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MurderHoboDinosaur

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Posts posted by MurderHoboDinosaur

  1. One frustrating aspect of testing weapons and damage output is how fast it fades away. I can see "roughly" how many numbers there are but not specifics.

     

    So my proposal has two options.

     

    Option A, a feature that lets numbers "stay in the air" for 5 seconds. This is unideal, as I think it'd put strain on the game and such, even if its only for 5 seconds.

     

    Option B is where the Simulacrum comes into play, with an additional overall for it.

     

    We all know how small the area is, and not ideal for all testing, moreso if you don't want enemies constantly falling off the ledges. So a QoL update for the Simulacrum could be changing the look, area, condition settings(such as radiation hazard, slash resistant Hellion or something), and making a "leaderboard" of damage for all weapons and frames.

    In addition like I said, conditions settings could reflect sortie missions, so putting in "sortie 23-extra slash and slash resistant enemies" could be an enormous help to players, for fine tuning and testing!

     

    So if you carefully unloaded 100 rounds from the Soma into a bombard, you'll see the damage.

     

    If you have an Azima and unloaded the entire clip, you'd see if it did more damage than the Soma.

  2. 6 minutes ago, Lyravain said:

    Well, here's the issue; you can turn off any of the abilities linked to your focus, at any time, without any kind of penalty. What you're asking isn't "I goofed, I I should be able to change my weapon next run", what you're saying is "I goofed, I'd like to reassign the experience I earned with this weapon to a different weapon, because this weapon is terrible".

    Frankly, not only is Focus 'end game stuff', it's not even all that important in the first place; the more points in a tree I put, the less I seem to use it. In fact, it's so 'end game' that it runs on the excess affinity you get from stuff you've already maxed out.

    To sum up; we can already turn abilities on and off, reassigning focus has no point. Just earn more focus by playing the game.

    Not really?

     

    If I invested 100k and I decided it wasn't good, reset token, get that 100k back FOR THAT TREE and use it for a different branch

     

    Its just more convenient.

  3. 1 minute ago, Xzorn said:

    I recall they said there would be a respec when they revamp the Focus schools, this was like a year ago though.

    So..... considering it'll take another year to finish, who knows what will happen.

    Hopefully this would come sooner. A reset+refund would be great!

  4. Bascially what it says on the tin.

     

    If you screwed up majorly or want to pursue a new type of gameplay, you can reset a focus tree, so instead of a pure damage Unairu build, you can go more defensive with armor and such.

     

    Now I know what you're thinking "Murder, Focus is end game! If you made mistakes deal with it!"

     

    We can change literally anything in the game to suit our needs. Weapons, Warframes, Sentinels, Pets

     

    Why not focus too? Just have a reset token, 65 plat, undo all your Focus in ONE tree, then spend it for a build you want. That way we aren't penalized for making poor or misinformed decisions, and we can have more fun having flexibility in builds.

     

    So Unairu- 50,000 focus into mastery, for cool down. I think thats a bad idea overall. Reset token, put that 50k into corrosive blast and use that.

     

     

    And keep in mind like 75% of the playerbase probably will never use this anyways, so it won't be abused, won't be overpowered, or spammed. It's a relatively niche area which requires heavy dedication. On top of that, there could be a cool down of resets on a particular tree, maybe 2-3 days max.

  5. 11 hours ago, Clats01 said:

    I dont see why credits would be a thing you would worry about as everyone gets them when 1 person picks them up, I would think armour would be more useful.

    Plus I guess removing credits and have it increase speed while slowing enemies would be nice

  6. 2 hours ago, Clats01 said:

    I dont see why credits would be a thing you would worry about as everyone gets them when 1 person picks them up, I would think armour would be more useful.

    I actually had armor in my first draft but then I thought it'd be too OP, plus not all enemies have armor, but all enemies have hp/energy/credits/damage

  7. Had an idea for a support frame.

    Basically, a debuff+ buffer

    The concept is "takes from enemy-gives to teammates and itself" which scales with enemy level, allowing you to not be useless after a set amount of enemy levels.

