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YUNoJump

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Everything posted by YUNoJump

  1. They actually addressed it in this update's patch notes, they changed the UI a bit and they should have better changes coming soon.
  2. The thing that gets me about the "no enemy score" condition is that it isn't really how you play Index, its an unnatural method. With the ally bots it's natural that the enemy scores a bit, but you don't need to worry as long as you score more and keep the timer up. Nightwave is partially designed to make you interact with parts of the game you don't normally interact with, so the weird side condition isn't necessary.
  3. I actually haven't seen any specific reasons that Ice Wave and Freeze aren't outclassed by Avalanche beyond Energy cost. A few people have said "his 1 and 2 apply Cold procs which increase crit damage" but Avalanche actually applies the same number of Cold procs (6), so that argument doesn't hold water. I just haven't been shown how these abilities are useful beyond incredibly niche stuff. Please explain your reasoning, you've just said "I disagree" with no further context. I'd love to hear how you think these abilities are an integral part of Frost's kit. I don't know what you mean here. News? None of this is "new". Frost's base kit hasn't been fundamentally changed since 2015. The only other technical change is that Cold increases crit damage, but as above that isn't a specific boon to his 1 and 2. I can't think of any other frame with an ability that is "a worse version of their other abilities but cheaper". That doesn't sound like interesting design to me. It's easier than ever to regain energy, and trade value doesn't really reflect that. There are now multiple Arcanes and Mods that grant energy (not just the vastly-overvalued Energize), and of course Zenurik. Frost only needs 167% Strength to fully strip armour, so it's not hard to make him efficient either. Besides that, despite his 1 and 2 being cheaper, they're not cost-effective. Ice Wave costs 50% of Avalanche, but casting 2 Ice Waves won't give you nearly as much effect as 1 Avalanche. Even more so for Freeze. You also don't get the armor strip. I don't refute that a lot of Passives are lackluster, that doesn't mean they shouldn't be better. Some frames have really good Passives, I think "really good" should be something we strive for. You're just saying "everything sucks so why improve?" Does Frost getting a better Passive negatively affect you in some way? His 1 and 2 would undoubtedly get buffed in any rework, does that negatively affect you in some way?
  4. Yeah I'm sure Freeze and Ice Wave have niche uses that some people swear by, but I highly doubt they actually see major use as part of Frost's overall kit. Everything has a niche, even Decoy, but if an ability isn't frequently used then that should be something to look at and improve. I would argue that Ice Wave and Freeze are just worse applications of what Avalanche does, with the relatively-minor downside of higher Energy cost (which is easily negated in modern Warframe's energy economy). Freeze is most useful for popping Globes, but that's a QoL tool rather than "Freeze on Globes is a cool ability". Other than his 1 and 2, his Passive is obviously also terrible, and "lots of other frames have bad passives" isn't a defence. Frost is strong already, especially in defence; it's just that his kit could be designed better. Reworks don't always have to be about making frames stronger, just improving their design. Plenty of reworks have focused on improving design rather than directly increasing strength. I think Frost would be more fun to play with a rework to his Passive, 1, and 2; I don't want Avalanche/Snow Globe nerfed or anything like that. Maybe bake Chilling Globe into the core ability, that's all I can think of. To be honest it seems like a lot of people in this thread are anti-rework because they're assuming people are calling their favourite frame bad. Frost isn't bad! He could just be better.
  5. Well yeah, I didn't say Frost is the ONLY frame that should get a rework.
  6. Helminth shouldn't be how we balance frames though, it's an optional system. A frame should be judged by its base form, not extra stuff like Helminth. Similarly, abilities should be good without needing Augments. Snow Globe and Avalanche are good, but Freeze and Ice Wave are incredibly lackluster, and "you can remove them" isn't a defence. Hell, you can only subsume one ability, so no matter what you'll still have one lackluster ability left over. I don't think I've ever seen a proper defence for these two abilities.
  7. There is a pretty decent chunk of progression between Natah and unlocking the pity shop for Voruna's parts. Technically you'd be able to farm her after The War Within, which isn't terribly far from your current position,, but her grind would be quite painful without the pity shop. The Railjack grind has been significantly reduced since it was introduced, I don't think it's that bad now. The Voidrig grind depends on how badly you dislike Deimos Vaults; I wouldn't say it's too bad compared to grinding for more recent Warframes, but some people hate Deimos gameplay with a passion so your mileage may vary. Damaged Necramech parts can also be obtained cheaply via player trading if you felt like it, probably less than 50 plat for all of them. Overall the best way to get to Voruna is to go along the Quest path, because you'll be doing that anyway. The grind itself isn't terrible, because the RNG is dampened by the pity system, and Conjunction Survival is basically just Survival with extra things to do. I wouldn't recommend buying her, just because there's a lot of better things you can do with that much Plat (like cool Deluxe Skin sets).
