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Birdframe_Prime

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Everything posted by Birdframe_Prime

  1. There was, for a long time, a fan-driven game mode called Drift Frame. The goal was to go into a Capture and do it as a Versus mode. Points for getting the Capture, points for reaching the Extraction first. It's notable that there are a few frames that are used for this. In actual tile sets, with corners, geometry that can trap you, and randomised areas, it's actually very much a coin toss between frames like Wukong, Gauss, Volt, Zephyr and Titania. Wukong, with his Cloud Walker, is definitely on par with Titania for pathing, at least, but a bad frame racer will still lose to a Zephyr, Volt or Gauss. In open world, Titania has the fastest straight-line movement, no competition. Much like the Batman argument, though, there is one faster: Wisp can teleport from one end of the Plains/Vallis to the other as long as a single Mote Well is there. Wisp with preparation outraces Titania, but Titania wins every other time. However... there is a frame that was literally banned from the Drift Frame competition... Nova. Warp is instantaneous movement to the limit of your Range, pin-point accurate, and efficiency allows you to spam it. Nova can outrace the mission loading limitations, she can reach the next tile before it's functionally loaded in. Drift frame didn't continue on to some of the more recent frames, so we haven't seen Kullervo or Voruna. And Mirage with Parkour Velocity Archon Shards is really, really fast too.
  2. Uhhhh.... First comment on this thread from me. And yeah. That was, you know, the point of my comments? That if all you want is those functions on Merulina, then buff Merulina. If you want to fix K-drive and make it worth using in tile sets in the first place, then do that, then allow those mods on Merulina. Order of operations is important here.
  3. Okay, for what purpose? You want the mods, but we've literally just pointed out how two of the three functions you want from the mods are either already on there in some form, or useless compared to basic gun and ability play. And the one thing that the mods can do that isn't on there already could just be buffed onto Merulina. What is the actual point of any of the other mods on Merulina? Yeah, thematically, a K-drive should be able to use K-drive mods. But when all but one function of those mods is the equivalent of a wet, cold teabag to a coffee lover, what would be the point? K-drive mods, and K-drive itself, would need a lot more functionality before I would be on your side. If there was a point for modding Merulina with K-drive mods, I'd agree with you. But if all you want is to have that one, specific function? Or even the useless, low-damage mods? Just buff Merulina instead. It's a far simpler change, with no effort, and less risk of doing something like... I don't know... putting the bonus jump height mod on her, and then sticking Yareli's head to the ceiling for three seconds at a time because that's how the jump height mod works when you're under a ceiling. To be clear: If K-drive mods were good, I would say yeah. Since all but three are not good, I say nah.
  4. Baro is there for a specific amount of time, it starts Friday and finishes Sunday based on the actual date change over. Depending on your time zone, he leaves before Sunday is finished, or anywhere up to midnight on Sunday if you're in the right time zone. This is to prevent him being there Monday for other time zones.
  5. Yeah... Quick Escape is already part of Merulina. It's a couple of seconds shorter, but it's already there and charges up Merulina like Iron Skin or Warding Halo. She also gets a second of invulnerability on dismount. Juice would make the whole thing more powerful, especially combo with Inertia Dampeners, but... seriously? When you can have energy regen from your Focus or even just from the combo of her 4 and Emergence Dissipate, or have farmed the last event/Loid for Energise, or any of the options we have for energy regen? On top of that, requiring a player to stop using their gun and do K-drive tricks while indoors, which I've tested out and is incredibly janky, often resulting in needing to Operator out of it or Unstuck... And Cold Arrival, only 400 Cold Damage with no Status? That's absolutely useless. Especially when Yareli's 1 (modded with even normal Strength) does that on the first tick while also applying damage vulnerability. I am shocked at your inclusion of it. What's next? Look, just buff Merulina to have a Juice function and you don't need to put mods on the thing. None of the other mods would help her outside of the Orb Vallis. You came up with one good combo, one function she already has, and you can be forgiven for the other one... once... Just buff Merulina to have that one function you want, and you don't have to worry about having 8 mod slots and only wanting 2 mods on there.
