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[DE]Rebecca

2020’s First Mainline: Review, Revise, Refresh.

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il y a 6 minutes, (XB1)VintarDragon16 a dit :

DE make arcane like aura mods at level 5 so the effect will be shared to entire team.

Arcane energize and pulse are already share on a small area.... But it ll be nerfed. Maybe they want to increase the pulse area, but the cooldown and duration give a bitter taste.... This cooldown will give the game less dynamic, less fun...

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Still nothing on random stat mods/equipment railjack and weapons Kuva.  until thats fixed im not touching this game and spending my money elsewhere.  If we allow them to do this now then it will continue with future content and have a huge negative impact on the game going forward.  Warframe has been a lot of fun over the years but im done if this is the direction they are taking the game for the future.

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Posted (edited)
On 2020-02-28 at 11:21 AM, [DE]Rebecca said:

Arcane Survival [UNRELEASED]
On Rank 5: On Predeath:
60% chance for -150% Bleedout Rate for 60s

For gods sake. Make these 100%.

No one is going to use garbage arcanes like these anyways. At least make them reliable. Do your metrics show a lot of people using Undying Will?

Edited by Skaleek

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Wow. I picked up WF again after 2 months of putting it down, because this list of changes looks promising. Excavation missions becoming playable without frost or gara, finally!

The changes to arcanes are huge but the playerbase adapted to the catchmoon nerf pretty well. I do think some of those numbers look off, like Arcane Survival.

Excited for the update! Keep up the awesome work.

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4 minutes ago, (XB1)uns4ph3 said:

The changes to arcanes are huge but the playerbase adapted to the catchmoon nerf pretty well.

Sure, now no one uses catchmoon anymore because it became too weak but other weapon exist still(until they too will be nerfed to unplayable).

But for arcanes there is no replacement(we have many killing tools but useful arcanes are just several and they have no alternative).

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Posted (edited)
On 2020-02-29 at 1:47 AM, Voltage said:

These changes will tremendously improve the health of the game for sure. I feel like this hits the mark pretty damn well. Some of the smallest things like the 90 Field of View are huge and dramatically change how players view gameplay. The Arcane Enhancement changes are also appealing. Sure, if I double stacked a specific Arcane before, I would be receiving a slight nerf, but the options and potential of the proposed changes look exciting and interesting to experiment with compared to the boring Arcane selection we have now. 

The 100x Restores are a great quality of life change that will surely make a more enjoyable foundry. I would also like to see this as well:

The things not mentioned in the Devstream and Dev Workshop that I feel would also improve the health of Warframe as far as revisions go would be these topics as well:

Friendship Doors - These should be considered for removal from normal missions (you can keep them in Rescue or other special missions) as they are quite disruptive to the flow of gameplay. I understand they have been part of level design for years, but Railjack really showcased how counter-intuitive this mechanic is. Jupiter and the Sentient Ship are a great starting point for future tilesets, and I have high hopes for the Corpus Ship Remaster. Hopefully ancient relics of the past such as Corpus window decompression and Friendship Doors can finally be retired with Deception and Stamina to deliver a more fluent gameplay experience.

Stat Sticks, Abilities, and Exalted/Ability Weapons - The modding of abilities and ability weapons should be made consistent with the rest of modding so that players do not feel like they need a specific Jaw Sword/Mire/Burst Laser/etc. Riven Mod, Weapon augments or such to make full use of their Warframe abilities (Gara, Khora, Vaporize on Deth Cube, etc).

Modding - Mods as a whole need quality of life in some areas. Buffing values on underused ones to be a bit more interesting (like the upcoming changes to Status Chance Mods) and potentially reworking various mods over time would be awesome. There are still mods like Maiming Strike, Provoked, some Set Mods, some Archwing mods (Furor/Extend for example), old Augments such as Acrid, etc. that could use some love. This isn't much of a priority and can be tackled over time, but eventually looking at all the outdated mods would be a fresh look into our builds. Exilus Mods should also be examined as some such as Hawk Eye or Armored Agility really feel like they should be there.

