#envoy-gathering
1 messages · Page 31 of 1
not even beating around the bush on that
got it
i gues stock gives 0-1 tempers
AI took my job. Now I have more time to play soulframe until my apt kicks me out
fr what else are we supposed to do lmao
im glad my job cant be replaced by AI until it gets put on wheels and can locate+grab multiple things in the store
they're already working on something for that
just a heads up
yeah dont remind me!!! 
Ok so u can get 9 tempers cause Steve said the higher the tier the more u can get
has anyone seen any hints of when the Soulframe Merch orders from November will ship?
the mythical 9 temper Orst that once belonged to the fabled harold
we must recover it one way or another
priority mission
im already bored of trying to get anything higher than officer 4 Temper
I have a sovereign 5 as my best roll.
Which is jank cus it's 2 tiers above officer lol.
So it's a low roll.
Actually no that's mid.
Just a lot of overlap.
beside the bird and fly rat are more guide's you can get?
I still hate tier overlap. They could've just made it like, 1-2, 3-4, 5-6, 7-8 with one less tier.
Having a tier roll lower than a version of lesser rarity is jank.
I think the time for high tier maces farm was pre hotfix lol
As that's the only thing that defines the tiers.
Ain't there also a damage bump per tier?
Can we agree that the island is the main trade hub?
Seems I'm gonna miss a huge update
Perchance
like skin wise or different animal wise?
Lol
different animal wise ?
like having a rat or a bird as your guide
yep
Welcome to the shadowzone
u can get a Cardinal skin from the Thawtide event, tho that was a while ago
I have fallen to Earth from heavans grace. Can you hear the Trumpets of Gabriel sound?
a distant owo in the sky cries in pain
tho, theres also a sparrow skin if u do a two-factor authentication in the website
I see thanks
what boss job drops the Lyke-Wake I having had any luck getting the fragments of it any were yet?
Mendicant Knights in the Rovgot Ruins
Was there a not lame reason they lowered the orst drop rate
it's worse than that, too, since now you can get versions w/o any upgrades 💀
What the hell
in theory I get it because having the normal enemies drop a bunch of middling / low tier ones is a fast way to fill up your inventory
What kind of change is that. This is why we need to see reasonings in these damn patchnotes what is this change supposed to accomplish
the fact that assisted driving cars don't need a license to drive your car, eventually there will be so many lawsuits on this that no one will do that business.
but then... why even ship it this way in the first place w/o the ability to fuse 'em together
I killed Mendicant Knights in the Rovgot Ruins lot I still haven't seen the chest plate or the the Lyke-Wake to drop at. all I have helmet and leggings from him.
But even the agari are dropped military grade weapons so this change means nothing
interesting
yeah, I don't know if enemy tier has any kind of impact on the rank of the weapon
Agari now droping stock version like 3-4 in a row
does anyone know why part of the regalia hood is clipping
This cannot be…
saw someone walk out of a store and call their car, yes I am in ontario canada too, and the car drove on the wrong side of the road.
I understand there needs to be a grind of some kind but I thought the idea of this system was supposed to be exciting drops I don’t exactly feel excitement seeing stock weapons that do nothing.
other day, maybe weeks ago, gps voice was so annoying kept saying the same thing over and over again because the gps was trying to force my wife to drive the most expensive route and she drove until it changed its mind, but it kept talking in circles later as well.
swear convenience will be the death of 99% of all humanity.
the remaining 1% will without a doubt have planned it all
wooh
good 'ol fashion one step forward, three steps back
Mendicant King in **Stroaic **drops the mendicant king gear, while the **Knights **in the Rovgot Ruins in New Viscii drop the Lyke-Wake.
I give a try again when I load back in later on thank you cloudkracker for the inf.👍🏻
hi
People complained about crafting everything and crafting time this and that, despite it being straight from WF, so instead most of it will be replaced with a system that's much more engaging and will take at least five times as long to get anything good out of it.
The monkey's paw curls.
Grind is more engaging than waiting on a timer.
At least im doing more than literally turning the game off till it’s done like i did for duelo
I've never had any issue with finding something else to do in-game during any timer.
Something I am not afforded when you have to participate in a grind every step of the way.
Now it is just one painstaking task at a time, instead of being able to multitask.
Guys a user dmd today from this server and wanted to do the infinity kingdom scam
Lmao.
Well erm actually your farming standing and materials while getting weapons ☝️ 🤓
No messages at all in this discord too so very obviously just here to phish.
That's like red flag 1. If you get a random DM, check their message history in your shared discord.
If none, then it's a scam or a bot.
Immediately dismiss them.
Yeah i checked that before i asked why did the scammer added me
They're there solely to hunt.
They promoting a mobile game in here.... nowhere is safe Lmaoooo
racoon pact when
I wouldn't know how to report a very obvious phishing account, modmail? Just informing the mods?
So you mean to tell me... That we can see GHOSTS of people at tree's now? 4 players in party? and they added a inspect window??? and my character looks CUTE?!
At the very least report them on discord too.
a whencher
I reported the user i dont know how to contact the mods tho
Yeah but i think the user is still in this server
Should be reported to both discord and the server, as they're in this server.
Given that I'm pretty sure they wouldn't be happy about an obvious phishing account hanging around DMing people.
You can contact a mod probably =v
How do i contact them?
sure Howl or Naito wouldnt mind
anyone have a space code sorry for asking
i dont know why but it feels like our envoys have a lazy eye or our eyes dont sit directly forward
could just be me
Its also just the angle
Please put that kind of info in a #discord-mod-mail thanks 
Yeah that would help best I think
hello! 👋 just discovered the game like 2 minutes ago and i'm obsessed
Welcome!
good soup
gruel barrel
The communal gruel barrel
no other game has made me take this many screenshots
Free cam is going to do numbers when it drops
is this max? i have all weapons and motes i think but feel like ive seen people with a bit more
i went down list of weapons and have them all hmm
and i do not have the fey pact xp
no one does they removed that
yeah in p14 i think
do the journal animal/enemy entries count for a bit?
i sold one single weapon for slots early on but it was mastered...maybe i just relevel it cuz it got lost somewhere idk
Make sure to have all the location motes, including the 9 in rovgot ruins.
Wait was it even intentional its not in the patchnotes that this changed
Those make up a substantial part of your MR.
ohh theres motes in rovgot?
Weapons leveled, pacts leveled, and motes found are all of your MR.
Yes, 9 of them, so a good chunk of xp.
