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Impulse_Nine

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Posts posted by Impulse_Nine

  1. For what it's worth, I migrated to this game from TF2, so I was always pretty interested in dark sectors / conclave. I do think it could work, but you would need to revert back to parkour 1.0 (minus the zoren-copters obviously) and probably some other changes to reduce the edge given by greater skill. I think a lot of the modern day problems of warframe actually stem from parkour 2.0. Don't get me wrong its mad fun flying through the tiles at high speed, but it trivialises much of PvE and makes PvP a headache even for people who aren't completely green.

    In other PvP games I've played (Planetside 2, TF2), mobility is massively reduced and an experienced player tends to win more through better use of ambush and psychology (for instance, making it appear you are somewhere you aren't). From what I've seen of conclave here it was *mostly* about the ability to maintain accuracy while pinballing off the walls- then they methodically nerfed abilities and AoE weapons- at which point maintaining accuracy while pinballing off the walls essentially became a prerequisite for taking part in any other aspect of the game. Thats when I left PvP, because thats just not something I'm good at, nor enjoying learning to be better at.

    But if warframe mobility was greatly reduced, yeah, I'd probably make an effort to come back. Of course though if the community has gotten so toxic people are going to DM me death threats the times I win, then maybe you'd also need to hide user names and ban pvp chat. But these things can be done, it's not impossible.

    • Like 1
  2. 2 hours ago, lukinu_u said:

    So, the system would be interesting to provide challenge and fun to all levels of players, but it still require a big balancing pass to the game in order to keep variety in playstyles without harming too much players who goes instead the "meta" as long as they mod their gears smartly.

    Yes, and that certainly would be difficult- but I thought there was consensus that there is already a huge need for a balancing pass between mods and enemies as it is.

    The other game I spend my time with, Killing Floor 2, also has mutually exclusive upgrades- but for example, one such tradeoff is between +30% dmg or +100% clip size. Compare this to Serration and Magasine Warp at +165% dmg or +30% clip. It's not even a competition, whereas in Killing Floor I still umm and err over that one (sustained DPS vs ammo economy, which is a much bigger deal when you only have a knife for a melee weapon and also have to buy ammunition with money you would otherwise use on better guns).

  3. Yes the problems in the past revolve around the fact that the Tenno are staggeringly powerful. That's why it's that that needs to change for the challenge to return (for those who want that)- but I maintain, that can be done- selectively too!

    11 minutes ago, AlphaPHENIX said:

    While I want to agree with this (as a fan of Transistor),  ^ dwqrf ^ explained pretty well why similiar things haven't really worked so far.

    I also want to say I am up for more unmodded missions, like the ones for Grendel... but I think some people might sent assassins after me if I did.

    Absolutely with you on more unmodded missions. Can you believe me and my friend were actually calling out targets like nullifiers to each other for the Grendel defense? We weren't doing it for the cinematics either, we really needed to split / focus our firepower with coordination! Loved every bit of it.

  4. So I'm probably one of like five or six people in the world who hated the game "Bastion", but I will credit it with one genuinely good idea- allowing the player to nerf himself or buff enemies in the name of greater rewards from the greater challenge.

    I don't really keep up with the WF forums- has this been suggested as the solution to WF's difficulty problem? Was there a coherent reason it would be a terrible idea in practice?

     

    When I say nerf self / buff enemies I'm being intentionally vauge. Everything from alternative Dragon Keys that nerf you but give 25% extra (xp/kuva/whatever), to mods for frames and weapons that block the slot / nerf the item- but provide a bonus that even late game players would be interested in getting.

    I mean Warframe has Kuva- a resource that you can virtually always usefully use more of, even at the endgame. That in itself is surely half the solution to this problem?

    This way power fantasists can keep things as they are, but people like me and the friend I play this with (who really enjoyed the modless* Grendel parts missions) also have the opportunity to be rewarded for giving ourselves the challenge we need to stay stimulated.

    Surely there is room in this game for both kinds of people, maybe not in the same matches, but still in the same game? Surely?

