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r0ckwolf

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Posts posted by r0ckwolf

  1. Hi,

    I have a Living Room set up, so my TV is connected to my PC. Since the Duviri Updated i noticed that Warframe hard crashes everytime i turn my TV on and Windows recognizes a newly connected HDMI Device. It´s always a complete system freeze, so i have to cut the Power and restart the PC. I have been able to reproduce this multiple times, by connecting or disconnecting the TV. In both cases i would crash the PC reliably. 

    I haven´t tested in terms of trying to fix this, but i can say for certain that the Problem is related to Warframe and that it´s new. I tried multiple other games and scenarios with connecting and disconnecting my TV and my PC would never crash. With Warframe it would happen almost everytime, when the game is running and i´m not tabbed out. 

    Here are my System Specs: 

    Win 11
    AMD 5900x
    32Gb RAM
    Nvidia GTX 4080

    TV: Samsung QLED Q95T 4K 

    *** I have all the most recent drivers (including the TV)! 

    I hope this gets adressed it´s really annoying. 

  2. This is an ancient bug, on specificly the Nikana Zaw. I really hope to that this will eventually get fixed for real. 

    At the off chance that someone in charge sees this, i´ll try to outline the bug: 

    The sheathe of the Nikana Zaw has been bugged since release. It used to randomly disappear in missions completely, so that the Frame would only hold the Blade itself. On other instances it would duplicate itself and the duplicated sheathe would get stuck inside the Frame or on the Hand of the Warframe. This has been apparently fixed (or made better) in an recent patch, although i can´t find any notes about it. The Blade is still sometimes clipping through the Sheathe though, which i don´t notice on other Nikanas (i use the Nikana Ryu Skin, for reference).

    The Sugatras are supposed to double as far as i´m aware, but the second one should be on the bottom part of the sheathe, not on the handle itself. This bug has existed for years and i´m really hoping for a proper fix. 

    greetings 

    r0ckwolf

  3. Wukong Rework Feedback

     

    Let me start by saying that i think the Rework is a overall fantastic success. Wukong went from a Frame that i literrally never played, to one that i will play constantly from now on.

    The Clone is a great addition to his Kit and so much Fun to play around with, the changes to his 2 and 4 are great and make them feel much more powerful. And his 3rd ability, while many may think is a nerf, i think is a perfect tool for his kit.

    Overall everything works great together and the Frame feels much more active and fun to use, while still retaining the spirit of the original design.

    And yes, if you build and play him competently, he still is immortal.

     

    I do have some observations after 2 days of intensive stress testing and formaing. I hope these will be received as they are meant: Constructive Feedback.

     

    1.

    His Second Ability incentivizes to Heal the Clone. Paying attention to your clones Health and trying actively to keep him alive, seems like a great concept, however there is no real ingame reason to pay attention to this, since you can reacast the clone at any time for almost no energy, with no downside.Trying actively to heal your clone or even care if hes close to death is therefore irrelevant.

    It would be cool if the clone in some way would get stronger over time. A damage buff for each enemy killed fe. would be one way to achieve this. - This would make it into more of a minigame to micromanage trying to keep your clone alive. While resummoning him comes with the penalty of losing the buffs you worked for over time.

     

    2.

    His 3rd Ability, while generally fantastic, has one really weird thing that bugs the hell out of me.

    • It is not a Mellee Hit! -

    So the damage absorption generally works great vs mid to high level enemys, but using the Ability can take long enough for it to break your combo. Even more annoying and relevant though is that it´s very weak vs low level enemys, beacuse it has no damage attached to it whatsoever. This makes the Ability practically useless against any enemys below level 30.

    My suggestion would be to make the spin attack at the end of your 3rd Ability into a regular Mellee Hit from your Staff. Keep the extra damage absorption as it is, but let it work as a regular mellee in addition, that like any mellee attack works with the Combo Counter. This would help make the Ability much more potent in lower levels while adding more synergy in high levels.

     

    I´m curious what everyone thinks and if you guys agree or disagree with my observations.

    I however would love these small things to get added.

     

    Thanks for reading and greetings

    r0ckwolf

  4. 1 minute ago, (XB1)Nokayto2 said:

    I realize it may not solve the problem but I just wanna know if all 3 lures were fully charged. Asking in case I see this as well.

    Not at all times no. We did always have at least 1 charged ofcourse, i double checked that everytime he teleported and we also had a full stack of charged Lures at some point during the "chase". Good catch though, mby this is a workaround for people still willing to risk running Eidolons. 

