MechaKnight

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About MechaKnight

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  1. I've posted long replies on this thread about the nature of radial damage abilities, so if you want my more complete perspective you should revisit the earlier pages. Since the thread is being bumped yet again and people are still making hasty decisions without seeing the game over the years, here's the summary. Warframe has a glaring issue since birth regarding any radial emission, be it an enemy's napalm blast or a warframe's ability: they pass infinitely through walls for as far as the source has range. Similar to how a Grineer napalm or bombard hits you through terrain or a nullifier's aura nullifies you through a wall, we players can stun or kill enemies through walls. However, the amount of range players stack on via mods has been excessive since corrupted mods and made ever more so by new range mods; we can stack 280% range stat to triple the range developers intended players to have. I have listed the many ways developers have attempted to resolve this issue in the past in previous posts, but the quickest way to explain: Vivergate radial spam and melee weapon line-of-sight, along with a growing list of ability-immune enemies including the recently-introduced Arbitration drones that are surely the test battery for the new abilities sentients will inherit. Concisely said, the developers have misunderstood this core game problem as a Warframe balance problem, thus heaps of warframe nerfs and reworks have been applied over the years instead of addressing the core issue: radials shouldn't pass indiscriminately through walls. Regarding player warframe abilities, the quick and dirty way is to rebalance the Overextended range mod, but the permanent solution is introduce line-of-sight to abilities similar to the kind tried during the Vivergate fiasco. For people who missed that, notice how melee weapons have pure line-of-sight where you can't hit enemies through walls. Ability line-of-sight was more generous than that--if the enemy was visible to the warframe within 5 seconds of the frame casting their radial ability, they'll get hit by the radial ability. In the case of Saryn's Spores it'll be a bit different: if the enemy was killed by that Saryn player's direct damage from any source other than the spore itself, the spore will spread to whatever enemies were visible to the initial enemy within a 5 second window. The same emitter-to-target logic is still obeyed, just with extra steps. I've been a long-time player of Warframe who has played mostly every frame and I main Saryn since I first saw her and through all her bizarrely different ability iterations. People spammed radials with a bunch of Warframes in the past, most of which were nerfed but they didn't need to be. People will find another radial damage warframe to spam after Saryn because there are many such frames, but the current nerf logic means we'll just keep nerfing warframes as we have done for years past. Implementing line-of-sight is a widespread fix on this pervasive issue that makes this game's combat so unfulfilling since you can just spam heaps of radials until everything dies before it ever saw you or was within walking distance of you. Line-of-sight will feel like a kind of blanket nerf, but it'll preserve or improve gameplay health since people tend to quit the game after everything dies to any given choice of frame radial damage ability. The developers have been cooperative for years in adjusting grind and rewards scaling, and I'm sure they'll be glad to make an even trade to boost mission rewards and/or decrease craft costs in exchange for implementing line-of-sight to fix this global issue that makes them develop warframe reworks to deliver enough frame radial nerfs to act as a poor proxy solution until they accidentally make yet another balance mistake they'll have to nerf for in the future. In short, we need line-of-sight to fix this issue for all warframes over the game's lifespan. If you want to spam radials to farm faster, ask the developers to reduce the craft cost of whatever you're farming for so you don't need to obsess over spamming radial damage until you're bored of the game. It's really lame to defend broken game mechanics just because you want more loot to defeat some overpriced craft requirement. Just ask for the cost to be fixed along with implementing line-of-sight, since the only reason why craft costs became this bad in the first place is because the developers know how broken it is to spam radials all day. If this post feels too long, I posted heaps of longer ones in the earlier pages. I apologize if this post was more terse, but I have been more specific earlier in the thread.
