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Inarticulate

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Posts posted by Inarticulate

  1. 39 minutes ago, [DE]Megan said:
    • Enemies no longer receive a mental perception of an attacker, but rather mental perception of the source object. This causes them to play a reaction and become alert, but not have any extra information about the player. Enemies that are shot with projectiles that are silent and/or without a sound effect will now report a visual perception (rather than doing nothing). Previously enemies knew the exact location of their attacker when taking damage, regardless of the source. 

    Neat!

     

    On the other hand...

    • I don't see any information about a fix to the game freezing after attempting to contribute to Dojo dye research.
    • I guess I still have no plans to farm Mutagen Samples this weekend.
  2. 5 hours ago, Xzorn said:

    Ignis is a continuous weapons. Only %status chance mods and fire rate will increase it's status per second though because Ignis uses pellets similar to a shotgun I've noticed that it makes use of more than 100% status/sec or rather it doesn't reach actual 100% status/sec until you go near 160%. All I can say for certain is there's a difference in proc rate between 100% and 161%.

    The shotgun comparison is not particularly accurate.

    Actually, I think DE just got lazy with the math for the status chance on continuous weapons. I'm pretty sure it actually works like this:

    • With all four 60% status-elemental mods, the Ignis has 85% status chance per second.
    • Vile Acceleration increases fire rate by 90%.
    • I believe this results in the Arsenal listing the resulting status chance per second as 161.5% (85% x 190%).
    • What I believe is actually happening is that the status chance "ticks" occur 1.9 times more often, but without the chance per tick modified, resulting in an 85% status chance every 0.526 seconds (1 second / 190%), which is statistically equivalent to a 97.3% status to inflict at least one status proc per second. This is the number that the Arsenal really should display to be consistent.
  3. No. The reason why Serration and the other base damage mods exist is because it serves as a meaningful measure of progression for a new player. As a player ranks up a base damage mod, it makes all weapons of that type in the player's arsenal stronger while at the same time easing the drop in weapon power that occurs every time the player switches to a brand new weapon.

     

    On the topic of multishot, there is no good reason to tie the mechanic to weapon rank.

  4. Riven mods do not apply to ability-generated weapons because that would effectively force players to use weapons with strong Riven dispositions when building for that ability while at the same time punish players who do not have access to those Riven mods.

    The entire point of not allowing weapon-specific mods, not applying weapon passive effects, and not using weapon base stats is to allow a larger range of base weapons to be viable for use with a Warframe that has an ability-generated weapon so as to not repeat the mistake made with Hysteria (where the Atterax and Scindo Prime were effectively the only viable weapons to use due to the ability inheriting some of the base stats and mods of the equipped melee weapon).

     

    5 hours ago, -AoN-CanoLathra- said:

    For one, all of these abilities have mediocre-to-good weapon stats.

    Artemis Bow is by far the strongest bow in the game. Landing all hits of Artemis Bow as body shots, which is hardly a challenge due to its default vertical spread, deals more damage than the average damage of the Dread or Paris Prime on a head shot at neutral power strength with the same mods, but can trade a fire rate mod for another damage mod and has more consistent damage due to a higher projectile count. Merely calling it "good" is a severe understatement.

     

    9 minutes ago, TaylorsContraction said:

    I think it's a good idea.  Since exalted weapons are unique just give them all faint disposition for riven mod considerations.  Power creep issue resolved.

    If you applied the effect of the mod, but scaled the numbers down to its corresponding faint disposition multiplier, you'd end up with a horribly misleading mod effect.

    As it stands right now, Riven mods have stats on a mod-per-mod basis that doesn't change based on the weapon it is equipped on (e.g. a Braton Riven mod has the same stats regardless of if it is equipped on the MK-1 Braton, Braton, Braton Vandal, or Braton Prime). This system is entirely straightforward because what you see on the mod is always exactly what you get.

    There is no good reason to make the game more confusing by making Riven mods change their stats dynamically, even if the only weapons they would do so on are ability-generated weapons.

