2019-04-19 at 9:12 AM, (PS4)LoisGordils said:

    This is a copy-paste of Atlas's Rubble passive

    You're absolutely correct its basically a copy and paste. I feel like the general idea is worth pursuing on frost more because 1) Atlas only has two ways of collecting rubble, one of which completely blows to use meanwhile pretty much everything frost does can proc the passive 2) Atlas' rubble gives him decaying armor which in todays standard is pretty lackluster, so im proposing frost gets base armor which he can use offensively. Maybe this is more of a commentary on Atlas shortcomings, but I think Frost has enough history to deserve a better passive.

  5. So frost is a pretty decent frame. He's probably my go-to for defense and mobile defense when I don't really feel like bullet jumping everywhere. However, it seems that Frost is quickly becoming outclassed in terms of damage, tanking, and hunkering down. My proposition is not a total overhaul to what he does, just adding a new passive and some additional effects to his skills. Numbers and values are all hypothetical and purely speculative and im open to discuss different values.

    New Passive: Arctic Armor. Frozen enemies that are shattered drop an ice fragment that can be collected gaining 5 armor per fragment up to a maximum total of 1000 bonus armor. (200 stacks total)

    This new passive will greatly increase frosts tanking ability while giving players the choice of a more offensive playstyle. This will open up mod slots for other mods rather than just building for snowglobe, and even if you build for snowglobe only its going to be one hell of a globe.

    Freeze: Is this a lackluster skill? For 25 energy I think its fine for what it does, however theres some redundancies with Ice Wave. Both inflict cold damage with a 100% status chance. Freeze creates a small patch which, for comparison, is like a small area that inflicts mprime on enemies - reduces a target's movement speed and fire/attack rate by 75% as long as they stay in the patch. It has some synergy with snowglobe that i'd like to expand upon. Casting Freeze on a Snowglobe will explode the globe and create a patch of ice at that location. Essentially acting like it hit a surface. If you have a big globe, you get a big ice patch. 

    Ice Wave: This skill is by far one of the coolest looking abilities i've ever seen. It has a pretty good base range, does the whole cold package except it doesnt create an ice patch like Freeze (however theres an augment that will make frozen ground) and it does not make enemies Frozen. Thats it. No other synergies. Yeah, lets change that. I propose that after using Freeze and creating a frozen patch, casting Ice Wave while standing on the patch will now cause enemies to be Frozen for the rest of the duration of the patch. Side note: can we get a ground indicator for this like nidus' 1? 

    Snowglobe: What can I say? It's been the hunker down ability for a long time. I don't think anything about this ability should be changed considering all the QoL it has received already.

    Avalanche: This skill is seriously underrated. It shreds armor in a radius AND freezes enemies AND its and AoE. The only reason you probably don't want to focus on this skill is because it needs range, and if you have a lot of range your snowglobe gets huge and it sorta defeats the purpose of having a shield that tanks damage for you - if you use it that way. This already has synergy with Arctic Armor. It freezes enemies which allows you to get stacks, however I want it to do more. Holding this ability down will expel stacks of your Arctic Armor to increase the range by 1m per 10 stacks, capping at 20 additional meters). 

    So, what does all of this do for Frost? His new passive will make him tankier period. All of his little synergies will also make him more of a combo frame similar to Saryn and give the option for a more aggressive playstyle. Currently frosts' avalanche only requires 250% power strength to reach the full 100% armor strip. Typically a frost build uses a lot of strength and armor to increase the effectiveness of Snow Globe, however all the excess power strength doesn't benefit the armor stripping and having more damage on your Freeze and Ice Wave will soon be out-scaled. How can we solve this? Thats the point of Arctic Armor. Giving him a passive that will give him armor removes the need to build some of the excess strength on frost directly. Having an actual use for his Freeze and Ice Wave, beyond the cc if thats a thing people care about now, is also needed. The synergies work well enough together without going overboard. 

    Does any of this bring frost back into the spotlight? Probably not. Warframe is getting older and I expect newer frames to be a little more polished and attractive than the first generation of frames. As the game continues to evolve new technology is introduced and maybe frost will have a better look at eventually. However, I think this touch up will make frost feel a bit better to play right now and solidify his identity as the freeze frame. 

