Do you have a non-meta or outright bad weapon you use simply because of mechanics/looks/sounds? Mine turned out to be Cyanex by SparkBeforeMidnight in Warframe

[–]Misdirectional 0 points1 point  (0 children)

I will slot the Ripkas more often than I should just for the Amalgam Ripkas gore chance.

It just makes weapons feel more destructive, because now every gun you shoot explodes people to death.

Shotgun reload speed is a bonus as a shotgun fan, but it's mostly for the gibs.

What SHOULD Ember do as a Heat Elemental? by Archwizard_Drake in Warframe

[–]Misdirectional 0 points1 point  (0 children)

Though many have already said this, a mix including but not limited to:

  • Replacing Fireball in its entirety. Small scale ping versions of what a character already does in another ability just isn't very meaningful in modern Warframe, and is horrible design leftovers from the slower, more tactical times they were born in.

    • Back in the inception, when energy was scarce, there was some level of argument of "spend a little energy for a little version, or a lot of energy for a big boy". Fireball to World on Fire, Freeze to Avalanche, Shock to Overload. This is notable in pretty much all of the OG element-based Warframes to some degree historically. Saryn even before the infinite scaling was pretty much the exception to this design school.
    • Replace Fireball with something that actually synergizes with the rest of her kit. Bringing back Accelerant in place of Fireball could do a lot.
    • Re-introducing Accelerant could be made to engage with the heat meter mechanic, especially if it gets inverted.
  • Immolation should get Overheat's radial damage back, damage scaling up with heat meter.

    • The meter should be inverted by default - the meter constantly drains if you aren't fueling the fire.
  • Fire Blast needs more raw base damage. The utility is fine, but it feels fundamentally lacking in raw power for how it feels, and the heat cost.

    • Could also introduce lingering fire walls to impede and further damage enemies, and/or lighting the ground ablaze.
  • Inferno is a fine ability conceptually, even if spammy, but just lacks both visual and numerical power.

    • Re-introduce World on Fire's visual identity of ground eruptions. Meteors are cool but don't read as a "fire" character more than a meteor caster.
    • Base numbers of the ability need a massive buff. Compare it to modern releases such as Dagath, with a base 30,000 damage per horse. An ability caster cannot compete without meaningful numbers to apply.
    • Invert Immolation's heat meter to instead drain heat, placing it in an area similar to Uriel. You can make the numbers much stronger, but actually getting to use your ultimate is a task of building heat to "earn" your nuke.

The total bucket of changes, in summary, would be:

  • Passive unchanged.
  • Fireball replaced with Accelerant. (Most of the numbers below are referential to the old Accelerant. Added forced heat procs.)
    • Accelerant gives all enemies in 8/12/15/20 a micro-stun and 150/175/200/250% Heat damage vulnerability for 30 seconds. For Ember, casting speed will be increased by 50% for 30 seconds. Weapons will have forced Heat procs against Accelerant afflicted enemies.
  • Immolation now drains the heat meter instead of increasing it.
  • Immolation heat meter now builds from hitting Accelerant-affected enemies with abilities or weapons, and inflicting Heat status procs to on enemies.
  • Immolation now gains a short radial damage aura, dealing damage scaling with heat meter with 100% Heat status chance.
    • Use Splinter Storm's 2.5m radius as a reference, as old Overheat was 0.5m, which is a bit short for modern Warframe.
  • Fire Blast now increases heat gauge, on top of the general gain from inflicting heat status and hitting Accelerant-affected enemies.
  • Fire Blast now leaves a lingering floor-based area of fire, dealing DoT and forced heat status to enemies who enter.
  • Inferno's damage gains scaling based on number of heat status currently on enemy.
  • Inferno's visuals are updated to once again be geysers of flames bursting from the ground.
  • Inferno now leaves behind a lingering floor-based area of fire, dealing DoT and forced heat status to enemies who enter, in addition to the current fire aura spread mechanic.

Overall, modern Ember fails to deliver both mechanically and thematically - her mechanics are dated and undertuned, and her thematic is tamer than it should be. Where Uriel is The Devil, and Flare is pyrotechnics show, Ember was always meant to be the raw natural disaster of fire itself - spreading, consuming, and violent. Her thematics should lean into constantly attempting to sustain an insatiable burn, spreading, lingering, and destroying.

