Jump to content

lukinu_u

PC Member
  • Posts

    4,678
  • Joined

  • Last visited

Everything posted by lukinu_u

  1. It doesn't work on subsumed abilities. However, given it's additional flat damage affected by critical multipier that can proc status (I believe ?), you can exploit : High critical multiplier to maximise the value of the flat damage buff, with critical chance for reliability. Large direct AoE and/or punchthrough. A rocket launcher (Ogris for example) is a small projectile that produce AoE on impact, meaning the small projectile will benefit from the electricity damage but not the AoE. What you want is something like the Arca Plasmor that directly shoot a big projectile. High status chance, potentially above 100% to get multiple procs from the same shot, ideally with status duration as well. Faction damage (including Roar) for double buff on electricity status. Damage buff based on the intial hit, which can either be Toxin Lash (exclusive to Saryn) or Xata Whisper, which is the only available choice here. Movement speed ability to charge the buff faster, which include Molt, Infested Mobility and possibly more. Based on these, without deeper research I would advise either something like Catchmoon or or a beam that trade raw DPS for critical/status chance and a high Riven disposition to maximise critical and status stats. With this, Roar is probably the way to go (if it work), unless you prefer speed abilities to charge each shot faster. Also keep in mind only one projectile will get the buff, so multishot (both innate or from mods) is not recommanded, leaving more room for other mods. Also make sure you test all of that to make sure it's true, because I haven't tested all of these myself recently so I can't guarantee it's still true.
  2. They mentioned in the past that they don't want to give incentives to do 20+ min runs aside from very specific missions (weekly or event) that rarely exceed 30-40min. I don't know if this vision still hold because it was a few years ago, but it seems healthy and appropriate to the game. Also, as you can see yourself from doing such runs, "Endurance" runs are not hard, they are just long and there is nothing to reward here. A better alternative to this are different mission type with a different objective, some constrains and higher level enemies as an extra layer of difficulty. This is what Sorties, Netracell, and other similar content aim for. I agree that most of these aren't enough of a challenge and we need stuff that goes further, but the weekly mission coming next update might be a step above and we could expect more in the future if people like it. About that last one, I think the way you can customise difficulty and get different rewards accordingly is the thing warframe needed for year and might actually be the door to actual hard content that challenge experienced players without frustrating casual players too much.
  3. Mmh yes that's right. Maybe a constant 5% decay on top ? For finishers, the amount of confusion points could depend on the finisher type ? For exmaple finishers from back or opened enemies would be 5, while front (from combo) and ground finishers would only be 1. Yeah it could instantly blind on hit, but disapear 1-3 second after so you can switch TP and it still draw some aggro even if triggering instantly. No, the Vanish effect isn't dispelled by attack, the temporary invisbility from headshot is dispelled when Vanish ends. When you cast Vanish, it stays for 20. If you land a (non-kill) headshot while Vanish is active, you gain invisibility that stay until your next attack. If Vanish ends while you are still invisible because you didn't attack, the invisibility effect will stop as well. So basically, if you land a headshot and get invisibility from Vanish, it will stay until Vanish end, unless you attack and don't headshot/finish with said attack.< I will edit to make it more clear. What change would you do ? Increase/decrease the intial stats or bonus from passive ?
