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September 26Th: Community Hot Topics!


[DE]Drew
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September 26th Community Hot Topics  

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Should mastery rank apply to more things?

 

Yes. Weapons need to be adjusted to fit into mastery rank so that you have to actually "level up" (within reason). Dragon Nikana's requirement of MR8 is great. Boltor Prime's requirement of MR2 is ridiculous. Let players feel stronger with rank-ups by locking guns based on their maximum potential DPS or maximum potential uniqueness factor (Torid, Buzlok).

 

Which Nekros abilities need a revision?

 

Soul Punch is okay for low-level. Ember and Volt got targeted-first-skills right; you don't have to precisely aim to hit something. The first-skill projectiles should ALL have something about them that does NOT require you to take the time to aim exactly at the enemy, so they can still be relevant in the frantic world of high-level gameplay where you don't have that time.

 

Desecrate should be an aura. Either toggled or time based like Banshee's Silence, but it needs to be an aura. Nekros is often expected to do nothing but mash 3.

 

What do you like least in an event?

 

I dislike a lack of challenge. Ideally, the event would scale to the player cell's "average level" immediately, instead of making me play it fifty times after receiving all awards to make it a challenge. Lephantis scaling to the cell's level is the kind of thing I'm talking about here. And this isn't just about enemy level and armor and damage scaling; the numbers and variety of enemies should scale also.

 

Prime Gear Drops:

I don't want you guys to lose out on any investors. It should be very hard for us to bypass RNG to encourage sales, but the key here is it should be possible. If something has a 1% chance of dropping, it should take us like 200 runs before we have enough "tokens" to bypass the RNG and just get the thing.

 

And don't you dare make Survival / Defense / Interception "worthless"! Every void reward should include a "token". I don't want to see people skipping out at wave 5 to grab tokens.

 

 

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Gate Crash heavily penalized you for helping friends. Sure you didn't get the full penalty of 15 exposure points for helping out at the beginning but if you had finished Ceres and a friend needed help, you were practically a liability the first run or two. Additionally you didn't get anything out of it to help people, since the only way to progress on the boards after 15 was runs that didn't count towards the initial 3 rewards. Finally the leader board turned into a contest to see who had the most friends who would run them through it once they were literally useless.

 

It's an interesting idea on paper and probably works pretty well if you have 4 friends and only 4 friends and all happen to log on at the same time to do it all together, or have hundreds of friends and clan mates willing to help you top the leader board, but personally I ended up doing it 40-50 times but only got credit for 15 just to help out friends who hadn't completed it yet, and the last 5 times doing Ceres with 15 points already REALLY sucked. I did the event to get the mods and weapon for me and several friends, but frankly it was worse than a chore, even the super boring and grindy frost enemy event was better than this, and I hated that one too.

 

As to MR, I'd like to make a suggestions on loadout slots which is currently all we get from it. The scroll bar at the top of the loadout slot is annoying, it selects the next loadout instead of just scrolling that bar, so if your loadout names are too descriptive and you want to select a loadout that's not currently shown you have to select a loadout you don't want somewhere to the end you need to scroll to instead of just hitting the arrows, the list moving, and clicking the one you want. Additionally would be nice to have the loadout bar in navigation as well as arsenal so when you're looking to see what alert, invasion, or infestation just popped up you could then switch to your desired loadout from the navigation screen instead of having to leave that, go to arsenal, switch, then go back.

Edited by DragonJG
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I just wanted to add...

 

 

RE: Cosmetics - I'm of the opinion that you overcharge for them, but I want to specifically point out the Classic CPE; we start the game with 20% of it unlocked and pay full price for the remaining 80% of the palette.  
I think the cost for the Classic CPE should be scaled to that and receive a 20% price drop.  

(But, really, you should be so much friendlier with a few of these palettes and sell them cheaper.  Not bundles, but straight price drops on a few of them.)

 

 

RE: Nekros - I play on PS4, but I also play a second account on Steam so I can play with PC friends.  I run Nekros both sides pretty heavily.  Soul Punch and Terrify are next to worthless for me, so I Forma off two Ability polarities and usually run a pure Desecrate build.  Not that I want to, but spec'ing Desecrate is expensive, and his other skills are so next-to-worthless.  I keep the other Ability polarity slot for if I am using Shadows of the Damned, but I usually don't run it because it seems like the shadows only manage to interfere with my shots; I could be imagining it, but if what seems to be happening is accurate, Shadows could benefit a lot from allowing Friendly Fire to punch-through unimpeded.

