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(PSN)Cephalon_Snow

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Posts posted by (PSN)Cephalon_Snow

  1. I have no problem with the movement or the speed of the movement.

    My problem is that when you cast razorwing it starts you out in sprint mode and you have to toggle it back to normal speed.

    Everything else in the game including warframes start out in normal speed then you toggle it to sprint.

  2.  I'm sure some people like it this way but could we at least have the option to toggle this off.

    In fact, I think it used to be standard speed toggle to sprint by default not to long ago.

    In open tilesets/worlds this isn't really an issue but in corridor style tilesets its very frustrating smashing into two walls before I can aim correctly.

    • Like 1
  3. Good point..its like buying Excalibur's new deluxe skin and being told.."oh btw since the mesh has changed a little you can put any armor on, sorry."

    Also, the fact that we cant separate the pets armor yet is unacceptable.  

    What is the point of getting that perfect Lotus kudrow if its head is going to be covered up by 90 percent of the offered armors?

    Mix matching our armor sets on pets like the warframes should be standard since apparently fashion frame is endgame.

     

    • Like 7
  4. After finally finishing my Sekiro Platinum today, coming back to Warframe has me really missing the air finishing feature.  

    It just feels so ninja.

    With the air superiority that Tenno have it's really a shame this isn't in the game.

    Now that we have the parazon it could really open up some unique animations like a hangman's noose.

    • Like 3
  5. 23 minutes ago, (PS4)CrazyBeaTzu said:

    "Get rid of melee in space, it's a hindrance to the game, and that's coming from someone who loves melee."

    And why do people always say ignorant stuff like this? 

    "I dont like this 1 thing, so instead of me individually deciding not to use it, or offering a suggestion to fix said issue, how about we just delete it. Oh yea I dont like how Limbo is meta for a month, can we just delete him as well?"

    Second 

    Using melee to "finish" targets kinda like the parazon could be cool.

    For example: soften up a grineer fighter with your gun till you can mercy them, then charge up and slice through the middle of the ship anime style or slice off a wing or engine and watch them spin out into a ball of flames.

    Also adding a charge attack would probably really help.

     

    • Like 5
  6. It would go a long long way if the ABC config slots would hold separate weapons, mods, cosmetics, ect.. per loadout slot.

    Example

    Excalibur Loadout

    A) Full DeX Set

    B) Prisma Set

    C) Graxx & Kuva set

    D) Eidolon Hunter

    Each slot can have a different purpose for many different parts of the game.

    DE needs to stop with the database excuse and start upgrading.

      This game is 7 years old and we are still using a first year system on an game that has thousands more options for every aspect of customization.

  7. On 2020-02-28 at 3:17 PM, Voltage said:

    These changes will tremendously improve the health of the game for sure. I feel like this hits the mark pretty damn well. Some of the smallest things like the 90 Field of View are huge and dramatically change how players view gameplay. The Arcane Enhancement changes are also appealing. Sure, if I double stacked a specific Arcane before, I would be receiving a slight nerf, but the options and potential of the proposed changes look exciting and interesting to experiment with compared to the boring Arcane selection we have now. 

    The 100x Restores are a great quality of life change that will surely make a more enjoyable foundry. I would also like to see this as well:

    The things not mentioned in the Devstream and Dev Workshop that I feel would also improve the health of Warframe as far as revisions go would be these topics as well:

    Friendship Doors - These should be considered for removal from normal missions (you can keep them in Rescue or other special missions) as they are quite disruptive to the flow of gameplay. I understand they have been part of level design for years, but Railjack really showcased how counter-intuitive this mechanic is. Jupiter and the Sentient Ship are a great starting point for future tilesets, and I have high hopes for the Corpus Ship Remaster. Hopefully ancient relics of the past such as Corpus window decompression and Friendship Doors can finally be retired with Deception and Stamina to deliver a more fluent gameplay experience.

    Stat Sticks, Abilities, and Exalted/Ability Weapons - The modding of abilities and ability weapons should be made consistent with the rest of modding so that players do not feel like they need a specific Jaw Sword/Mire/Burst Laser/etc. Riven Mod, Weapon augments or such to make full use of their Warframe abilities (Gara, Khora, Vaporize on Deth Cube, etc).

