Alphas
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Everything posted by Alphas
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I genuinely don't know if you actually build stuff in Warframe, because 250% power strength to get a 3500 damage slash proc is abysmally bad especially considering you need Blind Rage in order to do that, and in order for your powers to not cost an arm and a leg to cast you need to use Fleeting Expertise, which will drop your duration down to just 40%, which could make your smoke screen stagger "better" but it makes Shadow Tribunal only last 30 seconds. Shurikens stripping armor is a perfectly fine debuff. Removing the armor strip and adding stacking damage are things you do to make an ability a more central DPS option. Not many because most people just use Savage Silence and Seeking Shuriken if they have two augments open. I don't need Seeking because I use Unairu for my armor strip, and Rising Storm is just a meme with no real use now that Melee Crescendo exists. Smoke Shadow at least offers team utility. Yeah and do you know what all of those frames DON'T need to do in order to hit through walls? They don't need to see the enemy first and cast an ability on them. Hitting through walls is only useful if you don't have to have contact with an enemy first. If I can see them I might as well just put a bullet in their head and be done with it. I didn't even think you would remove the invisibility energy reduction. That also isn't the energy economy issue I'm looking at. I'm looking at the spammy casts of Shuriken at >20 energy per cast, and then the >100 energy you need to drop every 30 seconds or so for his 4. Just because the Blade Storm part doesn't cost nearly as much doesn't mean the energy economy is good. Blade Storm is already basically free to cast whenever you want, even without high efficiency. I run with a Blind Rage and no efficiency mods because I can sustain myself as is. This rework is an energy vacuum. Reddit is a collection of the stupidest people in the playerbase. They're the kind of people that want the Veldt to be the premiere weapon type while anything AOE gets nerfed into the ground. Also, MOST players run duration on Ash because they're using Silence.
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Yeah he "handles" armor with bleed procs, but that doesn't go over too well in Steel Path. You need a lot more than what Shurikens can provide for that. If the Slash damage was roided and juiced to hell then maybe that would be worth it, but at that point it would just be a 1 that murders Steel Path enemies and that would be super overpwoered. It's an INCREDIBLY bad idea to run Ash without using stealth. I don't think the stagger is necessary. Ash doesn't need to have CC built into his kit as he's focused around himself and just murdering enemies. Having allies be able to enter the cloud for one bit of invis (but letting Ash repeatedly enter in and out to re-apply the duration and critical chance buff would be fine) is a good enough trait to warrant its use. I know it's not an auto-caster thing. What I'm saying is that it's antithetical to the design of the abilities. If Shuriken applies marks that increase the damage Shuriken does to the enemy then having your clones deal 1/6th of the damage makes them functionally useless. It would be awesome if the clones got a damage BUFF for their Shuriken and had them throw in succession as opposed to in unison. You would throw your Shuriken, get a mark, then immediately after the clones would throw theirs and the final clone would be dealing 150% extra damage with their Shuriken. This would be a good option for clearing mobs out and also be good for priming beefy targets for subsequent Shuriken throws, or like I mentioned, an Anemia style effect where your guns then deal a FAT Slash proc That's not as good as you would think. Even with the requirement to use Shuriken's augment to actually make the setup useful you're still having to spend time marking targets initially with Shuriken before you can even do the Blade Storm marks. Even if Blade Storm kills faster it won't mean anything if you're taking more than TWICE that time to pre-mark targets with Shuriken. I don't think that's really healthy for the game, nor that useful in most regards. Zenith is like the only weapon that just straight up goes through walls, and even that's finicky to use. This would mean you have to use your 4, then mark an enemy with your Shuriken so you can go behind cover so you can then use Blade Storm through a wall... that doesn't sound useful in the slightest when you could just kill the dude when you're looking at him. Replacing Shuriken with Silence defeats the entire purpose of the rework since you made this entire thing as a way to make Ash not rely on Silence in the first place. All it does then is merge his 3 and 4 together, nerfing Blade Storm in the process and requiring Ash to build into an ability that costs 100 energy to cast just so A) he gets his Blade Storm's functionality back to where it is right now and B) a slight boost to his kill speed with 1 extra clone. Now players are required to run Primed Flow and Arcane Energize to sustain the massive energy costs because they have to use Blind Rage to buff their power strength over Transient Fortitude because TF hits the duration too hard and you don't want to be re-casting his 4 too often. Do you see what I mean about this being clunky? In order to get what Ash has right now you'll have to spend at least 100 energy casting his 4 just so your Blade Storm doesn't force you into the cinematic part. If you're not using Silence you then need to spend at least 20 energy per