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Yonm

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Posts posted by Yonm

  1. Honestly, this would be an awful decision from a game design perspective. Hiding shadows is basically hiding gameplay information from the player. If Shadows were invisible you'd probably end up shooting them anyways, you just wouldn't be able to tell what was going on half the time.

  2. 44 minutes ago, Tsoe said:

    but now you must add heavy atck in the equation since chanelling is remooved , making infinite(more or less) combo possibility

     

     

    i just wonder about charge atck..... will we have light, heavy , and charge atck

    Pretty sure heavy attacks and charge attacks are going to be the same thing.

  3. From what I understand block attacks aren't an actual combo but a single "gap closer" attack like a forward lunge or jumping strike. So in total I think all exalted weapons will be reduced to two unique strings with heavy and gap closers you can weave in at any point.

    It'll be a huge buff to Wukong and Valkyr since their basic combos kinda suck and the good ones are locked behind awkward motions.

  4. His 1 needs some work. It's just a weaker mind control. The thralls either need some type of damage resistance so they can have a meaningful presence or the maximum amount needs to be raised so they can actually spread and provide more cc. This skill just doesn't feel as impactful as it should considering how much it was sold to us when he was being showcased. 

    2 is okay but having stacks be removed by status tics is a huge drawback. It should make him status immune or the stacks should ignore status damage.

    3 is good but could probably use some type scaling.

    4 is great but rather weak against infested. Gas was probably not a great choice due to the presence of ancients.

     

  5. 7 minutes ago, peterc3 said:

    Yet Nidus isn't recognizably a copy of Infested enemies we fight. I don't see suggestions to change his 1 to a toxic spit, his 2 to vomiting sticky goo on the floor, etc.

    Why should Revenant be an explicit copy of the Eidolons? Plus OP's suggestion has 3 different 3rd and 4th powers and a stupidly specced passive that has no chance of actually appearing in the game.

    Suggesting a newly released frame has nearly every ability trashed to make room for 3 entirely new abilities, mechanic and art-wise, is just straight up bad.

    This belongs in Fan Concepts as a new frame that mirrors Revenant.

    Do you even know what a theme is...? How do your personal feelings invalidate the fact the the devs have explicitly stated that they've designed these two warframes based on the infested and sentient?

  6. 23 minutes ago, peterc3 said:

    Sorry, but this is a total change to his entire kit. This is not reasonable. This is a completely new frame.

    Nowhere has DE said this was the case. Headcanon doesn't apply.

    He is not an Eidolon, He is not a Sentient. He's been affected by the energy in the same way the Plains have.

    They've literally said it on multiple devstreams. The whole "change damage type to adapt to resistances" was to make him more sentient like. He's sentient-themed the same way Nidus is infested-themed.

  7. 15 minutes ago, jcfelix said:

    The size is perfect for me. Nice and bulky!

     

    I do have one issue with it tho, and it is the mismatched metallic channel (on the secondary color instead of the accents). It makes it pratically unusable with any other armor.  Come on, DE. You're 5 years into FashionFrame and still pulling S#&$ like this!

    I completely agree with everything about this. We needed some nice big old 90's anime shoulder armor. And yes, the mismatched metallic colors makes it clash with Riven and Syrinx set. These things really need to be more consistent. Or hell, let us color each individual piece.

  8. 13 minutes ago, f3llyn said:

    Okay, so what you're saying is you're trolling and we should all ignore you.

    I give you points for getting as many replies as you have so you can go away now.

    I mean it's an empty victory. People trickle in an out of these threads pretty quickly so the devs know real people don't actually think this way. If he waste more net time out of everyone writing replies and paragraphs it's kinda like getting a kick out of splashing water at people with umbrellas while he's butt naked in the rain, no?

  9. 7 minutes ago, Knight_Ex said:

    Experience a great game....scuse me a sec I just vomited a little in my mouth.

