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Zulunko

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Posts posted by Zulunko

  1. This likely also impacts the normal Ferrox.

    Reproduction steps:

    1. Start a mission as Citrine

    2. Deploy the Prismatic Gem ability (3)

    3. Throw a Tenet Ferrox field using alt-fire at some enemies

    Expected: When enemies are hit by the pulsing Tenet Ferrox field, the Prismatic Gem fires Prismatic Beams at them.

    Actual: When enemies are hit by the pulsing Tenet Ferrox field, the Prismatic Gem does nothing.

    Explanation: The Prismatic Gem should be firing when enemies are damaged by weapons, as per the description, and it does seem to work correctly even with another area deployable (Zenistar's disk), but not the Tenet Ferrox fields. This inconsistency is almost certainly a bug.

    • Like 1
  2. 30 minutes ago, RecordTheFox said:

    After playing nothing but protea for the past 3 days I've come up with one change, that i personally would think might be helpful towards protea being more dynamic (and usable in missions that aren't defense) would be the ability to trigger the rewind on command rather than cancel it, preferably with the ability to stop it from fully rewinding too.

    I might be misreading you here (and if you know about this I apologize), but you can trigger the rewind on command simply by hitting 4 (rather than holding 4). Holding 4 cancels it, pressing 4 triggers it. It doesn't let you stop it midway, but aside from that it does what you want.

    • Like 1
  3. 1 hour ago, BitesZaDusto said:

    Honestly it feels like some of the people who are complaining here didn't even play her for more than 10 minutes. It's like so many people here had this idea of what they wanted her to be, and now that she doesn't fit the mold you get upset. 

    Agreed.

    When I first played Protea, I was like, "oh, turrets, that's going to be really cool!" My gut reaction upon seeing that they last 2 seconds was, "who the hell designed the frame like this?" However, she was still fun enough for me to want to forma her, and by the end of my 6th forma I was actually glad that she wasn't designed the way I was expecting because she ends up playing really well with the skills she has.

    I'm really looking forward to these changes because it'll help some of her pain points (50% longer turrets that ramp up their multiplier twice as fast will be awesome for my playstyle), but the dramatic calls for reworks just don't make sense. She's fun to play, she plays unlike any other frame we have, and she brings some interesting utility. The answer to "I don't like this frame because its playstyle is too different" shouldn't be "let's make it work like every other frame", it should instead be, "there are 43 warframes and they're all designed to play differently so find one that suits you better".

    • Like 1
  4. 3 minutes ago, peterc3 said:

    You being in a private group or solo doesn't mean the game rules shouldn't apply to you. 

    This is still a non-answer. Why does this rule apply while in private groups and solo?

    As an example: The rule applies in public groups to help prevent people sabotaging random people's games by joining on underleveled frames.

    In this case, there are no random people; anyone joining knows the players they're playing with and it can be assumed that the usage of lower-level frames is intentional. On my 100th forma on a frame, I don't understand why I should have the restriction when soloing.

  5. It doesn't make sense to cut out the ability to progress and forma your Warframe when you're in a private group. If I'm going to solo an Arbitration on a rank 0 Warframe, that should be up to me, not an arbitrary rank requirement.

    Every new piece of endgame content comes with this arbitrary restriction. Leave it on for public groups where it's actually useful and not just an annoyance, let us ignore it for our private groups. Re-leveling frames is clearly intended to be a core gameplay mechanic, so it doesn't make sense to not be able to participate in that while also doing challenging content.

    I know this issue has been raised before, but as more content gets released with this restriction, it gets more and more obnoxious to deal with, so I feel that it's worth bringing up every time a new mission with these restrictions is introduced.

  6. From what I've seen, this bug is either caused by or exacerbated by holding TAB (in-progress screen hotkey) when the normal end of mission screen should appear. This has happened to me three times and all three times I was holding tab when it was loading me out. I've lost eight exceptional sentinel cores and a bunch of fish and plants to this so far.

  7. 3 hours ago, taiiat said:

     

    it's an Ability.
    no amount of nonsense talk makes it not an Ability.

    you're not supposed to like that your Ability has been nullified. place your static Abilities in places less likely to have a Nullifiier walk through, so you have more time to deal with them.

    Except there are plenty of abilities that don't get nullified (like Nidus's fourth ability, for example).

    In Atlas's example, if you place your static ability (your wall) in a place unlikely to have enemies walk into it, then it's useless. The entire point of the wall is to block enemies, and Nullifiers walk on the exact same routes as every other enemy, so either you place your wall in a place where it blocks enemies (and therefore Nullifiers will walk into it) or you place it somewhere where it doesn't block enemies (and therefore it serves no purpose). This is not an interesting tradeoff; rather, it makes his wall useful against two factions (infested and grineer) and useless against two (corpus and corrupted).

  8. 14 minutes ago, Ciaus said:

    I'm just saying that making an exception for Atlas for what is a terrible all-round mechanic is silly, the mechanic should be changed, thus addressing Atlas in the process. 