  6. It's very late so bear with my (mostly) incoherent proposal.

    Moddability is one of warframe's strongest and feature. Being able to customize a warframe (Read: min/max) for a specific mission type, or just for having fun, is nothing short of exceptional. It adds this pseudo RPG build-your-character feel to the game which is important when players want to feel distinguished among thousands of others. But, what happens when something new comes along? I will try to propose an idea that combines giving players greater customization and a mastery driven progression system. 

    Context behind what this post is about: Why does this matter?

    First we must address something that warframe has recently done very right, in my opinion. Contextual Power Creep. I'll try to give some context as to why this is important in warframe, and I will break this down into three parts. The second part is quest related so I will hide it, don't worry!

    Contextual Power Creep with Base mods VS. Corrupted Mods: I think DE has done a great job with some of the corrupted mods. When they were first introduced almost five years ago it really changed how we build our frames. It was no longer positive stats across the board with well rounded builds - it became min/max frames that were good at one specific thing. The cost of having a high efficiency frame was duration (Fleeting Expertise). The cost of having higher power strength was efficiency (Blind Rage). Frames became very specialized. This is, in my opinion a good thing. DE did not remove base mods, they kept them in. If you did not want to use Blind Rage for more power strength you wern't shoehorned into a new modding system where you were forced to choose one stat over the other. If you did want the max amount of power strength you would need to manage your energy. Some of these corrupt mods even had interesting side affects with abilities! Frost snowglobe became smaller with negative range, nova made enemies quicker with negative strength. Trading one stat for another let frames shine, let players *invest* into a certain play style, and, more importantly, gave players the choice. This has kept being the case.

    Contextual Power Creep with Set mods VS. Every other mod: Rather recently we have gotten the Set mods (Vigilante, Gladiator, etc). To get full advantage of them you really need to use more than one. However, some of these are almost staples in some builds now (Armaments, Adrenaline, Munitions, Secrets, etc) and people have gotten away with using one or two because of how strong each mod individually is. Some of them don't really shine because maybe the reward for using it doesn't outweigh the damage you're losing. Some of these set effects might need a buff, but this isnt what this post is about. Not every mod has to be "end game viable". For example, If a new player got the augur mod set they would probably use it. It's cheaper than using the base version of these mods, and to a new player they would probably take every bit of space they can. They might not have access to forma. They might not have access to Hydron or ESO to powerlevel their gear. These mods are in the game for new players to use and help them ease into their progression. It's not only for newer players, though. For example there are builds that prefer using something like Intensify + Augur Secrets over Transient Fortitude. The trade for keeping your duration is using two mods. For a one-to-one comparison lets look at Rage and hunter Adrenaline. Rage gives 40% health to energy conversion, and Adrenaline gives 45%. Why would anyone use Rage if its so blatantly power crept? Well, the cost. Two extra modding capacity VS. 5% extra health to energy conversion. It's your choice. And you might think "Wow two capacity, big deal!" but DE has, wantonly, added a set of mods that made space matter and made your choices matter.

    Contextual Power Creep with Umbra mods: Oh Umbra mods, how you tease us so. So far three Umbra mods for frames and two Umbra mods for melee have been released into the wild for everyone to use at their pleasure. Oh wait, you're telling me they cost 16 at max?...and only marginally better than base mods when used alone?...and I can't forma the "Tau" polarity into anything?...and can't get duplicates so I can have multiple ranks of them in case it absolutely can't fit into my build? Interesting isn't it? I wholeheartedly believe more Umbra mods will be released with the same theme of being marginally better than base mods, but really good once you start using multiple, with limited space on anything else other than Umbra Frame(s). It's almost the perfect crime. Umbra mods are a double edged sword. They are the ultimate form of min.maxing (so far). In most cases if you want to use Umbra mods on 

    anything else you need 6, 7, maybe 8 forma. Literally a majority of your frame needs to have forma on it. That's also the bad thing about them. Warframe has given us so much choice that this one is the ultimate sacrifice (ba-dum-tss). There is little customization you can do after you've made a frame, for all intents and purposes, Umbral. I've ran into cases where if I wanted to use another build I would have to forma one of my polarities out, and keep doing that every time I wanted to swap builds, or build an entirely new frame and forma that one so I can have an "Umbral" version and a regular version. Now, not everyone has/wants/should use Umbra mods, but like the beginning of this post this is about a progression system.

