(PS4)Crixus044

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  1. (PS4)Crixus044

    Please tweak what counts as a headshot

    Line up 3 corpus prod crewman, use a projectile weapon to have clearer hitbox accuracy (yes this is a thing, projectiles are better with hitboxes than hitscan), jump, aim glide, drag scope them. I use boltor prime.
  2. (PS4)Crixus044

    Challenges Warframe Needs to implement

    Again, these solutions must be done in unison. I don't think you get that part of my proposal, that you can't have one change without the other. You're main gripe is fixing AI and giving them more mechanical answers to our tactics. While this is a piece of the pie, it aint the full box. Your example of how you can just go invis and tee off on an enemy is good for mechanics, but what happens when you outdo that? What happens when you beat an enemy's mechanics? It's a cake walk. This is how cheese comes. Inversely, no amount of health is enough for a tomato can AI. This is how we currently cheese. We need improved AI AND levels. Either or won't cut it. That's my proposal. And yes, longer ttk means more time the enemy is on the field, which means reduced kps, thus harder time doing endless runs as well as more risk of being in danger.
  3. (PS4)Crixus044

    Challenges Warframe Needs to implement

    I urge ya to read the second link i put up, but just incase, I'll put the idea here, because you're not wrong, but i do address this. " The term bullet sponge has been demoted into something bad, but it really isn't. The correct term is a boxing term we use called tomato cans. If enemies are just a bunch of tomato cans, where they hardly do anything, just taking hits and bleeding out, THEN you have a problem, but a bullet sponge enemy is good to have on the field. Think of it this way, there's multiple facets to difficulty. Each involves a challenge to an aspect of our perks. DPS , EHp, and mechanics. You need a challenge to all 3. Nox are terrific examples of enemies that have all 3 or maybe 2 out of 3. They have the dps, they have mechanical barriers, and they have high health. Does every enemy need to be a nox? That'd be cancer incarnate. But the idea had to be there. Nullifers are great examples of mechanical difficulty. Improving AI is another. Field Bosses like corrupted vor, lua sentients, and nox are great mechanical challenges. But mechanical challenge isn't everything. EHp and DPS are opposites. They are the challenge to eachother. Damage challenges ehp and ehp challenges dps. Our dps has gone way out of control, and this is seen by the meta's destruction of CC. Why control when you can kill? This is why enemies that won't just die on sight is a terrific addition. This is easily achievable with a boost to levels. Now, tell me the last time your nidus died in a mission, or a mesa. How is it that Saryn is a suitable tank when she isn't even designed as one? These guys need to fight enemies with more danger, hence an increase in levels fixes this. Afraid of being one shot? There's an app for that, called teammates. One guy has dps, one guy heals, one guy protects. Look at that, it's the holy trinity. We have squads and synergy and it works just as it did before. Want to do it by yourself? I can dig it. I'm a solo player too, but it's illogical to not expect vastly increased difficulty. It ain't impossible. Watch Summit or Life of Rio on YouTube and twitch. They solo 100 waves of defense or 3 hour survivals with a variety of frames. Now mission duration aside, they publicly show that enemies at those levels are not impossible solo."
