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Kinperor

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Posts posted by Kinperor

  1. I went through the Energy Reduction Sortie mission on Earth yesterday and it was practically impossible to react to the Kuva spawning because it spawned almost directly on top of the Siphons, and it always spawned at the same spot, under ground level, making it even harder to intercept for no good reason.

    This is without mentioning how it was physically impossible to actually dash to intercept it because of the energy debuff.

  2. 10 hours ago, xcynderx said:

    i hope DE looks at your idea and add it, as it would make focus much better than it is now....I know focus is supposed to be 'end-game' but it is ridiculous at the time-wall implemented.

    I'm humble enough to realize it will probably never happen. All the same, what I really hope for is that DE see the threads and understand the complaints, instead of just copy pasting the product.

     

    10 hours ago, HyokaChan said:

    But I want to say madurai feels extremely underwhelming as a damage dealing tree and for a laser weapon that can be out dpsed by a flux rifle I really wish phoenix gaze was a bit stronger.

    Yes, that is what I mean in my OP when I say abilities aren't competitive; Just about anything can outdamage Madurai by the point you reach Second Dream. Basilisk Flare doesn't even compete with Zenurik in term of CC.

  3. 36 minutes ago, AM-Bunny said:

    In the spirit of this thread, I would recommend giving the thread by @TGDM a look, since it very nicely digs into the problems with Focus. 

    https://forums.warframe.com/topic/685813-tcn-the-failures-of-focus/

    I skimmed it, on the whole I agree with @TGDM and on the whole I agree with his point; Otherwise, it is a much wider look at Focus as a whole. My own post is less about feedback and more about practical changes in term of proportion.

  4. 21 minutes ago, xcynderx said:

    looks good. I may have glazed over it (mind is tired right now) but i would make the passives for the schools....Passive, instead of the active passive they are now.

    Forgive me, but can you specify what you mean? As it is, Focus currently one type of Passives: Those activate after casting the main ability.

    FIR would add two other passives: a global one per school that scales and a buffet of passives that would be active immediately in mission.

    19 minutes ago, Hixlysss said:

    One line from your statement  the School dictate which Warframe should be used, and not the other way around, as it should be. you're saying the warframe you use should dictate the focus school you use, not the other way around? If i'm understanding that correctly, I feel it's wrong. Think of Focus as a martial arts, some martial arts 'focus' on using hands, feet, or specific weapons. Warframes are our weapons, a warframe is to focus what a bo staff is to bojutsu.

    But most of your other ideas are fairly solid, though I'd remove cooldown completely and have it be a "charge by kills" system, much like the syndicate procs function, combine this with the new operator mode will allow more versatility, imo. You get some kills to charge up some of your focus power and you can either go operator mode to use it or use directly from the frame, each way should change how the focus power works, an example would be Madurai school, if used through your warframe you would have an aura around you of constant damage, while buffing your damage output, giving you full mobility of your frame and a damage output increase. In operator mode it would specifically buff your void beam, and depending on perks provide other benefits as well.

    In essence...Focus can be really freaking complex and very, very interesting.

    That is a good question, I should clarify: I meant to say that every frame should have an opportunity to use a school. Is that clearer? Because as it is, Unairu's Stone Shape is not worth it for any frames that aren't in the top three frames in the armor stat. In FIR, there are passives that appeal to all frames even if they do not have a specific stat.

     

    To me, cooldowns are not an important aspect of Focus, in the sense that we could remove it or not, it is not that important. What I think is important: we should increase the uptime (somehow) for the main abilities. Maybe we agree on that, specifically?

    13 minutes ago, (PS4)maso_sage-mode said:

    the lenses system is just a failure...you need to get lenses lol

     

    I did not take a position on lens. As is, they are not the biggest issues with Focus, to me personally. I do see where you are coming from.

  5. It was just under a year ago that The Second Dream came out. Over time, there were a few changes here and there to the system, but we never felt truly satisfied about the system. With the War Within's release, Focus is creeping to the limelight again, and we seize the opportunity by the throat to present our concept to expand Focus.

    Again. It will be the sixth time that we reworked this concept, and we have become exceedingly efficient at it. We feel Focus is in need of a proper rework before it can be completely merged with the new system from The War Within seamlessly. By now, we know our audience, and have severely shortened the concept.