 

 

RE: Favorite Event - I selected Breeding Grounds because it had good action and really explored the tile set.  It's only real fault, I think, was a convoluted scoring system that was inadequately communicated to players within the game (I had to hit the Wiki) and then developing that score based on that mechanic kinda sucked.  See, I loved this mission, but I ended up playing it probably around 40-50 times (I didn't count) and that really brought down the experience.  Otherwise, I really liked Cryotic Front for being straight forward with its demands, varied in tile sets, and good defend-the-objective action, and I enjoyed Tethra's Doom, but Bombards being able to absolutely clobber the escort objectives is pretty unfair; there's nothing you can do to those rockets once they're flying, they home in on you, they have a blast radius, and there's going to be a lot of them.

Edited by (PS4)Hooligantuan
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IMO most of the events are fun but i cant decide a favorite, The only thing i miss about the very very first events is the inclusion of a community goal. The 3rd event/operation (Informant event) had individual goals AND a community goal, very repetitive yes (kill X stuff) but an objetive that requirer the community of players working together to succeed. I want that again, maybe like a bonus objective (Do X, and if community do Y all players get Z)

 

Edit: the first event (Fusion Moa Event also had a community goal, with the possibility of failure if the goal was not achieved in time

Edited by GordoFreeman
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Well, this is interesting. Time for the paragraphs to come out....

Mastery Ranks!

We all strive for a higher rank, but beyond rank 8 what is the purpose? Even then, most weapons unlockable then fall short of the almighty Boltor Prime, which is mastery rank 2. So, why are we getting higher mastery ranks to begin with? For Honor? For Bragging rights? to show that we toiled with every weapon in the game (read: carried it on our backs throughout missions)?

Mastery ranks need a real purpose. Unlocking weapons does not mean much when the weapons themselves are totally unbalanced and just thrown in the tree of mastery ranks. If mastery ranks are going to unlock weapons then higher ranked weapons need to show that yes, they are indeed worth grinding for. But, what if mastery ranks did something else? Like increase our base damage, health, and shield in place of base increase mods?

Now, let me equip my flame repellent real quick. Ok, hear me out on this. Since mastery rank is supposed to be a progression system of sorts, why not have it actually scale the player instead of do nothing? As players take these tests they slowly get stronger. There could be a recommended master rank range for each planet in case newbies don't know if they should proceed or not. For PvP, all base values could be normalized so higher mastery ranks do not stomp lower mastery ranks. It would also be much, much easier to balance since everyone is on a relatively even playing field.

Of course, this is just an idea, but I figured why not throw it out there.

On to Nekros!

I do not think his abilities need a complete rework or revision. Just minor tweaks or changes to make things more interesting.

Soul Punch could have the function (which I have seen posted many times on the forums) to add an enemy unit to the SotD que simply by hitting the unit. I mean, it punches thier soul out, so why not add it to your army?

Terrify needs to have it's target limit removed. It's already got a "cooldown" of sorts, not to mention it makes enemies run everwhere (which I personally don't have a problem with, but many people do it seems), so why gimp it even more?

I'm on the fence on Desecrate. It's the skill that makes people think Nekros is only a farming frame and nothing else. While it's technically fine as it is, making nekros stronger in his other three abilities and keeping this the same might make him appear in every mission all the time like a flock of rhinos.

Shadows of the Dead IMO only need one change: the ability to influence what they do and some AI smarts. Like if you waypoint and enemy all of the shadows attack it. If there are no enemies in the area they all follow you. just these two changes would make the skill remarkably better without giving it the OP treatment (I'm looking at you Oberon....)

Drop tables!

Why was there not a "both" option on the drop tables? A simple scan through the forums will reveal, as we have for a very long time, that the drop tables are very diluted and rigged in both areas. while I am happy to see this on a hot topic, I am surprised that the obvious was either not seen or considered.

Events Galore!

A lot of the events that we have had were just a grind, with very little meaning. The only two events to break from this pattern were Gradivus Dilema and Cryotic Front. The former was a grind and the rng seemed to favor the grineer, but it had a purpose: Whoever won the battle gained control of the node. Cryotic Front was the first thing in a long time that actually encouraged teamwork, which was a very, very nice change of pace. That's why I think people liked those so much more than other events. It would be nice to have more events like these.

