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Ferghus

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Posts posted by Ferghus

  1. I don’t personally care to get into the details of unbalanced weapons and frames, bugs, and exploits, as there are plenty of other discussions for that, but I am interested in the overarching mechanics between defenders and attackers.

     

    To start this off, I’m going to make some assumptions:


    1. Only attackers can initialize battle, so the defending team is limited to the size of the attacking team.




    2. Damage dealt to the defender’s rail is fixed based on either the number of victorious attacking missions or victorious attacking players.




    3. There is no way to attack the attacker’s solar rail.




    4. There is no way to repair the defender’s solar rail during the conflict.



     

     

    As far as I can see, there are four properties which affect the outcomes of these conflicts:


    1. Allotted Conflict Time




    Strictly controlled by DE.




    2. Average Time Per Map




    May as well be strictly controlled by DE due to the attacker’s revive limits.




    3. Average Defender Win Rate




    Composite of (ignoring any imbalances, exploits, bugs, or discrepancies) any inherent advantage defenders get over attackers and the average differences between defender and attacker skill level.




    4. Average Number of Attackers (or total attackers over the course of the conflict)




    How much potential damage could be caused to the defender’s solar rail. The actual damage dealt over time is a factor of both this and the average defender win rate.



     

    Discussion:

    Something that should be obvious from this is that the defender’s ability to win matches (regardless of their numbers) has clear limits (what are the odds of defenders having a 90% win rate? 95%? 99%?) while the potential number of attackers (and matches) is unlimited (barring server load).

     

    Both defenders and attackers can incentivize people to join them with battle pay, but this usually only benefits the attackers. For defenders, battle pay can incentivize less skilled, more poorly equipped Tenno to fight for them and reduce their average win rate (provided that the defender has enough skilled/equipped alliance members to counter the attacker’s numbers). As the defenders have no way to recover solar rail health during conflicts, and they can no longer attack the attacker’s solar rail, any increase to the number of attackers (regardless of defenders) is a decrease to the survivability of the defender’s solar rail.

     

    In essence, as the number of attackers increase, the defender’s average win rate must increase if the defender’s solar rail has any hopes for survival. As recent events have shown, attacking in large enough numbers through incentivized battle pay (regardless of the attacker’s skill level and equipment) will result in a quick and timely victory for the attacking clan or alliance.

     

    Considerations/Recommendations:


    1. Any server instability will typically benefit the defending clan or alliance more than the attacking clan or alliance, and DE should enact measures to offset this (dedicated servers, etc.).




    2. If a defender is unable to find opponents to defend against, it should launch a mission where they counter-attack the attacker’s solar rail. The next Tenno to join the attackers will become defenders for this mission. Alternatively, allow Tenno to decide whether to defend their solar rail or attack the opponent’s solar rail, if both options are available. As it was before, if neither solar rail reaches 0%, the solar rail with the highest health at the end of the conflict is the victor.




    3. Successfully defending your solar rail in a mission should provide your engineers time to repair your solar rail (for balance reasons, this should be sufficiently less than the damage dealt in a failed defense mission). This would prevent highly skilled defenders from losing due to a massive zerg of unskilled opponents (if defenders have a >90% win rate, they shouldn’t lose to the attackers).



     

    Discuss.

  2. If you can't find any other way to resolve it, your local Warframe data, including settings, can be found at: 

    C:\Users\YourUserName\AppData\Local\Warframe

     

    Backup the files before you make any changes to them, just in case, but deleting them should result in them being re-downloaded/created when you launch the game. Start with EE.cfg, and if that doesn't resolve your problem, you should be able to safely delete everything in the folder. Note that this will reset ALL of your settings to default, not just your key bindings.

  3. I've been busy for a couple of days, but here is the updated list I said I'd post earlier:

     

    Ash

    • Shuriken - Launch a massive barrage of small shurikens, similar to a wide area shotgun effect that can pepper multiple targets. Increasing the rank of this skill increases the number and spread range of projectiles. Projectiles optionally stun targets and/or ignore armor to provide additional utility.
    • Smoke Screen - Quickly throw a projectile at the target area, creating a smoke screen centered around the impact zone of the projectile for several seconds. Briefly disorient any enemy targets caught within the cloud, grant invisibility to all players hiding within the cloud, and obscure vision/targeting of players hiding behind the cloud. Enemies should attempt to flee from the cloud if they are caught within it, and, if no other players are available for targeting due to the cloud's effects, they should fire their weapons randomly into the cloud's graphical area or where they last observed or heard player movement and gunfire. Increasing the rank of this skill can increase the size and/or duration of the smoke screen.
    • Teleport - Allow the player to teleport on terrain points rather than units. Increasing the rank of this skill increases effective range.
    • Blade Storm - Already solid. Base number of hits on the current melee weapon's attack speed. Base damage on the melee weapon's damage. Apply all melee weapon mods to this skill. Increasing the rank of this skill increases the number of hits and damage multipliers.

    Banshee

    • Sonic Boom - Already a solid, good utility skill.
    • Sonar - This is also already a solid, good utility skill.
    • Silence - Throw a projectile that sticks to the impact zone (like Tesla) and negates sound in a fixed area centered around it for a moderate period of time. Rather than having the area be purely radial, it could be augmented to fit environmental properties, like walls.
    • Sound Quake - I'd like to see this become more of a crowd control skill than a damage dealing skill. It could cause confusion among the targets and disorient them to a much greater degree, preferably without breaking stealth, alerting enemies, etc. Like suggested above (Silence), the range and effects could be modified by environmental properties.
    Ember - Fire damage as a whole just needs a rework; it can't compete with the effects of cold and electrical damage. I suggest either improving its DoT capability, as other games use, or including a psychological effect which grows as additional fire damage is applied over a short period of time, either resetting if the graphical fire effect expires or forcing the target to attempt to extinguish the flames with assorted animations (stop, drop, and roll) if fire damage exceeds a certain threshold (relative to the target's max life, likely).
    • Fireball - Make it actually explode across an area that can hit a handful of clustered enemies and have it leave its lingering flames across that entire area. Alternatively, allow for a channeled, aimed gout of flame to coat the ground with lingering flames, igniting any enemies that walk across it.
    • Overheat - Already a solid skill.
    • Fire Blast - Add mild damage to the inner portion of the ring, along with accompanying graphical effects for lingering flames. Alternatively, allow passing projectiles to be imbued with fire damage, similar to Volt's Electric Shield.
    • World On Fire - Expand the affected area, increase the damage output, and extend the duration, but allow for each enemy to be hit only once. This encourages Ember to run through the area, attempting to ignite as many enemies as possible in the duration, rather than just running directly into a large group of enemies, treating it as a more powerful Overheat effect.

