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Birdframe_Prime

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Everything posted by Birdframe_Prime

  1. I think a lot of people are missing a key point on this thread: Why not just run Toxin and Slash with a Viral Primer from another source? Because not all guns support that. There are multiple weapons that have F-tier Slash on them, or even none. There are weapons with innate Elemental damage on them that makes your Toxin turn into Viral, Gas or Corrosive. There are weapons with absolutely no Crit so they can't benefit from Hunter Munitions. And there are enemies that are immune to the Viral Status. On top of that, there are multiple builds that can make specific weapons even more viable, like Yareli's signature pistol the Kompressa, actually really benefits from running a high amount of elemental damage types that don't merge with the innate Viral, such as using the new Radiation mod to run Corrosive, Radiation and Viral on the same gun while saving a mod slot. You then use Cascadia Empowered to trigger large bursts of damage from every single one of its base-8-multishot shots. The scaling as you get more and more Multishot and more and more Status inflicted, can scale with other damage vulnerability Abilities to deal some crazy damage. Not everything can, and not everything should, be able to brute-force through with a generic build. Higher tier scaling, in fact, can benefit from being more strategic and combining more effects to produce something that's greater than the expected sum of its parts. Mod for a weapon's strengths. Not for a meta that you think does everything.
  2. You're not wrong. Optional sounds great. In theory. Optional always sounds great in theory. A quick and easy, slightly cheap, answer to this is to remember that whenever DE have to add a new system for something like this, they then have to not only implement it, they have to check it every single update. A future update may cause the modding for a specific mod to read 'deactivated' but having it slotted my allow its Set Bonus to affect things, and that becomes a meta for players to use weapons that they don't need to Forma in order to get the effects. They can slot all the Set mods onto a weapon and, even when they're deactivated, the effects still work. A new, out of the Foundry, Warframe could slot Umbral Intensify, but then slot the Deactivated Umbral Fiber and Umbral Vitality, and use no mod points to have the full +77% Strength. What about Rivens that affect Warframe Abilities, as the next point, do they still affect the Ability if they're slotted, but not Activated? A bug could cause that, or an oversight when DE updates something, or even DE could think it was fine for a year or so and then change it out when they saw it taking over a meta. If you're not swayed by the argument that this is a lot of work by DE to give us something we genuinely don't need, only want. If you're not swayed by the argument that this could have the opposite effect of helping new players and instead could confuse them. Then be swayed by this simple fact: DE's Evolution Engine is full of spaghetti code. It always manages to throw something out that DE didn't expect. And when that happens, they either spend far too long patching it out, only for a new version of the same bug to appear six months later after a new update, or they ignore it for a year or so until it becomes a meta, so they have to remove it and say it wasn't supposed to be there all along.
  3. No, I'm not open minded to making the voice chat more accessible to people. Definitely not since Cross-play either. I've found that, while the Warframe community is generally open and accepting, the part of it that uses the in-game voice chat can be, and frequently is, easily comparable to the kind of un-provoked toxicity you can find on PvP focused games. On top of that, it can, and does, have detrimental effects on players ability to play the game, with either consistent distraction from objectives or actual masking of audio prompts that were necessary to prevent failure of objectives. When I said I'd turned mine off in 2015 and never looked back, that wasn't because I'd never turned it on again, it's because I repeatedly checked and found that my views were only reinforced, with only the most brief and fleeting moments of camaraderie. I never regretted turning off in-game voice chat, because of consistent experience, rather than simple refusal to use it. And this is coming from me, one of those guys that has a voice that makes your average toxic VRChat player sit up and say 'bro, read me a story' so frequently I could make Youtube reaction content out of it. But on Warframe? Even with people that were text-chatting actual advice to other players and being completely polite, get them on voice-chat in the next mission and they're insulting that player with every kind of despicable insult under the sun, including ones that would get them chat-banned if they typed the insults instead. Because Voice doesn't have a log or detection system, while Text does. Having to push-to-talk on Warframe makes even the smallest dent in the accessibility of those people, meaning their every stray slur and insult isn't broadcast unless they actually go to the effort of hitting a button, and that's all to the good. As much as I love this game, love bringing in friends, love teaching new players, love the way that the general community is one of the most accepting in the current gaming scene... I hate the voice interactions with a passion and want to ensure that the people who make life miserable for others have every annoyance when using it. Even at the expense of those few and far-between people that don't abuse the system.