Well, that is the end of my paragraphs for now. It's good to see a hot topic like this.

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i actually got to 45 minutes in t4 survival with 3 people w/o a nekros before

I have found that it is FAR easier to reach 40+ minutes with less people on the team.  I can reach 40+ minutes every time solo or with one team member without a nekros.  So I think DE needs to tweak life support drops when you have a full team.  I have also had times were my team was a full 4 and we couldn't get to 20 minutes because life support ran out and we didn't have a nekros.  A nekros shouldn't be needed when you have a full team, at least in regards to getting enough Life support drops. 

Edited by ClockworkSpectre
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I would gladly spend plat on more weapons and frames skin models.

And I don't mean skins, I mean those items that really have alternate models, like:

 

Excalibur proto armor

Brokk

Dagger axe

Dagger zoren skin

Manticore

Spearmint scythe

 

And even those unique frame decors like the nekros mortos syandana and valkyr bonds syandana.

Edited by 7grims
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To Elaborate on my Vote:

 

"What do you like least about an event?"

 

Three things:

 

1). Incredibly Limited Time Events (I will admit you guys have been nicer about this in recent events). I remember the 48h events, and feeling rushed and having to devote a whole weekend to Warframe (complete with RSI complications!) or miss the ONE TIME ONRY rewards.

 

2). Incredibly bloated difficulty spikes on these events. I don't like the possibility of missing out on ONE TIME ONRY rewards because the missions are just not fun when you die in 2 seconds flat anytime something looks at you (hello, Frost Eximus event....). I also hated Cicero Toxin for the same reason. Trying to get the rewards in one go was just ridiculous (took several tries and we'd lose the battle because of some minor screwup that only takes 2 seconds to happen out of a 15min+ gruelling battle). Two seconds, boom, 15+ min of work (PLUS the time farming the RARE materials!!) gone.

 

3). The inability to even stand a chance of winning any statues for the dojo because no matter what you do, your average joe cannot compete against the "No-Lifers" and/or you need EVERYBODY IN THE CLAN to participate if you want to have a chance at winning anything. We have a casual clan; 3 or so of our Ghost Clan members do not log in often. But yet they count against us in each and every event, so we don't have a single statue from any event whatsoever in our dojo because I have a job IRL, and three of our clanmates log on sporadically (and their presence in the clan hurts us in events). People who did not participate in the event should not count against those who did for Clan purposes and Clan Scoring should not favor those who play Warframe for every waking hour during the event. A lot of us Tenno have IRL Obligations and cannot ever hope to compete with those kinds of people.

 

Also, the last question is a huge Catch-22:

 

Both the Mod Drops AND the Prime Parts need serious work. Warframe Powers should not be dropping at all, and some incredibly rare enemies have IMPORTANT mods which is just absolutely ridiculous.

But yet on the flipside, Prime Stuff is too hard to get. Stuff that's in Survival/Defense needs to have a Duplicate somewhere else. We shouldn't be FORCED into 15 wave Defense/20min Survival because that's the ONLY source of getting X part.

 

So I voted "Neither" because both are equally important to me.

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I wish we could buy the Accessories outside of the Prime Access or maybe farming it or a reward for building the weapon/warframe to unlock;

 

Example:

Build Ember Prime to unlock the: Misa Prime Syandana.

Build Rhino Prime to unlock the: Noru Prime Syandana

Build the Bo Prime to unlock the: Daman Prime Attachment

Build the Scindo Prime to unlock the: Vala Prime Attachment

 

There should be a way to get these attachment outside of the Prime Access, and this would make people even farm more too either trade away or to get these attachments for their weapon.

 

Only a very few attachments should be exclusive.

Edited by 277787
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In my personal opinion i think slingstone was the best, mainly because of that opening shot, with the ships flying towards that giant fomorian. It felt like it was this huge attack on the grineer and i really enjoyed that. I would like to see more of that...

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MASTERY RANK:

I think it should influence the Loadouts we get on a 1:1 ratio, instead of a 2:1 ratio. It's an excellent mechanic for a game with so many weapons and warframes but it's currently limited in such a way that it's practically useless for people who have more than 2 frames.

