Jump to content

Birdframe_Prime

PC Member
  • Posts

    9,086
  • Joined

  • Last visited

Everything posted by Birdframe_Prime

  1. Honestly, my friend, the whole point of any game's creativity is to come up with the right terminology and naming for what they're trying to give us. Why do you think that so many Zombie games and movies don't use the word Zombie, or make a whole joke out of 'why not call them zombies?', hmm? It's because they're legitimately trying to make sure that they aren't the same as the next one in line. You don't have to think about it that deep. You don't have to google everything. You don't even have to pronounce it right, especially not if you're streaming, it makes it funnier. In the same way as you know the difference between a Rifle, Sniper and Shotgun, you can simply see the difference between a Signa, Ephemera and Syandana. Funny Word = Specific customisation option. That's all there is to it. Of course, if you do go out and read a few more fantasy/sci-fi books, or experience a few more games where you have context clues for the names, maybe get into a few murder mysteries to try and pick up on clues, then you'll start to figure out more of what they're doing with the naming. Always remember two things: First that everything must, for sake of being in a fantasy setting, not have the same name. Second, the devs like making really bad puns. Then, to finish off, I want to point out that the player base are just as useless. Remember that, when given the chance to name a warframe that has powers using Glass, the player vote ended up choosing 'Gara'. Why? Because of the phonetic way that a Japanese person would pronounce 'Glass' (read: 'Garasu'), and because they wanted to give her a little Kabuto helmet. That's the level of bad naming that the player base eventually comes up with, forget what the Devs come up with. So just... Go with the flow.
  2. Well it's simple: So, by default, the ability from either tap or hold is designed to do the specific task of attacking an enemy for damage and giving you the buff. This is what the ability is designed for, this is what DE want you to be doing with the ability. By a side effect, you can also teleport as long as there's not a target near your exit point, because people always complain about any teleport ability that only teleports to a target and that they can't use for traversal when they're not attacking a target. When you approach it like that, which is how DE are approaching it, you understand why the teleport is not an independent function that you can use wherever and whenever. The goal of the ability is, first and always, to attack an enemy and trigger your buffs. No matter how you cast it, that's the thing it's looking for. Then, if it's not possible to do that, there's also a teleport that you can use when there's no enemies. Primary effect, secondary effect. No matter which way you switch the tap/hold, the priority is designed to be one thing, then the other if the one thing is not possible. And I know that's going to sound really dismissive, but that's what the Devs are doing here. Combat first, mobility second.
  3. I mean... it's kind of funny to me that the binary 'if you have Armour Strip you're okay in Steel Path, if you don't you're stuck' thing actually exists. Players have been building for level cap without armour strip for a while. When you're against Grineer the basic Viral/Bleed builds work fine, and if you're a savvy about how some of the abilities work you can go for hours in Steel Path without problems. (I mean, not to bring the anecdotal into this, but I am Birdframe_Prime, I take Zephyr on long walks into Steel Path Survival with test weapons to see what they can do with Tornado, and simple things like a Corrosive/Heat build doesn't seem to lose KPM for a good four hours...) We've got everything from Citrine status nukes to Kullervo's practically infinite scaling with his 3/4 and 3/1 combos, we have... so much that isn't armour strip that's Steel Path viable in the game at the moment. Even Banshee, who was historically 'valhalla awaits' built with her Silence stun and Arcane Trickery, but more recently became known for her Silence gutting Acolytes, her Shield Gating and Sonar Spamming for ridiculous damage boosting to make regular weapons hit for multi-billions... We have the power-creep to not care about armour. We really do. Even if it does seem to make the scaling of enemy EHP ridiculous, it... kind of... doesn't matter. Because people can, and regularly do, hit level cap with functions that just aren't bothered by the enemy EHP.
  4. Yeah, this is a known thing, and it's actually a function of something DE did intentionally to prevent some functions stacking the crit buff together. We believe (could be wrong), that it was implemented way back with Harrow, who added flat crit as part of his 4th, and items like the original Nukor (with its massive multiplier, but tiny chance) could suddenly become crit-viable. So the buff that sets you to 200% was specifically made to not interact with that ability, overriding it instead of adding to it, meaning you benefited from either/or, not both. We saw the problem with Wrathful Advance when people tried putting it on Voruna, because her Shroud 'setting' a low crit weapon to 100% would prevent Wrathful Advance while active. If Shroud wasn't active, then Wrathful Advance adding crit chance to the weapon would then put it higher than 100% so Voruna's Shroud wouldn't change anything about the chance. Odd, but apparently intentional.
