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Everything posted by MechaKnight

  1. When are the new approved Tennogen skins getting added to the game?
  2. I considered that for my rework thread. Making enemies attack and animate faster (like negative strength Molecular Prime buff) would give them sufficient fire rate increases that also factor into their status rate per second. If you want to add more status on top, sure.
  3. This is it. Steel Path has done too little to add to the much-needed engagement factor of the game. Steel Path has failed to make Warframe sufficiently fun to want to play.
  4. I trivialized all nodes as easily as I trivialized them in sorties before. I'm more offended that DE proposed solely durability as a solution to engage the player. We still fight the same dumb enemies in the same missions with the same victory conditions. The enemies could benefit from more options and perhaps missions should feature more variety. I discussed this topic in my thread here.
  5. Durability is not difficulty or engagement. After Steel Path released we continued playing with the same tactics against the same dumb enemies who lack options. If you can kill an enemy, you can kill 10. If you can kill 10 enemies, you can kill 1 that's 10 times tougher. If you can kill 1 of those enemies, you can kill 10 more no problem. EHP isn't sufficient engagement to break the monotony. I did made a thread with suggestions for how to implement challenge and engagement into general gameplay, intended for the Steel Path. These suggestions could still be added to the Steel Path with extra r
  6. I just tried Steel Path and it is very underwhelming. I feel DE could add my above recommended suggestions and increase our benefits by adding resource and affinity boosters too.
  7. DE wants to cultivate a better player base so they made a better boss battle for early players. DE can't add challenge to the game if players don't expect there to be challenge. The game was devoid of challenge for so long veterans got bored.
  8. This isn't the exact right place, but lets say the PvE core of Fortnite officially died. Look it up. I agree with the sentiments overall but perhaps the given game examples aren't appropriate. The short story of it is players aren't happy enough with Warframe's current direction. Some of them think Steel Path is fine, some think it should try to cover for what is perceived to be lacking. The thread is for Steel Path (hard mode) so lets try to stick with it. I agree with the initial sentiment that enemies need to feel sufficiently more capable of performing dangerous actions against t
  9. I know it sounds crazy but it feels like the game is at that point. It's not like players will let DE unleash a rework heavy with nerfs to many player options, and unlikely DE even has one planned--we all remember how Vivergate went. DE may be looking to let things simply be as they are if they feel balanced on the Steel Path's higher levels and enhanced EHP stats, but may revise things that seem too strong on this path. If this is the case, Warframe would be balanced around the Steel Path. We'll have to see.
  10. Consider the following: some players here have been watching since Warframe closed beta or closely after. Problems of the game being trivial happened fairly early, some time after the initial introduction of the mod system, but especially after corrupted mods were released. Warframe lost its sense of balance so it lost its challenge, and lots of rushed and imbalanced content later the game has dug itself into a hole. The developers try to fix this issue but the community sometimes pushes back against the best or possibly only solution, so forward and onward into the darkness development contin
  11. Hydroid's Undertow has the following behavior that could be bugs. They seem like oversights. Grineer Commanders can teleport Hydroid while he is in Undertow form, though he should be invisible to them. Companions supposedly enter Undertow with Hydroid, but they can still be attacked and killed despite Hydroid being invincible in this form. I'm not sure if the companion's position is updated when Hydroid is teleported by a Grineer Commander. I would appreciate if DE could confront these issues and offer fixes or answers.
  12. Players are reacting to DE's current Steel Path implementation because they are waited so long for Warframe to become more engaging, and DE's only answer for our lack of engagement with the game is bullet sponges. We wanted more fun, and expected enemies to adopt new options within general gameplay or missions to come with new conditions to sufficiently challenge us in a fun way. Boosting EHP on top of level scaling isn't fun because the gameplay did not significantly change enough--all of our options work the same and strategies stay the same, but for most builds enemies won't die so quickly.
  13. I noticed at least one topic come up multiple times in a mix of approval and disapproval, so it has been placed in the new Controversial section.
  14. I don't yet fully understand this logic. Removing knockdowns from the game is one mod away, or players can keep the knockdowns but significantly reduced for a lower point cost. DE adds magnetic procs and nullifiers in almost every update now, and arbitration drones indirectly act as nullifiers by disallowing abilities from being applied to enemies. There aren't nullifiers in the other two factions or space yet proper, but that can change at any time. I've become jaded to encountering this obstacle, but some players consider them monumental. Maybe it has something to do with stopping extreme op
  15. I have played arbitrations and still do. "Weak points" was an idea submitted by a player in another thread, and they referenced the Glass Maker enemies with invulnerability so I rewrote it a bit to more closely imply something like Banshee Sonar. Knockdowns are already mitigated by 3 exilus mods including a prime variant, and a nightmare mod so it's not the worst obstacle. Nullifiers are already routine for Corpus and we adapted just fine, simply use a gun or more range on your melee and use an energy pad occasionally. As for needing help, I'm fine using Khora, Saryn, Titania, Gara, Mesa, Inar
  16. After reading player feedback, temporary mod magnitude reduction has been moved to the retired list and given a description of why.
  17. I edited the original topic with a note: if players very much dislike temporarily reduced mod magnitudes within Steel Path missions this feature can be reworked or removed from the list.
  18. I agree, but I feel DE struggles to implement challenge in the face of a community that sees challenge without reward as a pure detriment. DE pushed out what was the start of a new balance direction during the Vivergate debacle, but players understandably rebelled against the changes because it got in the way of their reward earning potential. Steve has said before he regrets allowing mods of the same kind of stat to stack. Many of our problems in challenge are related to stacking beyond developer intent, and for DE to change the game as it is now adversely affects earning potential and casual
  19. You're right, but what Steel Path is currently is much worse. Enemy stats are aribtrarily boosted, which means we really do just wait longer to see something die. The developers are boosting the enemies purely to make them last longer because they feel the player is too powerful, but it does nothing to challenge the players themselves. Some abilities and weapons do need buffs, particularly abilities with no weapon mod scaling with no innate scaling mechanics within. What I propose is the beginning to something better than what DE is currently giving to Steel Path. If any of these features make
  20. It would not be the same and would in fact be very different. As of currently, Steel Path enemies just soak up a lot of damage but all strategies involving nuking through walls, incapacitating enemies through abilities, and dealing massive damage are the same. As it stands now, the player likely still won't die but enemies take much longer to kill, so the new mode isn't more difficult, it's just less rewarding by being slower to fulfill the mission. Mods do more than just deal damage. Regarding warframes, they also influence how much health we have, how long abilities last, how much range
  21. This post and discussion thread will evolve with player feedback. If you're not aware, the Steel Path's current form of difficulty involves boosting enemy levels and adding additional durability modifiers to health, armor, and shields to make enemies a bit more offensive and a lot more durable. This doesn't change the usual player approach of nuking crowds and dealing immense single-target damage to win any given scenario in the game, it just challenges players to find what overpowered loose ends DE left around to trivialize the game again. See this brief 2 minute video about Steel Path
  22. This update is awesome. Please plan for reworking other old tilesets.
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