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DrBorris

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Everything posted by DrBorris

  1. And I'd argue Saryn lives her best power fantasy in Steel path. Saryn's whole kit is designed around spreading a disease, something you can't do in normal content as everything does too fast. In SP enemies live long enough that your attention to your spreading disease matters, using Toxic Lash as a spreading tool is important and Miasma becomes a far more interesting ability as an augment to spreading/CC than it is as a nuke. Saryn isn't a nuke, she is a debuff DPS. She doesn't walk into a room and kill all the things, she condemns a whole tileset to inevitable death. Some videos showing how she doesn't instantly kill a small group of enemies as fast is completely missing the point of her archetype.
  2. But Void damage gets a 75% bonus vs overguard! /s I'm not exactly sure how to balance it, but I think it would create a lot more organic Operator/Warframe loop if Operators could properly strip Overguard. Put a zero at the end of that percent and see where that gets us. I've never much liked the bullet attractor as it doesn't mesh with what the Operator is supposed to be doing. Operators are there to make your Warframe do Warframe things better. Void Status kinda does that on paper, but it has two issues (imo). The duration isn't long enough for you to make proper use of the status effect after swapping to Warframe. And while this could be fixed by just improving the duration... A bullet attractor isn't a universal buff that is always wanted. When going for headshots or make use of punch through this effect is an active detriment. Void status should be always useful. You always have your Operator equipped, it should always be something you'd want to use. That does mean it'll have to be boring, but I think that's for the best. One of the ideas I've had is for Void status to change an enemy's resistances to +75% to all damage types (for 10 seconds). Yeah, it is just a damage boost, bit it still retains some build-arounds in that it enables using any damage type against anything without getting hit with chunky DR. Bullet attractor on magnetic status though... that has some potential. I am a big proponent for the "break armor with mechanics" meta we are in, but I think this would be pushing armor strips to be a bit too much. Different mechanical interactions is more interesting than having one interaction be the catch-all. Let Operators be the answer to chunky Overguard.
  3. I think the "this makes DE less money" takes are making some pretty hefty assumptions. Those assumptions being that people are regularly enough building multiple frames and/or repeatedly re-polarizing gear for DE to notice the 20p dribbles. I think I can consider myself a pretty hardcore player, but the only time I built multiple of a frame was for Focus farming (5 Banshees) and even then I did it in a way where I didn't need to spend any Forma/Potatoes. Most of the big content creators that come to mind don't even have multiple fully built frames. If anything, I think option one would lead to more plat sales. It would remove the fomo from polarizing out a slot, it would make polarizing a straight upgrade that you could do for giggles without worrying about breaking other builds. If option 1 became a thing I could easily imagine myself putting in 20+ more Forma into things that I wouldn't otherwise.
  4. I think I should have clarified that the Forums themselves have shifted more bad-faith negative. My keystone moment for the Warframe Forums was A Complete Rework of the Foundation of Warframe. A post that was not only incredibly well written, but inspired 49 pages of similarly well written discussion. Whenever I post a concept I still try to hold myself to that standard. This was 2013 though, so uh... it's been a minute. Since then the quality of discussion has only felt to devolve; not only are topics generally less well thought out, but responses even more so. There are well written topics still, this post being one, but the bad faith interpretations are still coming out to derail everything and anything into meaningless drivel. It's the bad faith that gets me. The negativity isn't all that much more, as someone else said feedback is inherently negative to an extent. It is the way that negative feedback is expressed and discussed that just feels pointless. I just had an interaction where I disagreed with someone on how to buff a frame, spent four 200-ish word posts describing that difference, only for them to slap me with a "well I guess you don't want anything to change and you don't want anything to get better". I just... ugh. The Forums mostly suck. There are some gems, I try to stay active enough to catch them, but It is dehumanizing to get torn apart by people who refuse to see me (or the devs) as competent humans.
