Jump to content

Averath

PC Member
  • Posts

    77
  • Joined

  • Last visited

Posts posted by Averath

  1. 54 minutes ago, Nakrast said:

    Chroma 'nerf' was needed, since he outclassed most of buffers.
    Ember nerf was needed, since she made public matching hell for new players, and even old ones.

    Remember, this is a game, people come here to have fun, not to see an Ember jump around and oneshotting every mob, ruining the fun for everyone else.

    And quit hiding behind the 'PVE' excuse, it's old and dumb.
     

    My tires on my car needed to be replaced. Doesn't mean they should only replace one tire and call the job "complete".

     

    You're correct in that they needed to be changed, but this only makes these frames weaker overall, and not in a good way. They needed more sweeping changes to have everything addressed. Chroma's changes for "consistency's sake" ignore his other massive inconsistencies. Ember's change only makes her weaker and actively hurts her in the later stages of the game, as her damage will do absolutely nothing to compensate for her durability equating to a wet paper bag.

  2. Preface: Friends, Tenno, Compatriots, please put down your pitchforks and hear me out before you start a riot and burn down my orbiter. I am aware of a number of arguments against this change, but I feel that all of those arguments can be shown to be outweighed by the gains we would receive as a playerbase.

     

    With that said, I believe that every warframe buff in the game should be given the same treatment as Blessing from Trinity. It should be based on Affinity range and not based on your build. Why is this? Certainly some people would argue that this would make range unnecessary for builds and would make those mods worthless and have everyone rely extensively on Narrow Minded instead. They would argue that reducing your range and focusing on your duration is a conscious choice you make where you're sacrificing team utility in the name of selfish gameplay.

    There are two issues with this stance. The first issue is that building for maximum duration at the expense of range hinders more than just the range at which you can apply your buffs to your teammates. It also means that every other ability you have access to is limited in range as well. Thus, if your buff was not impacted by range you would still be hindering the rest of your kit. The second issue is that Warframe is an inherently team based game, and no matter how you build your warframe, you should have the ability to contribute to the team.

     

    If this change went in builds would change very little. Why? Because no warfarme build includes range strictly for the sake of a buff similar to Trinity's Blessing. Ability Range should only impact abilities that do not give other Warframes an active buff like Blessing. To illustrate the kind of abilities I'm talking about, I figure I could give a list of them just to make things crystal clear.

    Chroma: Elemental Ward (Currently the only buff in the game that requires you to hug the player to retain the buff. Unless you use an augment, which is ridiculous).

    Chroma: Vex Armor (This is a change that is being considered and I personally hope it is reconsidered, but that's neither here nor there. Supposedly it will function similar to Elemental Ward, requiring you to hug the player to retain the buff. Ludicrous).

    Harrow: Covenant (Already works this way, so it's an example like Trinity's Blessing).

    Mesa: Shooting Gallery (Technically has unlimited range, and should be the ideal goal because she will always be a team player regardless of her build, but DE requires arbitrary limits on team play, so eh?)

    Mirage: [Total] Eclipse (Augment that makes it affect allies. Would make more sense with affinity range here as well)

    Oberon: (Special mention because he places down an AoE. This is functionally different than other buffs, so he's not really considered here).

    Octavia: Metronome (Aside Shooting Gallery, this is the one exception to the list that I feel shouldn't be altered, as it has a direct connection to Mallet and Resonator, so it makes sense for the range to be shared between them all).

    Octavia: Amp (This ability is just a direct buff with no special conditions like Metronome, so it should function based on Affinity Range. This would at least make her consistent with other supports.)

    Rhino: Roar (Range isn't really a consideration even in Roar-specific builds, as teams just gather and hug him every 60 seconds, then run off and do their own thing. It disrupts the flow of gameplay to stop what you're doing and run in for a buff. He'll still build for range with his 1 and 4 as he always has).

    Titania: Spellbind (Just to make buffs consistent)

    Trinity: Blessing (The basis for this whole change, though Covenant is also a good example of why this is good. Does Trinity still build for range? Sure, because of her other abilities. Does she sacrifice range for other builds? She can if she wants to maximize duration on other abilities!)

