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Darkbring

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Everything posted by Darkbring

  1. Corpus and Infested should still differentiate between Health types, as both factions have Biological and Mechanical units.
  2. Both new incarnons went straight to the mastery fodder trash pile. So much for new content. Jade's weapons will probably end up the same simply because Stalker's weapons have incarnon mode with great perks and Jade's probably wont.
  3. Yes and no. Yes, such a big change should've been done BEFORE release. No, because LoS on Tragedy is still a bad design choice. However, at least people wouldn't have been scammed for investing into Dante if the change was done pre release, which is by far the most important problem with this change. A new Warframe being "balanced" into irrelevancy? Wouldn't be the first time. It's the betrayal of player's trust and investment that is the big deal. Now some players will wait weeks or even months before buying a newly released frame, or just not bother buying it at all and choosing to farm it even when they could buy it.
  4. Jumping doesn't counteract LoS at all, and you can't jump everywhere. Most of the game is made up of corridor tiles filled with obstructive geometry. The main damage of Tragedy comes from detonating status procs, while the damage caused by Tragedy itself is also absolutely worthless in SP without being amped up by other means. As a result Tragedy is a Detonator ability that features multiple LoS checks and requires optimal positioning to not be a waste of energy, and this positioning also puts you in danger cause you can't detonate procs you just applied from a position that safe from enemy fire0 And that's while playing a game where fast paced movement across the maps is one of the key aspects of the gameplay loop. Do you REALLY don't see what the problem is, or are you just farming? This change wasn't "amazing", otherwise there wouldnt be literally hundreds of forum pages filled with the exact same complaint; "LoS on tragedy feels bad".
  5. The main problem people have with LoS is that it feels bad to use compared to non-LoS, as well as Tragedy being the only ability that is LoS checked TWICE (first check is the primer from weapons or Dark Verse, second is Tragedy itself). If damage calculations were such a problem, they could've just put a damage cap (which is exactly what they did anyway, and it doesnt matter cause no mob can survive a billion damage) and remove the damage from tragedy (again, doesnt matter cause it cant kill in SP without priming anyway), which would also act as a pseudo LoS chek cause only enemies primed by Dante or his squad would be damaged by the ability. Sure, some people would still be dissatisfied, but it DEFINITELY wouldn't as big of a deal as what's happening now. Alternatively, they could've nerfed range to 20-25 meters, and even less people would be mad about that cause it would simply allign better with the range of Dark Verse, which is the main primer for Tragedy, so it wouldn't really feel all that different gameplaywise, even at low levels where Tragedy could kill on it's own.
  6. This isn't about Tragedy's own damage being worthwhile or not, this is about addressing the problem the devs had, if they really had any to begin with ofc. Yes, you could nerf the range to something like 20-25 meters instead of the original 30, but the question we need to ask is WHY 30 meters of initial range is such a problem. If I'm not misremembering it Pablo once said that too much ability range breaks the game, yet we have seen no evidence of that nor an explaination why. Quite the opposite, really. Even with max range Dante seemed to work just fine on any map. Perhaps damage calculation in such a large AoE on so many enemies is the problem. If it is, then removing the damage from Tragedy should solve it just as well as reducing the range would, maybe even better because it would affect even less enemies so less damage being calculated. We know Tragedy got a damage cap, so clearly damage calculations were at least a part of the problem.
  7. Their main problem with Tragedy, according to Rebecca, was the range. However, if Tragedy no longer can deal damage of it's own, then it becomes a pure detonator ability instead of a nuke like Thermal Sunder. This means the only enemies that will be damaged or die from it are the ones that were at some point within Dante's or his squad's LoS, while the rest will get literally 0 damage. This way 30m base range isn't a big deal because you get LoS cheked through other means.
  8. The problem is that LoS feels bad in a game designed for rapid movement across the map that usually made up from interlinked corridor tiles filled with obstructive geometry. People are VERY honest about how bad it feels to use this ability compared to how it was on release. Just because you are OK with these changes doesn't mean the rest of us have to tolerate objectively bad game design.
