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JargenBakt

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  1. Bumping my thread because the latest hotfix (35.5.6) still hasn't reverted the changes. I dunno about you guys, but it's not getting any better that I have to continually hover-over to look at information that I could have just as easily glanced at.
  2. The changes to weapon information statistics in the arsenal are still in place therefore still hiding critical information to the player via hover overs. Still calling for these UI changes to be reverted because these changes were completely unnecessary and serve absolutely no purpose to anyone.
  3. The problem you haven't mentioned yet would be status distribution. Currently they all mess with status distribution in addition to elemental merging. The only way to actually fix all this is to make the elemental buffs apply a separate hit instance identical to how Xaku's Xata's Whisper or Saryn's Toxic Lash functions.
  4. Not really. It's not surprising that they aren't saying too much after what just happened. We'll likely see a more detailed explanation (hopefully) during the next devstream or maybe sooner in the upcoming hotfix patch notes. For now, I've already stopped worrying about the current state of things. I've made a few threads detailing some of the more egregious issues that Warframe has had for a long time now in hopes of getting noticed, but I really don't expect anything to come of them. The devteam has always cherrypicked what to fix and a lot of times that comes from total community outcry rather than a necessity to fix some glaring design flaws. It's just the sort of thing you come to expect after having followed the progress of Warframe for years. Although, it's still a much better playable game than it was like five years ago when I started where I had some pretty nasty things to say about it back then. Things do get changed for the better eventually. Just wish the devteam had a stronger focus on fixing some of the more minor things (elemental buffs affecting damage and status distribution, heavy weapons being treated as gear items) that are technically not all that minor.
  5. Continuation from this thread so it doesn't get buried: https://forums.warframe.com/topic/1392774-elite-archimedea-assassination/ It's high time that Heavy Weapons are treated as part of our Arsenal and Loadouts proper rather than having them continually be treated as some "gear" item. They may be incredibly underpowered compared to everything else in the game, but that doesn't excuse the fact that we're getting locked out of one of our weapons. Spending all that time, resources, and forma into these weapons only to not be able to use it is an affront to all players. Every last bit of equipment we take into high level missions should be usable and that includes the Heavy Weapons. Even if they don't have the necessary damage output required therefore making them mostly useless. Lets not forget that this has been a problem for (Elite) Sanctuary Onslaught for a very long time now.
  6. Anything would be preferable over what we currently have. Letting us trade in rewards we don't want for other rewards in the drop table would be better. Deep Archimedea is too much of an investment, time sink, and patience to not let the player choose their own rewards. Especially since it's three consecutive missions of varying difficulties that could have you sitting around for up to an hour playing DA which can be a bit much for some players.
  7. Well, I've said all that I wanted to say. At this point the only choice is to wait to see how the dev team will handle everything going forward. All I'm hoping now is that my thread got noticed and my petition request forwarded. I won't be disappointed if nothing comes of it, but hey... it would be nice. Sometimes you just gotta rant, you know?
  8. @Rian17Did you ever notice how the game would show you so few damage numbers while wailing on the boss? That was Damage Attenuation rearing its ugly head. Even while I was in low-ping matches it would still happen because the game is dividing up the damage tics between players often making the hoster priority. The way the game handle Damage Attenuation for that boss in particular is seriously messed up. I don't think I've ever seen it with other enemy types like the Necramechs, Liches, Sisters. The game really doesn't want you dealing too much damage at once in a certain timeframe so it just starts dropping damage tics from what I was able to determine. I'm fairly positive it wasn't some visual bug where the game wasn't showing you damage numbers. So many players ran incredibly high fire rate weapons during Gargoyle's Cry so it could just be a case of the game getting overloaded with the sheer amount of data it needs to track and send to other clients... but then again, others I talked to were positive this was due to Damage Attenuation. Take it or leave it, one way or another, this boss is messed up no matter what the real explanation is.
