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[DE]Megan

Empyrean: Prime Vault 27.1.1

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Not sure if this is just a UI bug or if it actually transfers to inventory, but I was topping up my supplies after an Empyrean mission and the UI showed me being above my max supply count for all but dome charges,

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On 2020-02-12 at 12:54 PM, Fleuria said:

(But, if you are converting a lich, do you need to get it to rank 5? Or does that not make a difference in how it plays, later?)

A lich doesnt need to be max rank to convert or vanquish. If you are lucky enough to guess the right requiem mods in the correct order when its rank1, can convert lich once you kill it.

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I want to make my previous post clear, as people seem to often want to assign toxicity to everyone not entirely on-board with decisions other people make.  I find this disappointing because we got new stuff, that was fundamentally not ready to ship after years of build-up and promises they sold us on years ago.

 

No, the lulls before Fortuna and PoE were not worse.  The very limited content released was OK, and they had some good changes. 

Yes, both of the open worlds released too buggy.

No, not buggier than Railjack.  No, Liches are not excusable as "high level" content when the primary "difficulty" is using extra resistances and the broken level scaling.

No, I don't have faith in the rework to armor and shields.  I proposed an S-curve years ago, because it's a no-duh solution.  To anyone who has retention of math beyond FST (functions, statistics, and trigonometry) an S-curve is the simplest way to have low response, heightened response, and low response; the basics of a video game where you are acclimated, the thing gets difficult, but tapers off before becoming impossible.  The problem at the core of this is that it took years for dropping out of invisibility to not be instant death (see the recent changes), it took years before a single frame got shield gating (Hildryn), and they're talking about an enemy damage boost now to compensate for "the difficulty" of not having enemy scaling as a power function. 

Let's be real here, the enemy AI is stone stupid.  Despite the interviews previously indicating "enemy AI actually misses the first shot so players can react" anyone who has played Loki or Ivara knows that dropping invisibility is a death sentence.  Zephyr players know that if you have shields and health but no armor the ability for turbulence to mitigate damage is worthless due to the idiotic casting animation and inability to address melee. Everyone playing railjack knows that 3 seconds of invincibility doesn't even cover the animation time to disembark from the railjack, and you can be killed before getting control despite the "change" to fix that.

My point here is that DE loves animations, doesn't do well to fit any elements of their game into context, and often promises fixes that are so long term that by the time they come out they cannot fix what they were promised to address. 

 

Let's offer examples.  It's going to be my favorites, though I am sure there are better out there.

  1. Casting animations suck.  If DE wants to nerf something they add an animation.  People complained.  What we received was a mod to decrease casting animations.  Create a problem, then create the "fix" that you have to build around.  Yeah, no.
  2. Zephyr.  I may be one of the few Zepyhr mains out there, and for good reason.  I remember hitting turbulence and an arm wave later I had a shield.  I even remember default Zephyr having as much armor as prime.  In the lead-up to Prime they nerfed armor, finally made tornado useful, added a long animation to turbulence, combined the 1 and 2 powers, and added a new 2 which primarily functions only to buff tornado.  This is why I think people hate Zephyr, and she needs a rework.  All of these fixes happened years after introduction, and instead of one at a time were in one shot.  The cast animation made turbulence an issue when there was no armor, the rebuild of her 1 and 2 left a functional mobility power and something that you had to use on her tornado to make it take more energy and be less inherently useful.  This didn't stem from a high power frame being nerfed, it was a crap tier frame being "fixed" without the care to understand what each fix does to the kit.  I say this with her as my main, so I see why others often show her no love.
  3. Pets.  First they died due to purity issues.  Then they were automatically put into stasis.  Then they could be removed from stasis without waiting 24 hours.  Then they could be rushed out of stasis with credits.  Then they could simply be toggled by putting them into stasis, pulling another, and they were good.  During all of this they had an affinity rank towards you, which influenced their damage such that if they died on a mission they became less effective, and there was a daily limit to how much they could be fixed.  Coincidentally (read: by design) the increase in affinity did not match the death price, so you had to manage them and they were just a mess of micro-management.  All the while there was no fetch mod, so organic pets sucked hard.  5 years later and they're getting around to making organic pets as useful as sentinels.  Fetch, not having stasis, and the buffing of Kavats are what drove all of this, and they're promising the parity talked about before my hiatus.  Color me skeptical given all that I've seen and how long it's taken to get them to not be garbage.  
  4. Archwing.  A lot to bite off here, but it released buggy (I spawned running in space, and had to wait some days before the fixes).  The things were in their own game mode for years before PoE, and to use them there you had to craft a consumable which the Grineer could force you out of with an instant, infinitely seeking projectile which had no visual cues.  Then K-drives came along, and forced the discussion about blink because mobility in a landscape devoid of content is better than shielding or attacks.  Then we get railjack, and manning an archwing is instant death unless you have invincibility.  What exactly would it have taken, amidst all of the new damage scheme calculations, to buff archwings such that the "new" damage types were resisted?  Yes, this would mean that the enemies would still pulverize you when in a warframe (no resistances), but archwings would feel less like a kick-me sign.  What do I know though, it's not like basic math pointed out all of this years ago (hint, sarcastic tone if that wasn't clear).