Shuriken cast marking targets initially which could take a WHILE if you're in Steel Path dealing with 25+ enemies at a time which requires you to use the Augment just so you don't spend 2 minutes throwing ninja stars into enemies hoping you mark all of them. THEN after that's done you can do the Blade Storm marks and kill slightly faster because you have 1 extra clone. This is literally just a nerf. This is such a massive nerf that it's more like a "we're just going to put Ash out of his misery so you don't have to bother playing him ever again." This takes his biggest weakness and multiplies it by adding on the requirement of using an Augment and building pure strength with low Efficiency on top of needing to use Primed Flow, probably an Azure Tauforged, and a Rank 5 Energize just to not be struggling while you play so you can then do the WORST part of Blade Storm, the marking phase, twice in order to get a slight boost in his actual kill speed. That doesn't even touch on the requirement of a Sahasa Kubrow to dig up energy for you at the start of a mission so you can actually use your abilities in the first place. Take this from someone who has played Ash for 10 years and who is probably in the top 0.001% percentile for usage as a post MR30 player. Having mastered all of the other Warframes and their Prime variants I've used Ash 44.5% of my entire play time since 2013. I know what his strengths and weaknesses are. I know he has problems, but these don't solve them, it only makes them worse.
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I assumed this would be the case. The increase in bleed damage isn't so powerful that it warrants getting replaced. This could have been worded better in the post. Finisher attacks refer to melee finishers from stealth or through staggers. Finisher Damage refers to True Damage attacks like Blade Storm. Seeking Shuriken is literally the only reason why anyone puts Shuriken onto a Warframe. It's one of the cheapest options for ability based armor strip, tied with Tharros Strike from Styanax and Banshee's Sonic Boom, both of which have an extremely short range of only 15m while Shuriken has 60m at base. Seeking Shuriken is also the #1 reason why people take Ash to Lv9999 content. He can strip armor from beefy targets like Demolitionists in Disruption as well as any special unit like a Nox, Bursa, etc. A better rework to help deal with armor would probably be to give it an Anemia effect where enemies hit with Shurikens become Anemic and will take bleed procs from any damage source for a short time. This would play into his Slash nature and help define his assassin style while also giving Ash a way to handle armor. The problem is that Ash effectively has 1 Arcane slot as Trickery is permanently glued to him. The issue with Smoke Screen is that it has to compete with Trickery. The only way to do that is to dump everything you have into Duration and equalize their timers, OR you can provide a benefit that Trickery doesn't. I like to use Smoke Shadow because it gives me extra flat Critical Chance as well as making my teammates invisible and giving them the buff too. It comes across like you're working from the premise of getting Silence off of Ash and then fixing the problems that arise from that instead of tackling the issues the abilities have at their core. 4 seconds of CC doesn't do anything when you can't recast the ability, and 16 seconds doesn't make that CC worth it when you need to use 100 Energy to deploy objectively bad AI controlled clones. This just isn't a good mentality at all. No ability should ever be designed as "the thing you get rid of if you want to put something else on." Subsuming abilities should be a difficult choice and a conversation starter when discussing builds. There needs to be a good reason to dump an ability for something else. It's why most players who use Lavos don't even use a Helminth ability because it severely hurts his potential with his elemental mixing. Having AI controlled helpers to do all of the things you should want to do yourself is just unhealthy design. It promotes laziness because why would you bother using Shuriken on any enemies if your clones can do it for you? All you're doing, at that point, is sitting back and acting as a weapons platform while a computer does all the work for you. Shadow Tribunal basically exists to patch up the weakness of Shuriken's rework, being the spammy nature of it and what you would need to do to get the most out of it. You included a stacking damage buff to Shuriken on marked targets, but the clones deal 1/6th of the damage, so you can't even get anything out of that. If you want to benefit from that extra damage you're still going to be throwing more Shuriken which makes your clones throwing them a pointless addition. It just reduces the time it takes to get to full damage at the cost of 100 energy. I already went over Smoke Screen's problems. Merging Blade Storm into Teleport while Shadow Tribunal is active just further over-complicates Blade Storm. It started out as a somewhat boring, but useful ability to kill a bunch of dudes. Then it got nerfed to require more inputs. This would just be even MORE inputs and management in order to get the same effectiveness. Now instead of using Silence we can spend hundreds of more energy fruitlessly trying to mark enemies with Shurikens only for us to mark them again with Teleport. Ash already is an extremely slow Warframe and this would make him even slower and clunkier since you don't even mention removing the annoying homing nature from Shuriken (and no, you can't just make the Augment so that it's required for the kit to not feel COMPLETELY clunky).