    Valkyr: Warcry (Range isn't even a consideration for this ability. It's considered for other abilities. Eternal War certainly helps this, but it still wouldn't be the driving factor behind building for or against range).

    Volt: Speed (If you're going with a Speed build, none of your teammates will ever benefit. It's another prime example of why buffs should be on Affinity Range. Volt has two other abilities that are impacted by range!)

     

    Overall, there are actually only a handful of warframes that give buffs to their teammates, and for each of those builds range is hardly a consideration if you're intending to share the buff. You either build selfishly to maximize yourself and hinder your team contribution, which is silly because you're still sacrificing aspects of your other powers anyway, or you're building for those other powers and your team just happens to benefit from your increased range.

  3. Just now, WhiteMarker said:

    Why should it be recastable?
    Both skills are really strong. Making them recastable would make them even stronger?
    And why buffs to duration and stuff? Chromas skills are acutally balanced. If you want them to last really long, you use Narrow Minded, sacrificing range. If you want more range, you don't use Narrow Minded.
    That's some fine balance. We need that for even more skills.

    It should be recastable because it takes a lot of work to get it to the point where it's powerful. Very few other frames have to work that hard just to get their buffs going. Vex Armor relies heavily on self damage, and being forced to stop what you're doing and inflict self damage again every time the buff expires is disruptive to the flow of the game. In addition, recasting to it's full duration rewards skilled play because it rewards you for paying attention. You don't just cast it to increase the duration. You cast it again to refresh the base duration. So you can't spam it.

    Also people fail to realize just how hard these nerfs are going to hit Chroma. His durability is going to tank with these changes, and his damage is going to tank as well. Sure it'll still hit hard, but it's going to be nowhere near where it used to be.

    Finally, range should work for damage abilities, not buffing abilities. Trinity and Harrow are good at this with their buffs relying on Affinity Range. It's really easy to tell who is going to receive your buff and who isn't. Most, if not all buffs should just use Affinity Range. Why? Because that means that no matter what build you're using, you're still going to help your team. Let me repeat, you will never hurt your team utility just because you're using a different build. A build should dictate the way you play, not how useful you are to your team. As it is most builds take only damage/CC abilities into consideration when building for bonus or negative range. Buffs are just never a consideration unless you're a buffing/support frame. And those frames were changed to Affinity Range.

  4. 1 minute ago, LuckyCharm said:

    >.> and increase the range. How're you supposed to buff your team if its only ranged at 12.5m

    Either change the range to affinity range, or rework the augment and make all buffs sticky like every other buff in the game. So that short range doesn't matter as much.

  5. 6 minutes ago, yles9056 said:

    You have the point. We'll need to see how Vex Armor changes actually work in game. But I just want to remind DE that it needs to have large enough base range.

    I guess the reason why people don't Narrow Minded on Rhino is because they don't want to give up Rhino Stomp completely. Chroma doesn't have large range CC tho.

    People are fine with using Narrow Minded on a Rhino that is focused entirely on Roar and relies on other frames for Rhino Stomp.

     

    But we're forgetting the big thing here. They're changing Chroma for 'consistency'. Rhino Roar doesn't need an augment to let allies retain the buff if they move out of range. They can't talk about consistency and go halfway.

  6. One of the claims you make about the Chroma change are making his abilities consistent. If you're going to make his abilities consistent, than can you actually make his abilities fully consistent, rather than partially consistent? Alter his augment and make all of his buffs stick to party members like every other buff, so they're fully consistent! That will allow you to rework his augments to actually enhance his playstyle, rather than simply make it so that he's consistent with the rest of the game.

     

    If you're so insistent on having people stay within range of Chroma to gain his buffs, then tie it to affinity range instead of an arbitrary number influenced by power range. As it is right now, Chroma is the antithesis of Warframe design philosophy, as Warframe is a game about being mobile and not being tied to a single location. Team members being required to hug Chroma to gain advantage of his buff are contrary to that design philosophy, and that can be addressed at the same time as these changes, and ***should*** be addressed at the same time. Sure Chroma needs a thorough look, but if you're going to make him consistent, then actually make him consistent!

