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TheReaverOfDarkness

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  1. This is already the case. The only things you can keep on mission failure or abandonment are selection of the larva and defeat or victory of the lich. You don't keep the murmurs, you don't keep the requiem reveal (that's why they make you wait until after the mission to see what it is), and it seems to me that if you fail or ditch a mission after collecting several murmurs, it feels like the total number of murmurs you need to progress goes up, and then your lich gets angrier at you anyway and is more likely to show up in missions even if you aren't ready to confront them.
  2. It already can. My converted lich has Kuva Seer, and I had Kuva Seer show up twice on a fresh larvling.
  3. I think the problem is that there's very little crowd control options to stop or slow down the very durable and agile demolyst targets. Don't get me wrong, there are some ways. Some warframe abilities can slow or stop them entirely (I think perhaps Protea or Ivara can?) while certain demolysts can be stalled by anyone just by getting in their path, tricking them to stop and use their offensive abilities, or to hit walls or other obstacles while trying to navigate around players. I think it's great that it is difficult to stall demolysts, but I would like to see more total ways to do it. Some demolyst types seem to always ignore players, and/or are very fast and agile despite also being very tough. These don't make me feel like I can smart my way around the challenge; they make me feel like I just have to either delete them with an ultima blaster, use the exact frames which are designed to fight them, or give up and don't play disruption.
  4. Most mission types have a specific reward type, for example Tenno specter blueprints from Rescue, or cryotic resource from Excavation. But some missions seem to have no draw, no reason to run them unless they are part of an event such as a sortie or invasion. I think the clearest example of this is Extermination which also oddly seems to have the lowest enemy density of any mission type except maybe Spy. (I'd love to see enemy density and kill requirements significantly increased in Extermination missions, especially with infested!) Extermination missions appear to give absolutely zero bonus reward beyond what you get just for killing enemies, plus the basic credit reward which every mission grants. They should either be given a theme reward, or at least have the credit reward boosted high enough to justify doing the mission for anyone who is short on credits. (Like a bounty payout?) Now I know that Extermination is a mission type which can have hidden supply caches, but perhaps those should apply to lower level Extermination (not just the very top end) and/or be more common. I didn't even know until recently that extermination missions could have supply caches. Capture missions reward a mod, but it's generally just a trash common. Speaking of junk mod rewards, a lot of "uncommon" and in particular "rare" mods drop way too commonly and become very easy to obtain. If they are supposed to be so common, they should be bronze color, not gold. But if capture missions would award a single uncommon mod, especially from a set of mods which only drop as rewards from a handful of mission/event types such as Capture, then there would be a lot more reason to run them at least until you had obtained all of the mods from the list. Another idea for theme reward from capture missions is eximus specter blueprints. Currently the only reliable way to obtain them seems to be purchasing from syndicates, however some types such as corrupted lancer aren't available from any syndicate. This would provide another way to obtain these. Defense missions have very similar rewards to Survival and Interception missions and I think that's fine, the bigger issue is probably that people prefer Survival or Interception because 5 rounds of Defense takes more than 5 minutes, and Interception is even quicker. Defense should be reduced to 4 rounds per reward payout to make it more even with Survival. Hijack has no special reward. Perhaps a decent theme reward for Hijack missions would be something mechanical-related, such as blueprints for moa parts or sentinels, railjack equipment, necramech parts, etc. But there should be more reason to run Hijack missions. Mobile Defense gives no reward except at higher levels. I would also like to see an endless version of mobile defense where you just keep going to new consoles as long as you want to keep going. Mods, void relics, or other basic rewards would be fine. The mission type is interesting enough to bring players in just because they like it in particular (as long as it pays SOMETHING!) Sabotage missions are the main place to have bonus hidden resource caches. The sabotage mission itself should have a reward, even if you don't find any resource caches. Credits would be good, similar to my recommendation for Extermination, pay for a job well done. The supply caches also could use some looking at. The reward lists on the wiki show that you can potentially get very nice loot (such as forma) from the third resource cache, however the odds of this are quite low. This doesn't feel communicated in-game very well I think because the common rewards are so generally useless. If the progression of value in the common cache rewards was scaled more strongly (the first cache still pays little, the second more significant, the third actually decent pay) then players who had found all three caches would be more encouraged to repeat that in the