Jump to content

(PSN)Stealth_Cobra

PSN Member
  • Posts

    1,374
  • Joined

  • Last visited

Posts posted by (PSN)Stealth_Cobra

  1. Appreciate the fact you are revisiting the ability, and I'll wait to try it with passing judgement, but my hot take is the following:

    • Don't think making power strength mandatory is a good idea for the ability... Build is already socket starved as it is, as it requires tons of Range Mods + Energy Mods (Flow, maybe efficiency) to be usable. Really don't see how someone is supposed to fit in range / strength / energy / survivability mods / the fatal teleport augment AND some duration since you nerfed the interaction with Arcane Trickery and ppl now need to mod for duration if they want to stay invisible.
    • Unless I read this wrong, you don't seem to have addressed the capped damage, meaning you will still not oneshot enemies like before.
    • It's still a very slow, clunky and expensive skill to use compared to tons of AOE nukes and weapons that do the same thing much , much faster. Again , not trying to get other stuff nerfed, but we're in a game where tons of weapons and frames can basically wipe entire rooms in a single button press, so why again is an ability that requires two abilities cast and has tons of drawbacks getting nerfed ?
    • Again , only a handful of frames were able to really use the ability before, with most of these frames being frames in a bad spot in the meta. Still don't get why it was so problematic to give said frames better tools to be on par with usual AOE nuker frames.
    • Like 2
  2. 4 minutes ago, MasterBurik said:

    It doesn't fix what I see as a disparity in the aesthetic design quality between the two gendered outfits, but at least it is being addressed in some form.

    Think adding a cape and a waist guard to the male armor would go a long way in that regard, instead of going for the vanilla low ranking dax look.

    • Like 11
  3. 4 hours ago, Aadi880 said:

    If ammo issues is a concern, invest a forma/prexilus slot for ammo mutation and play aggressive with it in conjunction with your melee weapon.

    You will never run out of ammo that way.

    Tell that to any boss....

  4. Personally, I would just make the Eidolon bounties force nighttime on the plains and make them available all the time . As an added benefit it would remove the lame time pressure on them, allowing less optimal teams to tackle them and stopping this elitist multiple tridolon per night nonsense where you're speedrunning it as fast as you can and getting angry whenever you get randoms that don't do it fast enough, plus it would allow more build diversity in hunts since it would be ok to take longer and have a not optimal party. Let's face it nothing sucks more than getting to the last eidolon and having the lures vanishing a couple seconds before you finish capturing it because it's daytime.

     

    • Like 2
  5. While mod breakdown is kinda cool , what would be REAAALLY NICE would be having the ability to lower and raise the level of our mods when equipping them. Like let's say you have a 16 Capacity mod and you have 14 mod space left, you could slot it in and knock it down two pegs so it fit. As an added benefit, it would allow a better handling of putting in formas.

    Right now when you put a forma, the game removes mods till the mods fit. It can get confusing as you're not sure which mod got removed and what build you had there. With this fix, when you would put a forma, some mods would be knocked down a couple of pegs so everything still fits without the forma.

  6. I think a "play one conclave match" woudn't be such a bad thing if it's like a daily objective and not like a weekly objective. Who know , it might be enough to give the gamemode a couple of days of enough activity to actually get matches going... And in the worse case scenario you could skip it and lose only 1000 points, which is a couple of random glass encounters and not such a big deal.

    Personally, I would use this occasion to maybe max my conclave and get a couple of guns going during the few days where people did their one match to get their NW done. Every time I actually tried to get a match going it's always waiting for like 30mintes for like two persons to show up then like the guys quits two seconds into the match.

  7. Tbh they should simply cycle the planets held by liches each day, with the lich moving his influence over the starchart through the week:

    Ex: on monday the lich has the first five planets of the starchart , on tuesday he has the next five planets and so on... That way you're guaranteed the planets will overlap for every player and you will not get troubles matchmaking. Also would be nice if you removed the "clear node" mechanic, as it can be annoying when you cleared and the missions you care about and you're stuck with missions that suck to solo like Interception or Hijack.

    • Like 2
  8. Could you please soften the restrictions of keybinds too. There's so many things that cannot be bound where I want them to bind them (for example cannot put consumables menu on touchpad, cannot bind ability menu everywhere, cannot bind tactical menu everywhere. I know touchpad has some restrictions that regular buttons don't , but just allowing us to bind everything everwhere would help controller accessiblity.