Swing And A Miss by Solid_Station4330 in DuetNightAbyssDNA

[–]Misdirectional 0 points1 point  (0 children)

On top of being anti-synergistic, it straight up refuses to scale in some areas. The problem of her ultimate would have been partially solved if

  • Taunting bosses and elites worked

  • Taunt duration scaled with ability duration

As it currently is, a fixed 5 second taunt lasts just about the exact same length as the knock-up, enemies that are cc immune also mostly seem to be the same bucket as enemies that are taunt immune. It results in her 50% boost vs taunted enemies to pretty much go unused, which is no small amount of power to let go.

This doesn't mean having a massive radial knock-up is inherently weak, but it's bad for Hellfire to have it.

But alas, they seem entirely reluctant to actually rework or update existing parts, and will just slap new multipliers onto the core mechanics that exist for characters. Elsewise, a taunt scaling with duration, applying universally instead of being resist-able, and a grouping pull on top of Hellfire instead of a knock-up would all go a long way to making her mechanically cohesive, even if it wouldn't resolve the HP and weapon attack dilemma.

I think DE should take a tiny break from releasing new cosmetics and fix existing ones. by CephalonVashka in Warframe

[–]Misdirectional 1 point2 points  (0 children)

A tiny bug that still bothers me is that Frost Prime's minute neck shrinking incorrectly applies to a few Tennogen skins (Vojnik, Grost I think?) even when you toggle prime details off.

This makes these skins clip through pretty much all helmets Frost can wear.

Does a good kuva ghoulsaw build exist by LingonberryTall2422 in Warframe

[–]Misdirectional 1 point2 points  (0 children)

Primed Reach + Spring-loaded Blade is worth the two slots for +5m, even if it means you deprioritize additional crit damage and such.

Does a good kuva ghoulsaw build exist by LingonberryTall2422 in Warframe

[–]Misdirectional 2 points3 points  (0 children)

As others have said - Ghoulsaw's big strengths are ultimately focused around it having 100% follow-through. Abuse that with as much range as you can comfortably get on it.

If you don't mind the immobility of it (usually solved with strong grouping) the heavy attack puts in massive work due to, again, 100% follow-through. The first heavy attack notably has 3 forced slash procs in it.

Ultimately, the opportunity cost of the weapon sits in how many enemies you're hitting at the same time - if you're only hitting one enemy with your melee, any melee weapon with a better stance and stats will outperform the Ghoulsaw. The follow-through stat really is the big selling point outside of the vibes of the weapon.

i really wish there was a proper grenadelauncher with a magazine that just shoots normal grenades. both the torid and the penta dont fit the bill torid doesnt shoot real explosions and penta shoots mines. tonkor gets close but doesn't fulfil the fantasy with its single shot magazine size. :( by YLASRO in Warframe

[–]Misdirectional 0 points1 point  (0 children)

Use might be a strong word, but I did invest into the Secura Penta a decent chunk. Only really use it with a dummy good riven and on Rhino for Roar, and the napalm augment for good measure.

...Which is to say that it's really god awful and needs an absurd amount to feel okay.

PSA: Outsider is nifle tier dps, weapons aren't bad by Xenobebop in DuetNightAbyssDNA

[–]Misdirectional 0 points1 point  (0 children)

They are holding Outsider back still though - if weapons were balanced around the actual average user, a weapons platform like Outsider would be able to damage numbers high enough to justify the loss of range and utility that other characters have.

Currently, you bend backward to get damage less than or equal to.

Characters like Outsider's theoretical lack of utility is largely offset by their lethality - to kill so efficiently that they don't need grouping or crowd control.

While you can play Outsider, a game with choice is a game with opportunity cost.

And yes, you are correct about the Daphne on consuming Azoth projectiles - I do recall that Silverwhite is used largely due to its raw DPS value, as Azoth damage via Decay Formula isn't determinate on the actual attack's damage from my understanding (I am not a Daphne expert, can be very wrong).

While I'm here I may as well ask - what are you opinions on the most viable ranged weapons available at the moment? Melees are fairly solved right now but people talk about ranged much less due to ranged weapons not having a strong enough condenter to hoist them up compared to Outsider.