  • A topic nobody really talks about is the existence of unreleased [PH] (placeholder) mods through transmutation. These mods were only available through transmutation throughout the years for very short periods of time. The standard procedure when these leak into the global build is a server side patch to transmutation and removing the ability to trade these. However, there is a substantial list that has grown over the years with examples such as: Split Flights (still waiting for Baro to bring this one), Fuze, MOAB, Combo Fury, Combo Killer, Mark of the Beast, Affinity Amp (removed), Sacrifice (released), Toxin Resistance (released), Looter (released), Resilient Focus, Frost Insulation, Fire Resistance, Laser Deflection, and Electrical Resistance. Obviously some of these mods aren't very good, but going through these mods and either removing them from player inventories or releasing them for others would be nice. I bring this up because like the re-introduction of Primed Chamber and Artax Riven Mods, availability for modding options should be consistently accessible in some fashion across all platforms and player inventories.

Nightwave Acts Length - Nightwave seasons are falling into the same dilemma Sorties did throughout 2016. The seasons go long overdue, and the backlog creates pressure for DE as well as burnout and boredom for players. I understand Nightwave is supposed to have rich storytelling, but would it be too much to ask that between these stories, we get consistent intermission lengths as well as unique rewards? There are loads of yet-to-be-re-released cosmetics and items from past years of this game that would be awesome in Nightwave Intermissions. Likewise, instead of making a 90 level cap Intermission II, splitting it into multiple separate Intermissions both with the same number of days in length would have brought consistency for Nightwave act length as well as more chances for Umbral Forma for active players. You can still develop rich story-telling Acts every couple months, but consistency for act length and intermission length would keep the system feeling fresh every segment while also still having large gaps between the story telling and unique rewards. I say all this in regards to the insane length of this current intermission that has gotten stale and the experience of someone who never missed out on a Sortie season. When the time strays far away from the initial time period (looking at you Karak Wraith from Sortie seasons 1 and 2), you get really bored with the current season and just want a new one. Multiple intermissions in a row with different rewards would be more enjoyable than half a year of the same intermission while waiting for a story from Nora Night.

Riven Dispositions - As time goes on and Prime Access releases alter Rivens, more players feel time has been devalued in some form (atleast from reading [DE]Connor's posts every 3 months. This is an inevitable battle in the current system, and it seems Rivens have fallen into a rabbit hole that hurts player investment and the feeling of the system. Riven disposition as a mechanic should be considered for removal and instead players see "Catchmoon" type change to weapons that are simply out of line (way too powerful), the reverse for weapons like Stug, as well as some better finalization being applied before launching weapons like Rubico Prime, Catchmoon, etc. No disposition would make pre-nerf Catchmoon less desireable (as the stats DE gathered proved), and no Disposition makes Stug worth your time right now. Balance is a tricky thing in this game, and it would be difficult to get right of course. Currently the state of Riven dispositions have unfortunately become a weapons balancing system of sorts by accident, and this sort of rocky road just won't be great for players and developers alike. The effort balancing Dispositions could be spent tweaking base damage and simple base stats on weapons to create a shifting meta and more interesting game that rewards those who try out many different weapons and invest in the hundreds of weapons the game has to offer.

Aura Mods - Aura Forma has allowed true freedom of Aura choice for invested players, but there still seems to be an overreaching shadow of a very small select Aura Mods that outshine the rest. This is very similar to the Arcanes problem being addressed by the proposed changes coming in the mainline, and it is a very important piece to a loadout. Currently many Auras are not worth using, and an overhaul of our current lineup to be more interesting to use would be awesome. An example I have in mind would be combining all the Scavenger Auras into a single Scavenger Aura that affects all ammunition types (Maybe including Arch-Guns as well to give it a niche upper-hand in Profit-Taker fights). Another example could be to change `Sprint Boost` into `Parkour Boost` that boosts parkour velocity rather than just sprint speed. Additionally, I believe there needs to be consistency on the bonus modding capacity. +8 (+16 polarized) seems like a good middle ground between +7 (+14 polarized) and +9 (+18 polarized). This would provide complete Aura freedom and no pressure to slot Steel Charge/Power Donation solely due to a capacity advantage towards things like Umbral Mods and other specific high drain builds.

