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Alienami

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  1. My Titania Prime is bugged, unable to change their appearance or mods for her Exalted weapons, because they aren't listed in my Arsenal. Tried fixing by: changing frames, rebooting game client, doing a mission.
  2. I honestly like Revisited stuff in general, but I may not always agree with the changes made... like Gas. But, revisited content, changing how stuff works a bit, balance changes, etc.. are my favorite patches because I enjoy the gameplay and having toys that don't suck means I can have more fun, but I also like making strong builds and this gives me more options. Y'all need to make all IPS damage similar to Slash in effect, but only ideal against one faction. This will buff a lot of weapons from "trash tier" to "Wow, this is great against X faction!" and give more variety and allow easier balancing, hopefully, because Slash dominance is a HUGE problem for the game balance and variety. Grineer should be weak to Puncture (150%) -> Impact (100%) -> Slash (50%) Infested should be weak to Slash (150%) -> Puncture (100%) -> Impact (50%) Corpus should be weak to Impact (150%) -> Slash (100%) -> Puncture (50%) So to explain briefly using one faction: Corpus, logic being shields have a large surface area so impacts against it would drain more power, electronics tend to be sensitive to shock, and their ballistic soft armor not protecting from Impacts at all, some against Slash and a lot against Puncture because like Soft Body armor today it catches the bullet like a net. Basically, I think a Rock Paper Scissors approach to overall balance in factions and weapons and frames against factions, is a good idea; simple but effective and encourages more diversity and is easier to balance because of rules. Bane Mods should be changed to reduce faction damage resistances to that IPS type. This pulls back Power Creep and allows people to brind their favorites more often. Example: If say.. Slash is ideal for Infested (150%), okay for Corpus (100%), and crap against Grineer (50%, they wear tons of hard armor, duh!) than putting a Bane of Grineer would take the weapon from half damage to 100% or normal damage and a Primed Bane mod would take it to 125% or something. Armor... declutter: each faction gets one type and only 1 type, but the intensity of it differs by enemy type or rank in the case of elite and boss-types. The intensity of the armor will be colorized to a standard across all factions. Probably 3 tiers. Armor should probably influence CC types and their effectiveness, making a way for you to allow for more Status based stuff to shine without trivializing as much. The armor should also reduce frame powers and weapon damage types, but not as much if any if they keep to the RPS design and bring good choices, than they will hardly notice. Nullifiers should be modified as a result. As it stands, each faction has their scaling survival gimmick more or less figured out: Grineer, Armor. Corpus, Shields. Infested, Health and Speed. Sentient, Adapting. I propose some tweaking to Sentient: They should be a blend of all the factions due to RPS theme and should be in the "middle" of the triad of factions, so something like: 25% Armor, 25% Shield, 25% Health+Speed, and then their Adapting, but probably toned down. Elemental mod blends should be made into their own single card, but have a limit of 2 elemental cards in a weapon for balance, no "Rainbow" builds like in ancient Warframe days but still allows people to make the combinations they want and need. This is crucial for balancing a lot of the weapons you have now so we don't have as many "Trash Tier" because of optimal damage types that are only possible on certain weapons. I have had ideas last year for putting the Elemental mods into a RPS layout that makes sense and easy to remember, but I kept running into issues of elemental combinations breaking the pattern and having a odd number or whatever, as I recall I added Void Damage elemental mod to fix that bit but didn't drill down and solve the re-shuffle and honestly gave up because I knew I was wasting my time, because I didn't think Digital Extremes genuinely listened anymore. But to give the gist: I had the idea to make the current elemental system easier to understand and remember by following a formula, like that if Toxin was the base mod for countering a faction's scaling, i.e. armor (corrosive), shields (magnetic -- problem, no toxin), health (viral -- problem, no heat)... then you add-on the damage element good for a specific faction, like Heat for Infested, would yield an anti-infested elemental and you didn't need to reference a Wiki to do it once you know the simple formula. There was also a RPS Faction based AOE Damage element. So, Explosive best against Infested, Radiation against Grineer (Would be changed from Confuse to a AOE damage), Gas against Corpus (a Nanite Gas would bypass shields and get into machinery). Back to weapons: We IMO should be changes here also. Weapon