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lautalocos

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Posts posted by lautalocos

  1. why don´t we make the first ability one of the biggest tropes for necromancers in videogames?

    make the target a walking bomb, and when he dies he blows up in a small area, dealing damage to enemies around him, and to make it scale higher trough the game, make the affected enemies be staggered and proc toxic on them.

     

    depending on the power of the ability, nerkos shouldnt have the ability to cast it on a second enemy until the first one is dead

  2. +1

     

    i have already said it. T4 won´t fix anything.

     

    what we need is AI, integrate parkour into gameplay (right now parkour is next to useless), balance checks, making mo system have more depth.

     

    once the game has these things, DE has the base to give us players some challenge, because right now, we start in mercury taking long to kill 1 enemy and dying easily, but we end up fighting 50 enemies at the same time, killing each one of them with one bullet.

     

    there is zero challenge or depth in that, which is what burns us out of this game.

     

    how can we have end-game if the gameplay is boring?

  3. When I whine, I whine with reason and argument. This was a rework with a nerf integrated in it.

    It wasn't a total loss though.

    The trinity nerf, that was still uncalled for. It's like they want to make squishy 15 armor frames even squishier.

    but...i...it just was....

     

    i give up. not going to bother talking about trinity.

  4. compeltamente de acuerdo.

    para los que no entiende ingles, lo que dijeron en este ultimo devstream fue mas o menos:

    naves para cada jugador

    nuevas mascotas

    nuevo modo PVP estilo MOBA, empezando desde nivel 0 y cuando matas enemigos desbloqueas los mods que tenes equipados

  5. love it. have a  +1

     

    but, there is still a problem.

    in the long run, high firerate weapons are better than slow firing rate weapons.

     

    this is because in high level missions (im not speaking of wave defense 100, as some people do, i speak of saturn, or even earth in normal missions) there are way too many enemies.

    as an example, the vectis will surely kill enemies in one shot, but before you reload, an automatic weapon will kill another 3 enemies. i don´t think that the trait system can balance this on it´s own.

     

    i think warframe needs more powerfull but less enemies, but im not speaking only of health and damage, i speak too of synergies between them.

     

    as an example, if infested where more resilient, infested healers would actually be a threat, but because the infested die in 1 or 2 shots, they are quite weak

  6. if they are going to add PVP, this i feel is the absolute best way to go.

     

    everyone starts from zero, and we level up from there. if some weapons are too powerfull/weak, they will be balanced. it´s easier to balance something from a PVP perspective rather than a PVE perspective

  7. you know what T4, T5 and T6 would mean?

    more enemies with more damage/health/armor/shields.

     

    no thanks, i would rather have real challenge, not enemies instantly killing me with one shot and me taking forever to kill them without a weapon with 8 formas.

    even though i hate the word, that is artifical difficulty.

     

    if a boss in a videogame is too easy to kill, you don´t just add him 100% more health. if a section in a videogame is too easy, you don´t add triple the enemies, you position them in advantage points, add new spawn points for them, give them a few powerfull units that complement each other.

     

    having hordes of enemies attacking you all the time? thats boring.

    if i wanted that, i would go play "generic manshooter warfare 2" horde/zombie mode

  8. i dont know if the game needs this change, but im sure it needs some kind of change. i mean, when are you not going to use multishot, damage, all of the elemental damage mods, and crit chance/damage mods if the weapon has some good base crit chance/damage?

     

    i wont give specific numbers because i dont have the time to think about them, but:

    -base damage mods should be trown away (unless it has some drawbacks too, but the drawback should be importatnt enough so it doesnt become another "false choice" mod)

    -multishot should never have 100% chance or more to multishot

    -combining elemetal mods should make them combined into a single mod slot, and it should have half the energy cost and damage it would have of the two combined mods together (this way combined elements become "different", not upgrades to single elements. damage bonus/resistances should be changed as needed)

     

     

    also, to people complaining that with this change players can get the effect of serration rank 10 and multishot rank 5 with only levelling the weapon, do consider that the game would be balanced according to players getting that damage boost by only ranking up.

  9. as a loki player, and a member of a clan dedicated to loki´s, i do think being invisible all the time is OP.

     

    but the problem isnt exactly loki, it is the fact that we have all of those energy efficiency mods.

  10. as we are speaking of performance, i  would like to note that activating 64-bit mode reduces my FPS, at least on my PC.

