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Jhura

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Posts posted by Jhura

  1. OK I want to just add something here: nerfing guns or warframes directly will just add another layer of problems.

     

    What I mean by this is, that if warframes and weapons are nerfed to the point that things become "hard" then it will only spur on a more enforced mod meta and to an extent certain warframe and weapon meta.

     

    The real culprit in this scenario is the mod system and how it has been a power creep balancing nightmare. This was even more exacerbated with the thoughtless introduction of rivers and will continue to get worse.

     

    The problem here is all damage is tied to the mod system, therefore, you will always build for highest damage and use the weapons and frames that can abuse these mods the most. If they want to balance and offer challenge they would need to fundamentally change the mod system where it was divorced from just straight power upgrades and focused on utility. This way, weapons and frames would have a balancable upper limit.

     

    What do I mean? This would mean that any mod that was just a stat increase and didn't enforce a "modified" playtime would need to be removed. Another system, like re-forging weapons and frames to bump base stats and damage up, would need to be added so the stat growth could be more accurately controlled. This would allow DE to properly balance enemies at all levels of play as there would be a metric of what a tennis should be capable of at each level and an upper limit that they reach.

     

    But what about mods? These would need to be purely utility, change-of-use, and modified function. Mods like the Aero set and the augments for example. This way there is no variable power based on slotted mods, it changes to variations of playstyle and functionality

     

    If those changes were done then DE could balance weapons and frames and their growth for future and current content and have levels varying levels of difficulty. As the power creep stands, there is little they can do as it become more a removal of prayer agency to make a challenge or only certain frames who can abuse the current system excel; and on to that the power discrepancies between same weapon with and without rivers and you have the balancing nightmare that we are in.

     

    This would be a big change to Warframe and while I would support (even though I have a bunch of time and resources sunk into the current mod system) DE of they chose to pursue this path, I know many other tenno would be very against such changes, even if appropriate compensation were given during the changeover. 

     

    So, in short, there are ways to balance and create challenge but DE has designed themselves into a corner and it would be quite hard for them to fix the things to give players appropriate challenges and harder content without fixing core aspects of the game.

    • Like 1
  2. 9 hours ago, zhellon said:

    It seems to me that Zephyr was never created for full-fledged flight, but only for the abuse of aim glide mechanics, because it was new and cool back then.

    Anyway, right now, only Wukong is in a good place on air mechanics thanks to the Aero Vantage mod, which is simply better than the Zephyr's passive ability. Garuda benefits a lot from this too. Titania unfortunately has a lot of problems with her flight. I wouldn't recommend this for Zephyr until DE at least fix bugs that have been around for 3 years and are only getting bigger when archwing gets an update.

     

    Wisp also makes great usage of Aero Vantage because of her passive, and while I do agree with your points I am trying not to derail this too much from a discussion about the lack a decent defensive ability for Vauban and the meme of a mine: vector pad.

  3. 31 minutes ago, NinjaZeku said:

    Everyone who ever wanted "proper" flight for Zephyr knows that feel brah,
    it was so bizarre when suddenly there was Titania ... and now Wukong also has a really good flight thing,
    while poor ol' Birbframe still spends a lot of time getting caught on walls / the floor, that is, if you don't choose to uselessly hover in mid-air.

    I feel that. Right now the hover mechanic makes her a sitting duck  (no pun intended) unless you use it to move and even then the use vs cost is not compatible. I do hope she gets some attention as well.

  4. 15 minutes ago, NinjaZeku said:

    Well, good luck getting any kind of "stationary shield" deal added to his kit, seeing how the (engineer-y) next Frame
    was revealed (from what I half-heard while Warframin') to have exactly such an ability 😛

    Yeah, I brought that up in my post. Because we have been asking for this for Vauban and they go ahead an plop it on a new frame. It is a bit of a slap in the face to Vauban players, not gunna lie.

  5. After the devstream it confirmed my fear that this new engineer frame would get the things we have been asking FOR YEARS for Vauban.

    Even before the rework we had all asked for deployables and a defensive and... both of those requests go to the new frame as DE ignores the request for Vauban. To top this all off, they give us Boost Pad 2.0 with Vector pad, which adds nothing to his kit.

    Please can we remover vector pad and get a defensive mine? It shouldn't be too much to ask, as you can obviously do it with another frame, so why not Vauban?

    Just give him a mine that is immobile and creates a nullifyer like shield (no it does turn off abilities) that has hp and decreases in size as it gets shot. After not taking damage it blows back up and last for the duration of his other mines, it's hp based on strength. This would work so much better for Vauban than those meme worthy vector pads.

    Please, please, please, DE, don't forget about Vauban.

    • Like 3
  6. Ok, suggestion for a replacement of his current 3, the puddle.

     

    Instead of turning into a puddle he can cast a whirlpool that draws enemies under when they step on it, instead of him becoming one. This way can shoot into the whirlpool to damage the enemies inside and use it as a zoning tool. Just give it a reasonable duration and keep the scaling damage. 