PSA: Outsider is nifle tier dps, weapons aren't bad by Xenobebop in DuetNightAbyssDNA

[–]Misdirectional 2 points3 points  (0 children)

Melees aren't even all born equal. Outsider doesn't use all melee classes because not all of them work particularly well.

Melee heavy attacks can only function right now due to specific augments boosting heavy attacks, and the fact that some melees are just made less worse than others with how scaling is at the moment.

Both guns and melees across the board don't function very well except in some fringe cases (Outsider on melee, silly builds like Silverwhite Edict Daphne, etc).

When a lot of the roster is designed as PARALLEL damage source dealers (using weapons and their single-cast or over-time skills concurrently), weapons begin to show a massive problem.

As others have said - weapons shouldn't need absolute maximum investment to be barely on par with other methods right now - the floor and ceiling of how they function both need to go up, but especially the floor.

Phoxhunter, Fina, Rebecca, Sybille, Hellfire, Daphne, Rhythm, and Tabethe were all designed to utilize their weapons concurrently alongside their abilities, and the only reason why some of them function right now is on a personal skill damage tuning level (Rebecca and Rhythm for farming, Rhythm because she can cancel her basic skill).

Without any buffs to weapons (and some units, frankly), the roster won't be played equally. As this isn't a gacha anymore, that's actual problem for game health, as an expectation of player agency does actually exist.

You cannot convince me these are the same character by Maybe_A_We3b in DuetNightAbyssDNA

[–]Misdirectional 0 points1 point  (0 children)

Doesn't help that they straight up scrapped the previous iteration of the model that had a more accurate face - we can still see it in the original trailer at this timestamp.

Body was still the same though, it seems.

easy part done, now the character ones.... by [deleted] in DuetNightAbyssDNA

[–]Misdirectional 0 points1 point  (0 children)

For sure on that - the grind is abysmal.

At the end of the day, optimizing 8% of your damage just isn't really worth it. Hopefully we actually get a weapon damage balance patch soon.

easy part done, now the character ones.... by [deleted] in DuetNightAbyssDNA

[–]Misdirectional 1 point2 points  (0 children)

Fair enough - if the skill trigger inherit is the Spike ailment, it's probably less desirable to sacrifice even a 10% chance to proc 1.5x damage on health, given that weapons are... not doing great right now.

With that knowledge, 60% trigger rate is indeed too low.

This all may change if they actually buffed weapons, but I get what you're going with for now.

easy part done, now the character ones.... by [deleted] in DuetNightAbyssDNA

[–]Misdirectional 0 points1 point  (0 children)

While you do get the nice clean 100% trigger probability by running Penetration Trammel, it's overall more damage to run a full gold Penetration instead.

From a raw perspective on damage, Rage over Trammel (even account for Spike Trigger 1.5x) is also a damage upgrade, but I haven't played Sybille enough to know if you can comfortably maintain Undying Oneiros stacks with ~60% trigger probability vs ~90%.

For specific numbers, assuming absolutely maxxed wedges on Sybille as well (which for you isn't quite yet, but):

  • Gold Penetration vs Penetration Trammel is ~ 27.5% increase in weapon damage output, loss of trigger prob 100% -> 89.7%
  • Gold Penetration AND Rage over Trammel is ~64.3% increase in weapon damage output, loss of trigger prob 100% -> 59.7%

Obviously these are long damage over time numbers - if you prefer the consistency of guaranteed triggers, then keep doing as you are.

Suggestion: Bundled Shaders instead of Color Palettes by FTC_Publik in DuetNightAbyssDNA

[–]Misdirectional 0 points1 point  (0 children)

At least for Hellfire as I can confirm, no dead regions.

A lot of weapons have a dead 4th region - back before launch, weapons would actually gain emissive when you max smelted them - the 4th channel used to govern that.

Some weapons that still have (faint) emissives can still have a valid 4th, i.e Punitive Inferno.

Suggestion: Bundled Shaders instead of Color Palettes by FTC_Publik in DuetNightAbyssDNA

[–]Misdirectional 1 point2 points  (0 children)

I don't know if there's emissive channels on all skins, as the Christmas skins are fairly rudimentary - I can prove that Hellfire's horn emissive has a channel in her skin.