  4. They do. Just not natively on the PS. Sadly, it's on your phone, but the option is there ^^ Still. Won't be long before you encounter more and more people that just... turned off their in-game voice for Warframe years ago.
  5. I'm... confused. Every item in the foundry has a marker on it when you've already crafted one of them, even able to list how many of those items you've crafted, and every blueprint that requires other items has those items listed on the blueprint in the Foundry. If you haven't crafted the required item, it is greyed out and faded, if you've crafted it then it's highlighted and visible. If you want to find out what that item is, you hover over it and it tells you, so you can go see if you've got a blueprint for it from the rest of the Foundry. Almost all of what you've asked for is already part of the Foundry interface, apart from the 'what you need for levelling up your Mastery Rank', which is handled under a different menu. As for the 'crafting multiple items' that depends. Crafting multiple different items is there. Crafting multiple of the same item is on a case-by-case basis. So you can't craft multiple Forma at once. But you can go to the Dojo and unlock the options for crafting multiple Squad Restores, or Ciphers, if you want them, up to 100 at a time depending on the item. Basically, if there's an item you can't actually craft multiple of at once, then that's likely because DE have already said that it's not included on the list of multi-crafting items. I mean... I'm a little worried about what you actually think all those symbols and numbers are for in the Foundry, if you're asking here for DE to do what they've already done.
  6. Honestly, I was there for the change to Immolation and... at the time we didn't actually have the Shield Gating meta that we do, where the additional DR granted by Immolation actually mattered as much as the meta of 'strip all the armour off and kill them before they kill you'. Players using Ember didn't stay at 90% DR because there wasn't a need to. That said, the ramping Energy cost is, to me, far too high of a cost for maintaining this effect. Even for the fact that being at full Immolation meter also affects all her other abilities in terms of damage and effectiveness, it's just... too much of a shift to go from 'costs no energy' to 'costs all the energy' for an extra 1% of the meter. Let's consider the point here: Ember's other abilities just aren't as effective as DE think they are. We need a bit of the Pablo touch on this frame just to tweak some of the effects. Look at other frames recently, Grendel having his energy drain removed and being given one of the best self-sustain abilities in the game, Mirage having her fiddly light/dark mechanic that didn't make sense turned into a toggle (and the recent DevShort confirmed that the damage is not being nerfed, it's staying as the current multiplicative format) so that we don't have to go stand in a specific portion of the map just to get the effects at a semi-decent value. All of the fiddly and self-inhibiting functions are gradually being reworked into smoother and more functional ones. So let Ember have an Energy Drain when she hits max Immolation, that's fine, but why ramp it up? We can maintain a high Drain with efficiency and duration, or with Augments and Arcanes. We can't maintain All The Drain.