  6. Understandable. The problem with this is that what I'm saying does seem to be arbitrary. I'm not claiming I know, just reporting patterns and the most likely thought process when creating the function. DE have made statements on things like Teleports before now, and they carry through to this. So I'm not so much dismissive of the criticism, but dismissive of DE's attitude towards changing something when it's so similar to things that they've changed or failed to change in the past. It's important to see when criticism is wasting your own time, especially when it comes to Devs that are as opinionated as these ones.
  7. I understood it from the start, and I specifically stated that I'm okay with there being a rebalance of that if DE decides on it. What I don't understand is you trying to devolve this argument when you can't argue the actual point. Cherry picking the one thing in my comment that you think you can argue and then pretending you win when you ignore the explanation doesn't change the points made, nor does it make you seem like you're taking the conversation seriously anymore.
  8. Cetus has the easiest and most broad access to Fishing. Which is akin to the Token system on Mars. You go fish, you get an excess, you trade them in for the variant spears and bait, then you fish the rare fish and... that's literally it. You get the whole month's worth of Standing in one fishing trip and never go out onto the Plains unless you have a Nightwave task. DE are aware of this, and know that even the new MR1 players that go into Cetus for the required quest can get this information from a player that's done it before, or from any other source, many are able to figure it out on their own, too. The problem then is that people who struggle with the grind want an easier one, but DE are aware that they accidentally created a complete bypass of the grind that players have access to from the moment they pick up a fishing spear.
  9. Too late. We had variable stats on Warframes back before the current modding system. DE removed that when they introduced the current modding specifically so that they could balance and test all new and old Abilities with each other without there being a risk of some god-roll giving them more than the tested Duration, Range, Strength and so on. The policy, as stated, is that two players, walking into the mission with the same frame and same modding, perform exactly the same. So, no, getting a riven that can have different stats compared to another player is almost certainly not going to be an option.
  10. Redline is charged by your Battery being above 80%, it is charged over a duration that is variable. The duration is slowest when the battery is at 81% and fastest when the Battery is at 100%. Take it another way, if you do nothing, the Redline doesn't charge at all. It never reaches 100%. So Redline does not charge with Duration. Redline is limited by Duration. If you do not move, or cast Cold Sunder, you never reach 100% and so yes, movement charges Redline, because movement keeps the battery above 80%. All of this is specified in the Wiki, you genuinely just haven't understood it correctly.
  11. I live in a small Orbiter. There's such a thing as too many.
  12. They wanted an ability that triggered on an enemy, targeting them for a specific attack, the melee heavy attack, and a teleport is a known and guaranteed way to get there immediately upon pressing the button with no risk of missing a shot. That's it. The non-targeted teleport is a side-effect that they added because players would complain if they didn't have it. What's so hard to get about that?
  13. Yeah... deeeeefinitely started with Rhino's beetle skin... Definitely... Or... Or maybe.. Oh, and maybe even... Yeah... I mean, a Rhino Beetle skin, that looks like a rhino beetle of all things, or ceramic pots on a frame that doesn't actually wear the armour, so much as suspend it over the actual warframe skeleton beneath... They're weird when compared with 'fabric jackets over parts from a jet racer' or 'literally just demonic flesh' or 'a pile of literal rocks and crystals'... And nothing is weirder looking than the design choices made for Nova's Asuri skin... [shudder]. How about weirder than... Come on, dudes, dudettes and everyone in between... Warframe be weird. Let it be weird. Complaining about too many 'weird' deluxe skins makes you look like you've not actually played this game for long.
  14. What K-drive mods would you even use in mission? There's about three that are useful, several that would be counter-productive due to the confined spaces, and the rest would have absolutely no effect. Why not just buff Merulina to have those few functions that are useful?
