Jump to content

Recommended Posts

hace 1 minuto, tennomantra dijo:

Who is this for?
We consider this a customization system for very experienced Warframe players (Mastery Rank 15 8 5 3* Prerequisite). We do not intend to let newer players unlock this system. We intentionally placed the Segment deep into progression to ensure only experienced players could access the Segment and begin their journey with Helminth.

KEKW

  • Like 8
Link to post
Share on other sites

Here is this thing we are going to use to shake thins up

By making everything terrible

You people dont care. Stop allowig us to respond if this is how you are going to behave, you dont read these this anyway, only the player hostile guy on the team filters it for the rest of you

Storm twitter that is the only way they will see what we have to say. Otherwise it gets filtered through Glenn, who has a history of antagonism towards players. 

 

They do not read what we say here and never have. You want them to change things, go tell them directly. DO SO NICELY AND POLITELY.

 

The bigest thing? Raise that MR cap back to 15 so there isn't a justification to scale abilities down.

 

After that get the underwhelming abilities to actually have use so larva defy roar dispensery doesn't feel like the only real options even with the nerfs.

 

Decoy? REALLY DE? Who in their right mind would want go use DECOY?!

Edited by MarrikBroom
  • Like 9
Link to post
Share on other sites

"We do not intend to let newer players unlock this system. We intentionally placed the Segment deep into progression to ensure only experienced players could access the Segment and begin their journey with Helminth"

 

For once experienced/veteran players thought that just maybe they were getting something meant for them. Far too much of this game is geared towards being easily accessible by new players which ends up being boring, under-tuned, and mostly unrewarding both in terms of loot and in terms of challenge for players who have played this game the longest (and more than likely collectively spent the most money).

The mastery change is the biggest gut punch to me. but these new "rules" are also not okay, mainly due to the reasoning behind the changes. I need all the Devs to burn the following phrase into their minds and keep it in mind before making changes based on knee jerk reactions.

 

There. Will. Always. Be. A. Meta.

 

You got that memorized?

 

If you nerf roar, eclipse, and warcry. Okay well now we use Smite and Shock with the augments. Nerf those, well there is always equinox's rage, Nourishing strike, and shooting gallery, etc. Larva, defy, and dispenser nerfed? oh well, I guess its Ensnare, elemental ward, and either well of life(pool of life), Pull(greedy pull), Spectrorage(Spectrosiphon) to fill those gaps. Are you gonna eventually nerf those as well because they become the "overwhelming choice".  By that point the system is so watered down from nerfs that its not worth using and becomes yet another bit of content that players ignore because its just not worth it. 

 

Even worse I can easily see this whole system becoming the Warframe ability version of rivens, and I can promise you DE if that happens I will be done with Warframe and I won't be the only person to leave. 

 

 

But I'm not going to be the type to complain and not give proper constructive criticism. So here is my suggestion, Delay the update and do another test server, if there was ever a time for one this is it. Allow every test account access to all subsume abilities and let the community go wild with the un-nerfed abilities for the test period. You will probably find that not every one will default to Roar because not every frame can build for the 300+% power strength needed to make the most of the ability and if they do try and force it to work then they are essentially nerfing themselves by screwing up the rest of their build. 

Either do a test server or launch with the un-nerfed versions of the abilities and let the system run its course first before doing something like this. 

  • Like 23
Link to post
Share on other sites
31 minutes ago, [DE]Megan said:

To offer further clarification on why we changed the Mastery Rank Prerequisite to MR 8:

There's many factors that come into play in order to engage with the Helminth system, such as:

  • Having an ongoing supply of Resources that you don't need elsewhere to feed your Helminth
  • Working your way up the Helminth rankings to unlock more features
  • Having Warframes your ready/willing to Subsume

Looking at the above, we can see that higher rank players will be more equipped to offer these things to Helminth out the gate, where a MR 8 player will start with more accessible/cheaper Helminth Abilities first before diving deeper. Thus allowing MR 8 players to participate in Helminth and grow as they go.