  5. Adding difficulty through making the horde harder to kill in this horde shooter isn't the way to go. In my opinion Steel Path hits a nearly perfect balance between requiring a real build and still allowing there to be a satisfying power fantasy. Furthermore, making mob enemies more difficult to kill through other means (like better AI) would be more annoying than difficult, enemies being more evasive would only make AoE weapons even more meta. Lancer #35492 shouldn't be a threat to a Warframe. The way to add difficulty is through mission mechanics, target prioritization, and build-craft. And even then I don't think "difficult" should be the goal as much as "engaging" should be. Circuit Jackal for example isn't "difficult", but by requiring you to engage with its mechanics it has been considered difficult enough that there have been cries to nerf. Another avenue DE could push for is missions that are complicated enough that there isn't a one-size-fits-all solution. Imagine if Sorties didn't allow you to change your loadout between missions, this would require you to plan out your loadout and potentially use sub-par gear for a given mission. I'm sure its been said somewhere here already, but Railjack has a lot of potential to be a groundwork for "difficult" content. Too much emphasis gets put on the space combat, the true potential of Railjack is weaving a variety of objective types seamlessly into a single mission. Railjack "just" being a taxi is huge as it allows or immersive transitions between objectives.
  6. I've noticed over the past year-ish is that the Forums have actually trended even more negative than the subreddit. Personally, that has been part of the reason why I have not been nearly as active. It is draining for everything said/done by developers and the members of the community to be taken in the worst faith possible. It isn't constructive, and all it does is show that some people are incapable of understanding another's perspective. You can already see a bunch of it here. The OP is well written and tries to be fair, then you have people responding with the equivalent of "lol, DE bad" or "they only care about money." The only thing these kind of responses do is make the gap between dev and player wider, as a dev (who thinks themselves to not be "bad" or "only in it for the money") the most rational take away is "this person isn't willing to see our perspective." This then leads into a slippery slope of PR-speak nonsense and secrecy, looking at you once-a-month Devstreams. The amount of comically negative threads and passive dev-bashing that happens without being locked and/or banned makes it hard for me to see censorship as a major issue on the Forums. In my nine years actively viewing the Forums we just had what I would consider the single most disruptively negative player derail nearly every thread for months. And while it looks like they're gone now, the amount of time it took doesn't really fall in line with the assertion that censorship is a greater problem. Like imma be real, any discussion here about player counts is pointless. When discussing player population it is the equivalent of "it is popular/unpopular therefore it is good/bad" which is a dead-end to any real "discussion." And while there are ways to have more nuanced discussions about why trends happen, how external forces can affect Warframe's player counts, and some very interesting things that can be said about perspective/reality when it comes to group-think... that kinda stuff just ain't gonna happen on a public forum. All it ever does is devolve into "they don't know what they're doing" and the like and I struggle to blame any dev/moderator for nipping it in the bud. For the past two years I've done a breakdown of playtime by platform using the the yearly weapon usage stats. Because it felt a bit taboo for the Forums I only posted it to the subreddit, and lo and behold the only takeaway/response people had was "player count down, DE bad". Glutton for punishment I tried again this year, this time going out of my way to emphasize that the only point was distributions and how those trended, but all anyone could see is "player count down, DE bad." This could easily just be a problem of me not noticing the issues because it doesn't affect me, I have been many times labeled a white knight so clearly I've never posted anything negative about anything. But also... I've read a lot of darn harsh criticisms of the game (many of which being from you, Voltage) that are well written and have never seen them be locked. The worst I've seen is thread merging, which is a darned if you do darned if you don't. On one hand a merge kills any real discussion or nuanced takes on an issue, on the other hand half of the new topics being about the same thing is annoying. I wish that there was a bit more care taken with merging, but it seems that the mods generally let the spam live for a day or two after the incident before the merging which is a kinda-sorta compromise. The EULA discussion stuff though... yeah, I'm not a fan of that either. That is consistent with how DE has always been when it comes to anything they deem external from the game (like data mining). I mostly agree with the takes on the OP on these points, but this isn't an issue I see as getting worse. Letter13's explanation checks out, in their shoes I'd likely think the same, but as a normal community member it is frustrating that things that I may see as important aren't allowed to be discussed and therefore will likely never gain traction.