  5. 5 minutes ago, WhiteMarker said:

    Never was a bug.
    It was the Eidolons unstuck. They are already easy enough. No need for them to get even easier because they get stuck in the ground...

    What the Hell are you talking about, obviously this is a bug. If it´s realtated to some unstuck behaviour, fine, that´s possible. But an Eidolon teleporting across the map 5 times within 20 Seconds is obviously unitentional Behaviour and therefore a bug. 

  6. Hi,

    i just thought i´d report this. - I just did multiple Eidolon Hunts and the same Bug kept happening. After we captured the Terralyst and started fighting the Gantulyst, both he and subsequently the Hydrolyst would teleport randomly across the map. This Bug existed already, but it´s gotten a hundered times worse now. 

    Let me try to explain the Behavior in more detail: Sometimes the Eidolon sinks into the Ground and reappears, the same way when you kill a Limb but don´t have a Lure. He does this now without an Event happening, so without our Team killing a Limb or even taking down the Shield. Sometimes he just vanishes completely wihtout the Animation even playing and then reappears somewhere else. 

    Now this Bug used to exist, but it would happen maybe once a fight, now this happens dozens of times during a fight. Our Eidolon Hunt felt like a Wild Goose Chase, he constantly disappeared in front of our eyes only to peek out his head again somewhere else, before vanishing again within seconds. 

    Needless to say that this is absolutely obnoxious and completely breaks the Eidolon Hunts. 

    I hope this gets adressed in a timely manner.

     

    greetings 

    r0ckwolf

  7. Hi,

    i just thought i´d report this. - I just did multiple Eidolon Hunts and the same Bug kept happening. After we captured the Terralyst and started fighting the Gantulyst, both he and subsequently the Hydrolyst would teleport randomly across the map. This Bug existed already, but it´s gotten a hundered times worse now. 

    Let me try to explain the Behavior in more detail: Sometimes the Eidolon sinks into the Ground and reappears, the same way when you kill a Limb but don´t have a Lure. He does this now without an Event happening, so without our Team killing a Limb or even taking down the Shield. Sometimes he just vanishes completely wihtout the Animation even playing and then reappears somewhere else. 

    Now this Bug used to exist, but it would happen maybe once a fight, now this happens dozens of times during a fight. Our Eidolon Hunt felt like a Wild Goose Chase, he constantly disappeared in front of our eyes only to peek out his head again somewhere else, before vanishing again within seconds. 

    Needless to say that this is absolutely obnoxious and completely breaks the Eidolon Hunts. 

    I hope this gets adressed in a timely manner.

     

    greetings 

    r0ckwolf

  8. I had the same problem multiple times. It is not as noticeable in opens areas of course, but a huge issue in regular, smaller tile sets. 

    I literally had. Moments, were I was standing just a few feet away from an enemy, but I was unable to hit him, because the shot would explode in front of me hitting a doorway or some railing. 

    It's unbelievably annoying to a degree where I don't wanna use the catchmoon anymore. 

     

    I hope this gets fixed. 

  9. Just now, Gabbynaru said:

    And what's wrong with having an endo farm where we had none before?

    There is nothing wrong with Endo. But we did have a place to farm it already..... There are plenty of places to farm Endo actually... Specificly Rathum, is a lot faster as an Endo Farm. 

    Consider this: I play 40 min Arbitration Survival. - I get 2000 Endo, 2000 Kuva, a Forma BP and Riven. 

    In my Book that´s a very efficent run to get good ressources i actually care about! - Playing an Arbitration Alert would become a daily habbit for me, for sure.

  10. Just now, Gabbynaru said:

    2000 Kuva - Useless/Diluting the reward table
    Forma Blueprint - Really? At least have it pre-built. Also dilutes the table, as 1 forma per 10 minutes is not rewarding at all.
    Catalyst/Reactor Blueprint (rare) - Same as forma, they should at least be pre-built, and also are still not rewarding enough for 10 minutes. Oh, the golden potato is plain useless regardless.
    Veiled Riven (rare) - Useless/Worst dilution of the table
    100 Orokin Ducats (because why not?!) - Useless/Same as forma, not rewarding enough for 10 minutes.

    What exactly is getting diluted? The Endo farm?? - Did you even read my Post and why i´d liek to see these Rewards specificly??

  11. Hi,

    first of i love the Arbitrations/Elite-Alerts. - It´s a really fun and challenging Mission in which failure is a real possibilty. Great Job DE, don´t change that. 🙂

    However.... I do think the Reward Tables currently are really bad. The new Mods are fine overall, but once you have them the only real evergreen Reward you get from the Alerts is Endo. Which is good, but not enough incentive to keep me playing the currently hardest Mission in the Game, since there are simmilar, easier ways to farm Endo efficently. 