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Very cool, so tell me again why you would use a Legendary Arcane that takes 2 years to grind out to double the crit of a weapon that doesn't crit and has bad CD? Your entire shtick is that "status weapons are good, so we should have an Arcane that takes a really long time to farm so we can buff up their bad crit stats to being ONLY mediocre instead." Yeah that's a stupid take, my dude.
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Take this from a 10 year Ash main: this isn't good. Changing his passive to guarantee bleeding on any Finisher doesn't do anything for Ash. Finishers already just kill any enemy you use them on, and adding a single slash proc doesn't do a lot to those that can survive a Finisher like a Lv 200 Corrupted Heavy Gunner in Steel Path. The Shuriken changes basically neuter the ability's only utility. There definitely is something to say about abilities needing Augments in order to be good, but these Shuriken changes make them absolutely pointless. Giving Shuriken their own "weaken" status effect that only applies to Finishers, thrown weapons, and other Shuriken casts doesn't do anything. The Shuriken damage, on its own, is pitiful and it's only "good" for applying Slash procs when not using the Augment. Even if the 50% damage was additive and you would get 200% extra damage, it still wouldn't be a useful ability. Finishers already murder targets with impunity in high level Steel Path if you're using something like Savage Silence (which you should be doing). Thrown weapons are a meme in the game. The only useful thing a thrown weapon does is Hikou Prime's goofy armor strip which isn't even that good since you dump ammo for it. Adding 200% extra damage to an ability that tickles non Steel Path enemies doesn't move the needle in the slightest. Not only that, but nerfing Seeking Shuriken to not have its armor strip would kill any use this ability sees currently. This ability rework would make it DOA. A much better way to improve on this rework would be to allow the Weaken effect to amp up True damage and buff up Slash procs. Currently Ash needs Condition Overload and Savage Silence to maintain his killing potential in ultra high level Steel Path runs. Allowing Shuriken to amp Blade Storm's damage would be an excellent synergy. Adding more Shurikens is also a good idea. It would be great to get rid of the homing aspect as that often just screws with your gameplay. Making Shuriken a sort of "shotgun blast" would be much more effective, especially if multiple Shuriken can hit the same target and apply more Weaken marks. Increasing the stagger duration and range and adding a Finisher stun doesn't make Smoke Screen better. It still can't be recast, so you're getting probably 1 (or 2 if you're lucky) Finisher per cast every 15-16 seconds. This doesn't do anything to address the lack of team utility outside of the Augment. Changing Smoke Screen to instead be a persistent cloud with a much longer duration that can be walked through to gain Invisibility would be much more useful. It would make Ash good for concealing defense targets and a great pick for semi-mobile survivability where you can throw a Smoke Screen down and repeatedly refresh your invisibility duration by leaving and re-entering the cloud. Smoke Screen could even be given a Tap-Hold function where holding pops the Smoke Screen on your location, and tapping throws it to wherever you're aiming. Teleport's tap and hold changes are both A+ in my opinion. I currently have Wrathful Advance subsumed to get the teleportation and melee fantasy, but allowing Teleport to function as a classic pre-nerf Blade Storm in short bursts is really nostalgic and cool, and adding synergy to Shuriken is fantastic. No notes. Shadow Tribunal, however is just NOT good. It goes back to the same problem I outlined before. Thrown weapons absolutely suck in this game, and nerfing their damage by 66% on top of that would make Ash's 4 THE ability you put a Helminth ability over. You put a lot of effort into this, and I appreciate that, but you really need to go back to the drawing board with most of this. The Teleport change is honestly the most inventive one I've seen out of any rework proposal though. That one is REALLY good. Everything else kinda sucks, I'm sorry to say lmao
