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Somnia

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Posts posted by Somnia

  1. To impart their experience, Teshin implores that the Tenno relive preserved memories of an Orokin-era Dax soldier
    during their time spent sparring and war-gaming, their best documented surviving memories.

    You'll be competing against other players as Dax soldiers. Why Dax? This limits the abilities, or class archetypes, and weapons available for PvP, which can allow for a more carefully curated competitive balance than if all manner of Warframe were allowed to compete.


    [A premise idea for a new foundation upon which the Conclave can be remade, streamlined, and balanced for competition, without having to deal with the headaches and dev team strain of maintaining balance across dozens of warframes and weapon options. Whether mods would still be present/used in the Conclave is up to deeper development brainstorming and beyond the scope of this suggestion]

  2. Agreed, Zealoid Prelate is actually a pretty decent boss. This actually feels like a proper boss. The Orbs and Lephantis also come close, but this was especially clear-cut and reminiscent of many other games, while taking advantage of Warframe's tileset-based nature. I wasn't able to just nuke it with any particular frame, it was pretty clear what had to be done, and it goes reasonably faster when you can do excellent damage and know what to do (as opposed to unreasonably fast "fights" like Phorid). A+

    All bosses should get health meters like this one, too. It might also help that you have to play three regular missions (invasions) before being able to access it, to earn the fight.

    (Thumpers are good as mini-bosses, too. Teralyst fights are also good if you think of them as a mini-boss, but only when you have a proper rubico setup ready to go.)

  3. Just adding damage stat-keeping, as Jax suggested, is the only thing needed here as an addition.

    A training dummy would need to simulate all the tissue-type archetypes present in enemies, to emulate their differing resistances and how it impacts your damage output.
    The variety of enemies that you can spawn in the simulacrum already accomplishes this.
    e.g. Grineer archetypes are cloned flesh and either ferrite or alloy armor, meanwhile corpus archetypes would need to account for flesh, robotics, shields, proto-shields, and occasionally one form of armor or another on certain corpus units

  4.  

    11 minutes ago, (PS4)Zuzu_with_a_Z said:

    Co-op doors are one of the worst design choices in this game.  I would actively pay DE $1000s of dollars to remove them.  Even if you open the door with me, I 100% garauntee you I will still 1 shot Phorid and you will be lucky to see his ugly hide for half a second.  

    The co-op doors are one of the biggest annoyances in Warframe PUGs because you end up with - as somebody above mentioned - the stragglers who stay behind to open every locker etc.  You can't choose your public squad, so it's a mixed bag - but knowing its a mixed bag it should be obvious that it's poor design to try and enforce rigid structure. 

    I do agree with you on the bosses - but I'm highly against mandatory player count checks.  People are not guaranteed to follow the dotted line, so to speak, and requiring them to only creates frustrations for the players that actually do.  Those of us who do play the missions as an objective based activity are forced to wait for people who don't want to or aren't playing objective.  It's bad.   

    Maybe you're right about the doors. They don't always spawn in all missions as it is, anyway.
    In my experience, in squads of four, there's usually at least other person who can keep up, hence the rule of two, but there can still be entirely distracted parties, though. 


    Boss phases are probably the safest implementation to guarantee all players can at least see the boss in some measure

     


  5. Re: players in the room: It should be like double-switch doors, only require two people. No more. That guarantees at least half the squad is in attendance.

    Bosses should be, as with the new Nightwave one, designed in such a way that you can't finish it in under 10 seconds before everyone gets to the room. (Phorid is probably the fastest boss to kill that I see on a regular basis, or that I don't, because it's always dead by the time it's spawned in if you're not in the room already)

  6. Apollo, Lua is probably my favorite arbitration currently. Corpus are my favorite faction to fight in arbitrations for the challenge of it.
    I'm not a fan of disruption thematically, how it's explained in-universe, but gameplay-wise I've noticed and appreciate that disruption has certain strengths over modes like survival, defense, and interception, particularly by taking their strengths and shedding their weaknesses. 

    Observations regarding the combined strengths of Disruption, in comparison to other modes:

    DHaDwuj.jpg

    I'm pretty happy with Disruption on a mechanical level. Still uncomfortable about how it's justified in-universe.

    Re: The in-universe lore behind Disruption: The conduits should probably be Tenno-tech, it should seem like something the Tenno want to do and that helps their cause. Helping Alad V with his dangerous amalgam research is strange enough on its own in its original Jovian home, let alone how it's across the star chart now with the same sorts of conduits. True to its name, it should probably be a sort of disruptive distraction for that background Tenno operative (from survival missions) that's always looting things for you. The player Tenno can be said to be getting comms ciphers from enemies (keys), plugging it into Tenno-tech disruptor/jammer conduits, and thus being a distraction. The buffs/debuffs could be a combination of background operatives pulling strings as well as enemies conspiring to sabotage the Tenno presence.

    P.S. I also appreciate that Disruption arbitrations are more forgiving when squaddies go down, as you have the luxury of time to find drones and accrue revive tokens between conduits.

