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lautalocos

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Posts posted by lautalocos

  1. If you'd like I'll be more clear:

     

    Energy has far more utility than for abilities. It influences with channeling and other survivability mods. Taking away energy mods nerfs the rest of energy's utility into the ground.

     

    this is just a simple draft of the whole idea. channeling and any other energy related mechanic would obviously be balanced to fit with this system.

     

    to OP, this is a great idea. i can imagine that this exhaust time could bring even more customisation to the table. imagine, as an example, a mod that gives

    extra melee damage multiplied by exhaustion time, or lower ebergy cost while in exhaustion time, or any kind of mod like that.

     

    also, i don´t think the energy mods have to be taken out, but they definetely should be toned down. they are already broken with the current energy system, they would be even more broken with this new system

  2. I think the real issue is the Stamina bar.  Why do we have one.  We take on multiple HUNDREDS of foes and WIN, and yet, we get TIRED???

    again, another mechanic that works if the game was about killing few, powerfull enemies, instead of herds of weak enemies.

  3. No, there isn't any reason bosses should be immune to CC.  

     

     

    I really don't see your point here.  You're basically saying that it's a bad thing that you can kill bosses by holding down M1, but that it's even worse if you can do it in a slightly more interesting way.  

    but using CC makes the boss as powerfull as a sack of potatoes.

     

    if the enemy is affected by CC, he can´t attack you.

    how is that interesting? if he fights back, i don´t only have to shoot him, i have to dodge him and watch out for his special attacks

  4. The problem is that the combo chains do LESS damage the more moves you pull off per attack. Yes, the math and numbers bear out too. It's easier to do the basic three strike combo than try the fancy ones. More efficient and effective.

    sadly this is true.

  5. (at least from saturn to wave 1000 defense)

     

    WARNING!: wall of text incoming!

     

    what can i say? it´s just a fact.

    why, you may ask?

     

    1) parry: completely useless. easier to just shoot or do a normal melee attack against the enemy.

    why? (for the sake of clarity, "parry" means the phase when the enemy is blocked and thrown out of balance, "riposte" is the attack phase where the tenno attack the enemy)

     

    -killing 1 enemy won´t stop the other 3-20 to stop attacking me.

     

    -i overkill the enemy

     

    -the heavier enemy units that i could maybe (and thats a very forgiving maybe) use a parry against are ranged units

     

    -the parry window is really, really small. way to small for such a fast paced game. even the riposte has a very short time window to press the melee button, and if the attack is started too early, the tenno does a normal melee attack (altough i think it still has the damage multiplier of the riposte, but im not sure)

     

    -the special riposte animation takes too long, braking the flow of the gameplay.

     

    -(this one might be my lack of skill, someone pleace tell me if im wrong or not), you have to stop blocking to do a parry. what i mean to say is that you can´t just channel at the right time to parry, you have to channel and block at the same time to do a parry, effectively making you stop blocking before the parry.

     

    2) melee channeling: badly implemented,but i guess it can be fixed with mod balancing

     

    -it´s suppoused to make us sacrifice energy to do extra damage, but with very easy to get mods, we can make each channeled attack cost 1 energy (even less of a worry to players with flow/energy siphon) and still get lots extra damage from channeling.

    -mods like life strike augment the energy consumption by a lot, but makes us inmortal as long as there is an enemy at the reach of our melee weapon

     

    those 2 points made melee channeling just a straight damage boost with a so very small drawback that i don´t think anyone has a valid reason to NOT use melee channeling all the time

     

    3) melee combos: almost no need to do them (except sometimes to build up the melee combo, but only works in some stances, and to look cool (props to the animation team))

    why?

