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Dreams of Content - Depths of Deimos 1.1 - Gun play vs Melee


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This Post is a revived version of this original post.

11509007ba.png  This post is based off of the idea that Attacks should aim at you but not directly at you, and if you get hit by them that's your fault and you should be punished, dearly. And attacks that are aimed at you should be 100x worse, especially when its coming from a boss.

Spoiler

TL;DR - Tougher/Stronger enemies should be telegraphed unlike their fodder counterparts, and their attacks need to have a larger effect radius that has either a specific AoE pattern or effect that gives that unit personality. And if you get hit by this enemy you should take immense damage. The lack of animations in enemy units like Profit-Takers turret is precisely why warframes combat will never progress any further than where it's at right now, although Deimos has made strides with its animations I think that is mainly due to infestation being primarily melee.

Warframe has this problem where the damage happens, and you either do one of two things, tank or stay out of sight. That is a problem because there is no counterplay and doesn't take advantage of the Warframes movement system. There are far too many times where Bosses or Enemies lace you up simply because they have auto-targeting. This creates a lazy gameplay loop of being seemingly unstoppable which isn't a problem for fodder enemies, but for more advanced enemies like Zealoid Prelate, Profit-Taker, Eidolons, Kuva lich's, the new Jackal are all guilty and should be completely different from the run of the mill fodder. I'm talking High damage, Telegraphed attacks, that either assault you directly or affects the area after the initial impact. In Warframe all these enemies aim directly at you because DE is trying to keep the game realistic as possible. This is a problem because this makes players default to 2 things, Shield gating and Adaptation. Because they already know they will be getting hit and they can't do anything about it.

Against fodder, this isn't entirely bad as creates a power fantasy of you being unstoppable.

Against much tougher units this shouldn't be the case as these enemies should have much better quality in terms of attacks. For example, removing Seeking Bullets from Eidolons but instead have them attack your last known location that explodes in an AoE. Forcing you to move or get hit and have them do it less frequently so it isn't like you are dealing with a constant toxin status.

 

The same thing with Hydrolyst, the lightning strikes are far too frequent and would benefit more from being stronger but slower, punishing you for staying in a position for too long as the battle rages on they could be more frequent but not so much that it's pouring rain.

 

Profit-Taker is another example of this laziness, with her turret shooting at you, Shield gating? Impossible. Without Adaptation or Guardian. She is a complete nightmare because she auto locks on to you with her turret. That turret could benefit from having telegraphed attacks like the rest of her body.

 

I can go on but you get the point..

 

Episode I - Depths of Deimos Expedition
Level 50-80 - 1 to 4 man mission 
Mastery Rank 14 requirement and rank of Associate

Mission Directors - Mother, Father and Loid
* Depending on what Wyrm is currently watching over the Drift rewards during the expedition will be different and is set in stone

*  Can be attempted twice per Wyrm cycle, and requires a Entrati Key to enter, Entrati Key Blueprint x1 can be bought from Loid for 25,000 standing
Requires 1,500,000 Credits, Processed Vome and Fass residue, and 15 Orokin Animus Matrix.                                                                                               

Spoiler

 

During Vome's watch, and Fass's blood seeps into the environment. Lingering Wrath Difficulty is unlocked.                                                                                                                            

Spoiler

Deimos Leukocyte boss fight available

+25% Focus Gained from Bosses

+15 Levels to all infested units. Enhanced Health to regular infestation.

Arcanum's for 2-Handed Swords and Bows are available
Arcanum - Great Divide, Arcanum - 6 Star, and Arcanum - Ceremony

Arcanum - Great Divide, a technique lost to time, used by Tenno Grandmasters during the Old War. By channeling Void energy through your warframe, it's arms and legs become empowered. Take a stance and release a powerful cleave that will no doubt leave your enemies in 2 pieces or perhaps leave nothing at all. CD 12 seconds and requires a 4x Combo Multiplier to use, once Great Divide is used it will deplete your Combo multiplier like a charge attack.

Rank 0 - +200% Damage, 10 meters and 120 degrees area of effect. Requires 600,000 Focus to upgrade to R1                                                                                                                 

Rank 1 - +240% Damage, 12 meters, 140 degrees area of effect. Requires 1,290,000 Focus and 1 Forma to upgrade to R2

Rank 2 - +310% Damage, 15 meters, 150 degrees area of effect. Requires 3,500,000 Focus and 1 Aura Forma to upgrade to R3

Rank 3 - +460% Damage, 17 meters, 150 degrees area of effect. If Great Divide hits more than 4 enemies +35% Critical per combo multiplier for 25 seconds. Requires 8,000,000 Focus and 2 Aura Forma to upgrade to R4.

Rank 4 - +600% Damage, 18 meters, 170 degrees area of effect. If Great Divide hits more than 3 enemies + 40% Critical per combo multiplier for 30 seconds. 

