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PainTako

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Posts posted by PainTako

  1. DE doesn't care about balance. Any attempt by DE to "balance the game" is a farce since they almost never touch things that have been in the game for too long be it weak or strong. The only thing they care about is if too many people use the warframe/weapon/combo, or a large portion of people are complaining about the setup. It's their usual shtick. Either complain as much as you can now, and hope they revert some of the nerfs due to outcry. Or Dante will be trash until his prime comes out, maybe not ever.

    Who remembers Revenant on release when everyone thought Danse Macabre was a funny ability that fell off pretty hard, and DE nerfed it anyways since a lot of people were using it in Hydron. Who remember Ember's old World on Fire which was only good on starchart, but since it killed enemies "too quickly" it was gutted. Who remembers that Gauss can do all of this in starchart and even faster and still hasn't been nerfed when it's his subsumed ability. Or what about Saryn, or how Octavia can infinitely kill enemies while being fully immune to damage and her entire team can be by teabagging the ground near her. What about Mesa who is nigh unkillable while killing nearly everything in her sightline. Dante is only better than Gauss since his damage scales better (but barely), but he isn't better than the other three. Yet none of them are going to be touched. Saryn isn't going to get LoS nerf.

    Yeah, it's a small balance adjustment. Sure DE, sure. Revert Dante's unjustified nerfs or balance the other frames. Don't do a half-ass job like you always do.

    • Like 5
  2. The changes to Dante are honestly really big. An entire removal of a mechanic on one of his verses, LoS change, and a 60% efficacy reduction for overguard generation. As with other major changes/reworks to gear there is typically a forma refund via an Arsenal Refund. Can we get this if you're going to dumpster the new frame because one guy complained.

    • Like 1
  3. I can't help but feel like this is a little too much of a nerf. Roar affects allies, has 5 more seconds, affects abilities, and makes DoTs stronger. Eclipse needs an augment to affect allies.

    I'd suggest a softer nerf, if you feel 150% from helminth is too much, why not 75% or 100%? As it stands there is no reason to subsume Eclipse as I think almost everyone would be picking Eclipse exclusively for the damage buff, which roar would be better, or the DR. Not both.

    • Like 6
  4. 43 minutes ago, Voltage said:

    Reeling in multipliers enables DE to create higher level content with appropriately scaling enemies comparative to our power output. Or would you prefer the direction we've been going in with mechanics like "Damage Attenuation" where the only meaningful damage multiplier is the framerate (among other things 1066646580138098699.webp?size=96&quality=lossless).

    We both know for years now players have been able to easily do level cap content, if you have forgotten a clan you were in required people to rank up to do runs with 4 players where enemies reached levels in the thousands. Also on the topic of damage attenuation even since they introduced it iirc back when they added liches, they have continued adding power creep. It also took them quite a while to "fix" archon attenuation, after all it was found pretty quickly how to nearly one shot them.

    DE will never be able to make hard content when we have shield gating abuse, mesmer skin, iron skin/warding halo, invisibility, and countless other problems of balance. DE isn't going to fix balance, and honestly I think they've had far too long to show they can. Their latest solution was a dps cap this time. And while you could drop your fps to single digits to more or less avoid it, I doubt it was intentional and I doubt DE won't be looking into fixing it for their next boss adjacent foe they want to add that should be a "challenge". And obviously this also includes immunity to abilities, oh and will no longer blind to invisible players because Octavia could cheese the murmur boss with little effort.

    Warframe has, and will only ever be hard if you choose not to abuse blatantly op mechanics. And honestly, at this point the only reason I think they do this stuff is for pubs. So "newer" players feel like they're contributing since the boss isn't dead by the time it spawns in.

  5. 44 minutes ago, Voltage said:

    I just want to make clear as well that I am not trying to shut down players "speaking up", just trying to get them to wake up. Welcome to the "Temporary removal of Trials" club, founded February 7th, 2018.

