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Ace4225

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Posts posted by Ace4225

  1. 1 minute ago, --Q--Nyu said:

    >Against grineer

    So using it against void, infested and corpus is okay? You should play something other than hydron buddy. Broaden your horizons. 

    gawd. Use some intuition, man. All I'm gonna say.

     

    1 minute ago, --Q--Nyu said:

    A tool that has great uses should not be destroyed because people are bad at staying alive.

    Great uses... like speeding up a defense by 5%?

    #wow #sogreat
    and no matter how good or bad you are at staying alive, making the enemy shoot twice as fast doesn't make things easier.
     

  2. 5 minutes ago, Rawbeard said:

    speed nova can kill the entire map with her anti matter drop.

    well, duh. It also works better with a slow build and doesn't get the team killed in the process.

     

    5 minutes ago, Rawbeard said:

    how did you try every concievable build again?

    Well, each of my 4 Novas has different polarity sets. (One is a Prime) I've tried 2-3 variations of:
    - speed builds
    - augment-related builds
    - max duration builds
    - melee builds
    - max strength builds
    - utility/mobility builds
    - raid builds

    ... I'd mention stealth too, though that isn't too mod-specific in Nova's case.

  3. I'm probably gonna get some flak for this post, but w/e. What needs to be said needs to be said:

    At this point, something needs to be done about "speed-Nova."

    Now before anyone assumes I just don't know what I'm talking about; I've been a Nova fan since her release and mained her for the last few years. I've built 4 Novas and I've tried every conceivable build for her. I've brought Nova to every game type, every challenge, raid, boss fight (except Eidolons where she's currently useless, but I even tried her once there, only to discover that she's useless and I became sad...) etc. I regularly outDPS Embers and Mesas with my Nova(s). (Alright, enough bragging)

    I also was among those who enjoyed the fun mechanic of speeding up enemies using negative power strength back when it was first discovered -- a bug that DE was about to patch out before players pleaded to have it kept in -- since back then, infested weren't as scary as they are now (chargers didn't have spitballs and there was no such thing as Mutilist Ospreys or .. whatever those tar-spitting ones are called again) and Nova was still a popular, fairly well-understood frame.

    Now she isn't... I rarely see anyone using more than her 4th skill if I see Novas running around at all. I've even had people try to tell me that Nova is "only good for low-to-mid tier CC" and other nonsense. ( Clearly they weren't around for the Ambulas Reborn event when I was outDPSing Mesa and killing lvl 150+ Ambulas with my Nova.) She seems to be one of the most underrated and misunderstood frames in the current player base, and this leads me to my concerns:

    - Speed-Nova is now more troll than useful
        Everyone knows Hydron is where power-leveling is at... and yet many Nova players insist on bringing this build there, where most public players are bringing leveling gear, and it's Grineer. People have actually been led to believe this is a good idea... yet every time I'm with a speed-Nova, half the team is going down frequently. (Huh, maybe speeding up trigger-happy Grineer isn't the best idea?) At best, the team can just make it to 10-15 waves without major problems (IF the majority of the team was ready for focus farming and not leveling up fresh gear) but this is luck-of-the-matchmake.

    - People seem to think this makes the game progress faster
        I used to believe in speed-Nova, and when I did, I tried many scenarios using a regular positive-strength build and the speed build, and I discovered that if I was simply active enough (moving around and shooting enemies) slow-Nova would get the job done just as fast or faster than speed-Nova, especially since a slowing m-prime wave would cause enemies to cluster together better, making them easier to dispatch in large groups. Except the slow build wouldn't gimp my damage capabilities or potentially make the enemies stronger long-term.

    So... what's the point? Speed-Nova now is annoying and frustrating to deal with when she's unwanted (which is about 95% of the time). She ruins games, toxifies the Nova player base, and devalues a great frame into a speed-running utility that actually isn't as great as people think it is.

    What do I suggest?

