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Basalto

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Posts posted by Basalto

  1. Can't say I'm a fan of the night-to-day playstyle that these descriptions seem to offer, as I'd favor more something that goes back and forth. I was thinking of retaining the day aspect of damage and speed, and the night aspect of defense and sleeping. Her abilities are not particularly engaging, but I think it'd help for them to carry on across the forms, as well as making the forms the new Equinox passive, with Metamorphosis being a zero-cost energy that simply changes forms, as well as introducing the hybrid form with it. Basically:

    • Change the passive to be the effects of Metamorphosis on the respective form, maybe removing the power strength effect and tweaking it accordingly (or not, who cares).
    • Metamorphosis now simply changes Equinox's forms to day and night with tapping, or hybrid with toggle. Hybrid has all of the stats from day and night, but at reduced values, making it the "balance" between them.
    • Retain the effects and stacks of P&P and M&M when changing forms, making the abilities for hybrid form also follow the passive, giving it a bit of both at reduced levels.

    I don't really know about how I'd want the rest to be, since to me the last two abilties are (mostly) fine.

  2. DE can't do much about her without pissing the "I don't like playing a game" crowd off, and I sure hope these people get hardcore tilted by the end of the year. I'm a bit lazy to expand on it now, but the current Saryn and the nuke mentality is a consequence of the game design more than people themselves loving the nuke playstyle. ESO is a place that forces you to spam Saryn to the point where the game won't actually give you enough enemies to kill and you'll fail. Blame not the drugs, maybe those who sell them, but absolutely blame the ones who buy it; there's no selling when there's no buying.

  3. 38 minutes ago, (PS4)Onder6099 said:

    I made little correction. Players these days are too shallow: take Tank, deal highest Dps, stockpile Plat from Relics at day and thru Eidolons per night They are  moving on WF surface only not willing to dig deeper to discover how many amazing synergies and mechanics WF has.

    Yeah, the amazing world of underperforming. I was just using the Quartakk, one of my favorite weapons in the game for various reasons, and it's a really fun weapon to me. I enjoy using it to shoot enemies and the way DE made its burst mechanic perform, but then what do I get for it? Getting outmatched by probably yet another macro user spamming slide attacks to clear a room within seconds, while my weapon, that is supposed to be made for precision shooting, would hardly dream of doing the same. It's easy to disregard that part of a game's fun is performing well at it. My gameplay has variation; I change weapons and warframes a lot, don't really like sticking to the same loadout for more than a few missions, and often try unconventional stuff, like doing spy with a warframe that can't actually stealth properly, or being one of the twelve hammer users in the entire game. You know what I get for it? Jack S#&$. I join a match with my "fun" loadouts and often barely have the chance to see how they perform while there's someone spamming Saryn, slide attacks, Arca Plasmor or whatever people want the meta to be nowadays, while rushing through the level as if they forgot the oven on. One day I found out the Fang Prime's charge attack had a 100% chance to deal slash procs. I made a whole build around taking down heavy armor with charge attacks and slash procs because it was fun to me, which still is. Now do I have the chance to do it while someone is spamming the meta to one-hit everything? Do I have the pleasure of using the cool mechanic I found while someone is being lazy with their macro? Of course not; it's easier for me to just get Rubico, Catchmoon, Saryn and Atterax and perform well with close to no effort.

    At this point, some people are almost saying "then play solo", "play with friends", "use recruiting chat". Should I really shut down my multiplayer part of the game because people abuse exploits and bad design? Should I really start dragging people with me everytime I want to have a simple match? Why should I have to cripple my own experience because some other people are incapable of doing something that requires effort above zero? If the surface of something is boring, yet very rewarding, doesn't that give little appeal to explore the fun and less rewarding depths?