1. A MR 8 doesn't need a resource sink, let them build up at least

2. At this point, most players won't even have grasped half of the systems Warframe offers them, & you want to give them a whole new one on top of that?

3. Then let them farm frames again later. What's wrong with them selling some warframes to make room for others? They'll just have to farm them again later. & considering your first point, MR 8 have too much resources already right?

  • Like 18
Link to post
Share on other sites
Just now, Jarriaga said:

Reb actually said several abilities were due to be buffed for the system during her interview with Shy on August 3rd when she revealed Zephyr's chosen ability and the buff. I don't know what happened.

yea I saw that b4 I think they just realizing how powerful those skills that were just lowered in effectiveness is and are trying to fix it. What they should have done is just only mediocre skills in the first place and buff them all to be much be better. Imo Roar dmg buff is too powerful. Its very hard to convince someone to use limbo banish over it or fire walker instead. 

Link to post
Share on other sites
On 2020-08-12 at 7:27 PM, [DE]Rebecca said:

THE HELMINTH: DEV WORKSHOP.

Tenno the time has come for our comprehensive Dev Workshop on The Helminth System (formerly known as ‘Helminth Chrysalis System, we reduced the name length for ‘Mouth’feel)! This Dev Workshop is subject to change, but here is everything you need to know about THE HELMINTH!

We debuted this system at TennoCon 2020 - rewatch here:

https://youtu.be/KoKO1nAk0MQ?t=1693

The Helminth System is an expansion of the Helminth room on your Orbiter - you may only know this room as an infested space that allows you to remove the Helminth Cyst. With the ‘Heart of Deimos’ Update, that’s all changing. The Helminth system enables you to customize your Warframes by infusing new Abilities in place of existing Abilities.

How does it work?
To participate in the Helminth, you must obtain the ‘Helminth Segment’. This is acquired in the Heart of Deimos in the Entrati Syndicate and is then installed on your Orbiter in the Helminth Room to begin your Helminth journey!

Once ready, there are 2 key things this System offers:

- You can replace 1 Ability per Warframe.
- Every Warframe can be Subsumed to permanently provide 1 specific Ability to Helminth.


Who is this for?
We consider this a customization system for very experienced Warframe players (Mastery Rank 15 8 Prerequisite). We do not intend to let newer players unlock this system. We intentionally placed the Segment deep into progression to ensure only experienced players could access the Segment and begin their journey with Helminth.


What are Resources / Secretions?
Virtually every Resource you’ve ever earned can be fed to Helminth - your stockpiles have a new home! This Feeding creates SECRETIONS, which allow you to utilize the Helminth for Ability customization.
Helminth has a diverse appetite - make sure you feed Helminth Resources they want to eat to get the best Secretion results! Your choices on what you’ve fed Helminth will determine its willingness to reward secretions - change it up for best results!
 

Permanent?
Infused Abilities are removable with the click of a button - they will stay within a given Warframe as long as you decide you want it!

Subsuming a Warframe is permanent  - only Subsume Warframes you are sure you do not want to play with. You can always re-earn or re-buy a subsumed Warframe.

 

Do Configurations matter?
You can deeply customize by only replacing Abilities on certain Configurations, as seen in the Demo! But we would like to expand this further to demonstrate just how deep you can go.

You can have 1 different Ability infused PER config!

So if you have Excalibur in the chair - you could put Shock on Configuration A, Molt on Configuration B, and Firewalker on Configuration C!

For example, if you wanted Shock applied to Excalibur on Configuration A but wanted Configuration B and Configuration C to stay default with Slash Dash, you can do so!

 

What does Ranking Helminth do?
As you feed and use the Helminth system, you will rank up! Each Rank unlocks something different - from a new power, to more Subsume Slots (max Rank Helminth = unlimited Subsume Slots), make sure you progress through the Ranks by regularly Feeding Helminth, Subsuming, and Infusing your Warframes! 