    D.E.'s original plan was to remove the bug where low enough power strength would invert Molecular Prime's slowing effect and cause enemies to be sped up -- it's supposed to bottom out at 0% slowing (in other words, at minimum power strength, m-prime would just provide the damage buff while enemies would still move at their normal speed)

    That's all we need -- if enemies are still moving at normal speed, we don't lose anything by casting a minimum-strength m-prime, but we also don't get gimped in the process by suddenly having to deal with enemies shooting faster, canceling melee combos that normally would leave them stunlocked, or the team getting slash-procced to death.

    I know there's a large number of players that still favor this build for Nova -- please consider the points I've made here... maybe you like the mechanic, but that doesn't make it useful or beneficial to the character. I know from plenty of experience -- it hurts more than it helps, and it turns Nova into a bad meme.

    EDIT: For the Speedva advocates out there:

    "" [ Comments about Speed Nova making waves go faster. ]

    So, to do the actual math, I just played about a dozen 5-wave Hydron runs. 2-3 with Speedva in pubs, and 2-3 with Slova in pubs, then a couple each solo.

    Pub games varied from ~3:30 - 4:30, but I'm pretty sure this had more to do with the other players. (the ones with good Volt/Embers went faster) Got 1 person killed once too with Speedva. (Oh and we also had G3 show up in one, Stalker in another. Didn't really affect the finish time.)

    I finished all the solo ones in *identical* time: just under 4 mins. (approx. 3:55) Timer ran from the moment the first wave started (paused for stage transition "waves") to the moment everyone's health turned gray at the end of wave 5.

    There was also no point in going longer than 5 waves as enemies only climb in level.

    Both Novas ran *Identical weapon setups* and Enemy Sense. (The Speedva also has Rejuv for aura)

    This experiment proves my earlier conclusion that Speedva *doesn't actually make waves go faster.* It all depends on how active you are as a player. ""

  4. @Harbinger81
    0.75 energy / sec with a 225 power max. (on the aforementioned 78% dur build)
    I've got 250% range and 125% str with Firequake on top of that and it carries me thru sorties and other endgame-level content. I also have 0 health mods XD

    If Ember's hitting enough things, she generates enough energy to keep it going.. I know how to mod Ember, but thanks for the tips :)

    EDIT: sorry, 0.75 / sec is on my A config, which has 105% dur and 175% eff. My C build is the ranged one with 78% dur (0.97 /sec drain)

    But both have the same dur and eff mods: just Primed Continuity and then Streamline/Fleeting. The reason C is a bit shorter is because of Transient Fortitude, which lowers dur.

    But both have under 1/ sec drain with just one duration mod, so your claim that you need 2 is false.

     

    Just to humor you (since you might want to know for yourself), I just double-checked the numbers:

    Rank 4 Fleeting + Rank 4 Streamline + Primed Continuity = 0.75 /sec

    Max Streamline + Primed Continuity + (maxed) Narrow-Minded = 0.83 /sec

    Max Streamline + Primed Continuity + Augur Message = 1.17 /sec

    So you see, even if I go with Narrow-Minded as a second duration mod in place of Fleeting (which gimps my range to useless) I STILL get more out of efficiency mods first.

     

    I knew this before double-checking because I tested a full dur build a while back having dropped Fleeting and noticed my energy draining faster xD

  5. il y a 36 minutes, Harbinger81 a dit :

     The current efficiency mod Fleeting Expertise  causes the energy draw of WoF to be too high

    ...Not really though.

    Efficiency actually scales down the energy draw better than duration. Even after the recent change, I can run WoF for a good minute or two before it runs out (if I don't pick up ANY energy), and I've got 78% duration and no Flow. I have 175% efficiency, achieved with a Rank 4 Fleeting and a Rank 4 Streamline. You don't need more as that's where eff caps (for every frame) unless you're going to run Blind Rage, which is honestly one of my least favorite mods and I mostly play DPS frames. xD

  6. il y a 6 minutes, (Xbox One)JYNxYoshii a dit :

    it would open the floodgates and people would demand that the majority of the warframe roster be refined in a similar way.

    Players have already demanded this.

