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FrackingBiscuit

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Posts posted by FrackingBiscuit

  1. I think the channeling visual effect changes (glavie to a 5 pronged monster or dual fangs to dual swords) should be sold as platinum. It's a cosmetic and the devs need their money! I know tons of people would by the skin anyways, just as long as it wasn't 200p or so...

     

    Otherwise, me gusta!

     

    Can confirm that I would buy these.

     

    Source:  I am not wise with my money.

  2. I'm all for channeling stats.  Efficiency/damage bonus/anything else.

     

    I think channeling mods might do better if they just didn't reduce Channeling efficiency.  I don't think they need their own slots.  I do think, however, that it might be cool if each weapon came with two slots for Weapon Abilities, similar to Warframe powers and Sentinel/Kubrow precepts.  This could be how critical damage/attack speed boosts are added to weapons; Fragor might have one for increased swing speed when channeling and one for area-of-effect impacts.  Silva & Aegis could have one ability grant a reduction to stamina cost for blocking.  They would all be three-rank mods like any Warframe power and could just use the precept "I" polarity.  I don't think mod capacity would be hurt too much considering the big boost we get from Stance mods; a lot of my pre-melee 2.0 weapons have gone from lacking the capacity to fill every slot to having every slot filled and some capacity left over.

  3. I'm all for an idea like this.

     

    We're seeing little bits and pieces of this coming out with different ammo stats for a few guns like Grakata and Akzani.  I always thought the idea of different tiers/calibers/what have you made more sense than every weapon in the category having the same ammo.  It made some weapons incredibly ammo efficient and gave others a huge problem where you just couldn't use them on a mission.  

     

    I don't disagree with moving launchers into the Shotgun category (grenades and small rockets/explosives have more in common with large shotgun shells than rifle cartridges) but I don't know how well the community will react to it.  Like you said there'd also need to be more normalization between Serration and Point Blank so that launchers aren't just left with another big nerf.

     

    Alternatively there could be an entire new Explosive category with its own damage and ammo mutation mods.  Might also mean making new mods for the other stats and finding enemies to drop them, though, but at the same time we could get new Nightmare/dual stat/Corrupted mods for them.  It'd be more RNG (which would not go over well) but I also think the idea as a whole makes a lot more sense.  Could replace a lot of the Warframe ability mod drops with them; kill two birds with one stone.

     

    An alternative alternative is to have a family of mods that just works for all guns; fire rate, ammo max, mag cap - but that's not going to happen so I don't even know why I'm bringing it up.

  4. Weren't grenades a thing a long long time ago?  And were taken out because grenades with special effects were just taking the place of Warframe powers?

     

    That said, if there were more explosive thrown weapons like the Castanas, I think it'd be cool.  Whether they be manual, timer, or impact-detonated.  But I don't think grenades will ever be added (or returned?) to a "Golden Triangle" position with guns and melee.  Tenno are masters of gun and blade, not gun, blade, and bomb!  Why do you think we kill ourselves with Pentas all the time?  There's a reason the Lotus is taking all our explosives from us!

  5. Pushing damage to weapon ranks might cause equal unforeseeable problems, like weapons being horribly unbalanced or well no significant changes.

     

    Because once all the damage mods have been push to the side, we still have 7 elemental mods, if not crit chance mods + crit damage mods, and even then damage types, if not damage types we still have split chamber, if not split chamber people would opt for increased fire rate as it logically boost DPS, etc etc.

     

    Builds in general will always tend towards the most effective way of disposing an enemy, which is damage or improving the total damage that can be dished out. Accuracy/recoil mods or ammo mods hardly add to the equation, because even if your accuracy or recoil is much higher, people rather a one shot machine than a 5 shot weapon. Also ammo mods increases ammo mag, not the total ammo capacity, so in the end what players gain is only roughly..... 10 to 20 bullets which means hardly anything and it pathetic.

     

    Agreed on most accounts.  I agree that we "tend twards the most effective way of disposing an enemy".  Everybody is always searching for how to get the most bang for their buck.  Builds are limited to how a weapon is statted rather than what mods do; if my weapon his high crit damage and crit multiplier, why shouldn't I build for crits?  Why put status chance mods on a weapon with 2.5% status chance?  But if a weapon has a high crit chance, good base damage, but a low crit modifier, there's no reason to attempt a "hybrid build".  I think the problem is more with weapon design than mods - and to be perfectly honest I don't actually think it's a real problem.  If you can pick up a mod and find a weapon for it, I think it's fine.  But yeah, there have been times I where I felt like I wasn't really making a choice - "Do I build my crit rifle for crits?" isn't really a question, either.