    Also maybe try to work solutions for a few things you can currently bind on touchpad and that don't work properly (for example I can bind the map to touchpad , but when I try to hold it to have the detailed map it doesn't work, same with the captura camera mode, even though I keybind place marker captura mode to touchpad, I have to rebind my controllers every time I enter captura mode since it's not supported). Really annoying because I have to rebind my controller every time I go to open world to be able to get detailled map, have to rebind for Railjack because I need ability menu to reach tactical menu which I don't usually need since I have dedicated buttons for my abilities on DPAD and I have to rebind every time I go into captura because I cannot open captura camera menu using touchpad. These are not even new issue's , they've been around since forever and I've kinda grown accustomed to them since each patch I hope a pass on controller accessibility is done yet it never happens.

    Also if you could remove the restrictions on having the same button bound to two keys at once,  would also be great for some select situations where you want a specific control setup (like maybe have alt fire set on both face buttons and triggers).

    Railjack controls also need proper dedicated controller binds for each abilities (right now it seems the abilties are bound to dpad by default, and if you bind anything else on dpad, you outright lose the ability to use dedicated ability buttons for your RJ abilities). Likewise there's restrictions to where you can bind the rotate left and right buttons ,and you can no longer place them on L1 and R1 for some reason (because I think ability menu is mandatory even though I don't use it in RJ because as I said, I hate ability menus).

    Finally, perhaps consider adding the option for combo imputs (for example pressing two buttons at once to activate something else). Destiny 2 just did this and it tremendously increases the flexibility of what you can do with controls, and in a game like WF where there's more and more features that keep being added, It would help to be able to handle more features (since right now all my keys are being used to their full potential already, and I kinda hate the Ability Menu and anything of that nature. Small things like being able to hold O and Triangle to be able to deploy archgun / archwing / kdrive / shawzin , there's so much more that could be accomplished if the system was more flexible and allowed you to bind more stuff to more complex keypresses.

    Also PS4 controller is still not natively supported on PC, meaning no touchpad support unless you use something like input mapper and do shenenigans to bind keyboard presses to the touchpad through it. Tons of games nowadays detect a PS4 controller natively without having to use a third party app, and it would be great not to have to emulate a Xbox One controller and hack the touchpad to be detected.

  9. TLDR Version - Put a + / - button on mods you own so you can change their capacity cost when equipping.

    Seems like a pretty easy thing to implement, and it would be a huge quality of life improvement for everyone.

    You all know the drill by now, you get this new cool mod (let's say an umbral mod). You rank it to max because you want to use it, but now it costs a whopping 16/18 mod capacity to slot in. You can't use it anymore on most frames, as it requires you multiple formas to even fit it in , and so on.

    After a while , you  since it's a near constant annoyance, you start to rank up duplicate mods halfway and such to be able to slot them in in all your builds. In the end, you end up with tons of half-leveled copies of mods in your collection so you can fit that mod in in that specific build.

    My point is , it's annoying and confusing. Why not just allow us, when we slot in a maxed mod into a socket, to press a small + / - icon on them to lower their active level. This would remove the need to own multiple copies of the same mod, and to waste endo to level up those useless side copies. For stuff like umbral mods and unique mods you can't get anywhere, it would also allow you to fully level them with confidence knowing that you will always be able to lower their cost when you want to slot them into your builds. I still to this day never fully leveled any of the umbral mods because they would be too expensive to slot in afterwards.

    Another advantage is when you would put formas in. Instead of unequipping mods, the system could automatically lower some of the mods active levels to let them slotted in. For example if you're missing four mod capacity after putting a forma, it would drop let's say serration by one, split chamber by one , and so on...

    So yeah, simple solution, much wow.

  10. I think they are going for the Guiness World Record of the "Slowest Murder Mystery".

    Seriously though, spending six months on this seems like stretching it, especially considering i'm already Rank 19 and a half and it's been less than a month. In two weeks i'll be done, which means it's going to be months not really caring about Nightwave as the narrative is drip-fed.

    • Like 2
  11. Think DE still needs to go back to the drawing board when it comes to some aspect or Railjack. For one, think they have to ditch the whole "four players in the same ship" concept and instead focus on each player having their own railjack in four player railjack missions. Let's face it, nobody enjoy using side turrets, nobody loves repairing the ship and crafting ammunition, and you don't really need boarders when you have a good ordnance canon that can oneshot crewships.... Once you have intrinsics at lvl 10 and you can teleport everywhere, remote repair breaches and do all sorts of things, you can solo everything in RJ... And that's without the command intrinsic. It's already possible to have four players with moving ships in the open world (one railjack and three hijacked crewship, so it woudn't be a stretch to have missions with four RJs at the same time.

