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(XBOX)Ampathetiic

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Everything posted by (XBOX)Ampathetiic

  1. While it is sad to see something so iconic go, I really can't blame DE for scrapping the ability because sitting in a puddle waiting for enemies to die is pretty boring. On top of that, his new ability looks pretty good, so I can't complain. Personally, this would be my ideal fix to Undertow. Bonus points if we can maintain multiple Undertows at the same time.
  2. They're always going to step over the line on occasion, but obviously we should hope that everything between then and now is fair, and that the time until their next line step grows. There's no point in providing any other feedback if you think they're beyond doing better.
  3. Real. Anyone expecting a mass refund here and now is wearing their Narmer veil. The best we can hope for now is better practices in the future (and they'll be sure to emphasize that this is in response to community feedback).
  4. This is another good reason to make these skins Tennocon event-locked, rather than one-off exclusives. That way, everyone can get the skins eventually, purchasing options can be changed, and the people who bought it now don't feel screwed since they basically get the skins a year earlier than the people who buy individual items for less. If that undermines the whole 10 year anniversary thing, they can just remove the fancy title from future versions of these packs.
  5. Based on how they handled Regal Aya's initial launch, nobody should be surprised that their solution is to simply add more platinum. It is the lowest effort, lowest risk solution they could have possibly chosen. Still not happy with this, but I'll decide on whether or not I'll buy the pack based on the content by the end of the year. For now, this has been a pretty good year for games, and I unfortunately have better things to spend my money on.
  6. I'm fairly confident that people don't really care about the story when they say "It's called Warframe." Instead, that's an argument against the gameplay that diverges from what they expect out of Warframe, usually for the worse. Warframe's gameplay is pretty good, and a lot of people would rather have more of a good thing than be introduced to something new and potentially inferior. This is even more annoying when these new types of gameplay come at the cost of developer resources that could have been used making more of the thing we already like.
  7. I honestly do not believe this is true. While we see Youtube videos shaming big companies for greedy low-quality games, it is still extremely profitable to go the route of predatory microtransactions and whaling, especially if your goal is consistency, because making those type of games is far easier. There are always going to be people who are just really dumb with money wasting it on garbage, and they're more common than you'd think, especially in Asian countries where greedy tactics are more common. You definitely can succeed by doing what your Fromsofts and Larians do, but you can also succeed by doing the scummy stuff that all the other big studios are doing.
  8. This is the same strategy DE has used before for Deluxe skins and Prime Accessories: Locking single items in a bundle to make you spend more money. However, there are 2 issues that combine together to make this instance particularly scummy: 1. This costs real money, not platinum. If people could buy this for $100 worth of platinum, they probably would. Deluxe skins get away with bundle-exclusive cosmetics because we aren't losing real cash. 2. Most of the price comes from Regal Aya, which isn't very valuable to most people. We all put up with extremely expensive Prime Accessories because the platinum that comes with it is undoubtedly valuable to basically everyone. We don't want Regal Aya, but we all want Platinum. Should we push for the ideal pro-consumer world of buying each item individually for the fair price at which it is valued? Sure, but that's not realistic; companies are going to use tactics to get more money, and you can't do anything to change that. The best you can do is tolerate the practices that are only slightly bad, and get mad when companies do the thing that is really bad. This bundle is one of the really bad things. Realistically, if DE decides to do anything about this (which they probably won't do), they'll probably add more platinum to the bundles to make them worth buying, while keeping the prices the same. In the mean time, continue to complain, and spend your money elsewhere. In case you've been living under a rock, Baldur's Gate 3 is fantastic, and would be my recommendation instead of buying this nonsense.
  9. In concept, I'll take Incarnon weapons over rivens every single day. However, I think Incarnons are heavily overtuned at the moment, so I'm not a big fan of either method as it's been implemented so far.
  10. Don't get your hopes up. An auction house system has been rejected by the developers directly, and there's no hint at them changing their minds.
