Jump to content

lukinu_u

PC Member
  • Posts

    4,691
  • Joined

  • Last visited

Everything posted by lukinu_u

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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 ?
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. The idea make sense but there should be a free quest access (that remove all prerequistes aside from the previous stroy quest) + "shortened" version of these quests so people get both the necessary gameplay introduction and lore in a much faster set of mission, instead of directly ignoring the thing. One good example is the Natah quest. It's a very important part of the story but all the dialogues are very long and spread across multiples missions : 3 identical mission where you need to scan drones (can be fast, but not for new players who don't master parkour) a mobile defense a capture a 10 minutes survival a 5 waves defense (again, can be long for a new under equiped player) For the average player it's probably around 40 minutes to complete the quest. That playtime was necessary at the time to make the content a bit more consistent, but I think revisiting all quests to shorten them would be beneficial and doable without losing any of the richness and essence of them. Taking Natah as an example again, the mission could be shortened to : a single mission where you have to scan 3 drones a single objective mobile defense that turn into a capture a 5 minutes survival a 3 waves defense With these changes, we probably go from 40 minutes to about 15min. So with similar changes to all quest + the ability to chain them, you are probably able to catch up with all the current main quests in about 10h at most, which sounds fair given you just catch up with the "story" and still have plenty of stuff to do around. I also don't think giving access to gears matching the progression should be a thing, and the player should instead have temporary access to them for the duration of the quest, with carefully choosen equipment for each quest.
  14. Yeah they should be separate mission with all modifiers specified the same way as sortie, nothing should be hidden. Yes there is many ways to make loadout viables, but concern here is about making other loadout not viable in the specific scenario to prevent the use of generic builds in there. If you can achieve these challenge without a specific build, the entire goal of the concept is ruined, which is why I think it need highly specific conditions.
  15. You just decribed the problem here, and it's the biggest issue in the game right now for me. Some freedom in the way you can approach content is good, but too much completely remove the impact of thoughtful choices and directly reduce your implication in clearing said content and the fun involved. To me, there should be some highly specialised content that do benefit from perfectly tuned loadout specifically for that mission and almost force you into a certain category of niche builds that you have to farm for. For example, there could be where enemies that only take heat damage (largely encouraging the use of Ember/Nezha/Chroma), or one where everything deal 0 damage and spamming DoT (and their forced 1 damage) is the only way to kill stuff, or anything else that could promote the use of very specialised unusual builds. I see it coming so before anyone say : "Yeah but I don't wanna do that, I like playing with what I want", yes and you simply don't need to attempt these challenges. The reward for that kind of stuff should never include anything unique for that exact reason, so maybe a badge per challenge (which is unique but not actual gameplay content), large amount of endo, forma and possibly rivens, which are all things you need to continue doing these builds. It's very sad because a large portion of the community enjoy theorycraft and it's a big part of the game, but no content in the game actually promote the use of all the stuff you can do. It's basically a super advanced shooting range, but you never actually encounter enemies and keep shooting at the same wall over and over.
  16. This. The solution is simply to not compusively spam the alt fire button unless you are sure to have your melee out.
  17. That the problem, you focus on the part that wasn't designed. I understand you seek challenge there because it's the only part of the game that can provide it, but it's just not part of the game so you shouldn't expect them to balance it. It can be, and that why I'm saying there is not skill involved. Of course in practice you take risks and trade a bit of that survivability to perform other actions, but at any point you can decide to go back to ability spam to become immortal, and a gameplay where immortality on command is a thing is not skilled. No matter how frequent it is, you can die in one hit (collateral damage from a grenade, AoE, etc) and that's the problem shield gating was invented to solve. I'm not 100% sure but I if I remember well, they mentionned shield gating was there to prevent the frustration of getting killed in one hit with no way of reacting to the last damage you took (because you just die instead of seeing your health go down). This apply to any Warframe with low EHP, no matter how helpful their kit is at surviving, being through invisiblity, good CC or anything else. Again, there is misconception on your side regarding the intention of Steel Path. Steel Path isn't supposed to challenge you as a player, but just your loadout against a higher scaling. It's not more difficult, it just involve more health and damage that you fight with the same on your side (aka better loadout). I wish it was more difficult and I understand your perspective there, but it's really not supposed to be challenging, and "endurance runs" are the same, exept they push these stats to a point where no survivability tool available to player work aside from immortality, which is when actual immortality tools shines, including shield gating, but again the game is not designed to reach such level and you shoudn't except balance to be intentionally made there.