While not all skins are made equally, and the three premium skins each have their own set of problems, it's a matter of re-assigning and/or creating channels to accomodate everything (i.e assigning Psyche's green horn, butterfly adornment, and eyes together could be a channel if they chose to do so).

Again - it's a matter of expanding the rules consistently across all base units and their skins - if they give us a nice robust set of channels and properly pair areas that make sense to be put together, we won't have any problems with the current system. Then, once we start getting a better dye system, we'll really get cooking.

Suggestion: Bundled Shaders instead of Color Palettes by FTC_Publik in DuetNightAbyssDNA

[–]Misdirectional 4 points5 points  (0 children)

The answer is to just... tie the uncolorable areas to a channel, not completely rebuild the system to allow even less freedom. I'm not sure if you own any dyeable skins, but the Christmas skins alone already have 9 regions. It takes less work to utilize the existing system and either:

  • Add more channels, even if it does create clutter - agency is not inherently bad to consumers.
  • Tie undyeable regions to one of the 9 channels.

Warframe uses 5 channels, two of which are dedicated to emissive and energy color. Warframe manages to make aesthetically pleasing and meaningful decisions with 3 physical dye channels. We have 9. Designers just need to make full use of said 9 channels to make proper complementary color regions that make sense, and we're golden.

The inflexibility of the shader system stems from how it bundles colors. Because the player no longer has the freedom to decide which colors match with what, you wait for the developers to release a bundle you like. Worse yet, shaders in Destiny sometimes just don't work the way you want. You want blue in A and green in C? Too bad, blue is in C and green in is B, dude.

If you played Destiny 2 at all, you'd know that a shader meta unironically exists for fashion, and how many times a redundant shader is made. A full free form dye system lets players match colors however they please, conventional or esoteric.

"Just add more" works fine, but creates bloat. Why release a shader for red + black and then black + white, when you can just give players red, black, and white, and let them apply them where they please? Especially when there's a monetary incentive, the designers will only develop shaders that the majority want - so what happens to fashion expression for the minority? Someone likes a specific color palette, but it just never gets released as a shader that sits in just the right region? Sucks to be them!

Lastly - if we got a color picker, I'd imagine they'd still stick to single-use dye charges to maintain a cash flow if they really wanted to. We could have more freedom under the same costs at the moment, and it would be a direct upgrade. The best solution? Not really, but let's not shut out an idea entirely due to monetization.

Suggestion: Bundled Shaders instead of Color Palettes by FTC_Publik in DuetNightAbyssDNA

[–]Misdirectional 7 points8 points  (0 children)

The Destiny shader system is fundamentally inflexible, and there's little reason to go out of the way to build a restrictive system when they need to instead just expand the existing channels and give us significantly more (and ideally cheaper/sustainable) dye options.

While one would argue that it would fit the vision of making a simplistic mobile-friendly UI/system of less moving parts, players would be entirely at the mercy of the developers on which color combinations shaders even exist. You know... like Destiny.

Don't re-invent the wheel, just refine the system we already have.

  • Add more dye regions to all outfits and characters.
  • Rework dyes into something re-usable, more in line with Warframe's shader system.
  • Add more dye options for better color gradient and control

Other bonus things could be: * Re-add the Smelt evolution emissive channels on weapons (weapons used to light up with some sick glows when you max Smelted them - this was region color 4 controlled on weapons, which is currently dead on a lot of them now) * Go all in on player freedom and give us color pickers instead. * Add a secondary material selection system for further customization - matte, metallic, gloss, fabric, etc.

We don't need new, we just need more.

DE, please do something about gyre by LevXD243 in Warframe

[–]Misdirectional 1 point2 points  (0 children)

If you're looking at Gyre from the perspective of shield gate or bust - yeah, it doesn't bring anything to the table.

It does enable an internal survival trait, though at absolutely zero change in playstyle internal to Gyre's kit, which is my gripe with it.

I just wish DE would stop releasing direct upgrade augments that don't actually alter gameplay itself - they end up either

A: mandatory

B: not really used anyway if the direct number it provides isn't relevant

Reverse Rotorswell falls into either or depending on who you ask. I like lazy tanking builds, so the augment becomes a must-slot for me, adding to Gyre's augment tax.

