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-N7-Leonhart

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Posts posted by -N7-Leonhart

  1. Just now, (PS4)tissot555 said:

    Yea that's kind of why I didnt understand what the problem was. It really seemed obvious to me. When the devs started talking about one type reducing the damage enemies do and one type ragdolling, I was like "huh, say what now". Anyway, if they dropped it, I guess it doesn't matter

    For now, but maybe they have in mind a bigger overhaul. They should not look away from it, since Impact is the least useful damage type out of the 3.

  2. I agree that Impact should do more damage vs armored targets, if we are too apply logic (IMB someone says to not apply logic to space ninjas). If you ignore the procs part, Slash does the least damage vs armor, as it is indeed logic to be.

  3. 1 hour ago, Zephyr_TheMLGPro said:

    Cycron

    • Range increased from 20m to 24m.
    • Mag size decreased from 60 to 40.

     

    WHY THO?!

    Probably to prevent very general metas early on. Just like how they nerfed the continuous weapons the next they after the buff, since they were OP as fu*k. I like to look at this like they have finally learned from past mistakes and actually test things better.

  4. 41 minutes ago, Mage_of_Mind said:

    so the hema,  updated grinlock, and toxocyst are all some of my favorite weapons. they all heavily emphasize headshots (for obvious reasons on the hema and toxocyst). when building them i tend to maximize multishot and dual stats and never really put crit multiplier damage. since im constantly attempting headshots and not likely to get a regular crit, but the head is a critical spot. will the enhanced damage from say a vital sense apply to the headshot despite having a low crit chance or will i only get the boost in damage if i were to happen to land a crit?

    Critical multiplier will only work on the % based critical hits (yellow numbers). It will not work on the white numbers headshots, those will still be multiplied by 2x. However, unrelated to the Critical Damage itself, if the headshot is also a critical hit, the multiplier becomes 4x instead of 2x, on top of any critical damage that critical hit may have. Needless to say, that aiming for the head becomes even more important when using critical weapons.

  5. 40 minutes ago, Nitro747 said:

    It adds a very poor challenge. Simply popping out our abilities and being imune to gunfire and powers if simply stupid. Ancient Healers are a challenge, Ancient Disruptors are a challenge, Napalms are a challenge, Manics are a challenge. Juggernauts are a challenge. They can make us rage a bit before, but they aren't like nulifiers. They don't lock an entire room out of our powers, they don't force us to recast our abilities because their buggy bubble clipped through a CEILING. They need to be worked on and I'm glad DE finally addressed the fact they could make rumblers and shadow spawns disappear just by approaching them.

    Stop pretending you are the super badass veteran of warframe when we are complaining about a poorly designed enemy. As I said before, no one complains about Combas and Scrambuses as much as Nulifiers because they rarely appear and can still be affected by our powers.

    We are complaining because we are simply tired of running through a room with a bunch of buffs it took a while to build up only to have it all thrown at the garbage because my pinky toe touched a bubble clipping from the wall.

    And I am complaining because only that is not enough to make me feel anything. In this game I would gladly choose all the annoying enemies over the easy to understand and linear ones. If a room if filled with Nullifiers, you can run through them without any powers and just melee them all to death or anything else. The Bombards, Manics, Disruptors, Bursas are all far far too predictable and linear to be a even called a challenge. Even a room with 100 of them has endless ways of being cheesed.

    The only significant challenge I can think of is a Sortie level Juggernaut, but an optional enemy that appears once per mission is not really something that thrilling....

  6. 9 hours ago, BlackCoMerc said:

    No. Nullifier doesn't add anything significant.

    THATS THE POINT.

    Nullifier us just an annoyance. It removes an entire facet of game play, while adding nothing fun or Engaging. And at high levels on crowded maps, it turns Warframe into a bad Mass Effect clone...all while adding nothing of quality.

    Why are we supporting this?

    How about the fact that it adds challenge? It's so tiny little bit, but it is there, the one enemy that I cannot hope to defeat in a single shot no matter how powerful the one-hitting weapon that I have. But this is still far far too easy, annoying is just another way some people call difficulty. For me, the most annoying thing is nothing ever being a challenge in this game, especially now that we have like 5x more power than we ever did before.

  7. 7 hours ago, BlackCoMerc said:

    Sure we need more mini boss types.

    But we still dont need nullifiers.

    By the way you fanatically say that those average enemies are something devilish, I imagine you being the type of player that never touches and weapons and just spams powers with fanaticism. Because I don't really get it, since Nullifiers are like nothing significant, even if I were to shoot them with an unmodded gun or melee....

  8. 7 hours ago, BlackCoMerc said:

    No. I am saying that depspite their presence, nothing changed. Except added frustration.

    Not exactly the intended effect.

    If we are too powerful, then balance the game. Stop adding cheap, frustration inducing bandaids instead and just have the guts for a rebalance.

