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Kubrow Feedback [Megathread]


noveltyhero
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I would like Kubrow specific auras or something. :3

 

Like:

Huras - decreased enemy awareness.

Raksa - shield regeneration (minor, but does not deactivate in combat).

Sahasa - increased ammo efficiency.

Sunika - Increased attack speed and fire rate.

 

Upgrading them would allow for a stronger effect and greater range.

All of these would affect any teammate (or enemy in the case of Huras) or objective in the vicinity of the kubrow.

Preferably then all would be in %.

 

Can ofc. be anything, but would be nice with something that makes people 'want' to choose kubrow over sentinel, something that makes the cost worth it.

Not to forget something that creates a noticeable difference between the kubrows and makes the choice of kubrow a strategic choice (for example 3 Raksas and a Sunika in defense missions so the Raksas can help keep the shields of the objective up if it gets attacked until the enemies attacking it can be killed).

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I would like Kubrow specific auras or something. :3

 

Like:

Huras - decreased enemy awareness.

Raksa - shield regeneration (minor, but does not deactivate in combat).

Sahasa - increased ammo efficiency.

Sunika - Increased attack speed and fire rate.

 

Upgrading them would allow for a stronger effect and greater range.

All of these would affect any teammate (or enemy in the case of Huras) or objective in the vicinity of the kubrow.

Preferably then all would be in %.

 

Can ofc. be anything, but would be nice with something that makes people 'want' to choose kubrow over sentinel, something that makes the cost worth it.

Not to forget something that creates a noticeable difference between the kubrows and makes the choice of kubrow a strategic choice (for example 3 Raksas and a Sunika in defense missions so the Raksas can help keep the shields of the objective up if it gets attacked until the enemies attacking it can be killed).

How about those being put as auras available for all Kubrow types? So there is some customization, of course each of them would be balanced or maybe even have them as flat mods similar to Coolant Leak?

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How about those being put as auras available for all Kubrow types? So there is some customization, of course each of them would be balanced or maybe even have them as flat mods similar to Coolant Leak?

Well, they could add such auras as well.

My point was that they should make them even more distinct and not blur the lines even more.

For example, atm then the biggest difference between a sunika and a sahasa is that a sahasa can dig up stuff and a sunika can pin down VIPs, but that is a minor distinction.

If you have a sunika and meet someone with a sahasa you want there to be a difference between them beyond that very subtle difference.

Huras should for example reinforce stealth gameplay and make you want to play stealthy by giving you things that would make it easier for you if you played stealthy.

Raksa already has a shield recharge power so adding a passive wouldn't be too different, just reinforce what it is already doing.

Sahasa is the item digger so might as well also allow you to shoot more for less.

Lastly, Sunika is supposed to be the attack kubrow so increased attack speed and fire rate makes sense for it.

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Well, they could add such auras as well.

My point was that they should make them even more distinct and not blur the lines even more.

For example, atm then the biggest difference between a sunika and a sahasa is that a sahasa can dig up stuff and a sunika can pin down VIPs, but that is a minor distinction.

If you have a sunika and meet someone with a sahasa you want there to be a difference between them beyond that very subtle difference.

Huras should for example reinforce stealth gameplay and make you want to play stealthy by giving you things that would make it easier for you if you played stealthy.

Raksa already has a shield recharge power so adding a passive wouldn't be too different, just reinforce what it is already doing.

Sahasa is the item digger so might as well also allow you to shoot more for less.

Lastly, Sunika is supposed to be the attack kubrow so increased attack speed and fire rate makes sense for it.

Hmm I relayed some information in the thread

 

What I am getting at is that you should be able to choose what aura fits you better, because I think each type of Kubrow needs to be definitive with abilities and behaviour more than anything else

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Unlike most people, i don't have the time nor the will to log in every day and "feed" my virtual pet. I'am not playing Warframe Tamagochi. I'am playing a space ninja game and i don't want it to become a chore. 

 

The Kubrow dying after a certain time of not "feeding" (a.k.a. not logging in and spending credits) is one of the most stupid features in this patch. Sure, people want realism? Let them turn "Kubrow Sims mode" on in the options menu or something. 

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I quite like the stasis idea!

I personally don't want to touch breeding at the moment. I don't feel comfortable with it so I want to avoid it however all feedback on it will be constantly relayed into the main post

 

Please elaborate?

 

At first I was thinking that some actions to be locked behind the ranking system, so it actually feels like your Kubrow is learning and adjusting to the battlefield and you but that would need to be a little more expanded upon so it becomes meaningful, not sure how

The command like fetch which is what the sahasa kubrow is about would be just for the Sahasa. The Sunika would get a command that would send it after the vip and pin them down. Being able to control what your kubrow would naturally could mean life or death for your kubrow. These could be toggelable, so you can either have it on or off so you kubrow wont run about and get downed.

