Jump to content

TimberWolf1AndOnly

PC Member
  • Posts

    22
  • Joined

  • Last visited

Reputation

84

Recent Profile Visitors

278 profile views
  1. The four explosions disappear if the terrain isn't flat, making it frustratingly inconsistent to use.
  2. "Like, peculiar growth being limited to heads would actually nerf the fun effect it has." - It would buff the fun for me. because it only increasing heads will mean that with some builds you will be able to reliably buff the headsize of larger groups at the same time which would be funnyer than having to manualy do it with every enemy which is obnoxious and unfunny. But thats obvoiusly subjective. "Even the crit one for growth could nerf things like the laetum and what not." - "chance to enhance critical hits" means chance to turn yellows into oranges and oranges into reds, not chance to turn noncrits into crits. Vigilante mod set works the same way. Also Peculiar Growth only grows flowers on weapon critical hits so why would you be using Laetum with it?
  3. What if they did do something but the thing they did was unnoticable on almost every build. Would you still run them? Its not like they will nerf your build or lose cosmetic value. Maybie Peculiar Audience could nerf you a little, but I mean my ideas are not set and stone.
  4. ??? You guys run these mods? Do you think its good that thier point is to be useless??? It makes no sense. I dont get it. By my logic if noone runs them they dont exist,
  5. I think peculiar mods look really cool; unfortunately, they are useless. I don't want them to become 'meta'; I want them to at least be mildly useful in rare cases, useful enough to be considered in the modding screen. Here are my suggestions: Peculiar growth: grows only enemy heads. Peculiar Bloom: gives your weapons +1% (up to ~20%) chance to enhance critical hits per flower on a target. Peculiar Audience: killing an enemy taunts enemies within 30 meters.
  6. Not everyone uses a 3Xfire mouse. And even if they did it might be awkward to setup or awkward to use if they did set it up. And why do you even need a external program for such a basic thing... Devs already know this is a issue, they have already tried to fix this in the past by buffing the damage and lowering the fire rate of some weapons. This suggestion seems like a no-brainer to me.
  7. Ferrox's grouping speed is so slow it might as well be nonexistent. As a primer, it's really weak; besides, even if it were strong, it wouldn't be unique. Its stun is outclassed by other options. My suggestion is to get rid of the stun and make the grouping pull comparable to other grouping abilities. Even if the pull were as strong as Khoras' helminth, it would still be significantly weaker since it's locked to 10 meters. Besides, if you're using a different weapon for DPS, it would take three inputs to equip Ferrox, throw, and unequip, which is a lot slower and more obnoxious than pressing one button (that's the reason why Cedo isn't more popular). I love the Ferrox and I love spearguns. Its a shame there isint much reason for me to use them the way they are right now. This change would make a speargun actually more than mildly usefull for once.
  8. If you are not the host Xata's whisper always disables headshots. So if you's using ANY WEAPON THAT REQUIRES HEADSHOTS (there are a lot of very popular weapons like that) YOU ARE GONNA HAVE A MISSERABLE TIME. This is not a drill. Its an extremelly annoying bug that applies to very popular combinations of buffs and weapons. Cryogenian made a video about it a while ago:
  9. Im not a HUGE fan of this. The bonus would be incredibly powerful, but I still don't like it. There there are already multiple frames with very similar passives (yarelli, zephyr). Harrows Covenant ABILITY does the EXACT SAME THING. It would lower Lokis weapon choices making some incarnon weapons unusable on him. Personally, I have a bias because most of the weapons I currently use on Loki would be useless if Loki got this passive. I can put Combat Discipline and Arcane Avenger on my loki right now and I have this passive. It doesint play into Lokis "theme" too mutch and I personally personally think its bit boring. I feel like part of Loki's "theme" (as described in the wiki: Loki is a fragile but fast manipulator Warframe. He has little in the way of direct damage abilities, instead focusing on the arts of distraction, deception, sabotage, relocation, and stealth.) is not heavily emphasized in this suggestion. I dont think it has to be emphasized, but it would be cool if it did. I understand that in today's Warframe, you kinda really want damage abilities of some sort to be competitive. But I don't think you NEED them. I feel like if you just gave Loki an overwhelming amount of utility and quality of life, it would indirectly buff his DPS without straying away from his "vision". My ideas for his passive: +50% base parkour velocity + 20% evasion (chance to not take damage) + 40% ammo efficiency (works on incarnon weapons unlike other ammo efficiency buffs) + 30% base reload speed... Just a combination crazy amount of quality of life/utility buffs, no need to be conservative. It would make him FEEL uniquely smoother and faster than other frames while indirectly buffing his sustained damage with ammo efficiency and faster reloads. An extra Exilus slot