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(XBOX)Ampathetiic

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Everything posted by (XBOX)Ampathetiic

  1. If you were to only give me the concept (a rogue-lite/like mode in Warframe), I think a lot of people would be very hyped, myself included. I remember Triburos' concept got some positive feedback (although some of that is simply because he has a following). However, DE has a bad reputation with releasing content that heavily differs from stuff they've done before (think Railjack and Kahl), so it's probably worrying for many to hear that Duviri is pretty different from traditional Warframe gameplay. As @Hypernaut1 pointed out, hype isn't as common as it used to be. People have been disappointed by hyped releases, and faith in triple-A studios has fallen dramatically over the years, so most people avoid the hype train in general. Elden Ring felt like a huge break, since it was a hyped up game that actually delivered on that hype. I wouldn't assume that Duviri is going to be a failure. The update doesn't seem to have what I personally really want (balance changes, reworks, progression updates), but it doesn't look too bad. It'll probably be really buggy, but the rewards look really good and the environment looks and sounds better than anything we've seen yet. Try your best to have fun, and don't hope for the worst. You'll end up finding things to hate if you try hard enough.
  2. No idea what situation that'd be. If you're in a mode where enemies are coming to you, you should probably set up in a place that gives you the vertical space that your playstyle really likes. For that specific scenario, you'd probably want to make space for yourself by clearing enemies that are far enough away from you. You can then reposition to that new spot and clear the enemies who were behind you. Repeat until you're in a better spot. Since we're talking about Steel Path builds, it's fine that a weapon would take some investment to be viable there. That's the case for most weapons in the game. I agree that PSF being an exilus mod causes it to dominate other types of build options and other exilus mods, but I'd go in the other direction and say that PSF shouldn't be an exilus mod (or should be nerfed in another way) because it provides a valuable effect that makes it more competitive with normal Warframe mods. You're right about PSF overshadowing those other build options, but that's a PSF problem, not a problem with the whole self-stagger system. If PSF wasn't as potent, these other options like Spellbind or Unairu would be viable options that would lead to more complex build decisions.
  3. Long corridors may lack verticality, but they are long enough to let you fire from outside of the blast radius. This is true for most tiles in the game. If you've managed to find the few tiles that don't apply, you should probably swap to a different weapon for the few seconds that you're not in position. Not every weapon is good in every tile, and that's fine. Depending on the weapon, it's pretty easy to get around capacity restraints for most AoE weapons, mainly because most of the high blast radius weapons are Kuva/Tenet weapons that don't care much about capacity. If you're trying to use a particular weapon that can't fit Cautious Shot alongside every mod you need, then you need to change your playstyle or make other sacrifices on your build. You can complain about whatever you'd like, but I'm allowed to voice my disagreement with your complaint. The helminth system is designed to let you get certain effects on frames that don't already have them. Need grouping, Infuse Ensnare. Need damage? Infuse Roar. Need status/knockdown immunity? Infuse Spellbind. You're choosing to use a frame that lacks an effect, but you want that effect, so obviously you need to get that effect elsewhere. Yes. Some frames are better with specific weapons than others are. Personally, I use Tenet Arca Plasmor on Harrow, because Penance covers that gun's weaknesses, and Covenant amplifies it. You've decided that you absolutely need to use an AoE weapon with self-stagger, so you need to design your build according to your desires. There are a lot of weapons that can't do well in Steel Path, but there are also many weapons with no self-stagger that dominate Steel Path. You don't need to use these weapons, but you've convinced yourself that they are necessary. If you want to use them, that's fine, but you can't expect the game to change to cover up weaknesses you've agreed to having. I play on Series X, and it seems identical to Warframe content that I've seen on pc. I've definitely noticed fewer spawns when playing with certain old-gen players, but my spawn rates are pretty much the same as pc.
  4. I don't see what that has to do with my response. AoE weapons exist, a lot of them self stagger. If you want to use them, you have to accept that you either need to change your playstyle or change your build, and the game lets you do both. I think the system is fine, so of course I'm blaming the player for not adapting to that system.