  2. Well, you did admit you didn't read the previous pages so I'll give you credit for being honest. My first post on this thread said something similar to "do not blame any particular warframe for this gameplay issue, it is systematic across the game." Many warframes in the past spammed radials constantly, and DE finds ways to prevent mindless radial spam from becoming effective, from making enemies durable, ability-resistant, or able to nullify abilities. Meanwhile the developers put true line-of-sight on melee weapons and have put line-of-sight on abilities before. Nerfing any one warframe without an adequate rework just makes players move on to the next warframe who abuses radials. The blunt reality is, if the developers don't nerf all specific radial-damage frame abilities or implement line-of-sight on abilities globally, they'll push out more ability-resistant enemies to ensure spamming radial damage is not viable. They do this because spamming radial damage is mindless and takes away from the game experience by making the game boring to the player doing the spam, and making the game barely enjoyable for anyone following in the footsteps of the player as there's barely a single living enemy to battle.
  3. I was talking to someone who claimed they were a veteran when they only played the game for a year, and said only new players want balance. I'm a veteran and I also want balance. To resolve your material issues, you ask for them to be solved directly, not supported by broken mechanics that harm the quality of gameplay and make the developers push more frame nerfs. I am that person who accidentally carries teams, and I know from the constant complaint threads and DE's history of frame nerfs and anti-ability enemies, they don't like range. Notice how the new range mods are based around 30% range increments, not 45%, which is very telling that they don't like giving players much range. Raids were trivialized by radial spam, and if you recall playing the Jordas Verdict, you'd remember how useful frames like Ember and Saryn were during the 3-console room, elevator, and final boss phases for many groups. Blessing lose infinite range because having that much range is detrimental to the game. Nyx's synergy with Overextended was too strong since she didn't care for base damage when she could effectively triple her range and stack infinite damage across a partner Nyx, so DE got rid of infinite-damage nuking without penalty from Overextended. You have contradicted yourself--DE clearly doesn't want range in these examples. What downside? The enemies can barely get close before they die by being stunlocked and killed through walls. If you played the game for even a year you'd notice how rarely you take shield damage to the point where you lose any health at all. The downside is irrelevant when the only risk is nullified by an easily-afforded ability. You may as well say that to yourself then downsize your clan like my other alliance partners have done in the past. If you can't keep your clan adequately active you need only remove those members from your first clan until the member count is low enough to fit into the next lowest tier, then destroy the barracks and contact support. It's because random matchmaking is just that--random. It's for ease of access to squads to get the gameplay done and have fun without organizing a team first. Recruiting doesn't work because it's too slow, too laborious, you can't remove people who lie about what they're bringing when they join your squad, you have to instruct them exactly how you want them to play and what they bring ,and in the end you'll be dissatisfied when they purposely disobeyed every squad requirement you set. Matchmaking is faster but random. Telling people who encounter frequent problems in matchmaking to make their own squad isn't justified when the complaining portion of the playerbase is too large. There are reasons why Limbo was reworked to his current state, back when he was first released many people wanted to avoid that frame but alas, they could not. People still ask for some frames to be nerfed, and when the portion of people is large enough, it does show that a significant portion of the community is dissatisfied with something. To ignore them is to be like EA and neglect your playerbase on purpose. That's why nerfs and reworks happen--because the entire community is involved. Players ask for change, the developers grant it. We all inherently work towards balance. You used all those words to say "I disagree, both of our opinions are just that--opinions--and opinions are subjective." We can agree to disagree. I know for a fact though that when a significant portion of players complain, change happens. Saryn has already been nerfed a few times, may be nerfed again, then some more frames will be nerfed like what usually happens in this ongoing cruel cycle of frame nerfs. Lets stop the cycle and find a permanent solution to abiltiy range abuse, because the current developer path is to nerf frames or create anti-ability mechanics. While I'm at it, lets address anti-ability enemies and entities in order. Energy Leech Eximus. Steals player energy. Doors with disruptors: inflicts magnetic procs, which remove player energy. The Nullifier. He creates an aura which disables abilities in its vicinity, and has capped damage intake so it would not be broken by single strong shots, but faster shots. The Bursa is a heavily durable enemy created to tank frontal damage, and is generally durable all-around so it effectively resists ability damage simply by resisting any damage. Some variants lob nullifying grenades that nullify abilities. Their damage output is strong. The Comba and Scrambus have helmets which disable abilities in a variety of ways. They are given powerful