     

    is this suppoused to happen? if it does, what benefits does activating 64-bit mode bring?

  11. I'm not complaining about difficulty. I'm just wondering why their melee weakness was removed, or if it was ever intentional in the first place. Yeah, I can attack behind them, but they do run pretty fast and sometimes it's just really inconvenient that there happens to be three of them and four napalms when I play Apollodorus.

     

    Oh and to the guy who's implying the shields are supposed to block melee, that wasn't the case during, say, Updates 10 and before...

     

     

    Shield Lancers are no different the Elite Lancers now, except that they can knock you down at supersonic speeds and avoid your melee. 

     

    Way to snip my post.

    and block your bullets, and cover other enemies.

     

    shields do that. they block.

     

    also, lancers are weak to melee. shield lancers are not.

     

    before you could say they where more alike, but now that they block melee, they are even more different.

  12. The channeling effect only covers areas colored by Tint Color 4. So on some 'frames its a very small area, while on Phoenix Helmet Ember, it's almost the entire crest, and it's half of Saryn's body. But on Nyx or Rhino it's tiny, tiny patches.

    i see.

     

    there has to be some change so that energy channeling is very visible in each frame, even if their tint 4 color doesnt affect a big part of the warframe

  13. many of the warframes and weapons dont have an especially good effect when channeling, or dont have any effect at all.

    i guessed that we could make a thread for all of the things that need improvements in the energy channeling department

     

    as an example:

    frost prime (with default skin) has no channeling at all

    ash (with default skin) has only channeling effect on his arms, and could use a bit more in some other part of his body

    oberon colored line that goes trough the middle of his body does has the channeling effect only on the upper part of his body, with his skirt missing it.

     

    in fact, most non inmortal skins on the warframes dont have such a nice channeling effect, while the inmortal skins have them. i think they should make most effects to look as good as their inmortal counterparts.

     

    edit. i still havent notcied any problems with enrgy channeling in any weapon.

  14. this little posts has more to do with the warframes in general that with trinity, but oh well.

     

    one is the fact that the community decided to call the number 4 skills "ultimates", when they where never called that, and people decided that as an ultimate, the ability had to be the best possible ability they could think off. if you take that reasoning out of your head, and think "why is an ability that costs 4 times more than my weakest ability 32 times more powerfull?" then you realise that something is wrong.

     

    on top of this, we have crazy amounts of energy, and mods that let us cast our most powerfull as if they costed 10 energy each, and then those abilities kill enemies, which then drop even more energy. we end up with an infinite cycle of energy (this is what makes trinity incredibly powerfull. if she didnt have this infinite energy cycle, her blessing would still be good, but not a broken skill)

     

    as far as i know, in every game i played in my entire life, the most powerfull abilities that are usually called ultimates, are not used literally every second. they take time to use, and the player usually saves them for difficult situations. in warframe we have these incredibly powerfull abilities and we use them as much as our gun.

     

    you eithe keep your "ultimates" and use them only when you need them, or you have a group of 4 usefull but weak abilities that you can use most of the time (which i personally would prefer), but you cant have it both ways.

     

    also:

     

    "but it took me time to get that mod for energy effyciency to rank 10!"  that isnt important. if a player has a playtime of 2000 hours, does that mean he should have enough power to kill all the enemies of the map with the press of a button?

     

    "but that X frame you say is overpowered is the most unused warframe! if they nerf it nobody will use it at all!" if they make his skills interesting and fun to use, instead of it being a button spammer, then i bet you people will use it

     

    "but how will i reach wave defense 10000?!"  it will take you skill, or it´s not possible. its endless, did you think that maybe you are not suppoused to reach such a high wave?

     

    "but it´s not OP! pressing 4 can be difficult!"  GET. OUT.

     

    "its a PVE game! why would it need balance!" okay then. tell me how much fun you have playing any videogame with trainers for infinite health and damage. maybe you will have fun for 2 hours, but would you still play that game for the next days or weeks like that?

  15. thats strange. the trails looks good in all of my weapons.

     

     

    maybe this happens only with some weapons or with some colors, or maybe it is a graphical bug.

     

    could you list which weapons and colors you used in the OP?

     

    for me, the galantine, namy skyla, nikanis, magistar and ceramic dagger work fine.

     

     

    did someone else, experience the same problems with energy trails as the OP?

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