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Amazerath

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Posts posted by Amazerath

  1. Absolutely loathe what you guys did with the avionics to mods transition. I had a railjack that could handle missions that drop tier 3 equipment before. Now my railjack has been downgraded to tier 2 content because it lost all of its health, shields and armor. It can't survive unless I'm inside babysitting it, so I can't properly do the higher level missions like I used to. This means I'm now being forced to grind again for things that I already had. And I'm not even talking about all the time I would have to waste because my avionics are now mods and my grid slots now need polarities.

    In eight years of Warframe I've seen lots of things I disagree with. However, this is the first time I'm actually disgusted by the way you guys have handled things. All you had to do was to give early adopters a decent basic Plating and a few polarities so that we wouldn't lose progress. But you chose to make a mess of things instead.

    I won't even bother to post any more feedback on this.

    • Like 7
  2. 2 hours ago, ES-Flinter said:

    Then they have to buff the weapon/ riven but not nerf the mission!

    And not every weapon has to be viable. New and more expensive gear is always better than the old one. It's the own choice if someone want to go with the time or stay behind.

    According to Rebecca's post, The Steel Path is not supposed to be associated with endgame: https://forums.warframe.com/topic/1203260-the-steel-path-upcoming-hard-mode

    So strong gear barriers that force you to only use the best of the best have no reason to be in this game mode. Of course, that is assuming DE isn't already confused about what they are trying to accomplish.

    • Like 1
  3. My opinion is that there's a difference between remembering something that costs you time and remembering something that requires you to grow as a player.

    Emptying three magazines to kill a single grineer lancer doesn't require you to be skillful. It doesn't require you to think. It doesn't require you to be good. It only requires you to be patient.

    However, dying three times because none of your standard strategies are working against a boss, and then having to come up with something new is a different matter. It requires you to take new things into account. It requires you to grow. It teaches you player skills that you will use from that point onward, sometimes even in different games.

    As it stands, The Steel Path does not teach player skill. It teaches min-maxing. Do we need a game mode solely for that? Not really, we already have the Wiki. But many players claim that it's enjoyable to shoot at things and see them survive. Well, my question to those players is: what is stopping you from removing the mods from your weapons and experiencing that on a level 30 mission? Why do you need a new game mode to do something you can already do on your own? You can even go as far as creating your own custom difficulty by choosing how many mods to remove, or reducing their ranks. Yet nobody seems to do it even though they claim they want enemies that survive.

    Self nerfing has been my hard mode since 2015 or 2016. I never felt the need to go as far as to remove mods, but I pick weapons and warframes that I know are not good for some of the missions I'm running. It's pretty fun and it teaches you a lot. I recommend it.

     

    • Like 5
  4. I was thinking about this and I went back to Rebecca's post on what Hard Mode is supposed and not supposed to be (https://forums.warframe.com/topic/1203260-the-steel-path-upcoming-hard-mode). And I think I noticed some important details which I'll share here. Post is a bit big, so I put it in a spoiler.

    Spoiler

     

    According to Rebecca's post, Hard Mode/The Steel Path:

     

     

    It is suppposed to be a "Higher Difficulty Series of content that rewards exclusive cosmetic decorations, emotes, and mastery."

    I think everyone (including me) read this one as "more challenge". But that's not exactly what's written is it? "Higher difficulty series" refers to the start chart missions being at +100 level. It doesn't necessarily mean DE wants this thing to be a challenge, and this becomes a lot more evident further ahead.

     

    It is suppposed to be "An extra layer of opportunity for players to use their powerful gear to take on threats at a higher level without having to wait in missions for long periods of time."

    This one also has nothing to do with challenge. They're just saying they want a place for people to fight high level enemies without having to wait for hours. Let's keep going.

     

    It is suppposed to be "A way to engage with some better scaling Affinity and Mod Rewards."

    Pretty clear. You get more affinity and more mods. No mention of resources or anything else aside from what was pointed out in the first bullet point (cosmetic decorations, emotes and mastery). Moving on...

     

    It is NOT supposed "to be associated with the nebulous ‘end game’ topic."

    Wait a minute... This thing is NOT SUPPOSED TO BE END GAME. Which kind means it is not designed to be challenging, right? At least not challenging in a way that most of us are looking for. And I completely missed this the first time I read the thread. So this begs the question, why the heck is DE calling this "hard mode"? It's making people expect something that's probably not what DE wants to offer with Steel Path to begin with. But let's keep going.

