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New System Proposition. All Enemies Are 100+.


MythBringer
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Suggestion to developers: Create a new system for end game players only (veterans). This is a structured idea, took some time, patience, and help from other players to come up with with. If you wish, call it a concept....

 

NOTE: Objective is not to destroy the old content. But Instead achieve a new set of rules to be applied on a single system, so that more experienced players can have fun with [harder, enjoyable, different, challenging, competitive] new content.

 

 

New system revealed. All enemies are level sortie(3), 100+.

This system can only be seen after all navigation maps have been completed. The very first mission in this system must be played in solo. It consists in killing 75 enemies in less than 10 minutes. No restrictions in warframes or weapons. Completing this mission gives you access to the rest of the system. You cannot be carried (Taxi).

 

 

New Set of rules in all missions inside the system:

 

- You choose the level of the enemies. Entire team votes, using a console similar to simulacrum. (minimum is for example level 100. Maximum is 10 levels above of your best result).

- Increasing the number of teammates in party, increases the strength of the enemy.

- No loot drops during the mission. Instead drops at the end, in a unique container.

- Loot is better according to your activity (certain objectives done).

- Missions are repeatable but certain items can only drop once per day or week.

- All missions last the exact same time [15 to 20 minutes].

- All missions drop the unique container (with the exception of the assassination raid/trial).
- You cannot die and there are no revives usable by you or your friends/ team players.

- Falling into endless pits, lava or other type of "things" will kill you.

 

 

Could be part of the set of rules described above:

 

- Use of cosmetic armor to equip aditional mods and arcane enhancements (shoulders, chest, legs).

- Each piece of cosmetic armor is able to equip one arcane enhancement, and one mod.

- Certain new mods, used on the armor, have a maximum level associated with the your best result.

- New mods when equipped with certain weapons, give new unique abilities.

- Augmented mods are consumable.

- CC, Heal, Energy, Immunity and cooldowns have different rules here.

 

For more detail, read spoilers. Its worth it.

Chapter1: Contains a restructured loot system and new mission types:

 

Mission types that can be found in this system:

- Exterminate (kill all x enemies in less than [10-15] minutes. After you kill x enemies a random boss appears).
- Survival (kill at least xx enemies and do not let the O2 run out for [10-15] minutes).
- Defense (kill at least xx enemies and defend the position that contains the pod for at least [10-15] minutes).
- Excavation (extract at least xxx cryotic in less than [10-15] minutes).
- Missions can also be played entirely in archwing [Exterminate, Survival and Defense].
 

 

Bonus Objectives that can appear in the missions:

 

- Spy (Obtain the data without setting any alarm inside the vault. [survival, Extermination, Excavation]).<br />
- Rescue (There is a person of interest to us, if you can, bring him with you to the extraction point. [Excavation, Survival, Exterminate]).
- Hijack or Mobile Defense (Safely Extract a vehicle, Engine or Pod. [survival, Defense]).
- Stealth (Do not allow the enemy to trigger any alarm. [Extermination]).
- Sabotage (Destroy the power core defended by an elite force. [Excavation, Defense]).
- Assassination or Capture (Kill the boss that appears during the mission. Kill the elite force that appears during the mission. Capture the VIP. [all missions]).
- Archwing missions can only receive Assassination and Sabotage bonus objectives.
- Stalker, Acolytes, Zanuka, Grustrag three or Syndicate can appear in this missions. However they will not drop any usual loot. Instead will give you an extra 5 x R5 cores if you succeed in your mission main objectives.

 

 

 

Unique container drops:

 

[1] x Valour Emblem (24h cooldown, 100% drop);
[10] x R5 core (24h cooldown, 100% drop);
[20] x Ducatis (24h cooldown, 100% drop);
[50k] x Credits (24h cooldown, 100% drop);
[1] x Random Tower 4 key (24h cooldown, 100% drop);
[1] x Valour Emblem (1% drop);
[50k] x Credits (100% drop)*;
([5-20] x R5 core (100% drop)) + (1 x R5 core for each 10 more levels added to the difficulty);**
[5-15] x Ducatis (100% drop);
[1-2] x Random Rare/Gold Mod (25% drop);***
[2-3] x Random Uncommon/Silver Mod (50% drop);***
[1-2] x Random Rare Resource (50% drop);*
[10-200] x Random Uncommon/common Resource (100% drop);
[1] x Random Arcane Enhancement (5% drop);
[1] x New Cosmetic Armor that only drops here (5% drop);
[1-5] x R5 cores (If you complete half of main objectives, but failed to do it in time)*.

* NOTE1: Bonus reward: If the entire team is from the same clan or are all friends:
+10% drop rate on Rare Resource;>
+5k credits to each player, and 1k to the clan vault;
+2 R5 cores.

 

** NOTE2: The minimum level of the enemy is arround 100, or sortie(3). But the player can choose to increase the enemy level by +10 levels, as many times as he wishes. Increasing the difficulty level, increases the number of R5 cores by 1.

 

*** NOTE3: New mods that can only be equiped in cosmetic armor drop here. They are untradable and only drop once. After you receive all possible new mods, random mods that drop in the old system, can drop here. "Read spoiler 7 for more details"

 

Chapter2:contains information about a new Void Trader:

 

New Void Trader

 

[short version]

- Gives you access to all primed mods, all void trader weapons, all Event mods, and some other VERY RARE items.

- You have to pay prime parts, mods, platinum, ducatis, credits and valour emblems.

- This items allows you to prepare for harder content.

 

[long version]

In this system exists a relay that is not acknowledged by Lotus. It is a neutral ground where no faction has claimed, but maintained by a mix of characters that try to avoid the occurring war between the factions in the old system. They trade with everyone.

The Relay, has a vendor that always has all Primed and Event Mods. However, for each trade he requests specific items like prime parts, mods, platinum, ducatis, credits and valour emblems.

Baro Ki'Teer also known as the Void Trader spawns every 15 days or so on Tenno Relays and always has unique items for sale. Some of them, mods of extreme value to maximize your weapons and warframes. The prices of the mods usually range from 280 to 400 ducatis + 100k to 250k credits. He also sells weapons, armor and skins but I am deliberately leaving that as a problem for another day, since the mods are more important for the challenges lying ahead.

Since the void trader only brings a few items from time to time, this created a gap on search and demand.

Table 1: Void Trader Mods. Red values are the original price, which the items were obtained. The White values (Valour Emblems) are always required with either green and red or just blue.

NO TABLE YET.
Still trying to post THE TABLE with all prices and stuff, image is not allowed either

 

Possible additions to the new void trader:

Arcane Helmets, extremely rare mods such as Pistol Amp, arcanes (from LoR), random prime part (Exchange one emblem for double drop of a prime part in the next Tower void mission or orokin derelict or Mission or Event)
The Primed mods, Event mods and weapons sold by the void trader could now be obtained again by:

- 15 Valour Emblems + Original price of ducatis and credits + the normal mod or R5 core or the normal weapon in question. A random prime part can also be demanded, depending on the rarity or use of the prime mod, in order to increase its value

OR

- 15 Valour Emblems + an amount of platinum.