    Personally, I think Nullifier bubbles should have an effect on Frost's Snowglobe, though primarily just by removing the slow for enemies that are inside of it (while leaving the Snowglobe intact). Unlike the Atlas walls, Snowglobes have a static component (the globe) but also a sustained effect (the slow); it makes sense for static constructions to stay, but the sustained effect should still be ignored by the Nullifier and all enemies inside of the Nullifier's bubble (otherwise, Snowglobe would be the only power slow that would affect enemies in a Nullifier bubble).

    That's just my opinion, though.

  9. Just now, Ciaus said:

    Nullifiers can often spawn in rooms adjacent to, or even above/below your globe, or behind entrances that guard them and give a safe path to run at you. 
    And then level 100 corpus techs have LoS of you and the defence target for a nanosecond and mission fail. 

    That's pretty bad. 
     

    I'd say that's more of an issue with spawning than Nullifiers themselves, though. Regardless, it still is nowhere near as obnoxious as with Atlas (after all, Snowglobe Frost is still played when fighting factions with nullifiers). I believe making Atlas's Tectonic Fracture walls immune to Nullifiers would make Atlas situationally useful, though I think most people would still prefer a Snowglobe Frost.

  10. 35 minutes ago, Ciaus said:

    The nullifier interactions with all powers of this form, including globe and walls and such, is awful. A global change is needed. 

    I don't think snowglobe is really that bad with Nullifiers, since you can see and shoot out of the globe. At the very least, Frost is nowhere near as affected by this as a Tectonic Fracture Atlas is, since Atlas can neither see through nor shoot through his walls to kill the Nullifiers before they touch them (and even if he could, he'd have to manage doing so for three walls at once, which would be pretty impossible).

  11. 49 minutes ago, taiiat said:

    one would naturally expect the Walls to be Nullified upon their contact with a Nullifier.

    "but makes it less useful" and what, pray tell, do you think one of the two jobs Nullifiers have is supposed to be?

    It doesn't simply make it less useful. Atlas's walls can't be seen or shot through, which makes you either:

    1. Stay somewhere where you can see beyond the wall, which kinda defeats Tectonic Fracture's point (what's the point in having 3 walls if you have to try to keep an eye on all three for approaching nullifiers) and is very difficult to do in smaller maps, or
    2. Constantly have to deal with walls breaking, which defeats the purpose of the walls (they're supposed to block enemy pathing to group them up and/or hold them in a specific location).

    This is nowhere near as much of an issue for Snowglobe, because in a Snowglobe you simply kill the Nullifier before it gets there (because you can both see it through the Snowglobe and you also can shoot out of the Snowglobe). Another way to fix this issue would be to let allies shoot through Atlas's walls and make them transparent, but personally I think that makes the walls too similar to Snowglobe and it's much harder when you're managing three walls simultaneously.

     

    As for what "one would naturally expect", I don't expect a wall made out of stone to dematerialize from a Nullifier. I'd expect the Nullifier to stop me from being able to build the wall (and roll the wall without Tectonic Fracture), but Atlas's walls, once built, are no longer powered (there is no energy upkeep, there is no consistent effect, it's just a stone wall).

  12. Hello! If there were one change that would immediately make a Tectonic Fracture Atlas useful, it would be to either make the Tectonic Fracture walls immune to nullifiers completely or make them only deconstruct when Atlas himself gets nullified.

    I love using Atlas with Tectonic Fracture, but in any circumstance in which there are nullifiers, his walls are practically useless. The entire point of the walls are to block enemies, but if you have to keep looking past them to kill nullifiers, that defeats the purpose of having a wall in the first place (you might as well just kill everything before it touches your wall).

    I can understand why his wall would be deconstructed if you weren't using Tectonic Fracture, as the wall can be used offensively, but with Tectonic Fracture I really think the walls should remain inside of nullifier fields.

     

    At the moment, this is the only reason why I don't play Atlas (I don't like building him only for punching people). It's a small tweak but it would immediately make him useful to me.

     

    EDIT: Oddly, the wiki says Tectonic Fracture lets Tectonics function in Nullifier bubbles, but I just tested it in the Simulacrum and it definitely does not. Maybe it used to and has since been "fixed"?

  13. 2 hours ago, EibonEthos said:

    In order for a casting frame to be viable throughout the game. Would be to set it's damage on a sliding scale based on it's target's health, armor, or level.

    The scaling primarily comes from the first ability (causes enemies to explode on death for a percentage of their maximum health) and the last ability (applies a stacking damage boost to marked enemies). I shied away from directly doing damage based on the target's max health because it would either be completely broken for bosses or would need to be disabled for bosses. Exploding on death means that it doesn't suffer from the same issues (it's not really an issue if a boss explodes for a ton of damage on death; you've already killed the boss at that point). The damage debuff on the fourth ability is similar in that it scales well, though that primarily benefits the frame's teammates as the frame itself isn't likely to do much weapon damage after applying the debuff.

    Unfortunately, I'm not sure there is a way to make a caster viable in many circumstances, but this is about as close as I could get without making a frame entirely out of cheese. I did briefly toy with the ability to strip armor, though, which would let it scale a tiny bit better (minus the fact that everyone uses 4xCP nowadays).