     

    But since that would remove his only defensive ability then I feel his two would have to be completely changed into a defensive. I think his one can work with a removal of the charge mechanic and fixes to the missiles getting stuck on geometry. His 4 needs better AI to seek enemies to be more useful. He needs a different passive as well, the current one just doesn't do anything useful at all.

  7. 36 minutes ago, kapn655321 said:

    I know that feeling.
    Spent nearly 120 hours on a Hydroid rework, barely anybody read it. lol

    Trying to keep up with this one, didn't see your ideas but would be happy to read them. 

     

    40 minutes ago, Graive said:

    Formatted my post to highlight this a little more. It was somewhat hidden in there due to formatting.

    Sorry must have missed it the first time, my brain is working slow today. I probably need more caffeine.

    • Like 1
  8. I also want to point out his lengthy charge time on abilities. Hydroid charging his 1 and 4 are quite long as compared to Vauban charging his 1 which happens rather quickly. Reducing the charge time might make the charge mechanic feel less clunky.

    • Like 2
  9. Sounds similar to what I was thinking for Hydroid. Here is what I though would work well.

    Passive: Liquid Form - after casting an ability or exiting puddle Hydroid is immune to damage for 3 seconds.

    1: Remover charge, but holding the ability lets you tag enemies. Tagged enemies will get hit with an initial barrage when the ability casts.

    2: Allow quick tap to use the ability as normal, or hold down the ability to spend an additional x energy per second to continue in wave form and grow in size.

    3: Increase puddle size the more enemies you trap within the puddle.

    4: Add a final burst of damage when the ability finishes.

     

    This would add a bit more utility and be relativly easy to change.

    • Like 2
  10.  

    On 2019-10-31 at 9:40 PM, hs0003 said:

    Tesla Nervos
    The good:
    Hard CC on the targeted enemy and they stay around till they've run out of charges.
    The bad: 
    The balls are very slow, more speed please. Also multiple balls will attach to the same enemy, wasting charges and lowering CC. 

    Minelayer
    The good: 
    Still very gimmicky. The extra damage from overdriver is always welcome (too sad it doesn't affect abilities). 
    The bad: 
    You can toss out 4 of each ball at the same time for a total of 16, why not have it 16 total, of any combination we want? Vector Pad has a rather long delay before we can get pushed again (no ping ball for tenno). Flechette Orb misses quite a lot, the damage is low enough as it is, no need to further reduce it with misses. 

    Photon Strike
    The good:
    It seems to do scaling damage.
    The bad:
    It doesn't say anything about how it scales, or even that it actually scales. Also, casting animation is hella long, increase by 400% please.

    Bastille
    The good:
    2 great abilities in one, complaining should be illegal.
    The bad:
    But I'm gonna complain anyway. Casting animations are too slow, especially when jumping, 300% casting speed increase, please. 

    (Quoted hs0003 as we both have very similar issues and wanted to point that out.)

    Issues I have with Vauban

    1) Tether Coil needs to be able to tether to more enemies, 2 is too low. 5 would be fine, or it could be affected by power strength.

    2) Flechette Mine is lackluster. Sure, you can toss it in doorways and it does have a bit of a knock-back, but it really isn't amazing. Change it to slash and give it a status chance that is effected by power strength or something. 

    3) Why does Vector Pad exist? This is just reskinned bounce pad. It isn't useful in the slightest. Give Vauban a defensive mine, something that creates a protective dome or something. The boy needs defensive options, as there are enemies who cannot be CC'd and this mario kart speed pad ain't cutting it no matter how hard you try.

    4) Why the hek is the cast animation so slow on Photon Strike when I have to wait for it to activate anyway? Speed up the cast animation and this one is fine.

    5) Again, why is the cast speed so dang slow on Bastille/Vortex? Minor speed up on cast and it is good.

     If those things get fixed then Vauban would definitely be in a better place. I cannot comment on Ember because I don't really play her at all so I will let the other tenno comment on that one.

  11. Fb9VMdy.jpg

     

    This is mine, can't decide whether to kill or convert since it is my first.

    EDIT: Decided to convert her as she was my first lich. The rest have to make a good impression else they get the axe.

  12. With Hydroid I don't think we need sweeping changes, just ones that put his abilities in line with other frames.

     

    Passive: Should always proc, end of story.

     

    1st Ability: This one only does max damage at full charge, which is pretty sad since other frames have similar abilities that do more damage and are insta-cast. Proposed change: let it always do max damage but holding it locks on to X targets and hits them with an initial blast when the barrage starts.

     

    2nd Ability: This just needs the change: hold skill to continue to move forward at the expense of x energy per y meters. That way, you can quick tap for that quick wave to group and knock over enemies, or long hold to gather enemies and cover more ground.

     

    3rd Ability: Really is fine but I do like the idea of it growing in size when it kills enemies, size reverts when you use your 2 or leave the puddle.

     

    4th Ability: This one is fun too, as it does what it is supposed to, but it would be neat to see the kraken head do something rather than just sit there. Like maybe have a final burst of damage when the ability ends or something.

