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DrBorris

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Posts posted by DrBorris

  1. On 2020-03-20 at 2:14 PM, Birdframe_Prime said:

    -snip-

    Okay, but you do know that other changes can be made, right? If DE were to change how elemental status damage calculations were done they would be easily capable of just, you know, changing them a little bit more?

    I get that if you take the OP at the most literal then this will be a nerf as you suggest, but give the idea the benefit of the doubt. Don't bash down a concept just because one implementation of said concept is bad.

    In the case of all of the elemental (not physical) damage procs, the damage of the proc is divided by two after adding together the modded elemental damage and the base damage. So if DE were to remove that 0.5 multiplier then we would be at a something that would be far more feasible.

    Spoiler

    Now: Status Damage = 0.5 x ( Base Damage + Modded Elemental Damage )

    Suggestion: Status Damage = ( Total Elemental Damage )

    But let's think about this a bit more, what are the consequences? For one, if the status effect has anything less than +100% modded damage than this would still effectively be a nerf. So throwing on a single heat mod on your Viral/Heat build will have less of a DoT. On the other hand, for any build that has higher than +100% elemental damage (effectively any elemental combo) then this would be a buff. Now things are getting interesting, modding for more elemental damage is now twice as effective at increasing the DoTs of status effects. This could actually shake up modding a bit, maybe you will want to drop some mods to stack a bit more elemental. Your decisions made while modding are more impactful.

    This isn't even getting into how this will work with weapons that have an innate element. If anything these weapons may be overbuffed.

     

    As for slash, it wouldn't be that hard to make an exception for IPS given that we have so little say in innate IPS stats. And if something has "forced" status effects those could just use base damage.

     

    Edit: I would go so far to say that ALL status effects, including the debuff effects, should scale with damage instead of stacking. But that is a conversation for another time.

    • Like 1
    1. That is a chart I made before the patch dropped, some shotguns were given different status chances. Notably Kohm and Kuva Kohm were given a very generous buff.
    2. With the status changes in general, just looking at the changes to status chance doesn't tell the whole story. Despite some shotguns having a lower chance they still perform quite similarly (Tigris series for example)
    3. Most shotguns, even on that chart, saw a major buff to status chance. Everything that could not hit 100% before fared very well.
    4. With the status changes dedicating four mods to status chance is not nearly as necessary. There is room for more raw damage mods or QoL.
    5. Enemy EHP values were significantly reduced on the high end, where these status shotguns were most valued.

     

    Edit: For any wondering, this is the full comment that chart is from.

    On 2020-03-04 at 12:30 AM, DrBorris said:

    Because I am a loser with no life, I put together a nerf/buff chart that is based on IF DE universally uses the (Old Status) x (3) / (Pellets). If they don't then obviously these charts are off. A positive % is a buff, a negative % is a nerf. Just because the trends are going down that does not mean something is worse, as long as it is above the 0% line then it is a buff.

    UaXfXog.png

    Note that the status chance on the bottom goes up to 330% despite status chance mods generally caps out at 240% right now. Basically, each status interval on the bottom represents a combination of 60/60 mods and the new/useful 90% status chance mod. This addition also means that looking at any of the trends after 240% status chance is complicated due to those status chances not being obtainable right now (outside Rivens).

    These charts show exactly what many have pointed out, this is a nerf to 100% status shotguns and a buff to everything else. However, one shotgun looks like it will benefit very much from the status change, and that is Exergis (due to its low base pellet count). I very much hope DE does not just use the equation they stated in the Devstream, many of these shotguns clearly need a "human touch" to their balancing. The x3/p equation feels far too punishing to shotguns that have high base pellet counts.

    Also, funny thing, this chart doesn't show it but if DE uses that equation then Sancti Tigris will have a higher status chance than Tigris Prime.

     

    • Like 30
  2. Because I am a loser with no life, I put together a nerf/buff chart that is based on IF DE universally uses the (Old Status) x (3) / (Pellets). If they don't then obviously these charts are off. A positive % is a buff, a negative % is a nerf. Just because the trends are going down that does not mean something is worse, as long as it is above the 0% line then it is a buff.