    All of this choice in the game is great and all, but we can't ignore that some frames are not created equal. Some frames are meant for Crowd Control (Nyx, Vauban), some are meant to support (Oberon, Ivara, Trinity), some for damage (Mesa, Chroma), some overlap, need buffs as the game goes on and content becomes more interesting and new mechanics are added, some do too much, some do the same thing as others but in a different way, you get the idea. With all of this diversity there is nothing stopping a player from having the same builds as us from the get go. There's nothing really stopping my friends from picking up Nekros and building him the same way I did, with less forma than I did, because they didn't have to experience the changes in the modding system, or the changes in warframe abilities, or the evolution of a game system. And because the game is always changing those players will soon experience the same thing. Some players feel, for a lack of a better word, cheated. I don't personally have a problem with slapping 4 more forma into my warframe because something changes. I think change is good, but you also shouldn't cheat players out of their resources. So, finally after an entire essay of things no one asked for lets get into the system I'm proposing. 

    The actual thing this post is about: Frame Mastery

    So, no one feels good about putting 4-6 forma on a frame only to have it be outdated, maybe not min/maxed anymore. Maybe it's just that times changed. Remember, abilities we're mods at one point and oh boy am I glad that changed. My idea is we give bonuses for people that invest more into their frames. Even better, we can tie it to augment mods, exilus mods, and mastery for a little extra umph.

    If I put Five forma on Nyx, let it unlock the ability to "absorb" one fully ranked base mod for half of its value. For example, Nyx has 5 forma in her, I'll give up a maxed Intensify to Nyx and she gains a passive 15% power strength. Sounds too strong? Put it behind a high mastery requirement, as well. Maybe make the requirement Mastery 15 for this option to even be unlocked.

    If I put Ten forma on Nyx, let it unlock the ability to "absorb" one fully ranked base mod for half of its value AND "absorb" an augment mod. Sounds too strong? Mastery rank 20 to unlock this. Give up 20k Kuva and 20k Endo to unlock this. 

    Fifteen forma? Give me the above and let me absorb an Exilius mod.

    My justification: Players want choice. They want customization, and they would be happy to work for it. By having multiple forma on a frame you demonstrate mastery. You're at end game content, you want to feel strong, you want to be rewarded for the time you put into something, and this is one way to show it. You can get through the entire game with two formas on a frame just fine, but this system gives players more diversity in builds, and it doesn't shoot players in the foot when there's power crept content. If Nyx doesn't need duration on her build anymore and I need to forma her 2 more times for a new build, I'm still actively working towards a new goal with a great reward to show that I've invested into this frame. 

    Another level in the modding system: Cluster Modding

    I think theres multiple levels of modding something. The first level is pretty basic, you just figure out what works and what doesn't for the playstyle you want. If you want a Frost snowglobe build you don't need duration. Power strength, armor, and health are the standard stats to look for. The second level is figuring out what mods you need, how much forma you need to put in, and what else you could put on him. Thats it, end of build, right? I wan't to add another layer. It's something we already have in the game but nothing more ever came out of it, and I think there's great potential. 

    Polarity swapping was added into the game because of the changes to how elements function on weapons. We used to just slap on every element into a weapon and they wouldn't combine, so putting forma here and there had no consequence on the damage output of the weapon. After that change, well you needed a way to force interactions with elements (and some guns had innate elemental damage) without shooting a player in the foot, so the ability to swap polarities around and control what the outcome of your damage type blessed us all. And then we pretty much forgot about it because it really has no use outside of that. So my solution of having another level is Cluster Modding!

    https://imgur.com/a/xwaIYpt

    This is just an example of how it could work (please don't crucify me for throwing in random mods). There's a lot of possibilities with this, but first there should be a way to enable cluster modding. Hear me out. After completing something you receive a "Cluster framework" which should just be like an item you slot into your warframe that binds some amount of moddable slots together, and when the requirements of the framework is complete you get a bonus stat. So in the picture two vertical vazarin polarities are linked together, and the requirement can be as simple as two matching vazarin mods or as complex as specifically a madurai mod on top and a naramon mod that both give power strength (something like intensify + augur secrets). The bonus stat doesn't have to be anything too out of this world, either. We're essentially moving polarities around so although some work is required to forma all the polarities within the framework at the end of the day moving them around to get something like +30% power strength isn't reasonable in my opinion. I'm talking small, but noticeable stats or even overall bonuses. For example, what if a more complex framework can give the madurai mods within the framework +1 rank. How is that useful? For min/maxing space! What if the framework just rewarded a cosmetic effect? What if the framework rewarded lifesteal from ability powers? There's a lot of applications that this can be used for, and a lot of depth it can bring to warframe.

