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BongoSkaggs

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Posts posted by BongoSkaggs

  1. I've swapped syndicates several times over the years to get new items as they show up. At various times I've held every rank possible with all of them, from -2 to 5 and I've completed every bloody sacrifice possible. I've not had to pay a single additional sacrifice since like 2017 or so.

    So imagine my surprise today when I decided to rank up Red Veil from -2 to -1 and it demanded that I pay 100k credits and an orokin catalyst. Seems like the game has somehow forgotten about my previous endeavors.

  2. 35 minutes ago, Mayhem-Ivory said:

    The strange thing is, DE never made a statemen like that.

    Of course not. But see this quote from the original post talking about the nerf.

    On 2024-03-13 at 12:57 PM, [DE]Megan said:

    You may be asking yourself, why choose to Subsume Eclipse over Roar? 

    Roar also affects Abilities and double dips on damage over time. If pure damage is the goal, one would probably choose Roar. Eclipse can switch between defensive and offensive buffs for situational gameplay choices. The idea is they are equal-ish for weapon damage.

    How else can that be read?

    • Like 1
  3. The design team clearly believe that the ability to freely swap back and forth between two lackluster buffs is sufficient upside to warrant the nerfing. And I doubt you'll change their minds on it.

    Imo suggestions for improving Eclipse's subsumed version should focus on removing that flexibility as a way to buy back some power for the buff. Aka, remove the hybrid nature of the ability to remove the hybrid tax that has been placed on it.

    • Like 3
  4. 3 hours ago, CrownOfShadows said:

    If I saw Citrine, Khora and Baruuk I'd think to myself: holy cow they gave me the best frames in the game, no matter what I'm ok.

    I feel like you're missing the forest for the trees. The point is that of the three random frames I got two of them were totally unusable in the game mode because I hadn't put any significant resources into them. If I hadn't been sitting on a spare potato, some forma, and a desire to finally get around to outfitting those two frames I would have been forced to use Khora in a severely weakened state. Or leech/get carried. None of this is reasonable to expect of players, even end game players.

    The weapon selection was even worse. I don't think any of those weapons, barring the Catabolyst & Nephri would have had a snowballs chance in hell of clearing anything. But I wasn't going to sink 6 forma into a gun I hate just for a chance of clearing this dumb mission.

    • Like 11
  5. I just completed my first Deep Archimedea. It was one of the most deeply unfun things I have ever done in Warframe and it is purely due to the random equipment restrictions.

    My selection was as follows:

    Citrine (unpotated and unforma'd), Khora (built, but without a viable statstick available), and Baruuk (semi-built, but also san statstick)

    Steflos (garbage), Hema (don't own), and Rauta (also don't own)

    Catabolyst (no potato), Tysis (lmao), and the bloody Bolto (lmfao)

    Neferi (unbuilt), Dual Ether (wtf), and Skana (🤡)

    Being utterly bereft of worthwhile weapons I sunk about 4 forma into Baruuk and tried to make it work with him, which it did not. Instead I put a potato & a forma into Citrine because I though I recalled you could at least ability nuke with her. But when that turned out to be a bust I was faced with either:

    A) Wait til tomorrow or Saturday post-reset when I might not have time to do the bloody mission.

    B) Leech in a public squad.

    Spoilers: I chose B and absolutely hated every goddamn moment of it.

    Deep Archimedea is not the Circuit. There are no loner builds, no intrinsics, no bloody decrees to help power up bad weapons, and rerolling takes 24 hours instead of 10 minutes. This is not a viable path for Warframe content to take going forward. Systemic changes need to take place to prevent this kind of utter stupidity from occurring.

    • Like 44
  6. 2 minutes ago, Nakti said:

    This community is so uncompromising. Guys, chill.

    You cannot even agree on what you want, there're lots of different proposals that contradict each other.

    It's almost like different people have different bloody opinions and a community is not a hivemind.

    • Like 13
  7. 10 hours ago, [DE]Megan said:

    You may be asking yourself, why choose to Subsume Eclipse over Roar? 

    Roar also affects Abilities and double dips on damage over time. If pure damage is the goal, one would probably choose Roar. Eclipse can switch between defensive and offensive buffs for situational gameplay choices.

    Judging by how few players seem to make use of mid-mission stance swapping on other frames such Chroma, I severely doubt many will get a great deal of use out of swapping between Eclipse modes. Making subsumed Eclipse pay a hybrid tax because players technically can to swap between a lackluster offensive buff and a lackluster defensive buff is very silly and does little to make it a compelling subsume option. In fact the only place I can see this new Eclipse might be particularly special is for potentially degenerate defense stacking shenanigans with already powerful abilities like Warding Halo and overguard.

