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Pariax

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Posts posted by Pariax

    • Melee Heavy Button does not work while not holding a melee weapon. Fixing this would allow access to melee Heavy attack without the requirement to attack first or fully switch to melee
    • Hold E combos dont work anymore (except for Glaive and only when wielding with a secondary weapon)
    • Disabling the Option for Melee to use fire button makes left mouse button do nothing in Full melee mode. Being able to melee with Left mouse button in full melee but still switch to fire weapon in quick melee would be appreciated
    • thrown weapons have targeting issues Aiming at a more distant enemy while a closer one is off to the side makes you miss both as the weapon tries to correct for both, after another
    • Thrown weapons have super odd interactions regarding their "heavy attack". Both heavy attack throw and charged throw scale with combo counter, do not consume it though. They do not scale or activate heavy attack mods. The explosion when pressing heavy in midflight again scales the same way, does consume your combo counter but also does not activate or scale with heavy attack mods. It also deals insane amounts of selfdamage. 
  1. Ember:

    Small quality of life improvement: Making her 3 cost no energy when you are in danger of overheating/already losing energy would enhance the synergy, give her some love on energy efficiency and also get rid of the cases where you run totally dry because you couldnt cleanse heat with your 3 in time (i know you can avoid that by paying attention but when its getting close to empty, pressing the button to cleanse just to notice you were half a second too late and now its all gone without an effect feels horrible)

    Burning effect of World on fire doesnt actually trigger fire procs (as far as i can tell), which is kinda misleading. It also doesnt seem to refresh when enemies are clumped up, does it only spread back and forth on delayed ignitions or does it spread with remaining duration so as not to refresh? Clarification on the mechanic would be appreciated

    fireballs are still not powerful enough to bother with the casttime, combo window, and huge energy cost. (contesting weapon usage might also not be the best idea for the ability in general)

     

     

    Vauban:

    the damage amplification of his 2 does apply to the needle mine (2) but not to any other ability. This might be a bug or intended, but a reward for using his full kit to set up huge orbital strikes would be appreciated. 
    Draining higher percentages of armor due to ability power (with Bastille) doesnt seem to increase the speed it builds armor for yourself. Thats a weird interaction and quite disappointing. (might also not have shown effect in my testing tho)

    Overall, 1 and 2 damage seems to be quite underwhelming. 3 has some scaling component that isnt really obvious for the player but seems to provide some scaling atleast. Still doesnt kill in One shot even after full armor stripping on 125 Heavy gunner. 

    The amount of set up is cool and fitting for the character, but quite a hoop to jump through. The results are barely worth the effort in comparison, which makes it feel really clunky and gimmicky. Needle mine isnt providing any real benefit (except a puncture proc), should probably be replaced. 1 is nice in concept but not strong enough (the augment mod for it is really nice, but not affordable, because vauban is very mod hungry on almost all stats).

    • Machetes dont consume combo counter on heavy attacks
    • Hold E Combos dont seem to be accessible (except on glaives, when wielded with a sidearm)
    • When disabling the option "Melee with Fire Weapon Input", left mouse button in full melee mode does nothing. The option to use left mousebutton to attack in full melee, but switching back to firing the weapon in quick melee would be appreciated.
    • Melee auto targeting has some serious issues on thrown melee weapons. Aiming right at a distant enemy while having another enemy closer to the side will result in missing both as it corrects towards the first enemy and then back towards the more distant one.
    • Glaives heavy attack (now midair explosion) selfkills really easily due to the high damage of heavy. Due to how much power comes from combo+ heavy, its actually way more common to selfkill with glaives now
  2. alright i kinda missed the point of OP then in that "no free hands" phrasing.

    While i am really not happy with the state of certain frames, and the way warframe handles abilities, energy and gameplay in their "class design",

    i absolutely agree with you in that having Frames set up like this is an awesome way of allowing for specialization and fun niche classes without having the player choose.

    I do think there is a lot of room for improvement when it comes to Endgame viability, but with this aswell as the overall class gameplay, changes would have to cut rather deep.

  3. On 2019-05-27 at 11:08 PM, SamMitter said:

    I am not at all agreeing with you. I am not into fashion frame, so will not comment on that, But ability wise I actually think older frames are really really strong. The newer frames like GARA and Garuda are really good, but at any given day a skilled MAG or Excalibur, SARYN or NOVA can give them a run for their money. 

     

    If i am understanding correctly, he is asking for quality of life changes like adding more one hand casts (that is casts where you can still move and stuff), not completely changing the frames. Funny thing that you mentioned all of the old frames that already got this treatment or even mini reworks. Excalibur didnt used to be invul in 1 or scale with melee counter, saryn didnt have a meter to show you infected targets. Nova didnt have damage reduction from her stars. 

    I think asking for some quality of life is prudent and in some cases not enough ... looking at frames like frost (3 only frame) and ember ... 

    • Like 2
  4. Look guys. Defense missions give you a pretty good chance to get at least one Void Key. Once you have at least one Void Key, you can get at least a few Forma from enemies and scouring the Orokin levels.

    Yes, the Forma amounts for each piece of a Clan Dojo are substantial - but with a good and thorough crew, you can get enough keys to get the Forma you need.

    Of course, you can also do boss runs, since all bosses have an uncommon chance to drop a Void Key as loot. This method also grants you the bonus of getting to mug the Stalker.

    So - mod/materials farming through defense missions, or boss runs where you get to mug the Stalker as a bonus. Either way is both fun and profitable.

     

     

    its pretty easy to tell that you commented based on the patchnotes, not actual gameexperience or you are the luckiest guy in the world.

     

    "a pretty good chance"? we played like 10 defenses today, various ones, from venus, kiliken to xini and got not a single key, 15+ waves each. We havent got a single key, thats pretty good indeed.

     

    Atleast a few Forma with atleast one key? Sine we bought a key package and run the 5 missions it gives i can tell you there is NO way you get A FEW forma with only one key. we havent got one in 5 runs. Not to mention you can only get 1 per player with one key even if you are so lucky to get one at all.

     

    bosses got an uncommon chance to drop them? where you pulled that one from? we got a few bossruns done by the clan and its definitley not uncommon whatever you are referring to with this. On the note with the stalker: have you got anything from him so far? its said you have to burst the last 25% of his hp to get anything at all...

     

     

    On topic:

    There are two major problems with the update 8: you are expanding on the RNG system even though you noticed what a flop it was for vauban. You just implemented a core feature (dojo research) with the need of a material you have to go through TWO cycles of the RNG system for, which makes it so inconcistant that no one can even vaguely guess the progess he is making. I mean even if they werent as rare as they seem to be, every one of could just be on the bad side of this really unpredictable system and see nearly no forma at all. No healthy tenno can tell me that he would bet on his forma progress.

     

    This one leads to the second problem: you implemented a core system with an obvious need to pay for it. Its so frustrating and so unpredictable to go through two RNG cycles that people just lose their faith. I invested 100$ because i really loved the way you were going, and i still love the style of the game. Its a niche game but one i wouldnt like to miss. The core systems like combat and movement are so well designed that this game has great potential please dont throw it overboard by wrong business desicisions just to make some quick money. Right now, i feel forced to spend my money on formas to access one of my favorite aspects of the game, the dojo research and you leave me no hope at all that i could get there without paying.

     

    Concider if you wanna force people to pay to enjoy the game or make them pay because they enjoy it. I know that I will quit with the first one and go on with the second one. I experienced a lot of free to play games shine or fall with this decision. its yours to make now, and better dont roll it like your loot table.

    sincerly,

    a Tenno at heart

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