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Birdframe_Prime

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Everything posted by Birdframe_Prime

  1. No, it really isn't. If pointing out that changes you want the Devs to make to the game involve Dev time and Dev testing is somehow, magically, off topic to any discussion of changes that you want to make in Warframe, then you're misunderstanding the point of 'feedback to the Developers'. And again, you're trying to read the mode of travel into 'who gets there faster'. Teleporting gets there faster than running. This kind of word definition is like the difference between a kilo of feathers and a kilo of lead. They're the same weight, but very different substances. What we're talking about is 'going faster', whether that's teleporting or running there, 'going faster' is the discussion. Do you see the pointlessness of trying to split hairs on whether one is running or teleporting in the context of the task?
  2. You're from the old Forums where they didn't sign you up until you logged into the website, like me, mine is from the even older Forums and is a couple of weeks out. New Forums does have account creation simultaneous with the game account creation, especially after Cross Save, where they can now tie that all in. (As far as I'm aware.)
  3. I've been playing for 10 years, nearly. And I've seen the 75% discount maybe once per year. There are some unconfirmed tricks to getting one, but I don't recommend them because they all begin with 'Step 1. Stop playing the game for a month.' Also... Wait a minute... Forum Accounts are created when you sign up to Warframe. Your account signed up on Sunday 24th, so... 20 days? Your account has existed for 4.
  4. The roles are absolutely fine. DE has just taken the wrong direction with the enemies and objectives that counter Ability spam, because those counters all hurt CC disproportionately too much when compared to how much they hurt DPS. What we need is to have the DPS abilities curtailed harder by the things that are supposed to counter them, while the CC abilities are then the things that help the DPS abilities have a little more time to do their thing. Example: Nullifier bubbles take damage from... a lot of DPS abilities, and not others, incredibly inconsistently, but will hard-stop every CC ability if they even so much as brush the thing. Limbo's 4 literally cannot be run at high range on any Corpus map, because a Nullifier will spawn, somewhere out of sight, and touch the edge of it to pop it entirely and prevent you casting it in that same spot until there are no more Nullifiers in that area. Example: Overguard units take damage from almost all DPS abilities, but will negate all but basic Slow functions from CC abilities and decoy effects from Irradiated enemies around them. Basically, for enemies with Overguard, you might as well bring a secondary Primer with Cold and Radiation on it to slow everything and distract it, rather than rely on a CC ability. And we need to have objectives in the game that are not directly hampered by CC functions, too. We've all seen how a Slow Nova on Defense can just... ruin everyone's experience of getting through it fast. Meanwhile having a CC on something like Disruption can actively harm your progress as Demolyst units actively take less damage if you have them CC'd. I'm not saying to completely change Defense, but look at Mobile Defense as a concept; in that you can take CC because the only thing you're doing is running down the clock on the defense objective, you're not forced to kill everything and can approach it however you actually want to. Imagine if, instead of a Nullifier or Demolyst simply running up to Limbo's Cataclysm, just meant that they passed inside without any hindrance. The Nullifiers had to have their bubbles popped, and then everything they're protecting is in the Rift too. The Demolysts could not be paused by his time stop, but they are in the Rift without taking down the bubble so Limbo can get his damage boost from Rift Torrent on them. DE have just... gotten too far out there trying to put in things that can actively try and make our Abilities not always the first thing we go to for nuking things, and actually try to make us use weapons, Abilities and all our auxiliary functions together. They need to take a step back, and change out what they're actually targeting. Instead of hard-stopping CC functions on the enemy, just make it a little harder for the DPS frames to damage the enemies that are supposed to counter DPS abilities.