    And DE Is in the market for reworking frames properly now.. look at what they've just done to Ash, Atlas, and Zephyr.

    also, "let me also say now that my proposed changes will mostly reuse existing (and pre-existing) animations, so they shouldn't require drastic work from the artists." :

    Fire Crash can use the World on Fire explosion animation (just scaled up to reflect its radius)
    Fire Blast and Accelerant don't have to change their animations at all.
    Overheat can use the original Overheat animation (they've got that lying around somewhere I'm sure.) Just tweaked for PBR.

    How does any of this warrant "The entire ability chain would have to be recalculated and redesigned, both graphically and statistically" ?

  7. Ok...

    So DE has once again rolled out changes for what was originally my favorite frame (and would be again if she could finally find her niche!) and I know there's a million Ember posts going on about now, but most of them are just complaining about how she did or didn't deserve the nerf. If we feel Ember needs a change, then let's discuss HOW she can be changed and not just complain; the reason I'm creating this thread is because I have a proposal of my own for how Ember could be changed to:

    - reflect her original role as a lightweight damage caster
    - satisfy fans of both old Ember and new (Firequake) Ember
    - make Ember more active to play without nerfing her unnecessarily
    - create better synergy between all of Ember's skills (which is something we love and DE loves!)

    So, what are the problems?

    lots of players love to whine and complain when OP stuff gets nerfed. To be fair, OP things need nerfing, but often it needs to be a matter of changing mechanics rather than simple reduction of stats. The actual problems with Ember have always been the same:

    - despite her proposed role as a lightweight DPS, she has not accomplished this since 1.0 (first with gaining dmg reduction, making her more of a tank than DPS, then with gaining Accelerant and the Firequake augment, which, while fun, have pushed her into a CC role rather than DPS. Yes, Ember deals lots of dmg to regular mobs, but she does so through large AoE attacks, not through heavy damage ticks.)
    - DE seems too attached to Ember's powers as they are; Ember has always needed an overhaul to her abilities but DE has always been hesitant to go this far. (To be fair, from the artists' and programmers' perspective, it would also require more work)

    But on that note, let me also say now that my proposed changes will mostly reuse existing (and pre-existing) animations, so they shouldn't require drastic work from the artists.

    Here we go.....

    Just for discussion purposes, let's remind ourselves of Ember's current abilities:

    Fireball - Ember throws a ball of fire from her hand that deals Heat dmg to a single target (with small AoE)
    Accelerant - Ember charges enemies in a range with Accelerant, temporarily stunning them and increasing her heat dmg to them and casting speed
    Fire Blast - Ember makes an Arson Eximus-style explosion and leaves a ring of fire and in an area that deals dmg and stuns enemies
    World on Fire - y'all know

    Ember's problem from the beginning is that her abilities have always been too similar -- all of her skills (except for her ONE replaced one.. Accelerant) deal heat dmg to targets with varying amts of AoE. That's it. This is why as soon as it became possible, players would just press 4 and forget as all enemies under lvl 40 died. Why even use her other skills when WoF is enough? When that day happened, I was happy at first to see Ember doing so well again at killing things, but I quickly became sad when I realized how cheapened Ember had become.

    If you want to give a warframe synergy between its powers, you have to give the players reasons to use each of the 4 abilities in a majority of scenarios. So here goes:

    Fireball - leave as is
    Accelerant - leave as is
    Fire Blast - leave as is! (but the augment will need review.. details to follow)
    NEW ABILITY - Overheat (I'm calling it this in homage to her original 2nd skill, and it could even use the original 2nd skill's visual effect, but DON'T think of it as the original Overheat; this is a totally new skill!)

    "Overheat - Ember sets herself on fire, endowing her weapons with heat damage and evolving devastating new forms of her attacks."

