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Damage 2.0......why I Stopped Playing Warframe


Thundersquid
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"Oh no, I can't take my Acrid anywhere and melt everything as I could before"

That's how it sounds like.

 

Damage 2.0 is great addition. Why? Because different weapons are now useful in different situations.

Before there were only Acrid, Despair, Soma, Straith, Despair and a few other weapons. All the rest? Meh, mastery fodder.

Now weapons are much more different from each other.

 

Damage 2.0 is variety. And variety is a good thing.

 

Oh, and if clantech "elite" weapons now suck in your opinion - try Synapse now.

Yeah it sucks. Killing Kril in like 4 seconds - meh, what a piece of junk, even Skana can do better

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"..and synapse are now usless and worthless."

 

Your kidding right? Have you not even tried?

​Personally I think the Synapse is one of the most OP weapons now, 5.6x critical damage at 100% chance, perfect for radiation damage and heavy caliber. The DPS is ridiculous after modded correctly.

 

P.S I have played this game for a long time as well and I actually got really bored of 1.0 and stopped playing not to long ago. Now that 2.0 has come out I'm in love all over again. What made it even better for me was that not only did most all the weapons actually become useful; the warframes are also much better.

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I love how everyone thinks he is complaining about the game getting more complex. Open your @(*()$ eyes. You grind up 7 mastery levels,go through a week of crafting and such to get acrid, a gun praised and almost required to handle later level enemies, and now its good against ONE faction. Im /sure/ it is effective to an extent to other factions but why grind so damn long to get a weapon that is good for one thing. Id much rather jsut go the lazy &#! way and pull out a shotgun pistol to kill everything, even with the new system. One-element guns are a HORRIBLE idea for this game, your effectively making it useful in certain scenarios.

 

I hate the fact that DE wants you to "make a nice blend of your three weapons to deal with threats", just stop. What happens if i want to go farm kappa and my primary sucks &#! on Grineer, im sure everyone will say "oh well mod puncture! also get some blast damage too!" or even "go farm something else!". But to counter all this, if the gun sucks &#! in puncture, it wont help to mod it because you can just go get another weapon with great puncture if your looking to kill Grineer specifically. As for the element side of that, sure ill slap some elements on but what if i want to have my own play style? Your forcing me to slap on mods that take up space and freedom from the players so you can have average damage. I dont care how new this damage system is, they had plenty of time to think about it and fix it up before release. 

 

No matter how much hate I get for saying all that, I still hate this new system.

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One element weapons are actually 4 element weapons.

 

Acrid for example:

 

Pure Toxic (Acrid + Toxic Mod)

 

Corrosive (Acrid + Toxic + Electric)

 

Viral ( Acrid + Toxic + Cold)

 

Gas (Acrid + Toxic + Heat)

 

Not to mention the quad elemental combinations:

 

Blast + Corrosive Acrid ( Acrid + Toxic + Electricity /// Heat + Cold)

 

Viral + Radiation ( Acrid + Toxic + Cold //// Heat + Electricty)

 

Etc etc

 

But Acrid users tend to be the player that needs a crutch to do well, and they are unwilling to experiment and learn on their own.

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I wish people would do a little more research before complaining. I also thought damage 2.0 was terrible at first, but after some testing i realized it wasn't horrible, just different. Once i realized this, i started experimenting with different mod combinations on my soma, one of the weapons that people had said was "nerfed". I found that with these new combinations i was doing just as much damage as before. So before you complain about something, test it out. This is after all Open beta.

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...if the gun sucks &#! in puncture, it wont help to mod it because you can just go get another weapon with great puncture if your looking to kill Grineer specifically...

 

That's why you don't add puncture mods in guns with inherently low puncture damage and add corrosive damage.

 

Damage 2.0 allows weapons that have weaknesses against certain factions to be modded to cover those weakness.  It also allows us to enhance weapons too.

 

Damage 1.0 and the old damage system had allot of players using the same several weapons, with armor ignore, etc. because other weapons would be "useless"...