  9. It was implied and I wasn't the only one who came to that conclusion too. There are a whole slew of other people here on the forums who thought the exact same thing and said the exact same thing I did. This is why Deep Archimedea is an absolute nightmare in its current form as so many of us thought it was all going to be optional with the only thing we had to do was run it multiple times with whatever modifiers we choose until we hit max reward tier. There's a progress bar, but no saved progression. The optional modifiers are optional yet they aren't optional and are required. You see where I'm coming from? There's a huge implication of how the system was suppose to work before release because of multiple factors at play here including the awful way of the information is portrayed on the UI. No one, and I mean no one, was thinking that everything was going to be required from the start and that we would pick our restrictions and play at our leisure throughout the week until we completed it and received all five rewards. The whole idea of a consecutive game mode that is hugely restrictive is a truly awful idea anyway because players need to be able to take breaks after some difficult sessions.
  10. What's there to be confused about? Dante released, they later then said the changes were going to be minor, the changes dropped and the entire community gets whiplashed because the changes were not minor. Same thing goes for Deep Archimedea and the optional modifiers being mandatory to receive any kind of reward when we were told the optional modifiers were entirely optional and were just going to be there to speed up the reward process. The communication regarding two pretty major additions to the game have been not all as it had seems. It's why I'm calling for this petition because of the communication issues.
  11. That's why having the Archguns tied to the gear wheel as "gear" is one of the more baffling design decisions. It's another weapon in your arsenal and not some "gear." You shouldn't have to disable a modifier to use something that is part of your loadout. It became incredibly useful during Gargoyle's Cry to be able to call upon a weapon with relatively high damage, high fire-rate, and high maximum ammo reserve. To have one of your weapons completely disabled even if it is one that is barely used is something that simply shouldn't happen. It's fine during the sorties because those are low-level enough that it's not a problem, but we're talking uber high level enemies here. That kind of modifier just won't fly in this case. Either they need to change it so archguns aren't affected by the modifier or just get rid of the modifier entirely.
  12. Already made a separate thread on the matter.
  13. Archguns. Or rather as they're actually called in-game, "Heavy Weapons." This is where they would be useful if they had mod parity with the other weapons in the game. It's not worth doing that Assassination mission without the use of archguns because then you'd need to put on Dispensary which can just straight up kill builds as armor stripping becomes mandatory at those levels. Lets not forget that Damage Attenuation is still broken as it'll just stop counting damage tics if a target receives too many of them. It was a huge problem during Gargoyle's Cry and it's only going to get worse if they continue to reuse this boss especially at those levels. This is why I'm likely not even going to bother with Deep Archimedea. I did the first week because I was curious and somehow managed to get up to diamond reward tier. It was a truly awful experience. Netracells are perfectly serviceable now that all the worthless loot have been removed from the drop table. Patience is a virtue, but even patience can have limits when it comes to something like Deep Archimedea.
  14. Quite a lot actually. If you've been paying attention recently, there's been a serious lack of proper communication. Dante got super nerfed into the ground after they told the community that it was going to be minor changes. Deep Archimedea requires the "optional" modifiers to be enabled to get all the rewards despite being told that wasn't going to be the case and that players could just run it multiple times as needed and that the optional modifiers would just speed up the process. Warframe has always prided itself on its community and communication and this is the worst it has been in a while. I've seen a lot of drama and miscommunication over the years while playing, but everything about what has happened recently has shown something is going on on the development side of things. I'd like to hear their side of things that's more than just a simple brief explanation.
  15. Deadhead arcanes suffer differently. More often than not, "Damage Over Time" damage will deal the final blow preventing you from proc'ing the Deadhead arcanes. The murmur enemies (not the Entrati mechs) tend to have such high health that you need DOTs to help kill them at higher levels. It's what I usually refer to as the "Kill Skill" problem. A lot of games like Warframe has this issue. It never get resolved either and can be absolutely obnoxious when the "Kill Skill" involved is the bulk of your damage output. "Kill Skills" are absolutely terrible game design as you're typically trying to proc them off the enemies with the least amount of health, shields, and armor just to get them going.
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