Such a pain to gather them all
Oh yeah they need to fix the spawn delay, that's pure BS.
thank you
The fact that they take minutes to spawn after you enter is awful and needs to be fixed.
do the other dungeons have them? i dont even remember
Nope, Rovgot is the first one.
no wonder i missed em
has anyone run across a bear that looks like bromius and gives you a booster of either virtues or affinity for a decent period of time? i can't seem to find anything about it in the wiki
yeah, can be a bunch of different story animools
ahhh might be why i can't track it down then
if it looks like different ones
does it just show up randomly?
seems like theres set spots they can appear in but not usually
thanks
i think buffs last 23 hours irl so dont need to see them very often
How do you save the caged animals in the collector bounty?
they are not really for saving. It supposed to be the cage where you can put in any thunderstones you collected and blow up the collector itself
you essentially free the animals by exchanging it with a thunderstone
What is envoy gathering
and i don't even know where you can get one these days
thats what i was thinking i dont remember any way to get one aside from the specific mission to blow up the tank
apparently they can spawn at bracken brae sometimes?
a thunderstone that is just laying there to be collected
instructions unclear: The animals are nowhere to be seen and the cage is all over the place.
i think i did something wrong idk
It's a partially removed interaction yeah, I just ignore it.
that's from very old preludes
Thunderstones used to be generically lootable, now they're only from a votive objective and they do not persist when you log out.
So it'll be incredibly rare to find one and keep it until a collector.
I expect the cage to just get removed eventually.
Yeah but you can still do it no?
The interaction apparently never worked well.
Nope
Damn bro the thunderstones were such a cool alternative path for the collector
I killed a boss and now I have a fae whispering in my ear about the Cogah, wtf?
do it
No recipe to make it
Yeah just about to say "nevermind, verminia is on vacation"
tbf i'd want a vacation as well after fighting a bear
So where do I go? Where i found her the first time?
Oh i definitly would, I have some armour dye to make
I work with teenagers, I believe that is punishment enough
so true bestie, so true lol
hey, anyone know the kind of level increase the coop does?
Gonna wait for P15 when the full weapon system gets added… cause rn it is a hell hole
then dont.
I will
4 stock, 2 militar, awesome hotfix (?)
yo whats up with cogah rune drop chances 😭 im getting nothin
tryna get treefell and the hollowing. 6 mendicant kings, 6 vellas, 6 wraith of wastes. 0 runes
Where even is mendicant king
I hope we get a way to modify the animations on weapons.
I would LOVE the new heavy weapon spin attack on the Paragon
For parry experts, note that riposte is not working on Orst, sadly.
is there a fix coming for Tales soft locking the game?
You can get the deflect but you cannot use the attack, you'll just light attack.
This makes me very sad.
Was playing 3 player Mirifuir just after 14.5 dropped, level 40 enemies seemed to be around level 60
Another thing broken by a seemingly unrelated hotfix it seems.
So about a 50% gain at 3 player
holy molly, that's a LOT
Possibly 25% per player, so a +75% level gain?
Eh, for MP scaling? It's still tame.
You gain more benefit per player than they gain from HP even if it was +100% per player.
The problem we noticed is that armour scaled as well, so it was a bit of a slog to kill anything.
Because of synergy and all that.
i can see that being reversed kinda quick. not it actually makes helping new players worse
Armor scaling is a bit of an issue.
Think that they might want to reduce armor scaling from MP and increase health scaling.
Or make it a MP buff to enemies rather than a level difference.
HP scaling is fine, even at high amounts. Damage scaling also manageable. Flat armor scaling?
You're gonna hit a point where nobody does damage lol.
Another way flat DR is just... bad.
i think that's the right call, now it kinda jsut makes enemies hit like trucks jsut because you wanted to play with a frend
What's better for cogah, pure magic or pure melee
Yeah, since they intentionally changed levels to impact armour and create unkillable enemies to encourage players to level up...having that be what scales seems like a bit of a problem long term
Ideally anything that keeps you alive the best
Melee typically. Magick weapon damage tends to fall off fairly quickly.
but yeah, this is lowkey the opposite of what they should be doing for mp, it should be palyers being equalized to the lowest player, not enemies geiing stronger the more people are around XD
Again, the root of all this is the flat DR system.
Cus it is very unfriendly to scaling.
It is a wall that gradually raises until it literally just denies you.
We could see a hybrid, but it definitely felt like they changed to flat DR for a reason.
They swapped from no DR to flat DR.
Mainly that with percent reduction players were taking a rank 0 wulder as a starting player and soloing Mendi King with it
If they have a reason for flat in particular, I will argue that that reason is bad.
flat DR can scale well if your damage also scale with your level, like it would rn without the attunement cap
Really? Then they must have had HELLA health scaling
going smooth, when i get to the stage i will rig it to fold into a axe(my idea is the heavy/rune attack is the bow being shot)
this games gun blade
Would say a hybrid system might be good. Have a threshold where below you deal no damage, then above that it's just percent reduction.
maybe. one thing for sure, that's like the worse scaling the studio has kinda ever made XD
Having a completely new player dunk on an endgame boss definitely felt weird at the time imo.
Flat DR heavily incentivizes numbers over skill, and with scaling like that you're putting hard pressure onto people to conform to optimal loadouts.
I do not like this.
what change is this?
MP scaling isn't playing nice with the current flat DR system.
Cogah also doesn't play nice with it, some weapon types outright falling off.
so like a double-sided axe, where the blades fold out as the arms of a crossbow?
Hell weapons, like dual blades, fall off even outside of Cogah and are just kind of bad.
ye
Multiplayer.
peak
Perhaps, but putting a limit on what can be killed isn't necessarily bad either.
well, enemies lowkey get ganked with just 3 or 2 players right now. 4 playyers is VERY extreme for the current enemies so extreme number seems reasonable. might need tweaked
Again, could see a system where there is some sort of floor, either Envoy Rank or Total Virtue based over damage
But yeah as is...some weapons just do not work
actually might make for a cool trick weapon, if we ever get something like that
I mean, if a player can skill through content while being vastly outgunned numerically, why is that bad?
The fact that they'd be trashed if they got hit is wall enough.
There's no reason to set up a system to block it outright at the detriment to people who play normally.
Perhaps.
It is not a problem that needs a solution cus it isn't a problem.
You do not need a floor like that.
If a mad lad can do it, let them.
Skill expression is good.
Perhaps. But it does remove some incentive from levelling up and make it more clear when you need to.
well if i make it good enough it might just get added you never know
im inspired by blood borne mostly so if i could get them to make them flick the bow open that would be cool af
if it does get added im convincing someone to let me continue making trick weapons
The incentive is getting trashed on if you don't have the skill to do it anyway, and I think enemies taking way too long to kill and doing way too much damage is incentive enough to go get better numbers.
As is, levels don't communicate a break point of "you should be able to take this guy" very well. Which, upon saying it, is a completely different problem that could be solved seperately.
Yeah.
how come reforging my basker's wrest doesnt show any dmg increase?
thats just wrong, bc cause they then have to play perfectly always at all times
play any competitive game right now and tell me how fun that is
depending on the size of the weapon, i could see it transform into either a hatchet -> crossbow, or halberd -> speargun
Scroll down
Discussion prompted further thoughts
lowkey id just copy the cleaver and "soulframeify" it
The issue we actually were thinking was a lack of clarity on what enemies a player could be expected to handle reasonably as they progressed
that was my fav weapon
The level system doesn't do that job very well.
is there some way to disable the magic auto-locking?
besides aiming
Not currently, no
dang, well thank ya
what if eneemies jsut scaled around the total virtues a player has 😏
It's meant as the "key playstyle feature" of magick weapons apparently. A more casual but less strong playstyle.