     

    It is NOT supposed to be "overly complicated in its goal to simply provide higher level content and some exclusive rewards."

    This seems to be saying "this is just supposed to be a simple way to give you higher level content and some rewards, please don't take it too seriously". And taking it seriously is kind of what we are doing, isn't it? Of course we are! Because this thing is being called "hard mode" which must mean it's |END_GAME_CONTENT| !!! Except... they already said that it is not... It's kinda confusing. Moving on to the last bullet point...

     

    It is NOT supposed to be "tiered. We are providing one 100+ level pass to be cognizant of matchmaking for our first iteration."

    So they probably want to add tiers but will not do that just yet. They want to get things working first. Sounds good. Then again, if it's not |END_GAME_CONTENT| then why bother adding tiers? Isn't that kind of a contradiction? It's seem strange to me.

     

    So my conclusion is that DE either didn't do a great job at communicating with us (which happens a lot), or even they are not entirely sure of what they want this game mode to be (which also happens a lot). So I guess in the end we'll have to wait and see. I believe there's a chance that DE will end up pushing this closer to end game content then they were originally planning to. But it's also possible that that they'll keep it as it is and stay away from end game for now.

    Either way, if they don't want this to be super challenging then they should probably make that clear. Six sentences to describe a game mode is not exactly great.

    • Like 1
  5. 1 hour ago, RailJakt said:

    I can seriously image the suffering, having our archwing guns doing so little damage towards it and I just fear the archwing missions we'll have too do, if we don't get one shot of course, though we can hope someone that has the test client to reply soon enough and see how it scales.

    I'll start by saying that I don't like archwing and that don't invest a lot of my time and resources into it. My best weapon is a fully ranked and modded Imperator Vandal.

    With that out of the way, I did try out one of the lowest level archwing missions and it was taking me around three seconds of uninterrupted fire to kill a single enemy. Now, the mission I did was a mobile defense so damage wasn't a problem. I had Amesha and I abused the third power to protect myself and the objectives. I basically waited until the mission was done and it was about as easy as you can imagine. I ran this mission solo.

    However, if that was an interception mission I imagine things would have been completely different. I'm not confident that the archwing weapons and mods at our disposal will be able to keep up. But I would like to hear the opinion of an archwing expert, which I'm clearly not.

    Either way, keep in mind that DE will probably make a lot of changes before this thing hits public (that's the entire point of this whole test). So everything I'm saying today might be completely irrelevant in two or three days. We'll have to wait and see.

  6. I would only use melee against Protea with a warframe that has invulnerability (like Valkyr or Nyx) or with a warframe that has seriously good defensive powers (like Gara or Revenant). Otherwise, just use ranged weapons and aim glide. Staying in the air reduces enemy accuracy and that means you'll take less damage.

    Also, I didn't try this out myself but I imagine you can go invisible and she should be unable to do anything.

  7. 3 hours ago, (PS4)Hopper_Orouk said:

    It's not inconsistent

    You're getting away from the 10 meter range from venari

    Just try it

    Target yourself, then run away from venari, you'll notice that the heal is gone

    I'm not talking about the healing effect on my Khora. I'm talking about when you target something that is stationary and Venari starts healing it but then stops on her own after a few seconds. Then you have to recast the power to continue healing. It's like there's a hidden duration built into the power.

  8. Defend is bad, yes. It should probably be replaced with something else. But I disagree with what you're saying about the healing.

    Venari automatically moves close to whatever it is that you told her to heal. So I don't see how range is a problem when you can simply target yourself and she will approach and heal you. The only problem I have with the healing is that it's inconsistent. Sometimes it stops without warning and then you need to start it again.

    Also, Khora is not a healer warframe or a support warframe. She doesn't have (and shouldn't have) better healing then someone like Oberon. However, if what you want is for Venari to heal you, then all you need is Hunter Recovery. It will heal for ridiculous amounts provided Venari has targets and is dealing enough damage.

  9. They nerf certain weapons because too many people are using them and then force everyone to use a single weapon to do this mission. DE being super consistent as usual. But I think the biggest problems with this game mode are the rewards and how incredibly basic the whole thing is.

    Of all the rewards, the only one you would probably want to get multiple times is Void Traces. And even then the amount of Void Traces you get is pathetic. So unless you really love credits and endo, you have no reason to ever go in there again once you have grabbed everything. The game mode has already been sentenced to death just by looking at the rewards alone.