  5. It's all subjective. I mean, thanks for the feedback post to discuss it, but you realise that your opinion is exactly equal to anyone else's, right? And there's plenty of people that do like it. On the other hand, have you considered the following: DE have created multiple Deluxe frames with Animation sets. The Excal Zato, Khora's Urushu (regardless of what you think of the skin), Mirage's Oneiro, Rhino's Deathwatch, the Valkyr Carnivex and Zephyr's Harrier skins all have both a Noble and Agile animation set. So picture this dark and edgy skin having new dark and edgy idles. Point of argument, there are many cases of idols (being what we're basing her animations on) having certain 'looks' or fashion campaigns where they act dark and edgy for the photoshoots and wear dark and edgy versions of their outfits. So it's perfectly possible that Pablo would put the cycle through the animation team to redo everything for one of those kinds of switch-ups. ::Edit::
  6. That isn't the point of my response. My point is always this: When you have a team of people that you have to pay to do the work, test and then implement things into the game, you need more of a reason than 'I think a lot of people would find it fun'. I mean, yeah, that's sometimes the reason that DE do things, but rarely. Gauss is 'fast' in a specific way, and mechanically and functionally in the game he doesn't need to be faster. The key thing is that if you want him to be faster, DE would have to go in and tweak him, and that takes time away from things they would otherwise be doing. Like trying to minimise the bugs on the current update, bringing out an entirely new frame and quest before TennoCon (which they've promised to attempt at the PAX panel), or using the same part of the dev team for Abilities to fix frames that are in considerable need of fixing. So... you have to at least attempt to give more of a reason than 'it would let some players have more fun'. No change is free. Got to make it worth it. And, most importantly, you have to make it worth it more than quite a lot of other changes in the game, because where somebody requesting that Valkyr's 4th gets a rework because of how bad it is, Gauss is incredibly good. He's pretty incredible, to be fair. Changing him to make 'pretty incredible' into 'even better' is a harder sell than making 'Oh my hecking science, why does this animation lock me into complete immobility while using one of the shortest range Abilities in the world?!?!' into 'Hey, these slice-and-dice claws are pretty okay.' Do you see the logic? You... are trying to apply a physics discussion to 'I can get from A to B in a shorter time than you' category. Not the point, not what you think it is at least. And, for reference, it takes the exact same amount of time to aim a teleport that it does to aim a sprint direction, it's aiming, it's as fast as your own reaction times. A mis-aim in either case causes shorter distance travelled than meant, or ending up at a different point to where you meant. When aim and reaction time are equal, Nova gets to the destination so fast it legitimately breaks the game's loading time and causes tiles to not properly render before you enter them, no other frame can do that, we checked when other teleport frames are released. And this one, yeah, exactly this. It's a practice thing with many frames. Zephyr is considered overall quite fast, but as you've pointed out, requires a bit of skill. Gauss does the same, and is functionally more forgiving when impacts happen on scenery. That's still kind of a side-tangent from the point.
  7. I really do think that there should be a bit of a double-checking function on threads like these. Tiltskillet did it in a general way, but there does need to be a little more of a question to OP in here: How do you quantify warframe power, OP? Because, for as long as I've been here, Warframe doesn't have anything other than 'completing objectives' to compare the frames with. This is why Revenant and Wukong are at the top of the usage ranks currently, because they allow players to easily complete objectives. They don't die, they have decent other abilities, and they make for great weapons platforms for basically easy-mode on anything. Why is Khora powerful? Because of scaling area damage and crowd control, plus a loot boosting ability. Why is Mesa powerful? Practically the opposite, offering high survivability and high single-target damage (even if the single target can be switched quickly). Why is Wisp powerful? It's not because of her Sol Gate, I'll tell you that... Highly effective functions that provide better survivability, radial CC and self-boost your other functions. But wait, that makes her a support version of Gauss, when taken in that context, with survivability, radial CC and self boosts. Then again, there are plenty of female frames that are at the bottom of the usage stats because they only do one thing, and many frames do something similar in a better way. Nyx and Banshee, for all that I love them both to play, are so focused that they find it difficult to keep up in the current game, poor Valkyr desperately needs some TLC on her 4th ability. I mean, here's a question I puzzle over; for the last 2 years, Zephyr has been consistently ranked at a high A tier for what she now does, but according to the stats her usage shifted by only 1% overall from 2022 to 2023, why is that? All of these female frames are powerful when modded and played right. But they're all different. They're all so very, very different that they can all be popular together and not really interfere. And the male frames are no exception. They're all very different, even when they share some functions, like Rhino and Nezha. Frost is, currently, in a really good place, with his augments, the changes to Cold, the changes to how Armour Strip works, all of the updates in the game have just made his kit apply harder. He's not the best, far from it, and there are multiple changes that could be made to buff him, any one of which would be great on its own. But he's low use because people see him as only a defense-based frame. Meanwhile you have monster damage output from frames like Baruuk and Ash, and people are still using them less than a frame like Gauss who (as I said before) is a more selfish version of Wisp with a way better 4th. Styanax and Kullervo are incredibly powerful in the current game, and yet... once people try out the builds that make them powerful, they go back to whatever other thing they felt comfortable with before. Enough rambling. I need to get to the point. Both genders of frames, including the plural frame, have a complete spread of the incredibly powerful to the not-so-hot. Xaku has that within their own kit, with Gaze being the bread-and-butter of stripping defenses, Accuse being okay for what it does with the CC, and Deny being the red-headed step child. There are some with higher usage, despite their lower power, and there are some with extremely high power that you see over and over. Why? Because you're trying to complete an objective. You're trying to grind for loot, get a reward to drop, something. And some frames help players do that better than others. Things are not nearly as disparate as OP is making them out to be, and if you go through any functional ranking system that doesn't make a 'top 10' list (since those are highly subjective) you'll find a surprisingly even portion of frames in each tier.