    So to keep it short i´d like to see more evergreen Rewards in addition to Endo, that make me want to play the Arbitrations. 

     

    This is what i´d like to see for example, as a potential Reward per Rotation: 

    • 2000 Kuva 
    • Forma Blueprint 
    • Catalyst/Reactor Blueprint (rare) 
    • Veiled Riven (rare) 
    • 100 Orokin Ducats (because why not?!) 

     

    These Rewards are not over the top, as far as i´m concerned. They already exist in Sortie and regular Alerts. And concidering how hard Arbitrations can be, it seems only fair to Reward them in a way, which makes them interesting for Veterans. 

    P.S.: I would specificly not want to see more Mods, Warframe or Weapon Parts, Cosmetics or Relics!!!! There are enough other ways to get these things and none of those are things we always need. Once i have a Frame, i loose interested in grinding the Mission which Rewards it. - The Rewards i mentioned are in constant demand, so going for an Arbitration a day would be heavily incentivised.

    Share your Thoughts! 🙂

     

    greetings 

     

    r0ckwolf 

  12. Just now, 1thurts said:

    I guess it is too good to be an exilus mod. I mean srsly if it is then I will put this mod on every single warframe I have and just ignore the existence of any other exilus mod.

    i disagree. even as an exilus mod there are plenty of frames and builds where i would use a drift mod or something like firewalker instead. rolling guard is really a heavy niche mod imo. 

  13. Hey everyone, i think i have a pretty cool Idea for a new Nyx Ability. 

    Here it is: 

     

    DOPPELGANGER: 

    • Nyx creates an Doppelganger of herself which acts independently, like a Specter. 
    • The Doppelganger is invulnerable, but consumes Energy over time.
    • While Doppelganger is active all damage Nyx takes is reduced by 75% (cap) and redirected to her Doppelganger. The Doppelgangers damage scales with the redirected damage from Nyx, making it more deadly over time. 
    • The Doppelganger deals 2x damage to Enemys affected by Chaos.
    • Mind Controlling the Doppelganger will send it into a frenzy. It will explode after a short time, dealing high damage and blinding enemys who survived.
    • Activating Absorb while Doppelganger is active will make the Doppelganger cast Absorb instead of Nyx, leaving her able to shoot at her own Absorb. Additionally, while the Doppelganger is casting Absorb, the redirected damage from Nyx to the Doppelganger will count towards Absorbs damage.


    I think an Ability like this would fit perfectly into Nyxs Theme about manipulating the Battlefield and creating Chaos and Confusion. It´s usefull, doesn´t do anything extremely overpowered and gives u a whole bunch of options to use your other Abilitys creatively in conjunction with it. - I hope you consider it. 🙂 

    I already posted this in the Design Council, but i like the Idea so much, that i thought i´d share it with everyone. 🙂

    Greetings 

    r0ckwolf

  14. 14 hours ago, (PS4)MJ-Cena7 said:

    Couldnt agree more on this one losing the combo counter is the worst thing for melee scaling and is by far the worst part of melee 3.0

    Absolutely right. And i´m still worried about how the new system is going to scale. The look and aproach shown in the devstream however made me a lot more optimistic. Especially since they mentioned scalling a bunch of times. 

  15. On 2018-05-24 at 2:43 AM, 4MostlyHarmless2 said:

    Thanks for the feedback r0ckwolf!

    First Point: I agree that having distinct functionality per combo would be amazing to see. I also agree that Warframe is more of a horde-mode style game. What I've seen, though, is that it currently rewards efficient enemy-killing builds over skillful gameplay (though one day I hope it will do more of the latter) No matter how many changes are made to melee, any player that prefers effectivity over gameplay won't really use melee mode (with stances/ combos and everything) because room-clearing ranged weapons and Warframe powers exist.

    That being said,  I feel like you may have missed the second part of my first suggestion, the part about survivability. My reply to your question of "why would I use any other combo than the simplest one?" would be "...well, why not make the simplest combo build up to something bigger?" I've quoted my earlier suggestion about the combo counter and heavy attacks below, but here's a tl;dr: Instead of removing the simplest combos, I think we should make them build up towards a heavy attack with a big payoff. It's all well and good to do a complete redesign of melee combos, but it also feels like DE would just be throwing out a lot of the work they put into making their current ones. 