  7. This is great. Not only does it keep Ember's current unique playtyle, it doubles down on it and makes it more rewarding. And while suck abilities are getting a bit tired, having it scale with Immolation would keep it plenty unique from the other options. Giving Ember an innate suck ability also has innate synergy with Inferno, making for a more complex gameplay rhythm. @Traumtulpe This is the kind of thing I was trying to talk about. I was never trying to gaslight you into thinking Ember was fine, it was a disagreement in philosophy as to how Ember should be changed. I could have been more clear about that from the start, hopefully this concept from Azamagon can better exemplify what I was trying to say.
  8. Bruh. I've spent just as many words talking about the other issues I have with Ember as I have explaining why I think THIS ONE SPECIFIC THING about Ember is okay. Why are you even posting here if you refuse to listen to anything I've said? You're free to disagree with my takes on Fire Blast, but accusing me of saying Ember is "fine" is some grade A cow poo.
  9. I guess this is a difference of experience then. When using Ember and I am able to keep the energy engine running her heat is maxed once every, mmm, 5 seconds? And sure, a 5 second 'cooldown' is a lot for a game with no cooldowns, but given the radius of Fire Blast that means I can keep nearly every enemy stripped in every engagement. Miles worse than any other Warframe is a bit of hyperbole when most Warframes don't get any armor strip innately and Oberon exists. As for Helminth, Therros Strike is far more limited in range and Pillage requires 400%(ish) strength. In my experience, Fire Blast works as an armor strip for Ember. It not being in 1:1 competition with other abilities doesn't matter because Warframes are more than the sum of their abilities. Tunnel visioning on Ember's armor strip isn't the way to go about revising Ember. As I alluded to above, "keep the energy engine running" is a requirement for Ember to work at all and that requires a lot more min/maxing than I think it should. And -insert the other criticisms I have said of Ember here- The full context of a Warframe's kit should be considered when looking to change any aspect of their abilities, especially in the case of Ember I think the lacking parts are in other places. Giving Ember an easier armor strip won't make her all that much better of a frame. She'll still have energy management issues without min/maxing and she'll still have a wasted ability slot with Fireball.
  10. I don't think "just" buffing things to make them better is good design. The gameplay loop Ember's kit currently offers where you have to balance your heat meter is not something I want to see go away. Allowing her to fully strip armor without heat removes the main reason to engage with the mechanic. Buffs are cool, but the best answer isn't always more number. I said as much in my first response, that is my counter-point. And again, I think balancing the game around content where the time to kill is "forever" is objectively bad design. If Fire Blast doesn't matter at levels above 1000 then who cares... balance doesn't matter above level 1000 anyway. I have no issue with people enjoying level-cap content, but the game shouldn't be designed around that stuff. And anyway, she can fully strip armor. Simply play Ember when you're playing Ember. Play with her kit, don't try to force it into the box you want it to fit in. I would be in favor of making dealing with max heat less of a pain. Or to add a bit more leeway so you don't need to be perfectly maxed (two things I said in the first reply). Or maybe give Ember something else that synergies with her kit through changes to Fireball. There are lots of things that could be done, but simply increasing the number would negatively impact the uniqueness of Ember's kit. So, so many frames have abilities that "just" do things. They don't encourage any interesting gameplay, they just have four tools that are useful. It is basic and (in my opinion) boring for every single frame to go that route. There are *checks notes* 54 Warframes, I think it is okay that one of them requires you engage with their spammy balancing act.
