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SpiralSilver

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Posts posted by SpiralSilver

  1. Resource costs (especially pustrels) are simply insane, inconceivable even. I didn't play all day every day, but I've done a fair amount of missions and just finished the Earth ones, and only now I have enough pustrels for ONE new part, which will become obsolete as soon as I drop a better one on Saturn. On the other hand this same piece requires 150 isos and I got over 1000 on these same missions, wich is enough to build everything that is avaible up to right now. It also bothers me that the repair drone, that bypasses both wait times and exorbitant resource costs, is only avaible with plat. It really isn't like you to pull off monetization tactics like this one nad I hope it wasn't intentional, I hope you will rebalance the economy before christmas.

    • Like 3
  2. Feast: the energy drain ramps up over time even when no other enemies are eaten (bug?) and even on normal conditions it's a bit hard to maintain when you guzzled 5-6 enemies or more. Please consider toning it down a little.

    Nourish: how does the healing work exactly? It's not 50 health and it's also not 50%. Also please make the buff icons cycle like Ivara's arrows to be seen better.

    Regurgitate: feels very underwhelming to be honest, even with the damage scaling. I think either a stronger damage buff (added multiplier every 10 levels instead of 25) or some cool extra effect (area armor strip/viral proc) could make it scale much better.

    Meatball: 👍

    • Like 1
  3. Hi! I've been playing Warframe for a while now. When on thursday the 19th of december 2013 I launched the game the first time I knew I had something with great potential in my hands, and I'm glad I never stopped believing in this. After this much time I couldn't help but notice that, rather than releasing something so broken it has to be nerfed for the sake of fun, you usually ship content flawed from the start so that proper fixes can be made in a second moment after fedback, and making something that works fine in the long run is more manageable.

    With that in mind, rather than being mad about the things I'll expand later on, I'm confident you're already reading through here and taking notes about what to do next monday when you start making big boy fixes. Alright, so here's my personal thoughts on the lich system.

    1: Before the fight

    It's been said many times already, one more won't hurt: farming requien relics and the mods isn't really fun at the moment. The regular kuva missions might still be bugged, but they definitely don't feel at all like having a 30% drop rate for relics. Floods happen once an hour and still net more relics compared to all the other missions together. This wouldn't even be that much of a problem if requiem mods were not limited in uses like this. I get you don't want people doing relics once and forgetting about them if you don't need riven pieces, but with the amount of times you will have to hunt liches for their weapons, 3 uses feels really tight. Make the mods unlimited in uses and rarer if needed, or boost amount of uses (5 or more?) and improve relic acquisition overall. Like, 50-70% on a normal kuva mission, as well as somewhere among the kuva disruption/survival/defense droptables. Another solution could be to make them rechargeable with kuva/focus points or something like that, whatever works the best.

    Requiem murmurs feel like they're only here to artificially prolong the time it takes to kill the lich. Killing 50 thralls isn't a challenge, it's just a chore. Anything less than 50 is an improvement, but I would have personally made it so that the first and second mods take less to discover compared to the last one. I was thinking 10, 20 and 30 for a total of 60 thralls, unless you feel like taking a guess after the first ones.

    On a positive note, I actually like the stealing rewards part! You make a lich on purpose and then come step in its territory, time to pay the idiot tax. Now you have an incentive to go deal with it as soon as possible. I would like it if thralls and the lich were not limited to the specific missions though. Do their missions to clear the node and have a much higher chance to get thralls and the lich to spawn, but still have a chance to find both in regular missions. It doesn't really feel like I'm in danger if I can mostly pretend it's not there.

     

    2: During the fight

    I don't know how it made it to the final release, but an instakill mechanic to punish one mistake is rarely a good idea, and when said mistake is "I tried a combination and RNG said NO" it's a very unfair design choice that doesn't fit at all with the rest of the game. I don't think the mod order should be this important, but if you want to keep it at least make it so that mods uncovered by the thrall farm are given in the right position right away. Obviously, also remove the instakill, that's just below invulnerability phases in "ways to make things look harder than what they are".

