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Probably_Asleep

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  1. FLHR is short for Fleming's Left Hand Rule, which is a guiding principle behind the engineering of rail guns. I went with the acronym instead of the name for the sake of brevity (and because "Fleming" doesn't really have that "space ninja" feel to it). In practice, this would decrease Mag's casting speed when she falls below 100 Energy, but increase it above that. Currently Mag (Prime) could get a maximum Energy Capacity of 1,223 if she was equipped with Primed Flow, Endurance Drift, 5 Tauforged Azure Archon Shards, and was under the Entropy buff. (1,298 if you actually have an Arcane Helmet) This means it would be possible to see over 12x casting speed when at full energy. Entropy isn't very easy to keep active though, Mag Prime isn't always available, Endurance Drift takes up a valuable Mod slot, and Primed Flow may not be available to new players. So for new players who just have a Mag with Flow, it would give them 3.8x Casting Speed on their first cast from full energy. Still, the disparity between 12.2x and 3.8x means that as a player progresses to end-game, they could see over triple the gains from this passive. What I'd also like to point out is that this would be an answer to the age-old conundrum that DE struggles with: How can we get players to waste more Mod Slots? Typically, you can handle Mag's energy needs in any combination of 3 ways: Capacity Efficiency Regeneration (There's technically the fourth option of "Free Cast," but I don't see a lot of people jumping to build around that concept) DE seems to like motivating players to use Mod Slots though (looking at you, Augments and Catalyzing Shields), so a passive like this would fit well with DE's goals. With a passive like this, players would want to have all three options if possible. A Mag Prime with Primed Flow could be consistently casting at 7.55x speed, but only if she also had high Efficiency and constant Regeneration. Otherwise, she's be losing 1x Casting Speed with every use of Crush. On the other hand, if she had Zenurik, Energy Nexus, Fleeting Expertise, and Boreal's Hatred, then she'd only be losing 0.25x speed per cast, and would be gaining 0.08x speed per second. (Meaning you could effectively be using Crush every three seconds at maximum speed, which would really synergize well with Shield Gating) And in addition to Mod Slots, this would also encourage more use out of the Azure shards.
  2. I love this one. I know it's redundant to ciphers, but I have a natural aversion to using disposable items. I have a a Spy/Rescue build that features this ability and it pairs absolutely perfectly with Untraceable. If I were to be pressed to think of an improvement, then I'd probably go with something like a HOLD function that lets you target a console from 5m away (and let that be affected by Ability Range). I could see some fun improvements on my clear times with something like that, especially if Ability Strength gave it punch through so you could potentially hack a console through a wall (provided you are facing it from the correct angle). But I agree, I love this ability.
  3. I've been trying to get an exact date for this, and I think my original guess is actually dead wrong. There were some things that I didn't take into account: Venari/Venari Prime Even though they're in the "Companion" category in Mastery, they obviously come with Khora/Prime. That's 12,000 MR points, or four weapon's worth Lato Prime and Skana Prime These are just not accessible no matter how many Prime Resurgences occur, that's (obviously) another two weapon's worth But after crunching a lot of numbers and looking at a lot of update notes, I've determined that Update 34 (Abyss of Dagath) is the update where it all became possible. And I'm going to prove it right here and now... https://web.archive.org/web/20231010134827/https://warframe.fandom.com/wiki/Mastery_Rank (That link should be good for a couple of years at least) The Mastery Point Distribution back then came to a total of 2,811,038 available points. But for the purposes of my little Game+ idea I redistribute the points in to these categories. This is the point distribution right before Update 34: Item Count Points Per Total Warframes 91 6000 546000 Warframe Companions 2 6000 12000 Exclusives 2 3000 6000 Allowed Warframes 3 6000 18000 Primaries 152 3000 456000 Nemesis Primaries 16 4000 64000 Secondaries 117 3000 351000 Nemesis Secondaries 10 4000 40000 Melee 200 3000 600000 Nemesis Melee 6 4000 24000 Kitguns 6 3000 18000 Normal Mission Nodes 241 60.24481328 14519 Normal Junctions 13 1000 13000 The Steel Path Nodes 241 60.24481328 14519 The Steel Path Junctions 13 1000 13000 Railjack Intrinsics 5 15000 75000 Drifter Intrinsics 4 15000 60000 Sentinels 16 6000 96000 Robotic Weapons 20 3000 60000 Hound Weapons 3 3000 9000 Kubrows 6 6000 36000 Kavats 3 6000 18000 Predasites 3 6000 