weapons in order to destroy frames--hopefully the frames that are best at using radial powers are also the weakest ones, so this enemy hopes. The Juggernaut takes extremely little damage except for its weak points, which are nearly impossible to target with an ability. Thus, you use your weapons on it instead. The Nox is designed to take less damage from any point except its head. Most abilities target the torso instead of the head, thus this enemy resists damage from most abilities. Plains of Eidolon night water: inflicts mag proc, removes energy. Eidolons. Radial blast inflicts magnetic proc, removes energy. The game has shaped up to resist abilities due to our relentless radial spam. When the developers failed to succeed in pushing line-of-sight, this was the alternative to engage players more. I haven't even talked about current and future sentient enemies, which are surely designed to resist all kinds of strategies based around abilities and damage type status effects. I do understand what balance is as far as I've played many games, run guilds, organized 20/40 man raids, grinded my ass off in grossly terribly game economies, and played games that were a variety of qualities from exceptional to disgustingly shallow. I know that letting gameplay degrade to the point where it is too trivial harms the replay value of the game. Challenging content could only work as long as it can bring challenge, but not when it is trivialized by the same overpowered metagames that trivialized every other attempt at challenge the developers ever pushed towards us. Years ago, the solution was spam stun and damage radials. Today, the solution is to spam stun and damage radials. The years have passed and challenges were released, but the solution is always the same. Arbitrations is the first peek to see how far DE will push invulnerability conditions to prevent radial abilities from being effective. You speak like an elitist, telling people to go away when you don't agree with their opinion. How pathetic. You should revisit my previous post, you could've learned much from it had you understood and reflected back on the game over the years. Oh wait, you only started playing last year. I recommend both of you to read my previous post more carefully. Take a moment to reflect back on the games across the years. Resource grind or broken balance is a big part of why people play games. Warframe is generous for most material requirements, but there's still some to be fixed. The gameplay stagnation is the current biggest issue. Line-of-sight is a range fix that doesn't touch any mod magnitudes but reduces the occurences of players nuking enemies through walls. It's a big win across the majority of players.
  4. I am a veteran--I was here 3 years earlier than you--so drop your no true Scotsman fallacy, not all veterans support broken game mechanics in exchange for pointless loot grinding. Many of us have been around for so long grinding and casually playing that mission rewards are a secondary cause, unless you're trying to decorate a Moon Clan where by absolutely broken standards all material requirements are multiplied by 100 because it is expected that all members contribute. If you're bothered by that the immediate self-solution is to downsize your clan tier because it clearly isn't active enough. I don't like DE's system of scaling dojo requirements so harshly to clan member capacity, but if that's your problem you can look up how to downgrade your clan tier. You can't tell people they don't have the right to criticize a long-standing issue regarding the game, because they play it just as you do. Many of the people criticizing the lack of difficulty in the face of overextended player range through walls come from more difficult MMOs and team-based games where we actually had to work as a team in order to win the game. We don't care if someone's carrying, because we came to play the game and have fun too. So you say these players should make their own squad, but that's not a solution either. Playing solo isn't efficient because fewer enemies spawn, and recruiting is too efficient because even if you set rules for your session people break those rules anyway because it is always more efficient to nuke through walls than play tactically for fun. There isn't much difficulty to be found except for waiting way too long in infinite missions, which isn't viable for busy professionals with congested lives that only allow an hour of gameplay on only some days. As a veteran, the only people experiencing "endgame" adequately is the freshly new guy with an Mk-1 weapon kit who got taxi'd into a nightmare mode mission on a level 40+ Void node. We don't have adequate endgame yet because nuking through walls before the enemy can touch you is still the most effective strategy on a team even through infinite content. The developers had to resort to making Nullifiers, Nox, Juggernauts, Bursas, Combas, Energy Leeches, and now Arbitration-invincible enemies to make sure spamming abilities won't work all the time. Alas, all we do is spam anyway to kill the majority then spend a tiny bit of effort to kill the "stronger" enemy. I'm a veteran and I've been sick of the lack of endgame, which is only an issue because we have a lack of challenge because we eliminate