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May 1St: Community Hot Topics!


[DE]Drew
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Hello,

Bosses:

They are getting better and better, from generic better version of normal ennemies, they are evolving, (and must) into reals comic threats with real impact and consequences. (reffering to vay hek for example). Bosses need personalities and that we feel either threatened or satisfied to stop them in their tracks.

And the corpus are the one suffering the most from it, the robots bosses maybe exept for hyena pack don't feel satisfying.

 

Prime Mods:

I am not sure about what i want with prime mods i see them as direct upgrade from the regular version, but not all mods should be primed in my opinion (serration for example) and i think primed mods would be mods that aren't that powerful to be considered used in a good build, the example of primed continuity was a good one.

As a result, they were forced to release primed mods not that great and angered a lot of players (slip magazine, ravage primed...)

 

Archwing:

i made a topic on m opinion on archwing, here is the link: 

https://forums.warframe.com/index.php?/topic/438934-archwing-feedback-rant/#entry4867750

There is ideas and suggestion.

 

Avatars:

It really is refreshing to see different kinds of avatar, the idea is really good and should be exploited :)

Edited by lightini
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-Boss reworks

 

I like a lot of the redesigns of the bosses to make them more menacing but I hate the implementation and mechanics of the boss fights. For example vay hek is the most frustrating and annoying boss to fight, I want bosses to be hard and feel like bosses but to just make them invincible for 5 minutes and giving them undodgable disrupter attacks for example just feels cheap. I also feel that bosses should get some kind of quests or story to them because right now we don't actually know most of them exist until we start the assassination mission and all we get is lotus telling us why we have to kill this person.

 

-Prime Mods

 

Prime mods are very hit and miss, some of them are must haves (primed continuity and prime point blank) but most of them are just really bad and not even near worth the effort to level or to even consider using them. The main problem with primed mods is the lack of balance and consistency with mods all together. There are so many underwhelming and useless mods in this game that never get buffed such as ammo drum, fast hands, rifle aptitude, magazine warp etc. I am amazed how these mods have never been buffed considering how fundamental mods are to this game. The regular mods should be balanced and worth using before even considering making primed versions.

 

Priming terrible mods is not the way to buff them!

 

-Archwing

 

The problem with archwing is there is basically nothing to do except grind the same missions over and over again for parts or farm interception for xp. Not exactly the most riveting game mode when that's all it comes down to. Minor improvements won't help archwing IMO, it needs to have some reason to exist and have incentives to play it other than mastery.

 

-Avatar

 

Yeah add as many avatars as possible, customization is always a good thing. I'd say give us a stalker avatar if we are gonna have enemies.

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Boss reworks - 

I'm actually fairly happy with all of them, my issues are mostly the grind walls you keep burying them behind. Lepahntis needs one farm for regular navs and  then another farm for golem navs which is a bit tiring. The worst one now is how we get Alad V navs, was kind of hoping for something better than a reward from running an Infestation outbreak of which you can only get one sometimes two (though very rarely) per outbreak. leaving you at 2-3 days minimum depending on how much you play to get 3 for one key.

 

Primed mods happiness? - 

Yeah I'm not happy with the recent bunch of crap ones, early on they were useful mods but now.....Primed Slip Mag? Who thought that would be a good one to prime up? I can think of 2 maybe 3 pistols that could use it and even then the primed ammo mutator is a better mod than slip mag. I don't know but if you are going to keep using a dart board to select which mod gets a primed variant then shorten the wait for Baro to show up to a week so we can get over the disappointment faster. 

 

Archwing changes - 

Not a huge AW fan but I do enjoy it every once in awhile, that being said it needs some love. Ranking an Archweapon in fairly quick, but ranking an actual Archwing is tedious, I do not look forward to forma'ing an archwing as much as I do a weapon. Reranking an Archwing is a boring and painful process since the enemies still seem to be using aimbots even though I know you've nerfed down their accuracy. A note on that, can we please get an indicator for when we get tagged by a missile lock-on getting sick of being blown to hell without knowing from where it came from.

 

The  2d "minimap" in a 3d environment is not very useful hard to tell where the enemy is or ever in which direction. It could do with some improvements just not sure how without taking up more of our limited screen space.