on the Warframe and/or weapons. Bonus points if it lets you use the same mod twice. Non-crits on weapons get a crit damage bonus (or have a chance to). Still while just a avenger buff with extra steps I feel like its a mildly more interesting version of it. (I recognise it would REALLY incentivize Loki to use certain Incarnon weapons; maybe make it so Devouring Attrition bonus damage does not multiply with the passive). + improve animation speeds Your decoy, while a lot better than the current one, the best-case scenario would be a neat gimmick, like target fixation on Zephyr. I think that's fine, but it's not what I would prefer. I don't like the potential anti-synergy between Loki disarming and confusing enemies and decoy "nuking". I feel like if you use the decoy to nuke, you would want enemies to focus on dealing as much damage to the decoy as soon as possible. Disarming them would force enemies (possibly slowed) to take their time walking over to the decoy before dealing any damage. And if you use the Irradiating Disarm augment, there would probably be a good chance for the enemies to ignore the decoy completely unless he has some crazy strong taunt. Plus, in Steel Path, you would NEED to use armor strip to do any meaningful damage, as you do with any nuking ability that scales with level, so you would be forced into dealing with this anti-synergy all the time. Still, with a strong taunt it could work. Im not a huge fan of decoy, I dont like taunts in general, they (Octavias mallet mainly) feel cheezy and unecessary, especially on a invisible warframe. It makes sense on Loki though, I guess. And honestly Id prefer if there was 1 ability that I didint like so I could subsume it lol. I think people underestimate how good full armor strip on Loki would actually be. It definitely wouldn't break him, but. There are only 4 Warframes that I would consider having easy, effectively borderline god mode without sacrificing too much: Loki, Revenant, Ash, and Octavia. Revenant has actual god mode and he likes modding for strength, so he synergizes well with Helminth abilities. Ash is Loki but with a good passive and a mildly clunky single-target armor strip; that alone is enough to almost make Loki completelly irrelevant and make Ash a very popular pick for endurance runners. Octavia has just a bunch of random bullS#&$. If Loki's radial disarm full armor strips, that would mean Loki would be the only Warframe with effectively god mode and a 360-degree AOE non-line of sight full armor strip AND a Helminth ability, which would automatically make him "meta" for endurance runners. Just saying. I don't think that's bad though. I'm all for this buff. Disarming enemies felt a little unnecessary on a frame that would barely ever get shot in the first place. This ability needs to do something more than just CC. Armorstripping just makes sense on a "radial disarm". I think the disarming part would have such low impact that it wouldn't make any difference whatsoever. I agree with tap to teleport. Additionally, I would completely remove the casting animation, just to make it instant and feel better, hepefully rendering it a useful ability for movement. I do not care whether Ability Strength is useful on Loki or not that much. In fact, I would prefer if it wasn't. Not having to worry about strength gives him extra mod slots (possibly an arcane slot too), which makes modding him more interesting for me because you get more space to experiment with augments, survivability, and quality of life mods. It also indirectly buffs the duration, efficiency, and range of his abilities, making him feel better. This is what I think.
  10. "which I find to be one of the best ways to stress test builds since you can't rely on synergies with other gear, such as specific weapons or companions at all" - I think anywhere outside of circuit you shouldint ever consider the power of warframes in a vaccum. Steel Path Circuit is a small part of the game that I will probably never come back to once Ive gotten all of the incarnon weapons I want, I think thats the case for many players too. In my classification, a lategame warframe is considered "weak" if prioritizing its abilities over just concentrating on weapons and external synergies makes her worse. "As far as his armor stripping goes, ignoring Heminth options (Personally I replaced his Tesla Nervos with Tharos Strike and just use it on an active vortex), I think you are missing the point that it isn't his role to strip armor, we have plenty of frames that can do that, and none of them should be viewed in a vacuum." - having to use 2 armor strips feels wrong considering that many of Vauban's abilities heavily rely on armor-stripping to do any damage sometimes. If he needs armor strip, he needs armor strip. Many frames can perform armor stripping, but none of them specialize in it; for most, armor strip serves as a utility tool or a means to make their abilities' scale. I just dont see any problems with him having good armorstrip. "His job is crowd control, and he does that excellently in the game and in a manner that suits the game as well (which was not the case before his rework)." - In 2024, Warframes specializing solely in crowd control without additional utility are weak. You need something more, in my opinion. "Photon strike does need some love, but what you