Redfeather75 Posted November 6, 2020 Share Posted November 6, 2020 oh I love it. I really hope glaive becomes powerful in the hectic enemy filled areas. I love my secondary and a glaive alongside it will rock. Link to comment Share on other sites More sharing options...
Pandaxtor Posted November 6, 2020 Share Posted November 6, 2020 37 minutes ago, Nasheim said: Anything new regarding glaive detonations not benefiting from critical hit chance? As I recall, that was completely borked, explosions don't critically hit no matter what mods you have on. That was fixed long ago. Unless they broke it again. Link to comment Share on other sites More sharing options...
(XBOX)IMABEMEOUTLAW Posted November 6, 2020 Share Posted November 6, 2020 Makes them a little more interesting for sure! Might actually put some work into a glaive now. Link to comment Share on other sites More sharing options...
Famecans Posted November 6, 2020 Share Posted November 6, 2020 please make glaives visible and more familiar in game like the nehza disc do not make them miniature glaives on the frame arm, make them appear in their normal size and be supported on the waist or back by default, glaives are barely visible and most of them are beautiful Link to comment Share on other sites More sharing options...
MouadSaqui Posted November 6, 2020 Share Posted November 6, 2020 as someone who played dark sectors back in the days, I'm so hyped about this !!!! Link to comment Share on other sites More sharing options...
jesusdh Posted November 6, 2020 Share Posted November 6, 2020 Will the glaive stances be looked as well? Currently the "equipped gun combo chain" is far superior than any combos the stances have. It's fast, hits multiple enemies in a wide area and don't have the Lift status in it (yes, not lifting is take into account to see whether a stance is good or not, you should revisit it as well a.k.a remove from the game). Link to comment Share on other sites More sharing options...
Famecans Posted November 6, 2020 Share Posted November 6, 2020 6 minutes ago, jesusdh said: Will the glaive stances be looked as well? Currently the "equipped gun combo chain" is far superior than any combos the stances have. It's fast, hits multiple enemies in a wide area and don't have the Lift status in it (yes, not lifting is take into account to see whether a stance is good or not, you should revisit it as well a.k.a remove from the game). yes, lifting enemies + survivor mission = bad game Link to comment Share on other sites More sharing options...
Sickle_Slayer Posted November 6, 2020 Share Posted November 6, 2020 Will these changes fix the gun+glaive bug where throwing the glaive will only sometimes let you detonate it? It's completely random right now if the glaive will let you detonate it. In glaive+gun mode, there is a spinning ring with spikes that appears around the aiming reticle. And only when that appears will it let you detonate the glaive, otherwise, it will just throw the glaive and "detonating" the glaive will return to you without exploding. Link to comment Share on other sites More sharing options...
Sickle_Slayer Posted November 6, 2020 Share Posted November 6, 2020 11 minutes ago, jesusdh said: Currently the "equipped gun combo chain" is far superior than any combos the stances have. YES, please. And the glaive+gun combo has innate procs to it that are essential to letting the weaker glaives even have a chance at being useable. Link to comment Share on other sites More sharing options...
retruekano Posted November 6, 2020 Share Posted November 6, 2020 Can't believe i'm writing here. Never posted on forums but this is just too much. Do you guys even play your game? Seriously. Steve and Scott grab a controller and finish steel path please. You're just not getting it yet. Right now - even with these changes - there's absolutely none reason to use glaives instead of slash proc melee spam or heavy hit gunblades. The thing is, right now, we don't need glaive changes. We need actual systems to make use of the variety of weapons and that means 2 things. ENEMY AI REWORK AND DAMAGE REWORK Good job on creating those mods that will never be used. Just based on damage calculations putting 2 of these mods to get full benefit would make every glaive subpar to other alternatives, so that's a nope on most content on the game because guess what players like to do -> kill stuff fast. Glorified freesbies don't cut it on this department even with these mods unless those numbers go up so yeah - Powercreep again. Why would we use glaives if there's no actual need to change our combat strategy? glaives are used for ranged combat but guns do that better. On close quarters we can just whack stuff faster and easier with every other melee. what's the point on this rework again? seriously you guys need to play your game this is a horde shooter we just mow down stuff and do it fast, not fancy. Now on my point. Damage rework would mean you guys can have a real choice on deciding which elements get scraped. Right now every single build has 4 or 5 mods that are mandatory so there's not much of a choice there. IF you rework damage removing elemental combos and just making every single damage type a mod that frees up space. Make damage weapon attachments that are weapon specific and that way you can actually