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Chroia

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Everything posted by Chroia

  1. Meh. Sure, it's a nerf, but it genuinely effectively changes nothing. I was expecting the energy mult to be straight up removed.
  2. All good things. Thank you! Maybe now I'll start doing those bounties again. All excellent. What, pray tell, is chain depth? Also, you are aware that, at least from the visual indicator, (Primed) Fulmination doesn't increase the alt-fire's AoE, and never has? Is this a bug, or intended function? Sad, but probably a good thing. LMAO! I hadn't realised this was a thing. Good to know, though. (Speaking of, can we please get a /die, or /killme? /Unstuck is usually good, but doesn't always work, and doesn't always fix everything.)
  3. A less tedious way to obtain Void Traces would certainly be nice. With that said: * Endless fissures, when available, give you boosters for each Relic cracked, up to +200% on the 18th Relic (after which you don't need to use any more relics). * You can trade 1 Aya for 5 Void Traces with Varzia. This doesn't even pretend to be worthwhile, but it's an option that exists. Hell, it's worse than I remembered, I thought you could trade any relic for Void Traces, which, while still bad, is slightly less bad an option. When I'm low on traces, I generally wait for a Kuva Surv or -preferably- a Lith Disruption fissure and run them for an hour or so. If only. Speaking of bad options that exist, you get iirc 6-12 Traces from inside a Cambion Drift vault. Honestly, load times is less an issue than getting the damned Reactants, imo.
  4. As title. I find the UI glitching rather visually unpleasant (on which note: thanks for making it glitch out only the UI and not the whole screen anymore). Rank 5 Arcane Nullifier grants "102% chance to resist Magnetic Status Effects entirely". Should that not include the vfx? Thanks in advance.
  5. Realistically, you're changing Simulacrum room a fraction as often as you're using the teleport - assuming you ever change back from the Ballroom to the default, once you have it. Just a small bit of streamlining/friction removal. And, since I'm here, thanks for the fast travel to Simaris, way back when :)
  6. As title. I don't think I've ever played Warframe under 160 ping, and it's very annoying to see the telegraph, dodge the telegraph, and get nuked anyway. On top of the fuzzy screen, loss of energy.
  7. Honestly, I'd say 'remake Eclipse'. It never made much thematic sense. But if that's off the table? Make it some variety of toggle: Tap/Hold for light/dark, Tap/Hold to cast/change mode, etc. Reduce the base multipliers in Helminth, if needed. I understand that this is just an example, but PLEASE don't do this. Oberon's Hallowed Ground is bad enough in that it requires you to stay on the ground. Don't make me also have to stay in a specific spot. It didn't wasn't good in Law of Retribution, it's not going to be any nicer now.
  8. This could be a 'sort by' or icon in the Arsenal. This could be adding a keyword for searching via Inventory (which I think is doable?) This could be something else I'm not considering atm. Whatever. But there are many weapons in the game, of which I own many, of which there are many I've considered putting adapters in, Arcane or Exilus. I'd rather not have to start and maintain a spreadsheet for this as well. Thank you in advance.
  9. By default, the # indicator (top-left of the mod-card stack) used to be white. It was recently changed to share the color of the mod's outline, being the mod's rarity (bronze, silver, gold, etc.). It now blends into the card and is harder to make out, whereas before it stood out. Please change it back. Thank you.
  10. This is an issue that shows up as early as 'The Covetous Courtier' in the Duviri Paradox quest - 3 Dax (2 archers, 1 melee) spawn on top of a bridge, you have to go up and kill them. Nothing stops the archers from hopping off the bridge, and if you didn't see it happen, good luck finding them - and they're not even going to range too far from the area. Fast forward to the open world, where -as per title- not only do you have Dax rolling all over the place when knocked down, the sword Dax can and will use Slash Dash and go right over an edge, not be killed/despawned but presumably get 'unstuck' placed somewhere, with no marker, Guidance won't find them, and as far as I've seen, never path their way back. Enjoy the progstop.
  11. In case it's not clear, I mean this part: https://warframe.fandom.com/wiki/The_Duviri_Paradox#Shades_of_the_Undercroft Context: I've done this quest at least 4 times thus far. Each stage would benefit from halving the number of shades you have to kill per stage. Liminus - like Manics - can't really be hit in transit, they can't be chased down, and they spawn all the hell over the map. Further, you need to kill a certain amount, and they're spawn-capped and spawn-rate capped. Further, it uses 'open world' spawn logic, meaning you can't even use your abilities to nuke them from afar - they're too far even if you were using a non-loaner build. Instead you're stuck either trying to shoot them with a travel-time Boltor, shotgun-spread Tigris, shotgun-spread Pyrana, or pinpoint them in their short windows of visibility -assuming you even have a clear LoS- with the Lex. And it's not even as if they can meaningfully hurt you. Which means, in practice, that you're stuck standing around doing nothing as they slowly make their way towards you, in ones and twos (out of iirc ~80 per stage), and there's very little you can do to speed it up. And it's not even like the mission time needs to be padded so the VO can finish. Honestly, the player's best solution is to pick the Fragor, weigh down RMB+E and go do something else for a while. If the least frustrating thing the player (specifically me) can do, is not play the game (then come back, kill the 5-7 Liminus that are hanging around, and leave again), there's a problem. Please either (visibly) time each stage, or lower the number of shades you need to kill.