    Except trials back then died out with a whimper, no one cared. None except the what, 10% of the community we were back then? The typical player still thought raids were an incredibly toxic environment from select few horror stories from a few outliers in recruit chat. Or surmised that from recruit chat requirements. Hell most didn't even know they were a thing, why care if it gets removed?

    Even though we both know there was an entire discord server dedicated to helping people learn and do raids with a strict rule that there would be no experience requirement, and basically no gear requirement aside from "You have to mod your stuff". They killed raids because they didn't want to upkeep them anymore. Regardless of what we want to believe, they did break all the time. Just look at the Meatball bug in JV. How earth rework made LoR entirely broken for stage 1, and somehow all the pads in tram phase 2 were gone. Or when batteries randomly starting charging at a much faster speed. Or what about the random rock that blocked the entire vay hek arena entrance. Or the...

    I understand what you mean though, I just wish DE would actually care about balance and not just once every few years after consistently adding powercreep. Shards, weapon arcanes, galvanized mods, helminth, arcanes that add stats, incarnon weapons, and so on. It just continues to show they really don't care until things get too high in usage, which is often showing what the core problem is.

    Nourish is so good because energy is still an issue, while energize fixes this not everyone wants to buy/farm 21 energizes. And DE has taken 6 years to help with energize (Hydrolyst release date to arcane dissolution). While powercreep has made Eidolons easier, their bugs are still numerous. And let's not forget the Plague Star hotfix that helped the event bounties at night be easier by reducing all natural spawns like Voms, making it more annoying to do eidolons without spawn manipulation. All the way back in 2017. AoE was meta because Warframe is a horde shooter and single target weapons will never be good unless the AoE options do no damage, or can't be used. Unless you have a way to make enemies chain damage such as pulling in enemies for punch through, collective curse, or chaining. Wonder why all the incarnon weapons have chaining, AoE, or dummy thicc projectiles that pierce entities. It makes their actual balance decisions even more annoying since they hardly care until one specific thing is "too used".

    But I'm preaching to the choir at this point. Or will be called a hater. So w/e.

    • Like 8
  6. 8 minutes ago, Voltage said:

    I won't disagree with you. It's ambiguous and woefully dishonest messaging, but you think this is my first time? This has happened with Regal Aya, the Heirloom Collection, Permanent Nightwave Acts, Kuva Hek unable to use Scattered Justice, Trinity's Well of Life nerf recently, and several more things in the past. If you take their word at face value and make assumptions such as "Which also by extension means no nerf to how the ability works", that's entirely on you. Hopefully everyone involved in discourse with developer decisions get the hint that this is a frequent occurrence. 

    In the end, no matter whether you feel this is positive or negative for the game, it will be swept under the rug in a few weeks and forgotten, just like what happened to Chroma.

    And even though this has happened several times, it's disappointing each time. I assumed they would nerf Eclipse. I'm surprised that they even buffed the value of it to 350% after it now applies to base damage. I'm also assuming the "improvements" to netracells will be laughable. That doesn't mean we shouldn't voice our grievances nor does it mean we should simply accept it as is. Although I think we both know how addicted to this game some people can be and choose not to quit. That, or some simply don't care.

    • Like 5
  7. 27 minutes ago, Voltage said:

    Changing it to base damage and also reducing that effectiveness for Helminth is still technically in line with what you quoted (in the context of comparing mirage's eclipse to helminth eclipse). I guess this is what happens when a majority of players aren't educated on precedence like Chroma.

    People expecting a separate final weapon damage multiplier with a simple toggle are quite naive.

    The whole point is to oversaturate base damage so diminishing returns play out. It's been a major problem for years that the formula for your weapon damage has several layers of multiplication that gets wildly out of hand.

    This change is healthy for Warframe going forward. God forbid you can't solo a 6x3 as well in a mode designed for teamplay, trivialize Profit-Taker, or the several other reasons players really use Eclipse for.

