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Stormandreas

Grand Master
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Everything posted by Stormandreas

  1. You can just buy every single Grimoire mod from the Ingame Market for plat. However, I'm really, really not gonna lie here. If you struggle to get to rotation C in Mirror Defence solo, forget Deep Archimedian. The Mirror Defence in Deep Archi is much, much more demanding than just normal Mirror Defence due to the number of enemies, damage output, enemy buffs and restrictions put on you. I would probably advise sticking to Netracells for the moment until you can strengthen your Arsenal more. It does sound harsh, but you'll just burn yourself out trying to force your way through a gamemode you're not kitted out for yet, and it'll feel much worse doing that.
  2. You have Gauss... just use him. 100% DR vs all physical, heat, cold and blast damage, plus speed and 100% armour strip. You also have the Grimoire with Gyre. That's a godsend. Grimoire is amazing with Gyre. Though I asusme because you have a hard time with Arbis, you don't have the grimoire mods either? I wont lie, if you have a hard time with Arbis, you wont have a good time with DA at all. Arbis pale in comparison to the modifiers in DA
  3. Atomos you can set up for Electric and use that to spread Viral+Electric procs to further boost Gyres damage. Having it on Corrosive when you're armour stripping fully with Pillage means wasted damage. Also... get an arcane and galvanized mods on there... Drop Augur pact. It's really not that good, and swap Primed Pistol Gambit for Creeping Bullseye. It's actually a much higher bonus, even with the reduced fire rate. The Incarnon on there will at least help it to upkeep damage+status for you. Ammo could become an issue though. On Gyre, drop rolling guard in favour of Equilibrium. Pillage removes status effects effects and shield gating will give you the Iframes, so equilibrium balances out your energy. The issue you'll face though, is actually getting shields back from Pillage vs Murmur. If there are no robots around, no shields for you. In the assassination, it's pretty much worthless. You can still use your Necramech, so Voidrig is 100% an option. I assume you're trying to unlock Elite Deep Archimedian? Because if you're doing Elite already, you can just disable 1 of the modifiers, and then just bring Styanax or Dante and overguard through literally everything. You can also just use a Specter that is set to Dante, and it'll make Overguard for you too. Drop these. You have pillage. The 2 Corrosive shards do nothing when you're already 100% armour stripping with pillage.
  4. I hope so to, so my riven can also delete that Stug out of the game! Man do I love -262% damage!!! Never have I been so happy to see negative damage on a riven XD
  5. We've been asking for Dormizones to be usable as an Ops Hub ever since they were released. The same can be said for dojos. Safe to say, they are abandoned.
  6. WF market is not run or supported by DE. It is a community run thing. You're better asking in their discord, not posting here.
  7. It's really not... The whole point of her kit is to use Grave Spirit as your protection, just incase you are gonna die (with added melee only CD) Doom to get a weaker Kullervo 3 Wyrd Scythes for debuffing enemies so you do more damage and then doing Rakhali's Cavalry to run them all down with massive damage+defence strip. If you focus only on the CD from Grave sprit, you're missing the synergy in the entire rest of her kit. Don't get me wrong, Wyrd Scythes can be replaced with Fractured Blast any day, which works better with her passive to upkeep energy, and we have plenty of ways of getting Viral procs on enemies too, but Doom+Cavalry is stronger than any Doom+Run into melee setup. Doom also doesn't reduce enemy health like so many are believing. If it's for the Viral procs, that increases the damage done to health, it doesn't decrease total health (was changed a while ago). Even then, Doom only does Viral damage, not Viral status effects.
  8. So then use that on almost any other frame and you get better results. Health tanking though for SP is generally not great. Having your health exposed leaves you open to being oneshot and downed, which is why Shield gating is such a massive deal. Dagath does it incredibly well with Brief Respite+Catalysing shield, as her shield then goes all the way down to 50, meaning casting her 2, 3 or 4 when you're using Brief Respite only, will instantly restore all your shields, and thus, your 1.3s of shield gate. With Brief Respite+2 Augur mods, all her abilities restore her shields completely. That also means her shield gate is actually IMPROVED with Catalysing shields. Normally her shield gate is like... 1.25s or something like that and requires 250 shields to get back to that duration. All this makes her caster setup more durable than the melee setup, but also more restrictive as is pretty natural with casters.