     

    *I realise those missions did actually allow a very select few augment mods, we did use them, it was still hard, and was the most fun we have had playing this game in literally years! 😄

    • Like 2
  5. I thought this was a bug at first but now its come around again im beginning to think its intentional.

    I could understand it if was the opposite shoulder to protosomoid- but its the same slot.

    I'm desperate to ask the community- is anyone actually using this as a single shoulder plate? If so, what are you putting on the other side to balance something like THAT out? Is baro now trying to trick us out of ducats or something?

  6. I'm not happy, I'm just one player- but perhaps 6509 hours on the clock counts for something? I'll let you decide that. Time and attention spans are short so I'll try to keep it to the point:

     

    Problem: Limited access to heavy weapons.

    Explanation: As a heavy weapon enthusiast I was thrilled when I saw we can use them- then horrified when you said "We don't want them to replace primary / secondaries" because that's the opposite of what I want. You've backed this up in their implementation, and I find myself in the weird position of being able to call in big guns but actually *not* wanting to in-case I may want to later (which invariably I never do because to every problem I have more sustainable solutions- like running away / calling in a spectre). 

    Possible solution: Return ammo regen to Arch-guns, have them as persistent pickup/put down artifacts in-game, restrict movement to just walking / running with them while equipped and have them as deployable gear items (because obviously players will loose them / need to abandon them). Or just have them replace primaries / primaries AND secondaries (i.e. draw melee if you want to bounce around freely).

    Reason: All enemies spawn infinitely and do so relatively consistently. All bosses that are typically immortal (like Ruk / Kril) have regular vulnerability phases- hence a worthwhile "heavy weapon experience" in such a consistent environment is one that delivers solutions consistently. The drawback of such taking firepower should be related to the "heavy" part of "heavy weapon"- not the availability of the weapon itself.

     

    Problem: Selective invulnerability is breaking my immersion badly.

    Explanation: During the big spider Eidolon fight, it finally all hit me- It has a giant hologram telling me how to kill it, it has an "everything-but-one-proof-shield" and had an "everything-proof-shield" until someone DIDNT properly knock out a satellite. I started asking questions: "Why couldn't I just fly up and destroy the satellite earlier?" "Why does void damage hurt the sentients but not the spider?" "Why can I harm the spider with my weaker non-rivened heavy weapons, but not my more powerful Rivened weaponry?" "Why will my Zenith, something with "infinite puncthrough", not harm the spider when it can shoot clean through it?" "How are Lech Kril / Sargas Ruk / Kuva siphons normally immune to all forms of damage, and why don't the Grineer use their staggering industrial might to reproduce this technology en masse?" "Why am I still putting up with this crap when I have a huge laser cannon which can do about 200k damage per shot on the orange crit?" "What IS an orange crit anyway? How does it actually differ to a red or yellow one? Are there secret softer spots on targets that crit bullets home in on, and if so how come I can get an orange crit shooting someones hand / foot?"

    Possible solution: Sort out how physics in Warframe works then stick to it. Try to answer the following questions: "Why does a critical hit differ from a locational damage multiplier?". "If you have enough puncthrough on a gun to go clean through a target, and you shoot its vital spot (like its throat or its spine)- why would that ever not crit / instantly incapacitate?". "Does sentient adaptation confer resistance or true invincibility?". "Can sentient adaptation adapt to everything, 4 things, or everything except one thing - and why?". "Are heavy weapons like big primary weapons or do they have some magic inbuilt strength that modded primaries cannot achieve- and if so- why is this not reflected in stats beyond base damage?". Get all of that sorted, rewrite half the games damage mechanics, rebalance most of the mods, whether the storm of upset players -and you'll be there. Easy, right?

    Reason: When I see previous rules of the universe being broken, and characters behaving stupidly, for no obvious reason beyond the sake of plot convenience- I loose my immersion. If I keep loosing my immersion, this game will no longer offer escapism, if the game doesn't offer escapism anymore, then I just won't be able to get into it anymore.

     

    Problem: The mainline format is too much at once.

