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Artekkor

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Posts posted by Artekkor

  1. Ever since the status rework i noticed that corrosion as a damage type became far less desirable on weapons with status potential.

    Its still a good damage type with weapons that do not proc and just deal damage (crits, raw...) but anything that has 25%+ status chance benefits from having now overpowered viral far more.
    Kuva Quartakk, Hind, Kraken and many others seem to follow this pattern. With two 60/60% status chance mods - the Viral appears to reliably outdamage Corrosion against grineer. GRINEER! A FACTION THAT RELIES ON ARMOR!

    I propose that corrosion status effect needs an additional effect besides armor reduction.
    My personal suggestion: how about - following the theme of compromising the target's defenses - it should also increase critical chance against the target? Lets say +5% additive crit chance per proc, maxing out at +50% crit chance at 10 status stacks.

    It would help the corrosion to hold at least some kind of leverage against all-destroying viral which became essentially mandatory for any weapon with faint status potential.

     

     

    EDIT: Adding a result of a little experiment i did down the line of the thread to make a refference point.

    A test in simulacrum: +60% IMPACT Kuva Karak and Boltor Prime against level 170 grineer bombard.
    Standart lazy modding: Damage, Multishot, Crits (only in karak's case)... And then two 60/60 mods to make viral. No heat / hunter munitions.

    IMPACT KUVA KARAK:
    Corrosion takes ~2,5 magazines (~175 bullets) to kill a single bombard.
    Viral takes ~1,5 (~105 bullets). In reality it takes even less since i can just stop shooting after first magazine and the remaining 40% of bombar's HP gets drained by slash procs in majority of the cases (~70%)

    BOLTOR PRIME (no slash present, no heat).
    Viral took 6 magazines (~360 bolts).
    Corrosion took 8 (~480 bolts).

    Conclusion: even excluding all the DOTs from the equation - viral status builds SIMPLY end up dealing more damage than corrosion status build. Against armored opponents.
    This completely removes any reason to use corrosion - an anti-armor element - on a status-leaning weapons. Even weapons with basic status chance of 15-20% and somewhat decent fire rate (something like Azima) have proven to be slightly better against grineer with viral equiped.

    This effectively made corrosion's only point of existence to be the +75% damage bonus against ferrite armor, and only in case if the weapon is INCAPABLE of using status effects semi-effiiciently - which means 15% status chance or lower with a lower than average fire rate.
    Valve please fix

    • Like 5
  2. 4 часа назад, ShortCat сказал:

    Multishot consuming extra ammo would turn it into a fire rate mod.

    Which was the most reasonable critique of the proposal. Which brings up back to the point that its easier to just kill the damn thing all-together.

  3. Ironic that i stumbled on this thread considering i came here aboutt the idea of a new mod because i'm genuinely pissed off and had enough of bows shooting double-arrows. I JUST WANT TO SHOOT A SINGLE #*!%ING ARROW LIKE A NORMAL HUMAN BEING WITHOUT HAVING TO SACRIFICE LIKE 30% OF FIRE POWER.

    Multishot is a cancerous mechanic. When they were thinking about reworking it to consume ammo i was genuinely happy, but negative feedback caused devs to throw idea into the trash.

    Still hoping they will commit to it and finally kill it one day. Or just provide an alternative...

    As in: i want a mod that increases damage, but forbids ANY use of multishot mods and is incompatible with them. Obviously the mod would have to be OP, something like +250% to compensate the loss of firepower with multishot, but i would use that on bows in a heartbeat.

    • Like 1
  4. Hello. I've decided to post some of my long-growing thoughts on Kuva Weapons, their presumed purpose, and what it means in a long-term plan (if one exists).

     

    1. Kuva weapons' purpose.
    Based on the evidence of kuva weapons being very end-game worthy (some more than others), and a majority of them being a buffed-up version of some classic grineer weapons i think it would be a fair assumption to consider them what Primes are to Tenno weapons, since for all intents and purposes the kuva system achieves the same things the primes weapons do, minus the visual upgrade (debatable).

    However, it is not factual (at least not by available to me information) and more so what i'm HOPING this system to be.
    I'm a grineer weaponry enthusiast and so having end-game worthy grineer weapons is something i genuinelly appreciate and hope for to be expanded.