    Excalibur - Already a well-designed, multi-functional frame, although I would like to see melee jump damage and possibly area of effect scale with the height of the fall, as this could turn super jump into a devastating complimentary skill to attack hoards of enemies. Additionally, augment the effects of Slash Dash to be based on the current melee weapon (damage, range, movement speed, etc.).

     

    Frost

    • Freeze - Already a solid skill, although it could be improved by freezing everything in a small area around wherever the projectile makes contact. Optionally, killing frozen enemies could result in the frozen shrapnel of their corpses dealing minor damage to nearby enemies.
    • Ice Wave - In addition to the base skill, create a lingering slippery effect on the environment that has a chance to trip anyone crossing over it but allows for players to slide across it without any loss in velocity.
    • Snow Globe - Already a solid skill concept, but it shouldn't completely block all projectiles. The percentage of projectiles blocked should be based on the skill level and possibly increased by Focus, or the projectiles should be blocked based on how much damage they would do. Low damage projectiles, such as grakata fire, would easily be mitigated, while high damage projectiles, such as bombard rockets and railgun MOA beams, should pass through easily. Alternatively, fully mitigate weaker projectiles and slow stronger projectiles.
    • Avalanche - Already a solid skill. A good mixture of damage and crowd control.

    Loki

    • Decoy - Already a solid skill, although the collision size of the decoy is too large.
    • Invisibility - Enemy AI needs to react more appropriately to invisibility. Currently, they make no attempt to blindly fire where they think Loki might be or where they hear his footsteps. Several enemies can be murdered, even with gunfire, and not respond in any realistic, challenging way.
    • Switch Teleport - This ability should be accompanied with a disorienting effect on enemies that prevents the targeted enemy from attacking or moving and nearby enemies from targeting Loki, both for a brief period of time. Currently, you can Switch Teleport clean behind an enemy line, and the enemies all instantly know where you are, do full 180 turns, and, without missing a beat, continue to spray bullets at you.
    • Radial Disarm - Although I don't personally think this skill fits in with Loki's other abilities thematically, and I would prefer an outright new skill, a number of people have pointed out its synergistic aspects and either want it to remain as-is or adjust it very slightly.

    Mag

    • Pull - Can be a useful support skill, although I feel that it's lacking. Inconclusive as to how I'd buff this while retaining its original utility.
    • Shield Polarize - Largely useless and doesn't scale well. Change this to an area of effect skill either centered around Mag or the targeted unit and/or area, passively replenishing the shields of nearby allies and diminishing the shields of nearby enemies over a brief to moderate period of time. Does not stack (strongest polarize effect in use is the one utilized), and cannot be recast until it expires.
    • Bullet Attractor - Allow for it to be self-castable when not aimed at a target and castable on allies, turning it into a bullet deflector, instead. Outgoing bullets will be unhindered by the deflector, and incoming bullets will have their trajectories bent away from the target on contact with the deflector. Certain projectiles cannot be deflected.
    • Crush - Damage should be decreased, range should be increased, animation time should be decreased, and a debilitating effect should be permanently applied to the affected enemies, reducing their movement speed and accuracy.

    Nyx

    • Mind Control - Shouldn't work on non-organic enemies, such as turrets, cameras, ospreys, and MOAs.
    • Psychic Bolts - Add an brief disorientation or hallucinagenic effect on impact and improve targeting/accuracy. Alternatively, replace this skill entirely with another utility skill.
    • Chaos - As with mind control, this shouldn't work on certain enemies, or it should have reduced effects. If holographic images are used by Chaos, infested, which likely have improved senses of hearing and scent, and robotic enemies, such as MOAs, which likely have improved sensory technology, should not be affected as long by this skill. Alternatively, make it actually induce Chaos; enemies would attack targets more randomly, making the player's team more vulnerable to attacks.
    • Absorb - Expend 100 energy for x seconds of absorption. Casting the ability again before expiration will add another x seconds to the current duration. Allow Nyx to move and attack while this ability is in play. Upon expiration, attack all nearby enemies with the absorbed damage.

    Rhino

    • Rhino Charge - Rhino charges forward (user-controlled sprint) at twice his current sprinting speed (increased by Rush) for x seconds. All enemies in his path are knocked down, pushed aside, and receive minor to moderate damage. For the duration of this skill, Rhino's turning ability is greatly reduced, and the ability ends with a small shockwave (damages and stuns nearby enemies and generates screen shake) if the Rhino collides with an immovable environmental object, like a wall.
    • Iron Skin - The name is thematically wrong for the functionality most Rhino users want; rename this skill to something else. Create a secondary shield around the Rhino, based on his max health and/or shields, that slowly diminishes over time. So long as this secondary shield holds, the Rhino should be immune to all forms of CC, including disruptor drains. Graphically represent the health of the secondary shield via the tint of Rhino's skin (gradually shift back to its normal color palette as it weakens). This ability can be re-cast before completely diminishing to reset it back to its maximum value, and the Rhino's original shield will regenerate normally while the secondary shield holds.
    • Radial Blast - Deform the terrain and inhibit the mobility of surrounding enemies in addition to its normal effects. Enemies will still be able to attack.
    • Rhino Stomp - Already a solid skill. Additionally, suspend all projectiles currently within the area or entering the area of effect for the duration of the skill. Upon ending, all projectiles continue along their original trajectories at normal speed and damage.

