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Nightmare mode UPDATE - May we please discuss?


(XBOX)IMM0RTALBLUD
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My opinion on nightmare missions is that they are easy, slightly boring compared to other content and not very rewarding

Needs an update.

Feeling the same way?

In my mind

-no shield mode is active in all the missions (boom)

-Abilities have the same restrictions as eso in all the missions

-Reviving is the same as it is in arbitration missions and active in all the missions

-Arcanes are disabled in all the missions

-Operator disabled in all the missions (perfect)

-Gear is disabled in all the missions 

Welcome to the Stalker's domain kid (lore)

Extra skulls will also be added to the standard issue skulls (see above) perhaps from the daily sortie in some of the missions which is going create a very dangerous environment for all players instead of only the ones jumping in for the first time! 

In addition multiple starting difficulties will be added to allow those low level squads to be truly challenged early on in their experience as a Tenno for the 0.5% chance at looting arcane energize or a sweet wraith or vandal blueprint or part

The elder player who takes pride in their solo game, one words, stealth gameplay will rock on here dude!!! (awesome video footage)

With all these modifications in my mind I am still confident many players will find executive and specialist warframe builds specifically tailored for nightmare mode. I love the concept

Time is nigh my friends and I hope the age of nightmare mode is upon us once more.

We are now afraid of nightmare missions and the rewards that follow are so sweet

But on the contrary right now they simply are not appealing to me.

The god king was made.

 

From the mind of a Halo player who hated legendary difficulty

Thx. 

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55 minutes ago, (XB1)IMM0RTALBLUD said:

no shield mode is active in all the missions (boom)

Inaros

55 minutes ago, (XB1)IMM0RTALBLUD said:

Abilities have the same restrictions as eso in all the missions

Weapons

55 minutes ago, (XB1)IMM0RTALBLUD said:

Reviving is the same as it is in arbitration missions and active in all the missions

F*ck them then, wait until I clear the enemies or I go solo

56 minutes ago, (XB1)IMM0RTALBLUD said:

Arcanes are disabled in all the missions

Hardly needed

56 minutes ago, (XB1)IMM0RTALBLUD said:

Operator disabled in all the missions (perfect)

Hardly needed unless your play style relies heavily around them

57 minutes ago, (XB1)IMM0RTALBLUD said:

Gear is disabled in all the missions 

Hardly needed

58 minutes ago, (XB1)IMM0RTALBLUD said:

not very rewarding

What do you see as rewarding first? New armor? New weapon? Or what?

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1 hour ago, (XB1)IMM0RTALBLUD said:

-no shield mode is active in all the missions

already meaningless except for Hildryn. if you care about shields you probably haven't learned how meaningless those are, so if you rely on them and that modifier DOES anything to your gameplay, you probably aren't at the "challange mode" stage. and nightmare is supposed to be a challange, not a tutorial for the regular game, right?

everything else I'll just refer to the post above.

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For the group that Nightmare missions are targeted at they are fine.

Just accept that you've personally outgrown them and find something else to be amused with instead of trying to get DE to make Duplos fun again. I mean seriously if DE tailored every aspect of this game for the sweaty tryhards then it would be virtually unplayable for bulk of the playerbase and retention would tank. 

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I want a "Grenades" mode on Nightmare. Enemies throw grenades more than using their weapons. Grenades actually pose a risk to you and defense targets!

EDIT: Imagine the death scenes! They would be ROFL worthy. Watching your Warframe's limp body being tossed around by exploding grenades.

Edited by nslay
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- Enemies spawning rate x5

- Eximi gain +300 levels

- Enemies killed by warframe's abilities had 40% chance to resurrect

- Enemies gained 10% health regeneration per second. Leech Eximi fully heal 100% health for any dmg they deal.

- Enemies gained 5 levels every minute. The longer you stay, the deadlier they become.

 

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6 hours ago, (XB1)IMM0RTALBLUD said:

Needs an update.

yes, but disabling all the gear we have does not amount to difficulty. not much point in working towards all this gear if you can't use it in the endgame. restrictions just annoy people, not challenge them. challenge is supposed to make you think. of course, challenge is also subjective, and that's the primary issue.

IMO, it should be a mode that has it's own ways of making players feel like the enemy is putting up a fight.

- more spawns. there should always be 4 players worth of spawns at any given time, and the moment an enemy dies, another appears to take it's place (obviously this excludes Exterminate missions). you should feel like you are up against an endless army, with wave after wave of opponents trying to overwhelm you. 

- Eximus Auras are stronger: more fire damage, stronger ice shields and yes, faster energy drain. you should have to prioritize these enemies after all, but to keep things interesting, killing an Eximus would trigger an effect, such as a fire explosion that burns nearby enemies, or adds a protective bubble to your frame, or disarms enemies and prevents them from using their abilities (grenades, Flameblade Teleport,Tech deploying Shield Osprey etc. )for a short time. these would be active modifiers that keep changing the flow of gameplay with each Eximus kill..

