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Birdframe_Prime

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Everything posted by Birdframe_Prime

  1. While I hear you, punctuation and spacing your text wall is definitely necessary. Honestly, take a break. Taking a break from any game when the grind is getting to you is both healthy and recommended.
  2. No? Partly. Bounties have the same thing. I mean when you hover over any Mission on the Star Chart, whether that's a Bounty or a Survival on Ceres and it says 'Survival, Level 30-34' or 'Orb Vallis, Level 10-30'. Whenever it says 'Level X-X' that's the scaling. If the mission only has one objective, or one wave, such as Exterminate or Capture, then it has enemies in that range. If it has escalation, like Survival or Disruption, it means that the first Rotation will be in that range, then every subsequent Rotation will scale up to the next iteration. On the Orb Vallis, and to a lesser extent the Plains, the escalation is not just linked to the Bounty Level, it's linked to your 'wanted' rank too, with more enemies and higher level ones able to spawn.
  3. Okay, just to be absolutely clear on this, are we all clear how Warframe's level posting actually works? Level 10-30 indicates the starter levels of anything. In a Survival that would indicate that the fodder enemies are around level 10, and the high end would be 30. If, however, you go through a rotation, the range of 10-30 means there's a 20 level increase as part of the rotation increase. The next rotation will be rated at 30-50, and the next at 50-70. Orb Vallis enemies can be tougher because they can surround you, and act differently to many other enemies of a similar nature. With Nullifier Melee units that charge you, or Moas that leap to you. Also your abilities that have a very large range while in normal tiles, don't actually seem to have that large of a range when compared to the size of the areas in the Vallis. There's also been a thing about the stats for a while now, but the stats were already nerfed a few months after the Vallis was released to make them more fair. Basically, the Vallis starts at level 10, the enemies can scale up to 30 on normal functions, but if you do something like Alert a Base (as part of the take-over) or run up your Alert level to maximum stars, that's an increase that can scale them very quickly up to level 70. Unless players are reminded of why there's a range on the mission's base posting, this kind of confusion can happen.
  4. I'm with Pakaku here, except about the Defense, that can get boring. Go smash crates on Saturn. I recommend taking any frame that has an ability that can affect Crates (the best are Limbo and Xaku because of their wide-area pulses from their 4, but another good one is Zephyr since Air Burst damage goes through walls just like the other two, but it's way cheaper to cast) and then go on a bunch of quick missions like Exterminate or Capture, or even the Assassination if you're feeling fancy. Run into all the side-rooms, smash all the crates. You'll even occasionally find those crates that just specifically contain an Orokin Cell (they look like Orokin tech). You're not guaranteed anything, but you'll be honestly surprised by how much you get. I don't even go to Saturn that much anymore (except for Stealth Affinity farming on new weapons with a Sleep Loki) and I have so many Cells I can use the excess for feeding Helminth.
  5. This is the down side of the True RNG nature of Warframe. 10% Drop Chance from a Radiant Relic does not mean that you are ever 'guaranteed' any drops except when taken as a total for millions of tries. Because it's truly random, with no pity system, the way this works could mean that you're one of the outliers that has 90,000 in a row that are not the Rare drop, then 10,000 in a row that are. The average is still 10%, but you've gone 90k without getting one. I'm sorry to say that you're really, really just unlucky my friend. This is definitely cause for burn-out. Try something else for a while. Farming only one thing at a time is the real guarantee of getting frustrated. If you have the time, try something like Void Storms instead. Grind up the Corpus ones because you'll get an average of multiple things from it; Endo from parts you don't need, Parts that you do need, Affinity for any frame or weapon you bring with you, Corrupted Holokeys for the Tenet Melee Weapons from Ergo Glast, and the Storms also drop Radiant Relics from the main reward table, so you don't need the grind for Void Traces. My point being that if you find a mission type that lets you get rewards for other things too, it can be rewarding even if you don't get the parts you were looking for in particular.
  6. I wasn't clear; Zephyr Prime does.
  7. See, that's perfect. You answered the question, I'm absolutely happy. If you scroll up, my original response was exactly what yours was (with my rambling), and the rest of the discussion was because OP brought up a new variable. You've addressed it, by testing, which is what I was asking OP to do. Thank you very much.