  11. To be clear, the only options are 5, 10, 15, 20, or remove levels entirely. 20 is going to be the option that people choose if they want little to no change, because you failed to include a choice for them.
  12. I feel the need to remind you that this is a passive ability. If you're trying to actively maximize every single shot, use Transistor Shield; that's what it is for. Volt's passive is more suited towards a high damage opening shot between groups of enemies. With the buff I'm suggesting, you get up to 1000 base damage before calculations, which is equal to Trumna's alt-fire.
  13. The damage from the passive isn't changing with mods, but it'd be applied to the weapon or ability base damage, which then gets affected by mods. For example, Shock deals 400 damage at 200% strength, which goes up to 1400 with the passive. With my suggestion, you'd have a base of up to 1200, which would become 2400 at 200% strength. The same goes for weapons, where base damage mods would be applied to the sum of the weapon's base damage and Volt's passive bonus.
  14. In looking around at some math on the wiki, I found this line about Volt's passive: Is not affected by damage mods (e.g. Serration) or elemental mods (e.g. Stormbringer). If Volt's passive isn't hitting good enough numbers at higher levels, letting it act as the new base for mod scaling seems like a good way to buff it. If that's too strong, tweak the max damage and charge rate until acceptable. Ideally, you'd have a passive that's quick to charge and has a good damage boost at all levels. It's not going to be at maximum power at all times, but that's not the point of it. If you want that, go play Garuda. I'm personally quite a fan of Volt's passive as a concept, and it'd be a shame to just throw that concept away when number buffs are sufficient.
  15. Such as the statement directly from the game's director saying "right now the team's main focus is on fixing bugs."
  16. I've now acquired and fully upgraded Incarnon Bo. Funnily enough, one of the final upgrades is "on Impact proc: 40% to apply Bleed." It's almost as if Slash dominates every other damage type and there's no melee build variety beyond "slash BR/WW combo build" or "spam heavy attack build."
  17. One of my favorite parts of having large monster enemies comes from their interactions with the level and the other factions. I'd love to see more giant monsters that show up as set pieces in other levels. Here's my fan concept: Imagine a giant sea monster in the oceans of Uranus. In normal Uranus nodes, you occasionally hear noises, you see them passing windows, maybe they break some stuff and Grineer die. When you do the assassination node to kill this monster, you have to submersible Archwing through some sections of destroyed labs as you make your way to the boss arena. Maybe on your way there, the monster does some attacks and you have to dodge them as you move forward. You reach the arena on the ocean's surface, and you damage the monster as it attacks you (1st phase). Once you damage it enough, it retreats underwater, and you follow it in Archwing, where you do some mechanics and finally kill the monster.
  18. Voruna is pretty easy to play, but her kit has more complex calculations and mechanics compared to any other frame in the game. Here's a video going over all the complex stuff, in case anyone is interested in exactly what I'm talking about.
  19. Just to emphasize the point of this thread, I'd like to put up some examples of complexity in Warframe. Armor bonuses can be either added values or a multiplier of your base armor. Critical chance can either be additive values, a multiplier of your base critical chance, or a flat value that your critical chance becomes. Critical damage can either be an added value or a multiplier, and there are different tiers of critical hits that go beyond what the player sees by color. Status chance can be an added value or a multiplier, but weapons with multiple projectiles get their status chance divided across each projectile, unless the extra projectiles come from multishot, which then makes them all use the same status chance. Octavia's Amp gives you up to a 200% damage increase. Eclipse can (if you're lucky) give you a 200% damage increase. Roar can give you a 50% damage increase. Xata's Whisper gives you 26% extra void damage. All of these bonuses work completely differently from one another, because of course they do. Condition Overload and the equivalent Galvanized mods will work differently or not work at all based on the weapon you put them on. Some AoE weapons aren't bothered by punch-through, but most are. Atlas' Petrify has a secret damage multiplier that is completely unique to it. Heat damage calculations are dumb and I hate them. Voruna.
