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Frondator Mar 12, 2019 @ 12:31pm
Orb Vallis Difficulty
In no way comparable to Plains of Eidolon at the same enemy rank. This open world has so many obnoxious enemies with knockdown weapons and explosive ♥♥♥♥ blinding your vision. I was soloing what I thought would be a casual mission because I haven't played Fortuna in a while and I like to have an easy game to enjoy the open world, and of course I almost lost the case defence because some enemy I couldn't see was blasting me off the case and sending me 50 feet every time I got back to capture the case. What is going on with this open world? I like it, but let's balance this out a bit.
Originally posted by Dex:
Everyone is insulting OP with "heaven forbid the game has some difficulty" but if you actually read his OP, he merely states that the level is off with the rest of the game and it's completely true. I have more issues with level 40 - 60 enemies on Orb Valis than I do with high level sortie enemies. It's silly. If you're going to have difficult enemies THAT'S FINE, but correctly label them so lower level people aren't completely destroyed out of left field by the enemies. A level 40 enemy should be consistent throughout the content.
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Showing 16-30 of 38 comments
ANU Mar 12, 2019 @ 5:28pm 
i wish enemy could use stance too or spam their ability like tenno do
primobrainlet Mar 12, 2019 @ 6:19pm 
I still remember when level 15 orb vallis enemies would shred anything that wasnt invincable
pavig Mar 12, 2019 @ 6:45pm 
Orb Valis enemy difficulty scales with alert level. This is the case on plains as well, but the grineer are less on the case with scaling their alert level.

The open world areas also scale based on mission level so if any mission is active (and that includes event missions you might wander into by mistake) that will add to enemy difficulty... and on top of that alert level is cumulative.

A third factor is that mission enemies and local alerts can overlap, dumping twice the enemies on you if you are unfortunate enough to aggro an installation near your area of operation.

...so basically, the levels shown are only a guide. Your mileage may vary.

On top of this, corpus are a very different enemy type to grineer. Their weapons have a tendency to tear through your shields real quick using chip damage. This makes many warframe builds which deal fine with grineer have difficulty against corpus and vis a vis - same deal with infested/corrupted/ghoul/sentient etc. So easily handling level 30 of one for example doesn't guarantee you can handle the same level of a different faction. Most frames can adapt to any faction given the right tweak to mods though.
The author of this thread has indicated that this post answers the original topic.
Dex Mar 12, 2019 @ 7:06pm 
Everyone is insulting OP with "heaven forbid the game has some difficulty" but if you actually read his OP, he merely states that the level is off with the rest of the game and it's completely true. I have more issues with level 40 - 60 enemies on Orb Valis than I do with high level sortie enemies. It's silly. If you're going to have difficult enemies THAT'S FINE, but correctly label them so lower level people aren't completely destroyed out of left field by the enemies. A level 40 enemy should be consistent throughout the content.
Ivara Ara Mar 12, 2019 @ 7:11pm 
Originally posted by Dex:
Everyone is insulting OP with "heaven forbid the game has some difficulty" but if you actually read his OP, he merely states that the level is off with the rest of the game and it's completely true. I have more issues with level 40 - 60 enemies on Orb Valis than I do with high level sortie enemies. It's silly. If you're going to have difficult enemies THAT'S FINE, but correctly label them so lower level people aren't completely destroyed out of left field by the enemies. A level 40 enemy should be consistent throughout the content.
It is funny, OP is aware how the OV levels work, but as plenty of people fail to see. Is that the fact stands, a level 15 OV/PoE enemy is not the same strength or anything as a level 15 star chart enemy. And THAT is the issue, it is the only area where the level shown make no sense.

People can go into OV or PoE thinking yeah i can handle these low level enemies, then proceed to get stomped on due to the levels lying.
Hakkito Mar 12, 2019 @ 7:12pm 
Personally i enjoy the difficulty of Orb Vallis but i will say it is sorta hard to do some of the missions. It is hard if you just make some random loadout for fun though.
H3X Mar 12, 2019 @ 10:22pm 
Originally posted by Ruben T:
Originally posted by Dex:
Everyone is insulting OP with "heaven forbid the game has some difficulty" but if you actually read his OP, he merely states that the level is off with the rest of the game and it's completely true. I have more issues with level 40 - 60 enemies on Orb Valis than I do with high level sortie enemies. It's silly. If you're going to have difficult enemies THAT'S FINE, but correctly label them so lower level people aren't completely destroyed out of left field by the enemies. A level 40 enemy should be consistent throughout the content.
It is funny, OP is aware how the OV levels work, but as plenty of people fail to see. Is that the fact stands, a level 15 OV/PoE enemy is not the same strength or anything as a level 15 star chart enemy. And THAT is the issue, it is the only area where the level shown make no sense.

People can go into OV or PoE thinking yeah i can handle these low level enemies, then proceed to get stomped on due to the levels lying.

Even if the enemies scale higher (let's be generous and say 5-15 in OV roughly = 20-35 maybe in other missions in terms of the damage at the base alert level which may be too high but w/e) if your loadout is remotely decent you should be able to take them down without too much issue at all. Sure it scales as the alert level rises but the alert levels can be controlled by taking the beacons (and the enemies that place them) down first.

