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Pakon3ds

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Posts posted by Pakon3ds

  1. Polymer bundle as crafting requirement, when that is the most used out of the common resources and it's used for everything was a huge mistake. Hell, people was actually in recruit chat asking for groups to farm this...

    The new crafting thingy in archwing was a good idea in my opinion. Forced people to go a little bit into archwing mode. I don't know why people hate it so much, for me is refreshing. 

    The boss fight, pretty good, huge enemy. The first time it took me a few minutes to figure out how it worked, was fun. Running solo made this enjoyable. 

    At the end, couldn't do the boss fight to many times due mostly to the polymer thing. The first three times I completed the codex scans, saw that puncture mods and gorgon were dropping. For me, only toxin mods, so I kept trying. I already have the gorgon wraith as well as the puncture mods, but a bit of platinum never hurts. Final result: a S#&$ ton of toxin mods. No puncture mods at all, no gorgon parts at all.  

  2. 8 minutes ago, Enderlook said:

    Great idea, but the ultimate (4) swap pole must be the 1 (and give a bonus for a few seconds). Also, you are weaken too much Magnetize and Polarize (it should be like now).

    I think that heal orbs are wrong for Mag, and his passive is... strange, she could give 50% base bonus shield, or improve recharging shield 25%.

     

    Yeah... i thought about making the swap on 1, but then you don't have any abilities when you start with the frame. Now with the bonus to something (maybe when you swap you get magnetic damage on weapons ) could be good. 

    Heal Orbs for Mag I also had my doubts, but its a way of making the ability "complete" I guess. And oh well, you have iron in your blood, so it's not all that weird when you think about it :D. 

    Passive, yeah. You are right, that might need a tweek ;)

  3. 4 minutes ago, Helch0rn said:

    current Mag is more fun than your proposed rework imho

    and to be honest your "polarity swapping" idea seems just like a cheap Equinox to me

     

    Could you please link me to a build / setup and possibly "guide" on how this fun Mag works now? I have done my research and my testing and honestly i dont find anything really good, either by myself or interntet. Also, having a warframe that consists only in one ability (Magnetize in this case) has always been a problem, not only with Mag, but with other warframes as well. What I am proposing is completely different. 

    I didn't think about Equinox when I was writing this rework, if I have to be honest I had Nidalee, from LOL in mind, but its true, is a similar mechanic, calling it "cheap" seems like derogative tho. This is meant to give versatility, not to replicate another warframe if that is what you are suggesting. 

    Also, can you tell me that the current Mag is fun for new players that don't have the requirements to make her work? Or do you think she fills the support role she could fill as an starter warframe? So many people like to support, and the new players that come to the game don't have that opportunity right now. 

    But thanks for the reply. 

  4. Hello everyone. A long time ago, I really loved Mag. She recieved some huge changes to her abilities and augments. There was huge discussions in this forum, reddit, etc. about all of this. She use to be a huge corpus nuker, her greedy pull was something amazing, but then everything changed. I left the game back then and returned not so long ago. One of the things I wanted to see was state of Mag. 

    I came across the Magnetize builds, which appeared to be very fun and effective, but again the interaction with weapons and magnetize was "fixed" so I didn't enjoy her at that stage. But again, even if the magnetize builds were still strong (maybe they are), Mag keeps being a Warframe limited to one ability, as she was in the past, and not a very usefull or popular warframe anymore. 

    So I have decided to suggest a rework for Mag, try to make her useful, with complimentary skills and interactions. I have tried to give her a supportive role as well as an offensive one. Give new players the opportunity to pick a support warframe since the beggining, but not being limited to that role, so also new players can enjoy a little bit of killing :smile:

    Not only focused on new players, I want to give more advanced players a reason to play Mag: versatility and complexity. I hope you enjoy some of my ideas. Let's start. 

    aw4yn8.jpg

     

     

    Brief description:

    Mag becomes a real threat for the enemy or a real savior for her allies depending on what polarity she chooses to have at a certain moment.

