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Birdframe_Prime

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Everything posted by Birdframe_Prime

  1. Couple of things: 1. This would make navigating a group of enemies incredibly difficult. 2. Gauss didn't 'shoot' a shockwave with his boop, the shockwave followed him from him running so fast, he was just fast enough to boop and then the wave caught up with him. 3. Mach Rush's explosion already deals damage based on Sunder if you run through a zone of Sunder, so if you're in a Sunder zone when Mach Rush impacts, you deal that type of damage.
  2. Yeah, for both of you; Viral, as a Proc, affects all damage done to Health. Any damage that goes to Health is affected by a Viral proc. So a Viral proc goes through Shields, as long as your damage goes through Shields. Grendel procs Viral, and deals Toxin damage, so a Viral Proc and Toxin Damage synergise perfectly against Corpus.
  3. You've hit on something here, without meaning to. My own thought is that the simplest buff and the way to get players to keep Aegis Storm on is to give her a combo that replaces Pillage situationally. For example, the reason I run both of her Augments is so that I can maintain Haven and any other casting even when enemies do not have defenses to strip, you can even run her on Infested like this because Overshields prevent Toxin bypass on Hildryn. So, with that in mind, what if Aegis Storm caused Balefire Launchers to strip 35-50% of defenses from lifted enemies, adjusted by Strength (because Strength Hildryn is obvious). With the existing Augment, this would mean that even before secondary weapon modding on the Balefire Charger, you would have a weapon on hand that deals a decent base damage, strips the defenses of any enemy affected by Aegis Storm, and can also be augmented so that the fully charged 450 Shield Cost restores more than 1500 Shields per direct hit. With a bit of Efficiency you're cutting the cost and maintaining the gain. Modded, Balefire deals some immense up-front damage, and if you're stripping the defenses with the hit, then dealing damage after (the way Gauss does with Sunder) that up-front damage doesn't even need the Crit/Status scaling that other weapons have. Give her some faster base movement speed in Aegis Storm, and you have an attack helicopter. While it would pigeon hole a build for Aegis Storm into a single play style of 'Hit 4, maintain 4 by shooting lifted enemies, enemies either drop an Orb for the team or die eventually' it would make a build for the ability actually viable. Instead of the meme for maintaining Necramechs.
  4. You're not the only one. However. This is 'screaming into the void' territory here. Prime frames are separate from the regular for both Mastery gain and for forcing players to do exactly what you're upset about. I'm not even kidding. DE have literally straight-up told us that they want us to grind more Forma, re-level, re-build the Reactor, everything. They outright want us to do that. The only reason they gave that's not just 'because we want you to' is that this method means that every player starts and continues on with the same status. All players start off with no Relics for the required frame, they have to go farm them, they then have to build, they then have to level and Forma. Everyone is on the same footing, and the only modifiers on it are how fast they can get to the end of that grind (by using Syndicate packs and Medallions to get Relics faster, by having Traded for Plat to get builds Rushed, by having popped an Affinity Booster for the levelling...). This is, to all intents and purposes, as fair as this system gets. Everyone has to start from scratch, and there are no boosts like 'I already have the base frame, so I can just overwrite it with the parts'. Other than just... buying a Prime Access... there's an equivalent experience for everyone. And that's not even touching on the topic of Forma investment. DE have also been on record with the simple statement 'Forma is a cost, not an investment. Investments have a return, costs do not.' You're spending your Forma and Adapters, not investing them into the frame. You get exactly what you pay for; a fully optimised Warframe. In DE's eyes, the conversation is a non-starter. Not because it's fair. Not because it's good. But because they want you to grind. Or pay. One or the other.
