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Amazerath

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Posts posted by Amazerath

  1. Ember:

    Overall it's an improvement but there are many troublesome things about her rework. I'll point out the problems that bothered me the most.

    1) The visual/audio indicators for when you start to overheat are insufficient. When things get busy you simply can't notice your energy is being drained. And since overheat causes you to lose energy very quickly, this is not ideal. It forces you to keep looking at the indicator at the side of the screen when instead you should be focusing on what's in front of you. If you need a good reference, check the Pyromancer class in Warhammer Vermintide 2. She has an overheat mechanic with amazing audio and visual indicators.

    2) I don't like being forced to waste energy in order to preserve energy. I have to constantly cast Fire Blast in order to stop Ember from overheating even if there are no enemies around me. That means I'm throwing away energy in order to avoid losing energy, which is very silly. You can turn Immolation off directly but then you're asking for a random enemy to one shot you.

    3) Having your damage reduction from Immolation going up and down all the time is kind of a pain. This is further aggravated by the fact that this damage reduction is basically the only thing stopping you from getting one shot by everything around you. Immolation doesn't feel reliable or safe. It feels like an annoyance that keeps nagging you for attention.

    4) You should not instantly lose all of your damage reduction under any circumstances (and this isn't exclusive to Ember). Having enemies that can drain your energy or shut down your powers is generally ok. But you should not be exposed to instant death just because an enemy in a different floor or room was draining your energy without you even noticing. It is equally annoying to suddenly die because you were attacking a Demolyst with a melee weapon and they decided to randomly disable your defensive power.

    5) Fireball is stronger now but it will remain forgotten because of how energy starved Ember is. You'll never want to use Fireball because you're constantly dumping energy on Fire Blast in order to stop Ember from overheating. So you have to choose between spamming Fireball to get the combo up (keep in mind you're still spamming Fire Blast as well), or casting Inferno once. I simply can't find a good reason for spending energy on Fireballs. In the end, it's a similar situation to what we had before. If Ember's survival is related to her energy reserves, that automatically discourages players from spending energy on non-essential powers or on doing cool stuff.

  2. 32 minutes ago, eXotic said:

    It's not a thumbs down to the years of enjoyment this game has brought me, it's a thumbs down to the current state of the game and where it's heading, i wrote my first review in 2015, it's been a positive one for 4 years but i feel like i just can't support this game with how it is now, i hope that cleared it up :P.

    It doesn't really change anything because you're using problems that you didn't care about in the past to try to justify not liking the game in the present. That reasoning is flawed because it's a problem caused by your perception changing over the years, not by the game changing over the years.

  3. Your review would make more sense if the problems you're pointing out were brand new. But most of them are as old as the game itself and many were far worse back then. So it's very strange to say "don't play this game because of these problems" if the problems mentioned didn't stop you from enjoying it back in 2014.

    If you've grown tired of the game and are no longer having fun, that is understandable. Every veteran has to deal with this at some point. But giving the game a thumbs down out of frustration and ignoring the years of entertainment this free game gave you doesn't seem fair to me.

  4. 17 hours ago, [DE]Bear said:

    What we can say with certainty is that your concerns have been heard, and they are at the forefront of our minds when we consider alterations. The changes to quick-melee, how channeling and blocking are affected all the way to how Valkyr’s power set has felt the knock-on effects of blocking changes. As we are sure you can understand, this transition will be much more complicated than the transition from Melee 1.0 to 2.0, and we want it to be the best that it can be.

    No amount of complexity justifies how silent and vague you guys have been (and continue to be) on this subject.

  5. When you make a new cosmetic of this kind you need to choose between making something that mixes well with previously released content or making something that looks completely new and unique. You can't have one without sacrificing the other. And this time they decided to go with 'completely new and unique'.

    If you want to be able to mix and match with emissary pieces you'll have to wait for DE to release additional infested pieces. This was pretty much their first infested set, after all.

  6. I think you should avoid running anything that could potentially be used to automate gameplay. For example, using Autohotkey to rebind keys is not cheating but I'm pretty sure that would trigger cheat detection anyway because Autohotkey can also be used to make macros that "play the game" for you. DE probably has a list of software that have this kind of capability and having them running when you play Warframe could be enough to trigger the system. It fits the response you got from Support too.

  7. 16 minutes ago, (XB1)GearsMatrix301 said:

    Well if you didn’t believe that then why bother making a comment that creates a contradictory tone against the OP? 

    I made no comments about anything and this contradictory tone you're talking about is something you decided by yourself. If you want to believe that my question must mean something more then they do then that's up to you. But I'm not interested in discussing your assumptions. And since it doesn't look like the OP will answer my question it's probably time to move on.