  5. Due to their low rate of fire, projectile travel time, and innate punch through, bows are most effective on a Warframe that can either slow down enemy movement or gather enemies into a ragdoll ball.

    • Ivara and Loki both have long-duration invisibility abilities that prevent detection from enemies, which typically keeps them from running around.
    • Ivara has Navigator, which allows you to control the trajectory of your arrows, and the innate punch through allows you to hit multiple enemies even without having to line them up.
    • Ivara's Sleep Arrow and Noise Arrow, Vauban's Bastille, and Volt's Discharge can keep groups of enemies from moving, making it easy to land head shots for additional damage. Nova's Molecular Prime can slow down large areas of the map to similar effect.
    • Vauban's Vortex and Nidus's Larva can create balls of ragdolled enemies, allowing the innate punch through to hit multiple enemies.
  6. 11 seconds of invulnerability actually makes Primed Regen a good mod. Regular Regen has 6 seconds of invulnerability, which is still decent.

    Previously, if you had the misfortune of dying an a region of continuous damage (such as a Mutalist Osprey cloud), your sentinel would expend its revive almost immediately, which was the largest flaw of the Regen mod.

    It's not perfect, but it will definitely help with sentinel survivability.

     

  7. 4 hours ago, Pacpandaz said:

    I know that the Mesa+Greedy Pull mag combo died out ages ago, but it seems that with a little bit of work into the Zenurik tree, Mag can grant energy to a Mesa in Peacemaker through Energy Spike.

    Those of us who studied the Focus trees on day one realized this was a thing, but if memory serves, that was after Peacemaker's target acquisition was made into a cone and before secondary mods affected the Regulator's stats, so no one really payed attention.

    I suppose no one really cared to bring it up after Peacemaker's buff to allow secondary mods to affect the Regulator's stats because the meta had moved past that by that point.

    Also, I don't suppose it's particularly common to find players that have Energy Spike active on their Zenurik tree.

  8. The base damage mods exist as a progression indicator for new players.

    Unlike the progression from ranking a single piece of equipment from unranked to rank 30, it takes a lot longer to rank a 10-rank mod from unranked to rank 10.

    Additionally, as a player ranks their base damage mods, all weapons of that type in their arsenal are made stronger, cementing that feeling of progression.

    Moving the base damage increase from the modding system into ranking up an individual weapon reduces the amount of vertical progression in the game.

     

    I went more in depth here:

     

  9. 1 hour ago, Tizodd said:

    [DE] put the buff counter in a different area of the screen, but that does not make Mutations entirely different from every other ability in the game.  I suspect they placed it there for aesthetic reasons (to add to Nidus' infested theme).

    Mutation mechanics are not entirely different from other frame abilities.  Basically, Mutations are added based on damage done to enemies.

    • Mesa's Ballistic Battery: Stores damage caused by guns. When triggered again, that damage is channeled through the next gunshot.
    • Chroma's Vex Armor: When shields are hit, Chroma's armor grows stronger, when health takes a hit, weapon damage increases.  It's similar to Mutations in the sense that enemy interaction makes it stronger.
    • Frost's Snow Globe and Rhino's Iron Skin have a period of invulnerability where they have health added to their totals...again, abilities that can be made stronger based on enemy interaction.
    • Nyx's Absorb: Absorbs enemy damage, increasing the damage when released.

    There are others as well.  Their counters may be in a different area of the screen, but the basic premise is similar (growing stronger based on enemy interaction).  So no, other abilities might not be exactly like Mutations verbatim, but there are definitely similarities.  Mutation is not some totally new idea.

    No, it's different.

    • Ballistic Battery's stack builds only when Ballistic Battery is activated and is expended on the first bullet after Ballistic Battery is deactivated.
    • Vex Armor's stack builds only after Vex Armor is activated and expires when Vex Armor's duration expires.
    • Snow Globe creates an ability-summoned object with its own health and other stats.
    • Absorb's stack builds only when Absorb is toggled on and is expended when Absorb is toggled off.

    All of these effects are self-contained within that ability or have simple interactions with other abilities*.