 

But There should be a button to just mark an enemy that your kubrow will go for with out having to go into that menu stated above because I can see that becoming a bit tedious, especailly if you rkubrow is tearing through the enemy.

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Well, they could add such auras as well.

My point was that they should make them even more distinct and not blur the lines even more.

For example, atm then the biggest difference between a sunika and a sahasa is that a sahasa can dig up stuff and a sunika can pin down VIPs, but that is a minor distinction.

If you have a sunika and meet someone with a sahasa you want there to be a difference between them beyond that very subtle difference.

Huras should for example reinforce stealth gameplay and make you want to play stealthy by giving you things that would make it easier for you if you played stealthy.

Raksa already has a shield recharge power so adding a passive wouldn't be too different, just reinforce what it is already doing.

Sahasa is the item digger so might as well also allow you to shoot more for less.

Lastly, Sunika is supposed to be the attack kubrow so increased attack speed and fire rate makes sense for it.

I like the aura idea,now would these aura be like the auras our frames can equip? or will it be like coolant leak like the sentinel where the mond goes into the build not a seperate slot?

 

if kubrows were to get a seperate slot id like to see it be something for behavior( I would want the aura to into the modding area itself) Behavior would be like a stance mod and would change the way they attack, RIght now they focus on a single target and do slow but high damage. There could be one that attacks faster but does less damage, there could be one that is more crowd oriented where your kubrow could hit multiple people at a reduced damage. Behaviors dont have to be limited to how your kubrow attacks either, there could be some that offer utility. But this might step on the toes of the individual kubrows.

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I like the aura idea,now would these aura be like the auras our frames can equip? or will it be like coolant leak like the sentinel where the mond goes into the build not a seperate slot?

 

if kubrows were to get a seperate slot id like to see it be something for behavior( I would want the aura to into the modding area itself) Behavior would be like a stance mod and would change the way they attack, RIght now they focus on a single target and do slow but high damage. There could be one that attacks faster but does less damage, there could be one that is more crowd oriented where your kubrow could hit multiple people at a reduced damage. Behaviors dont have to be limited to how your kubrow attacks either, there could be some that offer utility. But this might step on the toes of the individual kubrows.

It would be like for warframes and melee weapons. I'm thinking something like what the ancient healers have. This would also encourage even more teamwork as if you move away from each other, the effects from the other kubrows stop affecting you (as they may have for example a 30 meter radius).

But I think that your idea is a cool idea as well.

The auras I talked about could just be normal mods with a persistent passive AoE effect (like how in some MMORPG games there are for example these "25% damage reduction for all allies within 20 meters" that don't drain energy and don't need to be casted). The one you talked about could be like the melee stances.

Or both could be auras - forcing you to choose between the passive AoE or a better selection of attacks more powerful (not necessarily stronger) than the original. Would definitively create a large difference from kubrow to kubrow and from player to player.

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I dont bother with what most of the community is criticizing or feels is bad, don't really care for choice of patterns or colors, doesn't bother me that we can only have 1 egg, etc.

 

The real problem for me is the overall kubrow system, DE went over their head with it, making a hole new system just for this feature, as if it was already the most brilliant idea/feature they have, so it requires an all new system for it.

 

- I don't want to play the tamagoshi game, nor it belong or relates with anything else in warframe. (tamagoshi game = daily taking care of this pet)

- Having a incubator is going to far, inventing a new "foundry" just cause of these pets.

- All the system is too much, or too much complex, not worth either, kubrows should be simple to acquire, make, maintain, and sell, just like any sentinel or weapon.

 

 

 

 

Also visit my "hunger strike" post:

https://forums.warframe.com/index.php?/topic/278199-starvation-strike-until-de-reacts-day-2/

 

 

 

.

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-snip-

This sort of system opens up opportunities for extra things to do, if the base system is in there are endless possibilities of pets we could have because limiting it to Sentinels or general simplicity like that is really a missed opportunity. My opinion, anyway

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I like the idea of the Genetic forge. Makes breeding Kubrow with other players more viable so you can get the specific traits you want rather than leaving it up to chance. Also perhaps allow more than two imprints, or be able to restore your imprints with platinum because due to recent updates one of my kubrow is now black with a white Lotus symbol. Something I'd very much like to trade with my friends, but can't due to the 2 imprint limit.

I also would like another option to restore loyalty...like Kubrow treats you can buy with plat or something (Also I think there's a bug with the interactions cuz my Kubrows loyalty didn't go up when I pet them even though I had interactions left for the day).