  5. That's entirely not what I'm saying. What I'm saying is this: DE have had 10 years of basically only ever responding to feedback after they ask for it. Not before. If it's a legitimate bug, then it gets fixed, if it's something like 'this would be cooler if it did this', they might get to it if the topic comes up internally as part of their usual process. The key thing to consider is that there are patterns to this, and people that recognise them will often point out when something is likely to fit in with what DE wants and when it isn't likely. There are often ways of asking for what you want, in a broader sense, by backing off the original point and instead asking for a change that equates to the same thing. For example the endless threads asking for a dedicated Augment slot, despite DE having said 'no' multiple times, and repeating it again as recently as October last year on formerly-known-as-Twitter. People keep asking, and it just makes DE dig their heels in and not give them that. However, what DE instead did was introduce the Archon Shard system for a secondary layer of modding that they can expand on, meaning that players can slot on an Augment and then top up the stats they're missing out on by using Shards to compensate. Other things that DE have done have flown directly in the face of what the community was asking for, by changing something significantly despite players wanting to keep it. Like the original self damage removal that initially took away the advantages for self-buffing. As for the whole mess about being able to take self damage, that's already in the works, and I'm surprised you aren't aware of it. DE have been making noises and showing demonstrations of the return of self damage for about a year now, ever since they were trying to nerf the AoE AFK meta (they threatened to bring back a very cursed version that did percent damage to yourself through shields and couldn't be negated). Even the return of self damage as a system may not activate these buffs as you would want. This is because the pattern of DE's changes over time have been to more thoroughly enforce that they want you to take enemy damage to activate the buffs, not use self damage to activate them. This is where what you see as an underlying problem of not being able to consistently activate buffs is not the problem DE are seeing with their game. The problem, as DE have seen it, is players using self damage instead of taking enemy damage as intended. Everything from Arcanes to Chroma, it may seem bizarre to you, but they want you to take damage from the enemies, not from yourself. They even said as much when discussing the original self-damage removal from the game's AoE weapons, specifically noting that Chroma couldn't do what he could before, and saying 'but that's okay, that's what enemy damage is for' during the live stream. That's why I suggested not drawing attention to this. If more people complain about this not working the way you want this to work, then it may easily not work at all, as DE get reminded that they were trying to remove the self-damage-to-activate-buffs function a few years ago. Still. To the point of something like Combat Discipline and the problem with uncoordinated squads... And any potential changes you want to make to try and 'standardise' the Aura... You're just going to look into the face of a smiling Dev, like Rebecca, who'll say to you 'It's a squad buff that you stack to heal the squad consistently, the self-damage part is to encourage players to play in a squad with others, and not use it solo at all. It's working as intended.' And that's it. That's all you'll get. You'll be disappointed. And they won't care, because what you want for the game isn't what they want. To put the final point on the matter; I'm saying this to you as somebody who as fought these lost causes before. They don't go anywhere. The Devs don't really care. They're going to make their game their way, and are on record saying so about six different ways. Don't give up on feedback. Just be aware of potential dead horses.
  6. Yeah... You're not wrong... But... Counterpoint? DE don't care. This is a fairly consistent answer to most of the questions about making things like Arcanes more powerful or make something we use outside of their original design play even more into that outside usage. It may take DE a while to get into fixing that thing they don't like. Look at Shield Gating with the Dragon Key as an example; it took years, but as soon as they figured out how to make that happen without removing the mechanic entirely from people that want to use it, so that they could return the Dragon Key to being a self-nerf instead of a self-buff? They did that. So I'm going to put a little pin in the thought here, come back to it later; The Combat Discipline self damage being able to trigger other functions, like Arcane Avenger, or the 'on damaged' buffs from frames, may just get straight up nerfed. They could change the mechanic to simply mean that you lose 10 Health, and not count as 'taking damage' at all. To be clear, the assumption is this: Since DE said at the start that they intend this to be an Aura that helps the team, primarily, but runs the risk of causing spontaneous self-destruction if you run it solo, and since DE have a history of removing the easy access to the self damage we can use to trigger effects that they originally intended us to trigger from enemies... the changes asked for are not going to happen, and asking for them may actually have the opposite effect. Bringing attention to the topic has the highest chance of DE simply doing nothing. The next highest chance is that they nerf the Aura's effects on activating buffs using the self damage. There is a universe somewhere where DE does change it this way... but that's Eternalism and you shouldn't ever believe it works.
