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greiff

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Posts posted by greiff

  1. Not only its poorly (if at all) explain the fact that there isnt any warning or trial is the most annoying thing.

    If the void appear more often, and its easier to farm those cephalite res, fine. But for people who got mostly an hour or so per day to play, i can barely get enough to play one round, and if you fall or on your first trial and pick the wrong thing, you are back on farming and waiting again.....

    Its not a fun puzzle... not by any measure.

  2. This is my thinking process.

    1, If we attach the temporary/internal name "Wisp" more truely to her theme ( plus what we have seen so far regarding how she move, how she goes invisible in air, and how she float about) i can sumarise her as an elusive, support frame that distract, and buff squadmates, rather than a damage dealer herself. With that in mind i think the following adjusment feels closer to her "character"

    Power 1: Light - Basically her current 2, but instead of shooting one shadow to a direction, it should spawn multiple shadows (1 to 3 depending on power strength) that float off in different direction as a distraction/aggro to mob, while she turn invisible until the duration (effected by duration) of shadow run out. Pressing 1 again while pointing towards any 1 of her shadow will teleport her to that shadow, and do a small aoe confuse/blind to surrounding mob for X amount of time/invulnerable for x amount of time.

    Power 2: Reservoir - Basically her current 1, but instead of a stationary buff/proc, its a cast ability. Casting on alies or mob will have positive/negative effect accordingly. Red is heal/hp drain: Casting on ally will increase hp recovery, while casting on mob will drain their hp, and heal Wisp herself; Blue is energy/shield drain: Casting on ally to increase energy rcovering, casting on mob to drain their shield/armor to replemish Wisp's shield/overshield and armor: Green is speed/slow: Casting on ally to increase their reload and melee speed, while casting on mob to slow them. Long press to choose between buff/proc, and quick tab to cast.

    Power 3: TickTock - Build on her 2, pressing 3 will set off her 2 on any allies and mobs, and set off a small amount of stunt AOE from them (as if time itself stop where all mobs effected will stop for the duration), as well as Wisp herself. If no ally or mob carrying her 2 while casting, she send out a much longer/wider stunt AOE herself. The duration and range of the AOE depends on how many active "2" are around/out there... The less active "2" are out there, the more powerful/bigger her own aoe will be. Also the closer any ally and mob carrying her "2" towards her, the echo from each pulse will multiple, and increase the duration output of the pulsing. In contrast the more "2" carrier out there, it will cover bigger area, with smaller pulsing zone.

    Power 4: Phantom - She transform into an energy entity, covered in pulses and flares that reach out. She phase in and out of realm, while able to do damage to surrounding, she is invulnarable to any incoming damage. Her speed increase, but cant use any primary, secondary and melee weapon. The only form of attack in this "phantom" stage is by phasing through a mob. As she pass through a mob she absorb their hp and shield to distribute to nearby ally. Mob will be confuse for x amount of time, as well as a proc (proc type depends on energy colour). If she phase through an ally, ally will get hp/energy recovery increase and a small speed boost. Her energy flares can reach and grab nearby mob to confuse them if they get too close (flares effect by range) The closer she is to a mob, the more damage she can do to them.

     

    2, On the other hand, if "portal" and "ghost" are supposingly a theme closer to her (going invisible through plains, harness energy???) Then perhaps she is more of a mid-range DMG caster/CC frame.

    Power 1: Blink - Appear through/along a mob/Ally of choice (click 1 while pointing at an ally/mob) unlike Loki, you dont swap places, you simply "run" along. If cast on a mob, the mob will be confuse for x amount of time, while casting on an ally will boost their speed as you.

    Power 2: Displace - A CC skill to displace mob. Click and hold to select mobs, release to place selected mobs to location 15/20/25m backwards. Mob will suffer a short confuse after displacement, as well as impact proc.

    Power 3: Dusk & Dawn - Summon a small sun/black hole to throw at direction of choice. This is a swapable power where long press to swap between, and quick tap to cast. The sun (Ball of light with energy colour, enveloped with red flares) will push mob in the path away with a fire proc & fear, while the black hole (The energy ball will be of your energy colour, with dark blue flares) will swallow mobs on the path, and end with an explosion when duration runs out, with mobs suffer from blast and radiation proc.