future instead of just skipping them to get the mission over with. Similar to resource caches, Spy mission rewards show more scaling on the wiki than the player is likely to notice. The third data retrieval doesn't need to pay any more strongly than it already does, but perhaps the specific mods offered should be less likely to already be obtained elsewhere, so that getting the second and especially third data retrieval has a much higher likelihood of yielding a noticeable reward to the player. After all, I am much more likely to feel like the mission offered a reward when I get a new mod, than when I get a mod that is easily lost within the pile of mods which dropped from enemies. This is why it is much easier to tell that Nightmare missions offer decent pay: not only do they offer mods which are actually pretty rare, but most importantly they offer mods which are exclusive to Nightmare missions. This means that at least your first several Nightmare missions will typically yield a new mod you didn't already own. - - - - - Speaking of credit rewards, I think any increase in credit offerings should be considered against the balance of credits in the game. Players should naturally run low on credits if they do nothing to farm extra; which currently is the case and these changes should not upset this balance, but rather simply offer more total methods of farming extra credits. I think this is a good idea because currently the primary source of credit farming in the game is The Index. That's all well and good, but after players run The Index so many times, it starts to get very stale and boring. The Index should remain arguably the most effective credit farm (especially as it offers very little other rewards {besides a strange abundance of a small selection of "rare" mods}). But players who are tired of running The Index should feel like there are other options available. Similar to Sanctuary Onslaught being a very strong source of affinity points, but there are so many other places to go and still get pretty good affinity. You get some credits just about anywhere, but not enough to farm them save for The Index and maybe Profit-Taker. So these increases in credit yields should perhaps come with slight reductions in your general credit payouts elsewhere, but that specific math should be left up to the playerbase research team. If Extermination and Sabotage missions had a decent-sized credit payout, they could act as an alternative credit source. Also, if the credit reward from hidden resource caches were increased (especially for the third and final cache), it could reward more time invested in finding all of the caches, thus offering even more options: either blitz the mission or hunt for caches each being viable credit-farming strategies, allowing players to just pick whichever is more enjoyable to them. Now you might say that giving more credit farming options would decrease revenue for DE, but I don't think this is really the case. They don't really sell credits directly (the rates are horrid) but rather they sell credit boosters. Players already get credit boosters before farming credits, and frugal players already just wait for a free credit booster from daily login or go to relay to get credit blessing before they do credit farm. Sure, making credit farming less of a headache will cause some slight decrease in credit booster sales on a per-player basis, but I believe that increased player retention due to improved gameplay quality will more than make up for it. Think how many players quit because the gameplay they want to be doing is currently credit-gated and they are just done with the tiny few credit-farm options currently available.
  5. I think the list should include only weapons which are under-appreciated due to being underpowered, or just very low power due to being an early-game weapon. It should not (at least yet) include high-power weapons such as: Broken Scepter, Broken War, Vitrica, Zenistar, Zenith, Rumblejack, Ether Daggers, Castanas, or possibly others in your post that I am not yet familiar with. P.S.: Last I checked, Zenith is still quite highly rated.
  6. Light and dark could be interesting as void elements for amps, to add variety to the use of operators in combat which is currently pretty boring and stagnant compared to warframes.
  7. Try using it in Steel Path versus either Grineer or Corrupted (Orokin). You can easily stack loads of status effects onto any high-armor Grineer target without killing it, then just switch to a weapon which will finish them off quickly before any status effects wear off. Granted, you won't be able to obliterate everything with the status procs alone, but you can use them to activate other effects or induce vulnerabilities to other weapons.
  8. I'm rooting for buff. Same with various other things which are particularly difficult to obtain relative to their MR requirement such as Sibear. I think their overall power should match their difficulty to obtain, while having a lower MR requirement as a way to allow newer players something strong to go for, if they feel prepared to do what it takes to get that thing in the short term.
  9. That's not true. If the bubble stops fast-moving projectiles but lets a slow moving person pass right through, then clearly that means that a projectile with a low enough speed should be able to penetrate. What that speed is...that's up to the developer to decide. It's also not unrealistic. Normal matter typically decreases resistance as force is increased, but energy fields can absolutely be made to increase resistance as force is increased, in fact this is the basis of, like, induction circuits or something.