  9. Another reply in a different thread said it perfect. To paraphrase, "Modes like Circuit and DA don't push our strongest builds. They demand we simply collect things which is not what most define as "endgame" or "high level" content." No-one is restricting DE from making new modes, but the feedback on randomized loadouts has been extremely negative. We saw this in Duviri, they doubled down by keeping the system (though improving it for only Duviri), and then triple downed with DA which is certainly ruffling some feathers. Combine that with the recent controversies DE has been scrutinized for with Heirlooms, Monetization, balancing etc. and it doesn't paint a good picture ngl. Sortie generally gets a pass because the only restriction is "Shotgun only" or "sniper only" which leaves it widely open ended for players to pick whichever one of those weapons they want. It's not, "Tigris only", it's "Shotgun only". If you want to use a Tigris, go ahead! Maybe an Astilla? SURE THING! That is why no-one complains about sorties loadout restriction vs Duviri or DA. For the most part, WF didn't do anything overly crazy in the beginning. It was simply a 3rd person, looter shooter with procedurally generated tilesets. It was the combination of already pre-established ideas, plus the unique modding system, that gave Warframe it's edge in the beginning. Now, it's the modding system, ability to make personalised loadouts, flashy abilities/visuals and power fantasy. Removing any of those rips a large chunk out of what the game is. Randomizing loadouts does just that. It removes the personalized loadouts, and then directly removes part of the power fantasy (as players begin feeling far more restricted than usual).
  10. Dagath is a weird frame. She is a mixed bag of wanting to be a caster, but then having stuff in her kit that also benefits being a (melee) weapons platform. Her 4s damage is absurd, and the fact it armour strips. There were calls for nerfs on her 4th because of how insanely high the damage is. The issue with Dagath, is building her. She's not only a pain in the ass to get, using the old Void Key system that many people don't want to engage in, but actually sorting a build for her requires really weird specifics. E.g. to get her going as a caster, you want Citrines Subsume, then building for 286% strength to have Doom and Cavelry hit 100% in their effects . Like... that's a really specific number, and takes a chunk of resources to get there, not to mention Brief Respite and Catalyzing shields just to keep her shield gate up and going. If you're making her a melee weapons platform.... I pray for you. She is then generally built as a health tank, with very low base armour. This puts her at having the 5th highest base health in the entire game, but the 2nd lowest base armour. That's a pretty bad mix ngl, and her weapon buffing is exclusive to Melee weapons. Building her for both being a Caster and Melee buffer generally doesn't mix well in her kit. She's just one of those "Good, but not amazing", "Does what she does, but others do it better", type frames. If I want a specific nuking caster, I'd use: Dante, Sevagoth, Saryn, Volt hell even Xaku. If I want a specific melee buffer I'd use: Gauss, Volt, Kullervo, Saryn or Voruna She's a weird mixed bag.
  11. Unforunately not. Hopefully they add the ability to customize it, though I doubt this'll happen. Customizable UI is not something DE really do, regardless of how good it can be for accessibility
  12. You said you get the same rewards doing 2 netracells. You do not. Getting 8 rewards =/= getting 5 rewards, whether the drop tables are similar or not (btw, they aren't). Only the first 2 rewards for DA are the same as the 2 Netracells you would do. The 3rd and 4th Reward has higher chances for Tauforged shards The 5th Reward removes normal shards and Melee Adaptors, so you can only get a Legendary arcane or TF Archon shard. The rewards are not the same.