    Conclusion:

    I'll keep this short since this has become a very long and probably incoherent post. These two systems sort of future-proofs the game while also giving that choice. Warframe is always evolving and the more stuff that comes out, the more stuff will have to be looked at to catch up. Who knows how long DE took to take a second look at all the secondaries and buff them. Who knows how long that was on the backburner before we actually got it. These systems probably create more problems but it's just a base level idea. DE is a very aggressively ambitious company and they probably already have something in the works, being tested - maybe even scrapping hundreds of ideas we've all posted. This might be one of them, and I'm okay with that. I just wanted to propose something that I've recently thought a lot about. 

     

    Some quick arguments and counter arguments in a QnA format:

    Q: What if we have multiple frames already with multiple forma in them? If we want both of them to unlock the highest tier in your first system thats more work than getting one frame!

    A: I thought about that too. I also thought about something like a forma dissolver that essentially removes forma from frames that are <Alike> and gives you points to allocate again how you want to. So for example, 2 forma in Excalibur, 3 in Prime, and 6 in Umbra. I would be able to remove 2 from Excalibur, and 3 in prime, and possibly put 4 in Umbra, and one back in Prime if I wanted to. That way I can unlock tiers of rewards for putting forma in a frame without having to actually redo the process of leveling and re-forma until that point.

    Q: How would Cluster Frameworks' stats be determined? Random or set?

    A: I honestly don't know. It could be whatever DE wants to do, honestly. I know there's a lot of disdain for rolling rivens, but people still do it anyway because they want to feel strong. If it was like rerolling the stats on the framework, for lets say...100 Endo each roll, people would still do it.

    Q: Aren't these systems too complex for a game like warframe?

    A: I don't think so. I think it promotes critical thinking. First there were rainbow builds which was essentially slapping everything on. Then we got damage types. Eidolons are a very good example of something that's delightfully complex. You want to get their armor low, but not completely stripped because you'll lose out on the 75% damage from radiation. Warframes have something similar already with channeling abilities. Before, most people would use a rank 4/5 Fleeting expertise and a 4/5 streamline to hit 75% efficiency. Now, channeled abilities calculate duration AND efficiency so people use maxed versions to get minimum drain. I don't think these systems are any less complicated than something like that, and can probably even mediate some of those nuances. 

    I'm going to sleep (Maybe just a bit more warframe, though)

     

  7. On 11/10/2017 at 2:55 PM, (PS4)godlysparta said:

    It’s a founder weapon. I think the non founders would be quite angry if the Skana Prime got buffed and be made a viable weapon. It’s the only reason not to buff it.

    Lato Prime exists. Community was pretty hushed when this was buffed.

    On 11/10/2017 at 12:46 PM, ShiraHagane said:

    It's not something they don't own, it's something they don't own, and will NEVER HAVE THE CHANCE OF OWNING.

    This thread is quickly becoming a "boo hoo founders crying be glad you have the weapon" when I mentioned in multiple posts my viewpoint on the matter. I shouldn't feel bad about wanting a buff for a weapon I, and many others, essentially paid money for. Theres multiple weapons that outpreform Prisma Skana and I've said multiple times I don't want it to be better - just on par. I'll even settle for identical. 

  8. 12 hours ago, Fezeal said:

    you really think you should be able to blow the limbs from a teralyst clean off in 1 shot? this is supposed to be a tough fight but its a joke with chroma

    Absolutely. Other weapons can essentially one hit a boss, even the shadow stalker. The teralyst is no different. If they introduced this boss when the game was still in rainbow build mode sure it'd be a tough boss, but its not. Times have changed. Weapons can do like 1 million damage now. Thats just how it is. Also it's not a tough fight at all even without buffers. Operators can go into void mode which makes all damage 0. Trinity can spam blessing with out without pizzas. Harrow can give infinite range damage immunity. That's just the tip of the ice berg, though. Trying to make an endurance fight when we have the capability of doing such high amounts of damage is not an easy task. 

