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BrazilianJoe

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Posts posted by BrazilianJoe

  1. Glassmaker spawn on Syndicate Mobile Defense Mission cause insta-fail. 

    Was doing a Mobile Defense on a pub group (Steel Meridian, but using a cephalon Suda Oracle Sigil for dual farm)

    Glassmaker cephalons spawned. After killing a couple cephalons, mobile defense mission insta-failed out of the blue. 

    Squad was a bunch o veterans creaming all enemies, mobile defense target was healthy. 

  2. Still unsatisfied with:

    Blast

    Impact

    Gas

    Radiation

    Blast: accuracy loss is not really useful, as you are ragdolling anyway. Should instead open up weakspots, or a weaker version of a weakspot - smaller one, or less than +100% damage.

    Gas: Gas would make sense to have the accuracy loss moreso than Blast. Also open up the enemy to finishers, and stagger them after every time they do a melee attack. Gas would make more gas procs give more damage as well. 

    Impact: replace its double-status effect with knock down enemy's weapon. For melee enemies, reduces melee damage for 6 seconds.

    Radiation: enemies still tickle other enemies. Should make enemies affected more susceptible to more status or damage from, and buff enemy to enemy damage. 

     

     

  3. Shield gating: After the invulnerability phase, should then become 50% damage reduction. Damage reduction would gradually reduce by X% per tick, 10 ticks per second. X% = 1000 / shields. Mods that increase shields: for every 10% shield increase, 1% additional damage reduction - can go beyond 100%, it would take longer to wear off.

    That way, high build shields give nice survivability. 

  4. Shield gating:


    Should give invulnerability for a couple seconds, then become 50% damage reduction. 
    Damage reduction would gradually reduce by X% per tick, 10 ticks per second. X% = 1000 / shields.
    Mods that increase shields: for every 10% shield increase, 1% additional damage reduction - can go beyond 100%, it would take longer to wear off. 
     

  5. Well, after you boil the eggs, the result is the conclusion that reverting power creep equates to nerfing.

    That's just asking for a huge backlash, as players are so much more touchy of the game, and the investment they made on it. They - rather, us - feel that there is a sense of ownership over the game, even if it's a service. The dominant sentiment in the player base tends to feeling disrespected, or betrayed even. 

    Another problem of rolling back is that the game will revert to an older format, rather than moving forward, and stagnation is bad for games-as-a-service. 

    "Reverting power creep" is one possible solution for sure, but it does not come without problems. In fact, I think the problem of rubbing the community the wrong way one of the most critical problems to be avoided, as the community is what makes the game successful.

    I don't see reworking content as necessarily bad. Neither power creep. It all depends on the way change and evolution is introduced. There are still some useable Exalted weapons - I still use Mesa regularly - but they are falling more and more out of favor. Whatever the solution, it needs one. 

  6. Granted, power creep is not the only major driver to lure players back into the game, and is not pervasive to every new released item. But it is an important factor nonetheless, and Warframe is power-creeping - formerly very gently, but with recent additions being more aggressive. Umbral mods were a relatively big bump at the time of their release, but Kuva weapons are another level. There are other ways to incentive player return, with new frames, new content, new tilesets, varied gameplay, cinematic quests, and so on.

    But I am not dicussing them all in this topic. I am just seeing the dissonance of Exalted weapons against the game evolution, and how much most of them gradually lose relevance over time, as new, more powerful weapons are released. And thinking of how they could be better in this regard.

  7. The aforementioned "cursed" problem does not go away by calling it this or that.

    They are activated as abilities, but their mechanics and gameplay are those of weapons, down to weapon modding. Making them a hybrid of these 2 things. 

    I actually think the proposal Option 3 would fit the game better in the long term, with a lower barrier to implement. 

  8. The title pretty much summarizes the problem.

    A game problem is 'cursed' where there are 2 different mechanics that go against each other. 

    Cursed problems are by definition unsolvable. UNLESS...

    Unless a compromise is made to accomodate the problems in a non-harmful way. But something must be given up to mitigate the problem.

    Warframe is a looter-shooter game, what makes the player come back to the game is the constant stream of new stuff, mostly warframes and weapons. 

