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CrendKing

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Posts posted by CrendKing

  1. 13 minutes ago, Stormandreas said:

    If not, put in checks to simply not have weapons that the player doesn't own. This stops players being locked out of a gamemode for not owning weapons they simply don't want.

    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.

    • Like 13
  2. 13 hours ago, ChaoticOrderly said:

    RNG. This is not difficulty

    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.

    13 hours ago, ChaoticOrderly said:

    There are some REAL bad ones

    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 😉

    13 hours ago, ChaoticOrderly said:

    everyone has the same playstyle, so forcing people to mod and play more defensively, slowly

    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?

    13 hours ago, ChaoticOrderly said:

    15 RP gives you 3x Entrati Lanthorns and 37 RP gives you 50 VOSPHOR

    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.

    13 hours ago, ChaoticOrderly said:

    60 eyes can and should be considered the hardest content in the game

    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.

    • Like 1
  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.

    1. 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.
    2. 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.
    3. 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.
    4. 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.
    5. 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.
    6. 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. 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.

    • Like 1
  7. 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
    • Like 6
  8. 12 hours ago, quxier said:

    How unconvenient it is?

    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.

    12 hours ago, quxier said:

    Player goes gunning around, switch to quick melee for some time, want to do some melee, then turn back with just blocking, as it's quick

    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.

    12 hours ago, quxier said:

    Switching between melee and guns are very quick, even with above option turned on

    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.

  9. 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.

    • Like 1
  10. 29 minutes ago, Zakkhar said:

    In order to check whether a player inserted their shard gotta ask them to tap the X twice. Whoever does not remove/insert shard is the culprit. Have in mind there is a high chance it would be you. I once had nasty DC/crash during lure phase and my shard evaporated.

    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?

  11. 12 minutes ago, (XBOX)Player244024418 said:

    And yes, I picked it up. Went back, sucked everything in also, simply does bot register at the altar.

    I'm curious. When that happened, do you actually have the shard in your loot and also if you extract do you get one brilliant shard? If so, that's a bug. If not, maybe you misremembered? Seeing you as a XBox player, could be a bug specifically only exists for console.

  12. There are surprisingly high number of tridolon runs I participant in that failed due to someone not put in the shard. Sometimes one of them says in chat that they "can't put in". Most of the time though everyone just blames each other and leaves a bad feeling in the mouth. Since I NEVER fail to put in shard, I think those claiming "can't put in" just forgot to pick up the shard to begin with, instead of due to a bug. To fix the second case, can we have two QoL change for the hunt:

    1. Mark the Brilliant Eidolon Shard globally on the map with a special icon (not to be confused with regular shard) so people know where to pick it up.
    2. Put a name on each shard in the altar for whom put that in, or alternatively give everyone already put in the shard a special no-op status, so people know who the "culprit" is, so people can help instead of blindly blame.

    I can't believe similar suggestions have never been discussed before, so guess it's the usual DE "don't improve the game if it doesn't stimulate spending" strategy?

    • Like 2
  13. Why does Defense have to be in waves? Why not just keep spawning the enemies like Survival for 5 minutes? It makes the mission way more fluid.

    To me, the two biggest problems of Defense are 1) Sitting in one small map like a prison cell. 2) Dealing with staggering/lost enemies at end of each wave. Imagine each defense is to defend a moving object (e.g. an operator or a coffin in a cart) moving across a Survival like map back and forth.

    • Like 2
  14. Very unlikely due to two reasons:

    1. It is Corpus weapon, which receives Vandal treatment.
    2. Its name has two words in it, while so far Primed weapons have only one word in their names, unless the weapons consist of multiple entities (Dual Kamas, Nami Skyla, and Silva & Aegis). Not saying DE will never break this "rule", but unlikely.
  15. Borrowing from Overwatch, another "band aid" solution for PUG leeching problem could be an "avoid as teammate" system. With this system, if I see someone leech/afk/grief, I can add the player to a personal ignore list. In the future, whenever I play public, I will never be put to the same team with anyone in that list, at the cost of increased matchmaking time or success rate.

    Note that this is different than the current "Ignore" function, which if I'm correct only blocks incoming private message, but has no effect on matchmaking.

  16. The requirement of only level 30 gears is only band aid. It does not fix the core problem of affinity distribution and leeches. Everyone has met those leeching Inaros, Limbo or whatever frames that run around doing nothing. Some may pretend not to by killing 10ish enemies each round. Others may even not care just afk. When you point them out, all the responses are "kiss my ass" or "you should leave if you feel uncomfortable of me leeching".

    As long as the broken system is in the game one day, leeches will exist.

  17. 4 hours ago, xxFalconArasxx said:

    That is true, but the problem I am pointing is not just an example of "Warframe Logic", but it actually messes with the gameplay. It renders certain damage types much better than others. I have seen many people complain about how overpowered virus damage is, and how underpowered blast damage is, and the solution to this problem is really quite simple. Make the Cloned Flesh health class less common (it shouldn't be given to nonliving mechanical enemies), and make the Machinery health class more common (it should be given to pretty much anything that is considered a vehicle). They don't even have to edit the status procs for these damage types at all.

    I agree with you. Generally, if a company consistently makes inconsistency problems, it might reflect some fundamental issues in the company, such as

    • lack of communication (Employee A created Machinery, then left company. Employee B introduce new Grineer units, but never receive the memorandum left by A, that machines should have Machinery type)
    • lack of robust workflow (Employee A and B work on different projects, and directly merge their product as deliverable without proper integration)
    • lack of balance in power (Employee A has the decisive power on game design over other employees)

    I'm not saying DE has any of these problems, but it may. What we observe are just different angles of the same problem.

    Of course, it could also be designed as such. They might consider Cloned Flesh, Ferrite and Alloy be enough for Grineer, and plan to fade out Machinery. Since they are busy at new content, rebalancing damage types could be low priority.

    • Like 1
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