 

We have a roll maneuver but it currently does nothing but look pretty maybe use it as a missile lock-on dodge? As for weapon targeting hit-scan is good, actual projectile bad. Fluctus could be a good gun if it didn't suffer that slow as molasses projectile. Velocitus has a faster projectile but its useless at anything over 75m since all it takes is for the enemy to make a small dip for it to miss which happens often since a good portion of AW's enemies have a very jittery flight patterns.

 

The entire game mode is interesting and was neat on release but you've done very little with it since its release. You basically shelved it in favour of working on more pvp content for that small mouthy minority  that wanted it. So yeah its time to reverse that and shelve the pvp and work on Archwing again and expand upon it.

 

Profile Icons -

Nice addition would like to see some more, but can we not get them in one big pack I really only wanted the Grineer grunt icon and not the whole damn thing. 

 

 

 

Edit - Just thought of something while off in the kitchen making a BLT.....don't judge me bacon is delicious. But can we get the # of scans needed for Archwing enemies to be reduced or made easier? scanning some of those guys really sucks. 

Edited by Nurmetya
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I think all of the major bosses should be a big threat to the system, but by all means do not throw away the old boss mechanics.

 

Things like old Hek's cloning mechanics can be reused for minibosses or as an addition to eximus enemies. Personally, having 1-2 minibosses per mission that are optional to take down but have a nice reward using the old boss mechanics (plus some of the sanctuary target ones) would be a nice touch

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Recent boss reworks/updates

100 opposed to them. All I'm seeing are more invincibility phases, more 1shot AoEs where the area isn't clear, more "lose all energy/lose your abilities", more shield/ignoring, more Iron Skin ignoring, and more levels.

I miss the bosses/minibosses from U8/U9 that weren't ridiculous.

Warframe isn't WoW. Stop forcing Warframe to turn into WoW.

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Prime upgrades

Most of them are nice, IMO the fusion cores needed to upgrade them need to be decreased.

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More avatars

No opinion on this.

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Archwing

To understand why Archwing has gone mostly ignored, you have to understand why Archwing sucks in the first place.

-Too much RNG in gearing up. In normal Warframe, there are plenty of weapons and frames where the item build requirements can be readily farmed. On the other hand, almost all weapons/Archwings require Prime gear RNG style farming (collect parts to build). Often the RNG is unreasonable and players just give up.

-Archwing had too many quality and balance problems in its early days. First impressions mean something, no matter how fair it is to judge based on first impressions. Archwing's initial launch was a comedy of errors, riddled with glitches that all too often prevented people from completing missions. This resulted in lost items, rewards, and affinity, causing many players to just give up on Archwing and never return.

-Warframe's camera movement and map radar aren't designed for 3D flight. In a 3D flight game, if the camera's oriented all the way up and you move the mouse/controller left/right, you would expect your view to move left/right. Instead, Warframe uses its default camera movement in Archwing, so you would spin the camera around instead. This makes it near impossible to aim at enemies above or below you. The map also needs to be more 3D style instead of the current default one.

-Too few mission types. There's only Exterminate and Interception.

-Too many 1shots; no missile lock warning. Any half-decent flight combat game will have missile lock warnings.

-Upgrade rarity. There are way too many upgrades that never seem to drop (even the "uncommon" ones). Some people say they are transmutation exclusives.

-Warframe needs aim assist or a dynamic scope that changes the zooming based on whatever you're aiming at. Currently, aiming at anything over 500 meters away is nearly guaranteed carpal tunnel syndrome. The obvious and simpler solution is controller-style aim assist - alternately, a dynamic scope zooming could be implemented where the game figures out what you're aiming at and then changes the zooming based on its distance.

-Cover-based shield regeneration is unsuitable for space combat where the nearest cover could be 2 kilometers away.

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DivisionbByZero you missed one we have 3 Archwing mission types majority of them being exterminate and intercept with a single sabotage.....yeah a single sabotage mission to break up all the Archwing monotony.

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Primed Mods
The source thread for this topic lists some suggestions for new primed mods and has several pages of ideas from players. Rather than reiterating ideas from the source thread, what do you think makes a good primed mod? Are there any mods that you think should never be made prime? Why? Have you been happy so far with the primed mods and their stats? Are there any that you think are particularly good or bad? 
 
