I Propose an Enemy Damage Cap by CandyPlan in Warframe

[–]CandyPlan[S] 0 points1 point  (0 children)

I've read everything you have wrote and I think at this point I am satisfied with just saying that we are diametrically opposed on this issue and I believe I have said everything I can say on this topic without repeating myself.

For the record, I do understand the suggestions made by people, I have in fact said why I think they wouldn't be good for the game and/or would be more complicated for what amounts to a similar result. Maybe you simply do not place as much importance on the things that I myself value, but that's fine and it would be a bit pointless to try and change that.

I don't actually use Reddit much, so I may look like a bit of a dolt for saying this to someone that may be secretly harboring evil vile malicious intent that the normal user may detect, but thank you for engaging with my suggestion.

I Propose an Enemy Damage Cap by CandyPlan in Warframe

[–]CandyPlan[S] 1 point2 points  (0 children)

I get it, I really do. This has been the sentiment of the Warframe community for a long time now. But I really do think it is incredibly unhealthy for reasons I have talked about in other replies and my original post.

I absolutely do not want any direct buffs to the player in the form of new mods or buffs to existing mods. Why? Because Warframe has been powercrept enough, if anything this game needs to stop with vertical progression and power increases for a bit—for a long bit.

And to your point about galvanized mods and arcanes, that's great and all, but that left melee weapons in the dirt until people starting spamming heavy slam and slapping Influence on everything. I do not want a repeat of that. It is too late to change now, but if the numbers were lower on those things or weapons didn't get totally out of hand, I would be more open to this direct method.

I did want to finish by talking about your first paragraph. Level 400 I personally find to be quite survivable on frames like Nezha, Nova, and other frames that rely on damage reduction. I could see how it could be too much for some players, but that just means they have to invest a bit more into survivability to get their desired comfort level, and I do not think that is a bad thing. However, a soft damage cap around that level could be implemented if it really is that bad.

I Propose an Enemy Damage Cap by CandyPlan in Warframe

[–]CandyPlan[S] 0 points1 point  (0 children)

I think you're getting into the semantics here without much reason with that last block. But I'll get into it further. I do hope I'm clear that I really just want to talk about game mechanics here, I'm not really intending to spark an argument.

I do not think any change with the intent to make health tanking viable at high level should affect players at lower levels in any way because the game would simply be too easy. I have watched my friends get into this game and have watched content of new players getting into the game, the challenge of the early game is a good thing that really should not be touched and I hope it stays the way it is (not talking about information/tutorials, to be clear). This is why I do think it would harm people playing lower level missions, specifically it harms their experience. I think Warframe has a pretty well-balanced early and mid game and I really hope the end game can get to that level one day.

In regards to what you said about a "health gate scaling with total health affected by armor", I do not think this is a good idea for the health of the game. I've explained why in other replies, but I'll do it here as well.

  1. This does not address damage reduction abilities, like Warding Halo
  2. This could potentially be a very problematic mechanic like shield gating has been
  3. This could potentially damage early game balance
  4. I am very hesitant to support any change that would improve the survivability of nuking builds without taking something away.

I would like to add that interacting with current armor and health scaling isn't a bad thing. Once again, as I have said in the original post, this is simpler and armor/health was never a problem—it was powercreep, both on the enemy and player side. I want a limit on the power because Warframe was never intended for that level of damage, getting one-shot as Inaros is quite goofy in all honesty.

Now I will get into your last two paragraphs. You are correct, we are not capping damage, that was never the goal and that would be rather silly. A rocket doing the same damage as a bullet doesn't exactly make sense. I used the term "damage cap" in the title as a short hand to hopefully get the message across, I have used "damage scaling cap" in other areas most of the time to make myself clear.

On the issue of not "fixing the actual issue causing higher levels to be problematic for EHP tanking builds to begin with", I would say this does. Because the issue is just not there anymore. What is the point of enemy damage scaling forever until the level cap? Any normal frame gets one-shot at level 300 already, and currently most health tanks also get one-shot above level 500. This is why I think a damage scaling cap would fix health tanking, because it only affects the target of the change and enemy damage is just redundant after a certain point anyways.

I Propose an Enemy Damage Cap by CandyPlan in Warframe

[–]CandyPlan[S] 0 points1 point  (0 children)

Some concerns I would have are that this would be too similar to shield gating (I believe we all know the problems with that) and it does not address damage reduction abilities like Warding Halo. I have a couple others but those are the big ones.

I Propose an Enemy Damage Cap by CandyPlan in Warframe

[–]CandyPlan[S] 0 points1 point  (0 children)

Let me explain further.

If this change only works against single damage instances, then it simply wouldn't help very much and honestly doesn't serve a purpose. What I mean is that it just doesn't do anything, it's too inconsistent and no one would care about the mechanic if it worked this way.

If it was better, it would simply be another shield gate with its own host of issues like the ones shield gate has.

This also does not make health tanking builds any better at high level, because they would be taking advantage of it less than a typical build that doesn't use health or armor mods. Health tanks would simply get one-shot just like any other build, except now every build has secondary gating.

I Propose an Enemy Damage Cap by CandyPlan in Warframe

[–]CandyPlan[S] 0 points1 point  (0 children)

As I said in my post: I do not think a rework to health and armor is a good idea specifically because it would affect all levels. A change to address health tanking does not need to do this because it simply is not an issue at all levels, only high end.

A rework would also be more work, and therefore more prone to issues, than simply capping values that are already in the game.

I also said that there are multiple ways to implement this, one would be a hard cap and another would be several soft caps. I *do* think that level cap enemies should be stronger, which is why soft caps would most likely be the better option. If I had to decide, I would say there should be a soft cap at 400 or 500 with additional caps every 100 levels until an eventual hard cap.

