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Birdframe_Prime

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Everything posted by Birdframe_Prime

  1. Because even if you buffed it to another one-tap, people still wouldn't play Ember overall. As DEPablo pointed out, these changes make next to zero impact on usage long term. Even ones that make a frame hit A or even S tier don't see more than a 1% permanent shift in their usage. For multiple reasons, including the simple one that the frames highest in usage are there for a reason, such as AFK farming strats, already being S tier for longer, or having the right combination of things that players want. Ember has more wrong with her than just a simple lack of one-tap armour strip. A better fix for using it would be to give her a similar buff to Grendel and just make the full Overheat not cost energy, just like his meatball mode. That way you solve that function of not wanting to be at full damage reduction, damage buffing and armour-strip potential in the first place, and the play style becomes more frenetic by players actively wanting to build up the rate that Overheat charges, using her abilities more actively. If DE feel it necessary to nerf the interaction a little, then give the charge increase from her 1 or 4 less effect, or make casting her 3 reduce it to a fixed rate again, so that players strip then have to cast to charge back up quicker. Then buff Fire Blast by having it strip Shields as well. Make it a trade-off instead of a drain; sure you can be at full DR and full Ability Damage as long as you like, but the second you want to deal some real damage against protected enemies, you've got to hit 3 and that'll make you briefly more vulnerable and deal less damage with your main damage ability. That way more people would find Ember's actual play style more accessible and play her more. It still wouldn't really change anything, but it would be a better solution than whining that her Helminth is weaker than other ones.
  2. This has been a thing since the first drain abilities were invented. It annoyed some people so much that players of Titania (a frame who, when built around getting the most out of her drain ability, can stay in that mode for two to three minutes, and at least long enough for more orbs to spawn when actively casting) actively campaigned to get the augment that removes her Vacuum, specifically so that this doesn't happen. But... that's... all that DE have ever done. And it wasn't because of this issue with Drain functions, it was because they had only just given Titania the passive vacuum in fairy mode, so they were more willing to allow players to turn that back off again than they were to change the effects of constantly using Energy and picking up Orbs. In the few comments DE have made about this, they liken it to when you trigger Arcane Energise when you have only 100 Energy space to fill, and you should be getting 175. That's 75 energy you 'wasted', and yet it doesn't matter. They also liken it to when any frame with high Efficiency casts an ability for 7 energy, that frame will still pick up an Energy Orb too, and 'waste' the rest of the energy, so why would that be different if you only spend 1 energy before picking up an Orb? It happens. It's annoying, yes, but it's apparently not going away. DE apparently really don't feel the same way about it as some of the player base does.
  3. The community has suggested it approximately once a month since the Exilus slot was released. It's practically on the Forum Bingo card. DE's answer has been to completely ignore them. The only loosely connected topic was the concept of any kind of Forma that provides more than one polarity (for anything except the Auras, which they only did as part of a large-scale community appeasement after multiple poorly executed updates in a row), to which DE said that it's 'not even on the table for discussion'. That's about it. In terms of news, there is no news. Their decision appears to be holding for several years now. To be honest, I genuinely never want to see a situation where DE screw up so badly that they try to say sorry by adding something like this... that would have to be a major, major screw up.
  4. The quickest and simplest way to rework her 1 is to give it an un-modifiable Duration. This lets the player not miss the shot so easily and makes it work with all weapon types, because a 3 second or so boost to damage would function for all DPS types. It's free, it's easy, and it's not putting river water in your socks.
  5. Then... where is the Saryn Prime trailer set? And what tile is Vauban Prime on? I mean, it's easier for DE to use existing tiles, but they're not above using areas that we haven't seen.
  6. And how is that clear, Traum? I get what you're saying, I just don't believe that this is the solution you think it is. Because that, to me, and I can assure you to a lot of other people, will just look like 'Total: X Impact Damage' not 'Total: X damage + Impact Status Proc'. Do you know why I'm saying this? And it's not to be counter-productive or just contrary. It's because I literally am a designer. I've got 20 years experience in visual design, and I actually have to think about the ways people could interpret a given layout. Specifically I was taught (and have continued to have the lesson reinforced by the world proving that customers are dumber than bricks) to ensure that if you want information to be shared clearly there is one thing to do first: you consider that everyone that sees it could be an idiot, and how badly they could get the information wrong. This may seem like a simple and elegant, non-cluttering solution to you, but it's so easily mis-interpreted by people that don't know how this game works. You're looking at this from a perspective of a player that already knows what the weapons are and do, what the main damage is and does. This doesn't actually communicate information, it just adds another icon to the mix. I'm not just pointing out the flaw in a single aspect of this, I'm genuinely saying that the way Warframe's stats are communicated by their very thin, off-to-the-side stat window, line-by-line, scroll to see the rest of the stats layout, is actually not all that helpful in the first place. It works, at a bare minimum, but it's like a lot of Warframe's functions; not bad enough to make fixing it a priority. And adding more little icons doesn't solve that.