  8. Wiki has a list of crowd control attacks that work on them: https://warframe.fandom.com/wiki/Amalgam  (scroll down to the "Demolysts" section)

    Keep in mind you can't permanently stun lock them. So you're still gonna need something that can deal tons of damage very quickly. You also need to be able to find them before they approach the objective. Either use the sounds they make to figure out where they're approaching from or memorize where their spawn pattern.

    Having a good team that doesn't just wander around aimlessly also helps a lot. Demolysts are not very solo friendly.

    • Like 1
  9. Hildryn is so overpowered that any kind of balanced build will work for her. You just need to make sure you're always using her second power because that's what feeds her entire powerset as well as your survivability. If you don't have overshields all the time, you're exposed to Toxin and Slash procs and those can potentially kill you instantly.

    Her third power is also useful for extra damage and team buffs, so leave it on unless for some reason you're having trouble keeping your shields up. As for the other two powers, her #1 is just an alternate super powerful secondary that uses shields as ammo and her #4 is mostly for situations where you absolutely must have crowd control. Both are situational powers you can choose to use or ignore.

     

    If you need a simple and functional build for reference, here it is one:

    Duration 155% - Primed Continuity

    Efficiency 130% - Streamline

    Range 175% - Stretch and Augur Reach

    Strength 154% - Intensify and Augur Secrets

    Last two mods are Adaptation and Redirection. Exilus slot is empty. Aura is frigging Sprint Boost but you can give her whatever you want. She's a monster so it doesn't matter.

  10. 30 minutes ago, Flameend11 said:

    plains of duviri

    The original name was "Planes of Duviri", not plains. I think that word alone indicates where they are going with this. Especially since Steve and other people inside DE are into Dungeons and Dragons.

    I think the trailer already showed us what's going to happen. In the trailer you see an operator getting hit by a Void storm and then getting sucked into the Void. So that's one very easy way to start the Duviri story. Another possibility is that you'll get sucked into the Void when warping around with your railjack ship. Because the railjack travels through the Void when it warps from one place to another. The same giant orokin worm that shows up in the Duviri trailer also showed up during the Empyrean demo when Rebecca's ship was warping. So  there's already at least to simple ways to get sucked into the Void and start the quest.

    Another important thing to keep in mind is that Duviri planes aren't going to be a place you visit once and never return to. There's no way DE would spend months making an entire new area with new gameplay, weapons and enemies that you only see once. You're absolutely going back there. So you probably won't need to kill yourself every time you want to visit the planes. Maybe you'll just need to find another Void storm or maybe your railjack will eventually be able to take you there.

    That's not to say the assassination idea is bad or makes no sense. It's just not very practical for a game like Warframe. But I agree that the planes are probably going to be a very weird place where time doesn't exist or doesn't matter. You'll probably see the Man in the Wall again and he will very likely be the reason why you're stuck and powerless.

    The only thing I'm still kind of wondering about is why DE showed us an aged operator. Some people say it was a reference to Dark Sectors but maybe it's an indication that you will play "old operator" when you're inside the Void and "young operator" when you're outside. So it could be a new game mode separate from the rest of the game. Then again, Steve clearly said during the Tennocon stream that they don't really want to make a new area that is disconnected from the rest of the game.

  11. 1 hour ago, yles9056 said:

    I guess you are right about companions attack command. The command feature is more like a "get over here and do your thing" command.

    And I totally agree Nyx needs a lot of love. But I'm not entirely sure what she needs exactly.

    She needs her first power and her third power not to do essentially the same thing. She needs her second power not to be a waste of energy. And she needs her fourth power to be a bit better and more interesting to use. Oh and a passive that isn't a bad joke would also be nice.

    The community has been posting ideas for all of these since 2013. The list is endless, DE only needs to pick and make it happen. But whatever they do, they need to understand that what stops enemies from turning into useful allies is their AI. Mind controlled enemies spend half their time jogging around and getting shot at. When they finally decide to shoot back they still won't do it until they find some cover to hide behind. And then they start shooting and manage to miss half their shots against a slow moving target. You can pump up their damage by 9000% and they will still be of very little use because they were designed to be slow and stupid, not smart and responsive.

    If DE can't figure out a way to stop their AI from ruining powers that turn enemy against enemy then nothing we suggest is going to work.

  12. The concept isn't bad but it is also not useful. And you can check this yourself right now by playing Khora because she can already command Venari to attack targets.

    Even though Venari is incredibly quick, agile and deadly (none of which are traits of mind controlled enemies), once you start giving her attack orders you'll quickly realize that what you're doing is essentially the same as pointing a gun at an enemy and opening fire. And when you notice this the concept falls apart. You'll forget about Venari and you'll focus on your weapon instead simply because it's more efficient and/or fun.