    Explaination: Like it or not, if you don't cooperate with human psychology, you are at risk of being undermined by it. When you release an update, people want to get through it. When you release an HUGE update, people want to take it ALL on. This update and prime access added together has a staggering amount of stuff to do and grind, not to mention the changes you made to Nyx and Titania which deserve a thorough testing. I don't have the time this holiday season to do all this and I'm not sure forking out money for Mesa Prime would really improve that either- getting everything formaed and levelled itself would require me XP grinding myself retarded in Sanctuary or Hydron (which I passionately don't want to do).

    Possible solution: Drip feed it more. Space it out. Have Nyx / Titania one week, Mesa the next, then the big Mainline Fortuna 2.0

    Reason: You keep the player base doing the same amount of grind (protecting your bottom line) while not making people feel overloaded with grind (which clearly many do this time), and you give further reward for checking in frequently and further allow us to savour and appreciate the littler changes more.

     

    Problem: Corpus lockers skin changed
    Explanation: I have to be closer to lockers that look less neat, and need to look longer to see if they can be opened.

    Possible solution: Change it back or make it more obvious what can be opened, and if its a colourblind issue then tweak the colouring of the lights

    Reason: This isn't a part of the game I have enjoyed being made more difficult. If you wanted to fix something texture based, do something about the weird rubedo formations that look like they are almost growing out of the floor of various spaceships / orokin towers. Seriously, that could use a pass.

     

    Problem: You keep adding warframes that aren't as useful as others for the mission types on offer.

    Explanation: It's fitting Baruuk is in a release with a revamped Titania and Nyx because they can't stop missiles / bullets from hitting an excavator either. Not while shooting back anyway. There is a whole list of warframes that may as well not bother turning up to some missions because they cant do the stealthy speed of Loki/Ash, nor the "idgaf" invincibility of Wukong, nor summon the protective shielding of Frost / Limbo (and on a good day, Gara). At low levels Ember is still queen, and at high levels, Mesa continues to trivialise all other offensive operations. You can play with frames that are fun for the sake of fun but at some point you are always going to end up wanting to play to win and when it gets to that time- you aren't going to be picking Mag.

    Possible solution: Change the game modes to allow more flexibility and nerf the outlier frames. Mesa's Peacemaker is obviously too powerful, she should be paying energy by the bullet not the second. Wukongs invincibility needs a limit or a cooldown. Stop Limbo from rifting defense objectives altogether and remove the initial invincibility of Frosts dome / Garas glass tube. Do something about the speed and/or impunity of invisibility. At the same time, for excavation- have the excavator health scale with enemy level. For cryopod defense, have its health / shield scale per 5/wave too. You manage this with mobile defense after all.

    Reason: To improve frame diversity for the majority of the missions, therefore keeping frame choice as wide as possible, thereby keeping gameplay varied an entertaining. Open up the game modes and maybe I'll give Baruuk a go. Until then- while my excavators can be 1 shot by high level Lankas/Ogri from across the map, while Mesa clears out room after room of high level enemies before other frames have had a chance to even press 4, and while Ember kills <Level 30 people in a 40meter radius without even needing to know they are there- I know who I'm picking for any given mission, and it's never going to be Titania at this rate. Free to play means grind, good grind is fun, but we are still in a rush, and we still haven't got time for excavations that get to 69% without going all the way!

     

    I've come this far with you DE, but think I'm skipping this release out. These are all fixable problems, but they are problems that need fixing.

    • Like 2
  7. I have always felt the Grineer lack a certain amount of personality, especially Vay Hek who spends his life shouting. But there was this wonderful moment for me I wanted to share- when Vay Hek sees the Teralyst, rise up, whoever voices his lines delivered it spot on:

    "ITS BEAUTIFUL"

    For a brief moment I felt like Vay Hek had genuinely experienced an emotion other than hatred and anger. Like he was feeling something genuinely new to him- the sensation of beauty. Which is why his next line made me burst out laughing-

    "KILL IT!"

    Because that's the most Hekiest response I think I have ever seen from Vay Hek. A weird thing to say because he is like that all the time.