     

    12 hours ago, Fezeal said:

    now your getting meta trinity and chroma only teams because thats all you need i know because i have been the trinity

    Trinity is meta because she's like the most reliable way to keep the lures alive. They're weak as hell and one meteor shower from the teralyst is enough to kill them. 

    All being said, the game offers ways to make the fight unnecessarily harder if you want it to be. Capturing Eidolons, believe it or not, is for endgame players. The only purpose they serve right now is a way to infinitely farm focus beyond the 250k cap. If you want to get everything in the focus trees it would take an absurdly long time playing the game casually. Eidolons, currently, is the solution for hardcore players. It's not a good solution. It's not a pretty solution. It's what we're given. 

  9. 3 hours ago, Fezeal said:

    its just a chroma exploiter, i would also would like to raise awareness to people who like to meta that with the right builds ice chroma is almost unkillable and he obviously isnt going to take a nerf, enjoy.

    This isnt even an exploit. People have been using fury boost chromas in raids and assassination sorties for months its nothing new. Everyone is fine if a rhino gives 250% damage to his entire team, or octavia damage boosting + giving stealth, but a chroma that can give himself a buff? Wow damn that sure is an exploit...

  10. 15 hours ago, ----Legacy---- said:

    That's why exclusives are usually cosmetics, not gear or characters unless they can be obtained at any moment, have a public equivalent, or at least have something of similar value to make up for it on other platforms (in the case of platform exclusives)

    Just pointing out that Prisma Skana is public to everyone, but its hardly an equivalent as seen by my tests.

    10 hours ago, Pixues said:

    See what i did there. I changed the position of one word. 

    I dont think anyone is going to quit if skana prime doesnt get a buff, or if any weapon doesnt get a buff. However, it's pretty unfair that they buff the lato prime and leave the skana prime in the dust, when theres a free version that everyone can get that's better than the PRIME equivalent. 

  11. 15 hours ago, bubbabenali said:

    So now you have to choose between "look at me! I'm a founder!!!" and "look at me! I deal damage like everyone else!!!"?

    Tough luck.

     

    You're completely missing the point of the post and many other posts in the thread. Why is the decision mutually exclusive when it comes to skana prime but not the lato prime? Lato prime is an extremely strong weapon. I'm not saying I want the skana prime to be top tier - literally just on par with the Prisma. 

    15 hours ago, bubbabenali said:

    Deal with it, some "beginner weapons" will never be buffed, DE wants us to play with our new toys - not with our favourites.

    Beginner weapons are healthy for the game, and weapons that do insane amounts of damage are somewhat healthy for the endgame. It shows progression which is what warframe is all about. If they didnt want us to play with older or even our favourite weapons then why do they ever buff the old ones like Lato Prime or glaive prime?

  12. 6 hours ago, (Xbox One)KOR Falleneagle said:

    Anyone can get the glaive prime (or any other nonfounder's weapons) through trading at any time

    Not entirely true. All current keys for Glaive Prime are vaulted and they are very old keys. Only those that farmed for the keys during the time it was not vaulted would have the ability (unless traded away) to get the glaive prime. There's only so much of the keys in game. Not to mention that if someone wants to farm the glaive they're probably going to do a radiant share and finding three other people with the keys can drastically reduce the amount of keys in circulation. Theoretically four keys (one key each part) can lead to four people having glaive prime but mathematically you're more likely to get something other than a glaive prime part even if its radiant. 

    You could counterclaim that the whole point of the vault is so things become unvaulted eventually so people can get it again.

    Why would I reinforce a potential counterclaim? Because it sorta reinforces mine. The skana prime is garbage compared to even non-prime swords. There's a lot of weapons out there that could be better, but this is the biggest offender in my opinion. 

  13. 2 hours ago, Ventura_Highway said:

    If it does deserve a buff then most other old prime weapons deserve a buff.

     

    Most other old prime melees have at least 15% crit or status which makes them crit/status viable with bloodrush/condition overload. Fang Prime and Skana Prime are one  of the few that don't. But I would love a buff to some of the older primes like ankyros. 

  14. 7 hours ago, (Xbox One)Zweimander said:

    Now lets say they do buff the Skana to be better then broken war even

    My proposed buff doesnt make it as stong as broken war nor the dakra prime. Dakra prime has almost 2x the base damage and broken war has almost 3x the base damage as Skana Prime. 