Source thread:

The sheer grindiness and power creep IN MODS of all things is crazy with them. Mods were supposed to be how you "customize" your weapon, but going this route invalidates some mods even more so. Oh, and a primed mod is a "good" mod if it's regular mod was good. A primed intruder is still completely @(*()$ worthless despite being primed. All primed mods do is add an extra layer of power creep/grind in a bad way.

 

Also, PLEASE keep archwing and warframe's regular content separate. Adding more non archwing stuff to archwing is like what you did to the OD. Instead of making it more enjoyable/fixing stuff, you start forcing people to go there for items, despite how much they may hate it. (Or rather, before fixing the problems, you started moving stuff around before it was fixed)

Edited by [DE]Drew
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Boss/Creep Evolutions

The way bosses have always been in the game is that they were a means of farming repeatedly needed rare resources and frame bps. Because you were constantly grinding them over and over again, it got very tedious. You much preferred quick insta-kill bosses over multi stage bosses. But there was no epic feel to it at all. First you need to remove the resources from the boss, and put it somewhere else, like a mini boss on a different node. People,can still consistently farm it that way. Then make the boss an epic showdown with epic loot, multiple possible items can drop. Not too large or too small of a drop table. Enough to encourage people to kill the boss a handful of times, but not enough where you have to kill them dozens and dozens of times. Nobody likes that kind of grind. I'd rather have a more challenging boss that's harder to kill and I only have to do it a few times as opposed to a boss that's easy to kill but I have to do it a hundred times. The challenge should be coming from the fights, not the drop tables.

Prime Mods

Good regular mods = good primed mods. Bad regular mods = bad primed mods. It really is just that simple. If the regular version of the mod is terrible, priming it isn't going to make it worth the fusion costs to level it. Priming it may make it decent stat wise, but you have to look at the total cost of ownership, is the stat increase worth the cost of leveling it? Most mods considered bad are under budgeted (stat only goes up by a small percentage), they increase a stat not considered useful (I.e. cold/heat/toxin resistance), or don't bring enough benefit to give up a valuable slot to.

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I don't see the need for Prime mods; just do what you did with Sanctuary and make something a ten-rank mod.

Prime mods make the normal ones seem like a waste of time, Credits and fusion energy.

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So far I have enjoyed most of the new and re-worked bosses. Although I feel a bit dissapointed that the G3 golem re-work is going to be a trial rather than a standard boss mission because I don't have enough friends who play warframe to make a trial team so I probably won't get to see it and it sounds really cool :/

 

I think the best kind of mods to make prime versions of would be ones that are already used, but mainly in a very niche way, where a primed versions larger bonus would cause it to become useful in a wider variety of builds. I do not think primed versions should be made of mods that are already powerful and are used in a lot of builds (primed streamline bad.) So far the only prime mod I am particularly disapointed in has been the primed point-blank shotgun damage mod, because I have always thought that the normal version of that mod really needed to be buffed to be more in-line with the rifle and pistol damage mods and releasing a primed version is pretty much an admission that the basic mod is not going to get fixed.

 

My views on what archwing needs I have already posted here:

https://forums.warframe.com/index.php?/topic/395497-archwing-mechanics/#entry4366261

It needs some problems with the basic mechanics of the controls and HUD fixed, and then it just needs more variety of content.

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It might sound a little off or different, but perhaps the better mechanic for locking on in archwing missions would be something closer to fire and forget tracking.

If you've ever played games like the Armored Core series, you'd be familiar with this system of the lock-on reaching for the nearest on screen enemy within a set radius of the centre of the screen and it will maintain and track that locked target until it leaves that radius or becomes obscured (by object or other targets).

It made tracking in high-speed and mass-enemy environments much easier to handle and whilst it's a simple idea on paper, getting the priority locking to work effectively could be a hassle - even AC's version made regular hiccups, but looking into this approach could be very beneficial to solving the "oh god, what am i shooting at?" situation that comes up far too frequently when dealing with three-dimensional combat.

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Bosses

I really like some of the newer bosses, but my favorite boss is still the lynx. 