  5. I have a hard time seeing this issue that you're describing. As long as you have some level of awareness regarding your surroundings, it's pretty easy to not blow yourself up, even on narrow tilesets. If you are in a room where you can't use your AoE weapon, swap to a different weapon. If enemies are constantly point-blank in your face, you let them get there, in which case you are now choosing to use a weapon outside of its effective range. If it's not the case that you're constantly blowing yourself up, and it instead only happens occasionally, then there's no issue. It also seems like you're narrowing in on Handspring and PSF as if they're the only ways of mitigating self-stagger. You've written off Cautious Shot, but apparently self-stagger is important enough for you to make an issue over, so it's definitely valuable enough to occupy your weapon exilus slot. Furthermore, you can use Unairu, Infused abilities (Spellbind, Hideous Resistance), or any of the Warframe specific abilities that grant status/knockdown immunity. If you care this much about self-stagger, you can change your loadout to give you this benefit you desire. You have to design your build with your playstyle in mind. TLDR: Playstyle issue, get better.
  6. Beneficial? It seems like it isn't, based on developer comments, but that probably depends on the content. Balance changes don't yield a great reward, but changes to early game progression are probably really beneficial for player retention. However, reworking old content is almost always really well received, versus new updates that are hit or miss. There's probably a healthy balance of new content and content revisits that results in consistently good updates. In my opinion, updates like Jovian Concord and Deadlock Protocol should be the standard for the average update.
  7. Hopefully it's not a unique weapon type. If the new moveset is bad, it'd be nice to have dual sword stances as a fallback option.
  8. Whenever I think of ideas for a Chroma rework, this is what I make sure to include, because it just fits so well with this kit. This is also how I would do double Elemental Ward: Chroma gets one instance from himself, and a second from his Effigy (same deal for Vex Armor). It's an extremely powerful buff, except you're limited to being near Effigy (incentive for building range), but the Everlasting Ward augment lifts that restriction on Elemental Ward (Vex Armor is still limited).
  9. It's probably better to let the player lock in an element for Spectral Scream, as it works now. If they want to swap its element, they can quickly toggle it off and back on. Otherwise, you have less freedom for element selection or a lot of annoying cycling.
  10. Overguard is a layer of anti-crowd control protection most commonly found on Eximus units. The main purpose of Overguard is to prevent passive play from frames that heavily focus on crowd control, such as Limbo or Vauban, and it mostly does a good job at this. While Overguard has had many problematic interactions with certain abilities, I'm not here to talk about that. Instead, I want to expand the ways players have of interacting with Overguard, both in removing it and using it themselves. More specifically, I want to focus on giving crowd control frames ways of removing Overguard that promote more active play. Below are some ideas I have for bringing Overguard interactions to certain abilities. Let me know if anything needs tuning: Anti-Overguard effects: Overguard on a Warframe works very much like a large shield pool, providing some protection and one-shot prevention. However, Overguard differs from shields by having less generous gating, in exchange for immunity to crowd control effects. Here are the specifics: Finally, here are the planned sources of Warframe overguard:
  11. Mirage's primary draw of using environmental lighting is a very interesting and appealing mechanic, but is almost impossible to utilize properly because Mirage has no way to control or even view the amount of light/shadow she is exposed to. If given that control, Mirage would be far more enjoyable to play. Additionally, Mirage's second ability, Sleight of Hand, is hard to utilize effectively: The booby trapping part of this ability is both situational and weak (only useful with the augment), whereas the jewels suffer from the same lack of lighting control that plagues Mirage's whole kit. Below are some of the changes I would suggest to give more control to Mirage players: Give Mirage some way of seeing how much light/shadow she is standing in. Give Mirage a new UI meter that displays how much light/shadow Mirage is exposed to. Change Eclipse to reflect the actual buff players are getting, rather than displaying the maximum values for whichever buff is receiving greater effect. Give Mirage some way of creating zones of light and darkness. Give Sleight of Hand jewels an aura that is considered to be fully light or dark, depending on the jewel. Give Prism a similar aura of maximum light. Changes to Sleight of Hand to be better in general. Tie the light/dark jewels to a tap/hold cast, rather than environmental lighting. Give the jewels some method to re-arm after detonating, in order to keep them around for added use with the suggested aura function Extra functionality to the light jewels detonation, whether it be a debuff or a damage multiplier. Additional improvements across the kit: Allow Hall of Mirrors to be refreshed while active, just like Eclipse. Fix Eclipse's inability to reduce Toxin damage. Speed up Prism's casting animation. Include Eclipse's lighting intensity mechanics (buffs scaling with the amount of light/shadow) somewhere in Mirage's abilities section. Include Prism's scaling damage multiplier somewhere in Mirage's abilities section.
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