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(PSN)BlitzKeir

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Posts posted by (PSN)BlitzKeir

  1. 25-35 is a very fair price for the electric ones, I'd say. In an ideal world, they'd be worth more, and the other dual status mods would be worth 25-35. But there's a ton of devaluation in the console plat market. Only the rarest of the rare routinely sell for more than 20p.

    If you're concerned about price, settle for 15-20p. Anything lower would be a ripoff, considering it can take hours to get just one electric dual status.

  2. 1 minute ago, Homer87 said:

    I should have clarified better, that was my mistake - the issue wasn't necessarily with mod scaling, but with enemy scaling.

    You had me confused for a second there. I was going to ask if you meant the planned changes to special damage mods, like Combustion Beam and Thunderbolt. According to Scott, those are getting damage scaling, as opposed to being fixed damage. Which I'm happy to hear, personally. Concealed Explosives is the only useful one, and that's only because of its effect on nullifiers, and its ability to pop and reapply all of Saryn's spores at once to create thirty million DoTs on every enemy. Man, I hope they don't nerf Concealed Explosives' proc chance to compensate for the damage buff...

  3. 1 hour ago, izzatuw said:

    1 and 3. The SC will be more linear in terms of progression. That's about as much as we know for sure. Supposedly the SC should release all vaulted primes excluding Excalibur.

    2. No affinity changes 

    4, 5, 6 etc.

     

    We don't have an exact confirmation as to what is and what is not to come in U19 asides from SC3.0 and most of the things you asked about have general mentions but nothing heavy development side.

    Aw, but SC2 was my favorite. It had Link on GCN.

    We have confirmation that both kavats and Kela will be coming pre-U19. But like izzatuw said, nothing is absolutely confirmed for U19 itself. In devstream 72, a live demo was shown wherein Steve navigated the star chart, and briefly talked about how dark sectors will be coming back with heavy revisions. It's a safe bet that's U19, I'd expect it in 19.5 at the absolute latest.

    I expect the Mag and Volt reworks will launch with U19, however they could come earlier. According to Steve, they are being combined into a single release; by his phrasing, it's unclear whether he's referring to only Mag and Volt, or other planned reworks as well. But again, no confirmation.

    Your best bet is to just sit tight and tune in for the PAX East panel livestream on the 22nd. It begins at 1pm CST. They will be showing off U19 in detail. This is just a hunch, but I think we might finally hear a little about Umbra.

  4. It's a percentage increase, so obviously weapons with mid-to-long reach are going to be the most affected. However, there are a few weapons I feel benefit from P Reach in a way that redeems critical shortcomings.

    Scindo Prime has embarrassing range for a greataxe. Even with Reach, it has difficulty hitting enemies that appear to be within range. With P Reach, its range is no longer a shortcoming.

    The secret difference between Dual Cleavers and Prisma Dual Cleavers is the latter are slightly longer. P Reach makes them beastly (don't build for red crits, though).

    As for Nikana P, you'll notice a much bigger difference if you use the Blind Justice stance, which normally suffers from very short range. It's by far my favorite Nikana stance because the guard combo is highly mobile and has a great knockdown finisher; and the third attack on the delayed combo is a maneuverable Slash Dash with ten distinct hits. If ancients or heavy gunners ever pin you in a corner and you can't move, use this attack and they'll turn into confetti.

  5. On 4/15/2016 at 5:50 AM, Rounpositron said:

    Do this in a Uranus Dark Sector survival.

    As little sense as it makes, I consistently get fewer materials per minute in Dark Sectors than I do on generic nodes on the same planet. The only explanation I can think of is some nonsense involving spawn rates. If it's just bad luck, then I've had bad luck for eight straight months.

  6. Account migrations have been done in the past. They require special agreements between Sony, Microsoft and Steam, with DE as the liaison.

    There have been two migration periods where PC players could move their account to PS4, and one migration period where PC players could move to X1. At no point have players been able to migrate an account from PS4 to X1, or from PS4 or X1 to PC. Neither of those things will ever happen, barring Satanic rituals and many dead kubrow pups.

