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Plague Star more like Plague Tedium... star!


Gandergear
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On 4/11/2018 at 8:57 PM, Gandergear said:

Ive already disussed DEs bad damage scalibg before, but thats just proof of bad design if DE cant balance the gane without cheating on the mechanics

I'm not saying you're wrong or your idea is invalid but if you're trying to fix the terrible damage scaling then it's not helpful to ask for a revision that is the band-aid for that system without fixing it in the first place. If a ship is leaking and someone used duct tape to fix it and someone is saying the ship design is flawed and needs to be reworked, it's bad idea to remove the duct tape before fixing the ship.

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14 hours ago, DeckChairVonBananaCamel said:

oh yes? and what would you suggest for this nebulously vague "good game design and balance"?

Nice trolling attempt, but I've made plenty of suggestions over the years. As have others. Look them up if you're curious.

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En 8/4/2018 a las 21:00, Gandergear dijo:

6. Fix the toxin clouds, add a UI gas effect to our screens to let us know we're inside this cloud and give us a second to get out, i've been sniped bullet jumping by the BS aim tracking and instant downed. Players try to force the meme about movement reducing damage but it's just not true. CMON DE fix this already.

For the toxin clouds I use Arcane Resistance, Rapid Resilience mod, and Toxin Resistance aura with Coaction Drift... that way I totally negate those effects with my squishy Nova, and I even have a free arcane slot so I can use Arcane Momentum to make my Vectis P almost a machinegun with Depleted Reload mod... the Hemocyte dies really fast that way, even at the highest level.

 

EDIT: And if you use an Itzal... it's so damn fast to teleport to every place... I just hope more enemies spawn when mixing, because sniping the drop ships from the air with Itzal in stealth mode is easy, and having an Ember or something like that on the ground makes it just... very easy. 

 

EDIT2: Damage cap is just a way for DE to make us think out of the box... so we can understand all the underlying mechanics in the game, not just go for full raw damage, but try to understand and use all the tools we have. Since I started playing Warframe, there's been always a lot of complaints that are actually people saying: "I don't want to think", "I want it easier", "It's too repetitive"... etc etc But it's just a perspective, like everything, and good things in life are tough to get, even repetitive stuff needed to be done to get there. But there's always a very high pleasure in it when you reach your goals by completing them. 

EDIT3: Love for you all. I trust DE because they always make me have lots of fun and feel rewarded for my repetitive tasks.

Edited by BLI7Z
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6 minutes ago, BLI7Z said:

For the toxin clouds I use Arcane Resistance, Rapid Resilience mod, and Toxin Resistance aura with Coaction Drift... that way I totally negate those effects with my squishy Nova, and I even have a free arcane slot so I can use Arcane Momentum to make my Vectis P almost a machinegun with Depleted Reload mod... the Hemocyte dies really fast that way, even at the highest level.

 

EDIT: And if you use an Itzal... it's so damn fast to teleport to every place... I just hope more enemies spawn when mixing, because sniping the drop ships from the air with Itzal in stealth mode is easy, and having an Ember or something like that on the ground makes it just... very easy. 

I can also avoid it by just playing rhino and using his stomp for easy hits. It's just bad design that funnels me to that choice, put a visual cue or a sound que that SOMETHING is going to happen before it inevitably instagibs you.

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On 09/04/2018 at 1:55 AM, LSG501 said:

They have a shorter range though so while they may do a decent amount of damage (assuming you don't take one which is status orientated such as tigris prime) you also need to be closer to the target to get max damage, rifles with their longer range allows you to be further away from things like the scythe.  Not to mention I've also watched players in public groups jumping up to try and hit the target with their shotguns....

Tiberon Prime built for crit absolutely Shreds the boss, high fire rate weapons are phenomenal against it. 

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18 hours ago, BlackCoMerc said:

Nice trolling attempt, but I've made plenty of suggestions over the years. As have others. Look them up if you're curious.

legitimately was not trying to troll, i was just curious to see if you had any actual suggestions or where just complaining about not being able to one-shot the heads of the hemocyte (something that would actually be considered unbalanced)

but lets have a look at these other suggestions:

  • Remove screenshake.
    • a decent request, but the option to turn it down/off is already in the game. Yes there are some effects that dont seem to be affected by it, but maybe that's a bug, and  maybe you should have reported it as one
  • Add weapon crafting.
    • another decent request, but as others pointed out, it seems to be already coming with the venus freeroam update. Its possible that DE were planning on adding it all along, but they probably didnt want to put all the features into cetus and leave nothing for upcoming towns/freeroam areas.
  • Ash has no ultimate, bladestorm is bad design.
    • after 154 words of pure complaint your only suggestion is "Give Ash an interactive Ult. Or a quick CC Ult." followed by 15 more words of complaint.
    • Also worth noting is that you claimed that ash's ult does "literally nothing" which, given the fact that bladestorm deals heavy bleed procs, adds to the combo counter, is boosted by the same combo counter and is in general pretty good at dispatching large numbers of foes, that statement is pretty false to be honest.
    • Also Also worth noting is that your primary concern seems to be a change that literally solves bladestorm's biggest flaw by allowing you to concentrate on something else. for example defending the objective from the other group of enemies that you didn't tag with bladestorm, or reviving someone.
      I'm not saying that bladestorm is perfect, just that you have greatly exaggerated its shortcomings and then proceeded to simply not suggest an alternative (say, a channeled melee mode that when ever you hit an enemy a clone appears and hits another enemy within X meters, or something)
  • Bounties Desperately Need Variety
    • yes this is something that needs to happen, but your actual presented 'suggestion' is: "Bounties need a rework. And it needs to happen stat." crammed in amongst complaints.
      Nothing beyond this vague "needs a rework" crap? How about you come up with some actual ideas? here, ill help you:
      how about a 'convoy ambush' bounty where the ostron has sabotaged a supply transport, and you need to go in and take out the escort and then defend whilst an ostron transport flies in to pick it up?
      Or syndicate bounties?
      Like for steel meridian, rescuing groups of civilian prisoners, taking out some AA emplacements so a evac transport can fly in and defending the transport whilst the prisoners pile in. Or cephalon suda requiring you to place down scanners/listening posts whilst avoiding contact with the enemy as much as possible or something? just some examples.
  • Why is archwing in PoE?
    • absolutely zero suggestions, just complaining about it being in there and from what i can gather you seem to want to remove it entirely?
      you also seem to complain about the on-foot navigation of its featureless expanse in the same post that contains complaints about archwing (aka the thing that eliminates the on-foot travel)

I'm noticing a pattern of straight-up complaints with at best, as i put it before, nebulously vague "fix this" or "rework that" requests

How would you like to see it fixed?
What would you like out of your reworks?
What would you consider both balanced enough for everyone to participate in, whilst the top-end players are not bored out of their minds with one-shot fodder?
How would you like the hemocyte to be changed to make it less "insulting" to the time and effort players put into their gear?

Here's an idea i just came up with whilst typing "to the time and effort players put into their gear?"
give each head health gates that cause them to close up again, interrupting their attacks; weaker players can still have a challenging battle as they would not be able to reach the health gate before it attacks, whilst super high-end players can hit the health gate nearly instantaneously interrupting the head's attack.
Then, to prevent veteran players turning the battle into "stand there and wait for a head to open again" increase the speed that heads reopen, so there is less wait time between attacks. And also give the main body a method to attack (say, a toxic mortar) that ramps up in ferocity each time you successfully interrupt a head, so weaker players who cant reach the health gate wont be obliterated by the mortar, whilst veterans are kept on their toes.

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3 minutes ago, RonnieRoidReady said:

10-12 mins for a fully built forma sounds like a good deal to me.

I'm OK with 10-12 minutes for a fully built forma, I'm NOT ok with the method of getting them being so noninteractive, boring, and tedious.

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17 minutes ago, Gandergear said:

I'm OK with 10-12 minutes for a fully built forma, I'm NOT ok with the method of getting them being so noninteractive, boring, and tedious.

I think everyone has a part in the run...at least in my group. The non interactive part is the defense mission is when someone snipes all the airships tbh. 

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On 9.04.2018 at 2:00 AM, Gandergear said:

why is the design case for shattering impact worse when it should have been a viable option?

Shattering Impact design is great, unless you compare it to a shotgun with 100% status chance, but then everything sucks.

 

Note that Shattering Impact reduces BASE armour, the problem is with low numbers, all it would need to become meta is flat buff from 6 armour per hit to something like 50 (it would completly strip Corrupted Heavy Gunner in 10 hits regardless of level).

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On 4/9/2018 at 5:30 AM, Gandergear said:

Look I get it you can't have people do these really fast because you put forma and stuff as the rewards, doing a 4/0, the most efficient manner of doing plague star, nets 230 standing per minute assuming your crew can keep the mission at 9 minutes, remove the entire 8 minutes from the first few stages and that's just crazzzzy!

But is there seriously no BETTER way for you guys to design an event? Is it justified to have to go 2000m to the toxin, 800m to the mixer, 400m to the drone, and 800m again to the boil, not to mention how long the defense is?