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The Void Key rework from ages ago was a massive success in many ways, but needing Reactant has always been a pain point especially for Endless missions like Defense, Interception, and Excavation. Exterminate was already addressed by cranking the Reactant drop rate through the roof so the system might as well not even exist. I understand that it's to stop players from AFKing in Fissure missions, but there needs to be a middle ground. Either we have Reactant as a measure to make people participate or it just gets removed entirely so we don't have entire squads ending an Interception round with nobody getting to open their Relic. Personally I'm all for completely removing Reactant. The game has changed so much from what it was when Void Keys were removed. We're past the era of Gears of Warframe and we've been diving head-first into Dynasty Warframe for a few years now. Even if you wanted players to be participating in missions it's basically impossible to do so because almost every time one or two people have map-wide nuke abilities or AOE weapons that slaughter rooms of enemies before anyone else can touch them.
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Fissure Missions need stricter punishment for leaving.
Alphas replied to Alphas's topic in Missions & Levels
I highly doubt that you're constantly having to abort your missions to clean up cat vomit, answer a phone call or answer the door whenever you're playing. Just because you personally think it's a waste of time doesn't mean it's not happening constantly throughout the day. Practically every other mission I do there's a host migration whenever I'm running Lith relics when people don't have G9 equipped. I know it's not my internet because this S#&$ doesn't happen on Meso, Neo, Axi missions, nor does it happen in any OTHER mission. It's only the Lith missions for the one new rare Gauss part. -
Fissure Missions need stricter punishment for leaving.
Alphas replied to Alphas's topic in Missions & Levels
It's still extremely toxic and one of the reasons why DE originally implemented the Unidentified Item system in the first place. Nobody should be sitting through host migration after host migration potentially breaking each mission they do because they're NOT running a Gauss relic. The fact that you're so adamant against a change like this implies, to me, that you're the kind of player that tries to Radshare in public lobbies. -
Fissure Missions need stricter punishment for leaving.
Alphas replied to Alphas's topic in Missions & Levels
That's exactly right. Honestly I see no reason to not punish people for leaving a Fissure mission intentionally. It's not like they take that long, so if you just play it out you're not wasting your relic. The game already knows if you abort a mission early and can differentiate that from a game crash or your internet going out. The only reason for someone to abort a Fissure mission would be if they picked the wrong relic. Just run the mission and get that reward. There's a confirmation already, so there's not really an excuse for screwing it up in the first place. The only other reason would be aborting for negligent time management, or just straight up malice because someone else didn't have the relic you wanted them to run. -
With every Prime Access release we see a wave of really dumb players that get super toxic in public lobbies if they don't see other people running the Relic they personally want. The game needs a much more strict punishment for quitting out of a Fissure mission. I genuinely think that if you click Abort Mission it should just eat your Relic. The game knows if you've disconnected or had a network error, so this would only affect people straight up leaving a mission. I'm sure it would pick up players who accidentally joined the wrong one, or had to leave abruptly, but I would wager those cases are very few and far between, or can be chalked up to players needing better time management. We had specific rewards get hidden to keep players from prematurely aborting missions if they don't get the thing they wanted, and I think Fissures need this as well.
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The Circuit's punishment for failure is far too extreme. There is literally no reason for failing an objective like Survival or Defense to wipe all of your session's progress entirely. The only thing failure should do in this mode is kick you out and hand you the rewards and progress you managed to collect. There's no reason to hold it hostage when the game's net code is still COMICALLY broken even after 10 years. Host migrations forcing players to solo a lv 2000 defense mission is just a slap in the face.