  18. "Endurance runs" as you call them, aren't a thing. You can do them if you want but the the game isn't designed for them at all, and you shouldn't expect the balance to be designed around them. Of course there is no tanking when enemies deal so much damage that the literal tanks of the game still die in one hit and the only way of survival is immortality, but it's just not supposed to happens. The introduction of shield gating wasn't for those "endurance runs" but to avoid the real squishies (Banshee, Loki, etc) from dying in one hit on the normal Steel Path. And the future changes mentioned here also go in that direction and completely make sense. Just in case you didn't realise it, the enemy power growing while rewards don't is supposed to discourage the player from player further in an environnent that wasn't designed (because harder with no benefits), and the only reason to continue playing there is the challenge, so you cannot complain about devs fixing an exploit that made said challenge trivial. Yes there are still other ways to survive, but they are just warframes designed with conditional immortality as a survivability tool and matching flaws, which doesn't scale well in the (again) unintended playing environment provided by these "endurance runs". I agree these tanks should get extreme DR instead of actual immortality, but is it really worth it when this change only have an impact at a level you're (again bis) not supposed to play because it wasn't designed ? Edit : Also, you act like it's a skillful way of playing but it's not. Spamming powers every 1.33s to recharge your 75 shields with Augur set and stay immortal involve absolutely 0 skill. The only thing that can stop you is running out of energy or getting knocked down, but you can negate these two by using 1 exilus mod and avoiding the Eximus blue bubbles (or many of the alternatives).
  19. You don't rob them from build diversity, you remove something they weren't supposed to have in the first place, which is totally fair. All warframe have their pros and cons, and some of them have survivability as pros, so why squishy frames would have equal survivability in the same amount of mods ? Plus the 2 warframes you mentionned are good in survivability. Saryn is tanky enough to rely on life steal and/or normal shield gating while Mirage is squishy but can rely a lot control to survive. Shield gating is just the easy way of surviving for any warframe that don't have astronomical EHP or tank abilities, so it's completely normal to increase the requirements.
  20. It make sense to upgrade whatever school you're playing to encourage the player actually using it instead of passively upgrade it without even knowing what it does. In my opinion the lens per school is a bit oudated and should move to a generic lens system where the focus aquired always goes to the equiped school, with either a buff to the corresponding school (when equiped) or buff to focus gain when performing certain actions (Stealth/finisher kills for Naramon, Healing doing and damaged block for Varazin, etc).
  21. The other stuff you mentionned isn't free (since it take mod slots), but the key itself is, and is largely enough to provide benefits. It's like saying health mods should be built in because they need armor to be effective, it makes absolutely no sense. You will probably answer "yes but shield gating takes more mods to max out" which is true, but shield gating is most useful on squishy warframes that aren't built for survivability, so of course it takes more mods to survive, otherwise what's the point of tanky warframes ?
  22. Except it's a mod instead of a being free, which is totally fair given the advantage it gives.
  23. Oh right I see how it's confusing but le me explain. Interacting with the game doesn't mean spending time in doing so, what count is the thinking process, decisions you take and how your experience/skill affect that. Here is one example : Shooting a bullet sponge that doesn't move for 30min straight isn't engaging, even tho it takes time. Shooting a small weakspot on a fast target to one shot is engaging as it stimulate your aiming capability, but can be faster depending on how good you aim. In my opinion, any good mechanic should encourage the fast and engaging mechanic, for the thing to be fun to master, but not boring on the long term when you do master them. Modding is one of them, it can take time to learn, understand and think about on the instant, but if you know exactly what you're doing it should only take a few clicks in a few seconds. The duration doesn't matter, since it requires a whole thinking process that leads to the same result, just in a different amount of time.