Arcanum - 6 Star, a technique lost to time, used by Tenno Grandmasters during the Old War. By channeling Void energy through your warframes palm, and create 6 arrows of pure void energy. These Arrows of light take over, your bows primary fire, activation has a slight animation of channeling energy to your arm when finished the arrows of light will appear behind the warframes shoulder, each time an arrow is fired the warframe will grab another until it all is depleted. Void arrows cannot inflict any status other than void and will use the total damage of your current bow but will have their own fire rate, which cannot be increased by arcanes and must be fully charged to fire. Cooldown 22 seconds, Duration 12 seconds, Cooldown starts immediately after.

Rank 0 - +50% Damage, +.5x Crit Multiplier, +60% Critical Chance. Requires 750,000 Focus to upgrade to R1.                                                                                                                   

Rank 1 - +65% Damage, +1.5x Crit Multiplier, +60% Critical Chance. Requires 1,400,000 Focus and 10 Argon Crystals  to upgrade to R2.

Rank 2 - +80% Damage, +2x Crit Multiplier, +60% Critical Chance, upon scoring a head shot critical chance increases to +100% and +10% damage, this damage stacks. Increasing per arrow fired. Requires 2,600,000 Focus, 10 Argon Crystals, and 1 Aura Forma to upgrade to R3.

Rank 3 - +100% Damage, +3x Critical Multiplier, +75% Critical Chance, upon scoring a headshot critical chance increases to +120% and +15% damage, this damage stacks. Increasing per arrow fired. When the Void status activates and the enemy that was inflicted with the status dies, the bubble sticks around for a few seconds absorbing damage before exploding in a 10meter radius. Requires 6,700,000 Focus, 15 Argon Crystals and 1 Aura Forma to upgrade to R4.

Rank 4 - +120% Damage, +3.5x Critical Multiplier, +75% Critical Chance, upon scoring a headshot critical chance increases to +140% and +20% damage, this damage stacks. Increasing per arrow fired. When the Void status activates and the enemy that was inflicted with the status dies, the bubble sticks around for a few seconds absorbing damage before exploding in a 12meter radius.

Arcanum - Ceremony, a technique lost to time, used by Tenno Grandmasters during the Old War. By channeling energy into your sword, twirl, brandish and then plunge it into the ground injecting your energy onto the battlefield. Grant your blessings onto yourself and allies. Depending on the Focus used buffs are different. Madurai gives Elemental damage, Naramon gives increased Melee Crit chance and Melee damage, Zenurik gives bonus Energy, Unairu gives increased Health, Armor and a chance to ignore knockdowns, Vazarin increases healing effectiveness. Lasts 30 seconds. Area of Effect, 18 meters. Cooldown 100 seconds.

Rank 0 - +50% Elemental damage (Madurai), +40% Critical Chance and Melee Damage (Naramon), +100 Energy +1 Energy per sec (Zenurik), +150 Armor +250 Health 5% Knockdown resist (Unairu), 30% Healing effectiveness (Vazarin), Sword Plunge Shockwave 160% Damage. Requires 1,750,000 Focus to upgrade to R1.                                         

Rank 1 - +70% Elemental damage (Madurai), +60% Critical Chance and Melee Damage (Naramon), +150 Energy +1.5 Energy per sec (Zenurik), +200 Armor +350 Health 10% Knockdown resist (Unairu), 40% Healing effectiveness (Vazarin), Sword Plunge Shockwave 180% Damage. Requires 2,400,000 Focus and 1 Forma to upgrade to R2.         

Rank 2 - +90% Elemental damage (Madurai), +80% Critical Chance and Melee Damage (Naramon), +200 Energy +2 Energy per sec (Zenurik), +250 Armor +400 Health 15% Knockdown resist (Unairu), 50% Healing effectiveness (Vazarin), Sword Plunge Shockwave 200% Damage. Requires 3,880,000 Focus and 1 Aura Forma to upgrade to R3.

Rank 3 - +120% Elemental damage (Madurai), +100% Critical Chance and Melee Damage (Naramon), +350 Energy +2.5 Energy per sec (Zenurik), +300 Armor +450 Health 15% Knockdown resist (Unairu), 50% Healing effectiveness (Vazarin), Sword Plunge Shockwave 300% Damage. Requires 3,880,000 Focus and 1 Aura Forma to upgrade to R4.

Rank 4 - + 140% Elemental damage (Madurai), +120% Critical Chance and Melee Damage (Naramon), +400 Energy +3.5 Energy per sec (Zenurik), + 350 Armor +500 health 20% Knockdown resist (Unairu), 60% Healing effectiveness, 30% chance to negate death (Vazarin), duration increased to 35 seconds, Sword Plunge Shockwave 500%. 

 

While Fass is watching, and Vome's blood seeps into the environment. Guiding Light Difficulty is unlocked.
Infestation within the expedition are less frequent and violent 
+30% Resources from all sources within the expedition area
Deimos Leukocyte is Unavailable

Stage 1 - Charged Up Gatekeeper
Gathering Bait to open a path to the Ruins

Stepping out into Drift prompts Mother to speak about the Heart, and how its brief existence in the present may have had some effects on Deimos and wants you to find out what the situation is within the Entrati Ruins.