Here's some ideas to make it less awful.

1. Go ahead and spawn us near the cave via our landing craft. It's shown in Saya's Vigil that the LC can be used on the plains. Make us spend more time in the caves instead.

2. Make the thraxx toxin into a cache mission, why does Hek have all his eggs in one basket? have us collect X (1 for each party member) thraxx toxins that are inside the caves in random cache-like locations, have them behave like caches and bing bang you've added maybe a minute of playing in the cave for each run except we're finding things instead of running to the same spot over and over.

3. Make the mixer interesting, nothing is worse than that long, boring, monotonous, mixer section. Have a grineer commander pop in every minute to help rally his troops against you, afterall it's Hek's PLAN to let the boil grow, you'd think he'd be more interested in defending it.

4. Make the drone spawn next to the boil, just do it, there's a grineer camp right there that has an eidolon lure at night.

5. Remove the dumb damage cap from the hemocyte, if you want him to have more hp, GIVE HIM MORE HP, get rid of his ridiculous armor too, there's no reason why 18000+ damage weapons give you 300 damage a hit, or why 1200 damage full autos plinking 30-90. Who at DE decided that enemies should have 99.99% damage reduction instead of just having appropriate HP, why is the design case for shattering impact worse when it should have been a viable option?

6. Fix the toxin clouds, add a UI gas effect to our screens to let us know we're inside this cloud and give us a second to get out, i've been sniped bullet jumping by the BS aim tracking and instant downed. Players try to force the meme about movement reducing damage but it's just not true. CMON DE fix this already.

0 forma Nova/Oberon/Loki user that's what I've used in the event

0 forma atterax/sicarus

6 forma Soma still doesn't feel that good

No way bounds unlocked.

 

I haven't had problem with it.

I mean yeah the distance isn't convenient, but eth AW charges it's not that bad.

Or you could take Nova and teleport using her portal 

Now you'll tell me why limit yourself to these frames. Well because they're the ones need for an efficient run, which is what you seem to be after.

 

Without AW charges use nova to compete stage 1 and b start of 2. Loki for 3, Oberon in 4th to strip Armor. It's easy.

Use nova petals to go back to hate or use the"magic lake portal".

 

Other than that it's not been that difficult. Runs average about at 8-10 min depending on the squad

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7 minutes ago, EmperorWolf-EN- said:

0 forma Nova/Oberon/Loki user that's what I've used in the event

0 forma atterax/sicarus

6 forma Soma still doesn't feel that good

No way bounds unlocked.

 

I haven't had problem with it.

I mean yeah the distance isn't convenient, but eth AW charges it's not that bad.

Or you could take Nova and teleport using her portal 

Now you'll tell me why limit yourself to these frames. Well because they're the ones need for an efficient run, which is what you seem to be after.

 

Without AW charges use nova to compete stage 1 and b start of 2. Loki for 3, Oberon in 4th to strip Armor. It's easy.

Use nova petals to go back to hate or use the"magic lake portal".

 

Other than that it's not been that difficult. Runs average about at 8-10 min depending on the squad

I do it with rhino or titania just fine but frame choice wasnt a point i made...

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On 4/15/2018 at 6:19 AM, DeckChairVonBananaCamel said:

legitimately was not trying to troll, i was just curious to see if you had any actual suggestions or where just complaining about not being able to one-shot the heads of the hemocyte (something that would actually be considered unbalanced)

but lets have a look at these other suggestions:

  • Remove screenshake.
    • a decent request, but the option to turn it down/off is already in the game. Yes there are some effects that dont seem to be affected by it, but maybe that's a bug, and  maybe you should have reported it as one
  • Add weapon crafting.
    • another decent request, but as others pointed out, it seems to be already coming with the venus freeroam update. Its possible that DE were planning on adding it all along, but they probably didnt want to put all the features into cetus and leave nothing for upcoming towns/freeroam areas.
  • Ash has no ultimate, bladestorm is bad design.
    • after 154 words of pure complaint your only suggestion is "Give Ash an interactive Ult. Or a quick CC Ult." followed by 15 more words of complaint.
    • Also worth noting is that you claimed that ash's ult does "literally nothing" which, given the fact that bladestorm deals heavy bleed procs, adds to the combo counter, is boosted by the same combo counter and is in general pretty good at dispatching large numbers of foes, that statement is pretty false to be honest.
    • Also Also worth noting is that your primary concern seems to be a change that literally solves bladestorm's biggest flaw by allowing you to concentrate on something else. for example defending the objective from the other group of enemies that you didn't tag with bladestorm, or reviving someone.
      I'm not saying that bladestorm is perfect, just that you have greatly exaggerated its shortcomings and then proceeded to simply not suggest an alternative (say, a channeled melee mode that when ever you hit an enemy a clone appears and hits another enemy within X meters, or something)
  • Bounties Desperately Need Variety
    • yes this is something that needs to happen, but your actual presented 'suggestion' is: "Bounties need a rework. And it needs to happen stat." crammed in amongst complaints.
      Nothing beyond this vague "needs a rework" crap? How about you come up with some actual ideas? here, ill help you:
      how about a 'convoy ambush' bounty where the ostron has sabotaged a supply transport, and you need to go in and take out the escort and then defend whilst an ostron transport flies in to pick it up?
      Or syndicate bounties?
      Like for steel meridian, rescuing groups of civilian prisoners, taking out some AA emplacements so a evac transport can fly in and defending the transport whilst the prisoners pile in. Or cephalon suda requiring you to place down scanners/listening posts whilst avoiding contact with the enemy as much as possible or something? just some examples.
  • Why is archwing in PoE?
    • absolutely zero suggestions, just complaining about it being in there and from what i can gather you seem to want to remove it entirely?
      you also seem to complain about the on-foot navigation of its featureless expanse in the same post that contains complaints about archwing (aka the thing that eliminates the on-foot travel)

I'm noticing a pattern of straight-up complaints with at best, as i put it before, nebulously vague "fix this" or "rework that" requests

How would you like to see it fixed?
What would you like out of your reworks?
What would you consider both balanced enough for everyone to participate in, whilst the top-end players are not bored out of their minds with one-shot fodder?
How would you like the hemocyte to be changed to make it less "insulting" to the time and effort players put into their gear?

Here's an idea i just came up with whilst typing "to the time and effort players put into their gear?"
give each head health gates that cause them to close up again, interrupting their attacks; weaker players can still have a challenging battle as they would not be able to reach the health gate before it attacks, whilst super high-end players can hit the health gate nearly instantaneously interrupting the head's attack.
Then, to prevent veteran players turning the battle into "stand there and wait for a head to open again" increase the speed that heads reopen, so there is less wait time between attacks. And also give the main body a method to attack (say, a toxic mortar) that ramps up in ferocity each time you successfully interrupt a head, so weaker players who cant reach the health gate wont be obliterated by the mortar, whilst veterans are kept on their toes.

Try going back a little further. I have offered plenty of suggestions over the years. Not that its my job to fix the game, so nice try there to begin with. Devs fix. Customers provide feedback. 

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6 hours ago, BlackCoMerc said:

Try going back a little further. I have offered plenty of suggestions over the years. Not that its my job to fix the game, so nice try there to begin with. Devs fix. Customers provide feedback. 

ok

WIDER FOV/Move Camera Back: NEEDED Change

  • So warframe's max vertical fov is 78, which on a regular 16:9 display is a horizontal 110, that's pretty good, tbh
  • Moving the camera out seems like a good idea, but comes with its own downsides.
    Turning around in a hallway is going to really mess with the camera as it needs to rapidly move in and out to compensate for the walls. Not saying that this never happens at the moment, but the problem would be a lot worse if the camera is moved away from the player.
  • Something to note is that Assassins Creed is an entirely different style of game with mostly outdoor areas, the combat is different too and is more accepting of a pulled back camera, though do note that when you need to shoot stuff in AC the camera pulls into a over-the-shoulder view just like warframe (because that view is better for shooting stuff)
  • gotta say though, i wouldn't mind the option to switch out to a hack-n-slash style camera when wielding a melee weapon.

Bounties: Ruined PoE; Will Make Venus Dead on Arrival 

  • I absolutely love the fact that the first reply starts with "A wall of text to say nothing, really." because i had to dig for anything was wasnt just you crapping all over a current system with your trademark over-exaggerated rhetoric.
  • nestled amongst your 711 word complaint, you actually have a suggestion that seems ok at first. Basically your whole idea boils down to "make incursion objectives discoverable instead of just told to you" and hey, that sounds pretty good... until you liken it to farcry.
  • Firstly: you see, most peoples complaints about farcry 3-4-primal-5 is that the content feels repetitive and "samey", the exact thing that you claim to be against. 
  • Secondly: that style of content delivery requires a much larger world map, one that you cant just jump in an archwing and survey it all in a matter of a minute, complete the few things, and then run back to base to reset it all. I don't know exactly how much larger venus will be, but it may have been much better to write a feedback thread like "DE please make the most of the larger venus map size" which could be updated with the reveal of land vehicles to include things like racing, deliveries against the clock, that kind of thing

Zephyr: Tone Down Tailwind Visuals

  • A legitimate request, though as the first person mentioned it can be mitigated somewhat by choosing a darker colour. This allows people who want it to be toned down to do so, whilst allowing those who love the over-the-top effects to choose a brighter colour and melt their eyes out of their head.
  • Also good job on keeping those trademark complaints to a minimum on this one!