  8. I really, really, really want to have them re-do the Asteroid tileset. While I enjoy the small tunnels and vents that connect the rooms as a concept, and while I love how non-linear some of the tiles are, they need more room for the current parkour and movement functions. Also, there are multiple frames now that simply get their abilities ruined by the layouts there.
  9. Amateurs... Behold: Not only is it for a bad weapon, not only does it have such a high disposition that you can get these stats, but I actually maxed it and rolled it 5 times. It's such a bad Riven that I am actually shamed by having rolled it.
  10. It's incredibly important. It's just completely un-quantifiable. When every single person's perception of it is different, then it can't be used for logical debate. In your example, what if they reduced Volt's Speed by 20% because more people found it 'fun' that way? You would feel cheated of the function, but at the same time, all of them would feel validated. Still, that said, there really isn't a reason for faster speed on speed abilities. We kind of need a function that gives greater control of the speed we already have.
  11. Nier: Replicant is barely obscure these days after the success of Automata. The ones I was going to suggest are already in this thread from somebody else, but here's a fun fact: Since they're a 'Grimoire' weapon type, you'll always be able to find them by typing in 'grimoire'. The same way as typing in 'shotgun' brings up all shotguns.
  12. Not his Passive, but Switch Teleport is getting the same instant movement function that other teleports have. Basically just removing the animation from the end, so you can teleport and run. It's also getting a function that gives him a movement speed boost after casting. Loki's going to be pretty smooth with this one.
  13. I know that earlier on DE had a problem with rubbery fabrics and sugatras. But these days they have actual cloth physics ^^
  14. So, just to be clear, Loki has some fundamental issues that stop two pieces of his kit being useful, or at least as useful as they could be. And both of these are being addressed in the next update, and I think people are sleeping on it. Loki's place at the top of the game will almost entirely return from this. A frame that can disable all ranged damage? Yeah. A frame that can literally interrupt enemies from attacking an objective with a now-scaling Decoy? Definitely. A frame that will be able to sprint around in melee mode with function 6 seconds of true Invulnerability while also having true Invisibility? Augh, perfect. And that's even without putting Helminth casts on him.
  15. Two parter. There are things I do in this game just for doing them, it always helps that there is a reward, though. This gets into the 'fun' argument and you can't use that to argue points like this, as it's entirely subjective. The things you find fun are directly negated by any other player not finding them fun. It's an opinion, with directly equal weighting to the opinion of another, and so they cancel out without something more concrete, more objective, than an opinion can ever be. The second part is... That the problem is not that things are discarded as soon as they stop giving useful rewards. The problem is that Warframe has closed progression systems in the first place. Not modes, or reward types, but the actual macro gameplay loop is closed. You can cap out everything. Focus, modding, intrinsics, attaining gear, everything. There is no such thing as an evergreen reward in Warframe because Warframe's content is not, and cannot currently be, evergreen. This is exactly the point. Duviri's own system is, functionally, meaningless. You have to find your subjective, independent and opinion-based reasons for liking it. A reason, for example, is that the progression in Duviri for the overall Warframe experience is entirely separate from the base Warframe experience. You can start a Circuit choice for the week and guarantee you get the parts for a Warframe, build them, and then begin using them. In the base game that acquisition relies on you reaching the correct progression and either purchasing through the Dojo for some, or finding the RNG-based drops, repeating the same missions on a micro scale, rather than Duviri's more variable scale. It's so much of an 'it's up to you to make your own fun in a video game' after your actual progression has finished, that there's almost no definitive way that you could improve these systems. They're closed systems, not because they stop giving meaningful rewards, but because Warframe itself is entirely closed until the next update, and the next.
  16. Yeah, it was a deliberate choice by the Devs when they reworked his Bladestorm last time. The idea is to specifically not make it instantly used, and instead cascade, to give Ash a built-in cooldown to his use of his 4. Until all the clones are done, you can't recast. So the more enemies you hit, the longer the animation lasts, so the longer between recasts.