  4. Delving into yet another rant about armchair psychology from me: people like that are a product of this game. Well, not specifically "all their actions are because the game is like this", but I'm sure many people here have noticed the mentality that surrounds public lobbies and certain premade groups: people don't want to play the game. They optimize their loadouts to have the smallest opposition possible from the enemy and to do the mission in the shortest time they can. I will stress time after time that the end goal of the game is to not play it. Given that information, people will be pissed off that they are staying longer than they planned, and sometimes it's an understandable thing, specially for a day/night cycle making it not available all the time. There's not really an excuse for people to be acting like absolute douchebags towards some random person they expected to be magically mentally connected with or something, but I will also say that there is a pretty good (set of) excuse(s) for people to be inclined towards behaving like that; after all, we are shaped by the environment we're in. Personally, I started Neverwinter's dungeons going for some extra loot chests and all that funky exploration stuff, but the rewards for that quickly became obsolete to me and I just ended up starting a dungeon aiming for the end of it, not the middle of it.

     

    4 hours ago, Zakkhar said:

    If you are joining  random people you are expected to reach some standarts

    It's kinda sorta the opposite: if you're doing some of them super serious meta 100% efficiency no-hit any% speedruns on a public lobby, you're subjecting yourself to pretty much anything that gets in there, and calling people out for not having something that you, yourself, deemed necessary is nothing short of being a prick. If I don't want two Trinities on my Eidolon lobby, I might as well use the chat to get a group that has one Trinity. Matter of fact, that's why I have "see all lobbies w/ info" written in black on my whiteboard right now: it's a lot easier to prepare for something you can see, instead of the game going "hey, you got put with three random people, we're starting now". Anyway, main point: if you're joining random people, you scream "I have no standards".

  5. Well, considering that he pretty much excels at nothing, he's still a formidable punching bag for meta slaves, as he heals less than Trinity, strips less armor than Saryn/Mag, drops less health orbs than Nekros (and doesn't benefit as much from Health Conversion, since renewal is almost always active) and whatever else I can come up with as excuse to say Oberon isn't my first pick for anything.

    • Like 1
  6. On 2019-07-12 at 2:10 AM, MagPrime said:

    Not only are you trying to address a tone I don't have (intentionally at least) you went off the rails with that last line.  

    Gonna just ignore you, cause yeah, not sure what you're smoking and I don't want second hand exposure. 

    Maybe next time don't try to claim bullS#&$ and deflect it with a condescending attitude and nonsense.

  7. This has been something I've been noticing for a few months now, where you launch the game with a mouse cursor painfully slower than the Windows one, and it turns out that causing a specific thing with the game and fullscreen, or whatever (it's quite inconsistent to reproduce), changes the cursor back to the actual speed. Just now I launched VLC for the first time since I turned the computer on and instantly switched to the fullscreen Warframe. VLC opened on the background, my screen flashed as if it was trying to put VLC on the foreground, and my mouse's sensitivity in-game skyrocketed. Tried it again after relaunching the game and it didn't work, for some reason. Switching to borderless fullscreen seems to be way to fix this "easily" for me, although I do not want to play in borderless to reduce the FPS drops that I might get, so it's not a solution, just a band-aid. I wonder if anyone else experiences something similar between fullscreen and borderless, it'd be nice to get a "yeah bro same lol".

  8. 4 hours ago, Vortuna said:

    The only corpus unit(s) that needs nerfs are nullifiers, they shouldn't even exist. Corpus being hard-hitting is good difficulty on its own, there is no need for nullifiers at all.

    Nullifiers are one of the enemy concepts I like the most, since the problem is solved by shooting, instead of some gimmick or trying to flank an enemy in the middle of several others that have the potential to one-hit you, the latter being the bursas.

  9. 5 hours ago, MagPrime said:

    I guess someone forgot to take their vitamins this morning. 

    It's not part of her overall theme. That theme would be...tree frogs, bows and arrows. 

    And those two things happen to be older than Artemis.

    I guess they threw a dart at a board and it just so happened to land on the Artemis, then. I'm not going to say you're disagreeing for the sake of it, but you sure sound like it, specially given the amount of passive-aggressiveness that you like using to "protect" your "point". The part that gets me curious is that tree frogs and bows and arrows are older than a divine entity; how exactly does that happen and how did people measure that?