    So what's the point of getting "recognition" for an apparently "not good" game? Is it literally to compensate for personal ineffectualness? Cuz if so you have more problems to worry about than getting fancy pixels in your video games.

  10. I never understood people with this mindset. How effete and ineffectual you must be in your everyday life to derive any sort of pride or sense of entitlement from simply being lucky enough to discover the game early than someone else. 

    Your reward is being able to experience a great game and follow it's development for much longer than most others have. That's it. Other people getting things literally doesn't affect you in any way except apparently to make you feel like less of a special snowflake 😂

  11. I agree with this. Sometimes I want to teleport to unmarked enemies while my clones are out for quick kills or to re-position but I can't. I think synergy is great but not when it's forced.

    It doesn't even need to be hold since you can't do anything with your 4 while your clones are out. A better and more intuitive solution is tap 4 while clones are out to join in with them without having to aim.

    Also, I know some people like me like tapping 4 to check if they can use their 4 again after it's been cast. There should be a counter that counts down the number of attacks for bladestorm on the ability bar.

  12. Ash:

    Rework is good but he still has energy problems. Blade storm ought to have some sort of % refund on kill mechanic or just a single flat cost on cast. Also, on the interaction with Teleport; sometimes I want to teleport to unmarked enemies while my clones are out for quick kills or to re-position but I can't. I think synergy is great but not when it's forced.

    A better and more intuitive solution is tap 4 while clones are out to join in with them without having to aim. I know some people like me like tapping 4 to check if they can use their 4 again after it's been cast. There should be a counter that counts down the number of attacks for bladestorm on the ability bar just so you know when you can use it again.

    Also, Smoke Shadow really should be affected by range mods. 5m is almost nothing and fairly impractical to use in an uncoordinated environment.

    Atlas:

    I like the idea of his survivability being based on active gameplay but Rubble decays way too fast. Right now it feels like an instantaneous drain.

    It either needs to have a longer delay before decaying upon acquiring new rubble or the rate of decay needs to be decreased or preferable a balance of both. Nothing too serious, just a a slight tweak so that he feels comfortable to play and not like he's always scrambling for more rubble to stay alive.

    Petrify is good now but the animation looks a bit awkward. Something more like what Chroma looked like when he cast Spectral Scream before the patch would look cool. A powerful stance that puts emphasis on his eyes. Head forward, elbows back, knees slightly bent. That sorta thing.

    Titanic Rumblers need a buff or needs some new mechanic to make it desirable to use over the default ability.

    Chroma:

    Spectral Scream is still isn't very useful. It would have more utility if it was given it 100% status chance per second and had it's energy cost reduced. 

    Ember:

    The rework didn't seem to do much. People who played the old, problematic playstyle can still do so, just with tighter build. Her main problems are still there, i.e. low survivability and damage scaling.

    I think it'd be real simple to fix her. Have Acclerant's stun be affected by duration mods and Fire Blast's wave be affected by range mods. This gives her more CC while still maintaining her "caster-frame" qualities. Also, Fire Blast's ring should actually damage enemies inside it and maybe deal heat procs. As it is now it's only really useful for a quick knockdown.

  13. 19 minutes ago, Dawson1917 said:

    Low-level missions ARE cheese. We can kill any enemy with any of our weapons so... what's the point? It becomes a matter of time. You spend time in a zero-challenge mission running around and killing enemies... The only effort is on your patience. Ember sped it up and was useless for higher missions, and now she's useless for all missions.

    How about let's make Ember useful everywhere and cancer nowhere? Seriously, why even play the game at that point if all you're doing is running to extract/standing still?

  14. Agree about Smoke Shadow. 5m no matter what is pretty useless. Teleport auto finisher though? Sry, but It's not that hard to tap E directly after and it's better to have the choice than to be forced into attacking when you might not want to.