    So for example, one power is to take enemy damage, lowering the enemy's damage while increasing yours and teammates

    So it's 1 takes HP and turns it into a health buff from the scaled enemy and redistributes it

    His 2 takes credits and redistributes it

    His 3 takes energy redistributes it

    His 4 takes damage redistributes it

    And his powers scale with enemies, so he never feels useless after a certain amount. So a level 5 bombard gets the same treatment as a level 85, so you'll get lets say 150 HP buff from a level 5, and a 1000 HP buff from a level 85

    This is balanced out by the fact he only has 75 energy at max, 350 HP and shields at max

    If I had to think about a backstory to him, it'd be a sorta anti Sentient frame, able to sorta mimic them in some ways, and try to negate them by taking their enormous damage output against them.

    As for an actual in game name Equalizer sounds too modern day, so Igualada sounds cool :P

    The downsides to this is that you can only cast it corresponding with the power number

    Power 1 only does one enemy, power 2 does 2 enemies, and so on.

    I can't think of a passive, perhaps no matter the distance he always receives affinity from teammates or always gets a team mates power buff? Like if he's far away from a trinity, even 2 tilesets over he can still get energy from her 2.

    I was debating if having to aim at an enemy or an automatic function to target the toughest enemy would be good.

     

    Any thoughts, or revisions, or criticisms?

     

     

  8. 2 minutes ago, NecromancerX69 said:

    1.- New players have to learn to survive without some mods, we all did at one point in our lives. It help me get good.

     

    2.-  A) & B)   Say hello to Shade or Huras Kubrow or Rakasa Kubrow....  Also If you are that bad at keeping your health in place, why not play in pubs where people can help you or you can use them as meat shields (That's what I learn in my early stages till I got my own Rhino. Now a days I play squishy warframes).

     

    3.- It's not a mandatory mod, I never use it (The one that lowers the channeling cost, cause the cost is not as bad as you claim it to be). Speaking of splitshot that is an entire diferent topic since those mods are really required on guns.  Life Strike is never required on melee unless you are having a bad time LEARNING how to survive.

     

    That last one...

     

    facepalm.jpg Ever heard of tactical retreat if you are playing solo? Or hide behind companions? again, also Shade or Huras Kubrow?

    I have no trouble surviving buddy. I've run Sortie 3's with nothing but speed volt with no shield or health mods, or QT. I'm saying this is a quality of life addition that Warframe needs.

     

    New players need to learn to go without certain mods, until they hit a point where their equipment just doesn't work out. I have actual personal experience from my early days. I know how frustrating it was to be killing enemies and trying to take cover, while my health was slowly whittled down.

     

    For your second point, you mean sentinels and pets that surprise surprise, not every player might not have? Next thing you'll tell me newer and somewhat mid level players should just use Ivara for Spy's if they can do it right! :facepalm:

     

    Then how do you propose that players regain health, without something they are forced to do? You don't need ANYTHING in game for energy, all you need to do is kill enemies, for which there is a large supply of. But health? You NEED something specific, and just in case you're STILL not getting it, making players engage in one activity/weapon/frame JUST to get health is NOT healthy for a game!

     

    And when you have less than 400 HP left and you're trying to get away, often times you die. Which could have been averted if the enemies you were mowing down dropped some health for you to keep going, as opposed to use a mod or object you might not even HAVE to survive.

     

     

    Are you actually reading all my posts?

  9. 1 minute ago, (PS4)Final_Dragon01 said:

    I don't know.  I can see the appeal of health orbs dropping, but I am not sure it is needed because there are so many ways to heal yourself.  I think is comes down to is a minor level of sustain a QOL item or is it a feature that should have an opportunity cost.  I think calling it a QOL item is a hard sell.