    When asked about account migration on a recent devstream, [DE]Steve said it had been a while since the last one and they would like to setup another. However, DE cannot guarantee it will happen, because platform holders prefer not to give paying customers to their competition without good cause.

    I'm with the above posters. Don't risk it. Just play on the same platform and stay there.

  7. 57 minutes ago, Airwolfen said:

    A shotgun would be good for you I think. What shotgun depends on prefference. The top tier is usually seen as (vaykor) hek and sancti tigris. But as the sancty is locked for you then the hek veriants are a good option. They are not the only usable ones from the shotgun family though so I suggest taking a look.

    Strun Wraith is also a fantastic shotgun, if the OP can complete sorties. It may not have the raw damage of other shotguns, but it makes up for this in other areas. It can easily reach 100% status chance, meaning 2 guaranteed procs per shot. It has excellent ammo efficiency and a large clip. It also reloads one shell at a time, and the process is interruptible, so you're never caught helpless when your clip runs dry. Saryn can use it to double-proc corrosive on top of her map-wide viral procs, or strip off shields, easily tearing through the highest-level enemies.

    If you run Nova, Boltor Prime is one of the best weapons for powering up Antimatter Drop. It struggles a bit with high-level content, though. Soma Prime is more of a headshot weapon, but if you can get a handle on it, it's inarguably one of the all-around best weapons in the game. Ammo efficiency through the roof, red crits with the new Shadow Debt mods (which hits PS4 in about 10 hours), and almost no kick.

    I would strongly recommend playing around with the new aiming options in the menu under Options > Controls. I cranked "Look Sensitivity(Controller)" to around 40%, "Aim Sensitivity(Controller)" to 60% and "Aim Sensitivity(Controller Scoped)" to 45%. Aiming is much more comfortable for me now. Try and find a combination that feels right. It's easy to do in solo, since you can pause the game by bringing up the menu and experiment on the fly.

  8. There's a lot of weapons that fit that description. Maybe you're referring to Dex Furis? They were an anniversary weapon recently re-released along with Dex Dakra and Dex Sybaris. If it is Dex Furis, don't worry, you're not missing out. They look neat, but they don't perform well in high level missions. More of a novelty weapon. If you can find someone who'll trade or give you one for free, you meet the MR requirement for Secura Dual Cestra. They're akimbo full-auto pistols with a short spool time and very good damage. Plus they look cool. The barrels spin when you fire.

  9. Amprex is a lighting-spray gun that chains between enemies and red crits. You could also try a launcher like Penta, which you can aim over the enemy's head and score headshots on a whole group at once. Torid is an infested launcher that shoots globs of who-knows-what which stick to surfaces and emit a cloud for about 10 seconds. It's very good at applying status effects, so try putting electric or cold on it, and enemies passing through the cloud will randomly get stunned/slowed.

    I think those are all dojo weapons, though. Dunno if you're in a well developed clan. Hopefully someone can give you suggestions that don't require dojo research.

  10. Find a nice quiet corner in Ophelia, Uranus where enemies funnel to a single point, and camp with Ivara, Hydroid, Atlas and Nekros. Ivara steals with Prowl ahead of the group, the others hang back. Atlas petrifies with Ore Gaze to soften them up and buff drop rate, then Hydroid tentacleseses with Pilfering Swarm, and Nekros Desecrates the bodies after the tentacles kill them. All told, you'll be getting around x16 drop rate.

    This is the ideal plastid farm, and it's still slim pickings. Plastids are the scarcest droppable resource for how many you need. This approach also nets you gallium, tellurium and polymer bundles in large quantities.

  11. Wait, you want solar rails back, but you want conclave scrapped? I dunno if you remember the old PVP, but I do. If you want a refresher, visit a duel chamber and imagine that, but if both players started at max energy. My Valkyr says hi.