Loid prompts the player to gather some bait to enter the ruins, but when you approach the pieces of wyrm flesh have already been consumed by the infestation in the area, depending on what Wyrm is watching Deimos they will either have decreased speed and numbers or a high-level rex variant among them. When all bait is collected head to the entrance of the ruins. This part of the mission is the same as the bounty version where you have to defend the bait station but against more spawns and heavier units. If the bait station is destroyed the mission ends, and you will be forced to go back to Necralisk, there is no forgiveness. 

After the bait station has been defended and all nearby infestation has been wiped out, heavy footsteps can be heard coming from the tunnel leading into the ruins. Loid notifies you that a Voidrig may have followed some of the infestation up to the surface. When the Voidrig appears it appears it's pristine, aggressive, and fully charged with Void Energy.

Level 65 Charged Voidrig

Health: 1,260,000 Shields: 2,350,000 Damage Cap: 250,000 
Critical Resist: 30%
Weakness: Radiation +++ Electricity ++

Unlike the regular Voidrig, Charged Voidrig will take damage anywhere you shoot it, but decreasing its energy by attacking its arms and back will decrease its damaged reduction making it susceptible to more damage. This Voidrig also has telegraphed attacks and targets in wide arching sweeps, and because it has been charged by the void, it's mausolon can fire it's secondary firing mode multiple times in succession.
Attacks

Spoiler

Mausolon Sweep - An 170 angle sweep firing left to right or vice versa. 80 damage per hit, Heat status effect - 2% Health/s.

Void Shock - After leaping in the air, C. Voidrig will hover and then activate Storm Shroud. C. Voidrig will slam down headfirst releasing Storm Shrouds energy in 8m Radius. Shooting Voidrig while Storm Shroud is up will boost its range and damage. 400 Damage on Impact/800 Shockwave damage. 
* Getting hit by shockwave will reduce Ability Strength and Duration by 30% for 15 seconds, getting hit also gives C.Voidrigs Mausolon 1 Charge and +30% more status.

Void Charge - C. Voidrig will release a distinct chattering noise before activating Storm Shroud. C. Voidrig will then choose a player before charging in a straight line. If C.Voidrig receives any damage during Storm Shroud both its Range and Damage will increase.  300 Damage on hit. After hitting a surface Voidrig will dispel Storm Shroud on its own releasing an disabling Magnetic AoE. This AoE removes all buffs and has a range of 15 meters.
* Getting hit by shockwave will reduce Ability Strength and Duration by 30% for 15 seconds, getting hit also gives C.Voidrigs Mausolon +30% more status.

Necraweb - C.Voidrig will chatter and toss a graviton cannister towards a player, before charging it's mausolon firing out a powerful blast that ignites the fluid causing a huge explosion. Any players caught in the fluid will be slowed. Damage 1,500 Damage and Ignores Shield Gating. Heat status effect - 2% Health/s.
* Getting hit by Necraweb will reduce healing effectiveness by 20%

Mausolon Burst - C. Voidrig will charge up its Mausolon before releasing 3 powerful beams that explode on impact. 150 Damage on hit, 200 Explosion Damage.
* If C.Voidrig has any charges on its mausolon the player will suffer a heat proc that deals 10% Health/s

After Depleting Shields

C. Voidrig gains Gravemines, Pre-Nerfed Void Shroud and Guard Mode

Guard Mode - has 3 Variants. One that starts shooting from its feet then traveling outward in a straight line, a completely circle around it, and finally a straight line outwards then an arch going left to right or vice versa. 200hp per hit.

Gravemines - C.Voidrig launches charged mines that deal immense heat damage, Voidrig walks slowly while this is activated. 50 damage per hit. Heat status effect - 6% Health/s.

Storm Shroud - With shields depleted C.Voidrig starts using its stocked up Void Energy to produce a damage reflecting shield, attacking C.Voidrig with basic weaponry increasing Storm Shrouds health. Cooldown 40 seconds.
 

Drops Guaranteed on Death
2,400-3,000 Endo
10,000-16,000 Kuva
175,000 Focus
Chance to drop either Rank 0-2 Theorem Demulcent
Chance to drop either Rank 0-2 Boil and Shock
70,000
2 Cyan Stars
1 Amber Star
10 Common Deimos Gems
6-8 Uncommon and Rare
5 Grandmother Tokens

Stage 1.2 to Stage 3 - Expedition Hazard: Living Ruins

As soon as you step foot into the ruins, it will actively try to purge you from it. Infestation will lock you into caverns forcing you to kill any infestation that spawns in, spawns will vary from 1 to 4 waves, waves near the end will spawn apex versions of enemy units that serve as mini bosses. During Lingering Wrath all infested enemies will gain +15 Levels, including bosses. Rooms cleared will not respawn infestation.

Within the ruins there is 4 Requiem Obelisk's, hitting the reactive crystal will allow them to absorb the lingering Void energy in the area left behind by the Heart of Deimos. Protecting the Obelisk from infestation will become a mission directive failing to protect the obelisk will result in it collapsing and unable to restart. Pay attention to the Requiem as the correct sequence will unlock the door to the Deimos Leukocyte.