    Problem is that just straight up damage and HP can be cheesed up in countless ways. The people that camp for 5 hours are a good indication of this.

    Imo, we NEED enemies that know more than just to point and you and mindlessly shoot while they soak up bullets. We need more enemies like of the Juggernaut, Bursa or Manic (although less powered and in higher numbers).

  9. Just now, (PS4)EpICFreeDoMZz said:

    If you need something hard to do try ODS. I used to breeze through everything then I started doing that an I finally got an actual challenge. It was fun and scaled incredibly well. 

    It's so-so, up there with Mot and the Kuva Fortress Survival. But I was soloing over 1h in ODS before Rivens and all these huge buffs were a thing. Now it's just an unfunny joke. Should I just nerf myself by dropping a few mods for it to be hard again?

  10. Yeah, I am bored out of my mind alright. I remember 3 years ago when it was actually more difficult and it was worth it to try and gain better gear to do those extra levels in an endless mission.

    Now, between those rivens and weapon buffs, why do we have like 5x the DPS but the enemy levels are overall the same? And rather that just high levels (which can be cheesed in countless ways) I want to see some real challenge, that is not designed for the wide player base (which is extremely casual at it's core).

  11. 5 minutes ago, BlackCoMerc said:

    Except...Nullifiers dont exist in a vacuum. They hide hordes of other enemies inside their bubbles. Many with seeking rockets, knockdown spam, additional power canceling...the list goes on. 

    Fighting Nullifiers on crowded tiles isnt necessarily hard. But it sure is tedious. And guess what the best method of survival is, in the immediate aftermath of killing a Nullifier? Yep, you guessed it: Spamming Crowd Control to handle the hordes left behind as you were dealing with the Nully.

    The VERY THING they were intended to counteract...they actively encourage. How's that for failed design?

    So you are saying that without them the players would not spam the CC abilities like there is no tomorrow? Please....

  12. 31 minutes ago, tCartmant said:

    They amount of nerfing that they have done is very minimal. I would surprised they nerfed anything in any big way.

    I don't think it will happen at the same scale. After all, considering what mods the melee weapons have, as they are now they are still more viable for high and very high levels than guns are. Hell, I would say they would deserve nerfs with some specifics in mind, much less buffs.

  13. On 2/24/2018 at 7:30 PM, Robolaser said:

    Indeed beam weapons now consume less ammo when killing very high level or amored single enemies thanks to status rework. But because of the ramp up per enemy it's the opposite for some of them like the atomos or phage against hordes of weaker enemies, which constitute the large majority of what most people encounter i believe.

    Depends from what point of view are you looking. It's true that they take longer to kill lots of light enemies rather than few single enemies. However, even with this ramp up they still kill those masses of weaker enemies faster or at least just as fast than the previous beam weapons did. It's basically win-win either way.

  14. 20 hours ago, mazzinia said:

    The fact that there are some mods like those, doesn't mean it makes them usable, to me.

    I consider those mods a waste of space... before using one, I would change weapon entirely. 

    Sounds like you are seeking the perfect build, with the perfect damage and ammo economy, without having to use any of the many of the alternatives of ammo restoring (Carrier, Scavenger aura, mutation mod or restores). In that case, those weapons don't seem to be suited for you.

  15. 7 hours ago, Cicasajt said:

    Ramp up feature ruins the wole poin of beam weapons. they are supposed to be these laser beam things that just swipe around cutting through enemies. DE doesnt get this.

    So you know better what some weapon concepts are supposed to be than their own creators, that imagined everything about them, from shape to mechanics? :crylaugh:

    There are plenty of weapons that will deal high damage instantly. The beam weapons have their own unique category now: after the damage ramp up, they seem to be able to deal the most DPS + status of pretty much anything else in the whole game. Of course, that makes them best suited for high level missions (or very low levels ones).

  16. 3 hours ago, Ronin_Edo said:

    I, for one, am terribly disappointed in what you have done to the quanta. I had a weapon that, with a riven and an additional mod stored 108 charges and they lasted really well. Now the 108 charges is cut to 80 and I'm reloading every 20 seconds. This SUCKS. In fact is sucks SO much, that I'm considering quitting WF and going to a game that isn't constantly throttling weapons.

     

    You mean to say it sucks in the realm of ammo economy and reload experience? While that may be the case for Quanta only, since it had like 1 fire rate before, now it hits a lot harder, is very crit viable and doesn't have the status/second feature, but per 'bullet'.

    Ofc, if you don't like the high fire rate and want overall lower DPS, you can put on Critical Delay. That will increase the crit which is useful for Quanta and lower the fire rate. The DPS is lower than high fire rate builds, but it is still leagues ahead of the old Quanta. Or hell, just put more +%mag size mods on. Even with that it will still be probably better than the old Quanta in DPS.

    Quanta at 3:45. Kills a lvl 150 way faster than the old one did a lvl 100.