 

I also think that you should make more use out of the Mastery Requirement system, that XP locks some weapons. Unlock about a dozen new weapons per mastery rank (you would maybe get some choice on this one, to cater to different play styles). I guess you would do it on Warframes too, but maybe have it unlock about 5 frames per rank, up to rank 4, then they're all unlocked. Again, unnecessary restriction should be avoided because each warframe is a unique experience. The weapons aren't, typically, which isn't to say they aren't all viable. But all the DPS weapons play like DPS weapons, shotguns like shotguns, so on and so forth.

 

ADDITION: Just a quick mock up for the division of warframes I thought out in a study hall. Note that Prime variants are unlocked at the same time as the respective ordinary Warframe.

 

M0: Your starting frame(say, Mag)

M2: the other two starting frames(Volt and Excalibur in this case), Banshee

M3: Ash, Ember, Trinity, Rhino

M4: Frost, Nyx, Oberon, Saryn, Vauban, Zephyr

M5: Hydroid, Loki, Mirage, Nekros, Nova, Valkyr

Edited by Avicou
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should mastery rank influence more things in game?

Yes, most definetely. Mastery rank, for most players, ends at rank 8. That is the top rank requirement to obtain weapons. After that, and other than loadout slots, there is no influence over the game nor appealing mechanics that motivate players to reach higher ranks.

In my personal case, i just try to do everything the game offers me to do. This is more for feedback and testing reasons, and because im a colector and i like to have it all. therefore, i got to mr17 with all things available up to lvl30. So, from my experience i could say that adding more appealling benefits for mastey rank would be a very interesting and refreshing course of action.

 What things and how they would work better? that could end up in a very long lasting debate about being overpowered or not, end game content and it's relation with gear, and many other things that i am not here to discuss.

i hold high hopes on the upcoming focus system to take care of this issue. and if i was to provide any feedback in advance for my dear devs, that would be "take your time" and "let us know as much as you can so we can provide ideas". Perhaps we could actualy post our thoughts on what we think it should and should not be, and spare you the spoiler alert.
 

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Mastery Rank is a good idea to get people to try more of the insane number of weapons currently available, but I think it needs better rewards than it currently has. Maybe minor stat boosts, or mods you can only get through mastery. The weapons that it gates are not very consistent either; there are a few examples of extremely powerful weapons being easily obtainable quite early on. 

I don't play Nekros, or even have it unlocked, so I can't really talk about it. Desecrate seems like the only thing anyone cares about on it, which I think is more likely a symptom of survival than it is Nekros viability. He found a weird niche to help aide a broken system. Neither are good solutions. 

I feel oddly about Events as I feel like quests *should* replace them. The biggest *issue* I have with events is their time sensitive nature, and how they sort of waste resources as a result. Each one develops the event "story", but as they do go away after a certain period of time you're almost guaranteeing to alienate new players. If they were quests that you unlocked in sequential order instead of one-off things they would make a lot more sense to me. Beyond that it seems a waste to develop new game types, new tile sets, new enemies, new dialogue, etc, and then just... Never use any of that again. 

For cosmetics, I get most excited about armor, skins, and helmets. Anything that helps define the physical appearance of my Warframe is greatly appreciated as I enjoy looking differently than the guy next to me. Colours are also important, but I feel like the plethora of pallettes we have at this point covers any conceivable combination I could make. I definitely did not need to purchase as many as I did. I guess if they are still profitable for you, go for it, but I don't they aren't a priority purchase. 

Kubrow, on the other hand, would very likely benefit from significantly more customization options than they currently have. I am very likely to buy more palletes/skins for my stupid space-dog. 

Edited by Acos
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I didn't the whole thread, so I don't know if someone already mentioned it but, make Soul Punch be an actual execute and do more damage the lower their health is. Goes well with his SotD for stocking up his army, since using Soul Punch on a low health enemy is a guaranteed kill.

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I think Mastery rank should affect Affinity gain. Leveling equipment in Warframe is one of the worst parts of the game. At mastery rank, say 15, I think Affinity should be gained at 2.5x speed. Ideally leveling up should take 2-3x less time after first FORMA, but if you can't do that, then at least tie it into Mastery. It won't make people buy less affinity boosters, because endgame players have lots of equipment to level and early game players would have slower affinity gain speed.