  7. 1 hour ago, Oz-Salem said:

    Obviously dont know ember. She can go against level 80's at her max power. I run sorties almost exclusively with ember prime. WOF is the reason one plays her aoe paired with a status effect weapon are fantastic and tear down the greatest foes. Please if you do not play ember enough to know her tolerances you have no room to recommend a rework on an ability you cannot control. I am sorry i just could not sit back and see you bash Ember in such a way. Be well Tenno and always improve your understanding of your warframe. 

     

    I have never once seen someone use Ember's WOF for the actual damage it causes in a Sortie. It's always the CC that it offers. DE is nerfing the ability because of the damage it deals to low level enemies making the content there trivial. This ability doesn't scale well as far as damage goes, especially vs enemies with a lot of effective health. This change is not going to help that, and she still suffers with a lack of survivability. If the ability stays as it is right now it's going to get nerfed again in the future because this will not solve the ability's inherent problem, which is that it requires no feedback. You press 4 and that's all there is to it. Damage happens automatically. You do not have to give any input for it. It just passively happens.

  8. I will start off by saying that I am not upset that Ember and Chroma are being addressed. However, I will say that the way that they are addressing these changes isn't actually improving either of these warframes in a significant manner.

    I will start with Ember. Ember's problem is that she trivializes low level content and is completely ineffective at high level content. The main problem is one of her abilities, World on Fire. At this point we all know how it works and the strengths and weaknesses of the ability, so there is very little point to give a summary. Instead, I'll simply state that changing World on Fire will only make Ember worse at trivializing low level content, while keeping her completely ineffective at high level content. This problem is not a matter of tuning, but a matter of design. Some Ember mains may disagree with me, but World on Fire as an ability needs to be replaced, ironically with an ability that seems to have been in a much earlier build of the game.

    It would make a lot more sense for Ember's passive to change and her 4th ability to be replaced. Her passive currently is worthless in that you have to get yourself procced with fire to take advantage of it, which could easily get you killed. It would make more sense to have it be similar to Frost's passive, in that hitting her deals fire damage to the attacker. As for her 4th ability? The idea I was discussing with a friend earlier was something along the lines of "Cloak of Fire", which enshrouds Ember in fire that reduces incoming damage by a percentage, deals damage over time in a small radius around her, and adds fire damage to all of her attacks based on the ability + power strength. This would enhance damage from melee, primary, and secondary weapons.

    An ability like this would help her scale into the later sections of the game through enhancing her survivability, while also allowing her to increase the damage of her weapons directly, without having to rely on weapons built specifically for fire damage to take advantage of accelerant.

     

    Chroma's issue is also a matter of design and massive inconsistencies, which apparently DE wants to address by making him more consistent in one area, while leaving him inconsistent in other areas. Let me explain. Chroma is one of the only warframes that require you to be near him at all times to take advantage of his buffs. I cannot think of any other warframe that gives a buff that falls off the instant someone steps out of a pre-defined range. To address this, instead of making Chroma consistent with other warframes DE introduced an augment. This was a mistake and this is a great opportunity to fix that, as DE has shown a willingness to rework augments through Banshee's changes.

    I do not know what DE should change the augment into, but Elemental Ward and Vex Armor should be made snapshot buffs like every other buff in the game that functions similarly. This would allow for Chroma to actually fill a support role that DE wants him to fulfill, while also letting players roam freely, rather than stay in one location to take advantage of a buff. Almost every change over the last few years has been with the intent to get players more active and mobile, and having a buff function like this is contrary to this design philosophy!

    Further, if DE is going to severely curtail Vex Armor's strength as an ability, thus massively reducing the armor and damage Chroma gains from it, they should either make it so that it is easier to achieve the maximum value from Vex Armor, or make it so that Chroma can refresh the ability, perhaps with a mod in similar scope to Valkyr's Eternal War. This would incentivize Chroma to remain active to continue to support his team, while also not making it necessary to rely on self damage every 30-60 seconds to gain the most out of the ability.

    Chroma's 1 and 4 are still abilities that will be under utilized because their functionality is not suited to the current state of the game, but those would require a greater rework.