    In comparison, Mutation works like this (prior to U19.6.0):

    • Mutation gains 20% of a stack whenever Virulence and Ravenous land a hit.
    • Mutation stacks are expended whenever Parasitic Link or Ravenous is cast or Undying activates.
    • Mutation stacks add 100% damage to Virulence and Ravenous per stack.

    Comparatively, Mutation is a separate resource more akin to Health, Shields, Armor, or Energy than the effect of an ability.

     

    *Simple interactions are things like "casting Freeze on a Snow Globe destroys the Snow Globe" or "hitting an enemy under the effect of Spore while Toxic Lash is active guarantees a Spore will pop".

    If you try to word the effect of Mutation stacks in terms of abilities affecting each other directly, it's a lot harder to do.

     

    1 hour ago, Tizodd said:

    I get the feeling you're disagreeing because you think I'm calling for more Nidus nerfs...I'm not.  What I'd like to see, is more abilities having similar treatment when it comes to Nullifier bubbles.  Currently afaik, Nidus is the only frame that doesn't completely lose his ability buff when a Nullifier bubble touches him.

    I get the feeling you think I care if Nidus is nerfed or not.

    I'm simply stating that there is no reason to immediately assume that Mutation should or should not be affected by Nullifier bubbles because there is no precedent for such a resource. The Mutation system behaves as a resource instead of as an ability effect, yet it is more intertwined with the ability system than any other resource is.

  10. 1 hour ago, Tizodd said:

    In all honesty, if Nidus was treated like every other frame in the game, his stacks would completely disappear when entering a nullifier bubble.

    Mutation is not a direct ability effect (not toggled by an ability, not summoned by an ability, not a proper top-right-hand-corner buff produced by an ability, not an activated ability on a duration, health, or stack ticker) and is more comparable to buffs like Health and Energy Conversion with the exception that it is innate to a Warframe and affected by that Warframe's abilities in particular. There is currently no precedent for how effects like this should behave so there is no behavior that it "should" have from that perspective.

  11. 1 hour ago, Miser_able said:

    Excal umbra was not a Chinese exclusive. Excalibur umbra prime was the exclusive.

    This. Excalibur Umbra will be released to the global build at a later date.

    Excalibur Umbra Prime was a Founder exclusive for the Chinese release. Excalibur Prime was a Founder exclusive for the global release. Neither will be available in the future.

  12. No boost to Mutagen Sample drop amounts? Guess I'm not farming this weekend either.

     

    As for Nidus, the changes don't look particularly problematic. I think everyone's just overreacting. As far as I can tell, the changes are:

    • It now costs 15 Mutation stacks to activate Undying instead of 10. Okay. Whatever.
    • Mutation stacks slowly decrease when inside of a Nullifier bubble. Considering I'm basically never in a Nullifier bubble, that really makes no difference.
    • Maggots no longer explode on their own. That's good for me because they kept kill-stealing me before I could cast Virulence to regenerate energy.
  13. 46 minutes ago, Skaleek said:

    My tone was condescending when I said I wasn't sure what vets they were talking about? Wasn't my intention I really am serious when I say I'm not sure who they're talking about. I played ODD to level a lot to level weapons back in the day and all the vets that I know did the same, which is why I suspect their metrics returned the numbers they did. Saying someone's tone is clear when reading text is somewhat oxymoronic I think.

    There are players that can be considered veterans that weren't at the point of MR farming or had only started around the time Viver and Draco replaced ODD. I can include myself in this group because serious affinity farming wasn't something that mattered to me until around the time syndicates were released, and I'm sure there are others that this applies to as well.

    Tone is a literary device and is something that entirely applies to text. It's less often present in text than in speech, but that's definitely the tone I got from your first sentence in that post.

  14. 1 hour ago, Skaleek said:

    I have 9k mutagen samples, so did my brother. 2/3 of the other guys in my clan had about as much.

    Honest to god question: did you live in the Derelicts, and if not, how?