Since Valour Emblems have a 24h cooldown to get a guaranteed drop, that makes 15 days to be able to acquire any of the items listed on the table. Exactly the same amount of time that the void trader takes to appear.
 

I don't really like to give platinum values to each mod. But it makes perfect sense that this new trader is able to get some amount of platinum, and increase Warframe developers profit. The exchange rate that I used in the table was: 2 platinum = 10 ducatis. It may range from 1 to 5 pl = 10 ducatis. It is completely arguable, there are no fixed values. Yet.

 

This new system with very specific mission types and loot tables, is targeted to high level players. So they have more options to farm R5 cores, and the possibility to acquire some OP mods. The missions continue to have unlimited level, but its the user himself who sets the difficulty or level of the mission. With the intention of preparing the players for a new type of encounters: Assassination Raids.

 

More Assassination Raids - How to improve( We only have one at the moment, LoR)

 

Re-DO Every boss encounter?! No, just make way better bosses, like you always promised. Assassination Raids

 

The boss encounters are just so easy and gear (weapons, warframes, mods) dependent that sometimes takes the joy out of the fight. No skill needed. The game style at this moment is to based on the drop table rather than actually having fun during the game. If you still didn't understood what I meant here is an analogy: is like having sex with a girl you do not like, and you just want to get it over with cause you are sobering up. But if you like the girl, then you will enjoy the start, the during and the end! (sex is always a good way to explain things.) Now if the boss encounters are reviewed, so they become more challenging, and more rewarding even if they take longer, it will be ok, cause I will enjoy the entire fight, and I am not rushing the mission to see the loot, and re-do the mission all over again. The following chapters explain how to achieve that.

 

NOTE: This is also true, due to the few Over Power warframes that exist at this moment. Which were built on the basis of endless energy regeneration, almost 100% immunity damage, no long cooldowns and infinite CC.

 

Chapter3: contains possible solutions to the trash enemies, and empower those enemies.

 

Getting to the boss:

 

These assassination missions could be changed, pretty much every aspect around them. Lets start from the beginning, reaching to the boss. At this moment, 99% of the players just rush to the boss, and ignore all other enemies because they will not drop anything special or significant, and because you can just ignore them, they can't kill you so why waste bullets and time on them. So my suggestion is,make the trash enemies powerful because they are there to prevent you from achieving your goal which is assassinate the boss. There are multiple ways of doing this, but the most obvious is, give them absurd amounts of health, armor and shield, as well as the ability to kill any Tenno that tries to venture alone and tries to ignore the enemy.

This will force teamplay between all players, let's imagine a simple composition of a Valkyr (tanking the enemies), obviously the enemies would have to attack the nearest Tenno or a aggro system would have to be implemented so they would only attack the valkyr. A trinity to support the team. A mirage to crowd control additional enemies that may appear and a frost to play safe and avoid stray/lost bullets by using the globe. NOTE: A resilience to warframe spells (enemy chance to resist, and no longer be crowd controlled) should also be added. I give you the example of LoR(raid) where enemies don't even move if mirage keep blinding all units.

 

Reviving a player during a fight would no longer be available, unless a Nekros with an augmented mod, was in team (Nekros could resurrect a player only once during the entire map). If the enemy dies, the rest of the team can then revive the fallen Tenno, since the fight ends, and you are no longer in combat. If the entire team dies, the team is pushed back to the last checkpoint. This will force players to take the encounter seriously. As well as the team is not disbanded when you fail the mission, like in LoR raid.

 

Invisibility and stealth must have a stronger position in this game. On the way to the boss, there should be specific maneuvers to not be detect, encouraging Warframes such as Ash (augmented mod makes friendly units invisible) to also be used as support. Also, whenever this type of maneuvers are required, the line of sight of all enemies should be visible (similar to the green light of the cameras, so we can know where the enemy is facing and how far can he see us). Example: Tenno have to pass a serie of obstacles, without triggering any trap (arctic traps also trigger alarms), being detected by any camera or sentinels (positioned in specific points). A new type of enemy should also be introduced, which can detect invisible warframes, in order to increase the difficulty.

Enemies need a better artificial intelligence overall or simply better gear and options. Give the enemy the ability to block and redirect our spells. They also need to cast different spells, move like squadrons, create combo attacks between each other in order to keep the enemy (the warframe) under control. They do not feel like a threat (except when they have an absurd level and are not CC. But that is not always the solution to create good challenges).

 

Example1: A scorpion will try to grab you with her whip, if you do not block it, you will be dragged. While you are being dragged, a combination of keys will appear on your screen, something like "Arrow Down + E + E + Arrow Right". If you press those keys, you will be able to cut the whip and be set free from her restrain. If you don't, she will punch you or kick you, doing a small amount of damage and slow you for 3 additional seconds. Leaving you more vulnerable to attacks from her foes. This will force you to dodge or block her initial attacks, but if you fail to block it, you will still have a chance of cutting loose and prevent that final slow. Making this a question of resolve, and if you actually get hit by the full combo, you can only blame yourself because you failed to get loose.

Example2: Commander in the other hand, switch places with you and does not allow you to block or dodge his ability. Making his combo deadly if he places you in the middle of enemies. His ability, when casted on you, should root you to the ground for 2 seconds, leaving a round circle beneath you, showing other players that you are suffering a CC effect, until you are actually switched. Allowing you once again to be set free by pressing a combination of keys, something like (shift + Arrow left + shift + Arrow left)
This kind of options would make enemy spells more challenging, because you only suffer from the entire CC if you fail to release yourself, instead of instant punishment without a way of avoiding it. The following video is not mine, but It explains what happens:



Example3: When a squadron of enemies is found by the Tenno, they need to appear like a squadron. Their attacks should appear synchronized. When one of them is moving, the rest is attacking instead of just hiding, so they can cover the element of the squadron that is exposed. The same goes when one of the enemies is being raped by the Tenno, and the rest is just hiding behind a wall, that should not happen. When one element is attacked, the rest needs to react immediately. When one of the elements of the squadron dies, the remaining of the enemies enrage, gaining 5% increased damage. Forcing the Tenno to try and kill all enemies at the same time, in order to prevent the enrage.

 

Example4: The simple ability to block, in all enemies. When they are blocking, (lets consider they can block for 3 seconds every 30 seconds) all damage done to the enemy is reduced by 50%, and any ability cast on him is redirected to the caster.

