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Birdframe_Prime

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Everything posted by Birdframe_Prime

  1. Pfft... 1. Game is lazy. 2. Players be lazy. 3. This argument is lazy. Players in Warframe, when starting out, have absolutely no clue how this works, and having an Aura mod that encourages 'lazy' modding choices is nothing more or less than the lowest possible attempt at a tutorial on how they work. Since DE have, so far, made the decision to not put in a more in-depth guide on how to use the modding system, with actual tips on what you're trying to achieve with it, and how mods interact... any small attempts at addressing the idea are welcome.
  2. Except it's quoted. So everyone can see it like a screenshot. Take the L, big boy, your mom's got your juice for you.
  3. You spelled it right, I was questioning the usage. Because nothing was implied, everything was stated. Which is why I said you had a third year reading level.
  4. It's 'implying' (more like directly stating) MY response, you damp biscuit with a third year reading level.
  5. Why is this even a response? Did I say anything about DE? Do you just have a crippling addiction to wild accusations? Why are you even attempting this when I'm giving my responses? My response would have been 'a', but because it was phrased wrong OP got my response 'b'. Go sit on your hands until you can't feel them, then you can pretend somebody else is hitting you in the face when you next need to slap yourself.
  6. Now... If you'd phrased this as: 'I want to redo K-drive modding so that all the mods are better, are worth grinding for and modding on to K-drives, and then I want to improve K-drive itself so that everyone actually benefits from being on one rather than it being a niche requirement for certain events, and after that I want to make all these changes apply to Yareli and Merulina so that we buff the frame with this new system.' That would probably have gotten a response more like 'Oh, sure, what buffs did you have in mind?' Because that shows a bit more ambition and scope to the problem solving, with awareness of the problems that the base of this actually has (K-drive). Since you didn't phrase it that way, and have just opted for 'I want to mod Merulina with K-drive mods' you get this response: Why? There's literally only two functions that K-drive modding actually does that Yareli would want, because K-drive modding is basically like coating your knuckles with peanut butter and hoping to find somebody with a nut allergy to punch. Too random, too low impact and too niche. Why not, instead, ask to buff Merulina? Make Magus Drive apply. Give her the energy regen from pulling tricks and the other functions without the need for mods and say that the Vent Kids were recreating Merulina's abilities with their own K-drives and mods all along. There's no reason that a K-drive Slam on Merulina wouldn't deal a ring of element-themed damage, or that you could leave behind a trail of low damage, that's not overpowered because it's barely powered on K-drives. This way DE can just code in these existing functions, maybe even balance them so that they're better or more controllable since it's an Ability, rather than having to test and balance the ability for every single individual mod in turn. This way you don't equip the jump height mod and, because that's how the jump height mod works, accidentally spend four seconds glued to the ceiling of a room every time you jump or double-jump. There are plenty of mod effects from K-drives that you straight up don't want, or are flat-out useless at any Star Chart level beyond Mars. So... why would you not just buff Merulina with these things, which is the faster, easier, and more balanced route? Why would you want to put in this modding and have people wonder why it's even there? Wonder why putting on some mods makes using Merulina functionally worse in tile sets. Wonder why these mods have no effect on the enemies they're facing at level 30... It just... seems completely pointless to want this... you know, 'as is'... without fixing things first.
  7. A recurring thought that's hit some traction is the 'Augments that have mini tech trees like Incarnon Adapters'. So you have an Augment for the specific ability, at base all it does is affect a single stat, like Duration or Range. It costs something solid like 9 points, but doesn't have a Polarity, so you can't reduce the cost, meaning that at first this can seem like a hefty investment into your build for not much return, but later it balances out the stats you can get. Complete specific tasks to do with the Ability and it upgrades to give you two choices, one choice affects what they Ability does, another affects just a base stat, like Efficiency on a conditional basis. For example you could have Yareli's 1 augment and at base it affects Duration. The next rank would have a choice between raising the cap from 15 orbs to 20, or instead you could reduce the casting cost for consecutive casts making it situationally cost less overall. Complete more specific tasks for the Ability and the mod would unlock a further change that's a choice between another Ability change and another stat. So you could choose to boost the Damage Multiplier by +100% before Strength, or you could choose to have it restore Health to Merulina when you damage an enemy the orbs are touching. In this way we could have tailored and balance-ready trees for the Abilities. You could choose to either affect the base Ability's stats, or change it to ensure it is more effective at the other function the Augment can create. DE could then tweak and fix any oversights they have, and our builds would get way more flexible. I would absolutely love an Augment set for Zephyr that allows me to increase the base Duration of Turbulence and Tornado, without increasing the Duration of Tailwind by the same amount (to keep its casting distance more manageable). I could mod high Range from normal modding, but giving Dive Bomb more Strength to compliment Target Fixation's meme potential. The potential is there. We get more flexible Augments, and it especially gives us the option to use Augments for Helminth Abilities so that they work better on the frames we put them on. It would make it a little more satisfying when putting Hildryn's Pillage on another frame, but being able to use the Augment because it has meaningful stat increases, rather than it be completely useless thanks to the affected frame not having Haven. See? There's definitely possibilities.