Let's not do this again pls
We know we already disagree
And we're very tired of back and forth atm
i see i see, i just wish it didn't prioritize breakables is the main thing, thanks for the info though
i'm jsut teasing
but also kinda saying that it is a better way than jsut level, just sayin
Honestly same. The priority seems to break every few patches
variety + scaling
witcher, any souls game, cult of the lamb, deep rock galactic, ultrakill, doom, space marine 1-2, etc
all understood that
They fixed it a couple times and the issue just came back
i see, well hopin' for a toggle eventually
Cool, so maybe we should be introducing heavy mace enemies only in certain areas? Or having enemies wear different armour based on the point at which the player is expected to be taking them on? Both of those seem interesting
i don't mind just aiming, only thing currently is my charged rune attacks may obliterate a nearby box
don't emntion scaling, you might attact me
Right now the only metric of difference between 2 ode camps is a number above their heads
So at any given point in levelling up and improving you gotta just learn what number seems to die okay now.
Introducing a bit more of enemy tiers and visual to help inform might def help.
also even skyrim did scaling, it's jsut that better of a system
no we just need more stuff then the like
5 distinct types of enemies we consistently fight
needing more ways to deal with them then just run at them and attack them
like idk, the hover board daemons in space marine 2. something like that would be cool in soulframe requiring a thown melee or something to knock them off first. if u dont kill them in time they get back on the board and pester u with magic
Having the low level zones be patrolled by grunts only definitely means you want to think about when you start taking on the big armored guy with a deer head. Especially if they guarded certain gates.
So to go to the areas those Elites roam with their squads of footsoldiers you gotta take on the guardian.
Would make the gates feel a bit more important than just "the arbitrary door we have to open" as well.
the game is already balanced in zones
removing the heavies and putting them else where would just make early game boring rn
Yep. We're saying taking some enemy spawns out of some zones, and adding new enemies in higher level zones, would also help.
Or make certain level groups of enemies wear different uniforms
Red could be levels meant to be fought below MR 10 for example
And you have Blue guys for MR 10-15 at some gates to prove yourself against
Then beyond the gate is blue guys
i dont think anyone likes this form of scaling, unless its PURELY suggestive and effect ZERO stats
Oh that is sick, they should hire you as an artist tbh
It's not really scaling? It's just communicating what the player is meant to be able to tackle
true, i need a modeling job
yeah but other games take this and make it so u cant engage with the enemies at all, i think eso did it tho i dont remember
As is the only info is a number, which scales wildly differently between factions and can only really help by throwing yourself at enemies until you find one you can't take.
We're not saying make it so a mr 1 player can't kill a blue guy
But the blue uniform means you're in for one heckuva fight
i think when i started i just attacked whatever i ran into til i killed it, or died
Just a model changeup to help communicate difficulty of the enemy.
Question about thr sword paragon in current patch, how does it fare against other greatswords in the long run? I been hearing a lot of mixed opinions on it when I was last on about 2 or 3 months back
to me it just sounds like more work for the guys making textures and scripts when all u gotta do is keep the number above their head
Maybe. We just find the number doesn't communicate very much effectively.
its the best sword heavy without question
Its very strong but worse than the purity by a not irrelevant amount
There aren't any reprocussions for death if you aren't involved in a siege. If the player goes in a direction and gets their arse handed to them, they can learn to go in another direction.
You want to color code all the enemies by difficulty? Differing player skill makes those numbers mean different things.
Purity does more damage, but Paragon is more build flexible
You can still use the paragon to great success
Gotcha. Any word on using another sword as transmog? Like using purity but using paragon as a skin for it? Any plans for that?
Definitely! But as is levels feel so wildly out of alignment and arbitrary to a certain degree.
I think they said something about that a while agi
Idk when its coming tho and theres not been much on it
Considering we are trying to get through an entire system change in the drops I doubt its any time soon
But what do i know it could drop in a hotfix tomorrow
It feels like the number means different things for different enemies, and that lack of consistency is a bit frustrating to us.
Oooh, thanks
Anyways, it was just an idea. If they wanted to try and unify the levels of factions a bit it might help. A level 20 Mendicant Knight and level 20 Ode Soldier definitely don't feel equivalent atm.
like i said variety, more enemy types that require different strats to fight is the way to go
cause rn everything is just dodge/parry, attack, ded. a marauder from doom, or a stealth assassin ode similar to the lictors in 40k would go hard in this game
if you just go down the numbers route it becomes slower warframe, same power creep, same content, new story
This sounds generally similar to what we suggested earlier, with removing Elites from the very early zones and having them spawn in more mid zones, then adding new enemies to higher level zones.
Basically the type of enemy you see in the area communicates the challenge.
And possibly having those enemies at the gates lets you test and prove yourself before wandering in.
no the current enemy list isnt varied enough rn, removing enemies from any point of the game is bad for it
just add more thats all it needs
Fair, though we feel starting players with only grunts is fine maybe that should be only for the tutorial.
Then elites when out in the map after, then more enemies from there.
mayber for like, the first few minutes yeah. but at most 10 minutes tops
Actually, wait. How many overworld Ode unit types are there even? We got swords, dual axes, dual knives, mace and shield, caster/healer, Elite Mace, Elite Greatsword, Elite Shield, archer...that seems like a decent start?
Maybe swapping out some of those for new enemies, like the dual knives for an assassin with a long knife that is invisible except through spectral sight, instead of just adding to the pool? Make them feel more like "better" versions.
yeah but how you engage with all of them is the same
run up to them
kill them
the only exception is the healer
but only barely, bc you notice it once it heals someone then you run at it and kill it
Not always! The shield guys sometimes you have to wait and dodge a bit. But yeah we get your point.
dog ima be real with you, i continue attacking them anyway to build stagger
it does nothing but slow the kill
But would say, if you just took that pile and added, the enemy lists get a bit bloated, and as you said some of those enemies maybe don't need to exist in higher level areas?
They could add active defense to the shield units. Perhaps they block between you and some squishy units, or shield charge
So, what about replacing
no i never said that, current list wont feel bloated bc like i said. they all feel the same
Change out the elites, maybe mace elite is swapped for one with firsts that smashes the ground if you get close.
Yeah, keep some as basic fodder the same.
But some of these feel like they could be in some zones then have others taking up their "role" in a more unique way elsewhere.
all CURRENT enemies feel the same moving them replacing does nothing. leave current enemies as is bc they are all the same. it will just make the enemies look less varied in low level zones if u do
adding a lictor to the game for example would cause you to pause, wait for the ambush and attempt a parry or dodge, you are forced to engage with the enemy in a meaniful way
or if you add a marauder, a enemy practically as dangerous as a boss damage wise. and is WAY faster then anything else. it would cause you to engage it in a 1v1 almost
Sorry, thought the point was adding new enemies that need to be approached more cautiously.