    The reason solar rails are still under armistice is because the old Dark Sectors are gone for good. If you've been following the devstreams, you'll know they disliked the atmosphere the clan wars created. You'll also know they scrapped three separate systems for a new Dark Sector. The buzzword they're using now is "community-wide goal". In the most recent devstream, [DE]Steve briefly hinted that the new Dark Sector conflicts won't be about clan wars, but rather about collaborative efforts toward some as-yet-unspecified goal. He also said that players will have a variety of ways to contribute that appeal to different playstyles, giving as an example "a scouting role for players who don't want to engage in direct conflict". When asked if the new Dark Sectors would incorporate some form of PVP, he was vague but seemed to be suggesting that isn't 100% decided yet, and that they're determining if/how they should implement Dark Sector PVP for players who want that approach. It's been strongly implied repeatedly the last several months that the new Dark Sectors will be tied into shifting events in the new star chart which we'll have to "discover". Interesting word choice. Anyway, my point is we're waiting because the new star chart isn't done yet.

    DE is showing U19 at PAX East, which is a good sign that it's not far off now. I'd expect it within three months for PC users. They'll let us know about the new Dark Sectors once they've fully committed to a system. 

    As for the new weapons, Azachieloki, I'd recommend you try them out before dismissing them. Dual Toxicyst look very niche, but the other infested weapons have instantly become favorites of mine for their exceptional status and damage. The power creep is real.

  12. Indicating who's currently hosting should be simple enough. Appending "name(host)" in the chat and over the host's head can't require too much technical wizardry. However, transferring host status would require host migration. The only way to prevent that is to host dojos serverside, and I'm not sure DE's pockets are deep enough. A handful of moon clans could crash these hypothetical servers, if the rules for relays are any indication. You think host migrations are frustrating now, join a moon clan. The dojos are practically unusable.

    One can dream, though. Maybe someday.

  13. With U19 bringing back Dark Sectors with major changes, I think it's about time clans and dojos got some love. Both aspects of the game have suffered from lack of functionality. At present, clans serve little purpose beyond curtaining off blueprints and providing a dedicated channel for the leader to curate. Alliances feel totally pointless, since there's no incentive for large clans to help small clans. Small clans tend to just get absorbed and forgotten about until they leave or the leader quits without passing on leader status. I'm curious what clan members and leaders want for their clans, especially those of you who have been around for a long time.

    As for myself, I have some ideas. My most wanted features and changes are:
     

    Overhauled Menus: The current menus feel clumsy. Any new features would only make them feel clumsier.

    • The vault should be an actual menu instead of an invisible uncaring god.
    • Players can donate materials directly to a clan vault, even if they are not a member of the clan.
    • Treasurers can donate materials from the vault to players in the clan.
    • Better material donation controls for console users.
    • The ability to send rooms and decorations to the vault. This ties into an idea I'll outline under Dojo Construction UI.

    Custom Clan Ranks: Currently, there are eight clan ranks, some of which can be renamed. Names are reviewed by moderators. I propose the ability for clan leaders to add ranks, in cases where leaders need a little extra nuance in how privileges are distributed.
    (Unrelated WhiningI tried to name my ranks after Egyptian military ranks because I have a hardon for Egyptian mythology, but the changes were denied without explanation. I can understand a little paranoia, what with current events, but c'mon guys...)

    Room Placement: Right now, once you place a room, you can't move or rotate it. If you have multiple floors connected by elevators, large portions of your dojo can't be altered without massive long-term demolition and reconstruction projects. I've thought up two possible solutions, and one requires only a bit of code and some new placement rules to introduce.