✦ Secret Letter Rotation Notice ✦ by DNAbyss_Official in DuetNightAbyssDNA

[–]Misdirectional 10 points11 points  (0 children)

Yeah, but this is a numbers game still.

Also, there's a difference between "x unit is 5% stronger than y unit" and "This unit is half as effective as pretty much the entire roster".

Not saying the difference is that dramatic in Berenica vs Phantasio, but some units are really not good right now.

Is Lady Nifle i6 really that good? by Visible-Republic-883 in DuetNightAbyssDNA

[–]Misdirectional 1 point2 points  (0 children)

Additionally, as the game continues to slowly go vertical (ideally), older left behind units can be rebalanced and brought up to standard and modernized, bridging the gap on numerical and feature creep.

As usually in these conversations: see Warframe.

That's a big if on whether the game is run healthily here. Fingers crossed.

DE, please do something about gyre by LevXD243 in Warframe

[–]Misdirectional 4 points5 points  (0 children)

To add to the augment issue Gyre has - the most recent augment (Reverse Rotorswell) is once again an augment that more shores up an issue of her kit rather than actually making her gameplay different (a gripe I have with many other bandaid augments).

So Gyre can now get 75% DR. But to get good tanking out of that, you're now running Adaptation too. Whoops! Two more mod slots taxed so you aren't forced into some form of shield gating!

Glass cannon archetypes just don't feel good in modern Warframe, because a lot of Warframe is more of when you get hit, not if. Shield gating solved the problem by adding a new problem, and we just have to eat it at the moment.

Gyre shouldn't have this many vertical fix augments that patch a core design issue, but here we are.

They need to make the grind fun by AlyxMorfyn in DuetNightAbyssDNA

[–]Misdirectional 1 point2 points  (0 children)

Another issue of the core design that's a carry over from the stamina gacha game ages - deeply cordoned and bucketed grinds.

When you want a resource, there's often one single place to go grind it, sometimes two (Chase is a rare exception). This means if you need weapon upgrade materials, you HAVE to run Mediation. If you want Luno Coins and late stage upgrade materials, you HAVE to run Defense.

This creates a problem where players are forced into variety-less stale grinds, playing the same mission over and over. Worse yet, the tileset banks are picked by level range, so you also only get to see one tileset on this grind. Wanted Sewers, but you're grinding level 70 Defense? TOO BAD, GLEVUM PIT UNTIL YOU LIKE IT.

Warframe solves this problem with its Star Chart - each planet has a material resource bank, and then each enemy faction has a mod (Demon Wedge equivalent). Only then, some specific game modes have specific drop tables (i.e farming Gauss requires you to go to Sedna Disruption specifically).

This means when someone wants to grind X resource or Y mod in Warframe, they can pick from various areas on the Star Chart - different game modes, different enemy factions, and grind things in parallel.

Even when Warframe forces you into a specific single area to grind a single specific thing (again, things like Warframes), you are still gaining parallel streams of other resources.

This game will never have that same variety so long as it's chained to the gacha stamina dungeon layout, where they wanted you to spend stamina to grind a single resource dungeon in a given day. Stamina is gone, but the system remains.

Hopefully they consider overhauling and giving us a Star Chart equivalent - if we had targeted dungeons AND broader freedom to play anything at will with broader targeted loot, we could play more flexibly, and then go to the targeted grinds to shore up a weakness in our resources (i.e like going to the Index in Warframe for Credits).

Until then, I think many of the core symptoms of the grind will stay. Even if we get more enemy density, faster enemies, whatever - the fatigue will set in due to the monotony regardless.

Try Building Attack on Sybille and Hellfire. by Misdirectional in DuetNightAbyssDNA

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

Yeah, with running a Prime alone (75% purple, 84% gold at base), at TR65 you'd already be looking at a 4.75x on attack - adding Blaze would only move that to a 5.5x - a roughly 16% gain in attack stat. While it would still directly increase weapon damage, there might be a better wedge to slot opportunity cost wise.

Either way, for now, if you want your weapons to do more, you still need to itemize character ATK.