    I would much rather see subsumed Eclipse remain powerful while also becoming more limited in scope than be subject to hybrid tax that turns it into an unrewarding middle ground. There are many ways to accomplish this. Here are some quick, spitballed suggestions:

    • Make subsumed Eclipse only provide its substantial weapon damage buff.
    • Make subsumed Eclipse only provide its substantial damage reduction buff. Maybe even buffed up to 90% cap and made mutually exclusive with other defensive abilities like Iron Skin, Warding Halo, etc.
    • Have the frame's emissive color govern if subsumed Eclipse will grant either the substantial damage buff or the substantial damage reduction buff. That way the choice between buffs is a build choice made outside of the mission rather than a reactive one.
    • Like 14
  8. Looking at the numbers, with the Eclipse change Pablo mentioned my Mirage's damage would drop around 60% per shot of my tenet arca plasmor on a lvl 200 steel path corrupted heavy gunner. Would drop my damage to barely above what I could get from subsuming Roar.

    If the subsumed version is the issue, then further nerf that. Don't gut Mirage under the guise of bloody fixing her.

    Honestly I would prefer her ability remain broken rather than this garbage.

    • Like 3
  9. Changing Eclipse to a Tap/Hold ability to let the player decide on the buff they want is, of course, the easiest way to resolve the issue. For the helmith the bonuses could simply be reduced, similar to subsumed Roar. I think these are perfectly reasonable options.

     

    That being said, a somewhat more in-depth rework to Mirage would also be somewhat nice. Getting some interplay between her abilities could be pretty fun, since she's pretty old.. And that interplay could self-balance the subsumed version of Eclipse by locking some functionality behind another skill; similar to how subsumed Pillage can't make use of the Blazing Pillage augment due to no other frame having access to Haven. Probably not worth the extra dev time though.

    • Like 1
  10. How about we just have an "Advanced Mission Information" flyout button when we select a node on the star chart that lists all of this data? That way it can be in game instead of being sequestered on YET ANOTHER webpage.

    And then could it would be possible to add a Search bar added to the star chart that will highlight nodes that contain the item we want to look for. Bingo bango. Job well done.

    Plus, maybe down the line you guys could look at perhaps standardizing the drop tables a little more. More than a few nodes provide little benefit because they have no good rewards that other locations do not spit out faster/more consistently.

  11. Most of these buffs are fairly irrelevant. A pittance of crit on the Miter will do approximately not a damn thing for the weapon. Glaxion will continue to utterly handicapped by Status/Sec mechanics no matter what is done to it, even if the damage buff and ammo consumption buffs are appreciated. Mutalist Quanta will continue to be a throwaway weapon because it will still require an obnoxious setup period before it can actually do anything worthwhile. Panthera primary fire will still hit like a whole lot of nothing and have the accuracy of a blind walrus. Ogris will be even better at killing its user. Etc.

    I'm sure the Harpak tweaks will be welcomed by newer players though. It was already one of the best weapons around below MR6. And the Buzlok changes make me glad that I kept the thing around for all this time.

    We really need to have a talk about these nerfs though.

    The Tonkor nerf is beyond awful. It's overwhelming popularity over these past two-ish years should be a bloody hint that players really don't like dying horribly when they're trying to to shoot mans. Doubley so since we cannot swiftly pull out a sidearm to deal with enemies that engage us at close ranges. Crit nerf is no big deal and, frankly, probably well deserved

    The range nerf on the combines for the Simulors essentially mean that the damage on combine mechanic is now worse than useless and should not exist at all. Sub 3m AoEs have no place in this game. It's fair enough to change the weapon so it's less spam focused, but please either leave the range alone or remove the orb merge damage altogether in favor of improving the alt fire explosion even more. The weapon shouldn't have any of its balance budget tied up in mechanics that have no real effect in actual gameplay

    As for the Telos Boltace... please just let the slide continue to break boxes! It's so bloody useful to have that capability when you're looking for Syndicate medallions and ayatans.

  12. Quote
    1. Would you like an enemy or enemies who require more tactical melee combat?

    Other. Definitely.

    There is absolutely no place in the game for "enemies who require more tactical melee combat" until we are given the tools to use melee combat tactically in the first place.