    However, if health orbs started dropping like the used to (the rate you are suggesting is way too high), I don't think much would change.  For most the difference would be a 1 different mod on a melee or sentinel.  So I suppose it might be worth trying if it might make the game more fun for some people.  However, I would not call it a necessary change.

    There are many ways of healing yourself, when you've maxed out/grinded/bought the necessary items in game.

     

    I don't know how this is complicated, a important game mechanic(healing) while there are plenty of options are either not accessible for a long time, or out of reach.

     

    I am speaking from experience over my time playing warframe for a very long time.

     

    Its a Quality of life adjustment because thats at least one mod or weapon I DON'T have to use, one less mandatory mod or build. Whats so hard to understand about that? That removing a "you must do this or that" mandatory function would go a long way into making people actually not rely on them, and expand their creativity and flexibility?

     

    And if they can't drop 1/4th, then atleast they should drop a little more than energy orbs. You need HP more than you need energy. 

  10. 5 minutes ago, NecromancerX69 said:

    Actually, Quiet Shy clearly explains how to play squishy warframes in a nutshell...

     

    The part of movement yes I agree, but if it were so easy NOT to get shot or NOT end up in small spaces which don't allow for that, we would have alot less deaths wouldn't we?

     

    Lets run down the list, a non starter frame, most mods on that build are maxed, and presumably weapons that have fully maxed mods.

     

    Its easy for me to do this, but A MAJORITY OF PEOPLE DO NOT HAVE THIS LUXURY.

     

    And you know what? My points still stand. Health orbs dropping from enemies with a 1/4th chance WOULD STILL BE GREAT for quality of life because I wouldn't have to worry about healing return, life strike, hirudo, or anything else blatant just to stay alive, and actually use things I find fun or underused.

  11. 1 minute ago, NecromancerX69 said:

    1.- That's the point of warframe, you need to learn the curve till you can farm for it (or you can buy it with plat: 15 to 10 plat is not a lot).

    Also farming for it is not that hard, it's a rotation C drop from Dark Sectors. Hell, even some players that are good will willingly give it for free.

     

    2.- Wrong, it's not a mandatory mod. You need to learn to take cover (Not every warframe is a tank like Rhino for example).

     

    3.- The channeling is not that bad as you say. You only need to swing it once to regain health, also no need to keep it channeling the full time. Second, there is a mod I don't remember his name that counters the channeling cost making it better (like a StreamLine sort of mod for melee weapons).

    1. That doesn't exactly help new players does it? I don't want to be limited just to survive. And not everyone has money to drop of warframe.

     

    2. IT IS when you HAVE to use it to regain health. Taking cover is fine and dandy unless you're in A. An Open area or B. Surrounded by a fuckton of enemies, which coincidentally happens ALOT.

     

    3. Yes, more mandatory mods is great? If you NEED it just to survive or be decent, its a mandatory mod. You don't need Fast Hands, but you need Splitshot.

     

    And going from gun to melee takes a few seconds, on top of pushing the channeling button. In a fast paced game like warframe, this is an eternity, and you're likely to get shot up by the time this happens. Unless you're using speed holster, but thats neither here or there.

  12. 2 minutes ago, 00zau said:

    A health orb isn't going to stop you from getting one shot by a level 100 bombard. It just means that there is some level of sustain available to every frame. As it is, if you can't find or buy a life strike mod (or want to use a sidearm besides the furis), the only option for half of the frames is health restores.

    EXACTLY!

     

    I remember my old warframe days from the beginning, constantly dying because I was just a level 25 volt on jupiter with no way of actually healing myself.

    • Like 2
  13. Just now, NecromancerX69 said:

    Um.... OP... You clearly forgot something....

    latest?cb=20140831183457

    Just add it on every single Melee and you shall be fine. Belive me, how hard it's to get close to a low rank grunt and just hit him / her / it  once to regain all your health... I mean, its not like we don't have scorpions, chargers, moas in the game....

    (That reminds me, I need to remove it from my weapons since making pizza it's easy for me now).