What are the Helminth Abilities?
Helminth Provides unique abilities of their own - these are subject to change before launch, but here is the current list:
 

"EMPOWER"

"Increase the power strength of your next ability."
 

“ENERGY MUNITIONS"

"Imbue your weapons with ammo efficiency."
 

"INFESTED MOBILITY"

"Increase your sprint and parkour speed."
 

"MARKED FOR DEATH"

“Stun an enemy, next damage you deal to it, will be dealt to all enemies around it."
 

"REBUILD SHIELDS"

"Instantly restore shields."
 

"PERSPICACITY"

"Your next hack will be automatic."
 

"COMPANION HEAL"

"Heal your companion and call it to your side."
 

"EXPEDITE SUFFERING"

"Hit enemies in a cone, affected enemies will have their Bleed and Toxin status removed and their remaining damage dealt in a burst."


What is Infusion?
Infusion is the process of injecting a Warframe with an Ability - whether it be one of Helminth’s own, or another Warframes. Every Warframe can receive 1 Infused ability at a time in any Ability slot (i.e you could place Shock on any of the 4 Ability slots). 

 

What is Subsuming? 
In addition to Helminth’s own Abilities, you can Subsume a Warframe to obtain 1 specific Ability permanently in Helminth’s memory (list below). We do not allow the Subsuming of any Prime Warframes, but you can Infuse Abilities on Prime Warframes! 

Subsuming is the act of permanently providing a base Warframe into the Helminth’s biology. 1 Warframe can be subsumed every 23 hours. The Warframe can be any Rank. 

What Abilities are earned on Subsuming a Warframe?

The following table outlines the current Ability a given Warframe will provide on the Subsume action. This is subject to change before launch. 

WARFRAME

ABILITY

AUGMENT

DEV NOTES

Ash

Shuriken

Seeking Shuriken

 

Atlas

Petrify

Ore Gaze

We will not create Rubble.

Banshee

Silence

Savage Silence

 

Baruuk

Lull

Endless Lullaby

 

Chroma

Elemental Ward

Everlasting Ward

 

Ember

Fire Blast

Healing Flame

 

Equinox

Rest & Rage

Calm & Frenzy

We will use Rest or Rage depending on your Energy Colour. 

Excalibur

Radial Blind

Radiant Finish

 

Frost

Ice Wave

Ice Wave Impede

 

Gara

Spectrorage

Spectrosiphon

 

Garuda

Blood Altar

n/a

 

Gauss

Thermal Sunder

n/a

 

Grendel

Nourish

n/a

Keeps the heal and give Nourish Strike only. 

Harrow

Condemn

Tribunal

 

Hildryn

Pillage

Blazing Pillage

Drains 50 Energy instead of 50 Shield. 

Hydroid

Tempest Barrage

Corroding Barrage

 

Inaros

Desiccation

Desiccation’s Curse

 

Ivara

Quiver

Empowered Quiver

Tap Cloak, Hold Noise. Augment only affects Cloak and Dashwire. 

Khora

Ensnare

n/a

 

Limbo

Banish

Rift Haven

Base Ability Change: Add ‘Cancel ability on Hold’ to let enemies out of Rift. 

Loki

Decoy

Savior Decoy

 

Mag

Pull

Greedy Pull

 

Mesa

Shooting Gallery

Muzzle Flash

 

Mirage

Eclipse

Total Eclipse

 

Nekros

Terrify

Creeping Terrify

 

Nezha

Fire Walker

Pyroclastic Flow

 

Nidus

Larva

Larva Burst

 

Nova

Null Star

Neutron Star

 

Nyx

Mind Control

Mind Freak

 

Oberon

Smite

Smite Infusion

 

Octavia

Resonator

Conductor

 

Protea

Dispensary

n/a

 

Revenant

Reave

Blinding Reave

 

Rhino

Roar

Piercing Roar

 

Saryn

Molt

Regen Molt

 

Titania

Spellbind

Spellbound Harvest

 

Trinity

Well Of Life

Pool of Life

Base Ability Buffed - Now does small amount of heal over time over a large range. If you hit the enemy, a % of the damage dealt gets converted into AoE heal. 