     

    Its a tiny point but one I really appreciate: Characters which are "on" all the time come across almost as a parody of themselves. Up until that point I was always wondering what was wrong with Vay Hek. However seeing that he is capable of experiencing other emotions- but that his reaction to them is always an expression of hatred and anger explains his "always on, always shouting" persona. It's not that he is literally one dimensional, he is just essentially incapable of expressing himself through anything other than a lens of unrefined Grineer hatred.

    And you know, that's fine. I'm not asking for us to go on a long emotional exploration with Grineer bosses to see a complete character arc that ends with them finally summoning the courage to go back to the original cloning pod that birthed them and tell it they were disappointed that it was never constructed to be a mother as well as a cloning pod. 

    But that's not to say I don't really appreciate little glimpses of depth that show up the distinction between human and alien. "ITS BEAUTIFUL... KILL IT!" - brilliantly highlights the similarities and differences between humans and the quasi-human clones of the Grineer.

    More lines like that one please! 

  8. I was thrilled when I read that the biggest issue of the Glaxion, its intensive ammo consumption, was getting addressed- however post patch and hotfixes I notice its still burning (or perhaps I should say freezing) through 20 rounds a second base, going up if you want that 100% status.

    Add in that the beam now needs "wind up" time to reach full length I swear I'm using more ammo than beforehand and, reading the patch notes- they said they reduced its ammo consumption but they didn't say how.

    Did I miss something? I tried it out and it doesn't use less ammo when fully "spooled" (in this case extended) like the Khom. Does anyone know what buff they gave it in this regard? They did say it separate to its damage increase...

     

  9. +1. When I first heard "Bard-frame" I was like "That's some serious aural trolling you're opening us up to".

    ...and here we are with endless loops of Darude...

    Music is normally quite personal and divisive (the best of friends can have totally different musical tastes and actively dislike each others music). However Warframe is much better experienced with the sounds on as it brings it to life as well as gives you important audio cues.

    Mute buttons for all please. Frankly I'm surprised she was released without this feature- but then DE has always overestimated the degree to which players work to make each others lives better- if they did that more, fewer PUG Sorties would end in ritualistic ragequits.

  10. Normally I try to be measured, calm and constructive about my posts. However on this occasion I shall be departing with that policy:

    F*** YEAH! I AM SO HAPPY ABOUT ALL THESE CHANGES! THANK YOU DE! MY FAITH IN HOLDING ONTO FUN BUT TERRIBLE WEAPONS HAS BEEN REWARDED! SO MUCH LOVE TO YOU! :heart::heart::heart:

    Also FINALLY! to those Tonkor and Simulor nerfs! I am SO pumped up for this update! :D

  11. Its certainly true that some control abilities are very powerful under such circumstances but as many of those advocating that point highlight- such abilities already break various other game modes anyway. I'm not actually trying to stop that (different problem for a different post) so much as trying to open up Excav. to all frame types in a similar way that survival is very open.

    Keep in mind players might still have to find carriers to murder and power the drills, so may still need to be running around and killing. Whether the drills come down pre-captured or require capturing is something I'm also deliberately vague about as I think that would become more obvious after a playtest or two- but it's all possible.

    For what its worth I gather DE are looking at ways of limiting some control abilities by having enemies gain increased immunity to them, but yes, for the moment many map-wide lockdown powers are very strong in many game types.

     

    I really like the idea of flipping it on its head though -and having *us* destroy *their* excavators before they finish drilling. Would be a great chance to get the best of out the crazy DPS some rivens will give you! :smile:

  12. So excavation was introduced around the same time that planet-side survival was removed. I think that's a shame because I really like survival as well as the planet tiles (well, Corpus ice outpost and at times Europa certainly). I appreciate though that it was weird for the Corpus to be trying to depressurise the atmosphere of an entire icy outpost (if not planet) just to shoo away yours truly. So I accept the need for excavation.

    Problem is, like any defence mission, its too prohibitive by frame choice if you want to have a serious endless session. Not all frames specialise in protection but ALL frames are very capable of mass slaughter. This is what survival tests, and is very much why I (and I think many others) like it a lot and will do it for hours on end.