    With the first polarity, Mag is able to pull enemies into melee range, making them get out of cover and having to face her. Creates auras around enemies so that bullets won’s miss as long as they pass nearby their bodies. And finally Mag is able to crush enemies to the ground, damaging them in an area of effect. Having the chance of dropping energy orbs add to the lethality of Mag, since her and her allies can keep casting their abilities.

    With the second polarity, Mag is able to push enemies away from her, making her excellent at picking up fallen allies. With polarize she gives extra survivability to her and her allies due to shield restoration as well as debuffing their enemies. Finally, she can make enemies levitate from the ground for a period of time, relieving her and her teammates from some pressure under the most extreme circumstances. Having a chance of dropping health orbs adds to the supportive role of mag, not only helping with shields, but also with health restoration.  

    All you have to do to change from attacker to support is switch polarities with her final ability.

    Passive:

     Mag and her allies recieve 50% of Mag’s shield as Overshield.

    First ability: Pull and Push.

    ·         Pull: Magnetic force pulls enemies toward you, stunning them and bringing them into melee range.

    ·         Push: Magnetic force pushes enemies away from you, stunning them and leaving them in shooting range.

    Second ability: Magnetize and Polarize.

    ·         Magnetize: Creates a magnetic field around Mag that magnetizes enemies in a radius. Each enemy affected by magnetize has a small aura around them that will pull the bullets towards them.

    ·         Polarize: Emit an energy pulse that depletes enemy shield and armor. Shields of allies touched by the pulse are polarized, restoring them by a set amount and gaining increased recharge rate.

    Third ability: Crush and Levitate.

    ·         Crush: Magnetizes the area around mag with a polarity, as well as the enemies in contact with it with a reverse polarity, causing them to collapse to the ground and having impaired movement for the duration of the skill.

    Enemies killed while under the effect of crush will have a higher chance of dropping a energy orb.

    ·         Levitate: Magnetizes the area around mag with a polarity, as well as the enemies in contact with it with the same polarity, cousing them to levitate from the ground for the duration of the skill.

    Enemies killed while under the effects of levitate will have a higher chance of dropping a health orb.

    Fourth ability: Swap Poles.

    ·         Mag swaps the polarization of the suit. Making her abilities have inverse polarity effects. This ability unlocks at level 1. 

     

    Ability interactions:

    Pushing the enemies away before casting Pull will increase the damage and duration of the stun, due to the higher momentum gain.

    Pulling enemies while under the effect of magnetize will remove a higher percentage of armor and shields

    Pushing enemies while the air is polarized will increase the amount of shield her and her allies gain, due to part of the shields and armor from the enemies being pushed towards her polarized allies.

    Levitating the enemies before crushing them will make the enemies take additional damage, due to the higher fall. The duration of the movement debuff due to crush is also increased.

     

    Ability Stats: (This is just to give some numbers, not random, but not refined at all)

    Pull:

    Damage: 300

    Radius (meters): 12 (this makes the ability have a spherical effect, every enemy in a 12 meter radius is pulled towards you)

    Stun duration (seconds): 2

     

    Push:

    Damage: 300

    Range (meters): 12 (this makes the ability have a spherical effect, every enemy in a 12 meter radius is pushed away from you)

    Stun Duration (seconds): 2

     

    Magnetize:

    Range of skill (meters): 20

    Range of aura around enemies (meters): 0.2 (Just a little bit, you are still supposed to aim)

    Damage multiplier: 0.5x (Less damage from the bullets that actually miss the target, you can miss and do damage, but do not expect the full damage) (Can be higher with strength mods)

     

    Polarize:

    % of Shield and Armor depleted: 50% ( With 200% power strength you should be able to remove 100% of Armor)

    % of Shield restored: 50% ( With 200% power strength you should be able to restore 100% of Shields)

    Shield recovery per second: 100 (just an example, take the shield regen as the oberon health regen)