18000 Vulpaphylas 3 6000 18000 MOAs 4 6000 24000 Hounds 3 6000 18000 Plexus 1 6000 6000 Archwings 5 6000 30000 Archguns 16 3000 48000 Nemesis Archguns 2 4000 8000 Archmelees 8 3000 24000 Amps 9 3000 27000 K-Drives 5 6000 30000 Necramechs 2 8000 16000 ALL POINTS TOTAL 2811038 MAG-ONLY POINTS TOTAL 2247038 POINTS LESS THAN MR30 -2962 To get to MR30 you need 2,250,000, which means the available points after update 33 came up just one weapon short of reaching that threshold. Then as soon as update 34 was released, we got the Dorrclave, Zylok Prime, and Massetter Prime. So the exact date when it was possible to reach True Master while only playing as one of the starter frames would have been Wednesday October 18th, 2023. What I find particularly cool about this update is that it released 3 weapons, which means it's the same date regardless of whether or not you want to include the Prime Variant of your starter frame in your Game+ journey. (Which I did because I really wanted be a true Mag Master) While I would have loved to reach that goal six months ago, I just didn't have access to everything. Since then though I've been diligently acquiring weapons and am very close. I'm just 25,762 points away. I have 7 Nemesis Weapons left to get and rank up. (I've put them off to last because they're such a pain to acquire and get to max rank) Which means I have nothing between me and making history save for a little more grinding! Once I get those last weapons, I'm pretty sure I'll be the first ever "True Mag Master" and "True Starter-Frame Master." It's so close I can taste it! (Though in retrospect I wish I hadn't chosen to procrastinate on the Nemesis Weapons because they seriously are a pain) There's still room for "First Ever True Excalibur Master" and "First Ever True Volt Master," but I'm not sure if anyone out there is going to actually want to go through everything I've gone through. As time goes on though these titles will be less and less difficult to reach, so now is the time to claim your spot in history! I'm not sure though if it's possible to do all the missions with Excalibur and Volt. Mag is very versatile after all... Then again I did all this solo, but the MR Points don't change if you do it in a squad. So I suppose it's possible to have someone carry you to the title for the other two starter frames...
  4. This is a phonetical mnemonic of the equation for calculating magnetic force, represented by: F=qvBsinθ The point being made here is that Magnetic force has relationships to both speed and angle, and because Mag can manifest a magnetic interaction to even "non-magnetic" materials (no to mention energy itself), she should be able to naturally influence high velocity projectiles approaching perpendicularly to her body. With multiple Mags in one place, this should be amplified, and when strengthened with her energy-fueled magnetic field, she should be able to prevent physical damage altogether. In practice, this would add a new survivability option for Mag. She would have a passive 20% damage reduction that is independent of Armor, Mod, and Shield options; because it would only be getting hit 4 out of 5 times. With a 4-Mag Squad though, this would go down to only 1 of 5 shots landing. It wouldn't help with Melee units, but it would help with most of the units that pose the greatest threat to Mag. Also, this would produce a QoL for Mag's main ability: Magnetize. Projectiles very often hit Mag while she's standing inside her bubble, limiting the areas she can stand and her movement options. That bubble though should be her domain. She should have to worry about a stray bullet hitting her inside an area she has control over. This would simply make it so that, while standing inside hers (or another Mag's) bubble, projectiles pass right through her. (Though from a lore perspective they'd be being bent around her, but that doesn't have to be animated) This would help to compensate for the recent nerf to the Counter Pulse augment that used to keep Mag safe from projectiles. Finally, this would help give more use to her Magnetize (Held) ability. Right now it doesn't work very well. AoE attacks and certain statuses leak through making it useless in higher levels. (And at lower levels it's too clunky and excessive to use, so it's just useless everywhere) With this passive, Mag would only be damageable from Melee while using her #2 in Protective mode. This would also include shots from behind and from the sides, the directionality of the ability would only be for the offensive application. This could be used as a way to accumulate aggro and defend targets when she doesn't have the option of pulling an enemy into place to create a bubble around it.
  5. EDIT: You'd have to raise the Mod Tab max every time you add another faction. I think the max is 6 right now which works at the moment... EDIT2: Actually 6 isn't enough, is it? I forgot Narmer. And on that note is Narmer going to have its own element profile?
