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(PSN)Cerata_

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Posts posted by (PSN)Cerata_

  1. There is more to brawling then just punches, there are also kicks and som simple grappling, that is when we are talking about normal brawler, but in this case it would be tenno/ninja brawler who is empowered by void, someone who is highly trained warrior regardless of his prefered way of fighting: brawling.

    Frame like that should be able to explode people by punching them. 

     

    tenno brawler should have fighting style that looks like mix of MMA and style of fighting from "fight club" movie.

     

    Just because we were told it can throw rocks means nothing since if frame had 3 brawling abilties and one ability related to earth it would still be primarily brawler frame but here its in reverse its primarily earth frame with only one ability related to brawling and yet its called brawler regardles of the fact that brawling is this frame minor part.

     

    Also why DE adds to game the most popular frame fanconcepts if they first are going to gut the concept destroying everything that made the frame concept popular in the first place, making most people who wanted the frame in the first place lose desire to get the frame after it comes out ?

    Original dragon frame concept had both better design and more interesting to play abilties, most people who play with chroma dont do it because frame is cool to play but because its durable with good build and nothing else. I believe that enjoyment from game should be VERY important to the game.

     

    These are all just your opinions on what a brawler frame should look like. DE had a different opinion. Yours isn't wrong, but neither is DE's. Don't play the frame, fine, but don't accuse them of false advertising simply because Atlas won't be EXACTLY what you hoped.

     

    As for Chroma, DE never said they based their concept off of Endrian's dragon frame, and even if they did, they weren't bound to anything. You can't claim to know why people play Chroma. "Cool to play" is ridiculously subjective, durable could be cool for a lot of people, and nothing you said discredits the fact that he IS indeed a dragon themed frame. He may not be the one you wanted, but again that's not DE's fault. They don't exist to satisfy your specific desires. 

     

    And to be fair, the idea of MMA (Mixed Martial arts) is different than just brawling. It's like the style of the fist weapons VS the sparring weapons. Similar attributes, but very distinct styles. They never promised an MMA frame.

     

    Enjoyment is VERY important to the game, yes, but that doesn't mean that every player needs to enjoy EVERY addition. I'm not huge on Archwing, the whip weapons, deathcube--but that doesn't mean that other people don't love them. Okay, maybe not Archwing, but you get my point. 

     

    Finally, the damned thing isn't even released yet, can you at least hold off on complaining until it's in the wild?

  2. Its not the problem of it not being exactly what I wanted but of it having nothing to do with what we were promised. and its not about principles I saw people good at playing chroma so I tried chroma for myself, over and over and over again, but I am just unable to enjoy  it, it felt like I was trying to pull out my own teeth.

    Its VERY easy to have something ruined for you, like for example when someone tells you about game that is supposedly so much better then other games and then you find out that game is nothing like you were told.

    You said yourself that just fist skill has something to do with brawling. He leaps to people and punches them. That's literally all a brawler does. They punch people. Duplexes duplexes and flying kicks and crap imply a level of Martial skill that a brawler doesn't have. So no, he isn'tisn't NOTHING like we were told. Most people just went in a different direction. Chroma IS a dragon frame, just not the type of dragon most expected. But DE didn't lie. Actually, when they revealed him on the devstream the first time, Scott mentioned that you'd be throwing rocks around, so they basically told you his full theme then.

     

  3. Dont worry muscles are just decorations, its not like he will be really using them when having only ONE ability related to brawling, false advertising this frame as brawler frame ruined this frame for me, now I know I wont be able to enjoy  it even if its pretty strong as earth frame because I will always remember what DE was promising us(brawler frame), same happen with dragon frame, DE promised us something as awesome as original concept of dragon frame, but after seeing its design and abilties I was EXTREMLY disappointed, but of course I given it a chance, I thought that maybe I will learn to enjoy it but I didnt, I couldnt forget what that frame was meant to be, playing with this frame felt like trying to  eat old food, it was simply unenjoyable.

    So regardless if atlas like chrome will be good or not I simplt wont be able to enjoy playing with it because they are ruined for me because of false advertising 

    "I can never like this frame because it isn't exactly what I thought it was going to be, regardless of how good he is, or how fun his playstyle may be. Nope, just can't do it. I have principles you know!"