  15. 7 minutes ago, Dawson1917 said:

    The patch is a huge leap backwards. Increase her survivability and make her other abilities useful, rather than breaking her one useful ability so she can't be used in any missions. I wish DE didn't shut down datamining so we could see reliable numbers on how many people are still willing to use her after this...

    WoF was not useful. You clearly only want it so you can cheese low level missions without any effort again.

  16. 2 hours ago, Dawson1917 said:

    There have been many, many threads by players stating love for Ember's only useful ability, so I'll just share my own thoughts (again)

    Ember now has no place in any missions.

    WOF was the ability that brings us to Ember. All her others have little to no use other than as affinity fodder while leveling Ember after a forma until she unlocks WOF. Trying to buff her unwanted abilities and destroying her best/most fun ability is not the way to go. Please, for all that is holy, bring back the old WOF and let us enjoy ourselves! Every single time I have brought an Ember (with range & damage mods mandatory to make her useful) to a mission, people have been grateful. No-one enjoys Exterminate, no-one enjoys having to run Exterminate 27 times to open half of your Lith relics, no-one enjoys having to spend an hour playing Exterminates every day. Ember alleviates all these problems and even makes it fun, both for the Ember player feeling like a speedy goddess and all the squadmates that can finally catch a break from killing enemies.

    Please!

    "We" don't. You do. Ember was cancer. She was practically useless in endgame content and sucked the fun out of everything else she was in. Not only did the majority of Ember do nothing but stand still while their max range WoF played the game for them, they forced their squad mates to do the same.

    Ember has problems, yes, but returning her to the state before the patch would be a step backwards.

  17. 10 hours ago, Fallen_Echo said:

    To do that they would have to invest in a system what simultenously watches every input made by every player and analyse it to make sure its not a professional player but a macro.

    Pros aren't superhuman and yes it would require a system, it's called anti-cheat software and most major online game have them. If you did even a little research you'd find them. You're literally arguing that an extremely well documented and prevalent thing doesn't exist.

    Quote

    Software macros can be detected if the devs make a specific program directly made to search for it but hardware macros are undetectable as they directly change the inputs...

    You're changing your original assertion which was "First of all macros are virtually undetectable.". Now it's "specific types of macros"? Secondly, I've already refuted this argument. You write an algorithm to detect behavior. Whether you're using a typical mouse/keyboard with 3rd party software or whether it's a special piece of hardware + software changing output to your drivers is irrelevant.

    Quote

    and unless they create the upper system you will be fine[...] i use a void dash macro[...] what first gets throught a macro program to act as i want then enters into a hardware macro what creates the finalized action.

    ???

    This is gibberish and makes no sense. Are you trying to say you use software and hardware macros in conjunction? Because that's really, really dumb and impractical.

     

  18. 9 hours ago, Fallen_Echo said:

    Okay please tell me how can you detect a basic continous click macro made for semi auto weapons.

    All it does is repeated clicking of m1 every 0.3 and 0.4 sec.

    Even complex macros cant be detected, there are no system currently what can differentate if an input is coming from a keyboard, keyboard driver or a macro program.

    It's pretty simple actually. Macros perform actions in a robotic manner. Humans don't click at a constant speed or really do anything consistently. All you have to do is check the variance in actions between intervals over a long stretch of time. Your example is dumb (aside from being trivial to detect, a macro for semi-auto fire is pretty pointless...), so lets consider the actual topic at hand.

    If a played really wants to commit to slide attacking for an entire match you can make a two assumptions. 1) The time between each slide attack will vary greatly. 2) The player will make a mistake eventually.

    If you examine the button inputs of a player and find that there are multiple instances of consecutive slide attacks with a low percentage of variance for the time between each slide attack, the player is probably using macros. If there are no input mistakes during these instances for the whole match or even across multiple matches it's even more likely the player is using macros.

    By virtue of how they are used any macro that isn't complex enough to have anti-pattern will always be detectable.

    Quote

    Most macro bans comes from reports made by users that X is acting in a pattern when clearly afk. 