 

https://forums.warframe.com/index.php?/topic/134176-explained-damage-20-builds-with-cheatsheets-being-updated/

 

Please take a look at the guide above.  You'll find that single elemental weapons can be enhanced and mods can be added to them to cover their weaknesses.

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Well as much as people don't want to admit.

 

He is right.

 

A lot of the "best weapons" to get before 2.0, and the weapons people spent hours and hours improving......just went down the drain.

 

 

Goodbye acrid and flux, hello synapse and embolist.

-------------

 

Also in comparison to 1.0, a LOT of the weapons now just suck because the mods and such for them don't benifit them enough. 

 

 

in 1.0 one weapon could face many enemy types, in 2.0 you really don't have that. One weapon is primarily good versus one thing, while the other is good versus the another.

 

 

You take out the whole mechanic of "general damage" and play rock-paper scissors.

 

 

Honestly the only two weapons' I've found to be worth crafting now are the Synapse and the Embolist for clan weapons.(one takes out corpus and does ok damage to grineer and the other takes out infested with good damage versus grineer.).

 

But then again since DE LOVES SOMA its gotten a buff.......again.

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Well as much as people don't want to admit.

 

He is right.

 

A lot of the "best weapons" to get before 2.0, and the weapons people spent hours and hours improving......just went down the drain.

 

 

Goodbye acrid and flux, hello synapse and embolist.

Wrong, acrid is still pretty good, especially since with one mod it deals 75% more vs armor, or 75% more vs flesh (viral), and with viral it can deal 905.6 damage, per shot, BEFORE the 75% flesh bonus. Boom, infested killer (this is with pathogen rounds, ice storm, deep freeze, max multishot, max base damage.) Flux is still great as an anti flesh gun with what, 125 base slash? Toss on magnetic or corrosive, and it's suddenly a corpus or grineer killer.

 

Have you tried the ogris (still very strong), ignis (again, still very strong, lasts me until lvl 60s roughly in the void), dera (16.5 puncture, good gun vs grineer), supra (upgraded dera more or less in terms of damage), or lanka (250 electric damage becomes 475 corrosive with only a maxed out infested clip, which vs armor deals 831 or so)? I've found all of these still very good so far.

 

Either way, the top guns are still good, poison (the element when not in a combo) needs a buff overall, but the weapons you mentioned are not bad. And the soma got nerfed iirc, true only 5% crit chance, but a nerf is a nerf.

Edited by KvotheTheArcane1
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Wrong, acrid is still pretty good, especially since with one mod it deals 75% more vs armor, or 75% more vs flesh (viral), and with viral it can deal 905.6 damage, per shot, BEFORE the 75% flesh bonus. Boom, infested killer (this is with pathogen rounds, ice storm, deep freeze, max multishot, max base damage.) Flux is still great as an anti flesh gun with what, 125 base slash? Toss on magnetic or corrosive, and it's suddenly a corpus or grineer killer.

 

Have you tried the ogris (still very strong), ignis (again, still very strong, lasts me until lvl 60s roughly in the void), dera (16.5 puncture, good gun vs grineer), supra (upgraded dera more or less in terms of damage), or lanka (250 electric damage becomes 475 corrosive with only a maxed out infested clip, which vs armor deals 831 or so)? I've found all of these still very good so far.

 

Either way, the top guns are still good, poison (the element when not in a combo) needs a buff overall, but the weapons you mentioned are not bad. And the soma got nerfed iirc, true only 5% crit chance, but a nerf is a nerf.

 

 

Oh I agree with you, they are still good.

 

 

Just inferior by comparison.

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I love how everyone thinks he is complaining about the game getting more complex. Open your @(*()$ eyes. You grind up 7 mastery levels,go through a week of crafting and such to get acrid, a gun praised and almost required to handle later level enemies, and now its good against ONE faction.

ONE faction AT A TIME. Change mods and it's fine on anything.

 

 One-element guns are a HORRIBLE idea for this game, your effectively making it useful in certain scenarios.

Yo, because mod elements don't fuse with base element changing its base damage into whatever you need.