    The only way not-so-far-flung way I can think of for veterans have naturally had so many at the time of the Hema's implementation are players who used ODD for ranking up equipment prior to the onset of Viver farming or ODD or ODS for Prime farming. I recall ODD being popular around when I joined a bit over 2 years ago, so this is what I imagine to be the case.

    For players who joined within the past 2 years, of which I'm sure many can be considered as veterans, it's rare to have a considerable stockpile simply because ODD and ODS have not actually been a thing for quite a long time. Their popularity dropped significantly around when Viver and Draco become popular, and the Relic system effectively put the last nail in the coffin for both missions.

     

    Also, I don't like the tone you're taking with that first sentence. It's clearly condescending, and that was uncalled for and unnecessary.

  15. 15 minutes ago, ComCray said:

    no booster, G-lens on all the things. Build like this guy(*), except where he uses natural talent I got primed flow and got Corrosive Projection. Oh and I'm using the Arcane Chorus

    I can probably work out a more efficient farming build after I play around with my mods a bit, but that gives me something to work from. Perhaps I should actually Forma my Banshee sometime since I've been using her more often, though with Banshee Prime all but confirmed around the corner, decisions decisions...

    I guess I have some things to play with after work tonight. Can't wait.

    19 minutes ago, ComCray said:

    edit: Oh, and, used to take me a lot less but since they made them a bit smarter I really have a hard time keeping the stealth counter up enough time to be of any significance. I just can't keep it up.. PITY ME!!!
    :D

    Modding Ivara for maximum power range and positive duration does more than enough for me. Using Enemy Radar as your aura helps you spot enemies that threaten to become alerted by your kills so that you can preemptively put them to sleep.

    The Glast Gambit pre-patch fixed the bug with Seekers becoming alerted even when asleep, which helped a lot.

    My numbers are with an affinity booster and greater lenses on both Ivara and my Orthos Prime, so I can see how it could take a while for you to finish a focus farm seeing as you don't have an affinity booster active.

  16. 6 minutes ago, ComCray said:

    What used to "take hours" with Ivara now takes mere minutes with Banshee and Sobek/AS. (Bansheks? Sobanas?)..

    Takes me about 20-25 minutes tops (3 runs, 7-8 minutes per run) with Ivara to cap out focus on either Telesto or Adaro. If it's taking hours, you're probably doing something wrong.

    8 minutes ago, ComCray said:

    30-40k focus in a single run is more rule than exception.

    That's typical of an Ivara farm.

     

    That said, are you using an affinity booster for your numbers?

    Do you have both the Sobek and Banshee equipped with lenses?

    Probably doesn't matter too much, but what build are you using on Banshee?

    This sounds fun, so I'll probably try it out when I get home from work.

  17. 30 minutes ago, (PS4)Magician_NG said:

    They're common.

    Which in DE logic is 20%.

    Even though "common" would be closer to 70% when used elsewhere.

    20% is definitely common when the entire pool of results is as large as it is.

    A roll of a 6 on a single 6-sided die is pretty damned common despite having only a 17% success rate.

    Also, having a 70% chance of one drop would render the uncommon and rare drops even rarer than they already are.

  18. 17 minutes ago, Kiracub said:

    I don't know why her casing is cracked and falling off but can we please get a skin for her that's just her original, untouched orokin design, just like the Valkyr Gersemi skin did for Valkyr?

    I'm pretty sure the status quo implies that the "original, untouched Orokin design" had those cracks in it.

    7 minutes ago, Kiracub said:

    I mean, explain Valker's Gersemi skin, if this is Valkyr before Alad V's experiments, then why does she still have her powers inspired and caused by said experiments.

    This has been explained so many times it's not even funny. Go search "valkyr prime lore" on the forums and pick any of the theories you like.

  19. 3 hours ago, deothor said:

    @Inarticulate Tbh 60-70% of your "really bad ones" are you nitpicking to extremes. But I don't mind. It took you some times to do, I've read it all. And obviously it was quite easy to spot how in all of those cases you were just trying, even forcefully, to be opposite to my ideas, that I still believe some (from your list) are fine.