    Saryn - As I don't have much experience playing Saryn or playing with those that use Saryn, I'm not qualified to judge these skills based purely on warframe.wikia data.

     

    Trinity

    • Well of Life - Rather than marking enemies with Well of Life to provide life leech for players attacking them, a small, targeted area should radiate healing to nearby allies over time, for a brief period. The rate of healing should scale with the ally's distance from the Well of Life.
    • Energy Vampire - Rename to Siphon Energy. When cast, Trinity will be locked in an animation in which she drains energy from an enemy or transfers her own energy to an ally over a brief period of time. The energy cost of this skill should therefore be 0, but the rate at which energy is siphoned or transfered should be low enough that skills such as Link cannot be indefinitely maintained. As with Link, a new target will be automatically acquired if the current one dies. This provides the Trinity the ability to recharge her energy reserves using weaker enemies between larger fights or using stronger enemies in emergency situations, while being able to funnel energy into allies with more useful offensive or utility skills.
    • Link - Already a solid skill, albeit a tad bit strong. Augmenting Energy Vampire and/or reducing the effects of this to only a partial damage reflect (50%/60%/70%/80%) or reducing its duration would provide additional balance to the skill.
    • Blessing - Already a solid skill.

    Vauban - Vauban is pretty awesome and just needs some minor bug fixes.

     

    Volt

    • Shock - Launch a burst of electrical energy that arcs to all targets within impact range, causing damage and a brief stun. Arc range is based on the distance between the current target or point of impact and the new target, which is then used in the next arc calculation. Enemies cannot be hit by more than one arc per cast. The closest enemy that has not already been affected by an arc will be the next arc target, so long as they are within the fixed arc range of the skill (2m/4m/6m/8m).
    • Speed - Already a solid skill, although it should decrease the accuracy of enemies targeting Volt, so long as he is moving.
    • Electric Shield - Already a solid skill, although some bugs need to be addressed involving some weapons not properly firing through it. Optionally add a stun and/or moderate electrical damage to enemies attempting to pass through it, consuming the shield in the process.
    • Overload - Damage should be slightly reduced, but a lengthy stun effect should be applied to all affected enemies. Optionally, it could also permanently and severely damage the targeting systems of robotic enemies, drastically reducing their accuracy.
  4. Shuriken

     

    I'm only going to give my opinion on Ash since he's my favourite. I would prefer if Shuriken was an accurate (unlike the current) high damage projectile. The shotgun effect would only encourage people to use it point blank to maximise damage which is stupid, why would I want to waste 25 energy to do what my Melee weapon can do for no charge.

     

    Smoke Screen

     

    Please don't touch smoke screen, it already has a shorter duration than Loki's invisibility. Changing it to your version would change it from an offensive and/ or defensive skill into only a defensive skill, and the only enemies affected by Smoke Screen would be those in the area, also say I'm doing a stealth run and need to stealth wouldn't it be so awkward to have a big smoke cloud in the middle of the room and the enemies just go "Meh,a big cloud of smoke out of nowhere! It's probably nothing."? Not very stealthy for a stealth oriented frame.

     

    Teleport

     

    On to the next skill Teleport, as much as I like your idea, allowing teleportation to terrain would be too powerful for 25 energy, just imagine doing a mission say... capture, you could just teleport yourself from end to end without being seen  and clear the mission with no difficulty what whatsoever, not to mention making Loki's switch teleport obsolete and inferior to Ash's Teleport.

     

    Blade Storm

     

    Finally Ash's Blade Storm, its already a solid skill why would you want to base it on melee damage? That is a severe nerf to his ultimate which is already less popular than almost every other frame's ulti. The highest hitting charge damage is 200, you want Ash doing 200 damage per hit per target? And that's only if you're using the Scindo or equivalent, and also limiting Ash users to such weapon if they want to maximise damage. Bad idea man, the only change needed in Blade Storm is better visual and maybe faster cast speed.

     

    That is all, thank you for reading.

     

    Forgot to add, Shuriken is not silent unless you're using Smoke Screen or using shades cloak, some ninja...

    Regarding Shuriken, my suggestion is more about expanding its utility than making it a free shotgun skill. The damage would be decent, but it wouldn't be able to compete with a modded out weapon. I suggested adding a stun and/or armor piercing effect to it to accomplish the goal of expanded utility that a weapon might not be able to match. Even if it was some extremely high damage, single-target skill, it simply wouldn't be worth using for 25 energy; that would just encourage spamming an entire energy bar of it against bosses and the like.

     

    Regarding Smoke Screen... read the name of the skill. Smoke Screen. Does that sound offensive or defensive to you? Sounds awfully defensive to me, though there's no reason you wouldn't still be able to use it offensively. It simply makes no sense that it should be a clone of Loki's invisibility. Smoke Screen presently has a lower energy cost and added stun to compensate for its lower duration, relative to Loki's Invisibility.

     

    If the skill was changed, as per my suggestion, to utilize a fixed cloud of smoke to provide cover (obscures targeting of warframes hiding within or behind the smoke screen and/or provides invisibility within the cloud itself), then the skill would have a more realistic, tactical value. A smoke grenade projectile could even be utilized to remotely launch Smoke Screen in front of you (allowing you and your team to close the distance on snipers to safely engage in melee combat) or behind you, allowing for tactical retreat. This method would also allow you to control the flanking of combat, allowing you to contain and deal with one group without being exposed to others.

     

    Finally, you can't really complain about how enemies might theoretically react (a complete lack of a reaction) to a big cloud of smoke because you can currently ghost an entire room of enemies using the invisibility from both Loki's Invisibility and Ash's Smoke Screen, provided that you use it before they notice you. Marine: Whoa, my buddy Joe here just got cut up into several chunks of meat 2 meters away from me in my direct line of sight. Nothing suspicious to report here. *continues to stand around doing nothing or casually patrol the room*

     

    Regarding Teleport, energy cost and range restrictions of the skill could easily balance it against blatant spamming-to-rush abuse. Additionally, if you had read my suggestion regarding Loki's Switch Teleport, you would see that I had already suggested something that would give it a mostly separate utility from Ash's Teleport, although there still would be some minor overlap. Even with energy and range restrictions, a terrain-based Teleport could be tactically used to stealth a map by covering short to medium distances from behind one piece of cover to another, keeping you obscured from your enemy without the direct need for invisibility.