  4. I have made responses to other threads about this, which I'm gonna link, but I'll explain the idea. These 2 sum up my opinions better than any duplicate post could, but here, I'm gonna explain the how and what. The jist of it is that we need more challenge and there's plenty of methods to implement. What to Implement: Mechanics In my second reply, i bring up the different facets of challenge, them being mechanics, dps, and ehp. Enemies with unique mechanics like nox, nullifiers, field bosses, assassin groups, etc. They are great ways to implement mechanical challenge, but they aren't the only way. A mission of all Nullifiers would be asking for a rage quit. So the answer is to improve enemy AI. How? Give enemies verticality and vertical paths. Instead of infested shooting boogers at me, have them climb the walls and dive at ya, have leapers actually leap. Have nullifiers sit back instead of kamikaze charging, and while they sit back, have other enemies group up with them. A great way to improve AI? Dark Sector (warframe's predecessor) had a pvp mode called Infection, where one player was Hayden tenno while the others played as the soldiers. A testing ground like this for DE can give them ideas of what enemies should be doing, and how to make programmable decisions for the enemies. What to implement: EHp and DPS As said in my second post, ehp and dps are opposites. One challenges the other, but both are needed. Our player dps on average is far superior than any other era of the game, yet the enemies we fight have not changed. The easiest way to fix this is expanded mission levels. How? The easiest way that would not affect any of the grind balance or player balance (or butthurt) is a checkpoint/milestone system. What this entails is that the rotation you leave on gives you an option to leave a checkpoint. When you choose that mission again, you can then pick up that checkpoint and keep going, or bring a group of friends into your checkpoint, preferably the host's. This really doesn't affect anyone's gameplay, just makes the difficult enemies easily accessible. Another more involved way is to have mission tiers for all missions opened up by increasing mastery rank. I made a topic about this, which I'll link, but here is the specifics. Mastery Rank 0-5: Base Missions Level Mastery Rank 5-10: +50% Base Mission Level Mastery Rank 10-15: Double Base Mission Level Masert Rank 15+: Base 150 Mission Levels For the rewards, I was thinking of an adjustment to reward weights and resource chances similar to relic refinement. Now, whether this applies to enemy drop chance or not is up to DE, but my intent was for this to be for mission rewards only. It's a small change in the grind balance, but in my opinion, a significantly improved version. Here's the link if you want to read the rant too. All in all, challenge and difficulty need to come soon. We got plenty of low level missions oin the star chart, we have plenty of mid tier missions like sorties/index/rathuum/ late elite onslaught/elite alerts, but what about the high levels. Thank you for reading
  5. (PS4)Crixus044