Instead of an invullrable phase he has a phase were you must solve some kind of puzzle (destroying the drones first) before you can hit him. This makes it so that the player constantly has the feeling it has something to do while fighting the boss. You can't just blindly shoot at it and kill it within a second or tanking it brainlessly like the other bosses.

I would really like more "puzzle" bosses in the game.

 

Also minibosses are fantastic if they can punish people for doing something like camping. I already find the punishing of the manic for leaving the alarms on for too long fantastic. I would defenitly like more of those enemies.

 

Prime mods

What can I say? those are just ammo drums that require 852 fusion cores to max. Not really a thing I would invest all my playtime in. But primed mods can be powerfull, maybe even OP if you prime the wrong mods. Be cautious with what'll be primed but making some other mods primed will be nice.

 

Archwing 

No place to hide when you're almost down, an AI that only attacks you when you're in range (you can really simply avoid fire when moving back a lot), hellion rockets that instakill out of nowhere while the rest of the round was really easy, drops are scattered all over the place and no good way to pick them up, less teamplay because everyone is doing their own stuff,...

all these things make playing archwing less fun than the normal warframe.

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Archwing :

 

-Music overhaul :/ the actual soundtrack is soporific and definitly not what i expect to hear in a fast pace space shooter.

 

-Piracy(ish) type of mission : You attack a fleeing cargo (corpus or grineer) disabling his defense systeme (Destroying its turret and escort, disrupting his shield) the reward would be a key unlocking a boarding mission that would work like the actual void key, The reward of the boarding mission would be massive amount of credits, unique mod for archwing; 2 to 3 unite of rare ressource depending of the cargos origin (neurod for earth, neural sensor for jupiter etc etc etc..) or weapon bp only available by this mean.

 

 -Event during mission : I'd love to see a freakin balor fomorian pop on one of my random sabotage/extermination or even on an interception. The reward for making it retreat would be some bonus credit/xp/2 random rotation loot.

 

Bosses :

 

-Music overhaul bis : Add more personality to them and could (if well done) give some epicness to boss fight.

 

-Make boss presence a thing on other mission : something that bother me (a lot) is that most of the bosses are completly anecdotic until you actually have to kill them, you never see them, heard of them or have any kind of  hint about there existence until the lotus ask you to kill them.in the assassination mission.

They should be more present on all mission, trying to send kill squad to take you out, destroying a cargo in wich you are doing an extermination giving you a timer to evacuate before it get obliterate etc etc ....

Edited by Syln
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Primed Mods

I am sure that DE is aware, but any mod that can already reach rank 10 unprimed shouldn't have a primed version. That being said, versatile mods mentioned previously in this thread (such as continuity, intensify, stretch, etc.) will always be a welcomed addition, as they allow for crazier maximization builds. One particular mod that I would like to see be primed would be Vigor, since it could allow for either A) a more modestly durable character when stacked with redirection/vitality mods and B) have a decently balanced frame for mid-game without costing two mod slots. Leaves us another slot for other things.

 

Archwing

Archwing is a very isolated game mode in its current state, with no over-reaching rewards/compensations that connect it to the rest of the game (similar to the PVP mode, however unlike PvP expands on Warframe's theme of the Space part of space ninjas). That, and the current gameplay variety is rather limited compared to acting as a foot soldier.

 

The limited gameplay is a simple fix: add more weapon, mission and tileset variety. They can be all added slowly over time. The rewards/compensations, however, needs more attention to reach something that can be satisfactory. My recommendation would be to add ship cosmetic rewards that can be worked towards from meeting some predefined quota that resets weekly. The quota wouldn't be met by applying some currency to a meter, but instead doing something in archwing missions (like the old archwing events needing us to destroy the giant ships via focus fire in space).

 

The ship cosmetics could be more liset skins, archwing enemy noggles, or other liset decorations, similar to the christmas liset decoration we used to have. Adding more ship variety could also be a great addition, but only as a long-term goal.