Relic Acquisition Burns Out Players 

  • Burning out is a common problem in most games that have grinding, the most effective ways of mitigating it comes down to the players, aka dont do the same mission over and over again, you silly person (not calling you a silly person per se, just those who play the same mission over and over and then complain about being burnt out). 
  • also it is worth noting that there are a wide variety of ways to acquire relics (oddly enough you mention a few of them which kinda hurts your position of not enough variety)
    Bounties, Capture, Defection, Defence, Excavation, Ghoul Bounties, Salvage, Interception, Pursuit, Rush, Spy, and Survival all reward relics.

Reminder - Shields: Still Useless

  • Thanks for the reminder, mate.
  • In all seriousness though, it is common understanding that high health, high armour is the way to go, however shields act as a great buffer for new players who may not have access to high level mods yet as they have been spreading their endo around. Imagine a newbie, coming into a mission, they dont have shields because you decided that DE should remove them for some reason, as they are new they also dont have any means of healing outside of the barely useful health orbs. How much fun do you think they are they going to have?
  • Also, about your comments about agility needing to mean something when it comes to enemies being able to hit us? It actually does! 
    Seriously: moving fast, performing parkour moves, aimgliding ect all affect enemy accuracy! And before anyone goes "of course it does, corpus laser weapons have flight time, so moving really fast allows you to dodge them", I mean it affects their statistical accuracy, their spread actually increases when targeting players who are doing all the flippy stuff. The only other thing in the game that i can think of that does this is titania's razorwing, increasing "evasion" by 50%

Argonak - Stop Forcing RED Highlight Color

  • *cue holy choir* an actual legitimate suggestion that had minimal ranting! Only slightly dampened by the fact that it turned out to be a bug, not a gameplay feature that needed changing... but still, congratulations!!! *party whistle sounds and confetti drops from the ceiling with balloons*

So.. uhhh, back to my questions that you didn't answer...

On 4/14/2018 at 10:59 AM, DeckChairVonBananaCamel said:

oh yes? and what would you suggest for this nebulously vague "good game design and balance"?

and

On 4/15/2018 at 8:19 PM, DeckChairVonBananaCamel said:

How would you like to see it fixed?
What would you like out of your reworks?
What would you consider both balanced enough for everyone to participate in, whilst the top-end players are not bored out of their minds with one-shot fodder?
How would you like the hemocyte to be changed to make it less "insulting" to the time and effort players put into their gear?

...well?

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8 hours ago, DeckChairVonBananaCamel said:

ok

WIDER FOV/Move Camera Back: NEEDED Change

  • So warframe's max vertical fov is 78, which on a regular 16:9 display is a horizontal 110, that's pretty good, tbh
  • Moving the camera out seems like a good idea, but comes with its own downsides.
    Turning around in a hallway is going to really mess with the camera as it needs to rapidly move in and out to compensate for the walls. Not saying that this never happens at the moment, but the problem would be a lot worse if the camera is moved away from the player.
  • Something to note is that Assassins Creed is an entirely different style of game with mostly outdoor areas, the combat is different too and is more accepting of a pulled back camera, though do note that when you need to shoot stuff in AC the camera pulls into a over-the-shoulder view just like warframe (because that view is better for shooting stuff)
  • gotta say though, i wouldn't mind the option to switch out to a hack-n-slash style camera when wielding a melee weapon.

Bounties: Ruined PoE; Will Make Venus Dead on Arrival 

  • I absolutely love the fact that the first reply starts with "A wall of text to say nothing, really." because i had to dig for anything was wasnt just you crapping all over a current system with your trademark over-exaggerated rhetoric.
  • nestled amongst your 711 word complaint, you actually have a suggestion that seems ok at first. Basically your whole idea boils down to "make incursion objectives discoverable instead of just told to you" and hey, that sounds pretty good... until you liken it to farcry.
  • Firstly: you see, most peoples complaints about farcry 3-4-primal-5 is that the content feels repetitive and "samey", the exact thing that you claim to be against. 
  • Secondly: that style of content delivery requires a much larger world map, one that you cant just jump in an archwing and survey it all in a matter of a minute, complete the few things, and then run back to base to reset it all. I don't know exactly how much larger venus will be, but it may have been much better to write a feedback thread like "DE please make the most of the larger venus map size" which could be updated with the reveal of land vehicles to include things like racing, deliveries against the clock, that kind of thing

Zephyr: Tone Down Tailwind Visuals

  • A legitimate request, though as the first person mentioned it can be mitigated somewhat by choosing a darker colour. This allows people who want it to be toned down to do so, whilst allowing those who love the over-the-top effects to choose a brighter colour and melt their eyes out of their head.
  • Also good job on keeping those trademark complaints to a minimum on this one!