  17. Long standing thingummy is that the only real difference between a 'Prime' Warframe and a 'regular' one isn't even the looks. Since Primes can be skinned (and canonically skins exist from both the comics and in-game functions like The Silver Grove), the look doesn't really matter. The only difference is the actual specific crafting components used to create them, which gives them better base stats. We get hold of those through Relics (which are quantum-nonsense, meaning the part you get out is the original part, and always is the original part, and you can have 40 of the original part), and we craft the 'regular' versions through blueprints we acquire from other sources. It's theorised that we basically 'interpret' the blueprints we find with the parts our Foundry can use to create the same Ability set, even if it's visually different from the frame the blueprints are based on. It's why Valkyr looks like she does, compared to Valkyr Prime, because we scan the parts from Alad's Lab, not from the original Valkyr (and the Gersemi skin was a skin, so there's some... lost appearance that exists for Valkyr from before the Lab). What this means for Xaku is simple: The lore says that the three original frames were failures, and so merged into Xaku. Those three were most likely 'Prime' frames, made with the things that gave them the superior base stats, and so the original Xaku would have been Xaku Prime. And so that's what we're going to get out of Relics. The Xaku we make now is no different to the Revenant we get, which is an 'interpreted' version of the blueprints we find in game. It looks different because... the Foundry doesn't care ^^ It's just creating the frame so that it performs the same way. Only the parts we get out of Relics produce the Prime look and stats.
  18. This is a really weird question to ask. Warframe is a game about acquiring 'stuff'. The Account Mastery is levelled up by the 'stuff' you have and then have levelled. Your frames get stronger when you mod them with 'stuff'. Your frames are built with 'stuff'. Your entire game experience is geared towards acquiring 'stuff'. So any and every game mode absolutely should give rewards that contribute to you acquiring 'stuff'. So 'If Duviri gave no rewards, why should it exist?' is actually the right question. If it exists in Warframe it should give rewards, because playing the game for the rewards is the functional goal. Whether that's 'fun' is a debate that we don't have here on the Forums because it's pointless, but worth noting so that people don't start shouting 'but, my 'fun'!' at us. Thing is that you really hit on something without meaning to in your original post: Duviri itself comes with the means to get Frames that you don't have. You can try them with a basic mod setup that doesn't in any way min-max or change the way the frame originally plays, and then you get the fun of finding out how these mods change the frame when you acquire the frame. You get the frames in order to mod them, that way you can choose your own builds for the frames. You can even create multiple builds for your frames and try those out. This is the progression of Duviri's Circuit. This is why the Circuit is included in the 'rogue-lite' aspect; because the rewards you get from it can be used to make your next runs better. So... I don't see how removing the ability to use your own mods improves, let alone 'fixes' the experience. It feels like entirely the wrong direction to me.
  19. Yes. So..... here's the relevant question: What if there are as many players that find the game more 'fun' if Gauss stuck to the speed you can achieve now? Or even: What if people genuinely think it's fine and they find their fun in the other abilities Gauss has and don't really think much of his theme beyond flavour? There is a reason that people on the Forums do not argue 'fun' as part of the discussion, and why many people you will meet here with more than a few thousand comments don't even bring it up in reply to other topics. It's an opinion, and opinions hold exactly as much weight as other opinions, so the second somebody with a counter-opinion shows up, it's cancelled out. All that matters in these discussions is the functional and factual. Annoying as that is. Ah, no, key misunderstanding. If you're talking about usability in combat, that's not speed. That's mobility. Two different things. Warp is amazing for speed. Warp is not amazing for mobility as it can only go point-to-point. Speed with control is Mobility. A frame that is functionally slower than Gauss in a straight line may have more mobility because they aren't over-shooting a specific stopping point or are able to turn and access another direction more quickly. This is why Zephyr is considered fast overall, because her Jet Stream allows for faster sprinting, her Passive allows for more precise jumps and landings, and her Tailwind can be used to bypass many obstacles when used judiciously. However, when using Tailwind her Speed is increased at the direct risk to her Mobility as it can get her stuck into places that are difficult to get out of without coming to a complete stop and turning around. Much like the 'fun' argument, getting your terminology correct is very, very important to the discussion. So yes, Nova is fast. So fast she can break the game with a single button press and a step. Always has been. Gauss, on the other hand, has more Mobility because he's slower than Nova. This is the underlying point to my first question: Why? When I say there's nothing that needs this kind of speed, I mean even for the uses you have for it, you don't need to be faster. You want more consistency, which doesn't require more speed. Put this another way, if you will: Your goal on these Forums is to convince the Developers to make a change you want. What logical, functional reason can you come up with that will make them dedicate paid hours of their Dev team to code, test and then implement the change for a future update? And why is it compelling enough that other players will be genuinely disappointed if DE do not do it? Rule of cool, the concept of 'fun', the Lore... these are all frequently used arguments by players. They are also very, very weak arguments to present to people that would have to pay their staff to do something. And I'm not saying this to put you, or your request, down. You just have to... convince people. Like the TF2 Spy says, I don't want your bucket of chicken, I'm not one of those cheap girls, I am refined and elegant and I want you to seduce me. So go on, seduce me. [Waggles eyebrows]