 

Chapter4: contains sugestions in how could the encouter with the boss himself be more challenging



Killing the boss:

 

So, the road so far, was to get to the boss. No more skipping enemies because they are too weak, no more boring rush runs until reaching doors that can only be open by 2 players. Now comes the interesting part, killing the Boss. First of all, if the team gets killed by the boss, you do not lose the mission, you simply get another try (the team is pushed back to the last checkpoint). Once again, you can only revive a fallen Tenno after the fight is over. If you fall in an endless pit you no longer get teleported back up, you instead die.

The boss, can never be killed easily, otherwise he is not a boss, it's a peasant. He cannot be stunned, blinded, slowed or be affected by any other kind of crowd control, unless the mechanics of the encounter allow it. He is stronger than any individual Tenno, and he must be killed with team effort. He should not gain immunity to damage to force a longer fight like tyl Regor, it is not realistic to have a tigris pushed to his head and he takes no damage just because "he is pulling down the ocean on us". He should have moments of weakness where he takes more damage like LT Lech Krill and General Sargas Ruk which can and should be exploited.

Example: In the acolytes Event, the last acolyte did not took any damage when he was summoning shadows. It was really annoying when that happened while suffering slow, cause for a few seconds he was immune to all damage.

- There can be triggers in the environment that will cause the entire team to be wiped.

 

Example1: other enemies besides the boss, appear in the platform where the encounter is occurring, if they reach a console (hacking console) a deadly gas is released, or endless enemies appear as backup.

 

Example2: the minion will try to reach the boss and if he does the boss will be empowered dealing more damage or gets healed.

 

Example3: Not destroying certain objects such as a giant stone ball, that is rolling towards a breakable vacuum window. Etc...

 

- The map (platform where the encounter is occurring) has multiple traps like: hidden doors on the ground that open from time to time and has killing spikes on the bottom, instantly killing the Tenno if he falls. Rotating lasers similar to those found in the void (in tower missions) however these cannot be destroyed and will instantly kill any Tenno (even valkyr with Hysteria), forcing the entire team to be constantly moving and damaging the boss (because the boss never gains immunity to damage). The entire ground can also be flooded (or lasers covering all ground, maybe fire...) forcing all Tenno to use the walls of the map to avoid the damage done on the ground. The boss starts to run away throw a serie of obstacles, for example very high pillars, we have to follow him but if any Tenno falls down, will instantly die.

- A timer can be associated to the entire mission (with the exception that it does not add time when you kill enemies) or a timer associated just to the boss. Forcing an enrage on the boss, duplicating his damage done to the Tenno.

 

Example1: 30 minutes to complete the entire mission, will give extra loot.

 

Example2: every minute that passes during the boss fight, he will do 5% more damage, but if the entire team dies this is reseted.

- Avoid the use of certain weapon types Or require a specific weapon type.

 

Example1: this encounter has a few extra enemies close to the boss that decay and die over time. An infested Beast with little cubs. However if they are killed by us (with blast weapons) the boss enrages and deals 30% more damage and gains lifesteal.

 

Example2: All enemies have to die at the same time. Because if an enemy dies, and still has a friendly unit close to him, he will revive.

 

Example3: Long range enemies appear which can only be killed by a sniper.

 

Another example, I got bored and made an animation in blender to show how can Assassination missions/raids be diferent by simply messing around with the map. The duration of the entire map, is obviously longer than 10 seconds, this is just a visual example.

 

NOTES:

- In the center is the boss, the rotating piece simbolizes a laser that one shots any Tenno that gets hit, forcing them to rotate.
-The red minions on the big round wall, trigger a deadly gas/fire, that can kill Tenno. The team has to kill all red minions or use the cilinder that is rotating around the platform, to get to the big wall.
- On the platform, there are traps/doors on the ground, if any one falls in it, dies.
- The black minion tries to reach the boss, if he does reach the boss, he gets healed or deals more damage.

 

Chapter5: Reasons for all this changes and additions

 

Why so many changes, and to who are this missions for:

This type of Assassination Raids are recommended to be played by experienced players, which build a specific team combination of warframes and weapon types. Similar to the specific team builds used in LoR raid but possibily with more variety. Somehow enforcing the importance of a good clan or good friends, because a good community makes a good game. However, I found myself in a dilemma while I was trying to find new challenges. I placed myself in the enemy position, and realised that if the Tenno team have a good composition, they will only lose if they are pushing the keys from the keyboard with their feet...


Just pretend you are a grineer, fighting against the Tenno:

- Ev Trinity gives unlimited Energy to entire team. Endless Energy.

- Blessing trinity gives immunity to damage to entire team. 1% to 100% immunity damage.

- Valkyr is immortal as long as she has energy.

- Limbo, Rhino, Nezha and Zephyr can also gain full or almost full immunity damage.

- All warframe abilities that cause crowd control can be re casted over and over again in the same enemy because they do not gain resistance to Tenno spells.

- Enemy Bosses can suffer from certain warframe CC abilities such as slow, freeze, stuns, etc.

- There is not a single warframe ability with a long cooldown (1 minute +).

- All enemies are unable to block warframe abilities or attacks, with the exception of unitis with globes around them.

 

Now let's face the reality, the only way a good team loses a fight in the current status of the game its because one of them falls asleep during the game or her girlfriend starts to make streaptease next to him.

Certain Tenno warframes are too OP, they have no moments of weakness. If I were a grineer I would have quitted the game a long time ago. Now that I have presented my problem to you, and just to make sure being like a god, immortal, in a game is a problem to me because it offers no challenge. And please, do not even suggest a 2h+ survival T4 mission as a challenge because it makes no sense to kill trash enemies for 1-2h so that enemies gain enough strength to become a possible threat.

With all this problems now identified I started to write some suggestions in form of modifications so that <strong>new team builds could be used in the game</strong>, using more game content that already exists in the game. Team builds that are intended to be strong, balanced, fun, but not immortal or able to complete lock down the enemy.



For those who do not have the stomach to read the rest of the post, here is a resume. <strong>I tried to remove all immunity damage abilities and replaced them with damage reduction abilities. All healing spells were removed. Instead lifesteal abilities take their place. Infinite or endless energy builds were removed. All Crowd Control has been nurfed, enemies now gain resistance. Higher variety of team builds are now possible, ranging from melee, secondary, main, specific weapon types, warframe abilities and even specific companion types.

Chapter6: Ideias and sugestions to balance and modify warframes and his abilities. And by consequence, the gamestyle.



NOTE 1: ALL augmented mods are now a consumable. Once you acquire the augmented mod by drop, event, reputation or trade, it will appear an option to consume it and add it to your collection of abilities. After you consume it, you will then be able to choose how will your ability work in the "Abilities" options (upgrade).

NOTE 2: Keywords used to describe some of the changes are "fixed change" and"Optional Augmented mod". Fixed change: means that the spell is permanently changed in order to balance all warframe abilities. Optional Augmented Mod: means that there is a possibility to modify the ability with a new augmented mod, or an existing augmented mod.