  7. The original idea of the Aura, as said by DE, is that a two-stack or higher version of this mod means you have constant heals to everyone on the squad. Or, if you're a solo self-sustain or support frame that isn't contributing to the kills, you are still helping your squad with those constant heal-on-kill effects. However, the self-damage being able to trigger certain other buffs is a combo that's been in the general circulation for a while and allows any Warframe with consistent self-sustain to activate those. DE are aware of it, but not too happy with it, especially as they have removed other self-damage options in the game before, particularly on frames like Chroma. I feel that the healing part countering the damage part, when stacked with other squad instances of the aura, is deliberate and designed so that things like multiple Chroma's can't stack the aura to have feedback loops of Vex Armour both being buffed to max by the mod and also buffing allies with the same amount to get that permanent four-stack of shared Vex buffs. I know it's possible to do it anyway, but it's impossible to do if even one other player also has Combat Discipline. There may be other buffs in the game that this healing prevents from stacking together, too... but that's the one that springs to mind. I think it's deliberate, and that the request to change it won't go anywhere.
  8. When they've not needed to? I mean... Frost is Frost... He kind of doesn't care?
  9. Cut them some slack, he was the first Prime that anyone but Founders ever saw. At a time when there was literally no precedent for what Primes got as an upgrade. Hell, Excal Prime had to be buffed after Excal Umbra came out, because the Founders kicked out about Umbra having fully functional stat buffs compared to the Prime's nearly-non-existent ones.
  10. Eh, it varies. DE have, over time, made different changes to certain mods or frames or elementals types or even just damage calculations, and this has resulted in the Primary, Secondary and Melee all having completely different uses over time. For example, DE tried to bring full-auto rapid fire weapons back into the game, and balance the power that Melee had, by introducing Nullifiers, which didn't have the 'satellite' weak point and so needed a weapon with high fire rate that didn't mind the low damage in order to bring down their shields. So... For me, at the moment, I tend to pick one for Sustained Damage, one for Utility and one for Burst damage, depending on my purposes. My Burst is usually something like the Stropha with a Heavy Attack build, all up-front damage to a group of enemies. My Sustain is something like the Burston Incarnon, with the rapid fire, hybrid nature, and large magazine in Incarnon mode. Then my Utility is something like the Furis Incarnon, because of the Life Steal mod you can slot on it, and the more close-range nature of its Incarnon form. Since the Furis Incarnon also has high damage, that works out great for nuking that short range when I need it to, or when my Burston needs the Incarnon Mode recharging. But that can change. I have, for example, got the new Tennokai system working for the Nepheri, which are fun for Sustained damage and can even work with Heat Scaling thanks to their fireballs on the neutral combo. To balance this I'll use a Primer weapon like the Tenet Cycron or Kuva Nukor with Secondary Encumber to hit a group with a bunch of procs quickly. Then my Burst damage is flexible, where I can use something with a large AoE and clear a group, or I can bring a Sniper to ping heavy targets in the head to put them down quickly. I'm pretty sure that, with the current weapons and weapon functions, we're at the most flexible we've ever been for three-weapon builds, so you can just have fun coming up with combinations.
  11. That's... interesting, because Ivara was part of a four-member squad in the Leverian. So it would make sense that Ballas would be aware of three frames that failed to defeat the Myrmidon, be on the verge of scrapping them, and then begins Xaku's origin. Nice tie-in.
  12. Counterpoint; you're lazy asf, get some excercise ya bum. ::Edit:: Whatever Mod is reading this thread and re-instated my comment after I typed up the other one? You're amazing, and I love you.