Valkyr

Warcry

Eternal War

 

Vauban

Tesla Nervos

Tesla Bank

 

Volt

Shock

Shock Trooper

 

Wisp

Breach Surge

n/a

 

Wukong

Defy

n/a

 

Xaku

Xata’s Whisper 

n/a

 

Zephyr

Airburst

n/a

Base Ability Buffed - now has a HOLD or TAP functionality. HOLD to receive original functionality. TAP to suck enemies in a wind Vortex. 


What are my safeguards?

Since you can remove an Ability at any time with the click of a button, you’ll be able to safely experiment with many creative combinations.

For example, if you replace Grendel’s ‘1’, your kit doesn’t really work! If you change around or re-assign Abilities already assigned to Railjack Tactical use, you simply may not have one, or have a new one in its place! If you put Hildryn’s PIllage on Inaros, you don’t get Shields, but you do get diminished Armor/Shields on enemies on cast.

It’s all up to you - have fun experimenting, Tenno!

What about Damage buffing Abilities?

As you can see, we have two Abilities that increase damage: Mirage’s Eclipse, and Rhino’s Roar. We are creating a special case for these Abilities when infused on Warframes with similar Abilities (i.e Chroma, Mirage, Rhino, Octavia). When you infuse these, you will receive a prompt that you can only have 1 Damage Buffing ability at a time, and thus you are limited to replacing said ability type. Which is to say - Damage Buffing abilities can only be swapped with Damage Buffing Abilities on Warframes that already have them. However, that limitation does not apply to the other 30+ Warframes. 

 

What exactly is going on here with the Warframe Subsuming?

Warframes that are Subsumed join the Helminth in an eternal bond. They will live on in a Lotus flower that matches the colours of the Subsumed Warframe, as a permanent honor. See below for an example of the Helminth garden after 5 Subsumes:

 

  Reveal hidden contents

Warframe0178.jpg


Is ‘Helminth’ a permanent name?

Don’t like it? You can rename your Helminth at any time!

Is Helminth a Cat or Dog ‘Person’?

Well, you’ll find out… 

 

Thank you very much for reading our Dev Workshop on the upcoming Helminth Feature - see you in game on August 25 on all platforms!  

======================

AUGUST 19TH UPDATE:

Greetings, Tenno!

The launch of Heart of Deimos grows near, and we have some Helminth updates since we last posted! Below are 2 parts of updated/clarifying information that touches both Infused Warframe Abilities and the Helminth Segment acquisition.  

PART 1 - Changes to select Infused Warframe Abilities

Please keep in mind we’re still testing/playing around with the values for each, hence why the values are not present below:

The following only apply to Infused Warframe Abilities:

Rhino - Roar
Diminished Damage increase

Mirage - Eclipse
Diminished Damage increase and cap Damage Reduction 

Valkyr - Warcry
Attack speed increase reduced

Protea - Dispenser
Duration reduced

Nidus - Larva
Radius reduced

Wukong - Defy
Armor capped


Why do these Infused Warframe Abilities have these rules?
It was apparent in player feedback and play testing that these Infused Warframe Abilities had the potential to be the overwhelming choice; which is not ideal. Instead of changing the Ability outright due to those concerns, we decided to give them slight rules when Infused.


PART 2 - Helminth Segment Acquisition

As already indicated in this Dev Workshops original post, the Helminth Segment is acquired in the Heart of Deimos in the Entrati Syndicate. To expand on that, this means you’ll need to progress within the Entrati Syndicate located within the Necralisk to obtain the Helminth Segment before you can start experimenting with everything Helminth. 