  6. FACTION-ADAPTIVE LOADOUTS PLEASE? While I love the idea of making elements more relevant, swapping mods around between missions might be taxing for some players. (I thought this would apply to me but then I paid more attention and realized that I only play solo and don't mind hopping over to my Arsenal every mission) On that note, could we get an auto-loadout option? (WARNING: UNPOPULAR OPINION AHEAD) I'd even see it as fair to make it something I'd have to purchase with Platinum. How it would work: Purchase a "Faction Adapter" that can be applied to an existing Loadout Slot When modifying an "Adaptive Loadout" your Mod Screen will have a dropdown menu where you can select a faction for that Mod Tab If the currently selected tab has no faction selected, then nothing different will happen However: If you do select a faction for the currently selected Mod Tab, then your loadout will attempt to match the mission faction to an assigned Mod Tab If the current mission is of a faction you did not set up in your Mod Tabs, then it will default to your currently selected tab This applies to all equipment equipped in your loadout Does not allow for different weapons or Warframes to be contained within a single loadout, just an adaptive set of Mod Tabs The conventional solution I'm sure is to just have different Loatouts for each faction, but considering the limited amount of loadout slots and the fact that many people want to build loadouts for mission type instead of faction, I don't think that's a reasonable expectation to place on the player. Having an adaptive loadout setup would give us an extra dimension contained within a singular Loadout Slot, which would in turn allow us to jump from mission to mission without having to delay the squad with equipment decisions.
  7. I believe Blast should have different effects depending on how it is delivered: Single Target Attacks: 1-5 Stacks: Disorientation and Deafness 6-10 Stacks: Shockwave emits from enemy at 1-5 meters respectively, dealing a percentage of weapon damage as Blast damage to nearby enemies Additional Blast Damage keeps enemy at 10 Stacks and continues to cause shockwaves from enemy AoE Attacks: Blast Damage from Weapons and/or Abilities should ignore objects (i.e.: does not have any LoS restrictions) Note: This doesn't give AoE to single-target weapons What this would do though is that if you have an AoE weapon that would otherwise be restricted by LoS, the percentage of the attack that is Blast will go through objects and damage enemies Shockwaves can already permeate solid matter, so that part should make sense anyway. The status effect producing its own shockwave could be explained through the effects claimed on Tesla's oscillator. (Though I think those claims are probably bogus) EDIT: I realize my idea would cause two nearby enemies to create a feedback loop, but I'll note that the shockwave itself wouldn't have a status chance, so you'd have to proc multiple grouped enemies first and then they'd start a chain reaction that would continue to damage the group until the Blast stacks reduced to 5 or below. This does have the potential for devastating damage, but only after you set things up properly.
  8. Magnetic really needs something to compete with Toxin, and I'd prefer not to nerf toxin. If you were to nerf Toxin, I'd suggest making it deal through-damage that scales with shields remaining: 100% Shields remaining: Toxin Deals 100% Damage to Shields, 0% Damage to Health 50% Shields remaining: Toxin Deals 50% Damage to Shields, 50% Damage to Health 25% Shields remaining: Toxin Deals 25% Damage to Shields, 75% Damage to Health 0% Shields remaining: Toxin Deals 0% Damage to Shields, 75% Damage to Health In such a setup, Magnetic would be a more effective option against fully-shielded enemies, and for enemies that regenerate shields very quickly Magnetic would probably be more convenient for its ability to stop the regeneration. This isn't the option I want however! I'm never a fan of pulling something down to bring something else up. Especially if it's two elements that are already not top-tier. BETTER OPTION would be to give Magnetic additional perks that make it a preferred option. Perhaps something like: Enemies killed by Magnetic Damage have a 25% chance to drop an Energy Orb, with an additional 5% for each Magnetic Status Magnetic Status increases Loot Drops by 10% per status stack Enemies who have disrupted shields will explode at 10% of their max health per Magnetic Status stack at a range of 1m per stack Enemies with Magnetic Status exhibit a 4m field that, when shot through, increase projectile speed and Status Chance by 10% per stack Enemies with Magnetic Status attract other enemies from 1m per stack and have a 50% chance to spread 1 stack to every enemy they touch So essentially something that improves farming, AoE, status, or grouping would be my vote.
  9. I can't believe I've been using this for two years and never knew you could charge it. I'm going to start reading update notes from now on.
