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Birdframe_Prime

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  1. I assume nothing. I informed, and gave advice based on that information. Specifically to not encourage the long, repetitive threads that go 'but... but I want to talk about it'. It will, at this point, happen quicker if people don't do that.
  2. Thanks for the back-up ^^ In the other hand; I don't think it does... logically... There's only two effects that K-Drive mods would even have that people actually would want to have in the tile sets. The energy gain of Juice and the invulnerability of Quick Escape. We can already get better Energy Gain from our kit than doing Tricks gives us, and Merulina already has invulnerability timers on mount and dismount. All of the other mods do tiny chip damage to enemies based on tricks or ground slams, and wouldn't even be applicable past level 10 enemies, or are used purely for Tricks which are (without Juiced) exclusively used for levelling the K-drives themselves. Unless what you mean is 'add useful or functional K-Drive mods first, then allow Merulina to be modded as a K-drive'...
  3. I wish, I genuinely wish, that people would stop using this logic. You know what happens if you keep talking about something after the relevant party has said no? Nothing good happens. They double-down on the no. They do things to re-enforce the no. They change things that don't need to be changed to prove that the answer is no. I advised to stop because DE literally implement things to prove their original point. Like the Merulina thing, instead of doing the work to make Helminth abilities function on K-drives, they instead implemented an augment to turn off the K-drive. Instead of allowing a dedicated Augment slot so that people using them would be able to maintain the stats they're losing in their build, DE implemented an entirely different system where you have to grind week after week, only after you've completed a large portion of the game's quests, only after you've done the grind on Deimos, and only after you have enough resources to sink into the system, to get stats that you can fill in to make the Augment being in a regular mod slot not be an issue (this is before they added the shard fusion for the extra effects). When the advice is literally 'stop, it doesn't help' the advice doesn't come from a vacuum. It comes from years of paying attention.
  4. Yeah, and? I'm not trying to sound overly sarcastic, but... literally... so what? That doesn't change anything about what happened and about what the decision currently is, or about my advice to you as a player that wants change. I was here for the tests. I know what happened. I watched and read into every stream and response on social media to find more meaning than what they specifically said. DE consider the matter tested and checked and that the result is to maintain the current status. I don't like it when they make that kind of decision. I don't like it when DE say that something is done and they aren't going to take more feedback on a topic. But it does happen. It's happened on several other topics, like them saying they're not changing the casting of Helminth abilities on Merulina, or that they're not putting in a dedicated mod slot for Augments. Volt's Speed, short of a total rework of the ability (which is unlikely, considering how high on the rankings Volt is), is staying as it is.
  5. Okay, information for you, because it's really important that threads like these have the background and info on the topic, since they really do crop up a lot: DE did actually listen to feedback on Volt's Speed ability. There were several months where they test implemented and DevStreamed some footage of further internal tests for things like an Opt In, alternative methods for Opt Out, and so on. There were two specific statements that came out of it, from DE. First, that Volt's Speed is considered a buff, and they want players to be granted it, so they will not ever do a toggle in the menu that you can use to turn off your ability to receive it. Second, the current situation, with the backflip Opt Out method, is the lesser of all the evils they found. I know it doesn't seem fair. I'm with you. But this is what they did and said about it. It has been a few years and a change in leadership. This may, and I do mean that as a massive outlier, be a tiny chance that this decision could be revisited. My advice is to not hold out hope. DE consider the matter concluded.
  6. I think I saw that on the list of 'known bugs'. And because it's on DE's list of known bugs, it's on the agenda to fix. That's all we know.
  7. I fail to see how comprehensive and repeated threads and questions on the topic of implementing "a" / "any" / "some form of" / "an option for" or any other variant on the them of 'First Person Camera' is just a similar keyword. This is literally the same thing. And far from dismissing it, I'm trying to save you time and effort. You can genuinely just... not keep trying to argue the point. Because DE have already heard your request. Multiple times in the past. They've already given their answer to it, and you can now just... wait for when they decide to announce it. It's not off the table. They didn't say no. They just said 'If we do it, we'll tell you.' So... yeah, when it comes to it, you'll know as soon as we do.