 

For in-mission changes, improving the minimap would be best. Most games use the minimap for navigation assistance and enemy radar. In regular missions, the minimap is a navigation boon plus a radar if we have the correct mod equipped. The archwing minimap assists neither of these adequately, regardless of setup. Maps are too spread out to show us enough map info at its current zoom, plus the tiles are mostly open space: unless we are on ship tilesets, there are no minimap markings to tell us where everything is distance-wise relative to where we are. It also doesn't tell us the height at which marked items are at. This works fine for a 2D plane using top-down perspective on normal mission tiles, but not when we need to know XY and Z in relativity to us.

 

I don't know anygood analogue to count as a good example, so my best recommendation would be to use something similar to the minimap that Elite: Dangerous uses. It communicates xyz coordinates and any significant obstructions of importance to you.

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Boss Creep/Evolution

 

 

Boss fights should be big events. I like that Vay Hek is mostly a boss fight ( the three sections) instead of just rushing to the end of the stage and shooting a lot. If you have to do this then turn the boss tile into a big event like you did with Jackal.

 

One thing i said a long time ago is that in the solar map each planet\moon should have it's own storyline where each mission sort of builds up a story that ends at defeating the boss. You almost had this originally when the bosses used to talk to you randomly when you opened up a new zone.

 

With this idea you could have a mini-boss in the middle of the storyline\ planet map that reveals a chunk of the story. Maybe give you clues on how to beat the boss or something like that. These mini-bosses can be the original versions of the current bosses. J-3 can pop back in. Bring back that old smelly ancient that lobbed smelly nades and pulled you in. Vay Hek's Doubles could return, this "Sergeant" that appeared when New Anyo was turned into a space televangelist should be used for this. 

 

 

Prime Mods
 
All the prime mods have been fine.
Complain in the boards comes from min\maxers looking for the specific mods that help their build and anything else is considered a waste.
 
Archwing
 
I actually enjoyed an alert yesterday for a rejuvenation aura that was an Grineer exterminate 35-38.
People not prepared kept dying but since i knew how to mess around i bit i ended performing some cool maneuvers to revive.
Some one was killed surrounded by enemies and i drew them away from him then flew past the group while shooting missiles to stop some of them. I revive the dude just when they got back to where we were then i used my 4th ability to give us a chance.
 
You can have cool moments in Arcwing but having just one mission per map makes Archwing a thing that is not really that important.
 
You also need to add several new mission types.
 
For example... the Archwing version of capturing target.
whRxXdu.jpg
 
You have to destroy these cargo ships before they reach their destination.
There are 3 ships and each ship has a countdown clock before it escapes and is unreachable. You have to prioritize which ship to go first, second, etc, based on distance and time left.
 
Archwing version of rescue mission.
You have to protect the civilian shipment for a certain period of time before it can escape. 
And maybe there's a couple and you have to flip between the two top keep them alive.
You know, like that mission where you protect that tank thing. I dont know the name.
 
You already sort of put a picture of this with the Anti-Moa lore. Maybe that mission could be done with stealth as well?
Each Tenno has control of one of the ships and tells them to go and stop evading patrols?
 
 
 
New Avatars

 

First avatar pack i've purchased cause it had the Grineer Lancer. So you should, of course, add more Grineer units!

 

Oh, and i guess corpus and Infested for those other people that dont like the heroes of this story..... the Grineer.

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Boss fights should be big events. I like that Vay Hek is mostly a boss fight ( the three sections) instead of just rushing to the end of the stage and shooting a lot. If you have to do this then turn the boss tile into a big event like you did with Jackal.

 

One thing i said a long time ago is that in the solar map each planet\moon should have it's own storyline where each mission sort of builds up a story that ends at defeating the boss. You almost had this originally when the bosses used to talk to you randomly when you opened up a new zone.

 

With this idea you could have a mini-boss in the middle of the storyline\ planet map that reveals a chunk of the story. Maybe give you clues on how to beat the boss or something like that. These mini-bosses can be the original versions of the current bosses. J-3 can pop back in. Bring back that old smelly ancient that lobbed smelly nades and pulled you in. Vay Hek's Doubles could return, this "Sergeant" that appeared when New Anyo was turned into a space televangelist should be used for this. 

 

 

Prime Mods
 
All the prime mods have been fine.
Complain in the boards comes from min\maxers looking for the specific mods that help their build and anything else is considered a waste.
 