     

    I don't quite agree that accuracy/recoil mods don't add anything - I think the problem is that there aren't weapons that have a need for them.  I've thrown Steady Hands on some high-recoil secondaries had noticed I was hitting more frequently with more accuracy, which naturally means my damage output was greater - but I've never thought "You know what would go good on this rifle?  Stabilizer."  So really I half agree/half disagree; the problem is once again with weapon design over mod design, and this time I really do think it's a problem.

     

    Agreed on things like mag capacity mods; when I first started playing the natural assumption I had was that if my magazine capacity is X, then my max ammo would be X times a certain number of magazines.  When I realized my rifle would always have 520 spare ammo, I decided that having a mod that just let me expend my ammo faster wasn't worth it.  A fire rate mod would be better in that case; and for heavy weapons with spin-up time they seem to have an exponential effect on reaching your max RoF which makes them an actual viable mod for those weapons.  Then when I got ammo max mods and realized it's only 30% more ammo at maximum, I decided it would never be worth the mod space.  If mag capacity and max ammo were combined into a dual-stat mod, I think they'd be a lot more viable.  Until then Ammo Drum and Magazine Warp will be relegated to fusion fodder.

  6.  

     

    A quote by DE steve:

     

    "are you serious, your trying to change a system that is already working semi perfectly? Your saying there are no combination of builds that are different, but if i go look at other peoples builds on Warframe builder or the Forums i will see hundreds of builds all different from eachother."

     

    Not word by word but you get the point.

     

     

    Saying there are no builds other then Serration, Hornet strike, Lethal torrent, Split chamber, etc. Is absolutely 100% WRONG.

     

    There are hundreds of builds that still use those mods with a combination of other mods, its not that the mods are to good, its just that other mods aren't good enough.

     

    if Eagle Eyes was a 100% Accuracy buff, you would see sooooo many builds with in comboed with heavy calibre.

     

    If ammo drumb was a 200% ammo increase Sniper, bow, and Launcher builds would always have it. (launchers getting ammo nerf yay.)

     

    Your saying that we should remove Serration and other mods like it, but that is not the right way, we should BUFF all the USELESS mods.

     

     
    Edit: I am not saying i would be angry if they changed it, they could make Serration have falloff damage and i wouldn't mine, i am just saying, saying there are no unique builds in warframe is 100% wrong.
     
    Nerfing serration is not going to make Warframe any different, changing it slightly might. Though there is always those 2 upgrades in any RPG (warframe is RPGish) that everyone wants and everyone has.

     

    I think the real issue is just that every setup uses these mods which means weapons don't really have eight mod slots; they have seven.  Even if you made all the other mods better, Serration, Point Blank, Hornet Strike, and Pressure Point would still be used.  Yes, we'd combo Eagle Eye and Heavy Caliber - but we'd still keep Serration.

     

    It's not that there aren't any other choices at all.  There are a lot of people who say that but I don't agree.  It's just that "Do I use Serration or not?" isn't a question anybody asks.  Moving the base damage boosts off of mods entirely and putting them into a weapon's rank (or a shooting stance/aura/something like many other have suggested) would alleviate this problem and would also just be a cool change to see.

  7. My two cents:

     

    Innate damage level (adding 5.5% damage to a rifle each time it ranks up gives you the equivalent of a maxed Serration at rank 30 - just a thought), maybe tweaking some mods like Ammo Drum/Mag Warp to have a bigger impact and new 5-rank damage mods that only add 5-10% damage per level.  The damage/fire rate/reload speed/mag capacity/ammo max mods would then feel more like the Warframe power mods; there would still be mods that everyone goes for but I think it wouldn't be as problematic as what it is now.

     

    Or even better yet, no flat damage mods at all and add something like shooting stance/style mods.  There wouldn't be any fancy combos or channeling but they'd be a good way to get increased damage/stats and extra mod capacity for unranked weapons.  A rifle stance that adds 10% damage per level versus a stance that adds 5% damage and faster reload speed/fire rate, stances for snipers/bows, maybe using zooming in as the gunnery equivalent to channeling for adding special effects to weapons (highlighting enemies and objects like the Codex Scanner when scoped, for example).  

  8. They should have their base channeling multiplier increased to 75% to match their previous niche of being charge-oriented weapons.

     

    IMO heavy weapons need a buff to their crit chance, so using Berserker they can be made faster.

     

    I agree with both of these.  Channeling modifier/channeling power could even be their own stats for melee weapons across the board, with heavy weapons generally being better at channeling than lighter weapons.