Relic Acquisition Burns Out Players 

  • Burning out is a common problem in most games that have grinding, the most effective ways of mitigating it comes down to the players, aka dont do the same mission over and over again, you silly person (not calling you a silly person per se, just those who play the same mission over and over and then complain about being burnt out). 
  • also it is worth noting that there are a wide variety of ways to acquire relics (oddly enough you mention a few of them which kinda hurts your position of not enough variety)
    Bounties, Capture, Defection, Defence, Excavation, Ghoul Bounties, Salvage, Interception, Pursuit, Rush, Spy, and Survival all reward relics.

Reminder - Shields: Still Useless

  • Thanks for the reminder, mate.
  • In all seriousness though, it is common understanding that high health, high armour is the way to go, however shields act as a great buffer for new players who may not have access to high level mods yet as they have been spreading their endo around. Imagine a newbie, coming into a mission, they dont have shields because you decided that DE should remove them for some reason, as they are new they also dont have any means of healing outside of the barely useful health orbs. How much fun do you think they are they going to have?
  • Also, about your comments about agility needing to mean something when it comes to enemies being able to hit us? It actually does! 
    Seriously: moving fast, performing parkour moves, aimgliding ect all affect enemy accuracy! And before anyone goes "of course it does, corpus laser weapons have flight time, so moving really fast allows you to dodge them", I mean it affects their statistical accuracy, their spread actually increases when targeting players who are doing all the flippy stuff. The only other thing in the game that i can think of that does this is titania's razorwing, increasing "evasion" by 50%

Argonak - Stop Forcing RED Highlight Color

  • *cue holy choir* an actual legitimate suggestion that had minimal ranting! Only slightly dampened by the fact that it turned out to be a bug, not a gameplay feature that needed changing... but still, congratulations!!! *party whistle sounds and confetti drops from the ceiling with balloons*

So.. uhhh, back to my questions that you didn't answer...

and

...well?

I would like to see a stat squish. Cap enemy levels. Cap Shields and Armor at 2x base. Cap health a little higher. 

Then do the same for frames, and adjust weapons accordingly. Get rid of Damage Mods on weapons, and frames. Also get rid of Armor, Health and Shield mods. A properly balanced game does not need these.

Next: Cap efficiency at 30-50%. Institute energy Regen on frames. Remove Orbs. Leave Energy Siphon alone for those who choose it, as it's a trade-off against other auras.

Remove control robbing from enemies. A balanced game does not need to Rob player input to challenge players. Replace all enemy hitsvan weapons, with alts using real projectiles, even if you have to scale back spawn rates. Let movement mean something.

Scrap Nullifier, Comba/Scramba. Replace with spawn capped Proxy mini bosses. Remove power resistance from capture and Synthesis targets. Balanced games don't need powet robbing, either. With Regen but no orbs, election to use powers on these targets is a trade-off.

Remove Invulnerability phases. Give bosses custom health and armor, and Diminishing Returns powet resistance, Rathuum style. 

This is a high level overview. There are, obviously, other facets. Some frame powers are basically cheat codes with a one button Compile function. That would need to change, too. But this s a high level, quick and dirty.

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10 minutes ago, BlackCoMerc said:

I would like to see a stat squish. Cap enemy levels. Cap Shields and Armor at 2x base. Cap health a little higher. 

Then do the same for frames, and adjust weapons accordingly. Get rid of Damage Mods on weapons, and frames. Also get rid of Armor, Health and Shield mods. A properly balanced game does not need these.

Next: Cap efficiency at 30-50%. Institute energy Regen on frames. Remove Orbs. Leave Energy Siphon alone for those who choose it, as it's a trade-off against other auras.

Remove control robbing from enemies. A balanced game does not need to Rob player input to challenge players. Replace all enemy hitsvan weapons, with alts using real projectiles, even if you have to scale back spawn rates. Let movement mean something.

Scrap Nullifier, Comba/Scramba. Replace with spawn capped Proxy mini bosses. Remove power resistance from capture and Synthesis targets. Balanced games don't need powet robbing, either. With Regen but no orbs, election to use powers on these targets is a trade-off.

