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Abacrius

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Posts posted by Abacrius

  1. 5 minutes ago, Ramflare said:

    Relic packs have always been available in the market, this is fine according to DE's philosophy of "pay to speed up". You still have to crack them open anyway. I don't think the comparison to "p2w entities" works at all here.

    Maybe not with the Relics themselves, I'll grant you, but definitely the Requiem mods.

    Considering the layer of grind on the mods, their integral nature to playing the game (all it takes is one melee attack to slowly eat your starchart one node at a time), and the fact that they are a limited-use resource, putting a full set of them in the Market, especially as a one-time purchase, is very much pay-to-win. Short-term, at least.

    All it takes is bad RNG, and your game can be essentially soft-locked by the presence of a Kuva Lich on the starchart, especially in the case of low-power players, i.e. those without meta mods and builds at their disposal.

  2. Alrighty, forgive me for what is gonna be a rambling monstrosity, but I need to get all of this out as concisely as possible.

    Parazon:

    - overall the Parazon feels nice, gives the Tenno a certain flair. Having all the new Parazon mods in a pack feels sketchy when they fall into the two camps of "absolutely situational" or "Absolutely Necessary" depending on the mod

    - Parazon Mercy prompts, if they are random, should make the target "invulnerable" to other damage, a la Kuva Thralls, because it is a chore to proc them otherwise
    - Hacking animations are occasionally bugged, as are Mercies (especially vs Thralls; maybe an anti-softlock feature?)

    Requiem Mods/Requiem Relics:

    - Reduce the layers of grind from 4ish to 1-2 at most, or make the mods a permanent addition. If grinding the mods out through Requiem relics is absolutely necessary from a game design perspective, at least make them a permanent addition like every other mod in the game.

    - Remove the ability to purchase Radiant R.relics/Requiem Mods from the Market. Given their compounded grind nature this feels like an utter slap in the face, and is a move I would expect out of EA, Blizzard-Activision, Ubisoft, or similar P2W entities that Digital Extremes has proven itself to be better than in the past (never forget the Kubrow pelt changer)
    - If they absolutely must remain in the market, decouple them from the cosmetic bundle, or at least decouple the cosmetics from the mods.
    -Kuva Fissures are actually quite fun for the effort they require
    - Replace Weapon Exilus and Ayatan Stars in the relic drops with something that has a greater system impact, i.e. prebuilt Forma or Catalyst/Reactor blueprints. Requiem Fissures are, as of right now, Warframe's endgame alongside Kuva Liches; bloating the drop list from these relics is detrimental to both the experience and the effort they require

    Kuva Liches: Biggest section, warning you now.
    - Overall, Liches need to have their power and immunity to entire game subsystems toned down. The relative power it takes to kill a Lich (I am MR 26, I spend most of my in-game time with an MR 25, an MR 18 Founder, an MR 12, and an MR 10 who has completed all the prerequisites for the Lich) is disproportionate to the power level you can be at to generate one (the MR 10 simply does not have the raw gear, mod assets, and familiarity with the game's systems to keep up with consistent level 90-125 content)
    - Thralls as a mechanic feel fine. I would recommend taking the necessary Thrall kills for a single Requiem Murmur down from 50ish (total of 150 for the full cipher) down to 45 or 30 (total of 90-135 depending on changed requirements). Potentially add a mechanic where gaining Murmur progress after the three are unlocked will find you the first correct Requiem Mod in the sequence.
    - As liches stand now, they have a baked-in force-loss mechanic in the form of discovering the Requiem Mod order; this is a form of punishment for engaging with the system, and if not removed should at least be seriously toned down.
    - Once a lich's full Requiem Mod list is found, their disposition should remain at Fuming at minimum to ensure a consistent spawn (you are already in the last leg of the hunt; having to bring his rage meter back up after every mod order attempt shouldn't be an hour-long slog)
    - Regarding subsystem immunity: Status effect immunity + high armor and health + CC immunity = oppressively annoying enemy that you must kill in order to play the game normally, that demands a small handful of builds to actually kill (speaking from experience, it took a 4-man team of Iron Skin Rhino Primes and Umbral Mods/Adaptation/Negation Swarm Inaroses to reliably keep a lich from instantly killing anyone in arm's reach, made worse by the inability to strip armor. If a Lich is going to keep this sort of immunity, I propose a compromise; each Lich randomly gets 1 to 2 of these immunities, determined by their level or how they died. It provokes thought without being an overt guessing game, and prevents a lich spawn from becoming a mindless slog that highlights the biggest issues with Warframe's damage and armor scaling.

    Right now, this is all I have. I welcome feedback, additions, and proper criticism in the replies.

  3. So while I'm definitely on board with the "feel" of fighting the Wolf of Saturn Six, there might be a... Snag in his scaling.

    According to the stat-scaling referenced on the Wolf's wiki page https://warframe.fandom.com/wiki/Wolf_of_Saturn_Six a level 57 Wolf has/should have 108,090 HP, 1,346.38 armor (roughly 82% damage reduction), leading to an EHP value of 593,191.14

    This is fine, it's no worse than any other high-level armor unit at face value. The problem comes in when numbers are put into perspective.

    On April 12, 2019 myself and three other Tenno were locked in combat with the Wolf for slightly under forty minutes straight. I don't have access to their damage values, but I can definitely provide my own for reference.