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I literally just got booted from SP Circuit 10 minutes ago. I was in a full squad and a host migration kicked everyone out to solo play. I'm now tasked with defending the objective from lv 2000 enemies and there's nothing I can do but watch the health bar just chunk down every second.
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The fact that Komorex has 40 max ammo and is empty faster than a Zarr is a testament to how awful of a weapon it is. I won't even go into how it's essentially a flashbang simulator where you only get good damage when you zoom way in to get the AOE, but it doesn't even do that much damage. I think you're talking out of your ass about the Rubico here too. Rubico Prime has a wimpy 5 round magazine and a 2 second reload compared to Vectis Prime which is much snappier. Just because it fires faster doesn't make it more relevant. Snipers already do crazy damage when they're stacked up with Deadhead and Galvanized Diffusion, so it doesn't really matter if you can fire it as fast as you can click when you're only killing one dude at a time. The damage stacking also makes the sniper combo counter an irrelevant mechanic because even after 2 kills you basically can't find a single enemy that won't die to a headshot unless they're an eximus unit, or they're lv 400 with an obscene amount of armor (which, when stripped, means basically nothing, and even un-stacked up Rubico can still kill with ease). You can't justify snipers' current position because they have damage when stacked up. It's cool that I can nail someone in the head for 1.8 million damage, but that doesn't mean anything when that enemy would die to 13k damage anyways. That doesn't change the fact that AOE weapons can kill *rooms* of enemies in the same time it takes a sniper to kill one. The entire point of my post and reasoning behind nerfing the ammo would be to make snipers into their own class of weapons similar to how the AOE weapons are. They would have limited ammo, be able to kill virtually anything even without needing to build up a combo counter, Deadhead, or any Galvanized setup, and they would also provide utility benefits that are as good as killing rooms of enemies with massive AOE explosions. I'm talking about benefits like life-steal, energy gains, grouping, crowd control. Snipers would be able to kill the big dudes that you NEED dead, but would also be able to provide their own benefits to justify not needing to stack them up or use them on every enemy in a mission. If I want to get energy from Sharpshooter I need to consistently kill enemies in order to keep my Rubico's damage stacked up, and that mostly defeats the reason of even having Sharpshooter on in the first place. It's totally fine to think that single target rifles are in a bad spot, but you can't just use 'whataboutism' to write off buffs to a weapon class that falls far behind in KPM compared to everything else in the game like beams or AOE. It DEFINITELY doesn't mean you should be justifying that position because the long-range benefits them in open world content. You physically can't make snipers kill as much as an AOE weapon does without making a sniper that shoots out AOE room nukes, so what's the next best option? You make them into utility weapons that can kill enemies when they need to, but provide bonuses for you to play around in every other non-boss/open world scenario. The entire point of this rework would be to not lean into snipers killing lots of enemies quickly because they're not designed to do that. It would be to shift their focus to dealing lots of damage when you need it and provide a strong utility to offset it not having a massive body count in missions. They would be weapons that are powerful enough to kill comically high-level Steel Path eximus units when they need to without build-up, but have ammo reserves that make it so you don't just use them to kill every Lancer you see until you're empty.
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I see you like to kill Eidolons. That doesn't mean your opinion on the rest of the game is relevant when other weapons are far better at killing. BTW Rubico Prime is my #1 most used primary, so I wouldn't throw around usage stats like that makes you the end-all-be-all expert in the matter. You can't justify snipers existing in a godawful state because they work well in the three long abandoned content islands that are virtually irrelevant to anything we do today in the game. My entire reasoning is that they should be better everywhere else and not as "the tool you use to kill an Eidolon and do Open World bounties with." Why does an entire class of weapons get relegated to two hilariously irrelevant aspects of the game? Why does their usage in those areas mean they can't have any kind of benefit in normal play? My entire point is that the benefit that snipers give in their role and use should be as beneficial as massive, comical AOE damage is to that weapon class. Snipers can't compete in killing potential, but they should still be able to give an immense benefit in their own way. Right now they don't, but moving mods like Sharpshooter to the Exilus slot and expanding that slot's arsenal with powerful augments would do a lot to make them an appealing choice to players over something like a Zarr, or a Torid Incarnon, or any of the other "point this vaguely in the direction of some dudes and watch them evaporate" weapon.
