Nevuz Posted August 23, 2020 Share Posted August 23, 2020 Many abilities feeling kinda useless for high level things like the steel path because of the poor damage scaling. For example embers fireball and inferno, ashs shuriken and many others. These abilities dont feel powerful anymore and there is no need to cast them over a 100k dps weapon. While weapons can get a increase in damage by like over 100x times, abilties only can get a increase by 2x to 3x times. One idea is the upcoming helminth system to clear those abilties out but it would be better if they can be modded like exalted weapons. Link to comment Share on other sites More sharing options...
(PSN)Hikuro-93 Posted August 23, 2020 Share Posted August 23, 2020 But what about challenge? Wouldn't that break the game even more and make even more scrubby than it already is? /s Link to comment Share on other sites More sharing options...
(PSN)Ozymandias-13- Posted August 23, 2020 Share Posted August 23, 2020 Most of those first abilities should scale with enemy level. Any other ability that is primarily for damage should as well. Link to comment Share on other sites More sharing options...
RazerXPrime Posted August 23, 2020 Share Posted August 23, 2020 Lol, Steel Path was implemented as a "hard mode" and now there's a complaint that you can't one shot things anymore? Link to comment Share on other sites More sharing options...
Nevuz Posted August 23, 2020 Author Share Posted August 23, 2020 vor 10 Minuten schrieb RazerXPrime: there's a complaint that you can't one shot things anymore? where did i mention this ? i want pure damage abilties on the same level as weapons. i mean they should feel useful in a way, i don't want them to be overpowered. Link to comment Share on other sites More sharing options...
Artekkor Posted August 23, 2020 Share Posted August 23, 2020 6 минут назад, RazerXPrime сказал: Lol, Steel Path was implemented as a "hard mode" and now there's a complaint that you can't one shot things anymore? To be fair, before-mentioned abilities stop one-shoting things long before steel path. Sortie 1 is where an awful lot of abilities just stop doing anything particualrly useful. Chroma's spectral scream for example. Even with scaling from Vex Armor and it still does jack S#&$ to anything above level 40. Rhino's charge at least provides knockdown, but still not worth it to spend 25 energy on. Link to comment Share on other sites More sharing options...
RazerXPrime Posted August 23, 2020 Share Posted August 23, 2020 Never had issues with Sorties, although some frames tend to have more powerful abilities than others and perhaps need to be balanced out. Although DE stated specifically they would not scale anything towards Steel Path, only to the main game which ends at about level 40-45. This exludes Sorties and Arbitrations as well. Link to comment Share on other sites More sharing options...
KitMeHarder Posted August 23, 2020 Share Posted August 23, 2020 1 hour ago, Nevuz said: bladestorm and many others. These abilities dont feel powerful anymore Link to comment Share on other sites More sharing options...
(PSN)caoshen0625 Posted August 23, 2020 Share Posted August 23, 2020 Now you can swap them for sth else, big brain time lol Link to comment Share on other sites More sharing options...
Pizzarugi Posted August 23, 2020 Share Posted August 23, 2020 1 hour ago, (PS4)Hikuro-93 said: But what about challenge? Wouldn't that break the game even more and make even more scrubby than it already is? /s You're being sarcastic, but that was the point of Steel Path. People kept complaining that the game was too easy, so instead of nerfing them, they added a hardmode. 1 hour ago, Nevuz said: where did i mention this ? i want pure damage abilties on the same level as weapons. i mean they should feel useful in a way, i don't want them to be overpowered. And make them even more broken for the rest of the game? Steel Path isn't meant to be a benchmark for more power or even an endgame. It's designed to give players a sense of feeling challenged, as evidenced by the fact there's little to no incentive to actually engage in it beyond cosmetics and maybe a new Kuva farm. The rest of the game, that is relics, kuva siphons/floods, Liches, syndicate missions (including Fortuna/Cetus/Quills/Vox Solaris), invasions, Railjack, sorties, etc are only accessible in normal mode. Then you have things like Eidolon hunting, but you're better off doing that in normal mode too. Link to comment Share on other sites More sharing options...