    Power 4: Calamity - She summon a bubble of disaster (the type of damage depends on her energy colour) at selected location. Mobs nearby will be pull in and suffer the dedicated proc. This can be multi cast (max 5 bubbles at a time) and size of bubble effect by range, while duration effect how long each bubble last. Casting on same location will stack/multiply the strength and size of the bubble. When allies enter the bubble, their negative status effect will be neutralize. Wisp herself can transport between each bubbles, base on casting sequence.

     

    This is what i thought so far after reading through many many pages and post from here and there....

     

    Cheers

     

  3. My thoughts after reading few post and yours:

    I still think her 1 should be a mobile instant cast of blessing or buff.... choose the buff with long press, then short press to release. If aim at nothing, self buff, if aim at ally, you buff them (heal, regen and speed), and if you aim at a foe, you do dmg to them (like the red buff will drain health, the blue buff with stun them, and the green buff will slow them) etc etc etc

    I like her 2, but it needs to go faster, and longer duration. Also without repeating Titania's lantern of distracting foe, it should have an element of damage, say if it pass through a foe, it should do small amount of negative effect on them as well.... stun, life drain etc

    Her 3 should be completely re-do. Think someone mention perhaps her 3 will instant blast her 1's blessing and do small aoe? say if she cast her 1 to an ally and a foe, by pressing her 3 it will just detonate those bless into a small aoe of the type.... So everything would be her waking time bomb?

    Or her 3 will simply summon a black hole and suck foes in?

    I like your "Ghost" idea for her 4: Goes into "phantom" mode, in a energy translucent state, with energy flares coming out of her. Her moving speed increase, and she can zip pass friends and foe. When she pass through a foe, she zap them with either a proc, a stun, or drain energy/armour; when she pass through an ally, it heals/take away proc, or buff them.

    But having said that as we know Warframe at this stage, CC as a 4th ability on a frame is...less popular..... hence i thought if there are some damage in there might makes it more "functional"

     

    Dont get me wrong, i agree her current 4 looks great, but just doenst fit her, and i guess perhaps DE were blind sighted (punds intended) by how pretty the animation looks 🙂

    • Like 2
  4. Hi there i am on PC. This just happend to me as well..... Some known bug it seems?

    My standing from last night was at around 8k (cant remember the exact number, its either 7850 or 8850.....) , so after just finished 3 x 1k standing in game this morning (Warning shot, Poisoner and complete 1 mission) and got back to my ship, i got 10850/10000.

    And when i log out and relog, i am missing 1k/2k, as my standing is now back down to 9850/10000?

    https://imgur.com/a/q3rP4em

    Hopefully this get fix soon!

    *Also i was in a defense (Meso Relic) mission with 3 others, no host migration, no down, no death. Just manage to do all 3 in one go with mesa at toxin with her 4

     

  5. AFTER using Garuda's skill (sometimes her 1, sometimes her 4) all her abilities get stuck (shown skill in use, including her Talon) so you cant use any of her skill.

    Unstuck doesnt work, and if that happen the only thing you can do is use your primary or secondary, or jump off into an edge/water/hole to get respawn.

    Also you cant call out your operator either.....

    Its been couple of days, and i wonder if anyone else have the same issue?

  6. 8 minutes ago, Sajochi said:

    If you're charging up a big one, of course the other things get locked until you finished charging. That's kind is the point. 

    I mean after using the skill, you cant use any other skill, until you jump off into a hole or off the edge.... not while charging..... unstuck doesnt work either

    I did say "after" using......

  7. This has been going on for few days now, where after using Garuda's long press 1, or her 4, her skill get lock out where you cant use any of her skill, or her talon (no melee equip)

    I hope i am not the only one with this issue?

     

    Cheers

  8. Since Saryn got a look at, can you please confirm if how multiple Saryn in the same squad is how it is intended? only one of the Saryn will be able to spread her spores because each mob only hold 1 spore, either yours or the other Saryn, but not both....?

    In my view that would just encourage the other Saryn player either quite the mission, as he or she might not be able to do a thing, or this just make others not play Saryn?