     

    As for Blade Storm...

     

     

    Basing the skill on melee damage does not mean it deals exactly melee damage. It would simply use melee damage as a base. It could, say, be 500% of melee damage.

     

    As for the last point, the melee weapon could perhaps affect the abilities in more ways than just damage. A scindo would be doing hefty danage but since you move slower you would be hitting fewer targets. Dual swords would be able to hit a lot of targets for less damage and so on.

    This.

     

    Anyways, I'll provide an updated list of all my skill suggestions later, based on the feedback I've been getting from the community. Hopefully, I can do a better job of explaining why I wanted to make the changes I made this time around.

  5. MY suggestion will probably be met with disdain and I will be called a fool...but, no risk, no reward: Fractured Shadows: Loki creates MULTIPLE mobile Decoys. These decoys run in differing directions and give the ILLUSION of an army of Loki. Since none of his other abilities deal damage, neither should his ultimate.

    This is absolutely hilarious, and I love it.

    Go, Loki, Go!

    tumblr_mbsph9uSkq1rvvd4uo1_500.gif

    Bonus points if they start doing random wall runs.

  6. Yes I do! I like a lot of your ideas, and I have some of my own.

     

    Smoke Screen

     

    In addition to making allies invisible inside its range, I'd like for Smoke Screen to, you know, work like an actual smoke screen. What I mean by that is that it wouldn't simply camouflage allies within the screen, but it should be able to block the line of vision for enemies. Allies should be invisible relative to enemies as long as the smoke screen is between them. It only makes sense.

     

    This would be pretty much mandatory if AI gets reworked to try shooting at your last known location, like in your suggestion with Loki's invisibility.

     

    Fireball

     

    I think Ember's abilities, by themselves, are mostly fine. The problem is fire. Fire does nothing. Sometimes enemies panick a bit about being on fire, but they often don't. Shock seems to always stun enemies. Freeze always slows down enemies. Poison always ignores armour. Why can't fire simply deal damage over time like one expects fire to do? In addition to lingering fire dealing damage over time, the status itself should do so as well. If it did, you could place a fireball somewhere you expect a large amount of enemies to run across and you'd basically have the fire equivalent of Tesla.

     

    Also, it should be able to attach to entities like Tesla does. It makes no sense that it doesn't. I'd love to cover a melee-using Rhino with fireballs so they could basically have Overheat.

     

    If none of that, just reduce the cost to 10. Or have it explode. That would make it awesome. You can't have a fire mage without a fire ball. You just can't.

     

    Fire Blast

     

    I like Fire Blast as is. It certainly doesn't need a total overhaul. Apply one or more of these buffs if you think it needs a buff:

    -Turns bullets into fire damage like Volt's shield. Sarynn can enhance her weapon with poison, Volt can enhance his with shock so I don't see why Ember and Frost can't do the same.

    -Casting Fire Blast should have knockback that basically knocks all enemies in the radius into the ring's edge for more better damage.

    -Inside of ring deals reduced damage. I'm thinking half.

    -Inside of ring deals the same amount of damage, but is not armour ignoring.

    -Reduce cost to 50. Not every frame needs 25, 50, 75 and 100. In fact, there are frames that don't adhere to that pattern.

     

    World on Fire

     

    Apparently, the effect of WoF ending was a bug. When I heard about how it worked, I had this idea in my head for how I could use it but then it turned out the duration for it was way too short. Althought WoF is awesome as it is right now, I do have an idea that would basically turns playing Ember into a totally different game about parkour speedrunning. Here's how it'd work (numbers are subject to change):

     

    -Duration of 10 seconds.

    -Sets enemies on permanent or very long-lasting fire (that should actually deal damage over time, see fireball) and deals hefty fire damage 1 time to enemies within 18 meters at max rank (increased by reach stretch.)

    -Works on 3 enemies per tick, 2 times per second.

    -You cannot affect an enemy with WoF twice in the same cast.

    -Every enemy that is set on fire increases duration of the ability by 2 seconds.

     

    The idea is to cast WoF once, then speedrun your way through a mission as fast as you can,. only giving enemies enough attention that they will be affected by your ability. Your reward for being good at parkouring will be that your utlimate is more effective, but if you just use it like other ults (running into a crowd, activating it and hoping it will simply clear the room for you) will go over poorly. It will kill everything, just slowly.

     

    Excalibur

     

    I would like for Slash Dash to be affected by your equipped melee weapon. Lighter swords would let you dash further but deal less damage, while heavier swords would be vice-versa. The weapons would also change your damage type. Blunt for blunt weapons, for example. 

     

    Shield Polarize

    Perhaps targets could have an area of effect around itself? Allies in this area of effect (regardless of whether the target is friendly or not) would have improved shield regeneration, while enemies caught in the effect would have their shield slowly drained, as if affected by osprey leech.

     

    Rhino Charge

     

    Instead of being a lesser slash dash (with admittedly sexy CC), I would like to see it turned into something a little different. Basically, Rhino would automatically sprint for about 3 seconds. During this sprint, defence is buffed some (stacks with iron skin) and sprinting speed is buffed a lot. Enemies you run into are knocked down and out of the way by about the same amount as current Rhino Charge. To prevent abuse of multihitting the same enemy, turning speed during Rhino Charge would be limited, and the ability ends if you crash into a wall. Crashing into a wall, however, would create a small shockwave.

     

    Iron Skin

     

    You make a good point about thematic consistency. Someone else somewhere made a suggestion about IS basically being a second shield pool and I thought that sounded pretty neato. How about this:

     

    -Upon activating Iron Skin, you basically grow a second health pool. Your shield is suspended and is allowed to regenerate.