  7. That's the thing. It's time consuming. That's the point. Tedious is a matter of perspective. Tedious is you not enjoying what's there, for whatever reason. Maybe you aren't going out of your comfort zone, maybe you're not playing with others, maybe for you it's just repetitive. Be that as it may, it's your perspective on it. It's directly countered, in terms of argument and feedback, by my perspective that I enjoyed completing the Star Chart and I enjoy going to do more nodes when they unlock after a new update reveals them. Opinions hold equal weight, for good or for ill. What are you talking about? There's literal pulsing indication on every single node that's incomplete and if you want actual details you can check up on a full list of what's still to unlock by going to the Arbiters of Hexis rep for Arbitrations, which is always available, since access to Arbitrations requires you to have completed the Star Chart to unlock. The game doesn't hand-hold you through the process, but it's not supposed to. Completing the Star Chart is a mechanic because it grants you Account Mastery Rank, you would, and should, be doing it even if Steel Path didn't exist. People did it before Steel Path existed for the basic completion, and because the Alerts at the time did actually appear on random Nodes that you had to unlock before you could get to (without a taxi from another player), so having everything unlocked made you better able to access content. Again, you finding it tedious is... kind of irrelevant? You can feel the same way about having to rank a frame up to 30 four or five times for a full build, but you still have to do it. Usually on the same missions, using the same tactic, because it's optimised. The requirement to Forma a frame will never go away. You can feel the same way about having to run Duviri Circuit over and over again for the rewards, or when you actually get to Steel Path, the Arcanes and Incarnon Adapters. Still got to do it, though. A game has requirements, and those are set by what the Developers want from their player base. In this case, what the Devs have literally told us they want, it's for players to do shorter play sessions, but come back daily, for weeks, months and years, to play at least a little as consistently as possible. That's it. That's the goal. They've literally told us this. So the requirement is to finish the Star Chart, then do it all again at a higher level. That's it. That's the requirement. You get rewards for doing the required tasks. Simple as that. Tedious doesn't even matter. If it's too tedious, then... that's honestly okay. Make that decision and don't go for the rewards. As long as you do it while informed of all the facts, that's all anyone can ask for. When all's said and done, do you want my real recommendation? Take a break. With all the genuine good will and actual desire to make things better for you, I would say to take a break. Warframe is a game that genuinely is healthier to take a few weeks off from and come back after a new update. See if what they change gives you any more joy when you go and stomp those nodes again to make progress. If it doesn't... maybe you don't actually want to be playing Warframe and the gameplay has just sucked you in, while the requirements of grind has ruined your enjoyment of it. If a game is tedious to you, it's not really a game anymore. So... yeah, maybe take a break.
  8. If it's just about helping players, there's other ways to go about it. I, for one, think the following problem you have is actually perfectly logical: When you put on a Forma and reduce your total mod capacity (when you're under MR 30), it always kicks out the last mods in the load order of left to right, top to bottom, so the ones kicked out will always start from the bottom right and work their way back. It's important that it does this, because it shows the player that there is a load order, and that slotting certain mods can result in different effects depending on their order (like the elemental mods). When you rank up a mod with Endo and it warns you that this will remove that specific mod from any builds that use it, if it exceeds the point capacity, and this could be improved as a warning quite a bit, currently if you 'Okay' the message it doesn't actually tell you all of the builds it gets removed from. I feel that your method, of 'deactivating' a mod, would actually be more confusing to new players. Because they would go through the motion of slotting a mod, and then wonder why it doesn't work. Why doesn't it change their stats? Why is it possible to slot a mod when it doesn't even work? Approaching the new player experience is a really tricky subject because you cannot take into account what new players will see and what they won't. If you want an example, watch any of the forty or fifty 'New player tries Warframe' videos that have sprung up in the last two months alone, and watch as almost all of them just... fail to read on screen instructions. Fail to pick up context that isn't explicitly spelled out to them by dialogue. Question things that we genuinely take for granted because we were there when the system changed to that and know why it was changed to that. For an example, I was asked why (in all honesty) by a player that was not around for the Limbo rework why his time stop couldn't stop bullets in the Rift, not knowing this was part of his original kit and was removed because it made other players unable to shoot things either. If it wasn't somebody I was actively teaching the game at the time, I would have suspected them of trolling, but they honestly asked the question. New players complain about systems that keep them from completing things fast, because they aren't aware that DE statistically gains profit from having players stay in the game for more sessions over the course of weeks or months, way more than letting players get to things faster. My point is, the counter to your idea about this potentially helping players is that it could just as easily confuse new players further.
