Jump to content

sushibend

PC Member
  • Posts

    93
  • Joined

  • Last visited

Posts posted by sushibend

  1. On 5/7/2016 at 5:34 AM, (PS4)robotwars7 said:

    it is pretty great, though one thing that irks me slightly (not gameplay related) is that there won't be a campaign, which is a terrible shame as there's actually quite a bit of lore: the old conflicts, Morrison's change to Soldier: 76, Winston's origins, the brothers Hanzo and Genji, and the reasons for Blackwidow and Reaper doing evil stuff like killing that important robot guy. I would have loved to see some of these characters fleshed out more, and learn more about the world of Overwatch.

    but I still like the Beta, and might consider getting the full release.

     

    Yes exactly, i'm not sure why blizzard would bother to stuff as much lore and background into the overwatch universe as possible if nothing is going to be done with it.

    It feels like they are trying to create a more competitive game that will reach such heights as league of legends. Unfortunately league is free. This game will be 40 bucks.

    Also how would they make a campaign. Given the way the game is set up, a campaign would be rather difficult. Could anyone imagine a tf2 campaign? A league of legends campaign?

    The progression system seems kinda lackluster to me. All heroes are unlocked, so cosmetics are the only thing to work for. And i'm not all too excited about cosmetics. What is there to keep players playing?

     

  2. I need a shotgun that can drop really tough units in sorties(quickly).

    I already have the kohm and strun wraith.

    The strun wraith is too weak and I dont like the reload mechanic.

    The kohm gobbles up too much ammo.

    I'm down to the vaykor hek, sancti tigris, and drakgoon.

    The vaykor hek looks rather dependent on crits but can only reach 47.5% or something which isnt all that reliable. Primed ravage looks kinda expensive also.

    The sancti tigris obviously hits ridiculously hard but it only has 2 shots and an uncomfortable trigger mechanic.

    The drakgoon has no damage fall off, and can hit very hard with charged attacks. This also comes with innate punch through and ricochets once. The new fomorian accelerant mod should also help.

     

    I can't really decide what to get.

  3. 16 hours ago, EirwynTelyn said:

    I feel like a very small change needs to be made to transmutation.

     

    Mods you transmute have a small chance to downgrade a tier, and mostly match the same tier, with a small chance to upgrade.

     

    This makes it so that if you transmute bronze mods you get bronze mods with a chance at silver.

    If you transmute silver, you get a very slim chance at bronze and a chance at gold with the majority being silver.

    If you transmute gold, you get a very slim chance at silver and the majority being gold.

    Transmuting primed mods should always get you 1 primed mod. If you gathered 4 primed mods, you deserve a reroll to get a new one.

     

     

    Transmuting 4 gold mods shouldn't give me a pressure point mod. Ever.

    This seems a little too extreme. Transmutation is a gamble and shouldn't be a reliable way to get any mod you want. 

    If you combine these changes with the transmute cores, players will be able to get any mod they want relatively easily. They are essentially able to choose the rarity and polarity of the mod they want, which is taking it too far.

  4. Transmutation is an interesting but very risky way to get a mod you want. Unfortunately I have a few problems with it.

    1. Untransmutable mods.

    I don't like this idea. I'm not sure about other players, but I think the primary goal of transmutation is to get mods you don't have(maybe some players want another ammo drum?). These untransmutable mods are, unfortunately, usually event mods, corrupted mods, syndicate mods, etc. which are often rather difficult to get(syndicate mods and corrupted mods to a (much)lesser degree). I'm going to assume the purpose of making these mods exclusive was to ensure that players actually did the event/vault run/syndicate mission/ etc. instead of "exploiting" the transmutation system. I think this is fine for missions that will always be available such as syndicates and vault runs. For time sensitive missions however(events), there will come a time when there is no way to get these mods without paying exorbitant prices at the trading post(hundreds of plat). This seems just a little unfair how sometimes godlike and crucially important mods(ex. physical damage mods) are locked away for who knows how long. The very low chance of getting something you want already makes transmutation a VERY risky and costly gamble that is almost not worth it(as it should be). With mods a lot of players want locked away for indefinite amounts of time, transmutation becomes meaningless for players who already have almost every other mod. Making all mods transmutable is hardly game breaking... If done a certain way...(keep reading)