  5. I'm kinda with you, but this topic has been around for a while. So, here's the best ones that I've heard from this topic when it's been brought up before: Since Slash is a damage increase over time that's independent of any other Status type, Puncture and Impact need the same proportionate way to increase their damage in different ways. With Puncture, consecutive hits should 'weaken' the target, as the basic Status says, but that should mean that they take more damage. Puncture procs would take a portion of the damage dealt and deal it as True damage (like Bleed is), converting a small percent with each proc. So maybe 1% and scale up to 10% of each damage instance is instead dealt as True damage. Impact, on the other side, would be Stagger, with the upgraded proc being 'Concuss'. In this case, the procs increase the chance for a shot to deal a 'Concussion', which is a burst of True damage based on your damage with a multiplier based on the amount of procs dealt since the last Concussion. So each active proc increases the chance of the Concussion happening, while the total number of procs over time will add a multiplier to the base damage you would deal, this also caps out to prevent infinite scaling. Basically, since Bleed is a status that deals True damage over time, we would allow Weaken and Stagger to both have a function that deals True Damage, but one is an adaptive per-instance-of-damage form, while the other is a build-and-burst style. I like the Blast idea, now that you've modified it, turning it into an AoE is a great idea because it means that it, like Gas, would let single-target weapons become AoE and you could definitely combo it with something like Cascadia Empowered to cause three instances of damage on an enemy ^^ As a note, I don't think the Radiation one is on theme, or going to pass the sniff test with DE. A universal 'damage taken' amp from a Radiation proc is way too powerful because it makes every weapon have the option to mod for Faction damage and qudruple-dip on Status effect damage when using Radiation. (Damage taken from the initial shot is increased once for Faction, once for Radiation, then the damage-over-time ticks are increased once for Faction and once for Radiation. That's way too powerful when you take into account that we recently got a full suite of Radiation mods for weapons.) Radiation is good as is. Enemies losing the Friend-or-Foe tags, then dealing 550% damage to other enemies, and that not applying to us (they don't deal that 550% damage to us), is genuinely powerful at most levels of the game. It removes the buffs that enemies give each other and even allows for Eximus units to be CC'd because their allies attack them.
  6. I get the reason for asking, but consider that DE would rather buff her 4 than allow her to regen her shields during it. Because Hildryn's 4 is so bad overall, locking her into slow movement, removing her regular weapons, being a CC in a game where there are dedicated CC-resistant enemies that use attacks that have to be evaded (energy leech, health leech, heat blasts, electric sparks, that kind of thing) while you kill those enemies (which she can't do because the ability locks her into slow movement)... DE thought it was going to be strong. That's why you can't cast her 2 during her 4. You can't regen the Shields that you're spending on the cast. They thought this ability would perform better and not be the one that players would remove with Helminth, because it drops Energy Orbs for the team and CC's the area... and... no. We know it doesn't do anything powerful enough to have these other drawbacks. So. DE will more likely not go back on the design choice, and instead buff her 4 so that it does more to account for those drawbacks. Silly, I know. But they have a distinct history of not doing things the normal way. Rather than say 'Oh, this isn't powerful enough to have these drawbacks, lets remove the drawbacks', DE have a history of instead saying 'Well, let's make it worth those drawbacks.' Shame, but... That's the most likely prospect.
  7. There came along Nira the poet Who made rhymes but couldn't quite flow it What they need is a limerick Not a dirge But an epic Or the bards would never review it ^^ On topic, yeah OP, whatever that was, it wasn't a Tauforged. They can't pop up in Chipper's store. DE are really good about locking down ways to get the higher-tier stuff.
  8. As far as we know, DE aren't going to do Modular Warframes. They have done the Helminth and are happy with that (according to a couple of interviews). However, a way to get what you want, similar to this... would be a Modular Companion that we can use Transference on like a Necramech. A companion that has some base functions, but when we Transfer into it the thing gains more functions, and acts like a slightly less powerful Warframe, with its own weapons and melee to choose and mod on top of that. With that, DE could balance the functions around this being an optional companion that has some unique functions, rather than an actual Warframe they would need to balance against other Warframes, and eventually make a Prime out of. It's more likely to get through the system than a Modular Warframe, at least.
  9. The 2023 stats have been up since mid January, my friend, they announced it and everything ^^ https://www.warframe.com/stats
  10. What are you talking about? The usage list on the Website is the aggregate of the year, each year. It's pre and post nerf, combined, and can even be broken down further to usage for each mastery rank. The only outstanding points to take from it, are the weird outliers. For example how Qorvex, despite being released in the last month of the year, has an equal stat usage with base Nyx, who is incredibly easy to get...