Archwing
 
I actually enjoyed an alert yesterday for a rejuvenation aura that was an Grineer exterminate 35-38.
People not prepared kept dying but since i knew how to mess around i bit i ended performing some cool maneuvers to revive.
Some one was killed surrounded by enemies and i drew them away from him then flew past the group while shooting missiles to stop some of them. I revive the dude just when they got back to where we were then i used my 4th ability to give us a chance.
 
You can have cool moments in Arcwing but having just one mission per map makes Archwing a thing that is not really that important.
 
You also need to add several new mission types.
 
For example... the Archwing version of capturing target.
whRxXdu.jpg
 
You have to destroy these cargo ships before they reach their destination.
There are 3 ships and each ship has a countdown clock before it escapes and is unreachable. You have to prioritize which ship to go first, second, etc, based on distance and time left.
 
Archwing version of rescue mission.
You have to protect the civilian shipment for a certain period of time before it can escape. 
And maybe there's a couple and you have to flip between the two top keep them alive.
You know, like that mission where you protect that tank thing. I dont know the name.
 
You already sort of put a picture of this with the Anti-Moa lore. Maybe that mission could be done with stealth as well?
Each Tenno has control of one of the ships and tells them to go and stop evading patrols?
 
 
 
New Avatars

 

First avatar pack i've purchased cause it had the Grineer Lancer. So you should, of course, add more Grineer units!

 

Oh, and i guess corpus and Infested for those other people that dont like the heroes of this story..... the Grineer.

Search topics for; Archwing Mission [Concept] Convoy.

 

It has a nice escort mission description.

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How can you ask the avatar thing with a straight face, before releasing Corpus ones, or at least clarify that you are going to release them (might have missed it, but looks like you took it as "community idea"). Could you be more faction biased? I understand not putting the infested up for discussion just yet, because they are, with the sentients, the worst enemy of the Tenno. But since the Gradivus dilemma (and before that, let's not kid ourselves) seems like you always give the Corpus sympathisers the short end of the stick. Like, "oh no, we didn't even think about releasing Corpus avatars, but good idea". Come on. And yes, this is the drop that did it for me, because Avatars look like the easiest thing to implement, and yet you release a crapton of one faction only.

 

In the topic of bosses, I feel that the Hyenas was the only true rework, and everything else has gone downhill, with invulnerability phases/gimmicks instead of raw power/speed/skill. I get that not everything can be hyenas. but it's getting old really fast.

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The prime mods have been very sad for a wile now, we're going on three months since we saw a truly useful prime mod. Things like intensify, streamline, melee critical chance are all thinhs people are waiting for and we get things like split mag.... Months apart.

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Hmm some quality topics being covered here..

 

Boss Creep/evolution:

 

Being honest since the rework of Sargas Ruk bosses have been looking a lot better in design and in battle. I dare say some were really good on re-release day(Sargas Ruk, Lephantis). The issue among other things is that players use boss farming for certain materials as the cruz to justify them remaining weak.

 

Sargas Ruk was a beast within the first 24 hours of release that the late-game players enjoyed. ferocious, fast and unforgiving of slip ups. He felt like a general of the grineer and he felt like a boss, the way he should. Players complained he was too tough for both his planet and in general(since a large amount of casual players used him for quick orokin cells) and in turn he got nerfed back into nuisance level. that shouldn't be allowed to happen and it pretty much undermines the whole reason he got reworked.

 

Lephantis brought on a new boss element but actually let down the players some. The large melee arm isn't as threatening as we assumed it to be. Bullet sponge madness, but those aside Lephantis is a fun boss... till you bring a nova and turn it into a 4minute clean-up.

 

As someone mentioned earlier in the post adds in boss fights would feel more welcome if they felt like they were designed with a specific purpose in mind for the fights and not just there to catch us off guard. It feels kinda cheap and can be frustrating especially for newer players who usually struggle with the main boss as is.

 

Invincibility/invulnerability is also an issue on any boss that isn't Lephantis or Vor as not only is it hard to tell when you can hurt them it's also painful trying to survive through those periods before the weakness shows so the player can react. Sargas Ruk And Alad V's infested version are primed full of this though Infested Alad makes it funny. Nonetheless shouldn't it be decided on whether or not bosses are to be serious threats or merely stepping stones first? This would no doubt make it easier to design bosses if they're role in the star chart were made clear between "Material/resource gaurantees" or "Tough but rewarding Epic enemies".