Mastery rank should matter, but I think you really missed out on how Rivens work and their function. Rivens, in my view, should be to make MR 1 weapons somewhat as good as MR 12 weapons. They should at higher MR likely just make the weapon more comfortable, reload speed, magazine capacity, stuff like that and not insane damage. Why? Because 1) Power Creep/Game Balance, 2) Reward and Respect player weapon investment, 3) More options is better...and 4) Waiting around for an objectively better version of a weapon is annoying and is off-putting. This means Rivens don't get balanced based on popularity...but MR rank. So, you know when you invest in a weapon its viable forever and if you buy a Riven its not going to suddenly get nerfed hard. Then, you can create a balance framework. When I worked on Marvel Heroes' White List, we balanced characters based on specific test bosses in their version of Simulacrum and their time to kill that enemy. That was good, but then they came up with a design framework for balance that sped up their balancing. Their framework to help determine the base stats of an ability based on if it was Single target short range, single target long range, cone attacks, PBAOE, melee AOE, ranged AOE, etc.. and then from there it was tweaked until it felt good and was balanced. The goal was to make everything keep its uniqueness but ensure nothing sucked either, and it worked very well and the game did well with those changes... and I think Warframe could and should do similar for weapons and you can see elements of this already, but doesn't seem to be as rule based. Also, for Railjack, I was thinking maybe you need to maybe make Ship Hazards scale... if you ignore a Fire, it increases a tier, with 3 tiers, and the higher the tier the worse it becomes. Railjack needs a lot more UI work done, like for the ship to indicate what is going on, where and why, even remotely... there needs to be intruder alert UI element especially. You need to give the players the info they need to handle situations, and if you do that, you can make the situations more interesting and dangerous, and incorporate a lot of cool elements we see in shows and such. I personally can't wait to see Railjack in a few years from now, I like space stuff and want to crew a ship with other players and wish more games had stuff like that... but yeah, you need to go back and fix Warframe's core game some... after 7 years, y'all need it... and we the community are more than happy to help, because we love the game also and have invested a lot of money as well as our time, so obviously we don't want the game to die... its time we got real with each other and work this out like a family.
  3. I honestly like Revisited stuff in general, but I may not always agree with the changes made... like Gas. But, revisited content, changing how stuff works a bit, balance changes, etc.. are my favorite patches because I enjoy the gameplay and having toys that don't suck means I can have more fun, but I also like making strong builds and this gives me more options. Y'all need to make all IPS damage similar to Slash in effect, but only ideal against one faction. This will buff a lot of weapons from "trash tier" to "Wow, this is great against X faction!" and give more variety and allow easier balancing, hopefully, because Slash dominance is a HUGE problem for the game balance and variety. Grineer should be weak to Puncture (150%) -> Impact (100%) -> Slash (50%) Infested should be weak to Slash (150%) -> Puncture (100%) -> Impact (50%) Corpus should be weak to Impact (150%) -> Slash (100%) -> Puncture (50%) So to explain briefly using one faction: Corpus, logic being shields have a large surface area so impacts against it would drain more power, electronics tend to be sensitive to shock, and their ballistic soft armor not protecting from Impacts at all, some against Slash and a lot against Puncture because like Soft Body armor today it catches the bullet like a net. Basically, I think a Rock Paper Scissors approach to overall balance in factions and weapons and frames against factions, is a good idea; simple but effective and encourages more diversity and is easier to balance because of rules. Bane Mods should be changed to reduce faction damage resistances to that IPS type. This pulls back Power Creep and allows people to brind their favorites more often. Example: If say.. Slash is ideal for Infested (150%), okay for Corpus (100%), and crap against Grineer (50%, they wear tons of hard armor, duh!) than putting a Bane of Grineer would take the weapon from half damage to 100% or normal damage and a Primed Bane mod would take it to 125% or something. Armor... declutter: each faction gets one type and only 1 type, but the intensity of it differs by enemy type or rank in the case of elite and boss-types. The intensity of the armor will be colorized to a standard across all factions. Probably 3 tiers. Armor should probably influence CC types and their effectiveness, making a way for you to allow for more Status based stuff to shine without