  15. The answer: Khora. That's the unique perk of having a pet as part of your ability kit.
  16. Yeah, no, because that original Tap function is exclusively for the Primary function of targeting an enemy. The Secondary function is so secondary that it's not even on both versions. With the way DE deals with abilities that teleport, from as far back as Nova's Warp and Loki's Switch Teleport, the only conclusion that the player base can reach is that they don't actually want them. The player base wants them, but DE don't. Warp frequently breaks the loading of tile sets, Switch Teleport has been consistently reduced in function to ensure you can't break enemies with it, Ash's Teleport was exclusively to enemies until DE allowed it to teleport to only things with a health bar, which is a frankly bizarre change until you realise how much it's a deliberate limit to the teleport function itself. Blink, as an ability, was put on a cooldown of all things, one that you can only improve by using Railjack Intrinsics, and even then you can't ever cast it the way you used to. And DE didn't have to do that. They did have to give it to all of the Archwings because the Itzal was 99% of the usage of Archwings just because it had it, and DE are definitely interested in players not using something to the exclusion of all others. But they could have just made it the Dash function on all Archwings... but no, they nerfed it as a mobility tool and said it was balance for making it free. So yeah. DE want you to use Wrathful Advance to target an enemy and attack them, triggering your buffs. The Teleport is not the point of the ability and is barely there at all, because they know for a fact that the community would just complain that they can't use it as a teleport without an enemy. They know that, because the players already kicked out about both Loki and Ash in turn.
  17. Do I think the Ability could be handled and explained better, sure. But this: I genuinely have no idea why you would do this. See, Redline already is charged by distance travelled. Running already increases Gauss' Battery. And as long as the Battery is over 80% you're past the 'redline' and charging the Redline state. If you didn't notice that, then you're forgiven because it isn't significant, and when Redline is actively draining it's only just enough to be a mitigating factor on the drain. However. The issue of Duration versus Distance Travelled is not going to fly. I'm okay with changing the 'takes a third of the modded Duration to charge', that's a balance thing for DE to discuss and do whenever they will. But changing it to Distance Travelled is just a nerf to Gauss. Why? Because it genuinely does remove an option from Gauss. It takes away your option to stay still. Yes, Gauss is a frame that benefits from movement, from activity, from being constantly on the go. That doesn't always work in Warframe. We know it doesn't. There are missions where you have to stay within a certain area, there are weapons that benefit from you taking a bit of steady aim, there are areas where movement is greatly reduced. And in those missions, with those weapons, and in those confined spaces the current Gauss still excels. Gauss can stay on a point and defend it with Sunder, tanking with his Plating, and still charge his Redline at the maximum speed. Gauss can use Snipers. Gauss can stand on small platforms in Duviri Circuit and still charge his Redline. Removing that function by forcing him to run until its charged is a functional nerf.
  18. Honestly, my friend, the whole point of any game's creativity is to come up with the right terminology and naming for what they're trying to give us. Why do you think that so many Zombie games and movies don't use the word Zombie, or make a whole joke out of 'why not call them zombies?', hmm? It's because they're legitimately trying to make sure that they aren't the same as the next one in line. You don't have to think about it that deep. You don't have to google everything. You don't even have to pronounce it right, especially not if you're streaming, it makes it funnier. In the same way as you know the difference between a Rifle, Sniper and Shotgun, you can simply see the difference between a Signa, Ephemera and Syandana. Funny Word = Specific customisation option. That's all there is to it. Of course, if you do go out and read a few more fantasy/sci-fi books, or experience a few more games where you have context clues for the names, maybe get into a few murder mysteries to try and pick up on clues, then you'll start to figure out more of what they're doing with the naming. Always remember two things: First that everything must, for sake of being in a fantasy setting, not have the same name. Second, the devs like making really bad puns. Then, to finish off, I want to point out that the player base are just as useless. Remember that, when given the chance to name a warframe that has powers using Glass, the player vote ended up choosing 'Gara'. Why? Because of the phonetic way that a Japanese person would pronounce 'Glass' (read: 'Garasu'), and because they wanted to give her a little Kabuto helmet. That's the level of bad naming that the player base eventually comes up with, forget what the Devs come up with. So just... Go with the flow.