    Overheat would be a channeled buffing skill; casting would drain (lets just say the same amt of energy WoF does now) but instead of being an attack, it adds a Heat dmg tick to her weapons (guns and melee) SEPARATE from any elemental dmg already on the weapons. For conceptual purposes, let's say it adds 50 / 60 / 75 / 100% of the gun/melee's base damage as Heat dmg (scales with Power Strength) to a separate damage tick with 25 / 50 / 75 / 100% status chance. ON TOP OF THIS, it would modify her other 3 skills into new, more powerful versions (I'll add some nicknames for discussion purposes)

    - Fireball becomes "Fire Crash" - casting Fireball while Overheat is active would summon a (single) World on Fire-style explosion at the reticle point with twice the radius of the World on Fire explosion particle that knocks affected enemies down. Deals 2x the damage of non-buffed Fireball (still scales with Power Strength)
    - Accelerant becomes "Ignite" - casting Accelerant basically is the same as without Overheat buff, but affected enemies now also have a 30 / 40 / 75 / 100% chance to become Heat-procced by the ability
    - Fire Blast becomes "Fire Quake" (gonna use this name cuz obv the #4 skill has already changed) - casting Fire Blast while Overheat is active deals 2x the damage and sends enemies * flying back * with increasing force with each rank for the ability.

    - as a possible additional measure, casting Overheat may also double the efficiency of Ember's other 3 skills, so casting them while Overheat is active will cost half as much energy as normal.

    What does this do for Ember?

    - It makes all of her skills more active. Rather than pressing 4 to forget, you press 4 to go ham and then start spamming your weapons and other (directional or fixed-AoE) skills.
    - It (finally) gives Ember synergy. You have a reason to keep using Ember's other 3 skills while 4 is active, but you also still have a reason to keep 4 going as much as possible.
    - It takes Ember out of the tank/CC tack-ons she's had to deal with for too long and gives her the DPS she deserves (while still giving her some CC for the Firequake fans out there)

    - It reworks Ember in ways that make her really useful, but don't require drastic re-modding.

    - Adding Heat dmg to her weapons is something I've felt she's needed for a long time and it makes her more a bit more viable against heavy units without making her too strong.

    * It also means the [ Fire Fright ] and [ Firequake ] augments will need to be replaced, reworked, or removed. * That's the only part I don't have an idea for, but my main concern is that we NEED to get Ember on the right track and not just tack on minor (or major) tweaks with the hope that Ember 2.0 will somehow just magically work for DPS without getting stupid powerful.

  8. Since I haven't stealth-killed enemies with a heavy sword type in a while, I'm not sure if it was today's update that broke this or not, but here's what's going on....

    Just in case it's a localized thing, here's what I was using:

    Warframe: Equinox (for Night Aspect - Rest)
    Enemies - Grineer (Gallion tileset)
    Weapon: War

    The enemies in question are affected by Rest and * Unalerted *. This only happens with the finisher attack to the rear, since it deals two damage ticks (one when the frame kicks into them, and the second when the sword slashes) but I go to perform a stealth finisher and upon killing them I lose my stealth multiplier.

    This only happens like 50% of the time, but often enough to notice and reproduce. It's ruining my stealth leveling. When I perform a finisher from the front, it's an animation that deals only one damage tick, and it's a stealth kill every time, so I'm pretty sure it's related to dealing two damage ticks with the other finisher.

    EDIT: Enemies don't have to be affected by Rest. the rear stealth finisher is broken regardless.

  9. I've always been of the mind that Overheat encouraged "oblivious" and lazy gameplay and bad habits by providing that ability to run in middle of everything, accomplish not as much as you wanted to, and walk out of almost any situation without any consideration or expectation of it ending badly.

    again.. we're talking about Overheat as it was, not as it could be. I don't want Overheat to return exactly as it was either. If you have an idea for how to make Overheat better or an idea for a totally new 3rd skill, I'd like to hear it. But right now, especially thanks to Accelerant giving JUUUUST enough stun time to cast World on Fire, Fire Blast is kind of pointless at the moment. [i think we could agree on that.]

    I haven't even seen it used in pub games in a long time. [except maybe on accident. lol]

  10. overheat... was abused and game breaking

    sure it was when it was over-buffed. So was Iron Skin when it was straight-up temporary invincibility, Blessing [when it was the same as old Iron Skin], the "immortal" build, etc. Game-breaking builds haven't been quelled, either. [i.e. "Cloaky."]