    Modding - Mods as a whole need quality of life in some areas. Buffing values on underused ones to be a bit more interesting (like the upcoming changes to Status Chance Mods) and potentially reworking various mods over time would be awesome. There are still mods like Maiming Strike, Provoked, some Set Mods, some Archwing mods (Furor/Extend for example), old Augments such as Acrid, etc. that could use some love. This isn't much of a priority and can be tackled over time, but eventually looking at all the outdated mods would be a fresh look into our builds. Exilus Mods should also be examined as some such as Hawk Eye or Armored Agility really feel like they should be there.

    • A topic nobody really talks about is the existence of unreleased [PH] (placeholder) mods through transmutation. These mods were only available through transmutation throughout the years for very short periods of time. The standard procedure when these leak into the global build is a server side patch to transmutation and removing the ability to trade these. However, there is a substantial list that has grown over the years with examples such as: Split Flights (still waiting for Baro to bring this one), Fuze, MOAB, Combo Fury, Combo Killer, Mark of the Beast, Affinity Amp (removed), Sacrifice (released), Toxin Resistance (released), Looter (released), Resilient Focus, Frost Insulation, Fire Resistance, Laser Deflection, and Electrical Resistance. Obviously some of these mods aren't very good, but going through these mods and either removing them from player inventories or releasing them for others would be nice. I bring this up because like the re-introduction of Primed Chamber and Artax Riven Mods, availability for modding options should be consistently accessible in some fashion across all platforms and player inventories.

    Nightwave Acts Length - Nightwave seasons are falling into the same dilemma Sorties did throughout 2016. The seasons go long overdue, and the backlog creates pressure for DE as well as burnout and boredom for players. I understand Nightwave is supposed to have rich storytelling, but would it be too much to ask that between these stories, we get consistent intermission lengths as well as unique rewards? There are loads of yet-to-be-re-released cosmetics and items from past years of this game that would be awesome in Nightwave Intermissions. Likewise, instead of making a 90 level cap Intermission II, splitting it into multiple separate Intermissions both with the same number of days in length would have brought consistency for Nightwave act length as well as more chances for Umbral Forma for active players. You can still develop rich story-telling Acts every couple months, but consistency for act length and intermission length would keep the system feeling fresh every segment while also still having large gaps between the story telling and unique rewards. I say all this in regards to the insane length of this current intermission that has gotten stale and the experience of someone who never missed out on a Sortie season. When the time strays far away from the initial time period (looking at you Karak Wraith from Sortie seasons 1 and 2), you get really bored with the current season and just want a new one. Multiple intermissions in a row with different rewards would be more enjoyable than half a year of the same intermission while waiting for a story from Nora Night.

    Riven Dispositions - As time goes on and Prime Access releases alter Rivens, more players feel time has been devalued in some form (atleast from reading [DE]Connor's posts every 3 months. This is an inevitable battle in the current system, and it seems Rivens have fallen into a rabbit hole that hurts player investment and the feeling of the system. Riven disposition as a mechanic should be considered for removal and instead players see "Catchmoon" type change to weapons that are simply out of line (way too powerful), the reverse for weapons like Stug, as well as some better finalization being applied before launching weapons like Rubico Prime, Catchmoon, etc. No disposition would make pre-nerf Catchmoon less desireable (as the stats DE gathered proved), and no Disposition makes Stug worth your time right now. Balance is a tricky thing in this game, and it would be difficult to get right of course. Currently the state of Riven dispositions have unfortunately become a weapons balancing system of sorts by accident, and this sort of rocky road just won't be great for players and developers alike. The effort balancing Dispositions could be spent tweaking base damage and simple base stats on weapons to create a shifting meta and more interesting game that rewards those who try out many different weapons and invest in the hundreds of weapons the game has to offer.

    Aura Mods - Aura Forma has allowed true freedom of Aura choice for invested players, but there still seems to be an overreaching shadow of a very small select Aura Mods that outshine the rest. This is very similar to the Arcanes problem being addressed by the proposed changes coming in the mainline, and it is a very important piece to a loadout. Currently many Auras are not worth using, and an overhaul of our current lineup to be more interesting to use would be awesome. An example I have in mind would be combining all the Scavenger Auras into a single Scavenger Aura that affects all ammunition types (Maybe including Arch-Guns as well to give it a niche upper-hand in Profit-Taker fights). Another example could be to change `Sprint Boost` into `Parkour Boost` that boosts parkour velocity rather than just sprint speed. Additionally, I believe there needs to be consistency on the bonus modding capacity. +8 (+16 polarized) seems like a good middle ground between +7 (+14 polarized) and +9 (+18 polarized). This would provide complete Aura freedom and no pressure to slot Steel Charge/Power Donation solely due to a capacity advantage towards things like Umbral Mods and other specific high drain builds.