     

    3: After the fight

    I'm grateful that you can choose the damage buff with the frame you use to kill the larvling, I'm not grateful about the fact that the actual damage buff is random. I'm not counting too much on this part being changed, but I'll try anyway. Here's two neat ideas: make the bonus increase as the lich rank gets higher, like 5% every rank, so that there's a reason to face a stronger enemy, or make the bonus not a number and have it start at 0% when you get the weapon, rising up to 50% when the weapon has 5 forma in it. I don't really feel motivated to invest this many resources in a weapon if I get unlucky with a low bonus roll, and the hope of getting something strong *eventually* doesn't really make me feel like farming liches over and over again. If you don't want the buff potency to be this predictable at least please consider giving us some sort of control, such as a higher chance of a high bonus when the birthplace is a high level mission, or maybe have the specific weapon tied to a specific planet/mission/mission type. I don't know if the lich system was being developed with the intention of being the new endgame but being limited like that by simple RNG doesn't feel rewarding at all.

    On a separate note, is it possible to have more clarity in-game about what happens when you convert a lich? It sounds like they have a random chance to spawn in any given mission to help you. but it's pretty vague. It also wouln't hurt to know if this chance rises the more liches you have, or the % is always the same but the pool of friends that can come over gets diluted the more you convert.

     

    That's about it! Thank you for reading and thank you for your commitment and patience. I can't wait to see what's in store for the next fixes.

  4. I really like what you did with Ember and her augments. Really fun to use, the armor strip and and meteor shower combo really well together, but I think there can be some overall improvements:

    1) Third ability is a bit expensive for something need to cast so often, I think a 50 base cost would make gameplay less focused on needing a lot of energy at all times.

    2) Fireball is very underwhelming compared to the meteor shower in terms of damage, cost and practical use. I would like it more if it had more base range for the explosion as well a higher projectile speed, in addition to a higher damage bonus when immolation is high.

    3) Speaking of immolation, can you make the max damage reduction higher? 95 is more than fine. My reasoning for this is simply that Ember probably won't have the full buff all the times due to the energy drain. I personally wouldn't actually mind a 99%-100% damage reduction but with a drain that increases over time once you get to that point, kinda like Valkyr with hysteria. 

     

    Onto Vauban! I never really liked or used him much, but now it does feel much better. Bastille and vortex together was something I didn't know I needed so much, and THANKS for giving bastille the armor strip, I didn't even notice until I accidentally oneshot a bunch of bombards while testing the air strike (I also like this one). So here's what I don't like:

     

    1) The tesla animation is cool, but I don't really get the limit on 4 balls. It's not so powerful that 5 rollers (or any amount below 100) could capitalize the game and render any opposition useless. I would like it if you could charge the ability indefinitley (or up to some higher cap of your choice) for an energy cost per extra roller, and then release them all at once. I think a couple more balls can fit in the current animation without looking weird, but it doesn't have to reflect how many you actually throw.

    2) The tactical balls are a mixed bag again. I like the damage buff and the poor people's vortex (this one should be buffed a bit though). The boost pad is fun but the animation is too long for it to be also useful while moving. I get why it's like this, but I'm not the biggest fan still. The only one I really dislike is the flechette. It shoots nails in random directions that deal very underwhelming damage even when they do connect to something, which is highly unlikely when not thrown in a vortex. Also, why is it there in the first place? The second ability is and has always been based on utility, the flechette orb is not only useless in general, but not compatible with the rest of the set. Personally I would like it more if was some sort of trap like the radiation one Vauban had before. What would get Vauban from an 8/10 to an 80/10 however is a health/energy/ammo dispenser in place of the second ability, or at least somewhere in the set. Just think of it: the ultimate CC and support frame, now also a healer and/or a quick snack dealer when you need it the most. 

     

    That's all I can think of, thank you for your hard work and i hope to see some feedback hotfixes in the near future.

  5. Overall I'm really liking the new combo system, it definitely feels like there's a lot of thought and work put behind some decisions. A handful of stances could use some tweaks but no one is actually plain bad and unusable like it was before. Good job!