  4. Oh interesting
  5. lukinu_u

    Loki rework

    Problem with the current Loki : Right now, Loki’s gameplay is too passive. It wouldn’t be a problem for certain Warframes, but early on he was specifically advertised as “hard to play trickster to Warframe”, which is the reason he was swapped with Volt as the beginner choice. The problem is, instead of encouraging a trickster playstyle and rewarding the player for that, it simply does the job for you by being invisible and removing enemies' weapons. Goal of the rework : The goal of this rework is to prevent all of that, so rewarding you for that trickster playstyle, not being seen and playing well around his kit. Passive - Confusion (New) Loki fills the Confusion Meter with various actions. Every point of Confusion grant +1% headshot and finisher damage. The Confusion Meter rapidly decays at a rate of 50% per second while Loki is seen by enemies. Goal : Due to the fast decay when seen, this passive meant to encourage not being seen at all, and further reward careful aim and attacks from behind as the effect grows. 1 - Decoy (Tweaks) - 25 Energy : Loki deploys a holographic copy of himself for 20s, drawing enemy fire. Multiple Decoys can be cast simultaneously. When a Decoy is shot, it instantly explodes and blind all enemies looking at it for 3s and grants 2 points of Confusion for each enemy blinded. Augment - Deceptive Bond (Reworked) Only one decoy can be placed, but now has the total health pool of Loki and will take 50% of the damage received by Loki. Explode and blind if either him or Loki’s health gets below 50%. Augment - Savior Decoy (Tweaks) Switch to the closest decoy (since multiple can exist now) and blind both enemies looking at Loki and the Decoy. Goal : Decoy is more active and rewarding, as it’s stronger but has a short effect needs and reacted on quickly. 2 - Vanish (New) - 50 Energy : Loki enters the Vanish state for 10s. While the effect is active, Loki gains the following effects on headshot and finishers. On headshot or finisher : Become invisible until your next attack (refreshing on headshot) or until Vanish end. On headshot or finisher kill : Become invisible and double the effect of Confusion for 7s Refresh the Vanish timer Gain 5 points of Confusion Augment : Invisibility (New) Vanish grand invisibility for the duration, but no longer provide effects on headshot and finisher. (It’s basically the old invisibility on a slightly shorter timer) Goal : Make Loki’s invisibility much more interactive and reward players for using it well. If you land only headshots and finishers, the ability functions the same on a slightly lower duration, except kills refresh the duration, which is very strong but requires consistency. Also, the speed at which the Confusion Meter decay forces the player to only strike when they are sure to headshot to not suddenly become visible and lose all the bonus.Switch 3 - Teleport (Tweaks) - 15 Energy : Switch teleport instantly swaps positions with a target. When switching with an enemy, open them to finishers and gain 10 points of Confusion (once per target). Augment : Safeguard Switch (unchanged) Goal : Lowering the energy cost and allowing finishers makes it widely more useful for the cost (single target, slowing you down, and energy price), and synergize well with the new passive. 4 - Radial Disarm (Tweaks) - 100 Energy : Disarm enemies in a 5m radius. Every point of Confusion grants 1% of additional range, and disarmed kills grant 1 point of Confusion when killed. Augment : Irradiating Disarm (Unchanged) Goal : Lowering the range and getting range through Confusion synergize with the passive and it makes it very strong, but only if you’re already dominating, rather than being an easy escape tool.
  6. Because it would make the mechanic pointless. This just just basic game design. Why would you design an ability use a resource (shield) and provide benefits, if you can completely erase the cost with another button ? It's not like using ult before 2 is a deep mechanic, it's just an obvious thing everyone would do because it's obviously better with no downsides.
  7. The entire model has mirrored texture. It mean whatever in one side of the model is replicated to the other. So what you call "flipping" is actually "allocate UV space to unmirror that specific part", which either mean increasing the texture size or lowering the overall quality of the texture (to allow more geometry into the same texture). If you want to save as much space as you want you can just cut the smallest piece possible around that text (with the area depending on the actual geometry) to unmirror only that part, but then you waste time instead of texture space, which isn't really worth for a weapon that people won't even buy because it's actually free. Edit : Forgot to mention this type of cut will often lead to visible UV seems unless it perfectly match the pixels at all LoD levels, which can be out of your control depending on the compression algorythm, so it could still be a loss of quality even if perfectly executed. Also, in case you didn't notice, this exact same "issue" exist on literally all guns that do have text, so good luck fixing them all as well for consistency.
  8. It's not lazy, it's optimisation. No one care about the text on the weapon, and spending extra resource to make the text right on both side is just a waste. Stuff like that is what make 80GB+ games instead of the of below 30GB Warframe have.