    And then if you look at the gameplay, it's basically a shooting gallery. You stand still (or preferably walk around in order to avoid the beams), the enemies show up and you kill them until the timer expires. And while it is fun to produce massive explosions with the Xoris, it gets old fast. This is not really a game mode. It's more like a Ludoplex minigame with more effort put into it.

    • Like 1
  10. 15 hours ago, Tyreaus said:

    I see the reason Warframe can't have difficulty is because the progression is inverted.

    [...]

    I think, while damage is pretty common among difficulty options, the underlying issue with all of them is that Warframe's playerbase, by and large, doesn't seem it would like the changes needed to get difficulty. The most common example is player damage. Nobody likes nerfs, after all. But what has been cited in the past is "annoying enemies in Orb Vallis" and "nullifiers" and "enemies are too tanky". Those aren't without merit, don't get me wrong, I agree with the sentiments at times. But it's hard to look at the game and think "hey, maybe we should make enemies harder to kill" when the playerbase seems to reply with "no" before you've even started touching code.

    I agree that the progression is inverted and I also agree that there is no single way to look at difficulty and balance. I think the struggle is to choose the path that offers the most to the players (and to the game) without taking too much time and resources. But that's why the discussions are important. And that's also why it is a process, not just a single magic update DE drops one day and says "there you go, we've done it".

    That being said, when it comes to how the community responds to something, it depends a lot on how the idea is presented as well as credibility. And DE unfortunately is not very good at communicating and not very trustworthy when it comes to adding challenge or balancing things. So sometimes when DE shows up with an idea, you think about all the many ways in which it can go bad and how it can potentially take years for them to make it right again. Because it many cases that's how long we had to wait.

    • Like 3
  11. 39 minutes ago, GKP_light said:

    And it is not a problem. or if it is a problem for someone, this someone should change of game.

    The warframes are strong, and should be strong.

    Yes, anything hard can be overcome with those powerful warframe. 

    But it is what i want, and it is why i want a hard mode : actually, we don't need anything to win easily any mission. We can run with an ignis and without a brain, kill everything, and finish the mission. In a hard mode, we would need to use the warframe, create strong team, ...

    It is not a problem in the sense that it should be abolished. It is a problem in the sense that it needs restrictions. Generally speaking, power (and feeling powerful) is not a problem. But complete absence of restrictions is.

    What DE is going to give us next week is not a hard mode. All they're going to do (according to the devstream) is to give us the ability to play standard missions against enemies that are 50 or 100 levels above the default. Now, do you know what a level 50 enemy and a level 5000 enemy have in common? They both get destroyed by crowd control. So that's what you're gonna see, over and over and over until everyone is completely sick of it or until someone finds a way to instantly kill groups of level 5000 enemies. And then you'll be seeing that over and over and over instead.

    I'm looking forward to hard mode too, but for a completely different reason. I think it's going to expose the flawed core of the game for everyone to see. And then maybe I won't need to put this much effort into explaining why change is necessary anymore.

    • Like 2
  12. 18 hours ago, Zeranov said:

    [...]

    Hmm... I guess DEs knows this too and after 7 years they are now in a situation were the broken wackyness of the game's mechanics is a defining trait which makes their product kinda unique among all looter shooters. There is a strange joy in fighting impossible odds which are created in some endgame missions on the one side and overtuning your own arsenal in ways unthinkable in other games on the other so you can overkill the strongest enemies to the Void and back times -2 147 483 646.

    [...]

    That was a nice post. I quoted this part because it's the one I consider the most important.

    The identity of a game is very important to its community. I understand that and I know DE does as well. And back when when DE decided to kill chopptering and introduce Parkour 2.0, people had the same concerns. Everyone thought it was going to change the identity of the game, that it wasn't going to be Warframe anymore and so on. But turns out that didn't happen. People complained but then eventually learned how to take advantage of the new system, adapted, and moved on.

    What I'm trying to say is that while I think it's important to respect the identity, it is also important stop that identity from completely taking over everything and shutting down potential. Warframe has always been a game fed by potential. Those of us who joined in the "early days" have seen how much the game has grown because of this. But some of that growth was only possible because of tradeoffs. Chopptering had to be toned down for Parkour 2.0 to be a thing. And as long as the end result provides us with room for improvement then I think the community will adapt and the game will continue to grow.