Weapon Holster Speed - This is extremely small, but would have a large impact much like the Field of View changes. Increasing holster speed across the board would be a general quality of life improvement that would tremendously help the satisfaction of gun-play throughout the game. Mods that increase holster speed could be reworked or slightly changed to compensate for an increase across the board. I mention this as someone who uses Speed Holster in Profit-Taker fights due to most other Auras having little effect there, and the gun-play when I switch weapons feels much smoother in comparison to normal missions.

I also just wanted to note I am excited to dust off my Tonkor from 2016.

Not sure if its the right place the post this, but I'd like some main suggestions that would strengthen the foundation of the game and encourage vets to keep playing.

1) Introduce Further Orbiter Customization : Allow for more theming elements and publicity for your custom ship, Make the Orbiter more useful rather than a 3d Interactive Main menu in space. Why fly a Rail jack when you can introduce something related to orbiter flight? That thing is cash money.

2) Solidify the Clan/Dojo/Alliance system. There is no current point of the alliance chat as is. Add guilds and operations , cinematics that allow interaction between players.

3) Make a bigger tennogen market, and make the Prime access and bundle things obsolete because the price of the so-called exclusive prime bundles is ludicrous.Money doesn't grow on trees. I Respect the lack of root crates and chance based rewards but you still have save time bundles that feeding you. Better Introduce a new type of market, some medium such has the GTN in Star wars the old republic , where this is a level of Player Interaction for trade, everyone is already on Warframe.market 

4) More open world and seamless navigation, space gta is end game.

5) Orb Valis. All the buildings hiding soo much potential yet turning out empty. Add to poe and Venus more content, or extend the borders.

6) The hosting. Please Reupdate the networking engine since , though it might be stable among friends, its a nightmare, have sessions be hosted on your end on dedicated servers rather than on the person's toaster laptop that has 1 bar of wifi, and quits the mission having everyone to ruin their spoils from migration. THIS IS THE MOST IMPORTANT BTW

7) Add some meaning to the game, instead of some pointless grind and watching streams hyping builds and basically the community keeping it alive. Keep the game fresh and active. Ofcourse RJ and Lich is good content but again its just grind Simulator. Do simple things instead of big leaps. Simple things that involve player customization and some "Sims" Level of interaction. you already have the foundation for it. WE basically have the frames and the guns, but there's the LACK of Challenge. Add more PvE NOT "Story Quests", And WORK ON CONCLAVE WHICH WE WANT!

😎 You're probably the best game we have next to what Anthem meant to be. Keep it up Devs. 

Edited by ud4yk
adding bold points and spellcheck
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Le 28/02/2020 à 17:21, [DE]Rebecca a dit :

Self Damage Changes:
We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful. 
The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.

What ? Am i reading right ?

That game is going to reduce skill to 0 ? You are telling us that we can now have big rewards for no risk... Lenz is so overpowered in good hands... But hey, that's the deal !!! Big damage - Big risk ! Or in other words No Pain No Gain... Hope you're coming back on that one... I feel like you're taking a wrong way for your game. Don't make everything EZ pls ! Some of us here love difficulty and selfdamage.

We already have warframes wich can jump over 50 meters and don't know how to swim... Please stop nonsence here.

All the other stuff is... Hum will see, some seems good some others need to be tested. No judgement for now except for these selfdamage. This is clearly not a good idea !

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On 2020-02-28 at 1:17 PM, Voltage said:

Riven Dispositions - As time goes on and Prime Access releases alter Rivens, more players feel time has been devalued in some form (atleast from reading [DE]Connor's posts every 3 months. This is an inevitable battle in the current system, and it seems Rivens have fallen into a rabbit hole that hurts player investment and the feeling of the system. Riven disposition as a mechanic should be considered for removal and instead players see "Catchmoon" type change to weapons that are simply out of line (way too powerful), the reverse for weapons like Stug, as well as some better finalization being applied before launching weapons like Rubico Prime, Catchmoon, etc. No disposition would make pre-nerf Catchmoon less desireable (as the stats DE gathered proved), and no Disposition makes Stug worth your time right now. Balance is a tricky thing in this game, and it would be difficult to get right of course. Currently the state of Riven dispositions have unfortunately become a weapons balancing system of sorts by accident, and this sort of rocky road just won't be great for players and developers alike. The effort balancing Dispositions could be spent tweaking base damage and simple base stats on weapons to create a shifting meta and more interesting game that rewards those who try out many different weapons and invest in the hundreds of weapons the game has to offer.