trivializing as much. The armor should also reduce frame powers and weapon damage types, but not as much if any if they keep to the RPS design and bring good choices, than they will hardly notice. Nullifiers should be modified as a result. As it stands, each faction has their scaling survival gimmick more or less figured out: Grineer, Armor. Corpus, Shields. Infested, Health and Speed. Sentient, Adapting. I propose some tweaking to Sentient: They should be a blend of all the factions due to RPS theme and should be in the "middle" of the triad of factions, so something like: 25% Armor, 25% Shield, 25% Health+Speed, and then their Adapting, but probably toned down. Elemental mod blends should be made into their own single card, but have a limit of 2 elemental cards in a weapon for balance, no "Rainbow" builds like in ancient Warframe days but still allows people to make the combinations they want and need. This is crucial for balancing a lot of the weapons you have now so we don't have as many "Trash Tier" because of optimal damage types that are only possible on certain weapons. I have had ideas last year for putting the Elemental mods into a RPS layout that makes sense and easy to remember, but I kept running into issues of elemental combinations breaking the pattern and having a odd number or whatever, as I recall I added Void Damage elemental mod to fix that bit but didn't drill down and solve the re-shuffle and honestly gave up because I knew I was wasting my time, because I didn't think Digital Extremes genuinely listened anymore. But to give the gist: I had the idea to make the current elemental system easier to understand and remember by following a formula, like that if Toxin was the base mod for countering a faction's scaling, i.e. armor (corrosive), shields (magnetic -- problem, no toxin), health (viral -- problem, no heat)... then you add-on the damage element good for a specific faction, like Heat for Infested, would yield an anti-infested elemental and you didn't need to reference a Wiki to do it once you know the simple formula. There was also a RPS Faction based AOE Damage element. So, Explosive best against Infested, Radiation against Grineer (Would be changed from Confuse to a AOE damage), Gas against Corpus (a Nanite Gas would bypass shields and get into machinery). Back to weapons: We IMO should be changes here also. Weapon Mastery rank should matter, but I think you really missed out on how Rivens work and their function. Rivens, in my view, should be to make MR 1 weapons somewhat as good as MR 12 weapons. They should at higher MR likely just make the weapon more comfortable, reload speed, magazine capacity, stuff like that and not insane damage. Why? Because 1) Power Creep/Game Balance, 2) Reward and Respect player weapon investment, 3) More options is better...and 4) Waiting around for an objectively better version of a weapon is annoying and is off-putting. This means Rivens don't get balanced based on popularity...but MR rank. So, you know when you invest in a weapon its viable forever and if you buy a Riven its not going to suddenly get nerfed hard. Then, you can create a balance framework. When I worked on Marvel Heroes' White List, we balanced characters based on specific test bosses in their version of Simulacrum and their time to kill that enemy. That was good, but then they came up with a design framework for balance that sped up their balancing. Their framework to help determine the base stats of an ability based on if it was Single target short range, single target long range, cone attacks, PBAOE, melee AOE, ranged AOE, etc.. and then from there it was tweaked until it felt good and was balanced. The goal was to make everything keep its uniqueness but ensure nothing sucked either, and it worked very well and the game did well with those changes... and I think Warframe could and should do similar for weapons and you can see elements of this already, but doesn't seem to be as rule based. Also, for Railjack, I was thinking maybe you need to maybe make Ship Hazards scale... if you ignore a Fire, it increases a tier, with 3 tiers, and the higher the tier the worse it becomes. Railjack needs a lot more UI work done, like for the ship to indicate what is going on, where and why, even remotely... there needs to be intruder alert UI element especially. You need to give the players the info they need to handle situations, and if you do that, you can make the situations more interesting and dangerous, and incorporate a lot of cool elements we see in shows and such. I personally can't wait to see Railjack in a few years from now, I like space stuff and want to crew a ship with other players and wish more games had stuff like that... but yeah, you need to go back and fix Warframe's core game some... after 7 years, y'all need it... and we the community are more than happy to help, because we love the game also and have invested a lot of money as well as our time, so obviously we don't want the game to die... its time we got real with each other and work this out like a family.