    The point is, this isn't an excuse for them to remove a great skill. None of the above-mentioned skills have been removed just because they were too strong; they got nerfed and are [arguably] in a good place for the moment.

     

    I would disagree that "many" frames scale well into higher level content

    ^

    I'm also going to have to disagree with this point....

    Loki - Invisibility, Radial Disarm

    Rhino - Stomp

    Nova - Antimatter Drop, Molecular Prime

    Nyx - Mind Control, Chaos, Absorb

    Volt - Electric Shield

    Vauban - Bounce, Bastille, Vortex

    Trinity - Well of Life, Energy Vampire, Link

    Banshee - Sonar, Silence, Sound Quake

    Excalibur - Radial Blind

    Valkyr - Warcry, Hysteria

    Frost - Snowglobe

    Nekros - Terrify

    Hydroid - Undertow

    Zephyr - Turbulence, Tornado

    Mirage - Hall of Mirrors [holograms draw aggro], Eclipse [dark mode]

    ...Ember - Accelerant [short stun property]

    ^these are all warframe abilities I can think of off the top of my head that have properties that are NOT affected by enemy level. Some may begin to have reduced effectiveness to some of their aspects, but while their damage eventually becomes neglible, their status/utility effect is not affected by enemy scaling.

    Why is it important for Ember to scale better? Because she's an offensive caster. Nova is also an offensive caster and already scales well; Antimatter Drop can potentially reach unlimited damage, and can even feed other Antimatter Drops or Absorb, and Molecular Prime will always slow enemies down [or speed them up, depending on how you've modded it :) ] as well as making them take double damage.

    If you bring an offensive caster that only does flat amounts of damage with her abilities and nothing else [pardon me, there's a couple seconds of stun from Accelerant now, though there are other stun abilities with much longer duration] into a game where enemies are constantly scaling upward, she'll eventually reach a cap on her effectiveness and become puny.

    Nova has all but replaced Ember in long-term games as a damage output. One could argue that Nova is overpowered for damage, but her squishiness causes her to die a lot, so I think she's fine. [in fact, I think the design council frames are among the most well-designed in the game.] Ember's just as squishy, but can't put out nearly as much damage after a while.

  11. Overheat was removed because it was too much, getting like upwards of 90% damage reduction.  While it did complement her skill set, back in those days she was the mirage of that time.

    I liked your reply, but this line encompasses what bothers me about Overheat. [that other/newer powers have been made/altered that basically do what Overheat did, and the problem with it was that it was simply overbuffed.. and then removing it was the opposite extreme.]

    -Overheat doesn't have to return as strong as it was. The damage reduction could be lowered, and/or adding a slow energy drain would offer another way for it to become less useful at higher levels: tanking damage while in Overheat could drain your energy faster, proportionally to the damage taken.

    Also, bringing it back as the 3rd skill instead of the 2nd skill would mean it would have a greater initial energy cost and it would have more mod value. 

    where we seem to agree is that Overheat complimented her concept and skill set, which is why I think it deserves to return, unlike Fire Blast, which has always been a mini World on Fire and I felt to be too repetitive of a skill.

     

    fireblast can be cast while on the move

    yes, but it doesn't move with you. It's a stationary AOE with a long duration. It works well for defending a point, but that makes it a defensive skill. If you honestly run around casting Fire Blasts, you're wasting energy as World on Fire literally does that for you.

    I do realize my thoughts for changing Accelerant could be abused, however, and I've edited the OP.

  12. She's my second oldest frame, and still one of my favorites [visually, and in concept]. I experience a challenge when I play her; that I could always be doing better than I currently am.

    I have made it a point in this game to take underrated equipment that I think has potential and try modding it out to see if it becomes better.. and many times, I am pleasantly surprised at how well it competes with "top-tier" equipment.

    Ember.. still has yet to be developed well. First Overheat was buffed to be more defensive, then it was buffed again, then it was removed and replaced with a more interesting [yet, less effective] skill, Accelerant.