You note dispositions, but you don't consider the effect of the [currently] 120 riven limit.  Placing such a limit on players removes the incentive to keep and use rivens for the weaker weapons they are meant to bolster.  As you mention above, there are literally HUNDREDS of weapons in Warframe, but with a riven limit, we are forced to choose rivens for only the most desirable and "meta" weapons.  The Law of Unintended Consequences therefore comes into play, as this leads to only those weapons that least need rivens having their rivens preserved and used, and thus these same weapons are used more by players who own their rivens because they don't have a riven to bolster up the weaker rivens for which rivens are really meant.

Rather than focusing on riven disposition issues, instead simply remove the riven limit entirely, and see how that leads to changes in weapon use by the community.  You may find that this one change will not only allow rivens fulfill their intended role more effectively, but will also increase your sale of Riven Slots and by extension platinum.  Further, it makes riven collecting a viable part of content, and will provide those who enjoy collecting rivens, but not selling them, with actual content to enjoy with endless riven earning, revealing, and rolling.

There is literally no downside to DE in removing the riven limit, and it will make players very happy.

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On 2020-02-28 at 1:20 PM, SordidDreams said:

That's nice and all, but 100%+ status not doing anything is a not really an issue. The main problem with status is that it only works on trash mobs that die easily without it anyway. Tough enemies that you would want to use status against the most are arbitrarily immune to it (liches, Wolf, and various other mini/bosses). That is the main thing that needs to change.

SordidDreams... you hit the nail on the head.

Almost all of these changes sound like big steps in the right direction, but making status a truly viable build requires giving more thought to bosses than just making them status immune.  You should be able to find more novel solutions to limit cheese tactics while still keeping players engage/challenged in the fights and rewarding a combination of status, dps and other tactics. 

Also, requiring tons of specialised builds discourages social play because of the delays for switching builds.  There should be challenges that reward making the perfect build, but you also need to be able to have a jack of all trades build that uses status for some quick daily play.

I'm hoping that this also leads into an Eidolon rework... an incredibly small group of people are willing to painstakingly set up a deck of exploits to farm so many arcanes for resale that every single arcane except the rarest is worthless.  It was satisfying the first time I was able to find a group and take down 3-4 eidolons in a night, but chances are you don't get any drops you want, you have to wait for an hour and you're screwed if you lose a group member.  It's also the only major part of the game where people don't act like tenno and lose their mind if there's a disconnect, etc...

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Posted (edited)
14 minutes ago, GunRaptor9000 said:

You note dispositions, but you don't consider the effect of the [currently] 120 riven limit.  Placing such a limit on players removes the incentive to keep and use rivens for the weaker weapons they are meant to bolster.  As you mention above, there are literally HUNDREDS of weapons in Warframe, but with a riven limit, we are forced to choose rivens for only the most desirable and "meta" weapons.  The Law of Unintended Consequences therefore comes into play, as this leads to only those weapons that least need rivens having their rivens preserved and used, and thus these same weapons are used more by players who own their rivens because they don't have a riven to bolster up the weaker rivens for which rivens are really meant.

Rather than focusing on riven disposition issues, instead simply remove the riven limit entirely, and see how that leads to changes in weapon use by the community.  You may find that this one change will not only allow rivens fulfill their intended role more effectively, but will also increase your sale of Riven Slots and by extension platinum.  Further, it makes riven collecting a viable part of content, and will provide those who enjoy collecting rivens, but not selling them, with actual content to enjoy with endless riven earning, revealing, and rolling.

There is literally no downside to DE in removing the riven limit, and it will make players very happy.

