michaelwii Posted May 24, 2014 Share Posted May 24, 2014 Agreed. Between this and Saryn, you find them, get them, then... feel disappointed. Definitely also think that Sayrn needs a second look. There was a a post from a few weeks ago that had a lot of good comments on her. I'll try to dig it up and link it back to here. Link to comment Share on other sites More sharing options...
r0ckwolf Posted May 24, 2014 Share Posted May 24, 2014 so we never gonna see a buff for poor old Excalibur then?? like suggested here f.e.: https://forums.warframe.com/index.php?/topic/230673-excalibur-20-the-samurai-swordfighter-class/ Link to comment Share on other sites More sharing options...
Repligon Posted May 24, 2014 Share Posted May 24, 2014 Can't open juggernaut art. It is probably is in the design consul forum. :( Link to comment Share on other sites More sharing options...
MechaKnight Posted May 24, 2014 Share Posted May 24, 2014 so we never gonna see a buff for poor old Excalibur then?? like suggested here f.e.: https://forums.warframe.com/index.php?/topic/230673-excalibur-20-the-samurai-swordfighter-class/ Definitely him too. Link to comment Share on other sites More sharing options...
sixmille Posted May 24, 2014 Share Posted May 24, 2014 Yes to T4, but also yes to more game modes like DEGlen said during the livestream. If Oberon is a paladin, he needs his paladin aura, and that should be different from what trinity is offering. The 4 should be completely reworked to be a non damaging ability focused on defending surrounding allies. Now the challenge is not to make it a clone of blessing. Link to comment Share on other sites More sharing options...
DaftMeat Posted May 24, 2014 Share Posted May 24, 2014 (edited) The biggest problems with utility mods is giving up a spot to use them when you're not sure you need them. The perfect example: Ice environmental effects are completely random. No one with any understanding of the game will slots this mod in the off chance that the mission they're going into will have ice effects (frankly, even if I *did* know that there were ice effects in a mission, I'd rather just throw in a maxed Vigor on top of Redirection/Vitality rather than to slot Warm Coat). What I feel we need is two additions to the game: 1) The ability to see what effects there are in any given node. Instead of making it random at load in, make the current state of the node visible during mouse-over (pardon the weak photoshop skils): 2) A hot-swap Mod slot available at the map screen, similar to the old Artifact system. While the new Aura system won a lot of players over with the additional mod points it added to Warframes, the utility of being able to see each other's Team-Boost and the ability to swap it in the lobby depending upon your squad makeup was never really addressed. No Trinity on team? Hot swap to Rejuvenation. All four players have Energy Siphon equipped? One person can change to Corrosive Projection. This is something that I sorely miss from the early open Beta days. It's something that should be brought back in one form or another. Maybe Artifacts 2.0 is the place for Utility mods like Warm Coat and the verious Damage Resistance mods. Edited May 24, 2014 by DaftMeat Link to comment Share on other sites More sharing options...
(PSN)Ruiner2 Posted May 24, 2014 Share Posted May 24, 2014 Wow, account migration isn't dead/forgotten. Good news, even though it still seems a good month or more away. Link to comment Share on other sites More sharing options...
Magicfingers Posted May 24, 2014 Share Posted May 24, 2014 Can't open juggernaut art. It is probably is in the design consul forum. :( i'm on the design council and i don't have permission to see it either Link to comment Share on other sites More sharing options...
Cranial_Enigma Posted May 24, 2014 Share Posted May 24, 2014 Things that I would like to see and some things that you have touched on I will list. Sniper Scopes: It has been talked about before to have the option to toggle them on or off, I have been waiting for this option since I hate how the scopes look (no offense to the Dev who designed them). Lato nerf: before damage 2.0 the lato had 20 damage or a little more, now it has been nerfed twice and its damage is pretty pathetic, it discourages a lot of new players when their weapons deal extremely low damage. Shotguns: Shotguns have been constantly phased out of the meta, with the continuous weapons being more accurate and dealing full damage for longer ranges then shotguns, rifles getting stronger, the only shotguns you will see people use will be the boar prime or the phage. And the phage isn't really a shotgun since it is more of a continuous weapon. I think its time to look more at spread rather then damage fall off since the drakgoon, detron, and the bronco series do not have damage fall off but they have either larger spread or travel time and none of them are considered op. It would be nice to take a look at spread so that mods like vicious spread and tainted shell would be considered more. Volt: This is a personal opinion but Volt does not live up to his description of "an alternate to gun play" this is more due to the low damage of electric damage to enemies with no good bonus to enemies and usually very harsh penalties, there is no reason why I would just use electric damage when the combined elements are so much better. Just my opinion but it would be nice to look back on older community hot topics and see if things were fixed or changed and try to get them pushed (I'm specifically talking about sniper scopes). Link to comment Share on other sites More sharing options...