Without spoiling too much, the Helminth Segment is currently obtained in Rank 3 of the Entrati Syndicate. This reminder is simply to set expectations on what you’ll have access to upon logging into the Heart of Deimos. 

EDIT: We have also changed the Mastery Rank Prerequisite of the Helminth Segment to 8 (was 15).

That’s all for now!

Not really keen on reducing the rank prerequisite for obtaining the segment. I thought MR15 was completely fine, not too high and not too low. Besides, it would give lower rank players an incentive to raise their MR. 

As for nerfing some of the infused abilities, I'm neither for nor against. I agree that it's easier to nerf one thing than buff 100 other things. 

Overall, we will have to experiment to see what abilities match what frame. 

Now, unrelated to this, when will you do a balance pass to some of the unused mods, like the lower value IPS mods, Energy Channel, Weapon corrupted mods, and some of the warframe mods like Undying will and Provoked?

Looking forward to Heart of Deimos, right after I finish writing my maths exam. 🙂

  • Like 1
Link to post
Share on other sites

now all the new players will (if they manage to get enough resources)will get all of the same trash habilites

thanks DE! really looking foward to the update, its not like MR8s read the forums anyway.

  • Like 8
Link to post
Share on other sites
2 minutes ago, aligatorno said:

With all due respect Megan, this doesn't make any sense. 

With this change you'v made a completely 180 paradigm shift from what you've advertised at Tennocon. This system is with the current requirements no longer "made/indended" for experienced playets, it's only more accessible. That is quite a big difference in my opinion.

Allowing such early players to access this system will create resource sink which will most likely lead to a high level ammount of frustration for them. Due to the inexperience with the game's system, they will most likely make mistakes on wasting valuable resources on this without much gain, halting proper progression.

Not only that, but as some have already mentioned below, because they will be so limited in their choices, they will not experiment at all, they will just google the best ability/combination and that would be it. 

I get that you want as many people to have access to it, as the monetization will be even higher than with only veterans, but try to consider player experience and possible effects more.

 

I'll be real honest, Megan lying like this and just DE's lying in general is becoming more and more blatant as time goes on. Now of course I'm not saying Megan is doing this on purpose, both her and Reb are basically DE's scapegoats for getting away with S#&$ty decisions and backtracking, so that any justified backlash is quickly disregarded as a personal attack on these two. Overall that S#&$ is just really unfair for everyone involved.

  • Like 11
Link to post
Share on other sites
2 minutes ago, Han_Sulu said:

Delay the update and do another test server, if there was ever a time for one this is it. Allow every test account access to all subsume abilities and let the community go wild with the un-nerfed abilities for the test period. You will probably find that not every one will default to Roar because not every frame can build for the 300+% power strength needed to make the most of the ability and if they do try and force it to work then they are essentially nerfing themselves by screwing up the rest of their build. 

THIS it is a week before the update.  GIVE US A TEST SERVER FOR THIS SYSTEM

  • Like 3
Link to post
Share on other sites
38 minutes ago, [DE]Megan said:

To offer further clarification on why we changed the Mastery Rank Prerequisite to MR 8:

There's many factors that come into play in order to engage with the Helminth system, such as:

  • Having an ongoing supply of Resources that you don't need elsewhere to feed your Helminth
  • Working your way up the Helminth rankings to unlock more features
  • Having Warframes your ready/willing to Subsume

Looking at the above, we can see that higher rank players will be more equipped to offer these things to Helminth out the gate, where a MR 8 player will start with more accessible/cheaper Helminth Abilities first before diving deeper. Thus allowing MR 8 players to participate in Helminth and grow as they go.

People at MR 8 don't know what they do or don't need. This mechanic is too enticing for them to completely forgo it. They will want to infuse superficially thematically relevant but completely inappropriate abilities, and will waste hours upon hours inefficiently grinding for resources to do so. the overall experience won't be positive for those players, especially once they discover that their choices don't work well at all and they still aren't able to participate in high level activities. MR 15 made perfect sense for this reason - making sure players already have a stockpile of resources, and a good idea about what they are investing in. 