  19. Well it's simple: So, by default, the ability from either tap or hold is designed to do the specific task of attacking an enemy for damage and giving you the buff. This is what the ability is designed for, this is what DE want you to be doing with the ability. By a side effect, you can also teleport as long as there's not a target near your exit point, because people always complain about any teleport ability that only teleports to a target and that they can't use for traversal when they're not attacking a target. When you approach it like that, which is how DE are approaching it, you understand why the teleport is not an independent function that you can use wherever and whenever. The goal of the ability is, first and always, to attack an enemy and trigger your buffs. No matter how you cast it, that's the thing it's looking for. Then, if it's not possible to do that, there's also a teleport that you can use when there's no enemies. Primary effect, secondary effect. No matter which way you switch the tap/hold, the priority is designed to be one thing, then the other if the one thing is not possible. And I know that's going to sound really dismissive, but that's what the Devs are doing here. Combat first, mobility second.
  20. I mean... it's kind of funny to me that the binary 'if you have Armour Strip you're okay in Steel Path, if you don't you're stuck' thing actually exists. Players have been building for level cap without armour strip for a while. When you're against Grineer the basic Viral/Bleed builds work fine, and if you're a savvy about how some of the abilities work you can go for hours in Steel Path without problems. (I mean, not to bring the anecdotal into this, but I am Birdframe_Prime, I take Zephyr on long walks into Steel Path Survival with test weapons to see what they can do with Tornado, and simple things like a Corrosive/Heat build doesn't seem to lose KPM for a good four hours...) We've got everything from Citrine status nukes to Kullervo's practically infinite scaling with his 3/4 and 3/1 combos, we have... so much that isn't armour strip that's Steel Path viable in the game at the moment. Even Banshee, who was historically 'valhalla awaits' built with her Silence stun and Arcane Trickery, but more recently became known for her Silence gutting Acolytes, her Shield Gating and Sonar Spamming for ridiculous damage boosting to make regular weapons hit for multi-billions... We have the power-creep to not care about armour. We really do. Even if it does seem to make the scaling of enemy EHP ridiculous, it... kind of... doesn't matter. Because people can, and regularly do, hit level cap with functions that just aren't bothered by the enemy EHP.
  21. Yeah, this is a known thing, and it's actually a function of something DE did intentionally to prevent some functions stacking the crit buff together. We believe (could be wrong), that it was implemented way back with Harrow, who added flat crit as part of his 4th, and items like the original Nukor (with its massive multiplier, but tiny chance) could suddenly become crit-viable. So the buff that sets you to 200% was specifically made to not interact with that ability, overriding it instead of adding to it, meaning you benefited from either/or, not both. We saw the problem with Wrathful Advance when people tried putting it on Voruna, because her Shroud 'setting' a low crit weapon to 100% would prevent Wrathful Advance while active. If Shroud wasn't active, then Wrathful Advance adding crit chance to the weapon would then put it higher than 100% so Voruna's Shroud wouldn't change anything about the chance. Odd, but apparently intentional.
  22. That's entirely not what I'm saying. What I'm saying is this: DE have had 10 years of basically only ever responding to feedback after they ask for it. Not before. If it's a legitimate bug, then it gets fixed, if it's something like 'this would be cooler if it did this', they might get to it if the topic comes up internally as part of their usual process. The key thing to consider is that there are patterns to this, and people that recognise them will often point out when something is likely to fit in with what DE wants and when it isn't likely. There are often ways of asking for what you want, in a broader sense, by backing off the original point and instead asking for a change that equates to the same thing. For example the endless threads asking for a dedicated Augment slot, despite DE having said 'no' multiple times, and repeating it again as recently as October last year on formerly-known-as-Twitter. People keep asking, and it just makes DE dig their heels in and not give them that. However, what DE instead did was introduce the Archon Shard system for a secondary layer of modding that they can expand on, meaning that players can slot on an Augment and then top up the stats they're missing out on by using Shards to compensate. Other things that DE have done have flown directly in the face of what the community was asking for, by changing something significantly despite players wanting to keep it. Like the original self damage removal that initially took away the advantages for self-buffing. As for the whole mess about being able to take self damage, that's already in the works, and I'm surprised you aren't aware of it. DE have been making noises and showing demonstrations of the return of self damage for about a year now, ever since they were trying to nerf the AoE AFK meta (they