  10. 10 hours ago, Steel_Rook said:

    That's the case of any long-running MMO, unfortunately. Different games have approached this differently. City of Heroes was very conservative in this regard, famously coining the cottage rule, where ability stats could change but their core functionality wouldn't. Overwatch, by contrast, has thus far altered the core functionality of abilities, swapped entire abilities around and in the case of at least one character (Symmetra) basically scrapped the entire character's design and rebuilt from scratch. Warframe seems to fall closer to the Overwatch side, as we saw with the latest Wukong redesign, so there's a chance that this might happen? It's happened before, after all, with the old modding system.

    The problem is that modding is so central to effectively everything in the game that even minor changes there would have massive, sweeping effects throughout the entire game. I myself am in favour of a normalisation of stats across the board, both to ensure less deviation between average and min/maxed builds and to fix this game's frankly atrocious buff stacking issues. Weapons dealing easily hundreds if not sometimes thousands of times their base damage is a problem. Warframes stacking 80% damage resistance on top of 90% damage resistance on top of massive healing is a problem. Enemies with over 95% damage resistance and massive health pools are a problem. Status effects which entirely negate MASSIVE enemy defences are a problem.

    Supposedly, Railjack/Empyrean will serve as the testbed for a new... Modding system? Damage model? I forget how they sold it, but the news system for it will hopefully be less chaotic than the old. However, I feel that Warframe needs major changes to its damage system, armour system, status system and modding system, and of course enemy balance and scaling to account for those changes. Far too much of this game is designed ad-hoc, without an eye towards a unitary overall design goal.

    I mean, modding is a cool idea, I just hate how it is now, with unranked weapons being so far from modded ones in terms of damage. I think a good approach to a fix would be the starting idea of "mods enhance", not "mods make usable", which is the case with games that give you minor buffs and tradeoffs, such as suppressors increasing accuracy and reducing noise, damage and range, or bigger magazines helping with crowds, but having a lengthier reload. Hell, the latter is in the game, but it doesn't have damage, multishot, status or crit, so it's automatically hot garbage. What I always say about this game is that it's a great concept with a poor execution, and this execution is in terms of the gameplay, ranging from the disparity between the minimum and the maximum (like my friend hitting seven-digit shots with the Redeemer Prime after I casted my sonar while new people deal double-digit damage), to the simple issue of getting stuck on map geometry every single time.

  11. 3 hours ago, MagPrime said:

    She wasn't supposed to be Artemis.  Her initial design was based on a tree frog, not Artemis or anything close to that particular pantheon. 

    unknown.png

    And I can tell you that when it came time to vote on her name in DC, the majority of the members were vehemently against "Artemis" as being any part of her overall theme.

    Well, they sure did a pretty S#&$ job at that, considering that her fourth ability is called Artemis Bow.

  12. 12 hours ago, Chewarette said:

    It has 4.5% now. Aura Formas are not really rare anymore. But you have to play the game to get them, how dare they

    That's a very immature and passive-aggressive approach to criticism, specially in a game where the unspoken end goal is summarized by "optimize yourself not play it". Playing the same thing over and over and over to get a minuscule die roll was not fun in 2014 and is not fun now.

    • Like 1
  13. 43 minutes ago, Xzorn said:

    In it's most basic form it's a way to camouflage a reset on power creep while also improving game play and fixing flaws.

    A global improvement to the entire game. Not an easy one to do... I've dabbled myself but worth it in my opinion.

    Warframe is one of those dreaded games where the developers will have to suck it up and pretty much throw a part of the playerbase down the S#&$ter for the sake of making the game a game, instead of a point and click adventure, which will mean trying out new things and having them possibly fail, putting the game through a rough, yet necessary period. The classic "you can't make an omelette without breaking a few eggs".

  14. 51 minutes ago, Xzorn said:

    I'm not sure about this. I feel Warframe has a lot of mechanical depth. We have tons of layers to weave into combat and so many options but less reason than ever to use those options. Back in the day we had to push all the mechanics in the game to get where we wanted when now those mechanics are still in place and there's a ton more but nothing opposes us enough to justify them. Warframe lack mechanical skill specifically but all the depth is there.