Stage 2 - Quakes in the Deep

Toxic gas is permeating inside the Entrati Ruins, as players get closer to the Deimos chamber all rooms before it will have cracks that leak out toxin, this toxin removes all buffs including arcanes. The toxin also lowers Power ability efficiency by 30%. Enemies that walk into the gas is infused with Toxin damage. After stepping foot into the chamber and destroying the Large Infested Cyst a Deimos Behemoth will spawn. Unlike Regular Juggernauts this Behemoth, will take damage like a regular enemy with slight damage reduction, when attacking weak spots it will take increased damage.

Level 70 Deimos Behemoth
Health: 4,260,000 Damage Cap: 250,000 
Critical Resist 45%
Weak spot Critical Resist: 15%
Weakness: Corrosive +++ Heat ++

Attacks

Spoiler

Toxic Plume - Deimos Behemoth fires lobs of toxin over the player until it becomes a plume. After reaching its full size, it will then rain causing toxin damage over time in an 18-meter radius. Toxin damage 5% Health/s.

Toxic Rush - D. Behemoth will roar before rushing towards a player. During its rush, its feet will become a bright green with every step, toxin cracks form spewing toxic gas outwards slightly before rising up into the air. Rush Damage deals 600 damage, Gas damage hits multiple times, and deals 130 damage per second.
*This version is a slowed-down version of the normal juggernaut's charge and has a proper running animation.

Quake - Behemoth stands up on its hind legs and shatters the ground beneath it rupturing the infestation underneath. Depending on the color of the Behemoths forelegs quake will have different effects. If yellow, the juggernaut will cause a grounding breaking shockwave that starts from underneath the Behemoth going outward if green toxic infested growth will cover the floor in a fan-shaped AoE, and Toxin Infused Infested will spawn from it. Shockwave damage starts from a flat 1000 Damage and reduces to 250 damage  the farther you are.

Toxic Breath - Behemoth will glow brightly and take a stance before firing out a plume of gas from its mouth, it will either fire straight forward or, brandish it from side to side. Gas Damage deals 10% health/s.

Septic Shock - Behemoth opens the maw on its back, tentacles then fly out and impale the ground beneath it. Behemoth releases a powerful roar that not only summons infestation to the area but creates giant pus bubbles that grow and explode dealing heavy damage. Pus Bubbles deal 800 Toxin Explosion damage. Toxin status deals 3% health/S.

When Deimos Behemoth only has 30% of its health left it will become invincible by connecting itself to the surrounding infestation and try to recover its health, 3 Green Infested Cysts with 70,000 infested health will spawn in the chamber, destroying these cysts will prevent the Behemoth from healing and reduces the duration of its berserk state. Failing to stop the healing process will result in Deimos Behemoth recovering 20% health and its Berserk buff becoming permanent.

Abilities unlocked at 30% Health

Berserk - Deimos Behemoth's body will glow orange and have a non-damaging toxin aura around it. All damage is increased by 30%. Lasts 60 seconds can be removed with 35,000 Radiation damage to its weak spots.

Apex - Behemoth can call in 2 Saxum Rex's to aide it in battle, when Saxum's are out on the field, basic infestation can no longer spawn in. 

Drops Guaranteed on Death
2,400-3,000 Endo
12,000-17,000 Kuva
195,000 Focus
70,000 Credits
Chance to drop either Rank 0-2 Theorem Infection
Chance to drop either Rank 0-2 Residual Boil and Viremia
3-4 Cyan Stars
2-3 Amber Star
10 Common Deimos Gems
6-8 Uncommon and Rare
10 Grandmother Tokens

Stage 3 - The Matriarch
After defeating the Deimos Juggernaut, regular Necramechs will sometimes appear in caverns. As you head deeper into the Ruins, battle against the infestation becomes alot harder with them reaching their max mission level and Rex variant's become alot more frequent until you reach either the Deimos catacombs or downfall. Upon reaching the designated location, you will spot a pristine bonewidow, with air completely different from the ones you've come across. Father notifies you that this Bonewidow has been locked in hearts chamber guarding it, he deduces that when the heart came out of the void and infestation started to creep in, it made its way out. He tells you to be careful as this Bonewidow can summon Voidrigs in the area to aide it in battle, he calls her the Matriach. The Bonewidow Matriarch is the pseudo final boss of this Expedition and carries a Morgha. 

Level 80 Matriarch 
Health: 5,135,000 Shields: 970,000 Damage Cap: 250,000 
Critical Resist with Shield Maiden: 55%
Critical Resist without Shield Maiden: 25%
Weakness: Radiation +++  Electricity ++


Attacks

Spoiler

The Shield Maiden - Matriarch's Shield Maiden is a lot stronger than the other Bonewidows who have been through battle, and after being stuck in Hearts Chamber for so long, its energy reserves are maxed making it a lot harder to destroy
*Shield Maiden is 180,000 Alloy Armor Health and is separate from is not a separate entity, S.Maiden just adds Critical Resistance to the Matriarch and unlocks her Ironbride.