     

    What do people think about channeling mods reducing channeling efficiency?  I haven't used them all that much so I don't know what to make of them.  When I look at them I feel like they add too much energy cost for what they do, and in order to compensate for them I have to add more efficiency mods.  It's like I either mod my melee weapons like I used to normally or I mod them exclusively for channeling effects and miss out on killing power.

  9. I agree that Oxium costs for Zephyr and Helios are too high.  Dragon Nikana only costs 75, and I honestly feel that that's fair.  I don't think farming that much Oxium takes any more time than watching a newer player farm for polymer bundles or rubedo or something similar.  I say this having just helped my friend farm exactly those materials this weekend as his introduction to Warframe.  Dragon Nikana also requires an Argon Crystal and is built off a sword that requires 3 Argon Crystals and Forma as an added cost.

     

    A lot of us couldn't care less about farming those items anymore.  What am I going to do with 250,000+ nano spores?  When I'm trying to build something I'm never worried about commons, just rare mats; and some of those I have hundreds of lying around, so even then there are only certain items I'm worried about.  But Oxium amounts of about 75-150 seem to have the same impact on veteran players as any other common resource does on new players.  Personally I think this is a good thing; it keeps old players working.  In those cases, maybe just the way Oxium is acquired is the real problem.

     

    As an aside, Argon crystals do the same thing as Oxium in a different way; the fact that the drop only in the Void and sometimes from Phorid (and apparently other random places I can't seem to keep track of) means that you only have certain time windows to collect them, and there's a good case to be made against that, but the combination of their half-life and their low requirements actually makes them work pretty well.

     

    But the amount of Oxium needed for Zephyr and Helios seem to miss just how time consuming it is to farm Oxium.  Even getting 50+ is one run, you'd need to do 12 runs for Zephyr and 6 runs for Helios.  If it was a different rare material you could easily cut the number of runs in half.  And no, it's not hard to farm them, but it is time consuming, and unless you're going with a premade team it's very easy to get one or two guys who just don't know what they're doing and cause you to miss out on a fair amount of Oxium - which means getting 50+ in a run is rare, which is why most players seem to say "40 Oxium at best".  I seem to get 45 or more if I play really aggressively with a certain Warframe, but then I have to deal with my teammates verbally harassing me and abandoning the mission for going so hard... not that that's something DE needs to take into account.  There's also a case to be made for Oxium runs being generally longer and more intense/stressful than fighting bosses due to the fact that an Oxium Osprey can suicide and keep you from getting Oxium.

     

    In all honesty, I would say Zephyr's cost-per-par should be cut in half.  100 Oxium feels about the same as farming for a single rare material.  Maybe 150 at the most, but 200 is just too much when you have to do it three times in total.  Helios I would say doesn't need to be cut in half - maybe 200 Oxium.  But even 250 feels like too much.

     

    As an aside, I also think that Prime weapons should have their Orokin Cell cost cut down and maybe replaced with Forma.  Forma seems to be some kinda Orokin thingstuff and it makes sense to me that it'd be involved in the construction of Orokin tech.  (I'm even fine with needing a Forma for every room in a Dojo, since a Dojo is described at one point as an imitation Orokin Tower).  I also don't think needing Forma to make a Corpus assault rifle or a Grineer sledgehammer makes sense.   But really, all that's just to address the high Cell requirement for Prime weapons; Forma itself isn't so hard to come by these days, and the real concern for Form is the time it takes to build and the additional rare materials required.  If I had to use 2-4 Orokin Cells and 1-2 Forma in come combination I'd be spending as much time (or even more time) playing the game, but I'd be doing it in more varied environments and having more fun than fighting Sargas Ruk 100 times, as someone else put it.  In short:  Cells + Forms for Orokin tech, and other, more diverse rare materials for Clan tech.

     

    I don't know if the platinum cost of Orokin Cells (10 per) has anything to do with DE's Cell requirements; I don't know how many Cells are just bought in the market to finish Prime Weapons.  But if Orokin Cells don't sell much, I'm sure they'd also do better financial with players buying Forma to make Prime weapons.  Conversely, you can buy 300 Oxium for 30 plat, which isn't the worst thing in the world if you're the time to buy materials with money.

     

    Just my two cents.  A lot of it's based on conjecture on how I think players feel so please do chime in and let me know how these things impact you.

     

    tl;dr - Farming hundreds of Oxium stresses players more than a half dozen rare mats, pricings don't seem to understand this.  Argon crystals not too bad.  Forma for Prime weapons and varied rare mats for Clan weapons.

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