  13. The whole random loadout thing being tied to challenge is such a false equivelancy. In Rougelikes, random loadouts and equipment is then entire point of the game. The game is balanced and designed around it. Content is all based on the fact that you could go in with X or with Y, or maybe even with D+V+A+G+S combinations. Warframe is not that. Warframe is not designed like a Rougelike, and is not balanced around it. Decrees were fine enough to balance this out a little, by making decrees absolutely busted. The issue comes with the exact same issue Rivens have. They make weaker stuff good, they make good stuff even better, which just further weakens the weak stuff. Deep Archimedian doesn't do any of this at all. It's instead expected that players go out of their way to hold onto things they don't want or have any investment in, with no compensation. This becomes especially bad when players are given no gear they even own. I've said it before and I'll say it again: It is unreasonable to assume every player will keep nearly every item and pay plat for slots just to play an "endgame" gamemode. This is not a good choice for the future of the game. Warframe is not a rougelike.
  14. I agree getting more rewards from a hard mode is good. I disagree that not being able to use our own setups on a high end gamemode is cool. Go into any other MMO and this isn't a thing. (WF is classed as an MMO due to the fact we all connect to the same servers at the same time, in large quantities) While we do have comfort setups, being told "You spent all this time getting your perfect builds that you enjoy using? Too bad, you're not allowed to use that, or your backups. You use what we tell you to use". That doesn't feel good for most people, especially anyone who's casual or is not confident/proficient with the choices they are given. It's also unreasonable to expect all players to keep everything in the game in their inventory. Just because a small few of us have done so, doesn't mean that's what 95% of players will do.
  15. Wait so... you don't do deep archimedian because: Because doing 5 netracells is tedious? (and doing deep archi would mean 1 deep archi run and 3 netracells...) and not because You know you can do it Don't want to risk a mission fail (despite knowing you can do it and despite that mission fail not effecting your rewards) Huh?
  16. It is longer than 3 netracell runs, but you only sacrifice 2 netracell runs to do Deep archi, and get the equivalent of 5 netracell runs out of it. Then you still have 3 netracell runs after that you can also do, for the total of 8 rewards
  17. If you think no difficulty feature should allow personalised gear/equipment/loadouts, and everything hard should just be compeltely randomized, then you're very out of touch with how almost every other game handles difficulty. Rougelikes are what DE are trying to go for with Circuit and Deep archimedian. Warframe is not a Rougelike. If you've played any Soulslike, you aren't just given random equipment and told "no, you can't do this boss with a Claymore like you want to" or if you go play FFVII, the game doesn't go "no, you can't use this materia at all for this section of the game". Difficulty is not tied to just randomizing what people use. Even Rougelikes have a level of personal choice when starting off, usually with a character selection. The randomization comes in item drops, which often times, those games have ways to swap or sacrifice those items in some way in favour of others. Deep Archimedian does not have this. It is just "use this randomized stuff or lose out. Too bad".
  18. The rewards in Deep archi are both more numerous for less runs, and higher quality. 5 Rewards, 2 of which are exactly the same as the 2 netracell runs you'd do that you sacrifice to do it, and then 2 more with higher chances for Tauforged shards, and 1 more with no melee adaptor, and only the Legendary arcanes or a Tauforged shard. Deep archi rewards are far better, especially when you consider there's 3 more Netracells you can do after that for a total of 8 rewards instead of 5
  19. Players complaining about players giving constructive criticism to improve the games flow and be allowed to use the gear they want with interesting, challenging content Can you not? Thanks. Hard content is not "go grind for stuff for 300 hours, and then we tell you you can't use it". You're missing the entire point of the criticism. It is about Randomized loadout not actually making things hard, it makes it unfun and offputting. Most players do not want to buy 500 slots for Weapons. Most players do not want to have all 57 warframes in their inventory at all times. Most players do not want to have to invest tens of thousands of forma into gear just to make sure they have some usable weapons. It's unreasonable to ask or expect this of players. The fact Deep Archimedian does not do a check on the player to make sure it provides at least 1 item in each loadout slot that the player even owns is bad. That is the bare minimum for a system like this. The way it currently is, players can be fully locked out of the gamemode, simply because they didn't want to invest unreasonable amounts of time and resources into keeping and building everything in the game. There are solutions, like the one I mentioned. Others are, having Elite archi remove the need for the random loadouts, but providing extra challenge, such as no knockdowns AT ALL and level 2k+ enemies, then we have something interesting. Give both Deep Archis the ability to get all rewards, but each has their own restrictions. Either you engage in the random loadouts, or you take curated loadouts and have to fight much, MUCH harder enemies. It's a good idea to seperate the idea that Criticism = mindless complaining. The two are not the same.