     

  17. They acted quite fast with the nerf. That was for the best, it would have been way worse if the players got a taste of the easy mode for any prolonged periods of time and then facted with the nerf hammer. Like this, the sense of loss is minimal.

  18. 23 minutes ago, macs_wrx said:

    Thanks pal. Im rerolling the past few days. Ill keep left one and try luck again. Im on pc btw. 

    You probably made a mistake. Lanka is capable of getting perfect critical chance without any Riven, so the extra critical chance you get from that Riven only serves of increasing the Critical Damage (orange crits).

    However, a bit more Critical Damage over what you have already on is not going to be incredible. But that extra damage buff one the second Riven would have doubled your damage per shot for sure. Also, that Riven had a quite a good negative (that's why it was also higher in values).

  19. 8 hours ago, A-Midnight-Shanking said:

    Kinda was supposed to be a lead in for you to suggest a mod idea.

    Like, I don;t know:

    Practiced Aim

    +40% Zoom

    While aiming, Shooting without missing increases your [weapon category (Primary/secondary)] damage by up to 25%/50%/75%/100% decaying over 2 seconds(Multiplied against final Damage)

    Yeah, if it's about a unique, more powerful mod than a normal counterpart (because you will need to be aiming), then that is a really good idea. However, I didn't quite have this in mind when I first started this post. You see, I can't exactly phantom the reason why, why would zoom lower than the base of 2x be needed so much that they go out of their way to change it?

  20. 6 hours ago, A-Midnight-Shanking said:

    Then suggest a mod that increases damage or something by the same value of that of an elemental mod, but only when zoomed in. Then it becomes more of a modding choice.

    In that case it would not be a very good mod, would it? Since you can just put a normal elemental and be usable in both zoomed and not zoomed modes. That idea is not half bad and you can see an implementation with stuff like Argon Scope, but yep, you need quite significantly powerful mods for it to be justifiable.

    6 hours ago, CorerMaximus said:

    It's not that much more reduced/ noticeable. I made a quick video on it the DPS chance on the Amprex and when zoomed in on the 4 second mark; it's not really all that much personally; that, combined with the reduced range doesn't really demand scoping eitherway, since if you're scoping in to aim at an enemy- they're probably too far for the Amprex to reach anyways. (video- https://youtu.be/KXrLXzBYeFM?t=4

    Thankfully, for Amprex, the zooming for accuracy is not required for 18m range, but it may become necessary for 30m ranges (Sinister Reach), since the enemy heads are barely targetable otherwise at that range. And Amprex is still a crit weapon by all means and purposes so you definitely want those 4x damage headshots.  

    However, one thing that is immediately noticeable when zooming in is that the Warframe is taking up a big chunk of the screen when you zoom in, whereas if you try with something like Latron that has higher than average zoom, it will be somewhere in the left corner.

    5 hours ago, RealPandemonium said:

    Many of the recent weapon reworks include zoom level reductions.  A developer reply explaining why this is would be quite welcome.  

    They did it for shotguns as well, so I didn't felt like I had to question their decision at the time since I hardly ever want to aim at 30m+ ranges with shotguns. However, it indeed makes 0 sense to reduce the base zoom, when a player that doesn't normally doesn't like the zoom for whatever reason will simply not zoom in. And what is the gameplay advantage of it by their logic?

  21. The purpose of the zoom is clear: remove the Warframe from the view, which normally blocks half of the screen and make the enemy targets bigger, so that their head can actually be targeted by our tiny reticles.

    Since it's so advantageous for sharp-shooters, why reduce it with the recent changes, and even for perfect accuracy weapons at that? The players that don't like the zoom for whatever reasons can simply not aim at all. But until the Warframe will get a first-person view (never), the zoom is absolutely necessary in order to actually see the targets that are right in front of me in the blindspot or properly aim at their weakspots when they are more than 30m away.

  22. 1 hour ago, Hooride said:

    Amprex went from from 50% critical chance to 32% ,what makes you think thats a buff?

    Base damage, ammo efficiency and STATUS chance. A LOT more. Before I was barely ticking lvl 100 heavy armor, now they melt in moments. Same with Quanta and Synapse.

  23. 7 minutes ago, Soketsu said:

    When did I state buffing everything is the answer ? I only say about the nerfing part.

    Not nerfing one thing basically implies buffing everything else, otherwise the balance is lost. Ofc, the answer all along is not making something powerful in the first place.

  24. Nicely? Supra Vandal it's a god slaying monster with high crits, status, base damage, fire rate ammo capacity and even the accuracy to back all those out, go figure.

    Dera Vandal, Buzlok have absolute monster stats now and  Tiberon / Burston P are side-grades of each-other that seem to be even better than the Sybaris family. Wanna hear the best part about this? All those that I have mentioned have superb riven disposition and their Rivens were dirt cheap not too long ago :crylaugh:

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