    No, I'm just someone with strong opinions since UI design is part of my day job and studying what works and what doesn't in game design is one of my hobbies. Though I do admit that I started nitpicking somewhere along the line since I kind of start doing that when it takes an hour to write a response post due to all of the fact-checking I had to do to make sure I didn't make any blatant mistakes of my own.

    Also, I take significant offense at people being wrong on the internets because how dare they.

  20. I'm only going to point out the really bad ideas and places where you are blatantly wrong because it's more constructive to tell people what's wrong and why they're wrong than to just nod and agree.

     

    14 minutes ago, deothor said:

    6. What if we could change polarities of.. Mods? Making them unique.

    There would literally be no reason not to change all of your mods to the same polarity if this were the case because that would allow you to Forma your equipment with all slots having the same polarity and have no drawbacks. Basically, this is identical in function to being able to Forma all of your mod slots to halve the drain of every mod polarity.

    16 minutes ago, deothor said:

    7. I suggest new polarity slot that decreases drain costs for all polarities. That "Orokin-Forma". 1 per weapon/pet/warframe. This could be easily made platinum related. I myself have no need for it, but it'd be nice to have.

    This is only slightly better than idea 6. With the implementation of Primed Cryo Rounds, Warframe has finally reached the point where it is no longer mathematically possible to Forma your mod slots to have an optimal build for all factions. The polarity and Forma system was originally intended to allow you to make your equipment stronger by forcing it to be more specialized, and now more than ever it is performing that purpose.

    20 minutes ago, deothor said:

    9. Please, for the love of god change how "pay platinum to speed up crafting" works. 1 day costs ~20 platinum. 1 minute costs 10 latinum. That's simply said a scam. I know I don't have to use it, but lets make this game free of those "baits"

    10. Add "speed up crafting process" with credits.

    The entire point of the crafting duration is to prevent players from obtaining equipment and burning through new content too quickly. Paying premium currency is the industry standard method of allowing players to shorten time walls, which also serves as a source of income for the game publisher.

    The point of making shorter wait times have higher prices per unit time is to capitalize on less patient players with a lot of money. It's simply a good business strategy. As for the price itself, the price of rushing a single item decreases non-linearly the less time it has remaining to build. I believe the minimum price is always half the original price.

    30 minutes ago, deothor said:

    a) abilities and their stats have to be on the same screen with mods. It's a must.

    This results in a cluttered UI. A tabbed view, overlay, or collapsing sidebar could be done instead, but there's no space on the current Arsenal screen to add ability stats without a means of toggling between screens.

    32 minutes ago, deothor said:

    c) clicking warframe-> equip is a chore. Eitehr enlarge those button, or make some smart cast. like double tapping at WF picture lets us change WF, etc.

    You can already do this, but it's finicky. The second click will not register if it occurs during the time it takes to load the selected equipment's model.

    34 minutes ago, deothor said:

    14. Inventory (from Esc -> equipment -> inventory) has to be brought to the front on Esc panel. Overall I think making tiles on Esc a better way. There is simply too much clicking.

    I find tiles to be painfully ugly, but maybe that's just me.

    36 minutes ago, deothor said:

    a) after looting few of the same relics let us gain "knowledge" of where said relic drops

    Already exists. Check your Codex.

    37 minutes ago, deothor said:

    d) there's seriously no point of having tiles system if all relics are the same. Keep tiles, but make it usefull. Maybe show the rarest part you can get.

    The letter in the name of the relic is usually the first letter of the rare part contained in that relic. This was messed up with a few of the older relics where it uses an uncommon part instead.

    39 minutes ago, deothor said:

    g) remove this 600 refining agens limit. It's a POINTLESS gating.

    Your maximum Void Traces inventory increases by 50 with every Mastery Rank you achieve. The gating is specifically in place to slow down players from obtaining new content when new relics are released, again because burning through content quickly makes for very bored players with nothing else to do.

    41 minutes ago, deothor said:

    19. Speaking of which.. How does this void traces system work anyways. Once I get 11, another time 30(!!!). That's almost 3 times bigger number. Why? Make this mechanic transparent. Please.

