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Ace4225

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Posts posted by Ace4225

  1. In general, I think there should be a very big challenge when trying to solo a boss that is appropriate to the level of your warframe. This is multiplayer game, and, if nothing else, a boss should encourage players to seek out help from their contacts or from public lobbies. If soloing bosses were too accessible and easy, there would be little reason to play with others in the first place. However, the answer to making these boss fights encourage team play without frustrating solo players comes by changing boss behaviour. Here's a few suggestions:

    1. Movement - There is a time and a place for slow, juggernaut type bossfights that require massive amounts of firepower. However, most of the bosses currently in game do not visually fit this bill. Take the Captain Vor for example; he uses the grineer flameblade model, but he doesn't seem like an insanely fast melee berserker in the fight. We just had wallrunning and ziplines introduced, why not design the boss rooms around that and make the lighter bosses harder than hell to catch instead of just stacking on ridiculous amounts of armor?

    2. Behaviour - I would love to see the heavier looking bosses feel heavier. Have the Jackal throw players our of the way with his movement, have the heavy grineer bosses constantly do the ground smash so knocking them down constantly isn't possible. Actually, now that I think of it, the new infected boss on Eris is pretty nice. I like how he moves around erratically, and how he has that AOE stun. Make the bosses annoying to deal with not because of stupid high damage and armor, but because of movement and behavior.

    3. Length of the fight - Boss fights should feel like an important event in the game. There's isn't much to say about this other than the bossfights should be around 10-15 mins at the minimum.

    4. Rewards - The fights should be rewarding. The bosses should be a high risk, high reward fight. Should they drop a blueprint every time? Probably not. However, they should drop enough things to make players who already have the blueprints (JUST SAW THE DUAL HEATSWORDS <3 DE) want to run the bosses again. Think tons of crafting materials, a few mods, and affinity globes.

    I think these changes would make fights be more rewarding, more engaging, and more challenging for the right reasons.

    +1 to all of this [except maybe the length part; I feel it shouldn't have to take quite that long if you can land a few epic critical hits. 10 mins would be long enough imo]. btw... DUAL HEAT SWORDS. gonna be cray lol

  2. Shotgun pickups are indeed 10 rounds, same as sniper ammo.

    Are they? must've updated that..

    Still, think of the difference between Furis and Lato... or Furis and Lex. Yet they all pickup 20 rounds per drop

    And yea,, even 10 rounds is a lot for a high-level Strun

  3. If you do have an Aklato modded so that it can one shot normal Grineer, there's no way it would take "800 rounds" to down a boss WHEN SOLO (as I mentioned, boss HP scales with the number of players).

    It does scale, which I noted. What my point was is it doesn't feel like it scales appropriately, and my Aklato are Pro lvl 30 with a 66% multishot [plus armor piercing mods]. Anyway, I feel the bosses are too easy when there's more people; maybe that's why they feel so hard when I'm soloing. Anyway, what I'd like to see is not making the bosses easier [and I said this in the OP] but make the scaling more consistent, and rather than JUST having an incredible amount of health, actually make the bosses do things [like run really fast and jump around or something] that makes them harder to kill, rather than longer to kill. [Edit: I did use the word "nightmare", but what I meant was it takes so loooong to kill them and it should take more skill rather than more bullets. A lot of bosses have rather funny exploits right now]

    Note: I'm talking specifically about high-level bosses. Jackal, the Saturn boss, and other low-level ones are easy anyway when you're high-level. And I get that they want to encourage co-op, but they shouldn't do it by making the bosses improperly scaled for solo players. You already have plenty of advantages in co-op with Team Heals, players reviving each other, etc

    Hyena, Jackal, and the new charger-style boss are actually going in the direction I'm talking about by incorporating unique abilities that force you to fight smart rather than hard.

  4. I apologize if any of this has been mentioned already; I don't often go on forums, and I used the search feature but didn't find anything similar.