I know this from my experience helping lower MR players with rivens. They waste hours upon hours farming kuva and completely stagnate in the game. Ultimately they gain nothing from it because they don't know which weapons exist, what stats really work etc.

It's a great detriment to a certain number of players (not everyone ofc, some ppl find their way, but many don't) to open up such advanced systems too early. 

  • Like 15
Link to post
Share on other sites
43 minutes ago, (PS4)DidelphisV said:

How lame are you people? No inspiration whatsoever. You just immediately jump for damage buffs without even considering the alternatives. We’re getting so many good abilities, but you can’t process anything more than “hurr durr bigger numbers”

Meanwhile I’ll be using actual fun stuff like Ensnare on Atlas, and Condem on Hildryn.

I think most of people are talking about MR requirement and not damage buffs getting nerf

Also in my opinion endgame tennos should have specific content to do, because the game have a great early game, a very solid mid game, but in the late game you have nothing to do

Just saying a friend from dota2 played 100 hours of warframe with me , he is mr10, he have: mesa prime, kuva bramma, kuva nukor, energize maxed, guardian maxed, and more 100 hours means like 1 month of casual gameplay. He already quit and he actually doesnt understeand much about warframe, he cant even move properly, he doesnt understeand how corrosive works, how viral works, but is there ready to do everything

And if you are asking "for sure you carried him the entire videogame" the joke is for example in SS i did my runs alone with random people and he did runs with random people, that means people actually carry him

what im trying to say: Warframe its a very very good videogame, but doesnt have exclusive content. Doesnt matter if you have 200, 2000 or 10000 hours, you can get top tier gear very soon, and after that you are going to farm random stuff or build really bad gear for no reason..

At the end, i hope this new content have some good reward, call it a super good combo using off meta warframes or something making worth farm all warframes again, because doesnt feel great farm an entire week like crazy and get "meh" ability

Steel path its a very solid start, they should add more missions there like profit taker, exploiter, events, everything steel path, but rewards need a tweak, because so far at this moment the best reward  you can get is kuva paying resources booster and drop chance booster (80p) and actually almost the entire community agree with this: rivens/kuva are a terrible system, its just terrible

The game need content worth to grind, worth to keep playing the same content, if reward is high doesnt matter if hard or you need something to do it, you will do it because the reward is nice

For example railjack at this moment, you can lvl up your gear, everything, alone doing 4 mins gian point runs solo, or 2 mins with group. Rewards are meh: Relics, riven slivers, but the most important thing is affinity you not need a saryn in santuary to actually lvl up your gear, you can do it alone. Bad news, the only mission worth to do is gian point, and if you catch anomally you need to wait

If you have naramon, and affinity booster you can lvl up your melee from 0 to 30 in one run, and yes to reach 2 mins runs, you need a good railjack, good avionics, some practice, its not easy to reach, rewards are meh, but affinity is nice. So i can call it worth it

Fortuna: Kitguns, Moas, Kdrive are mediocre. Lockdown, repair you can buy it with pl and the only gear worth to farm in entire fortuna are propa and certus amp (this apply if you do eidolon hunts, if you not care hunts, ignore this) So actually at this moment why you are going to farm fortuna when 90% of rewards there are meh, some months ago at least catchmoon was stronger and people was farming reputation and resources at least for catchmoon, and generally people have 2 o 3 catchmoon, just for the variable (full crit, hybrid, low magazine etc) but right now are a joke

Arbitration:  After so many tweaks, arbitration is worth to do, you get very good mods, endo, kuva, decent arcanes, but in my opinion have a problem, you have like 30 rewards in one mission, its just too much, but at the end nothing can be perfect, i call it worth to do i recommend to everyone play arbitration

 

Edited by Danielw8
  • Like 3
Link to post
Share on other sites
3 minutes ago, MarrikBroom said:

Storm twitter that is the only way they will see what we have to say. Otherwise it gets filtered through Glenn, who has a history of antagonism towards players. 

wait, he's still at the team...?