    This was in the patch notes when the Void Traces system was implemented. You can also just check the wiki.

    42 minutes ago, deothor said:

    b) Should show us rarity for each players reward. It's a must.

    The color of the item name indicates its rarity. Bronze is common. Silver is uncommon. Gold is rare.

    44 minutes ago, deothor said:

    31. Damage mods (such as serration). What if we'd buff weapon base damage by 50% and nerf those pure dmg mods by 50=60-70%? As much as I like to see my Tonkors damage numbers rising, I'd still like to actually MODIFY my weapon in a different way than "every mod is either crit or damage". 

    I've covered this extensively in other posts, so I'll keep this response as succinct as I can. The reason the basic pure damage mods exist is to provide a means of progression for newer players. Ranking up weapons is essentially a once-and-done thing, whereas ranking up a 10-rank mod takes a relatively long amount of time for a new player.

    You are also exaggerating the impact the basic pure damage mod has on build diversity. You still have 7 mod slots left over to customize your weapon. The reason why build diversity suffers is not because there is one really powerful mod, but the fact that there are a lot of really powerful mods such that giving up even one of them results in a large loss of performance.

    49 minutes ago, deothor said:

    32. Modyfing mods, such as "sticky grenade" cost insanely too much drain. We either have high drain pure damage mods + low drain mod-mods, or we seriously have to nerf pure damage mods. Every weapon is the same. And it kinda gets old after a while.

    Drain is literally the least important stat a mod has. The only weapon mods where drain actually matters are elemental mods because those are the only ones you typically switch out between factions. If you're using mods like Adhesive Blast, chances are you have it on all of your mod configurations.

    Also, Adhesive Blast's 9 drain is hardly a lot.

    52 minutes ago, deothor said:

    34. Riven Mods. Lots of people say Riven mods are bad for the game. So is Telos Boltoce, Secura Lecta, Synoid Simulor, tonkor, Soma and few other shiny OP pearls out there.

    Riven mods obviously don't fix the biggest issue of old weapons still being crappy. Like.. When was the last time you saw 4-forma heat dagger being used successfully? I guess never. Why? Because it's bad beyond point of no return. No riven mod could make this an interesting choice on the same level as for example Telos boltace.

    I have a Dera Riven mod that even with only two damage-related positive stats (with flight speed and negative critical chance as the other two stats) puts it just shy of the damage output of the Boltor Prime. That's nothing to scoff at.

    The strong disposition Riven mods have done a spectacular job of closing the gap between the weaker and stronger weapons.

    55 minutes ago, deothor said:

    I'd be happy if there were more slots for them. I heard players could have increased their Riven mod capacity with platinum. Shame it was removed.

    It's still there. Go to the Market and search for the word "riven".

    58 minutes ago, deothor said:

    36. Kuva... thingies. Haven't done it even once. And most likely will avoid it untill DE decides to force players to do it.

    New resource? Great, why not! But not by using your operator... Makes no sense, makes no fun, Simply no. Also I heard of the same guards as from TWW. God No. Not ever again. No. My idea here is: Make Kuva obtainable from alerts, from Kuva fortress, from secret cashes from dismantling mods, from mobs, from excavators, but not this...

    The Kuva Siphon minigame places some players outside of their comfort zone and includes gameplay that is sufficiently different from other game modes. It's doing its job.

    1 hour ago, deothor said:

    38. Right now there's option to level up 3 syndicates and be hated by 2 others. All is good and all, but.. As much as Red Veil and Steel meridian have good/decent mods, their weapons are totally outclassed by their enemy syndicates. Maybe lets add 1 more syndicate to balance things out? Because the further I go in ranks the less happy I get.

    The Vaykor Hek and Rakta Cernos are two of the best weapons in the game. If you are also earning reputation towards Cephalon Suda or the Arbiters of Hexis, you have access to the Synoid Simulor and Telos Boltace, respectively, which are also top-tier weapons. With the Perrin Sequence and New Loka having the Secura Lecta and Sancti Tigris as their calling cards, respectively, I think the syndicate pairings are evenly matched for weapons.

