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Birdframe_Prime

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Everything posted by Birdframe_Prime

  1. Log a support ticket, Forums can't help.
  2. Yeah... which is like saying 'Miasma's only use is radial damage and a Viral Proc' or 'Landslide's only use is punching enemies'. It's kind of... stating the obvious, rather than making a point to the negative, which is what you've been trying to do.
  3. On topic, this came up a while back, and I still hold by this all the way through; Casting Metamorphosis should cause effects based on what other abilities you have active, and carrying over the charge from her 4 with the Augment should be an actual trade-off from the effect you would get by using Metamorphosis. For example, having Rest or Rage active should instantly reverse the effect when you transform, but with a bonus effect that makes it practical to do so, like Raged enemies would instantly Rest while still taking the bonus damage for a short duration, while Rested enemies would instantly be Raged, but suffer from a stun animation for a short duration (like a 'rude awakening' debuff). So you can't get the effects from both sides together, but you can get them for short times after transforming, which makes it worth jumping back and forth. Same with Pacify and Provoke, so enemies slowed by Pacify should stay slowed for a duration while Provoked allies maintain their buff for a short duration. Bouncing back and forth should give you the ability to self-buff your Night casts, while also benefiting from the CC of the Night cast after getting the Day buffs. In a limited way, but the combo should be possible. Mend and Maim should discharge when transforming, but the effect should buff the other cast based on a capped amount you can build up (encouraging players to use it, not hoard it) and therefore give you their individual effects while gaining the effects of the other cast. And finally, a buff to her would be that she doesn't get fall-off from her abilities. Not Pacify with its silly 'less slow and less DR the further away the enemy is' and also not Metamorphosis with its 'transformation buff decays over time'. I mean... it's kind of sensible that a transforming frame would actually get better when actively transforming, not just awkwardly cut off... Off topic: I think you're misunderstanding their point. It's not ignoring your comment of 'it's useless unless you build for the explosion', it's calling your point into question by saying 'the point of Maim is the explosion, the aura damage is a way to build up the explosion, why are you even suggesting to build around a part of the ability that's objectively not what you're supposed to build around?' To put it another way... That's kind of... like saying 'Dante's Dark Verse is useless unless you're using Tragedy to detonate all those procs'. See? Of course you can get use out of Dark Verse on its own, especially at lower levels, but that's the same exact thing, because what you're actually doing is priming for the explosion on Tragedy. Same with Maim except it's within the same ability and is much more limited now by comparison. Anyway, getting a little further off topic here. I definitely want buffs to Equinox, in light of Dante. I feel the real way to go is to play into her transformation more than into any one of her individual abilities.
  4. Literally a tile set called 'Grineer Asteroid' both in the game files and in the official release of it back in around the closed beta after the game stopped running every mission on Corpus Ships. Also actual asteroid bases in Railjack for the last few years where we can jump out of the Railjack into our Archwings and approach them from the outside... I don't know what game you've been playing if you can make that statement unironically...
  5. Seems that way. Is that way. I have a very polarised and biased opinion because of my experiences in this game.
  6. Oh, DE actually explained that one once. Back when they added a whole new load of voice lines for the Lotus (before The War Within, I think), they said that Tutorial style of voice lines would be biased on their chance of playing, it would depend on both the player level and the mission they were on. There was also something about it having a cooldown based on how many times it had played in the past number of days. So that voice line, for example, is most likely to play when you're on the missions below level 15-20, and more likely if your MR is below 3. If you're a high MR and playing on higher level content, it should barely happen ever.
  7. I went back and checked the last few DevShorts for mention on it. They said they weren't 'just updating' the Lepus. They said that the bunny ears were coming back, and that they were going to have a permanent option. After that, when they actually previewed them on the DevStream it was accompanied by the comment that this was the Ostarus headgear, not the Lepus. And then on the most recent DevShort that they mentioned it, Rebecca talked about them being the Ostarus headgear, and that they had been given the same treatment as Kubrow Fur to give them a newer model than the 'seasonal' version that came before. At no point did they say that the permanent version and the seasonal version were the same, or that they were specifically updating the seasonal version. And then, when they did the official release, they included all of the information about it, in the way that Tsukinoki quoted. You can't come to the Forums steaming over something without checking these things. Otherwise players who actually read the update notes on the topic will just quote chapter-and-verse at you, making you feel bad for saying anything in the first place. I've made that mistake a couple of times. Doesn't feel good.