    • Like 1
  9. Title. Arca Plasmor deals 0 damage if it gets an impact proc. This also affects multishot, as if you proc impact per click, nothing will deal damage unless the next click does not proc impact. This doesn't seem to affect robot units, but humanoid units will stagger and become immune to damage.

     

    This is after the most recent hotfix that claimed to fix this for some weapons.

  10. If you want constructive, then hopefully you'll get constructive.

    There is the emotional reaction that "DE doesn't understand their own game and these changes prove it!" but that's not really fair and doesn't really touch on the problem. There does seem to be a disconnect between DE's vision and the player's perceptions. I'm curious if DE would care to go into exactly what they want out of the game, and if they'd like to hear what players want.

    Gara is a good example of this. There is a perception that DE members only play Warframe casually and do not understand the end-game like players do. I'm not sure if this is true or not, because I have no information that other players or developers might, but I have heard arguments that Gara functions fine on a 'casual level', while Gara's functionality makes the warframe not viable in Sortie-level content, or endless-level content.

    That kind of mentality seems to carry over into these IPS changes. All of these changes work great at the casual spectrum, because they don't really have a major influence over gameplay. Most enemies will be killed relatively quickly, so IPS is kind of balanced as the excessive damage from Slash isn't really needed. However, as you go into much higher levels, certain status effects stand out because they're focused on the most important "stat" of Warframe's horde-style gameplay. Time To Kill. TTK is basically the #1 stat on any weapon. It is even more important than if the weapon is fun. Why? Because a 'fun' weapon that doesn't kill enemies isn't really fun, is it? You may enjoy the feel of using the weapon. You may enjoy the sound that it makes. However, if it feels like it's firing nerf darts, that isn't fun, is it?

    Impact and Puncture do not enhance a weapon's Time To Kill, while Slash does. This is why Slash is superior. It's not because Impact and Puncture's proc effects are not strong enough. It's because Impact and Puncture's proc effects do not actually give you any meaningful benefit in a horde-style shooter. The fact that bosses are immune to these procs also make their effectiveness even worse, as that's the very target you'd want to CC or inflict a damage reduction on!

    If you want to balance Impact and Puncture with Slash, as well as balance all of the elemental status procs, then you have to look at implementing a "Time To Kill" element to their proc. You want to ensure that every status proc will help you kill your enemy. Right now Impact and Puncture do not help you kill your enemy, nor will these proposed changes help you kill your enemy. Slash is the only status proc that actively helps you kill your enemy. In fact, Impact may actively make it more difficult to kill your enemy!

    There are some pretty good ideas out there, so I'd suggest having a good discussion with players for ideas if you're running dry yourselves. Just keep in mind that Time To Kill is the most important stat in a game like this. Hell, it's the most important stat in most shooters, because that's just a fundamental of how they function. If you introduce something that doesn't increase the time to kill, then it is just a gimmick and isn't very useful in a practical sense.

  11. 2 hours ago, RG870 said:

    As you already mentioned the Arctic Eximus bubble does not nullity or remove abilities. I can hit the Eximus with AoE powers from outside. I can enter it without losing all my buffs (Inaros ultimate ftl). And the most important point - it has a fixed number of hitpoints. It does not matter what kind of weapon I use to pop it. Shotguns, bows, sniper rifles, high damage weapons with slow fire rate - they all are fine to pop an Arctic Eximus' bubble.

    Ah, my mistake. Regardless, the Nullifier's bubble really doesn't frustrate me nearly as much as the buff cancellation. I feel that a Nullifier should encourage you to go inside their shield to kill them, and expose yourself to do so. However, it shouldn't gutpunch you for actually doing so.

     

    As they are designed right now, you either use a fast weapon to pop their shield, or you're actively punished for going inside.

  12. 1 minute ago, Twistedsparkle said:

    okay after hours of grinding in the orokin derelicts
    I got my bloody 10 genetic kitty codes

    now I need 10 moar for the actual kitty
    so not looking forward to it

    I say the droprates still need buffing

    It doesn't even feel as if they buffed the droprates at all, to be honest. Doubling 1% is only 2%. These should be at least a 25% chance to drop.