     

    Crush:

    Range: 20

    Damage: 1500

    Duration of movement debuff (seconds): 4

    Energy orb drop chance: 0.2

    Extra damage per levitation meter: 150 (The higher you make enemies levitate, the more damage they will take with the fall)

     

    Levitate:

    Range (meters) : 20

    Damage: 1500

    Height (meters): 1.5 ( The stronger your magnetic field, the higher they levitate) 

    Duration (seconds): 4

    Health orb drop chance: 0.2

     

    That's all ! I hope you like it. Maybe someday Mag will have the role and the power she deserves in the game. At the end of the day, the electromagnetic force is one of the four forces of nature, Mag should be like that. 

  5. Hi. Before I start with all the feedback I would like to introduce myself. I am a veteran player. I've been playing this game for many years already, taking breaks from time to time when I felt like it, wether It was becouse of a big bad change on the game, or becouse I got bored, or becouse I had to do another things with higher priority. The point is that after a few months break i came back to the game like a month ago. So everything I say here is to be taken as feedback from a veteran player, but with fresh eyes, and trying to discover the new features that the game offers. That said let's get to it. The format is simple: each category has his title, the problem i see and teh solution I suggest.

     

    Not multiples of 5 mods:

    The problem: Blind Rage giving 99% power strength at maximum rank. (And other mods not giving clean numbers)

    This is just annoying, someone might say that the OCD sensors are tingling here. But honestly, watching every other number being a multiple of 5 and suddenly seeing something like 199% or 299 power strength is annoying. Is not clean. It hurts my eyes. And I know for a fact that it hurts the eyes of many fellow tennos. Now with respect to mods and maximization I also have to say that the Endo system has improved the game so much, has make it simple, efficient, clean. So good job on that. 

    How to fix it: maybe you don’t want this mods to scale as multiples of 5 for some reason, And I know how the scaling and all those decimal places in the mod work. Just add that extra 1% either in the first or in the final rank, simple as that, the same can be said for the other mods (transient, narrow minded... you know)

     

    Customizacion

    The problem: Customization of Warframes is… well, some people call it “The true end game”, so let’s renew a little bit this system and improve the fashion frame experience.  Customizing is still annoying in some cases, it feels like an old system that has been forgotten by DE. It can improve by a lot with just a couple of simple things.

    How to fix it: Allow us to lock colors on the slots, just add a lock sign right beside the color so it doesn’t get affected by “random colors”.

    Allow us to swap colors between slots and copy colors already in slots to apply them to other slots: right click on the slot to copy, double click on the slot to send to favourites, simple.

    Allow us to create our own mini palettes with the palettes we already have, or at least give us more room in the favorite panel. Me personally and many other people enjoy organization.

     

    Rivens and Kuva:

    The problem: Riven mods are in a very bad situation right now. (And thank god you already realized this once and changed it a little bit). But still, is an unsatisfactory system that requires too much for the result. It might be a system so veteran players, such as myself, go ahead and take a look to an old, not so powerful weapons and try to have some fun with them. But as of right now, in this time playing I only managed to get one single riven mod (yes, I did my sorties every day). So this veteran player here keeps doing what he was doing before and playing with the same weapons as before. Second, the rolling system is just bad. With the amount of kuva that we get from the missions and the amount of kuva needed to reroll, it takes way to long. And the worst part is that is completely random (if it wasn’t random it wouldn’t even be that bad).

    How to fix it: First, and this is as simple as it gets, just add a locking feature. Either give us the option to lock a feature of the mod increasing the amount of kuva that subsequent rerolls cost, or, make it that locking a feature costs a flat amount of kuva and subsequent rerolls costs the same (Locking the next feature would have a higher locking cost). This is not a new idea, I’ve done my research and I've seen that a lot of people are asking for the same all over the place. So the question is: How does everyone end up thinking about a locking system the moment they start playing and experimenting with this, but DE hasn’t been able to see this before they even implemented it? That fixes the randomization problem.