threatened to bring back a very cursed version that did percent damage to yourself through shields and couldn't be negated). Even the return of self damage as a system may not activate these buffs as you would want. This is because the pattern of DE's changes over time have been to more thoroughly enforce that they want you to take enemy damage to activate the buffs, not use self damage to activate them. This is where what you see as an underlying problem of not being able to consistently activate buffs is not the problem DE are seeing with their game. The problem, as DE have seen it, is players using self damage instead of taking enemy damage as intended. Everything from Arcanes to Chroma, it may seem bizarre to you, but they want you to take damage from the enemies, not from yourself. They even said as much when discussing the original self-damage removal from the game's AoE weapons, specifically noting that Chroma couldn't do what he could before, and saying 'but that's okay, that's what enemy damage is for' during the live stream. That's why I suggested not drawing attention to this. If more people complain about this not working the way you want this to work, then it may easily not work at all, as DE get reminded that they were trying to remove the self-damage-to-activate-buffs function a few years ago. Still. To the point of something like Combat Discipline and the problem with uncoordinated squads... And any potential changes you want to make to try and 'standardise' the Aura... You're just going to look into the face of a smiling Dev, like Rebecca, who'll say to you 'It's a squad buff that you stack to heal the squad consistently, the self-damage part is to encourage players to play in a squad with others, and not use it solo at all. It's working as intended.' And that's it. That's all you'll get. You'll be disappointed. And they won't care, because what you want for the game isn't what they want. To put the final point on the matter; I'm saying this to you as somebody who as fought these lost causes before. They don't go anywhere. The Devs don't really care. They're going to make their game their way, and are on record saying so about six different ways. Don't give up on feedback. Just be aware of potential dead horses.
  23. Yeah... You're not wrong... But... Counterpoint? DE don't care. This is a fairly consistent answer to most of the questions about making things like Arcanes more powerful or make something we use outside of their original design play even more into that outside usage. It may take DE a while to get into fixing that thing they don't like. Look at Shield Gating with the Dragon Key as an example; it took years, but as soon as they figured out how to make that happen without removing the mechanic entirely from people that want to use it, so that they could return the Dragon Key to being a self-nerf instead of a self-buff? They did that. So I'm going to put a little pin in the thought here, come back to it later; The Combat Discipline self damage being able to trigger other functions, like Arcane Avenger, or the 'on damaged' buffs from frames, may just get straight up nerfed. They could change the mechanic to simply mean that you lose 10 Health, and not count as 'taking damage' at all. To be clear, the assumption is this: Since DE said at the start that they intend this to be an Aura that helps the team, primarily, but runs the risk of causing spontaneous self-destruction if you run it solo, and since DE have a history of removing the easy access to the self damage we can use to trigger effects that they originally intended us to trigger from enemies... the changes asked for are not going to happen, and asking for them may actually have the opposite effect. Bringing attention to the topic has the highest chance of DE simply doing nothing. The next highest chance is that they nerf the Aura's effects on activating buffs using the self damage. There is a universe somewhere where DE does change it this way... but that's Eternalism and you shouldn't ever believe it works.
  24. The original idea of the Aura, as said by DE, is that a two-stack or higher version of this mod means you have constant heals to everyone on the squad. Or, if you're a solo self-sustain or support frame that isn't contributing to the kills, you are still helping your squad with those constant heal-on-kill effects. However, the self-damage being able to trigger certain other buffs is a combo that's been in the general circulation for a while and allows any Warframe with consistent self-sustain to activate those. DE are aware of it, but not too happy with it, especially as they have removed other self-damage options in the game before, particularly on frames like Chroma. I feel that the healing part countering the damage part, when stacked with other squad instances of the aura, is deliberate and designed so that things like multiple Chroma's can't stack the aura to have feedback loops of Vex Armour both being buffed to max by the mod and also buffing allies with the same amount to get that permanent four-stack of shared Vex buffs. I know it's possible to do it anyway, but it's impossible to do if even one other player also has Combat Discipline. There may be other buffs in the game that this healing prevents from stacking together, too... but that's the one that springs to mind. I think it's deliberate, and that the request to change it won't go anywhere.
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