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DE already knows that and that's why they slowly tweak all warframe skills, to scale better. Be it with melee mods or a combo counter which adds dmg (ashs 4).
I advice you to watch some old warframe videos on youtube or/and some devstreams and look how they improved the game .. the last 2 years. Then you know how they work and what they are planning.
2. Yes the damage scaling is a problem
3. DE is working on making it better
4. If the abilities scaled infinitely the game would be easy and if they scaled slower it'd be a step in the right direction, but people would still complain
Quite frankly I think DE should focus more on making the combat system tighter in general: shorter casting animations, quicker holstering (like it used to be) where players can switch between guns, melee, and powers quickly and reliably.
I played the game way back in the day when the Void was just barely getting released and you could still buy a Snipetron for like 35000 credits. I've been gone for a long time, and yea, a lot of it is significantly improved, but this aspect is something they really haven't touched unfortunately.
I mean, the energy system is just crappy, because a game should never be built in such a way that it actively discourages you from using all your abilities because every use of the weaker ones eats into your ability to use the stronger ones. That's just poor design. Even in games that use Mana as a casting resource they usually do that in conjunction with cooldowns or synergies so that it doesn't create a situation where you spend all your mana on only spamming your strongest spell.
There is also a reason why so many games that are built around gear scaling have adopted the standard of making abilities deal a percentage of your weapon DPS in damage instead of having their own fixed numbers, because designers have long since learned that having abilities scale on level while your actual power level scales on gear is extremely fickle and rarely ever works out well.
I think it's not unreasonable to expect Warframe to get with it and fix this stuff.
I guess the problem is that they only feel useful as long as they produce instakills, but instakills are easy. The solution is to put more status effects on the abilities rather than just damage.
For example, if a Vauban's Tesla ability stunned enemies for a few seconds after getting zapped with it it would remain a perfectly useful ability even at higher levels. It would create opportunities to land high damage shots more easily, and thereby always be useful.
Or if Ember's Accellerant simply increased all damage by it's respective amount it would be a fantastic ability at all times, but since it's only fire damage nobody is going to have pure fire damage in an endgame scanrio.
I mean, it really doesn't take a lot to think about ways in which abilities can have effects that keep them meaningful. It hasn't really happened for a looong tim though.
Yea, but when the core motivator of your entire game is "Make a stronger space ninja" it'd be kind of silly not to have content that requires that kind of power.
Yes, but you see, that's what they've been doing. That's what we mean when we said they're working on it. There are plenty of augments that do this. Plenty of warframes like mirage have a blind or something that happens after the ability is taken out of effect. Ember got a mini rework a while back that made a wall of fire around her in addition to casting the original ability, which knocked enemies down, the augment for World on Fire has a 100% knock down effect. DE is taking their time in reworking everything because they want to keep producing new content in addition to improving the frames and they want to solve it with a very long term solution that will last until they change a core element of the game. Another example is Frost, his Avalanche reduces enemy armor by 60% now, regardless of damage. Oberon also got a bunch of Radiation procs tagged onto his abilities a while back. I don't know when exactly you left and came back to the game, but if you haven't familiarized yourself with all of the changes, you really should.
Actually I find the opposite to be true for some frames. Like Frost in higher lvl void def needs to utilise all of his skills to be more useful even if his ultimate doesn't reduce armor. His ultimate has the ability to freeze them for some time, his 2nd skill can slow many enemies coming from the long straight direction towards spawn or other directions and his 1st can freeze parasitic eximus or other high priority enemies and also buff his teammates' pwr str which means a lot to some frames.
It is a good thing that frame powers get weaker at higher lvls cos then the game wouldn't become press 1, 2, 3 or 4 to win at high lvl. It also makes the game more interesting. If frame powers skill well into higher lvls, it would be very lame and also make your 5 or 6 forma weapon pretty much useless cos its main use is for shooting/killing nullifier bubbles. And it doesn't really bring out the teamwork needed and quick decision making or your fps skills into that is needed in higher lvls.
It's all in the player's mindset. Like nekros' ultimate can be very good in def too and you can always tell how good the nekros player is by looking at when and where he casts it.
Although I must agree that there are some frames whose skill utilities and dmg needs to be buffed, players should also realise that frame abilities are not useless. It's more of how u use them in situations.
Just like mesa's peacemaker changes which many players see it as a nerf, you can also think of it as a buff cos now u can choose where to shoot first and to a certain extent, who to shoot first with it.
So sure, if you don't like oodles of powerful mods you don't have to use your energy in the most efficient way, just don't act like every approach to playing the game has equally desirable results, because that's simply not the case.