  8. Not anymore they don't, at least, not the Fomorians or Razorbacks. Reason for that is because players literally partied in the Relays as they were destroyed, if you remember, there was a big organised community event to see what would happen if we just... let some of them die ^^ Were you part of that? Because I had fun with the old clan back then ^^
  9. I get that you get it. You get that I get it. Could you have phrased the comment like you weren't shouting at me as if I were somehow against you?
  10. While we had Relays on every planet, the player base literally allowed them to be destroyed by Fomorians to see what would happen. Now that we have less, DE can actually tweak the 'progress' on Fomorians to make it look like they're naturally being stopped without it looking suspicious. If we ever, collectively, decide that the next Fomorian is allowed to destroy one of the existing relays, then I think we'll get a rebuilding event ^^
  11. I'm fairly certain that anyone who has played Warframe for more than a couple of years has permanently disabled their in-game voice comms and either communicates entirely by text, or with people on external voice services. Source: I turned mine off in 2015 and have never, ever regretted it.
  12. I am willing to put decent money on the concept that they didn't miss you and I will forever be unconvinced that anyone else did either. Which is, as you may in fact note as a savvy and literate person, what you can read from the exact statements made by the Devs: that they'll keep up with the current method and release enough that if you both grind up to the top MR ranks and also purchase with Plat, you'll have enough for each Warframe. Give or take a half-year delay while they release updates. What's with people coming back to nekro year-old threads with quotes of my comments this weekend? If I had a nickle, I'd have two, which isn't a lot but it's weird that it's happened twice.
  13. Pfft... HAHHAHAHHAHA Nice try. Not only did they explain that it was because of the community whining if they removed it entirely, but also it's a consolation prize for the players that cling to what they know rather than adapting to change. It's literally better not to run it on 99% of builds these days because you can get back to the same amount of shields as the old Gate Duration without using it. And they still didn't change the interaction between shield gating and Inner Might. If you want to come back nearly a year later, after they proved they don't actually care about this topic by completely ignoring the 'problem' of the original post, and try to make a snappy comeback about Catalyzing Shields, you're going to have to eat a heartier breakfast. I adapted quite well to DE taking a different tack with Shield Gating, by simply accepting the passive buff to all my frames with Shields and ignoring the Shield Gate meta exactly as I have been all along. So stick that un-informed attempt at a snappy come-back right where it belongs; between your cheeks.
  14. They are not an exception. They are Damage mods. Specific to a faction, but also specifically Damage. They do not belong in the Exilus any more than something like a Multishot mod belongs there.
  15. We do not 'need' one. You want one. And DE don't want you to have one.
  16. They did. They forced players into the undercroft to prevent the bugs that could not be otherwise fixed, because the bugs were literally caused by not being in the Undercroft with the rest of the team. If you're in the version that has side objectives, then don't inconvenience a team and do it yourself. There is literally no challenge to it. Go Solo and save everyone else the problem of you being there.
  17. I'd put this on a 'low to non-starter' level of changes. I think DE would rather iterate further and update Greedy Pull into something else rather than have it affect other players' looting again.
  18. True Damage is a status effect. It's not a damage type that we can deal with any specific weapon or Warframe Ability. So giving True Damage a status effect is kind of redundant. The only way to cause True Damage, currently is from Bleed (which isn't really a full example of it, since it doesn't go through Shields) and from Collision Damage, which is so rare as to be non-existent. (As far as I'm aware, the only consistent use of True Damage is when you use Frost's Snowglobe and the knock-back can cause Collision Damage. Everyone else has things like 'percentage of health' and so on.) In the context of this, giving the other primary damage types of Impact and Puncture a way to access True Damage the way that Slash does using its Bleed proc, is specifically to bring those damage types up to the level of Slash for fairness. If you want to consider a balance for this, DE did actually come up with one a while back when they first tried to use Khora as a way to rework IPS, and that's the idea that you could base the effect of a Status proc on the actual amount of that damage type on the weapon. At the time this would have been a straight-up nerf to Slash because it would mean that many weapons would have Bleed procs cut massively, especially as DE's ideas for Puncture and Impact were... not great. Under the new idea, though, this would mean that balanced IPS weapons could benefit from all three types of True Damage proc, while the biased weapons that prefer Impact or Puncture would not be able to cause large Bleeds, even with Hunter Munitions. Some weapons that have no Slash on them would then not be able to benefit from Hunter Munitions at all, and so would need to rely on the other damage types for their damage scaling. DE could even make other mods, adjusting the ones like Internal Bleeding to instead affect the Concussion status effect, giving players new powerful options to take advantage of the new status types. Still, your thread, you have fun with the ideas given and see what you can come up with ^^ Oh, and one more thing: If you weren't aware of it, then I've got a fun one for you; go check out why people like Status builds (specifically damage-over-time Status) with Rhino. Putting Roar on a frame, even if you can't get a particularly high Strength, then causing DoT Status effects, is... impressive.