  13. There have been a plethora of Nullifier posts lately with the recent buff making these units even more frustrating to deal with. Unfortunately, I feel that almost every one of these posts fails to address the actual frustrating element of Nullifiers, their purging of buffs. A lot of these posts also completely ignore Comba and Scrambus units, which still share this frustrating element of gameplay. Despite this, a lot of people have complained about their shields, and yet I've never once heard a complaint about an Arctic Eximus' shields. Why is this? They both take about the same effort to destroy, but the Nullifier's bubble just gives you visual feedback. Ultimately I feel it is because if you venture into an Arctic Eximus' shield you will not have all of your buffs purged.

     

    There are a fair number of Warframes in the game who are enhanced by buffs. For some of these Warframes the only downside to going inside a Nullifier's bubble is the fact that you'll have to spend the energy to recast your buff, and you'll have to spend the time to actually perform the animation. For other Warframes, however, entering into a Nullifier's bubble is like a gutpunch from DE telling them that they're being played wrong for actually utilizing the buffs they've been given. Take Rhino and Chroma for example. Some builds can enable these Warframes to be incredibly tanky. Often this relies on doing something to enhance their buffs, making them stronger. This does take actual effort. However, when a Nullifier enters the mix all of that effort is effectively wasted in the blink of an eye. This is also the case for a Nul Comba and Nul Scrambus, which don't even have the same level of warning that a Nullifier gives!

     

    Putting a lot of effort into making your abilities powerful is a fun element of gameplay. It is a rewarding element of gameplay. Running into a Nullifier, or a Nul Comba/Scrabus effectively strips away that fun element of gameplay in a single instant. The sad part is that these three enemies are ultimately a minor threat in the long run. They are not particularly durable and they're all easily killed, but they have that incredibly frustrating element of gameplay that strips away the work you've done to build up your Warframe. I feel this is unhealthy for the game and ultimately makes these "threatening" enemies utterly fail at their job.

     

    Before I go on I'd like to stress that these three enemies are not threatening. A lot of players claim that these three enemies force you to change your strategy and adapt to the situation. Unfortunately, these players often fail to realize that if you equip an auto-fire weapon and use a Warframe that has no buffs, then they are effectively no different than an Arctic Eximus unit. They're easy to kill and don't deal a lot of damage, unless they're ridiculously scaled out of proportion.

     

    Now, I'd like to offer a suggestion that I've seen time and again. It's a good suggestion, because it effectively solves the major issue with Nullifiers, Nul Comba, and Nul Scrambus units. What is that change? Have this nullification cancel out the effectiveness of abiliites, without actually removing them. It is as simple as it sounds.

    Let us take Rhino for example. Rhino currently has a very durable Iron Skin buff on. A Nullifier pops up. Rhino opts to dash over there and deal with him. Once Rhino enters the bubble his Iron Skin is rendered inactive and goes into a sort of "stasis" mode where he no long gains any benefit from it. Any enemies within that bubble can now deal damage directly to Rhino, without having to worry about Iron Skin. Once Rhino kills the Nullifier, or leaves the bubble, Iron Skin returns to "active" mode and returns to its previous state.

    Now let us use Frost as an example. Frost plops down a Globe. The Nullifier waltzes over and his bubble intersects with Frost's globe. Enemies inside the Nullifier's bubble can now fire through that Globe as if it wasn't actually there. Once the Nullifier is killed, that "hole" in the Globe's defense is sealed.

     

    If this one simple (from a gameplay perspective, not a coding perspective) change is introduced, Nullifiers, Combas, and Scrambus units can be buffed to make them far more threatening units than they are now. Perhaps a Nullifier's bubble cannot be damaged, forcing a Warframe to expose itself to deal with it. Perhaps a Nullifier is incredibly durable, and only takes significant damage is dealt to their backpack generator.. thingy.

     

    Ultimately, my point is that there are a lot of possibilities to make Nullifiers, and any similar enemies, a major threat to players without making them a major frustration.

  14. 1 hour ago, Fuzzy-Bunny said:

    My point was that putting in thousands of hours is merely for completionists sake. So players stating that they've played for thousands of hours and therefore "deserve" to be OP is a moot argument.