Shield Blow Counter - Getting into melee range and hitting Shield Maiden will result in a block, subsequent blocks and then a counter after a certain threshold is met. These blocks have 85% Critical resistance. When the threshold is met, Matriarch's shield will flash blue, enlarge, and then be shoved forward lifting the setting out small energy burst that lifts the player. The counter has a cooldown of 30 seconds. Counter Damage is 300 Blast damage, along with the Lift status.

Shield Charge - Matriarch charges forward with her shield, players hit will suffer 100 damage along with a 25% reduction to bullet jump. When 50% of her Health is depleted, she will always shield charge after firing her morgha.

Ironbride - Matriarch switches to her exalted war blade, while Ironbride is out Shield Charge procs Radiation and does 500 Damage on hit. The matriarch selects a player and walks towards them before doing a 3 hit combo on their location. When Matriarch is under 30% Health, the Combo will end with either a shield charge or a Heavy swing that shoots a wave energy. Getting hit by the energy wave will do 500 Heat damage. Heat status deals 4% health/s. 3 Hit combo deals 140, 300, and then 750 damage respectively. While the heavy blade swing deals 2000 damage. Hits also have a chance to proc the heat status.
*Destroying Shield Maiden will also disable Ironbride, Ironblade will also deactivate after 25 seconds. Swapping back to the Morgha.

Morgha - Matriarch takes a grounded stance and fires her morgha, either in a straight line start from her location going outwards or left to right. Getting hit will knock down the player and will take increased damage for 15 seconds.
*Getting hit by the Morgha will give it a life essence stack, getting hit 3 times will result in a Tracking Volley that ends with an Energy Explosive round that deals 2000 damage with 100% Heat status proc. Getting hit by this Explosive round removes all buffs and prevents healing by inflicting you with a cauterize status, an advanced version of Heat. This lasts for 15 seconds. Heat damage 7% Health/s.

When 50% of her health is depleted
A Maiden with no Equal - Matriarch jumps into the air and hovers, as she hovers spheres of light will float out of her shoulder vents. These Balls of Light will enlarge and burst, releasing homing projectiles that target the player's last location. During her hover, she can either fire her morgha for a bit that tracks the player slightly or crash land squashing foes under her shield. Homing projectiles proc the magnetic status chance and reduce power strength and duration by 40%. Slam damage deals 400 Damage and reduces movement speed by 10%.
* Shooting her vents will stop this attack, Threshold of 25,000 damage must be met for both shoulders. After 20 seconds she will come done on her own.

Passive Abilities
Decree - Matriarch will summon Voidrigs into battle, these Voidrigs will either jump in from an unknown location or crash land next to Her immediately entering Guard Mode. The Voidrigs will bombard the area in patterns together or one after the other, firing in straight lines starting from them going outward or side to side.
*These Voidrigs are destructible and can be hit anywhere, Necramech Health is 150,000 Machinery Health.

Shield Regen - After 60 seconds, her shield will regenerate and become useable once more.

 

Drops Guaranteed on Death
14,000-19,000 Kuva
270,000 Focus
180,000 Credits 
Chance to drop either Rank 1-3 Theorem Infection, Theorem Demulcent, Theorem Contagion
Chance to drop either Rank 1-2 Residual Boil, Malodor, Viremia and Shock
3-6 Cyan Ayatan Stars
2-4 Amber Ayatan Star
0-1 Violet Ayatan Star
6-9 Uncommon and Rare
15 Grandmother Tokens

Rare Rewards during Lingering Wrath
Rare Chance to drop Arcanum - Great Divide, Arcanum - 6 Star, and Arcanum - Ceremony
Arcanum Glyph I for Great Divide
Arcanum Glyph II for Ceremony
Umbra Forma Blueprint

Upon defeating the Matriarch, the ruins are free to explore caverns. If Depths of Deimos was started under Vome's watch. Lingering Wrath will unlock the Deimos Leukocyte Boss fight. Defeating the Leukocyte has a higher chance to drop Arcanums and the Arcanum Glyph V for 6-Star. The Deimos Leukocyte was created by Deimos's immune system in reaction to the battle with the Deimos Behemoth, the Death of Fass, and the draining of void energy by the obelisks. To unlock the Chamber leading to the Deimos Leukocyte you must complete all Obelisks in the order they appear. The Chambers door will feature all requiems and requires the correct order to unlock it. Defeat the Living Chamber and then the Leukocyte.

Expedition Rewards

Spoiler

For Warframes
Clearing Depths of Deimos in a Squad - Grants the Warframe used in the Expedition a Permanent +150 Health Boost.
Clearing Depths of Deimos in a Trio - Grants a permanent +3% Power duration boost to the Warframe used in the Expedition.
Clearing Depths of Deimos in a Duo - Grants a permanent +120 Armor + 300 Health to the Warframe used in the Expedition.
Clearing Entire Depths of Deimos Expedition Solo on the Lingering Wrath difficulty - Grants a permanent +5% Power Range and +50 Energy to the Warframe used in the Expedition.
Clearing Depths of Deimos Lingering Wrath with Clan Members - Grants a Permanent +8% Power Strength to the Warframe used in the Expedition.

