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Terumitsu

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Posts posted by Terumitsu

  1. Primed Antitoxin - I use this mod on high-level infested runs to buy me a little more time.

     

    I wonder if he has a naming system for the weapons he has - like how Tenno weapons have Prime versions, Corpus weapons have Vandal and Grineer weapons get a Wraith version.

     

    I wonder if "Mara" and "Prisma" mean something - e.g. what faction they came from, or what the upgrade is. Does "Mara" mean a larger magazine?

     

    Mara is another reference to Buddhism. Mara being the name for the demon that tempted Gautama Budda with things of the earthly world and is essentially a symbol for the death of a spiritual existence.

     

    In game, though? Mostly just another signifier of a buffed weapon.

  2. I kinda giggle at the statements of how costly their upkeep is when, if you do the math, they cost only about 3,000 credits per day if you're efficient with the DNA stabilizers. You break even in a single mission at the worst. So, in my opinion, they pay for themselves. Literally, even, if you grab the Scavenge (90% chance to open a locker) mod and run a T1.

  3. I kinda wish that instead of nullifying powers entirely, it would apply an effect not unlike that from the Gate Crash event where powers were greatly hampered but not just turned off like a flick of a switch.

     

    Perhaps there could be a sort of rapid decline in power.. Power, I guess, to where you can't use them at all if you/the affected target or area is in long enough but also provide that sort of 'grace' period you're talking about. Something other than that binary 'on-off' that is currently in place.

  4. Well said. I have to agree with you on this 'disconnection' and even on the forums lately there has been a sort of 'us versus them' sentiment that seems to be hiding here and there from some of the more passionate folks.

    The thing is, I don't think this disconnect is due to lack of effort on their part either given the obvious communication via steams and even highlighting threads that they themselves have spoken in so that more people will be able to know what they've looked at. The thing is, I think it's just that part of the problem is that we all have much more time, as a collective group, than the DE does to talk and play the game. DE has maybe 200 or so employees last I checked. If even only 10% of total accounts were active and only 10% of that number actually gives feedback then that's still over 70,000 voices they would need to sort through while also working full time on the game, it's unintentional but players become a sort of human DDoS attack with that number discrepancy and with so many people having so many different opinions, it turns into a chaotic mess. In a way, it's like the social version of Twitch Plays Pokemon as they have to sort through the mess to get the general patterns of thought of the community. Each post is a press of a button and we're full on Anarchy mode here.

    The thing is, I can't say I can think of a good solution to this other than some way to implement more 'barometers' into the system for more accurate gauging but at that point I have to wonder how much extra work those would be to maintain.

    Anyway, that's what my take on this is.

  5. The thing is, though, you had Hydroid and such content before those who waited or didn't want to farm. You already gained from using those keys so to ask for 'recompense' is like asking to double-dip.

     

    It might not seem 'fair' as you had to put in extra work in comparison but, on the other hand, this is reducing the unfun grind a bit in game which I think should be seen as the better part of the situation rather than just saying 'What can I get out of this?'

  6. The thing is, this is something easier said than done by degrees of magnitude.

     

    Plus, what is 'balanced' and what metric should be used to attain it?

     

    What is the 'sweet spot' that will come about after this balancing?

     

    Do we even know the process behind the creation or changing of a weapon or ability? Who heads the team? How big the team is? What is it they focus on?

     

    How much time can be spent on balance? How much time /should/ be spent on balance?

     

    What kind of numbers are good? What kinds are bad? What will be the most agreeable to the greatest number of people? What is most healthy for the game? What is it that takes place in the studio that we don't see simply because it's impossible to make anything as transparent as glass?

     

    What if this version of balance is being used as a test bed for PvE balance as well?

     

    We can't know any of these things immediately. It's easy to call for 'balance' but without a solid base to say 'This is our measuring stick of balance,' or at least one that we're aware of, this winds up as an extremely nebulous critique. It's like demanding ice cream but not specifying what flavors or toppings or quantity or what have you. I feel that might be part of why people are riled up here as they pick up on some level that this is currently a nebulous statement and are annoyed by the lack of hard numbers and proofs as to why this would work. People like data when a large alteration is called for. It aids in making decisions rather than knee-jerk emotional reasoning that can change from one minute to the next, after all.

  7. Back in U13, we got this shiny new toy called 'Melee Channeling.' Sure, it gives a buff to damage and makes a few mods work but a lot of those mods are just overshadowed by their normal counterparts. After looking at the idea behind modding PvP in the last devstream, A thought came to me that perhaps this alternate loadout could be the basis of enhancing the channeling system already in place.