    TL;DR : I think Ember still needs reworking again, her main problem being that, unlike many other frames, she doesn't scale well when the going gets tough. I've thought this over for a long time, and I have 3 different ideas for how her skills could be iterated better.

    [keep in mind these are separate ideas. Combinations of these could also work, but they are intended to be separate suggestions.]

    1. Fire Blast could be removed and Overheat could make a comeback as her 3rd skill with a slow energy drain during use. I believe Overheat serves Ember's offensive playstyle much better than Fire Blast, which is the skill that SHOULD have been removed, for several reasons:
    -Fire Blast is too similar to World on Fire
    -Fire Blast has had multiple graphical issues
    -Overheat actually encourages berserk gameplay, while Fire Blast encourages standing in one spot.

    2. [EDITED] Accelerant could be buffed to have a slightly longer stun duration [2 or 3 more seconds], and/or it could be able to stack with itself if casted multiple times [adding 100% Heat damage each time, NOT multiplying exponentially], but only if casted from different Embers. Its energy cost could also be raised to suit the ability's increased effectiveness.

    3. World on Fire could be buffed so that each "explosion" impact deals an AOE knockdown [whose radius COULD be affected by Power Range mods] that could only be cancelled the way other knockdowns are. This would give World on Fire a cooler, more physical effect that would also scale well when enemies are higher level.

    [This idea is a direct response to a gameplay quirk I face a lot currently when playing as Ember, in which I get gunned down by enemies while they are being rained on with fiery explosions. It doesn't just look stupid; it doesn't make much sense.]

    I would love to get [constructive] feedback on these suggestions as well.

  13. BoneBreaker, was that a reply or a brag? :P

    this post wasn't about taking away RNG completely, just for certain reward-specific mission types. The replayability of those missions would come in in the challenge of the higher-difficulty tiers. [you might not win on the first try... it might take you ten or twenty replays.]

    What keeps me coming back to my favorite games is that they feel challenging without being annoyingly repetitive. Warframe I think used to do a good job of that on a small scale, and I was just waiting for end-game to give me that final challenging aspect of gameplay..... only that never came. We're still waiting for end-game.. Tower 4 is a start, but it's really only a bandaid fix to an RNG table that is quickly being swamped with new content.

    The developers are well aware of the problems with the Void and Derelict drop tables as they have stated in many devstreams, but they don't seem to have come up with a lasting solution to the problem yet.... this is one idea of how to fix that AND make room for new content in the future.

    Here's the point:

    the RNG is fun for little stuff, like ammo mags, resources, and endless defense/survival rewards, but for major rewards, it's really jagged. One person will get their Braton Prime in 3 runs while it takes another person 2 weeks of constant farming. Assuming Person #2 is patient, they may continue to try for that elusive third part, or they may just give up. IF they choose to go on farming, and after 2 weeks they finally get it, they may question if the game is worth continuing to put time in considering that it could take them that long to farm EVERY void reward.

    If the rewards from those areas were based on difficulty rather than RNG, then all players would face the problem of increased difficulty equally. No one gets lucky, and no one is farming for stupid amounts of time either. It would keep the community happier WHILE maintaining replayability. Increasing difficulty makes for a much richer experience than RNG, and that's what this game REALLY needs to feel complete.

  14. the RNG-based rewards may have been fun earlier in the game's lifetime when there was a lot less to do in the game, but let's face it. The RNG has gotten a little out of control.

    There've probably been loads of other threads made about this, so I'm just gonna focus on an alternate to RNG-based rewards I feel DE should consider if they want the Void, Derelict and boss missions to remain popular and interesting.

    Multi-tiered missions could replace the current fixed-level approach to world progression and also provide more satisfying gameplay and rewards from reward-specific areas.

    What does this mean?

    -it means that, no matter where you go in the Solar System, enemies would be matched to your conclave level [for solo, and approximated to the level of the squad for co-op], so the game would always be challenging. This system could just be used for reward-specific missions, such as boss fights and alerts, or it could be used as an overhaul to the entire Solar System progression, though I personally think the former would be the most interesting; leave level-capped enemies in non-specific mission types, and use the multi-tiered matched-level system for reward-specific missions like boss fights.