     

    All of Hydroid's skills are ok, just need some tweaks to makes them more on par with other frames and he will be in a much better place.

  13. Only problem I have is the layers of RNG. You need to run kuva missions for a chance at the relic, once you get the relic you need to run that for a chance at the mod. If these were a guaranteed reward or something that could be purchased with standing then I would have no issue. I just don't want to get trapped in a kuva mission hell-hole just because RNG decides to be S#&$ty.

  14. The profile stats are about useless. It says my most played frame is Ash even though I haven't played him in years, same with the weapons and companions and such. It doesn't keep track of what really is your most used anything well at all.

     

    Plus, I ignore the mission stuff because from experiance most failures are from DC's, level gen problems, getting stuck and the unstuck feature won't work, etc. 

     

    Hopefully when they do the UI pass to it they will update the sheet and make it more relevant.

  15. 35 minutes ago, VanFanel1980mx said:

    I had some people telling me to stop using my abilities on Hydron when I was playing low range while trying to unveil a riven, anyone had to just take two steps away from the cryopod for that while I was trying to keep it untouched for five waves, I wasn't even freezing anything outside of the bubble.

    Lol, it is so ridiculous. They wine because instead of standing ontop of the cryopod they have to stand like a foot to the side and use their peacemaker. How will they ever survive?! 

  16. 5 minutes ago, VanFanel1980mx said:

    Maybe the same ones who have called me out for telling them to roll out of banish if I happen to hit them by accident too.

    Gods this, banished a rescue target and hit the Excal by accident and he raged. Also, had someone rage on a mobile defense once because they thought Limbo was the only one who could damage enemies in his cataclysm. 

     

    Limbo I rarely have a problem with. Had someone not using decreased range for kuva survival but it wasn't a huge deal, just would hop in and out of the bubble as needed (was playing Gauss so if I am not moving around constantly there is an issue lol). 

     

    Now things that I do have an issue with: Slova. Slovas drive me up a wall and across the ceiling.

  17. 5 minutes ago, Maqsymim said:

    I like the idea for a continuous Mobile Defense. I don't mind Defense premise wise, it sounds dumb but it works and has it's own advantages game play wise. Mobile Defense, though, I find to be more engaging than standing by the cryopod with a Frost dome over it and I certainly wouldn't mind having it be endless, or at least endless versions of it. I don't see a reason to do away completely with endless Defense, but also don't see why we shouldn't have an endless mobile defense. So y'know, why not both?

    I feel this, and certain tile sets do defense better than others. Uranus and Grineer Asteroid do this well because the thing you are protecting on Uranus changes and the one on asteroid is some machine. The ones I find the most ridiculous are the cryopods and the operative that is following you around.

  18. 10 minutes ago, CelsiusPrime said:

    I agree with you that it makes a lot more sense lore-wise. however mechanically, Defence is a better option for long term - high level gameplay (or loot grinding). there's no unnecessary breaks where you'd need to sprint to different parts of the map just to start defending again. it's more convenient and quicker than MD and I personally prefer playing more stationary frames like Vauban and Frost which both do well in Mobile Defence but excel to great heights in Defence. Honestly it probably won't change but that's some good thinking skills there and look forward to what else you might have suggestions on that might actually get implemented.

    I could understand Defense being endless if what we were defending was something like a large scale mining unit and the longer we stay the more it pulls up. Or some virus that we load on and the longer we let it go the further  it spreads or what have you. But when it is a pod with a person in it, or literally a person running around with you, then it really makes no sense why you would stay longer than it would take for extraction to get there.

  19. I enjoy both modes but the premise of defense missions is just dumb.

    Lotus: "Ok, we can get you and the cargo you have been protecting out of there now."

     

    Us: "Nah, just circle around the planet one more again."

     

    Lotus: "Ok cool! If you live I will pay you more!"

     

    Like... what the absolute hell? 

     

    Now, Mobile Defense makes sense to be the endless mission type as you can go to a myriad of terminals and drain them of data, and return to those same terminals later if they have gotten new transmissions. Yet, after 3 we just are like: "Yeah, there are literally 500 other terminals in here but screw it, let's jet!"

     

    So, my proposal: make Defense have a definite end after so many waves, and make Mobile defense endless and you will just be directed to the next terminal indefinitely until you choose to extract. This switch would make 100× more sense than the current system.

     

    Thoughts?

     

    Tl;Dr: Mobile Defense should be endless, Defense should have a definite end.

  20. The reason for the suggestions is that Zenurik is, by a huge margin, the most popular tenno school and it is largely for this reason as the other schools' buff's aren't as competitive. Now if energy was split among the schools there would be more variation. It isn't that there aren't other ways to get it (but those other ways are also dependent on builds and load-outs), more so that energy economy being locked to a singular school is strangling the other schools out. 

     

    I like how people jump to thinking I am here complaining about having no energy, when that is not the case. Again, I will state that this is to diversify the tenno schools.

     

    I, however, am not the only one who notices this problem as there has also been similar posts on the forum that deal with this same issue.

     

     

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