    • Teleporter Connections: Dojos will be split into cells. A "cell" in this context is defined as a group of rooms that can be walked between wherein at least one room contains a teleporter. Any room can be demolished IF all resulting cells would contain a teleporter in at least one room. A room containing a teleporter cannot be demolished. A teleporter cannot be demolished if there are no other teleporters in the cell it occupies. This would allow a dojo to be broken into multiple clusters of rooms that can't be physically traveled between, but all of which can be reached via teleporter. Architects would have much more freedom to redesign large dojos.
    • Dojo Construction UI: Currently, rooms are constructed by interacting with a connector and selecting the desired room to place there. My proposed UI would change this. Instead, players would begin their dojo with a pre-constructed Clan Hall. Once inside their dojo, an architect can access a room crafting menu identical to the existing one (or a new menu replacing the existing one, since it's a tad ugly), and queue rooms for construction. This queue is visible to all clan members, and those meeting the privileges can donate materials to any queued projects. Once a project meets the material requirement, construction begins automatically. Construction can be canceled to refund materials to the clan vault. In order to place rooms, the architect accesses a separate menu only available to architects, wherein they will see a simplified 3D model of the dojo. A key opens a panel that lists constructed rooms. Once selected, a room can be moved freely around the model, and snapped-to an available connection. Two keys move the camera between floors. Placed rooms can be picked up with the cursor and moved to another available connection, or sent back to the vault. Rooms with valid placement will appear blue. Rooms with invalid placement will appear red. Rooms that cannot be removed (such as Clan Hall, if no other Clan Hall exists; or a Reactor that would put the clan under the energy requirements) will appear green. Research rooms with valid placement will appear yellow. If the energy requirements are met for the model, and it contains no invalid rooms, the architect can confirm the model. The UI will close, all players currently in the dojo will be booted to their ship, and the new dojo layout will be implemented. This new system would allow total freedom in dojo customization.

    Decoration Placement: Currently, decorations become static once placed. They can be funded or deleted, but not manipulated. Instead, architects should be able to select a decoration and move/resize/rotate it freely, delete it, or send it to the vault.

    Fuzzy Animal Farm: It's a farm not a mill. >.> Even though we sell the puppies. *Ahem* This room would be a home for kubrows and kavats donated by clan members. Any critter donated to the dojo will become unranked, any forma used on the critter will be refunded to the owner, and its polarities will be reset to default. The room contains incubation chambers where critters can be cloned with genetic imprints, just as ones owned by individual players. Critters can be sold to players for plat (or for free, if a treasurer wishes), which will be placed in the vault (this plat can be distributed by treasurers, or used to rush room/deco construction).

     

    I've had other ideas, but they escape me. This post has already melted my brain. So let's hear your ideas, clanmates!

  14. Do I like Archwing? Yes. Do I like playing Archwing? No.

    Pros:

    • Controlling your archwing is a lot of fun. It's fast and chaotic, but you're still very in control.

    Cons:

    • The combat has almost no depth. This isn't due to a lack of archwings and gear. Exterminate missions have so few enemies that there's no reason or opportunity to use powers. Enemy variety is basically nonexistent. You have trash mobs, an artillery unit that can easily one-shot the squad, and a helpless slow-moving tank. The only time the flow of combat changes is when half a dozen Dargyns crowd one interception tower.
    • Leveling archwing gear takes forever. Designing a single build can take days of grinding one high-level node, and that's assuming you already have gear that can handle it.
    • Mission complexity is virtually nonexistent. The only mission type with an interesting objective is defense, but the map is so small that enemies spawn on top of the pods. Mobile defense is, as in the main game, the most boring and least profitable mission type due to how long it takes and how brief the individual encounters are.

    DE needs to take advantage of the fact that archwing missions can have huge, open maps. Mobile defense should have a mobile objective that you must protect as it follows a set path. Defense maps need to be twice their current size to allow for more spawns and enemy variety. Exterminate needs at least three times as many enemies, and the AI should cluster more, or at least strategize/ambush to make things interesting. Sabotage needs the Sab 2.0 treatment, right now it's just an exterminate mission where you can ignore all the enemies.

  15. 2 minutes ago, EDYinnit said:

    It especially doesn't help that energy leech AOE is invisible too. When you're used to your energy depleting over time anyway, it's harder to notice it just accelerating in doing so in your peripheral vision.

    Agreed. Honestly, there are too many sources of energy sap/power nullification in the game. I've suggested in the past that many powers should have a gimped form that can be cast when not meeting the energy requirement. It would eat remaining energy (if any), and perform an unranked cast of the power, but with severe nerfs.

    For instance, Molecular Prime could be cast and increase damage dealt within the base radius by 10% with no spread, no priming, and no slow effect.

    Valkyr's Hysteria could be cast, letting her draw her claws and perform lifesteal on melee, but the claws can't crit and don't scale with melee mods, and she wouldn't be invulnerable.