  • Like 2
Link to post
Share on other sites
10 minutes ago, (PS4)IrOrphanCrippler said:

OP for sure says "very experienced warframe players" 

Does MR 8 say very experienced Players to you?

MR rank doesn't say anything about "experienced" to me, because Hydron exists.  And "experienced players" doesn't mean "endgame."

  • Like 2
Link to post
Share on other sites
1 minute ago, mikakor said:

wait, he's still at the team...?

Yep, they just stopped letting him on camera because of his drunken player abrasiveness. Forget which interview but they outright said glenn handles condensing forum feedback.

 

So from his screen right to the trash bin.

  • Like 4
Link to post
Share on other sites

Haha, this happens every time. You should really be expecting it by now. As usual the experience will be lackluster, the new content will be stretched to the limit and every gameplay related thing (mission types etc.) will be made with the lowest possible effort. Also all the systems and stuff they showed off that you are imagining would be complex and connected will be disconnected and simple, as always.

The only thing that's consistently good in this game is the art and sound and if you get hyped for anything else than that you just set yourself up for disappointment.

 

  • Like 4
Link to post
Share on other sites
6 minutes ago, Jarriaga said:

Reb actually said several abilities were due to be buffed for the system during her interview with Shy on August 3rd when she revealed Zephyr's chosen ability and the buff. I don't know what happened.

They did technically buff it.  The problem is that it's still basically useless.  Twice as good as zero is still zero.  😞

  • Like 7
Link to post
Share on other sites

Dear DE,

Please. At this point I am not sure that even you all internally know what the system is and who it is meant for. There are far too many contradictions in intention and current thought of implementation for this be any form of well-fleshed out and polished. You say one thing and do the other. This would be why everyone is in the tizzy that they are currently in and this update is not even released yet. We have arrived at this stage not during the first few days of the Heart of Deimos but six days before the release date. I can only imagine what it will look like after it drops.

Please ask yourselves who this is meant for. You say you don't intend to let less-experienced players participate but have substantially lowered the requirement to MR 8. The average MR 8 player does not have the inventory needed to meaningfully participate. They are bound to have WAY less options and MORE risk in the mismanagement/misuse of the system. MR15 was a solid option as by that point the player would have more experience in the vast systems/items the game has to offer. 

Please ask yourselves what you hope to accomplish by offering Helminth to your players. You select a few specific powers that the community has reacted to strongly and have called out for being either signature/too powerful and the solution is putting alternative rules on them when wielded by other warframes that are not the original user. This system was bound to have wonky balancing and this doesn't help. 

The prospect of Helminth is exciting for offering new and customized movesets. After having a good week or two from TennoCon to critically think about the implications of the system as you have described it seems only to be super problematic currently and in the future. Might I suggest just removing the current Warframe powers from the system and offering more unique Helminth powers? Perhaps replacing the less exciting ones such as the instant-hack one. Helminth powers should be reasonable and meaningful options to compliment or supplement a Warframes kit. This gives room to create new and exciting powers down the road and a way to keep the Helminth system sustainable. You can always add more options and ranks in the future. Including Warframe powers in the Helminth system, as many have pointed out in feedback, while exciting initially may lead to some balancing issues and more rounds of alternate rules potentially down the road which will not be pleasant for many. It seems sloppy and troublesome especially down the road as more Warframes are brought into the game. Perhaps Helminth can offer powers influenced by certain groups of Warframes that can be unlocked by subsuming a Warframe from that group. This method still honors the subsuming part of the system.