  8. I mean to say that WA's crit buff only affects the caster, not their allies. Compare that to Citrine's 4, which allows allies to benefit from the crit boost by hitting the crystals themselves.
  9. Wrathful Advance only buffs Kullervo, only affects melee, and is essentially single target. Crystallize freezes enemies in an area, buffs crits for any weapon that can hit the crystals, and can benefit other players. You can't really compare the two abilities.
  10. You might be overthinking it a tad, it doesn't have to use unique controls or specifically say "this Warframe uses American Sign Language". They can just have it so that the frame's animations are based on some form of sign language; eg each of their abilities is cast with a different combination of signs, or they sign some stuff in an idle animation. As for the language, DE could easily write backstory that doesn't specifically name a real-life sign language. If the frame hypothetically used a real-life language, but the story didn't specify the language as a real-life one, it'd be very easy to say "it's just a cool reference; in-universe the language comes from something else". Like how a bunch of Warframes and weapons have names inspired by folklore and historical figures. And yes it doesn't have to be ASL, but I think it'd be cool regardless of which language they used.
  11. This sounds cool as hell. "A frame with language/communication powers who communicates in a special way" already sounds like a cool backstory, and using sign language would be an amazing way to flavour it. Especially if they use a real-life example. And there's all sorts of places you can go with such a versatile theme; make their powers about "understanding" and give them a lot of CC/converting enemies, or make it like "power word kill" and explode enemy brains by cursing them with eldritch words. A Frame with powers based on blindness might be trickier, mainly because Banshee already has a monopoly on "sound" and actually implementing a blindness mechanic probably wouldn't be feasible. I think if they had a fully blind Frame it would be portrayed through their backstory rather than their abilities.
  12. I think it's just that Eternalism builds off of very simple concepts. Just the idea that the present isn't a single instant in time already puts you on a path to thinking about Eternalism. That's probably why the article doesn't say who "invented" Eternalism or whatever, because it grew naturally. You definitely seem more knowledgeable on the concept than I do though.
  13. In real life, Eternalism is just a way of seeing the universe. No it doesn't give us tangible outcomes, but there's no harm in thinking about it. On the other hand, Warframe invents a way for Eternalism to be proven true; that is, TMITW can open holes between "realities" when the Void gets spooky enough. Because of his power, Eternalism becomes a real explanation for how things work. Warframe builds off of the core theory to tell a unique story. The concept of a power fantasy has literally nothing to do with lore discussion. Power fantasy is a term to describe gameplay. In fact, cutscenes and lore and such show Warframes as being significantly weaker than how gameplay portrays them. Star Wars is known for being more fantastical because its world is so abstract and open to imagination. Things don't have concrete explanations (the force is basically just magic), and it's very easy to imagine various things existing in the world without having to worry about science or other minutiae. Warframe is much more scientific; most aspects of the setting can be explained as a scientific advancement. The craziest thing is probably the Void, but even that has rules and characters want to study it. It's not "fantastical", it's just really weird science. I'm not sure how plot armour comes into this; every genre of fiction can have plot armour. Sci-fi doesn't mean you can only use existing science, it means it's GROUNDED in science and embellishes it. It's called "science fiction" because it's based on fictional science, not just standard fiction involving science. How is DE not using real-life as a template when they adapt the real-life Eternalism theory to their story? Hell, they use our own solar system and galaxy, that counts as a template of real life too. Additionally, a massive amount of names and such are references to real-life things. That 100% counts as a real-life template. Bruh, I obviously didn't mean "use things that are proven fact in the real world". The Wukong frame is a reference to Sun Wukong, a fictional character. Does that mean that incredibly obvious reference isn't based on anything from real life? As I've said, the concepts behind Eternalism have been discussed for literal millennia, they're very clearly a part of history.
  14. literally google Eternalism my dude. People have been thinking about this since antiquity. I think the word you're looking for is "fiction" not "fantasy". Warframe is much more sci-fi than fantasy, and most of the more fantastical elements are framed as "science we don't understand yet". There are no limits to fiction, but without a believable world you can't make GOOD fiction. What's a good way to make something believable? Use real life as a template. A lot of the best stories of all time have deep roots in real life, especially fantasy as you mentioned. Eternalism is an example of this; rather than thinking up some mumbo-jumbo multiverse excuse, DE did their research and pulled from real life discussions on how one might access different versions of something.