    -This second health pool (our titular iron skin) is defined by your vitality and ability rank. Defence for this shield is affected by your actual armour and focus.

    -The second shield would last forever until broken, and would prevent all knockback and interruption. Poison and such would still be able to damage the iron skin if it overcomes the amount of armour you have.

    It sounds cool in my head but I'm not entirely sure how over- or underpowered it would be in practice.Perhaps not have the infinite duration.

     

    Radial Blast

     

    Rhino seems like the kind of dude who should be able to punch the ground, causing cracks that swallow enemies. It would trap their feet, preventing them from moving but still rendering them capable of attacking as long as they're able to turn enough. Trapped enemies would be freed over time or if they take enough damage.

     

    Rhino Stomp

     

    Needs more duration. It should at least have the actual duration the wiki states, and enough to compete with Vauban's Bastille. Some dude in some other thread said the time distortion thing it does should also slow down bullets and I think that sounds pretty cool.

    Solid. I especially like the Smoke Screen feedback.

     

    Fireball definitely needs some kind of explosion, if they want to retain the skill otherwise as-is, though I'm not sure if it makes much logical sense to have it work like Tesla. Don't get me wrong, it'd be awesome, I just don't see how you can set a non-fire elemental warframe on fire and expect it to not logically take damage from the fire when it already takes fire damage from other sources... which opens up the Pandora's box of why the heck Ember takes fire damage at all when she can set herself on fire outright.

     

    My main issue with Fire Blast and why I recommended the changes that I did was because it currently only damages via the outer ring. Honestly, I don't even know how you'd logically sustain a large ring of fire short of pouring combustible materials in a ring, like gasoline. A realistic fire effect would have the center being the strongest, most intense portion of it, but my primary concern was always how useless it felt due to only damaging on the outer ring. Inner damage would resolve this, even if it was reduced.

     

    Good thoughts on WoF; that would be a substantial improvement to its base functionality, rather than a completely reworked idea like I presented, although I still think many of Ember's fire skills should have direct effects on the enemy AI. As I said before, fire has historically been something feared on a deep psychological level, and I just don't understand why, in many cases, humanoid enemies would just run right into it. Even something like watching a marine fall over and start trying to roll around to put out the flames would be amazing, even if it only applied to highly damaging fire effects like WoF. On that same note, maybe fire effects could build up and stack within a time frame. Exceed a certain threshold (cumulative fire damage vs enemy health) and it starts to affect the enemy AI in the aforementioned fashion. When the graphical fire damage effect on the enemy disappears due to lack of further fire damage, the cumulative fire damage counter is reset.

     

    As for Slash Dash, I'd legitimately like to see every melee skill based on the melee weapon being used. Heavier weapons should do more damage, hit less frequently, hit slower, travel less ground, etc.

     

    An area of effect Shield Polarize would be a much better tactical implementation of the skill.

     

    I like your take on Rhino Charge, as well. Rhino really needs something that lets him charge into the action, and as awesome as Rhino Charge is now, it's sort of weird that it's a lesser Slash Dash clone. The buffed defenses would be a great benefit, as well.

     

    Good thoughts on Iron Skin, too. This really seems to be what the majority of people want: a secondary shield that protects the primary shield and health pool. I like the thoughts on having it scale with your existing stats and rank, as that's something I'd like to see happen with a lot more skills, rather than just having everything be fixed values and eventually become outdated and weak at higher levels because of that lack of scaling.

     

    You're right about Radial Blast (no one seems to like my melee-based Clobber skill idea as a replacement, QQ) in that Rhino really is the kind of frame you'd expect to do that, but it might be tricky to implement it graphically on assorted types of terrain. Similar to Rhino Stomp, but it only locks down movement instead of movement and actions.

     

    Slowing down bullets in the affected area of Rhino Stomp would be a nice touch, and it would fit in with the skill's description. It leaves some questions to be asked pertaining to how the projectiles would damage warframes (moving at normal speed/time), though. Would they deal full damage under the assumption that the rate of time returns to normal when the bullets make contact with the normally moving warframes, or would they deal reduced damage due to the relatively lower speed? Probably not worth considering in that much depth, as it starts to step on Frost's toes for Snow Globe. Perhaps it could completely stop all projectiles already within it or entering it for the duration of the skill, and then have them all continue along their original trajectories at normal speed when the skill ends?

  7. The point I'm bringing across, not just to you but also the entire community is, you can keep focusing on tweaking weapons and frames' stats and requesting for new ones updates after updates, but if you do not focus on the enemies which you use this items on, this game isn't going to last for a long time.

    Your point is certainly valid, but I see no reason why there should be any mutual exclusivity in the matter.

     

    The enemy AI winding up being rather one-dimensional with artificial, stat-based difficulty is certainly a problem, but it's no reason for us to not strive towards having more versatile skills that aren't simply bland, direct-damage attacks with no alternate effects to mitigate the poor scaling of skill damage relative to weapon damage.

     

    I'd really like to see the enemy AI become a more dynamic, challenging force, as I've pointed out in several of my skill suggestions. In my suggestions for Ember, I suggested that some of the skills physically augment the behavior of the AI to avoid ground-based fire. Fire is, historically, a devastating psychological weapon. Why shouldn't humanoids, at the very least, attempt to avoid or hide from it? I also pointed out the horrible enemy AI when reacting to invisible players, which outright needs a massive overhaul.

     

    AI built around dynamic, strategic, thought-provoking skill and weapon possibilities for the enemies they control is one of the absolute hardest things to get right in any game. If you have any actual ideas to improve enemies or their AI, I encourage you to actually post your own suggestions, so that DE might improve the game on both fronts. We're not playing a zero-sum game with where the improvements go, and I'd like to see the game improve on several fronts simultaneously.

     

     

    I love this idea Ferghus! BUT I STILL PREFER RHINO HAVING INVULNERABILITY!

    Yeah, yeah, I know. I'd personally just like to see Rhino depend more on his health. He can still be super-tanky, but I dislike that there's no actual commitment to your fights, and that you can depend so heavily upon your shields and never sustain health damage.