    A simple macro like CTRL+E cant be detected and even after that with proper programs i can force certain keys to act in a different way, for example program E to only work with specific breaks to create a combo. This might require some scripting and could get you banned as it literally counts as auto-playing but even this would be hard to detect if i dont give admin access to warframe to check if i have an unedited keyboard software.

    Yeah, this is just stupid. Major game companies perform massive ban waves all the time, numbering in tens, sometimes even hundreds, of thousands of players. The assertion that they are all solely based of player reports is laughable.

  19. 10 hours ago, Fallen_Echo said:

    First of all macros are virtually undetectable.

    This is patently false. Basic macros are easy to detect, especially if it's literally just doing one action over and over. There are a bunch of giveaways that distinguish real human input from macro instructions. MMOs ban people who use macros all the time and those macros are way more complex than just CTRL-SHIFT-E.

  20. On 2/5/2018 at 10:26 PM, SharkPot said:

    You probably haven't read then, With a maxed primed reach on a polearm 2 swings is all you need to kill anything, which takes less time than a slide attack, Also about diversity you mean basically using a slash weapon with dual stats mods with bloodrush and any of the combo duration mod, Yeah alot of diversity right there. You probably have never even used maiming strike or a primed reach weapon by the looks of it.

    Two melee attacks are absolutely not faster than a single slide attack of the same attack speed nor do they travel as far. That's testable and, honestly, just common sense.

    I also don't really understand what point you're trying to make. I don't even think you know what point you're trying to make. Now crit, dual stats and combo mods are bad too? Any viable build that isn't gimmicky spin 2 win is bad? Having ways to kill things is bad?

    Crit, status, raw damage, attack speed and combo counter upkeep. You can make any weapon viable with the current mods we have if that weapon excels at least two of these things. You can mix and match and tinker with whatever combination you like. Then you add rivens to the mix and it opens up a whole world of possibilities.

    Yet, you'd rather everyone use one hyper specific gimmick build and press a single button to spin around like idiots?

  21. On 2/4/2018 at 9:02 AM, Futurehero said:

    No.

    Melee weapons  are used for wide sweeping strikes. That's the ideal melee weapon, hence why polearms and whips are so widely used.

    Spears do linear poke attacks, which are useless in warframe. Also it'd be hard to aim their stabs with the mouse.

    Spears are basically pointless and DE shouldn't waste time adding them.

    See, this is why companies hire game designers and not people like you. "aim teh stabs wit da mouse". ROFL. Whatever you say kiddo.

    Seriously, I can think of several ways to balance spears and make them viable. You can have the E attacks excel at forward advancing strikes. You can have a charge mechanic that lets you throw them while giving them innate pierce like bows. Or you can have it be an actual forward charge with the spear that lets you run through crowds of enemies. Or you can give them a unique slam attack that does full weapon damage and calculates your downward momentum (like Heavy Impact) to increase it's splash range.

    Video games are all about creativity and ingenuity. Warframe wouldn't be what it is today otherwise.

  22. 10 hours ago, SharkPot said:

    I love how maiming strike gets so much hate and people forget their condition overload builds with maxed primed reach on their polearms which have over 10m radius and all it requires is pressing 1 button, And doesn't lock a player into animation. If anything condition overload requires to be nerfed and not maiming strike.

    Is this a joke? You're against the concept of attacking things?  "all it requires is pressing 1 button". Yeah, it's called the friggin melee button. You're comparing macros with the literal gameplay mechanic of attacking things with your melee weapon

    There's a difference between a highly used mod that promotes build diversity and actual gameplay vs a niche one that promotes degenerative gameplay. By virtue of how CO works you actually have to walk up to things and hit them at least twice for the bonus damage to kick in. It's not a repetitive room clearing high mobility attack that, as you said, locks you into an animation and hits through walls.

    They're not even remotely comparable mods. Asking for a CO nerf is crazy. You might as well be asking for an Organ Shatter nerf.

     

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