  11. My friend, this is what happens in every game. Warframe has a large player base and it's a grind-based game, of course there's going to be meta tactics. Out of hundreds of weapons, over 50 frames, and all the rest, there's going to be more and more cases where the most powerful in a class exists. It's completely normal, expected, and DE do often make changes to fix any prevalent meta that will occur. You're not wrong, that DE have no reason to introduce changes to K-drives specifically because the player base doesn't use them. That is an accurate description of how DE works. But you can't actually blame them for the Archwing situation. DE established Archwing in the open landscapes on inception, and K-drives didn't exist for more than a year after that. What we were actually supposed to get was a 'rover' style of vehicle that would allow us to travel along the roadways (DE even showed a tech demo of it trying to go across the terrain). One of the, if not the second-biggest, barrier to change in the game isn't actually the players. They may scream 'nerf', or that they don't want the change, but that has never stopped DE from changing something. No, what usually stops a change is DE realising there's a bigger issue at stake, one that they have to address before they can implement the original change. Archwing changes and Modular Archwing? Bigger problem. What they want to do is change up Space Combat entirely. They want to make all Archwing missions (apart from Sharkwing) be part of a broader Railjack system. Where, similar to the introduction of regular missions into Corpus Railjack, it's fairly certain that they want to transition Archwing missions from the Railjack base too. On top of that, there's some key problems with the Archwing system beyond its integration with Railjack, so they're probably going to work on a much larger, systemic change to the whole thing. If anything... Warframe's updates have a serious problem of feature creep ^^ So... To bring this back on topic. We wouldn't need to nerf Archwings at all if DE were to make the changes necessary to K-Drive for a more fleshed out and applicable system. Yareli is a prototype of the in-mission K-Drive, and it can work, it just has some problems. These include geometry interruptions, movement being too violent compared to Warframe mobility, and the lack of options with things like weapons and abilities. If DE were to go to the effort they have with Archwing, where you have specific things that a K-Drive can do that are equivalent, but not equal, to a Warframe? If they offer a trade-off on speed over large distance compared to raw damage and affect? Yeah, I think that buffing K-Drives and their base functions would genuinely make them more viable and even something that can be used everywhere. Bringing up what K-drives can do to make it worth jumping on one, to make it worth fully modding one, would rival Archwings. Sure we wouldn't be able to Blink across large areas, or go in a straight line from A to B, but players would have that more tactile and meaningful usage for when they actually engage with the system.
  12. No, I definitely don't say that. If you want a snappy response you're going to have to put more effort into your bait attempts. The only relevant point to make about this conversation is that 'feedback' on this topic has already been made, the answer given, and the only benefit for this revolving topic is informing actual sensible people the reasons why this isn't happening.
  13. To be clear, the reason that Dedicated Servers aren't a thing isn't a matter of affording the dedicated servers. It's not being willing to take the hit that changing over to Dedicated would cause them. Because it's not just buying space on the servers. It's changing over Warframe's entire net-code. So you'd have to stop developing Warframe, first off, because if you don't you'll be moving the goalposts for the upcoming change. Then you'd have to start the recoding work, maybe a couple of months considering how big the game is. Then you'd have to spend the next while doing testing and quality. If you noticed how long it took to do just basic cross-play and cross-save, and how many bugs there were with that, just imagine that, except instead of just risking a bit of progress on your account being lost, instead you're risking actual accounts being corrupted and unable to be restored. Or even game functions that were implemented to counter the P2P problems that would outright be a detriment to Dedicated. And then, after you do implement it, only then could you start developing Warframe again. That would be half a year or so more time where absolutely nothing happens in the game, with no real bug fixes, no new Warframes being released, no new Primes, pretty much nothing. The game would lose players like water through a sieve. And Dedicated Servers aren't really a cure-all for our problems, either. We've literally years and years of evidence of the problems with Dedicated. Updates kicking players off before they've finished missions, updates causing massive queues of players on update day, servers being full, players who are juuuuuust a little too far away from a server and having permanent high ping to it... Dedicated has just as many problems as P2P. They're just different ones. And what would DE get for the time it took to do that? Lost players, half a year's delay on any updates and releases, and a player base that's still not happy with them. They can get more consistent players, and therefore more consistent revenue, by just carrying on as they do now and making updates that can help make P2P less problematic.
  14. Then you just can't read. This isn't about what they've said. It's about what they've done. 10 years of updates to the existing trading system back up what they've said. And saying that you can beat a dead horse somewhere else seriously insulted you that much? Wow, dude. Reading comprehension definitely seems to be a failing of yours. Repeating your arguments doesn't change the outcome, it just makes you look ridiculous.