    Heck you could have different mission types different team loadouts : Classic with four players in the same RJ, duo with two RJs with crews of two and Armada with Four Railjacks at once.

    • Like 2
  12. Yes it would... you click both checkbox, then the game will match you only with people that have the same relic/rarity equipped. Granted, it doesn't guarantee you'll always find someone waiting for a queue, but it sure is better than using recruit chat, and you can just try every now and then to see if you get matchmade with ppl.

    Plus you could do only one of the two checkbox if you can't find anyone, at least you would get matched with other radiants or other non-radiant relics of the same type (still more targeted farming than joining a random group with random junk relics you don't care about.

  13. I'll make this quick, you guys need to add two checkbox when you choose your relics from the starchart : 

    - Match relic with other players

    - Match rarity with other players

    This itself would save everyone hundreds of hours going to recruit chat saying "Hosting Axi B2 Rad", then waiting two hours with one person showing up, then leaving repeatedly because there's nobody else joining. You would just check both checkboxes and voila, the game would match you with players running the same relic / refinement... I mean the only time you can find radshare groups fast is when primes just came out , rest of the time good luck finding someone running that old vaulted relic.

    If you cannot do this for technical reasons, at least make a recruit page on the WF website or a third party website where you can put the relics you want to run and then people can contact you in game when a full group is assembled.

    • Like 1
  14. I think extraction is mostly there to give players a sense of the game being a team effort. The team enters together and leaves together from spots where they can see each other before leaving (which is often the only time u actually see ppl since everyone is bullet jumping everywhere. The timer also gives time for slower players to catch up.

    As for the four weird exit ports, yes it's a little strange that all factions have a similar extraction design, but for gameplay purpose ships must include dedicated entrances or exits. I do think more missions could use an arching or even railjack exit in the near future though.

     

    • Like 1
  15. There will always be cheese tactics, which imho doesn't mean it's not something worth pursuing (more challenge).

    In the end it doesn't have to be the toughest game ever, but WF does need to have alternatives to running lvl 5-40 missions where you literally cannot die and having to stay an hour in an endless mission to get a semblance of challenge. I mean right now what's the point of putting 5 formas in something when there's no content that requires that DPS and survivability.

    You could also restrict access to some wpns and abilities in hard mode, or making them less efficient, that way people can still enjoy them in normal mode, but can't spam and abuse them to facepalm endgame content (kinda like ESO disables ability spamming). Just don't go nerf all the cool stuff to make hard mode work plz.

  16. Thing with eidolons is that you need premade groups anyways since you need frames to fit a certain role, so people will end up in posting in recruit chat anyway. Only difference if there were no timers would be the fact eidolon hunters would be able to run their eidolon groups when they feel like it instead of waiting on a timer, and dedicated eidolon farmers would be able to basically run them nonstop, wich is imho not a bad thing.

  17. Mostly agree.

    • Removal of base damage mods would open up more variety in terms of builds (although they would probably have to remove stuff like heavy cal and such if it were the case as players would simply put these in to replace the old mods. We're already pretty socket starved nowadays, especially on melee weapons, and having a couple more modding slots would help.
    • Also all for a dedicated augment slot for every Warframe. Pretty much every frame has at least one good augment, and often more ,and it would free space and guarantee each player at least had one augment per build (plus would be much easier to run builds with multiple augments). Heck , DE could even go further and give a small boost to the skill in your augment slot, as it's your "main" build skill.
    • Universal vacuum and radar would be great, as it would free a lot of slots on both sentinels and warframes for more useful stuff. They are quality of life features, should be on by default.
    • Hp and Energy regen I also kinda like, especially for newer players. When you start out you have pretty much no ways to heal yourself (since stuff life strike , healing return, sentinel healing mods,  zenurik, arcanes and even pizzas are not really something you have), and that often makes the early game much harder than it should be. Later on it's not such a big deal, and honestly 1 hp and energy per second is pretty low, especially since stuff like zenurik gives you alot more than that already.
    • Not too sure about adding more exiluses and slots. These things are huge plat and forma sinks, and at one point you can't keep adding more sockets to weapons, since you still have the same base capacity to mod with anyway. Kinda like Sentinels and Kavats, they have way too many sockets, meaning every crappy kavat takes like 6+ formas to even start to have a full build on.

     

    • Like 1
  18. Now if only they could do the same with eidolons, that way people can actually play them whenever they feel like it AND it doesn't have to be a constant race of cheezing them as fast as possible because you gotta have it done so fast.

×
×
  • Create New...