    Exalted weapons are anathema to this model, because they are embedded as a Warframe's power. 

    The looter-shooter model requires some level of power creep, gentle as it may be, as a way to lure players back into the game, otherwise there is no point in hunting new weapons. 

    But if a Warframe's Exalted weapon is the best in its class, why hunt for any other? 

    But if there are weapons objectively better than the Exalted one, why bother with having an Exalted weapon in the first place? 

    You see, those go against each other, in a cursed way.

    Currently, Warframe is falling squarely in the second bold question. Exalted weapons, especially melee, are blocked from using several mods. Their stats and mod points falling behind (with Kuva weaponns going up to level 40). They are more or less pointless, and becoming more pointless. 

    This requires not only balancing, but some sort of compromise to dispel the curse. 

    So, I have been thinking of what I could suggest. I DO NOT CLAIM ANY OF THESE IDEAS ARE GOOD. They are just ideas. Feedback is welcome.

    Option 1: spin them all off as Prime  weapons, or a new class of equippable weapons, called 'Exalted' obviously. They would not have a button to cast, as they would be a weapon, but could have the associated energy cost, or a reduced one, and spend ammo, or just drain ammo over time in lieu of energy, or whatever.

    Problems: New abilities for slot 4 would have to be created for every frame. Every Exalted ability would have to be reworked.

    Advantages: New Exalted weapons could be designed and switched around. Frames could be limited to a small number of weapon classes, so not every frame can use every weapon, or just set them all free.

    Option 2: Turn the exalted weapon in just a buff ability that affects the weapons in hand to use a specific stance (if melee), and have additional effects. 

    Problems: Abilities may become washed-out, generic, and less interesting. Potential loss of fun-factor.

    Advantages: Opens up variety of weapons equipped.

    Option 3: Exalted weapons become living weapons, that get stronger with every weapon of the same class that the player masters. (Every bow mastered gives a stat buff to Ivara's Bow, etc.)

    Problems: The anti-MR-related-mechanics brigade with come with torches and pitchforks. Takes a long time to max-out an Exalted weapon. Every time a new weapon pops up, raises the ceiling for that class, increasing the pressure on power creep. 

    Advantages: Ties the looter-shooter loop with the Exalted Weapon, in a manner that even makes sense RPG-wise - the better you are within a class, the better you are with the Exalted weapon. Seems to be the one that requires the least effort to implement.

     

    BONUS MECHANIC: Regardless of what happens with Exalted weapons, they should have not only Exilus slots, but also mods that act as sideways stat changes. Want to rebalance an Exalted Weapon's crit chance and status chance? There should be a family of Exilus mods for that - only for Exalted weapons though. They should have a secondary effect to better justify their existence though.

     

  9. I don't think the passive need to be touched at all. 

    I would tweak: 

    1) Sonic Boom should remain, but incorporate the Augment indeed to strip armor. It should also neutralize incoming frontal fire that hit the travelling wave of the Sonic Boom. 

    The augment should be replaced with Sonic Boom Echo, which would rebound the Sonic Boom to up to 1/2/3/4 enemies. 

    If the player holds the button instead of clicking, Sonic Boom is cast on the back of the enemy towards the player, to throw the enemies into melee range.

    2) Sonar - shots hitting weakspots will ignore armor. 

    3) Silence would be improved for more defensive effectiveness.
    Starts with a larger radius than currently, but shrinks over time.
    Also act as an Adaptation Armor, that will reduce damage, but also shrink faster on each hit.
    It will give Banshee +X armor while active, and an Adaptation effect that will reduce incoming damage of that type while the aura is active. This adaptation effect will remain for some seconds, after the ability stops. 
    Can be recastable while active, allowing for armor replenishment, full radius restoration and continuity of the Adaptation effect.

    This would give increased defensive power to Banshee, while making the shrink/grow silence field able to continuously re-stun enemies. 

    4) Player should be able to cast all 4 abilities while sound quakeing and rotate the camera to look around to aim SOnic Boom. Sonic Boom would be especially effective to be hast on "hold to fetch" mode, to bring enemies out of reach of Sound Quake into its AoE. 

     

     

  10. My lazy ways just shrugged on using COnstitution + Handspring for "Immortal" setups, and more recently, Exilus with Prime Sure Footed. 