    Powers would also behave this way if used inside nullifier bubbles. Drain powers would be gimped and resume normal effect upon exiting the bubble (unless you don't meet the energy requirement), but duration-based buffs would be completely dispelled and require a recast.

  16. 30 minutes ago, EDYinnit said:

    In relation to the actual context from that quote, basically none of this would have worked too well either (except with heavy use of restores or EV Trinity). That particular Sortie mission was 90% Parasites flooding in from every corner of the map. Only by going Limbo and sitting in the other plane of existence could I avoid being locked to zero energy due to almost the entire map being subject to an invisible Leech aura.

    The problem with all your solutions to Eximi auras (thankfully, the Shock Eximi didn't last too long with Magnetic) is that they're abilities themselves. There's only prevention, never a cure. Proactive is fine, but by the time you can respond reactively it's probably too late, as it was in that endless flood of parasites.

    I've only encountered a few missions with such heavy parasite eximus spawns. I feel like I could mitigate it without cheap tactics, but I would have to go in expecting them. The most effective way of dealing with parasites that I've found is to lay down armor debuffs and lockdown the second you see them, so that the squad can kill them before they become a problem. Without a source of squad energy regen, though, the damage is already done. So in missions with parasite spawns like you described, things can get ugly. I do wish more forms of lockdown would nullify auras. Not all lockdown powers, of course, but at least the ones that make sense.

    If my earlier post came off as "git gud", I apologize, it wasn't intended that way.

    My experience with pub sorties has been mostly positive, since they scare off new and inexperienced players. But I've seen the S#&$ hit the fan for the reasons you mentioned. I think some adjustments to the way mission selection works could fix this. Auto-confirming when you accept the mission serves no particular purpose, and creates communication problems. Most importantly, I want the ability to choose whether I am hosting or joining. I have a pretty good internet connection, 200 down 20 up, and it drives me nuts when entire squads get shackled to hosts with what feels like a 128k modem, and there is a guy on the squad with a 50Mbps upload speed, but the game refuses to perform a host migration. A countdown to abort would also be useful information to the squad, especially when it's the host who's aborting.

  17. On 3/6/2016 at 7:31 PM, EDYinnit said:

    Having to resort to such a degenerative, boring strategem to succeed left a terrible taste in my mouth. But at least I'm still safe from the scummy depths of immortal Valkyrdom or Blinding Mirages and Blessing Trinities.

    Some alternate suggestions:
    Eternal War Valkyr specced for max strength with Paralysis aug (you people and your Hysteria... she has 1500 modded armor, you know)
    Ivara specced for duration and efficiency (sleep arrows forever)
    Rhino specced for range and efficiency with Primed Continuity to compensate for duration loss (stomp stomp stomp stomp)
    Equinox specced for range and duration with Rest and Pacify augs

    That's just off the top of my head. I invented a new Nekros meta last night. He has 1565 armor, permanently, and can self-damage with Desecrate aug to refresh the armor buff at will. (I intend to design a similar build for Oberon. Finally, he has a use and some genuine survivability. Still needs a major buff to base stats, though.) If the rest of the squad has Health Conversion and a Carrier, my new Nekros (Newkros) turns literally any frame into Valkyr. Rhino and Nezha basically become Hysteria Valkyr if they cast Iron Skin/Warding Halo with both Conversion mods active.

    What I'm trying to say is, be creative. Pretend it's a MOBA: think about the whole squad, not just your own frame. The lone warrior mindset is why WF meta is so stale.

     

    As for the OP's point, I don't agree. There are numerous ways to disable eximus auras. Banshee's Silence + Excal's Radial Blind, for instance. A simple Trin EV would do the trick as well, and mitigate any energy lost in the process. Or Mag could simply bullet jump across the room and yoink the eximus away from the squad so that it's no longer a threat.

