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CrendKing

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  1. I keep seeing this complaint. It doesn't make sense because it rewards people with less weapons in possession. It punishes people who actually own and master every weapon, which I heavily doubt DE intends. If DE actually does this, people will start selling their less performant (but could be interesting) weapons, leading even less diversity.
  2. All I know is, if you give me any one good Incarnon weapon (e.g. Miter, Furis, Innodem), any content is easily beaten. You could say, why not ban all S tier weapons in this mode and remove RNG? Well, at that point, the other half forum will complain about "Where is game progression", "I worked hard to make these weapons work". There is no way to satisfy everybody. I guess your definition of "bad" is my definition is "excellent". I define anything I can easily find way to bypass or ignore "bad". Disable gear items? Bad because ignorable. Parasitic Tower, where my PUG squad inevitable failed twice due to bad teamwork? Excellent. This mode should be hard so that even the best player should spend multiple trials to beat every week. Don't like it? Don't play it. As you mentioned below, the reward is not even that good 😉 This topic is subjective. In every game, some players tend to be slower (but not necessarily bad in any term), some faster. If the difficulty challenges the player to be slower initially, it's only good to motivate him to become better. I'm just glad there is finally a game mode I can't play with my eyes closed. In fact, the RNG loadout encourages players to explore different playstyles they are not used to. That brings the much needed diversity into the game. How is that bad? Like I mentioned in another post: You prefer to switch the order to be 20 vosfor, 50 vosfor, gold, diamond? Joke aside, if you think the reward should be more, where is the stop line? What stops people to complain that DE doesn't give out 10 taus in the diamond, or 60 eyes not dropping Melee Duplicate? I admit I hate the Melee Adapter being there, but as long as the interesting ever changing challenging game play is there, I don't care even if there is no reward. I play for fun. This one I just can't agree. It has been a while, but if I remember correctly, 60 eyes' difficulty lies on 1) constant dispel; 2) damage attenuation and billions of hp. You complain about RNG limiting player agency. The dispel does the same. It basically disables all buff abilities. And since it doesn't take any offensive ability, basically no warframe ability is usable. And the DA + HP just artificially lengthen the fight, drag every weapon down to the same baseline. It won't matter if I use a Laetum or Seer. Plus, due to no RNG, it will always be the same fight. If this is THE end game fight, I think Warframe has no future.
  3. I think the transference restriction modifier should be be turned into a permanent passive that disables all restorative Magus arcanes and void mode in DA. That way you can always use operator, and not cheese health and revive with it. Heck, it should be exist for SP Circuit and Archon Hunt as well. All high level content. Otherwise, it's not high level at all.
  4. I completely agree with you that the 50 vosfor should not be the ultimate reward for EDA. It should be that diamond reward pool. DE, listen, you gotta switch the reward order to be Vosfor X 20 Vosfor X 50 Gold Diamond That's the correct progression everybody is asking!
  5. With the release of Deep Archimedea, DE adds so many interesting modifiers to the game. I'm talking about anything that's NOT the random loadout. I'm referring to things like "Powerless: All Abilities are disabled until you kill 50 enemies." or the shortly peeked "Parasitic Towers (Survival): Life Support Towers only activate after 20 enemies have been killed within a 15m radius of them." Some of the modifiers are way more interesting than the weak Netracell keyglyph ones, and genuinely requires players to approach each mission completely differently. This triggers me to think, can we push these modifiers to ALL other missions (e.g. star chart, Arbitration, etc.), and make a Diamond Path mode? The Diamond Path should be a difficulty that's on top of Steel Path, and requires not only decent equipment, but also requires players to play well. And in case of co-op, play together well. As for reward, well, I think only the most veteran players will be interested in this difficulty, most of who already have everything the game has to offer, so no change from Steel Path is needed. I also have some thoughts about the current modifiers. Most of the current modifiers are fine for solo play. But in a squad, some of them are lacking. For example, things like "Lethargic Shields: Shield recharge delay increased 500%." can be completely ignored if there is one Dante or Wisp in the squad. Some modifiers can only be felt if in combination with other modifiers. For example, "Vampyric Syndrome: Lose Health every second. Killing enemies restores Health." on its own is probably fine (a bit weak), but it can be completely bypassed if all player needs to do is equip Magus Elevate (restore 300 health to Warframe when transfer in) and do a transference. However, when combined with "Transference Distortion: Transference into Operator and Drifter is blocked." suddenly a solo play without a Warframe capable of self healing is risky. Some numbers are too low. "Framecurse Syndrome: Activating an Ability inflicts 50 damage upon you." should instead inflict 250 damage, and straight up kills if not enough health left. These kind of modifiers should be a hard stop to certain play styles like ability spam. Otherwise, it's still bypassed by Magus Elevate. Ammo modifiers (such as "Ammo Scarcity: Ammo depletes steadily. Battery weapons recharge slowly.") should affect Incarnon charges accordingly. Incarnon weapons are already the best weapons in game right now, and the lack of interaction here makes them even better. They should be limited the same way non-Incarnon are limited. Otherwise, give me one Furis Incarnon and any content you develop for months is wasted. Why does "Gear Embargo: Gear cannot be used." exist? Who needs to use gear anyways? How about instead of making these a separate modifier, make these permanent passive for the game mode (Deep Archimedea or Diamond Path)? If that's the case, I suggest to also put all operator healing arcanes such as Magus Elevate in the basket. They have been staples for eternity to destroy any difficulties. Because of all these external healing methods, we haven't been able to experience what Warframe used to be before operator was introduced. The game used to have possible to fail missions if players are not careful. Nowadays, combined with Last Gasp alone, it is literally impossible to die. We haven't experienced most deviations. From looking at the descriptions, most are interesting and challenging. The only weak one seems to be "Engorged Gruzzlings (Disruption): All Gruzzlings are Eximus." Tl;dr: I want to play more games with these interesting modifiers, not just twice a week. Don't waste the opportunity, PLEASE!