  8. It's worse. Aside from a random target in the starting Rescue mission, we don't have any tutorial that says you can even Revive other players. Unless you happen to see the prompt pop up, the New Player Experience does not introduce the concept of Reviving other team members. On top of that, the drive to make Warframe game times more flexible to the players that can't dedicate hours in a week to it, most missions grant all of the rewards they're going to when players only spend around twenty minutes in mission at longest. The players can still grind everything out without going for longer sessions and so the vast majority of newer players don't even burn through all their revives in a single mission, even when playing badly. Honestly... I learned to Revive back when self revives cost Platinum to replace, per frame, per day, and only returned naturally after the daily reset. Much like Bianca up there. So we definitely have that mind-set nailed down. Newer players don't know how good they have it...
  9. Never said it wasn't eligible as a request. Just questioning both its reason to exist and its validity as a point that DE should even consider. No, I'm genuinely trying to argue the point here. The more you push your reasons as valid when they aren't, the more I'm going to push back. Because you haven't provided valid reasons for this change to be made. You've provided the opinion that it should. Why would DE follow your third step when there are legitimate reasons against doing so? I don't think you understand the point of a Forum. Feedback section or otherwise. It's short for a 'Forum of your Peers'. Where you come to have your idea discussed and either agreed with or disagreed with by people like you, players of the game. As far as any actual discussion has proved on the topic, the only time DE actively check the Forums for ideas is when they're bringing up the specific topic themselves and then check to see what reactions that gets. It has taken an average time of four years to get some basic ideas that were suggested here actioned into the game, and in one specific anecdotal case on my own topics, close to seven years. And the only time they were actioned was after DE mentioned that they were looking at that specific subject in the first place. I mean... Somewhere back on the Forums, two name changes ago, there's a thread I started where I suggested that putting Zephyr's Tornado funnels together in the same spot would be a good change. Yeah. Seven years before that happened, and having Pablo take over the job from Steve. This isn't a place where the Devs just browse through for thoughts on what would be cool. Feedback is only taken when they want it. Not before or after. Look at how Mirage's Eclipse was treated versus Umbra's Sentience Passive. This is a Forum where, sadly, the people you're talking to are the rest of the players. The only way you're getting steps 2 through 12 is by convincing other players that there's a reason beyond 'wouldn't it be cool if'.
  10. Old topic is old. You're not the only one, you're just really, really late. DE addressed this about eight years ago and said back then they have no intention of changing it, ever. It was re-iterated a few times since, when people asked about things like making Primes have better Ability stats than the base versions. Forma is an expense, not an investment, you don't get return, you get the result. So the only time you get any kind of merger is with Valence Fusion. Which was, again, addressed when it came out where DE said that the Valence Fusion system only exists for things that have random-roll stats on them. Namely the weapons from the Nemesis system. It was asked, it was answered. It's a no from DE. Sorry, my friend, you're just... too late to the party.
  11. I would hazard the guess that this person came here for validation, not reasoned arguments that disagree with them, which is why they aren't listening to a lot of the basic logic. For example; DE won't go back and change Excal Umbra based on this feedback. Why not? Because they have had this feedback before on other Augments that claimed to 'fix' problems with a frame, and have not changed their minds. Repeatedly. Every time, in fact. If there had been enough ground-swell before the change was implemented to say that players don't want an Augment to fix this, they want an actual fix to fix this... DE might have changed their minds, because as the OP themselves pointed out; Mirage's changes were affected by feedback before the change happened. And I agreed, by pointing out that Garuda and Khora (including the IPS statuses) were changed because of feedback in advance of the change. However, with the amount of people that asked for a passive Augment the same way that Nezha, Zephyr and Titania all do, that wasn't going to happen. There was never going to be the groundswell of feedback necessary to affect things, because enough people actually wanted this Augment instead. And now that they've made the change, implemented the Augment, it's too late. But... OP didn't even respond to that. I may have been muted for providing a viewpoint that OP didn't want to hear, or couldn't refute. Or it's easier for them to just not reply and pretend I didn't say anything. They aren't going to provide tested and reasoned responses, because the entire point they're making is that DE shouldn't have used an Augment, they should have patched the problems with the frame, and they won't let that go despite the reality. So, maybe it's time to let them just... wallow. Get a couple of other people come along that will say the token 'yeah, OP, you're right, DE should have done it that way' and let the thread fade.
  12. It's simple; There is a period after a Warframe's launch, up to 3 months historically, where DE can decide something is too weak, too strong, or 'functional' enough to leave alone. From eleven years of watching DE release new things, the common agreement is that when something releases that's stronger than average on day 1, it's likely to get a nerf. It's also a really standard click-bait. 'Don't Nerf This' is directly equal to 'This is powerful, come see why!'