 

I'm stopping at 4 because I think DE really needs to listen.  We aren't the whiny fan-boys who are toxic haters of everything.  What we are is the dedicated player base making it so you can keep this game alive despite all of the bad decisions.  If you feel that's an unreasonable statement, I implore you to explain the decline in the player base.  How have we seen a decline in players over 4 of the last 6 months, with the net loss of about 19,000 people to average player counts (+13k, -32k)?  Why is this acceptable after the launch of the first large chunk of new content since Fortuna, almost a year ago?

I'll conjecture that the recent turn of events is exactly because somebody there crunched the basic numbers.  You'll excuse me, but that's a pretty depressing reason to listen to your customers, and it's no excuse as to why DE thinks they earned our money after releasing a Lich system months later that has basic features finally integrated (read: feedback on what your 4-8 hour grind will reward you with rather than a complete triple layer RNG mess).  

 

In short, this isn't a "DE can do better" message.  This is an "EA managed better DE, what the heck?"  Heck, this might even be "Fallout 76 is a raging dumpster fire that still makes the last quarter of Warframe seem even worse by comparison."  It's really time to listen to some of the feedback in more than a token "we'll rebuild a frame" kind of way. 

Might I suggest that item 1 should be to fix the RNG on Railjack so that wreckage can be combined to form better stuff at a lower cost?  Yes, that would mean the 200+ scrapped weapons could boost two to maximum level, rather than where we currently sit that anything short of 95% of the maximum value isn't worth the resource investment and will contribute to having a uselessly huge dirac pool and break-up missions because you have to go back to dry dock to scrap things.  Item 2 could be trading wreckage.  Right now that's the biggest pain in the backside, given each player still gets a random roll once it drops.  I am happy I got a 100-90 reactor, but sitting on a 97-20 feels bad when others can't even get a reactor beyond Zetki to drop.  

I suggest the above because farming titanium sucks.  I have 8-7-8-8 avionics, and only 3 built weapons because only one has hit the 60% firing rate with 2 other "high" level items build to round out the capacity.  Despite the above, I have less than 60k titanium.  Yay, 4 weapons.  How is that fun again?  The best farm for titanium is particle ram on earth....and that's boring.  I guess boring and poorly paced is railjack described quickly.  Trading with other people would make some of that farming better, because we would know what we are farming towards won't be negated by the next RNG drop.

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On 2020-02-17 at 8:27 PM, Twisted_Wisdom said:

A lich doesnt need to be max rank to convert or vanquish. If you are lucky enough to guess the right requiem mods in the correct order when its rank1, can convert lich once you kill it.

I do understand that.

But do you know whether a converted unranked lich has equal strength to a converted max rank lich? (In other contexts, max rank is stronger -- if that's not the case here, this would be good to know.)

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