  11. 1. Balancing the game around anything above level 300 is actually dumb. 2. That doesn't change what I said... damage reduction is a BS number that doesn't properly communicate the number that matters. TTK, a linear function of EHP, is something that has direct gameplay implications and as such should be the numbers we reference when talking about damage. Stripping an enemy's armor by 75% (approaches) a 4x damage boost (as levels increase). It is not purely academic, it is four times faster time to kill, that is more than most damage buff abilities give you. I fully understand that 4 times faster when the base is forever is not noticeably impactful, but again, trying to balance the game around those levels is just stupid. Looking for difficulty or achievement through number-go-upping enemies to infinity at the cost of the gameplay identity of the game is a slippery slope to even more broken balance than what we have now. If you start trying to balance a Warframe around level 1000+ you will sacrifice their identities at "lower" (SP 300 being low in this case) levels, the levels the vast majority of players spend their time in.
  12. But she does want to be at full heat because that is where she gets the full armor strip. Like... that's the gameplay loop, trying to sustain a high heat meter for good DR and cast Fire Blast whenever you hit 100 to strip the room. It is by design that she have a frantic and spammy playstyle where you are 'fighting' your meter. If there isn't a reason to be at high heat, then the reasons to engage with the mechanic go away (just the DR isn't enough to keep it relevant). That said, I wouldn't be opposed to only needing 90% meter for a full strip as having to micro-manage being at exactly 100% takes me out of the loop. And/or reduce the base drain on Immolation to something a bit more reasonable so you aren't instantly punished for being at 100%. But saying... ... while ignoring the gamelplay aspect of Ember's heat meter isn't fair. Overbuffing Fire Blast does have risk, Ember is one of the very few frames that demands you engage with a unique playstyle. Making it so you could ignore heat when using Fire Blast would remove most of the reason to engage with heat. Enhancing Ember's ability to interact with the heat meter, making engaging with the meter more rewarding, to me those avenues are far more interesting than making Ember play more like other frames (by making her abilities work like other abilities). Also can we talk about how Fireball has direct overlap with Inferno? Both abilities serve the same purpose outside Fireball having a lower energy cost ceiling. They are both abilities that you cast on one-to-many enemies that deals fire damage, leaves a DoT, and builds heat meter. Giving Fireball something, anything else to give it a purpose has a lot more potential to make Ember a better frame than making her (imo) less unique by over-buffing Fire Blast. As for the Helminth perspective... eh. It has a niche as a strip option on low-strength frames, and the range is superior to the other strip options. The ragdoll associated with Fire Blast has led me to not use it as a Helminth more times than its inability to hit 100% strip has. I also think it is not fair to disregard an armor strip that isn't 100%. Stripping 75% of an high level enemy's armor is still taking away around 75% of their EHP. 75% less EHP can indeed still be a dummy amount of EHP, but that is still an effective 4x damage multiplier.
  13. But... the core of my suggestion is that status chance is a proper representation of how good at status a weapon is. If you want a good status weapon, give it a good status chance. The current state of status where a weapon has to be high fire rate to be good at status (that isn't a DoT) is boring. Tysis is pitched as a status gun but can't properly do the thing. I understand not wanting DPS to be the single stat to rule them all, but ignoring status chance as a modifier to a weapon's potential power would be like ignoring crit. A "fair" status system allows for status weapons to be more diverse and potentially allow DE to crank up the power of status (as they currently have to worry about hybrid weapons being the meta). I mean, this is the first time the game has had a meta where the way to kill things is something other than "shoot them harder" or "CC them because we don't have to kill". And while there is something to be said for that simplicity, I feel like that will backfire if you're issue is that the current system feels stale. Our options are limited, I get feeling it is stale, but I think there is a lot more potential for interesting gameplay when embracing BS armor rather than reducing its effectiveness to the extent we can ignore it. This is of course unless you're also talking about nuking the entire damage system, if you're going that far then 90% DR could be enough to allow for some variance, but you didn't mention anything like that in the OP. A full damage calc rework is also a much, much larger undertaking than even a major status rework like what I propose. No status system will be perfect, Warframe is doing too any things for there to be a perfect shape to fit in the hole of damage type customization, but I strongly feel like the pros of a "fair" status system outweigh the cons. And I won't pretend I know the full answer, just a few days ago I had a pretty big shift in what I think would be the best route for physical status. It would at least feel a bit better to me if more people would acknowledge some of the weaknesses of hit-stacking when they spend the time to 'rework' status, I don't think it is fair to see it as a given that the status quo is best.