    Warframe Needs an Endgame

    I'm not sure what you're tryna say here, but I'm respond to the improving AI part with an absurdly obvious example. Have you ever seen the infested spit boogers at you whenever you are jumping too high or stand out of their reach? This was not there before. It was implemented with the sole purpose of negating the old meta of stranding on ledges and never being attacked by infested. This made me feel sorry for infested, because the AI works that if it cannot find a path to its primary target, it'll spit boogers at it. This caused some hilariously easy ways to deal with infested and looked low-grade from the player standpoint. In defense, sometimes they'd just stand around spitting boogers at the cryopod. Other times, they'd spit at ya from a mile away. Mars' arid desert is a haven for this with all the different elevations. Once infested get within sight, just chill with protective barrier and go to target practice. Why didn't they just fix the AI to create vertical paths? Run on the walls and leap at players? They have the coding. Have enemies think smart, create paths, group with smart combos like having nullifiers sit back and have enemies group up with them instead of a forward charge. I'd like DE to have a test Lab, where they have one player as the tenno and others as the enemies, and see what the enemies would and should be doing. This is some of what i mean. Boosting levels hardly caters to the meta, in fact, it'll kill most metas. Of course, there'll always be a meta, but if you think that what's used today is all that can be used in higher levels, i suggest you learn a bit more about the game, and i say this with benevolence. You have some ways to go in learning the game and all its secrets. Any frame and any weapon can and will reach level cap with a smart tactic, a tactic that a vet with the experience and gear required would have? Wait.....has the gear and knows the way? It's as if it is designed for them. Who would've thought? Lol Sortie is far from the sweet spot. It's considered low for players who've developed the skill, obtained the gear and have the experience to develop tactics to use it. If you don't have it, don't fret, nobody just woke up with it, but it is there and growing, as seen from the massive love of endgame youtubers and their growing discord channels. Why would you leave these players out to dry just because you're not a fan of their needs? The term bullet sponge has been demoted into something bad, but it really isn't. The correct term is a boxing term we use called tomato cans. If enemies are just a bunch of tomato cans, where they hardly do anything, just taking hits and bleeding out, THEN you have a problem, but a bullet sponge enemy is good to have on the field. Think of it this way, there's multiple facets to difficulty. Each involves a challenge to an aspect of our perks. DPS , EHp, and mechanics. You need a challenge to all 3. Nox are terrific examples of enemies that have all 3 or maybe 2 out of 3. They have the dps, they have mechanical barriers, and they have high health. Does every enemy need to be a nox? That'd be cancer incarnate. But the idea had to be there. Nullifers are great examples of mechanical difficulty. Improving AI is another. Field Bosses like corrupted vor, lua sentients, and nox are great mechanical challenges. But mechanical challenge isn't everything. EHp and DPS are opposites. They are the challenge to eachother. Damage challenges ehp and ehp challenges dps. Our dps has gone way out of control, and this is seen by the meta's destruction of CC. Why control when you can kill? This is why enemies that won't just die on sight is a terrific addition. This is easily achievable with a boost to levels. Now, tell me the last time your nidus died in a mission, or a mesa. How is it that Saryn is a suitable tank when she isn't even designed as one? These guys need to fight enemies with more danger, hence an increase in levels fixes this. Afraid of being one shot? There's an app for that, called teammates. One guy has dps, one guy heals, one guy protects. Look at that, it's the holy trinity. We have squads and synergy and it works just as it did before. Want to do it by yourself? I can dig it. I'm a solo player too, but it's illogical to not expect vastly increased difficulty. It ain't impossible. Watch Summit or Life of Rio on YouTube and twitch. They solo 100 waves of defense or 3 hour survivals with a variety of frames. Now mission duration aside, they publicly show that enemies at those levels are not impossible solo. Not sure you understand what will come of this. Endgame as a game term is not the same as the dictionary definition. It isn't the end goal (in which your right, grinding is the goal), it's the end level. Collection and decoration is not the final level. The term fashion frame is true endgame started as a joke by Tactical Potato, it isn't a serious phrase. I mean it CAN be for you, in which case, you should have no problem with this addition, but your endgame isn't everyone's endgame. Every player currently can reach MR 24 or 25 with the hundreds of low level missions they have now, and missions with boosted levels ain't gonna change that one bit. This won't change what you can do. It's just an outlet for those looking for it. For some people, their final level is collection. For other's it's decoration. Some people love endurance running. For some, conclave is all their looking for, while there lives a sect of exclusive duelers. For all these styles, the goal of grinding is easily acheivable for all and as long as it stays this way, there will be no problem, but the outlet is not there for all. Even dojos are getting decorations now. Collection is always gonna be possible. Duelers have the dojo ring and friendly fire simulacrum. Conclavers have conclave, lunaro and now frame fighter. Unless endurance runners have 6+ hours to spare, they don't have an outlet. You think endurance runners are there for the time? I mean SOME are, in which case any endless mission is good for them, but 90% of endurance runners (or players who wish they could be endurance runners) are there for the levels. This outlet with extreme "dark souls difficulty" can be brought in without interrupting the casual community.
  6. (PS4)Crixus044

    Melee 3.0 (we need to talk)

    I'd agree with ya, except despite bitter disappointment in workshops, meant to get feedback, they just go through with it anyways. Posts that are for it generally don't understand what is really happening, and when you explain it to them, then they get it. Otherwise, the factual rebuttals are all but ignored.
  7. (PS4)Crixus044