all challenge through radials. We not only need balance but actively seek it as an entire community. Let me explain. It's a simple plan for most developers to release a game then build on it, but a common issue within this scenario is that player options are not balanced, as new content added can tip the scales, and content originally created wasn't tested for balance within the then/current/future meta-game. There are a lot of things a dev team would regret in making playable content too weak or too strong against player scenarios. When player content is too weak buffing it is something everyone can agree with, but when content is too strong there's a lot of opposition from the players who either want to play the game with the content because it is more fun, or meta-gaming corruption from players who want more earned rewards. Agreements to fix overpowered content are built around consensus that it is not fun to have this content around, and we have adequate earning potential towards game rewards. It varies by developer and game, but so far Warframe has wonderfully accessible content aside from a few outliers like Hema research. I would say we do not need or really want more powerful options. Some people say it is fun, but my observation is that a game without challenge or thrill is not fun. Once players are established in a game too well, the game ceases to be fun, thus the player either has to invent fun or quit the game until more potentially fun content arrives. If the player is too strong, all new content is quickly trivialized. Balance around PvE and PvP are different, with the scale leaning towards PvE requiring more balance for sustainability of the game experience, while PvP adjusts balance through competitive meta evolution, but still requires balance because an overcentralized meta-game severely limits gameplay until significant fun through variety is lost. A suggestion that sounds good is to create more challenging and fun content, but there are some outlier player options that are so strong they repeatedly remove excessive amounts of challenge from all new content, even when challenge is the sole goal of the added content. Overpowered content of this nature should be balanced to create an overall more fun and sustainable game. Warframe is a very unique game that allows players to modify ability stats with amounts and versatility rarely seen in other games, thus creating unique problems for the rare situations in games that are more common in Warframe. In Warframe we can modify abilities and melee weapons to have more range. This brings about balance issues when one player option creates synergies with other player options to an excessive degree. For example, Overextended, which I call the nerf bringer. This mod has been the core reason for frame ability rebalances for years since it was released. Frames rebalanced around this mod include but are not limited to: Ash, Banshee, Ember, Excalibur, Mag, Mesa, Mirage, Nova, Nyx, Saryn, Trinity, Vauban, and Volt. For these mentioned frames throughout the years, a large-range radial ability has been altered (usually nerfed), although occasionally later the ability is buffed. This is usually the case when said frame has an ability that damages or stuns in a large area to the degree that it deletes or disables enemies long before they come close to players. This is the core cause of the Vivergate issues and trial attempts with line-of-sight range modification and improved enemy spawn algorithms. This is also the cause for defense and interception map reworks. You can see this effect within the current standing meta-game. For radial area damage dealing competition amongst frames, there are Equinox, Mesa, Volt, and Saryn. Out of these 4 frames, 3 of them have their area-damage builds centralized around Overextended, while Mesa has an exceptionally large unmodifiable range but great damage and status potential. For buff and stun support we have Banshee and Octavia, with builds both centralized around Overextended for their usual build. For healers we have Harrow, Oberon, and Trinity. 2 of these frames have their range bound by affinity range rather than the ability range stat, and Oberon's healing support is unbound by range, while initiating his armor support requires teammates to stand on Hallowed Ground, which is increased by range stat, thus this becomes easier/better with this stat. Overextended centralizes these builds by attracting players to use the mod for the "good builds." If you're not using this mod, your build just doesn't work so well for the same goal. I would consider Overextended to be an item which overcentralizes builds, but I'm not satisfied with the usual end result of this issue in most Warframe circumstances. Rather than rebalance this one mod, the aforementioned long list of frames I mentioned had various tweaks to address their range, and future added frame abilities are built to avoid excessive range effect like Revenant's Danse Macabre. Warframe is a unique game that creates unique problems, and as such in needs to create unique solutions. As for speaking about the difference in power between new players and veterans playing the same mission, that's a progression issue, not a balance issue. The balance issue appears when nearly all forms