(PSN)Hikuro-93 Posted August 23, 2020 Share Posted August 23, 2020 4 minutes ago, Pizzarugi said: You're being sarcastic, but that was the point of Steel Path. People kept complaining that the game was too easy, so instead of nerfing them, they added a hardmode. Well, it's mostly a sarcastic joke than pure sarcasm, even though you're right. In a more serious tone, I believe that since we do have SP most abilities and gear should always be regular starchart and sortie-viable. As for SP itself, since the point is to provide a challenge it'd be illogical to let us be too powerful there. So I don't mind the lack of effectiveness there if I think about how the game is designed right now. Link to comment Share on other sites More sharing options...
motorfirebox Posted August 23, 2020 Share Posted August 23, 2020 Honestly, abilities like ice wave, shock, fireball etc. should be reworked to be default weapons or weapon modes like Gara's talons or Hildryn's Balefire. Link to comment Share on other sites More sharing options...
lukinu_u Posted August 23, 2020 Share Posted August 23, 2020 Il y a 1 heure, RazerXPrime a dit : Lol, Steel Path was implemented as a "hard mode" and now there's a complaint that you can't one shot things anymore? It's not a complain about inability to one shot things, it's a complain about normal weapons being much better than daamge abilities that cost energy, which clearly a problem. In my opinion, the problem isn't really about the powers, but more about how big the mod values are ridiculously large. A lot of people would disagree and complain about nerf, but dividing most of damage mods values by something like 10x would be helpful to reduce power creep and avoid these issues. Min-maxing would still be beneficial, but it would reduce the gap between bad setups, good setup, and most importantly other damage sources that doesn't rely on mods, like powers, bullet jump, environement, etc... Link to comment Share on other sites More sharing options...
Nevuz Posted August 23, 2020 Author Share Posted August 23, 2020 vor 36 Minuten schrieb Pizzarugi: The rest of the game, that is relics, kuva siphons/floods, Liches, syndicate missions (including Fortuna/Cetus/Quills/Vox Solaris), invasions, Railjack, sorties, etc are only accessible in normal mode. If we would have the option to do this things in hardmode too, it wouldn't look so broken anymore with better abilty damage scaling. Link to comment Share on other sites More sharing options...
Aldain Posted August 23, 2020 Share Posted August 23, 2020 2 hours ago, Artekkor said: Chroma's spectral scream for example. That was never useful even at level 1. Link to comment Share on other sites More sharing options...
EtherPigeon Posted August 23, 2020 Share Posted August 23, 2020 Honestly, buffing ability damage to make them more viable to use would just be a band-aid. Ultimately, Warframe's damage model is just broken and needs a general overhaul by decreasing the insane scaling weapons currently have and have a more defined range of damage. Then ability damage could be tuned to that, that would allow a lot more frames to be viable, too - not just those with effects scaling off other variables (enemy damage, health, statsticks, buffs to weapons, exalted weapons). But that would be seen as a giant nerf and would probably break the community and the game, so I don't really see that happening - they're stuck between a rock and a hard place. Link to comment Share on other sites More sharing options...
Lutesque Posted August 24, 2020 Share Posted August 24, 2020 6 hours ago, (PS4)Hikuro-93 said: But what about challenge? Wouldn't that break the game even more and make even more scrubby than it already is? /s Really ? Do you really want to make this Argument for the Steel Path ? That's just a waste of a good meme 😐 Link to comment Share on other sites More sharing options...
(PSN)Hikuro-93 Posted August 24, 2020 Share Posted August 24, 2020 2 minutes ago, Lutesque said: Really ? Do you really want to make this Argument for the Steel Path ? That's just a waste of a good meme 😐 4 hours ago, (PS4)Hikuro-93 said: Well, it's mostly a sarcastic joke than pure sarcasm, even though you're right. In a more serious tone, I believe that since we do have SP most abilities and gear should always be regular starchart and sortie-viable. As for SP itself, since the point is to provide a challenge it'd be illogical to let us be too powerful there. So I don't mind the lack of effectiveness there if I think about how the game is designed right now. All good, now? 😛 Still, bad joke is a good joke. Or so most dads say. Link to comment Share on other sites More sharing options...
Lutesque Posted August 24, 2020 Share Posted August 24, 2020 5 minutes ago, (PS4)Hikuro-93 said: All good, now? 😛 Still, bad joke is a good joke. Or so most dads say. I suppose.... Link to comment Share on other sites More sharing options...
Nevuz Posted August 24, 2020 Author Share Posted August 24, 2020 vor 1 Stunde schrieb EtherPigeon: Warframe's damage model is just broken and needs a general overhaul Exactly this. And then theres also melee which does like 100x times more then shooting weapons thanks to weeping wounds, condition overload, bloodrush and gladiator mods multiplied by the combo multiplier and the melee stance. 3-4x times more like shooting weapons would be ok but like this? The gap between ability damage, shooting weapons and melee weapons is way too big. Link to comment Share on other sites More sharing options...
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