  7. Epitaph for one, with a guaranteed Impact and Cold on direct hit. See, I'm not saying to not do it. I'm saying, and this is to be clear; without updating how we actually display the weapon stats, any method we come up with here is not going to be either universally clear, or universally non-cluttering.
  8. I think you misunderstood me... and kind of skipped the rest of the comment too, but still... If you want to test things like that there's several things to consider, such as the following: Armour is not actually a health pool, it's a calculation of how much damage mitigation is being given to Health. So consider it this way: If you hit a Heavy Gunner with 100 damage, and it has 500 armour at base, the armour will still reduce it to 37.5 damage (rounded down to 37). Taking into account a 50% bonus from Puncture to that armour would be one thing, but even then, armour reduction would still take that down to 56 at best (as long as there isn't a mix of other damage types there to get mitigated further). If you were to turn that up a few levels, it would get to the point where it's indistinguishable. This is why subsidiary stats, such as Crit, and Status effects are more important.
  9. Have you tried finding weapons that purely deal one or the other? That could be why you never see it in the game. As a fun point, the reason you see bigger differences when equipping an Elemental mod is because they're producing an additional damage type on the weapon based on the amount of damage it already deals. So if you take a weapon that deals 100 damage, where you have a nice even balance of 30/30/40 Impact/Puncture/Slash, then add a 90% Toxin mod on it, you now have a weapon that deals 190 damage, with 30/30/40/90 Impact/Puncture/Slash/Toxin. If you were to just add the 90% Slash mod on there instead, you would now have a weapon that deals 136 damage, with 30/30/76 Impact/Puncture/Slash. You see how that can have disappointing results? The mods for IPS are (these days) there for specific weighting on the weapon, since the higher the proportion of the damage is to one type or the other means that you get more chance of producing the Status effect connected with that type. So having a weapon that's 90% Slash on it, with only 4% Impact and 6% Puncture, means it'll cause a Bleed 90% of the time when it causes a Status effect. Players that min-max their damage for Status effects use these to adjust weapons sometimes. Although you'll find that there are better ways to do that.
  10. They're 'too easy' because these are based on legacy Events that existed back when the levels were high compared to regular missions. The game has changed so much these days that these missions are easy, specifically because of all the buffs that happened over the last eight or nine years. Why in the world would they make them challenging when challenge literally doesn't exist in Warframe?
  11. Would it? The total damage number having a damage type having a damage icon next to it isn't as obvious as you're picturing Putting one there could actually confuse things more by making players think that the 'total damage' is converted to that damage type instead. Easy to mis-interpret. Especially when some weapons do multiple forced procs on them, or when the forced proc can be easily confused with a regular Status proc from a weapon having a high amount of that damage type anyway.
  12. Honestly guys, gals and non-binary pals, this has come up before. The answer is 'DE want all choices for Forma, Endo and Credits to be final.' While they do allow for accidentally sold items to be returned if you put in a support ticket fast enough, every time you install anything in a frame, rank a mod up, pay for something, you are making a permanent choice. The only thing you can do after that is either keep that investment, or get rid of it. No refunds. That's the official line we've heard from DE when this question was asked in Streams and on Twitter before. I fully expect it to continue this way because it forces players to either play or pay more to compensate for choices they make that they regret.
  13. But they already have the damage symbols next to the damage numbers, to show how much of each damage they deal. Adding another symbol on top of that would be a little confusing because we currently don't have the separation for that. It would, genuinely, just be adding clutter without a visual update to how damage and stats are displayed. In the same vein, adding a specific section to say 'on hit: proc X' would either get lost in the current information, or just make the weapons with multiple fire/hit modes even longer than they are now. Just more clutter. Unless a visual update happens.
  14. Well, the Melee combo page in game is utterly useless as-is, I could definitely see this as an upgrade to that section. For Primary and Secondary weapons... that definitely might clutter things, because the weapon stats are already a long list. In the case of some weapons, there's multiple modes, multiple damage instances... So that might take a far more in-depth visual rework.
  15. I'm going to have to agree with Zakkhar here. Once you introduce these combos it then introduces a 'meta' set of combos. Where you have players getting a certain combination just to produce a specific bonus effect, rather than because of what it does on its own. Currently with just minor, individual effects, you have a general choice of being able to add stats that are beneficial without wasting mod slots. I was able to ditch a mod on my Zephyr build because getting the extra 30% Duration meant I didn't need Augur Message, I was able to drop in an Augment that I wanted, which gives me more utility and mobility. You wouldn't get that with meta bonuses, because the bonus would be more important than the utility.