    2 hours ago, (Xbox One)Zweimander said:

    The prestige of owning the founder weapons should be enough for any tenno.

    Theres no prestige of owning a Skana Prime when a Prisma Skana is better than it. If it was at least as good as the Prisma Skana i'd be okay with it. I want DE to just give me a reason to use this thing. 

  15. 8 hours ago, (Xbox One)Zweimander said:

    its an exclusive weapon to a small percentage of the playerbase.

    The same logic can be applied to weapons that are vaulted. Glaive prime was vaulted last year (returned for a pack you had to pay for) and it was buffed in U21. Its an exclusive weapon that a small percentage of players have AND its a very strong melee weapon by itself and pumps out some serious dps when dual wielding. 

    The lato prime is one of the best secondaries in game without even considering a riven. 

     

    8 hours ago, (Xbox One)Zweimander said:

    DE getting lashed at if it ended up one of the best one handed sword.

    Broken War is better than skana prime. Everyone gets Broken War. 

    Dakra Prime is better than skana prime.

    Newly released Krohkur is better than skana prime. My proposed skana prime buff is still marginally worse than this weapon. 

    Fun fact the only weapons that has both a prime and a variant whos prime is weaker than its variant is Skapa Prime and Cernos Prime - and cernos is a mechanically different bow.

     

    All im saying make the prime as good as the weapon that everyone else can get for free. 

  16. The meta in warframe for a long time has been critical damage, and now with the addition of mods such as condition overload, drifting contact, weeping wounds its possible to make some weaker weapons that wee dont think much of into viable weapon. 

    First lets talk about Skana Prime (SP from here on out) and Prisma Skana (Prisma). Yes, SP is a founder only weapon and it should feel good to use. Prisma is available whenever Baro sells it and you can even trade it. SP has 10% crit and status with a 1.5x multiplier. Prisma has 20% crit, still 10% status, but with a 2.0x multiplier. 

    Here are two builds for SP and Prisma using the same mod set. 

    https://goo.gl/uvBQgm (SP)

    https://goo.gl/8vgCYm (Prisma)

    As you can see the damage for Prisma is a lot more. Prisma continues to outshine SP when you give both weapons berserk stacks, combo multiplier, etc. Prisma outperforms SP consistently because its crit AND status viable. 

    Those builds were to showcase Prisma's potential more than SP. Since SP isnt crit viable lets look at a build that has no status investment. 

    https://goo.gl/8vgCYm (SP)

    https://goo.gl/n5R7H6 (Prisma)

    You may be asking why even put condition overload into this build and thats because you can get a guaranteed cold proc from taxon AND a blight proc. Either way, as expected, Prisma still outshines comparing the same build, however SP with this build is similar to Prisma in the previous build.

    In the end Prisma will always be better. Having status is really good utility and more status procs = more damage provided by Condition Overload. Both weapons can use the augment mod Bright Purity and both weapons can use the same riven mod if you happen to get one. 

    So why bother using Skana Prime?

    I propose raising Skana Prime's crit to 20%, the multiplier to 2.0, and the status to 20%. This way Skana Prime is just marginally better with status being the major difference. 

  17. Firstly, no. Here's why.

     

    1) Most of the frames will need a redesign to make them the alternate gender. Generally speaking there are differences in anatomical structure between the male and female body. This is already proven with excal and nyx. Various body aesthetics will have to adjusted such as ember prime's thigh adornments, mirages knee? adornments, Mesas, banshees, atlas, frosts jacket/coat. This is a huge load of work.

     

    2) Most of the frames have attributes such as a cod piece or breasts (maybe breast plates since they're armor I guess). This is not easily transferable into the alternate gender. For example, nekros. Nekros is reminiscent of muscle tissue. So how do you make that the other gender? Add curves and breast tissue I suppose. But when you get down to it that's what you're asking for. Boobs on a nekros. 

     

    3) How will DE deal with the sexism? I'm sure as im typing this theres like 20 replies and a handful of them are already sexist. How will DE respond to those people that say "_____ frame is too thin/fat/skinny/short/defined/frail/toned" etc. It's not going to end well. It's easier to just say if you want to play mesa play mesa.

     

    4) What is going to change if there were different genders of warframes? They arent going to be any better or worse. Its going to be the same thing considering 80% of the time you're staring at the back of the frame. 

×
×
  • Create New...