    Thats the point, first off its a rare mod that a majority of players will not have, 2nd, then it becomes a mandatory mod, 3rd, channeling is expensive.

  14. Simply put, there are too many mods in warframe that are unused. From rapid resilience, to maximum ammo mods, we simply do not use them. Unless DE has a plan for mandatory mods, and compensation for removing people's entire builds made with forma, why not have 3 "exilus" slots for warframes?

     

    And on top of that, Warframe exilus mod slots are a big let down, as mods such as equilibrium are not included! Tying in with this, mods go unused because we need them for more "important slots" so why not give them a buff, such as rapid resilience not only making status effects shorter, but also partly negating the status chance, notably slash and toxin?

  15. Like in Archwing, we need enemies to drop more health orbs. Its annoying how to even give yourself you need 

    1. A frame[Oberon, Trinity, Nekros, etc]

    2. Gear[Health restore, pad]

    3. Random drops from lockers that only have 25 health

    4. A weapon like the Hirudo, Furis augment, or Hema

     

    We need enemies to drop it, and in order to balance out those effects, simply have a tier. 

     

    For enemy levels 1-10 they drop 25+ HP orbs, for the nooby

     

    11-20 they drop 50+ HP orbs

     

    21-30 they drop 75+ HP Orbs

     

    That way our builds and choices won't be contrained by matters like "How will I heal myself but also not be stifled by the meta?"

     

    To prevent a tidal wave of orbs, just have them drop from enemies 1/4 of the time, so a squad would give you one yes, but if you face a horde of enemies or prefer a grand melee brawl, just start tearing through them and pick up health alongthe way.

     

    • Like 1
  16. Credit rewards are a crapshoot, even a doubler might net you 2-4k credits. This is a negative aspect for ALL players.

     

    New players have to deal with an immediate grind, running the same missions for a few hours, just to have enough credits to craft something. This has made people whom I recommended to the game quit, because the amount of time needed is like an RPG, but without extra content to make it worthwhile as you would see in Skyrim or Oblivion! The starting gate is frustrating, moreso when its not explicly said dark sectors provide a neat bundle of credits. A play through of survival is useless,, as the caches are poor at best(5 min mark rewards) or dropped from enemies is simply a bad joke.

     

    Old players like myself can make a few 100k in under an hour, but its tedious grinding, moreso when the only semi reliable sources of credits are sorties, which are only once a day, or rnning akkad/sechura/hierophant.

     

    Sure in about 2 weeks you can build up about a million credits, but for constant building, buying, and such it puts a damper on the fun.

     

     

    And then the only way of making large creds, the sechura lecta which was already gate locked several times over, MR requirement, buying of play/grinding rep with Perrin made it worthwhile. But the credit nerf, capped at 4x at MR18 is ludiucrious. If we wanted a cap, fine. But there needs to be larger perks in having MR. You can get it at 8 MR, but caps at MR 18 at 4x. Why? Anyone who's dedicating that much time int othe game like myself should have a big advantage, because what we put in is what we get out.

     

    One way I see it, is when something convenient occurs in game, the company(DE) nerfs/removes it. Greedy Mag is something I disagreed with, but Mesa and excalibur are acceptable. But removing player convenience to make the game artifically longer is just pretty crappy, and damages fidelity for old players, and decreases interest in new players once they see the immense grind.

     

    Enemies should drop more, MR's shouldn't be capped on arbitary requirments, the game has too many large expenses that justify having such a low credit drop from enemies and completed missions.

     

     

    And alerts? Pathetic unless you have a booster.

     

     

     

  17. This has been a bug I've since Octavia dropped, I do an action, any action, and suddenly I freeze. When I press "esc" then pop back in, my player model is stuck in the poistion of reviving, I can't move, or use any warframe powers. I can bullet jump, but its has if there is something pulling me into a corner. Only being downed/revived/killed solves it.

     

    Its a REALLY annoying bug that happens like every 5 missions.

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