     

    If you name a skill 'Iron Skin,' your first impression would be that it drastically increases his armor. Hardening skin wouldn't somehow increase the effectiveness of some external energy-based shields, as is clearly illustrated by the Armor mechanism itself. The problem is that most Rhinos don't want 'Iron Skin,' but rather 'Hey Bro Check Out My Leet Shields.'

     

    My approach of making the Rhino depend more on his health pool was intended to increase the aspect of team synergy. Tanks always go with healers, and, as Rhino was pre-nerf, he never needed Trinity for a support role against anything, no matter the level or damage being dealt. The approach would also make the Rejuvenation artifact more desirable to Rhinos, rather than simply a full stack of Energy Siphons, as most people go with.

     

    If it's absolutely necessary to revert Rhino to some super-tank that is a one-man wrecking-ball that needs no support of any kind to wipe out anything and everything, then Iron Skin should have a different sort of detrimental effect, like a massive reduction to Rhino's speed, reducing him to a true snail's pace and forcing him to utilize Rhino Charge as a mobility tool for the duration of the skill.

     

    Edit: Alternatively, replace Iron Skin with Shield Recharge. Rhino does some sort of strongman flex/power up animation for 0.5 seconds, recharging his shields by 25%/50%/75%/100%. Optionally, add in additional healing to this skill, either fixed (50/100/150/200) or percentage (5%/10%/15%/20%) and name it something else (Rebuff?). Self-healing capabilities make it less annoying for Rhinos to depend on their health pools. Could also include a very brief invulnerability (1s/2s/3s/4s) that provides stagger/knockdown/disruptor/poison immunities.

  8. ...it's also a question of (again) whether or not the engine can handle something like that...

    I guess the purpose of a suggestion thread is to just throw ideas out there and hope the devs use the ones they think would balance into the game nicely, so it doesn't really matter either way.

    I figured most of the things I suggested would be a total pain in the &#! for DE to actually implement because they don't necessarily mesh with already existing features that can be used as references.

     

    That is entirely the point of this thread, though; just throw a bunch of ideas out there, see what the general community thinks, have them bounce their own ideas off of it, and let DE sift through it all. If they see even one idea within all of this that they can use to improve the game in some fashion...

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  9. In general I feel the idea should be to create more interesting mechanics with each warframe, as well as promote teamplay over "who can hit 4/3/1 the fastest".

    Yeah, that's what I was trying to go for, specifically regarding Ash's Smoke Screen and a few other skills. I was aiming to make them more versatile and team-oriented. Although, in regards to Smoke Screen specifically, he could still have his own individual invisibility aside from the team invisibility, or the area could be large enough on the cast to give him enough room to run around and melee things from within the smoke. Your comments on pull make sense, but I just feel it's lacking when used against enemies. It is presently highly useful for helping allies, though, as you pointed out. Good ideas overall, although I do disagree with you on some points.

  10. The current version mitigates 80% damage on both health and shields.

     

     

    With 90% mitigation on just the health, that is a terrible nerf. Effectively, they're the same until you consider that your shield can recharge while your health can not.

    You can change the hypothetical numbers, though it should be more than enough that you get knockdown, disruptor, and poison immunity, which are the big ones (and currently don't work in the present nerf). Also, Iron Skin working on shields makes no sense at all and never has. Your skin is hardened, therefore reduced damage to external energy shields? I'd just rather see things utilizing actual game mechanics instead of flat damage reduction percentages. Same goes for Trinity's Link, honestly.

     

    You have any other feedback? There are already plenty of other threads exclusive to the Iron Skin nerf discussion, and they're already planning on walking back the nerf, anyways. Not full immunity, likely, but still better than it is now. What did you think of my replacement of Radial Blast?

  11. Why are you further nerfing Iron Skin?

    My recommendation didn't further nerf Iron Skin. It made it stronger than the current Iron Skin, but weaker than the previous one. A compromise.

    For more information, read up on how Armor works: http://warframe.wikia.com/wiki/Armor

     

    Edit: With my maxed suggestion's hypothetical armor numbers (200% multiplicative) and maxed Steel Fiber, this Iron Skin would mitigate damage by ~90.43%. Numbers can obviously be changed, as I just tossed in placeholders, but that seems like plenty to me.

  12. Eh? I never said Tesla needed a rework, just that (some) other abilities on other Warframes needed to be reworked to have versatility similar to that of Tesla's, haha.

    I finished up the list of other warframe skill augmentations I started working on earlier this morning in this thread, if you'd like to take a look and possibly comment on them: https://forums.warframe.com/index.php?/topic/46940-suggestion-warframe-skill-overhaul/'>here

  13. Over in https://forums.warframe.com/index.php?/topic/46858-vauban-vs-other-frames/'>this thread, an agreement was more or less reached in that Vauban is awesome due to the sheer utility and creative ways in which his skills can be employed, followed by the question of how other warframes can be modified to better accommodate their own unique, creative play styles, rather than simply making them all direct damage this and direct damage that.

     

    Rather than make new skills from scratch, I figured that DE already had plenty of good base ideas that just needed a little tweaking, adding, or brushing up. Essentially, they needed a little more uniqueness added to them, so I went about trying to tweak, add, and brush up all of the existing skills (with the exception of a handful of skills that are either redundant or somewhat broken).

     

    Tell me what you like, hate, and are legitimately indifferent about. It's all about giving DE some solid feedback, after all. Without any further ado, here is my original list of augmentations, in alphabetically order (text wall, feel free to read as much or as little as you like):

     

    Ash

    • Shuriken - Launch a massive barrage of small shurikens, similar to a wide area shotgun effect that can pepper multiple targets. Give this skill some meat, and make me actually want to use it. Could contain brief crowd control/stun mechanisms or armor piercing.
    • Smoke Screen - Apply invisibility effect only within the graphical smoke screen cloud, and apply it for all players within the cloud. Players that leave the cloud will lose invisibility, and players that enter it will gain invisibility.
    • Teleport - Allow the player to cast this ability on terrain rather than units. Why should it be limited to unit targeting when so much utility and strategic value can be added otherwise?
    • Blade Storm - Already solid. Base damage on melee weapon?