  12. If e.g. you tapped 5 instinctively on zone change to trigger Zenurik's Wellspring. You'll end up having to complete the fight as your Operator. You'll go back to your frame after the next zone change - and the bug will recur if you tap 5 again. To clarify, I'm talking about this stage of the quest: https://warframe.fandom.com/wiki/The_Duviri_Paradox#Shades_of_the_Undercroft I've had it happen in 3/3 different runthroughs of the quest, most recently last week. Have not tried dying. I have not tested what happens if you've selected the Drifter instead of the Operator.
  13. Ah, this would explain the issue I was having yesterday. Same as here
  14. Welcome to the forums, [DE]Sam. I'm sorry that your introductory post isn't going to be seeing a hugely positive reaction, but it is what it is, I guess.
  15. For what it's worth: I love the communication, hearing the conversations you're having on a topic. Thanks for sharing. --- Not disclaimering every single statement. The following is opinion. I might be wrong. Respectfully, no. Your problem isn't '10 years of content', it's '7+ years of padding'. As such, you're going about this backwards. tl;dr - The actual main quest line is fine. The problem is the playtime bloat that's required to get to it (via underpowered solo node unlocking + squadless, lootframe-less resource farming for gear crafting + leveling when solo, underpowered and without access to an EXP farm). Want a 'minimum effort required' method to get players into the new content faster? Make a pack that unlocks the critical (node) path from Earth to Regna (adjacent to the Sedna Junction which has The War Within), and gives a rank 4 Fleeting Expertise and Continuity. Possibly also include the Small Energy Restore blueprint. This means that the new player will actually get what (little) instruction/tutorializing Warframe does, as well as actually get to experience the story (though things like The Second Dream will, perforce, lose most of their impact). Quests are, iirc, balanced for a reasonable power level (or entirely divorced from your arsenal), so no need to fudge with that. And don't even have to unlock the Junctions, as a player can use unlocked nodes on a locked planet, unless this has been changed. On the other hand, the player will still want to complete the junctions, whether for their rewards or MR-exp. Stretch is an Uncommon from Phorid, Intensify is iirc common from the first Cetus bounty, Overextended and Narrow Minded are non-critical, and we don't want to completely remove all need to farm Corrupted mods. iirc you're still not gonna have about half the elemental mods (shotgun elec a prime offender), crit mods (primarily Vital Sense, and subsequently Hunter Munitions), or multishot. I haven't checked recently, so I'll leave up to you what to do about that. But this still leaves a new player best served focusing on melee or shotguns, from both a 'mod acquisition' and 'cost to rank' perspective. Not that they'll know that, of course. Optionally, talk with Brozime - or anyone else who does occasional 'from fresh to goal' accounts. Brozime, specifically, will have records of his runs, due to his streamer-ness. The problem with this, of course, being that, as an experienced player, they're liable to overlook the lack of knowledge a genuinely new player would suffer from. Warframe is a very different experience if you do or don't know what you're doing. Which is a whole different conversation that you'll need to have, if you want to improve new player retention - but is beyond the scope of this thread, so I won't get into it. P.S. When is the last time someone did an 'undercover boss' run? There were significant (and sometimes obvious) improvements to the early game after Scott's run, and for the few months of Sunday Steve streams. Some context, for a slightly more indepth answer: I've been playing Warframe since shortly before the shift to open beta. I do have a main account, but for years what I would do when I hit 'log in -> what do? -> log out' would be to start a fresh account, often with some gimmick or restriction, and play it until I got it capable of completing the current hardest content. I have, at this point 9 accounts. I'd have to do a review, but at current iirc 5 are Archon Hunt capable and all of them have them unlocked. All of this to say, I have some experience with getting an account from fresh to current. I haven't made a new account since the introduction of the Junctions. (I make new accounts because suddenly Warframe becomes a challenge, and getting a good mod matters. But the mandatory time sink that the MR reqs impose makes it just not worth it.) The problem isn't the main story critical branch quests, it's the amount of time needed for either the explicit waitwalls, or for the amount of grinding needed to complete the (MR) requirements for them. See above, re- Junctions. I've been asking you for years- What is Warframe supposed to be? Not - as the Devstream team took it - 'is it an MMO, or etc.?', but rather 'what kind of play experience should a player expect from it?' As things stand, Warframe goes from 'mostly unpowered, 3d person OTS shooter with some melee' to 'mostly unpowered, E-spam' to 'mostly unpowered, and your guns actually do something past level 15' to 'actually, I can afford to cast my abilities every so often' (though this is potentially earlier than I remember, due to undamage Streamline in Mercury Junction now, and Energy Siphon buyable from NW store rather than alerts) - and all this in the span of the first 4 planets. so, like, 40-50 hours, depending. There is no ingame 'this is a thing. you want this thing. this is how you get this thing' for Corrupted mods. But once you know about them, you can start farming (a Fleeting Expertise) to actually make ability reliance viable. Similarly, Energy pads, via Clan if you don't know any better, or from Syndicates, make a huge difference to your gameplay. I consider having all the base damage, flat elemental damage, crit, multishot mods, as well as Continuity, Streamline, Fleeting, Stretch, Transient Fortitude, Overextended to be when an account has reached mid-game. Once you hit this point, your fundamental gameplay depends entirely on how you choose to play, rather than how you're forced to play. Focus, Arcanes, etc. improve your position, increase your options, but don't directly change your gameplay.