What does removing a basic fodder enemy from spawning in higher level areas when the new enemy is added harm here?
not really its a beta, caution isnt as needed
if it was (de would have not changed the virtues the way they did this patch)
No, more cautiously by the player
They need to not just be mindlessly charged at, yes?
i do like that floating enemy u proposed
So what does removing a fodder enemy when that enemy is added to spawn tables impact?
Presumably these enemies would be spawning in higher level areas only, yeah?
it makes your enemies look less varied
and fodder enemies are what make special enemies like im suggesting a actual threat, 1 on 1 nothing short of a boss will kill a player
imagine a flying sinecure that uses a blimp-pack to float in the air, attacking with ranged projectiles, u gotta pop his balloon with a pricise throw to ground em
We're not saying remove all fodder. But less variety isn't inherently bad for higher level areas? Making it so the enemy with two daggers can't spawn at the same time as marauders imo makes Marauders feel like the advanced version of the dagger guys, and helps make it feel more like progression.
Certain ode enemies spawn that look like archers but carry daggers
or sinecure
They're fast and can throw the daggers at you
They don's spawn super often in overworld
But they can
They are usually found in the Glades
They're hard to parry and usually you need to dodge due to their rapid strikes.
Or just beat them to death in 3 hits.
ah ok ik which 1 u mean
that variety maybe be bad the first time you see say a marauder
but after that you need the variety to keep the challenge
also the dagger guys suffer from the same problem as every other enemy in this game, you run at it and kill it. nothing else
Hello, how long does it take to validate our account after registering on the site? (because I still can't download the game)
But! If marauders attack fast and hit hard, similar to the role these guys were trying for and new players might be used to them doing, the Marauder then feels like a more lethal version of them. It means the player can carry some strategies of the "weaker" fodder version and it feels like they broke out the advanced assassins because you're a threat, so the weaker ones got left home.
lowkey i just face tank them and kill them if they even can attack before then
they're in the glades
they look like elite archers with the hairy heads
It basically lets you learn a basic role or strategy an enemy uses early when fighting fodder, then train and adapt it for the "advanced" version that's mote mechanically complex
And by removing that enemy from the area, it communicates to players to try that strategy.
Most low level players, a grunt enemy is still something with strategy for a while
the marauder im suggesting will in no way feel like anything in the game currently
This lets them learn that and advance that skillz instead of it atrophying when they can just face tank the hits.
We're using it as an example.
i dont think so
that just sounds like more of the same with more steps
are you a dev perchance? i would love to actually help create new enemies that forces engagement. if its the actual models or just designs
We'll just need to agree to disagree then. Imo letting players learn strategies then apply them in a more advanced form seems like a good way of teaching skills.
Each enemy should have its own quirk, other than a handful of "fodder" enemies.
that just waters down the gameplay and leaves no room for variety
and is currently why all enemies including most bosses feel the same rn
Dagger enemies can't be parried effectively, teaching early players to dodge those kinds of attacks. Then, replace with an enemy who also is best defended against by dodging, but up the stakes.
I think there should be an enemy that can run faster than the player, or at least catch a fleeing player. If you break off to chase down a healer or archer, they can get you. Perhaps the ode pact grapple?
i'd like chip in with the designs, ifs it ok
None of the mods are connected to DE.
Dev but not a DE dev
I work in games but not for the company.
ok ima be real with you, nobody engages with them like that and ill get on rn to prove it
I assume based on the maestra carma fights, the ai can use parrys and stuff just like the player. Maybe make the dual sickle ode able to parry certain player attacks
That and no company this big is gonna accept that kinda help because of legal vagueness, that's like ultra indie stuff.
Submitting a design will in fact make them less likely to use anything like it.
That would be cool!
Teach the player to sometimes not get up close.
Personally did early on.
Had to learn how fodder worked. Still have the muscle memory for some of the dodge and parry timing.
But, nowadays it is mostly just chop em to death.
From the getgo to now I have just spaced through combat. It is actually not often that I dodge or block.
Our power level grew faster than they did, so it's more effective to just hammer away. Which is part of what we feel elite variants would add.
I just walk backwards to keep at distance and use lunge to engage, repeat.
im almost finished with everything and i had to really think to remember which enemy you were talking about bc they are all so similar
what bout making kicks more useful perhaps?
like for breaking enemies' guards
I more often block ranged attacks than I block melee.
Cus I can't exactly space those.
But you can dance through this entire game by getting spacing down and having good footwork.
No dodging or blocking really needed most of the time.
Just preemptive avoidance and knowing the precise distance of your lunge.
True, which imo is a bit of a shame. Nothing challenges you on those skills much.
Enemies that can't be beaten easily by a certain strategy makes them a challenge for players using that strategy
Encourages trying new ones.
An enemy that closes the gap rapidly for a single heavy strike, for instance.
The problem is this game likes using numbers, and forcing a certain reaction to an enemy gets dicey fast.
Easy to dodge or parry, not easy to keep distance on
You can have an enemy autohit you, for instance, unless you dodge, cannot be spaced.
And this is fine with one of them.
Maybe an advanced version of the Mace elite?
2? 3? Combined with a crowd of enemies?
It can overlap such that you cannot avoid it.
Which becomes outright unfair.
Agreed, forcing 1 reaction isn't helpful
But making an enemy good against a single strategy means you learn to switch it up when needed.
Also, unrelated question, but does Orst always crackle or only when you have the voltaic temper.
An enemy that excels in closing distance keeps the "back up and throw" from being universally effective, but could still be beated by dodges, parries, or just hammering a bit.
If the latter, that's pretty neat.
ok this enemy is so rare apparently why would changing it even effect a special type enemy like im suggesting
theres like zero in this glades dungeon
We're basically saying, use the grunts to teach the basic skills, then use the new enemy variants to test those skills.
Grunts already fill a role
Okay can confirm, Orst only crackles if you have Galvanic Strike.
And some can't be defended in certain ways
Or at least defending that way is less effective
Also, one more thing, why is this called Galvanic Strike?
Galvanic and Voltaic are literally synonymous.
They have 0 difference in meaning, two words for the same thing.
They could've just called it Voltaic Strike.
Taking it up a notch with a new enemy meant to test your skills seems like a solid follow up.
only with voltaic
Teach, test, challenge.
Grunts can teach by showing you a strategy an enemy uses, then they are tested by elite enemies.
ok even then, nothing challenges those skill in the game rn
Potentially bosses could be developed for those skills as a more final challenge.
like
at all
Agreed!
and all those skill are is pressing shift
holding W and right mouse
and parrying
NOTHING else
Cool! So that's why we add enemies that can't just be beaten that way.
Perhaps an enemy who's immune except when striking, for example
Tests your ability to parry or dodge to get damage in the window after they strike.
you said thats a bad idea
We already have an enemy that teaches "don't flail wildly" in the shield grunt
Can they be beaten that way? Yes.
Is it the most effective? Probably not
So an enemy that then tests your ability to use other strategies further by making using a given strategy even.less effective.
Enter, the running charged heavy, now that you can charge them.
Which is still a mix up.
Now, you have to show some amount of ability to avoid a hit while baiting one.
That would work too!
