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JargenBakt

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Posts posted by JargenBakt

  1. 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.

    • Like 1
  2. 2 hours ago, Rathalio said:

    Although maybe the solution would be simply to no longer merge elements with the elemental buffs.

    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.

  3. 6 hours ago, CephalonOlphus said:

    So did you get what you wanted from the devshort?

    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.

  4. 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.

    • Like 1
  5. 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.

  6. 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?

    • Like 1
  7. @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.

    • Like 2
  8. 25 minutes ago, Nekomian said:

    I genuinely cannot find this anywhere where they stated modifiers would "speed up the reward process"; even the dev stream where they first showed this off shows that it requires all modifiers for all rewards, or you can use less for "less rewards that week". Pablo states it many times, as does Megan when she mentions you can play with no modifiers and it affects the research value (and thus, weekly rewards given by proxy):

    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.

  9. 8 minutes ago, Nekomian said:

    I'm a bit confused by this - we had a devshorts with Reb explaining changes were coming, a hotfix, followed by multiple PSAs (as well as patch note) explaining the reasoning behind it and subsequent changes that were coming, due to faulty implementation.

    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.

    • Like 1
  10. 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.

    • Like 4
  11. 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.

    • Like 8
  12. 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.

    • Like 6
  13. 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.

    • Like 6
  14. For those who got a quick peek at this weeks Deep Archimedea, we got Assassination on the last mission. This is a problem because like half the players I met during Gargoyle's Cry ended up using the archguns like the Mausolon or Imperator Vandal because you simply didn't have enough primary/secondary ammo unless you were packing Dispensary and maintained it.

     

    It is a cruel joke that we have yet another Modifier that absolutely neuters the player especially since Archguns don't get much use these days and this is one of the few use cases for them.

  15. 3 minutes ago, Rathalio said:

    Yeah it can mix elements you don't want, sure. What's the draw back? Maybe it makes you weapon a bit less optimal for a minute. But also at the same time it gives you more damage overall. So really it's just a slight annoyance. Especially when the buff is high in value.

    There are arcanes - Primary Frostbite, Primary Blight, Cascadia Flare, Conjunction Voltage, Secondary Shiver (relies on cold procs to be present for damage) - that rely on proc'ing certain elemental status effects in order to maintain them. It's more than just a minor drawback. I'd had instances where I couldn't do any meaningful damage whatsoever for minutes at a time because I couldn't proc any of my arcanes. I kept getting buffed over and over again by my squad mates so often to the point where I just had to give up.

  16. Anyone who has played long enough there are some abilities and numerous augments that apply elemental buffs to a player and their squad within the defined range. Well, the problem with all of these buffs is that they get tacked on as if you're putting another mod on to your weapon. It'll merge with primary elements that still exist (this is particularly bad on tenet, kuva, and other weapons that contain a primary elemental) and it'll throw your entire status chance proc chance between your current damage type configuration completely out-of-whack sometimes even overpowering the other damage types so much to the point that they almost never proc because the introduction of the elemental buffs slaps on has such incredibly high damage compared to what already exists on the weapon.

     

    I use to use many of these augments back when I was first started playing, but when I realized what they did I just stopped using them entirely. It's not fun when you're trying to improve your squad only to come around and end up being a griefer instead due to how they work. I've seen other players use these very same augments probably not even realizing that they're causing problems for their squad.

     

    In my opinion, I'd rather have these abilities and augments work by applying a completely separate damage instance so it doesn't elemental merge and doesn't affect status chance proc'ing on already existing damage types.

     

    I'll start with the ones that I've found. Let me know if I missed any because I tend to avoid these things because of how disruptive they are.