    1 hour ago, deothor said:

    Especially when players don't invite me unless I use Secura Lecta. Or when I need to kill some strong mobs. No Telos Boltace or some other cheesy strong syndicate weapon = miserable defeat.

    There's this thing called trading.

    1 hour ago, deothor said:

    40. What if There were 3 kinds of nullifiers. 

    a) Nullfier that blocks damage from weapons. He could even make them debuffed, but doesn;t block abilities nor damage from them

    b) our well known nulifier that blocks abilities, BUT doesn't block weapon damage

    c) eximus ultra-duper nullifiers.... The current one with lil bit more Hp That blocks everything.

    Also I propose a change. Nullifiers should not have energy shield (blue HP bar). They already have huge bubbles of shield.

    No. A Nullifier that blocks only weapons is trivial because Warframe powers are strong. A Nullifier that blocks only abilities is trivial because weapons are strong. The current Nullifier is one of the few ways to have an enemy unit that (1) doesn't immediately die to any Tenno that looks at it, (2) has low mobility, and (3) isn't a bullet sponge. Scrambuses and Combas can get away with not blocking weapons because they have much higher mobility, a much larger ability-nullifying range, and a stronger offensive arsenal.

    Nullifiers without their bubbles are flimsy enough as they are. There's no reason to also remove their shields.

    1 hour ago, deothor said:

    43. Needles to say alert missions needs better positioned information about what type of mission and against who. I still remember How I started exterminate level 5 alert on earth to end up on Saturn, I think, archwing mission, level 20 interception. Getting my back heavily whipped. 

    Alerts already tell you what faction, which node, what planet, what level range, and what mission type the mission is in the world state menu on the star chart UI. Archwing nodes only every have Archwing alerts on them, and Archwing alerts only ever appear on Archwing nodes.

    1 hour ago, deothor said:

    46. I hope someone read this so far. if you did, Please write "Cheese" in post.

    No.

    1 hour ago, deothor said:

    48. Rare mods. Those super rare mods that show up only once a year in some super rare events. What if we had a trader who'd collect credits/resources/mods from us and he'd pay some kind of ducats which we could trade for rarer than rare mods?

    Baro Ki'Teer already does this. Older event mods have either been added to normal missions in the game or to Baro's inventory. More recent event mods typically stay exclusive for a while, but will be released eventually in some method.

    Except Aviator and Primed Chamber. DE seems to have forgotten those two mods exist.

    1 hour ago, deothor said:

    49. Some bosses were reworked. For kinda better. That Huge-Osprey for example. good job. Could we get some boss reworks on both Saryn and Equinox bosses too?

    Both of them are chore to do. 1 requires you to waste hours to get enough "judgement points" along with 2 minigames while fighting boss, while other is made of like 6 fight sequences. Making fighting him simply sad and tiresome.. and artifically long.

    Kela De Thaym and Tyl Regor were two of the more recently reworked bosses. They won't be getting new toys for a long time.

    1 hour ago, deothor said:

    50. Last one Weee! I noticed that you could stack power strenght and have no demerits, you can stack power range and the same, no capping.

    But efficiency is capped at 175% no matter what you do, while dropping power duration below 40%~ causes efficiency to drop hard.

    If there is too much efficiency or too much negative duration.. Then why not remove it instead gating it from us?

    Power efficiency is not mathematical efficiency, but "power cost reduction" with 100% (i.e. +0%) power efficiency meaning abilities cost 100% of their original cost. 110% power efficiency means abilities cost 90% of their original cost; 175% power efficiency means abilities cost 25% of their original cost.

    If 190% power efficiency were allowed (maxed Streamline and Fleeting Expertise), all abilities would cost 10% of their original cost. A few Arcane helmets also exist that give 15% power efficiency, and having 200% or more efficiency would mean abilities would be completely free.

    Uncapped power efficiency would clearly be far more overpowered than any currently existing weapon is. They are simply not on comparable levels.

     

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