Remove Invulnerability phases. Give bosses custom health and armor, and Diminishing Returns powet resistance, Rathuum style. 

This is a high level overview. There are, obviously, other facets. Some frame powers are basically cheat codes with a one button Compile function. That would need to change, too. But this s a high level, quick and dirty.

see? you can do it! This is all i wanted from the start. By actually providing this kind of information about how you would like to see the game, regardless of whether people agree with the whole thing or not, someone may see a part of it they like and it may inspire them to come up with something of their own which may be better or worse than what you come up with, but hopefully a chain forms of progressively better ideas that result in the "golden idea" something so universally great that nearly everyone likes it and gets DE's attention, and it gets put into the game!

now, i do have some questions about your idea, you say this is just the basic overview so im curious about some of the specifics you may have also thought up of.

  1. with enemy levels capped, what would you do with endless missions? if kept, how would they become harder with time to prevent people from staying forever?
  2. with damage mods out of the way, would you be removing critical/status mods too? as leaving those in would immediately make them OP in my opinion. Also would the new weapons made available via mastery rank increase be the replacement for the damage progression currently provided by damage mods?
  3. Along with removing energy orbs and having a passive energy regen, would you be touching energy regen abilities like energy vampire or that thing harrow does that i cant remember the name of? What about pizzas? If so, could this be considered implementing rudimentary ability cooldowns?
  4. does "control robbing" include slows (like cold), or other partial movement stoppers like energy tethers? and if so, how will the enemy be able to counter our movement?
  5. Would the enemy have any means of countering abilities now that nullies and scrambas/combas are removed?
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23 minutes ago, DeckChairVonBananaCamel said:

see? you can do it! This is all i wanted from the start. By actually providing this kind of information about how you would like to see the game, regardless of whether people agree with the whole thing or not, someone may see a part of it they like and it may inspire them to come up with something of their own which may be better or worse than what you come up with, but hopefully a chain forms of progressively better ideas that result in the "golden idea" something so universally great that nearly everyone likes it and gets DE's attention, and it gets put into the game!

now, i do have some questions about your idea, you say this is just the basic overview so im curious about some of the specifics you may have also thought up of.

  1. with enemy levels capped, what would you do with endless missions? if kept, how would they become harder with time to prevent people from staying forever?
  2. with damage mods out of the way, would you be removing critical/status mods too? as leaving those in would immediately make them OP in my opinion. Also would the new weapons made available via mastery rank increase be the replacement for the damage progression currently provided by damage mods?
  3. Along with removing energy orbs and having a passive energy regen, would you be touching energy regen abilities like energy vampire or that thing harrow does that i cant remember the name of? What about pizzas? If so, could this be considered implementing rudimentary ability cooldowns?
  4. does "control robbing" include slows (like cold), or other partial movement stoppers like energy tethers? and if so, how will the enemy be able to counter our movement?
  5. Would the enemy have any means of countering abilities now that nullies and scrambas/combas are removed?

Excellent questions. Details like this are why I stressed "high level" before, so:

1. Endless Missions: Honestly, I, personally, would move away from these entirely. With a more balanced game, I'd restore focus to being a Ninja, running meaningful missions with a point, purpose and finite objectives.

However, I get that people like them. So what I would prefer to see, is Hard Caps. The devs OPENLY stating a max level beyond which they will not support players pushing. Period. For the sake of the rest of the game balance.

2. Critical damage mods would go. In fact, any mod that did nothing but increase a number, would go. Focus would be returned to mods as playstyle choices, not a Progression system. This would, of course, be an overhaul in and of itself, touching nearly every mod, with the goal that recoil reduction, increased ammo, zoom, handling speeds, etc, actually see play, introduce interesting tradeoffs, etc. But until damage is capped and mods don't function as Progression, this won't happen.

3.Built in energy Regen and no orbs are dangerously close to cooldowns. That same thought crossed my mind. And cooldowns are...not fun. Easily my least favorite Destiny 2 mechanic: Cooldowns.

I think pizzas gave to go. Or at least seea per mission use cap. In a balanced game, forcing players to risk standing still does have its merits. But pizzas break the game without serious drawbacks.

What the exact solution is...I honestly don't know. Maybe some energy Regen per kill. Say, .5 energy per eney killed by your squad. This means energy Regen and power use scale with mission type, as the more enemies there are, the more energy you gain from kills and the more casting you can do, sort of like Syndicate procs...I think that might work. This even helps prevent perpetual CC Spam, since only killing enemies returns energy faster than the default Regen rate.