You guys know better than I how you'd like the game to be and if your vision would still include being able to unlock specific powers from our Warframes then perhaps another method instead of having these alternate rules would be to replace those powers with other less problematic powers and having Helminth offer a generic ability of a similar role. For example a temporary damage boost only for the player that uses it that while not as strong as Roar/Eclipse and does not affect the team has the flexibility of being used by any warframe that perhaps lacks a temporary damage boost. Perhaps also a damage reduction or an armor up ability in the same vein as Defy that again while not as strong as a Warframe power has the flexibility of being used by another warframe that would benefit off having it. The flexibility of generic Helminth powers that could be used by any Warframe to supplement or compliment an existing move set is a strong component of the system that should be taken advantage of.   

Thank you for making it this far if you did!

Sincerely,

One concerned Tenno

@[DE]Megan @[DE]Rebecca

 

  • Like 19
Link to post
Share on other sites
On 2020-08-12 at 6:27 PM, [DE]Rebecca said:

EDIT: We have also changed the Mastery Rank Prerequisite of the Helminth Segment to 8 (was 15)

Wait, no. 15 was about right. Maybe to low. 8? Who cares about 8? Everyone has 8 by the time they beat the War Within.

DE: builds something for long time players looking for messing about with end game ideas.

Players who haven't even finished half the content they have yet: 😭

DE: ok baby don't cry you can have it.

DE: nerfs the thing because now new players have it too.

  • Like 8
Link to post
Share on other sites
2 hours ago, [DE]Megan said:

Why do these Infused Warframe Abilities have these rules?
It was apparent in player feedback and play testing that these Infused Warframe Abilities had the potential to be the overwhelming choice; which is not ideal. Instead of changing the Ability outright due to those concerns, we decided to give them slight rules when Infused.

I guess it's way less work to nerf the best abilities than to buff the bad ones.

  • Like 4
Link to post
Share on other sites
En 12/8/2020 a las 12:27, [DE]Rebecca dijo:

EDIT: We have also changed the Mastery Rank Prerequisite of the Helminth Segment to 8 (was 15

I think that this should be deeper in the progress , a mastery rank 8 could break the game infusing a good ability in a good warframe (considering the nerf to all buffing abilities ) almost mastery rank 15 or even 20 

  • Like 6
Link to post
Share on other sites
2 hours ago, [DE]Megan said:

AUGUST 19TH UPDATE:

Greetings, Tenno!

The launch of Heart of Deimos grows near, and we have some Helminth updates since we last posted! Below are 2 parts of updated/clarifying information that touches both Infused Warframe Abilities and the Helminth Segment acquisition.  

PART 1 - Changes to select Infused Warframe Abilities

Please keep in mind we’re still testing/playing around with the values for each, hence why the values are not present below:

The following only apply to Infused Warframe Abilities:

Rhino - Roar
Diminished Damage increase

Mirage - Eclipse
Diminished Damage increase and cap Damage Reduction 

Valkyr - Warcry
Attack speed increase reduced

Protea - Dispenser
Duration reduced

Nidus - Larva
Radius reduced

Wukong - Defy
Armor capped


Why do these Infused Warframe Abilities have these rules?
It was apparent in player feedback and play testing that these Infused Warframe Abilities had the potential to be the overwhelming choice; which is not ideal. Instead of changing the Ability outright due to those concerns, we decided to give them slight rules when Infused.


PART 2 - Helminth Segment Acquisition

As already indicated in this Dev Workshops original post, the Helminth Segment is acquired in the Heart of Deimos in the Entrati Syndicate. To expand on that, this means you’ll need to progress within the Entrati Syndicate located within the Necralisk to obtain the Helminth Segment before you can start experimenting with everything Helminth. 

Without spoiling too much, the Helminth Segment is currently obtained in Rank 3 of the Entrati Syndicate. This reminder is simply to set expectations on what you’ll have access to upon logging into the Heart of Deimos. 

That’s all for now!

You guys funneled in mostly garbage skills from the other frames, of course these were overwhelmingly going to be the go to skills.

  • Like 6
Link to post
Share on other sites
Guest
This topic is now closed to further replies.
×
×
  • Create New...