  24. I said 2-3 min at max, to emphasis the worst case scenario, but yeah as you mentionned, it's often much less. Some conditions can actually encourage different playstyles and reward the mastery of these, here are a few examples : Headshots only : Encourage fairly accurate weapons and matching gameplay OR extremly close range gameplay with higher DPS that partly headshot. Physical/Elemental damage only : A lot of weapons rely on their base damage distribution (including added element) shift the power of weapons a lot and influence your choice a lot. This is also true for abilities that do often do one damage and elemental buffs. No critical multipler (the one you mentioned) : encourage weapons/modding that don't rely on crit while also reducing the max benefit of headshots, which can shifts the way you chose to mod and play. In short, it's not simply about swapping but, but about swapping weapons and adapting your whole playstyle around it for maximum efficiency. If you don't understand that, I have nothing more to say. Ok let me give you a comparison : Someone make a joke and no one laught. Was the joke supposed to be funny ? Probably but it's not, because he messed up the joke. The exact same applies to this. It's supposed to be some endgame challenging content but it's not, for the exact same reason. And if you ask "who said it was supposed to be challenging content ?", my answer is : They decided to make a mission with the highest level enemies in the game (ignoring endless), prevent the use of revive, make some boss with adaptative damage reduction that prevent all strong builds to perform normally, rewarding unique endgame optimisation rewards, all unlocked after doing a serie of quests that conclude the big first story ark of the gamea after 10 years. So yes, obviously it's supposed to be more challenging than the rest of the game. Their vision of "challenging" might be different, but it is supposed to be a challenge and you can't deny that. It does and that's a big problem. People are interested in getting the lastest stuff because of this, and the older stuff being left behind which isn't a good business model because you spend less time playing the game for a simple reason that nothing is worth your time. If everything has it's use for different pieces of content, everything picks your interest for different reasons and this exactly the reason "FOTM" rotation is trash and should be avoided at all cost in favor of a fun experience that depend purely on your choices and progression, rather than the current meta. Yeah you don't, but where is the fun ? A video game has the power to put some set rules on the player to create a challenge, so why would you have to make said challenge yourself ? To me, it's the exact same thing as playing a game where you are immortal, but pretend you lose when you get hit and restart yourself, it just makes no sense. It's your opinion on the subject and I won't change it, but I really want to understand because it's seems like a common perspective from mostly PvE players. I really don't understand how providing some addtional challenge for those who want it is harmful for the rest of the population, aside from said challenge being things they can't complete, but it's a challenge they don't even want in first place, so they just have to ignore it. Edit : My point on that last part (and the initial topic) is : Challenge can be ignored if you don't want to do it, but the lack of challenge cannot, so why not provide challenge for everyone to be happy ?
  25. Thanks, I wouldn't say it better. And that's exactly the reason rules should rotates, to reward players for understanding and mastering all game mechanics. If you can only use one loadout for the game, why would you bother learning and understanding the rest. I mean, yes you do "for fun", but there is no fun challenge when you can just cheat at any point by swapping, especially when there is long farm involved. Yes this how it's designed right now, and it's a problem. Improving that is the whole point of this topic, and issues in the current system shouldn't be considered as something to keep, since they are... the issues that need a solution XD The idea here is not diversity in how every person play, but diversity in what equipment is useful to avoid a boring single meta. Avoiding a static meta by constantly changing the rules in the only way to reward people that do understand the game, and this is what endgame should be. You will probably not like this, but the only reason you feel like it's an annoyance is most likely because you do not understand the game that well and aren't ready to face every situation. If you did, adapting your loadout to a certain threat should take about 2-3min at max without considerably affecting your performance. If the above is not the case for you, you are just not ready for it and it's ok because everyone have to learn, and you have a whole week to prepare (in case of Archons). And if you feel like it's a chore to do something a bit different and challenging, you should seriously think about it, because repetitives activities that doesn't stimulate your brain are really not healthy, even as a hobby.
×
×
  • Create New...