    Second: amount of kuva per mission: you want, most of all, that veteran players start playing with their Latos again? Give players increasing ammounts of kuva per mission per mastery rank. New people or lower mastery people will have to keep grinding for big ammounts of kuva, so they might as well first try all the other content of the game, experiment with the usual weapons, focus on maximizing their standard mods like (like serration, split chamber...) which is what you have to do before going into the “end game” rivens. Veteran players, with high MR can be a little bit more relief, having to do less kuva missions to play to create those godly Latos. Problem fixed! And you make MR relevant in another feature of the game.

    Aditional suggestion: Endless kuva missions. If kuva and riven mods are intended for veteran and end game players, watching a survival endless kuva gathering in a kuva flood mission, reaching level 150+ relatively quickly (in 20 minutes) is a good idea to test that “end game”. And it could be a good place to test all those riven-modded weapons! As of right now you have to be like... what, 2 or 3 hours in a survival to reach that enemy level? 

     

     

    The Nitain extract problem:

    The problem: Nitain extract. At first I saw it as a new resource needed to craft some things, same as kuva. Then I started to play, build weapons, warframes helmets… now it turns out my crafting machine is full of things that need Nitain. I do a little bit or research on how to farm it, turns out, you can’t. (Actually you can, you are just better of waiting for the alerts because of the absurd drop rate on sabotage). The problem wouldn’t be that bad if it was just needed for a few things, the problem is that it seems everything needs Nitain, warframes, weapons, helmets, everything! And yeah sure, there is a minimum of 4 alerts per day. Do you think people play the game 24 hours per day? Most of the player base will be able to catch 1 Nitain In the time they have to play per day, if they can play a little a bit every day that is.

    How to fix it: make it farmable, in a consistent way. Simple, add it in spy missions, add it in the rest of the game modes. Make it craftable with basic components. Just give us a consistent way of adquiring it in the time we have to play the game.

     

    The Relic System:

    The problem: The relic system, very bad. It was supposed to reduce the grind and all that as I could read when I came again to the game. It doesn’t, it just doesn’t. Here is what you had to do before: farm the key, farm the component. Here is what you have to do now: farm the relic, then the component. Exactly the same. But now it turns out that there are so many @(*()$ relics that it’s crazy, not to mention that there are some relics EXTREMELY rare. I can say that with the old system I would end up buying a prime part for platinum whenever I felt that I had done more than enough grind trying to get the part with my keys and I was tired of that. Now, I can say that I have bought some pieces of equipment because I just got tired of even trying to get the relic, I couln't even try my luck to get the actual parts!. And yet a have hundreds and hundreds of useless relics.  Now the system also has its good features, don’t get me wrong. Being able to refine the relics to increase the odds for a rare item? That’s great, good job DE.

    How to fix it: Make relics transmutable. Make it that if I need, let’s say a freaking “Bali C373” relic, I can just take 5 or 10 of my other useless relics of the same tier and craft one (And no, don’t think already on rng transmutation) Just select the relic you want, put inside the amount of relics required, and that’s it! You have your relic. Simple. You want a common relic? Insert here other common relic that you don’t need. You want a rare relic? Insert here 10 common relics that you don’t need.

     

    Titania problems:

    The problem: Titania looks good, for me personally is one of the better looking warframes. She is interesting, or at least i found her to be interesting. But it didn’t turn out to be that good, honestly. Now the razorwing mode would be a reason for me to play her, I love flying around with her.  And I did, until I realized I had no vacuum on her. Have you try catching one of those little blue orbs flying around with her? Yeah… let’s go back to the same warframes as always.

    How to fix it: If you want to take out the sentinel once she goes into razorwing mode, that’s fine. In fact it would be weird to see a flying machine twice her size flying above her, ok. But at least make it so that the passive abilities of the sentinels work in razorwing mode.