- caches have a chance to appear in any nightmare mission, but these ones are guarded by stronger enemies: you stumble into a cache rooma nd are greeted by a Nox Eximus and two Bombards shooting at your face, but you triumph over them and open the cache to get something worthwhile. built Forma, decent amount of Kuva, modded Ayatans, wraith/vandal weapon parts.. whatever people think is most valuable.

- there would also be a chance for the enemy to call for special reinforcements. for the Grineer, Ghouls would start to spawn, for the Corpus, Amalgams would show up, and for the Infested, a Juggernaut Behemoth (if there's a room big enough). maybe also have random Sentient incursions, or Void fissures pop in and spawn Corrupted enemies. an environment where almost anything could happen, so you'd have to be prepared!

those are some ideas of mine anyway, I'd just like a little more variety; variety is the spice of life, but not everybody can handle the heat...

 

 

 

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5 hours ago, Diangelius said:

- Enemies spawning rate x5

- Eximi gain +300 levels

- Enemies killed by warframe's abilities had 40% chance to resurrect

- Enemies gained 10% health regeneration per second. Leech Eximi fully heal 100% health for any dmg they deal.

- Enemies gained 5 levels every minute. The longer you stay, the deadlier they become.

 

Hol' up Satan

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On 2020-02-10 at 5:55 PM, Oreades said:

For the group that Nightmare missions are targeted at they are fine.

Just accept that you've personally outgrown them and find something else to be amused with instead of trying to get DE to make Duplos fun again. I mean seriously if DE tailored every aspect of this game for the sweaty tryhards then it would be virtually unplayable for bulk of the playerbase and retention would tank. 

you are damn right it would be unplayable ! thats why de would add t1 t2 and t3

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23 hours ago, Diangelius said:

- Enemies spawning rate x5

- Eximi gain +300 levels

- Enemies killed by warframe's abilities had 40% chance to resurrect

- Enemies gained 10% health regeneration per second. Leech Eximi fully heal 100% health for any dmg they deal.

- Enemies gained 5 levels every minute. The longer you stay, the deadlier they become.

 

enemy hp regeneration oh yea... trolls! haha!

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19 hours ago, (PS4)robotwars7 said:

yes, but disabling all the gear we have does not amount to difficulty. not much point in working towards all this gear if you can't use it in the endgame. restrictions just annoy people, not challenge them. challenge is supposed to make you think. of course, challenge is also subjective, and that's the primary issue.

IMO, it should be a mode that has it's own ways of making players feel like the enemy is putting up a fight.

- more spawns. there should always be 4 players worth of spawns at any given time, and the moment an enemy dies, another appears to take it's place (obviously this excludes Exterminate missions). you should feel like you are up against an endless army, with wave after wave of opponents trying to overwhelm you. 

- Eximus Auras are stronger: more fire damage, stronger ice shields and yes, faster energy drain. you should have to prioritize these enemies after all, but to keep things interesting, killing an Eximus would trigger an effect, such as a fire explosion that burns nearby enemies, or adds a protective bubble to your frame, or disarms enemies and prevents them from using their abilities (grenades, Flameblade Teleport,Tech deploying Shield Osprey etc. )for a short time. these would be active modifiers that keep changing the flow of gameplay with each Eximus kill..

- caches have a chance to appear in any nightmare mission, but these ones are guarded by stronger enemies: you stumble into a cache rooma nd are greeted by a Nox Eximus and two Bombards shooting at your face, but you triumph over them and open the cache to get something worthwhile. built Forma, decent amount of Kuva, modded Ayatans, wraith/vandal weapon parts.. whatever people think is most valuable.

- there would also be a chance for the enemy to call for special reinforcements. for the Grineer, Ghouls would start to spawn, for the Corpus, Amalgams would show up, and for the Infested, a Juggernaut Behemoth (if there's a room big enough). maybe also have random Sentient incursions, or Void fissures pop in and spawn Corrupted enemies. an environment where almost anything could happen, so you'd have to be prepared!

those are some ideas of mine anyway, I'd just like a little more variety; variety is the spice of life, but not everybody can handle the heat...

 

 

 

thanks m8 i hope this gets noticed. ghouls being on mars distruption arbitration was really fun! they are quite hard enemies at level 100

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yeah, defeats the purpose of nightmare missions.  They are a tier below sortie, not above.  They also have multiple tiers.  Those tiers tie into different mods you get from the end bonus.  These mods are commonly used on lots of load-outs and should be acquirable by newish players.