NOTE 3: Certain defensive and offensive warframe abilities cannot stack. They need to be capped, just for the sake of not allowing one single composition of warframes to be able to surpass any other. The objective is balance the compositions as much as possible.

 

NOTE 4: Aggro can be implemented so that tanks are more useful. However, its not a "must have". A few warframes have enough options to keep the enemies busy, until they die. A aggro system should only be implemented if the gameplay became impossible.

 

Tanks or high resilience warframes:

Fixed change: Passive ability called "Forged in steel". All tanks now give an increased buff to all teammates and companions: 10% more health, 10% more shield, 10% more armor and armor now affects their shields, the same way it affects health.

NOTE5: Having 2 tanks does not double the effect of "Forged steel";. In order to prevent a complete team build of tanks.


- Valkyre:

Fixed change: Hysteria Now reduces all damage taken by 75%, but Valkyre deals 20% less damage. If a shotgun is equipped, Valkyr may shoot once every 10 seconds without canceling Hysteria.

Optional Augmented mod Hysteria now increases all melee damage done by her and friendly by 20%, no damage reduction or immunity.


- Rhino

Fixed change: Original Iron Skin has now a 90 seconds cooldown.</p>

Optional Augmented mod: Iron Skin Now reduces all damage taken by 75%, consumes Energy over time, but Rhino deals 20% less damage. This also causes Roar to affect everyone except himself.


- Frost

Optional Augmented mod1: Snow Globe is replaced by "Frost Armor" which reduces all damage taken by 75%, consumes energy over time, but Frost deals 20% less damage.


- Oberon

Optional Augmented mod1: Hallowed Ground has its range doubled, reduces all damage taken by 75% as long as he stands in the hallowed ground, but oberon deals 20% less damage.

Fixed change: Renewal no longer regenerates. Instead gives 0.5% lifesteal to himself and friendly, when they attack the target suffering from the spell.


- Chroma

Optional augmented mod: Effigy is replaced by "Animal Instinct", transforming chroma into a winged warframe with huge claws covered with infestation, reducing all damage taken by 75%, but chroma deals 20% less damage. He cannot use main or secondary weapon.

Optional augmented mod: Effigy can now be casted 2 times. Each sentry lasts 30 seconds, has the same hp, shield and armor as chroma. Effigy Ability has a 15 seconds cooldown. Each sentry counts as a companion.



Off-Tanks, CCs, Supporters, Self Empowers, Damage dealers:


- Limbo

Fixed change: Riftwalk now Reduces all damage taken by 75% for 8 seconds. But has a Cooldown of 20 seconds.)

Optional Augmented mod1: Cataclysm is now a globe that follows limbo, decreasing all damage taken to himself and friendly by 25%, and increases all damage done by 10%. Lasts 30 seconds, and has a 2 minutes cooldown.)


- Mag

Optional Augmented mod1: Shield Polarize now doubles the amount of shield of all friendly units and reduces all damage taken by 10% for 2 minutes as long as it is cast on an enemy that has shield. The amount of energy removed from the enemy cannot exceed 2% of it's current pool. Shield polarize has now a 90 seconds cool down.


- Frost

Optional augmented mod2: Snow globe is now a globe that follows frost, decreasing all damage taken to himself and friendly by 30%. Lasts 30 seconds, and has a 2 minutes cooldown.


- Nekros

Revised Soul Survivor Optional Augmented mod1: Revives friendly unity to 30% health, 30% shields and 10% energy. Consumes 50% of Nekros energy and 25% of it's own health. "Soul Survivor" has now a 60 minutes cooldown). This ability becomes one of the only abilities that can revive a fallen tenno, during a fight.

Optional augmented mod2: Shadows of the dead now creates a link of souls between all friendly players, reducing all damage taken by 5%. All damage taken is split evenly between the players.

Optional augmented mod3: Desecrate is replaced by "Leach" and now gives 0.5% lifesteal to himself and friendly, when they attack the target suffering from the spell.

 

- Trinity

Fixed change: Blessing now steals health from an enemy that has no shield and reduces damage taken to herself and friendly by 25%, it also increases maximum health by 10%. Lasts 2 minutes. Blessing has now a 90 seconds cooldown.

Fixed change: Well of life now gives 0.5% lifesteal to herself and friendly, when they attack the target suffering from the spell.

Fixed change: Energy vampire now restores 15% of energy to herself and all friendly. Has 1 minute cool down.

Fixed change: Link is removed, and substituted by "Soul Survivor". Revives friendly unity to 30% health, 30% shields and 10% energy. Consumes 50% of Trinity energy and 25% of it's own health. Has a 60 minutes cooldown.

Why all these changes on trinity? The healing, energy gain, damage immunity and damage redirection is absurd, way to OP. She has no weakness, and is the most OP warframe in the entire game. But maybe it's just me....


- Banshee

Optional Augmented mod1: Sound Quake no longer makes you immovable. Instead slows you down by 25%, but reduces your damage taken by 10%.


- Vauban

Optional Augmented mod1: Bastille is replaced by"Destructive link". When cast on a friendly unit (can be a companion) it creates a link between them. If an enemy is touching the link it will be slowed and will suffer 30% of the damage done by any of the friendly targets, every time it casts a spell, shoots or makes any kind of attack. Lasts 30 seconds, but if vauban is stunned, the spell is canceled. 15 seconds cool down.

His remaining spells will no longer be able to keep the enemy trapped forever. Crowd control is no longer endless.


- Ember

Optional Augmented mod1: FireBall is replaced by "Fire Elemental". Fire Elemental summons a fire companion that deals 100% of her original companion damage (sentinel or kubrow). The fire companion will also add 25% fire damage to all friendly attacks and abilities, if they are fire based.


- Volt

Fixed change: Electric shield no longer prevent all damage, as an obstacle. It now has [3-30]k Health. If damaged by electricity it will instead increase it's health. If casted a second time, it will travel in a straight line damaging and stunning all enemies.

Optional augmented mod1: Shock now transforms Volt into a being of pure Energy for 30 seconds increasing all damage done by 20%. Ability has a 2 minutes cool down. This causes speed ability to be replaced by teleport. Electric shield cancels the transformation but casts a globe instead of an obstacle, increasing all electricity damage done by friendly units inside the globe by 200%, lasts the remaining time of the initial 30 seconds. Casting overload will cancel the transformation and will launch a piercing spear to the enemy, dealing 25% of the damage done while he was a being of pure energy.

Optional augmented mod2: If Overload is cast in an enemy suffering damage from Tempest barrage (Hydroid ability) or Tornado (Zephyr ability), a Storm will emerge that lasts 10 seconds, doing all abilities damage plus 100% more damage for each ability merged.


- Ash

Fixed change: Existing augmented mod named "Smoke Shadow" now always conceals himself and allies for a minimum time of 8 seconds.