    Now here's an issue: before kuva we had Prisma, Mara and even before that Wraith and Vandal. Each time it was fair game to assume they were trying to do the same thing at the time, but then that theory kinda fallen off: Prisma weapon supply is cut super short by Baro's fickle nature (to say his supply lines of prisma upgrades are inconsistant is an understatement), and Wraith and Vandal variants, for the most part, remained to be event-exclusives.

    Kuva Weapons, however, have a capability to actually take care of this role for good, at the very least for Grineer arsenal (and then corpus, once the corpus alternative to kuva liches will be introduced). Currently we have astounding amount of 12 greatly improved classic grineer weapons, and 4 unique weapons which, for all intents and purposes, can be compared to weapons like Dakra Prime or Euphona Prime: weapons that have prefix in their name, but do not actually have a downgraded counterpart.

    However, this POTENTIAL function and capability of Kuva Weapons system has a problem that will make it itself relevant in a long term.

     

    2. Long term sustainability.
    Right now we have 16 weapons with equal possibility of them appearing on kuva larvings. That's a lot. If you are interested in ONE specific weapon? That's 1/16 or ~6.5% of it appearing. Not that small, but not that big either, so pretty managable at the moment.

    HOWEVER. If the system will continue to expand with new kuva weapons being introduced we have the same problem DE had previously encountered with Void Relic system (or perhaps even with void keys): dilution of content from a given "content-island".

    To explain: in the past DE were afraid that with new prime accesses coming out that the Void Relic system will be overhwhelmed by a large amount of possible relics to get, which would result in making it harder and harder to farm out one specific relic to get one specific prime weapon.
    This issue was solved with Vaulting: when DE "vault" the oldest prime access on the table, to replace it with a fresh one. This prevents the dilution of the system with unmanagable amounts of relics to grind, while also allowing some additional monetization possibilities.

    It appears to me, that if DE will decide to take their opportunity with Kuva Weapons as grineer alternative to "Priming" then they will eventually run into the same issue.
    Which brings me to a logical question...

     

    3. How kuva weapons will cope with possibility of content dilution?
    Are DE just going to allow the system to bloat? Will "Kuva Vaulting" be introduced? Will there be a way to specify what weapon (or category of weapons) one wants to get? And if yes - at what point will such a measure be introduced? Will it happen at 30 kuva weapons? 40? 50?

    Or is the system just simply going to be abandoned at some point? Another content island to grind out and never look back? That's a solution too, although it would be a waste of a system. After all... There are so many beautiful grineer weapons that deserve an upgrade: Sobek, Miter, Argonak, Atomos, Amphis, Kesheg, Ripkas and others, including those to be introduced in the future.

     

    If possible, i would really appreciate some kind fo an official response from DE on what their long-term plan with this system is. I really don't want this system to just be abandoned when there's so much potential here for expanding the grineer arsenal with viable weapons.

  5. I guess i'll add my own 2 cents.

    It was alright. The concept was cool, although got old very quickly. Condrix raids were terrible though... Way too inefficient and boring. Those 17 condrix raids should've been giving like 50% more points than 5 murex raid.

    Also the prices on the arcanes were just a tiny bit too tight. This event was a 2nd job for me for the entire duration, i farmed 600.000 points and that wasn't even enough to max out all of the golden arcanes.

    Oh well... One grind ends, another beings. Here's hoping when it returns it'll get some quality of life changes.

    • Like 1
  6. 36 минут назад, KnightKrawlur сказал:

    I haven't see any issue in the southern US, not sure where you are located.

    Only time I see those messages is when there is an ISP issue on my end.

    Russia, connecting to European Region server.

    Had network not responding yesterday, today it got worse ending with a nasty bugged-out log-out and no i can no longer login.
    I can see that the forums are not being  spamed about it,  so i guess  it is an issue on my end... Will try rebooting internet later.

  7. I forgot to speak out on the matter of better AI.

    Steve adressed that one before.
    TL:DR - there is no point.

    Longer version: this game is a power fantasy where a bunch of overpowered machines of war take out entire rooms of hostile military forces in a blink of an eye.
    The average lifespan of your average enemy unit is about 2-3 seconds, and that's all the way to levels 80-100.
    The enemies in this game have no use for the big AI brains, because they simply dont live long enough to use them.
    So unless every grineer unit will become a mini-boss Dark Souls style there is no reason to waste development time to make them smarter.