  4. Eh, depends on the frame. Ember? Hell yes, Vex/Ward Chroma? Eh, maybe not.Frames with naturally high duration tend not to recast as often. You don't always need it as much as it might seem, but yes. Efficiency is very important to most builds, especially high level.

  5. Well, it's kind of like those kids saying that all Asians are Chinese, I know many people who would be offended by that. Not to be rude but you'll need to learn more about the outside world, knowing simple stuff like that is a life saver socially.

    It's a bit of a different thing though, that's erasing racial identity out of callousness. This just seems to be an honest mistake. My sister for instance can easily distinguish between Chinese/japanese/Korean script, but only because she's played close attention to the culture. Eastern text has a distinct artistic style that is very different from Germanic languages, and one who had not studied said script could easily be mistaken. Racism is about bias and judgement, and I don't think that went on here.
  6. I agree. I was running mercury the other day just to fight some low-level mobs to test out the Ack & Brunt. Then suddenly I was taking all of this unexpected damage. Now it wasn't a problem because I have all the defensive mods, but my Excalibur was a bit dinged. Until that point, I'd assumed they only spawned on higher level planets. I can't imagine trying to deal with one as a new player, not with that damage output and no warning. Just a little fine-tuning is all that's required imo.

  7. I just don't know what lessening the damage is going to achieve here. The Tigris needs to be able to one-shot most targets, and it does that well. I'm not seeing a practical need for this change. Is it overkill? Sure. But there's really no benefit to be had in tweaking the numbers so they're not as big, but still viable, as you seem to want to do. I just honestly don't see the point. There are plenty of crap weapons that need attention, the Tigris doesn't need a change that will functionally change nothing at all.

  8. Like the title says, after the most recent update, both the Silva & Aegis and Ack & brunt's shields sit normally in the closet, and until first used in a mission. However after the first use, the shield seems to sit incorrectly on the left arm, sinking into the forearm. This is most noticeable on the Aegis. I'll edit with images once I can figure out how to export them with my PS4, but it's pretty easy to reproduction. Frame/animation set has no effect.

  9. The hypothetical situation you've posed doesn't really apply here, as our system had built around the mod. We'd have different expectations if we didn't get multishot until now, sure, but that's not the case, and DE needs to be careful unless they want to cause an instant mess. Things need to be rebalenced game-wide.

  10. The concept is not bad, though, the 1 could be an update to Nyx's Mind Control instead and the 3 might render Radial Disarm irrelevant.

     

    I sort of like mind control's concept as is, I think a simple buff to AI aggressiveness would be enough.

     

    I'd think not, with it only being a chance, and a toggle.  Consider the jam/explode chance of it be affected by power strength as well.  Also on the 3, if it were crit chance and status chance that are buffed it'd fit the luck/fortune theme a bit more than a flat damage boost, also synergize with the proc thing.

    Also, passive could work if it were any status inflicted, as most of the ancient equivalents of those status effects were attributed to magic or magical mischief.

     

    Good concept overall, can't wait to see how it develops.

     

    Agreed on all fronts and edited accordingly.

     

    Keep in mind that Radial Disarm's disarm effect will always have a much larger range than Hecate's and it is applied instantly across all enemies in that range. For Hecate, It's more about keeping enemies (bombards...) from getting to close with high damage weapons.

     

    Seems really neat, but just a tad underpowered, imo. I just feel like the Ulti could use a bit more to it.

     

    Agreed, I thought I'd start with a low base and work up according to feedback. I added more functionality to Uncanny Rite, tell me what you think.

     

    Thanks for the feedback all, it has proven to be very helpful.

  11. (9/3/15: Adjusted  Passive, Mis/fortune and Uncanny Rite and Aura Polarity)

     EdiYeY2.png

    "This is Hecate, Manipulator of the divine. Hecate Specializes in causing violent misfortune for her enemies, while being a boon to her allies."

     

    Name: In Greek Mythology, Hecate was considered to be the goddess of witchcraft...and a number of other strange things.