- Nezha

Fixed change: Warding halo now reduces all damage taken by 75% for 8 seconds. Has a 20 seconds cooldown.

Optional Augmented mod: Fire walker now casts flames on the ground (similar to oberon Hallowed Ground ) increasing fire damage done by 100%, to all friendly that stands on it. Lasts 10 seconds. The ability has 1 minute cool down.

Fixed change: Blazing chakram no longer emits a healing blast when the enemy dies. Instead gives 10% energy.


- Nyx

Fixed change: Absorb no longer absorbs all damage. Instead reduces all damage taken by 50% for 20 seconds, after 20 seconds releases a wave of destruction accordingly to the damage received. This damage can never do more than 2% of the enemy's maximum health or shield. If Nyx receives a mortal strike while Absorb is up, she is instead restored to 50% health, shield and energy, but no wave of destruction is released. Absorb ability has a 90 seconds cooldown. Nyx can only be revived once by absorb, every 60 minutes.

Optional augmented mod: Absorb is replaced by "Mind and Soul", which passively empowers all warframe abilities in the team by 5%. When activated it creates 2 decoys/copies, one of herself and one of the closest warframe for 30 seconds. Each decoy mimics the respective warframe and does 50% of it's damage. This ability has a 2 minutes cooldown.

Optional augmented mod2: Mind Control is replaced by "Cheating Death", when casted on a friendly unit prevents the targeted player from dying once, lasts 60 minutes or until it is consumed. Instead of dying he is restored to 50% health, 50% shields and 50% energy and the cheating death buff is consumed in the process. Has a 2 minutes cool down, but can only be casted in one player at a time. Cannot be casted in Nyx. Can be casted on companions/pets.

Optional augmented mod3: Psychic bolts is replaced by "Replicator", when casted it will make a robotic spider that deals 100% damage, can move or be deployed as a machine gun.

 

- Equinox

Fixed change: Mend and Maim no longer heals allies when an enemy is killed. Instead restores 10% energy.

Optional augmented mod1: Metamorphosis bonus remain intact. However when switched to Night-Form its next melee damaging attack is increased by 100%. When switched to day-form equinox gains an extra 5% damage done for 5 seconds.

Optional Augmented mod2: Mend and Maim is replaced by "Devil's pact". Equinox gains the possibility of choosing an ability of another warframe inside the party. The ability must have a 2 minutes cooldown or longer. If Equinox uses the ability when the friendly player has it in cooldown, then 10 seconds from the cooldown will be subtracted.


- Hydroid

Fixed change: Tidal surge now has a 20 seconds cooldown and reduces damage taken by 75% for 8 seconds. He still crash through enemies in a ferocious wall of water, but he is no longer immune.

Fixed change:Undertow now creates a water trap instead of becoming one.

Optional Augmented Mod1: Tentacle swarm creates a water companion that moves and attacks. Has the same health, armor and shield has Hydroid. As long as the creature is alive, 30% of the damage that hydroid receives, is taken by the creature instead. Lasts until he gets killed. &nbsp;Tentacle swarm has a 30 seconds cooldown.

Optional augmented Mod2: If Tempest barrage is cast in an enemy suffering damage from Tornado (Zephyr ability) or Overload (Volt ability), a Storm will emerge that lasts 10 seconds, doing all abilities damage plus 100% more damage for each ability merged.
 

 

Pure Damage buffs:


- Mag (Empowers Main and Secondary weapon damage)

Optional Augmented mod2: Bullet attractor now increases all main and secondary damage done by you and all friendly units by 20%.


- Wukong (Empowers melee damage)

Fixed change: Primal fury increases melee damage done by you and all friendly units, inside a "x" radius, by 20%.


- Mesa (Empowers secondary weapon damage)

Augmented mod1: Shooting gallery now increases all secondary weapon damage by 25%.

Optional augmented mod2: Peacemaker no longer makes you immovable. Instead slows you down by 25%, and reduces your damage taken by 10%.


- Nova (Empowers all warframe abilities)

Fixed change: Molecular Prime in this kind of maps, only increases damage done by 10%.

Augmented mod1: Molecular Prime now empowers all warframe abilities in the team by 30% for 10 minutes. No longer alters movement speed and attack speed of enemies.

Augmented mod2:Null star now increases each bullet damage by 30% as long as she uses a rifle or pistol [Does not affect bows, snipers or blast weapons].

 

- Zephyr (Empowers invisible parties)

Optional Augmented mod1: When Tail Wind is casted, and as long as Zephyr is in the air, she becomes invisible.

Fixed change: Turbulence no longer redirects all incoming damage. Instead reduces damage taken by 75%. for 8 seconds. But has a Cooldown of 20 seconds. Turbulence also has a passive that increases all damage done by you and all friendly units by 25%, as long as they are invisible.

Fixed change: When Tornadoes hit the enemy target for the first time, they are silenced for 8 seconds.

Optional augmented mod2: Dive bomb is replaced by &quot;Air and shadows&quot;. When she is in the air, she can teleport to the back of the targeted enemy, will stay invisible for the next 5 seconds and increases her next attack by 100% [perfect for bows, blast, snipers, finishing attacks]).

Optional augmented mod3: If Tornado is cast in an enemy suffering damage from Tempest barrage (Hydroid ability) or Overload (Volt ability), a Storm will emerge that lasts 10 seconds, doing all abilities damage plus 100% more damage for each ability merged.


- Atlas (Empowers all Companions damage. Described below)

 

Companion damage buffs:

 

- Saryn

Optional Augmented mod1: Toxic lash is replaced by "Night Howl", a passive spell that allows Saryn to have an extra Kubrow equipped. Activating this ability will increase all kubrows damage by 25% for 10 secs. Has a 70 seconds cooldown. This ability empowers her own kubrows, as well as all friendly kubrows.

Optional Augmented mod2: As long as spores exist in the enemy attacked by her own kubrows, the kubrows will do 50% of her toxin melee damage [Note: her melee elemental damage has to have toxin damage, else no damage is added to her kubrows].

 

- Loki

Optional Augmented mod1: Decoy is replaced by "Sentinel Master", a passive spell that allows Loki to have an extra Sentinel equipped. Activating this ability will increase all sentinels damage by 25% for 10 secs. Has a 70 seconds cooldown. This ability empowers his own sentinels, as well as all friendly sentinels.

Optional Augmented mod2: Switch Teleport can no longer be used in any target. Instead it leaves a decoy that does not attack, aggro or takes damage for 20 seconds. If switch teleport is casted a second time before the 20 seconds ends, loki will switch places with the decoy and his next Shot will do 100% more damage as well as their own sentinels next shot [perfect for bows, blast, snipers, finishing attacks].

Fixed change: Safeguard switch existing augmented mod no longer gives invulnerability, but instead reduces his damage taken by 80%.