I didn't comment on the Riven cap because I like it. It forces you to get rid of worse Rivens as you approach the cap. The quality of your mods should go up as you approach said limit, and not having the cap would just enable people to hoard mods. You really only use a fraction of the Rivens you own because you have a favorite loadout, and 120 weapon Rivens is quite alot. People having 120 slots or infinite wouldn't suddenly make Stug desirable. New and Good weapons are sought after, and unless an older weapon is good (like Daikyu, Kronen Prime, etc.), people don't bother getting Rivens for them. I don't believe uncapping the inventory would shift what people use. People invest in good weapons, and making other weapons interesting outside Disposition is how you get players to try them out, not buffing and nerfing an arbitrary multiplier to percentages that hardly affects the gap between great weapons and bad weapons.

Edited by Voltage

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22 hours ago, Hixlysss said:

Will shotguns show "Per Pellet" For every stat, or just status?

Everything as shown on dev stream 139

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7 minutes ago, warmastercain said:

Everything as shown on dev stream 139

... That's not an answer, and him hoping to get an answer if kind of the purpose of a forum.  DE even creates this thread for people who missed or weren't going to watch the whole dev stream, and because text-based communication allows for more specific review.  His point that it isn't clear from their post is very valid, as is his question.

  22 hours ago, Hixlysss said:

Will shotguns show "Per Pellet" For every stat, or just status?

Is anyone willing to answer Hislysss' question?  Because I would be interested to know as well. 

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Farewell self-damage, you won't be missed. New knockback system looks like teching in a fighting game and I am all for it. Looking forward to trying out the status stuff and old shotguns that fell off because they couldn't hit 100.

 

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On 2020-02-28 at 11:21 PM, [DE]Rebecca said:

Arcane Trickery
On Rank 5: On Finisher:
15% chance to become invisible for 30s

The chance is still crap. Come on DE buff it again, make the chance higher while the duration lower.

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1 hour ago, Uchiokoshi said:

What ? Am i reading right ?

That game is going to reduce skill to 0 ? You are telling us that we can now have big rewards for no risk... Lenz is so overpowered in good hands... But hey, that's the deal !!! Big damage - Big risk ! Or in other words No Pain No Gain... Hope you're coming back on that one... I feel like you're taking a wrong way for your game. Don't make everything EZ pls ! Some of us here love difficulty and selfdamage.

How sad do people really get when they die in a mission (in any fashion)? If I had to guess, the answer is "zero sad." You die, you hit revive, you keep going.

Couple that with the fact that you can have big rewards for no risk with lots of non-self-damage weapons and removal of self-damage is a no brainer; it doesn't make the game any easier, and it certainly isn't suddenly sapping all skill from the game. In Warframe, you have to struggle to fail. Self-damage was not the great equalizer. 

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8 hours ago, Svenarx said:

It LL be hard to make ESO missions with an arcane energize nerfed..  (No gear in this mode). In game players will say :

"Dps !!! Use your 4 on Saryn"

"Wait, take your time..  I'm waiting the cooldown from arcane energize, Just 10 sec..."

5sec after...

"Sorry, ennemies kill us"

Thumbs Up (or down) for DE

I don't understand.  I've never used energize, and spent literal months getting to round 8 multiple times each day.

 

The easiest cheap way to buff energy is using Zenurik.  Dash to generate a ring, wait a fraction of a minute, and you've got enough energy to use a power or two.  If you run a Saryn with any reasonable efficiency there's literally no reason to run out of energy unless you spam powers.  My preference is to run guardian or perhaps consequence.  The former is for survival and the later for convenience of running around to kill enough enemies.

 

I've also banged these out without any arcanes solo.  Long story, but I was stupid.  It's very possible assuming you get a decent roll on enemies and spawns.  Less likely if you're running a focus school besides Naramon (melee damage) or Zenurik (energy).

 

 

That being said, I agree that the arcanes are becoming a dumpster fire.  They are difficult but reasonable to obtain now, but 21 base arcanes for a single high level one is utterly insulting. 