  20. Sadly, I do think you're right. It's pretty sad to see that WF has kinda been relegated to this just power slinging murder fest. While it's fun for a time, it does eventually lack substance, and does feel directionless the further in you get. Hell, even with the lore you can see it's all over the place and really not planned out long term. For those of us who've been here the whole time, we can attest to that as updates and plans came in drips and draps. No roadmaps, no clear hints towards way in the future story points... things just kinda... happen whenever they do and are then forgotten. I dunno if they are going into Soulframe trying to resolve any of those shortcomings. We'll have to see about that. It does look like they have a generic direction for where they want the setting of the game to be, though they've said very little about a directional story or progression, which is just like how WF started. It makes me think they'll end up doing the exact same thing. I do agree that our loadouts currently are so insanely overpowered that everything is trivialized. Overguard is the example I use currently. Previously it was Revenant. Absolutely agree about the Wamphyri glyph. These I take absolutely 0 issue with at all. They add incentive to do something, because the drawback will result in failure. That's absolutely very similar to Deep Dives in all honesty. The thing with DRG though, is we aren't all powerful super gods in that game, so even 1 modifier can be a near death sentence. WF's power levels are well beyond 9000, so a simple modifier of "low oxygen" or "volatile bugs" just doesn't cut it to make the mission hard. I think part of the issue does come down to, we are so powerful now, DE think slapping on 7 of these modifiers per mission isn't enough, and so turned back to the randomized loadouts that Circuit has. There's 2 solutions I can think of real quick while typing. Removing the randomized loadouts, refining the modifiers to make them truely dangerous and then reducing the amount of them. Alongside this, up the enemy level into the thousands. Keeping random loadouts, but at the very minimum putting a check in the game to provide at least 1 item the person owns into each loadout slot. This way you're at least going to be able to participate in the E/DA, even if the other options (that you don't own currently), are much better picks. This gives players more autonomy of choice to go "Do I slug it out, or farm for these things and do it later in the week". Plus refining the modifiers and reducing the quantity of them would help a little in the fun department. Part of why we hear "DA isn't fun" is because of the random loadouts and because of that friction you mentioned. I'd love alternate ways to use my gear, but I don't want alternate games inside my game, if that makes sense? Kahl is a perfect example. Is it an alternate way to play? Sort of. Is it fun because I'm using what I've earned? Not at all. I loathed doing Kahl each week for the archon shard because I was just being ripped away from the gear I've earned and sunk time into. Circuit gets the same feeling by a lot of players, and now E/DA. At the very least with E/DA, we have a bit more choice, though we get punished for not participating in the loadout restrictions by not being allowed to obtain the rewards, with no alternatives. If we had other ways of obtaining the required research points... alternate ways of using our gear, now that would be interesting! I think what Shogun and Exploder said responds to this well. The freedom of choice does trivialize things, though that is an inherent problem with the games design nowadays rather than just giving players the freedom of choice, a problem that has been festering for years. DE either have to review the whole game, which as Shogun said could be catastrophic, or, provide meaningful interesting alternatives that give us the freedom to use our earned gear in different ways, for the same rewards. Hell, they could make EDA a "no random loadout" option but then have the modifiers ramped up to 11 with much much higher level enemies and a no bleedout penalty, and use normal DA for the standard random loadout, but less other restrictions. Have both mods able to earn the same rewards. NOW we have options. Do we stick to random loadouts and try make it work? Or do we go hardcore mode, take whatever we want, but have to start all over again if we go down just one time? Options are good for player autonomy and reducing the friction that Exploder mentioned.