 

 

As for the element side of that, sure ill slap some elements on but what if i want to have my own play style? Your forcing me to slap on mods that take up space and freedom from the players so you can have average damage.

No. You have 3 different mod loadouts per weapon, the A B C buttons above the mod slots. They are forcing you to use them.

 

With my beloved flux rifle I have 1500 ish DPS of elemental damage that I can swap using the above A B C buttons between anti-Grineer anti-Corpus and anti-Infested. This on top of its actual other properties like high slash and low others. Most other guns do as well.

 

Until they figure out that slash/puncture/impact mods suck and need a SIGNIFICANT boost, that's what works, and works very well.

 

 

in 1.0 one weapon could face many enemy types, in 2.0 you really don't have that. One weapon is primarily good versus one thing, while the other is good versus the another.
You mean we only had 4-5 guns that totally rickrolled everything and all others that were paperweights. Mainly because of armor scaling.
 
Well, guess what, if you want to have all weapons viable, you can't have all weapons effective against all enemy types, otherwise the only thing that makes them different is DPS. Then you can't make them too different DPS wise or the weaker ones won't be used anymore. Which is exactly what happened in 1.0.
 
Did you look at the video of that guy that destroys all (worthy) bosses in 2 minutes with a braton prime? You think it would have been possible back in 1.0?
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Eh, can't expect the top guns to remain as such, they're all on a more equal playing field, even the vulkar vs the snipetron vandal. D1.0 vulkar was junk, vandaltron was the best, D2.0 snipetron sucks vs corpus, vulkar is amazing vs corpus.

 

Again, rock-paper-scissors.

This situation is pretty much the exact same situation melee has forever been in.

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Again, rock-paper-scissors.

This situation is pretty much the exact same situation melee has forever been in.

Like boba said, melee sucks, always has. And the rock/paper/scissors system we have now is much better than the old system we had. Atleast now we get options, reasons to use guns we like, but were too weak to be useful.

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What I've realized is Dmg 2.0 normalizes gameplay because weapons have weakspots.  So no one weapon to rule them all.  This actually has a great effect on making gameplay more challenging and enjoyable to me.  Anyway, the right weapon modded correctly in 2.0 is just as or more powerful than pre 2.0.    

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Synapse is still the best rifle in game, hands down. I have no idea what you're talking about.

 

The following build doesn't have serration or Caliber on it, I was just testing Phorid's proccability:

 

http://youtu.be/HQvYCFgb9s8

 

Acrid is still very good, and so are throwing stars and the soma is still hee-haw ridiculous with head shots.

 

Myth busted.

Edited by -Kittens-
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Synapse is still the best rifle in game, hands down. I have no idea what you're talking about.

 

The following build doesn't have serration or Caliber on it, I was just testing Phorid's proccability:

 

http://youtu.be/HQvYCFgb9s8

 

Acrid is still very good, and so are throwing stars and the soma is still hee-haw ridiculous with head shots.

 

Myth busted.

 

Synapse was never the "best weapon in the game" before, so it can't be still.

 

Again, clan weapons as a whole take more work/resources and as a whole don't provide anything better. Sure the ignis/synapse/embolist might be good, but the rest.....eh not so much.

Whut? Melee never had any choice even before, and it generally sucked across the board.

The point was that melee has had items come out that were 2x effective versus infested or grineer, but weak vs the other races.

Which is what the ranged weapons just turned into in 2.0. Even the people saying "Well just slap X to combine elements" or whatever still don't realize you are taking one advantage/weakness combo and swapping it for another.

 

 

Don't be shortsighted with this stuff guys, cmon.

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My high level weapons are still shredding enemies when modded properly...Synapse, Soma, Flux, Ignis, Embolist all destroy the appropriate faction. Not sure what game you are playing right now...

 

Same for me. The "best" weapons are still just a good. All you need to do is work out the optimum loadout for the missions you are going to do.

 

Under 2.0 Soloing Lephantis with Flux and Brakk has been easy.

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The point was that melee has had items come out that were 2x effective versus infested or grineer, but weak vs the other races.