  8. It's apparently the balance of it. She uses Oxium, but also uses Alloy Plate and Ferrite in small amounts, only around 3000-4000 of either. Compare this to Vauban Prime who uses 7000 Oxium, but uses over 30k Alloy Plate, large amounts of Rubedo and other heavy products like Salvage in the low five-figure range. There's a point where the lightweight and the heavyweight ingredients balance out ^^ Oh, I think they mentioned that one; if you're vibrating the speed of time, then the object you cause that with suffers from null-time. It has no time in its specific area, and when the dilation effect runs its course, the point of impact has had no damage due to there being no time for it to take damage. It's why Rhino's own ability doesn't blow his foot off.
  9. Depends. It's listed from a lore perspective that Rhino is the heaviest frame, and his Stomp is (according to the official notes) him simply stamping on the ground so hard it dilates time. So pretty heavy, in some cases. Zephyr, by contrast, is canonically so light she gets a 'lightweight' passive so that she can float through the air, slowing her fall and letting her jump higher, even steer through the air. So... pretty light, in some cases. It's a whole cornucopia of the frames being what they need to be. So weight reduction for things like Aim Glide, Wall Latch, ziplines and so on... normal. Perfectly alright to suspend a bit of disbelief for that.
  10. Not even OP's statement that the specific casting order seems to disable Conditional Mods, even though we have tested proof that Conditional Mods are normally taken into account on Shroud? I'm not claiming that you didn't test, I made the observation that your statements didn't take into account something in the thread that you may not have noticed.
  11. It is, until you introduce something that OP noted: If conditional Crit Chance mods are active, such as Blood Rush, giving you over 100%, Shroud of Dynar activation takes effect and obviously locks your Crit Chance until the end of the ability, but then if you break the ability using Wrathful Advance (the Heavy Attack breaks the invis and applies the crit from Shroud to your attack) you apparently don't get the bonus from the Conditional mods or from Advance, just Shroud's guaranteed 100% as if the Conditional mods weren't active either. This is why I suggested that OP actually test this with melee weapons that can reach guaranteed Red crits with their Conditionals. If there's a bug, they'll only get Yellows. If it's doing what you and I think it's doing (locking the Crit Chance and preventing Advance from changing it), then you'll still see Reds after breaking Shroud. If that bug is real, it's definitely worth reporting, as a Wrathful Advance build on Voruna is pretty fun.
  12. The argument isn't whether we think it's secure or not. It's whether DE does, or doesn't. And, according to the few statements and specific changes that DE have made over time (such as introducing an e-mail concealer on the log-in screen so that you don't happen to reveal that if you're streaming), they think it's more secure to make you type your password every time. The fact that you can do that on a browser is down to the browser's own encryption of the data, either as cookies or as a password vault. Why even implement that when you don't have fifty to a hundred passwords to remember?
  13. I would be kind of starting to agree with your arguments, were it not for this being something that needs to be cleared up: Every group of enemies has at least one, if not more, among them that can be killed with non-ramped-up damage even into Steel Path. Especially if you're exploiting the Conditional effects that the mods and arcanes allow. So it doesn't matter if you're at the start, middle, or end of your gaming journey in Warframe, the Devs have actually allowed for the idea that players have differing levels of preparedness on their content. Not flawlessly, but they have. In any case; Modding for up-front damage still very much has its place in Warframe. Many enemies are not susceptible to the ramp-up tactics, and especially the higher-level bosses like Archons. Those have mechanics that make them pretty much only dealt with using slow-firing, multi-shot heavy, high-base damage weapons. Because they have active and reactive damage mitigation that causes the usual tactics of building up Combo, or using high fire-rate weapons, basically fall off to the point of craziness. Even Melee weapons have whole swathes that work better with Heavy Attack modding instead of combo-building Light Attack modding.
  14. Yeah... there's a niche thing going around about stacking Heat procs on with Garuda because of Garuda's passive increasing the proc damage just as quickly as most weapons can do it. As far as Defense missions go, if you were to add a Speed Nova to the mix, it would be one of the fastest ways to farm them. Especially as Garuda can have infinite energy with just her other casts, so...
