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Kinetos

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Posts posted by Kinetos

  1. 1, I won't play PvP ever under any circumstances so I oppose all suggestions for PvE usable loot that's exclusive to PvP. 

    2, The way to make it more interesting is to make *it more interesting*. I mean, if it's fun, people will play it. If it is required for exclusive loot, people like me will still not play it, but some people will play it just enough to get the loot, but they'll be kicking and screaming the whole way. Do you want people like that or people who *love* PvP to be in your PvP matches? 

  2. Passive changed from reduced fall speed to 3x duration of aim glide. Current passive is a *nightmare condition*. Why is it a good thing on Zephyr but a *bad* thing for everyone else? Plus everyone else can aim glide for all the benefits but can choose not to. 

    Tailwind maintains momentum at end of the thrust phase instead of canceling it. So it's fly, then glide rather than fly then stop and drop. 

    Divebomb deleted and functionality added to Tailwind when colliding with solid objects while in thrust phase. 

    Tornadoes, make enemy flinging less crazy, hold them in the funnel instead of throwing?, make Tornadoes push aim gliding Warframes up and reset their aim glide duration. 

  3. 29 minutes ago, EmberStar said:

    I'm actually using Naramon, for the bonus affinity from melee weapons.  With the "focus 2.5" pricing rebalance, I actually have enough Focus piled up to unlock the Waybound nodes in Zenurik and Madurai, and almost enough for one node in Vazarin.  (No Eidolon shards, because I don't know anyone who plays and I'm not interested in getting stomped by a "team only" boss fight.  So I can't *actually* unlock them.  but I have enough focus to do so.)  Once I've gotten every school enough focus points to pay for the Waybound nodes, and then enough more to unlock the 177 slots it would take to fully equip a school and slot all the Waybound nodes I can't unlock, I might switch back to Zenurik.

    It's not team only, I've been soloing it just fine. Might be faster in a team, but it's entirely doable solo. 

  4. Before rework Zenurik, because passive energy was nice, not op, and always on, well, after 3 minutes. 

    Now Naramon, because as @BornWithTeeth said it just makes melee better. Is activate once and forget. No brokenly OP shadowstep. No micromanagement. 

    The only thing is, once I do go operator mode, the only interesting nodes in Naramon are the waybounds (the rest are negligible, cost energy, or remove a feature and replace it with one that only a Warframe can exploit). So I'm thinking of going Madurai once I farm out all the waybounds. Idk. Hoping for melee amps. 

  5. 3 minutes ago, LazerSkink said:

     

    It's difficult though. Unlike Skana, a melee weapon (the easiest thing to level ever, especially now), amps only receive XP from kills. Mote's damage sucks, so it's really hard to gain affinity on it. I don't know how I leveled the damn thing so quickly prior to guilding it, because now it's taking longer than it ever has and I'm questioning if the remaining 2200 affinity is even worth this torture.

    There was a bug early on. I dunno exactly what it was but it seemed like maybe all of the Affinity from frame and weapons was duplicated on the amp if you got any on the amp itself. I just know I leveled my Mote and T1 amps really fast without any effort. 

  6. Defining by being around for certain updates doesn't work. It means there can never be any new veterans. And someone could be around for a day during that update, not play again for 3 years. That's not a vet. Someone who has been playing every day 3 years from after that update just ended until the present would be more of a vet. And during that update when it was current, everyone wouldn't immediately be vets then and there just because they logged in at an arbitrary update number.

    A vet doesn't just know how the game used to be, they know how it has changed. They've watched it grow and grown with it.

  7. 1 hour ago, ugoooo said:

    I am asking my final question.

    If "X" warframe is your "main" then, what are your "alt"s?

    I mean if you happen to be a "Mesa Main", is it means that your Rhino is your alt warframe?

     

    Second tier favorites. Frames I find less interesting and more specialized but still fun. They don't get as much time and TLC as "mains" but they are the ones that get used when a mission doesn't fit a main and I decide to go with a frame that does instead for whatever reason. They'll be used a lot more than frames I straight out don't like and never use after MR ranking. 

    I would say lately I've been "maining" Inaros, because I've been using him everywhere, bounties, sorties, and I never have to change loadouts or mods regardless of mission type or conditions, "alting" Oberon Prime because I use him against Teralysts specifically and no other frame has worked as smoothly for that task for me, I've modded him specifically for that task, and I like him, but not as much as Inaros, and I don't know how this build works elsewhere, or would have to make a less specific build. I've also been playing Mirage Prime to rank up for MR. Never really played her standard variant all that much, and I don't trust myself with her in bounties, sorties, stuff that matters. Clearly different tiers of usage between these 3. Going to try some forma on Mirage Prime and see what happens though. 

