Jump to content

Bloop

PC Member
  • Posts

    292
  • Joined

  • Last visited

Posts posted by Bloop

  1. unknown.png

    Auction starting now in the Warframe Discord ( discord.gg/Warframe - Can be located in the partners section ). Once you join, head to the #joinables channel and react to a platform role to reveal the #riven-hub channel where the auction takes place.

  2. On 2/2/2018 at 8:03 PM, [DE]Connor said:

    ATLAS

    Rubble (new mechanic) - Comes from killing petrified enemies. Atlas collects rubble to restore his health, or temporarily increase armor if already at max health.

    Landslide - Does bonus damage on petrified enemies. Killing petrified enemies with Landslide generates bonus rubble. We have also increased the contact radius at max rank from 1.5m to 2m.

    Petrify - Can use Petrify on Tectonics’ bulwarks to increase rolling velocity and damage. Can also be cast on Rumblers to heal them. Able to cast any ability while Petrify is active - use Landslide to move between enemies or erect rumblers and bulwarks, without Petrify ever turning off! Petrifying speed is also more effective at longer ranges now.

    Rumblers - While casting, creates an AoE around Atlas that will petrify any enemy that comes close. Rumblers create rubble when they expire, based on how much health they had.

    All these additions are fancy and all that, but in my opinion they don't fix what I would consider are Atlas' core issues.

    Landslide for instance is perfectly fine, affected by melee mods and combo counter which makes it really strong overall and a nice CC machine when it stops hitting hard.

    His second ability in my opinion could use some tweaking, I think the petrify addition overall is fun and great, but is it effective?
    My suggestion would be changing it from health based to time based, and it will absorb incoming damage while still won't let us shoot through it unless punch through (proper balance, get something good at the cost of something relatively bad). Once the timer is over, it will release the absorbed damage in aoe by explosion, or we can push it before like we can at the moment to release it at any time in the direction we desire.

    Petrify: Personally I only have one complain about this ability. It is too similar to Frost's Avalanche but at the same time it's also way weaker. Not only does it take longer to petrify than Avalanche, which I guess is fine given the duration of petrify, but it also and just like Avalanche's problem, it prevents status effects from being triggered. How would I fix this? Just grant it armor reduction like Avalanche, that way the ability is not just a CC tool but can be used as a debuff, at the cost of proc'ing status effects when enemies are petrified, but it should at least grant it some scaling. thus making it fun but also effective.

    Rumblers: I feel it is fine, but I would also tie their damage output to my melee mods just like Landslide does, specially considering the rather bad AI they have, they only serve as an aggro tool at ''high'' (not really high, just level 80-100) levels.

     

    In a team aspect, Atlas does not really seem to have an actual direction, which is common as a Jack-of-all-trades, but the problem is that he also does not have a solid enough kit to fit a JOAT style, which while not being a master in one aspect, is also not close to decent in all aspects. I really see him as a pre-revisit Oberon, but the only difference is that Oberon in comparison already had a direction, and a partially solid kit, but Atlas lacks this.

     

    I hope this is taken into consideration for futher tweaks to his kit, because it really is a shame overall.

  3. While it is true we don't have something practical yet, to see how it actually turns out, it does sound bad at the moment. My only suggestion to changing it would be making it far more interactive, say:
    -After focus activation, the operator will have 2 ''Void marks'', which will deploy on 2 enemies you dash through. Killing the marked enemies will either:
    a) guarantee energy drop, and double roll the energy drop if it was set to happen on said enemy.
    or b) regen x energy.
    Then to balance it out (fun thing considering other energy sources) they could just give it a cooldown.
    I don't really mind the energy overflow removal despite relying on it quite often as my build are usually energy hungry (80% efficiency and below, thanks to the fact that OE has opened nice paths to building differently), as I still have tons of pads and whatnot. However, it would be nice to have an interactive ability that affected both warframe and operator, but did it effectively.

  4. Here is my suggestion on how I believe the abilities could be made overall better, and improve his team synergy in the process:

    • Tempest barrage: Lower the charge time, it is too much at the moment for such a fast paced game like this, which makes little sense, or at least make Natural talent affect the charge time. Make the projectiles spawn from hydroid himself (say they spawn from his stomach, for an idea, and do not stop until the duration is over), that way any sort of issue in close range areas is prevented, such as the barrage not hitting the area, but the walls around it. Furthermore, the barrage could attempt to seek out enemies that enter the marked area of effect.