Which is what the ranged weapons just turned into in 2.0. Even the people saying "Well just slap X to combine elements" or whatever still don't realize you are taking one advantage/weakness combo and swapping it for another.

You mean the serrated blade thing? It was barely noticeable because.... didn't apply on Heavies, that were the real meat.

 

Other damage things like Forcefield effect and another couple had VERY limited targets that were resistant to them. (like the Grineer Commanders)

 

Even in Melee, the only thing that really mattered was DPS and Armor Ignore.

 

Now we have to choose our mods based on enemy, which is better than just The One Build To Rule Them All regardless of anything, that we had before.

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Err, before it was AI or nothing, and we're being shortsighted? Now you can use elements to cover for a weapons weakness, not just trading a strength for a weakness.

You are literally trading a strength for a weakness in almost every scenario.

 

Before it was actually the opposite. You just did more damage with the mods in general and electric/fire/ice gave you a small advantage on shields/flesh/armor.

 

Now its "corpus take X more damage from this type" better make the gun THIS type instead of general damage.

 

 

I'm beginning to think people didn't delve to far into the system and are now talking about 2.0 as if its some "balance change".

 

The reason a lot of those guns weren't good in the first place was because DE didn't make them good, they simply didn't. Not because of the damage system. DE just didn't give them enough damage points to make it worthwhile upon creation.

 

That is the whole reason the flux was being used in U10, because DE changed the stats.

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My main annoyance was the Flux being slash damage. My primary use for it was on Grineer Galleon defense missions, to use with Saryn's Venom ability, as its precise beam made targeting those blisters cake, and its damage helped it hold its place for the rest of the mission. Now, It's ONLY useful for poking blisters, and would do 0/crap damage to the grineer normally. While I can sort-of supplement with corrosive damage, I'm still losing out on a few hundred damage.

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 2.0 excludes more weapons from being viable than the old system before it..

This is complete BS, and you know it. Every weapon that didn't have awesome crits, AoE or armour-ignore was mastery fodder in the previous system. Now everything is good at it's own thing which means that certain overspecialised weapons aren't good against literally everything in the game anymore. Even with those types of things, they're still pretty damned good, I mean the Ignis is obviously insane against infested and you can also go Corrosive+Blast(cold+shock+posion) to kill Grineer or Cold+Radiation(shock+cold) against Corpus. Synapse and the Acrid can be built in similar ways to make their innate elemental abilities useful against any faction.

 

So, without getting mad and spending half the post ranting about how them damn filthy casuals get to have good guns too, explain how the supposedly elite weapons actually got worse.

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You are literally trading a strength for a weakness in almost every scenario.

 

Before it was actually the opposite. You just did more damage with the mods in general and electric/fire/ice gave you a small advantage on shields/flesh/armor.

 

Now its "corpus take X more damage from this type" better make the gun THIS type instead of general damage.

 

 

I'm beginning to think people didn't delve to far into the system and are now talking about 2.0 as if its some "balance change".

 

The reason a lot of those guns weren't good in the first place was because DE didn't make them good, they simply didn't. Not because of the damage system. DE just didn't give them enough damage points to make it worthwhile upon creation.

 

That is the whole reason the flux was being used in U10, because DE changed the stats.

Err, you're missing the ENTIRE point of D2.0. In D1.0, you stacked damage, and that was the way to go. You tossed as many elements as you could on, and that was that. Armor Ignore was king, and anything else was worthless in the "endgame" areas of WF. Now it's different, now almost every weapon is viable, and again, the entire point of D2.0 is to force tactical thinking instead of crit vs rainbow builds. Now you can mod to be most effective vs say, corpus, or grineer, or infested, instead of just tossing on everything under the sun.

 

As for the guns that were crap in D1.0, it was because mostly they didn't ignore armor. I.E. If the vulkar had ignored armor, would it have been good? Yes, very! But it didn't, so it was worthless.

 

Tl;dr: D1.0 = 2 builds for every single mission D2.0 = multiple builds to be effective in all missions. That's what your missing.

Edited by KvotheTheArcane1
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