  15. Ok so no actual argument, cool. Eternalism is a literal real-life philosophical theory, which DE managed to accurately portray. Understanding it gives you an entirely new perspective on reality. When TNW came out, there were all sorts of threads discussing it; from people trying to wrap their heads around it, to people theorising how it will shape the future plot. What makes it so interesting is that Eternalism isn't some special property of the Warframe world, or some crazy Void magic. It's just how the world works, and our world might even work the same way. Granted, Eternalist concepts can be manipulated with crazy Void magic, but Eternalism itself is a purely scientific concept.
  16. It'd only be "lazy" to introduce multiverses if they needed it to explain something, but the thing they needed an explanation for (Operator and Lotus "dying") was introduced in the same story update as Eternalism. How can you have a lazy solution to a problem when the problem was created at the same time? The only other explanation is that they absolutely needed to do a "fake death" beat, but if that was the case then they wouldn't have made it so clear that it was temporary. They clearly put a lot of effort into the Eternalism stuff, they even read up on a real-life pseudo-multiverse theory. They could have easily said "it's a normal multiverse" but they explained everything in a unique way that avoids most of the problems that multiverses usually have. They probably did the Eternalism stuff before they did a lot of the rest of the story tbh.
  17. It's not necessary for Incarnon weapons to start out useless, it's just that ceremonial weapons were the only ones on the Zariman when the incident happened. If I had to guess why they were Incarnon-ified, I'd say that Cavalero wished he had some real guns, and because the Void's power makes imagined things real, the guns changed in the incident. They gained lethality in a Void-styled way. If I had to guess why Incarnon Genesis weapons work, I'd say that we're deliberately choosing certain weapons to become Void-touched, and using the Undercroft's affinity with the Void to charge them up. Duviri (and the Undercroft) is basically a subdimension within the Zariman, so it's just as Void-steeped as the ship itself is. We even know that Wally is trying to break in like he is on the Zariman. Beyond that most of the system is game mechanics rather than lore (eg the rotations and getting an item instead of needing the weapon first).
  18. It's theoretical because in our world, we have no way to form a connection with other Eternalist "realities", so we can't prove they exist. In the Warframe world it's not just a theory, because the Man in the Wall can actually form those connections. Obviously it's hard to say *how* he does it other than "Void magic"; Conceptual Embodiment might be involved, but I assume it goes deeper than that alone. Based on his name, I'd assume the "Wall" is the metaphysical wall between realities; CE allows him to affect realities outside the Wall (eg Angels, Operator powers), but that doesn't explain his ability to actually reach those realities, or how he came to exist within the Wall.
  19. Eternalism is less about a "multiverse" and more about the fact that the "present" doesn't really mean anything. As such, the "multiverse" isn't "caused" by anything, rather the Void just proves the theory correct by making alternate timelines accessible. The core concept of Eternalism is that all points in time are equally "real". This means that when a choice is made, all outcomes of the choice "exist". The only thing that makes one more "real" than the other is the perspective of the viewer; the Operator sees their own reality as "real" because they can't see the Drifter's, but they aren't alternate realities, they're just alternate perspectives on the one single reality. This concept would exist without the Void (in fact, it's a concept that exists in real life). What the Void does is link the Operator with their other "outcomes", through the handshake with TMITW. The Drifter would always exist, as well as a theoretically infinite number of other Operator/Drifters. The Drifter isn't from an alternate world, they're what you can see through a window when the curtain's been drawn back.
  20. IMO the best strat is to only use the Xoris, and use a frame with good defence like Revenant. The Xoris's fully charged explosive throw can also generate charges, so as long as you throw it at groups of 3+ Specters at once, it will stay charged and pretty much always one-shot them. The fully charged explosion has a huge range so you should be able to sustain time. Other than that, make sure to get the trapped Solaris and the time bonuses, and destroy the Specter Particles so that they don't reform.
  21. It seems like "unique alt-attacks" are the trick DE has settled on for making new weapons unique. As long as they keep them interesting that works for me; that seems to be an issue that's creeping up on them with guns. So many automatic guns with a big explosion as the alt-fire.
  22. I'm sure the Duviri Quest will be kept relatively easy, the last thing DE wants is newcomers quitting the game because the intro quest was too hard for them. The actual Duviri main content, i.e. the "roguelike" aspect, will probably have to be at least somewhat challenging, otherwise the roguelike elements wouldn't matter. Roguelikes have to be hard, that's just how it is. Not to say that it's impossible for the game to be "too hard"; if the enemies are difficult enough that it's not a challenging fight anymore then I'd expect nerfs. People complain about literally everything though, and life goes on. There's not really much point guessing how mad people will be, just enjoy yourself.
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