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With all that said, we still are waiting on more information about a certain Void Trader that has been mentioned as a possible solution for a token-esque system for unwanted Prime Parts. On top of the Void, we have Mod drops, which come under criticism for still including Warframe Ability mods, something a lot of Tenno would like to see changed. When it comes to your gameplay goals, which area concerns you more?

 

 

Both Mod drops AND void drop tables need to be reworked.

Not either of them.

BOTH.

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Cosmetics:

 

I chose all cosmetics, haha. To be honest, customization allows players to feel more personalized, and therein more invested and immersed. The higher the amount of customization available to a player, the better they are linked to the WarFrame and items they are using. Expansion of all the current cosmetics, and even adding in different kinds of cosmetics, can help bring not only with the player experience, but bring in more revenue for DE as players invest more money into the game for platinum. DE obtains more money, and the community obtains more cosmetics, everyone wins.

 

Login Rewards:

 

This one is an elder system in need of a revamp for the sake of purpose and gravity of this particular in-game system. Offering higher rewards for players who long in consecutively, and also altering the rewards to be more appealing to players would be in DE's and WarFrames best interest. To give an example, giving an hour long or two hour long affinity booster, instead of a straight XP reward would incite players to use their affinity booster on gear they need to level. This eliminates the problem of players having the reward apply to their currently equipped gear, of which may already be maxed, and therein negate the need for the XP reward.

 

Rewards for Mastery Rank:

 

Yes, rewards for completing mastery rank tests is something that would give players incentive for going past a certain mastery rank. After mastery rank 8, the only palpable reward for Mastery is at 10, when you receive another slot for an Extractor, and anything after that is for a couple of extra trades for the day. Adding incentives beyond this would help to tie in the importance of Mastery to the game, as Mastery should be a display of expertise in the game, not time spent leveling gear for the sake of bragging rite.

 

Should Mastery Rank Influence more in-game:

 

It should, in the sense that it can help to be more supportive of players. Allow mastery to influence a players diversity in-game in a positive manner, meaning that they can have more than just the tools at hand, say passives added to players, Focus points (please don't make focus hinge on Mastery, I liked the idea of xp after lvl 30 being used), or something else. Mastery shouldn't solely be a gatekeeper to game play and content in-game, it should enhance a players experience.

 

Which Nekros abilities need a revision:

 

I'm glad to see that past frames are getting looked at too. Warms my heart to know I can hold out hope that my current frames and past ones won't be left in the dust by newer frames. I can hold out hope that my Frost and Frost Prime will get good rework for buffs, haha. But getting to the point about Nekros, I'd say that his abilities need a bit more versatility.

 

Have Terrify be more of an Aura, rather than a cast, as how Ember's World On Fire is so that Nekros himself is the object of Terror rather than a simple cast. 

 

For Desecrate, I like it the way it is, but I know that the ability needs a rework. its actually one of the primary reasons why people get him, and what is expected of Nekros players to do in most any situation.

 

Shadows Of The Dead could have the ability of Mirages Hall of Mirrors in that players can see through the shadows when they're summoned. To be more critical on the rework of this ability, have it be that as long as the Duration lasts, any enemies killed by Nekros will be added to the Shadows as soon as they fall. To compensate for power strength, altering power strength affects the Shadow's attack strength, rather than the number summoned. This adds to the Crowd Control of Nekros' Shadows of the Dead while also not making it overpowered. Of course, on cast, the usual number of enemies are summoned from the past number that he's killed.

 

The Soul Punch ability is something I see a few Nekros using, but not many. To help with this, the added affect of having the enemy being hit with the Soul Punch emit an AOE blast, since his soul is being ripped from his body. And/Or something along the lines of Soul Punch being castable to any direction, rather than hinging on being aimed at an enemy. This way, the Nekros could use the punch to hit an area near enemies behind cover, as the blast radius of the Soul Punch could affect them.

 

What do you like most in an event:

 

Oh golly jee, haha, I can't explain enough what I like about the events, but I'll do my best to give you the good news before I delve into the bad news with the next section. I like the Lore that some events give, and the impact that they have on our understanding of the game. I myself am a player who delves into lore and goes as deep as I can. Concrete lore set out by a game developer helps me to shape the universe that I am playing in and the perspectives I take when looking at this universe. I've delved deep into the lore of the Halo Series because there's so much of it, and it's a great story. I've delved into as many Tolkien books as I can get my hands on because the universe is so rich and diverse and so well fleshed out. Middle Earth itself is still a big franchise to this day, even after a decade, same with the Halo Series. If WarFrame had this level of lore and diversity spread into it, I'd have no doubt that the game would take off even further than I've seen it get in the past year.