  8. So... out of the frames that I think need a touch-up the most, there's two levels of what I would see as a Rework. I feel that some frames need the Inaros form of rework, where they have all the right functions, but need them to be better defined. While others need actual functional shifts to make them more applicable to the current and potential future of the game. Banshee, for example, does need a bit of a more intensive rework. Her 1 is... only even slightly applicable these days with the Augment. Her 2 and 3 are powerful in their specifics, but you have to really play around specifically those to make them really shine, while her 4th is genuinely the wrong kind of ability in today's and future Warframe. Caliban, on the other hand, needs a basic Combo tweak to his kit to make him more viable, because his 4 is great (slow, but great), his Lethal Progeny are a great summoning function and can really help with area control, but should definitely interact with his kit more than just 'regen shields and spin at things', his Sentient Wrath is absolutely great for what it does, with damage vulnerability, lifting and even low level damage... but his 1? Is just... so lacking. So why not have them interact a bit better? Just the simple tweak of his Lethal Progeny clustering up whenever he cast 1 and multiplying the damage of it based on how many of them were summoned, combo'd with Sentient Wrath and maybe having a bonus effect on enemies that were stripped by his 4. Just a little kit interaction would make it sing. Valkyr is an odd one, as she might need more of an in-depth rework. I mean... the very first thing would be to fix the Animations on her 4. That's one of the worst things about using her Claws... the Hysteria move set... But. A Berserker theme actually could really work well here, if you take it as implied by the kit; a grapnel was a common thing for Vikings, because of ship-to-shore or ship-to-ship combat, a war cry was an effective bolster for them and others, flinging off their clothing at the enemy was an intimidation tactic that would stun enemies and intimidate them, and the mythical Berserker ability to ignore pain and injuries, sustaining themselves on anger alone, is an amazing 4th. But. It could be tied together way better. Maybe instead of Valkyr's 4 draining Energy it drained Health. She's invulnerable, it's not like she needs it and Claws regens Health anyway for sustain. and if you max out her Health you gain Overguard instead. Why? Because we could make her 3 use Shields at base, but use Overguard instead if that's available, and we could massively scale the damage and effects of Paralysis based on whether she sacrificed Shields or Overguard to do it. Have Warcry lose its armour boost in favour of taking the enemy Slow and the team buff with her as a full-duration radius, and then add effects to her 1 that make it possible to really get some use out of the down-attack on her 4. The biggest one is Trinity. I mean... Trinity... Seriously... That frame has only ever had a buff when she got an Augment or when her 1 became a Helminth. That's it. Every other change to Trin has been to nerf some function that DE didn't intend to happen. Hell, something you can't convince me otherwise about is that a substantial part of the reason that Self Damage was taken out of the game was because of how it combo'd with Trin's Link. Trin would need something massive. Like... Blessing stopped being a full team heal and DR and instead became a team Buff, leaving her healing to be dealt with using her 1, her EV on 2, and then fundamentally changing Link to do something with all enemies in range instead of just a few. And then there's Equinox, who is getting a lot of bad press because of Dante, because apparently he does what Equinox does... sort of. And Equinox definitely needs something more in-depth, because instead of focusing on doing just one side of her kit at a time, Equinox should be able... no, she should be encouraged to bounce back and forth, playing both Day and Night sides off each other and having effects specifically that happen when you switch forms with them active. With active and consistent switching, Equinox should be able to maintain all her buffs, and consistently apply CC and Debuffs to the enemy over and over to make her 4 do something more than just 'radial damage' and 'radial heal'. But... As to who comes first? No clue. ^^
  9. Do you ever wonder why we can't Bullet Jump or even Sprint when we're scoped in? Or how about in a movement mode that's genuinely stabilised and already has controls that allow for a first person view like Archwing (because the camera for that is the same as the one for Decoration and the free cam in Captura)? I mean... there has to be a reason for that, right? In this case, though, I'm just the messenger. DE said this, as an answer to the actual question asked, and that's kind of the end of it. They'll announce when they're going to do it, and all feedback on the matter is just repeating the same things they've already heard and acknowledged. You won't be able to make a more compelling argument than the previous 200 or so threads on the topic. Not because these are bad arguments, not because you're not inventive and problem solvers, but because the ones who came before were just as good arguments and good at potential problem solving and the answer was still that they're not looking into doing it. So... yeah, just letting you guys know. I'm not any more informed on the actual functions involved than any of us here. I'm reporting the answer to the question to make sure we're all on the same page. Feedback is great and all that, but if it's just a repeat of previous feedback that already has an answer... you're kind of wasting your time.
