So, you changed two abilities everyone liked instead of, you know, fixing those that are broken. You made me one sad tenno, Scott.
Gonna add a few posts that say what I would, but a bit better, since what I would say could be erased by a mod for being intentionally offencive. Yeah, breaking my fun makes me a violent crybaby, what am I going to do about it.
Well of Life
- obvious single target crowd control, which is cool
- target has increased health which means it will stick around a bit longer so players can get the health
- it will take players some time to get use to using this system
- it is efficient, but due to current way the game is played not as useful as Blessing
Suggestion: Make WoL something Trinity casts on herself, making her the Well of Life. Players within so many meters will regenerate so much health and shields every few seconds. Make the duration pretty long to start and longer as it is ranked up as well as the amount regenerated by mods. Or make it so WoL moves to the next closest enemy unit when the target dies.
- again, obvious single target crowd control is very cool
- the pulsing is ok, the return can take a while, which does not always work well given the fast paced nature of the game
- players will really need to get use to leaving the EV target alone while it pulses
- it worked great in a defense mission I did with my clan, but they tend to think before they do stuff
- the % based dot which does more damage for hitting weak points is really cool. I was amazed when i was hitting rank 140 Ancients for over 5,000 damage a tick.
Suggestion: Increase return rate, either the speed or amount done per pulse. Maybe also make EV move to the next closest enemy unit when the target dies. Otherwise I like it.
- max three targets
- decent range
- if stacked with blessing could be used to keep Trinity alive just long enough to get Blessing up again when needed
- it was fun running around lower level maps and watching enemies just fall over dead
- often doesnt get any use as few enemies are attacking Trinity ins group play
- the damage reflect is not consistent. level 55 stuff getting hit for 2 damage and then the next group getting hit for 15 damage?
- damage mitigation is terrible
- you can try to juggle Torid damage, Link, E.V, and Blessing, but it is not fun. better off just shooting the enemies.
- duration is fine
Suggestion: Make the damage mitigation scale up more and at max rank with enough energy strength (like a max Focus) Trinity has 100% damage mitigation.
- faster cast animation
Suggestion: Make players invulnerable as soon as the animation starts, then apply the health/shield restore once it completes.
I can see the effort, you put in to make this warframe viable, but... wow, you have go back to the drawing board.
In the present incarnation, it's still too slow for the fast pace of the game. Besides boss fights, other players won't shoot the victim in time before it dies. My deathcube kills normal targets before anyone can leech. The healing component is overshadowed by Blessing. Even as a crowd control it's too slow.
a) Make targetting more forgiving => faster
b) Buff the HP-Bonus of the victim considerably
c) Make it spammable
d) Total redesign (let Trinity be the well; passive healing aura around her)
A skill that requires a team NOT to shoot at a target just makes no sense in often chaotic situations (you know, the situations, when energy tents to go low and you would need a energy boosting ability). Just won't work in PUGs. The range is too low and lengthening mods increase time between pulses. Nobody wants to interrupt the game flow near the target and stay the full duration just waiting.
a) Increase range
b) Return to old mechanic; damaging generates energy for ALL team members
c) Total redesign
The old version was overpowered in combination with Blessing, but it helped Trinity doing her support role. There's still not enough visual feedback of the reflected damage (but that's rather subjective; damage FEELS low for me). I don't have enough playing experience to judge the damage reduction aspect, yet.
a) Total redesign (drop damage aspect, Trinity can't be targetted for the duration; still ignore knockdowns)
Trinity most overpowered skill got a boost, turning her even more into a one trick pony and preventing the other three skills from becoming worth a slot, because they they have to be balanced with that powerhouse in mind.
tldr; Trinity is awfully out of balance. Most of her power comes from blessing. The new changes even make the situation worse, turning the frame into a unrewarding, unwieldy, onedimensional mess.
Weaken her ultimate and better balance between all four skills.
We all know how imperative Link and careful balance of consuming and restoring power was to Trinity before. We all know, what fun frame she was if you didn't take blessing into account (like I did, until finding out just how dogawfully OP it was and still is).
Forcing Trinity to provide invulnerability for everyone just not to get killed is a cheap move, and even more so when it is done by game filled with nonstandart classes, offering players multiple ways to use them. Embracing diversity and versatility should be what Warframe is about, and Link was a great example of that, making a squishy support frame into a surviving gun-totting frame, that was there to resurrect her allies and brawl with accidental heavy or toxic.
If anything should have been done about her, it would be some fix to Blessing. Make it a quick regen that could counter some damage, make it an ability that would keep frames alive despite zero health while increacing damage done according to their healthbars, but don't make it even more powerfull.
Speaking of healing, the new WoL is a welcome change, even though leaving the main minus of it - it's less efficient than Blessing, it only works for the one who is shooting it, and it can be not immediate enough.
While it's powerfull enough for a first skill now, I would not say it is at it's best since it drags on what made it less worthwhile. As a proposed fix, I would suggest a skill, very cheap, perhaps 5 or 10 energy, that would release one single AoE healing pulse from Trinity, restoring same amount EV pulse does now, briefly denying health damage for a short while, and leaving behind a stacking regeneration effect, that would tick for small amount of health for as long as continuity allows it.
We all also know, how mind-boggingly long the new EV is taking. The beauty of old EV was in it's immediacy. You need energy-you pop one and shoot it. Or let someone else shoot it, to give energy to them. Only giving it to one player was bad, indeed, but it wasn't breaking the flow much, especially if you had good communication. The problem of giving energy to others is now fixed, but at the cost of turning EV into a pin on the fast-paced gameplay of Warframe. I would say that it could be better to turn it into an ondamage pulse with same rules as before, but ging AoE, what would make Trinity much more viable for providing energy to others, even make it a separate job of sorts.
I certainly hope my, and others, voices don't drown in the sea of "she is a support now" and reach your ears, Scott.
I care about this game, and I care about this warframe, and I refuse to believe that you don't, so I shall keep on hoping that you will do what is better for both without going out of your way to ruin someones' fun.
Edited by GTG3000, 07 September 2013 - 01:17 PM.