of gameplay meta-game are overcentralized around a particular player option, such that picking this one option is the one winning choice, all others aren't as good all-around even considering different scenarios. If you wish to think about World of Warcraft to explain this issue, consider the following 2 examples. A level 100 player is playing within level 45 missions and is dominating due to the strength of their gear. That's a progression issue--there isn't sufficient content for that player to be exercising their power in. A newly added class named the Deathknight (or anything, make up a name) is about the best overall class, dealing extremely high amounts of damage against multiple targets while also being very durable and fast, rising to become the best class with little or no competition. This is a balance problem: if you're not playing with this overpowered class, you're not making the best meta-game decision. Your teammates may feel overshadowed by the might of this class, and seeing this class in a squad would predispose you to think "they're going to be among the best performers," while seeing anyone not using this class for its role makes you think "this person is not going to be one of the best performers." Thus, the best option is to create a rebalance. If one player option is overpowered compared to the rest in a game where the rest of the options are already capable enough against gameplay, it probably deserves a nerf. If one player option is stronger than the rest but the others are not sufficiently capable against content, they need a buff. It could even be a mix of both: the single stronger player option is still overpowered, but the game content you're fighting against is also overpowered, thus nerfs to both. In the end of this process the goal is that everyone's having fun and choice is a gift, not a curse. Balance is something developers and players both want because balance is good. Balance is natural. When a game is unbalanced players dread logging in and developers turn in their sleep troubled over the one gameplay experience the players aren't enjoying to its fullest.
  5. I have been talking about this issue since U16, and it's been an issue before that too. At U16 it was Excalibur nuking the entire map within 58.75m and killing vastly more than any other warframe. Ash was around that same time killing everything with 2k slash procs, able to stack up to 40k slash damage with 100% chance at bleed procs on any enemy. Before that, Nova was nuking entire rooms since her Molecular Prime debuff range and the explosion damage range both scaled off range mods at the time. The major issue: the game is being trivialized and this shortens its lifespan for any player who plays this game. The reason why people argue in favor of these broken mechanics is for gameplay rewards. The issue and its lobbying became obvious during the Vivergate scandal period, when an extremely balance and then-unbalanced Syndicate system was release, which was initially way too much grind for even the tiniest rewards. Once players saw how much grind was involved they created an extreme grind method, and once developers realized this they developed line-of-sight, limiting warframe ability effectiveness by only allowing them to hit enemies if the warframe was within visual sight of the enemy within 5 seconds before casting. The solution solved the range problem in a permanently viable manner, but then players absolutely did not want it because their only viable method for farming towards syndicate rewards was being stolen from them, so they rebelled. The developers removed line-of-sight requirement mechanics from abilities, made Syndicate rewards far easier to obtain, and then went on a structured development plan to make enemies that were effectively ability-immune, by mechanics that they either resist all damage, resist abilities, nullify abilities, are extremely durable, or steal player energy. As of currently, players still complain about long-range abilities trivializing the game, to which other players argue they should continue doing this. For those who support mindless nuke-spam they just want to farm more efficiently, but this isn't a valid point because the developers have gone to great lengths to ensure player satisfaction in material acquisition and progression. I support line-of-sight because it will in fact make the game more fun and tactical, while barely harming our ability to earn within the game. The developers clearly have regret with their initial balance plan regarding ability range, as range mods have been much weaker beyond Stretch and Overextended, being based off 30% increments instead of 45% increments. Arbitrations are a testing ground to design invincible enemies, designed purely to combat our tendency to spam damaging radials. Newer warframes lack long-range damage radials that pass through walls. That said, I'm glad this issue is coming up more frequently. However make no mistake--this is a systematic issue, not one you should blame any one warframe for. We do need a permanent ability range issue. The quick and dirty way is to change Overextended's stats from +90% range -60% strength to +50% range and -20% strength, but the true solution is something similar to line-of-sight.
  6. MechaKnight