    UaXfXog.png

    Note that the status chance on the bottom goes up to 330% despite status chance mods generally caps out at 240% right now. Basically, each status interval on the bottom represents a combination of 60/60 mods and the new/useful 90% status chance mod. This addition also means that looking at any of the trends after 240% status chance is complicated due to those status chances not being obtainable right now (outside Rivens).

    These charts show exactly what many have pointed out, this is a nerf to 100% status shotguns and a buff to everything else. However, one shotgun looks like it will benefit very much from the status change, and that is Exergis (due to its low base pellet count). I very much hope DE does not just use the equation they stated in the Devstream, many of these shotguns clearly need a "human touch" to their balancing. The x3/p equation feels far too punishing to shotguns that have high base pellet counts.

    Also, funny thing, this chart doesn't show it but if DE uses that equation then Sancti Tigris will have a higher status chance than Tigris Prime.

  3. The flipside of this argument is that you aren't rewarded for doing high level content. It essentially puts a soft cap on how hard you can grind for experience, have fun Focus farming when the most optimal ratio of EHP to Affinity is level 15.

    Imagine if doing high level missions meant that you could level weapons more notably faster. If doing 5 waves of Hydron 10 times wasn't basically the same as doing 50 waves of Hydron. And that doesn't even factor in that 50 waves of Hydron is far more difficult than 5 waves 10 times.

    Hot Take: Affinity should scale linearly instead of logarithmically.

     

    Edit: I really do get the point you are making, but having a good leveling expierence at low levels doesn't mean that it should scale so poorly. On the last Devstream Scott admitted that all of the scaling equations were balanced around "high level" being level 30. And when you look at how the math comes together, if "high level" was level 30 then I think that ALL of the enemy scaling equations would be great. But this isn't 2013 Warframe, in 2020 we consistently see level 100+ enemies, it is at these levels that stuff falls apart.

    • Like 1
  4. 2 hours ago, ShortCat said:

    There is a fallacy in this thought process, because calculated eHP do not matter if you can bypass or greatly reduce armor scaling with anti-armor loadouts. Slash or Viral/Slash set-ups entirely ignore armor scaling and face only HP scaling; while armor strip set-ups do not fight the combined eHP value, but reduce it in big chuncks. At the content range we are operation right now, neither of those options struggle to achieve reasonable TTKs. Stop looking at raw eHP values in a vacuum.

    Armor hardly makes enemies significant more resilient, as new Kosma units show. Their durability comes primarily from increased base HP, not armor.

    Check the title again. The point of this thread is that the armor changed barely does anything. Even the last line says "These armor scaling changes may be fine, we already have our ways of killing level 100+ enemies". A lot of people have complained about armor scaling, clearly many see it as an issue, so what I wanted to address is that this new S curve on armor won't do much to the effect of actually reducing armor's effectiveness for most content. Especially when compared to shields that, while having a new gimmick with the shield gate, are pathetically weak when compared to an armored enemy. At most a Corpus unit will take double the shots to kill now, and they still have the massive weakness to toxin (slash damage does not bypass armor), the paradigm of armor being "the only thing in town" is not going to change.

    While we do have our means of killing those enemies, weapons/loadouts versus armor are far more limited when compared to what are/will be effective versus shields. If DE wanted to balance the factions a bit more, the armor change will very likely not make a dent.

  5. 1 hour ago, supernils said:

    Sorry? Did I talk bad about your favourite game? Or are you some sort of wanna be forum police hoping to get noticed by DE senpai?

    I mean, being rude never helps convince someone of something, but that really isn't the bigger issue with just saying "Balance is garbage."

    If you want to convince other people and/or DE you need to explain WHY something is broken and WHY your suggestion will fix it. Not only does this help other people understand better, it also helps yourself pick apart your own ideas to improve them. Also try to think of think of things people will come up with that will go against what you propose. This will make your ideas more convincing and make them more likely to actually have an impact.