    Could DE do something different to make giving attack orders more interesting? Absolutely. But if they are going to put time and effort into that they might as well do a full rework, which is what Nyx truly needs. She's a warframe made with 2013 ideas that were already kind of dry even back then. Fast forward to 2019 and what you have is a warframe with one of the most boring and least useful powers in the game. Almost nothing she can do is unique and every unique thing she does works against her in some way.

    That problem can't be solved with only a small tweak here or there. And DE has already demonstrated this with their last attempt at improving her.

    • Like 1
  13. So I just finished a 16 minute Disruption mission with only two other players and got 137 hexenon. It could have been a bit of luck but this was with no booster, no kavat and no Nekros (though there was a Khora who could be using Pilfering Strangledome). I also ran Exterminate missions many times and got everything from zero to 52 hexenon, which doesn't seem incredible until you take into account each run only took me about 5 minutes and I was doing it solo.

    The reason why I think some people may not be getting as much hexenon as they should is because maybe they're not moving around enough. Lots of warframe players have gotten used to relying on stationary Nekros to farm resources and that doesn't work as well for hexanon because this resource only drops from lockers, containers and amalgams. Lockers and containers don't move towards you and amalgams have really low spawn rates (Disruption is somewhat different). In general you have higher chances of encountering an eximus unit then an amalgam enemy. So if you don't constantly move around you will potentially get way less hexenon.

  14. For starters I recommend focusing on her buffs because it's the best she has to offer. And all you really need in order to do that is to add Power Strength. Depending on how much you add you might want to reduce the amount of survival mods you equip on her (assuming you haven't done so already). That's what most Wisp players seem to be doing right now. You see lots of reservoirs everywhere but her other three powers are rarely used. And it's not because they're bad, it's just that they are a lot more circumstantial.

    You can make a Power Duration build for invisibility and you can make a Power Range build for crowd control, but in the end it doesn't change all that much. She still plays kind of similar. That probably will stay that way until we get augments or until someone finds some crazy weapon interaction with her (e.g. old Mirage+Simulor combo).

  15. I was reading some posts from Switch people yesterday and they believe that there's something wrong with the drops. And I'm starting to think they're right because when this came out on the PC farming hexenon was really not that difficult. You went into Disruption, you stayed there for 30 minutes or so and you left with 100+ hexenon (sorry I don't remember the precise numbers anymore).

    I never even felt the need to check Dark Sectors because I was already getting plenty of hexenon from Ganymede runs. But now some Switch players are saying Dark Sector is actually giving them more hexenon then Disruption. Yet their hexenon numbers seem to be lower then what I was getting on the PC.

    So maybe DE lowered the hexenon drop (I know they did that for neural sensors). Or maybe they lowered the hexenon drops by accident when they were trying to adjust the neural sensor numbers. Either way, if you're getting something like less then 50 hexenon in a 30 minute mission that seems completely wrong. And I mean wrong as in "not intentional".

  16. 1 hour ago, GinKenshin said:

    this is helping. you can't ask every single Q you have here, you have to do things yourself and do your own answering eventually 

    No, my friend. Helpful behavior would have been to post the information the person asked for, or at least a link to a website that contains that information. What you did was to post a snide comment and now you're trying to act as if you were being constructive. I am not convinced and I don't think I'll ever be. So I see no point in continuing this discussion.

    • Like 4
  17. 6 minutes ago, GinKenshin said:

    there's a thing called research which you can do to find answers to almost all of your questions, try it 

    In case you didn't notice, you're in the "Players Helping Players" forum. If you're not interested in helping then this might not be the right place for you.

    • Like 14
  18. Just now, (NSW)Gunz said:

    The problem I've had with that is that demolysts get stupidly hard as the mission goes on, and the hexenon payouts don't seem that much better in terms of time invested to hexenon collected.

    Amalgams drop hexenon. But if your team can't kill them then it's no use. So you'll need to recruit people who are up to the task if joining randoms is not working.

    Aside from that, the Wiki has a list of warframe powers that work on Demolysts:

    Spoiler

     

    For slowing them down:

    Frost's Snow Globe. Nova's Molecular Prime. Valkyr's Warcry. Atlas' Tectonics. Khora's Ensnare (Venari can also interrupt them while attacking). Hydroid's Undertow. Loki's Switch Teleport.

     

    For damage:

    Nova's Antimatter Drop. Mesa's Peacemaker.

     

    Sleep:

    Baruuk's Lull. Ivara's Quiver. And also the set bonuts from the Aero mod set.

     

     

    In my experience, Disrupt is the best source of hexenon. It only took me a few days to get everything I needed (playing casually) but that was on PC.

    • Like 1
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