  10. It would be for me! Loading screens are not my friend (I thought they were until they invited me to the prom and then threw an egg at my face)
  11. LOL, yes. In gratitude I should become an unhinged stalker. Next time they feel like visiting a relay to start a blessing they'll get a chill down their spine and think: "Maybe another day..."
  12. From a programmatic point of view, this would just be a matter of turning off certain layers in the simplest case. But it would be cool to have a special "Mag Vision" that turned level contours into wireframe, show enemies as heatmaps that highlight their vulnerable areas, and show loot/interactables. From a lore point of view, I mean her entire face is an iris, right? Am I the only one that thinks that? This passive would be fun to play with and help especially in the early game when stealth and spatial awareness are more important. It would have some late game perks as well though for the ability to suss out weakpoints on new enemies, and find hidden caches faster in Sabotage missions. I'm also thinking abilities could target enemies behind walls (like Pull and Magnetize) when looking through Mag Vision. This would synergize really well with Punch Through weapons, which already work well with Mag.
  13. Oh my goodness. If there was a faction called the "Awkwardness" I would just die. I imagine they'd have these missions: An invitation to dinner with your two divorced parents A blind date who happens to be your ex's best friend A hospital waiting room that calls people by their medical condition rather than their name A stranger on a subway who needs a shoulder to cry on Your best friend is giving a public speech but forgot everything so you have to pantomime the talking points It's the thought that counts. If I ever end up getting something from you then, as a courtesy, I'll sneer and call you an obnoxious little cricket. So I googled "English Channel tragedy 2024" to see what you're talking about and... let's just say my list of Awkwardness missions needs an addition... Haha! I actually chose this username because I literally would AFK (or fall asleep) in a relay and come back to messages or invitations. It says something when two loading screens and a walk to the nearest Blessing Altar are too much of an inconvenience for free gameplay bonuses. I wonder if that's true of all high level players. If so they might want to think about turning that up.
  14. quxier! Didn't know you hang out in the Off Topic as well I actually have thought about this. I play on Switch and that does have a screenshot button. But I've got low defense against awkwardness. (If I were a a Warframe Faction and there was a damage type called "Awkwardness" then my shields, armor, and health would ALL have triple negatives against that damage type) So the idea of direct messaging someone to say: "Hey, I saw your blessing and didn't get a chance to say thanks so... thanks..." is beyond what I can handle.
  15. I love that 63% of this thread caught up discussing dieselpunk. The elements are an interesting choice of game design and more interesting still that they decided to push it into the lore. Here's my speculation: HEAT Energy density COLD Matter density ELECTRIC Energy arrangement TOXIN Matter arrangement The core elements then are the three pieces of "information" describing something in existence: State (Matter or Energy) Scale (Volume over Mass) Shape (Contour and Topology) By "damaging" enemies with these elements, you are in essence adding information to their physical existence. So for example if you increase the density of their matter then they will need to work harder to move the same amount and they'd be more brittle. Taking this a step further... HEAT+ COLD = BLAST Dense energy within dense matter creates a linear, impactful effect HEAT+ ELECTRIC = RADIATION Dense energy with high complexity creates an oscillating, destabilizing effect HEAT+ TOXIN = GAS Dense energy within complex matter creates a stagnating, catalyzing effect COLD + ELECTRIC = MAGNETIC Dense matter with complex energy creates a rippling, realigning effect COLD + TOXIN = VIRAL Dense matter with high complexity creates a mutating, weakening effect ELECTRIC + TOXIN = CORROSIVE Complex energy within complex matter creates a random, decaying effect The combination of simultaneous "information" would be called "interaction," which distributes that new information in a unique geometric pattern to produce a separate effect. If for example you increase the density of matter while increasing its complexity, then that information ripples outward and realign things along those ripples. While not very effective against flesh, it wreaks havoc on shield technology because shields are meant to stop forces coming from a certain direction (so upending their alignment confuses what direction the force is coming from and weakens the effect of the shield). I think in this way you could say the universe is made up of these four elements because everything in existence could be classified as different attributes of "information," and they cause observable phenomenon based on their "interaction." And realistically when you look small enough, all matter and energy is describable through its arrangement and density. One thing though that seems to be different in this universe is the law of conservation, but a lot of "magic" systems have to ignore that one. Finally, on the note of Void and Tau damage. Void seems like an opposite to "information." It could almost be described better as "will." A strong enough "will" can ignore information or even modify it. Tau (I speculate) is a "trick" that only sentients are capable of; not an actual element or secondary element. Sentients have conscious control over the information of their physical form, so the nature of their attacks and body can be manipulated voluntarily and constantly. This gives the impression of a unique element, but is in reality nothing more than an illusion. In the same way a movie is many still images producing an illusion of motion, a sentient is many single states changing as fast as their minds can process. (Obviously I'm just making this all up; I'm reasonably certain DE isn't going this hard into world building)
  16. Hahaha! You did that username justcice... And I also labor over the Ducats stand. I don't even do trading! I just figure one day I might have a friend that needs that part and think: "Wouldn't I be doing a disservice to my (made up) friend by getting rid of this now? What if later we need to grind fissures for hours to get this and I say: "You know I actually had this part years ago..." I can't argue with that. It's just my personality to thank the person who opens the door for me even though they're actually opening it for themselves and I just happen to be right behind them. LOL to the shield blessing. And this entire time I thought people actually had a good reason.