 

- Atlas

Optional augmented mod1: Rumblers now summon 1 elemental brawler and 1 stone replica, with the same shape, of his companion (sentinel or kubrow) and does 100% damage of the companion damage. They last until they are killed. The spell has a 90 seconds cool down.

 

Optional augmented mod2: Landslide also makes his own companions cast a spell doing 200% damage.) (Optional augmented mod3: Petrify is replaced by "Horde". "Horde" increases his own, and friendly companions damage and armor by 20%. He will also do 1% more damage for each different type of companion in the party. [Example: 2 kubrow Huras = +1% dmg. But 1 Hura and 1 Sunika = +2% dmg]


 

Chapter7: Cosmetic armor, and how could it be useful to improve the game style with out replacing mods.

This spoiler content as expanded to this Post: https://forums.warframe.com/index.php?/topic/605924-weapons-and-cosmetic-armor-new-abilities-and-stats-with-new-mods/

 

 

Defensive and Offensive improvements

 

What defensive stats do we have:

 

- Armor: reduces damage taken to Health only.
- Health.
- Shield, is not affected by armor at the moment.
- Resistance: Electric, Laser/Radiaoactive, Poison, Ice, Heat.

 

 

NOTE1:Laser/radioactive resistance is not one of the four initial elemental damage type. It should be replaced by a All Resistance mod, which would give a slight less resistance to each one of the elementals.

 

NOTE2: I am not yet considering the combined elemental damages as a possibility to be used by the enemy forces.

 

 

Warframes rely on their immunity, crowd control and invisibility abilities to avoid damage taken. The true defensive stats are most of the time underrated, given the current mechanics of the game. Meaning they are less efficient.

 

Solution. Improve the defensive stats, and most likely a slight reduction to damage done by the enemy by giving them certain elemental damage types. With this in mind, we can't replace certain mods from the warframes and weapons because we would lose overall strength. Instead we could have more slots to improve and add new abilities, with the cosmetic armor. Which is currently used only for cosmetic purposes.

 

 

Cosmetic armor available: How to make good use of it

 

Wouldn't it be wiser to use the current cosmetic armor to improve the warframes? Not necessarily with more arcanes, but also with improvement mods. These are the current cosmetic armor slots, available in game:

 

- Chest
- Shoulders (arms)
- Legs (knee or ankle)
- Helmet (already has arcane improvements)
- Syandana (already has arcane improvements)

 

For those who do not know that arcanes are:

http://warframe.wikia.com/wiki/Arcane_Enhancement

 

 

So, there are 5 armor slots available (7 if you count the doubles, 2 arms and 2 legs). The suggestion is, let us use them to empower the warframes.

 

Each cosmetic armor can now be equipped with an arcane and a defensive/offensive/support mod, with the purpose of empowering the role he has in the current team.

 

 

Possible mods:

 

NOTE: Some of these mods, may not have a maximum rank. Meaning they can always be upgraded in order to compensate the infinite scaling of the enemy level.

 

- The resistance mods. If all the enemies attacks do a type of elemental damage, this mods could reduce by 45% damage taken.

- A new mod called "Forged in steel". That could allow a team build to be constructed without a tank. "Forged in steel" empowers defensive stats, and allows armor to empower shields the same way it empowers health.

 

- A new mod called "Cheating Death". When you take mortal damage, you are instead revived with 50% health, 50% shield, 50% energy.

 

- All exilus mods can be equipped here, as long as there are no duplicates, example: you cannot equip the Rush mod in the warframe slot, and in the cosmetic armor.

 

- Some defensive mods can be equipped here, as long as there are no duplicates.

 

- Special mods that could only be equipped here.Giving an extra ability or status:

 

example1: "Follow me". If a shield is equipped, silva & aegis, when you block it creates a barrier for 10 seconds with 10 times more health than you (similar to electric shield but it follows the warframe). The shield can only be summoned every 25 seconds.

 

example2: "Marked for death". If you are the first player to attack the target, and you are invisible, the target will take 20% more damage until he dies.

 

example3: "Four horsemen". Your companions are always revived 20 seconds after they die (if they die). Your companions do 25% more damage and redirect 30% of the warframe damage to the companions.

 

example4: "Cripple". Enemies suffering from any kind of crowd control suffer 50% more damage by you.

 

example5: specific mods that empower specific weapon types: 5% more secondary damage or 5% more main weapon damage or 5% more melee damage, etc.

 

example6: "Ability Focus". Every time you cast an ability you gain a stack. At 10 stacks, your next ability does 50% more damage, and lasts 15% more time.

 

example7: There are 4 physical damage types. Mods reducing one of the types of damage could also be implemented.

 

 

Feel free to suggest more mods to add to the cosmetic armor. Dont forget that this would allow the warframe to equip 5 arcanes (LoR raid arcanes) and 5 extra mods.

 

Please, if you have any more ideas to add, shoot. Its extensive, but its worth the time.

Edited by MythBringer
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not gonnna read it all but... what is this? copied from reddit? your own concept? 

There have been a few concepts popping up that could have been misinterpreted into something like a leak or something.

One guy used [PSA] and did not now what it even meant, just to promote his idea.

 

I am confused as well but right now i can't muster the motivation to read all of that.

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This, this does not sound like a good idea overall. Unless a lot of things are refined.

Loot depending on how much damage you receive, as in you get more if you take damage (Promote tanky frames). Or you get less the more damage you take (Demotes tanky frames). Same issue with damage dealt. It sounds like unless you min max with the meta, you would be loosing out of loot.

Another issue is the idea of selecting the level of enemies. Eventually the "Tanky" Frames will still be one shot and it is only a matter of when. And at that point it will turn into a CC party as usual. All this being said, there are great stuff in there as well.

More side objectives is a awesome idea and as long as they are "random" it can and will make the game more interesting.

And some of the changes to certain frames frames are a joke while other are decent.

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The loot is improved by how many bonus objectives are completed. Some bonus objectives are displayed as examples. You are trying to harass the "damage received".

 

If you a play tankky warframe, with a tank build. A bonus achievment may appear, that will ask you to prevent your teammates from taking damage. Meaning you have to redirect as much damage as possible to you. "Damage received".

 

Choosing the enemy level allow us to decide what dificulty should the game be!! There are a lot of players who can easily one shot any enemy with a 100 level. However, you can only face those enemys if:

- you play the third mission of sortie 3.

- you play more than 1 hour of survival, interception defense missions, excavation, etc, and depending on which level you start, the longer it may take.

- simulacrum is a joke. You can only spawn level 100 enemys at mastery rank 20. That is a broken concept.

 

About the warframe changes, feel free to point out which ones are a joke, and which ones are decent. The objective of those changes is to give a higher variety of team builds.

 

"This, this does not sound like a good idea overall. Unless a lot of things are refined." and by the way, game content is supposed to be revised, changed, altered.... we have so many weapons and warframes, but so few configurations.