    Warframe Needs an Endgame

    While not all the people i quoted fall into this category, these list or are examples of thinking too narrow. An issue that has flooded the community lately. Games like WoW have an endgame, yet have had more power creep than any other hammer in history. How is this possible? You think we're at our most powerful now? Warframe was at its most overpowered back in late U19. Nowadays, we just keep getting power boosts and power boosts, yet no enemy to match. This is why. For those who do not remember or were not here, let me give you a little WF history. Level 100 missions were added as an endgame back in 2015. During this time, the highest enemy you'd see unless you went into an endless mission was level 50. Level 50 itself was endgame back in 2013 and 2014, before damage and enemy scaling changed. After updates, reworks, and power creep, level 50 became fodder and players asked DE for higher levels. Testing the waters, DE came out with a Tac called Phoenix Intercept. It had level 150 enemies, which majority of vets deemed sufficient. Satisfied, DE came out with trials and later sorties. These enemies were scaled up to take on the meta and OP builds of the day. If I were to show you an OP build from back in 2015, you'd laugh your pants off. What was meta back in 2015 would be child's play today. Since then, we've grown so much, yet the enemies we fight are stagnant. Level 100 is able to be destroyed with a team of bullet jumps. It is no longer truthful to the meaning of endgame. I've been fighting the same enemy for almost 3 years, yet my gear is generations ahead in power. I have a saying that displays this. Gear improvements + increasing enemies = progression Gear improvement + static levels = power creep People who say warframe is a horde shooter fantasy joined when this was true and already an issue. They don't know how it was before, therefore i don't blame them for thinking that, but it isn't accurate. Solution? Improve enemies. Improve their AI to not be kamikaze meat walls. Boost their levels. We have 9999 levels in warframe. We use 1% of the enemy levels available to us. If we used just 30%, we'd be set for years of power creep, and it would still be achievable with any frame or combo, you just gotta know what you're doing. People think that these solutions are fake and won't work. To them i say, the only reason you have the missions you have currently is BECAUSE it works. We didn't always have level 100 enemies. We became super strong, we asked for more difficulty, they gave us more levels. It's like deja vu. We are now super strong and here we are asking for more difficulty. It has worked before and will work again.
  8. (PS4)Crixus044

    Dev Workshop: Nezha Revisited

    Kinda like how gara has invulnerability during mass vitrify right? 2 seconds invulnerability during casting animation would be quite good, though i don't know if they can make it into a 100% absorb period as well. Still good for more dangerous situations.
  9. (PS4)Crixus044

    Dev Workshop: Nezha Revisited

    If you want my opinion DE, warding halo idea can be and needs to be improved upon. The 90% reduction is a nice addition, but as it stands, it's not implemented well enough. Warding halo is still almost exactly like iron skin but less effective, and with your changes, it's soft capped in its effectiveness. It'll still not be interesting and doesn't function like gara's 2, which is an ehp multiplier. What you should do is make absorb period longer and make it affected by duration mods. Instead of the absorb being 100%, make it 90%. 90% of damage is absorbed while 10% goes through. Making this moddable by duration will make it feel more like gara. Then once the absorb period is up, then it hardens into a ring of complete protection like iron skin. Make it recastable so people can decide if they want the damage reduction or the protective health. Give blazing chakram a similar affect to reinforcing stomp, so that out heals warding halo health too, thus bringing direct synergy to the frame, rather than forcing it with the changes here. This will be fresh and interesting.
  10. (PS4)Crixus044

    Dev Workshop: Nezha Revisited

    The easiest way to do this is rather than comparing directly to missions, compare to other similarities with different frames. Because 2 people can play the same frame very differently in 1 mission and similar in another, and vice versa. Balancing around levels is a proven poor choice, because back in 2015, the highest level we had was level 50 on the star chart. Levels change as power creep continuous. Even then, with the exception of serious fans (who don't make up the majority of players) people usually go for the best of the type, so if you're going for the archetype that nezha falls into, just because nezha "works" doesn't mean he'll be used. The frame that does what he does, except better will be used. But this is all moot, because my gripe isn't even the performance, it's more the mechanics. The mechanics as they appear here change nothing. It's a direct nerf. EHp is the same (absorb bonus change might improve this slightly, status immunity is the same, but now, there's a hard cap on how effective he can be. Sure this nerf doesn't effect some players, but it does affect other players. Why leave they're opinion out to dry?
  11. (PS4)Crixus044