  16. Edit So, apparently this posted while I was typing. Joy. Actual post is here.
  17. Appreciated. Specifically, I've got a 5 Forma Torid and Miter since around the introduction of T4 Void keys, and Dual Toxocysts with iirc 3 since their introduction. I'd already resigned myself to their rivens being writeoffs. I still expect that to be the final outcome, but *shrug* them's the downsides of playing an online game :/
  18. This is excellent. Hm. This is interesting. Any chance we can get a 'normal/inverted' toggle for Temporal Anchor's functionality when it times out? I'd use it more if I didn't have to manually cancel the rewind every 15-20 seconds. Huh. Final Stand is no longer a self-death sentence? I might actually not Helminth it off now, at least on one config. Commented on here. Nice.
  19. Hm. Sure, not the outcome I was *looking* for, but I'm okay with this. It's always possible I'm missing or overlooking something. That disclaimer given: Please don't misunderstand the negetivity, I love and appreciate that you're (still) trying to 'fix' parts of systems that don't work. But Warframe grew, unfocused, unmoderated and reactive for a decade at this point, and many of the problems are fundemental, systemic and thus buried/baked in at this point, and -while this might be a shortcoming of my own- I don't see how they can be addressed without a huge investment of effort and subsequent upheaval, and I don't see that happening. I'm going to be blunt: This changes nothing. It's the result of a bunch on interconnecting design choices, among them: Currently existing weapon stats, as a result of the interplay of years-long neglect of Damage 2.0's rock-paper-scissors, uncapped enemy armor scaling and its disproportionate effecton enemy eHP, leading to its willy nilly application to all enemy VIPs of every faction- flying in the face of the intended purpose of Damage 2.0 - as a reaction to balooning player damage output - and having said that: the existence of gameplay-unaffecting nor -affected blanket crit chance + crit damage mods. Status chance increase tools vs. damage weighting. Methods of application, not least with respect to the following. Concurrent enemy numbers and spawning patterns. Endless missions on the one hand, and opaque enemy-power-compared-to-player-gear in static scenarios. I can expand on any of this if needed, but I'm *trying* to keep this on the shorter side. As such, I'm not listing options to address the issues. I don't know of the new crew shares the 'players are good at pointing out what hurts, but bad at fixing it' MaRo lesson. Like Impact -> Slash proc mods, this is a workaround that can fit into the existing system, but - on top of all the above-listed, will also suffer from lack of relative impact and ease of utilization vs. crit. * Even if weighting were a non-issue, how many mods would a player be forced to dedicate to making use of this? In the best-case for it, how impactful is 25% additive crit vs a minimum of 30% modded crit, which is worst case (15% crit chance weapon with a Corrupted crit chance mod). And that's for the cost of *1* mod slot. * Weighting is *not* a non-issue. How much friction is a player going to face in trying to make use of this? vs. dropping 2 crit mods on a weapon and that's that. * Competes with other status effects. Crit doesn't. * You're *still* gonna need crit dam mods and stats to make use of this. Not stellar, this also suffers from the majority of problems listed above, but definitely an improvement. See all the above. Forced Cold proc are excellent against Demolysts, and always have been. Most other enemies are either not impactful enough, or immune. see Weakened Status Effect Additions. (Replace 'crit chance' with 'crit dam' and vice verse as appropriate.)
  20. As per my ticket https://support.warframe.com/hc/en-us/requests/3157461 Been having this intermittantly this week. Do not have or use GeForce Now.
  21. This is excellent. Fair, thanks. With that said, maybe have Cave weapon choice prioritize Incarnon Adapter over Vanilla < Wraith/Prisma < Prime? (Unless it already does, idk, cba to farm for Incarnon Adapters I'll never use.) Again, excellent. And thanks for the communication re: other augments. Oh, yeah, that's a kinda important detail. ty for that. Once again, all excellent. Will go over the fixes when I can see straight.
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