  9. But still easy. No quest content is difficult, just a time investment. No Star Chart content is difficult, just a time investment. Again, DE want you to stay in game for longer overall. It's their stated goal for years now. Not you, specifically, you as in 'part of the community'. And not longer at a time, but longer in terms of days, weeks, coming back for twenty minutes to an hour a day if they can get you to. Because this is a proven tactic to get DE money. It's supposed to be tedious, it's supposed to take more days of short-run play, it's supposed to keep you here. Whether you like it or not. Because the fact remains that, if you want the higher level content, you're going to go do the low level content to get there for as long as DE says you have to. So the only answer anyone here can give you, whether they agree with you or not, is to just... go do it.
  10. What can I say, my dude, Star Chart is the easiest thing to do in Warframe, right? So the answer is to just go do it. Steel Path and the step-up to Steel Path (getting the better mods from Arbitrations), are both locked behind completing the Star Chart. Even when the Star Chart expands, you have to go play those nodes to re-unlock Arbitrations. If there's anything I've learned from playing this game for nearly ten years it's this: If the requirements for getting something are easy, but time consuming, then DE are going to want you to do it the time consuming way. Why? Because it keeps players in the game for longer, coming back for longer, and statistically this means that a greater amount of those players will eventually pay for something. So they have a revenue stream based on players being kept around for the longest time they can reasonably make them play, specifically because it's proven to get them more money overall. So with cynicism and the whole 'just do it' comments said... Not much more here, unless you want to get into a debate with somebody about what you think about Grendel's rework.
  11. But you can expect the basic function that Merulina is used for, beyond Mobility, to persist when given an Augment. There are very, very few Augments that actually remove something Defense based, even when there's a trade-off on there for more power to an Offense or Utility based portion. ::Edit:: Yes, correct, I said it is logical. I was responding to somebody that said it might not have DR by giving them the logical assumption that DE would definitely have said something if they were going to remove the Damage Reduction from it. That's too big of a nerf for DE not to have said something. The fact that they didn't say they were removing the DR is a strong indication that they are not removing the DR. However, you can see a bit of the logic to the other people's panic, in that the UI element might actually just be Merulina's Health, which could be there just for an indicator of whether Merulina is going to die or not. However, it's not likely due to all the other evidence and arguments stated.
  12. So, quick question; when is the first Aura mod available in a non-RNG fashion? And what is it? The thing it teaches is absolutely tiny; it's 'What is an Aura Mod and what does one of those do?' Sure you can find these things out on the wiki, and you might have found one earlier, but this is the first actually acquired one on the star chart. As I said, it's the absolute minimum that can be done towards that.
  13. So was mine. This Aura is another one of those 'no brainer' ones, and comes at a point where things like Auras will actually start to matter for new players. Any attempt by DE to help explain their modding system, no matter how small, is better than what we have now. And OP trying to say that this is a bad thing? Let's agree to verbally smack them upside the face.
  14. Don't jump to such negative conclusions. If it deactivated the DR, they would have said because that's a massive, function-changing nerf to the kit. There wouldn't have been the same interface as before (because other pseudo-companions don't have one) and there wouldn't have been the same invincibility portion on Yareli's Health when the ability was cast (the charge-up) if it wasn't functioning the same way that it did before.
  15. Rule of Thumb in Warframe: Every time you get rid of something you think you're not going to use, that's when DE will bring out a change or buff to it that makes you want it back. Modifier: This never works intentionally.
  16. Just as a note, I checked the DevStream footage; you don't lose the effects of base Merulina this way. You still get the invincibility on cast to charge up the defense, you still get the damage reduction, and according to Pablo you still get the casting-while-moving function (just as base, to keep her consistent). So you really don't need to be 'on' Merulina. In fact, because this now allows Helminth abilities, you're going to be even more survivable, damaging and flexible, even being down a mod slot. Meaning that, even for players that really, really like Merulina as a K-Drive, this Augment is going to be the way forward for playing Yareli at higher levels. I don't see how it couldn't be. What I'm kicking out about is the Loki one, for his Decoy? 30 Status inflicted on every enemy, and 'reflected damage is increased by 350%'... Loki's Decoy currently doesn't 'reflect' damage. This means we may actually be getting a real Decoy update after a decade of it just falling over dead when enemies wave at it.