  7. The Conclave needs something like the WADDAFITE. Competitive balance through simplicity. Tenno paintball? 

    Or refine Lunaro to give us some of that Rocket League/Lucioball action, and with consistently desirable rewards (e.g. ayatans, credits, potatoes, etc.)

  8. Nightwave still has its most glaring issues intact and is still deeply frustrating/tedious compared to old hop-in-and-play-a-little-bit alerts or sorties. The FOMO and amount of ranks to climb is as discouraging as ever. For the same reasons as before, I stopped looking at Nightwave entirely. It isn't fun nor a pleasant experience.

    • Like 2
  9. 13 hours ago, Steel_Rook said:

    [...] More elaborate, at least semi-story-driven objectives could help stave this off, but very few missions work that way.

    With that said, maybe fewer mission nodes overall with aforementioned stronger mission design like this might be what serves the game well. Quality over quantity. That would also concentrate matchmaking players; fewer empty/desolate nodes you'll probably be soloing even while set to public. Unexpectedly, also a more integral way to bring back raids in a sense, or to remove the need to, by that level of mission character just being regular gameplay missions, albeit in manageable bite-sizes.

    Better to focus on delving deeper into the specific characteristics and situations of each planet, much like how Jupiter got fleshed out on the aesthetic front.

    Orb Vallis bounties are probably somewhere in the opposite direction; they're distant, repetitive, and especially dissonant with what you're supposedly doing story-wise because the objectives are very disconnected from the fluff premise and have you doing the same objectives. (Like the one involving bombing someone's transport, that never involves direct interaction from Tenno, only the most remote "we assure you it's there off-screen" sort.) .

  10. After being reminded by a recent sortie that the Assault mission type exists (Kuva Fortress), it should be pointed out, as a great point of positive feedback, that it was pretty unusually fun and stood out among a lot of the other content (Arbitrations, open world Bounties, Sanctuary Onslaught, etc.), and felt like a pretty proper battle/assault with all the chaos players wreak over the course of flying through the fortress defenses and the varied-but-quick objectives it rapidly slings at you, all without overstaying its welcome, notably. (The fortress tileset itself probably contributes to the battlefield/raid feeling, though, having pillboxes, turrets, and spotlight-esque defenses, etc.)

    It's concentrated action without too much space/time between its objectives, and without having you do multiple of the same objective in the same mission. Action too brief to hit burnout, and varied enough to not get as boring as other mission types. Might be a worthwhile subject of review/study.

    • Like 3
  11. The "Energizing" act is redundant; it's just a kill-count act with an RNG component, as you get energy orbs chiefly from killing enemies. Maybe some people appreciate the difference in fluff, though. Gilding and Forma acts are just evil, and especially rude after you've finished multiple zaws already or have things with 7+ forma, something that becomes a tedious grind without something requiring more of it.


    Alerts served a fun jump-in-and-play-a-little function that's not around anymore.
    They were something you could hop into for a fun little bit of play and flexing, especially for a short play session, and really they just needed better rewards. You were also sure to grouped with others in an alert because of their visibility and accessibility. especially when they were offering something people might've actually wanted/lacked

    • Like 1
  12. 3 minutes ago, Dhrekr said:

    So... the pro is that it would be a novelty for the first two times it happens. The cons is that it is either irrelevant or actively harmful to the purpose of those doors.

     

    Yeah I really don't see this happening. But I congratulate you: you are probably like the third person who posts this idea on the forums, but the first to have enough sense to give convincing arguments why this idea won't happen. Yay.

    It's a pretty open-and-shut case on the idea, yep

  13. Wukong (with Celestial Twin) and Equinox (with Duality) should be able to open double-locked doors using their doppleganger

    + Pro

    • It's a fun little detail to happen on that's thematically appropriate and likely in-universe

    - Cons

    • This is irrelevant when the player is running solo, since they already don't need a compatriot to open double door they encounter solo.
    • This nullifies the catch-up function that double doors serve in co-op
       

    Just putting it out there to mull over and discuss

  14. Considering nullifiers are an ever controversial topic, I've figured one solution would be to distill it
    down into the multiple roles it serves in combat, separating it into several units; simpler parts more
    easily digested by players while still allowing the units to serve their function in gameplay.
    This could also ease any future balance changes on these individual components.

     

    • The Pry: unit immune to CC, grants immunity to CC for its allies within a visible aural space. (This aura would provide no additional protections, and does not shut down active warframe abilities nor their effects on a warframe.)
    • The Bubble Shield: unit granting protection from harm to its allies within a bubbled space. The bubble must be weakened and destroyed to proceed with the timely death of all inside. (The Pry and Bubble Shield units could still be consolidated as a single enemy unit; the bigger change comes with our third unit below)
    • The Scrambus Channeler: unit that channels a broad beam of energy at Tenno that slows warframes caught within it and disables their active abilities while within. This would be the tech used on Valkyr Prime in her trailer; though it should be more mobile than that iteration, something that doesn't have to be carted around. (Alternatively, Scrambus and Comba units could also see more use)

     

  15. 11 hours ago, birdobash said:

    Judging from the fact that you specifically stated that "arcane aegis also helps" I'm assuming you actually haven't tested it yourself, since the build solely relies on arcane aegis, it doesn't just "help", it's the thing that makes it work in the first place.