     

    And in a not so serious note: Syandanas and Skins !

    The problem: I come back to the game, I go to see what new syandanas we have available, I see that every syandana from DE is the same batman cape that I had 2  years ago, just with a new pattern. Which in my opinion, don’t even fit the warframe aesthetics.

    How to fix it: Hire some of the guys that are creating content for the game, they are awesome. Good job guys, all of you, you have creativity and you are making fashionframe a real thing, bravo. I was really looking forward to the see the content you guys had created and I was completely impressed. Same can be said about the warframe skins, some of them are just.. WOW. Keep up the good work guys. 

  6. I really don't know where to write this so I'll just write it here.

    Yesterday I got a resource booster from the daily rewards. I had already a booster and the time didn't increase. I thought it might update with the 3 days extra once mine had expired, but nope, it didn't. Do I have to activate it manually ? It's just bugged and I don't get my reward? Can you help here DE ? 

  7. Hey there! 

    So recently I have been recustomizing all my warframes and along the way I felt like something was missing from the customization screen and I would like to give a couple of ideas to implement in the game and make the customization process better. 

    First of all what I really missed was more space on the favourite colors panel. 

    Usually i have a few favourite colors for everything, the metal on the primes, general metals, leather, energy colors etc etc etc. But the thing is, there is only 20 spaces. Could it be possible to implement a few of those 20 favourite colors and be able to categorize/rename them?

    So for example lets say im customizing my newest prime. I have 8 different types of "gold" color that I like with different combinations of colors. There would be a "Favourite metals" with those colors in it. Let's call it "making your own mini palettes" out of the palettes you currently own. 

    Second: sometimes i have a clear idea of what I want for my warframe, but sometimes i need a little bit of inspiration and randomize works good for that, it lets me decide quick if i want one part of the warframe to be darker or lighter than the rest, or what types of shades I might want. But there are some times that I have found a color for a specific slot that I really like, but I am not so sure about the rest. Could you implement a way of locking colors for randomize ? Lets say I want a Black tertiary, but I want to randomize the rest of the slots to see what happens ;).

    Thanks for reading !

     

  8. When something new comes to the game, one should take the time to test it and make up a well formed opinion about the item of interest. Also, one should not only say how bad a thing is. We should give new, constructive ideas about the product: what we see it's wrong but also how to fix it, so here is my review on the new Oberon. 

    1: Smite.

    The skill lacks base damage, with no mods it can’t kill a level 1 heavy gunner.

    For it to work you need a group of enemies stacked, due to the range of the orbs being so low, and try to target the heavy unit, making the skill difficult to use in a real scenario.  Now with the use of stretch it gets to 18.5 meters, so you might have the chance to actually hit someone with the orbs.

    You will need multiple casts of this skill to kill even the weakest enemy (via orbs), don’t expect to kill anyone with the initial damage. You can consume your entire energy pool (with primed flow) to kill a group of enemies (if you kill them) and yet the primary target will not be dead.

    The strength mods affecting the number of orbs makes each impact of the orbs weaker than if you had no mods at all. When casted on a corrupted ancient level 85 this is what happens:

    Level 85 butchers receiving 2300 damage per orb with no mods.

    Level 85 butchers receiving 2100 damage per orb with 275% power strength… really.

    2: Hallowed Ground.

    This skill has improved with respect to the previous hallowed ground. Being a circular area around Oberon (as many other Warframe skills are) is one right step. The problem is: is not really a circular area, it only becomes circular if you mod for it with power range… And I need to ask… why? Why so many warframes can have free circular areas on skills but Oberon needs to mod for it?

    With stretch you get 240º.  With overextended you get 301.5 º. So you actually need those two mods to make it 360º and start becoming a real ability. Now you get -60%  power strength due to the use of overextended, making the skill deal no damage at all (32 points of damage to level 85 butchers). Now what I have to say is: damage for this skill is not really a problem, you use this skill for the utility it brings: confusing enemies and making your team immune to status effect is really great. So what is the problem? Having to maximize range doesn’t only reduce the damage, which is irrelevant, it also reduces the status chance, which is a big part of this skill and half of its utility, getting only 6% status chance.