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On 2020-02-28 at 11:21 AM, [DE]Rebecca said:

Damage-Type Changes:

  • Slash Status now does not bypass Shields and instead deals damage over time to Shields. Slash Status still bypasses Armor. 
  • Toxin Damage used to apply to Armor with a 25% bonus. Now it is neutral. For role distinction, Toxin bypasses Shields (but not Armor) where as Slash Status bypasses Armor but not Shields. 

So slash status will still apply on shield hit?

The main reason why Shield damaging damage isn't taken into consideration is because too many status applies over it.

Why if a bullet dealing damage only to the shield would apply a bleeding effect is beyond reasonnable, same goes for most elements augmented projectile, why would a bullet wityh toxin, would apply a Toxin status if the bullet is blocked by the shield, the very purpose of the shield failed there.

I made a post about that in detail,

except fro Magnetic, Cold, the Electric tesla-arc status (not the shock one), the Gas applying toxin status behind the shield and blast status doing the same, all those make sense,

all the remaining Damage type status should only apply once the Shield is depleated, that would make magnetic status way more pertinent;

and other shield damaging damage types would get more useful as well.(impact and cold).

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Arcane Changes:
The arcane changes overall seem like a nerf to me. If the published numbers are to be believed you have to farm almost twice as many of a given arcane to max rank it, but it will actually give less benefit than a current rank 3 arcane. That's not just a nerf, that's a hard nerf and not "effectively 1.5 of the current arcane."

Excavation Changes:
I'm glad they're addressing excavators, but unfortunately they're focused on the wrong part. Sure the health changes are needed but the issue with higher-level excavations isn't really the health of the excavator: it's the reward. Doesn't matter if you excavate on Venus or Pluto, you're still only getting 100 cryo per excavator. Why would anyone bother with higher-level excavations, even after these changes go through, when the reward is the same? Sure they give Neo and Axi relics for rewards, and that's a good reason to do them, but the cryotic reward needs a boost too. The higher level excav missions need to give much, much more cryotic per excavator.

Pandero: 5,500
Trinity Prime Systems: 9000
Vauban Prime Systems: 9000
Freezing Step Ephemera: 20,000
Sibear: 30,000!

And you're expected to work on these things 100 cryo at a time. Ridiculous. When weapons like Sibear require 300 excavators to build... that's insane.

Railjack Changes:
I'm very happy about this. I already have my railjack but building it did leave me pretty strapped for resources when it was over, and the grind for carbides, copernics, diodes and pustrells was just tedious and boring because I did it when Empyrean wasn't live so defense and mining were your only option. Had over 6 million credits going in, finished with less than 1 million. I was able to get back a lot of it via Index, and a few lucky login reward credit boosters hurried that process along. I'm back up to just under 7 million now, and I'm looking forward to that 5-million credit refund. More so though I'm looking forward to the resource refund, as getting resources in Railjack is already a pain in the neck if you want to build a variety of gear. But mostly I'm happy with the resource cost reductions because I have friends who haven't started Rising Tide yet and were very, very nervous about the cost. When you are counting credits just to make sure you can afford a mod upgrade, Rising Tide looks like a far-off pipe dream. Now it's actually something to look forward to.

Shotgun changes:
Good, I guess. I dont play with shotguns unless I have to (not my style) but the numbers Steve showed in that graph seem to show a clear problem with the way things are now.

Self Damage change:
Good riddance. I don't use guns that cause self-damage but it's a mechanic I loathe on principle. The enemy is already trying to kill me; I dont need my weapon trying to do the same.

Sentinel Mod changes:
It's about time, thanks. It was so aggravating trying to switch sentinels or weapons, and get told "sorry, this mod's already in use. Do you want to autoresolve and screw up the build on one of them?"  Now you just need to fix mods in general so that when I rank up the a mod on one weapon it doesn't screw up 5 other weapons. I have 15 of that mod: the game should recognize that I only mean to rank up the mod on the current weapon, and that the mod on the other weapons needs to be left alone.

I've not addressed near everything covered in this pleasantly detailed update, but these are the ones that stuck out to me the most.