control which weapons get the damage increase or the multishot or w/e tickles your fancy (game designer for a latin american company so i kinda know what i'm talking on this aspect as balance and viable mechanics are the stuff i'm usually working to make monetization viable games without the pay2win stigma) Enemy AI rework is needed. Very much needed. We can't ignore the fact that on this game i can stand right next to a sniper and it will miss every single shot or walk right next to enemies and they won't give a damn about it. Wha'ts the point of using long range melee weapons if the enemy won't block or parry an attack? range isn't a thing that affects gameplay here, instead it's a stat to mow down more enemies with one swoop. Melee variety can't exist on warframe solely based on the fact that all weapons are just damage based not utility based like real life melee combat (5th dan kendo btw, kinda know what i'm talking here too since you know - swords) Really used to love the game. Really used to stand right next to all your decisions on even questionable stuff like chat mods, banning for political differences and all that content creator/crappy updates drama last year. But at this point considering THIS rework as a priority instead of listening to things that the community of players - the old ones that have supported since the beggining - just proves that you're either really tonedeaf with the playerbase on making fun changes or just don't care at all about players and do the game a la rockstar. Also a freebie. Wanna fix conclave? Make it operator only. Problem solved and gamemode balanced. Kinda ties in lorewise since teshin and the war within exists. Link to comment Share on other sites More sharing options...
DrivaMain Posted November 6, 2020 Share Posted November 6, 2020 Wolf Sledge should receive the same treatment. Link to comment Share on other sites More sharing options...
(PSN)jaggerwanderer Posted November 6, 2020 Share Posted November 6, 2020 in gun + glaive mode, can gunfire be put into the attack queue as well? Really hate it when I'm finishing off attack animation but quick to press fire with no bullets going out. Link to comment Share on other sites More sharing options...
Neoflubb Posted November 6, 2020 Share Posted November 6, 2020 Looks amazing, the explanation of “Hold throw” mechanics now apply in Equipped Melee mode! was not very clear but if its at the quality the rest looks to be I'm hyped! Link to comment Share on other sites More sharing options...
Neoflubb Posted November 6, 2020 Share Posted November 6, 2020 Would love to see a say twitch stream playing around with this while still in developments so that chat can give feedback live while testing it. Would be amazing to find things that might otherwise bother players, give some interesting ideas that might be implemented and would let us players feel like we're part of this and make it the best game that it can be! And please post the time this would be scheduled for in advance if this would happen Link to comment Share on other sites More sharing options...
Famecans Posted November 6, 2020 Share Posted November 6, 2020 26 minutes ago, retruekano said: Can't believe i'm writing here. Never posted on forums but this is just too much. Do you guys even play your game? Seriously. Steve and Scott grab a controller and finish steel path please. You're just not getting it yet. Right now - even with these changes - there's absolutely none reason to use glaives instead of slash proc melee spam or heavy hit gunblades. The thing is, right now, we don't need glaive changes. We need actual systems to make use of the variety of weapons and that means 2 things. ENEMY AI REWORK AND DAMAGE REWORK Good job on creating those mods that will never be used. Just based on damage calculations putting 2 of these mods to get full benefit would make every glaive subpar to other alternatives, so that's a nope on most content on the game because guess what players like to do -> kill stuff fast. Glorified freesbies don't cut it on this department even with these mods unless those numbers go up so yeah - Powercreep again. Why would we use glaives if there's no actual need to change our combat strategy? glaives are used for ranged combat but guns do that better. On close quarters we can just whack stuff faster and easier with every other melee. what's the point on this rework again? seriously you guys need to play your game this is a horde shooter we just mow down stuff and do it fast, not fancy. Now on my point. Damage rework would mean you guys can have a real choice on deciding which elements get scraped. Right now every single build has 4 or 5 mods that are mandatory so there's not much of a choice there. IF you rework damage removing elemental combos and just making every single damage type a mod that frees up space. Make damage weapon attachments that are weapon specific and that way you can actually control which weapons get the damage increase or the multishot or w/e tickles your fancy (game designer for a latin american company so i kinda know what i'm talking on this aspect as balance and viable mechanics are the stuff i'm usually working to make monetization viable games without the pay2win stigma) Enemy AI rework is needed. Very much needed. We can't ignore the fact that on this game