4. Control robbing only refers to things that completely Rob players of input. Cold procs are annoying but not unavoidable...though Ghouls would get a Not style delay between death and explosion/proc.

As for enemies coping...that's twofold. One, sheer numbers, coupled with our now realistically balanced shields and health. Two, Procs: enemy procs would get significantly more deadly, BUT could only proc while player shields are down and players can actually be hit by a projectile.

That does not sound scary now. But remember this all takes place in a world without Redirection, Steel Fiber and Vitality, where stats are capped and mods are playstyle choice sidegrades, not power progression.

5. Enemies would gain visually distinct, spawn capped mini bosses. Probably capped at 1+ Total Squad numbers, or between 1-3 at once.

Grineer would get additional armor. Ideally, corrodable or destructible, with an additional health bar. They would also, sometimes, have Rathuum style resistance to powers.

Corpus would get a Nullification field, but only around the Proxy bot, no bubbles. This field would cancel powers cast on it, but not touch self buffs on nearby frames. Some Proxies would instead get significant armor and shields, and adaptation. Think Sentinels, from X-Men, Days of Future Past. Powers would work on them, once...then they would be able to throw the same or similar power back at us there after. (Obviously, CC powers would need a modification coming back, in some cases).

In addition to all this, some frame powers need modification to fit a balanced world:

M Prime: Either causesaffected enemies to explode, OR controls speed. Augment to swap modes.

Stasis: Nearby enemies, and enemy projectiles, are slowed (bullet time for players, No Rift).

Stomp: Knocks down most enemies, staggers others up to 2 seconds, increasing the damage they take our ngbthe stagger.

Chaos: No recast while active. Enemies previously affected gain gradual resistance, with each cast reducing the time spent confused. Augment: Spiteful Chaos: Enemies affected by Chaos deal double damage, to ALL targets.

Disarm: Becomes Radial Sabotage. Jams the weapons of enemies in range up to 10 seconds. Enemies previously affected cannot be sabotaged again. Augment: Explosive Breach - upon clearing, the next shot fired by a jammed gun explodes, knocking small enemies down and staggering larger ones for X seconds.

Disco Ball: Mirages ball dazzles enemies, greatly reducing accuracy and melee hit chances of those affected.

Octavia: Enemies can only be distracted once. Thereafter, diminished returns. Augment: Sapping Lullaby. Drains enemies of a portion of their life force, using it to restore shields, then energy, to the squad. 

Energy Vampire: restores energy slowly, over time. Pizzas should also probably do this. About 1pt/second or so, capped at 50 seconds, or one Ult cast at 50% efficiency.

Obviously, there are more. Bastille. Gara's Glass Wall. But that's an idea.

The basic gist is, I'd like a game where we engage enemies, not cheese them into irrelevance.

 

 

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Honestly i don't mind longer boss fights. i remember playing an mmo where bosses took half an hour to kill, but where interesting and fun to fight, plus had 1mil+ hp rather then just ridiculus armor and a damage cap was only eventually implimented to circumvent people stacking nothing but attack damage despite their class. (a tank with 60k attack but 2k defense is no tank..) honestly i kinda wanna see more stuff like that in warframe.

I grinded up rep in plaguestar for whisps because its easier then just farming them the normal way. boy was it tedious. not just the mission but the boss itself. the constant toxin damage was annoying, the massive never ending amount of adds was annoying... don't get me started on anything else. I would rather it be an interesting and fun boss with high hp and dangerous attacks rather then... well this.

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This event catered to two frames - tandem frames no less - Oberon and Titania. I suspect all of the elements of it such as travel, dmg reduction, poison dmg, etc were intentional. It channels players toward bringing.... Oberon and Titania for extremely efficient runs. Even w/o armor stripping my group of Frost, Rhino, Rhino, and Nehza was doing 12min 4/4 runs, the most annoying part was just stockpiling the materials for it.

If you were doing pub groups, any half competent Oberon or Titania made the entire encounter a joke, even a 4/4 - you could expect to be done in ~15 minutes.

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On 9.4.2018 at 4:41 PM, BlackCoMerc said:

Damage caps are an insult to the player base. Invalidates all the time and effort we put into our gear. It's like DE are actively trolling their players.

exactly! DE only implement those because of their own "failure" to do (or have done from the beginning) a propper system of creating new weapons, mods and damage/health/armor scaling. or in short, they created a monster they can't really handle anymore (which is no real suprise when you have a game that runs as long as warframe did and constantly adding new stuff to it - which is good, but creates many new problem like this too.

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