Deidaku Posted May 24, 2014 Share Posted May 24, 2014 WAIT what? the infested submissions. Only 1 wins? We needed at least 3 new enemies to diversify DE D: Link to comment Share on other sites More sharing options...
EHDERCOOLSTE Posted May 24, 2014 Share Posted May 24, 2014 Still no love for continuous fire weapons, seems everybody forgot about how awesome the flux or synapse once were. On the other hand, there is no reason, we got phage and that other new, simply stronger stuff....RIP in piece my lovely, useless 5 times formaed flux :'( Link to comment Share on other sites More sharing options...
Arkezuli Posted May 24, 2014 Share Posted May 24, 2014 The biggest problems with utility mods is giving up a spot to use them when you're not sure you need them. The perfect example: Ice environmental effects are completely random. No one with any understanding of the game will slots this mod in the off chance that the mission they're going into will have ice effects (frankly, even if I *did* know that there were ice effects in a mission, I'd rather just throw in a maxed Vigor on top of Redirection/Vitality rather than to slot Warm Coat). What I feel we need is two additions to the game: 1) The ability to see what effects there are in any given node. Instead of making it random at load in, make the current state of the node visible during mouse-over (pardon the weak photoshop skils): 2) A hot-swap Mod slot available at the map screen, similar to the old Artifact system. While the new Aura system won a lot of players over with the additional mod points it added to Warframes, the utility of being able to see each other's Team-Boost and the ability to swap it in the lobby depending upon your squad makeup was never really addressed. No Trinity on team? Hot swap to Rejuvenation. All four players have Energy Siphon equipped? One person can change to Corrosive Projection. This is something that I sorely miss from the early open Beta days. It's something that should be brought back in one form or another. Maybe Artifacts 2.0 is the place for Utility mods like Warm Coat and the verious Damage Resistance mods. Link to comment Share on other sites More sharing options...
Vanwolfster Posted May 24, 2014 Share Posted May 24, 2014 Wait, so the migration from PC to PS4 means that PC and PS4 servers will be connected together or am I completely wrong about the idea? Link to comment Share on other sites More sharing options...
EHDERCOOLSTE Posted May 24, 2014 Share Posted May 24, 2014 (edited) ^I think it's only the database that will be in sync maybe ps4 and pc have a slightly different netcode and maybe some other adjustments to the engine but i could be wrong Edited May 24, 2014 by EHDERCOOLSTE Link to comment Share on other sites More sharing options...
(PSN)SpiderRoll Posted May 24, 2014 Share Posted May 24, 2014 If T4 is only going to be a bump in enemy difficulty, that's a bit disappointing. I was hoping that T4/5/6 would have introduced a new tileset with dangerous, new enemies. Link to comment Share on other sites More sharing options...
CrimsonCrown Posted May 24, 2014 Share Posted May 24, 2014 (edited) ’Hardest’missions are too Easy The introduction of T4 keys is almost certain, but the release date is still tentative. One of the issues with releasing T4 keys is figuring out how to scale enemies so that they are challenging for experienced players but not too restrictive for players who might not have optimized gear. We discussed this at length on the couch today, which led us down a path of all the possible problems and the fundamental point that ‘more armor/health’ doesn’t necessarily mean more difficulty. An important distinction! So, basically, this means more RNG and more grinding. More dillution. That doesn't seem to have fixed anything. Edited May 24, 2014 by CrimsonCrown Link to comment Share on other sites More sharing options...
[DE]Drew Posted May 24, 2014 Author Share Posted May 24, 2014 soooo... when are we getting the Melee concept contest weapons? Just curious Soon™. Did you see the info about it from DevStream 29? Link to comment Share on other sites More sharing options...
[DE]Drew Posted May 24, 2014 Author Share Posted May 24, 2014 WAIT what? the infested submissions. Only 1 wins? We needed at least 3 new enemies to diversify DE D: Only 1 wins, but that doesn't mean the other concepts will be tossed away. Link to comment Share on other sites More sharing options...