  16. Oh, it's really simple: Duviri was created with history, so they all know the story that happened before this. But the day we're in is what begins, progresses and then loops back. Thrax knows that this is happening, and the people that pay attention to Thrax might notice each repeat day. But the rest of Duviri is just... stuck... not noticing that their day repeats forever, only knowing their history that happened 'before' this repeating day.
  17. Honestly, a lot of frames don't actually benefit from Umbral Forma... Huge swathes of the cast can do without Health and Power Strength. I mean... I think I've installed about ten or fifteen in total since they were released, because you can either just Forma around them, so that you don't back yourself into a specific build and have those two slots free for other mods if something new comes out, or a single Umbral Forma is enough to make space when you actually need it. And... That's putting aside the idea that these are intentionally throttled and DE doesn't want you to have more than what they dole out. Pfft... what? Why? That's utterly ridiculous. I've not encountered a single player that bothers to waste Umbral Forma on melee, when you can get that on there with points to spare in five regular Forma or less. That's the most pointless thing I've heard since memers put Umbral Forma on their K-Drives.
  18. They're aware of it. There has been a string of consistent patches and bug-fixes to Host Migration over the last ten years, my friend. It's an ongoing system that is currently being massively disrupted by Cross Play being implemented. There will continue to be problems, and continue to be solutions. I'm not saying 'no need to improve' I'm saying 'you can stop beating a dead horse'. And this makes you sound certifiable. The way the conversation went was because you weren't involved, and the other person was asking questions that I had responses to. The 'accept it' was, again, to say you should stop beating the dead horse again. Accept that you will have problems, and that the solutions won't be fast, or the solutions you want. It took DE ten years to get even this far. Expect more time to be involved before it's even considered 'good'.
  19. No, my friend, apparently that's the exact message we've had from DE. Really difficult to 'film' because the cameras they use are tagged as enemies for Peacemaker. Not a high priority bug to fix, so it isn't getting fixed yet. We'll get there when we get there.
  20. I honestly don't see why this is a question. The weapon usage is going to go up, and the policy with that is that DE brings down the Riven disposition (to a maximum of 0.2 per iteration). So. Put simply, I think all of the main-use Incarnon weapons, the Boltor, Latron, Strun, Lato, Burston and so on, those will all go down. The ones that still aren't rising in popularity, like the Sibear and Nami Solo, those are going to stay around the same. In around a year, when we've had a cycle of three more Prime Access adjustments, there might be some significant shift. But we'll see.
  21. Because this is a Forum, where your threads fall under discussion from your peers, we talk about things and the subjects can adapt and change. And because that problem is not one we can solve. If the Host disconnects, for any reason, not just intentionally, the system has to try to connect you to a new Host or make you the Host. This is what 'Host Migration' is, it's trying to save your game and solve your problem of losing everything. Host Migration is the extra step. Already. DE has set up the Plains and other game modes to specifically allow for a Host to leave and for the other players to continue playing. For some players this works very well, because they're in an area dense with other players and are often playing on machines that are easier to Host a session on. For other players, seemingly yourself included, it doesn't work very well. Either because none of the other members playing with you can Host, or because you're in a situation where you can't be connected to others very well. And you can't just deny a player rewards for a game completed successfully. They got there first and the game allowed them to finish playing, so yes, they get their rewards. While it's unfortunate for players like yourself, who are finding it problematic, it isn't supposed to be. The fixes you want are not something that's going to happen quickly, and not something that's going to happen in the way you want them to. So, as upsetting as that's going to be... You have to accept it.
  22. Yes, exactly, this happens because Cavelero's interface doesn't use your Equipped weapons. It uses your entire inventory. It's not just possible, but common, to install an Incarnon adaptor on one of your weapons that you do not have equipped by accident. I know this exists because I've done it to myself, too, with one of the bonus Furis that I got from some event. Installed it on the 0 Forma, un-modded Furis instead of the one I had equipped, which is my 10 Forma version I've had since 2014.
  23. I happen to think you'd make a very pretty monolith. Maybe one made out of basalt. Although... be careful. You could be taken for granite. ::Edit:: Example response I would have taken from the other theoretical veteran and not questioned: Not all frames are good. All frames are viable. The reason being that all frames have uses and functions that can be taken to any level. Some are not good at it. Some are good at it. But all of them are viable. Hopefully the X-tweet from Pablo a little while back about Hydroid is something that will lead to a frame becoming becoming better, too.
  24. If you have any duplicates... you may have installed it on one that you didn't realise. Search for 'incarnon' in your secondary weapons, see whether you've installed it on the one you have equipped, or whether it's on a different one.
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