  15. Oh, you're not wrong. I'm only explaining why it's the odd-one-out of the lot. The only way we'll see about this discussion is if we ever see a Primed version of any of the other Sacrificial or Umbral mods.
  16. While I can see why you'd want this... There's a reason why mods do this. And why some Abilities are combining, while some are additive. The whole point is to make these Arcanes a choice, where you can make use of them if you mod right and don't use effects that negate them. And to re-iterate that the grind for more basic, but powerful, ones like the Merciless/Deadhead is worth it.
  17. Yeah that's fairly normal. The duration of the buff isn't an active drain, nor is it one that Nullifier bubbles are supposed to take into account. I don't believe that's how Shroud works. Shroud should calculate and apply its buffs from the hit that 'breaks' Shroud's invisibility. This should mean that a 12x Combo would apply correctly and also that WA would be able to 'snapshot' this state and apply it when you cast the ability (just like it snapshots your combo state for damage on the Heavy Attack it triggers). I think there's a basic incompatibility here because of the way that Advance does the exact same thing. Casting it is supposed to take your current state and apply the buff on the Heavy Attack it causes. If you cast Advance first, it's a buff that's in place and allows Shroud to 'detect' it and not apply its own crit chance changes. If you cast Advance second, Shroud is already in effect, as the buff it causes is dependent on you being in the Shrouded state. Shroud is literally preventing the Crit Chance from Advance applying at all. Here's a test: Build up a 12x combo on a Melee weapon that can reach guaranteed Red Crits instead of guaranteed Yellow. For the test I would recommend the Fragor Prime as it's got a base 40%, so using regular True Steel gets you to 88% before Conditional effects, but adding Blood Rush gets you to over 300%. Test the order of Shroud first, Advance second. If your theory is correct, the negative reaction will remove all the Crit granted by Advance and guarantee Yellow the whole way. If mine is correct you'll see no difference because it's preventing Advances effects; importantly because Advance isn't kicking in, you should see the exact same damage numbers. Advance would kick up to a higher Crit Multiplier level, so you'd get higher damage numbers if this interaction didn't exist. Same again with a massively higher base Crit Chance by replacing True Steel with Sacrificial Steel, giving it 128% Chance before Conditionals and 392% with Blood Rush on top of that. (Over 400% with Gladiator Rush, too, but let's not over-egg this, leave it off for the test). If your theory is correct, this same weapon will see only Yellow Crits because it's removing Advance's buff entirely and setting it to 100% with Shroud. If mine is correct, you'll either see no difference because it's preventing Advance, or you'll get higher damage numbers on the Red Crits because the 'before Conditionals' crit chance will be over 100% and so Shroud doesn't prevent Advance from happening. Should be easy enough, I would like to hear what testing this yourself turns up. Scientific method ftw ^^
  18. Yeah, that's two different things. On the case of the Mods, where it's taking the weapon's Crit Chance and using that to force only 100% Chance despite it having the Conditional effects; that's definitely a bug, we can test and report that. I'm guessing that the Ability, is working off the Crit Chance of the weapon without the Conditional effects. That's probably (based on what I know of the game from nine years of hearing DE explain their known bugs and bug-fixes) a case where the Ability just takes into account the state of the weapon from the base mods you have equipped, and isn't correctly snap-shotting the Conditional effects when you cast. It's not... how should I put this... It's not 'detecting' the Conditional effects from the mods, so it's only seeing the regular Crit Chance in order to set it to 100%. We'll see how that goes in testing, and then in reporting. In the case of Wrathful Advance, if you're casting it after Shroud, then Shroud has already set the Chance to 100% and no higher or lower, it's an override of the actual Crit Chance, so Advance can't buff your Chance further. Don't think of this function as a 'flat' Crit Chance buff, it's a direct override of whatever the weapon has, mods or not, and that's why it can't be affected by Advance once you've cast it. That's probably an 'intended' interaction, when it comes down to it, whether we like that or not. Couple that with the bug of not seeing the Conditional effects, then (of course) neither would work, both would be discounted. Casting Advance first is probably 'fixing' it by giving the game an ability-modded Chance to work with, rather than the Conditional one. Since the source is also an Ability, then Shroud can 'detect' it. ... So yeah, I think we can get a fix for the Conditional mods, that's something that sounds un-intended to me. Fixing that will almost certainly also fix the knock-on problem of having the Conditional Mods active and then the order of Shroud and Advance casting. Because if the Conditional mods give you a greater than 100% Crit Chance, then casting Shroud won't override the Chance to 100%, so you'll be free to affect the Chance by using Wrathful Advance. I don't think we can get a fix for the order of casting Shroud and Advance from the other way, though. Reason being that without the Conditional Mods it's nearly impossible to get over 100% Crit Chance on most melee weapons from modding alone. In that case, casting Shroud will always override your Chance to 100%, negating the buff from Advance if you cast that afterwards. Casting Advance first will always buff your Chance to above 100% and so you will not trigger Shroud's override when you cast that afterwards. Do you see? One fix will probably solve your overall problems, but the other is something I don't think will be a fix, because it's working 'as intended'.