    My only real gripe is the fact that heavy attacks, consuming all the combo counter, directly work against counter-based mods like blood rush and don't deal enough damage to make up for it. Even on normal builds though, one good charged strike is still less effective and takes more time to do than a couple regular swings. I would kinda like it if heavy attacks, more than simply dealing more damage, had some cool kink like extra range/criticals/guaranteeed procs depending on the weapon class, but more importantly I would really love it if they used less combo hits and/or if there were more effective mod options for efficiency.

    • Like 1
  6. Unlike many other people, I like the new focus nodes. While it is true that they mostly only benefit the operator, I feel like in a near-ish future having a really buffed Tenno will be important to properly enjoy important quests. My problem, however, lies in the focus amounts you gain.

    Raising the daily cap while also increasing the focus you need to unlock and upgrade things makes it almost useless and only increases the time it takes to get anywhere, but this is a farm based game so that's not what bothers me in particular. I don't even share the "I want more and I want it NOW" mentality, I know that maxing focus nodes is supposed to be end game content (like syndacates when they were first introduced). What I would like, however, is for this system to at least feel somewhat rewarding.

    Like many others have already said before me (for example these guys)

    it would take literally several months to max a single focus tree, not including way-bound nodes, while actively farming every single day until the cap runs out. Because of how focus is gained right now it's impossible to get more than a few thousands by just playing regularly, you necessarily have to equip a specific set of gear and do a specific type of mission to even get close to half the daily cap, which is an amount next to useless anyway as soon as you're done with the very first few nodes. Unless you have a set group of friends to run with for the same goal, it's gonna take some hours of very intense farming to reach the daily cap. Since you didn't like draco being the only good place to exp I'm sure you don't like adaro and hydron being the only viable places to spend hours on farming such an important core mechanic of the game such as focus. Again, I don't want everything now and I don't expect not to farm at all, but such an intense grind for so little results feels very soul crushing after a while, and that's not even considering people that would rather play and support the game normally than mindlessly farm something for all the little free time they have. Here is my personal set of possible improvements and opinions:

    • Raising the cap might help but is not enough, since it (partially) solves the issue with time but not the one with having to use one or two setups in one or two places to achieve anything.
    • The convergence orb limits gameplay: to maximize it's limited time you would have to kill as little as possible until it spawns, unleash hell for 45 seconds and then wait again. If it doesn't go away it should last longer and maybe be a bit stronger, but if it does (good riddance) focus gains should be similar to those we had in the first weeks focus was released.
    • Have 100% of the exp from operator kills (and not passive exp) go to the currently equipped focus tree, with lenses on the amp possibly changing the school the exp is directed to and increasing said amount (small lenses giving 125% exp to focus for example). This would both encourage active operator gameplay and would still require at least being adherent with the quills so that such a convenient option can't be cheesed at the very start of the game.
    • Give more items that can be reeemed for focus and/or increase the amount the brilliant shards give and/or make some kind of focus challenges like the syndacate missions, obviously operator oriented, so that whoever has no time or want to solely farm focus the normal way can at least do some casual missions from time to time and achieve something. On these notes, since you can only do sorties after the War Within, a possible reward could be an amount of items that can be converted to a certain amount of focus (to make it on par with the others, considering the time it takes to get 4k endo or 6k kuva,  it should be at least ~100k focus points of worth). Hell, even high level bounties could have focus-worth items, possibly in place of the void traces.
    • A simple alternative could be to just reduce the costs of the nodes to make them somewhat on par to what they were before, or whatever amount it takes for a tree to be fully unlockable in 30-40 days of not hardcore farm.
    • I appreciate that you reduced the capacity cost, but to make everything a bit less time-consuming and maybe even more intuitive I would like if every node only required 1 pool for every level, instead of some requiring two points for one level. Also please, please make it so that unbound nodes don't need extra capacity from the tree I want to use them on, I don't even care if I'll have to pay a bit more focus or more shards, getting that many pool points on an already upgraded tree is cruel.
    • More a QoL change than actual need, I would like to be able to redeem some regular or brilliant shards to respec the focus tree or remove a lens without destroying it. Since focus is a big commitment even if it was made better, spending a lot of time just to see that a certain node or school is not worth it for a certain playstyle is disheartening.