Is there a way to exit Cogah mode?
Maybe a fully charged heavy can stun their shield briefly
Dying or logging out.
Die or log out
Oh it does, that was my point.
Ughhhhh
Charged heavies of any kind have always broken shields.
it rewards you for doing so
you build stagger on it for no risk
One does a lot of damage, the other almost none.
flailing on it wildly is actually encouraged
I wouldn't say encouraged.
Maybe add a shield bash if they're getting hit repeatedly.
It wastes time when you're alone, you can kill them much faster if you break it via kick or charged hit.
Hi guys, I'm trying to find crypt keys, I know that they are obtained by killing certain enemies and I always see the key drop on the ground and pick it up. When I opened the inventory the key is not there and when I go to the crypt I cannot open it. Does anyone know what it could be?
And when it's not alone, you waste time while other enemies hit you.
Plus, it's often faster to personally just bait an attack then kill in the opening
So the shield guys do provide meaningful variety.
It's just that any single enemy, when fought alone, does not provide any amount of difficulty.
Right now, SF leans towards numbers of bodies to provide difficulty.
Anything caught alone is taken care of by virtually any strategy with ease.
So, we have enemies that teach basic skills by limiting a single strategy's efficacy. They can be overcome regardless, but there is a small friction players can learn early
Then, ramp it up with elites that take it a step further
An elite enemy that is immune to just being hit repeatedly.
the could be the punishmenst for wailing on em while their shields are up
high stagger shield bash
not really
You have to heavy, to parry, or specter strike.
This then tests the lesson from earlier: it's not always best to just strike wildly.
Hue? Bonking the shield for like 5 or more hits vs kicking it and killing it in two, or a charged heavy and potentially killing it outright.
Maybe a cleanup strike after to finish them off.
what about kicking? any way to make that useful
that just is attenuation
No, not attenuation.
An enemy with an active Galvanic shield, for example
ok attenuation thats leading into full immunity
Pacts that have special kick functions are good, like Rood's can be used to engage cus the range is massive, or Tempest's grapple. Base kick is doodoo, doesn't provide any real advantage that charging up a heavy won't.
Hey guys, wassup
Time vs results, it's a waste of time.
Who has slow, wide swings that can be parried or dodged. Kicks or heavies can short their shield by knocking them back.
Basically, you are now forced out of your "default* strategy
And have to use a skill you were encouraged to learn earlier in the game
Adding enemies that force a break from different strategies then means you diversify your skills.
i was thinking of having kicks be a counter to enemy heavy attacks, if u tweak it a bit
like how parrying counters normal enemy attacks
kicks could counter enemy heavy attacks perhaps
Parries already do that with a skill, or just dodging.
The problem is we have a skill that lets us parry heavys
it just sounds like more of the same and nothing new to actually challenge the player
its called "challenge" for a reason
it just sounds like you want every enemy to be slowly grown into to remove any challenge
That's what we think would be cool, is using the grunts to teach, then, in higher level areas, letting the player feel progression by challenging them on a skill level, as opposed to numerically.
If that was removed id actually be cool with kicks countering them
Cus rn kicks dont do much of anything unless your the goat ode tempest
Just dropping a new element on the player without warning doesn't always lead to challenge, especially if the player adjusts to the new introduction.
wait, did we just agree?
About what
yeah i was thinking of that too
kinda boring if everythig is countered with parrying
Rood's funny headbutt has massive range, so it can be used to rush archers and stuff.
It has a special interaction if you're soft locked onto a target.
You'll just keep going and rush them lol.
I mean you can also just roll at them, I suppose I haven’t done that yet tho I should try that out.
It's very funny.
Parry is strong and should be but I do think kicks need to have a place in the game
We think challenging a player's existing skills rather than simply just having them learn new ones leads to them growing more. Could new skills be added, sure. But if they are added in the elite areas those again become "teach* enemies for that new skill.
if they adjust they lived up to the challenge, and all your suggested adjustments just invlove growing the player into the same stuff with higher numbers
You can close instantly using Rood's kick at about this distance.
You're just suddenly beside them.
And it takes less time than a grapple to use.
Who said higher numbers? It's gently poking to try something else, then heavily pushing you to use something else, using different mechanics.
Interesting
That's not just numbers.
How do you increase levels in Cogah?
Enemies seem to be stuck at around Levels 40-42
Kill Agari.
I need to remember this stuff when I play the other pacts
Level goes up every time you do.
oh, I thought killing anything increased it
They are using the same fundamental skills in a way that can overcome a greater obstacle.
Nah, just world and dungeon bosses.
I play sirin too much
that would just be increasing numbers
No, it's adding new mechanics that further limit the effectiveness of a strategy.
They should start marking dungeon bosses and let dungons be marked in cogah
Sirin is like the weakest pact right now, since Tempest got buffed.
It being more time consuming to beat repeatedly, vs beating on them repeatedly being of no effect.
I know
That's not a number difference.
tempest was stronger before hand
It just needs its bugs fixed and for every enemy to be able to be snuck
And maybe glamor to move faster
We're explaining how it isn't a number difference, just requiring a higher expression of the same skillsets.
There is a difference
An equivalent example might be a 1 block jump vs a 3 block jump in mario
Same skillset, but one requires knowing more and using it more effectively.
block jump?
When it was broken? Yes. But 14.5 improved the new version a lot.
Can I be allowed to fly in glamor please
It is now a very solid pact. Without being laughably broken.
how would that work?
no just 14
#bringbackthemachinegun
idk ask them
sirin was the goat when you could loot enemies mid combat and they would drop extra loot after killing that was a great time to use sirin but the devs took sirin out in the back and killed it
Classic mario games used blocks as away to build levels and measure distance.
No, 14.5.
1 block? Pretty easy, any tap of the jump button usually works
Its abilities no longer turn off against bosses.
3? Might require holding jump to jump higher and jumping close to the edge.
He was saying before the buff it was better than sirin
Which I dont agree with but it is what it is
A 1 block jump teaches a player what jumping is and how it works.
A 3 block jump tests their skill and knowledge around jumping.
You are not comprehending what I am saying. From 14 to 14.5, Tempest got a straight, objective buff. Some time before then, when it had a 4x damage multi that destroyed the world, yes, it was stronger, and needing a nerf.
I am saying that the new, stagger-focused version has now been improved enough to be considered decent.
From a buff it got in 14.5.
Your misunderstanding what he was saying bro
He said ode tempest in p14 before the buff was better than sirin
im saying that all versions of tempest is better then sirin, sirin is just flawed design wise
I was never arguing that though, I was comparing Tempest to itself.
Sirin worked fine when the taunt actually worked imo
Its still workable but trick of the light needs to be fixed for sure
And Tempest achieved extraordinarily little before the buff, as it literally only worked on mooks. All of its arcanics were legit nonfunctional against any boss enemy.
Idk why it hasnt been yet
Without, it lost a big tool for what it tries to do
Which is... pretty bad. At least Sirin can force a boss into the unaware state.
Which combos with the Grace bonus pretty damn good.