  6. 3 minutes ago, HolySeraphin said:

    Although they said they're going to increase health values they also wrote this in the forum post:

    "Before: Armor, Shields and Health on an Exponential Curve
    After: Armor Shields and Health on an S curve "

    I'm... I'm not sure how I missed that. However, the points about armor scaling still stand. The third graph I showed, the one that compares Grineer and Corpus EHP, would remain identical even if DE made it so health did not scale at all. So the issue of Grineer units being extraordinarily tanky as compared to Corpus/Infested still stand.

    • Like 1
  7. I really liked the idea of integrating the Parazon into the (broken) energy economy, but my worry here is that it is a bit on the slow side. It would work well enough for new players, the time in the game where the energy economy is the worst, but I don't see it scaling well into higher level content. This is a really cool starting point though.

    1 minute ago, krc473 said:

    I do like this idea. It would certainly give some more use to the Parazon. Although, I do feel like we would have to keep the health threshold for activation. It could just be quite frustrating accidentally using the Parazon on random enemies when trying to reload a gun, or unlock a door etc.

    Finding enemies at a health threshold is probably even more inconsistent than energy drops, especially when playing in a party. The Parazon needs to find a way into combat that does not basically rely on a combat "failure" (failing to quickly kill an enemy). Maybe have the Parazon exist on a cooldown that can be accelerated by killing enemies. Or tie it to affinity, get "x" amount of affinity in order to recharge a Parazon finisher. This would also let it scale better into later game activities.

    Ya know what this reminds me of? The Chainsaw in Doom 2016.

    • Like 1
  8. 4 minutes ago, DeMonkey said:

    A formula would help as well.

    E.g. 

    Shields = (x*n) plus (y*n)

    Armour = (x*y) times (y*n)

    Anyway, I'm looking forward to seeing what happens, and whether it'll come about that maybe, just maybe, having stacking multipliers across everything in the game creates... an absolute mess.

    The way all of factors come together makes it pretty hard to make heads or tails of what is going on from the equations alone.

    • First there is the first half of the new armor scaling equation (the old full armor scaling equation). Current Armor = Base Armor × ( 1 + ( Level ) ^ 1.75 × 0.005 )
    • Then we get the new second half of the armor scaling equation that takes full effect at level 75. Current Armor = Base Armor × ( 1 + ( Level ) ^ 0.7 × 0.45 )
    • Then Armor Multiplier formula, which is unchanged. Armor Multiplier = ( Current Armor + 300 ) / ( 300 )
    • Now we get to the health scaling formula. Current Health = Base Health × ( 1 + ( Level ) ^ 2 × 0.015 )
    • Multiply Armor Multiplier by the Current Health to find the EHP of an enemy with armor.

    Shields are a bit simpler, but here we go again...

    • Use the same health scaling equation. Current Health = Base Health × ( 1 + ( Level ) ^ 2 × 0.015 )
    • Then the shield scaling equation. Current Shield = Base Shield × ( 1 + ( Level ) ^ 2 × 0.0075 )
    • And just add those two together to get the EHP of an enemy with shields and no armor.

    I bolded and italicized the important values within the scaling equations.

    • The bold numbers basically represent how curved the scaling line will be. As the bold number increases above 1 the line will curve higher and higher. If the number was equal to 1 the line would be straight (not applicable here, but I have a wild hair idea about an Affinity scaling rework). And if the bold number is less than one the line will curve down.
    • The italicized numbers are just a representation of how "strong" the scaling is. The higher the italic number, the faster that stat will start bending in either direction. It is also just a blatant multiplier. There are better and more mathy ways to explain all this, but I am trying to keep it as grounded in gameplay as possible.