    2. Primed Mod transmutation

    Transmuting four primed mods is about as cheeky as transmutation can get. Unfortunately this preposterously high risk comes with almost no reward, as it is currently IMPOSSIBLE TO receive a primed mod after transmuting four primed mods(all primed mods are untransmutable.). Here's a solution:

    SOLUTION 

    All currently untransmutable mods should be made transmutable, but with a preposterously low success chance(event mods, primed mods, syndicate mods, corrupted mods, (.000001% transmute chance for primed chamber) etc. etc.). Fusing four primed mods will make this chance a little less insane. Fusing four MAX RANK PRIMED MODS will have an even slightly higher chance to transmute one of these mods. Baro kiteer will sell primed transmute cores.

    What will this do?

    -All mods will become available for everyone(not easily, but still available at least)

    -New timesink to keep old players playing

    -Trading and plat prices shouldn't be too affected, if anything ***plat sales will increase*** as players attempt to buy primed mods to fuse

    -Potential for CS:GO-like "mod unboxing." Players can record themselves performing a 4 max rank primed mod transmutation in a mad attempt at primed chamber and hundreds of plat. Why not add the carousel effect that displays mods passing by during transmutation just for drama.

  5. Zephyr is an AMAZING FRAME what are you guys talking about.

    I want you guys to try something: 

    Build 175% power strength, use jet stream augment, equip tonkor, and equip terminal velocity.

    Press 3 and shoot. Notice how the grenades explode on contact with anything? This makes zephyr an INSANE DPS frame. You can annihilate 20 enemies in one shot from across the map. Add on top of this the nigh invulnerability from turbulence. Corpus and corrupted cant even touch zephyr when turbulence is on. Grineer also have a hard time shooting zephyr. 

  6. Just now, willie989 said:

    We'd lose the option of shooting things from behind cover, or around corners :c

    But you need to land the tracer first to shoot around cover

  7. 2 hours ago, Loxyen said:

    pls no or at least let us choose if or not.

    Like you are able to choose between a pvp loadout and pve loadout mode.

    +1

    Why do dueling rooms exist? To get loot? Conclave xp? Credits?

    NO

    Dueling rooms exist to have fun. Nothing else as far as I can tell. Dueling rooms are for those days when you and a handful of buddies decide to take a break and chill in the dojo. 

    Dueling rooms are the go to when you want to laugh your &#! off with any weapon you want, any mods you want, any warframe you want, any companion you want, literally ANYTHING YOU WANT. 

    Who cares if its unbalanced? All that matters is that the players who use the dueling rooms have fun. 

    Want some semblance of balance in the dueling room? Simple! Just remove all your mods. There, balance.

    2 hours ago, Phasedragon said:

    I get that some people enjoyed 1-hitting snipers, but I seriously doubt anyone enjoyed 1-hitting somas, pentas, or melees. 

    I did. Several others did too.

  8. Soul punch is fine

    Terrify: So... I get a damage boost on debuffed targets? The casting animation is long, it gobbles up a ton of energy, it has a tiny range, and will get you killed in the middle of a fight. Perhaps affected targets in a slightly larger radius would have control of their frame removed. They would be "terrified" and would run away from nekros. This lasts for maybe a second before wearing off.

    Desecrate: Being able to get a little health while refunding the cost to desecrate is nice. However... the energy cost makes this ability very situational given that the long cast animation will get you killed in the middle of a fight. I would suggest removing the energy cost on desecrate and toning down the energy gain to 25 so nekros users can always desecrate. 

     

     

    Shadows of the dead: I'm not sure where to begin with this ability... I can say for a fact that SHADOWS OF THE DEAD IS COMPLETELY USELESS IN FREE FOR ALL. I get instant respawns for 2 minutes... Wow. The respawn times weren't very long to begin with and I can wait like 8 seconds to respawn normally. Not to mention shadows of the dead costs 100 energy, has an INSANE CAST TIME and contributes NOTHING in actual combat. I'm not sure how you are supposed to make the most of this ability. It's as if it encourages you to throw your body at your opponent and respawn instantly just to break even while making use of the 2 minute duration. It might have some use in team modes but I haven't tested it there(couldn't find a match).