    Banshee

    • Sonic Boom - Already a solid, good utility skill.
    • Sonar - This is also a good utility skill, although rarely used outside of boss fights.
    • Silence - Good in concept, but the range is largely lacking. Many of the kills I'd make in a stealth setting can be well in excess of 80 meters. Perhaps make it castable around an area at an aimed location rather than basing it around the player? Some physical projectile could be launched, similar to Tesla, that negates sound in the area around it.
    • Sound Quake - I'd like to see this become more of a crowd control skill than a damage dealing skill. It could cause confusion among the targets and disorient them to a much greater degree, preferably without breaking stealth, alerting enemies, etc.
    Ember
    • Fireball - Rename to Torch or something similar. Conical burst of flame that sets enemies in front of Ember ablaze, dealing fire damage over time. Alternatively, allow for a channeled, aimed gout of flame to coat the ground with lingering flames, igniting any enemies that walk across it. If the second idea is used, enemy AI should make an attempt to avoid or path around the flames.
    • Overheat - Already a solid skill.
    • Fire Blast - Rather than creating a ring of fire, it should create a vortex-like inferno, dealing greater damage over time to enemies caught in its center. The force of the oxygen flowing to the center to feed the blaze might slowly drag enemies into the center and slow them when they try to escape.
    • World On Fire - Engulf the environment of the current tileset in flames, similar to the self-destructing environmental effects. The affected area will be a wider portion of the terrain than the self-destructing environment, but the damage will be relatively low to moderate and the effect will disappear after a moderate period of time. Enemy AI should make an attempt to avoid the flames, even if it results in them remaining trapped in a safe spot for the duration of the skill.

    Excalibur - Already a well-designed, multi-functional frame, although I would like to see melee jump damage and possibly area of effect scale with the height of the fall, as this could turn super jump into a devastating complimentary skill to attack hoards of enemies.

     

    Frost

    • Freeze - Already a solid skill, although it could be improved by freezing everything in a small area around wherever the projectile makes contact.
    • Ice Wave - In addition to the base skill, create a lingering slippery effect on the environment that has a chance to trip anyone crossing over it but allows for players to slide across it without any loss in velocity.
    • Snow Globe - Already a solid skill concept, but it shouldn't completely block all projectiles. The percentage of projectiles blocked should be based on the skill level and possibly increased by Focus, or the projectiles should be blocked based on how much damage they would do. Low damage projectiles, such as grakata fire, would easily be mitigated, while high damage projectiles, such as bombard rockets and railgun MOA beams, should pass through easily.
    • Avalanche - Already a solid skill. A good mixture of damage and crowd control.

    Loki

    • Decoy - Already a solid skill, although the collision size of the decoy is too large.
    • Invisibility - Enemy AI needs to react more appropriately to invisibility. Currently, they make no attempt to blindly fire where they think Loki might be or where they hear his footsteps. Several enemies can be murdered, even with gunfire, and not respond in any realistic, challenging way.
    • Switch Teleport - This ability should be accompanied with a disorienting effect on enemies that prevents the target from attacking or moving and nearby enemies from targeting Loki, both for a brief period of time.
    • Radial Disarm - Often causes more trouble than it's worth, especially in defense missions. Many enemies switch to alternative melee weapons when it may be more beneficial to have them simply flee or take cover while attempting to repair their primary weapons.

    Mag

    • Pull - In many cases, you neither want anything directly next to you as a Mag, nor is the energy cost worth it. As with a shield lancer's shield, it would be beneficial if the disarming effects were extended to primary weapons, especially against heavy units. Rip that rocket launcher right out of a bombard's hands, forcing him to retrieve it. For an added effect, pull could be cast on a location, yanking away the weapons of all nearby enemies to the cast location and forcing them to retrieve them.
    • Shield Polarize - Largely useless and doesn't scale well. Increase the amount that it restores or depletes, but make the effect happen over a moderate period of time. Usefulness would be drastically improved with both Continuity and Focus because of this. The ability cannot be recast on a target to stack the effect; the player must first wait for it to expire.
    • Bullet Attractor - Allow for it to be self-castable when not aimed at a target and castable on allies, turning it into a bullet deflector, instead. Outgoing bullets will be unhindered by the deflector, and incoming bullets will have their trajectories bent away from the target on contact with the deflector.
    • Crush - Damage should be decreased, range should be increased, animation time should be decreased, and a debilitating effect should be permanently applied to the affected enemies, reducing their movement speed and accuracy.

    Nyx

    • Mind Control - Shouldn't work on non-organic enemies, such as turrets, cameras, ospreys, and MOAs.
    • Psychic Bolts - Add an brief disorientation or hallucinagenic effect on impact.
    • Chaos - As with mind control, this shouldn't work on certain enemies, or it should have reduced effects. If holographic images are used by Chaos, infested, which likely have improved senses of hearing and scent, and robotic enemies, such as MOAs, which likely have improved sensory technology, should not be affected as long by this skill.
    • Absorb - Already a solid skill.

    Rhino

    • Rhino Charge - Already a solid skill; it affords much needed offensive mobility to the Rhino.
    • Iron Skin - Duration should be increased, immunity should be provided against staggers, knockdowns, disruptor energy drains, and poisons, and armor should be drastically increased for the duration (50%/100%/150%/200%). As this would work multiplicatively with steel fiber, it would promote improving the Rhino's armor, rather than simply relying upon a raw damage reduction %. As this is purely armor, shields will be drained normally.
    • Radial Blast - This skill is too similar to Rhino Stomp, trading crowd control ability for damage. Rename to Clobber, and have the skill perform an enhanced melee charge attack, increasing its range slightly (50%) and its damage greatly (75%/150%/225%/300%). Works multiplicatively with melee mods, including killing blow, utilizing the melee charge damage as the base damage of this skill. Attacks multiple targets, regardless of whether the melee weapon would normally allow it.
    • Rhino Stomp - Already a solid skill.

