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Eximus Weak Spots (DS:87) How can we improve them?


duhadventure
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Honestly just make the weakpoints bigger - issue solved. Nobody minds Banshee Sonar weak points or Saryn Spores - nobody should mind these either as long as they are reasonable enough to hit with any weapon of choice.

Either that or just do what must be done - damage 3.0 as they've been scared of player whinge ever since the community took the huff over nerfing multishot etc and how the community vehemently defends warframe cheese but defies ideas of invincibility enemies or anti-speed run mechanics. Something has to give as games too easy - these are targeting end game mechanics these infested eximus, the end game players are the ones who always resist change the most yet declare they want more of a challenge. DE cant win but I respect them for at least trying.

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Don't know if this was mentioned already but instead of having an invulnerable stage why not just multiply the Eximus' health by a certain percentage (that is higher than regular units) which scales by level and add the weak points as a vulnerable spot that will amplify the damage (similar to Banshee) or outright knock out a percentage of health per spot that is destroyed.

Also why not add a caveat to the Eximus units like move slower because of the heavy armor (or evolved carapace in the special case of the Infested). This will slow down the fight but not as much as invulnerable phases.  

Edited by Esurio
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Or they could just.. not put these crystal things on. A simple way to make eximus units tankier is to just give them a lot of damage reduction to all but headshots or finishers. And then just increase the headshot/finisher damage they take for the sake of balance

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22 minutes ago, LuckyCharm said:

Or they could just.. not put these crystal things on. A simple way to make eximus units tankier is to just give them a lot of damage reduction to all but headshots or finishers. And then just increase the headshot/finisher damage they take for the sake of balance

They said they don't want to just increase hp or armour etc. They want a new tier of enemy difficulty - people HATE scaling yet so much suggestions of making them tankier as a solution... No matter how big a damage sponge they are your gameplay and approach never changes. This is why they are doing it - people hate not being able to cheese meta though missions by why which I mean the heat we've seen on Bursa or Nullifiers etc, as traditional one size fits all approach doesn't work with them as they need to tackled slightly differently. People don't want more enemies they need to adapt too.

That might sound harsher than intended but yeah basically not a lot of suggestions to make enemies more difficult and instead merely "tankier" which we've got anyway in latter lvl enemies via the scaling. New machanics are a good thing, there is legit concerns in eximus sorties etc but we gotta at least allow them to challenge us. They even said in devstream issue with boss reworks is figuring out how to not just watch players kill them within five seconds...

There's just too much power on the side of the players via damage 2.0 esp with mods we have now. Any change in this like potential multishot nerf saw people threatening to quit so they're taking a different approach.

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On 2/4/2017 at 5:15 AM, duhadventure said:

These weakpoints are immune to warframe powers, so you will have to destroy them with weapons. Why is this a problem, you may ask? The answer is simple: It reduces your weapon choices, just like nullifiers did. Heavy melee, Grenade launchers, shotguns,  automatic weapons, and weapons like the Simulor will be the meta in destroying them, while snipers, bows, daggers, and semi auto weapons will be less used due to slow reload time and less reach. Players will want to use the most efficient way to destroy them, whether it be through weapons or stunning them with CC abilities for more focused fire.

They're not immune to CC powers, just damage., which means they could be blinded, frozen, slowed, mind controlled, etc. You could even stagger them with Impact weapons as seen in the stream. Then removing the weak points is just a matter of aiming. From what I heard, AoE weapons are not supposed to work on them, no idea about melee. The system appears to be designed to give value to actual accurate shooting instead of "spam and forget" weapons like Simulor.

 

Manics has invul time but they don't do anything while invul. Bursas has invul from the front. Invulnerability is not the problem as long as it's not time based where you just end up with a waiting game. Invul is fine as long as it's for making players do some skill based action instead of making the player wait around. Nullifiers are bad not because of their shield but because the act of negating it (diving into the bubble and killing the nullifier) requires you wasting your activated power.

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  • 1 month later...
  1. Invulnerability is OK,
    • but you have to nerf the damage, armor, and HP of the regulars (including the heavies) a lot. This will emphasize their "fodder" status.
    • induce an increasing stagger for each weakpoint destroyed. Destroying a weakpoint induces a silence, preventing an eximus from casting its skills for a short duration.
    • nerf the eximus spawn rate a bit.
    • nerf their speed and make the mobile ones have extra vulnerability to cc.
    • Invuls should only spawn on Uranus+, normal eximus should still spawn on lower planets.
    • Size, you can make them too large to go through certain areas (vents, and some doors). Eximus will have to go around stuff and use the stairs lol.
  2. Forcing people to not use melee and use either cc+precise weapons or brute force with huge AOE weapons is also OK. Just like when you either blow it up with an explosive or snipe at it with an anti-material rifle IRL.
    • This makes things less linear. I will expect parties that anticipate eximus to either spec for CC+Precise weapons or AOE "Big Guns".
    • Tenno will finally be a bit wary, a good discouragement for blindly using melee.
    • Max ammo on AOE weapons should be nerfed, buff the damages however, reserve that ammo tenno! Make your shots count.
  3. (Optional)The weak points should not be vulnerable to secondaries, except a few (see number 4).
  4. (Optional)The weak points should have a damage threshold based on all the total damage of your weapon. You will have to use powerful AOE or powerful precise attacks, you will have to equip damage mods. 
    • if primary weapon total base damage > 1/2 threshold : destroy weakspot. if secondary weapon total base damage > 2/2 threshold : destroy weakspot.
    • if primary weapon total base damage < 1/2 threshold: weakspot unharmed. if secondary weapon total base damage < 2/2 threshold: weakspot unharmed.
    • thresholds scale only up to a point, 1500->3000?
    • This means that your peashooter that does 300-400 base total per bullet will not pop the weakspot. However if you have some sort of heavy hitting pistol then they will get popped.
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