     

    Rather, what if instead of just making melee hit harder, we were to have it as a sort of temporary 'ascended state' perhaps not unlike what Focus seemed to originally want to be (From what I understand now, it seems like it's going to be more based on passive upgrades or somesuch although that's likely just speculation given how little information exists on it)? Maybe like how melee channeling is now, we could toggle it on and off like certain other warframe powers and doing so would activate this extra mod loadout but at the cost of constant energy drain?

     

    Here is what I think would be a good place to start:

     

    -Channeling mode would keep the current melee 1.5X multiplier

     

    -Sprint speed would be increased by 20% or so. Having toyed around with a Rush mod for a while, this seems like a decent number to me.

     

    -Reloading speed of a weapon would be boosted by 20% as well.

     

    -Stamina would either regenerate faster and/or would not see drain due to parkor/jumping/sprinting/movement actions but still affected by blocking in melee.

     

    -Shares characteristics of regaining energy like other toggled powers (Energy orbs and possibly the Rift plane are the only things that will supply energy back to a frame in channeling mode, basically.)

     

    Why no boost for primary/secondary weapons? Well, I think it would be great if this mode were to have it's base characteristic as infusing oneself with void energy and gaining better physical characteristics in the process.

     

    Now, let's say the initial drain for these effects would be two energy per second and this replaces the 'energy used on hit' mechanic currently in place (This number is one I made up on the spot so don't harp on it being OP or whatever just yet. Remember, this is just an explanation of a concept). That may not seem like all that much but that number will very likely increase depending on how this mode is modded. Remember those melee channeling mods that don't do anyone much good? Well what if we just remove them from a melee only position to where they have a more global effect. Something like Quickening would increase fire rate/swing speed/reload speed while Corrupt Charge would be a boost to damage. Now, if you would remember my comment on having this mode be more a basis in boosting physical effects, I'd also like you to remember that these mods are those which currently also affect the drain of channeling in it's current form. So, rather than just being direct upgrades, taking the route that gives combat power will increase the drain rate while in this mode and thus be a kind of trade-off. So with just those two mods, the drain rate is now at 4.4 energy per second. If we wanted to also have a better crit chance while channeling, then True Punishment would provide in that case while raising the drain rate up to 5.6 energy per second which is just a bit over the same drain rate of the Energy Leech eximus. Thus, we get more power on all weapons but at a cost. Plus, this 'global' effect oddly feels like most of the current melee channeling mods are in a good spot already from a cost/gain standpoint. Corrupt Charge should probably see a bit of a look if it affects base damage but maybe it's fine as is.

     

    Lifestrike and Killing blow should probably stay as melee only, though...

     

    At any rate, while you could stack these mods that boost your combat power and that be all fine and good, why not also allow this to be a place to slot in less-used utility mods as well with the effect being that they are not 'activated' until you enter this mode but not adding any drain (Or at least a much reduced amount in comparison to the earlier example). So, while channeling, you could slot in, say, Rush, Fast Deflection, Fast Hands, and maybe Sure Footed and use it more as a utility-based mode that you don't necessarily hit harder in but can open up more options and can sustain the mode for much longer than a combat focused channeling mode build. Maybe even add mods that reduce damage from certain elements or Proc damage/duration in there as well just for kicks

     

    With these two extremes, we could have a very powerful but short lived boost in damage output, a long-burning and more enhanced mobility/defensive capacity albeit potentially niche at times, or something in between. Likely the numbers would need some tinkering but the ability to turn your pool of energy into power in a pinch rather than just saving it for abilities only seems like it would open up a greater variety of ways to play.

     

    What do the rest of you think about this idea?

  8. Too humanoid. The coming faction is said to be inhumanly alien. But a very creepy weird looking race that uses similar tech as the Collectors...could be cool.

    I am unsure as to what you mean by this. How is half of a skull that has nothing resembling a human, assuming it is a skull in the first place, 'too humanoid?'

     

    If it's the eye-sockets thing... Well, would that make cats, dogs, horses, elephants, etc, I've made my point, humanoid?

  9. Over all, things seem to be actually pretty great. I'm one of those who's fine with the syndicate changes as now it's something you can focus towards rather than the syndicate missions just be side-adventures.

     

    Though, I expect specialized syndicate missions to eventually be a thing rather than simple re-hashes of current missions. It's really just a given from what I can see.

     

    In any case, it's over all pretty sweet.

  10. However, from a newcomer standpoint, this is a relatively good thing as it becomes a weapon that is organically worked towards.

     

    Not to say that this trend shouldn't get some review in what weapons require what other weapons but the idea of it isn't something I am inherently opposed to. Just needs some refinement.

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