  8. 3 минуты назад, HeartPurity сказал:

    instead of nerfing, should bring those underperformed/ unpopular weapons to be on par with the good ones. e.g. buff other secondary weapons instead of nerfing those which players enjoy. 

    That function is taken care off by rivens. And occasional buffs when DE agress the gun is just too S#&$ generally, which usually means low quality-of-life mechanics, like bad hitboxes.

  9. I disagree that Saryn takes away fun, and i'm a Rhino main.

    I haven't met an unironic pub Saryn in ages. Then again, i don't play endless... So far she exists only in sanctuary onslaught to grind affinity and that's about it. She's pretty much extinct everywhere else. And don't you worry, if she's broken and DE agrees - they'll nerf her soon enough. Just like they did before, when from press-4-to-win she became press 1-2-3-4 to win.
    Which is how it should be with every frame, IMHO.

    Hell, they actually tried to create a competition with Ember Rework, but it didn't quiet worked out, because Saryn just has a superior energy management.

    Either, catchmoon deserved a nerf for the most part. It was too good for a secondary insane ammo economy. Not so much with tombfinger... Then again, i dont remember what was nerfed about the latter.

    • Like 1
  10. 40 минут назад, kwlingo сказал:

    I understand what they were trying to say. Im just letting them know they can still play like back in the old days, hold switch melee to go into a hard melee mode. Then when you hold aim it does block. If you want to go back into gun mode you have to tap switch weapon again. This was how the game was back then and is still present in game. Its just nice now we dont have to hard hold every time going into melee and guns but we still can if you dont want the feeling of missing out on block combos.

    There was no need to letting me know that though, since  that's not the core of my issue.

    When  i go full melee mode (with manual blocking and so on) the block retains the aim's behavior - which is wether or not it is toggled.

    I like to aim through toggle, but prefer blocking to be hold-to-block since it makes it easier to control what my character is doing.
    This creates a conflict where if i go into toggled mode - i have an easier time aiming, but a harder time trying to manage my  melee behavior (combos and the short roll).
    If i go hold-to-work mode, i have a full control over my melee behavior limited only by my skill, but gun-play becomes an issue as i constantly fight with my old habits: i fail aim-glides, randomly zoom in an enemy for half-a-second, and overall have to fight with myself.

    I'm sure that with time i'll just get used to no-toggle manual aim, but i would prefer to avoid that as that will conflict with my experience in other shooter games and vice versa.

    • Like 1
  11. I heavily preffer toggled aim, because holding the button throws off my focus to actually aim, and its a habit developed through years of playing all kinds of shooters,
    but the melee combos are best managed with press-to-block format, because with toggle i constantly forget if i'm blocking right now or not, and it just randomly turns off anyway when i dont want it to, so it just becomes frusturating fighting with it.

    Is there a possible way to separate these two? I know it was like that before the melee rework, but after the update the separation was gone. I'm guessing its because of how the guns and melee are intertwined now, but the separation would be greatly appreciated.

    • Like 2
  12. Checked the wiki. Yeah, i see what you're saying. I'd still suggest changing the grinding place. The same relic seems to be falling from Mars Rotation C, which means you can fight continuously and dont have to restart every time.

    Tier 1 interception also seems to be a lovely place to grind said relic, as it seems to drop from every rotation, just with different chances.

  13. 13 минут назад, (XB1)Tucker D Dawg сказал:

    divide 3rd murmur requirement by 2.  the last one is just  a slog  and all you're hoping for while farming murmurs is that the lich appears so you can trial and error it.

     

     

    Yeah, its the 3rd murmur that's the core point of content. 1st and 2nd are alright - they're done before you feel burned out, but the 3rd one just crushes your soul.

  14. 1 минуту назад, kapn655321 сказал:

    "Those things need to be in my inventory yesterday, and we're entitled to getting them all in perfect chosen states in a reasonable amount of time."

    I mean... Are they wrong? Warframe was always a game about grind. "Checklist - The Game" if you will. I think its fair to assume that the general, primary objective here to collect things. For MR points, if nothing else. And i always considered Warframe a game that manages this well, having grind in that perfect golden spot of not to quick, but not too long. And to be fair, i still stand by that statement.