      Reveal hidden contents

     



    Second Point: As for the second, I wasn't really considering giving them elaborate moves or animations (aside from the MOA): I just wanted to see the enemies using proper melee weapons to try and hit me so that there's that imminent threat of getting hit hard. I think the best example of what I'm talking about here is the Grineer Tusk Predators that we find on the Plains. Complaints about harpoons and getting one-shot aside, they are the kind of threat that I want to be up against when I use melee in higher level. You can kill them fairly quickly, but if you screw up against them they can lay one hell of a smackdown on you. 

    Also, never underestimate the cool factor. Imagine jumping in front of a group of two Lancers, two Elite Lancers, and a Heavy Gunner. The four Lancers immediately draw Sheevs and Machetes and charge, while the Heavy Gunner takes out a Manticore and starts running towards you. While you can shoot them down, I'm of the opinion that it's just way cooler to immediately pull out your own melee and attack them back. 
     

    Hey dude, regarding your first point i admit that i didn´t really adress the whole suggestion. Well i do think building towards a pay off as you metioned is a cool idea. This could be a big damage boost for Heavy Melee or a big AoE Attack of some sort that expends the combo counter. Conceptually i like this a lot, however i think there are some issues with this idea. The fast paced, horde nature of the game makes building towards a big pay-off attack not quiet worth it in most cases, which is the problem with combos to begin with in my opinion. So, while i honestly do like your idea, i don´t think it solves the issue i have with melee. 

    The cool factor of Enemys with different melee weapons is something i could apreciate for sure btw. 🙂

  16. 4 hours ago, 4MostlyHarmless2 said:

    Glad to see someone else offering their suggestions for Melee! I actually came to the same conclusion that melee has to be to be simple and functional. Seeing the title of this thread I thought I'd add my post from the Dev Workshop to this discussion. 


    The default enemy reaction when the player gets too close is to elbow them in the face, then back the f*** up and keep shooting. This is a very realistic behavior, but it’s also why a lot of combos can feel awkward when you use them. They’re spinny and flashy and superbly animated, but unless you have a long weapon + reach mod all you’re doing is dancing in front of enemies and asking to be shot.

    Despite all that, I still love melee and the combos. I can see that a lot of work has gone into developing them, and I think it sucks that you don’t see these combos actually being used as much in the game. Plus there's just something so satisfying about running around and chopping enemies up while they're shooting at you. So I have two suggestions in their melee rework: one that involves the players, and one that involves the enemies.

    SUGGESTION 1: FOR PLAYERS
     

      Reveal hidden contents

    The rework of stances and combos should focus on three main ideas: mobile, simple, and survivable. The whip + memeing strike spin2win combo works not just because efficient, it’s effective. It lets you move around, it’s easy to use, and properly built it wipes out everything, eliminating the worry of surviving. Having seen DE’s solution for Mobility (dodge-cancels and directional slam attacks), I hope they’ll consider the other two factors as well: making melee simple and giving it survivability.

    A.) SIMPLICITY --- They mentioned in the first post that there will probably three separate keys for regular attacks, heavy attacks, and blocking. I believe they should change the combos to be based only off these three inputs. For example let’s look at Swooping Falcon, the stance that they were using in the sample videos. It currently has the following main combos:

                  Swift Pursuit: E E E
                  Slicing Talon: E (Pause) E E E E E
                  Keen Broadwing: E (Block) E E E E E
                  Diving Kestrel: E (Up Arrow/ W) E E E E

    If we were to substitute these with Light (L), Heavy (H), and Block (B), then you don’t have to worry about pausing or pressing a directional arrow to execute a certain combo. You’ll be able to use light, heavy, or blocking as you wish, but stringing them together will allow you to execute combos that are more intuitive and less memorized. For example:

                  Swift Pursuit: L L L
                  Slicing Talon: L(H) L L L L L
                  Keen Broadwing: (While Holding Block) L L L L L L
                  Diving Kestrel: (While Holding Block) L (H) L L L L

    One thing I want to stress is that combos including a directional arrow should really be replaced, since they’re either impractical (looking at you, back-arrow combos) or lock you into a combo you don’t really want to do. It’s counter-intuitive to move back when the enemy is already retreating out of range, and in fact the instinct is to chase them. But if you’re meleeing while you chase them, you simply end up doing one combo over and over again. Stopping to execute the combo isn’t a great option either, because many of the regular combos on the stances lock you in place once the animation starts.