     

    -melee damage is high enough to kill any enemy without the need to do a combo. some combos happen naturally while pressing buttons, but not because the players need them, but because they just do because the player decided to not attack for a second (DISCLAIMER: this does not mean melee weapons are too powerfull and i believe the damge they do is fine, at least in general, without going into specific cases)

    -some slow you down, or some make you go past your enemies, altough i guess thats something the player has to get used to as do when appropiate, but because the player has no need for the combos, he doesnt use them, and then, of course he doesnt get used to them

     

    T4: i haven´t still played T4, but if it´s as difficult as the mysterious shipments missions, then those missions will even destroy the idea of parrying not because it is effective, but for having fun.

    not blocking for a second meant instant death for my loki, and i rather not be spamming invinsibility trought the whole mission

     

    the buffs to melee weapon damage was good and needed, no problem there

    i personally believe the combo system is a little bit too unforgiving, but some people say they have no problems with it, so i guess i won´t mention it

     

     

    CONCLUSION:

    the melee system can be fixed to work properly and be balanced, but there will still be some big problems:

     

    -the parry system is designed with not such a huge quantity of enemies around, but at the same time, already reaching the planet saturn, the fourth planet in the game, the parry sytem becomes useless because of the amount of enemies

     

    -as soon as a player gets the mods, there is no reason not to channel (altough this may have to do with the enrgy system in general)

     

    -again, the combos are useless

     

     

    SOLUTION:

     

    there are many options to the melee system:

     

    1) balance the channeling mods/energy system so it becomes a tradeoff of energy for damage

     

    2) make it so that the damage boost from melee channeling/combos is needed, by making enemies have more health, but to still make the game balanced, lower the enemy quantity (not really low quantities, but not the crazy amounts of 5 enemies in a 3x2 meters room.

     

    DISCALIMER: i just want to mention that this change above would make single target warframe abilties and sniper rifles actually usefull

     

    3) the change above would make parrying usefull, but still not great.

    make the animation faster and the parry frame longer so the flow of gameplay isn´t broken. you could even make the attack speed make the animation faster (just don´t make the enemy move in slow-mo if using a slow attack speed weapon)

     

    4) add heavy melee units. even if enemies got a health boost, all the melee units are really easy to kill. as an example, make one that we would really want ot parry because he is has a lot of health and he does lots of damage

     

     

     

     

    the post made by nothionphil about how we didnt need AI because the enemies die so easily got me thinking:

    why should they die so easily? where is the fun in that?

     

    and then i realised that warframe is a game with lots of very weak and easy to kill enemies, but it also is a game with very few, but very powerfull enemies that can kill you easily and take a while to kill

     

    one game is what some people in the forums call endgame, the other is the very beginning of the game

     

    warframe doesnt really know if it wants to be a fast, but still tactical shooter about space ninjas, or a game about killing dozenes of enemies at the press of a button, more like a game of wizards with guns.

     

    i personally prefer the first one, and i think the game won´t realize it´s full potential until it chooses what it wants to be

  6. i will only say this:

     

    i have no idea what they where thinking about the drop tables. it doesn´t even make sense.

    the only logical explanation is that a hobo entered the office, somehow got to a computer with drop tables and modified them to make them more dilluted in a drunken stuppor.

    i usually understand that game development is not easy, but things like this really make you think that someone  at DE is drinking a bit too much coffe.

     

    everything else? i don´t really have a problem. people say they expected more (if you didn´t say it, im obviously not speaking to you), but how much more did you expect to be made from one week to this one?

     

    again, drop tables=really, really stupid decision

     

    rest of update=completely fine (just kind of stupid that we can´t enjoy part of it because of the drop tables)

  7. i wish color correction didn´t distort the colors so much.

     

    grineer asteroids have this ugly green distortion on them, and sometimes corpus space ships have that too (sometimes it´s kind of a pinkish distortion).

     

    it´s also bothering how it changes all the time, even if playing in the same tileset and always without enviromental hazards

  8. the things is, most of these things are opinions.

    as an example, i love the design of zephyr, i think it´s really well done.

     

    i think it´s okay that the art team got away from the almost completely organic design of the first warframes, because that would have gotten old really fast.

     

    some people love ash, but i think that his arms look a little out of place.

    some people like vauban, but i think he doesn´t look very tenno

    some people hate oberon, but i like him a lot.

     

    different tastes for everyone

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