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(NSW)Joewoof

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  1. All this is great, but I hope DE also touches on making pet mods more accessible. For players that want to farm them, there's only one node on Earth to reliably do so, and that is Cervantes. Sure, you might get lucky by killing dogs in random missions, but that's hard to target-farm as well. As of now, the easiest way to get something like Link Armor is to transmute uncommon mods of the same polarity, and for something that is so crucial to pets, there should be more options for farming these things, or at least an improvement in drop rates.
  2. As a longtime Hydroid main for 5 years, I'm happy with what I see so far. I'm really glad that DE is leaning towards the "meta" playstyle of high-level Hydroid players, relying on Tidal Surge as the "build-around" thematic ability instead of Undertow. I foresee a high-skill playstyle of using Tidal Surge to group up enemies, which applies Corrosive to all of them, using Plunder, then ground-slamming them. An alternative, defensive playstyle of applying Corrosive/Viral rain to a large area might also be possible now, by reducing casting speed and increasing the duration of Tempest Barrage. Seems fun and versatile. That said, I hope where Tidal Surge deposits enemies a bit more in front. In the devstream, Hydroid had to turn around and attack enemies grouped with Tidal Surge. It would be nice if you don't have to do that, and can just melee them in front of you once Tidal Surge ends.
  3. What's good is that it's very clear why Hydroid is so low in the tierlists: • His abilities deal no damage (with the exception of ultra-niche builds that break his abilities in very specific situations) • He has no true survivability (despite having an invulnerable heal, he is extremely fragile when actually in combat) • His abilities discourage mobility, due to most of them being area-based DoT effects (despite having a good mobility dash for certain tilesets) • His main method of looting disrupts teamplay, especially since the tentacles swing enemies all over the place I hope DE addresses all of these problems.
  4. Out of everything else in Warframe, I think the part that feels the most incomplete is a new player's first introduction to The Void region in the starchart. For a place that seems so mysterious and enigmatic from the outside, I still remember my disappointment at being teleported into a pristine Orokin tower and fighting mind-controlled enemies for no reason. I've heard that there is a "first half" of these missions that has been cut out, where you have to collect these Void keys that teleport you into the Orokin towers. The problem is that the second half, by itself, doesn't make sense and is immersion-breaking. You fly in with your landing craft, but instead of docking or releasing you, you are somehow "phased" into the tower, even though you can't do that anywhere else. It no longer makes any sense. It would be very nice if one new tile is designed for these Void missions, a round landing pad for your ship just like everywhere else. Or, at the very least, you break through a ventilation grating or panel and drop into the mission. It should be consistent with the rest of the game. The second big problem is that the Corrupted still lack any substantial lore. I hope making them the main faction you face in Duviri Undercroft is a hint of good things to come, but it also means that it runs counter to the original "neural sentry" explanation in Lua Conjunction and Void Exterminate missions. So, are these Void manifestations or are they mind-controlled visitors? Technically, it can be both, but having them originate from the Void itself is considerably more interesting than simply being mind-controlled drones. It also makes more sense for Orokin Vaults and Void Fissures. These are "outsiders" that are constantly trying to break into our reality and take it over, possibly lead by The Man In the Wall or Dominus Thrax. That's cool. I've said this before, the Corrupted still lack a good leader or villain, and we still lack a proper quest that should introduce this region to a new player. There are already those Grineer sister bosses, Void keys and the Void Sabotage mission type that almost works as a mini-quest. And there is already Corrupted Vor that could serve as a villain. However, all of those should be introduced earlier, with more/better lore. It feels to me that the content is already there, and they only need to be stitched together as an introductory quest the first time you visit The Void. Coincidentally, that section of the game between Void T1 and Jupiter is also lacking in meaty story quests. The New Strange is at Europa, but I don't think it alone is enough by itself, and the other side quests around there don't add much.
  5. It's a nice shake-up, and I think many people underestimated how much the time-gating has an effect on slowing the formation of the new meta. Since not everyone has access to all the weapons, it's harder to tell what's really going to come out on top. DE also intentionally designed the more popular old weapons, such as Soma and Dread, as traps for min-maxers, since they're already so strong, they're actually some of the least buffed by the Incarnon adapters.
  6. I'm pretty sure it's coming earlier than we think. Since Infested nemesis have been announced and confirmed to still be coming in the recent Reddit AMA (quote from Pablo: "heheheheheeehhee"), I think that could potentially be the next big Railjack update. After all, they need an Infested Railjack "showdown" to be consistent with other nemesis systems. This is absolutely the least interesting content in the game for me, but if it comes with Infested Railjack missions, I'm all for it.
  7. Yeah, this is the way to go for solo players.
  8. It shouldn't be a surprise, as it's in-line with DE's long-standing philosophy of getting the players to move around more and actually engage with the parkor system. That's why we got Mirror Defense and Void Flood mission types. It's also why newer defense modes like Void Armageddon involves us moving around different defense points and includes interactable turret-building mechanics. More ability range means that you're better able to just stand around in one place more, and DE doesn't like that very much. It's also why map-nuke frames have fallen off in recent times, especially due to the addition of really tough enemies like Thrax, Dax and reworked Eximus. Equinox has really, really dropped in popularity into one of the least used frames nowadays, despite being "S-tier" for most of Warframe's lifetime.