  21. This points to a problem of the game, not the freedom of choice. WF has implemented so many broken systems because DE have an incessent need to make every new thing more powerful than the last. Look at Overguard. It trivializes literally everything. This is a result of Powercreep and that need I mentioned. Due to this, WF turned into a Power Fantasy type game, and causes content like DA to be cheesable by just... using the games systems. DE need to seriously think about the health and longevity of WF now, especially when they add new things into the game. Overguard is one of the most oppressive systems they've ever implemented for example, and it's only getting more accessible as time goes on.
  22. Absolutely agree! The randomized loadouts, makes it very unfun imo. Remove those, and keep the rest, sure, I'll take it. Keeping them (as optional) but adding something else to mix up how the game plays, sure, I'll also take that Having random loadouts with nothing but negatives, no. This is the worst way to implement a new gamemode. It causes nothing but frustration and discomfort when you tell a player "You can't use what you want, and everything is much harder, oh also you can't hurt enemies unless you stand next to them though you'll die if you do stand still. We also threw in penalties for you going down too just to make it EXTRA SPICY!" These are all things you should not be saying to your players in one go. For anyone saying "JuSt KeEp AlL gEaR". This is not a viable solution. Most players will not do this, and don't want to do this, nor do they want to fell forced to do this. Then saying "JuSt DoN't PlAy It". Again, not a solution. Players want to play the new content (naturally) and just telling them "no don't" is the worst logic to have in any game. Especially when they are giving critical feedback.
  23. Fair I've not really experienced that. Every time I've summoned sentients, enemies tend to gravitate to them. Its why when I play caliban, I usually set up in a spot where enemies are coming from 2-3 directions, set up Fusion strike AOEs, and then summon 1 sentient, 2 if I have to, and then even if one group of enemies gets pre-occupied, the others come closer to me for instant obliteraton :P
  24. The Sentients do have higher threat levels. Much higher infact. There is no tap/hold on Fusion Strike. Not sure where you got that from.
  25. Yea, his 1 needs changed honestly. It has to go. His 2's ragdolls need to be like how Yarelis bubbles work honestly. Sea Snares simply hold enemies in place and hard CC them, rather than doing the Titania Spellbind/lantern style. Much better! The Progeny yea, aren't lethal that's true. It could just be renamed to "Progeny" and it'd take that expectation away at the very least. I wouldn't say Terrify or Tharros strike are less demanding. Both also are full body animations, and tharros strike is the only one that can compare for a full defense strip. Fusion Strike does the defense strip not only at range, but in a sphere at wherever it is you're targetting, and leaves the lingering AOE, which, if any enemy enters, they are instantly stripped of shields and armour, permanently. This is where it's strength lies over the others. The lingering AOE. No other defense strip ability does that. Being a jack of all trades does not make a frame necessarily bad or weak though. While yes, sentient wrath is enemy capped (weirdly), his shield regen and defense stripping is far better than you're making it out to be. He doesn't require rolling guard at all. Literally just put on Brief Respite or an Augur mod. Shields go down? Summon a sentient and low and behold, you now have naturally recharging shields which will now shield gate for you again. You can also do this with Sentient Wrath and Fusion strike if you have a sentient out already. Where are you seeing the Sentients he summons eating up your ammo? ???? Just... aim? or use an aoe weapon. It's really not to hard to do so. As for the self stagger, we have ways around that. Unariu, PSF, Handspring to mitigate it, Healer specters. Fusion strikes animations, and tbf, all Calibans animations, absolutely can be sped up! I definitely feel this is one thing that makes him feel wonky to play for sure. It does show the fallout area, albiet, it's very very very faded. If you're moving around a lot, it's extremely hard to see, and could certainly use a facelift. I'd agree his kits synergy is very off, though I do think that is deliberate. The Sentient Wrath ragdolling does need looked at, and Razor Gyre needs completely removed for something else, though given the bredth of his abilities and what they cover (everything but a direct nuke and a damage buff), I'd argue they don't really need synergy. He has defense strip He has Shield regen (made much better via modding) He has Health Reven (tbf on a bad base ability) He has damage vulnerability He has hard CC (which needs some tweaking) He has grouping (which I would like to be a little more aggressive and consistent tbf) All he's missing is a Damage Buff, Overguard and a Nuke and he has the whole shebang
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