  15. The Lotus is a Sentient. The Void is massively detrimental to them. It's completely plausible that all Lotus was doing is trying to protect us from the rift that opened and she didn't even see Manny.
  16. Riiiiiiight... So I give a logical answer to your original question, backed up by the exact thing you said would back up such an answer (to be clear, you said that only what they do is relevant, not what they say, so I pointed out all of the things they've done) and your response is... to try and 'I can't believe you're serious' outrage response it to cover for your lack of reasoned argument. Then you double-down on the dead-horse beating with every Forum Bingo topic. Well done, you no longer have any points to make, you've shown that you won't actually engage when informed with the facts, and you'll deflect from the topic by saying that you just wanted 'improvements' which nobody said were off the table, just the topic of the thread and what OP wants. So... Yeah... Have fun with that. When people ask for something like this, it's purely because they don't know. They don't know what's come before, they are asking about it because they have no idea that the topic is a repeat, that it's been asked and answered. This is the proverbial 'Readers have added context' of the Forums. If people who know the answer to the question don't answer the question, then it only results in more and more frustration. With an answer, the player can move on, and start asking for things that get them a better game experience without the specific original thing that isn't going to happen. Use your head and get what you actually want (read: improvements) without it involving the key things that DE have said they won't do.
  17. It's probably legacy from the others. You see, when DE created Archwings, they accidentally set up the trailers and introduction to make it seem like we would play the way Sharkwing currently plays; you'd go into a mission and there would be sections that you would jump out into space, fly around, and then come back. The original Fomorian event was a bit of a letdown because DE made it look like there would be a ground-battle portion of it, similar to how we work with the more recent Railjack missions. So DE worked hard for the community to plug in the system to the main game (because they were, to be clear, completely separate systems of movement and physics). In the process of that, they accidentally created Titania. A Warframe that could use Archwing in the regular missions, because she would shrink to 0.25x regular size. And DE had to do it again when they brought in the Plains of Eidolon, where they had to basically invent a new form of Archwing that would allow players to fly around in that open landscape. As a result, DE probably thought we were going to get the same again when they brought in K-drives. Where players would want K-drives everywhere. Annnnnd they decided to skip the first step of arduously programming in the K-drives so they'd work in regular missions, that was going to be too hard, it would result in needing to rework all the tile sets. To try and test the process, though, they created Yareli. A warframe that used a K-drive in missions. That would give them the testing bed for what tile sets would need to be changed, what problems K-drive would have in the worlds, and all that it would sacrifice (if anything needed to be) was the performance of one warframe, not the months of time to fix all the tile sets only to find that players didn't even use the option. I feel that the poor performance and release of Yareli is actually to blame for the process not going through. By creating Yareli and finding out all the problems that she has, as a single Warframe that's designed around using a K-Drive, they've seen that the K-drive system itself needs an overhaul. From mods to mechanics to what we can even do while riding one. Until DE actually take the time to do a 2.0 on K-drives in the first place... it's really unlikely that they're going to fully un-jank Merulina. And that's only likely to happen if DE decide to do the right thing, like they did before, and actually make tiles that are designed for K-drive usage in the missions, then we'll see every frame able to use them, and then we'll see that Merulina benefits immensely. Yareli may even be the go-to frame on those missions because of the improvements that Merulina gets from the process.
  18. In terms of mechanics, it's a subtle difference, but an important one. Hitscan is simple to understand, you point, click and if your cross-hair is over the enemy it hits them. Each instance of damage is distinct and can calculate multishot as if it was a second bullet fired at the same time (which is what makes multi-shot powerful on single-shot weapons, but weird on pellet weapons). Beams, however, generate a semi-physical projected object, which detects and contacts the enemy hitbox. If you use something like the Furis Incarnon, which generates a cone-of-effect, this means that one instance of ammunition usage can contact multiple enemies. The same with something like the Tenet Cycron and Kuva Nukor, where if they contact an enemy hitbox, they chain on with the same instance of ammo usage. There is, apparently, some hidden tech to this with beams in that, if they have punch-through, a ragdoll on enemies (such as the Lifted status, or a CC like Vauban's Vortex, Zephyr's Airburst, Yareli's Riptide and so on) can actually cause a beam weapon to contact multiple hitboxes on the same enemy, such as arms, torso and head, vastly increasing the damage dealt as it registers all of them as separate hits for damage. But that's inconsistent, as far as I've seen. This is also why the Multishot bonus isn't the same on beams, because the game won't generate a second object of effect, like a cone, it'll just calculate the damage dealt as a multiple of the original, such as a 2x bonus to damage after Crit calculations have been done for the base and a 2x Status chance after the total calculation for the base, which is why the damage per tick can seem so high with beams compared to hitscan. (This is especially good on weapons that exploit the Heat Inherit function.) For some weapons, like the Synapse, this doesn't seem to have much of a difference between it and a hitscan weapon. For others, like the Ignis Wraith, this can have a large difference.