  17. You're right. It isn't difficulty. And. You're also wrong. Why? Because difficulty doesn't actually exist in Warframe. There is no way to put enough debuffs or enemy levels or damage or forced usage of specific frames that it will counter the actual power we can achieve even with the random frames and weapons we could be tasked with. And this is because none of the enemies can meaningfully affect us in any way other than damage or taking out an objective that we're trying to defend. There are no interactions triggered by our proximity, or by us jumping over them, or by us whipping out an AoE weapon, or by us switching to melee (the game is literally built so that some enemies can be killed by melee without penalty while guns have massive DR to the enemy unless you hit headshots thanks to The Sword Alone update years ago). All the elements of difficulty are there, the way enemies try to group up to heavy units, enemies that buff each other, enemies that have shields and other enemies hide behind them, enemies that can ensnare us, enemies that lock down rooms... but it never actually does anything to us that we can't roll out of or just shoot through. This is the closest DE can get to difficulty in the game they've currently got. That's not an apology for them, it's a judgement of them. That said... 'We didn't spend all this time tweaking, experimenting, investing resources and fine tuning our builds only to be told "whoops, here's banshee and a stug- go fight level 300 enemies in three different mission types in a row with it!"' I did. Well, to be fair, take a look at the Circuit; how many times has the Stug appeared there? For anyone? I really want to do an @ to everyone that could be on the Forums to ask if any of them have ever had the Stug on the Circuit, because it's got to be a low proportion. Tiny. 1% or less. We've had some definite lower tier weapons, lots of melee that aren't really up to par, lots of secondaries that are usually dual pistols that under-perform, but the actual trash tier? Not so much. But yeah, to be clear, I've definitely been spending my time tweaking, experimenting and investing resources into all of my builds ever since the Circuit started giving me random frames to work with. This is not going to be more than an inconvenience. And if you put all the other modifiers on, the optional ones that aren't the chosen Warfame, that means you only have a 1 point deficit to the maximum score, can take whatever frame you're happy with, and get the higher tier rewards for it. Or better yet, go in a group. One of the players will have a frame that over-performs. Weapon choices that over-perform. Penalties that don't affect them because that particular frame has been modded to not care. Just stay alive through all three stages and contribute what you can, and you'll have the thing done. You'll have the guaranteed reward despite all of that. Game doesn't have 'difficulty'. Only damage, damage sponges, and inconvenience. For one mission a week to get 5 rewards from a soon-to-be narrowed drop table? Take the easy route.
  18. Consistently higher than Chroma, especially after the Overguard changes where other frames can now ruin his fun ^^
  19. Honestly? Bad take. Getting Mirage's damage up in an actual mission context was so arbitrary that it wasn't even funny. I had experience of trying to get to max damage and standing in what was visually a shadow, but because there was a 'light source' near me, I was at about... 90% of the potential buff I could have been getting from Eclipse's Damage side. Even with that the number of times I hit the full buff was so rare when running around in mission. Having this be just the highest straight-up damage buff to weapons, even without the end-multiplier status that it has currently, will still be good. The trick of using Total Eclipse to give the buffs to her Clones will still exist (because they don't actually benefit from Eclipse without this) and also Hall of Malevolence too. Mirage won't be able to hit the damage numbers that you can currently get by standing on one foot in the corner of a room at precisely 3pm on a Tuesday. No. However Mirage will soon be able to push a button and never, ever worry about wandering sideways by a single step and getting the Defense buff instead of the Damage buff. Mirage won't be as potentially strong in terms of straight-up damage with weapons. However she will be the one thing she's never been before: Consistent.