 

Primed Mods:

 

The issue here isn't with the mods themselves alone but the quantity being released and the manner of the trader doing so. first it was too much and currently we're recieving what feels like too little from Baro Ki Teer. Perhaps if Half price was implemented on something new being shown for the first time and following that it went to full cost would be a nice step. That and Baro bringing old wares with while providing new wares. this would alleviate some of the "one time deal" feelings of frustration player have for missing good primed mods.

 

As for the mods chosen it is rather underwhelming! Health/SHield/Armour and ability affecting stats feel like they should have recieved primed mods by now since players are able to dive into much tougher enemies and survive extended durations of combat. larger clip size, faster reloading and fire rate mods come second to those with Status chance and Damage perhaps needing work before seeing primed mods.

 

In short i guess :"Can we get some primed mods that improve our combat survivability and that we won't max and leave in the closet"

 

Archwing:

 

I love, no, adore this game mode but as has been said so many things are off.

 

Drops in Archwing are too small. way too small. Upscale them and the resources they give so it doesn't feel like we're going out of our way to get them, it should feel natural and not like a burden.

 

the affinity gain in archwing is 50/50. SInce Caelus was nerfed i can take unranked gear there and max them in 3-4 runs... so it's not as bad as some claim though other missions could give bonuses for certain actions outside of the secondary mission. that would be interesting and add some action

such as spawning in special targets randomly for a large bonus such as the recent Hackable moa operation.

 

Remove the up/down lock please... Archwing is supposed to bring a new level of combat and complete 360deg*360deg combat. we don't play it to get the platform feel even if it might be a little disorienting. The only directions in space should be forward and backward in any direction/angle.

 

Lock-on for projectile weapons and warnings before we get pummeled would be a life saver but most of all

 

The ability to shoot while "sprinting" in archwing would be much appreciated. the wings are dong the movement for us! why can't we shoot while this is happening? Forgetting logic, this removes from the gameplay in archwing a lot as it slows the pace down tremendously. to get a simila effect I'd need to sprint slide and that doesn't last for long coupled with the Animation lock till the slide ends if you start getting your gun off.

 

That's about it... oh and a better mini-map... perhaps a 3-D or spacial displaying one would be better(will find links to pics later).

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Boss Evolution

I think it's great that the bosses are taking a presence in the galaxy. There's way too many games out there where your main motivation for trying to beat Boss X is "Even though you're invading his home, this guy wants you dead, isn't that rude of him", or "This gal was just in between you and the real antagonist, try not to think about your casual murder".

 

Primed Mods

I'm honestly just waiting on more Warframe stat-based mods (Intensify, Stretch and Streamline, anyone?). I really can't bring myself to care about some of the recent releases (like Primed Heavy Trauma, or Primed Fast Hands, or Primed Pistol Mutation), either because they're much more niche than most, or far too expensive for a weak effect.

 

Archwing

Right off the bat: XP gains. When Archwing was first released, affinity was busted so it wouldn't distribute evenly between weapons and Archwings; I spent a month trying to level up my Odonata, but would've been able to cap out my weapons ten times over.

 

Admittedly, I'd like to see some kind of Free-Roam mode where the main objective (rather than "kill X-hundred enemies to maintain supremacy") is to mine meteors for resources. I suppose it sounds like a boring premise when you put it that way, but there's an opportunity for something peaceful in the dead calm of space. There are other ways to make it interesting, maybe fending off the occasional thieves or making some kind of puzzle for optimum returns.

 

And yes, the minimap. That. Fix that thing. The simple circle with arrows pointing in either direction really means nothing when up, down and forward are all relative to which way your character and camera are facing.

Edited by Archwizard
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As far as Primed Mods, the trick is to make them useful without introducing too much power creep. I'd like to see the following:

 

- Primed Enemy Sense

- Primed Rage

- Primed Tactical Pump

- Primed Firestorm

- Primed Ruinous Extension

- Primed Sinister Reach

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