    I'm praising this change from the perspective of an Eclipse abuser. I was one of the original people to claim Eclipse in Helminth was a mistake. The lighting rework really showcased the problem with this ability, and it had nothing to do with the trigger. 

    They stated twice they would not touch mirage in the option most players voted for. Once by omission and once explicitly. They specifically wanted to know what the community wanted, and what we voted for was to keep the ability as it but make it more reliable with a potential nerf to only helminth. Regardless of personal view, or thoughts on balance, what DE did was lie. They did not simply state "we can make it more reliable with potential changes to the ability" (Which would be misleading but still correct), it was explicitly with no nerfs to mirage. Which also by extension means no nerf to how the ability works, unless they only make it apply to when the ability is helminthed.

    This is also when they presented another option to keep it working as it has been, just fix the issues with it not working correctly based on lighting. Do you think people would vote the same if they were instead told the can have it be:

    The same as it is, just fix the issues

    Make it a toggle, but change the final damage mult into a base damage mult. With potential value changes.

    Rework the ability entirely

    This is an even bigger nerf to Mirage when you consider she can use eclipse augment so her 4 mirrors (2 if shooting a gun) also gain eclipse's damage mult.

    • Like 7
  8. As per this thread, DE proposed three ideas and a catch all on how to adjust eclipse, they are as follows:

    Quote
    • We can fix the locations it doesn’t work correctly in (like Albrecht’s Laboratories and Open Zone areas) but leave everything else the same - including its unpredictability when moving. This would require extensive work to fix as it ties into our new lighting system but would allow Eclipse to work in these areas and any future environments.
    • We can change Eclipse to work more reliably, but may need to reduce its effectiveness when used as a Helminth ability by reducing its power, duration, or other factors.
      • Eclipse is already the 2nd most popular Helminth ability, so removing its main barrier to entry (reliability) would mean a rebalance is in order. This effectiveness reduction would not affect the ability for Mirage, only when applied from the Helminth.
    • We can redesign the ability, so it works on the same general theme but functionally is different. For example, it could spawn beams of light nearby - standing in them provides the light boost, while standing out of them provides the shadow boost.
    • Suggestions! We are open to unique suggestions from Tenno on this as well!

    To summarize, the first option would be keeping eclipse as it was intended, just having DE take more effort to restore it to the original design of the ability. Which is lighting based. This presumably would take further time to come out, but they suggested it and as such would be willing to do so.

    The second option is a more reliable method, presuming this would be a toggle. With this there would be a caveat, this would result in a possible further nerf to Eclipse when used in the helminth system. Such a nerf would be strength, duration, or "other factors".

    The final option is an entire redesign of the ability.

     

    I believe most people know that we as a community voted for the second option. And DE has showcased the changes in Devstream 177. To give a recap DE stated that they would be nerfing Eclipse's DR from 95% to 90%, while the damage buff has changed how it works. It use to be a 200% total damage multiplier, but now it will be a 350% base damage multiplier. As per the option DE proposed, this was "We can change Eclipse to work more reliably, but may need to reduce its effectiveness when used as a Helminth ability by reducing its power, duration, or other factors.".

    This was written by DE as an option, it's explicit wording is to state that it would only be a nerf to helminth users, if at all, but would stay the same for Mirage. This is not we voted for, but this is not what we got.

    They are reducing the DR by 5%, while I understand this is a minor change DE intentionally said they'd might be nerfing the ability for helminth users, and mirage would remain unaffected by any nerfs.

    They are completely changing the damage ability however, even if the % increase is higher, since it is a base damage increase instead of a total damage increase it's a nerf. To give an example:

    Let's take Acceltra Prime for an example. It has 44 base damage, 34% crit chance, 3x crit multiplier. We will mod it with Serration (+165% damage), Cryo Rounds (+90% cold), Infected Clip (+90% Toxin), Point Strike (+150% critical chance), Vital Sense (+120% critical damage). For Mirage we will be taking a build that is targeting 278% strength for both examples.