  13. Distance travelled instead of a flat timer is a nerf, because it removes the option stay in a single location while using his Mach Crash and Cold Sunder to keep his Battery at max to increase the Redline percent. Redline's Percent Guage depleting is a way bigger nerf than you'd think, because the Redline percent doesn't affect his abilities, the 100% state is specifically only for the function of not depleting the battery for Heat Sunder, Kinetic Plating, standing still and so on. Basically what you're forcing Gauss to do is be completely unable to stay and defend a location (which is a surprising amount of Warframe's content, from the basics like Defense and Mobile Defense to Interception and all the way through to Boss fights, where your change will cripple him against things like Steel Path Ropalolyst). You've literally removed the ability for him to achieve 100% by topping up his Battery with just Cold Sunder, which is how a lot of players optimise their Redline Percent gain. And on top of that terrible point, you've made it so that the specific and desired perk of attaining 100% Redline only works for 2 seconds at a time instead of the remaining Duration of his ability, which is an insane nerf to how people run him. With that change you have, in effect, removed Guass' option to use a Primer or Roar to infinitely scale his Heat Sunder, because in the time it takes to cast and re-cast, he's lost his 100% Battery, and therefore lost his full damage, lost his consistent Armour stripping and will also quickly lose the doubling effect that happens when he's above 80% Battery. Also! As Arbitrary has pointed out, you misunderstand how Redline works in the first place. You do not. You can actually be back stripping armour by 100% in around 6 seconds after Redline's Duration finishes. Why? Because of Cold Sunder pushing your Battery up. Battery is the passive that dictates his Armour Strip, not Redline. Redline, the ability, unlocks the last bit of the Battery so that you can reach 100% (along with a lot of other buffs). Redline, the function that you get at 100%, simply prevents the Battery from draining when you use his Abilities, which in turn allows you to spam as much as your Energy allows. I am worried that you're coming to the Forums and asking for Buffs when you don't even know how the base Ability works. You can be forgiven for not knowing, it's one that plenty of people have gotten wrong before you. However. You cannot get anywhere near attempting to buff the ability before you actually get the full clarification on what the Ability does, and why.
  14. Here's the problem for DE: K-drive is literally a different movement mode in the game, different physics, different navigation and so on. The reason that the jump height doesn't synch is because K-drive was built for the Open Landscapes to specifically have a higher base jump height than a Warframe. The reason it's so awkward is because DE haven't put nearly the same amount of time into the system as they did for base movement. So, in a sense, yes it must be that awkward. Why? Because DE would have to put all the same amount of work and time into K-drive to make that work in the regular missions that they put into the base system, first, and then apply it to Merulina exclusively when Yareli's operating in a regular mission, and then make sure it turns off in the Open Landscapes so it can act like a regular K-drive there. And what's so wrong with that? Nothing. Except that it's a lot of work for only one frame that does, technically, function, and it could cause some even worse bugs down the line (such as Merulina getting stuck in regular K-drive mode just because you went to Operator and back, instead of using 'indoor' K-drive mode). A lot of work, a lot of potential future bugs that are worse than we have now... And all just for one particular situation. That's likely the reason why Merulina's movement is staying as janky as it is.
  15. That is, apparently, because the lost frames were failures. If it helps you make sense of it, think of the original theory in this way; the original Xaku was discovered by Ballas as a fusion of the three failures, and so Ballas made that original Xaku into the Prime, so of course Xaku Prime can exist. Makes sense, at least.
  16. Okay, let's look at this in an objective fashion. The Soma Incarnon is, functionally, more basic than some of the other Incarnons. Gaining only a full-auto shotgun mode (which is already the Boltor's thing), and most of the Perks are raw damage increases. To be clear, when we say 'full-auto shotgun' we mean it in the functional Game Engine sense, not in the modding and labelling sense. The Soma remains a Rifle and takes Rifle mods. It does, however, gain a base 8 Multishot that performs exactly as if it was a Shotgun under DE's damage/Status/Crit calculations and even gains base Spread to the shots, making it (to all intents and purposes) a full-auto shotgun. Things like the '+40% Damage per Status' perk are, and have been since their inception, bugged on not just the Soma. They're bugged in general as both that perk and even Galvanised Aptitude ignore those raw damage increases and only buff from the base damage stats. Now. Does this make the Soma a bad, or even a weak, weapon? No, not really. The regular Soma Prime can handle higher level, not super-high level, despite its simplistic build style for Crit/Viral/Bleed. Those builds still work and are only beginning to be edged out by more universal builds. So having a damage buff and utility buffs to the Incarnon version makes a normal weapon a better weapon. Does that make it one of the worst Incarnon weapons? Arguably yes. Is. That. A. Bad. Thing? No. Every set of weapons, every new thing, has to have its strongest and weakest. That's not some high ideal, it's just facts. Even if the Devs struggled for years to make every single Incarnon perform to the exact same Kills Per Second in Survival, that would leave some weapons better at, say, Exterminates. Some better at killing Acolytes. Some better at other things. That's literally just how reality works. So having the Soma be 'the worst incarnon' is going to offend those who like the Soma, but... it's still an Incarnon. The Soma that people love still got an Incarnon, putting it ahead of hundreds of other weapons. The Incarnon weapons are, by and large, the best in class for all-round usage. And being the worst of the best is a pretty significant difference compared to being the best of the rest. I'm not saying that DE shouldn't fix that perk at tier 4. They definitely should. But that's about it, really. Even that much of a buff will still be incredible if they do.