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5 hours ago, Zilotz said:

Sure, now no one uses catchmoon anymore because it became too weak but other weapon exist still(until they too will be nerfed to unplayable).

But for arcanes there is no replacement(we have many killing tools but useful arcanes are just several and they have no alternative).

This is so blatantly not true. I still use catchmoon regularly and it is still very useful.

It just isnt the go to for what people used it for before.

The thing should have always been a powerful short range weapon but you guys just expected its OP mid range behavior to be kept as is.

 

 

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Are all our already existing max-rank Arcane going to be converted to Rank 5 or will they all be effectively nerfed as they're currently rank 3?

If they're auto-upgraded, cool, if not, feel like that's gonna really piss off all the older players who really ground out those maxed arcanes (or plat for them).

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For those missing out on the point of the anger, and those content creators who want to throw everyone under the bus, it's time to be real here.

 

For partners, you have absolutely no reason to complain about content costs.  DE gives you the content free, asks you to level it up, and the return on the investment is that you pop out a video and advertise their stuff so people will buy it.  If they reasonably balance cost to grind, they get people to buy it and support the game.  If they make grind too high people don't care about it, and if the grind is too low nobody buys it.  That's a fine line to walk, and I'm ok with stepping out of it.

Why then am I angry?  I didn't have issues with Primed Chamber, so I must be guilty of double-think.

 

No, my issue is severe devaluation of investment.  Each rare arcane has a 5% drop chance.  The event for dropping them is timed, time locked, and bugs out a frighteningly large amount of the time.  Instead of making this grind more acceptable, you're more than doubling it.  The prime mover arcanes will now cost more, some of them are effectively numerically worse (Guardian), and your promise is that this isn't devaluing time or our investment but giving us more choice.

I get the more choice.  Theoretically you drop 25% of the overall power, but get a second slot which can now add another 1.5 arcanes worth of function.  That math is easy, and looks like a net positive.  But is it?

The transparent answer is no.  Guardian isn't 150% of a level 3, it hits less, costs more, doesn't improve the effect, and only increase duration.  Consider me angry.  What about the rares?  Summarizing the math from before, running 3 full eidolon captures a day and never getting them bugged, you need 223 days of grind for 50% of the player base to get the fully ranked rare arcanes.  That's 50% without them ranked and a huge middle finger to players because you'll either buy them or not get them.

Stop whining I hear some partners say.  You can still get them, or even buy them from other people.  Maybe the next event will offer them as rewards.  Nope.  I call you on that one.  Railjack was promised nearly 2 years ago to knit all of the game together.  It released almost 3 months ago, and it's no better than Conclave.  It's a buggy mess, the systems aren't integrated, and the rewards are generally not impressive unless you're playing that particular game mode.  After 4 months we're told that everything is going to be fine and to trust DE...nope.  I trust the math here, and let me summarize:

  1. Stats aren't finalized for arcanes....literally days before the overhaul is released.
  2. The fix to the extra grind is an event.  How did the last event go?  Oh yeah....it was dog days and people literally found ways to go AFK because it was the only way to get rewards at a reasonable time investment.
  3. The stats we do have indicate that DE doesn't know how to play their own game.  Let me be simple, immunity to two status condition is less than the ability to cure all procs and temporary invincibility.  This is why warmth is a joke but consequences is actually partially viable.
  4. DE doesn't seem to get why we'd be angry here, based upon all of these changes being brushed off and the stream nearly becoming another "content coming soonTM" sales pitch to people already weary from the promises taking years.

 

If you're missing this, let me explain.  No Man's Sky promised the moon.  They delivered something akin to PoE.  They shut up, developed, and released enough content over a couple of years to make the game good.  It took about 3 years, before people could call the game good.  During this period they didn't pop onto a livestream monthly and promise new content, they worked and put it out.  During the same time frame DE introduced open worlds, content dropped off to annual releases, and the annual releases were dragged out over months because they were delivered threadbare to say there was a release.  It's the reverse of Hello Games.