    Given excavation replaced survival, and given we already have (several kinds of) defense, I would like to see excavation be more than just another form of defence.

    How? Rather than have enemies try and destroy the drills, have several of them try and capture them by way of hacking, like they do to interception consoles.

    Not on board with that from a plot perspective? How about this- the faction we attack are drilling for cryotic and we want to both deprive them of cryotic as well as acquire it for ourselves. They send down drills and power them but we hijack and capture the drills. This explains why they don't shoot the drill itself, why they try to recapture the drills, and, most importantly, why there are power carriers around when we see them almost literally nowhere else!

    From a gameplay perspective, not needing to keep (non-scaling) objects alive opens up serious play to all frames. However just as with survival, if the players are too weak to stay alive they will die and if they can't keep killing enemies, the enemy will successfully recapture the drills, and the players will fail.

    At the very least I would like to see the shields and health of the drills scale. At the moment there is a hilarious pro-tip during the loading screens saying to add another power cell to get the drill through that last push if its under heavy fire. That stops being accurate about level 30/40 where even light fire destroys it in seconds. So just to be clear, I'm not saying excavation *cannot* be defence- the point of this post is to say it *shouldn't* be defence, and to suggest how that may be achieved.

  13. That's a lovely mock-up. That pretty much exactly is what I would really appreciate. Because Zenurik, though my love for you is deep- whatever I say, whatever I do, my Wukong will never have a use for you.

  14. I like this idea a lot- its very frustrating playing solo / as a pair knowing you could be fighting Corpus without shields or Grineer without armour if only you were more of an extravert.

    However it would switch the pressure more competitive players having to team up with people (to stack auras) to keeping them solo. Consider if you took CP and purely viral weaponry to a Grineer survival- the enhanced CP would strip armour, however then someone joins with, say, rifle scavenger- and all of a sudden the enemy just gained their armour back.

    You could say auras go full power all the time but don't stack (so CP strips armour, Shield Disruption reduces shield 96% etc- regardless of how many people actually have it equipped) but then you instead are still disadvantaged as a solo Tenno because multiplayer groups will then, therefore be able to field multiple full strength auras.

    Personally I still think that would be an improvement because of the sheer power of CP / Shield Disruption. I can't think of any other aura that makes that much difference to the game- but I think really that means CP / SD need a nerf, rather than changing the fundamental way the auras work in groups.

    Of course all of this may change around damage 3.0 though, we all eagerly wait and see what that brings...

  15. So I got a Miter Riven. Out of 10 rolls the best I got was impressive stats but with the drawback of negative flight speed.

    Farming the Miter is no small task, yet the idea of a primary weapon that "deploys" powerful floating discs is one that really appeals to me (I am a huge fan of the Zenistar).

    So to any fellow Tenno out there who have experienced -100% flight speed:

    Does the projectile move? Does it last indefinitely? Does it go backwards?

     

    Many thanks :thumbup:

  16. 3 hours ago, icecream011 said:

    So, what if DE "buffed" corrupted weapon mods like Heavy Caliber? What would it look like?

    ...

    Corrupted mods work well on frames because of how each ability works. The abilities that you build for do not require all four power stats. On average, each ability only requires two stats to be useful. With weapons however, every stat is important. You can't use a Soma and expect to hit targets from far away if you only have 5-6 accuracy.

    ...

    In conclusion, Corrupted mods are in a fine place and do not need to be changed.

    You aren't quite consistent there, you're implying in one paragraph that most of them are unusable most of the time but then finishing by saying they are in a fine place. I agree most are unusable most of the time but a fine place would be where they are usable -right?

    It's true that abilities and weapons are different however you're quite wrong in saying all stats on a weapon are important. Halving the clip size of the Soma for instance would have very little effect on its performance, however halving the clip size of the Tigris would dramatically inhibit it. Like you yourself point out, the additional damage given by Heavy Caliber often does not offset the aim debuff- but on some weapons, it does. Likewise most sensible Loki builds focus on duration- but because of Narrow Minded- that means that the question with Loki is usually "How much range do I need given what other mods/augments I want".