For Weapons
Clearing Depths of Deimos under 20minutes - Grants the weapon used in the expedition a permanent 30% damage boost and 5% Critical Crit chance.

 

 

 

Wailing Eidolon Expedition
WIP Area

Cruel Winter Expedition
WIP

11509007ba.png What is this really Nash? What is an Arcanum? What are these rewards? And why the hell do they have so much health...

Spoiler

What is this really?
Warframe has an issue with sustainable repeatable content that can cater to both mid and veteran players, Content in warframe needs to revolve around 3 things.

1. The Core of the Game, people say that it is just to jump around and kill things. Those who have been playing a long time know that this game is based around leveling things up and collection. Content that is released by DE, only caters to the collection part, once you set out to obtain it, it is done, Weapons and Warframes should travel and level with you as the game progresses. The Expedition rewards are based on that, this means every time a new warframe or weapon comes out, you can increase its potential further beyond the use of mods by taking it on an expedition. This creates a loop for future content and creates a difference between casual and long-term investment players.  

2. Recruitment and Clans, Content like expeditions can lead to new sort of clan events, such as the first group first to clear or tie expeditions into clan activities. Expeditions or missions like it, will promote group play and create clans. With enemies being tough and somewhat difficult to handle those who aren't strong enough will stimulate the recruitment channel, and with each update with new frames and weapons, even more so.

3. The Market Place, Arcanum's and the Glyphs used to create them are the rare items of these missions, at the moment there are talks about how gunplay is stale and is lacking compared to melee funny enough I've said this already a while ago. And my statement remains true to this day. Arcanum's are weapon skills to create diversity amongst players, to create personality among weapon groups, focused more around the style of gameplay while keeping gunplay fresh. Since Arcanum's are rare, people will seek them, and Arcanum glyphs are building blocks to create a complete Arcanum similar to the arcane system. This will create a supply and demand and another addition to warframes "endgame".

What is an Arcanum?
Arcanum's are weapon techniques for all types, that utilize operators Void Energy to perform, Arcanum's are rare and only drop from difficult content or semi difficult content like this make-believe mission type. Arcanum Glyphs are pages that complete the Arcanum and can be found by killing enemies that drop them, for example, Arcanum Glyph I for Arcanum - 6 Star can be found or farmed from Steel Path Hydrolyst. These glyphs create content for forgotten areas. And will continue to create content for every new player or new Arcanum that gets released. Each Arcanum requires 5 Glyphs to become complete.

What are these rewards?
Mid to veteran level rewards for the effort you may put in, as someone who has been playing games for a long time, I know what makes a game difficult. And it isn't based on their level alone. Its what they do, and how much health they have. The time you put in along with the effort should be rewarded handsomely. That is what I believe anyway...

And why the hell do they have so much health...?
They are built to last a while throughout content, for example what would you prefer a boss with 300,000 health that interrupts the fight constantly with invincibility mechanics that's flinching all the damn time and halting the progress of battle, or a boss thats in a setting that you know is going to be tough and have to be prepared to fight against, to use the movement system against. Very seldom did I put in invincibility, because I hate boss fights that interrupts flow and isn't free flowing. Health and dangerous attacks that can kill you should act like the invincibility mechanics due to what they can do to you, invincibility should only be used in seldom. Plus having extreme amounts of health means they will stay durable through updates. 

11509007ba.png Why Critical Resist? And how will it benefit Warframe? 
Critical Resist is a stat, that was used in an old game called Dragon Nest. At the moment Warframes critical system is very unhinged and there isn't a system in place that curbs how it's used. Although I'm all for power fantasy on fodder when it comes to actual content it's a killjoy when they just evaporate, but that depends on the content. Things like Midgame/Endgame/Raid Bosses or puzzles is what I consider content as that is how it's been for all my life and sometimes I would like to play with a group without the boss immediately dying or limping in 0.5 seconds. As we know Critical hit is a stat that deals additional damage based on the chance for it to land and the damage multiplier. This itself isn't a problem, but with the addition of Orange and Red crits, the damage becomes a bit too rampant, especially on more important enemies that are supposed to pose a challenge. Critical Resist is there to help ease that beating so more unique enemies can pose more of a threat and in turn create a challenge. After all, a fair challenge can't exist if your adversary has no toughness.

Spoiler

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How Critical Chance works

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How Critical Resist works


11509007ba.png Why Warframe needs Pacing, Culture, and Techniques. The Great Gunplay vs Melee Debate. Why Weapon abilities will fix that gap.

Spoiler

Warframe has core issues with its combat that was brought up in the most recent devstream, Gunplay vs Melee has become a huge topic, but DE missed the ball on this topic. As they talk about adding new mods they miss the core reason as to why Warframes gunplay has lagged behind. Let me ask you a question... if Naruto combat was all about throwing shuriken's and kunai's do you think it would be as great of a manga? No. It wouldn't, why is that? Because Naruto has diversity in fighting styles, cultures, and techniques. Now I'm not using Naruto just because of the "Ninjas Play Free". I'm using Naruto as an example to show why Warframes Gunplay is lacking and that is because Warframe lacks techniques and a system behind it. 