 

Though I am a lore freak, I must admit that the rewards of completing an event are highly important to a great mass of the community, me included. The rewards given to us through these events should be items that we feel are palpable to the level of difficulty that went into doing these events. Scaling with how the difficulty increases with events we've seen so far, the rewards of these events should also mirror this increase of difficulty. I cannot complain about a free weapon from the Gate Crash event, though I am loathe to not comment on the ineffectiveness of this weapon when compared to the conditions it took to ascertain this weapon.

 

New Mechanics and game modes are things that I've hoped to see come into WarFrame. and DE has not disappointed in the experimentation of interesting mission types. These new mission types help to diversify the player experience and allows for new options to be added to the game. New Mechanics are interesting to have, though I must say that the recent events' mandatory hindrance of a players combat effectiveness was less than desirable. I do hope, however, that the singularity of mission objectives will be a bit more diversified. To clarify, I mean that rather than flooding a planetary map with singular mission types per node, have it where objectives can change more often during a mission, to help and break the monotony of a mission type and hopefully make grinding feel less "grindy" as people would say. I know we have this mechanic somewhat applied, but on top of this, having multiple objectives during a mission would bring far more immersion and make things feel more living in-game.

 

New enemies are always an interesting experience to see. Though enemy diversity is a NEED that I will always stress. On that same note, the diversity on how to deal with these enemies is also a MUST NEED to have. To clarify, enemies that aren't just more bullet sponges is something that can help break the monotony of fighting enemies. Enemies that have interesting mechanics like certain weak-points, with weapons that class them above the normal enemy AI, smarter enemy AI, and interesting fighting mechanics like how some of the reworked bosses have, would be interesting fights that break from the normal bullet sponge enemies we usually have.

 

New Tilesets are an ESSENTIAL! Haha, I can't stress how much I love the new maps and how they're replacing the usual monotonous maps that we're faced with. Their anatomically, physiologically, topographically, cosmically, physically, and astronomically correctness is a must-have and is something that I'm enjoying DE doing.

 

What do you least like in an event:

 

The repetition of an objective isn't just something that I distaste in an event, it's something that I distaste for missions in general. The primary enemy of this game, for me anyways, would be the monotony of it all. Doing the same thing over and over again is like smashing your head against the wall repeatedly, either you're gonna eventually tire yourself out, or the wall is going to get a new paint job. It is something that can be extremely detrimental to player enjoyment. Referring to a previous point on the monotony of missions, something like having alternate objectives during missions can help to expand on mission types, integrate new mission objectives, while keeping the primary objective as the top priority. To give an example, something where, during a Capture mission, the Lotus informs the squad of the nearby Power Generator within the Ship/Compound. The Squad can either knock out the generator to help slow down security responsiveness and make it easier for the squad to obtain the target (for a limited time, as security will be notified of the loss of power (maybe a timer could be set after the generator is destroyed for how long before backup power is online or before security is doubled because of the power loss)) , or continue to press on and get the capture target and deal with a fully responsive enemy army.

 

Of course, this gives avenue of choice for players and dealing with objectives, but it also doesn't limit them on just completing their primary objective without worrying about the alternatives.

 

Fighting the same enemies does have repetitiveness as its kill-joy aspects being prominent. Continuing through an event could help take players to different planets/areas that have different enemies, diversifying their experience and keeping the event lively. This would have to be in tandem with enemy types per planet becoming more diversified, and with how new enemy units are constantly being added, this can be a viable path.

 

What is your favourite event:

 

I joined before the Cicero Crisis, but my favourite would have to be either Breeding Grounds of Cryotic. I'm torn because both introduced new mission types, new maps, and added interesting things to the game.

 

In your opinion, are you more concerned about Mod Drop Tables or Prime Gear Parts:

 

I couldn't decide between the two, as both are essentially important to the game. I chose Prime Gear because its what I go hunting for more, but that's just because Prime Items are being added more so than new mods (or I'm just oblivious). Remedying both issues is something that is of paramount importance, for Mod Drops its their drop rates, spread across enemy types, and the intelligence of RNG when selecting mods as rewards for Survival, Defense, and Interception for higher level planets. It irks me beyond belief being offered an uncommon or even common fusion core when doing missions on Pluto. For Prime Parts, its their frequency. Also, it'd be cool to do a raid on a Void Tower, where certain rooms might hold a Prime Part, on top of doing a survival. It would give incentives to find the hidden rooms in the void.