     

    • Grendel
      • Ability: Nourish  (Viral)
    • Gauss
      • Ability: Thermal Sunder
        • Augment: Thermal Transfer  (Heat, Cold)
    • Ember
      • Ability: Fireball
        • Augment: Fireball Frenzy  (Heat)
    • Volt
      • Ability: Shock
        • Augment: Shock Trooper  (Electricity)
    • Frost
      • Ability: Freeze
        • Augment: Freeze Force  (Cold)
    • Oberon
      • Ability: Smite
        • Augment: Smite Infusion  (Radiation)
    • Saryn
      • Ability: Spores
        • Augment: Venom Dose  (Corrosive)
    • Like 4
  17. 37 minutes ago, [DE]Megan said:

    Fixed the Loadout options resetting daily instead of weekly (at usual reset time) as intended. 

    This is a terrible change unless there is something to be done about equipment one doesn't own. Which brings me to the next point, the current system is pulling from the entire collection of weapons and frames in the game including the Wolf Sledge which is incredible difficult to obtain normally without spending plat on the market to get it from another player. Yeah, I got the Wolf Sledge as one of my options so that's how I know there are zero restrictions in what equipment it'll pull from. Some stuff simply should be blacklisted from ever getting chosen and that's one of them.

    • Like 4
  18. So after I just completely an Elite with a random sqaud... one of the squad goes off treasure hunting at the end of Mission 3 while the rest of us are sitting at extract while a whole barrage of enemies starts barrelling towards us. Fortunately we finished, but this one guy had the potential to screw over an entire Elite Deep Archimedea AT THE VERY END OF MISSION 3! Either disable the Voca spawns and make it explicitly known they are disabled or force Mission Complete on first person to extract so the rest of us aren't screwed by people who can't help themselves and potentially screw over the entire squad in the process.

     

    And to those who would say "just form a proper squad instead of doing randoms"... not everyone wants to spend the time trying to get a proper squad going. Many of us just prefer to pick and go. That's the whole point of matchmaking.

    • Like 5
  19. 2 minutes ago, Stormandreas said:

    So we DO have to use the random loadouts to get the rewards.

    We were told we would NOT have to do this, and yet, it turns out we do... so uh... wanna explain DE?

    Yeah, I was just about to post the same thing. I don't nearly grow attached to any piece of equipment for too long before I start experimenting which always throws my entire selection of gear in my arsenal into chaos. Unlocking the new game mode rewards you with nothing if you don't pick the modifiers so why are we even given a choice in the matter? Something is seriously off here with the new game mode and a serious lack of proper communication.

     

    And to top it off, one of the modifiers straight up disables operator/drifter. This is unacceptable. It's a huge part of progression, time, and effort for you as a player and it's a required modifier in order to do these things.

    • Like 14
  20. @Wyrd_OhThe shotgun accuracy statistic is understandable once you've used a few of them. 8 is the sweet spot so anything above this is crazy accurate and anything below this get progressively worse and worse. Boar Prime sits at 5 which is the bare minimum for general usage because the spread is simply too great at this point for any accurate shooting. The Bronco Prime sits at a horrendous 3 which means you can't hit anything unless you're right in front of the enemy and the accuracy can be improved using the incarnon to bring it up to Boar Prime levels of spread to make it more usable.

     

    Accuracy stats on pretty much any other weapon type is meaningless with the exception of anything that has an interesting massive accuracy drop when using Heavy Caliber like the Ogris. Accuracy then serves to tell you that the projectiles are now spread out with accuracy less than 100.

     

    Edit: Noticed just now that ammo recovered per ammo pickup is also missing which was an amazing statistic when it was there. It's just gone entirely.

  21. Shotguns need a numerical value to be present so you know exactly how much spread you're going to be getting. Seeing words like "Accuracy - Low" is not helpful. It needs to be reverted all the same. I know exactly how accurate and how much spread you get with each shotgun because from one number to the next it gets wildly more accurate and less spread. Going from a shotgun like the Kuva Kohm (Accuracy 8) to the Strun Prime (Accuracy 9.1) is huge. Kuva Kohm sits at that sweet spot for accuracy and spread. Values above 8 tend to be extremely accurate with minimal spread.

    • Like 3
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