To its very core, gunplay behind warframe is... boring. You aim, you shoot. The only thing that makes it interesting is the movement system. But you're probably saying that's what gunplay is... Listen Warframe isn't call of duty, that means it isn't tied to just simply aiming and shooting. Utilizing Warframe energy or Void energy could be a way to enhance the gunplay maybe use it to perform some hand-to-hand techniques or gun techniques. For example, DE could create a technique that charges up your warframes arm with energy which it can then use to punch an enemy unit, this energy could explode, cracking the armor of enemies within a certain radius or lifting them into the air increasing the damage done to them. Then just add damage, and it'll start competing with melee because players will have to choose what they want to do and how they want to play. The idea of giving mods to fix the disparities between melee and gunplay is wrong as it doesn't actually make gunplay evolve, add skills or abilities players can pick and choose then give it damage along with the ability to hit groups. Games like Devil May Cry, Dungeon Fighter Online, Dragon Nest, shucks any game out at the moment with ranged weapons and mystical powers do this. Why should Warframe fall behind? Plus adding skills as drops will make players want to grind for it, if they love the look of it and what it can do.
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As for   Melee
Melee in Warframe has no Culture, no Concept behind it, and no Technique
literally. DE's animation team is okay, but when it comes to designing actual attacks for players to utilize they aren't the best. For space ninja warriors with history of slaughtering sentient gods, giant robots, thousands of soldiers, and godlike beings... pur melee stances in warframe does not show it. Our melee combat has no technique to it, we look like children mindlessly swinging our swords around. Adding in actual combos with a specific pace and enough range for it to hit groups of enemies, will make melee not only look better but feel better, and create balance as you will need time to perform combos. Having free-range pepega speed on melee weapons is never a good thing because it distorts balance and doesn't look good visually. But for attacks that are meant to be fast, going a little bit faster doesn't hurt it in the slightest as long it has a cap on how many can be used after all this is a PvE game with co-op. Without pacing and actual attacks for melee stances, melee will always just be a mash+E with as much attack speed as possible. Until the animation issues are fixed and have a proper concept behind each stance melee and how it works will not change.

6aed4ce04d0196f8f4527de86d337d4b82a0e889

 

WIP area
 

Edited by Nash
still updating/correcting things.
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  • Nash changed the title to Dreams of Content - Depths of Deimos
On 2021-02-06 at 1:32 PM, Nash said:

Things like Midgame/Endgame/Raid Bosses or puzzles is what I consider content as that is how it's been for all my life and sometimes I would like to play with a group without the boss immediately dying or limping in 0.5 seconds. As we know Critical hit is a stat that deals additional damage based on the chance for it to land and the damage multiplier. This itself isn't a problem, but with the addition of Orange and Red crits, the damage becomes a bit too rampant, especially on more important enemies that are supposed to pose a challenge. Critical Resist is there to help ease that beating so more unique enemies can pose more of a threat and in turn create a challenge. After all, a fair challenge can't exist if your adversary has no toughness.

100% yes.

Necramechs are sorta co-op incentivized as they are now with it being beneficial to bring a squad so you can circle around them to hit their weak points, I just wish there was more variety to them with increasing bounty tiers instead of just "increase level/increase number of mechs".

Also, liches were changed from being status proc immune to status proc resistant; a very simple but very good change. Instead of just adding damage caps, critical resist would also be a healthy and fun addition to those grandiose bosses that die from a rubico riven faster than you can blink. Yes this will result in longer fights, but that's easily fixed with a rebalance on drop tables. Hypothetically speaking, which one would you want more: would you rather one-shot farm a boss for a 2% drop, or would you rather the boss actually put up a decent fight but raise the 2% drop to a 10% drop? Personally, the latter just seems like a win-win to me.

And as a long-time fan of survival horror games like Resident Evil and Silent Hill, yes, absolutely yes. Puzzles would be a godsend in this non-stop looter shooter of a game. The best part of isolation vault bounties--besides fighting mechs--is opening the iso vault, without question. Super simple, and the rewards aren't too exciting either, but just that one brief moment of unwinding from combat(while still in the combat area) feels really satisfying.

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8 minutes ago, Yunjuwo said:

100% yes.

Necramechs are sorta co-op incentivized as they are now with it being beneficial to bring a squad so you can circle around them to hit their weak points, I just wish there was more variety to them with increasing bounty tiers instead of just "increase level/increase number of mechs".

Also, liches were changed from being status proc immune to status proc resistant; a very simple but very good change. Instead of just adding damage caps, critical resist would also be a healthy and fun addition to those grandiose bosses that die from a rubico riven faster than you can blink. Yes this will result in longer fights, but that's easily fixed with a rebalance on drop tables. Hypothetically speaking, which one would you want more: would you rather one-shot farm a boss for a 2% drop, or would you rather the boss actually put up a decent fight but raise the 2% drop to a 10% drop? Personally, the latter just seems like a win-win to me.