  14. Status stacking based on hits is bad. It is, in my opinion, the single most problematic 'core' system in the game. Every single other issue the game has with damage has some dependency on status not being trash, and status will always be actually impossible to balance as long as there is a mismatch of status stacking. You know how melee is generally in a state of "slash or nothin," that's in no small part due to how dumb status is. This is a more complicated issue than "slash best", it is because other status effects imply aren't capable of being relevant on melee. Gas needs 10 stacks to get max AoE size? Cool, guess you need a minimum of 10 swings and perfect RNG. Slash doesn't care about stacks, it's value is relative to damage so it is always good no matter the context in which it procs. The same can't be said for most other status effects, and thus melee are not able to properly interact with status outside CO shenanigans (that require a primer). It is nice to see that status is a very commonly brought up system that needs reworking, but not addressing the core imbalance in how status is applied will always lead to an unsatisfactory outcome. You may be able to balance all status effects on one archetype of weapon, but as long as that system responds drastically different between a sniper rifle, shotgun, automatic rifle, and massive sword there is going to be a trickle down of BS that breaks everything else. I've been one to say "that's a nice overhaul, but be realistic," which reworks like this (that only tweak the existing system) aim for. However given the trickle down negative impacts of status's core mechanics I think this is one for the few systems that really "needs" to get a more foundational rework. Not only would it be a massive correction for weapon balance to not have to worry about a flow-chart of interactions when balancing a thing, it also serves as a foundation to make any future damage reworks far simpler. I've thrown my hat in on this subject, but that concept has its own issues (that I think are far less impactful than status stacking). That concept had to do with status stacking as a function of damage where the effectiveness of a status effect was relative to the health of an enemy. "Stacking" happened simply by adding up those damage values (it is basically using DoT as the keystone for status balance), meaning status effectiveness was always a function of DPS with no preference towards how that DPS is applied. It's been almost three years since I've posted that and my opinions have certainly shifted since then, but the core conceit of status needing to be disconnected from hit rate is something I still strongly believe is needed for DE to make any progress with a status/damage rework. /rant (about status) But I'm not done yet... If you think that take was hot, get ready for this; stupid armor scaling is good, actually. Four years ago I'd agree that armor scaling was a stupid system that needed some major changes. But recently I've come around to armor as its role in the game has shifted, viewing armor as simply a function of EHP is no longer correct in my opinion as the ways we interact with armor have grown far beyond DPS. Armor has shifted into a mechanic to be overcome, a system that organically encourages you to interact with the mechanics of the game in order to get through. Armor stripping abilities aren't a band-aid, they're one of the gameplay-based solutions to a problem. Slash isn't necessarily the only way to get through an enemy, it is just a universal hammer that is almost always outclassed by more effort-intensive solutions. I wouldn't go so far as to say that the way we interact with armor is in a good state across the board, but at this point I would go so far as to say that it is better than the alternative. "Balancing" armor so enemies can be killed with just raw damage would make the moment-to-moment gameplay of SP (as SP is the only place where any of this matters) more boring, not less. Armor has become a system that encourages build-craft in a way that the game has never seen. Having to weave ability casts between your pew-pew may not be revolutionary, but it is more complex than the gunplay has ever been. Status priming encourages you to use your loadout to its fullest extent rather than only fire one gun ad-nauseam. What makes armor as a mechanical barrier even more interesting is that it is basically a difficulty setting that has gameplay implications beyond "shoot them more". You can have two enemies with the same health value but different armor values that encourages you to interact with them differently. An enemy with five times the armor may take five times longer to kill with raw DPS, but if you engage with buildcraft/abilities you can reduce that down to the same TTK. This is the good kind of difficulty, isn't it? Where the game asks you to be tactful in your approach rather than say "just shoot them longer". Again, it ain't perfect, armor stripping options are too far and few between, priming can still be clunky (on top of CO being forever buggy), and of course the actual status effects don't do much to make modding your weapon interesting (Viral/slash is best even when stripping). But as a foundation to move from, I think stupid Armor that you can't DPS through is one of the best ways to add more meaningful gameplay to the game.