  9. Been in several public matches in hydron and Orokin def and its confirm:

    If you fire the Chakram from within Gara's Vitrify, it bounce back and will not go through the glass wall. I suppose its similar to Revenant where it used to block the laser from passing through.

    Please have a look at this.

    Cheers

  10. 3 minutes ago, NezuHimeSama said:

    Toxic Lash can be recast while active so a toggle would be a downgrade. It would just disable passive energy regen.

    True..... just considering spores now do not rely on duration of your frame, modding her for less duration to amp up other field means you need to recast every 10-15 secs..... But good point about passive energy regen.....

  11. 3 things:

    - Have you guys consider changing her Toxic Lash to toggle? Like Excal's 4 and Nekros' 3? Obviously it will have an energy drain but since with her current rework Toxic Lash become easily one of her better skill (even without spores, toxic lash alone makes almost any melee weapon viable, via condition overload) But that might be OP?

    - Perhaps it will help if you have a sound/visual differentiation to casting spores for the first time, and detonating spores (re-casting)? As it is at the moment (when its working) its hard to tell which is which (i guess partly because the spores UI is still slightly bug/broken/glitching as its not showing from time to time, or just stuck) But even so a sound/visual differentiation would makes game play smoother, instead of constantly needing to check the UI meter.... (its hectic enough we are now constantly checking where is the spores tick and trying to keep it spreading running left and right...)

    - As mentioned by many others, play style of Saryn certainly change rather dramatically since the rework, Before this change lots will stay in one corner, spam the spores on molt, and wait for things to die. Now we have the extreme opposite! We are constantly running everywhere and chasing because we are chasing the spores with the intention of spreading it. I am sure there is a happy medium between the two? A time out option where if you recast under 2 sec it pops the spores, but if you recast after 2 sec you cast new spores?

    Cheers

     

  12. Hello hello all

    So i just made a Sepfahn saw with the Shtung grip. Love it since i first lay eye on it from Devstream, and will try different combination soon after.

    But what I've notice is that if you are not using a one handed grip for the Sepfahn, you will have what i call the flying sleeve where the suppose sleeve for a Nikana/Katana, will fly/float/link to you, as you move..... 

    I guess its perhaps the default setting for Sepfahn is a single handed nikana? Who knows

    Its not the most pressing issue, as there are way more important fixes that i know you guys are busy fixing and checking but do take a look at this when you can spare the time.

    https://imgur.com/a/qfoEN9u

    cheers

     

  13. Since the last update/hotfix, Loki's invisibility become un-castable once you go into operator mode and back.

    You will look partly invisible, but you are not as mob can see and shoot at you, and you cant recast invisibility.

    Other power seems find. The only way to get out of this is die on purpose, revive and its fix.... Tried unstuck, tried teleport with my own decoy, with other player, doesnt work either

    Please look into this, as its quite annoying for Kuva farming...

     

    Cheers

     

  14. My main concern is Ember.

    Her survivability is not high to begin with, but thanks to WoF (with range/strength build, even on higher level content such as Sortie etc...) she can at least CC mob (fire makes them crazy and drop their S#&$.....) before she get close, and clean them off. With the new change/nerf/adjustment not only she will run out of power faster than anyone else, she cant really affect mob from certain distance, and before she get close, she is dead......

    As mentioned she was a serious dmg caster, but with this new change she will definitely become a glass cannon that cant hit far...... like a dead Penta.....

    I understand her WoF might need a look at, but i dont think this is the right direction?

    Just a thought:

    - If "press 4 and forget" is the main concern that require another look at, perhaps try something similar to Volt's new change: as it goes further away from the frame, the dmg reduce instead of range shrinking, and the "flare" duration shorten, that way it still provide the CC it needs, but address some of the issue of "too easy to run..."?

    - If we stick with the timer, then i would suggest another addition to WoF: As the percentage goes up to 100% in 10 sec, her range shrink, but every mob affected by WoF will give her armor/shield/over shield to compensate the shrinkage of range. If higher level content is also the purpose for the tweak of WoF, this should address it nicely by making her do more dmg, but also much more survivable with higher level boss etc....

    That is all, for now :)

    Cheers and keep up the good work guys!

    *Oh and do feel free to use my Ember build for testing :D

     

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