 

Thanks for reading, hope any of this helps!

Edited by AlphaHorseman
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I would like events to influence the game's future more, but not in a "Destroy X amount before Y amount of time or get punished" kind of way but more so in a Gradivous, "If X win, Y will happen in the future or if A wins, B will happen in the future" kind of way, creating way more incentive to play the events apart from loots.

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What are your favorite types of cosmetic items? (can choose more than one)

 

Cosmetics(sentinel, Warframe and weapons). Skins and colors are cool but don't give me Wow factor like the new Prime Armor my Volt has.

 

What suggestions do you think would improve the Login Reward system? (can choose more than one)

 

Detection of previous rewards avoiding duplicates. Experience will help once the Focus mechanic is implemented and it would scale better since it dosent fetch duplicates.

 

Should Mastery Rank influence more things in game? Should there be rewards completing the ranks?

 

Yes, making it an incentive to get higher rather than just going by a number. The extra extractors and trades are a start, but once you get to Mastery 13+ they dont provide any sense of incentives to keep going. Here is a mockup of a reward system:

 

Mastery 0-5: Weapon or Warframe blueprints or parts(Vauban).

Mastery 6-9: Catalysts or Reactors

Mastery 10: Exclusive Syanadana.

Mastery 11-14: Warframe, Sentinel, Weapon and Kubrow Slots.

Mastery 15: Exclusive Weapon.

Mastery 16-19: Color Packs, Weapon skins, Warframe Skins, Kubrow and Sentinel cosmetics.

Mastery 20: Exclusive Armor Set.

Mastery 21-30: Exclusive Profile Icons, Mods and special Lotus gifts.

 

Matchmaking can be made by Mastery too, making public matches find players around your rank so you dont have to carry lower ranks.

 

Which Nekros abilities need a revision? (can choose more than one)

 

Shadows of the Dead. It seems like the most underwhelming ultimate in the game. I should be at least be able to shoot through the dead. Otherwise Terrify and Soul Punch need a rework too, Desecrate is just fine.

 

What do you like most in an event? (can choose more than one)

 

Lore, tilesets and new modes or mechanics. 

 

What do you like least in an event? (can choose more than one)

 

Repeating the objective and playing the same tilesets, Thats why Cyrotic event is my favorite. What made it even more sweet is DErebecca helped me get my score on Phobos, thanks!

 

What is your favourite event?

 

Operation Cyrotic. This had an interesting mechanic where unlike other mechanics and game modes, required teamwork and was interesting. It had a new tileset also including Earth, Europa and Phobos tilesets which changed up enemy types too. 

 

In your opinion, are you more concerned about Mod Drop Tables or Prime Gear Parts?

 

Prime Gear drops. There will be more new primes than mods and are much more time consuming to acquire and build than mods IMO.

 

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With mod drop tables, remove ability mods... seriously.. we don't need them taking up the space of other mods on the table!!

 

I have like, 200 well of life's and it's depresive when a rare mod does drop it's a crappy ability one (since you know... you get handed a full set of them when you aquire the frame)

 

*edit* come to think of it.. why the hell are abilities mods anyhow?? what's the point of the warframe identity if it has to rely on mods for it's abilities??

Edited by FatPokemon
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For mastery rank, a lot of weapons need to be revamped into what mastery they need to be used.

 

We currently have the highest mastery being 16 ~ 17, yet the highest mastery rank you need to use all the weapons is a low mastery of 8. We're pretty much pushing towards needing less than half of the max current mastery rank to even use all the weapons in the game. This feels quite absurd.

 

Mastery really needs to be given a much greater purpose. As it is now, mastery rank is only there to show off how much gear you've maxed out. Someone at mastery rank 8 is fully capable of having the same (or stronger) firepower of someone that is rank 17.

 

I would go as far as saying, maybe even have certain ranks on mods being mastery locked. Sounds crazy, but it would at least give players the initiative to rank up, as well as giving mastery a much more stronger presence and purpose. Getting higher in the ranks of Tenno SHOULD make you feel more powerful. It should not be just some number. As it is now, mastery rank is just a number.