Edited by MythBringer
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The bonus objective is as i said a wonderful idea, imagine going into a exterminate and all of the sudden "Lotus" or anyone really, told us that there is an enemy VIP target and we have a X amount of time to capture him for extra reward, stuff like that is awesome if implemented correctly.

Random events that reward extra loot will make the game feel more alive. Of course it could even go to the extreme where it starts as a exterminate and get transformed into a Survival if the "VIP" for instance reach his target and turn off life support. <--- A bit extreme perhaps but more random events would be much more fun and a fitting reward should people complete it.

The misunderstanding i had with the loot depending on damage, was simple. It was not explained how it worked in the post earlier but that has been added and it would be a decent fix. To have people get private objectives as well, suited after there frame.

Now to the real issue. Level 100 enemies and beyond.

The game is simply not designed towards infinity scaling. Eventually you will reach a point where 75% Damage reduction has the same value as 0% Damage reduction. Even if you take 25% damage from infinity, it is still infinity. And that is the biggest problem with the game. At the same time i am not trying to say that the current system where some frames have invulnerability is a good design. It is not, but changing a frame to have 75% damage resistance from 100% and still keeping infinity scaling enemies will only result in that frame being null and voided at one point.

Another huge problem i see with the ability's are cooldowns. Cooldowns is a fine idea if done with a game where you have a massive amount of ability's to use, Warframe is not that game however. And having cooldowns are a terrible idea, all it will promote is more focus on weapons that are as effective as possible. Rather than weapons that are fun.

Edited by Hellmaker2004
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The ammo is a good question. It can be easly solved by Ammo boxes, in specific points of the map, so you can refresh your ammo. Or, forcing you to change into a different build, where you have more ammo. For example, in the "assassiantion raid" the check points where you and your team can revive, can me added inifinity Ammo and energy.

 

The reason for no drop, at all, it is to remove the dependence of Carrier.

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Yes, don t forget that there is a lot of information there. We had to simplify as much as possible.

 

Relating the 100+ to inifinite level. If something like this is implemented, a leader board can also be added, showing how far can players go, with new set of rules (which are no more 100% immunity, no heal and inifinite energy). With detailed information about what warframes were used, weapons and companions. With that feedback, from the simple leaderboards, the devs could revise certain warframe abilities and weapons.

But you are also right, there will be a point where you will not be able to stay alive, but that is the point. I have seen parties doing 4h of survival, and it was a joke, they didn t received damage, cause enemys were always in CC. With this system, you can have the same level of dificulty, but with way less time invested in it.

 

One of the objectives is to chalenge players to go further, but with out losing hours and hours in survivals and interceptions. And another Hot Topic out there is "Balance maps" so that all maps are rewarding and worth playing. But in this sugestion, all of the maps have the same time and the same loot. It is impossible to argue which one would be more profitable.

 

To those who simply don t have a lot of time (casual players) can always get their daily Valour emblem by doing a mission vs the minimum level, 100. 100% drop, and always in the same time [10-15] mins, what ever the mission is.

 

The cooldowns, let me disagree. Certain warframes do nothing more than just spam 1 ability (Ash, excaliber, valkyr, etc). Those long cooldown abilities are to allow a big burst of damage in small periods of time. Something that at the moment, does not exist. It would be really good for Bosses, if they are improved.

Edited by MythBringer
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But why would someone take 25% Damage resistance in a short time, over a Frame that CC. The DR will fall of the longer you play, and what is the point of healing when you get oneshotted anyway, you might have 1 health or a million health. It will not matter if they oneshot you.

 

Why would someone take a defensive support, if his tools are worthless and on a cooldown. Why would someone take a Tanky Frame if it gets oneshotted anyway. To me, this look like all it would promote is frames that focus entirly on CC effects and make everything else worthless.

 

This could work out. But you really need to spend a lot more time to work out how it should work since a lot of frames became worthless in this gametype.

 

I will make a short example. Now i love playing as Trinity "Suprise". And there is no question she is strong. But why would we want to take trinity that only focuses on healing. When there is no point in healing or reducing the damage taken if they are allready oneshotting us at full health. Why not take a Ivara with Cloak Arrow and everyone with Hush weapons instead, at least then you could offer some defensive support.

 

There should always be a reason why you want to take X over Y in all game modes. But here all i can see is that anything not focused on stealth or CC = No frame ability's at all.

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Cause the CC should no longer last forever. Enemys should gain resilience to the CC.

And you are missing a few aspects, you are just deciding between Tanky vs CC frames. But there should be more ways to build good sy-energy teams. Like based on companions, invisiblity, or even type of weapons used. That is why certain changes are sugested. I really don't understand is why you rather have the old system, instead of something new, more chanlenging, and diverse.

 

If mirage could only blind enemys for 5 seconds, and they could never get blinded again, would you use her in LoR raid? Same goes for vauban! They are used, because they are OP, and have no weakness. They neglect all other warframes, because it would make no sense take something less efficient.

Valkyr and trinity is the same thing, they are both to OP. They neglect all other warframes because they gain immunity.

It is the current system, that does not allow any other sy-energy team besides Immunity to ALL damage and CC to succeed.

NOTE: Immunity to all damage is not tanking btw. Tanking implies use of cooldown abilities to mitigate damage, avoid certain spells or attacks so he doesn t get killed. Same goes for healing.

 

If you wish, you can compare other games with this one. "not taking any kind of damage" or "keeping the enemy drooling on the ground" for inifinie amounts of time needs a review.

 

But, you did make a good point, we could continue to get one shot, even with all that damage reduction. If that happens wouldn't it just be fairly easy to reduce the damage that the enemys are doing?! Instead of letting only a handfull of warframes rule and neglect all others? :\

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The current system is borked, i will agree on that. Valkyre being invulnerable is not a acceptable ability, but i don't know how they can fix it, in this games current form.

Trinity is not invulnerable, even if you play 99% Self damage Trinity (That not everyone does but apparently as soon as Trinity is mention everyone assume it is the 99% self damage one. But i agree they need to fix the self damage version of her.) Even then 1% Of infinity is still infinity so everyone would still be one shotted.

The problem as you stated is the game form. Enemies scaling well and beyond level 100, but adding a system that not only make it easier to achieve that level but also promote even higher level mobs are terrible and it would end up playing terrible with the current ability's as it would Force you to play with certain frames and them only.

Even the changed ability's would neglect the point of having any sort of DR in the group or healing eventually and it would only be a game where you can cycle the CC "Assuming they do not have diminishing effect shared" or Stealth game. At the very best, the game would turn out to be a sort of praying game where you hope the enemies will not hit anyone as you jump around doing the most advanced circus stunts.

Even if you are extremely good with no ability usage, you will take that one hit eventually, and having a game end because of RNG is terrible. And with the current form of ability's you would want to introduce in this game mode, there is a high chance the enemies may be immune "Shared DR" or it might even be on cooldown.