  19. Yeah, I was exaggerating, the thing is that even DE didn't refer to them as the names before The Second Dream. The Tenno Schools had names since before the game started. Steve did say that the story up until The New War was something they had the original concepts for, even if they never actually scripted it out until the years they worked on the quests themselves (which is also why the quests had so much scope creep ^^) The thing is that there was just... no real reference to the connection between the schools and the polarities.
  20. No, this was a deliberate patch. The Undercroft is a separate thing from the main Duviri game play and having one or two players down there while the rest are up top actually causes crashes, host migrations, and a metric ton of bugs that DE were inundated with for weeks after the initial release. Since the only way to prevent a lot of those is to make sure that it's 'one-for-all, all-for one' on entry to the Undercroft, that's what they've done.
  21. I think you can just hover over the Ability because it has the little video of it being used, which usually highlights the Warframe in question doing it.
  22. I never get confused with them because I was around before they had names. Polarities only got names after The Second Dream where it turned out that DE had forgotten to explain them to us and that's where the Focus School names were from.
  23. Funny you should mention that, because this actually came up on a thread a couple of months ago and a few people hashed out some thoughts on the topic. The idea was that an Augment should be this mod that affects a specific Ability, has no Polarity so it can't be cost-reduced, and you complete challenges to unlock the potential of it just like an Incarnon effect. So the base level on installing the mod is that it has a specific effect on the Ability that increases a relevant stat. For example, if you just want to put an additional 50% Range on the Ability, you don't have to do anything else, it's just a straight upgrade to the Ability, and can be used to counter some min-maxing on the other Abilities. After completing some challenge, going to the Syndicate to rank up the Augment, you unlock a further stat adjustment, with an actual choice between three, like Efficiency, or Strength. or maybe a cap increase (like for... Yareli's 1, you can now cast 20 instead of 15 bubble traps). After completing the final challenge and ranking it up with the Syndicate, you now have access to the change to the Ability, one that you can actually choose to have or choose another Stat increase. For example, you could choose to have Hildryn's Blazing Pillage to give you Shields from enemies that already have their defenses stripped, but if you've put a Helminth ability over her 3, you could instead choose to have an additional increase to... the time you stay status immune. This would also make it more fair for frames that put Pillage onto another frame, because they can't use Blazing Pillage, but they could use this other form of Augment. Running 4 Augments could then, in theory, completely replace modding for the overall frame. You could now use the Augmented stats of each Ability, with only 4 basic mods, and have better overall results than the normal modding would give any one or two of them. With the cost not able to be reduced by polarisation, this would then have a 4 Augment build running 36 points of the build for just those, which is nearly half the available points on anything not running something like Steel Charge. This means you'd need to ensure that your other mods averaged out the same, so using un-polarised Umbral mods wouldn't be ideal in that case, however there's plenty that could be done there. And that's just for the extreme case of 4 Augments, for frames that currently only have one or two, that would be way easier to work around. Heck, I personally would love having mods that could specifically increase the Duration on my Turbulence and Tornado, without affecting the Duration of Tailwind, or counter for the added Efficiency of a Fleeting Expertise. The whole idea would be that, just like Incarnon Adapters, they would be bespoke to each Ability on each frame, and have all the stats adjustable for when you Helminth those abilities over to another frame, too. You'd have to grind, and in some cases complete some silly challenges with them to get that level of power, but once you earned the power you'd have it, and an adjustment to the Ability that made it do something different. (Also, I'm still as confused as one of the other players that asked what in the heck you're on about with the 'core 8' mods? I barely run the same 3 mods on all my frames because of the different ways of modding them.)
  24. Eh-heh... oh man... Forum Bingo! So, the reason why the answer is 'Hahahahahah... No.' Is because that's DE's answer. They've said it over and over, and even doubled down on making sure that Augments take up mod slots, even if they're just the Exilus. DE want Augments to take up mod slots. They don't want you having a full regular build and also the Augment's effects. Do you know what they did instead? They came up with the Archon Shard system, where you can use the Shards to get back a certain amount of what you might lose by putting an Augment on. Like Health, or Energy Max, or Casting Speed, or even a little bit of Strength or Duration. So you can, for example, choose to min-max a build for the base abilities, even for a Helminth swap, or you can build with Augments for a not-so-min-maxed build that does something different. That's been their actual response to this question being asked before. Every time. The Shards are newer, but before that the answer was always that they want the opposite of what you want. You want to buff the Augments so they're more fair to the frame? Sure. DE will do that. DE has buffed Augments before and will do again. But the reason they buff Augments is because they want them to be a genuine trade-off for the regular mods that they're replacing. Something you have to choose and weigh the cost of.
  25. The number of people that think Dedicated Servers are even good is kind of sad. SMH. Neither option is good, buddy. The internet is still rubbish for 95% of the world. And try checking out the multiple, decades-worth of absolute doo-doo-water launches that games with Dedicated Servers have for their products and updates. While Warframe's updates to the client side of things might be slow on update day, the moment I have it downloaded I can play the full thing. I'm not number 5873 in a queue of players waiting to even start. Ye Gods... I've heard of copium sucking, but the kind where they think a one-liner calling others sad even works? That's just embarrassing.
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