  10. I like this, though I like a bit more of a rock-paper-scissors approach in which each element has a race it's good against but also a race it's bad against, and it's neutral against the third. Also, your puncture and impact are just inverse to each other which is boring. To take the base setup which is closest to what was intended, or what we have already: From strongest to weakest: Impact: Corpus - Grineer - Infested Puncture: Grineer - Infested - Corpus Slash: Infested - Corpus - Grineer So this sets up who should be weak to each element's status, and who should resist it. But in the end, all effects should be diverse, interesting, and most importantly somewhat effective against any opponent at least if employed well. The effect should be easy application and use against the race that's weak to it, while effective use against the race which resists it would be tricky and perhaps not economical, but not simply ineffective. - - - - - I think regardless of your opinion on the specific ideas detailed in the section below, you should agree with the principles described in the section above. - - - - - So here's a few ideas how that could play out: Impact: dazes target and makes them more vulnerable to finishers. I think finishers could be expanded--units which are not quite vulnerable to a complete finisher (parazon, melee back attack) could be vulnerable to a critical attack which can be performed with just about any weapon and even at range. A critical attack would play an attack animation akin to how a finisher does that--the unit performing the attack is temporarily invulnerable while the unit under attack is temporarily unable to act. The critical attack would ignore shields, ignore half of the target's armor, and count like a headshot. So as impact procs reduce the target's threshold for a proper finisher, they also briefly stagger the target. During the brief stagger animation, the target is vulnerable to a critical attack--however each time the impact status procs, it rolls a chance to make the critical vulnerability effect last for the entire duration of the impact status. If it rolls a success, then the target will remain critically vulnerable until either they survive a critical attack or all impact status effects have worn off of them. Puncture: each stack reduces the unit's damage output while also causing all attacks against them to ignore a portion of their armor: 12% at 1 stack, 30% at 10 stacks -- and this is done separately (additively) with armor reduction. So for example, if the target has its armor reduced by 50% and attacks ignore 30% of the target's armor, then only 20% of the armor is counted toward damage reduction. This enables a combination of just corrosive and puncture procs to completely defeat armor alone, without even relying on heat procs or armor-stripping from abilities. However this only works well on weapons with high status application rate. In any case, attacking Steel Path Grineer would become much more straightforward without particularly buffing the upper end. Rather, it would just expand the options. As an additional effect, each puncture proc would cause the target to receive 1% more damage from all sources as true damage (not reduced by armor). This would make purely puncture damage somewhat effective against SP Grineer as well as giving puncture procs more value against unarmored enemies. Shields give resistance to puncture status where the percentage of shields remaining is the odds of resisting the effect. Targets with full shields are immune to puncture status, however the status effect is applied after damage, so targets won't really ever truly be at full shields, generally speaking. Slash: no longer true damage, but slash status actually applies slash damage. Infested which are weak to slash will have weakness double-dipping on slash procs. For example: if a 100 power slash attack procs slash status on a target which is 50% weak to slash, then the initial hit does 150 slash damage, but the slash status proc deals damage over time akin to a hit of 225 power. Shields resist slash status in the same way that they resist puncture status, with hypothetically full immunity when they are on full shields. If a shielded target receives a slash status, that slash damage over time applies to their health and ignores shields (because it has already got past the shields). Living corpus targets have some slash weakness on their flesh, however some of the high level named targets may be protected with alloy armor which has slash resistance. Furthermore, the slash status damage is reduced by slash resistance just as the initial hit which made the slash status is also reduced, leading to resistance double-dipping. Armor will also reduce the initial hit's damage, reducing the slash status damage, and that slash status damage is then even further reduced by armor. Thus, getting slash status damage past Grineer alloy armor will require significant armor penetration from other sources. Still, even if Grineer units don't take significant damage from the bleed effect, the fact that they are bleeding can still enable abilities or procs which rely on active status effects.
  11. I finally finished forma-ing my Kuva Grattler, it is MR40 and all eight mod slots are polarized. I don't need a potato in order to fulfill its loadout. Why am I required to use one before putting a gravimag into it? Some have said this is how DE gets money, others have said it needs the potato to be effective anyway. Easy solution: allow the gravimag prerequisite to be fulfilled either by: A.) potato B.) 5x forma After all, forma supply is so restricted, I wouldn't be surprised if DE gets more money in forma sales than in potato sales.
  12. If it only happens once, then it is likely an instance loading glitch. This is unfortunately common in Warframe.
  13. edit: due to the following response, I now am convinced that the ability does not work as intended. - - - - - original post: My understanding of overguard is that it can be targeted by most CC abilities, the CC effects are just blocked. Also, overguard is completely vulnerable to external damage, but it prevents damage from applying to the health, armor, or shields underneath the overguard. Garuda's 1 "rips the life force" from the enemy and attempts to take 10% of their health from them. If the ability were to target an eximus unit, the damage portion would be unable to penetrate the overguard at which point it would attempt to take 10% of the health available from the overguard which is nothing. You could still benefit from the CC effect on enemies near the eximus target, but the attack on the target itself would be entirely wasted. I am on the fence about whether or not such an ability should be able to target eximus units because I have not played Garuda. If it does target them, it becomes easy to waste energy on a failed attack. If it does not target them, their presence in a crowd may make entirely valid attacks fail.
  14. Have you tried to find the five missing nodes, or verified that all nodes have actually been completed in steel path?
  15. Rank up new weapons, warframes, companions, or vehicles. That is the primary source of mastery XP.
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