 

I'd also like to see some ingame Kubrow interactions in the future. Like if you're in the Dojo you can play fetch with your Kubrow or when Kubrow see each other they interact with one another by sniffing one another or play fighting. 

 

I also really feel like there should be a screen marker that shows a downed Kubrow so that other players and yourself can see where they are and help you out.

I know DE has a full plate currently and their getting content out as fast as possible and I really appreciate the hard work they do for us, but these are things I, and maybe others, would like to see in the future.

Edited by SoundwavePrime
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I like the idea of the Genetic forge. Makes breeding with other players more viable so you can get the specific traits you want rather than leaving it up to chance. I also would like another option to restore loyalty...like Kubrow treats you can buy with plat or something (Also I think theres a bug with the interactions cuz my Kubrows loyalty didn't go up when I pet them).

 

I'd also like to see some ingame kubrow interactions in the future. Like if you're in the Dojo you can play fetch with your Kubrow or when Kubrow see each other they interact with one another by playing as well. I know DE has a full plate but I'd just would like to see that sometime in the future.

 

I also really feel like there should be a screen marker that shows a downed Kubrow so that other players and yourself can see where they are and help you out.

Actually certain treats could be a good idea, say you buy a blueprint for a certain consumable for your Kubrow and those are crafted with plants from Earth. Additionally each treat would give 10% Loyalty (cooldown 1.5 hours before each time you can give them a treat) as well as a passive, more damage, faster speed/attack speed, more health etc

 

The rest are already in the OP :)

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the random race when incubation is an issue, i have two sahasa now, i cant sell / remove the last (and usseles) kubrow

 

im incubing another egg... the last free slot, and i havent hope get a raksa kubrow (which i want)

Edited by Jack_Carver
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Overall, the inclusion of Kubrows is a step backwards in terms of the forward progression of an account. Let's look at some examples:

 

1. Being penalized for being away, rather than being rewarded for staying committed. In contrast to login rewards, genetic stability (GS) reduction only serves to punish players for not maintaining active Kubrows. That's why there's stasis to stop the decay, which is great except for the fact that...

 

2. Players have to wait three hours just to pull a Kubrow out of stasis. Warframe has a clearly established system where items only have to be crafted before it can be used, yet Kubrows are so special that it also needs time to thaw before it can be equipped for a mission. People want to use the Kubrow for the alert that's happening right now, not three hours later. Players should be able to use every piece of available equipment at their arsenal immediately. They could just leave it active, but...

 

3. Without regular maintenance, 0% GS results in permanent erasure of a Kubrow. If GS degrades at a rate of 20% per 24 hours, then they only have a shelf life of 5 days without using DNA Stabilizers. And since the stabilizers only regain 40% GS per use, they would have to be applied every 48 hours for maintenance. This all sounds like a lot of work, and it'd be great if they were much better than Sentinels, except...

 

4. Kubrows don't offer any substantial advantage over Sentinels that justifies their current high level of maintenance. Kubrows make really nice tanks, as evidenced by their unique stat-sharing mods. However, they're still NPCs, and thus their behavior is somewhat unpredictable and uncontrollable. Also, if their deaths result in a penalty of some kind to players, then people are essentially signing up for escort missions in addition to whatever they're doing. So they're just different, but in no way are the differences enough that people should have to deal with the mechanics at its current state.

 

---

 

So while not every one of the following suggestion needs to be implemented, here are my ideas to fix Kubrows:

 

1. Rename "Interact" to "Nurture," and doing so now restores GS at a rate of 10%. A Kubrow that has died in a mission now results in -20% loyalty, but completing a mission with it alive will now grant +10% loyalty. This will still retain the viability of DNA stabilizers, which will drastically reduce the time required to get a Kubrow back to optimum efficiency.

 

2. GS now decays after 48 hours of not nurturing a Kubrow, then every 24 hours after. It's essentially a grace period, but the decay will ramp up after extended periods.

 

3. Kubrows no longer die as a result of 0% GS. Instead, add an option to kill or release Kubrows. They shouldn't die as a result of player negligence. It might be true in real life, but it's a terrible game mechanic. Some people have better things to do than to maintain a virtual pet, so they shouldn't log back in a week later only to find out they've lost a lot of work.

 

4. Remove Stasis. I've yet to hear a good reason as to why it's even there other than to dump excess platinum. This also keeps it consistent with all of the other pieces of equipment in the arsenal, which can be equipped immediately.

