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Keiiken

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Posts posted by Keiiken

  1. I'm thinking something like this should occue more frequently in harder zones, and less frequently in easy mission areas.  I DON'T want to "crush noobs".  Thats the wrong idea.  New players need a chance to get into the game and learn the system before getting flattened by something like this.  I would much rather see players having some real honest trouble soloing Pluto, or other advanced "end game" zones.  The grief from this should be on the more advanced players, not those who are just starting.

     

    The other reason for this idea would be to give some merit to running most or all of the Warframe abilities you are given.  I get annoyed when I see a Volt using only Overload, or an Ash with just Smoke Screen and Teleport.  I think having more oppertunities to use most of your skills would make the game more fun, and make the skills feel more powerful, to boot.

     

     

    See the title of the thread its meant for higher difficulty areas

  2. I'd like to see the traps in the void be unbreakable, personally when I found out you could destroy them it killed an aspect of fear/caution to the void, I have done all 3 levels of the void and personally its not that difficult fighting the enemies but the traps have a nice aspect to keep you on your toes.

     

    Maybe not have them indestructible but regenerating after a while definitely. Maybe have destroying one trap trigger a different one that was previously inert/unseen so you have to decide if you prefer the devil you know.

  3. Depending on gameplay style, the missions type, mod loadout you may want your sentinel to act differently.

    My sentinels have ice damage strictly for the slow, stuns and increased attack speed for maximum disruption on the enemy rather than damage since its damage will never rival my own. There are others that prefer the sentinel for extra damage etc.

     

    It would be nice whether in the form of a new UI or additional mods to be able to have the sentinel target what you want. For dethcube and Wyrm being able to target the nearest, furthest, highest hp or lowest hp enemy.

     

    For Shade start firing on the first enemy to attack the warframe and continue till target is dead or unavailable or switch targets once a new enemy fires on its master. Be able to choose if the Wyrm will retaliate in self defense or only when the warframe is attacked.

  4. if im right, vaporize penetrates

     

    I think it is supposed to penetrate but in my experience it does not.

     

    get Puncture Mod on ur Deathcube. It rocks cause Sentinel DO shoot at enemys in cover and HITS them.

     

    This is not only an issue with Dethcube but with all the sentinels.

    I have puncture mod but it does not have infinite penetration so enemies can still be unreachable.

    Not everyone has puncture mod and you can't just decide "yeah I'm going to get that" it is a problem with the Sentinels AI. If it is going to autonomously acquire targets it should also be smart enough to know "I can't hit that and need to find another target".

  5. Okay, so the developers have often mentioned this topic, and honestly, I can see why. Currently, bladestorm is an awesome skill. In theory. But it ends up being rather a pain in actual use, so here's my thoughts on how they can take this skill, and make it make the player feel like a bad-&#! ninja, as well as fixing the issues it currently has.

     

    1.) Marking. Yes, that's an odd word to use, but here's the thing, if you look at other "big kill" ults, you know that they're usually a lot faster, and a LOT more obvious, If you see the Mag lifting a bunch of dudes, you know to stop firing. If you see Volt floating, you know everything near him's gonna be crispy, etc. So, here's my suggestion, either have every enemy in the target area recieve a "mark of death", like a glowing kanji, to fit the ninja theme, or have him toss a smoke grenade or summon smoke into the area he's gonna make mincemeat in. This clearly defines the area of his attack, and it lets everyone know not to attack these dudes, because they're all gonna die.

     

    2.) Speed. This is the most obvious thing needing improvement, and it can be done in such a way that it improves the aesthetic, as well. If smoke was used, even thin smoke, then simply having Ash dissappear, and a "slash" trail going through each enemy in sequence is fine, adversely, someone suggested having clones appear for a simultaneous strike, or, he could puff out of the smoke already in a "dashing slash" stance, and puff out before he even has to be animated, doing this at a slightly different angle for each enemy. In any case, the simple puff, slow swipe, puff, looks rather silly, and takes a bit too long, to boot.

     

    And, as a bonus, why not make all enemies killed freeze where they are until the last kill, at which point, they can have that Shinobi-esque dramatic finish with them all ripping apart at once? Anyways, I suppose that's the extent of my feedback, but those are the only two problems I can really comment on, after my time with Ash.

     

    I love this, I knew it needed fixing but didn't know how it could be done without making it clownish or over powered. My only suggestion would be using one animation for enemies killed by it and a different one for enemies that are only wounded. Maybe temporarily blinding the wounded enemy leaving the glowing Kanji/Glyph on those enemies for a few seconds so the rest of the squad knows its been hurt and is begging to be finished.

  6. After a certain of the enemy being behind cover shouldn't it be expected the sentinel would switch targets to something reachable. Barring you having a puncture mod (in which case it should know if it can or can't hit the target within a few shots anyway).

     

    It is especially a problem with Dethcube's Vaporize because of the longer cool-down. My Dethcube has repeatedly fired off Vaporize when elevator doors start opening and hit nothing but door.

  7. Like the regular health/shield restores, ciphers and ammo boxes purchasable with credits but with a greater effect.
    Dojo discounts on Omni ammo boxes and credit/affinity boosters, if not discounts maybe a free one after a certain number of purchases.

  8. Another option is prizes. Something I am doing informally (once trading is enabled) right now but it would be nice to be able to set give gear/blueprints etc to be distributed to the top 20 (dojo architect adjustable) or so donators.

  9. Rhino stomp stuns enemies in a smaller radius for 12 seconds with maxed continuity and cannot be used while it is active for 100 energy.