    Main and Alt aren't perfect because they don't have locked out separate progression (meaning separate quest progression, bound to character weapons, bound to character mods) that incentivise sticking to one permanently, but Warframe doesn't have that, and they work in terms of describing differences in familiarity and usage. You are probably more familiar with a true main and have all the best gear for them and spend more time with them have more fun with them and perform better with them. All of these aspects can apply to Warframes. 

    1 minute ago, Toppien said:

    I decided I don't want to quote this actually but I can't delete the quote from mobile. Non-wysiwyg editor when? 

  8. 5 minutes ago, (PS4)HurricaneHugo76 said:

    Yeah, but don't procs STACK? 

    Impact at its lowest stack is equivalent to 100% damage reduction. Puncture at its *best* stack will be 75%.

    Puncture is purely irrelevant as a proc, and there is no way to make it relevant without a completely different mechanic on it than percent reduced outgoing damage. 

    I made no mention of slash. 

  9. 46 minutes ago, (PS4)HurricaneHugo76 said:


    I don't see this as a nerf of slash; I see this as increasing the effectiveness of impact and puncture

    Puncture, due to its mechanic, is always directly inferior to impact. Not shooting is always going to do less damage than shooting with reduced damage. So no, they are not making Puncture better. Puncture needs to be entirely changed to do something else. 

  10. Balance doesn't mean everything is the same and doesn't mean there are no niches or roles that some things do better than others. 

    Unbalanced, many frames/weapons are literally useless compared to one or a few frames/weapons that are literally better in every scenario even if they are the wrong theme. 

    Ignis vs Plasmor? Unbalanced would be Plasmor vs infested always beating Ignis vs infested *in spite of* doing radiation which is supposed to be less effective than heat vs infested. Balanced would be Ignis working better vs infested and Plasmor working better vs Grineer, but the difference not being so great that you *can't* use Ignis vs Grineer if you prefer it to Plasmor and don't mind a little less efficiency. It's almost like rock paper scissors, but unlike in actual rock paper scissors, sufficient skill can overcome stats. If it's unbalanced, paper might always win whether the opponent throws rock or scissors. If it's balanced, throwing scissors *will* statistically beat throwing paper over millions of samples, but sufficiently skilled paper can beat scissors of less skill. 

    That's balance for choice of gear in PvE, or for PvP in general. 

    Balance is also not 1 Tenno = 1 ai Grineer Lancer with the same exact DPS and EHP, though it would be nice if they were a little bit closer so reflected and mind controlled damage actually did things (enemy team damage), and team/self damage was less lethal (Tenno team damage), without changing the interaction between Tenno and enemy directly, or adding special features to team damage. We can have balance and still feel powerful, like a lever balanced on an off center fulcrum with different weights at different distances. 

    That's balance vs an AI for PvE and is not dependent on gear choice assuming that is balanced. 

    Balance is necessary but may not be what a lot of people think and it takes nerfs and buffs to do it, and which is used depends on the situation and which would take less work, and on current circumstances not past circumstances or actions, especially with balance between gear where all that needs changing is a few numbers on the gear. 

    Though at some times it might be better to do a systemic change if making spot changes has resulted in a mess of spaghetti, and simplify. For example team damage, it would be simple to add a couple of multipliers that affect everything, but that would make future work harder because the system is more complex. Long term it might be easier to tweak base stats for enemy hp and Tenno weapons directly even though it would take more time up front. And btw it would be an instance of numbers being made smaller (REEEEEEEEEEEEEEEEEEEEEEEE...) but getting a buff in reality. (...eeeeeee but mah numbers...) 

    Specific instances of poor attempts to make things more balanced do not invalidate the need. Perfection will never be reached but that is no reason to never try to improve at all. 

    PvE and Conclave balance can remain separate too, there's no way some abilities can be balanced for both and that's fine. 

    The game is currently not balanced, but I think it can be balanced without destroying it, and I think it would be improved for it. I am willing to take temporary losses (weapon/mod investment) for long term gains (better game). If systemic balance changes improve the game, I will adapt.

  11. I use:

    Inaros 

    Vectis Prime 

    Akstiletto Prime, with corrosive status

    A Zaw dagger, with Covert Lethality mod (any dagger with the mod would work) 

    Adarza Kavat with Cat's Eye, Hunter set mods, the armor stripping mod, sense danger, health and armor link.

    For ground enemies depending on the distance, long or mid, shoot with Vectis. Short range, throw sand with 1, finish with dagger. Covert Lethality guarantees kill, especially good for Nox, and finishers heal Inaros. Throwing sand is also cc. 