    The armor scaling equation change is pretty self explanatory, but one of the weird aspects of scaling that has always struck me is shields. While both shields and health have the same curvieness (bold number), shields scale at half the speed that health will due to the italic number being half. For the most part Corpus enemies have far higher base shields than health, but it always stuck me as odd that as Corpus get higher in level, their ratio of shields to health will get smaller and smaller (more of the EHP bar is taken up by health). I can see how asking for DE to buff enemy scaling could be seen as heresy, but I would actually like to see the shields scale faster than health does. Maybe decrease base shield amounts (this would help new players) to compensate a bit, but it makes more sense for higher level Corpus to make more use out of their special "health" modifier.

    • Like 2
  9. I don't mean to look a gift horse in the mouth, but ever since DE talked about the armor S curve two Devstreams ago I have been skeptical. And given that the S curve they showed is representative of what we will be getting... yeah, this is barely going to dent the issue.

    The most important thing to remember about armor is that it is a separate multiplier on top of health, health already being a stat that scales exponentially (although all factions share the same health scaling). This means that before, the exponential scaling of health was MULTIPLIED by the exponential scaling of armor. Comparing armor to shields, shields do scale exponentially, they actually scale considerably faster than armor, however shields are only ADDED to a Corpus's health value. Just this difference on its own is what led to the massive difference in enemy effective hit points (EHP) that we all know. And while DE is nerfing the rate of armor scaling at level 75ish, the fundamental effects of having a scaling stat multiply the value of another scaling stat still exist.

    Enough confusing words, pictures tell the story better. We'll start with one we all recognize, comparing the EHP of all the factions (with the new Armor scaling).

    jIvLCEs.png?14tL1ioe.png?1

    Here we can see the relatively substantial nerf, but it also makes it clear how far armor is still out-scaling shields.

    Next is a graph that shows how much more EHP an enemy with armor has than one with shields.

    4Rbi1Lo.png

    Again, we can clearly see how this is an improvement, but the rate at which Grineer are scaling faster than Corpus only starts to slow down after Grineer already have over 500% more EHP. Even when the diminishing returns of the new armor scaling kick in Grineer will still get more EHP per level than Corpus.

    There is also the note that the vast majority of high level content sits only around level 100. As we can see from every chart above, at level 100 the difference between the then and now is negligible. Sure, once you get to the 150s the difference is pretty big, but how often were you playing at those levels? If you were hoping this may dent Kosma (Railjack) enemies a bit, I am sorry to say that Kosma enemies only have increased health therefore the armor changes will do little.

    And one final note on the way DE presented the changes to armor scaling. What DE showed in the Devstream was just the multiplier that armor gave to health, all that graph represented was a magical number that exists in the background and does not directly impact gameplay. While this was relatively clear to see when you took a good look at the chart, it was a bit deceptive in that it probably led a lot of people to believe that this was the new EHP scaling for Grineer. Basically what DE showed looked a lot better than it actually was.

     

    These armor scaling changes may be fine, we already have our ways of killing level 100+ enemies, but I think it should be clear that the change being made is only making armor scaling 'absurd' from being 'broken absurd'. The change will have little to no noticeable impact on the average player.

    • Like 13
  10. A quote from [DE]Scott on why DE hasn't implemented Riven "stat locking" from a stream he did with Tactical Potato.

    Quote

    Potato: Have you ever considered, or did it ever go on the table about locking certain riven stats or do the ability to do like… In games like Diablo and things like that you get to roll a stat on certain armor pieces and that and you get to actually pick the one you want to keep or the one you want to roll. Has that ever been on the table? For doing that in regards to Rivens?

    [DE]Scott: Um, I want to say that every time someone new at DE starts that is kind of like the like the ‘here’s a suggestion I have about how to make Rivens better’. I think the problem with doing that for us is Rivens are really, really powerful or can be really, really powerful. Like the upper end stats that are possible on those are really, really high and almost game-breaking high in a lot of cases. So if you have the ability to lock multiple stats or even one stat into something that is, is considered game-breaking. Ya know, um, I think that would be kinda bad for the very, ya know, that end-game player ‘cause then what we’d have to create to fight against that would be absolutely insane. So, I think that the randomness of it keeps the balance in check. So I think that the ability to lock those is probably not a great idea, it definitely gets floated around every couple months that people are like ‘hey, let’s lock Rivens’ and we’re like ‘Hell no’ because of what stats are possible on them. Ya know, obviously you guys probably have some insane Rivens that you’re like ‘This is amazing, and I would really like to lock it and reroll it and get this other stat that I don’t like on it off’.