  17. Same. That was the first weapon that came to my mind when I thought about what I'd like to see. Though if I'm being brutally honest, most Kuva/Tenet weapons have been more of a pain to get to Max Rank than they've been a joy to play. If it's not going to be a good weapon then I'd prefer for it to at least be a melee weapon. That would at least make it an easy 4000 MR points by doing stealth runs. On that note, I guess a Kuva Halikar or a perhaps a Kuva Sidon would be up my alley...
  18. Thank you. Without fail every time this happens I'm inside a UI. While there, pressing the gratitude button interacts with the UI rather than the "you received a blessing" banner. So I quickly try to exit whatever UI is open within the time the banner is up with the hope that I can send a thanks before it fades away. I of course do not succeed, and I of course did not even think to memorize the name of the user that granted the blessing. (Not that I could in that amount of time, given the fact that most usernames are things like "30fartKitty_slashsixty#187") In shame I just go back to what I'm doing and feel like a jerk for not saying thank you. But I AM grateful! So to all you True Masters out there that have taken the time to grant blessings, know that there is at least one more 'thank you' response that just never made it out in time.
  19. This would be a damage support that Mag could offer to squadmates within Affinity Range. Magnetic Procs (Disruption) would work against Overguard as if it were a shield instead. Additionally, it would behave identical to Viral when Overguard/Shields are depleted. I believe this would have an interesting affect on the community and perhaps segue into a new form of build discussions around squad rather than just arsenal. It would mean that as long as you had a Mag in your party then you could substitute Magnetic for Viral in your builds, which might open up more weapon and mod options. Currently Magnetic damage doesn't really do anything worth mentioning and is almost entirely obsolete next to Toxic. But rather than doing any kind of rework for Magnetic, this one passive would be strong enough that virtually no one would argue about the potential viability of Magnetic Damage. The conversation would go like: "Why is Magnetic Damage so terrible? Most enemies don't have shields, and the ones that do can be killed quicker with Toxic!" "Have you tried using it with Mag or while a teammate is using Mag?" "No..." "It's objectively better than Viral if you have a Mag in your team." And if this became successful, it would set a precedent that niche use cases are a reasonable compromise when reworks aren't feasible. In my opinion this wouldn't be especially overpowered either. For one thing, most people believe Mag is B-Tier anyway, so it's not like she's popular enough to change the landscape. Additionally though, this would only be slightly better than Viral. Shields just aren't that big of a deal even if you don't build with Magnetic or Toxic. Overguard isn't that bad when it comes to getting rid of it, the big issue it presents is just that it makes enemies CC immune, but Magnetic Procs don't have any CC effect. So all this would do would make Overguard enemies a little quicker to deal with. Finally, some enemies are specifically granted Viral immunity/resistance, so this would provide a high-damage option that behaves separately from the typical Elemental Weakness paradigm. As a side note, Geometrical Frustration is a condition of certain atomic structures what makes the material less stable in either a atomic or quantum sense. It normally only happens at ridiculously cool temperatures, but if there were a fantasy being capable of manifesting this effect strongly and at room temperature, then it wouldn't be unreasonable to say that biological processes and structural integrity could be compromised. I'm taking some artistic liberty here because as far as I can tell we don't actually know what would happen, but I don't think it's too much of a stretch to say that forcing this effect would cause a breakdown (or at least an interference) in the electromagnetic bonds responsible for both living organisms and metallic alloys. (And besides, "Viral" working on machinery makes even less sense)
  20. I do think the Simulacrum needs an overhaul. There's a lot of things I'd love to test. I actually have a thread buried somewhere asking for a Dojo room that actually is a "dojo." Let's see... Here it is:
  21. I think I'd be okay with at least letting us instantiate Rogue Necramechs inside the Simulacrum. It's not a fun experience to go into an E/DA mission with a build you think will work only to find out it doesn't have the right formula to take down a Necramech. I would say this is especially important when running in a squad so you don't feel stuck in the mission with nothing to contribute, but then again I hear squad play is already dealing with the problem of a disparity in contribution.