  9. A lot of tiles throughout the game consist of corridors and small rooms separated by automatic doors and filled with obstructive geometry. Even if LoS mechanic was done perfectly from the start it still would've murdered Dante's Tragedy. An unreliable detonator is just worthless junk, and that's exactly what Tragedy is now.
  10. DE still dont want to admit their choice to add LoS was a mistake. Well, guess we have to wait for another week.
  11. Remove LoS from Tragedy, especially now that you added it properly to Dark Verse. Nerf range of Tragedy to anything from 20 to 25 meters if it's such a big deal (30m range really isn't a problem at all, but whatever). Either that, or refund.
  12. Either remove LoS from Dante or remove him from my account and refund the platinum and items I've invested into this garbage frame. Advertising one thing only to butcher the product you've already sold is NOT ok, DE.
  13. LoS is literally blocked by Dante's own body lmao. If you prefer to play at low FoV you wont hit anything at all. Keep huffing that copium tho.
  14. Because it will butcher her, duh. Saryn is fine as is.
  15. Bring an AoE weapon and dont forget to look up. So far the only problem I faced was when one spawned behind a wall. If you dont have any AoE on you, you can try using a Melee Slam attack. It's AoE and goes through walls.
  16. DE are you out of your #*!%ing mind? First you release an absolutely busted augment for Nezha when EVERYONE warned you it will be OP if it's exactly as was shown on devstream, then you MURDER it with such a heavy handed nerf. 26 meters range with EVERY range mod in the game. Is this a joke? Well, you're a week late. Maybe try playtesting your new mods before you add them to the game next time, no? And what's up with this "well, if we cut it in half it should be fine then" approach? First this blunder with Dante, now Nezha. Maybe you should at the very least change this approach to "reduce it by 20-25%" instead. And yes, that includes this augment as well. At the very least change the range reduction to 20% or 25% instead of 50%.
  17. It's still bugged as hell AND it feels like garbage. This ability didn't have to be nerfed in the first place. Dante is supposed to be a caster frame, which means he should be able to sustain his KpM with his abilities instead of relying on weapons, yet after the LoS introduction his KpM as a caster dropped straight into garbage.
  18. SP incursions and Lua survival are also SP level 200+. SP zariman and anatomica tier 5 missions are around that level as well. And a lot of new content and changes seem to be focusing on raising the difficulty bar from basic Sp level 100-200 to level 200+. To suggest that these levels are not intended is just not true.
  19. That's because Genesis Adapters taught DE to design their Incarnons backwards. Make the weapon that fits the desired perfomance first, then nerf it and make the incarnon perks return it to the original state.
  20. There is plenty of challenge. Just go higher than level 200 and see how fast that 50K overguard gets chewed through by enemy fire.
  21. I get: a bugged exilus mod that sometimes doesn't work, a band aid fix for Excalibur Umbra's badly designed and terribly performing Passive, a meager +15% strength (now that is just an insult to injury) I lose: a whole mod slot, which can be used for Primed Surefooted (literally one of the best mods in the game) or one of the Drift mods, one of which provides the same +15% strength bonus AND other benefits. Does it seem like a good trade to you, DE? Because from my perspective I'm being put between a rock and a hard place of either having to never use Operator mode with Umbra so that I could still use PSF, or remove his passive with this mod and never take him to the level of content where he might die in less than a second of staying still. Either give us an Augment slot already, which is something the community has been asking for years now cause plently of warframes are TERRIBLE without their augments. Or just let us disable it in some other way, for example through in-game menu. Or give him a different passive that doesn't suck by interfering with the gameplay. My suggestion: change his passive to a mix of Dagath's 3rd ability and Sevagoth's passive - you automatically revive after killing several enemies, HAVE to use Exalted Blade to kill, and have to wait 2-3 minutes of cooldown before you could do that again.
  22. Point is the weapon has objectively bad design and isnt fun. Weapon's perfomance is literally a part of it's fun factor. "But it can do level cap" Stug can do level cap too. Onos requires, what, 4-5 forma investment for semi-decent perfomance? With requirements like that the least it could do is to be comparable to some of the worse secondary incarnons, but it cant even do that.
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