     

    • Tidal Surge: it has got mobility and CC, it does not really need anything in my opinion.

     

    • Undertow: This one could use further changes. What I suggest is that Hydroid will not drown them anymore, instead the enemy's head will remain visible for allies, and receive a damage multiplier (similar to Ivara's prowl, basically). Furthermore, set a cap for the amount of enemies that can remain in the puddle at a time, and make the damage over time based on the enemy's base health (Would suggest 10%, so 10 seconds to kill the enemies, balanced in my opinion), since they are not drowning, you could say they are being devoured by piranhas. Another change would be making it a charged mechanic as well, so say you charge it to spawn it somewhere else, so you can benefit from the headshot multiplier when playing solo and whatnot.

     

    • Tentacle Swarm: return it's base range pre-revisit, with the same amount of tentacles when uncharged. Now here's where it would change:
      • Reduce the charge time.
      • When you charge the ability, the tentacles will no longer slam enemies, but instead will just hold them in the air, also applying a damage multiplier like seen in Undertow. Once an enemy is killed, the tentacle will hide and grab another enemy, instead of just trying to grab one from the initial position, this way tentacles would have a 100% chance to catch enemies on the charged ability. Of course, the charged ability will double the amount of tentacles, but the range will remain the same.
  5. On 31/7/2017 at 6:57 PM, AntiNerd said:

    @[DE]Saske

    using the caustacyst with chromatic blade excalibur only triggers electric damage and not corrosive damage (without elemental mods), is that intended?

    Chromatic Blade (and Exalted blade) do not take anything from the weapon itself other than the mods. Furthermore, Chromatic Blade is connected to your energy colour, so you're probably using some blue colour for electric damage.

  6. There are way too many placeholders, the reason for this is: I'm not good for names.
    NAME: [PLACEHOLDER/Name]
    STATS:
     -Health: 125
     -Shields: 125
     -Energy: 175
     -Armour: 15
     -Sprint speed: 1.15
    ABILITIES:
      -[PLACEHOLDER/Chains]: [PLACEHOLDER/Name] summons 6 chains from the ground that traps enemies for 4 seconds, once the duration is gone the enemy will receive 200 slash damage with guaranteed proc. As you read, the enemy cap is 6 at base, however, if there are less than 6 enemies, one of them will receive an additional chain, therefore more damage, and say if there is only one enemy, this enemy will receive the 6 chains, and all the damage these will deal.
    The number of chains and therefore the number of enemies that can be trapped is affected by power strength.
    The duration of the trap stage is affected by power duration.
    The area of effect of the chains is affected by power range.
    Power efficiency affects the cast cost. Base activation cost: 25 energy.
     
      -[PLACEHOLDER/Buffs]: [PLACEHOLDER/Name] uses her chains to link with her allies, providing them different buffs as she punishes herself. This ability works like a mix of Ivara's Quiver and Equinox's Pacify & Provoke, meaning it has 4 stages:
    -Strength buff: [PLACEHOLDER/Name] Increases her and her allies' power strength by 20%, while reducing her max health by 25%.
    -Range buff: [PLACEHOLDER/Name] Increases her and her allies' power range by 20%, while reducing her Movement speed by 33%.
    -Duration buff: [PLACEHOLDER/Name] Increases her and her allies' power duration by 20%, while reducing her max shields by 25%.
    -Efficiency buff: [PLACEHOLDER/Name] Increases her and her allies' power efficiency by 30%, while reducing both her shields and health by 50%
    The strength, duration and range buffs are all affected by power strength, while the efficiency buff can't be affected by any means, same applies to the health and shields punishment this buff provides.
    The higher strength, the higher your punishment, however health and shields cap at 75% punishment, while sprint speed will cap at 66%.
    While active, the abilty will drain 3 energy per second, and any cast from your allies will cost you 4 energy each, therefore it is affected by power efficiency and duration.
    The chain reach is affected by power range, having its base at 20 meters.
    Power efficiency affects the cast cost. Base activation cost: 35 energy.
     