    The only weapon on hand that did appreciable damage was the Tatsu. With an Attack Speed of 1.45, and landing crits with damage values floating between three numbers: 1245, 4316, and 3861. Across four attacks, in approximately three seconds, in a right-click combo, and assuming the lowest value appears twice, the average DPS of approximately 3,555.

    Assuming this DPS holds up across an entire minute of sustained melee, that rounds out to 213,300 damage, after accounting for the 82% mitigation.

    Multiplied by the approximate ~37 minutes required to take down the Wolf, that estimates to a total health pool of around 7,892,100.

    These numbers admittedly exist in a personal vacuum; I cannot read the damage numbers of other players (as far as I'm aware) and the semi-random nature of damage and critical hits means that the exact EHP of the Wolf in this situation is very difficult to pin down, but it should speak volumes that it took the combined might of four players to bring him down once.

     

    While I understand the Wolf is meant to be a very dangerous, very tanky assassin to give endgame players a run for their money, is scaling this hard intended, or has something gone wrong on the backend?

    https://imgur.com/MOQXhjE

     

    Attached is a link to a screenshot, giving the actual numbers for the Tatsu in question. The weapon's damage potential before accounting for critical hits and armor/health type rounds out to be around 816, 1,632 with a spin attack or wall attack.

  4. So uh

    I know this thread is old. Might be necro-ing it at this point. But I had a conversation about this very issue with a friend not long ago and... Well... I kinda came up with a rework idea, focusing on the "undead sentient" sort of aesthetic. No real numbers worth noting, that's not my strongsuit, but for what is ostensibly a hybrid DPS/control/tank I had to figure out where to "break even" so to speak.

    Any ideas and critiques are welcome and appreciated.

     

    Passive: Nightglimmer: Enemies hit by Prismatic Lance have a chance to be mind-controlled

    1: Prismatic Lance: Revenant raises a finger and fires out a laser. Effectively this is 1 laser from Danse Macabre, with the same damage type shift, but as a quick boop power.

    2:  Mesmer Tree: Revenant stops movement, his body undulating and twisting, before sending forth an Orokin branch at a designated point, a la Hydroid's 1/ult. That point spawns a massive, glimmering crystal tree, with enemies within  its area of affect being mind-controlled. The mind controlled entities effectively function as Revenant's current mind control mechanic. Enemies thus mind controlled that are killed by Prismatic Lance spawn energy columns as per Danse Macabre.

    3: Cloak of Dreams: Effectively Mesmer Skin, but with an AoE slow that affects entities within range until charges are expended.

    4. The Reaving: The eidolon energy within Revenant shifts and writhes, and forces his consciousness out. Revenant bends over backwards and launches his life force outward, creating a gestalt of Eidolon and Void energies. This entity uses Danse Macabre's spread laser as a primary fire, with aiming narrowing the beams down, and melee attacks are replaced with claws that scale with melee mods. In addition, the gestalt uses Archwing movement logic, but with the inertia and physics of Warframe movement. In this state, Revenant's body takes 75% reduced damage, and regains 75% of the damage dealt by The Reaving as health.
     

     

    All of this was made in the course of around 5 minutes in a Discord call, so I'm not expecting it to be "perfect" so to speak.

  5. First and foremost, love the general feel of Sanctuary Onslaught (even though Khora's parts are hiding from me). 

    But I think it's a general consensus among a lot of people that the enemy density and scaling Efficiency drain makes the game mode impossible to play after around wave 11-12. Efficiency drain gets to the point where you're killing ~20 enemies per second and still losing Efficiency as if we were just sitting there. It's not particularly conducive to the gamemode to have us have to kill more and more enemies to maintain a steady pace, but also preventing us from maintaining that steady pace with comparatively sparse enemy placements and faster timer drain without compensation.

    Also, suggestion: when a Conduit starts to open, pause Efficiency drain for 5-15 seconds to allow people to get to the waypoint and to allow the conduit to actually OPEN. That way people aren't losing the game mode to a loading screen.

    Haven't been able to touch Khora or the Veldt because of the grind/Tenno Lab wait times, but thus far all the new Zaw parts, the Hystrix, and the Dual Keres feel really powerful to use, with a nice sense of sharpness and heft, but without being OP in comparison to its peers. Good job on the update!

  6. 48 minutes ago, TrockBronze said:

    It could have to do with the operator (given the pod behind and all) but the infestation there does not like the operator at all. 

    ===========POTENTIAL SPOILERS AHEAD?===============

     

    So I've tricked the Infested door into letting my Operator in multiple times, and each time Helminth has a special line of dialog.

    The one that spoke the most to me was "We fear only the Void Demon." 

    Whatever the heck Helminth is, he fears the Operator.

  7. My wishlist, huh?

    1. Ash Koga Skin (just the skin)

    2. Trinity Strega Skin (just the skin)

    3. Nova Asuri Collection (mostly for the syandana and frame skin)

    4. Harkonar Armor Set

    5-8. Orokin Catalysts (blame Syndicates for this)

    9. Adventus Arrow Collection

    10. Prisma Excalibur Bundle

     

    If I get any of these, I'd be extremely grateful. IGN is same as forum, Abacrius

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