    Another problem with the skill is the radius of the circle, being 20meters with max power range means it is only somewhat effective in a small defense map, and only for the status immunity, since the status chance for the enemies is almost taken out of the equation. 

    Also, being casted on the ground has some problematic consequences, i will talk about them later. 

    First, it needs to be circular, so either it is circular since the beginning, as many other abilities in the game, or make the scaling affect it in a different way, making the 360º achievable with less power range.

    The range needs to be buffed if this ability is going to be used outside of small defense maps. With maxed power range, 20 meters is honestly not good at all.

    Also, Renewal has an interaction with Hallowed Ground, making them synergize…  until you realize that having a good 360º Hallowed Ground affects negatively to renewal, and the initial heal, heal over time, and armor get completely reduced, so the synergy actually doesn’t exists.

    3:  Renewal

    You need A LOT of power strength to make the healing meaningful. Of course doing this will have a really heavy impact on the energy consumption, as well as in the duration of the buff. When maxed out for power strength, the armor gain is not even enough to get to the level of the base armor of some frames, and the chances of survive against medium level enemies is not that greatly improved.

    Of course to get the armor buff you need to cast it on Hallowed ground, but we needed maxed range for that ability to become usable, so the power strength loss also reduces the armor we get with renewal and the healing. So, where is the synergy? Also, having renewal on, the buff and healing a few team mates has an absurd impact on the energy consumption.

    4:Reckoning

    The damage it deals is completely negligible. Around 600 damage to a level 40 Corrupted heavy gunner.

    To deal extra damage the enemy needs to be affected by Radiation. The effective way to inflict radiation would be though Hallowed Ground, but the radius for this ability with maxed power range is 20 meters, while for reckoning is 35. So the ranges don’t match. Also, Hallowed ground is casted on the floor, while reckoning acts even if the enemy is above or below the player. To sum up: no synergy at all between this abilities.

    Even with maxed out power strength plus energy conversion, it doesn’t get rid of all the enemy armor.

    Blind duration extremely low, it is not even enough time to revive a fallen ally in an effective way. 

    Current status of Oberon when modded:

    To make the most out of Oberon there are a few basic things we need. First of all, some survivability, let’s go with Vitality.

    Second: we need to max out power range if we want the orbs from smite to affect enemies, hallowed ground to be circular and with the maximum range possible, and reckoning to have a decent range. Overextended + Stretch.

    Now we are at 40% power strength, making our heals, the number of orbs, the general “damage” of the Warframe as well as the status chance in Hallowed ground and the armor buff from Renewal a complete joke. So we need a little bit of power strength. With Transient Fortitude and Intensify we are at 125% power strength.

    To make something close to useful with Oberon we need to use several skills in combination with each other. In addition, Renewal will drain energy per second and per target. We need Efficiency and a bigger energy pool urgently. Primed flow and Streamline. This leaves us with one single free slot, but we are at 73% duration, which is kind of relevant for Oberon, we need Primed Continuity. And the build is done.

    Now we have maxed out range for all his abilities, the price?  The damage is completely negligible, the armor buff is only at 250 armor. The energy consumption is still really high, as the energy per target doesn’t get reduced with efficiency or duration. The blind form reckoning is at 5 seconds which is barely enough to pick up a fallen ally. The healing is completely ridiculous. And of course you need to use most of his abilities all the time to make something with them, and yet, they have serious issues fitting with each other.

    Another option would be go with Rage and leave Streamline out. But it doesn’t change anything.

    If you try a build with max power strength to make decent heals and give the armor bonus and hope that your team does the rest, as a support character, forget it, is way to inefficient energetically. 