  6. I bet DE will make an augment later to disable it, with an extra bonus of 15% ability strength 😉
  7. The incarnon form of Onos is probably one of the strongest out there. I'm talking about both phases of that attack: the railgun, and more importantly the AoE charging phase. Since it's AoE and has innate heat damage, modding for fire rate + Cascadia Flare is a no brainer. And because it has 350 incarnon charge, I can mow down huge number of mobs before recharging again (thus there is absolutely no need to pick "Incarnon Efficency"). Another key observation is about the "Sequential Skullbuster" evolution. If I gain 4 stacks before transformation, the incarnon will inherit these stacks indefinitely. It only resets with the incarnon form. That's 120% damage without maintenance. Also, 4 stacks is easy to get thanks to multishot. The railgun is of course also super strong. I use it only on the strongest eximus/disruption bomber/acolyte, which most of the time one shots them. The fact that I can both AoE and single target on-demand makes Onos one of the most versatile weapons out there. The only gimmick is that I have to constantly press and release the mouse button for it to not fully charge.
  8. It's a .5 update. What else do you expect?
  9. Same here. It's not only the 7500 one. Lower bounties also share the issue.
  10. This is not true. If you follow the comment at https://warframe.fandom.com/wiki/Raptors?commentId=4400000000003194450, you can complete the codex entry even today.
  11. Please consider the cost of all the arcanes from Vox Solaris. All other syndicates' arcane offerings either tie to the main faction standing (e.g. Cavia, Holdfasts), which can be farmed by doing bounties, or tie to easy-to-farm resources (e.g. Quills). This fact warranties the high cost (mostly 10000 standings) of those arcanes: not easy to get, but if player really dedicates to, he can eventually gets them. Vox Solaris is the lone exception that violates all the rules: it offers exceptionally larger amount of arcanes than all other syndicates, most of which are high cost, even including very niche ones (such as Magus Drive for 10000 standings), and toroid is infamous for its farm-ability. I calculated that to rank all arcanes from Vox Solaris to max, one has to get 2560000 standings, which 2560 small toroids, or killing Profit-Taker Orb 427 times. Please consider doing at least one of the 3 things: Move some arcanes to other syndicates, such as Quills Lower the cost of some 10000 standings arcanes Make toroid easier to farm
  12. My argument is that quick melee is meant to just quickly do a few melee (mostly just the slam attack, but could be a few slashes), then switch back to primary. If player's intention is to do a lot of melee, he might as well switch to melee weapon first. With this said, if every time player quick melee and want to switch back to attack, option off means one button click, option on means two button clicks (right then left), literally doubling the amount. Remember, doubling the amount every time he quick melees. That stacks up quickly. Of course, in terms of "clicking button economy", the more the player quick melees in that succession, the less pain for that extra right button click. You are right that when I said two scenarios, it is in fact a whole spectrum between the two scenarios. But you get my point. My suggestion actually don't touch the part about switching at all. I only suggest to allow left button to melee attack when player already switched to melee weapon. That's it. Everything else remains the same.
  13. Currently under Options -> Keyboard/Mouse, there is the "Melee with Fire Weapon Input" option. When turned on, player can use the "Fire Weapon" button (usually the left mouse button) to trigger melee attack, in addition to the dedicated "Melee Attack" button. There are two scenarios: 1) Player is actively using primary/second weapon, and hit the "Melee Attack" to do a quick melee. With this option turned off, player can switch back to primary/second with left mouse button, which is very convenient. However, with this option turned on, after the quick melee, it is "locked" to the melee weapon. The only way to quickly switch back to primary/second is to hit right mouse button to aim. This is not convenient. 2) Player first specifically switches to melee weapon. The right mouse button will now always do blocking. With this option turned off, the left mouse button will do nothing. With option on, the left mouse button will do melee attack. Due to the inconvenience in scenario 1, I would prefer to turn this option off in most cases. Occasionally when I play a melee build, I strongly prefer to use the left mouse button to melee. It is unfortunate either option is not perfect. Since in scenario 2 + option off, left mouse button currently does nothing, why not make it also do melee attack, just like it is on, but only for this scenario? BTW while we talking about control, why is the Cipher key binding ("Y" key) not customizable? Every other key is there.
  14. Same happening to me here: https://imgur.com/a/jMxf4hj
  15. What you say is true, but even doing this requires some level of coordination, which is clearly lacking at that point, or otherwise the problem wouldn't happen to begin with. Also, I always verify that I see the "Remove Shard" prompt before moving away, but I know not everyone has that habit. All I'm asking is a more straightforward way to do this. I mean, why do we need to put in shard to begin with? Why can't the mission just give each player N brilliant shards at the end screen, where N is the number of Eidolons the squad have killed? Why do we need to do this unnecessary step just to have a cringy "sacrifice" vibe?
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