    Fed up with Sayrn being so stupid OP

    Your post reminds me of my large post back during U16 Excalibur mega-nuking via Radial Javelin. The problem is the same regardless of the frame, whether its is Excalibur and Mag on Viver or 4 Rhinos taking turns stomping. The majority of our radial abilities reach through walls to touch enemies who can't touch us, and overall the enemies found on solar system nodes are so weak just about anything would kill them. That said, we should consider a reform. Digital Extremes has proven to us they work hard to please their playerbase and manage the level of grind when it becomes too excessive, so consider the following: if you want a quick fix you can ask for rebalanced Overextended stats, but if you want a permanent fix you ask for line-of-sight on abilities. Of the things people criticize Warframe for, it is how boring farming gameplay is. We just nuke everything, that's all we need. Sure the developers introduced enemies with tons of armor, ability nullification, extreme damage output, and ways to steal player energy, but in the end we'll figure out a way to nuke through walls to kill the majority of enemies, and deal with those rare special enemies with only a bit of effort. Line-of-sight is the kind of ability rework that would make Warframe play out more tactically.
  7. MechaKnight

    Fed up with Sayrn being so stupid OP

    It's not a problem with Saryn as much as it is a problem with abilities and range. Playing Saryn without Overextended on her is really unimpressive--you really do need range mods on her to make her shine. The same can be said with Equinox and Volt nuke builds, so it is no surprise they also appear frequently in ESO. Equinox bounces charged Maims off herself in missions where multiple players use her the same way Nyx did before she was nerfed. We're just going to go on a nerf cycle frame after frame, as we usually do. 2 solutions, one fast and one proper. The fast and cheap way is altering Overextended in a buff-balance from +90% range -60% strength to +50% range -20% strength. Player max range potential is limited while the mod gives proportionally better range for its strength negative. The proper solution is giving all radial damage abilities line-of-sight like what was passed in Vivergate. People didn't want it back then because the syndicate grind was brutal as line-of-sight was being introduced, but the years have proven that DE would side with the players and reduce grind requirements when justified. We should accept that line-of-sight will help the game's lifespan and gameplay quality. Line-of-sight will limit such abilities from killing all enemies indiscriminately through walls to killing enemies who are within sight of the damage emitter within 5 seconds. For direct damage radials like Discharge and Maim it would mean the frame has to be in visual range of the enemies it hits within 5 seconds. For Spores, it means an enemy that dies under the proper conditions needs to be within sight of another enemy. However, since Spores only spreads when killed by the Saryn player by some direct mode of damage besides the Spores themselves, it'll resolve Spore spread since if an enemy dies by Spores instead of Saryn's direct mode of attack in another form, the spores won't spread to any other enemy regardless of line-of-sight. Only enemy killed by the Saryn directly while also covered in spores will spread spores to enemies within vision of that enemy. In short, line-of-sight is the proper way to balance damage radials. Digital Extremes has always been good to their players for mostly all concerns.
  8. MechaKnight

    Steve's Stream: Riven Disposition Remark!

    Rivens with different disposition rankings were a bad idea in the first place. Balance weapons instead.
  9. MechaKnight

    Fed up with Sayrn being so stupid OP

    She's OP because she scales well with range, as with every other "overpowered" ability of the past before nerfs. Ember's Overheat is the most blatantly obvious balance against Overextended I've seen: the mod gives range in exchange for strength, so Overheat gives strength in exchange of range and efficiency. Since players have grown accustomed to modding near 280% range stat, Overheat kicks in and drops the player down to 140% range stat and halve her efficiency. Modern frames like Inaros, Harrow, Mesa, Revenant, and soon Garuda don't scale well with range, which combined with the smaller range magnitudes of Agility Drift and Augur Reach show the developers are concerned with allowing destructive warframe abilities to have too much range. They have done that. Lets address anti-ability enemies and entities in order. Energy Leech Eximus. Steals player energy. Doors with disruptors: inflicts magnetic procs, which remove player energy. The Nullifier. He creates an aura which disables abilities in its vicinity, and has capped damage intake so it would not be broken by single strong shots, but faster shots. The Bursa is a heavily durable enemy created to tank frontal damage, and is generally durable all-around so it effectively resists ability damage simply by resisting any damage. Some variants lob nullifying grenades that nullify abilities. Their damage output is strong. The Comba and Scrambus have helmets which disable abilities in a variety of ways. They are given powerful weapons in order to destroy frames--hopefully the frames that are best at using radial powers are also the weakest ones, so this enemy hopes. The Juggernaut takes extremely little damage except for its weak points, which are nearly impossible to target with an ability. Thus, you use your weapons on it instead. The Nox is designed to take less damage from any point except its head. Most abilities target the torso instead of the head, thus this enemy resists damage from most abilities. Plains of Eidolon night water: inflicts mag proc, removes energy. Eidolons. Radial blast inflicts magnetic proc, removes energy. The game has shaped up to resist abilities due to our relentless radial spam. When the developers failed to succeed in pushing line-of-sight, this was the alternative to engage players more. I haven't even talked about current and future sentient enemies, which are surely designed to resist all kinds of strategies based around abilities and damage type status effects. The current trend for enemy design is to make them resistant to abilities, or resistant to damage which by proxy makes them resistant to abilities. Mechanisms of nullifying abilities or sapping energy will also become more common, as would very high damage output since it is a frame design trend that frames that are good at killing very quickly are not the best tanks.
  10. MechaKnight