    To sum up, Oberon, right now, even with the “rework” is in a critical status. Inviable and ineffective. His abilities, that are supposed to work in combination with one another, doesn’t actually fit with each other.  The damage that Oberon can make with his skills is completely negligible, the survivability of the frame is mediocre even with the use of his abilities. The energy consumption of the Warframe is extremely high. The utilities, such as the blind, the armor reduction or the armor increase buff are just not enough even when maxed out  with mods.

    How to make Oberon Work:

    Smite:

    Now the skill is interesting, damaging a primary target and hurting nearby enemies in the process, while they take a radiation proc… sounds amazing, it has the potential to be a great ability, there is no need to change this skill for another one. But as of right now is not balanced at all, the numbers need to be revisited if this skill is to work, and the damage mechanic needs to change if we are going to talk about scaling at all.

    Base damage needs to be buffed (remember the level 1 gunner), and if the ability is to work at high levels it needs a different damage mechanic: Base damage + % of current health for the primary target.

    % of damage for the orbs needs to scale with power strength if the damage is going to split between the orbs. And finally, the range needs to be buffed, making it possible to achieve at least 30 meters.

    Hallowed ground:

    This is where I feel the things get really ugly and this ability doesn’t need just an adjustment to the numbers, it needs a complete rework. Since it is the way your allies get the status immunity, the armor buff, and the most effective way of making the enemies take the radiation proc to make reckoning more effective. First, it needs to have the same range as Reckoning (radius).

    It can’t be casted on the ground, since Reckoning  and Renewal affect enemies and allies that are above and below Oberon, Hallowed ground needs to apply not in a half circle on the floor, but on a sphere around Oberon. Make it a… Hallowed Winds, Hallowed Aura kind of thing. And just make it spherical this time, not hemispherical. The degrees thing is just absurd. This way the skills actually have the chance to interact with each other, if that is your goal.

    Renewal:

    Even if the amount of armor that Oberon gets (that is, if he has enough power strength) is not really that much, making a squishy ally have 500 armor is a really nice boost. Now Oberon himself as a support taking care of his allies with armor and heals etc, needs a bit more survivability, so make Oberon get more armor, maybe an extra % of armor for each ally affected could be a good idea.

    As far as I can tell for what I have tested, the healing from Oberon is not meant to be an instant heal such as the one from trinity, but a constant more subtle healing over time that prevents people from getting really hurt. And that is good! But the problem is that the energy consumption is extremely high. Make it so the energy per target gets reduced with efficiency, that’s all.

    Also, there is a really big issue with the range... 

    Reckoning:

    The damage it does right now is completely negligible even to medium level enemies, so that’s pretty much the same as nothing. If we want Oberon to scale, you could calculate the damage of the ability based on the number of targets affected + total hp from the enemies affected. So the higher the level of the enemies, the more damage it does, the higher the number of enemies affected, the more damage it does. It’s “reckoning” right?

    Focus instead in the utility part of the skill if you dont want oberon to be a damage dealing frame. The blind duration has to improve by a lot, at least to give time to do something relevant, such as picking up a fallen ally with enough time to get ready for battle again. The armor reduction has to be able to reach 100% when you completely maximize power strength. At the end of the day… it’s reckoning.

    Maybe an ability that has this potential would be way too much? So just focus on something, chose damage or utility. Make it deal damage and get 100% of the armor out. Make it 100% armor and blind. Make it damage and 8 seconds blind. It’s better to do a few things correctly than a lot of them with no relevant results at all.

     

    So that’s my analysis, feedback and ideas about Oberon. I hope this is taken the right way and we manage to give this Warframe the status it deserves.

  9. nobody was exploiting anything, people literally used the base implemented mechanics, nobody even glitched or anything - people maximised synergy

     

    you're being mad about a 5man groups in wow with 1 tank 1 heal and 3 dps being able to tackle every 5 man dungeons cos they chose the right classes skills and gear

     

     

    Uh, you clearly dont know what i was reffering to, so let me explain: people used Gpull with macros to powerfarm, exploiting spawn spots behind walls. 