    Old Eclipse has a base strength of 200% damage increase, with 278% strength this totals to 556% damage increase. It is a final damage multiplier.
    Acceltra will have 116.6 base damage, with 209.9 viral damage. It will have an 85% chance to crit for 6.6x damage. On a normal hit we will deal a mixture of 326.5 damage, and 2,154.9 mixed damage on a crit.
    Eclipse will increase this to 1,815.34 mixed damage on a normal hit, and 11,981.244 mixed damage on a crit.

    New Eclipse is a base strength of 350% damage increase, with 278% strength this totals to 973% damage increase. This is a base damage multiplier. As such we have to adjust Acceltra's damage numbers, the new damage of Acceltra is 545.16, with 981.29 viral damage.
    This is a total of 1,526.45 mixed damage on a normal hit, and 10,074.56 mixed damage on a crit.

     

    This is a nerf to Eclipse, and the community was lead to believe Eclipse would stay the same functionally, but possibly be nerfed more for Helminth then it was already. DE nerfing Eclipse not only is disingenuous but also an objective lie. As when they gave us these options in the megathread they stated:

    Quote

    Eclipse is already the 2nd most popular Helminth ability, so removing its main barrier to entry (reliability) would mean a rebalance is in order. This effectiveness reduction would not affect the ability for Mirage, only when applied from the Helminth.

    I would urge DE to uphold what they first suggested and revert Eclipse's values numbers and revert the damage multiplier changes. With this they should do as they stated which would possibly nerf it for Helminth.

    I would also urge players reading this to hold DE to their word.

    • Like 5
  9. On 2023-11-30 at 1:13 PM, [DE]Sam said:

    Howdy, Tenno!

    We’re working on a change to make Permanent Weekly Acts recoverable! With this, the intention is that Permanent Weekly Acts won’t be lost should you not finish them during a rotation, as they will act like recoverable Acts going forward so that players aren’t excluded from any Nightwave Standing. We’ll update you on the progress of this change when we have more information.

    I mean I guess this is the best case scenario if you guys for whatever reason are backpeddling so hard on making them additional weekly acts. At least now you're not punishing people. Should've been like this since that start if you weren't going to make them additional.

    • Like 1
  10. So the additional permanent acts that was touted as a boon for all players even ones catching up is actually a system intended to screw over players trying to catch up? Wasn't the whole point of nightwave to be an easily accessible battle pass that you could do over the course of it's runtime while skipping acts you didn't want to do, or finish up near the end?

    • Like 5
  11. 59 minutes ago, ---PV---HawkiKill said:

    Issue is, dojo is made for alot of decorations to be used, but the Statues drop your fps unlike any other decor. we've tested spamming other decor, and statues and tributas are the worst for dps dojo wide

    That in of itself should be obvious, it's asking to spawn an enemy for every decoration along with everything else in the dojo. Along with the platform they stand on. I'm sure if you were to go into a mission with that many enemies as host and look at all of them you'd drop a lot of fps as well.

     

    For the tributas or text, I really have no clue as to why it can drop so much fps. I'd assume poor optimization.

  12. I mean, if you are asking to render 100 enemies along with a platform for each to stand on I think it's pretty common for your fps to drop. As for text I have no clue as to why they need to render them when you can't even see them, sounds like a good way to lose frames.

     

    Obligatory "the human eye can't see past 60 fps so dropping to 70 is fine xd" followed by the obligatory "acktually if you have a 144hz monitor you can see past 60 fps. Can't believe people still believe this lie in 2020"

  13. 7 hours ago, DrivaMain said:

    Casuals and Solo players are the majority and they are also paying players. Locking them out of certain content seems to be a bad move bussiness wise for a game like Warframe that relies on consistent logins to stay afloat. 

    Before you mention Destiny, Casuals are not the majority and they mostly quit once they started reaching that raid roadblock where they have to do raids to experience fresh content they haven't done before. This formula works for Destiny because hardcores or challenge seekers are a majority. 