  9. If you really need heat to kill stuff, you can always get it from another such as a weapon (so not a specific weapon, just specific build). But anyways, I think the slighly longer kill time you get from the lack of heat can actually help landing more status to better benefit from the effect on the long term, by landing more successive hit on a target, that will translate to the others and kill everything. It's not necessarily better but is worth questioning depending your weapon and playstyle. Just keep in mind this arcane is situational and will not always lead to good results on every loadouts. It requires some conditions to be met, so you need to know what you're and will definitely need to build around it for maximum outcome, rather than just slapping it onto your build and hope it works. About this, the way you talk about like you don't understand how the arcane work, and the description is phrased quite weirdly, so I will explain just in case : "On Melee Electricity Status: 20% chance for elemental Melee Status Effect to apply to enemies within 20m for 18s" A slighly longer but easier to understand way of phrasing is : On electricity status from melee weapon, you have 20% of triggering the following effect : "status from melee effects apply to enemies with 20m", and said effect applies for 18s and cannot refresh. In practice, what it mean is, you need to land one electricity status to get all your melee status effects to spread in a 20m radius for 18s. And while you would benefit from more electricity chance to refresh the effect faster once it's over, you can largely benefit from the effect even with low electricty values that results in a proc every 4-5 seconds. There is much more to say about it, but I think it's enough for you to get a good grasp of what the uses of this Arcane are.
  10. But then why are you talking about "extra 0.4% that doesn't count" and how did you come to the conclusion of same EHP despite the additonal armor ?
  11. Where does this number comes from ? I mean the 99.5%, you say you always end up with this number but where does it come from ? Are you refering to some displayed number or actual tests ingame ?
  12. Significantly different stats in the two forms doesn't mean anything, we already have weapons with 2 fire modes that have drastically different stats and would benefits for a build per fire mode (Cedo, Euphona, etc). The difference act more as a balance to brings the choice between versatility or specialising, which would totally work for the Dark Split Sword. The reason it probably won't happen tho, is because it would reduce how unique the new Incarnon weapon is, so it will probably stay like that for a while.
  13. Additionally to moving the ability buffs from the usual "buff" bar to the ability icon (as you suggested), I think it would be nice to have ability to set certain buffs as favorite and have them moved to a different bar. There is plenty of situations when you have multiple buff stacked (being from you or your teammates) and you only care about a few ones your build heaviliy relies on. It might not be ideal and could be tedious to setup, but it would definitely be a huge QoL change to many builds.
  14. Tome mods are very specific mods that provide various small buffs under specific condition on a single weapon type, so they are intended to break the rules. Suiting one conditional buff on the exilus slot of one weapon across a choice of 4 (because Canticle are mutally exclusive) vs increasing the sustained dps of almost all weapons in the game is very different.
  15. They directly increase your sustained DPS, so they would be the obvious direct choice for most players. I'm not sure it was officially mentioned, but it's probably the reason.
  16. To me, this is by far one of the most interesting and strongest prime weapons passives. Aside from being offensive, ghosts are a non-negligible attention drawer and do block projectiles (contrariliy to what the wiki says), which can be a super strong survivability tool if used properly. Additionally, multiple kills from the same shot can generate multiple clones, which is greatly benefit from the high innate multishot and punch through. Without a specific setup to stack enemies, you can reliably get around 10 clones in Steel Path, which is enough to get high value from it. The only change that need to happen is the condition to trigger the clone. Right now, it triggers on direct kill from the charged shots, which exclude DoT triggered by said shots and make the effect less reliable when modding for high status chance, which is highly recommanded to get value from the weapon. The solution would be one of the following : DoT kills from the charged shots will trigger the effect as well. The ideal solution, but might be more complicated to implement depending on how the game keep track of status sources) Charged shots applies a unique effect for 6s, that will convert the target to a ghost if killed. This a much simpler solution to implement, but it hold the risk of making the weapon a tool that don't need to kill to trigger the effect, which might be too strong in combination with other equipment. But overall, great effect and much stronger than anything else prime weapons have. The weapons is already a huge upgrade in stats to both regular and Rakta versions of the weapon, so the weapon would already be strong without the passive.