    Potato: When the Riven pass come in, holy S#&$.

    [DE]Scott: Yah, and then like its gonna be like ‘oh, well then now its even more crazy’. So, I think for power creep’s sake which is not necessarily something that we always keep a super-duper eye on, the power creep problem, because it is PvE so we can create content to deal with the power creep problem. Uh, so, yeah, I don’t think locking is a good idea for the long-term health of the game.

    So basically, DE doesn't want to because they are worried that we would become too "OP".

    But it is apparently okay for someone to win the lottery and be "OP"... I don't even know where to begin on how scummy this looks. Like, I get where he is coming from, and I don't at all think DE does this with malicious intentions, but good lord that is a horrible way to go about things. Rivens have the potential to be an amazing endgame system that everyone would want to participate in, it would absolutely be worth the time for them to make it more universally appealing.

  11. I wish DE had never shown off Revenant in that Devstream and just continued to make him a Vampire Warframe with an Eidolon aesthetic.

    Whenever I see someone try to give Revenant more "Eidolon-like" abilities it just looks like they are grasping at straws, now compare that to the rich background of vampire themes in all forms of media.

  12. On 2020-02-14 at 7:33 PM, -Kittens- said:

    C. I sincerely hope you aren't hosting.

    Having a Host using a streaming service would probably be the best connection a client could possibly have. The host computer is literally in a server farm, most likely with enterprise level internet connections. This is one of the major positives of cloud streaming, not a negative.

  13. 4 minutes ago, Genitive said:

    Instead of nuking your character, self damage could deal a fixed amount of damage to the player, in percentage of health. That way there would still be a risk in using the weapon, but not to the point when you instantly die, unless you're playing carelessly.

    What I worry about with a system like this is that the "risk" would effectively be nullified, we have so much access to fast healing that a little self damage may not be enough of a risk to keep the balance of a high DPS explosive weapon in check. Personally I like the idea of knockdowns/staggers as a punishment, possibly increasing the knockdown duration proportionally with the amount of self damage relative to your health. But then this in itself may be too easy to counter with status resistance abilities or Primed Sure Footed. It is a difficult nut to crack, although in general I would say that I would rather have the punishment for self damage not be immediate death.

     

    3 minutes ago, Aisu9 said:

    If we can deal self damage, enemy shall deal self damage too, it's pointless we're the only one how can blow ourself up

    Well, first of all enemies don't deal enough damage to even tickle other enemies with their damage, so a change like this would be effectively pointless. But if DE did somehow make enemy self damage a thing, it would break the AI of the game. Fodder enemies should be dumb, if they dealt self damage then they would be even less of a threat. And if DE added fancy AI so they try not to hit each other would basically just bring us back to square one.

  14. 4 minutes ago, Gabbynaru said:

    Yeah, let me know when Tonkor is back to wiping maps like it used to, and I'll join your side. Until then, self damage sucks, because the weapons it is attached to suck as well.

    Thanks for missing the point and/or only reading the first sentence, have a nice day. Enjoy your reputation for giving a quick sassy response.

    • Like 6
  15. TL;DR: Great reward demands great risk in the name of balance.

    If a single target damage weapon and a multi-target (AoE) weapon have similar damage outputs, the area of effect weapon is effectively superior due to being able to kill multiple targets. AoE weapons need to have things they do worse than single target weapons or else there would be no reason to use single target. The way DE has gone about balancing this in the past has resulted to them giving AoE weapons a moderate to significantly lower damage often in addition to self damage.