would have done to it would turn every mission into an unrelenting case of Photon Strike spam. 15m radius is huge, as most tiles average about 20-30 meters across, and even if the tiles were bigger, you could just funnel the enemies into a hallway." - The 15m radius does seem huge; upon reflection, 10m is probably more reasonable. However, when considering that melee influence extends to 20 meters and various launchers cover approximately 12 meters, along with options like Khora's Whipclaw and weapons such as the Ocucor, there seems to be no need for conservatism in terms of AOE size in today's "meta". Photon Strike, is a enjoyable ability to spam. Let it be good enough to replace your primary in certain situations. Its current damage output, even with 260% strength, still requires multiple hits to kill fully armorstripped heavier units, sometimes taking 10+ hits for Eximus units. If you are using it today, you are still spamming it like crazy. Hell, his augment literally encourages you to spam it like crazy. "Now the concept for the original rework was you throw out a Bastille, wait for strip armor and then collapse, and then hit it with the Photon Strike, but that takes too long in the current gameplay design. With the mindset of keep the changes balanced, it would be better to shift his armor strip to Photon Strike, so it synergizes well with his vortex, and have Bastille, instead of stripping armor over time, give a growing damage debuff that grows over time and lingers after its collapse to any trapped by it and give a lingering damage" bonus to players inside of it (the way it does for armor now)" - His mines rely on armor strip; if you use Photon Strike for armor stripping, your mines become a lot less usefull. While giving armor strip to his mines is an option, I opted to retain Bastille as the primary armor-stripping tool, bringing it in line with other abilities designed for armor stripping. Despite the armor strip being slow, if it could cover a significant area with properly functioning Bastilles It would address the inconsistencies with all his damage-dealing abilities at once.
  11. I genuinely appreciate the feel and concept of Vauban; unfortunately, I believe he is lagging in terms of viability in higher levels. Firstly, there are some glaring issues that make him exceptionally clunky to use, and these need to be addressed before any crazy rework concepts: Bastille and Vortex should not have anti-synergy with his own abilities. To deal a meaningful amount of damage with his 2 and 3 at higher levels, Vauban MUST strip armor. While Bastille accomplishes this - great, it fails to strip armor from vortexed/ragdolled enemies - extremely not great. Consequently, whenever Vortex absorbs armored enemies, all of his abilities become useless until the timer runs out. My suggestion is to ensure that Bastille consistently strips armor from all enemies within it, regardless of the situation. Even with this improvement, Bastille would remain one of the slower methods to remove armor, but at least it would be a viable option. Minelayer offers only one mine that you will use, so most of the time, you find yourself not wanting to cycle through his mines. Tapping his 2 switches to a suboptimal mine, and it's very easy to accidentally tap instead of holding. What about inverting tap/hold abilities? No - that's a bad idea because it leads to throwing Vortexes instead of Bastilles with your 4, and that's bad since your 2 and 3 don't affect enemies unless armor is stripped. It's incredibly frustrating. There must be a way to selectively invert tap/hold abilities on Vauban or just remove mines you dont use. Photon Strike could benefit from dealing a bit more damage and having a larger radius, considering how sick it looks. It's an orbital strike, cmon. Additionally, it causes enemies to ragdoll away from Bastille, which is more anti-synergy. Vauban's clunkiness makes him feel slow in practice, to the extent that 90% of the time, opting for a blank slate warframe with an good Incarnon weapon, a companion, and a Helminth ability and just focusing on shooting your gun seems almost equally as good if not better. In my eyes that puts him in the "weak" warframe category as much as I hate to say it. He is still fun to play (for me, he is still really unpopular), it doesint feel good to know that you are often activelly nerfing yourself by constantly using his abilities. The capability to be in multiple places at once is really cool. I find it intriguing that some of his abilities feel like multiple powers in one. It's genuinely cool to have a Warframe that actively encourages the use of more than four abilities simultaneously, with each ability having its own unique niche. For the rework, my goal is to amplify these aspects significantly, making him more "advanced" to set up, yet more comfortable to pilot once the setup is complete. I propose introducing a gimmick that allows players to customize the way his abilities work, permitting them to add or remove mines, combine mines into bundles of up to 4 mines (more mines more energy), and throw them together. Setting up Vauban's abilities could be done through a dedicated UI, accessible by clicking a button beneath the abilities tab in your Arsenal. Vauban Rework Concept: 1. and 2. Minelayer (his 1 and 2 will both be minelayers) - Now has two