    But I understand the desire to reward quick reflexes to negate knowckdowns. 

    Because knockdowns are spammed currently, and as is the nature of a trash mob murder simulator like Warframe, enemies will spam attacks anyway. 

    I would like to see the ability of countering  knockdowns with quick moves that will make your character roll and stand up again.

    Also, add bullet timing while falling  when being knocked down as a possible player choice, and a moddable one for additiional damage/time. 

  11. Significant changes to shield effectiveness: 

    1) Shields no longer grant 100% damage protection against incoming damage. They mitigate and take part of the damage instead.

    2) While shields are up, both shields and hull constantly regenerate, instead of having a cooldown to regen. 

    3) Ship would have a 'Defensive Capacitor' device. This would have a gauge of its own energy that would be consumed automatically when needed (repair hull and replenish shields) to help shield and hull regen faster. As it is gradually spent, shield and hull regen gradually slow down. The Defensive Capacitor would take a long time to replenish, or use of ship abilities.  

    4) Give shields an innate ADAPTATION property, to make them not suck.

    Reason: Shields would absorb the damage type they suffer damage from, and gradually "heat up"(in a good way) to become stronger against that damage type. Helps mitigating more incoming damage the more damage it takes.

    Shield damage adaptation would fade but slowly and gradually. 

    Avionics would allow the player to increase the Shield Adaptation speed (how much % it adapts per hit), Shield Adaptation time to fade, and size of Defensive Capacitor.

  12. Let the host set some ground rules for the mission: 

    Minimum roles: free, 1, 2

    Free would be the current mode, where players can do anything and just organize as they want.
    Require 1 role: Requires each player to commit to do at least 1 role. Players are still free to do anything, but this will communicate the team tha e.g. t if there is a fire, one player commited to the engineer role, and that player should be the one to go and fix it. Same would apply to other roles.

    Require 2 roles: same as above, but each player commits to 2 roles, so they can adapt to situations without being yelled at. 

    The role commitment should not block any player actions, it is just a helper for player to organize on game strategy bypassing the language barrier

    The good thing about setting roles is  that it becomes an assessment tool for player performance while fulfilling their specified roles.

     

  13. after host migration, ship may disappear (not render anymore) even though the player is still in the ship. Looks as if the player is walking in space. Can still see other players inside the ship. 

    Sometimes triggered by the player trying to mann turrets after host migration. 

    Happened to me as I became host, the ship vanished but I was still inside. 

    • Like 1
  14. Archwing melee needs an overhaul. 

    It is basically unusuable. 

    Arch-melee should be able to:
    auto-parry incoming fire similar to Warframe melee
    close space between Warframe and ships, like a second blink with variable distance only to close the gap.
    latch the warframe to the ship's hull to sabotage it from the outside: 

    • cripple or disable shields/engines/guns.
    • Use cipher challenges (Parazon) to hijack ship systems and perform various ship hazards, like a nightmare mission, but against the enemy
    • Combine attacking ship systems and hijacking to in a best case scenario, vent enemies out of the ship without ever fighting them.
  15. Crew Ship explosion countdown: add a male and a female Grineer countdown voice. Use at reandom per ship: 
    Ship integrity compromised. Ship desrtuction in 30 seconds... 20 seconds. 10...9...8...7...6...5...4...3...2...1...

    Allow relay docks to be used for ship upgrades. a platinum tariff would enable the option.
    I think a per-player choice of a very diminute fee, like 1 plat for 3 days, 2 plat for 7 days, 3 plat for 15 days, 5 plat for 30 days, 10 plat for 90 days, 30 plat for a year.
    This would allow all Dry Dock action to be performed in the relay instead of the Dojo, and is completely optional. 


     

  16. QoL: allow emote tactical commands: 

    Using the emote action wheel to give functional commands. 

    Let players reply to such emotes with other emotes.

    This should allow for critical tactical communications without a language barrier. 

    Should be useable outside and inside combat situations.

    Example: before mission: ship commander requests for an engineer using an emote, someone would reply to acknowledge and fill in the position. 

    during mission: yell that "someone must put out that fire!" Mark a crew ship to be boarded.

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