    That's the sort of question I like answering, and I would like to be faced with when picking weapon mods.

    You ask for an example, and I admit the maths does have to be a little different for existing weapons because of existing mods. I haven't run the maths (that would be DE's job) so you'll have to excuse me if this example horribly breaks several weapons or two but suppose something like

    Critical Delay: +300% Crit Chance, -50% Rate of Fire.

    This should allow many crit weapons to reliably Red Crit, which will double their end damage, but will also halve their fire rate halving their flat out end damage. This will be partially balanced by Shred, but can be completely negated by Speed trigger. Doing that uses an extra mod slot though, which are especially short on Crit-focussed builds. Halving the fire rate affects different weapons differently too. The recoil, combo counter, and small clip of most sniper rifles make high rates of fire less helpful than the maths implies. Likewise the power of an Amprex is very directly tied to how quickly it can empty its charge.

     

    And this is my fundamental point- however bad my above example would actually be (do the actual maths on that at your own peril)- as we see with Warframes, Strong buffs linked to Strong nerfs make for interesting choices when it comes to mod selection. I think that's a good way of getting Serration down from a usage rate of what must be around 100% -if it isn't going to be removed as a mod, which I gather it isn't.

  17. I'm glad to see I'm not alone in feeling like Serration (and equivalents) are not good mods. I really hope the flat +dmg mods are either reworked or revoked- but if maybe that's not on the cards (no pun intended), to you, DE, I'd like to make a specific shout out for better and more corrupted weapon mods.

    Simply put, Serration usually isn't a choice, but Heavy Caliber often *is*.

    I realised the other day the reason I enjoy modding warframes so much more than weapons is because the corrupted mods for Warframes are very powerful, both in what they give and take. The usual formula tends to be that the Corrupted version of a mod is about 2-3 times as powerful as its normal counterpart, but that is paid for by a debuff of another quality at roughly 1.5-2 times its own non-corrupted type (e.g. Blind Rage is a tad over 3 Intensifies, but costs 2 Streamlines). This has the additional benefit of making them usually unhelpful if you want to use all at once- incentivising you to focus on one thing at the expense of another.

    The system that comes out of it is really good I think.

    So weapons have corrupted mods too but they skip this formula. Critical Delay has nothing on Point Strike. Vile Precision may allow a Grakata to reliably headshot, but so does its non-debuffing equivalent- Stabiliser. Magnum force has the aim debuff right but the +dmg buff wrong by a factor of at least 2, arguably more.

    I mention the corrupted weapon mods specifically because it should be both pretty quick and easy to make good, neigh, great, changes- yet would also do a lot to open up *choice* when modding weapons. All without needing to delete existing mods. Hopefully that covers all the bases between cost of changes, benefit of gameplay, and respect to veteran players, so I really hope you consider it.

    To be clear, I would like to see Corrupted Weapon mods in the same way I see Corrupted Warframe Mods. Sometimes I will run Narrow minded without Primed Continuity. Sometimes I will use Fleeting Expertise but not Streamline. I would never use Critical Delay without first adding Point strike. I would never use Heavy Caliber without already having Serration added. Through balancing (and perhaps a little more power creep, oh well!) this could stop Hornet Strike / Serration / etc... from being essentially mandatory- without deleting content.

    Of course we still need easy access to powerful enemies to use these wonderful weapons on- but that's a different conversation for a different post. Hope you find this helpful.

  18. To all the veterans whose loadouts can handle level 200+ enemies but are increasingly bored by a lack of level 200+ planets to fight on- a quick thing I found while messing around the other day:

    Try a high level endless mission on Pluto/Eris/Sedna/Void using the following rules:

    • No weapon mods that increase the damage per shot/hit (including multishot, crit mods and channelling damage mods)
    • No warframe mods that modify abilities in either damage, range, efficiency or duration.
    • No warframe mods that increase health, shield capacity or armour (but quick thinking is fine).
    • Use a focus, but only equip active focus abilities- no passives (we all know what Naramon is capable of)