    Balancing is lists of pros and cons, if we ever want an explosive weapon to have good damage there must be something that prevents it from completely overtaking the meta. I get the “I don’t like self damage” argument, but that’s the point, if there was nothing you did not like about a weapon that had amazing damage and an area of effect then there wouldn’t be a reason to ever not use it.

     

    Now, I am not defending the past state of explosive weapons, for the most part AoE weapons have sub-par damage in addition to self damage. The risk/reward needs to be balanced, and that is where we get to Kuva Bramma. Kuva Bramma and Lenz are the two self damage weapons that hit the risk/reward relationship right. They are both extremely powerful weapons, and to compensate their incredible reward they both have substantial risk.

    As for other self damage weapons, many need adjustment. I am not at all saying that self damage in its current state is “fine.” In general many would need their self damage removed/lessened OR have their effectiveness be increased. There is also the possibility for other methods of “punishment” for these explosive weapons besides outright killing the player, many of which have been discussed in other threads. There should be some form of punishment that is potent enough to discourage people from using these weapons in order for them to stay balanced, otherwise we will just get another Tonkor meta.

     

    This is a hot take, I know, but it is important to know some of the good self damage offers. Keep in mind I am not dismissing the arguments against self damage, however whenever discussing the topic it is important to look at the arguments of both sides.

    • Like 7
  16. Backstory

    After the events of Tubemen of Regor, Alad V coming back into the Corpus fray left the Corpus Board uneasy. Thus, ever since then the Corpus Board has been quietly attempting to gather as much intel as possible about Alad V’s past, present, and future research. At some point they hit the jackpot, finding the research Alad V was working on during his initial Infestation and his final works of Patient Zero. They had found out (part of) how Alad V remotely controlled a Warframe.

    Problem with the research is that while they had figured out a way to 3D print Warframes and had a way to control them, they were mere lifeless husks. It was like trying to control an RC car without a motor. The Mesa Warframe Alad V used during Patient Zero appeared to be one of a kind, nothing they had discovered showed any information on what powered Mesa. They need something to power them for them to be operational. This is where Frohd Beck, still bruised and out for revenge after the events of Ambulas Reborn, comes up with the plan to use the Tenno’s murder-lust against them.

    The only thing in the system with the power to power a Warframe, is a Warframe. So, what if they could create a system to steal some of that power?

    Mechanics

    • Get an invasion from a Zanuka-like bot. The twist is, when you go to finish it with your Parazon you get zapped (all energy drained) and then the Zanuka runs away.
    • When you get to your Orbiter, you get a message from Frohd telling you that your stupidity led you to create your own perfect Nemesis, yourself. He then kindly introduces you to them.
      • Makes an exact copy of your Warframe’s cosmetics sans armor.
      • Gets new Corpus armor and a Neck ring similar to the one Alad V used.
    • Your true “nemesis” is a Corpus unit that is piloting your Warframe’s copy.
      • This Corpus unit is basically a Corpus Operator sans the Void magic.
      • Awesome opportunity to explore what an “evil Operator” could be. Or just a satire of Operators. It may break a bit of immersion but having the Corpus pilots be “MLG pro gamer” stereotypes would be a hoot.
    • The Warframe copy is powered by void-juice siphoned from your Warframe when you stabbed the Zanuka.
    • Every time you fail a stab of the Warframe it gets more Void-juice, making it stronger and giving it an ability from your currently equipped Warframe.
      • Instead of an anger meter, it is a battery bar. The lower its battery the more likely it will attack you to try and get a recharge.
    • Only way to kill the Warframe is to take out the Corpus pilot in control.
    • Find the location of the pilot by finding the Requiem combo, getting the full code unlocks a new mission on the Star Chart where you can go to face the Corpus Pilot.
    • When you get to the location you get one final battle with the Warframe, then get the choice to “convert” the pilot and have them work for you or kill the pilot and take their stuff.