  19. Very much so. For example, the way that her 4's way of applying Bleed procs doesn't seem to have any interaction with how her other abilities apply status, or how they spread status... The damage from the ability benefits from Shroud of Dynar, but... there's some very strange interactions there.
  20. Kind of being the point of dedicated Forums for any game, but yeah. There was a thread for a while that complained about not having access to the Steel Path Shop from Teshin, even though the player was able to do Steel Path content with their gear and game knowledge. Why would they complain about that? Because they didn't want to go around the Star Chart and unlock the Steel Path normally. Why did they not want to do that, when it's literally one of the easiest things? Because they didn't want to play The Second Dream. And why didn't they want to play The Second Dream? Because they were still farming Stalker for the weapons, and didn't want the War Blueprint to dilute his drop pool. I mean... The self-imposed entitlement of that was crazy. Especially when I just went in game and tried to straight-up buy them the 'What Stalker?' Bundle, and it said the player already owned those items... Which means they had probably bought at least one of those things, like the Smoke Palette, with Plat already, so that player wasn't above buying stuff with Premium Currency. Weird, and un-necessary. And also made me laugh. A lot. Still, on to the OP: Buddy, I get that your Inventory seems cluttered. There are two reasons why this doesn't matter: Inventory space in Warframe (not Warframe/Weapon Slots, but Inventory) is unlimited. You will never fill it, and therefore there is no 'cluttering up' a space that cannot be filled. You have literal Categories you can go through, and sub-sections of your Orbiter you can go to that have further Categories of the specific thing you're looking for. Want to look through only your Arcanes, with sub-sections dedicated purely for your Warframe, or purely for your Secondary Weapon? You can do that. Want to look through your Blueprints for only Warframe bits, or only Gear Items? You can do that. Even on Console, navigating those tabs isn't all that hard. Typing in a specific thing in the Search? Yeah, that can be annoying on Console. Unless you have a spare keyboard you can plug in, which makes everything easier in the long run. But the point is, you literally don't need to 'tidy up' anything. Repeats of the same thing stack up to 999,999 copies in a single slot, and you have infinite Inventory slots. Don't find problems where there aren't any.
  21. Yeah, I don't think this is a bug. The buff from Advance isn't possible to apply when you use Shroud first. Using Shroud first literally prevents the buff, because it's setting a weapon that has 'less than 100%' crit chance to be 100%. Shroud is not buffing it by a set percentage, like Advance does. It's just making it that value. Using Advance first, however, buffs the weapon to be more than 100%, so Shroud can't prevent it from happening, and because the crit chance is 'above 100%' when you cast Shroud, the conditions are met and it doesn't prevent your buff.
  22. Alright, I'm going to go out on a limb here: The reason that Sacrificial Pressure is under-whelming is because it's not better than... wait for it... Primed Pressure Point. Compare that to the others; every single one of the others is for a mod that doesn't have a Prime variant. The only mods we have that have better stats than a Primed variant are ones with negative stats as a drawback, like the Critical Delay mod, or mods that have a conditional stat to them, like the Spring Loaded Blade mod. If we had a Primed Vitality or Primed Steel Fiber, then those would be a 16 point mod with better base stats than Umbral Vitality and Umbral Fiber, and the only reason the Umbrals would be better is when they were equipped together. A Primed Intensify would be better stats than an Umbral Intensify if there were no other set mods equipped. That's the theory. So, given that... I could see the mod being buffed to be at most equal with Pressure Point. But not buffed to anything more.