    Try it- you might be surprised to find a very different, difficult, and frantic game. A quick list of some of the things I found doing this:

    1. It was a lot more difficult and fun.
    2. Without 175% efficiency, I thought a lot more about what I was casting when (and where).
    3. The warframes seemed much more balanced to me, as did the weapons.
    4. Mod selection was much more interesting (though there are still some obvious choices).
    5. You appreciate the Madurai focus when it is able to kill things faster than your weaponry, without ammunition- which hopefully DE will note when reworking it.
    6. Unairu also begins to become playable as it combines some of the damage of Madurai with some of the control of Naramon / Zenurik.
    7. Some weapons that I thought would become much more playable, are still terrible!
  19. Having built and reactored everything (or its prime equivalent), I have had a growing number of spare reactors for a while now. Thanks to the Sortie reward pool though, this is now happening with Exilus adapters as well! So, as per the forum guidelines, I thought I might offer some suggestions about what else it would be sensible to let the player base exchange them for.

    Because Reactors / Adapters are often rewards for special events but, in the long game, literally unusable- as they come out much more frequently than new Warframes / Pets / Sentinels / Archwings (which I'm not complaining about- it is a lifeline to new players).

    So- some things that I would like to see Reactors / Adapters exchangeable for:

    1. A booster- because even late game I still need affinity to forma and Kuva farming is MUCH nicer with a resource booster.

    2. Ducats- an extension of the above, Baro sells boosters, but also other things, and while I have a lot of ducats- I've noticed he has actually slowly been draining me of that. This would mean that the acquisition of spare reactors though is not a "on the day" reward but one that would need to be saved for when he arrives next, which would be a little sad.

    3. A large chunk of syndicate standing- Syndicate weapons can be traded for plat pretty consistently and come prime time its nice to ease the need for relic farming by buying LOTS of relic packs at once.

    4. A 10x pack of "Hack faster Lotus!" one shots useable in Mobile Defense that turn MD's into Spy 1.0. - At the end game, MD's are very easy but cannot be sped up (unlike Exterminates for instance). The gift of 5 minutes of my life back (x10) is one I would most certainly appreciate. Though maybe I should really just call for MD 2.0, where hopefully if we are horribly overpowered, we can hack the console and assist the Lotus, reducing the time we wait around as well as playing a fun mini game.

    5. A dynamic cosmetic cloak that gets longer- because how better to demonstrate excess wealth than by bolting spare reactors together and wearing them like a scaly cloak? Just to be clear it would probably be about 5/6 reactors wide, and be perpetually "craftable". Every time you craft 5/6 more reactors into it, it gets one link longer. There should be no limit to this length, though from a technical perspective I can see how that might be difficult in the long run, especially when rendering roll / spin attack animations.

     

    Maybe I'm being greedy. Maybe demanding that everything always be useable so no farming is ever "wasted" is too much to ask. Maybe I should take this excess as a sign I should give Warframe a rest for a bit. But then again, in the Warframe universe, surely *someone* else must consistently want Orokin technology, right?

  20. In the final waves of the Kuva fortress defense, the hostage wandered out into the halls which became constantly gassed. This required me to:

    - Stay alive through ever stacking toxin procs

    - Constantly resurrect the hostage

    - Actually kill the Grineer, many of whom are parasites and arctic eximi

     

    I just want to say- I loved it! I don't think I've played my Inaros so hard ever! I am at the end game, and THIS is the kind of challenge I have been waiting for! You're treating me mean, and its keeping me keen <3

  21. When Nezha came out I thought he already needed reworking but he hasn't been and it makes me think he is supposed to be what he is which confuses me. Many of his abilities and qualities seem to negatively synergise including:

    - Fast movement but long cast times make blazing chakram almost redundant in terms of mobility.

    - Low friction and fast movement makes his handling of corners atrocious (for me at least), making Firewalker as much a speed reduction as it is speed boost (in most games an icy/slippery floor is usually considered an environmental hazard).