  22. I've been trying to find a screenshot of the tile and for the life of me I cannot find one. I have narrowed down that it's the new Undercroft tile added during Update 33.5: The Seven Crimes of Kullervo where it says: In that tile, there's a plateau in the middle that features a jogging track with hurdles and debris. I'd go try to get a screenshot myself, but my wife is hanging out in my office and she thinks I'm working right now. I don't want to face the judgmental looks if I break out my console and start playing in front of her.
  23. I've also seen that spectral owl and wondered about it. I only ever play as Mag, so I don't think its appearance is related to the frame choice. Now and then I've followed it and jumped through the rings it left, but nothing came of it. Would be great fuel for an April Fool's video one of these days... like maybe someone claiming that you can get an extra decree if you make it through all the rings before the Owl disappears.
  24. That's interesting! I haven't even considered melee against Necramechs because I was of the belief that it would be pointless. I thought that a melee is never going to hit a weakspot so what's the point? But if you're taking down a Leech Exiums Rogue Voidrig/Bone Widow with a Bo then you've got my attention! So yeah, I've got some things to try now. I also prefer the Bone Widow! The meathook ability is just too fun. (Shame it doesn't work on other Necramechs...)
  25. On the first week I was fortunate enough to get Mag as an option (the only frame I use) so I was able to activate EDA and then get the special reward for full research points in EDA. And it was a real challenge making that work! I had the Laetum and the Pupacyst (no memorable primary options), so I tried like 20 different builds before I found something that both kept me alive and killed the enemy. It wasn't easy using Mag in a game mode that kept Energy at zero, prevented shields from recovering, and disabled Operator. I used Arcanes, Mods, and Archon Shards to get my armor above 3000. I paired that with Adaptation, and I used Arcanes/Melee to constantly heal myself. Even with all that I just barely was recovering more HP than I was losing. It was a balancing act that required constant kills and exposure to keep Armor, DR, and Regen running at full speed. And I was using Melee Influence, so I was more lethal the more enemies there were, which in turn meant I had better survivability; it was an interesting build concept that made 1-on-1 fights much more dangerous than fighting in a crowd of enemies. I also had room for Rolling Guard and a Vasca Kavat with Transfusion and Pack Leader for emergencies. Finally, Zenurik has Inner Might, so I got to use one ability every 60 seconds. I usually saved that for casting a death bubble on Necramechs. From there I just had to learn how to play in harmony with all the Mod and Arcane conditions. After everything I felt really proud of myself for making an effective build and learning the playstyle that allowed me to solo the campaign with my dedicated frame. So (long story short) I can relate to what you're saying about the underlying concept of Deep Archimedea being a good one. It was fun trying to, as you say, thread the needle given all the conditions. And I resonate in particular with the statement I quoted, because the final Disruption mission would have been impossible without a good gun. My Melee-Tank build got me through the Exterminate and Alchemy missions, but a melee weapon just wouldn't have been able to take down two Necramechs before they reached the conduit. What I don't agree with though is that the concept can be taken much further than it already has been. The extra conditions of that first week basically made it so that my Warframe was generic and inherently meaningless. No shields, no abilities, no operator, and just being forced to face-tank damage at point blank range from dozens level 400 enemies is pretty much the worst case scenario for most Warframes (though especially for Mag). I had to build for such a ridiculous set of restrictions once, but how is the next week going to be any different? It's always going to be the same thing. And over the next two weeks that's exactly what it's felt like to me. I guess what I'm trying to say is that the loadout restrictions are a problem, but the conditions themselves also present their own similar problem. One removes offensive options while the other removes survivability options. But there's only so many options you can remove before you're out of options, which is when choice becomes meaningless. (And the thing I like about Warframe is choice) Lastly, while it was a fun one-time-thing for a solo puzzle to solve, I doubt the co-op scene is very friendly. It would have been so easy if someone else was there with me not worrying about loadout and stat restrictions. This game mode encourages parasitic behavior.
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