modes: Single Bundle Mode: Tap to deploy the first bundle and hold to deploy the second. Each bundle contains up to four mines. Scroll Mode: Scroll through your bundles (up to 4) by tapping/holding 1 or 2, then hold/tap to deploy the selected bundle. List of mines: Flechete Orb (Max 8): same old Flechete Orb, solid as it is. Overdriver (Max 8): same old. Tesla Nervos: same old. Tether Coil (Max 8): same old. Anti-Overguard Pulse (Max 8): A mine that pulsates every 3 seconds, instantly removing all enemy overguard in a small radius. (really nice) Spike Trap (Max 8): Impale enemies with spikes, dealing scaling damage and immobilizing them. Resets every 5 seconds. Turret: Deploy a single-target Flechete Orb in turret form, firing darts with medium accuracy and short range. Mildly better for single targets, worse for multi targets. Teleporter (Max 4, Infinite Duration): Allies can interact with it to teleport between teleporters, adding a strategic layer to gameplay. (extremelly important) Energy Vampire Mine (Max 8): Restore 1 energy/second to you and allies within affinity range for every enemy within its radius. Capps at 6 energy/sec from all mines combined. Guardian Mine (Max 4): Summon rotating shields similar to the Guardian Eximus effect for added protection. Nully Mine (Max 4): Small nully bubble. Push Mine (Max 4): Pushes enemies away. 3. Photon Strike Vauban's Photon Strike remains mostly the same, now featuring a fixed radius of 15 meters and double damage. This adjustment aims to streamline its effectiveness without solely relying on range mods, promoting build diversity. (From my experience modding him, his other abilities aren't always starving for maximum range. So, if you don't mod for maximum range, the power of his third ability becomes exponentially weaker unless you solely rely on Vortex to clump up enemies. Thats why the radius should be fixed.) Moreover, Photon Strike's damage should be effected by the overdriver mine. And also it shouldint ragdoll surviving enemies. 4. Bastille Bastille, retains its core function, but with a notable change. The bastille component now has double the duration and does not necessarily collapse into a vortex. Ideally, players could customize this ability further in the same way as his mines; perhaps turn off its crowd control or allow it to collapse into a vortex at the cost of duration. And of course, Bastille will armor-strip all enemies within it, whether they are ragdolled or not. Notes: Managing a multitude of mines could become obnoxious if the duration remains as it is currently. Gardening 8 mines and 8 Bastilles, on average, will lead to really frequent ability casts. To alleviate this, the base duration of all his abilities should be considerably longer, at least 1.5 minutes (excluding Vortex). I aim to steer clear of survivability mines similar to Protea's. Firstly, the rework already introduces an abundance of new elements for Vauban. Secondly, Protea already boasts such abilities. Thirdly, with the recent shield buffs and adjustments, the necessity for survival-focused abilities has diminished. Lastly, I think not having such abilities adds an extra layer of challenge, keeping Vauban on his toes. I am not looking to create another Warframe akin to Octavia. I try to avoid mines that attract enemy aggro. Such mechanics feel to cheezy and have been covered by Octavia. And despite Octavia's overwhelming power, I find her less enjoyable in comparison. Acknowledging that a bundle of mines costs 100 energy by default, it is expected that Vauban might face energy economy challenges. However, considering the current availability of Helminth abilities, Arcanes, Archon Shards, companions and mods, players at later stages of the game, players should find energy issues manageable with sufficient investment. And even without substantial investment, Vauban would remain a formidable frame for midgame content. The rework aims to imbue Vauban with a distinct sense of being in multiple places at once, making him an ideal warframe for interceptions, excavations and void cascades but also a powerhouse everywhere else exept maybie captures or exterminates. His playstyle involves tactically placing traps in anticipated high enemy concentrations, teleporting between his engy nests, tending to them, armor-stripping across a wide area, all while delivering substantial firepower through Photon Strikes when immediate damage is needed. Allowing him to trully assert control over the battlefield as the tactician he is supposed to be. edit: Simpler Vauban Rework Concept: Minelayer Let him have 8 flechette orbs at once. Replace his vector pad with a teleport pad. Replace his Tether coil with a spike trap or any other mine that would be more usefull. Double overdriver damage Photon Strike Have it ignore enemy armor, have its damage buffable with overdriver, set its range to 10 meters and make the range unaffected by mods. Bastille Double the duration of the Bastille portion of the ability. Have the armorstip affect enemies that are ragdolled. edit: More random Ideas: Vauban should be able to teleport to any teleporter instantly without interacting with a teleporter. He should have an open world style map instead of the regular one and an infinite enemy radar. On top of that teleporting should be instant for smoother gameplay.
×
×
  • Create New...