  10. This did come up and DE basically said that implementing this would take too much time and be too disorienting for the majority of players. The Evolution Engine is currently not able to provide a first-person mode that is to a standard DE are willing to try using. ::Edit:: (And this is from the company that introduced a rogue-lite mode that's so janky that people are complaining about it ever since. So you know that it's mega-jank beyond comprehension.) As much as we might want this, DE aren't prepared to do the work as-yet. They will announce if they're going to try it. Other than that, though, the answer is 'we've heard your feedback and we're not going to be doing that'.
  11. Because it (currently) doesn't affect anything. Some of the interviews DE went through in the past actually made points that the yin-yang balance would have effects on the Quests, with the outcome of things like The New War (with the Lotus) having your previous choices and current balance state decide the final choice for you. But DE backed out of that, because they absolutely knew that people would be upset that their agency was being taken away. That... and content creators would be out there within moments giving players 'advice' on how to get 'choice' they wanted at the end of New War by making these other choices in the quests before it. DE are known to back off from decisions they make early on based on the feedback, especially when they haven't released any information about what the later thing will be.
  12. To be clear; These videos are not skippable when you're playing with other people because they're hiding other loading screens behind the scenes. You can skip most of these scenes when playing solo or doing something like entering a player hub. But that's the sad thing. You have your own loading screens, where you see the actual loading bar in the top corner. The unskippable videos are all the other players getting their loading screens, too, and the game is allowing time for them to have different loading times. Heck, let's play Devil's Advocate and suggest that maybe it's your connection. Maybe you can't skip all these videos because you're the one that everyone else is waiting on. I honestly don't care what kind of internet connection you have, I'm suggesting that it could be you just as easily as it could be the other players. Game's been going 11 years. Some things are still in the game for a good reason. Some things are still in the game for entirely unknown reasons. This one, at least, we know the reason for.
  13. I want to question the base logic of this whole proposal... Frost has Snowglobe. You literally can cast his 4 over and over and over again to build up his Overguard as much as you like, because you have an instant 'I'm invulnerable for multiple seconds and then you have to get through a charged-up shield' button while he's also freezing enemies with his 4, stripping armour with his 4, and only the things completely immune to CC are even a consideration. It's... weird. Played in a reasonable style, you can basically never lose your Overguard, even if you only have 600 or so. And even then if you lose Overguard you have the 'gate' from it breaking to enable you to cast his Snowglobe and be invulnerable more reliably than mods like Rolling Guard, because there's literally no cooldown. Helminth off his Ice Wave, play around Globe and Avalanche, pop the snowglobe with his 1 if you mis-place it. If you add something like Ensnare to him for grouping enemies up, you can even play the 'Snow Plough' Frost build, where you abuse the Physics Damage from the Snowglobe's casting on top of a grouped up bunch of frozen enemies to basically smash them into the floor and walls over and over until they die. If you're struggling to do it, prime them with Viral first and they evaporate on contact with geometry after this trick. Or you can add something to keep his energy up, something to make his weapons deal more damage... Frost isn't an amazing frame, not at the moment, but people are sleeping on his tech.
  14. Hah! This is not what you asked for, and a 'slider' is 100% not what the function you're describing is. You said a 'slider', like a setting slider for something like a 'Field of View Slider'. A 'charge mechanic' is something entirely different, and also a functional change to one of his abilities, which is still not what you asked for because you just said you think that Gauss is too slow and should be faster. You just suggested that Mach Rush gets faster and faster, for no tangible reason, just because he's not fast enough in your opinion. pisces13 suggested a change which is couched in a good reason for the change; that the Redline Ability is a comprehensive buff to his Abilities and Stats, and should arguably buff Speed as well because it's pretty much the only stat it doesn't affect that is completely on theme for the Ability to affect. That's a reasonable ask. That has something behind it that you could push the Devs with to make a change.
  15. See? Now this is a reasoned request for change. Why does Redline, a buff to all of his abilities, not make something like Sprint Speed faster when above the Redline? It buffs everything else, this is arguably an oversight in the ability, and we could get an update to include it on the buffed functions. Rather than OP's 'eh, I think it would be good to go faster', this is a point you can raise as: 'I think that there's been an oversight in Gauss' 4th ability and it should also buff Sprint Speed as part of the ability. To make it fair, it could be limited to when he's above the Redline, or even only buff his speed based on the Battery charge, with 0 Battery not providing any buff while the Ability is active. But I feel that a frame based around raising his own functions with his Speed Abilities, should have the option to self-buff his own speed with his self-buff Ability.'
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