    Weapon Holster Speed - This is extremely small, but would have a large impact much like the Field of View changes. Increasing holster speed across the board would be a general quality of life improvement that would tremendously help the satisfaction of gun-play throughout the game. Mods that increase holster speed could be reworked or slightly changed to compensate for an increase across the board. I mention this as someone who uses Speed Holster in Profit-Taker fights due to most other Auras having little effect there, and the gun-play when I switch weapons feels much smoother in comparison to normal missions.

    I also just wanted to note I am excited to dust off my Tonkor from 2016.

    Amazing post..you are my hero.

    So many good suggestions but for me holster speed is on top of my wish list and has been for years.  

    For such a fast paced game holster speed is horrendous and a bandaid mod does not fix it.

    Hope you repost in feedback threads, twitter and anywhere else it Needs to be.

  8. Right when the mission starts simply back up as far as you can and leave your Jack parked.

    Jump out of your Jack and do work with your Amesha and Imp Vandal.

    Profit

    Be warned..this is very time consuming but works well..I got through earth and Saturn Proxima this way.

  9. 5 minutes ago, (PS4)Hiero_Glyph said:

    I don't think that was the OP's problem at all. Warframe has a ton of content and most of it is fragmented from the rest. Take amps and focus as examples. When you get your first amp it's pretty cool. You use it for a bit and then realize it's faster just to shoot things normally except certain enemies require you to use it. So you die a lot in some quests until you upgrade it. So you go to upgrade it and realize that you need to farm under very specific conditions, PoE at night. So you can't even grind it when you have time. And once you do finally upgrade the amp you are stuck with a 111, which is barely any better and you still can't guild them yet. It's a terrible experience overall.

    And then we have focus. In the years since focus was added it has remained almost entirely separate from the core  gameplay. You need to farm lenses, then install them on items, but you can't upgrade or remove them once installed so it discourages actually using them. Then most of the content provides you with a pitiful amount of focus since it is based on affinity gained in 30s intervals. Boosters help the most here, so imagine getting half as much because you didn't pay and the amount you need is in the hundreds of thousands while you are only getting a few thousand per mission. It's daunting and horribly designed for newer players. And then you realize that there are 5 focus schools that need to be leveled separately and some of them are almost mandatory for certain content.

    And that's just 2 examples of the dozens of horribly explained systems in Warframe. I have friends that won't come back, not because the gameplay isn't fun, but because they don't want to feel like they are working a second job while playing. It's one thing to grind a game mode to acquire parts to build a new frame and another to try and level up a focus school.

    I understand the point the op and you are making..I'm only saying that new or newer players dont need to be in a rush to have all the things now.  And if they do there is usually an option through plat or trading.

    There need to be some long term goals In the game like focus to work toward after you got all the things to keep you engaged.

    It just sounds to me like too many players want to be all powerful and have everything without putting in the work like everyone else just because they got to the party late.

     

     

     

  10. Even if they added some kind of "playlist" feature to tie together the game modes I think it could really help.

    Having multiple objectives kinda like the Valis bounties but system wide while using your railjack inbetween would be awesome.

    The mission could evolve naturally  as new threats emerge..you choose how and when to tackle them through a checklist and waypoint system..or divide and conquer with your squad.

    I know its easier said than done but it's getting to the point where something needs to be done.

    Hopefully squadlink is a step in the right direction. 

  11. 7 minutes ago, KnossosTNC said:

    Why is the Railjack even pressurised with Oxygen, anyway? Do Warframes even breathe? Considering the various environments they operate in, it doesn't seem like it would be much of an issue.

    Pressurise it with 100% Nitrogen instead. Boom, fire problem solved.

    Probably because not all of the crew will compromise of tinsuits.

    They mentioned syndicate operators and converted Litches for example.

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