This is why I'm angry.  It's not about the lack of double stacking.  I don't care about self damage.  I don't even care about shotgun math changing.  I'm angry that DE seems to not value the time of the free players, who support whales with content.  You need both, but this screams to me that DE actively hates people who don't spend money.  That's insulting, and DE needs to either explain why they can't talk to us reasonably or to stop talking.  As the later is impossible, it's time to demand that we are shown some basic respect.  If that means it's time to become another statistic, then it might be time to log off one last time and let DE die the death of a thousand cuts.  No content means no whales, no whales means no cash, no cash kills a developer, and transparent devaluation of the players in the face of stiff competition only accelerates the spiral. 

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On 2020-03-01 at 1:37 AM, Vitalis_Inamorta said:

No, it means you favor them.

However it's been historically what happens in Warframe much more often than not, which is why so many people have a knee jerk reaction of "NO DON'T NERF IT" even if some amount of nerf is justified.  Generally, if it was Pablo's idea, it's probably going to be okay, otherwise that thing you like is probably going to get absolutely shrekt.

Turn that finger around and point back at yourself.  I bet you're not going to tell me that you use something like Knell, Dread, and Sigma & Octantis on Banshee.  I bet you don't even typically play Banshee, yet you would if you just valued straight-up skill based gameplay.  Feel free to correct me if you actually do use things like that.

The phrase "To me" implies an opinion.  So you got me there.  However, I still think there's some implications to glean from my comments.  You must ask why I value these arcanes, and for me, that is due to their inherent usefulness across the board.  Health regen is extremely potent on tanky frames while energy regen is potent on energy hungry glass cannons.  You should also ask why so many people are up in arms about these particular arcane nerfs - if they nerfed any of the lesser arcanes, would there even be this much backlash?  Part of it is indeed the time spent to acquire them.  But this alone is not enough to cause an upset - they must also be inherently useful.  Otherwise, acquiring them would simply be for the sake of novelty.


That aside, I hope DE releases more statistics in arcane usage by mastery rank so I can prove that it's not just me.  The only thing I can say is, based on a limited survey of friends, clanmates, and YouTubers, Energize and Grace, if acquired, is quite preferred in the builds I've seen.  DE has been shown to look at stats and aggregates to guide decisions on nerfs as shown in Devstreams and the like, identifying and nerfing popular items, albeit in an admittedly mindless fashion.  That said, I highly doubt the decision to nerf those arcanes came out of nowhere.  If something is nearly unanimously preferred, then there is typically a reason for it.  And my bet's on the fact that they are indeed significantly powerful.  From there, the threshold of brokenness is a matter of opinion, but I think you know where mine stands by now.

Also, I'm not sure how much this tells you about my gameplay preferences and whether I value skillful alternatives above other options, but Zephyr shows up on my profile as my most used frame.  It isn't a fire and forget frame for sure.  But I play, not really for skill, but for fun and making silly, creative builds.  And I like frames that lend themselves to alternative options (in this case, messing with evasion mods) so I can mod viably for different situations.  I also don't like frames that lock you into mindless meta builds using fire and forget abilities.  Titania has become a recent favorite for that reason.  She can be modded to be quite powerful or for potent CC but you still need to aim and use her abilities wisely to make her useful and keep out of danger.  Sure she's not perfect, but she makes the game more entertaining and I can mod her multiple ways to make her viable.  And despite the fact that I rely on Energize to keep me in fairy form indefinitely, I'm excited to see how these nerfs impact my own meta.  I will certainly need to modify my builds, for sure, and that ought to be fun for me.

Also, I very much agree with you about the precedent that DE set with mindless nerfs.  Even so, I'd still argue that nerfs are needed here, albeit smarter nerfs.  It's clear that DE values easy to implement nerfs over sound, tested reworks (unless Pablo is involved).  That said, I would strongly prefer they spent a little more time on arcanes and not release the changes as defined.  When something this potent and difficult to obtain is on the chopping block, you need to be that much more careful not to miss the mark...

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So happy that DE will remove the Self Dmg, Now people can stop passive playing as Chroma :))) sorry Chroma mains but deal with it. Hope DE will also do something that make Harrow, Volt and Trinity not become the ideas pick anymore. All frames can be use for Eidolons. 

 

XD

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