    Suggestion: Spawn some random grineer that make a beeline towards enemies. Or corpus. Or infested. Anything than what is currently available for use in free for all conclave.

     

  9.  

     

    4 event status mods + 1 buffed status mod = 420% status chance

     

    Oh my word! That's a lot of status chance. This will be an issue, so I propose that the non-event status mods be a flat increase. This way, they serve a similar purpose, but in a different manner. It'll also prevent the apocalypse that is 9001% status chance increase.

    Tysis-50% status chance

     

    Bonus 420% status chance= 260% status chance

     

    So... Double status? Like red crits?

  10.  

     

    So, no. I disagree with most, if not all you suggest. Some mods are better than others. Its the nature of the game.

    Are you kidding me????

     

    Serration- 165% damage, 14 energy

     

    Heavy caliber- Must be found in vault, or traded, 165% damage, -55% ACCURACY.    16 mod energy.

     

     

    Point Strike-150% crit chance, 9 energy

     

    Critical delay 48% crit chance, must be found in vault, -36% fire rate, 9 energy

     

     

    DE has balanced these mods, why not status chance mods?

     

     

     

     

    That seems a bit excessive. Bringing them in line with the event mods, or making them a bit better would be sufficient. 80% range seems good enough.

     

     

    80% is nowhere near enough, considering rifle aptitude takes MORE mod energy, has a D polarity, and takes 9 mod energy.

     

    Dual stat mod: V polarity, comes with elemental damage bonus, only 7 energy.

     

    Also, i'd say 150% is not quite enough, considering crit chances are usually higher than status chances. 

     

    Braton- 10% crit chance, 5% status chance

     

    Point strike- 150% crit chance

     

    Rifle aptitude- 15% status chance.

     

     

    So, i'd say 300% is still reasonable.

     

    Edit: more like 175% 

  11. Right now, weapon builds in warframe are horribly constricted, as they are heavily focused on direct damage and crits, if the weapon has a high starting crit chance. if status chance builds were to make a comeback, something called "variety" and "choice" would have a place in the origin system.  The hate towards D polarities in the first slot would also subside.

     

    Standard status chance mods

     

    Rifle aptitude- +15% status chance. Seriously... This makes almost no difference, and pales in comparison to:

     

    Rime rounds, thermite rounds, high voltage, and malignant force, which all have +60% status chance, as well as an elemental damage boost. Not to mention these mods only cost 7 mod energy, vs the 9 mod energy of rifle aptitude. it doesn't stop there; the dual stat mods also have a V polarity vs D polarity, making them much more desirable. 

     

    And, thanks to the fact that these mods were event exclusive(with the exception of malignant force), players must put a considerable amount of effort in to acquire these mods.

     

    Crit builds, on the other hand, are actually viable thanks to point strike, which gives an unprecedented 150% crit chance. 

     

    It doesn't stop there, oh no. 

     

    This terrible hate towards status chance builds has spread to archwing.

     

    Modified munitions- While this mod gives 60% bonus status chance as compared to rifle aptitude's measly 15%, it is a D polarity mod with 9 mod energy. The discrimination continues.

     

    Magma chamber- This mod, like the other dual stat mods, effectively displaces modified munitions. 

    It comes with an elemental damage boost, 2 less mod energy, and a V polarity.

     

     

     

    If you are not yet horrified by this...genocide of status chance mods...prepare yourselves.

     

    The Dual stat mod terror extends to pistols, shotguns, melee, and even archwing melee.

     

    Sure shot- 15%

     

    Shotgun savvy- 30%

     

    Melee prowess- 15%

     

    Sudden impact- 60%

     

    Dual stat mods for all weapons: 60% status chance and 60% elemental damage

     

     

     

    This has to change. The standard status chance mods are useless in comparison to the dual stat event mods. Please, DE, do not force players to cough up upwards of 100 plat to get their hands on these tainted mods, just so they have a chance of getting a good status chance build. Mods should be different, not direct upgrades from their counterparts.

     

     

    TLDR: Buff the standard status chance mods to AT LEAST 150%. 

     

     

     

     

     

     

×
×
  • Create New...