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It didn't take long for the elitist forum poster to chime in with the classic comment "you clearly don't know what you're doing, therefore this entire class of clowned on weapons shouldn't get changed."
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AOE weapons like the Zarr and Bramma had their ammo economy nerfed to match their extreme power, and I think Snipers could do with a similar buff. Instead of having them function as a high damage single-target weapon they should function as a weapon that specifically brings the pain whenever you shoot it. Rubico Prime holds 72 rounds in its reserves which is arguably 60 more than anyone would ever need given the current ammo economy. By dropping the reserves to 2-3 spare magazines per-weapon (with adjustments made to Vectis since it's a single/dual round loader) and increasing the damage accordingly, Snipers can act better as high-health killers for Eximus units as well as open the doors for a utility option. Plenty of Secondary weapons can completely obliterate whatever the game can throw at them, so having a Sniper that adds utility like energy from Sharpshooter would be nice. That would mean a greater expansion into the Exilus slot similar to how the Grimoire functions with the Invocation/Canticle mods. There can be effects like charging and shooting a round that embeds into a surface/enemy and causes a strong grouping pull to gather enemies up for heavy melee/ability damage. Another could be a similar effect as Marked For Death where you target an enemy with an extremely large health pool like a Bombard/Eximus unit and then deal the same amount of damage it takes in an AOE around it connecting to other enemies. There's a wide amount of design space that can be carved out for snipers to move into and I think it's time they actually be given a role in the game outside of existing to kill Eidolons and to be used in Sniper Only Sortie missions.
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TheKengineer did some calculations in a video recently and found that it takes over a year and a half to get ONE Legendary arcane maxed with averaged odds. To put things into a better perspective, even when Trials were around the Energize acquisition rate wasn't that bad even accounting for the Rank 3 to Rank 5 shift. You could get 14 Trials done that reward Arcanes compared to the 5 Netracells a week. Even if you hyped up the Melee Arcanes all you wanted it still wouldn't change the fact that any of them are anywhere near as valuable as even post-nerf Rank 3 Energize.
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Melee Fortification needs its timer reworked
Alphas replied to Alphas's topic in Melee Expansion Feedback
The fact that the stacks decay independently is what kills the Arcane. There's a reason why Primary/Secondary Deadhead, Dexterity, and Merciless all have a shared stack timer with a staggered decay function. As good as it may be to slap on an extra 4200 armor from getting 20 kills, if you're not getting 20 kills every 10 seconds then you're not seeing the value of that armor. That also begs the question why you would even need that armor if you're able to kill that many mans that fast consistently in a mission. What could possibly be a threat to you if you can murder that many dudes that quickly? The biggest issue with the Arcane is that it's too ambitious of a mod. You can stack up a genuinely sickening amount of armor if you had the resources and scenario for it, but in a practical, general use you're only ever seeing maybe a half-ranked Steel Fiber's worth of armor getting slapped on for a few seconds before you're back to normal. I like the idea that we have an Arcane that can turn a squishy frame into a melee tank because it provides added armor instead of modded armor, but definitely put a cap on the stacks and give it the same decay function that the Steel Path Arcanes have. -
Ideally the Kuva requirements for blueprints would be eliminated completely and replaced with a different resource, because needing Kuva to build stuff is kind of stupid for practically everything outside of the Kuva themed weapons like the Twin Rogga, Zarr, and Scepter. You could use a week's worth of Kuva from both Yonta and Palladino to build all of that stuff anyways, so it might as well just get replaced with something more relevant.
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I don't see how that's relevant at all. One person from DE saying otherwise, presumably years ago isn't really anything worth considering when the game has changed so much already. Dealing with Rivens is a genuinely abhorrent experience and it needs to change or else it will be just another island of content that gets abandoned because weapon aguments and Incarnon forms get made instead and are infinitely better.