    For flyers, depends. Dargyns, the small fighters, Vectis Prime. Ignore Firebolgs, they just drop troops and fly away. Bolkor and Ogma stick around and have weapons. Bolkor, Shoot the turret with Vectis, it can kill even Inaros if you ignore it. Bolkor with disabled turret or an Ogma, Akstiletto Prime. Corrosive procs remove their armor and allow you to do damage. But save the ASP for these, not ground troops, takes ammo and ground troops don't need their armor stripped, Vectis can beat it, and Covert Lethality ignores it. Or after disabling a Bolkor turret you can ignore it. No secondary weapon. But it will repair the gun. Redisable or kill depending on what else is going on. 

  12. 1 hour ago, (Xbox One)OTF SERENiTY said:

    Would you consider the death orb passive a benefit throughout the entire game now that the void is only used for argon crystal farming?

    I wouldn't consider death orbs a good passive that should be mimicked. Prime passive is useless... So Umbra passive must be useless? Why? Why not make Umbra passive useful and rework Prime Passive to be useful? 

  13. 11 minutes ago, ETzvi said:

    that other thread i made mysteriously vanished the next morning when i checked 

    it seems like warframe official forums only keep positive feedback visible on display 

    Do you mean this one? 

    It was moved to the forum section where it could actually make a difference. 

    Or maybe it was merged. 

    Most times people think threads are deleted they are moved or merged. 

  14. My theory, the first frames were made by transforming people. Ballas has designs in mind that pretty much always go according to plan. Being turned in to a frame hurts a lot. Whoever was turned in to Mirage Prime couldn't feel pain, like Hayden Tenno in Dark Sector. Delaying the "handoff" of the body from the original mind to whatever is in there next, causing the design Ballas intended to apply to go completely wrong, he not intending to make Mirage at all.

  15. None.

    But if he does, glaive which always explodes like Power Throw, no self damage, and returns to hand instantly but still doing damage along the way back from the explosion with a Lightning bolt. Has the normal number of bounces, can be altered by glaive mods. Should be a crit weapon to benefit from Electric Shield. 

    And there's no reason Capacitance would have to be changed, could still work with an Exalted Weapon. Would be like a shield version of Hysteria with sharing instead of invulnerability. 

  16. We've beaten Alad V twice canonicaly. On Jupiter and Eris. And he's still not dead. So yes we can fight the same guy more than once. 

    Speaking of whom, I think Alad V could be killed for real by Hunhow. He's a long standing character that we don't depend on for daily functions like some people do with Teshin, and some people like him so it would be impactful. 

    Killing him for real wouldn't remove access to the old boss fights either, or Mutalist Alad V would have removed access to Zanuka Alad V. 

  17. Theoretically shields are strong because they regenerate automatically on every frame passively, but because they follow the Sci fi shooter trope of delayed regeneration, they won't regenerate under constant fire, no matter how little actual damage is done. And because this is a horde shooter we are pretty much constantly under fire. Delayed shield regen works well in cover shooters. 

    There's also that armor is op so shields add much less to total ehp, but except for abilities and other actions, hp doesn't regen, so *conceptually* regen balances damage reduction, if not in practice.

    But just removing the delay would essentially be putting a hard floor on what sustained damage from the enemy would be effective as any damage less than the shields regeneration is immediately healed. 

    A change I've toyed with is looking at how Star Trek Online regenerates ship shields, where they are an effective and balanced primary defense system. Instead of a delay, that resets every time hit, and then constant regen after the delay, ships in that game regenerate a portion of their shields every 6 seconds. It's kind of like having an extremely reliable Raksa casting Protect I guess. The regen is periodic instead of constant or delayed then constant. The result is that burst damage matters even if sustained damage is lacking, and tiny amounts of sustained damage don't prevent regeneration. It *might* be easier to implement meaningful shield gating if shield regen worked this way. Shields go down, 2 seconds of invulnerability which may or may not allow a shield regen pulse in the meantime depending on timing, and after the invulnerability period there's a period of time before the next shield regen pulse and no invulnerability. STO does have shield and hull (hp) heal abilities that heal immediately or over time regardless of the pulse timing, but STO has cooldowns preventing constant regenerating and Warframe doesn't. Abilities like Blessing, Harrow's chains, Energy Vampire's augment, Capacitance, etc. could be changed to add their shield regen to the next regen pulse instead of immediately restoring shields.

    Obviously the exact time value between pulses could be changed, I used 6 seconds because STO does. And 2 second gate immunity I just made up because having a number is better than not, actually no there are a few options like this in STO and they might use 2 seconds, idk. 

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