    Saryn - As I don't have much experience playing Saryn or playing with those that use Saryn, I'm not qualified to judge these skills based purely on warframe.wikia data.

     

    Trinity

    • Well of Life - Rather than marking enemies with Well of Life to provide life leech for players attacking them, a small, targeted area should radiate healing to nearby allies over time, for a brief period. The rate of healing should scale with the ally's distance from the Well of Life.
    • Energy Vampire - Rename to Siphon Energy. When cast, Trinity will be locked in an animation in which she drains energy from an enemy or transfers her own energy to an ally over a brief period of time. The energy cost of this skill should therefore be 0, but the rate at which energy is siphoned or transfered should be low enough that skills such as Link cannot be indefinitely maintained. As with Link, a new target will be automatically acquired if the current one dies. This provides the Trinity the ability to recharge her energy reserves using weaker enemies between larger fights or using stronger enemies in emergency situations, while being able to funnel energy into allies with more useful offensive or utility skills.
    • Link - Already a solid skill, albeit a tad bit strong. Augmenting Energy Vampire and/or reducing the effects of this to only a partial damage reflect (50%/60%/70%/80%) or reducing its duration would provide additional balance to the skill.
    • Blessing - Already a solid skill.

    Vauban - Vauban is pretty awesome and just needs some minor bug fixes.

     

    Volt

    • Shock - Launch a burst of electrical energy that arcs to all targets within impact range, causing damage and a brief stun. Arc range is based on the distance between the current target or point of impact and the new target, which is then used in the next arc calculation. Enemies cannot be hit by more than one arc per cast. The closest enemy that has not already been affected by an arc will be the next arc target, so long as they are within the fixed arc range of the skill (2m/4m/6m/8m).
    • Speed - Already a solid skill, although it should decrease the accuracy of enemies targeting Volt, so long as he is moving.
    • Electric Shield - Already a solid skill, although some bugs need to be addressed involving some weapons not properly firing through it.
    • Overload - Damage should be slightly reduced, but a lengthy stun effect should be applied to all affected enemies. Optionally, it could also permanently and severely damage the targeting systems of robotic enemies, drastically reducing their accuracy.
  14. I would definitely like to see more utility and uniqueness integrated into the other warframes. Vauban is a good example of what a warframe should have for skills.

     

    In comparison, skills like shuriken, fireball, and shock, in particular, are completely underwhelming. I'd like to see a move away from such straightforward, direct, single-target skills that really add nothing in terms of strategic value, can't be applied in any creative manner, and simply aren't worth their energy cost and casting time when it's significantly more effective to shoot or stab something conventionally.

     

    Far too many of the warframes seem to try to embody a particular element, aspect, or theme, but they tend to lack a unique play style to set them apart from others, resulting in them becoming either a pure weapon user or a press-#-to-win machine, in various circumstances:

     

    • Snow Globe in Grineer and Corpus defense missions
    • Sound Quake in Infested defense and assorted Corpus and Infested missions
    • Energy Vampire + Link versus any boss or heavy unit
    • Chaos versus anything
    • Invisibility and Smoke Screen versus everything because the AI is nonexistent against invisible players

       

    And then there are plenty of other wide area 3 and 4 button skills, which are either generally useless (pure damage with low overall efficiency vs weapons or alternative skills) or used as panic buttons (which is also somewhat useless now with the removal of aoe casting invulnerability, as I was unfortunate enough to notice while using mag's crush).

     

    To sum things up, I'd like to see skills built in such a way that it encourages players to creatively approach situations rather than there being one particular skill that just trumps everything else or, even worse, is perceived as being required for a situation (why are there no good alternatives to snow globe, for example?).

     

    Less direct damage and nuke/wtf/panic button skills, more utility and skills that can be applied creatively.

  15. It's a well-known issue and will probably get patched soon. Right now there is no way to bypass it -_- (not even the shooting glasses trick)

    There actually is a way to bypass it. Fight fire with fire, or, in this case, bugs with bugs. When Loki's decoy dies, it counts as an enemy death in extermination. As a Loki, you can just spam decoy until the enemy counter hits 0, and then the locked door (which is tied to the objective being completed) will unlock. Ever since the last patch, this has been a rather persistent issue, and some Loki players have taken it upon themselves to help people advance through extermination missions using this method.

  16. I ran the recent extermination alert (Keeler (Saturn): Defeat Enemy Defense Forces - 59m - 2000cr), and I encountered the same locked door bug others have seen. Locked door with 16 or so Grineer behind it, and none of the rooms were locked down. Being a Loki, I wedged a decoy into the door to get aggro on the Grineer. They began shooting at the gate, and one of them triggered a lockdown.

     

    Jackpot! Or so I thought; after I hacked the console, the door was still locked, but there was something interesting: the extermination counter was one less than before. Okay, so maybe they're somehow killing themselves on grenades or something? I used decoy several more times, and each time the counter decremented.

     

    That wasn't the case, however. I soon noticed that the decremented counter always coincided with my decoy's death, and I soon began spamming decoys in the center of the room, away from any enemies. In a matter of seconds, the extermination counter hit 0, the previously locked door unlocked, and slightly over a dozen Grineer were waiting for me on the other side.

     

    Loki's decoy apparently counts as an enemy in the game's internal logic, and each time it died, it decremented the extermination counter.

     

    Two bugs with one stone. The doors leading to extraction in extermination maps are being locked in a similar fashion to other objective missions when they shouldn't be.

     

    Edit: Tested this in another extermination map, and it is working repeatedly. Decoy deaths lower the enemy counter on extermination maps.

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    Does anyone have a Saryn they could test this with using molt? There's a chance that it works in a similar fashion to decoy.

  17. The leaderboard incorporated all of the kills, regardless of whether the game was solo, private, or online. I don't have anything but empirical evidence of that, but otherwise my clan wouldn't have placed nearly as high as it did. Also, if you've only played in solo and private, you more or less answered your own question, as you should have gotten the frost prime bp and 100k credits as rewards, which everyone that killed at least 1 fusion moa received.

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