But that's... about all it does.
And sometimes maybe possibly sneak attack someone
In glamour
But yes thats about it
But Sirin did have boss utility when Tempest did not have any.
Yeah, it used to be great for grouping and buying distance
Now Tempest works against bosses, making it near objectively better.
Its very funny how one of its passives got completely invalidated by the orlick stuff
because the grace focused thing struggled against bosses
pre nerf tempest could still clear trash enemies fast, tank a extra hit for free and had cc even if it was bad
Sirin isn't great against bosses, but don't think it was ever meant to be. It's a CC pact, which unfortunately lost its grouping/AOE tool
3 to position. 2 to CC and AoE. 1 to defend if you got caught.
Without the 2, it doesn't really fill its niche anymore.
Glamour absolutely needs to be faster than what it is
It also needs to allow for more range of movement how is a butterfly gonna get stuck behind a 2 foot fence
I'm of the opinion that a pact should never be hard countered by any one mechanic. They should play differently, but never just have nothing to contribute to a situation. Thus, every pact should have something that helps them against boss enemies. Sirin has this a little in being able to stagger and force unaware, but it does need its distraction back.
Soft counters are fine, they can be better or worse at some things.
But a hard counter, in any situation, is never fun design.
To just be told no.
Which is what it felt like they were doing to Tempest before this buff.
It's an illusion
Yiu're not actually becoming a butterfly
A Glamour is a false appearance.
Yeah, it's on the tin, that's what a glamour is.
Yeh, that.
Better than becoming invisible and losing track of yourself.
But that's essentially what it's replacing.
Ive been tricked and lied to my dream of becoming a beautiful blue butterfly has all been for nought
Lmao.
i have a friend trying to play this but where do i get the invite code to send him?
it says i got some when i bought the founders pack but i never bought that so
Are you a founder trying to give him one
Usually from your account management page on the website if you have any
Oh its in your founders benefits
If you didn't get Founders you might not have any
Oh yeah if you arent a founder you dont have any but they can get one pretty easily
If you got the weekly sendout you got 4 to email
So, that could be an option depending on how they got access
Oh I actually didnt know that
Has that always been the case
i got access from another friend when the prelude dropped.
Yeah, except the Tennocon wave
Then you wouldn't have any most likely.
Darn
What level do enemies need to be (or what recommended level range) to drop Legendary Orst-III?
Levels don’t affect the drop rate
Apparently it effects the Tempers though
But, you can get one by purchasing founders, or watching an Envoy Hour/Devstream with a linked account.
That...sounds like it might be confirmation bias tbh?
I wish they would tell us
idunno, I spent a few days solo without cogah and never got a single weapon with 4 tempers
Chugged Cogah and easily got two Orst-III's with 4 tempers.
Ive gotten like 15 with 4 tempers killing stuff on a bridge
Idt cogah or levels have anything to do with it
Most of my officers have had 4 and I've never touched cogah.
Did my first solo cogah and I got nothing of note :(
I have an orst with 6 tempers I got of a regular heavy sinecure
I do not believe the sproutfolk are fey, lore-wise, but very neat.
They seem to be living in their own walls.
i love how the younger ones hang on the walls like fruit
Hi i just got the game
Sproutfolk technically are a creation of fey, so theyre not fey
Welcome!
sup
this server is for feedback tracking and bug reporting, so if you have any questions or bugs to report check the feedback forums and if someone has already reported them
Is there any way to make the glow from the mendicant king helmet red?
also if you have any issues feel free to ask here
Yeah it's like the omen-beasts not being fey, all fey are magical but not everything magical is fey.
And the sproutfolk were just plants risen into sapience by Alora.
Imagine RGB lights on the medicant king helmet
does this game support controller or do i just have to get comfy with keyboard
Dang, I didn't know if there was some sort of energy or emissive color option I was missing
I play exclusively on controller
W
I would normally but this game has ranged play very consistently, even with melee.
Given that throwing is a pretty regularly-used mechanic. I like being able to hit stuff.
Thus, keyboard and mouse.
Honestly the aiming even with controller feels nice
I like that they have specific settings for deadzone control
With accurate free-aim, I can aim a knife throw such that it skims past a small crowd and headshots the archer behind them.
There are so many things there that go wrong when using aim assist.
I've done the same throwing the paragon sword with a controller?
I usually aim for the healer though, they drive me nuts
You cannot tell me that aim assist has 0 issue snapping to a head your reticle is too close to when aiming past them.
The assist cannot read your exact intention.
Especially when trying to arc a shot.
Not really, I havent had much issue with it, what I have had an issue with is the overall focus system when I'm trying to run past someone
Whenever im trying to smite someone but it so happens that there is a bunny near me and i pull out the flute
Oh yeah, charming just needs to be disabled when you're counted as in-combat.
this has been happening constantly and it annoys me too much
That's aggravating.
if they can disable nightfold during combat they can disable charming too
Agreed, its infuriating beyond comprehension
Especially since it doesn't even treat them as equal targets. It's not like 'oh my screen was closer to the animal than my smite target, so if I move it directly onto the smite target it'll work'.
No, the animal outright overrides the smite on the priority list.
If it is in range at all, it will bar you from smiting because it will take priority.
The angle just does not matter.
How does Garrens rune recharge on heal work since only 3 runes have duration now?
I... don't know actually.
It may be nonfunctional. Again. Nothing new there I guess lol.
That passive has a history of doing nothing.
I've been testing and I can not figure out what it does I haven't tried with Smoke Treefell or Durglen but I assume it functions the same of those
Smite duration from rat totems as far as I can tell don't do anything either unless you're using the duration runes aswell
Garren' rune?
Healheart recharges runes when you you receive any form of healing. It used to be good for rune builds but since the rune changes I can't figure out what it does if anything at all
Speaking of Pacts
What if Werewalker was similar to ulfruns descent?
Real love hate relationship with the rune changes
What arcs for?
Premium currency
Like warframe's platinum
Best to just save em
Do they currently have a use or nah
Buying Inventory slots
Thx
Were Junipers arrows always Purple?
Yeah
They kinda matched the feathers of doyens cloak
Since it's his bow
I just never noticed
??
Like in the game itself?
yeah how to register for prelude?
This damn camel taunting my broke ass TwT I just wanna sell duplicate orst-3 stop showing me founders
I'm so close to all animal entreies I just need 1 more Glimmering Rabbit and 2 glimmering Beavers
it says wait for invite before download
I dont always understand what triggers it, but Ive been able to use healheart to get like 7 rune activations for 4 charges
Healing from any source
Need an access code
They give em out randomly every Wednesday and if u watch livestreams, u get em guaranteed
Atleast that's what it used to be
not any, pots dont work with it
are they live on yt or on twitch only?
and unless im somehow taking so much damage while Im runeing it up, Im not sure how my regain hits are charging up my runes by so much
They stream on both I think
Both, but u can only get the codes as twitch drops
Ya'lll know that feeling when you get a legendary Orst 3 and it has 1 Temper?
They can get 1?