    Actually, players deserve to be OP for a very simple reason. Warframe is a horde game. We're fighting hordes of enemies. Warhammer 40,000: Space Marine had a co-operative multiplayer mode that was very similar to the idea behind Warframe. I would say you could look at Left 4 Dead as well, but they were not incredibly powerful golems using magical powers while also dancing through the air.

     

    Being OP is the very concept behind Warframe. If you don't want to be OP, then you're honestly playing the wrong game, especially the way DE has designed it. I don't agree with all of the design decisions, and wish they'd change a lot of aspects to make it more interesting, but this is the hand we've been dealt. Saying that players shouldn't be OP is like saying Warframe shouldn't be a Horde game. It is like saying Warframe shouldn't be the game that it is designed to be.

  15. 31 minutes ago, Yonm said:

    Considering how easy void traces are to farm and how much they increase the chance of getting what you want, it's perfectly balanced. This new system is way better the old grind, that's for sure.

    I agree. I just have to burn useless keys to farm void traces.. Then when I run out I have to farm useless keys again to use as fodder for void traces. All that added farming is way better! Or maybe it just shifts the grind from one area to other areas, instead.

  16. 6 minutes ago, Larred said:

    well something that you might enjoy to help you level your gear faster is try a sonar banshee in squad on a survival, how does this work? the sonar boost weapon damage speeding up kills more kills = more affinity, add to that a damage boosting frame like rhino or an eclipse mirage and your golden, try it, might not be 'draco fast' but its more then sufficient  

    I've always wanted to try banshee, admittedly. However, I'm also thinking of this from some of my friend's perspectives.

     

    One of my good friends tried to join warframe last year, but got turned off by doing exterminate missions on Mercury. He felt that he did no damage with his Mk1 Braton. We, as veterans, know the pain of getting a good weapon. But for a new player like him, it's beyond pain. It's frustration. It's frustrating enough to not even want to continue playing despite loving the gameplay. I tried to help him understand how things work, but it's just not the same. So losing draco meant losing an easy way to farm experience and get a good weapon going. I really feel they should buff affinity gains, maybe even **just** for new players. Or maybe even for unforma'd weapons in general?

  17. 1 minute ago, Larred said:

    just about any endless missions is good for xp, same can be said for stealth is it as good as draco? no but draco was TOO good its alright if it takes more then 20 minutes to max something.

    It's not alright if it takes more than 20 minutes to max something, if something isn't effective until it has been maxed. If they'd removed draco at the same time that they reworked weapons? I'd be fine. Right now, however... Weapons are still utter garbage unless they're fully forma'd and upgraded. It feels like you're firing nerf darts at enemies unless you have Serration, Heavy Cal, Multishot, and at least 2 elemental mods. Without all of that on a weapon, you may as well not have a weapon equipped. Or just stay around enemies below level 20, which give terrible xp anyway.

  18. On 7/10/2016 at 0:19 PM, Larred said:

    i think a draco-less warframe is good it slows the progression of focus an 'end game system' and makes everyone level at a slower pace and even encourages some build diversity 

    A draco-less warframe only removes an efficient xp farm. Without draco the progression moves at a snail's pace. It should feel rewarding, but it does not. It also makes the chances to weapon capacity less useful. Yes, you'll have a weapon with higher capacity. It will still take you a ridiculously long time before that weapon becomes effective. Without draco, or an efficient xp farm, the amount of xp you get means that you'll have an inefficient weapon for a very very long time.

  19. 10 minutes ago, Arkvold said:

    This would be fantastic.  For blueprints, add two ducat amounts.  One for selling it as-is, the other for selling it after construction.

    While that would be nice, I think they should just normalize the constructed ducat cost. Some blueprints at the moment are the same as a crafted item, or even more! They should just make all "major" BPs worth 50, all "minor" BPs worth 30, with constructed bits being 50, and all individual pieces worth 10.

  20. 23 hours ago, (PS4)swamprat3 said:

    All thay have to do is change the background of the reward pic to copper silver and gold and add a ducat icon and ammount in the upper right corner problem solved  

     

    Theres a tutorial tab in the codex that hasnt been updated since simars was put in thay could update that? 

    That would be  agood first step, at least.

×
×
  • Create New...