      -[PLACEHOLDER/Single target risk]: [PLACEHOLDER/Name] links and irradiates an enemy, making it attack others, as well as you if you are in range. The enemy's health and damage are increased by 50%.
    Depending on certain situations, the following can happen:
     -If the linked enemy manages to kill 2 enemies, your energy will be refunded.
     -If the enemies kill the linked enemy, your shields will be depleted.
     -If an ally kills the enemy, their health will be restored by 25% and 50% of your energy cost will be refunded.
     -If the linked enemy kills an ally, your energy will be depleted.
     -If you kill your linked enemy, your shields will be depleted but all your health will be restored.
    The link duration is affected by power duration, having its base on 12 seconds.
    Power strength affects your linked enemy's health and damage boost, as well as health restore your allies receive.
    Power efficiency affects the cast cost. Base activation cost: 50 energy.

      -[PLACEHOLDER/Aura]: [PLACEHOLDER/Name] spawns an area of effect that basically slows enemies down and deals damage over time.
    Conditions:
     -When an ally kills a mob that is inside the aura, your ally will be given 25 energy.
     -When an enemy out of the aura kills an enemy inside it, the duration of the ability will be reduced by 4 seconds.
     -When an ally kills a mob, both being inside the aura, your ally will not be given 25 energy but will receive a 100% damage boost for 6 seconds, this cannot be refreshed.
    Power strength affects the energy and damage boost given to your allies, as well as the damage over time. The damage over time is 125 damage per second.
    Power range affects the area of effect. The area of effect's base is 15 meters.
    Power duration affects the area of effect's duration, your allies' boost duration and the punishment's reduction (the higher the duration, the lower the duration punishment if an enemy inside the aura is killed by an enemy outside of it). The base duration of this ability is 20 seconds.
    Power efficiency affects your cast cost. Base activation cost: 100 energy.
     
    Passive: If [PLACEHOLDER/Name] receives a slash proc, her power strength, duration and range will be increased by 20% for the duration of the proc.
  7. Let's call a rework that should prevent you from killing everything while your team does nothing a nerf.

    Let's call a rework that should prevent you from being 24/7 in an animation a nerf.

    Let's call every press 4 to win rework a nerf.

    Yey.

    Because he totally doesn't have armor stripping (Sheeking Shuriken), infinite scaling (Fatal teleport + Covert Lethality) and team support (Smoke Shadow, although the range is sorta small in my opinion).
    Making a warframe not to be a press 4 to win =/= Nerfing the warframe.

  8. It really depends for which situation, I personally use these three:

    Spoiler

    For team defenses:

    zrCG3OI.png

     

    Solo defenses:

    uBd1ZcQ.png

     

    And overall runs/Infested:

    9zjbZsu.png

    But then again, it is really all based on playstyle, some prefer efficiency, others prefer to use duration mods and low efficiency, or do not mind spamming at high costs.

    But if I had to choose a build out of the three, I would personally go for the first one.

  9. Well, this is a quick suggestion on certain armors that are basically assymetric, such as the one seen in this screenshot.

    0e1bXp7.png

     

    As it can be seen, what I am referring to is that there should be an option to basically flip those armor plates, and being able to use the right leg design on the left leg instead, and viceversa. Same could be applied to the Harkonar spaulders and the Dendra (the whole set itself, since it is assymetric).

     PHfwOtq.png 

     

    Thoughts on this matter? I personally believe this would increase, even if it is just a little, the variety of customization.

  10. 2 hours ago, WARLOCKE said:

    Hes getting a SICK passive (depending on the math), But desecrate should also detonate the bodies ala Corpse Explosion from Diablo 2.

    I second this, with let's say a 30-50% proc chance of explosion, it would add a desekros some more utility other than loot spawn.

    Apart from that, I do consider Nekros to be in a great spot, all his abilities fit his representation quite well (terror, necromancy, etc.). If I had to complain about something, that would be the "high" cost of Terrify, and probably his Soul Punch could have some utility for Nekros himself, let's say it restores a percentage of his health upon cast, could be affected by efficiency (the more efficiency, the less health you gain from a cast). Just a suggestion though, apart from that as I said, I think he is in a really good spot.

×
×
  • Create New...