    Bloody near every "option" we are given for melee sucks. Most stances, especially the older ones, are awful due to their combos being pointlessly inefficient & having very little in the way of theme or flow. Hell, Stance combos are also really obnoxious to use due to all the variable timings involved with the pauses and holds. Channeling is a trap option that only serves to confuse newbies into using crappy builds. Charge attacks are slow and impotent. Blocking doesn't do enough to protect us against anything remotely difficult. Slide attacks aren't particularly worthwhile without Maiming Strike. Ground Slams are similarly meh for the vast majority of weapons. And Counter-Attacks are so difficult to use consistently as to be nearly impossible.

    Quote
    2. What interests you *most* about new melee weapons?

    Another instant Other. Cool mechanics without viable stats are worthless. Witness all the gimmick weapons we've seen over the years that have no place in the game due to their utterly rotten stats: Mutalist Quanta, Paracyst, Buzlok, Glaxion, Mutalist Cernos, Miter, Panthera, Original Flavor Simulor, Azima, etc.

    Weapons need to have some combination of stats, style, and mechanics in order to be good. Focusing on just one aspect is a recipe for failure.

  13. The only Riven I've bought, or spent any effort on at all really, is one for my Tonkor that I primarily got for its +Flight Speed and +Reload Speed. And I was quite distressed for a few minutes earlier when I took my Zephyr for a spin and found out that my beloved "explode on contact" effect was no longer working due to the new wave of nerfs on faint disposition Rivens.

    Luckily, merely adding Power Drift sorted my problem out. But I can't help but be a little stressed out by the knowledge that the plat I spent on this bloody thing nearly went down the tubes.

     

    Which brings me back around to the meat of this topic. Limiting uber powerful stats like Damage, Multishot, Crit Damage, and all that certainly seems like a good idea on super powerful weapons like the Tonkor. But I can't help but feel that stats like Recoil, Zoom, Flight Speed, and possibly even Reload Speed or Magazine Capacity, are not really in the same tier power level wise. Could you possibly find it in your hearts to make such supplemental, Quality of Life-focused stats immune to disposition reduction?

  14. Gotta echo the disappointment with the Sortie table. Nitain is totally unnecessary filler, especially at such a low amount. A prebuilt Forma is nice-ish, but still a moderately disappointing result. Exilus Adapter Blueprint totally ignores why the Exilus Adapter is looked down on by the community in general.

    Could we perhaps see more variability in the tables along with a guaranteed "participation" reward?

    Remember that time when completing each mission within a Sortie gave you a 25 pack of R5 cores? I bet Sortie participation bloody skyrocketed when that was going on. Could we see that returned as like, 1000 endo? Part of the problem right now is that 2k endo just isn't a very enticing reward for how often you get it, just like lenses were back in the first iteration of Sorties after the Greater Lenses came out. So having a guaranteed amount of endo, regardless of what the reward table dropped on you, would be a nice consolation prize.

    As well, having some additional RNG in the tables could prove nice. Like say, ditch having multiple endo rewards on the table and, instead, have a single endo reward with a special caveat; that it can roll additional copies of itself.

    For example, lets say that the base endo reward is 2k, but has a 95% chance to double into 4k, a further 75% chance to triple into 6k, additional 50% chance for 8k, and a final 25% chance for 10k. That way players could luck into a big, 10k chunk of endo about 9% of the time, but also get hosed with only 2k endo 5% of the time, with 6k being the most likely reward @ approx 36%. Then 4k & 8k round out the pack @ ~24% & 27% respectively.

    This method could also work on some of the other reward tiers. Instead of just 1 prebuilt Forma and that's it, how about somewhere between 1 & 3 prebuilt Formas? Or a chance between an Exilus Adapter BP and a prebuilt Exilus Adapter?

    Anything to keep people from feeling like they got completely hosed just because the wheel didn't land on Legendary Core or Riven Mod.

  15. Is the dev team satisfied with the current state of the ammo system?

    It seems to be particularly punishing to high fire rate weapons and very forgiving for low fire rate ones, even when taking the differing drops rates of the various ammo types into consideration.

  16. I loathe this change. It has zero positives for any of my builds and positively eviscerates high Power Exalted Blade builds.

     

    Perhaps it wouldn't be so bad if there were more ways to get your hands on Efficiency, but there bloody well isn't.

     

    Please revert this horrible, horrible change. Until we have some goddamn choice in how to reach the Effciency cap, all that is being accomplished is dragging down every bloody channeled power in the game and their associated frames.

     

    If channeled powers are too strong they should be properly nerfed, not hamstrung by a change to the mod system.

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