  13. I think the first time they said it was DevStream 64, although I could be mis-remembering. It's been a question on a couple of their live panels, like TennoCon, where an audience question has asked about getting better stats for Prime frames, and they've said they aren't doing that. I've been here for ten years, watched all of the streams and interviews, so there's a lot of media to sort through ^^
  14. They don't need to? They split the team already and hired on new people to fill out more roles. They have a Soulframe team and a Warframe team. And why would you even ask when maintenance mode is? You know that nobody is going to say when. Not only is it something unknown to the general public, but it's also literally bad marketing to tell people how many years you've got left on your game's life.
  15. They put them on Saturn, they even drop in multiples if you find one of the orokin reactor crates, they're just... around the tileset for every mission on Saturn. You literally just run around breaking crates, opening lockers and can earn multiple in a single Exterminate. Just on base star chart, no Steel Path necessary.
  16. They changed it because of feedback in advance. Before this, they changed Garuda's 4 because of feedback in advance. Before that they changed Khora entirely because of feedback on their changes to the IPS system in... wait for it... advance. They've done this now. It's already released. You're too late. Done. They can't change it based on 'feedback in advance' because of the literal hundreds of 'feedback in advance' threads that did, in fact, stupidly ask for this mod to exist in the first place. ::Edit:: And I'm not basing this on 'once' either. I'm basing it on multiple times. For years. And DE's own words saying that they aren't taking feedback on the existence of band-aid augments after the fact.
  17. Yeah, that is true. However there are ways around that. You could simply say that 'when casting blaze, the Augment imbues Ember's weapons with heat'.
  18. I'm not conflating it. You're missing my point. The point being that DE don't give a hoot about this feedback. Never have. In fact, they have answered in-person questions at conventions and panels that when an Augment comes out, that is their solution to the problem. When an Augment comes out to 'fix' a problem, they don't want to hear feedback about it being the wrong choice. They will not go back and undo it. They will not go back and do a deep-dive to fix the problem with whatever frame it was and remove the Augment. The reworking of a function that an Augment provided into the base Warframe has happened twice now. Once on Hydroid and once on Inaros. You are aware of how long it was before that happened, right? DE literally do not care, and will not listen to, feedback that says 'I didn't want an Augment, I wanted you to fix it instead.' Which was the point of my comment. No matter how annoying you find the Augment. No matter what the Augment actually does. No matter whether it's a bug in the frame or a fundamental flaw of the frame itself. No matter that the function should have been a base part of the kit in the first place. They. Don't. Care. And will not change this decision based on Forum feedback.
  19. Old topic is old. DE says no. DE consistently says no. DE stated, a long time ago, and has re-iterated it since, that it doesn't matter if it's Prime or not, if a player walks into the mission with the same mods on the Warframe and casts the same ability, it has the same effect. Regardless if it's a Prime or not. Why? Because it makes creating, balancing and then updating the Abilities simpler for DE. They aren't going to do the extra work.
  20. So, I do agree with you on a couple of points. I don't think Ember is in the worst place currently, but I'm never going to say no to a good improvement. I had a thought, though, when reading through your points on Immolation. See if you follow my train of thought; Thought the first; Immolation doesn't do its actual job until you reach full meter. This is an objectively bad thought, right? Pablo and other designers of frames know that the only time you shouldn't get the function of the ability you press is when that ability is conditional on something else outside of the frame, like an enemy being there, or taking damage. An ability should do something first, or just be active until the specific thing happens that makes it actually take effect. So this led me to thought the second; If Immolation just gave us the flat defense buff, affected by Strength, the entire time, what would the Immolation meter do? Obviously getting to max Heat would give us the full strip on Fire Blast, but what if it was... more? Obviously the extreme Drain is difficult to maintain, but what if it was warranted? What if managing your Heat up and down actually had a specific function we could play around? Thought the third; What if, as long as the full Immolation meter was draining our energy, every other cast was both stronger and cost no additional Energy? This would require us having a different way to manage the meter up and down, because we couldn't keep losing that just to get our armour strip on her 3, maybe we could have a 'vent' function based on holding 2 and reducing the Heat back down? Maybe this could do something, too, where we 'vent' heat and it does something else to our abilities. So... What we get is something that a lot of players don't like, which is 'synergy' between Abilities. But I hope this can be the good kind. The good kind like Xaku, who can stop his own Ability Duration Timers while his 4 is active. Let's try this as a rework suggestion: Passive: Unchanged. 