Edited by xGBox
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In my opinion Feral kubrow drops tables are a too saturated. Feral kurows can drop 9 rare mods in total. Also seeing as sentinel abilities and warframe abilities have been removed from transmutation so should the 8 rare kubrow abilities be removed from the transmutation drop table as both of these issues have diluted their respective drop table unnecessarily. 

Edited by ProtoFrame
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It would be like for warframes and melee weapons. I'm thinking something like what the ancient healers have. This would also encourage even more teamwork as if you move away from each other, the effects from the other kubrows stop affecting you (as they may have for example a 30 meter radius).

But I think that your idea is a cool idea as well.

The auras I talked about could just be normal mods with a persistent passive AoE effect (like how in some MMORPG games there are for example these "25% damage reduction for all allies within 20 meters" that don't drain energy and don't need to be casted). The one you talked about could be like the melee stances.

Or both could be auras - forcing you to choose between the passive AoE or a better selection of attacks more powerful (not necessarily stronger) than the original. Would definitively create a large difference from kubrow to kubrow and from player to player.

I didnt even think about using both of them! That sounds fantastic,and adds more customization to what you want your kubrow to exactly do! If something like this were to happen it would probably take a while because there are more pressing matters for the kubrows right now sadly...

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In my opinion, the only big problems with kubrows come from the upkeep costs. Build times and Mod drop rates are more of a problem with the game in general, and to be honest both really aren't that huge of a problem. The bigger problem is with the stasis timers, DNA destabilization, and with loyalty. Stasis should be a one-time payment of 10p to take away the multi-hour requirement for coming out of stasis for that specific kubrow (for example, pay 10p and that kubrow doesn't have a "warmup" time when coming out of stasis. The other kubrows still do). DNA destabilization and loyalty should reward you for having them above 0, but shouldn't penalize you for going to zero (So if both are at 100%, then the kubrow has 100% extra damage and health. At 0% the kubrow has 0% extra health and damage. At 0% it still does base damage and has base health, and neither should be allowed to go below 0%)

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4. Remove Stasis. I've yet to hear a good reason as to why it's even there other than to dump excess platinum. This also keeps it consistent with all of the other pieces of equipment in the arsenal, which can be equipped immediately.

Instead of removing stasis as that is like an inventory slot for pets. Would it not be better to have each pet technically tied to a chamber and have no timer? Seems like a good balance as DE has always charged for slots, even sentinels

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My current gripe with kubrows is that today I hatched a sunika kubrow. That'd be great, but I already have a matured sunika. I wish there was a way to release or sell kubrows, because I don't feel right letting the poor thing sit around in stasis. Perhaps the red veil could use some guard dogs? I'm also irked by people making hundreds of plat off of kubrow imprints (but hey, it's a living). I think the colors should be editable, but the body type / fur patterns and all that should be random. I wouldn't mind spending plat on a kubrow exclusive color palette, y'know?

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I wouldn't mind the dna degradation if they made it so that regularly logging in prevented the constant loss of integrity. So if i log in every day the dna integrity would stay the same, but if i skip days then it would degrade for every day that i dont log in (assuming i havent put him/her in statis).

This means that a player that wants to keep his kubrow at 100% and wants to use it every day doesn't need to spend 100,000 credits every six days just to keep it healthy.

The stabilizers effectiveness could be reduced from 40% to 20%, because they would no longer be needing to fight against the daily 20% drop, but the only time they would be needed is if a player forgets to care for their kubrow

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I wouldn't mind the dna degradation if they made it so that regularly logging in prevented the constant loss of integrity. So if i log in every day the dna integrity would stay the same, but if i skip days then it would degrade for every day that i dont log in (assuming i havent put him/her in statis).

This means that a player that wants to keep his kubrow at 100% and wants to use it every day doesn't need to spend 100,000 credits every six days just to keep it healthy.

The stabilizers effectiveness could be reduced from 40% to 20%, because they would no longer be needing to fight against the daily 20% drop, but the only time they would be needed is if a player forgets to care for their kubrow

Nerfing the stabilizers is a no-no and your way still punishes the player for inactivity, something a game should not do in any case because it creates this negative feeling. i.e some people might put up with it but if they lose the Kubrow they wouldn't bother trying to get another one, others would just stop playing the game.

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Right now i am maturing my second Kubrow. i am keeping my first in stasis until this whole money/plat issue is finishe. i refuse to use something that is not going to last me in the long run. I am bound to my 4forma Djinn/sweeper until this echo of greed from de dies down.

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To all the people that thought that Kubrows were overpowered and made Sentinals obsolite... Not quite yet.

Sentinal Dies - No Problem

Sentinal Survives longer - No problem

Sentinal stays close by - No Problem

Sentinal heals your shields - No problem

Sentinal uses your ranked up mods - No Problem.

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