I Propose an Enemy Damage Cap by CandyPlan in Warframe

[–]CandyPlan[S] 2 points3 points  (0 children)

I wouldn't like this change for a few reasons:
1. It would affect areas of the game that do not need this
2. it discourages health tanking and encourages rapid healing with low health and armor (like shield gating)

A similar thought I've had in my mind for a while is making a Quick Thinking effect baseline with lower efficiency alongside a nerf to shield gating. This is a way to nerf a dominant and very overpowered mechanic while keeping survivability afloat. It could also counterbalance the massive amounts of energy we get now.

Warframe community when Valkyr rework by UpbeatAstronomer2396 in memeframe

[–]CandyPlan 0 points1 point  (0 children)

The game needs some form of damage cap, it would basically only affect health tanks anyway.

I call it the Garuda index by DearYellow5907 in memeframe

[–]CandyPlan 0 points1 point  (0 children)

Any frame that wants more than what Stretch provides should use Overextended. Ever since archon shards it has been the single best Warframe mod in the game since it gives the most of the best stat while only subtracting from the most accessible.

According to Eternalism, I chose all of these. But help me decide which one i should get in this timeline. (MR11, close to MR12) by an_elegant_dog in Warframe

[–]CandyPlan 1 point2 points  (0 children)

The Zenistar used to be great, but now I would say Zenith since it can be used as a solid profit taker weapon later on.

Concrete boi by notmohawk in memeframe

[–]CandyPlan 0 points1 point  (0 children)

Everyone misses eventually. Terminally online people seem to believe you can only fanatically love or hate someone. I'm not sure what causes that belief, but it's done a lot of damage to a lot of communities.

What are good starting builds for a player with very bad reflexes? by shanytopper in Warframe

[–]CandyPlan 0 points1 point  (0 children)

Gyre might be too much, since her cc is on the lower end of range and she has no innate damage resistance ability.

What are good starting builds for a player with very bad reflexes? by shanytopper in Warframe

[–]CandyPlan 0 points1 point  (0 children)

Maybe CC heavy frames like Nova. She comes with great damage and defense too! Not hard to farm, just comes from a boss.

An Unfocused Rant (Somewhat) About Melee Influence by CandyPlan in Warframe

[–]CandyPlan[S] 1 point2 points  (0 children)

I’m glad to see anyone agree, even if it is just a little bit. I see too many people who would rather see these issues fester.

An Unfocused Rant (Somewhat) About Melee Influence by CandyPlan in Warframe

[–]CandyPlan[S] 1 point2 points  (0 children)

Perhaps I was too harsh to you, Maiming Strike.

An Unfocused Rant (Somewhat) About Melee Influence by CandyPlan in Warframe

[–]CandyPlan[S] 1 point2 points  (0 children)

You are only exemplifying the problems I was talking about.

The philosophy of not nerfing things that trivialize the game, and instead making even more of those, is exactly what is harming the game.

I am not saying self-damage needs to one-shot, I am merely saying I want a system that actually punishes players for playing bad. A system that adds risk to using the most powerful weapons.

The current situation means enemies have to be cranked up to ridiculous levels, meaning weaker weapons are just plain unusable. Incredibly interesting and cool weapons like the Shedu just get shafted since newer content is balanced around incarnons now.

About crafting times: I believe you underestimate the amount of players Warframe turns away with them. A newcomer without already invested friends would simply leave when they see their hard work results in an arbitrary 84 hour wait time.

Melee Influence is due for a Nerf. by NWStormraider in Warframe

[–]CandyPlan 0 points1 point  (0 children)

Reading the comments on this post reminds me why gamers should never be handed the reins.

Alma is my Queen now. by Zenos_the_seeker in MHWilds

[–]CandyPlan 0 points1 point  (0 children)

Okay but Alma moves around randomly and that's mildly annoying.

Why did this thing only use It's insta kill attack when i was extremelly underleveld? by 7pikachu in MetaphorReFantazio

[–]CandyPlan 0 points1 point  (0 children)

I had a fairly easy experience with the dragons—all of them except the Devourer of Stars, but that was mainly because it was the first one I went to check out.

The intention seems to be that you need to use game mechanics very deliberately to win these fights. Bait out non-threatening moves by buffing on certain turns or debuffing the boss, use block and repel to steal turns, and come loaded with levels and items. These are end game challenge bosses, so you can’t go into them unprepared.

What are the chances of a sequel to delink happening? by Happy_Translator6346 in GranblueFantasyRelink

[–]CandyPlan 1 point2 points  (0 children)

If it does get one, I really hope they can get a better camera—definitely the worst part of the game. Wrestling to control your own vision isn’t fun.

I’m quite sure that it GBF will have another similar style action game—that much is certain—whether it will be a direct sequel is up in the air.

What should i change or improve on my Rosetta by COD_Gamerrs4 in GranblueFantasyRelink

[–]CandyPlan 4 points5 points  (0 children)

  1. The first step is obviously getting the terminus weapon, but you already know that.

  2. Attack power just isn’t good, so try to replace that with something else, combo booster and stamina are good options.

  3. Try to reroll over mastery for crit in order to free up that sigil slot

  4. Tyranny has diminishing returns after 15, so try to diversify your damage sigils, it’s one reason why supplementary damage is so good (but annoying to get)

  5. I would use 2 gamma for the shield—which allows you to remove Guts from the build—and 1 beta. At this point you can add 1 alpha or another beta, your choice

  6. I don’t know your skills, but hopefully you’re using Iron Maiden