    B. SURVIVABILITY --- As for survivability, against high-level enemies Life Strike practically becomes a required mod. With the possible removal of channeling, however, Life Strike may also be removed or reworked, which will make melee even less desirable against high-level enemies.B

    There is a possible creative solution, though: the interaction between the Combo Counter and Heavy Attacks. Right now it seems the Combo Counter damage multiplier may end up applying only to heavy attacks, and a heavy attack will spend all the points. To actually make spending all the points worth it, I think that DE should cut out a few parts and add them somewhere else. What I mean is that they should remove Channeling Mods, then make the built-up combo level add the current Channeling Mods’ buffs to the Heavy Attack. It could go something like this:

                  1x: +25% Damage to Heavy Attack
                  1.5x: +50% Damage, +25% Life Strike to Heavy Attack
                  2x: +75% Damage, +50% Life Strike, +25% Crit Chance to Heavy Attack
                  2.5x: +100% Damage, +75% Life Strike, +50% Crit Chance, +25% Crit Damage to Heavy Attack
                  3x:+ 125% Damage, +100% Life Strike, +75% Crit Chance, +50% Crit Damage on Heavy Attack

    … and so on and so forth. Of course the values and buffs don’t have to actually be the ones suggested. It’s just that it makes sense to have a system where multiple Light Attacks build up buffs for a Heavy Attack that, when executed, should knock back/ kill everything it touches and keep you alive at the same time.

    It even meshes together with my first idea of simplifying the melee combos. Light Attack combos could give a boost to Combo Counter buildup if all attacks hit, allowing you to charge a Heavy Attack faster. Combos that require a Heavy Attack input to execute will have more powerful, room-clearing strikes included, as compared to combos that are simply repetitive light attacks. 

    SUGGESTION 2: FOR ENEMIES

      Reveal hidden contents

    As for the second issue, I think that it’s time our enemies got better melee weapons and behavior. We’re one step in the right direction: The glowsticks have mostly been replaced with Sheevs and Provas when the enemy is disarmed.

    We just need to take it further by letting the enemy actually use their wide variety of melee weapons instead of… I dunno, letting us steal the tech from them every time they develop with something new? It’s kinda sad, really. The Tenno get all the cool toys, but then regular enemies are stuck with can openers and cattle prods. You’d expect planet-conquering empires like the Grineer and Corpus to at least have a bit more efficiency when it comes to distributing weapons. I mean it'd be great if we could see things like these:

    Grineer
    Lancer: Sheev
    Elite Lancer: Machete
    Eviscerator: Ripkas/ Single Ripka
    Ballista: Dual Cleaver
    Trooper: Furax/ Single Furax
    Seeker: Sydon
    Scorch: Twin Basolk/ Basolk
    Shield Lancer: Ack (no Brunt)
    Commander: Twin Krohkur/ Krohkur
    Bombard: Jat Kittag
    Heavy Gunner: Manticore
    Napalm: Brokk
    EXIMUS: Any Grineer Weapon

    Corpus
    Detron Crewman: Obex
    Elite Crewman: Ohma
    Sniper Crewman: Lecta
    Corpus Tech: Serro/ Arca Triton
    MOAS: Kick/ Headbutt
    EXIMUS: Any Corpus Weapon
    MOA EXIMUS: Lunging Kick/ Headbutt that can Knockdown/ Stagger

    For the behavior, they can go with a simple one where all the enemies immediately switch to melee when they’re within a certain range of the player (10-20m, maybe?) So rather than them backing away and continuing to shoot, they immediately charge in and start whacking at them. I’m sure that little behavior will make all the difference in making melee feel more engaging.

    This is great Feedback and very simmilar to what i´ve been trying to advertise here.

    I´ve some additional thoughts though. On your first suggestion you talk about simplifing the combos by input, to make them easier to execute. That´s great, i´m in total agreement with you there, however as i tried to emphazise in my OP, it´s not enough. Why would i use any of those combos other then the simplest one?? Does it have a function other then looking cool?? The Combos or Moves need to be redesigned to have distinct functionallity as well or we´ll end up where we started as far as i can see it. 

    Your second suggestion is also great. However having elaborate moves and animations for the AI is usually not very noticeable, since Enemys tend to evaporate when we come remotely close to them. Building of your suggestion, i´d like some tougher Melee only Enemys though, something as unique and formidable as a Nox, just Melee focused. I always felt the Melee Enemys from the Melee 2.0 rework (forgot the name) were terribly underdeveloped and generally not good designed. 

  17. 13 hours ago, Standoff25 said:

    It would also be good if there is no real pause in your combo and you can just continue swinging away as long as you keep inputting a command which would stick with the hack and slash aspect of Warframe while keeping up a good pacing of a sort cause pauses during combat is deadly unless your doing something specific like stunning a group of enemies.

     

    I agree with that, it would be great if at any point during the combo you can transition into the heavy combo and vise versa. That should keep the flow going and be representitive of how we already use combos anyways. 

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