    Chaos practically stuns enemies in a MUCH larger radius for 20 seconds without any mods and cannot be used while it is active for 75 energy.

     

    Even after its duration nerf, Chaos remains the clear best CC ability in the game in range, cost, and duration.

     

     

    There's nothing balanced about a skill that renders the majority of PvE combat elements moot. Enemies become docile targets that simply ask for bullets in their heads for more than double the duration of the next best CC skill.

     

    You say Chaos practically stuns the enemies but it does not for the entire duration of the ability the enemies are free to act they just have more targets and you can still be one. Rhino's Stomp completely immobilizes them allowing you to do whatever you want with impunity.

  10. Basically

     

    I must admit, I overread it first time, my fault...

     

    but you also missed out to give us your reason, why this ability is not comparable to other AoE's...

     

     

    I think it can be compared in many ways, I compared it in energy cost and number of enemys affected...

    (didn't use AoE Range, because it's not shown for all skills on the wiki)

     

     

    the damage factor is not linear, so at some point your weapon does less damage than the enemys do to each other.

    This point is different for each weapons due to the fact of weapon specific stats and mods (dmg, armor piercing,...) but you'll get to it ;)

     

    This ability is not meant to kill, so theres no need that the enemys extinct each other, also you can cast it more than once ;)

     

    Other Ultis won't kill higher mob's either, so whats the difference?

     

    The majority of the AoEs you are comparing it to do damage to the enemy directly and are not Crowd Control abilities. Rhino's Stomp renders enemies completely unable to attack while levitating (sitting ducks), Loki's, Radial Disarm is permanent.

     

    I am not sure why you are mentioning weapon damage, I was specifically addressing the fact you said enemies do more damage at higher levels. I assumed you mean they kill each other quicker which is not the case as their defense scale with level too.

    I also am not sure why you mention that you can cast it more than once. Yes you can spam it with streamline and focus but, most people want to maximize the range and they instinctively use stretch as well you will need to sacrifice mod slots for that reducing tankyness meanwhile chaos does not prevent you being attacked by enemies it just makes them as likely to attack each other as the Tenno, you have to wait for the previous cast to time-out unless all the enemies that were under the effect of chaos are killed.

    I do not dispute that it has a huge range my point is it has that range for a reason and it should be more of a priority to fix other skills.

  11. An added bonus would be if the enemy reacted to numbers. New units to the skirmish could go reinforce the most heavily damaged units. For smarter factions like Corpus and Grineer have the try to get between the Tenno and their objective. If the squad separate in a room or move to separate rooms try to keep them divided.

  12. I like idea for Grineer based on their military nature but would expect slightly different behavior from Corpus and infested though not the dumb limited AI we see now.

     

    A new osprey type that repairs damaged robots sounds good. Have the corpus use the MOAs for distractions more to protect the crewmen etc.


    I would also like to see unit specific AI implemented. There is no need for a Grineer Ballista or Railgun MOA to charge into a firefight, I would also expect the Grineer Scorpions to skirt a firefight then try to flank or engage us form behind. If they cannot do that then maintain cover/distance waiting for the chance to strike.

    Infested for the most part act according to their nature though I would prefer if the Ancient Healers tended to hang back from a fight and heal their fellow infested, Toxic tried to blend in with waves of chargers to make them harder to single out.

  13. Like I said it can't be compared to the other AoEs that way because the mechanics are completely different.

    And it definitely Absorb cannot be compared others because it does not affect the enemy it affect all damage aimed at Nyx regardless of the enemies distance, you could in theory consider its range infinite.

    Making Chaos the range of Soundquake would nerf Nyx so hard as to be useless unless other changes are also done to balance.

  14. the radius of chaos is the biggest AoE Radius I have seen so far in this game...

     

    max out a stretch mod and try it yourself :P

     

    also on higher level defense missions this ability does a lot more damage than your weapons do, just due to the fact, that higher level enemys (90+) do a lot of damage...

     

    The 3-4 seconds stun in the beginning is just to get away before the party starts, so you won't get hurt in the crossfire...

     

    So yes, I think theres a Problem with the radius of Chaos (at least if it stays the 75 Energy ability)

     

    btw. that doesn't mean that the radius should be nerved by 50%...

    It should just be more in a line with other AoE Effects like Banshees soundquake...

     

     

    Yes the enemy damage scales with their level but you also fail to factor in their defense does as well. So they are more dangerous to the player but not so to each other.

    The large Radius is to make up for the fact the skill does no damage. Even with Maxed out continuity and stretch mods the enemies do not completely wipe each other out or give you thew chance to wipe them all out.You can't compare this AoE to others that do damage directly to the enemy.

  15. 1 God tier ability - literally God Mode. Stops enemies in their tracks and commands them to attack their closest target for 20 seconds.

    1 High tier ability - better than both Loki's Decoy and Saryn's Molt after their respective nerfs

    1 Normal tier ability - panic button that delays death for a significant amount of time. Can do incredible damage if used intelligently.

    1 Trash tier ability - nothing new; everyone has a trash tier ability

     

    I don't see any problem with Nyx. If anything should be done to her, Chaos's PBAoE style should be nerfed to target area, Absorb should have more reliable damage in all situations, and Psychic bolts could also be made cheaper and more reliable.

     

     

    Big disagree on nerfing the radius of chaos. It does no damage on its own and for the first few seconds the enemies are stunned so will not attack each other.

    Chaos is not one of the abilities Nyx players have issue with and if anything is one of the most used ones for CC. We wouldnt have to spam it so much if the mechanics of the Nyx's other skills were buffed or changed.

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