And as a long-time fan of survival horror games like Resident Evil and Silent Hill, yes, absolutely yes. Puzzles would be a godsend in this non-stop looter shooter of a game. The best part of isolation vault bounties--besides fighting mechs--is opening the iso vault, without question. Super simple, and the rewards aren't too exciting either, but just that one brief moment of unwinding from combat(while still in the combat area) feels really satisfying.

Exactly that is what I've been saying I'd rather deal boss thats tough enough with better drops, than deal with something that can just be one tapped and be done with. The latter is the win-win for sure. Its like fighting Zakum in maplestory back in the old days, of course the fight took a while to do but it was so worth it, for gear, items and loot that could be sold and used in the future. Including the fact that everything it drops can be used by a player. Every new character that gets created has to go through zakum or meet some who has gone through it to progress.

The reason why I put a damage cap is to soft cap ridiculous damage, my plan was to tie Damage caps to MR, so the higher your MR the higher the threshold will become as well. Damage caps are important to prevent exploits, and set a bar for low MR players. 

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i think the entire game needs a rewrite with a difficulty similar to this.
Away with the mindless hordes of enemies that die in 1 hit and serve no purpose other than to drop loot.
Enemies should have tiers like minions, mini bosses and bosses and attacks that are punishing but not instant death.
This idea you've come up with should be standard gameplay throughout the star chart. Would make the game 1000% more interesting and probably lure back veterans that abandoned it.

Probably will never happen in general gameplay. But as an event or Iso Vault type mission like you describe i think DE should implement this ASAP. I've probably spent more hours on my liset stalking chat and being bored instead of playing the game the past year or two. I'd love to see something challenging and rewarding finally.

Edited by 64m3r
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4 hours ago, 64m3r said:

i think the entire game needs a rewrite with a difficulty similar to this.
Away with the mindless hordes of enemies that die in 1 hit and serve no purpose other than to drop loot.
Enemies should have tiers like minions, mini bosses and bosses and attacks that are punishing but not instant death.
This idea you've come up with should be standard gameplay throughout the star chart. Would make the game 1000% more interesting and probably lure back veterans that abandoned it.

Probably will never happen in general gameplay. But as an event or Iso Vault type mission like you describe i think DE should implement this ASAP. I've probably spent more hours on my liset stalking chat and being bored instead of playing the game the past year or two. I'd love to see something challenging and rewarding finally.

Yeah this sort of gameplay isn't meant for general gameplay but certain occasions. Like special missions you do every once in a while. Sorties but more requirements, tied together and difficult. With more awesome rewards.

Edited by Nash
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On 2021-02-21 at 8:16 PM, Yunjuwo said:

Puzzles

This has to be my most hated part of a game... a puzzle on enemy that requires different steps to take it down maybe fun, just as long as theres action the whole time

Things like finding keys and figuring out where they go any fast pace game like warframe? :vomit:

Edited by (PSN)lWinter_Wraithl
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  • Nash changed the title to Dreams of Content - Depths of Deimos 1.1 - Gun play vs Melee
On 2021-02-21 at 5:40 PM, Nash said:

The reason why I put a damage cap is to soft cap ridiculous damage, my plan was to tie Damage caps to MR, so the higher your MR the higher the threshold will become as well. Damage caps are important to prevent exploits, and set a bar for low MR players. 

I was initially turned off by your suggestion for a damage cap because that's the reason why things like "H Hemocyte runs. MUST Titania or gtfo" exist. However, I'm now fully onboard for MR reliant damage caps. It just makes sense, and also gives players an actually real reason to rank up besides increased reactant caps.

Going off-topic, it's also the same way rivens need to change imo.
1. Have riven transmuters be changed into riven "stat lockers". e.g. You infuse seven riven stat lockers into a riven with +crit chance, +fire rate, +grineer dmg, you click +crit chance five times and +fire rate two times, and for the next five rolls +crit chance will not change while +fire rate won't change for the first two rolls of those five.
2. Allow riven numbers to remain random, but increase those margins as your MR increases. e.g. A MR10 player could roll a riven with +82.7% multishot and mastery rank 8, trade it to a MR24 player, the MR24 locks the multishot stat and rolls it, and the riven changes to +119.6% multishot and mastery rank 24.
***This gives the empty feeling of ranking up in Warframe the sense of getting stronger as you level up in traditional RPGs, instills progression into rivens by having their numbers scale with something tangible, keeps the randomness of those numbers to a minimum(which is good, because it's fun to have a small margin of RNG for percentages imo, but not so fun when you finally get +50 dmg on the 30th roll, meanwhile some MR8 gets +100 dmg on the 1st roll because they got lucky and you didn't), breathes life back into eidolon hunts(potentially indefinitely!), and (hopefully)destroys the riven mafia--because "WTS [+DMG/+CC/+CD Redeemer] 5k plat" is honestly more ridiculous than how I can't replace Cephalon Ordis with Cephalon Vull.

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