1-8
Lol no I haven't even gotten a legendary one yet
I'm going to cry myself to sleep now
Cursed throw speed temper it haunts me Taunting me always there
I farmed today for 8 hours and the best I got from multiple different methods was 1 sovereign (which was worse than mine pre-hotfix) and 2 nobles. Something definitely feels bugged
I thought there was some general limit with Tempers and craftwork levels
Like noble 4-5 or military 3-4
I thought your first orst after logging in/entering and exiting dungeon is going to be the same craftwork as the highest in your inventory? why do I have 7 militaries and only 1 officer??
Only weapon level
Not craftwork level
Like if u rank up an Orst to lvl15, future Orsts will all drop lvl15
craftwork levels are rng
-# yeah?
-# TwT
I do wonder what DEs expected time investment for us to get a legendary 8 temper weapon. So far after 3 days now, trying to play and target farm as much as I can, I haven’t seen a single legendary. I understand it’s only been a few days but man in the old system I would’ve already had the weapon crafted and moved on
I’ve had nearly 150 maces, and all I can show for it is 4 sovereign and 3 nobles that I kept
Oh, man, this explains why I have orsts of varying levels.
Thank God my only officer orst is actually pretty solid with the tempers. (Volatic, bonus smite, faster heavies, damage and stagger on dodge)
I’ve tried cogah to level 120, killing Gawth on normal and cogah, the south castle farm, the 2p dungeon farm, and then just killing patrols. I’ve also run in and out of other dungeons killing the sinecure officers at the end to no luck.
I just don’t know what more to do honestly 😅 other than to persist. But there’s just no way the RNG is this bad
Nitrous, youre playing a DE game
you know the RNG is going to be bad because the desire sensor sees you
wow they made it 4-players huge W
it's possible that the fully-realized system will feel better because you're getting other weapons too; right now orst is the only one with this system in the game, and it only drops from a handful of sources, so it feels pretty bad to not get what you want. in the future maybe it'll feel better because you can kinda-sorta farm multiple things at once?
Alternatively keep complaining and the desire sensor will stay its hand to try to embarrass you. Its my go to strat when cracking relics in warframe
Amen to this
That said I should start complaining about the orst drops then
I mean fair, we have had bad drop chances in the past before with Soulframe.
Honestly it feels like every preludes update has had that ONE or more weapon that’s insanely hard to get or a weird method
I'm so confused running a grasce build with some spirit for Juniper and my clone goes 2x sometime 3x the damage I do
I have 4k arcs thanks to founder, I spent it on purity because the game thought it would be funny to give ke everything else the MK had before a single purity fragment
Potentially yeah, but with more weapons and this same drop rate that just means the pool will be diluted right? But to be honest I do think it’s bugged, yesterday before the hotfix it felt a lot better and more expected
That was me with Needleseye when it was bugged for T2 tales lol
i have a question, what is the max MR you can currently get
18 and just above half, I’m not in game to take a picture though
ok ty for letting me know, im only 2 ranks away
Sry not played in a while is lvl 30 still the max for gear and bonds/packs
Yes
Thks
i have to wait like a week before I get a founders pack as I had to finish paying for issa training and then paid for application fees for something else.
John Erstroot
"Back in my day, there were only 3 Envoys in a party."
Great change, glad it's up to 4.
okay guys, what should I choose
whatever you pick it will replace the word journal in your ui
It’s permanent, so choose carefully
I chose Codexicon because I didn’t think two words would look good but that’s not bad
kinda regret not choosing almanac TwT
i did codexicon
"Book" it is!
-# jk, probably going for codexicon
I might have to take book
Book is the obvious answer
I like how it actually gives you a choice instead of an illusion of choice
I like Codexicon cus it seems the most generically personal.
Book is amusing though.
Though Codexicon is also kind of silly.
It's pretty much a very complicated way of saying 'biography'.
Since it's a combination of codex and lexicon.
oh God you can have "book"
this random villager came to fight the stag with me :]
in 2/3 hours i've found only one elite mace guy, and got less than 6 maces because i had to wait on 30minutes cooldown to have some guarantied boss drops, and on 6 only got stock ones and only 1 had a single temper on it, all others we're blank stock Orst-III, i'm glad i farmed a bit before they added stock to the drop rate and got a Noble one before that...
lyke-wake grind is painful T-T
I've been running rovgot ruins for hours now and I only got 1 fragment
?
at least I only need 2 fragments
Prolly gona be less painful when they also get same treatment as Orst-III
well I'm used to warframe grind
is it normal to have virtue as 18 life / 7 grace / 7 spirit? if i adjust it i cant even get close to that anymore
even though the last time I played warframe was probably 8 years ago
idk why they want to make a rarity system, can be good if you're in a game like borderlands, but in this game, i don't feel it
would be a good tradable item though
for those who read this post
https://discord.com/channels/998758139405029478/1504589413898780682
what are you thoughts on Bows?
Melee has block and parry, magick has that cirlce, but what about bows?
Bows have limb shot
the combats art for bows kinda suggest the gameplay is about planting and detonating arrows
bows can also parry though
kinda find it a lil jarring cuz of the zoom-in when aiming
imagine a bowblade trick weapons
or at the very least, and bow that can also be swung around like a sword
Magick and Bows can still block.
Thats what old bow was like
Bows can parry too.
There was also limited ammo
maybe make it into a unique bow like the Avex with its stab
I want a rework stealth gameplay
i wish bows had something like more chargeable attacks that involve multiple arrows
or maybe charging attacks makes more sense as a mage thing...
I feel like different weighs of draw could be experimented with, for different charge times and damage climbs when charging.
Gotta wait and see the Martial Art manual update come out
They are already testing out unique heavy attacks.
But ultimately a bow is a bow, so much like longblades there's gonna be some similarity between them.
I could see the most unique thing about a bow being its heavy attack.
Which would be nice to see more diverse than most of them having arrow hail.
Then again, arrow hail is baked into the skill tree.
But that itself may change when the skill trees are overhauled into a new system.
I think combat stances will fix combat diversity
Yeah whatever stance and combo system they're cooking up.
that's one of my most awaited feature
Different styles of archery could be contained within.
i think the risk is having bows too similar to magick weapons, which they sort of are already, but if magick gets more variety, bows sort of need a way to "feel" like they belong outside that umbrella
It'll be harder to add basic combo variety, like magick weapons are just starting to get, since bow... doesn't have a combo.
It has a unique charge mechanic on its basic attack, and is entirely free aim. I feel like that is different enough from magick.
But it, again, also means the easiest thing to make different without throwing too big a wrench in things is the heavy attack.
what about a toggle for like, and arrow barrage?
firing low damaga arrows full auto, instead of charge
currently, bows and magick weapons just feel like different flavours of very similar ranged combat though
and i'd like to see them diverge more
I don't mind if they change the bows free-aim basic attack with auto target basic attack string tbh
like the staves
that doesn't sound like a bad idea 🥳
i remember in games like dragon's dogma 2, magic weapons are really impactful and weighty, and that gives bows a bit more space to shine
might even work with the Splinter art, shoota buncha arrows, detonate em with charge
actually, i wouldn't mind if soulframe copied dragon's dogma's magic casting, but that's just my opinion
maybe magick could be for AoE support/ranged stuff, while bows are for more precise ranged attacks
Hunting horn style gameplay for magic weapons
what about blowgun style gameplay for bows?