  20. While I'm not going to say you're wrong, because Gauss is not actually all that fast of a frame when you place him on a tier list... I have to keep asking this of players that want him to be faster: Why? There is no reason for any of these frames to be as fast as they are. Zephyr's Tailwind will not only gain speed the longer your Duration is (you accelerate for the Duration of the animation, meaning you're faster at the other end the longer the animation lasts), but can also gain more with Jet Stream. Titania with her Razorwing Augment doesn't even need any further buffs to cross the open landscapes in a matter of seconds. And everyone, every single person that I've seen talking about this, has forgotten that the single fastest frame in the game is Nova with Warp, able to cross distances so fast that the game can't actually load the next tiles fast enough. There is nothing in Warframe that actually needs us to do this. Forget usability, forget problems with the speed itself. There is no reason for us to go this fast, because anywhere that speed matters, it's not straight-line speed, it's Mobility, the option to not just go fast, but go fast around corners and weaving between obstacles that DE deliberately places in every single tile. Gauss is perfectly fast enough as he is, because he can wall-crash and instantly recover to keep going in a new direction, which a lot of frames currently cannot.
  21. No, my friend, I meant 172%. This is because in Warframe modding the neutral is a base state of 1.00, or 100%, so 72% would actually be -28% of the stat from modding, while 172% would be +72% from modding. You'll notice that I very specifically put the + symbol in front of the mod stats, but when I came to the total it did not have the + symbol because it was the actual stat. For the the next part, you actually explained it pretty well yourself. You've gone through a longer version of the explanation, without touching on Efficiency. But to be clear: The idea of being able to stack the Strength with two mods, then compensate for the negative Efficiency by using Streamling, Boreal's Hatred and the proposed Absent Expertise, would mean that you wouldn't have used Fleeting Expertise in the build, your Duration would still be about Neutral, and you could use a regular Duration mod instead. People underestimate the power of stacking lesser mods instead of using the Corrupted ones, as you've pointed out in your reply. What people often miss is that by having stacking smaller mods, you can entirely ditch Corrupted mods for the same, or better, stats. While I appreciate that having more small-scale trade-off mods in the form of mini-Corrupted is something you really want to lean into, the entire system of them is greatly overestimated by a lot of modders. As long as they stick to DE's particular foibles, having more straight-upgrade mods, like Nightmare mods, is fine. Making mods that exclude another mod does appear to be the way that DE are going. So having a Nightmare mod that excludes, say, Narrow Minded (maybe Absent Minded, for example) for an equally high mod point cost, adding an amount of Duration that makes it compete with the other Duration mods, but not overshadow them, would then be more viable for a build because it gives us that extra Duration mod without the drawback of negative Range. I think the point I'm fumbling with... The point I'm not really getting across well, would be this: It's more important now, since we already have the Corrupted mods for min-maxing in a way DE are comfortable with, what players and DE will want to do is to create lesser mods that don't have drawbacks or negative stats. This is because it's often more important not to have a negative than it is to have super-high positives. We're seeing it more and more in DE's frame design, that push to have no more dump stats and the push to have something powerful actually available if players try non-standard builds. Take Qorvex as an example of this; his most powerful function is by building for Range and Duration without ditching his Strength or Efficiency. He wants to spam his 4, he wants to have his Chirinka Pillars out as long as possible, and he wants those pillars to be able to touch as many enemies as possible in their range after being empowered by his 4 (since the crowd nuke by proc'ing his explosions by charging his Pillars with his 4 is more powerful than any of his direct damage could ever be). Take Gauss. Gauss just needs to be at 100% Strength, complete neutral, for his abilities to have their full functions. He wants Efficiency for his spam, he wants Duration for his Redline, and he wants Range for his Thermal Sunder. Look at what they're about to do to Loki, of all frames, in the next update... it's weird... the new functions they're adding to his Decoy and his Switch Teleport benefit from Strength......... I mean... Strength... On Loki... For the first time since his release.... That one really confused me until I realised they're slowly pushing to have builds that don't fully benefit from dump stats. It's more important not to have negatives in many builds now, than it is to push min-maxed stats. Just enough to hit the right thresholds is fine. And since those thresholds on many, many frames include all four basic stats, it's less likely that Corrupted Style mods will even be desirable. That all said. I'm not averse to more of your idea. I do feel that more mods with medium stats are needed, even if they are trade-off style Corrupted mods. Just remember DE's method, where they don't actually want you to min-max any frame and get the full benefit out of them, they always want you to think 'but maybe I shouldn't dump that stat'.