    You cannot be serious, raids in Destiny were never being released at a pace to force new players to play them to experience something new. If you really want to make that argument WF had the same issue because it had two raids. The raids in destiny were released along-side expansions that features tons of new content for hyper casuals to play and never have to worry about raids.

     

    If you want to throw out blatant lies about "Destiny's community is hard core" then at least fact check. From a rough calculation from a website that uses bungie's API it calculated last year about ~11% of the total community has done at least one raid, doing two raids would put you in the top 70% of raiders (meaning you have done more raids than 30% of people who have done raids). Warframe's raid community was like, 8%? It's really not that different. Destiny's casual community also dislike raids for the same reasons WF's does, because they hate being forced into co-op, in a co-op game. Or they're nervous or something. Just like in Destiny there was a community built around allowing anyone to do raids no matter their experience, or loadout. And just like in Destiny the devs do not advertise the raid community discords or communities.

     

    So what is the difference between warframe raids, and destiny raids? Warframe raids were garbage. They were simplistic, and poorly coded. I loved them and probably did over thousand raids. But they weren't good compared to destiny, but warframe's basic gameplay made them enjoyable. They were removed because of exactly what DE said. They gave up on them, they never advertised them, and they didn't want to keep fixing a system that barely was holding together due to poor programming.

    • Like 2
  14. Isn't this the same reasons people were against nightwave and people said "no it won't be like that"?
     

    Everyone knows alerts were better for rewards. But the nightwave system promotes more constant play. Both have their ups and downs. Honestly they should've added nightwave and kept alerts. Not sure why they removed alerts.

    • Like 1
  15. Because DE hates competitive things. Look at all the leaderboard events and how much of a dumpster fire they were when people were exploiting left and right. How toxic it got. Look at raids, or even eidolons with their insane requirements that if it's not perfect you're better off not even messaging the person or else you'll be blocked. It's not always like that, but they hate the extremes.

    Anything to do with speed inherently makes people want to race. Which leads to competition. Which leads to elitism. Which leads to toxicity. Which DE hates. Its no wonder it took over 2 years for us to get a competitive single event again. And why there will probably not be another one.

  16. 2 hours ago, SpicyDinosaur said:

    This is pretty much the "Why don't we have a straight pride parade" argument and lacks a true understanding of the difference between privileged groups and those that face constant oppression. 

    If you read what I said, I asked why do this for a video game? This game has nothing to do with actual politics in the outside world. Leave that cesspool out there, I come to the internet to get away from that S#&$.

    • Like 5
  17. In this thread: People are mad because they want an image in game, and people are mad at them since they feel so entitled from being oppressed in the outside world that they should be recognized in a video game.

     

    Why should one group get favoritism in a video game about outside politics? If you want representation how about a sigil for everything: country, sexuality, religion, gender, favorite color, and whatever else?

    • Like 3
  18. 19 minutes ago, (XB1)Shodian said:

    Second, It sounds like you were kind of harsh in your statements which is your fault if you got banned for it.

    Considering his support ticket is in Japanese, his English, and my basic understanding of Japanese I can assume he was less harsh in the actual message but translating that to English without it sounding harsh is hard unless you're fluent in both languages.

     

    21 minutes ago, (XB1)Shodian said:

    Third, no one can help you here. You have to wait for your ticket.

    My guy, he literally said he is banned from support. Did you even read?

    • Like 1
  19. Not sure why people are saying animation sets have only ever used the frames idle animations, because iirc Wisp is the first frame with unique walking/sprinting animations. So this should be the first time an animation set could also unlocking the walking/sprinting animation. There is no precedent already.

     

    If you purchase the animation set I think it should include the walking/sprinting animations. Currently Wisp will ground herself to aim, which other frames would too and when they cast abilities. I don't see this as an issue as it would require a lot of time for DE to attempt to animate almost all the abilities to work while floating, and I'd take that over the non-ability to let any of my frames besides wisp float.

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