    That's about all I have to say on the matter, I hope you will at least consider some of my or other people's ideas since I really love this game to death and it saddens me to see that an entire portion of it might never be seen by some people because of the sheer amount of time it takes to get any noticeable result. Keep it up DE, proud of you!

  7. I only tested this against grineer, but I assume it's the same for every other faction. Equinox still works fine, but enemies hit by Ivara's sleep arrow, although stop moving and become susceptible to finishers, still have their AI and hearing/sight active, and passing in front of them, touching them, lightly damaging them, shooting near them or showing them a corpse makes them alerted and prevents from keeping up the stealth multiplier. 

  8. You need several dozens of a material wich you can only obtain 5 at a time with a 1 in 4 chance in a sortie level mission that can only be done once every two hours and half at best. I'm assuming this is already being worked on to be more accessible in some way (at least I hope so), but right now it's the worst feature this update has to offer. Please balance as soon as possible.

  9. I can't know if you're already working on it or you don't care yet, so I'll propose it whenever I can: can you please buff the mutagen sample drop rate on Eris to be on the same level as detonite ampules/fieldron samples on other planets? As of now even that best case scenario of 500 per clanmate is unreasonable on Eris, since samples drop about as much as neurodes, so people are forced to go to derelict whether or not they like it just for that one weapon.
    Buffing their drop rate on Eris to the expected level will improve the fun (or at least reduce the monotony) while farming samples, and won't penalize those who sucked it up and already started or even finished the Hema research (which actually includes my two people clan).

    Pretty please? It's a fair request, I can't imagine any reason not to consider it.

  10. Can you please buff the mutagen sample drop rate on Eris to be on the same level as detonite ampules/fieldron samples on other planets? As of now we are forced to a single tileset (derelict) and one or two mission types to drop a reasonable amount of samples. I don't think that's your idea of fun, nor how you want the game to be played. If you could get samples while doing something on Eris it would already be a big improvement on variety and everyone would actually have something to give the clan without being forced to do the same mission over and over just for the research of a single weapon.

    tl;dr: you don't really get mutagen samples in regular online gameplay, make it happen plox

  11. 5 minutes ago, Cmdr-A said:

    You honestly can only optimally gain about 1 mutagen sample per minute in an ODS, from my attempts at farming them yesterday, and going by maths. You need at least 83 in game hours spent doing Nothing but ODS to get 1 per minute if you don't have a booster / use other warframes to boost chances IE: Nekros / Hydroid. In a 40 min ODS with nekros I barely get above the 1 per minute if I'm lucky, sometimes I go way behind in it. 40 min ODS with hydroid and nekros, got 74, well above the 1 per minute, but still.

    Some players do prefer survival, but from personal testing I think defense is the only decent option. I did 20 waves with 2 Nekros, Hydroid and speed Nova we got a bit less than 50 in a bit more than 25 minutes. Sure, a full capacity 100% active clan could focus and do everything in a day or two if they don't have irl obbligations of any sort, but even though you could argue there are ghost and shadow clans like that, possibly even storm though unlikely, I bet an arm and a leg that no clan bigger than that is more than 50% active. Having to pass that many hours in the same place cannot possibly be what the developers want the game to be played, that's why I'm confident we'll see some changes, either these days or when the full crew is back next month.

  12. 2 minutes ago, Hemmo67 said:

    sooo it's just me who has over 100 000 mutagen samples? o.o

    maaaaybe u guys should not have spent all the time in cerberus and draco and whatnot c_c

    Or maybe we just didn't spend half our play time on the derelict. I swear I hate that tileset so much. Not to mention that mutagen samples didn't drop on Eris at all for basically all my first year of play, it was corpus when I started.

  13. People are mad about the Hema not as much because 5000 mutagen samples are a lot, but specifically because they don't have those. Why is that? If you've ever been on both Eris and the derelict you know what I'm talking about: mutagen samples almost don't drop on Eris. They drop approximately as much as neurodes for apparently no reason. Can you imagine a 5000 neurodes research for a ghost clan?