  22. Always, always, always remember; Temporary buffs do not count. If all it lasts is 30 seconds or so in a mission, or for a week to one random frame that you can occasionally overwrite to pick your favourite, then it genuinely doesn't fall into the normal limits. So the only possibilities you're left with, in realistic terms, are non-stackable mods. So a Corrupted version of Streamline, for example? Possibly. But to me I feel that one of the supposed leaks is more what DE would do, which was the 'Condrix' variation on Corrupted mods. The mods in the shot were basically just the exact same mods that we have now, so non-stacking, but the positives were lower while maintaining the same negatives. The trade-off for lower positive stats was the bonus damage and resistance to damage from the Sentient faction. So Condrix Overextended was part of a 'set' with +% Damage to Sentients, +% Tau Resistance, and then the stats were only +75% Range with the same -60% Strength. Now, I'm fairly sure that the 'leak' was just BS because the screenshot was overlaid with text from a Forum thread. So why do I feel that this is what they'll do? It's because of the pattern they're working on with the basic mods, Prime mods, Corrupted mods and Nightmare mods. Corrupted mods are the strongest positives with actual drawbacks. Prime mods are not as high stats as a Corrupted, but they have no drawback. Basic mods are just positives to a single stat, while Nightmare mods are able to provide a similar boost to the basic ones, with an additional stat thrown in. So if you go by that pattern, I think what you actually want isn't some of these mini-Corrupted mods. I think what you're looking for are Nightmare mods that can add on a small boost to a stat plus a utility stat. And I think that they would probably be exclusionary in some way, making you replace one of the other mods on your build if you wanted them. Say the equivalent of 'Absent Expertise' which would have +27% Efficiency and +30% Parkour Velocity. Then put it at an awkward 13 mod point cost. Why would DE do that? Because it would allow us to stack Streamline, Boreal's Hatred and Absent Expertise to get to... wait for it... 172% Efficiency. Not quite the maximum, and it takes 3 mod slots to do it. But with no other drawback to your Duration, you can then not nerf your Range using Narrow Minded to get that back up. See? Alternatively, DE could go with the Conditional route, and give you something extremely limited by slotting it into the Arcanes. Where you could get a Range boost beyond what you normally can, but only on a conditional chance that you could easily miss... It's an interesting thought project at least.
  23. You know, I'm all for more ideas of Exchange mods, or even just a couple more of the Nightmare mods that add a little of one stat and a little of another. I do think you have to be aware of DE's wariness to add two particular stats, though; Efficiency and Range. The stats DE don't want together appear to be; Range and Strength; Strength and Efficiency; Range and Duration; Duration and Efficiency. If you're able to balance out the stats of, say, Range and Strength, then you won't balance out Efficiency, and so on, to limit the builds and force people to take their min-maxing choices a bit more seriously. So, like the prospect, not sure how things will work out ^^
  24. I think this might be where you lost the crowd on your earlier thread, not all of them, but many of them. DE will bring in more power creep, but they won't bring in power creep that's the style you're suggesting. The strategy that DE has stuck to, even with the invention of things like the Archon Shards, is that if two players (regardless of Account level) go into a mission with the same Warframe, with the same Mods and Shards on them, they perform identically. While there is convenience from Account MR, such as starting mod points and the ability to grind more in a single day, they have come out against the idea of incremental power to Warframes (such as max energy points) by gaining Account MR. So the point of suggesting the reworking Account MR as Intrinsics is not a way to gain anything over and above what we have currently, but a way of giving players much more of a perceived and interactive way of choosing the benefits they have from Account MR to highlight it.
  25. No clue. You'd think if they could, they would have done it already.
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