 

Mastery needs to make the player feel like they're accomplishing something. Players need to feel rewarded.

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As a player with over 1000 hours since update 7, just to state my credentials, I have some well assembled thoughts over this poll particular for Nekros.

 

Mastery Rank should influence the player with some sort of added bonus for each rank. I saw very good suggestions earlier on in this thread such as Mastery Rank adds to the points that the FOCUS system will yield level 30 equipment, or the multiplied experience gains. I would personally like to see that higher Mastery Ranks unlocks different ways the arsenal of a player can be upgraded, perhaps for example added more Mod Slots to a weapon or Warframe! I enjoy the fact that certain weapons or Warframes are exp-locked, because that in itself are smaller goals a starting player can look forward to without having to spend legitimate money on Platinum. Unlockables are always welcome, and is definately reminisscent of older generation games before the era of Online and DLC gaming.

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As for Nekros, of all the Warframes he is quite honestly the most broken. Nekros is my second most used Warframe next to Frost, I think he is also one of the most handsome Warframes, and yet it is painful to play him. He is only acceptable for Desecration in Survival missions, there is community pressure to only use him as such. It is painful to watch other players only use him for one ability. I desperately want to see Nekros held in a better light, I believe with only a few tweaks and buffs to his existing abilities he can finally be utilized in a unique way.

 

Soul Punch is fickle to aim, has low damage, and its secondary characteristic which is the emitted "soul" that supposed to damage nearby enemies has incredibly short range and even lower damage. The only useful characteristic of Soul Punch is the utility of being able to punch away incoming imposing enemies and buy yourself some time. Perhaps make Soul Punch homing, or have an area of effect, or a chance of execution. If I PUNCH the SOUL OUT of a Grineer, I expect the poor sod to be dead. Perhaps have the emitted Soul create a chain reaction where upon homing in on other near by enemies, their Souls are also punched out in a diminishing manner and so forth.

 

Terrify is a momentary save, only to realize you are defenseless to unaffected, braver enemies replacing the fleeing ones for the duration of the ability. If you equipped Duration for the sake of Shadows of the Dead, you will find Terrify adversely out of commission for up to 30 seconds. Nekros can not catch the fleeing enemies, not to mention that it randomly picks enemies instead of an area, sometimes you find the Gunner standing DIRECTLY in-front of you is unaffected and yet somehow Lancers across the room flee hastily who were not even bothering you. Terrify should be recast-able, have an area of effect, de-buff the effected enemies, and have them stay still. It is insanely annoying that enemies flee very quickly, and with no weakening effect, players find that Terrify is only good for making a small group of enemies scatter. I would like to see terrified Grineer to be frozen in fear! Cowering in place! Terrified enemies should have lowered stats, or ensure critical hits, something along those lines.

 

Desecrate is the only use for a Nekros and even then it is not enough. Desecrate is slow and less rewarding than you would hope for. As I saw other suggestions earlier in the thread, the drop chance should be 100% at max Rank and with power equipped have a chance to yield rarer drops than default kills.

 

Shadows of the Dead spawns decoy meat shields for a set amount of time. That is sort of it. SotD is a disappointing offensive weapon; pawns have the same awful AI as any other enemy unit. Grineer pawns run for cover, Corpus Crewmen run in circles, they have low damage output, wander away from its caster, at the very least SotD clones are good for desecrating health once they die, and is just far too little help far too late. SotD should yield stronger versions of enemies, enemy types should be strengthen from the backed up amount of units you killed prior to casting SotD, they should be able to be commanded using markers, stay closer to Nekros to exhibit some sort of hive mentality considering they are being controlled by a necromancer, and generally be quicker to serve! In the time one Nekros goes through the animation to spawn a random assortment of pawns, a Nova, Rhino, or almost any other Warframe could easily kill off all potential threats.

What I would like to see best is Nekros benefit from a unique enemy-counter stacking buff sort of system. A visual representation of the enemies you killed thus collecting their souls, and those said souls are channeled into Nekros's ability to add various buffs. For example; if one Nekros can at most spawn 20 SotD clones, but killed 100 Grineer prior, those 100 souls are channelled into the 20 SotD pawns to increase their damage output by X amount. And so forth for his other abilities.

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Thank you for taking the time to further polish and smooth the game using the feedback of your players. It is inspiring! I look forward to the future results.

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