  19. I understand the frustration. There is, however, an essential problem that K-drives have, and always have had: They aren't Archwings. The fact that you get an Archwing in the same locations as K-Drives, is a genuine flaw of how DE released the different updates and parts of the game, and it can't be helped. The issue being that, not only are Archwings superior for travelling long distances, they are also fully equipped with their own Abilities, your own modding and your own Primary and Secondary weapons. They do not need Syndicate standing to increase, and have their own dedicated modes to play on that can help with levelling and acquiring mods. K-drives have none of these advantages, and are genuinely disappointing by comparison. The quality-of-life improvements would help. However. K-drive needs some fundamental lift in functionality, at base, before they even start to become relevant. Hell, the simple reason why Yareli's Merulina doesn't use K-drive mods is because there's only one that would even do anything for in-mission Warframe game play, and even then it's an optional one. They don't do anything. That's why nobody cares.
  20. Please check the instructions and try again. This is a Thread, you were not supposed to start a Thread. (Also: Forum Bingo)
  21. I get consistent host by starting missions from my Railjack instead of the Dojo or the Navigation. I've almost never hosted when starting from Navigation, and it's really inconsistent from the Dojo.
  22. Good luck. As long as you don't do it here, where we have to see it. DE have stated a lot of things over time, and every single example you're going to bring up of them 'changing their minds' has been after they said that they're 'not looking into it' or 'it's currently not on the table for discussion'. Basically where the concept has been asked of them enough times to require them to give an acknowledgement of it, but they've got no plans on it. Later on, when they do something about it, it's also usually not in the way players asked for. For example, the Dedicated Augment Slot that keeps getting asked for. DE did something about it. They said 'no' and then, because the player base did have a small point in the argument that said 'when we use Augments we lose stats that are important to hit thresholds in the build, like total armour strip or the actual damage reduction cap', DE implemented Archon Shards. Now you can drop a mod in favour of an Augment and still make up some of the stats with Shards, and a few other things that players want (like casting speed) to get the results while also getting the advantage of the Augment. Then, when players still kept asking for the Dedicated Augment slot, not understanding what DE had done, they re-iterated the 'no' as recently as last October. So we're not getting a Dedicated Augment slot, not because DE said 'no', but because they actively did something else while saying 'no'. Every time they've made a statement about something where they have then literally implemented and reinforced, and updated, and improved, their own thing that's the opposite direction of what the community asked for, that statement has stayed. The 'reasons against' any kind of internal Trading system that allows for players to not go into the same instanced, monitored and verified server connection and trade player to player are the following: DE have consistently forced players to do that and have said they're going to keep forcing players to do that. They gave all the explanations for why they do that, and have made multiple fixes and improvements towards forcing players to do that, have re-written policy on what they will and won't enforce when players do that, and have even made consistent and 'permanent' (until 2035) bans of players based on them improperly using that system too, meaning that any changes to that system will result in them needing to review their bans. It's not a matter of just 'DE have said'. It's a matter of 'DE has said and done things to back up what they've said' for an entire 10 years.
  23. Yeah, keep beating. I'm sure you'll turn that dirt horse into mud horse sooner. Until DE themselves say otherwise, which they might, asking for this doesn't help. If DE have said they want the opposite of what you want, as in they don't want a place where you can view any kind of trading market or system that resembles one, and they instead want to enforce player-to-player direct, monitored and verified trades, then repeating the topic just makes them more stubborn about it.
  24. I'm fairly sure that bait is supposed to be either controversial or funny...
  25. Topic is always contextual for that. This one is clearly an oversight, where you can activate primary arcane effects without actually using the primary... And I know how many people like it.
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