    TL;DR of the changes

    • Lower cooldowns

    • Passive stats that scales on Main Abilities usage + Investment in school

    • Change progression in perks from “individual” to “groups”

    • Dedicate some perks to the new system with new abilities

    • Different perks

    What Focus could be:

    In this thread we will present our suggested expansion of the Focus system. We’ll go over why it’s lacking first to show where we’re coming from, then go ahead and suggest systemic changes as well as specific changes.

    Three issues with Focus:

    When they are competitive, the main abilities are unreliable.

    The main abilities are not competitive with Warframe abilities that have a similar effect. They become the most “competitive” when the Warframe has no abilities that perform the same task. In this relatively common situation, the fact remains that the ability is still somewhat unreliable.

     

    In short, Focus abilities are too unreliable to cover a Warframe’s weakness and too weak to bolster a Warframe’s strength.

    Passive abilities that are too weak and/or to specific.

    Perks in Focus in general are fairly polarized in regard to usefulness: They are either must have or not worth the hassle. Additionally, some abilities are/could be useful but only for some specific Warframes. In this case, the School dictate which Warframe should be used. We assert that all Warframes should have a sensible chance to use a School.

     

    In short, there isn’t a lot of customization that is both possible and useful.  

    School identities are determined by a handful of perks that are relevant.

    Currently, the “core” of a school that is common to most user is composed of the most useful perks.

     

    Perks should be an expression of individuality, Focus should still have a common core beyond the main ability, but one that isn’t a false choice.

    Suggested changes:

    Reducing the cooldown to increase the reliability.

    Self-explaining. Less cooldown, more uptime.

    Giving Schools a new common core and practical application.

    We suggest that Focus now features a passive based on the use of the main ability as well as investment in the school.

     

    Suggestion:

    • Zenurik gets extra energy capacity based on enemies suspended with Void Pulse.

    • Madurai gets extra fire damage based on enemy killed with Phoenix Gaze.

    • Naramon gets extra elemental efficiency based on enemy confused with Mind Spike.

    • Unairu gets health orbs when killing CC’d enemies, moreso with Basilisk Flare.

    • Vazarin returns damage to enemies based on allies healed.

     

    Reorganize perks into different tiers to change progression.

    We suggest that the progression in Focus is changed from an individual basis to a tier basis. This means that having a perk in one tier unlocks access to a new tier with more advanced perks.

     

    Suggestion:

    1. First tier offers perks to change the main ability and passive that are always active.

    2. Second tier offers modifiers to Transference.

    3. Third tier offers advanced perks that activates after the Main Ability.

    Dedicate a category of perks to modify Leukemia mod.

    In a previous iteration of the FIR project, we suggested a new system to have different "mini" Focus abilities. The War Within makes the concept obsolete.

     

    The concept should be recycled into modifying the new system.

    Suggested perks,

    An offered alternative to the perks we currently have in game. Some skills were meant to be used with the same trigger as a new system in The War Within, which has been made obsolete. Due to a terrible tragedy, we lost the original GIMP files of the images we use to present the new perks, so even if I wanted to modify them we can’t. Shame.

     

    Some explanations: Modus are perks that affect the main abilities, Essence are passive effects immediately active in mission, Simis are obsolete but can be applied to Leukemia Mod, and finally Trassence are passives that activates after using the main ability (just like we have right now). 

    Zenurik as the School dedicated to casters:

    See this link for the suggested skill tree of the Zenurik Path.

    Madurai as the school dedicated to damage

    See this link for the suggested skill tree of the Madurai Path.

    Naramon as the school dedicated to martial prowess:

    See this link for the suggested skill tree of the Naramon Path.

     

    See this link for elemental precisions, related to some of Naramon’s perks.

    Unairu as the School dedicated to face tanking:

    See this link for the skill tree of the Unairu Path.

    Vazarin as the reactive school:

    See this link for the skill tree of the Vazarin Path.

    Goals and flaws of the FIR

    Focus is meant to remain a delayed system for missions, albeit with some sugarcoating. This was not meant to change in the FIR.

     

    The new skills can be a balance headache. But then again, what isn’t?

     

    Some perks are way more complex than before. Whoops.

     
     
  6. I will ramble a bit now, but try to make it short and sweet. I try to be as objective as possible, devs reading this can use this information to complement their vision of the game as they see fit:

     


     

    The content quality is very high in the update: The music is great, the levels are great, art is great.