    - Using Firewalker + Chakram combo for damage or control seems odd given that Divine Spears has comparable damage, does not require line of sight, does not dispel Firewalker, has a much wider area, a better control effect, and, even with the second slam animation, a comparable (if not faster) cast time.

    - Low health pool and access to an overshield (Warding Halo) makes the healing effect of blazing chakram a dubiously reliable team thing at best. He himself certainly doesn't need it.

    - Inability to refresh Warding Halo (outside of conclave) and low health pool makes him poorly suited for close combat yet Firewalker, Chakram and to a lesser extent Halo all are geared for this (you might think Quick Thinking and high energy capacity saves you but at high levels in the middle of the fight, that stagger is a death sentence)

    - All of which would make him suitable for longer ranged combat but there, his low friction means that unless you are accustomed to it, the drift makes moving and shooting unusually finicky.

     

    So, if anyone has the time to tell me- have I missed something big with him? Is he supposed to work by keeping everyone in the entire room speared or in the panicking on fire animation or something? I'm not trying to be down on him per se but I genuinely can't see how the developers envisaged me using such a seemingly self-contradicting frame.

     

    Incidentally he actually does do one thing very well- while speared, enemies do not contest interception objectives, making capping/recapping them much quicker and easier- but I suspect this is a bug. If you're reading this DE, you may like to fix that, but, you know, no rush...

  22. So I recently acquired Nekros prime, while I love most of the new model- I find his back shoulder "wings" keep flicking over most of my camera view of him while moving, especially when looking slightly upwards and to the side, as I often need to when speeding through a level. It's very irritating to me, like someone constantly flicking a flannel across half my screen.

    This problem is not just limited to him though- several warframes have attachments that many find irritating- Trinity's skirt and Saryn Orphids massive shoulder flower to name but two. I have seen several threads of people offering to pay plat just for the option of removing them, not even replacing them with something new.

    Oddly some warframes already have their attachments replaceable- for example Banshee and Frost Prime's shoulder pads.

     

    To fix this and hopefully any similar issues in future, I would like to see an expanded "Miscellaneous" section in the arsenals appearance section. It is already available for Nekros (with Mortos Binds) and Valkyr (with Valkyr's bonds). This section could be used to not only remove some of the more "bold" aesthetic attachments but also serve as a basis to add alternatives to them. I don't like the Orphids shoulder flower, but if the artists at DE (or maybe a steam workshopper) came up with a smaller alternative I did like- I'd almost certainly buy it along with the (otherwise) beautiful Saryn skin itself.

     

    Happier players, more sales, and room for future customisation. Fashion frame is real, and is a great thing, but it needs a little love.

  23. Oh +1! I literally came on to suggest something similar to this.

    Gurpgork is quite right in suggesting that the elemental rotator needs to have an actual ability tied to it

    I think that ability should be Elemental ward. So when you change element by holding the key down, you cast (perhaps a cheaper version of) elemental ward for 25 energy. This would allow the fire element to be used as an inefficient, but operational, self healing tool too -which I think is neat and in character for him.

    This also frees up Chroma to have a proper passive. I suggest mild resistance to whichever element he is imbued by as it fits in with his intro text "This is Chroma, an ancient legend, master of the elements. When all the land is in ruins, Tenno, only Chroma will remain" -Lotus

    I also suggest that Spectral scream fill the void Elemental Ward would leave behind by being moved into the 2nd ability slot, having its damage doubled (maybe even more) and its status improved to 80-100%. Atlases "Petrifying gaze" shows just how effective a speed impairing control focused channelled abilities can be. A damaging (but less controlling) variant would, I think, be nicely different while still being intuitive and effective to use.

    Of course, as with Equinox, his energy colour could still determine his initial element.

     

    Not a big rework, but one that would bring use to Spectral Scream, as well as deliver what his namesake promises- someone who masters the elements to best his enemies.

    But, of course, that's all just my opinion ;)

     

    P.S. If you could make Toxin do something more noticeable, that would be great. I like faster weapon swaps and reload, but it pales in comparison to the three other elements. But if I could just swap away from Toxin when I didn't want it, maybe this doesn't matter so much anyway? Two birds, one stone!

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