     

    Role: Squad Buff/Debuff Frame, With interesting stealth possibilities with her first skill.

     

    Appearance: Something indicative of her dark-magic theme without being as on-the-nose as limbo. I was actually partially inspired by the look of Meryl Streep's witch from Into the woods, specifically the texture and her shoulder designs.

    kwEBtbg.png 

     

    If anyone is moved to doodle something, feel free, I'd certainly appreciate it. 

     

    Stats:

    HEALTH: 100 (300 max)

    POWER: 150 (225 max)

    SHIELD CAPACITY: 75 (2255 max)

    ARMOR: 100

    SPRINT SPEED: 1.2

    POLARITIES: 1 V, 1 -

    AURA POLARITY: --

     

    Passive: Occult Absorption 

    Upon inflicting any status proc, Hecate gains a 1.5 health regeneration rate for the duration of the proc. Effect does not stack with multiple procs. Effect corresponds to the most recently inflicted proc.

     

    Abilities:

     

    1. Possession. 25 Energy

    Hecate teleports into a hostile unit, taking control for X/X/X duration. Enemy armor will be completely stripped. Enemy weapons will gain the benefits of your mos, according to weapon type. Does not raise alarm. Upon either the duration running out, or recasting the ability without a target, Hecate will remove herself from her host, leaving them confused for a few moments. If the enemy is not alerted after Hecate dismounts, they will simply go about their business, retaining the armor debuff.

     

    Hecate can also switch from one host to another seamlessly if Possession is cast again at a target.

     

    If Hecate engages a hostile while possessing one of it's peers, the host  body will gain large amounts of aggro. If Hecate is still within the body when it dies, she will suffer the total damage done to the host. If she escapes in time, she will remain unscathed, and the victim will continue to draw aggro until dead.

     

    Effected by Range, Duration and Efficiency

     

     

    2. Dispel. 50 Energy

    Hecate casts a radial wave with a range of X/X/X meters that briefly staggers hostiles before blocking the special abilities of enemies (Radial stomps/blasts,swarm clouds, Pulls, etc..) for X/X/X duration. Recastable. Allies in range will be cleansed of all currents procs and given status immunity for the duration of the skill. 

     

    Effected by Rage Duration and Efficiency

     

    3. Mis/fortune. 30 Energy cast + 5/s

    Hecate summons an Aura around herself that effects enemies differently depending on how close they are to her. There are three zones of effect:

     

    Long range: Enemies suffer an accuracy debuff

    Medium range: Enemy weapons have a high chance to jam, stunning them into the unjamming animation.

    Close Range: Enemy weapons have a high chance of exploding, dealing moderate Blast damage and disarming them. 

     

    Chance % increases with level.

     

    In addition, allies receive a boost to critical chance depending of their distance from Hecate:

    Long range: +25% crit chance At max

    Medium Range: +50% crit chance at max

    Close range: +75% crit chance at max

    Effected by Range  and Efficiency. Blast Damage and crit bonus effected by Strength Mods.

     

     

    4. Uncanny Rite. 100 Energy

    Hecate claims the area around her for

    X/X/X duration, summoning ancient tennobet characters that flicker and glow on the ground within the perimeter of the ability. Enemies within the event have a 25%/50%/75% chance to suffer a random status proc every 5/3/2 seconds. Enemies will also suffer a stacking armor debuff, losing 10%/15%/20%  of their armor every 5/3/2 seconds.

     

    Allies in range gain innate lifesteal and have receive a 11%/15%/20% Armor bonus every 5/3/2 seconds that they are within Rite's effect, capping out at a 100% Armour bonus. 

     

    Hecate's other abilities also receive bonuses if cast within Uncanny Rite.

    --Possession: Casting speed is increased. Host explodes upon death, proccing viral on all enemies within range.

    --Dispel: instantly triggers random proc on all enemies within range.

    --Mis/fortune: Allows friendly fire for enemies effected for the duration of the ability. Enemies are also stripped of their special abilities permanently.

     

    Effected by Range, Duration, Efficiency, with % values effected by Strength.  

     

     

    (Thanks for looking at my lil' idea! Obviously it's still WIP. Comments and criticism always welcome.)

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