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Riven mods came alongside The War Within, and in hindsight it seemed to be more of a side-addition added like the Focus system was in The Second Dream. The Riven mod system didn't really address the criticisms that Focus had at the time (mostly being that it was a pointless addition that didn't add anything meaningful to the game), and instead it was just a thing to do after the quest was wrapped up. Years down the line we've seen multiple Focus reworks, and the Angels of the Zariman rework did a lot to improve and really solidify Focus as a secondary progression line for players to work on. I think it's time for Rivens to get a similar treatment as they have largely remained stagnant with minor tweaks and changes over the years. -------- The first point of address is to mention Kuva. Right now the best method of acquiring Kuva is the once-a-week purchase from Palladino and Yonta. They're 10 rerolls for what amounts to very little grind. Alternatively Teshin and the Arbitrations vendor as well as Arcithis all offer renewable Kuva at progressively worse value. Steel Essence stops having a use after a while once you get the cosmetic rewards as getting Arcane Adapters is quite easy with the Steel Path Incursions netting you 7-9+ Steel Essence per completion depending on how long you take and if you have a drop doubler. After a while Steel Essence becomes a currency to purchase more Kuva, and the same can be said for Vitus Essence. Once you acquire Grendel and the various Galvanized mods you really don't have any use for Vitus Essence outside of getting Kuva and collecting what cosmetics you want like the Ephemeras, skins, and Operator adornments. This method of acquisition is a problem because it completely bypasses the entire Kuva mission system. Kuva Floods/Siphons, and Kuva Survival barely see any use outside of the most absolutely dedicated (or addicted) players. The Kuva rewards in those missions is absolutely pitiful compared to just waiting for the weekly reset and buying up 70k Kuva to re-roll the Riven you're fixated on. I think a good solution to this problem would be to overhaul the "Kuva" system and replace it entirely with something more concrete. Rather than spending an arbitrary amount of a resource that you gain at very much random amounts, these systems should be rewarding entire Riven re-rolls. I think converting Kuva from a plentiful, numerous resource into a singular currency would be better for a number of reasons. A singular Kuva can be placed in various drop tables to be gained from a number of different sources at a decent pace, i.e., Riven Slivers coming from Eximus units. A singular currency doesn't rely on meeting specific thresholds in order to be useful, i.e., finishing a set of Kuva Siphons and only coming away with 3487 Kuva instead of the 3500 required to roll a Riven (lets be honest, the ramping costs don't matter, and the low initial roll cost might as well not even exist). They can be selectively awarded in bulk depending on the difficulty/investment of a mission. Rather than purchasing 35000 Kuva from weekly vendors, players could instead purchase 2 Kuva from those vendors on a daily basis, increasing the re-roll value per-week while also giving players more things to do per daily reset. This would allow Riven re-rolls to be a more constant thing you do in your play sessions than a weekly ritual of disappointment at the slot machine. A rework like this would also include a reward restructure of the current Siphon/Flood and Survival missions. Rather than awarding what amounts to 1/7th of a Riven re-roll, a Siphon mission would award 2 Kuva while a Flood awards 4-5. In Kuva Survival, each life support module sacrificed would award 1 Kuva. This drastically improves the value of the Kuva missions over simply buying Kuva from our current vendors. Now rather than buying Kuva passively, players would be earning Kuva actively, and reducing a currency bloat would help make things easier for players to digest. Having 1 Kuva to re-roll a Riven is a lot easier to understand than needing 3500 to re-roll when they're awarded in batches of 529 and 1275 from the different missions. This condensation would also affect players inventories. If someone has 24,843 Kuva in their inventory that would simply be converted into 7 Kuva (rounding up if possible) -------- The second point to address would be re-rolling Rivens themselves. As it stands now, Riven re-rolling is basically no different than sitting at a slot machine endlessly pulling the leaver and hoping you get something good. There have been changes in the past to improve the experience, but only slightly, the first of which to put a cap on Kuva costs to re-roll. Having a Riven be comically expensive to re-roll was a terrible idea and it effectively killed a Riven if it didn't get a good roll before the exponential costs got too high (so high that