[DE]Drew Posted May 24, 2014 Author Share Posted May 24, 2014 dose the juggernaut have art to show from Silverbones? Can't open juggernaut art. It is probably is in the design consul forum. :( i'm on the design council and i don't have permission to see it either Sorry about that. Here's an external link: http://i79.photobucket.com/albums/j122/carnbear/infesjuggcolor_zps229dab7f.png Link to comment Share on other sites More sharing options...
PaperAlien Posted May 24, 2014 Share Posted May 24, 2014 Does this mean Pistol mods might finally be adjusted to not being ridiculously overpowered for no reason? Link to comment Share on other sites More sharing options...
Stigmergy Posted May 24, 2014 Share Posted May 24, 2014 I am very much on board with returning the extra miter projectiles, even at the cost of a damage nerf or something similar (2 blades normally, extra blades on fullcharge, etc.). When the 'bug' hit i earnestly thought it was just a buff, and had a great deal of fun tweaking my Heavy Caliber mod to see just how much i could level it and still remain accurate while getting an optimum spread of blades. Hopefully we'll see a return to how it was (though perhaps not with the 11k total damage i was seeing :P ) Link to comment Share on other sites More sharing options...
Riccoshot Posted May 24, 2014 Share Posted May 24, 2014 (edited) I would really like to see reverting the Miter back to that "bugged state", because it actually started to kill the enemies. The point is that even with 3x damage buff, (just re-think it for a moment 3 times more damage) it performed good (not decent, not OP) against level 30 enemies. Honestly, i see it from that Miter is Slash orientated weapon, Flux Rifle suffers from the same thing. You can either bring x3 damage back or re-adjust some Slash damage into Puncture damage which will actually result that you'll need to buff it less then x3. Don't know if it should be x3 damage with 1 blade or just 3 blades again, 3 blades look cool but kinda don't make sense. Edit: and for god's sake do something with Miter projectiles hitbox - it's feels like it doesn't have any width and acts like a bullet. Edited May 24, 2014 by Riccoshot Link to comment Share on other sites More sharing options...
Garuda4711 Posted May 24, 2014 Share Posted May 24, 2014 Why do T4 Keys need to be playable by everyone? Or let's put it the other way round: Why can't we get any missions, where you NEED the maxed out gear??? There are many people who have that gear and want to use it. Right now you have to play for about 45 boring minutes just to have a short time of a real challenge. You could also add the option to "Start at wave 45" or "Start after 45min". In many other games you have the option to raise game difficulty just for the fun of it. Link to comment Share on other sites More sharing options...
Deidaku Posted May 24, 2014 Share Posted May 24, 2014 Only 1 wins, but that doesn't mean the other concepts will be tossed away. oh thanks a lot DEDrew , phew I can rest easy. there were so many awesome things , Link to comment Share on other sites More sharing options...
Hyunsai Posted May 24, 2014 Share Posted May 24, 2014 ’Hardest’missions are too Easy The introduction of T4 keys is almost certain, but the release date is still tentative. One of the issues with releasing T4 keys is figuring out how to scale enemies so that they are challenging for experienced players but not too restrictive for players who might not have optimized gear. We discussed this at length on the couch today, which led us down a path of all the possible problems and the fundamental point that ‘more armor/health’ doesn’t necessarily mean more difficulty. An important distinction! _________________________________________________________________ [Did I miss something important this week? Post a reply with links to threads you think are Hot Topics!] High level content "Not restrictive for players who might not have optimized gear" ? Why propose the option to have optimized gear in the first place if we have no reason to use it ? Is there a revamp of all this ? A limit on how many formas we can put in frames / weapons coupled with A BIG nerf of all the more powerful powers / weapons ? Because if not, this doesn't make any sense in term of game design. Isn't Focus another way to make ourself even more powerful ? To what end ? Many games do this right. In Guild wars 1 for example, once you had finished the campaign, you had the possibility on playing "hard" mode with enhanced enemies and AI, COUPLED (that is important) with better rewards. A quick read : http://wiki.guildwars.com/wiki/Hard_mode That is an example of good design. The Nightmare mode with no better rewards in Pluto than in the beginner planets is an example of bad design. Nightmare alerts are way better with the fixed penalty and fixed reward with good credit scaling (in short : no RNG) and that's the shame that they are not an "always on" feature or option. Link to comment Share on other sites More sharing options...
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