  20. This question alone makes me think you're looking at this from the wrong perspective. To you, the modding system makes sense, but to new players coming in, it simply doesn't. What's to teach is not the mechanical 'put card in slot' and never has been, that's just being obtuse about things, and you know it. Just this last four to five months I've watched over forty 'New Player Tries Warframe' streamers/youtubers, many of them actually intelligent people that were making really good choices and could actually read on-screen prompts and information given to them, even if that's just by context clues. (Like selecting a mod and then seeing the mod slot Polarity light up green to show it fits there, and seeing it reduce the cost of the mod when they do, for one example.) Modding is opaque in why it does what it does. Because, specifically: No, it doesn't. A straight damage mod? Sure. An Elemental Damage mod, and why it's actually more powerful than an IPS Damage mod? Not clear. What is Status in the context of Warframe? Which ones work, why does putting a mod in one slot produce one type of damage, while putting it in another produce a different one (gas/electric versus corrosive/heat)? What is Multi-shot and why does it affect Beams differently to Hitscan, or even why does it not affect AoE the same way it affects either of the previous two? This isn't a case of 'read what it says on the tin' and away you go. And it hasn't been. Ever. And then the more pertinent thing, beyond your own points about knowing what mods are out there and why there's such a barrier to entry: The Damage System and why some types of Damage are considered more 'universal', why Status can override raw Damage, how to combine it with Warframes... There's so much to modding and just on basic weapons. While no amount of actual Tutorials or Walkthroughs can really do anything to cover the vast unexplained about the Warframe damage and modding system... Literally any attempt by DE to explain it more than they have so far is a point towards eventually de-mystifying it. So. In the context of the thread; This is baby's first Aura mod. The same way the Taxon is baby's first Sentinel, and you get other basic damage mods in the Vor's Prize quest, and you can farm the early boss fights for your first non-starter weapons and Warframes. You don't naturally pick up an Aura mod from the game for some time. And having one that you can slot on to have a passive effect you can see on screen, and have it get better when you're playing with other new players in a visible way (energy and health regen getting faster with others there), it's... It's something. It's better than nothing. And the statement I was replying to, specifically, of it being in some way encouraging 'lazy' builds? That just... how? When you have to go out of your way in Warframe to make a build not 'lazy' in the way OP means it. When the players at the stage of the game where this mod is given to them, and where this mod actually makes a difference, are ones that genuinely need a little more help. It's a silly point of view to have.
  21. My dude, you've been in game longer than me, you should have your entire MR mod points stacked up and everything else ready to use (including the access to over-points on items like Kuva/Tenet weapons that can level beyond 30). You can put up with waiting until you've got Polarities on your frame to put the physical mods on there. You know what mods they're going to be. You don't need them in front of you. There's no difference between what you want and what we have now, in terms of functionality, because the exact same effort it takes to slot the mod would be used to activate the mod you've already slotted. There's a wild difference between what you want and what we have now, in terms of Developer time, because none of us even know how buggy that's going to be to implement, how much dev time it'll take, and then on top of that explaining the concept to players who have never used the modding system the way we have.
  22. While this would be fun, it's not all that uncommon. For example, Volt's 4 doesn't actually cause the Electrified Status, it's an Ability-based function that doesn't count for anything that requires Electric Status. His Abilities do Electric damage, but his 4 doesn't proc it. Nyx's Chaos, despite having the exact same effect, is not a Radiation proc, and Ember's 4th doesn't inflict a Heat proc, either. I don't know... I'd be for this. I don't think that DE will be for this, though.
  23. When I saw the notification I thought 'Damn, this guy is actually trying to "One more thing" this?' but fair enough. Have a good one, mate.
  24. Once it became obvious that you're 12, I had to start addressing you as such.
  25. Hah, oh kid, you brought them in. Remember? Think that reading level of yours just dropped a year.
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