  4. Wish you would have re-run the other Nightwaves, personally, or asked the community with a Poll or something? I missed out on the Infested Nightwave by and large.
  5. "Fixed inability to Polarize the Dark Split-Sword with Stance Forma or Umbra Forma." Thank you!! Can you please buff / make viable the Stug, Sonicor and other such weapons that have only been nerfed for years to only be nerfed again by AOE falloff changes? 'Cause yeaaaaaaaaaahhhhhh... if they were any worse they would be healing enemies instead of damaging them... Also, these need status mechanic changes made to them after the Status Changes updates... 0% status, oOOOoooooOOOOOOooo so viable... lol and also very confusing to people who want to mod this since it is crap on crit and WORSE than crap on status...so that leaves "tons of options"... lol Seriously though... please look at these forgotten and left behind weapons. Thanks.
  6. Dark Split-Sword -- no Forma Selection menu UI comes up when I try to apply a forma. This prevents using Stance Forma and Umbral forma on this weapon...and applying a Stance Forma to this weapon is the entire goal of me getting and using a Stance Forma. Other people on the WF wiki, on Stance Forma page comments, also report same issue for this weapon.
  7. TYPE: UI DESCRIPTION: My ESC menu to Equipment to Arsenal fast travel was GONE... "ARSENAL" removed from UI, had to manually walk to the aresenal on personal Orbiter. REPRODUCTION: No idea, had just been doing ground runs with random people, then tried to do railjack event with clan and kept getting dead instances and team quit and re-joins and then did sortie then got more failed to join squad stuff. EXPECTED RESULT: To be able to fast travel to Arsenal. OBSERVED RESULT: The button was gone. REPRODUCTION RATE: No idea. VISUAL:
  8. TYPE: In-Game DESCRIPTION: Mag seems to bug the Ground boss fight with her 2/Magnetize. I think its breaking boss stages directly or indirectly by bugging the Sentients in Magnetize. VISUAL: Boss tends to close his weak spot and never re-opens or re-opens after a long pause. REPRODUCTION: Cast Magnetize on Sentient enemies and touch boss with bubble of Magnetize, may require large (305%) range/mag's arcane helm. The Flappy Sentient with battery belt bubbled next to boss or one of the crosshair marked smaller ones. EXPECTED RESULT: The fight shouldn't have permanently stopped... or NOT have a like a 2 minute delay with no sentients alive before boss can be harmed. OBSERVED RESULT: Boss fight broke, people went to exit. REPRODUCTION RATE: Doesn't seem to happen all the time (2 out of 4 Mag runs), may be a timing thing or which part of the boss fight stage it happens on or maybe which Sentient type Magnetize is cast on. I tried to NOT bubble infront of the boss to NOT troll team attacking boss weak spot because I have 305% range... but when it was just me and a Mesa Prime it didn't matter so the bug occured more.
  9. Yup! You also either need to build for shotgun or build for blast mode, too! 😕 ...and was it even that strong to begin with? I love AOE weapons and I still just felt too annoyed by it to use it.. I just went with the Lenz, usually... soon to be Bramma, especially if the nerfs stay in place... then I wouldn't be surprised if the Bramma got nerfed out of nowhere... lol 😕
  10. Can we just please have [Cautious Shot] remove the AoE weapons Radial Damage Falloff penalty and put self damage back on? (Chroma players would probably appreciate this) 'Cause.. I'd rather risk blowing myself up than deal with bad AOE weapons that are barely worth using over something like Ignis Wraith and Atomos... or even my alt-fire Ferrox Gas build! Also, could you please make [Fulmination] and [Firestorm] have a much larger radius if we're keeping these asinine damage fall off nerfs in a power fantasy game about killing tons of enemies in cool ways? At least then they could then be used for AOE Crowd Control or [Condition Overload] builds. And while you are are working on AOE weapons, please overhual the Stug and Sonicor? They've been nerfed into uselessness and never recovered...and now you're nerfing them AGAIN... Please, thanks...
  11. Maybe my Lenz can actually kill level 80 Corprus enemies again... *crosses fingers and rolls eyes*
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