  20. Problems: Haven deals double damage to enemies while her Overshields are active. This is useful to know, but isn't mentioned anywhere in her ability descriptions or tips. Haven's ability description states "Create a shield aura around allies. Enemies that approach shielded allies will take damage." This implies that enemies near allies affected by Haven will take damage. In reality, the links generated by Haven only come from Hildryn, so enemies only take damage when approaching Hildryn, not her allies. In my opinion, Haven should work like a chaining beam weapon (Amprex, Kuva Nukor, Tenet Cycron, etc.), where the Haven links can jump from one target to another. Aegis Storm feels more restrictive than beneficial. Pillage serves as both a damage boosting tool (armor strip, Blazing Pillage builds), a survivability tool, and an energy restoring tool. Hildryn's gameplay involves very frequent casts of Pillage. Not being able to cast Pillage during Aegis Storm is enough to completely disregard using Aegis Storm in most cases. Aegis Storm's effect radius shrinks as Hildryn gets higher off the ground, meaning that players are incentivized to stay grounded to maximize the effect. This undercuts the fantasy of flying around and raining Balefire on enemies below. Hildryn is forced to use Balefire Charger while Aegis Storm is active, but Balefire Charger is very weak against armor, and the player isn't allowed to use Pillage to remove that armor. Using Aegis Storm effectively reduces the effectiveness of Balefire Charger. Hildryn is constantly losing shields with Aegis Storm active, but Haven and Balefire Charger drain shields on top of that with each additional target and each additional shot respectively. Because Hildryn can't cast Pillage during Aegis Storm, she cannot replenish the shields she is rapidly losing with her abilities active, unless she uses the augment for her Balefire Charger and is precise with her shots. The result is that Aegis Storm feels too expensive to be worth using. Dodging during Aegis Storm spends additional shields. This is very annoying. Balefire Charger ragdolls enemies, even when they are suspended by Aegis Storm. If you don't kill an enemy in the first shot, it's gonna be hard to land a follow up shot. Hildryn isn't a bad frame, but she gets carried hard by Pillage and ability to ignore energy. It'd be nice to have some buffs that make Hildryn's entire kit feel useful.
  21. They said that they wouldn't do this unless a lot of people wanted it, which is weird considering that they're spending resources on a gardening system. Not sure how many people were requesting that one, whereas this feels like one of the more common reoccurring suggestions. Edit: Also, the fact that you'd need to rebuild everything for this single space is proof that you need to go back and overhaul the system to be easier to work with. If you do that, you can expand the different menus to different places, such as Relays and Open World social areas. With that, you can start making player homes for the player to buy with platinum (or standing if you want to be nice), which would be a huge platinum sink for anyone who cares about that sort of thing.
  22. Overguard doesn't provide immunity to status effects, it provides immunity to crowd control effects. Scarab Swarm should be spreading to Overguarded enemies and dealing damage (which converts to healing), but it shouldn't be stunning them. Sandstorm should be dealing damage and applying status effects, but it shouldn't be lifting them. This is the same bug that Baruuk's Serene Storm had, where it couldn't deal damage because it wasn't able to lift enemies. There's also no corrosive status effect from Scarab Swarm. It just deals corrosive damage with 0% status chance.
  23. There's already precedent for giving existing frames a new body in the form of Deluxe skins. There's precedent for putting animations on another frame (Helminth and animation sets). New abilities are often tested using an existing model that doesn't end up on the final frame. There's clearly precedent for a playable Stalker using existing Warframe abilities. This isn't much of a leap at all, and again, is easier than normal skins that we already get.
  24. Every Warframe uses the same basic animation framework, which is what lets multiple frames do the same animations without a lot of problems. Since Stalker uses that framework, he can perform all of the same animations that our Warframes can. At that point, an Ash Stalker skin is easier than any skin they've made before, because everything they need already exists.
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