    The core issue of kuva lich system, however, is its' monorail track nature in the current state. Despite the fact that liches can spread across planets and control sectors and be anywhere anytime... You have to go to their "content island" as DE called it in order to interact with the system.
    A lot of the burn-out would be avoided if we could do liches in the background while doing something else. The fissures, the sorties, the syndicate missions, you name it.

    Hell, just the fissures alone would be enough...

  15. 6 минут назад, kapn655321 сказал:

    Perhaps DE should consider their player base more with these mechanics...

    If there's something that can take 3 years to drop, then don't add it. These folks will beat themselves to death for Months to get a gun they'll be ultimately bored of in less than 50 hours.

    Lich should come with a personal therapist to work out our fixations, or not at all.

    I think what's especially painful is that there is no other gain from current Kuva Lich system but guns. So if the gun is wrong - you just waste your time since there is nothing else that's worth gaining from current system. Convertion is useless and there is nothing else worth gaining from lich grind. They dont drop any unique mods, resources... There is nothing. Only the gun.
    And further you progress with getting the guns that you need (right elementals, right bonus) the lesser and lesser the chance of getting the next one is.

    First 5 guns were super fun to get. 6 through 11 was a mediocre experience. And now that there's only 2 left out of possible 13... Its just suffering.

    • Like 1
  16. As someone who was on a quest for last couple of months to get specific guns of specific elementals i started to notice that i'm seriously getting burned out on Kuva Lich grinding.
    It just takes way too long to take out a single Lich, especially if you are unlucky with random guessing of requiems (1/8 is a decent chance, but not quiet good enough). And when after that you create a new one and its a gun you just don't need it and your memory is still fresh on the grinding process and you realise that you have to do it again for no gain at all... The pain is real.

    Basically, what i'm asking for, is a booster that doubles murmurs gained from thralls. A pure and simple murmur booster. Yes, i will pay plat for that. Please.

    • Like 2
  17. The problem is that games like Warframe live through constant addition of new content. The moment the stop making new hot stuff - the game will die, because veterans will just grind out everything there is to grind and leave.

    That doesn't mean, however, that DE do not fix the old stuff. They do it in parallel to new content. They fix what they can fix, and fix what they want to fix. Which they often do. Hotfixes exist for a reason.

    Im going to assume their current objective is to polish the railjack experience, as right now there is quiet a lot of bugs and certain key functions missing, like the fact you cant truly finish a railjack mission if the host wont drydock his railjack.
    Personally, i'm waiting for proper solo experience with converted liches as the crew.

    • Like 1
  18. Personally, i believe Excalibur is MOSTLY fine as he is right now, but Radial Javelin is hot garbage and does nothing.
    It deals no damage (by that i mean it doesnt scale into mid-late game well) and doesn't even provide any tactical value, like debuffs or anything.
    I believe it stuns enemies it hits, but why do that when radial blind essentially  does the same thing, for less energy and allows you to guarantee oneshot them with finishers?

    IMHO, 1 should scale with melee mods, 3 should do too and also deal bonus damage to blinded enemies, while at it.
    And maybe shred their armor or something, just to be sure.

    • Like 1
  19. I have an exessive stockpile of relics. Good 30+ relics of the same type, some even reaching 50s. There is no way in hell i can burn through all of them, and they just keep stockpiling much to my horror. I tried today, and i barely even burned through 2 relic piles of Lith variety. There's like 20 piles to go.

    DE, can i ask for an ability to dissolve unwanted relics? Maybe turn them into void traces or something (5 per relic, for example) or just sell  them for credits?
    I know people will advise me to sell them in trading chat, but nobody wants them - even for free.  Everyone  probably has their own hoard already.

    I need a way to get rid of them. Please.

    • Like 5
  20. Upon revaluating my Kohm with +50% impact bonus it seems i was wrong.
    The impact is, in fact, added on top of whatever weapon deals already.
    Normally Kuva Kohm in its default state has 4+4+12 physical with focus on slash and 20 total physical damage.
    But mine +53% impact kohm has 30+ total damage and with impact even higher than slash.

    Alright, then i have no complaints. All is fair.
    Now if only impact damage got buffed with better procs...

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