  15. I can come up with a rational and "common sense" explanation for everything DE does that has its basis in good-will towards making a good game and fostering a good relationship with the community. If you can only see things through a cynical lens then that is on you. That is not to say that a cynical lens may not be representative of truth, but you can't be certain. You chose to look at a situation and see the bad in it, or at the very least you refused to consider a positive interpretation. At the end of the day there are many ways to rationalize something, there are many ways to interpret actions, "common sense" is just subjective rationalization, at this point I just pity people who only see the negative in the world. Does DE care more about cosmetics than fixing bugs? I don't see it that way. They have an extremely rushed development timeline that gives us more content, faster, at the cost of a very short QA cycle. Cosmetic additions are an entirely separate pipeline that conveniently has very little need for QA. The long list of bug fixes in every hotfix shows to me that there must be quite a few people working on that part of the game, so while the fate of every update is to be buggy due to that short dev cycle there is an effort to retroactively get things up to par. Art is generally not bottleneck by other departments, someone working on a new Warframe's abilities is beholden to a lot more people than someone making a new model. I also think the armchair comments of "Durviri was just copy-paste" are incredibly ignorant takes on the realities of game dev. Almost as ignorant as suggesting that changing engines is technically feasible.
  16. Umbra was made long after the Tenno had been deployed as pilots for Warframes. This is explicit in The Sacrifice, I don't understand why it is so common to think Umbra was a prototype. Umbra was just some random(ish) dude that really pissed Ballas off, so Ballas did the most inhumane thing he could think of to him. Umbra's impact on the overall narrative of the game is basically nothing. Umbra only became a relevant character through being the thing that got the Tenno on Ballas's trail. For all we know Ballas had a whole cabinet of Umbra-like Warframes in pods suffering for eternity, Umbra just got lucky(?) when we accidentally broke his containment when we took the moon out of the Void.
  17. ngl, I'm not sure what you're getting at with this. Kullervo's "mother" is almost certainly the Archimedean that "designed" him, much how Silvana was the designer of Titania. Kullervo's lore is basically just a 2023 confirmation of stuff we saw in Silver Grove with some timeline clarifications. Kullervo considering the person who infested-ized him his mother has some interesting implications though, especially with the additional context of Mirage and Umbra. We have a range of "memories were wiped", "memory wipe was attempted" and "intentionally kept one memory". I also think a good general note to make is how The Silver Grove has been a consistent point in the lore since 2016. There are a lot of claims on how DE just throws stuff together, that there is no solid lore. But like... Silver Grove exists. Everything after TSD (Silver Grove being one of the immediate quest to follow) have been consistent. Our understanding hasn't been consistent, the "original Warframes" theory has been a thing since before TSD, but even as someone who ascribed to that theory I always felt a fair bit of doubt about the extent of these gen 1 Warframes. I'm sure some lore has shifted from initial intent a bit when it comes to the Void, but the Warframe/Orokin stuff looks to have been fairly locked in. Edit: Any lore that comes before TSD is fair game to be retconned imo. DE has openly said that the Tenno were a retcon, in 2013 the Warframes being piloted by dreaming children wasn't what DE was planning. But I don't think it is fair to criticize DE for playing fast and loose with lore from over six years ago.
  18. They wanted to get rid of pressing 4 and passively killing things. Her 4 is still a DPS, but now it is an ability you actively use rather than passively leaving it on. It is odd to ignore that distinction when making your assessment and claiming that her current 4 was changed in the name of "ease of use".