    -it also means that rewards don't have to be randomized for reward-specific missions, which will allow players to feel satisfied that they actually accomplished a goal when they complete those missions.

    -with diversified gameplay, reward-specific missions will break away from the repetitiveness of non-specific mission types.

    What could this look like?

    -- multi-tiered missions --

    -Assassination missions: selecting the mission opens a sub-menu with three choices: [mission title] - Easy, [mission title] - Medium, [mission title] - Hard. Players should be required to complete the lowest difficulty first before advancing, and if there are squad members who have already completed higher tiers, they should not be allowed to carry newer players into higher tiers early.

    The "Easy" version of the mission features enemies that are matched to the player's conclave level. Defeating the boss and extracting would result in the simplest reward. [the Loki Helmet, for example.]

    The "Medium" version of the mission would feature enemies that are slightly above the player's conclave level [eventually with smarter AI as well], presenting a greater challenge. The reward would also be an uncommon reward. [i.e., the Loki Chassis.]

    The "Hard" version would then feature even greater enemies and the toughest AI. The reward would be rare [i.e. the Loki Systems.]

    -players would have to grind through all the difficulties to get all the rewards instead of simply having to play the mission repeatedly until RNG decides to give them the rewards they haven't yet received, and the enemies would always be balanced around their level instead being set at a fixed level. This would make players WANT to return to the mission for the challenge of it rather than grinding through low-level enemies in a process that quickly becomes dull for long-time players.

    -Void missions: this is where the current system really falls short of its potential, which is currently found in the developers being forced to dillute drop tables in order to fit new content in. With multiple tiers of difficulty for each Tower, void missions could offer specific rewards for specific objectives/achievements/milestones completed within the mission. The Towers could then refer to the complexity/number of objectives within their missions and the number of total enemies.

    So..

    Tower 1 would be fairly simple missions with few stages. [i.e. interceptions/defenses up to wave 3, survivals up to 10 min, exterminates that are straight-forward until extraction, etc.]

    Tower 2 would be longer missions with more objectives. [i.e. defenses up to wave 10 with two pods, exterminates with locked areas that require hacking to unlock or parkour skills to reach.]

    Tower 3 would be extensive missions with separate objectives for each player. [i.e. survival to 20 min where one chosen player is raiding in one part of the map while the other 3 are drawing aggro, or interceptions that are mobile*; completing waves would require players to move to new areas, sometimes splitting up over short distances.]

    Tower 4 would be classic "endless" missions, such as endless defense, survival, interception, or even mobile defense/interception* [where players choose between extracting or completing another objective.]

    *Note: these modes would require a mechanic in which the game builds a new randomly-generated tileset connected to the first in real-time instead of an extraction tile. To conserve memory, the previous tileset could be eliminated behind a locked door after all players move past it.

    Tower 4 missions would be the most open-ended, offering better rewards to players who survive to reach higher levels, but with multiple starting difficulties, rewards could be split up between specific mission tiers instead of being dumped into an ever-growing RNG table.

    The Derelict could also work similarly to the above system.

    I feel this system would present a challenge of risk vs reward to players instead of mindless randomly-generated gameplay that can sometimes feel as cold as the empty space surrounding the Tenno ships.

    I'd certainly also like to hear the community's thoughts on a system like this and suggestions for improvements as I basically just made this up.

    ADDENDUM: I just thought of this --

    Since the multi-tiered system would simplify the rewards for assassination missions, perhaps it could work so that once the blueprints are acquired, they cannot be re-earned. Instead, defeating the boss and extracting after acquiring all 3 blueprints would result in a different reward... Beacons or resources, for instance. Prime rewards could work differently, however, since they are tradeable.

  15. The Stalker does drop mods.

    Heavy Impact...

    Slash Dash....

    *Flips table*

    of course he does. But he'll still drop blueprints for his weapons on top of this.

    each G3 member wil EITHER drop a mod OR a Brakk part. NOT both.

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