  23. Oh, hey, a bingo card for the run-up to Tennocon... If Warframe was on its way out, there would be a distinct lack of several key things. 1. Digital Extremes, as a Developer, can afford to host a dedicated Convention for its game. 2. DE has the money to fund an entire separate game in the form of Soulframe. 3. DE can license out their game engine to another company so that another entirely new game can be designed. 4. Charity drives for DE are based off players spending the in-game premium currency to buy each other gifts, and DE translate that into hundreds of thousands of dollars of donations to charities every single year. That plat was, by and large, already bought or traded internally, so it's coming from their excess revenue over the months before the Charity drive, not so much during it. 5. They are still able to have deals with Sony, Microsoft and Nintendo to consistently update the game across the board, and are (slowly) implementing more and more functionality to allow cross-play between corporate-owned servers and their own. Oh, and 6. A still very-much-present daily player base, even if it has gone down from peak times when it was newer. Fun Concept: I encourage players to take breaks once they start to burn out on Warframe. It's a game, not a job, you don't have to come back every day, every week, every month. I've taken several breaks across the years I've been playing, due to burn-out, boredom and even anger. It's a good thing to do and you always find something new when you come back.
  24. There are a total of 2 Quests in the game that do not contain any Warframe gameplay at all. And I'm counting The New War in that, despite there being sections of Warframe gameplay after a set point. The earliest quest that contains non-Warframe content is The Archwing, from 2014, and every single quest up until The New War and The Duviri Paradox contain large portions of playing as Warframes. But, as a key, at least five of the Mainline, required, content blocking quests involve things that are not Warframes. Whether that's The War Within in 2016, Chains of Harrow in 2017, The Sacrifice in 2018, or Angels of the Zariman in 2022 (which introduced sections that require non-Warframe use in the core gameplay, mechanically). Every single one of those contains non-Warframe gameplay, is a content blocker, and has (apart from The War Within) no warning about it doing so. And, more to the point, every single one of them, some for only months, and some for whole years, had things that players could not get past while others sailed through intuitively. This isn't new. This isn't some magically appearing phenomenon that only existed since The New War. 'How dare a Warframe Player not have realised that there's non-Warframe gameplay in this game about space children and their parent issues'? I have compassion for OP's status of being unable to tackle the game. That is unfortunate. I have no compassion for OP's argument when they blame their quitting on wanting to only play as Warframes. That's just a blatant misunderstanding of what Warframe is.
  25. Of course it was. Every single one of the story quests in Warframe was advertised to conceal the actual nature of the content. Until, and this is important, the actual gameplay previews and reveals where it was absolutely clear that we weren't just playing as Warframes because we got previews of Khal, Veso and Teshin. We were warned. We did know. That quest wasn't going to be just about Warframes. It was a feature. That's why there is a disclaimer and you have to type in the agreement to start the quest. You are signing up to a Quest that prevents you accessing the rest of the game until completed. I know that there are people that struggled, that people didn't enjoy it. Not arguing with that. I don't need to show sympathy for people with less skill, or who did not enjoy the content, because I didn't disparage or even mention those people in an oblique or implied fashion. I'm not even discussing that at all. What I'm arguing with is this: Assuming that Warframe is only going to focus on Warframes, after eight whole years of the game not focusing on just Warframes, is an absolutely head-in-the-sand point of view. It's sad. It's limited. It's purposefully blinding yourself to the reality of Warframe as a game. It comes out with content islands or content archipelagos. It walks that line between grind that's just long enough to encourage people to buy frames and weapons with Plat without crossing into that being a must. And it comes out with both game content and mandatory progression quests that feature things that are not Warframes. To sum it up, this: OP quitting because they didn't enjoy the Quest would be a statement, and perfectly acceptable. OP blaming their quitting the Quest featuring a Drifter, Khal, Veso, Teshin, boss fights that were geared for those characters, Archons (that were too powerful) and so on, is the sad part. The disappointing part. OP didn't quit because of a bad quest. OP straight up told us they quit because they wanted this to be about Warframes.
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