     

    Haven't tested it with fully upgraded Arcane Aegis myself, though I have seen others mentioning it a lot; mine is the bare lowest and just one, and I've been supplementing the build with Rolling Guard in regular gameplay. Haven't stress tested it in the simulacrum. It's been pretty reliable without paying too much attention. It's seemed like the dragon key lowering it to such a great extent has been the greater lynchpin making it work. Since energy orb pickups force start her shield regen, that might also be helping me.

    If everyone's certain it's a non-issue, by all means, I won't complain about leaving it be. Just giving DE a heads-up that this might be something worth taking a look at if it's unintended design. I also didn't suggest any changes to the frame itself, but to the dragon key's intended effect.

  16. Hildryn can currently become unkillable via the combination of her passive, shield recharge mods, no shield capacity mods, and chiefly a decaying dragon key. Arcane Aegis also helps.

    The result of this combination is that her very low shields will recharge back to full capacity within her passive's invulnerability period. This effect can be looped indefinitely, rendering her invulnerable at no cost, free from energy leeching effects, nullifiers, and the ability reset of falling off a map. Only an immediate slash/toxin proc could still deal any kind of damage if she somehow doesn't also receive enough damage to deplete her shields.

    Proposed change: Decaying Dragon Keys should also disable her passive. 

    Edit: oop, found the megathread, merge this into that please

  17. 6 minutes ago, Walkampf said:

    Don't like playing with a Limbo on your team? Leave the group!

    Other people don't like to play with your Limbo? Get gud so you don't get in the way of others.

    Worried about trolls? To bad! If somebody wants to troll others he will find a way, even if you fix another. The only fix here is: don't play public to begin with and instead only play with people you know.

    Dismissive arguments like that about Limbo have been thrown around before and after each of his reworks, and this suggestion was put forth despite them because he can still be better. You don't have to write all that to suggest that you're satisfied with him in his current state, and I did also raise concern over the possibility of a complication with my suggestion, with the hope of streamlining ideas from others. 

  18. 14 minutes ago, Walkampf said:

    The idea adds nothing to the fluidity of the game.

    As you already mentioned, there are a whole lot of exceptions to deal with.

    And also, what happens in the simple case of missing a shot?

    What about shotguns, or really any weapon modded for multishot, which doesn't have a perfect 100 accuracy? As soon as the accuracy is less than 100 weapons are nor guaranteed to make their bullets hit the exact same spot, so in every of those cases you have to decide what happens if you hit a banished and a non-banished enemy with the same salvo?

    What about punchthrough?

    The idea needlessly overcomlicates literally every weapon attack in the game.

    Fair points, esp. about punchthrough, which is why I brought up the bullet regarding: 'what happens if multiple in and out are hit?' I'm uncertain as to how that should be exactly resolved, esp. in an elegant/simple manner, and the subject is certainly open to suggestions on that front.

    Simply attacking instead of rolling to transition is more intuitive for unfamiliar and seasoned players encountering him; that aspect does aid fluidity.

  19. 16 minutes ago, Thaylien said:

    I don't see anything that would be gained by this that isn't gained by the Limbo being an active player in the group instead of standing in Cataclysm like a banana.

    You're not wrong, and this is also aimed at mitigating Banish trolls hindering teammates when they get especially salty, akin to a Switch Teleport Loki troll.

    Limbo still has the power to slow down action against the will of their teammates, akin to Vauban's Bastille, with the long-range fire denial of a Frost snowglobe spam in inconvenient locations. He's been a ball of troll fuel and counter-intuitiveness for a long time. This is a tweak to bring him to being less of a nuisance, even if only a smidgen.

  20. A quality-of-life tweak to Banish, to make Limbo a smidgen more squad-friendly:

    1.  When an ally outside the rift shoots/hits a banished enemy inside the rift, the ally will be put into the rift.
    2. When an ally in the rift shoots/hits an enemy outside the rift, the ally will be removed from the rift.

     

    • This grants smoother transitions to and fro the rift for allies and likely fewer frustrations.
    • What happens if an ally simultaneously hits multiple enemies that are both in and outside the rift? (such

    as with an AoE or melee) Unsure. (Maybe nothing, maybe something violent, or maybe prioritize non-rift enemies. Keep it simple. Something to brainstorm.)

    • This would not apply to enemies and allies inside the rift via cataclysm bubble. (For the obvious presence of the bubble keeping everything inside the rift.)
    • This would not apply to exalted weapons, which count as abilities that can already hit things inside and outside the rift freely.
    • The transitioning shot/hit's damage should register on the hit enemy that was in the opposite plane. (No one wants to have to charge an opticor to transition, then recharge to fire again while the enemy's staring them down; that has the potential to get the player killed)
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