  17. It's just good game design. The game give you upsides and downsides to both playstyles so you have good incentives to do both (mid mission) depending on the situation. In the case of Equinox specifically, the swaping playstyle focus on versatility over raw power and vice versa for the one form playstyle. It encourage swapping when needing the abilities from the other form, but it discourage uncessary excessive swapping because staying in one form provide more strength.
  18. Yes, not getting a gamemode that would take a few days to build simply because a part of the community cry about it, is some kind of punishment. I agree with that, which is why we randomly generated partial restrictions to spice up the modding. Modding is simple and obvious, so the only way to make such simple system fun to manipulate is to vary what is available to make you think and solve the situation with what you have available. Selecting loadout and mod swap on the fly is definitely possible and fast if you know what you're doing. Again, it's just some advanced content that less experienced people would cry about even if it's not designed for them. This was a metaphor. You basically said "you don't need a game mode, you can do the challenge yourself", so my answer was "if you're immortal and have to pretend death is a thing, there is no fun because you're just pretending". Why wouldn't it in their best interest to make challenging content ? The vast majority of people around me that don't play the game is because there is no challenge. The content don't match the challenge and this turn the game into sandbox in the wrong way because you can literally do everything and it will work, which take away any interest pushing modding. A difficult game mode will not only encourage less experienced people to learn with the goal of doing said content, but also keep all experienced player busy because there would finally be something hard to beat that challenge their loadouts and knowledge. The whole concept of Raids was a good step in this direction, but the lack of modular nature made them extremly repetitive and it was the only problem. Aside from that they were by far one of the best content in the game and literally the only one that required cooperation to clear, as long as bringing any kind of satisfaction on completion because success wasn't guaranteed like 99% of the game right now. I didn't think it was relevant to talk about it, but if you ask : Owned warframes/weapon can be customised (visually) when you get them in the game mode. It mean you are incentived to get them (through the regular game or with money) and then spend money on cosmetic, including early game equipement you would never spend money on otherwise, especially as weaker gear (the one you are less likely to play on the normal game) are the ones dropping the most in the game mode. Mods drop on the game mode could only include what the player own in the normal mode, meaning your are incentived to farm/buy them. This also bring a cross progression tied to the main game and encourage regularly going back and forth to see how far you can go with your newly aquiered mods. Regarding useful vs fodder mods, the only reasons some mods are fodder is because the "strong" mods are better, so they are not "fodder" but "better than nothing" in that gamemode. It's just a completely different perspective. So yeah, you can definitely make money around it, and probably much more than any other gamemode that only make money by having low drop chance on the "new" stuff you might buy with plats instead. A game mode that punish you for being bad a the game sounds successful for something aiming to be challenging. I'm not sure what you're pointing out here ?
  19. You don't get and it's ok because not everyone have to enjoy all game modes, and this is why we need diversity here. So far, absolutely no game mode promote the things I'm mentioning (adaptability, building on a fly with random stuff, etc) despite modding being a huge part of the game that is underexploited by the entire game right now. Yes, some people might not like it because "oh no I have to learn modding" or "oh no I can't use my favorite weapon" or even "I can't play this because I'm not lucky enough" and it's totally fair. However, what is unfair is to punish players who would enjoy such thing, simply because some people wouldn't be happy about it. Imagine if you were immortal, but every time you take a hit you mark it down on paper and pretend you are dead once you have no more hypothetical HP. Would it be fun ? Definitely not, and it's exactly what you suggest here. It make no sense to say "if you want a challenge you can pretend it exist and play it alone" because this is not what a video game is about. Yes, I'm talking exclusively about the Warframe part (specifically Circuit), the Drifter gameplay has nothing to do with all of this. I didn't mention it since the post is about loadout and builds, which doesn't affect the Drifter.