    I feel DE has turned Warframe into a numbers game. Well RPG-style games are always a little bit of a numbers game but they've been removing our options and giving us no choice but to smash our stats against a problem. Stats which are far beyond anything that can oppose us. This is why we've needed Damage 3.0. The level and time invested into an endless mission is just a means to an end. A byproduct of trying to get that part of the game where Difficulty and Challenge show their face in a semi-fair situation.

    I feel Warframe is less Evolving but more just being forced into a completely different game because they don't want to fix the old one.

    I'll add that as long as Warframe's "end-game", or maybe meta, is optimizing your builds to play the game the smallest amount necessary, the issue won't be considered fixed to me.

  15. 16 hours ago, Volinus7 said:

    The purpose of unfair difficulties in Warframe like a swarm of ohko bullet sponge is to try to push players into building meta cheese strategies like unlimited invisibility, invulnerability, constant CC, which require "grinding" it's not about "challenges".

    Warframe is a gratification centric game, you shouldn't expect anything more than "how many times you have to click per reward".

    You almost sound like the way I like talking about this game, just a bit more shameless. Can I consider you my spirit animal for a while?

  16. 1 hour ago, MJ12 said:

    I don't think that Vallis crewmen being super-tough and dangerous is inherently a problem. It's fine to have challenging content. However, Vallis enemies generally should have their base stats lowered and their levels raised (so their resulting stats are more or less the same) to reflect their actual difficulty and attributes and give players a better guide as to what they should expect.

    Enemy level is meaningless if enemies of the same level of the same rarity and spawn rate can have such a massive variance in lethality and survivability.

    Well, yeah, the problem isn't them being too tough by themselves, but when you put a level 40 Vallis crewman side by side with a level 40 crewman of the tileset variations, the difference is noticeable and suddenly that level 40 gets confusing for players.

  17. 55 minutes ago, (XB1)RPColten said:

    Well alright then. Apparently I'm not high-brow elite enough to understand the mental and muscle-memory complexities of not needing to look at where the cross-hair is aimed on when playing a shooter. I'm out.

    If you want a friendly tip for the future, don't instantly switch to passive-aggressiveness just because someone doesn't agree with you.

  18. 11 minutes ago, (XB1)RPColten said:

    What is better than a cross-hair indicator? That is where a player will be directing their attention given that they are in a shooting scenario.

    The crosshair indicates where the center of the screen usually is and where your shots will land. If the player is specifically always looking at the center of the screen, instead of around it, in a shooter game, that player either got spoiled by doing low-level content with Inaros and Ignis Wraith, or they just like getting killed for not paying attention.

  19. Really, ever since I saw the level 45 ones on the fissure events taking infinitely longer to die than the level 45 MOAs, I knew something wasn't right, specially when MOAs and crewmen are basically lancers and troopers, all trash enemies that you should easily dispatch, specially since the crewmen outside Vallis behave exactly like that. Why this buff has been given to an unit that spawns so often is beyond me, and why it has been kept this way for so long just makese me question the sanity of some people.

    "But just get a strong meta weapon xD", to which I'd reply I shouldn't need to overdo my damage when the MOAs die in one, and rarely two, shots from my Nagantaka, while the crewmen take over six and there are many more of them.

  20. The player is too powerful and the enemy is too dumb, so the "logical" solution was to make the enemy stronger while still dumb, which led us to getting one-shot across the map by elite lancer #26 because his level was too high and he's a hitscan enemy with an absurdly high DR. In the end it's one of those problems of trying to pump everything up instead of cooling it a bit and understanding that sometimes moving a step back can be a requirement to move two forward. While I'm glad they're aware of that, it's specially frustrating to still play this game in these conditions, as it has the potential to be very fun, but when I'm limited to an often-selfish meta just to keep playing properly, it's not fun and it's not fair. I've been testing the Proton set with Loki recently, and it's a pretty fun take on the gameplay, but unfortunately it's specific and I won't have a wall to latch onto every single time I need to build my Adaptation to not get one-shot by a specific damage type.

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