  19. While I agree that Adaptation should apply to Overguard, I don't think their point is without merit. They are explicitly saying they think Overguard should still be powerful, but it should be more clearly powerful. The effectiveness of shields and health is obfuscated by armor and shield's hidden 25% DR at base, with a significant amount of modifiers that are impossible to keep track of. Overguard being a "this is how much damage you can take" with no asterisks is an interesting route that has some advantages. One thing this would do is contextualize how much DR you are getting on your health/shields as you would be able to see "real" damage taken when you have Overguard up. Rhino kinda already has this. Ignoring the dumb requirements to make a tanky Rhino, a fully built Rhino is plenty tanky for all relevant content. Overguard can be a powerful defensive tool in its current form, it just needs the big number (which @keikogi is suggesting). I still think I'm on the side of all traditional DR effects applying though. The consistency that this offers is more important than a bit of context for how stupidly tanky you are. And as for Overguard being different from shields, it already is as its defining feature is CC immunity. I think just adding a second of CC immunity (in the same vein as a Shield Gate) when Overguard is broken and allowing Adaptation to work on it would be enough for it to have a relevant use on Kullervo at all (reasonable) levels.
  20. I think Kullervo's lore is the most concrete confirmation we've gotten of the reality of the "gen 1" Warframes. . Between all of the Warframe quests, and now Kullervo, there seemed to be an entire era of sentient Warframes where infested goo inside the metal suit had its mind together. Where they were the more stereotypical super-soldier. The assumption that the Rhino codex entry applies to these Warframes doesn't check out anymore. These lines from Sacrifice been misinterpreted a fair bit I think, most interpretations I've seen have taken this as "gen 1 Warframes went insane". But this is Ballas speaking, the most manipulative and self serving being to exist in the origin system, the "failure" wasn't failing to resist Infested madness, the failure was failing to be a drone. We might be able to go so far as assume Kullervo's 'failure' was part of what led to the transition in the first place. It was only when they were able to get a bunch of brain-washable children with tentative links to the Warframes (transference bolt can be shut off) that the Orokin felt comfortable with single beings harnessing such power. This also re-contextualizes Margulis and War Within a bit, the reason the Tenno had their memories suppressed wasn't for comfort, it was so they would be dependent on the transference bolt. For a long time people have been critical of quests like Silver Grove, Hidden Messages, or even the recent Waverider. There has been an assumption of "why should we care? Warframes are dumb husks, the Tenno was fine" when it has been part of the lore all along that these "original" Warframes were a lot more important to history than we first assumed. Gen 2 Warframes seems to have just been lobotomized gen 1 Warframes that were mas produced (the power of the foundry being made cannon in Sacrifice is wild). Edit: What is also interesting is the implied overlap between gen 1 and 2 Warframes as Kullervo apparently assisted the Tenno.
  21. Enemy damage doesn't get extra scaling for SP, so this would be just as effective in SP as anywhere else. I think wanting Kullervo to be able to tank with solely Overguard is kinda missing the point though. He is a DPS frame with very chunky health/armor stats, the intention behind Overguard doesn't seem to be the same as something like Iron Skin. We can't know what DE is thinking, but the vibe I get is that Overguard is supposed to be a buffer before his health that gives him some CC resistance, not the end-all of his survivability. While I don't think it currently succeeds at this, I also don't think Iron Skin 2 is the right approach either. For the sake of consistency Adaptation should work, and giving it a "CC gate" when broken that gives a moment of immunity would allow it to more properly block CC effects.
  22. Maybe one day the masses will be enlightened. The community just need to see things the way you do, see the truth that comes from common sense, then they'll understand. Only when we all agree with you will the game be saved.