    You wanna talk bullS#&$ in WF? Let's talk Scorpion AI. Getting yoinked from behind into the path of a scorch is a cheap, unavoidable death. Scorpions yoink completely at random; don't tell me they only do it outside a certain range, I've seen one do it while I was melee'ing her. I can't tell you how many times I've been chain-yoinked and cut to pieces while being juggled because for some reason you don't gain damage resistance while prone. A lot of old enemy AI needs revamping. Not just cleaner behavior rules, but different and more interesting behaviors. Let's say Scorpions only use grapple when they're more than 8m away, but gain the ability to perform a powerful sprinting attack with a clear telegraph at the start. Ancients in particular need much clearer telegraphs. Toxic procs come out at nearly the start of the animation, which looks very similar to their other attacks, and can one-shot the squad at high levels. Some enemy abilities, such as this one, should not be usable if no player has line-of-sight with the enemy. Enemy cast times in general need to be cleaned up to make it clearer what they're about to do. There is way too much going on in most missions for the eye to track subtle, brief gestures. This, coupled with the planned nullifier revisions (select aspects of powers disabled, instead of total shutdown), would make the game sooo much better. And, more importantly, fairer.

  18. Just now, (PS4)Cwellann said:

    I have, every single thing I buy gets checked out on warframe market.  10-20% compared to PC is, as I said, extremely hyperbolic.  And to clarify, only the first paragraph was directed at you.  Second was just my opinion on an AH.

    Fair enough. I'm new to WF Market, so I can't speak to that. But I see parts hypothetically worth 60p going for 10-15p. That's the norm. Occasionally, you'll find a buyer who hasn't been sitting on trade chat for hours, and is unaware that people are selling... say... Saryn Prime Chassis for 20p, and in those cases you can potentially get a sale of 50-60p.

    There was a conclusion here. It's drunk now.

  19. 1 hour ago, (PS4)Cwellann said:

    Counterpoint!  We don't get the plat discount (just a single item market discount), so there's definitely less plat in circulation on console than on PC (plus, smaller market as a whole).  Therefore, our plat hasn't suffered as much from inflation.  10-20%?  ...That is either serious hyperbole, or I'm going to need proof.  General, widespread, charts, whole nine yards, because that is just wrong.  Seems to stabilize at about half, at worst, from my experience.  Typing ... yeah, irritating, but you've only got to type your ad once and the stupid console remembers what you said for like a week.  Can just type one letter and then confirm the inputs.  

    An auction house, as we've all said, over and over again, would cause drastic undercutting of easy to get stuff, while plat collectors would corner the market on a few big ticket things.  If you're not a breeder (and how that would even work in an AH....), or someone sitting on thousands of plat already, who's capable of buying every Frost Prime and stupid Buzzkill (Baro hasn't given it to us yet) on the market in order to fix the price, an AH would kill your ability to maintain F2P.  Ironically, the very people asking for an AH in most cases would be the ones hurt most by it.  This constant trend of AH threads is fueled by get rich quick no effort to make money fantasies, and, as the economy of Warframe and any other online game is, in fact, a legitimate, real world economy, there is no such thing.  STAHP ASKING.

    I wasn't advocating an auction house. In my first post, I said I was opposed to the idea, and proposed a trading method with more direct, personal engagement that expands on the existing Bazaar mechanics.

    You don't have to take my word for it that console prices are so abysmal compared to PC. Research for yourself. I have experience with both, although far more experience with console.

  20. 11 minutes ago, Jawjee said:

    This thing saved me a ton of time, and grief. No need for any auction house, just use this.

    If that were compatible with all versions, I would be ecstatic. But as spam-happy as the PC version's trade channel is, PS4 is far worse for three reasons. 1) Typing on a qwerty is frustrating; 2) we have fewer methods of generating plat; and 3) without a Steam community, many PS4 players play mostly blind and don't know the value of what they have. Inexperienced or impatient players drive prices down by undercutting for quick sales, and the rest of us have to reduce prices to compete. Plat trades on console are worth, on average, 10-20% of what you'd expect on PC. The argument inexperienced players make is that plat trades are unrealistic for new players; what they don't take into account is that, if trades were worth half as much as on PC, they could make a handsome profit without spending dozens of hours farming the newest, rarest parts. But the devaluation of the PS4 plat market means that's the only way to make plat.

    PC may have other options, but we desperately need a sophisticated in-game trading mechanic.

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