  17. I'm... still confused as it's luminosity based, not colour. It may all be blue, but 'practically white' is a lot different from 'dark grey'. I wonder, if you're still struggling, it's not a colour blind function at all, but your HUD scale. It may be too small for you to make out the bright white lines compared to the dark grey of the meter itself.
  18. I'm... surprised? I haven't got full colour blindness, but I do have partial, and it's in the blue spectrum where the Battery lies. Battery largely shows up with luminosity, brightness, not colour. So for somebody with the same problem of not being able to tell the colour of the battery guage from the colour of the battery level, I can clearly see that the full bit is bright while the background is dark. That said, in this respect, everyone has to guess. There is no readout apart from the progress on the Redline counter. As a point, though, because of how fast you can gain the Battery, as well as lose it, there really are only three states you need to even keep track of: 1. Below the Redline 2. Above the Reline 3. Maxed. Below the Redline you're not getting the bonuses of his 4 on your abilities. Above it, you are. When Maxed you're gaining Redline the fastest and will hit the 100% soonest, so that you stop losing Battery for the remaining duration. As long as you can tell bright from dark, you are using Gauss just fine.
  19. Probably because DE know that his spam of Thermal Sunder can scale pretty infinitely with a Primer. So not giving him more Energy to spam even more? That sounds like DE logic.
  20. Fun fact, it took DE until January 2018 to tell us that Nova's Null Star actually had Damage Reduction on it based on the number of 'stars' you had. That's close to 5 years since her release before they remembered to tell us about it.
  21. No we don't. From the beginning most Primes only got basic upgrades. With the Frames it was base stats like Health, Shield, Energy Max and so on. With weapons it was basic stats like Crit, Status and base Damage. We know this because those original Prime weapons were considered so out-of-use that DE put them into the Incarnon pool to bring them up to the more power-creep tier of usage with the Duviri update. There were only ever a few weapons that got significant upgrades or specific Prime effects. While there was a period that some players look back on fondly and note that there was a trend for Prime Weapons to get a special feature, even back then it was less than half of the releases for that time period. I mean... even if I'm missing ones, I can only find 8 weapons with a Prime effect that didn't exist on the base variant, or didn't exist when used as a Signature weapon by a Warframe. Even if there's one or two more... that's hardly a trend. While DE did change a few weapons, so that something like the Corinth now reloads the entire magazine at once, instead of individually like the base, that's... debatable. It's genuinely weird to me when people make sweeping statements like 'we all know X' and... history literally says we don't. Even the complaint about ammo limitation really falls flat after DE redid the Ammo Drops and per-weapon based Ammo Pickup. Oh, and that little point where ammo mutation functions have been a thing for many, many years.
  22. I'd heard rumours, but never expected that to be a thing. I personally would never trust that, especially with DE's track record of coupons. The discount coupons, sure, reducing the cost of a purchase is straightforward. However with Account merging and Cross Save, it could believe that you're purchasing for a PC account where the bonus simply doesn't apply. And that may well be the finding of the help-desk. That the purchase was made on a PC account, so cannot take advantate of a Playstation bonus. Even your tag here on the Forums says you have a PC account... so... They may tell you that it just doesn't work for you.
  23. No, those are different, but similar. The Console versions are discounts on the cost of a purchase made with plat. You get the same item, but for cheaper. Again, this doesn't increase the amount of Plat you get. ::Edit:: Playing for nine and a half years, I've seen plenty of discounts off the cost of Platinum, never, not ever, even heard of one that's supposed to give you bonus Platinum from a normal purchase.
  24. Wait, what? The Coupons for Warframe Platinum are discounts on the cost, not bonuses on the amount... at least I've never seen any other kind of coupon. So instead of buying 370 Plat for... 14 pounds for me, as I'm British, I would instead get 370 Plat for 3.50 I'm very confused on this one, because I've never, ever seen a coupon that increases the amount of Plat you can buy from the stated Plat bundle.
  25. Even better, courtesy of WidescreenJohn:
×
×
  • Create New...