1. Fireball: Tap to cast a fireball at enemies. This explodes in a radius and can be cast multiple times in quick succession to increase the damage and area of effect. Hold to cast a blaze on an area, a floating ball of fire that inflicts damage over time and consistent Heat procs to all enemies in range for its entire duration. If cast while the chained combo of Fireball is active, the damage and radius of the blaze is increased in the same way. Synergy: While Total Immolation is active, costs 0 energy to cast and gains damage based on how many Heat Status effects are on a target (limited to 10x). 2. Immolation: Ember ignites herself in a fiery aura that increases her resistance to damage, this is 90% at max rank, unaffected by mods. Casting other abilities while Immolation is active will build the Heat meter. At full Heat Ember receives the Total Immolation buff and begins draining energy rapidly. This energy drain will increase over time for every Ability cast while active. While Total Immolation is active, however, Ember's other abilities cost 0 energy. Hold the Ability to Vent Heat from Immolation and remove the energy drain. For every point of Heat vented from the meter, Ember gains the Afterburn affect, which increases the damage from Heat Status effects (including any that are currently active) in equal proportion for 20 seconds, both damage increase and duration are affected by mods. Afterburn effect will end if Ember reaches Total Immolation before the Duration is done. 3. Fire Blast: Ember unleashes an expanding wave of heat that removes armour from enemies in direct proportion to the Immolation meter, starting at 50% and building to 100%, this is unaffected by strength. Fire Blast guarantees a Heat Status effect on all enemies it hits. Synergy: While Total Immolation is active, costs 0 energy to cast and enemies touched by the wave take 10 Heat Status effects instead of 1. 4. Inferno: Re-skin this as the pillars of fire, I genuinely don't care about the targeting, as it only costs energy for enemies it does hit, meaning a recast in another direction isn't all that problematic. Otherwise basically unchanged barring the new synergy. Synergy: While Total Immolation is active, costs 0 energy to cast and flame aura on enemies has 2x range. Flame Aura gains damage based on how many Heat Status effects are on the target (limited to 10x). ...... So then... What we have here is a kit that encourages both building up her 2 and spamming all her abilities, but then also cooling down her 2 and exploiting the duration buff to the effects she's just caused with her ability spam. You've got meaningful synergy in Fire Blast, because the Total Immolation will ping 10 stacks of Heat onto enemies, then her Fireball and Inferno will deal their maximum damage against enemies. You've got a good setup ability in Fireball now, in that you can cast, cast, cast, hold-cast to create a defense area that has a wide range and will proc Heat consistently to build up her Passive before you cast her other abilities. And Immolation's DR is now just flat, similar to Nezha and Yareli. On top of that you've got two distinct play styles to mod around. You can either mod to have a lot of time spent spamming her abilities for free, building up that Energy Drain per cast, or you can build to exploit her Afterburn function where you can be your own built-in Bane mod to insane degrees. Multiplying the damage from a Heat Status so that it will deal multiple times the damage it would deal from a simple Bane, and it applies after modding so weapon-based Status procs will benefit from the Heat mods on the weapon before they benefit from the multiplication from Ember. Ember's inter-ability synergy goes up in the right kind of way, and we get an Ember that can spam away until she's too tired, then vent to nuke what's left, while rebuilding to Total Immolation again. What do you think?
  21. I'm not sure why you're quoting me on this one... Because my point was that DE don't care. They literally do not care about this kind of feedback, and have actually said so when some questions were raised about other augments before. If there is a problem with something that they have 'fixed' with a band-aid augment, they don't want to hear about how they shouldn't have done that. They won't change that the augment exists, and they won't then go into a deep dive on the frame to remove the need for the augment. Yes it's unfair, yes it's an objectively bad move on their part. We just have to lump it. Because we certainly don't like it.
  22. And? So? Doesn't change the point.
  23. I find it unfair that Hildryn has to run an AUGMENT in the place of any other useful mod to be able to take effect in Infested missions. I find it unfair that Harrow has to run an AUGMENT just so that allies killing enemies he chained up triggers his ability effects instead of him having to fight for kills against his team. I find it unfair that Nova and Rhino have to run an AUGMENT just to dispel their defensive casts, or run an AUGMENT to maintain them instead. I find it unfair that Nekros works better as an entire Warframe if you run AUGMENTS on at least three of his abilities. I find it unfair that Frost has to run an AUGMENT just to have his 2 become relevant. And yet... This is a thing. DE aren't going to change. None of these threads have changed their mind in the past, and they never will in the future. Unfair? Yeah, we agree. As good as they're going to give us? Sadly, yeah.
  24. It is. You wanna know why? I'll tell you anyway ^^ It's kind of sad. DE not putting in that effort has directly caused the bad opinion on Yareli that people have. And from that point on, fixing Yareli has become largely impossible for DE because they didn't lay the groundwork on K-Drive in the first place. But hey, live and learn (as the Sonic soundtrack said), maybe later DE will get so bored that somebody wants to add in real K-Drive racing and then... maybe then... we'll have the update to Merulina that we really deserve.
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