    Despite all this, I think we must stop speaking of The War Within as a great achievement, or a grand final.

    Again: The quality of the update is good, but it must be treated as what it is, and I think that this is a beginning. Another beginning. Just like Syndicate were a beginning, just like Focus was a beginning, Archwing, Kubrows, etc.

    It would be a lie to say that DE does not work on previous systems, just plain not true. But new beginnings are getting old. Every other update adds half a system that only teases us and increases the future workload. Off the top of my head, the list of expectation of players and developers to-do list looks a bit like this:

    • Improve new player experience
    • Improve Archwing
    • Improve Kubrows
    • Improve Focus
    • Rebalance weapons
    • Rebalance enemies
    • Rebalance stealth
    • Rebalance Warframe
    • Rebalance mods
    • Expand Orbiter
    • Expand Syndicates
    • Expand Operator

    So on so forth - I get it: the game is an iterative process, you have a lot of ideas, a lot of enthusiasm. It is great, I love that you have so much energy. 

    My feedback to you is, forgive my french, holy S#&$ are you NOT done because you released The War Within. The standards were raised, the workload was augmented and more foundation-systems have been introduced.

    This is a lukewarm point from me. It's hard to be excited for future potential when sitting in so much current potential. All the same, I'm glad that Warframe is still a labour of love. I hope that future update puts as much work and love into a current system as Transference upgrade got.

     


     

    I don't know where I was going with this. I guess I'm just taken aback that, for all the hype it got, The War Within is a starting point for Warframe, not a finale.

     

    Cheers guys, I critic and ramble because I care. Here's hoping that we reach 4th anniversary and get another year afterwards.


  7. I actually grew to like Oberon's passive.

    It is pretty hilarious to get a huge army of Kubrow on Earth to get the enemy pets to turn on the Grineer. My only complaint is how long it takes to convert them, I could kill them or be killed many times over, waiting for the taming.

  8. I don't like the idea for more relics in endless missions.

    Players like me want:

    • to get greater odds at rare stuff based on time/effort spent.
      • difficulty and time spent goes up
      • reward rarity goes up too

    What this system suggest:

    • a new dice roll mid mission
      • difficulty and time spent goes up
      • reward rarity stays the same

    As far as I am concerned, this solves nothing, at the very best we save a couple of minutes from leaving and entering mission again.

    I believe that a rarity multiplier (scaling with time spent) or a "2 for 1" reroll system would be better.


     

    This is a problem with almost every loot aspect of the game I can think of.

    • Scavenger builds require more time to get less reward than what the mission offer.
      • Having played with scavenger on my Smeeta for a while, I can say that I have almost never contributed significantly to our team. Credit gains are drops in the bucket, Ayatan stars drop very rarely from lockers, doubly so with unlocked lockers.
      • It is my honest belief that drops from unlocked lockers could be outright doubled or tripled, and still be balanced.
    • Endless mission offers equal or lesser rewards over time.
      • Before the leaper Endo drop was nerfed, we used to play Valma up to 80 minutes (no cheese), but upon observing our endo output, we calculated that it stopped being efficient to go farther than 25 minutes.
      • Excavation have a better output of Endo when you do runs that stop at 2 excavators.
      • There is little to no risk/reward dilemmas in endless. I just don't see it anywhere I go.
    • Lower level missions are better for farming.
      • Higher kill output means higher resource output. It's better to go in a lower mission and kill loads of enemies than going in a higher mission with nearly equal drops of resources which require more work to get.

    Sorry, that is not exactly on subject but it's a pet peeve of mine.

  9. Agree, all NPCs have this amazing ability to jump so fast it looks like a teleport.

    For one thing it doesn't look intuitive, for another thing they make us look like clowns that keep overshooting their target. What's more, it makes it difficult to track them even though they're just moving from one point to another.

  10. 3 minutes ago, Chipputer said:

    There wasn't a single death threat thrown at them on this forum, from what most of us saw.

    Megan's post on Vacuum implied some threats were sent.

    43 minutes ago, [DE]Megan said:

    With that being said, we appreciate those that kept the feedback valuable and refrained from death threats. We changed something precious to you, and we will continue to change where needed as we listen to the Community.

     

    I also think it isn't proper behavior, to put it politely.

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