    Also, while Eris is part of the star chart and thus has several mission types to look for like dark sectors, interception and that new salvage mode (it also has online matchmaking), derelict is restricted to keys you have to either do solo or host, assuming your internet is actually good enough to do it. (mine isn't)

    The fact that you don't get nearly as many mutagen samples on Eris than in the derelict means that, as of now, you are forced to do one or two mission types on the same tileset, over and over, just to get a mid tier weapon. Doing the same mission all day, or being forced to go somewhere to do something, is one of the reasons Draco was removed.

    It's not an end goal: people complain about the cost because they have no reason to go to the derelict, there's nothing else to do other than farm endlessly.

    The solution is clear: make mutagen samples drop on Eris like other clan resources drop on every other planet. It has several benefits:

    1. Those who already started the research won't be penalized, like it would happen if the cost was simply reduced;
    2. One man army clans/solo oriented players would have another option to farm in the spare time, either with online matchmaking or while casually doing alerts/kuva siphons/whatever;
    3. It would more than double the variety: instead of defense and survival in derelict, you would have defense and survival on Eris AND every other mission type that place has;
    4. It would still be and end term goal that rewards cooperation and having active clanmates, which is apparently the reason for that 5000;
    5. New players who will eventually make their own clan or be part of one will have a decent amount before starting, since the endless derelict has nothing appealing for anyone.

    Moreover, unless you exclusively play on Akkad, there won't be any "5000 is nothing, I have 7285427887" type of statement later. It's still gonna be long, it's still gonna be boring, but it's gonna be a lot better and it doesn't favor anyone in particular. Please don't move this to other threads, it's meant to be a peaceful discussion with an excange of opinions.

    Sorry for being so wordy, if you have other ideas to address this issue please let me know.

  14. More than the cost itself, I want to say something about the fact that you really only farm mutagen samples in endless derelict, where there's nothing particularly interesting to farm. If you could buff the drop rate on Eris too (why is it so much lower anyway?) people could get a handful of those while looking for Nidus parts, or levelling things on Akkad, or getting relics on Xini, or whatever. The average experienced player has around 2000 samples because there's no reason to craft a key and host an endless derelict when you can farm the exact thing, be it either relics, exp or neurodes, on the dark sector defense.

  15. Spoiler

    When in operator mode no energy o ammo count is shown. Sometimes ammo does appear, but stays stuck at 250 even when I can't actually shoot it anymore. I've never seen energy anywhere, so I just have to guess when I can do the Tenno things. Also, when I die in Tenno form and go back to the Warframe all the energy was drained, but I'm not sure it's not intended.

    I activated operator mode on the ship, but then something unknown happened and this is what I saw: ceY5d1W.jpg M71p1HU.jpg

    Focus can only be used by selecting the power manually, the hotkey 5 now gets you out of transference and it can't be rebinded. Apparently it doesn't happen if you hold it, my bad, but having the option to bind the two thing separatedly would still be more comfortable.

    Some riven mods have impossible conditions or are just bugged in general.

     

  16. Not sure if it's needed here but I'll put it in a spoiler anyway.

    Spoiler

    My god, Riven mods. I read some of the challenges and honestly they all seem doable, except one: 5 headshots in mid air in a row. I swear I tried everything the game has to offer. AoE/explosive weapons don't count, even if you manage to get 6-7 disarmed low level humanoid enemies together, the time it takes to actually aim and shoot is not enough. Mobilize and Zephyr still don't give enough time unless you literally never miss a single shot and get an average 2 or more headshots per second, since aim glide lasts 2-3 seconds. I don't know if anyone at DE actually did this with relative ease but I'd much rather do 50 or more flying headshot without having to do them in one single flight. Change this in some way, or change aim glide with wall latch so that there are at least 5 seconds.

     

  17. As of update "The Index Preview hotfix 4" lunaro matches seem to non be able to be completed, at least for me and everyone I tried this with. A fraction of a second before the reward screen, at the end of the timer, the game crashes without counting challenges or goals of any type. All matches where this happened were in the new Perrin map, wich seems to be the only possible one to get in the first match (after which the other ones can be chosen) since it was introduced.

  18. The zoom on the character does not bother me personally, but if it wasn't that close it would probably be easier to see what's going on.

    Inertia is a cool mechanic, but if you're in a hurry tight curves are just impossible. We'd like some kind of brake.