    Dev Workshop: Nezha Revisited

    Sortie 3 is not a good way to compare, neither is any mission. Just because you don't die (neither do I, I still play old school with my revives) means nothing. Banshee in a sortie won't die, saryn is enough ehp to be a tank in sorties and on the flip, bullet jumps are enough damage for sorties. Sorties compared to our frame power is far below our level, but I'm diving into a different topic with this. If your vitality is not ranked all the way, you have a ways to go in the game, unless it's a choice, which is your own choice. Nezha's EHp is not the issue here, which is what you're not understanding, hence why i asked you to re-read. My issue is that this will change nothing except limit how much protection you can have to how much EHp you have. If this does not affect you for what you do, then you shouldn't have a problem, nor should you have a problem with me showing the facts, which may affect others including myself. Especially since people think this acts like gara's splinter storm.
  12. (PS4)Crixus044

    Dev Workshop: Nezha Revisited

    please re-read the post. I said 2 stack, which is 550%. Im not using maxed umbral builds because of the excessive cost and futility of it. And no, that is not enough. Maybe it is for your missions, but i urge you to try using it beyond the star chart. Bullet jump damage is "more than enough." For popular content, which in itself has problems, and is a specific scenario that doesn't encompass the game so comparing performance to missions is not a good measuring stick. Best to use comparison to similar abilities, and yes, rhino iron skin is still a similar ability, which is kinda my main gripe more than the actual numbers. Essentially this changes absolutely nothing. All it does is limit it's performance to Nezha's EHp. It functions exactly as before. They said this was done specifically to make blazing chakram used, which is a fair idea, but a faulty implementation. Why not just give blazing chakram a heal to the warding halo health like reinforcing stomp instead of forcing the 2 to somehow affect eachother?
  13. (PS4)Crixus044

    Dev Workshop: Nezha Revisited

    No i didn't, but thank you for reminding me so i can give you the numbers. Nezha with changes would have 1935 EHp with 2 stack umbral vitality and umbral fiber. Since it works alongside his warding halo, taking into account roughly a 200% pS build against level 150s, effectively what you got HIGHBALL is under 10k EHp total, including 3k health from the 2 second absorb period for level 150s. Oberon has more than this. Rhino with no ironclad charge has more than this. This will go down faster than you can count the accumulated health. The whole 90% thing is a useless function made exclusively to make blazing chakram more used, whereas they could've just given it a direct effect. About divine spears range, the base range is ok, but it's a temporary suspension that is not stackable like stomp or bastille, thus it needs heavily increased range to be useful for the full variety of situations we encounter.
  14. (PS4)Crixus044

    Dev Workshop: Nezha Revisited

    Warding halo is going to have a major issue. It's objectively 100% worse if it works like i think it does. It seems that what it does is absorb damage during invulnerability phase, then 90% of Damage taken goes to the health while 10% goes to nezha. This is really bad because nezha's ehp is low as is, so all you're doing is basically adding nezha's ehp to warding halo, it's not gonna function at all like gara. Maybe it will at low levels, but those same levels would've had normal warding halo working. Consider a revision to make this function like iron skin, but not play like iron skin. Give it no base health, but a long damage absorb phase, have the 90% damage reduction apply to the halo itself. How about having blazing chakram heal warding halo health like reinforcing stomp as a sort of synergy instead of forcing warding halo to work with current blazing chakram? Firewalker change is good, provided that you can recast to reset duration to keep it up at all times. With a good build, energy was never an issue before, but up-time is essential, especially when his augment is considered. Divine spears needs to have a charge mechanic to increase range, because current range is lacking. Otherwise, it's ok, not much changed, but please revisit your warding halo ideas.
  15. (PS4)Crixus044

    Elite Onslaught is Pointless Boredom Because of Saryn

    While i agree that there are ways around this issue as others have pointed out, saryn as a frame is a mechanical mess. 2.0 spores was all they needed, as long as they removed molt+spore (which btw is still kinda a thing with other synergies except stronger now). They should've focused on the toxin carry mechanic. It was a scaling method that still had flat numbers, AND used her other abilities AND required use of actual gameplay. It was actually perfectly ingeniously balanced, but DE removed it for an undisclosed reason and replaced it with this PREDICTED disaster of game mechanics.