  20. I understand your point, but at the same time the need to adapt rather than relying on already built loadout means your knowledge matter more than your build. Your frustration regarding the limited usefulness of min-maxing make sense, but it makes a lot more sense to reward understanding and build on the fly over pre-made builds that may not even come from you (I know some people who reached mastery 30 without ever doing their own builds). I think the very main problem about Duviri are : Your build don't matter that much because Decrees have too much of an impact. Your build still have an impact, but the Decree scaling goes ways beyond what you would ever need. And as you mentioned, generic builds are favored over more complexe ones that relies on different pieces of gear together. Modding for the specific loadout you have is technically possible and would yield better outcomes, but the game is just not planned for that and there is no designed covenient menu to actually do that at the start of the mission, which hardly discourage this approach. The lack of balance in the game completely prevent a balanced experience because certain gears are completely useless while some roll on all the content even without mods. This encourage players to check what is available and only play if strong equipment is available, rather than playing around what is available and adapt. All of that make Duviri a time gated gambling game instead of the fun rogue-like experience it could have been, that reward knowledge and adaptability over raw power from aquired equipment. I mentioned it in multiple topics already, but to me the solution are extremly simple : Remove pre-installed mods (you will start the mission unmodded) Remove decree and replace them with in mission mod drops (that you are able to equip/swap mid mission, possibly at specific stations to avoid abuses). Replace the random equipment available at the start with default loadout (Excalibur/Mag/Volt and Mk1-weapons). Make warframes and weapons drop mid-mission the same way as decrees mods and allow mid mission swap at specific stations. All of them are arranged in power tiers and their drop chance match this (Furis is weak so it drop more often, Bramma is strong so it drop less often). This ensure a gradual growth in power and make the whole thing more reliable, while still allowing luck to be a helping factor. In short, you remove the current system and replace it with an actual rogue-like that make use of all Warframe content as dropping items and you make a super fun game mode that give a second chance to the large diverity of content that gradually became obsolete with power-creep, and you reward players for both their skills and understanding of the game. It's actually not Duviri and could be it's own game mode, but I'm afraid Duviri might be the closest thing we ever get to the gamemode I'm describing, and it's a huge waste of potential.
  21. I don't think good advertising of the update would be enough to promote conclave. When conclave 2.0 first released, most people played for the rewards rather than having fun, and it's a very unhealthy way of attracting players because it will just build up frustration, regardless of how good the gamemode is. I love conclave and I wish your suggestion was possible, but if you look at the evolution of the player base of conclave over its life, here is how it went : Early conclave : very few people played. Conclave 2.0 : many people joined (mainly for reward) and it was fairly easy to find matches. A few week laters : most people either got the reward they wanted, of left in frustration, it was still possible to find matches, but you would often see the same players (which is an indication of very small player base). Months later : only the few tryharders that are still interested continue to play, and their presence act as a barrier for new players to join because they immediatly get stomped, and it signed the slow death of conclave. About a year later : the amount of people interested in conclave is so small that everyone playing it agreed to swap server to not further divide the community. It mean you either have to deal with terrible ping if it's not your region, or literally find 0 matches. The definitive death of conclave.
  22. As many mentioned there, the big problem is how it can invalidate some content by allowing you do to focus on one area and buy all other currencies with it. A better solution would be some "endgame shop" that provide some generic but always needed/wanted item, something like : Every shop with a unique currency have an expensive "advanced shop" purchase (similar to focus). Said shop contain generic but useful items (Orokin reactors/catalysts, Formas, Endo, Kuva, etc...). Each item is buyable only once and the shop resets monthy, encouraging you to get the advanced option at every vendor to maximise the available supply. This is very similar to how Steel Path Tenshin and Iron Wake works, but instead of running on two currencies that you eventually pile up by playing, they run on every small shop currency, encouraging you to play a variety of the old content to get large quantity of these generic item useful at any level.
  23. That's a fair request, but the issue is you can't have good matchmaking without a large enough player base. Conclave in a niche gamemode that almost no one plays, so you don't have a large enough sample of players to produce a good matchmaking in a reasonable amount of time. It's already hard to find a match at all, so good matchmaking isn't even an option. Even for big PvP focused games, a good matchmaking isn't granted and there is always that dilemma of good match quality vs decent queue time.
  24. Maybe dumb question, but is your Prisma Skana max level ? It's possible that incarnon genesis are only usable on lvl 30 weapons, and won't show otherwise.
×
×
  • Create New...