you could play every Siphon and Flood with both a doubler and a Smeeta until the heat death of the universe, and you still wouldn't have enough to get your 12th re-roll on that Riven). A second good change was to allow Rivens to stay with their previous roll if the new roll wasn't desired. I would equate these changes to being the middling Focus reworks we've seen over the years where things like the old Pool system getting removed and Waybound Passives being added. What we need is a rework that's comprehensive like that from Angels of the Zariman. A very common rework idea would be to allow players to lock down stats of a Riven so they stay while the others get rolled. A full investment into a system like that would be wonderful for Rivens. By increasing the Kuva cost to re-roll, players would be able to fully customize what changes and what stays with their Riven. Lock a stat for 1 additional Kuva, scaling with each additional stat locked (2 Kuva per-stat to re-roll with a max of 6 for a re-roll) All stats except those that are locked will re-roll Soft-Lock a stat for 3 Additional Kuva, scaling with each additional soft-locked stat. (4 Kuva per-stat to re-roll with a max of 16 for a re-roll) All stats except those that are soft-locked will re-roll, and all stats that are soft-locked will only roll HIGHER This would significantly improve the investment players have with their Rivens. Rather than sinking into a depressive spiral endlessly pulling the leaver on the slot machine as your Riven reaches 200+ re-rolls, players would be able to roll until they find a stat they really like and then lock it down and continue to improve their Riven at the cost of more Kuva. It will make Rivens into a more endgame option for weapons with methods to min-max them like what players have wanted for years.
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This isn't necessary. You can just remove an Archon Shard, but using an Umbra forma on a non-Prime Warframe or weapon is just your own fault. I think this stems from an issue DE created when they invented Prime Warframes where each base Warframe basically has a set expiration date. Gauss has no reason to exist anymore because Gauss Prime will be out in like a week and will be infinitely easier to acquire.
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Melee Fortification needs its timer reworked
Alphas replied to Alphas's topic in Melee Expansion Feedback
I think at minimum the text for it needs to be reworded because it looks like you ONLY get 210 armor for getting a kill. That's hardly anything even on the squishiest Warframes. The only way I got to 20 stacks was by using Larvae in the simulacrum lmao. I think the game will only spawn about 20 enemies or so near you at any given time, so it's difficult to stack it higher. Even with Steel Path density you'll be struggling because you still have to mow through their health quickly to retain those 20 stacks. That's why I think a decaying effect like the Steel Path Arcanes would work great. -
Melee Fortification, from the outset, looks like a pretty mediocre Arcane until you realize that it stacks. It stacks up to 20 (I assume further, but 20 is the most I've seen from within the Simulacrum. I haven't seen it in actual gameplay for reasons I'll get into) and that means you can theoretically just add 4200 Armor to your Warframe making you stupidly tanky. The issue with this is that Melee Fortification's stacks don't share a single timer like other similar Arcanes do like the Merciless, Dexterity, and Deadheads do. Each stack has their own unique and non-displayed timer that will decay after exactly 10 seconds. This makes it extremely difficult to maintain any meaningful amount of armor, especially in the Steel Path, where this Arcane is probably meant to shine. I totally understand that having an uncapped number of stacks all sharing a single, refreshable timer would be supremely overpowered. I think capping the armor added and unifying the stack timer would be a good idea. 20 possible stacks with a 10 second timer and maybe a stack decay like the other weapon Arcanes could work well. You could lose maybe 2-4 stacks every 10 seconds without a melee kill and that would be a perfectly fine adjustment. It's a very cool Arcane, in concept, and I would like to see it fleshed out especially in comparison to the powerhouses like Influence.
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My point is that the weapons that Duplicate would go on are straight garbage. There certainly are some that would struggle to get orange crits at 12x combo with Blood Rush, and there are others that sit comfortably with yellow crits, but the rarity and price are just WAY too high to justify that kind of investment when you'll probably get better utility out of one of the other Arcanes. I'm also not against just completely reworking Duplicate because it simply doesn't do enough to justify its value.