We don't need a single grip-type having weird special mechanics.
It's just another grip type, though combos could use more variety, much like longblades having 3 different subtypes now.
they should all have weird special mechanics 
Lmao.
That would involve a combat overhaul, and hey, we're getting that new stance and skill system eventually.
Mayhaps we'll get something like that.
more variety is better, honestly
soulframe's weapons right now, unfortunately, aren't very memorable
I do also vouch for more variety, but I don't want it to get out of hand.
The point is not to become like WF or DMC and start throwing out hack 'n slash combos.
So they will, probably, hopefully, always remain some degree of basic.
But your weapon is not all that defines you, given that pacts exist.
you can have lots of complexity and depth without becoming a spectacle fighter
Yeah, combat has to feel meaningful while melee in warframe is mostly ADHD induced attack speed frenzy
or at the very least, something more tied to the Grounded circle, like the Spells i suggested
idk, maybe each staff could have their own unique one
Avex has its own unique thing, so do the Wyld weapons if u wanna counts those
This is stuff I specifically do not wish to ever see.
We don't need in-depth special spell mechanics, that's just a second pact in your pocket.
They're a weapon, like any other grip type, let them remain so.
i think it's a cool idea though, it can work if it's done well
My idea for the ground thing was that it sorta act like charge indicator when you can use wizard like dash/dodge to get away from enemy
like a blink-teleport kinda thing?
i remember in very early "mood piece" showcases, weapons kind of did have a more magical feel to them rather than just being tools to whack things with
weapon throwing and recalling was also part of that
so yeah, i'd rather weapons not stay too basic, that'd be really warframe-esque in my humble opinion
If you make magick weapons more special than just having lights and heavies, than you have to do the same for every other grip type.
And that sounds, again, like a complete overhaul.
yeah TwT
this is the perfect time to overhaul and try bold experiments
also, apologies if we're yanking back an forth with these discussions
it's not a problem as long as it's civil
Which is why I'm excited to see whatever their new stance/combo thingy turns out to be.
Cus it sounds like some degree of overhaul.
Like big update stuff. And I like the sound of it.
And yeah there's no animosity involved, just stated opinions.
It's why we're here.
Ay Jimmy, gimme an Orst with nuthin'!
Lmao, mood.
sounds for me more like a passive that alters your dodge roll based on which pact you're using. would make more sense + you give every pact slightly more depth but don't break the gameflow
How do you guys like the ode tempest buff? I still find it quite weak against agari. But it does decent crowd control which is perfect against bosses with minions (my biggest weak spot right now)
We do have pacts altering kicks in substantial ways, even without skills.
Rood's kick just works completely differently past a certain range.
Playing with dodge while leaving basic functionality untouched does sound like it could be neat.
And by that I just mean not making it weaker in any way, such that it can always be reliably used.
I kept bullying circade with it to get smite opportunity
maybe each pip could act as a charge for the teleport
I still don't think magick needs a pseudo-rune baked in.
It would make it a big outlier in the current system.
2 pips per dodge
give it spells, like i mentioned in DD
you charge for a while and then you bring down a meteor 
even one would be ok TwT
pls
I mean, much like Avex, they could experiment with drastically-altered heavy functionality.
Right now they all have the same piercing shot.
Why not something like arrow hail but just... meteor-lite. One big ol' rock.
And that could easily fit in without being outlandishly complicated, relative to the other grip types.
Heavies could be closer to a special attack function for bows and magick.
Rather than a heavy combo like it is with melee weapons.
or heck, some block+heavy function
Shield already has a unique block + light, I could see it.
you could also alter dodge based on weapon type.
imagine having a backjump firing an arrow with a bow
So long as it isn't a multi-step process of some kind, and just an attack.
i'm not even thinking in terms of light-heavy attacks, honestly, mages need something to make them feel like mages rather than glorified rangers, and spells would do the trick in my opinion
Though block + heavy is already taken, it's how you fire an unlocked shot.
The thing is you're treating magick as something that it isn't right now, it's just another grip-type, it's not meant to be its own class.
me and who?
remember that cinta bug that cuased u to jump back while throwing out bombs?
And if it's treated like its own class, it becomes vastly different from any other grip type.
At which point, every other grip type deserves that treatment.
And the game would play entirely differently.
that's just my point, everything could do with a bit more depth
Besides, we're part fey, we're all mages. It's less staff making you a mage and more you just picking up a bolt-yeeting device.
Arcanics are our mage powers, we don't need to give more of the same to weapons.
That's the job of arcanics and runes.
A weapon's job is to be our basic mode of attack.
see, that separation doesn't seem set in stone to me
We're all Gandalf here, some of us just have a sword too.
Like, dodges with extra flair? That sounds like a fun pact thing, much like special kick functions.
I wouldn't mind seeing something like that, though idk how they'd implement it as we get more and more pacts.
Exact same thing can be said about kicks though, and the current strategy is just most of them being basic lol.
I think only Rood and Orengall have built-in special functions.
Tempest having a passive that equally drastically alters it.
So long as it doesn't screw with dodge timing.
i'm not really trying to fit my ideas into the game as it is now though
i'm sort of just floating ideas about more foundational stuff so it feels like we're looking at things differently
I like the general flow of the system as is where combat, at its core, is more basic and rhythmic.
Rather than frantic and showy.
It seems like a big part of SF's identity, and it's a facet that I really enjoy.
i do too, and i feel like you can have more complex weapons while keeping that
games like monster hunter do it well, in my opinion
i'm not expecting soulframe's weapons to turn into MH weapons though
Monster Hunter is very combo path oriented though and plays way differently.
And I don't want combo paths here.
The whole complexity there is that it is not a basic system that relies mostly on rhythm and spacing, but entirely on opportunity and timing and combo memorization.
Which works cus enemies are big and slower than you.
It's a very complex formula, and there's a reason 'monhun-like' isn't a common term.
Nobody else gets it right.
Very good, but an entirely different slice and style of action RPG.
that's not really the point though, it was just an example
You made a point of Monhun having a lot of weapon complexity while keeping a slow pace, I countered with the fact that it plays vastly differently because it's in a vastly different style against a different enemy and with a system that feels very different, being heavily combo-system reliant.
So it just doesn't feel comparable, as its very foundation is fundamentally different.
it was more just about the pace of the game
every game wants to be different to some degree, i just pulled it out as the one that popped into my head
Understandable, I just see 'Monhun' and the very first thing that comes to mind is the combo system, as I'm an active player of Wilds.
And I just... don't want to see that here.
And the spell system being suggested above is reminiscent of that.
Very complicated and rooted in memorization.
tbh, when i first made that hunting horn mockup, i was also thinkgin of Dante and his abilities
Which is a hack 'n slash, which I also hope never to see here.