i can stand right next to a sniper and it will miss every single shot or walk right next to enemies and they won't give a damn about it. Wha'ts the point of using long range melee weapons if the enemy won't block or parry an attack? range isn't a thing that affects gameplay here, instead it's a stat to mow down more enemies with one swoop. Melee variety can't exist on warframe solely based on the fact that all weapons are just damage based not utility based like real life melee combat (5th dan kendo btw, kinda know what i'm talking here too since you know - swords) Really used to love the game. Really used to stand right next to all your decisions on even questionable stuff like chat mods, banning for political differences and all that content creator/crappy updates drama last year. But at this point considering THIS rework as a priority instead of listening to things that the community of players - the old ones that have supported since the beggining - just proves that you're either really tonedeaf with the playerbase on making fun changes or just don't care at all about players and do the game a la rockstar. Also a freebie. Wanna fix conclave? Make it operator only. Problem solved and gamemode balanced. Kinda ties in lorewise since teshin and the war within exists. yes, I agree with what you wrote * tougher enemies = fewer enemies on map, less massive killing and fewer processes on the host / server * improving AI to make enemy resistance squads is interesting and makes game more strategic compared to fragile enemies in a crowd in hordes criticism: is it to kill mass hordes or do ballet with combo while life support or cryopod is dying? yes, this was very critical but there are solutions, in this case the combo needs to benefit the player in other ways, the player can do ballet and stage the combo but this needs to benefit the whole environment, stop time, heal the cryopod, slow enemies, increase the lifesuport ... Link to comment Share on other sites More sharing options...
LogmantheLogjam Posted November 6, 2020 Share Posted November 6, 2020 As someone who already loves glaives, I'm absolutely stoked for this. Any chance of a fix for high amounts of attack speed (like wisp mote) breaking the ability to detonate glaives? Link to comment Share on other sites More sharing options...
SQLOwns Posted November 6, 2020 Share Posted November 6, 2020 As someone who purchased the Glaive with Plat. I approve these changes. Link to comment Share on other sites More sharing options...
DeeDeetheSpy Posted November 6, 2020 Share Posted November 6, 2020 4 hours ago, Muxailo said: Allow Wolf Sledge to use Combo Killer and Combo Fury mods please. I would honestly like to see thrown mods work on all melees with projectiles (not hitscan ones). But Wolf Sledge needs to be included either way. Link to comment Share on other sites More sharing options...
di0n08O8 Posted November 6, 2020 Share Posted November 6, 2020 I'm really looking foreward to trying these changes, especially since I recently made the Glaive Prime. Everything shown here looks very fun. I do hope these changes apply to other thrown melee weapons like the Wolf Sledge, though. Link to comment Share on other sites More sharing options...
Pandabarrel Posted November 6, 2020 Share Posted November 6, 2020 As someone who uses glaive+gun a good bit, being able to use weapon stance is really exciting for me. GG on these changes DE. Link to comment Share on other sites More sharing options...
Cyriann Posted November 6, 2020 Share Posted November 6, 2020 If I may be so blunt, and as a Glaive+Gun lover. Offer the Weapon+Gun option for all one handed weapons please, that more people can enjoy these combo options. Link to comment Share on other sites More sharing options...
Grave.Knight Posted November 6, 2020 Share Posted November 6, 2020 7 hours ago, [DE]Connor said: Volatile Rebound: 100% Chance to explode on Bounce (Disables Punch Through) The one thing I wanted for glaives. My pseudo grenade tactic is coming back!! Link to comment Share on other sites More sharing options...
(PSN)Crazy_Mr_J Posted November 7, 2020 Share Posted November 7, 2020 This system will be hard to use with a gamepad, but, btw, that's good and stylish changes and i'm excited to test this revamps mechanics for Glaives Link to comment Share on other sites More sharing options...
BCaster Posted November 7, 2020 Share Posted November 7, 2020 YEEESSS!!! finally glaives are gonna by playable again Link to comment Share on other sites More sharing options...
(PSN)Vexx757 Posted November 7, 2020 Share Posted November 7, 2020 These are good changes however there are 2 things that haven`t been talked about and I think these needs to be added to glaives. · After the first hit, it should be able to seek out and hit enemies more often. The best weapons that does this successfully is Nezha`s 2nd ability, the falcor and the phahd scaffold. · When the glaive comes back to you, the glaive should strike enemies upon its return when you are aiming at enemies with the radical. These 2 additions will make it consistent in chaining enemies to get multiple hits (like the falcor) and can give a unique way of controlling the glaive when returning to you. Since this is about melee I'll also put this here. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.