    Fed up with Sayrn being so stupid OP

    You weren't here for Excalibur 2.0 huh? People used Stretch and Overextended on his newly buffed Radial Javelin to boost its range to 58.75 meters, killing or stunning unlimited enemies within range, while being able to carry elemental buffs. A 1-forma normal Excalibur dominated every mission harder than Ember, Saryn, and Mesa combined to deal at least 85% of damage dealt in the mission. The only warframe remarkably close in destructive power at the time was Ash 2.0 with range-boosted Bladestorm to deal massive armor and shield ignoring damage for 25 hits, which meant either 25 enemies or any number of multiple hits on a smaller group of enemies, like 25 times on 1 enemy. The community agreed via The Radial Address that do-everything abilities with massive range are just too powerful to justify. If you wanted to kill an enemy, protect yourself, protect teammates, or disable enemies via stun, Radial Javelin 2.0 did it all. This was scraped in Excalibur 3.0 where Radial Javelin was downgraded from 4th to 3rd, Blind was given more range over Radial Javelin, and he was given an awesome Exalted Blade which shreds crowds of enemies with a decent build. Overall the community wants the game and characters to be fun to play. Out of all the possible stats players can add to their frame, range is the most anti-fun stat there is. Years ago Nova would kill an entire room after shooting one enemy once, Mag would delete enemies with shields, Ember would delete enemies if she got there first, Equinox deletes enemies after having a few enemies die in their proximity, Volt disintegrates all enemies in a sufficiently crowded room. If we don't address the range stat we add to a long list of nerfed warframes, and ensure we nerf more frames in the future. Range stat is busted and needs to be balanced better. My suggestion of a balance-buff on Overextended with new corrupted mods is a good, easy, and fast first step. A greater solution would come after that.
  11. MechaKnight

    Fed up with Sayrn being so stupid OP

    We're going to keep nerfing warframes because of Overextended aren't we? That one mod almost doubles your range by itself and about triples it when used along the other 3 mods, which is common because people live running long range stat on their frames, especially those that deal damage. Ash, Ember, Excalibur, Mag, Nova, Nyx, and more had to hit the radial ability chopping block because we just can't stop running range mods to kill or stun everything preemptively through walls. How about we actually learn from the past and fix this before we nerf another frame and another in cycle? Change Overextended from +90% range and -60% strength to +50% range and -20% strength. Then add either a duration or efficiency mod that reduces strength as a penalty. The result is improved build variety, buffed Overextended with better proportions to penalties and the same absolute stat points rewarded. Then the developers can stop putting a frame nerf on their schedule as often while they address greater core issues behind why players don't find enemy combat fulfilling.
  12. MechaKnight