     

    It sounds like DE already has their Corpus Nemesis plans set in stone, but I thought I would at least throw this together for fun before we found out what was in store. Personally I loved the idea of how this nemesis would have a love/hate relationship with you. You are the one going out of your way to foil their plans, but you are also the one they need to keep the power on. It would also serve to be extremely different from Kuva Liches, a brains vs brawn dichotomy.

  17. Mountain out of a molehill if you ask me. The only time you "need" that MR is if you are trying to approach approach max rank and the difference is whatever you get from maxing Kava weapons. 

    So let's break down how niche this situation is.

    1. You need to have every other items in the game already at max rank.
    2. The current max rank is within the few MR points where the Kuva weapons make a difference. 

    Both of those things need to be fulfilled for  that missing MR to mean anything. And with every few release both of those points are skewed, even of you do fulfill both DE could just release a few weapons and it is no longer a problem.

     

    TL;DR. Maxing Kuva weapons is extraordinarily unnecessary, only the most anal completionists have any reason to do it. 

  18. On 2020-01-31 at 10:49 PM, (PS4)IndianChiefJeff said:

    Wait...Genetic Heritage? As in...More randomized stats? I already have all the companions, I don't want some stupid stat to dictate whether or not I should still keep them.

    DE basically wants to make a breeding mini-game where you try to make the perfect pet. They actually said something along the lines of it having no RNG, where the result of combining genetic codes would be entirely predictable. However, I can't help but imagine that in order to breed you will need to get the specific traits you want in the parents... which would be RNG.

    It could be an interesting system, but tbh it feels like an unnecessary layer even if DE fully delivers and makes it good. We already have modding for customization, we don't need even more layers on top of that.

     

    On 2020-01-31 at 10:32 PM, Grey_Star_Rival_Defender said:

    Companions have higher tanking stats then their Warframe counterparts because they don't have access to the same level of movement to avoid damage from enemies. Despite this, they still go down regularly. Companions having access to more evasion, such as Kavat attacks which seem to dodge enemy gunfire, would be useful.

    This is the single thing that is holding MOAs back. The have some intersting precepts, but they are by far the squishiest of all companions. We shouldn't ever feel like we have to babysit our companions.

    • Like 2
  19. This is probably going to get lost in the mountain of responses, but there is one thing I'd like to suggest.

     

    Overall I like the direction of the end of mission screen, however it would be really nice to have an "expand" button that would expand (duh) the stats on the bottom half to cover the Warframes. Not show new info (keep the stats on the separate screen, also expandable), just show as much of the drops/affinity stuff as possible on one screen (without scrolling). I like the default showing fashion, but sometimes I'd like the option to see more in one shot.

  20. On 2020-01-24 at 2:16 PM, Thundervision said:

    -snip-

    While this is all nice on paper, I can't help but feel it doesn't fit the pace of the game. We are killing basic units just too fast for any complex systems like this to have meaningful impact. On the other hand this could work well if we saw more mini-boss type enemies in the spawn tables, but first we need DE to give us those spawns *cough*replace Eximus with Arena enemies*cough*.

     

    15 minutes ago, Steel_Rook said:

    Of course, I'd also advocate using Railjack damage types in ground combat, as well. That is to say NO damage types have either bonuses or penalties against ANY of the health types. Armour would resist all damage equally and all damage would be equally good against it.

    The main problem I see with this is that not all weapons are status weapons. This would mean that the base stats and elements you put on low status weapons would be basically irrelevant. While I do think that some parts of Damage 2.0 are needlessly overcomplicated, I think that this would be an oversimplification.

    In addition the Railjack status procs share the same fatal flaw as normal status effects, they don't scale with damage. By this I mean the status effects don't get stronger if the damage that inflicted the status dealt more damage. This leads to high rate of fire or pellet count being the single best way to inflict status in most situations, meaning that choosing elements and base IPS of low RoF weapons will also be basically irrelevant.

    Railjack status was a step forward in some cases, but it isn't ready for prime time if you ask me.

    • Like 1
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