     

    The process was: launch warframe, go to a corpus map, find a spot with high spawn rate bahind a wall. Activate macro. Go watch a movie. 

     

    This was one of the main reasons DE decided to make Gpull LOS. And that is what  i was reffering to with "exploit". 

  10. There is a baby, beatifull and innocent, left in the woods. 

    Someone really evil takes this baby and starts to rise him, in a few years this baby grows up to become evil, same as the man who rised him, and he is ready to make some really bad stuff.

    You have the opportunity to go back in time and fix the issue to avoid this bad thing to happen. What would you do, kill the baby, or kill the evil man who rised him?

     

    Well, DE kills the baby. In this case, the baby's name was Gpull. The man's name was Exploiters. And its the same story over and over again with DE. And i got sick of it a while ago. 

     

    Just one thing to say to DE: Stop killing babys. 

  11. There is already a post about the Hek sound and it seems the answer from DE is: F*** you guys, we give zero fucks about what you like. 

     

    The topic was open, we argued about the sound. DE George (i believe) came and said something like " camon guys give it a try, try it for a few weeks "

     

    Its been more than a month already, and the vast majority of us still think the same: the hek sound is complete garbage, every time i use the Hek i close the game with tears in my eyes. Please DE, give us another answer. 

     

    Edit to remark what  Don_T_shoot said about reverb: 

    Don't care. sounds crap.  Put it back.

  12. 50+ runs. No receiver. Im not even getting cores anymore. Just Bp's and Barrels. 

     

    Whats the @(*()$ point on giving 2% drop chance to a single part in a timed event that needs special pieces of S#&$ to be able to play? 

     

    And i mean it seriously, if anyone knows the reason behind this, pls, explain it to me. 

  13. So still nothing ? I believe we already gave it a try, Its been a while since de DE told us to try it. And i believe we all think that the old sound was way way way way way better. 

  14. We complained about Atlas, a lot, me included. Now he recieves the attention that he needed, the buffs that he needed, now is actually a warframe, and someone has to come to say "its too much, nerf pls? " what. the. F***. 

     

    I cant add too much to the discussion at this point, but i have to agree with many Tennos over here:

     

    1- Being his 1º ability doesnt mean the ability has to suck.

     

    2- Its his only REAL damage ability, the other falling in the utility section. 

     

    3- Doesnt have the benefits of other damage abilities, such as life steal, stupidly high aoe effects, or afk-brain systems that do the work for you. 

     

    4- You are hitting with rock arms to the face of humanoid creatures, have you ever seen what happens to one person when a rock the size of a melon falls on their heads? 

     

    5- Why do you guys have to compare always everything with excalibur ? why do you speak as if excalibur has to be the best at everything and if someone else can do similar stuff than excalibur, it needs a nerf ? 

     

    6- This kind of posts ruin my days. 

  15. I probably didnt say it clear enough in my first post, but i enjoyed archwing, interception most of all, i enjoyed blinking multiple times around the maps with my 700m Blink Itzal. Now if i make a Blink, i get out of bounds of the map. The thing about archwing is: they included modes that i dont enjoy as much, and they ruined the mode that i actually enjoyed. Maybe its more clear now. 

     

    OP. is it because of the new trin prime? RNG?

     

     

    I gave only a sample of reasons, there are more, of course. But I didnt mention Trinity Prime, i didnt mention RNG. The only thing i said about 17.6 was the way DE has managed the Prime Access. So, in sort and with no argument: No, its not about Trinity or RNG. 

     

    --------------------

     

     

    And in general... it seems that the only persons here sharing some of my issues are the veterans as myself, with all the weapons, all the mods maxed, all the warframes, everything with formas, etc etc etc, and there is not really much to do anymore. Seems logic after all... I guess that the best thing to do after all is taking a break and come back later to see how things are developing. 

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