Also, there are ALOT of frames with very little armor/hp.  Taking away all their shields is just dumb.  Most the damage we take in warframe is dumb in the first place, its more RNG than anything.  The only time you take consistent damage is when there are tons of enemies all around you so that the RNG is smoothed out to look more like a consistent beating.  Alot of the damage I take ends up being from a heavy gunner that power slammed trying to hit the tenno in front of me and I round a corner to get knocked on the noggin.  Or a bombard, etc that was shooting at someone else ends up hitting me. 

A better idea than no-shields would be dragon key type buffs.  i.e. -90% shields/90%hp.  Also I don't think that that modifier should be limited to shields alone.  If nightmare missions are revamped (imo leave them as is, not worth developer time) then the shields buff should turn into hp nerf also.  Simple, when they were developing nightmare missions pure hp frames were not around.  They probably had the mindset that in nightmare missions a fun challenge would be 'no replenishing hp' mode, AKA no shields.  With the introduction of inaros and the likes of high hp/armor frames that whole challenge of nightmare missions was mitigated entirely.

On a final note.  When in nightform (equinox) with my #3 up (and #4) shields take ALOT of the brunt of incoming damage, even when I only have 300.  There are alot of builds where even minimal shields can be significant. 300 shields w/  ~~35->70% DR equates to  ~~461 to 1000 shields.  Buffed up to overshield cap it's 1500 shields which translates to ~~2307 to 5000.  Stack on a 64% slow and it's not insignificant.  But take 100% of that away and you just double/triple nerfed that warframe/build while others suffer nearly nothing.

I'm not saying woe is me, but stating that the nightmare modifiers don't really fit the current version of warframe.  This is understandable because the nightmare missions pre-date most everything we/I currently use/do in warframe.

Yes it might be nice to see nightmare missions changed from what they currently are, but what will take their place for the mods that solely come from them?  Those rewards shouldn't come from harder missions (imo) especially since they can be somewhat of a daily farm type of thing if you don't get the correct RNG of drops from them.

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Yeah, no.

Nightwave was meant to give players a reason to revisit older content while also addressing the worst parts of the alert system, two things all levels of players have complained about. Not to provide a challenge to experienced players.

Warframe does need harder content yet almost ironically every modifier you've listed wouldn't actually be difficult but just a change of gear. And if we are to get any difficult content, in any form, it isn't going to come from Nightwave.

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I mean, I remember doing nightmare missions way back in the day to get the mods from them that I needed and never went back. Were they hard? No. Should they be? Probably. Is any of the suggestions good?

On 2020-02-10 at 11:38 AM, (XB1)IMM0RTALBLUD said:

-no shield mode is active in all the missions (boom)

 

-Abilities have the same restrictions as eso in all the missions

-Reviving is the same as it is in arbitration missions and active in all the missions

-Arcanes are disabled in all the missions

-Operator disabled in all the missions (perfect)

-Gear is disabled in all the missions

Unless you're Hildryn, shields matter little.

Oh good I can't spam my fourth ability. Not that big a deal since I play so much Oberon. Not to mention it's just a stupid restriction for no good reason.

I mean, no. Reviving in Arbitration giving debuffs is really stupid until that revive. Just make it an end of round revive for endless missions. Everyone respawns each time a reward is given. Simple system, and if the gamemode is difficult as it should be, losing a player should be punishment enough.

Arcanes being disabled. Why? Just why? Remove my equipment I worked hard for for absolutely no good reason. That's dumb.

Disabling Operator. Again why? And why would that be perfect? Again I worked hard to make my Operator useful. I use him as a heal and as a good way to reposition as well as dish out rapid knockdowns. Plus, I worked really hard to make him useful so I could use him. Stop just taking stuff away to add difficulty. That just invalidates the point of progress!

Gear is disabled. God please. Taking away our tools we spent time to build and make strong equipment does not increase difficulty. That just adds tedium. Tedium that was avoided by getting better mods, gear, Focus, and Arcanes. Thanks to Arcane Guardian, my Oberon is a lot less squishy and I don't have to worry as much about it during Sorties. I'm safer.

Your suggestions aren't that good for making it more difficult. Only more tedious. And making something more tedious only gives the illusion of difficulty, because it takes up your time.

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Tell me just why? All “veteran” players have places where they can seek challenges. Nightmare missions are on STAR CHART, and it’s challenging content for new players. Because none of veteran players gives a puck about “+60% frost damage + 100 km/s Orbiter speed” mods. But it’s solid for new players who dealt with those challenges

Edited by SpiritTeA
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3 hours ago, trst said:

Yeah, no.

Nightwave was meant to give players a reason to revisit older content while also addressing the worst parts of the alert system, two things all levels of players have complained about. Not to provide a challenge to experienced players.

Warframe does need harder content yet almost ironically every modifier you've listed wouldn't actually be difficult but just a change of gear. And if we are to get any difficult content, in any form, it isn't going to come from Nightwave.

in my post i said all of them would be active

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