The real problem the OP has is the CC as far as I can tell here. When the alert levels rise you can get swarmed and flattened out repeatedly by enemies that you may not see coming, which can be frustrating. The melee units charge from a large distance fast and knock you flying, the MOA reel you in and pull you about, etc. No other Corpus are equipped with this stuff (or Arca Plasmors for that matter).

That said, OP, the fact that it wasn't just a damage/health buff but something that made me adjust my playstyle to work around it is literally what I like about Vallis enemies. The Orb Vallis literally made me respect the Corpus combined arms lol. I'd say give it a little time, learn the telegraphs for the attacks that are problematic and get used to disengaging the mobs under fire to focus on the beacons and the problem units first. Familiarise yourself with how the different units work and you'll be cutting through them in no time. Every faction has knockdown potential, and it's a matter of spotting the problem units/attacks incoming and dealing with them, no difference in Vallis really beyond the fact that it's scaled slightly higher than the level ranges of standard missions and at high alert there are a stack of different possible units to cause hassle, which doubles back to the point about controlling alert level via smacking beacons wherever you can.
Aerond Mar 12, 2019 @ 10:26pm 
The real problem is, Corpus robotic proxies are far more dangerous and annoying than Grineer's strongest soldiers...
Last edited by Aerond; Mar 12, 2019 @ 10:26pm
H3X Mar 12, 2019 @ 10:33pm 
Originally posted by :
The real problem is, Corpus robotic proxies are far more dangerous and annoying than Grineer's strongest soldiers...
The funny thing is, despite them being in the game for ages the Orb Vallis is the literal best example of combined arms, where the Corpus infantry is supported by heavier units and proxies like the Jackal/Hyena, together. The other missions that have Jackals/Hyenas, they're just kind of there. They make more sense in the use that DE gave them in OV in my opinion.
Last edited by H3X; Mar 12, 2019 @ 10:35pm
massgunner32 Mar 12, 2019 @ 10:34pm 
Originally posted by :
The real problem is, Corpus robotic proxies are far more dangerous and annoying than Grineer's strongest soldiers...

Not big surprise considering that their strongest units are useless in open areas and everyone else is another reskin of the regular galleon soldiers.
Icarus Mar 12, 2019 @ 10:35pm 
Originally posted by massgunner32:
Originally posted by :
The real problem is, Corpus robotic proxies are far more dangerous and annoying than Grineer's strongest soldiers...

Not big surprise considering that their strongest units are useless in open areas and everyone else is another reskin of the regular galleon soldiers.
"galleon " ?
Aerond Mar 12, 2019 @ 10:38pm 
Originally posted by john cena:
Originally posted by massgunner32:

Not big surprise considering that their strongest units are useless in open areas and everyone else is another reskin of the regular galleon soldiers.
"galleon " ?
the regular soldiers on their galleon a.k.a war ship. Those Mean Greens.
massgunner32 Mar 12, 2019 @ 10:39pm 
Originally posted by john cena:
Originally posted by massgunner32:

Not big surprise considering that their strongest units are useless in open areas and everyone else is another reskin of the regular galleon soldiers.
"galleon " ?

Grineer ships, this and asteroid are the most common tilesets to see vanilla Grineer.
Walrus-Sama Mar 12, 2019 @ 11:06pm 
Originally posted by H3X:
Originally posted by :
The real problem is, Corpus robotic proxies are far more dangerous and annoying than Grineer's strongest soldiers...
The funny thing is, despite them being in the game for ages the Orb Vallis is the literal best example of combined arms, where the Corpus infantry is supported by heavier units and proxies like the Jackal/Hyena, together. The other missions that have Jackals/Hyenas, they're just kind of there. They make more sense in the use that DE gave them in OV in my opinion.

The Corpus Combat units in the Orb Vallis do seem a lot more heavy duty than standard Corpus units. As if the units deployed in the Orb Vallis are some sort of Elite/Special Forces units.

Nef Anyo has a lot of significant investments and projects in the Orb Vallis (Coolant Towers, Fortuna, several high end facilities reseaching Sentient tech, the Orb Mothers, various farms, Orokin ruin research, etc). It would make sense even a greedy guy like Nef would commission a more Advanced Corpus Legion to protect his Investments.
massgunner32 Mar 12, 2019 @ 11:08pm 
Originally posted by Walrus-Sama:
Originally posted by H3X:
The funny thing is, despite them being in the game for ages the Orb Vallis is the literal best example of combined arms, where the Corpus infantry is supported by heavier units and proxies like the Jackal/Hyena, together. The other missions that have Jackals/Hyenas, they're just kind of there. They make more sense in the use that DE gave them in OV in my opinion.

The Corpus Combat units in the Orb Vallis do seem a lot more heavy duty than standard Corpus units. As if the units deployed in the Orb Vallis are some sort of Elite/Special Forces units.

Nef Anyo has a lot of significant investments and projects in the Orb Vallis (Coolant Towers, Fortuna, several high end facilities reseaching Sentient tech, the Orb Mothers, various farms, Orokin ruin research, etc). It would make sense even a greedy guy like Nef would commission a more Advanced Corpus Legion to protect his Investments.

Ironically the Tusk were supposed to be Elites too, yet they still use weapons like the Hind.
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Date Posted: Mar 12, 2019 @ 12:31pm
Posts: 38