    As long as you're not specifically aiming to stop the things that are fun, Warframe will continue to be broken and wacky in a good way. It's not about reaching 100% balance where everything feel bland and your choices don't even matter anymore. It's about getting to a point where you have to make choices instead having everything at your disposal. Is that easy to do? Nope! It's a long and difficult process. But I think it's necessary.

    • Like 3
  13. 12 hours ago, Colyeses said:

    Do not blanket nerf on account of specific bad apples. Mesa's ult is not a valid reason to nerf Ember's fireball, and Limbo's cataclysm is not a valid reason to nerf Vauban's Bastille.

    The first sentence in the post you quoted is: "The core of the problem is the spamming of warframe powers". I don't know how you went from that to "Warframe A and B are too strong so everything needs to be nerfed".

    To clarify, Banshee (one of the least used warframes) has potential to lockdown entire groups of enemies of any level indefinitely. Mag (one of my favorite warframes) can do the same by using Pull alone. Ivara (who doesn't excel at damage or crowd control) can simply go invisible for an entire mission and bypass any fight she doesn't want to get involved in.

    This is not a problem created by one or two warframes being too strong. This is a problem created by years of adding and only weeks of balancing. And balance doesn't mean just nerfing the things the majority of people are using (which is something DE loves to do). Balance is also about improving the things that have no reason to be used. For example, why do we have so many underwhelming augment mods that don't offer more build options? Why are air support charges so useless? Why haven't specters been updated in so long? Why is weapon performance so incredibly different even when they have similar requisites? These things are also part of the balance discussion. It's not just nerf Mesa, nerf Saryn, nerf Limbo and nerf whatever else the meta gravitates to.

    • Like 2
  14. Due to the highly suggestive nature of the bug I've decided not to post screenshots for this one. Suffice to say it affects Titania's dignity😏

     

    Steps to reproduce:

    1) Equip Titania with a staff weapon such as the Scourge. Keep in mind staff weapons are the ones that you can throw and shoot, not to be confused with melee polearms.

    2) Fire the weapon and move around. You'll notice that the weapon hand will clip into the body. The bug only happens with the firing animations and it's particularly noticeable when moving straight to the left or to the right.

  15. @(PS4)IIFrost_GhostII

    Not necessarily, but I wasn't presenting it as a solution to the difficulty problem. I was just pointing out that while it is possible to create challenge without touching warframes and weapons, it only works as a temporary fix. It's not ideal.

    It would be interesting to explore these options later for specific game modes. Maybe even use them on Sorties, Nightmare Mode or Arbitrations. But that's another topic entirely.

    • Like 1
  16. 2 hours ago, MacIntoc said:

    No one to think that the problem is not the warframes or weapons but the missions ?

    The only way to create challenge through missions with things the way they currently are is to make missions with heavy restrictions. For example, a mission where all your mods are only leveled half way. Or a mission where you can only equip four mods. Or something like Elite Onslaught where your power will literally get blocked if you use it too much.

    That is possible, yes. But it's basically the same as using duct tape to piece together something that's broken. It's a temporary fix, not a solution that will allow the game to grow and improve in the long run.

    • Like 5
  17. @keikogi

    I don't think it was anyone's specific idea to give us unrestricted lockdown tools. It's something that happened progressively as the game matured and DE didn't really try to stop or adjust it. I'm sure they had their reasons but like I said before they can only avoid this for so long. The game or the community will eventually require them to act.

    As far as enemies go, that is another big discussion. Because while I agree that the majority of their attempts have been bad, there's maybe one or two examples of enemies that have resistance mechanics I actually like. But even though I like these enemies and support their mechanics, they don't offer solutions to the spamming problem. They're just slightly better at handling damage coming from our weapons.

    I mentioned the corrupted mods mostly as one possible starting point. But I think it's clear that the difficulty problem isn't something they can fix by acting on just one front. If they do that it's not going to be effective and it's also going to send the wrong message. Just as the problem came about in a progressive way, the solution also needs to be progressive.

    Lastly, I wouldn't worry too much about what Scott or Steve said in any particular moment. There are people inside DE who absolutely want the game to be more balanced and probably also want these bigger changes to happen. But balancing a game must feel scary to developers since it isn't something that's guaranteed to please the majority. I hope the overall positive reactions to recent balance changes has shown them that this is probably not as scary as they think it is.

    • Like 2
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