    I don't wanna say the boss fights are currently "too hard" [although some adjustment needs to be done to boss scaling as you can't currently solo a high-level boss without bringing some revives, unless you're really good at spamming perfectly-timed melee attacks for about twenty minutes.]. Maybe it's just that fighting normal enemies once you're max level is "too easy", idk, but there's a HUGE difficulty gap between boss fights and regular enemies. I mean, tough bosses are a good thing, but it's a bit ridiculous when my Aklato that can one-shot normal Grineer marines eat through 800+ rounds to kill a boss on the same mission [granted I can stay alive long enough to use them while in LOS of the boss's gun.]

    some ideas for making boss fights a bit more sane:

    --nerfing Loki's Radial Disarm so that it doesn't work on bosses was a good thing, but doesn't really make sense. Couldn't it at least work like an EMP and temporarily disable a boss's weapon [rather than removing it]? Currently, on bosses like Hyena or Golem, it doesn't do anything, so it's functionally useless.

    --have random health/energy orb/ammo drops in the boss room [like the fight with the Jackal currently has].

    --improve boss scaling based on the number of players. Currently, when 3+ people are fighting the boss, it's possible to beat him, but soloing a high-level boss like Lech or even Hyena is a nightmare. I mean, there's a difference between skill-based boss fighting like we've seen in Ninja Gaiden, and just giving the boss too much health. [and this game reminds me a lot of Ninja Gaiden :) ]

    I think it'd be cool for bosses to have more/less abilities at their disposal depending on the number of players too.

    I.E. only give Lech the snowflake ability when there's 2+ people in the game. If you're running solo and get frozen by it, you're stuck until you're dead [unless he happens to stay behind cover and shoot at a wall just long enough for you to get out.]

    Anyway, I'm not talking about simply making bosses easier for soloers; I'd just like to see more skill come into play when fighting bosses rather than simply making their health, armor, and shields astronomically high. It would be cooler if we had to do things like this:

    The boss has an impregnable shield that has to be disabled by hacking a panel in a hidden part of the room that you have to wall-run to. While his shield his down, you can injure him, but only if you hit him right in the head hitbox.

    That's just a for-instance what-if, but it should convey the idea. It would make boss fights more creative [rather than ridiculous] and encourage more ability use for puzzle-solving rather than pointless desperation.

  5. +1 for Great sword. My first thought when I played this game was how much it felt like a cross between Ninja Gaiden and Mass Effect, and I was taken back to the epic Dabilahro from NG1 [Xbox]. I'd love to see a Warframe version of a sword like that.

  6. +1 for point 1, specifically regarding ammo pickups.

    It's stupid that a weapon that can kill in 2-5 hits like the Strun has the same ammo pickup count as a weapon like the Braton that kills in 10-50 hits.

    There's a reason the Braton and Furis eat through ammo like the Tazmanian Devil on Thanksgiving while shotguns and high-damage pistols like the Lex stay right near their max for an entire mission: every ammo pickup is 20 rounds.

    A low-damage, high-ROF gun like the Furis should have an ammo pickup like 50 rounds, while a Strun should have an ammo pickup of 6-10 rounds.

  7. This happened to me twice now, so I can confirm it's a bug:

    in Arsenal, I had my Furax equipped to my melee weapon slot, then I went to Inventory and sold my Furax. When I returned to the main Arsenal page, it still displayed [both in the slot and on my character] that I had Furax equipped. I clicked on the weapon to open the Melee weapons page to change it and switched to another purchased weapon and hit Equip, As soon as I did this, instead of it equipping my other weapon, the entire UI disappeared (except for the menu tabs at the very top) and I couldn't do anything to get it back. (I could click the menu tabs and open their windows, but when I hit "Back" it would return to a blank UI again.)

    If I logged out, it would return to the login screen, but my character wouldn't change position; he'd still be standing, so the camera zooms in for a nut-shot. Also, the Exit Game button didn't work [was unclickable] at that point...

    Anyway, I was able to fix the issue by closing the game [the old-fashioned Alt+F4 way] and restarting, but this has happened on two different occasions (in 5.3). Both times, it was when I sold a weapon that I had currently equipped.

  8. I have the same issue. I didn't buy more weapon slots, I still have the default 8; I had two free weapon slots left, so I bought 2 Furis, then used them to build Afuris. Now my inventory says I have those 2 slots free again, but I can't buy anything. I can't claim any weapon items from the Foundry, nor can I buy new weapons from the market. :(

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