    Being able to move in every direction is what it should have been like from the beginning, but while I can move in 3D, the minimap is still in 2D. This leads to having no idea what direction I'm facing sometimes and the map not helping it. I think a "reset view" button would help immensely.

  19. For today's edition of bad decisions: magnetic hazard.

    Place a fuel core where the coolant core was, erode the ship's engines and everything. Sounds cool, but it spawns magnetic bubbles everywhere. And that would not be a problem, if they didn't pull you towards them.

    Spoiler

    bnau6AG.jpg

    yRfBIHg.jpg

    Even being pulled wouldn't be that much of an issue if they weren't that close to the console you have to hack to get out of the mission. Standing in front of the console was absolutely impossibile, the bubble kept pulling me behind. The safe zone was just on the stairs, since from the last step you were already in the pull range. Ciphers too proved to be utterly useless, even when pressing Y to instantly use them, since the cipher animation needs to be done (it takes 1.5s-2s) before the hacking is accepted as completed from the game, and the bubble gave me less than 1 second in total.

    Yeah, all of this could have been avoided by doing something else with the fuel core, but why add the possibility of doing it if it ends like this? Note that this the first (and definitely the last) time I tried this magnetic thingy, so it probably doesn't happen that often, but I'm not doing it ever again until I hear of a change of spawn locations or removal of that pull bs.

  20. cx2KGkR.jpg

    Mesa used iron defense!

     

    tDQDax5.jpg

    Oh, wrong game. and wrong frame too, apparently.

     

    Use iron skin in the simulacrum. Change frame. Iron skin tranfers, since accessing the arsenal doesn't do anything to abilities in use (I found problems with hysteria and exalted blade too, I couldn't attack anymore, this one here is just an example of ability bug in the new simulacrum). There is more: if you change frame during the invulnerability period of iron skin you become just invinvincible. An iron skin that lasts forever, absorbs infinite damage from every source and does not fade when falling into the abyss. The only way to remove it and thus go on testing different builds with other frames is using iron skin again and getting it depleted or getting out of the simulacrum. I'm not sure this goes in the general bug report though, move it to the appropriate category if needed.

     
  21. Ok, time for a real feedback here. 

     

    Trading that health for armor was not necessary, but the energy buff is godsent.

     

    Spore: good, but slightly bugged. Toxic lash does not always trigger the spore explosion from what I saw, unless it's intended only to proc when other enemies are nearby (a single boiler with spores, hit by toxic lash, only got poison status).

     

    Molt: was good from the beginning actually, casting spore to it really does the trick. Works wonderfully with regenerative molt (run, spore, calmly heal while enemies get viral procs). Casting miasma close to it makes it explode, thus diffusing every kind of nasty status.

     

    Toxic lash: something's off. It says 1.56 multiplier with 185% power strength, when it should be 2.4 or something. It's acting like it's a +30% damage buff, and considering it was +75% before, I'm quite sure it's a bug. Poison procs work fine from what I've seen.

     

    Miasma: this one I did not like. I don't know the current damage script, but with positive duration still does little damage without poison and viral procs active. In tight situations is difficult to have them both on large groups of enemies, and even 150 base energy is barely enough to spread statuses (non considering the ones that teammates and weapons can give, just powers) and then casting a miasma. Considering the importance of duration now, fleeting expertise is kinda ill advised, and with only a non primed streamline to use, using this ability is too expensive energy-wise to be worth, if you ask me. I think this one can be improved a bit.

     

    That's it. Just fix toxic lash if it's not doing what it's supposed to do and do something for miasma, right now I don't feel it's worth it.

  22. Regarding the gMag:

     

    DE just thought that stationary pulling and shooting on draco is not healthy for a coop base game. Staying motionless for hours, with one person just holding LMB and another pressing 1 is not what I call coop. However, aside from this specific part, gMag actually helped the whole team. Is undeniable that Mag was nerfed only for the sake of draco, like it happened some months ago with viver. DE just nerfs stuff instead of fixing the problem to the root. 

     

    tl;dr: Mag's nerf can be justified but it's not exactly the best way to fix the problems.

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