    Chimera: Update 23.10

    I appreciate the Saryn changes to Miasma, but understand if you want to balance player radial abilities you may as well balance Overextended first before delivering nerfs to radial abilities. Overextended now: +90% range for -60% strength, but when one mod adds half of all possible attainable range buffs in the entire game, is twice as good as 2nd best Stretch, and 6 times as good as 4th best Agility Drift, that's iffy. Instead Overextended should be +50% range for -20% strength, and add a new mod called "Exhausted Prowess" that grants +40% efficiency for -45% strength.
  13. MechaKnight

    Fed up with Sayrn being so stupid OP

    While I'm at it, lets address anti-ability enemies and entities in order. Energy Leech Eximus. Steals player energy. Doors with disruptors: inflicts magnetic procs, which remove player energy. The Nullifier. He creates an aura which disables abilities in its vicinity, and has capped damage intake so it would not be broken by single strong shots, but faster shots. The Bursa is a heavily durable enemy created to tank frontal damage, and is generally durable all-around so it effectively resists ability damage simply by resisting any damage. Some variants lob nullifying grenades that nullify abilities. Their damage output is strong. The Comba and Scrambus have helmets which disable abilities in a variety of ways. They are given powerful weapons in order to destroy frames--hopefully the frames that are best at using radial powers are also the weakest ones, so this enemy hopes. The Juggernaut takes extremely little damage except for its weak points, which are nearly impossible to target with an ability. Thus, you use your weapons on it instead. The Nox is designed to take less damage from any point except its head. Most abilities target the torso instead of the head, thus this enemy resists damage from most abilities. Plains of Eidolon night water: inflicts mag proc, removes energy. Eidolons. Radial blast inflicts magnetic proc, removes energy. The game has shaped up to resist abilities due to our relentless radial spam. When the developers failed to succeed in pushing line-of-sight, this was the alternative to engage players more. I haven't even talked about current and future sentient enemies, which are surely designed to resist all kinds of strategies based around abilities and damage type status effects.
  14. MechaKnight

    Fed up with Sayrn being so stupid OP

    Javelin was Overpowered because of Overextended. Mag's Polarize carried hours-long survivals before void farming became meta, and carried survivals in the void too because it scaled alongside shielded enemies. The Mag Pull augment came long after, and both successful Mag builds used Overextended. Nyx's Absorb strategy was around before Equinox existed, and after Absorb was reworked and Equinox was released, people moved the strategy to her, and it also relies on Overextended. Most overpowered ability interactions in Warframe rely on Overextended, thus Overextended is the overpowered entity that constantly creates warframe nerfs in its wake.
  15. MechaKnight

    Fed up with Sayrn being so stupid OP

    If you were a veteran you'd remember Excalibur's Radial Javelin Buff and Nova 1.0 obliterating enemies within an area of 58.75 meters range. Mag Polarize was legendary for enabling over 7 hour survival runs due to its scaling, and people chained Nyx's Absorb for infinite repeatable damage, which is what Equinox squads today emulate. Back when Nyx's Absorb was rebalanced, its damage type was changed to Magnetic and it wasn't allowed to absorb magnetic damage, thus preventing Absorb from absorbing itself across players. Overextended existed before augments, so it was the original range-extender for that ability before it was reworked. Resonating Quake came much later and Overextended can still help Quake regardless of whether you use the augment or not. It also helps Sonar and Sonic Boom. For Silence, desired range varies on desired tactics. If you did the math I mentioned in my post you would've seen all the mods get buffed with minor losses to Overextended. All mods would multiply off the increased ability range via the 1.12 multiplier. The idea is to multiply base warframe ranges while reworking the range mods, then consider buffing ranges further if needed. Stretch would grant +45.6% range from 45% range. Overextended would grant +51.12% range and remove -20% strength, as opposed to granting +90% range and removing -60% strength. Augur Reach would grant +34.4% range from +30% range. Cunning Drift would grant +28.8% range from +15% range. Exhausted Prowess would grant +40% efficiency in exchange for -45% strength, being a balanced option that would create new build possibilities. Narrow Minded's range penalty would be reduced to -61.92% range from -66% range. I would recommend next time you read carefully and perform the arithmetic before you dismiss any concepts. I don't blame you for missing out on Warframe's rebalancing history, the years have passed and many of the threads are deeply archived or lost.