  9. That's not how a gaming studio works. The art/design departments could be working on new content at the same time that the coding folks fix the bugs. Then, when the new assets are ready, they can take those and implement them into the game proper. It's not an either-or thing.
  10. UPDATE: I was told to try deleting Warframe and re-downloading the game. That fixed the crash. Must have been some corrupted files then. - - - Game has become completely unplayable on my Switch. Everytime I enter the Orbiter in my Drifter camp, the game crashes as my Trinity Prime is trying to stand up from the starting kneeling position. The game crashed twice before it regained stability. Then, I was able to play normally until it crashed again tonight. This time, I tried logging in 5 times, but it crashed every single time on my Switch. I’ve played for 5 or so years since Plains of Eidolon, and I’ve never had such an experience before. I’ve played Duviri and Circuit with no issues, but the game has become very unstable in the orbiter. I’ve had the modding menu crash on me about 3 times this week as well.
  11. I'm not sure if this is true, but it looks like the community is not in agreement about what they like or not about Duviri. Here, for example, I believe that the new enemies are the absolute highlight of the new update. There have been several updates where new enemies don't actually change up the gameplay in any significant way, but this time, you have to approach the archer, the swordsman, and spearmen and the giant differently. Their dynamic feels fantastic, and to me, it's a huge part of what makes Duviri so incredibly fun. Likewise, I think Duviri is the best landscape ever created, with so much environmental lore, so many things to collect, and the huge diversity of side objectives scattered everywhere. I think it's the best, by a huge margin. My gripe is with Drifter melee gameplay, which feels underdeveloped. The timings feel wrong and the blocking mechanic is not only cumbersome, but also unnecessary in the current ebb-and-flow of the combat. I'm really enjoying it due to enemy design and the decree system, but the main melee combat itself feels problematic.
  12. Duviri has intentionally been designed as one of the fastest affinity (XP) farms in the game. And unlike the normal mode, you don't even have to potato your weapon and instead use loaner mods at max capacity. So, instead of spending 10 minutes in SO to level your Focus, and then 10 minutes in Hydron to level your weapon, both by just standing around and doing nothing, or standing around as a nuke frame and spamming one button, you get to actually play a game that changes every time you run it. Duviri also has new arcanes for normal mode, alongside powerful new melee weapons with unique mechanics. And of course, Steel Path Duviri Circuit currently has the strongest weapons in the game.
  13. Well said. Incarnons have a very easy knob to dial things back as well: the Incarnon form charge rate. They don't even have to nerf the actual power of these weapons; all they have to do is slow the down the transformation build-up speed.
  14. Back in the day, people used to farm Kubrow dens infinitely with loot frames, but that was nerfed into the ground. I always go for the ferals in Cervantes as well, but nothing. The corrupted Drahks on Lua Conjunction missions also drop Link Armor, but at a very low chance for something so crucial for an entire category of "gear" in the game. Trading for it is not the point. The point is that almost every other farm in the game is reasonable, and farming is part of the fun. In contrast, the pet mod farm doesn't have reasonable drop rates, and I imagine that most people get Link mods by accident/chance from killing ferals and Drahks. That's how I have Link Health and Link Shields. The only other outlier in the game is the Ghoulsaw stance mod, but I got extremely lucky there. And, of course, Eidolon arcane farms which cannot be targeted as well, but at least, those arcanes are no longer necessary for Steel Path. We have new, target-farmable options now. Cervantes could be kept as the only direct farm for Link mods, but I hope they move the numbers around so that the Link mods are at 10% drop rate or so. There's a lot of useless junk in this particular drop table.
  15. Now that a pet rework is possibly coming later this year, I want to give some feedback regarding pets. I've always loved using pets, and I have several Steel Path level Mecha set Kubrow/Predasite builds. However, it was a really tough journey getting there. Unlike most of the community who now defaults to using immortal Vulpaphylas, I kept using other pets with varied levels of success. Kavats and MOAs have built-in defenses that make them more survivable, but Kubrows and Predasites are exceptionally weak in Steel Path. I quickly realized that I'm missing the Link Armor mod which is key to pet survivability. Here's where I believe some work needs to be done. As of now, there is no real way to target-farm Link Armor and other similar pet mods. The only reliable location on the entire star chart is Cervantes, Earth, and it is a slow Sabotage caches farm with a 3% drop rate. That means 33 slow runs on average, and more if you're unlucky. I spent months farming this node, and I think I've gotten Bite once, and none of the other pet mods. As of now, this must be the hardest-to-farm mod on a core mechanic of the game, on a node that is boring to do repeatedly, and one that can be considerably difficult to complete 3 cache finds. On the forums, people seem to agree that it is easier to transmute your way into getting the mod, and after 2 million credits, I finally transmuted Link Armor. I honestly think there should be a pass over this old farm. Once you have Link Armor and Link Health on a health-tanking build, your pet becomes very survivable in Steel Path. I think the old notion that pets die instantly in Steel Path is an outdated view, since we have new options like Arcane Blessing and Parasitic Armor that can drastically increase pet health/armor for any frame. The Mecha set is extremely underrated and it alone is reason enough to bring a Kubrow or Predasite along.
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