  23. I liked(ish) the old raids, but it wasn't an "era" of the game. For the first 3/4 of Raid's existence I was part of the "I don't think I'm capable of doing this" group (even though the minimum bar for entry was in the dirt), it was only at the tail end that I engaged with them. For that 3/4 of time Raids had no effect on the game for me, they didn't define how the vast majority of players played. To say that "solo game with optional coop" described some of the game is a very liberal use of the word "some". Scarlet Spear is the only time I can think of that the game really went beyond that. Other events absolutely encouraged a group to go hard, but the meta for those always was "hit the minimum bar in a pub group". Scarlet Spear was that again for most people, I read a bit more into it than most and enjoyed it for metagame reasons. If anything I convinced myself to like a bad event. The state of the game for most people was the same as it is now, mindlessly kill things to get lots of loot. Never have your builds properly tested, Rhino solves all. If anything build-craft is more important now than ever with Steel Path. There were lots of things that brought Scarlet Spear down. At best I would consider it an interesting proof of concept. But even the concept itself wasn't largely agreed to be good, most people not only disliked the implementation but also disliked the concept. I'm in the minority, I have my own thoughts based on what I enjoy and those things don't align with what most Warframe players like. Unlike some of the posts here I can grasp my opinions not being infallible and can understand that different perspectives can have equal value.
  24. It is important to note it always has been. Yes, Trials existed, but the amount of players who complete a trial was in the 1% range iirc. The meta for trials was learning to do your thing and not communicate with anyone. The game has always been a 'solo' game with potentially 3 people next to you. Eidolons followed but were fairly quickly categorized as "bad content" by the general community. The only time group content came up it was to trivialize/cheese some new event or grind. The most social the game ever was (at a reasonable scale) was Scarlet Spear. That event threw a group of 100ish people into a single instance and said "work together to meet this goal." There might still be some recency bias for me (which is hilarious as SS is 3 years old now) but completing a Flotilla with seconds on the clock made me feel more than anything ever has in the game... But the sentiment around SS was horrid. Outside the arcane rewards, it is likely the least liked event in the game's history. For me Scarlet Spear felt like a MMO world boss in the context of Warframe, 100 people working together to beat up this big baddie. But that's not how people (chose) to see it, all they saw was other people being a hurdle to them getting the rewards they wanted. And they are absolutely valid for it. I'm looking at an uphill battle trying to explain why limiting a players achievement based on 99 other strangers is better game design. I liked what SS was, the rewards have nothing to do with my fond memories of the event, but I also understand that it doesn't represent the way people enjoy the game. And unlike most of the posters here I understand that. I don't think my opinion higher or mightier, I don't think I'm enlightened with "common sense" because I think more hardcore design is "better". I don't villizanize DE's action with malicious intent and try to spin up some "they only care about money" conspiracy. Warframe is a game many, many people enjoy for what it is. There are things that I still think it could expand into without alienating those who currently like it, I'm not simply content with the state of the game, but I also try to empathize with DE's intents and other people in the communities desires. Also level cap content is bad content and should never be designed around or made featured content (Circuit doesn't really count because the power scaling in that mode is intentionally a meme). There are many more interesting ways to add challenge that aren't continuing to inflate numbers, schmuck enemies don't need to be "challenging" for content to be challenging.
  25. This cynicism I can't deny. DE has a history of responding to the pulse of the community, not doing exactly what the community wants (which is a hard distinction for some people). I know that while someone at DE does read basically everything here, barely anything gets through the the people who make the decisions and even that likely goes through three filters first. For me the Forums are as much of a hobby as the game, it doesn't have value in that it might change the game as much as it is a fun pastime in itself. It is an endless pit of problem solving with the fun twist of having to communicate that stuff with other people. It is because Warframe is so 'broken' that I have stuck with it tbh, it gives me endless stuff to think about. But back to the other cynicism about DE. I don't think it is good discussion to produce such a cynical counter-argument to a topic when the basis for it really isn't there. If your cynicism was "DE hasn't reworked a foundational system in years and have shown no intention to change that" or "they're afraid to touch something they might break, it'll never happen" I wouldn't be able to say much against it. While DE doesn't have a track record of designing around monetization, they have an unfortunate track record of not fixing things or taking opportunities to make things better. Of course even these things aren't 100%, Specters of the Rail did touch a core system to the game and the Endo rework was also a rework that went under the hood and could have very easily broken things. But at least with those cynical takes I would get it.
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