Now, i am agreeing to most of your points until you come down to ability's. There are sound ideas and some of them are even great in the current form. But other ideas are terrible and they would need a great rework before they could even be implemented or thought about being so. I do however hope that someone from the Dev read it and take some things into consideration / be inspired by it.

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Once again, I am feeling like I am repeating myself over and over :p. If immunity and CC isn't reviewed, and a system of missions that you can scale the enemy level and difficulty is implemented, then all missions compositions will have always at least one of these: vauban, mirage, trinity, valkyr. That is why we proposed this change. I know it is difficult to get to a working solution, but feel free to propose other changes, besides the typical "this won't work".

 

The abilities are some ideias, they were not forged into to stone, and most of them are augmented mod changes. That could be a concumable btw, so players would not lose a mod slot to change their abilities. Please feel free to propose more abilities, but always remember that they need to be balanced across the entire warframes, and should give some sort of team aura, or benefict.

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Using an utterly broken scaling as a base for this is the worst possible idea. Enemy scaling is the root of the problem, it litterealy forces the players to resort to total map lockdown through CC or complete or nearly so damage mitigation, because not neutering enemies or being completely immune to damage means instant death. That's not how you create challenge. That's just cheap, lame, poorly thought-out (if at all...) design. Allowing already completely broken and frankly overpowered (through simple numbers no less) enemies to simply brush off the only thing that prevents them from nuking any player instnatly is a terrible idea. There's a reason why it's always the same frames that people take in sorties/trials type missions. They break further what is already broken and in dire need of a complete rebuilding from the ground up.

 

That being said, if enemy scaling is ever redone to be less ret@rded (putting an upper limit, capping enemy health, armor and damage values, just like for us), and our own weapons and powers then and ONLY THEN are brought down in line with said scaling, maybe OP's idea has a chance, there are some interesting things in there. But using a broken base to build something upon is, pardon my French, moronic at best. Of course this is only my opinion on the matter, it is a subjective as any opinion.

 

As for rewards, honestly I couldn't care less at this point. I just want fun, fair challenge. This alone would be enough of a reward for me.

Edited by Marthrym
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The scalling is there for players who desire a different chalenge... It is not, by far, the base of this concept. /facepalm.

 

I will repeat myself again, INFINITE Immunity damage abilities and crowd control SHOULD be nurfed!! THEY ARE BROKEN! And a new mechanic should be proposed, so out of 30 warframes, you would actually use almost all of them instead of half a dozen.

 

Enemies Should NOT ONE SHOT warframes. There are a lot of changes with damage reduction and obstacles in spoiler 6 and 7 to try and solve this problem! Some have brought up that 1% inifinite damage is still infinite, But it's also mentioned that the enemy type of damage should also be revised.

 

Spoiler 3, 4 and 5, have a few ideias in how to create better chalenges, in that particular case or example is an "Assassination raid". When you say: "Using an utterly broken scaling as a base for this is the worst possible idea." you obviously failed to grasp the purpose and content of the original post. Not to mention that you failed to propose an alternative concept for the current gamestyle, and the one proposed by me....

 

It's very easy to criticise, point fingers and say everything is a joke of an idea. Hard is to present alternatives, solutions, diversity and as you said yourself chalenges. DEVs can do better, yes. But so do we, as a community we failed to give good solutions and alternatives.

Edited by MythBringer
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The major problem is as "Marthrym" said. You want to keep the scaling (yet with the ability to pick enemy level slightly higher than you have already completed) and there in lay the problem.

If you limit Frame ability's to do stuff as lower enemy damage, absorb it or deal damage how do you balance that out. You either make it to strong or to weak and eventually it will become worthless. (Unless you of course have a scaling on the ability's, scaling from enemy level.) And that is the problem with the change you proposed.

It would render all the frame powers worthless unless it has some sort of CC effect, but as you said. You also want to limit that with Diminishing return, and all that would change is that either you get better at bouncing the different CC ability's(Not shared diminishing effect between frames). Or you simply make all Frame ability's worthless at one point(CC effect share diminishing and enemies become more and more resilient the higher level they are.)

And at the point where all defensive and CC frame become pointless, all you would want is offensive buffing frame powers to boost the guns instead, and then relying on RNG to survive(Avoidance). All of this would not add fun game play. If anything it would limit the frames people could play in "End game".

The core problem is the scaling issue. And that is not the correct way to do hard content anyway, it is a easy and effective way to make the illusion of hard content.

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Some things you said are true. There is a point where you cannot go any further. Even if only the scalling missions were to be implemented, and the warframe abilities were not changed.

 

The point you are missing is: It would still be better than the current system. Because you could instantly face high level enemies, instead of wasting 5 hours on a survival mission.

And the most important aspect of the previous lines, this is easy to implement!!! Just this, can easly be done in a week by the developers, because you are re-using stuff that already exists in the game.

 

Solution to the endless scaling you ask? First of all, cosmetic armor shoud allow 5 arcanes and 5 extra mods to be equiped. Arcanes can be stacked. This solution alone would help. And it's already described in the original/main post.

Is it enough?! for some time, yes. Arcanes are not easy to farm, so it would take a while to get 5 different arcanes fully upgraded.

When, and only when players start to reach that point, and I can garantee you that there are not a lot of players that can brag having 5 different arcanes at level 4, because they are boring to farm, a new solution would be needed.

 

Strangely, both of you mentioned it, and I don 't think you even realized it. Our damage and defenses are Maxed out, because mods have a Maximum rank level. But they don 't need to be, if an extra mod is added to a piece of cosmetic armor. Those mods have no maximum rank, and you can always increase it's rank. Defensive, Offensive and support mods. Spoiler 7....

 

-------------------- //// -----------------

Hard content.... you want to throw dust to my eyes, let's discuss it then!

Tell me, in the current game as it is, what chalenge do you have that can be fun and difficult?! For a Mastery rank 17+ with most warframes and weapons fully upgraded, and KNOW what they are doing.

 

 

This is a question of Artificial Inteligence. The enemies need to be smarter, be more unpredictable. and the environment needs to force you to move arround the map, as well as MOMENTS of WEAKNESS that need to be exploited. By us, to make more damage, and by the enemy when your abilities are in Cooldown. Spoiler 3, 4 and 5 have a few sugestions, feel free to give more ideias instead of harassing the scalling of the enemies has the real hard content.

 

Staying in a corner, spamming vortex's, or blind in enemies when they have level 200+, is not fun either. You don't even move from your spot. The Tenno are "Ninjas" but we all carry grenade launchers, and stay in plain sight with immunity damage warframes.... We don't dodge attacks, abilities or use the map to our advantage.

 

The core problem, is change. No one wants radical changes because they all fear change. They rather have the game EASY, and SIMPLE so they can farm prime parts while they are watching TV.

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