  14. The idea of this Warframe is to make something closer to a true caster. The player would spend little time actually shooting and most of their time casting abilities. The Warframe will be called X in the below description for lack of a good name. The quote blocks give the general idea behind each ability.



    Passive: X steals 1 energy every time he hits an enemy with a weapon.

    • Not affected by Warframe's power stats.
    Quote

    This intentionally values high fire rate / attack speed weapons. The assumption here is that, if you're using a high fire rate weapon, you will wear down your ammo pool quickly, so there may be advantages to being more controlled. Nonetheless, the frame is going to spend most of its time using abilities, and one of the abilities disables the frame's weapons. The high energy cost of the abilities means the frame will have a sort of cyclical play: play safe and build energy by hitting enemies, then go ham with the gathered energy to destroy enemies.

    Ability 1: Internal Eruption, Cost: 10 energy initial, 5 energy per second, Range: 25 meters, 1 second cast time (one-handed)

    X marks a target and channels raw energy into them, causing a series of internal explosions. Marked targets take 200/300/400/500 Blast damage per second. On death, marked targets explode for 500 plus 25% of their maximum health as Blast damage within a 10 meter radius.

    Notes:

    • Multiple enemies may be marked at once.
    • The ability is cast on each enemy a single time and then remains active until either recast on the same enemy, the enemy dies, the frame moves out of range, or the enemy leaves line of sight.
    • The ability drains energy for each active mark.
    • Damage scales off of Power Strength. This also scales the maximum health explosion damage of the AoE on death.
    • Range and explosion radius both scale off of Power Range.
    • Initial cost scales off of Efficiency, channeling cost scales off of Efficiency and Duration.
    • The ability does not need to get the last hit to cause the ending explosion.
    • The frame's movement is not affected by having active marks, though the marks will expire if the frame moves out of range or out of sight.
    Quote

    The point of this ability is to give the frame some form of single-target damage early on as well as a scaling form of AoE damage later in the game. It combos with his fourth ability (rupture).

    Ability 2: Shield Conduit, Cost: 25 energy initial, 10 energy per second, Range: 50 meters, 1 second cast time (one-handed)

    X either selects an allied target or casts on himself, powering up the target's shield generator. This instantly restores 10% of the target's maximum shields, causes shield recharge to not be interrupted by damage, and gives a 25% damage resistance to the target's shields. X's weapons are disabled for the duration, but he may cast other abilities.

    Notes:

    • Multiple allies may be selected at once.
    • Like the first ability, the ability is cast once and then remains active until either recast on the same ally, the ally dies, or the ally moves out of range of the frame.
    • The ability drains energy for each selected target.
    • Initial shield restore and damage resistance are affected by Power Strength. Damage resistance caps out at 50%.
    • Range is not affected by Power Range.
    • Initial cost scales off of Efficiency, channeling cost scales off of Efficiency and Duration.
    • The ability does not end when targets reach max shields.
    • Movement is not inhibited, though as mentioned the user can not use weapons while the ability is active on any targets.
    Quote

    This allows the frame to fill a sort of support role for shield builds, but it also is the frame's main source of defending itself. This is where the ebb and flow of combat comes in; the frame is meant to gather energy from safety and then rush out with Shield Conduit on himself, linking targets with Internal Eruption and casting Rupture to cause additional damage. In situations where enemies are not powerful enough to pose a significant threat, this frame can opt out of using Shield Conduit and keep his weapons while casting Internal Eruption on enemies.

    Ability 3: Shift, Cost: 15 energy, Range: 10 meters

    X uses raw power to rip through space, instantly teleporting in the player's aim direction.

    Notes:

    • This should be as close to truly instant as Warframe can have, as it's meant to be the frame's primary mobility move if the user wants it to be.
    • Cost scales off of Efficiency.
    • Range scales off of Power Range.
    Quote

    While this does not explicitly combo with the frame's other abilities, it does allow him to get in and out of the fight quickly.

    Ability 4: Rupture, Cost: 25 energy plus 25 energy per unit affected by Internal Eruption, 1 second cast time (normal cast; can be cast in midair and while sliding, but can't perform movement actions during cast)

    X sends a powerful wave of energy through connected enemies, amplifying the effects. Enemies effected by Internal Eruption take an additional 200 Slash damage with a guaranteed proc, emit an explosion of 500 Blast damage in a 5 meter radius (no proc), and gain a stacking debuff increasing all damage taken by 10%.

    Notes:

    • Debuff can stack up to 10 times.
    • Energy cost scales based off of Efficiency.
    • Damage (slash and explosion) scales off of Power Strength.
    • Debuff scales off of Power Strength up to a 25% increase per stack (250% increase at max stacks).
    • Explosion radius is affected by Power Range.
    Quote

    The idea here is to give the frame an ability that's useful in both AoE and single target scenarios. The scaling energy cost means that the player can get ten stacks on a boss by only spending 500 base energy (100% efficiency), multiplying his own and his team's damage on that target, but in a large group he can output a significant nuke if he's willing to spend significantly more energy.

    Raw Stats:

    • 200 shields (600 at rank 30), 25 shield recharge
    • 75 health (225 at rank 30)
    • 250 energy (375 at rank 30)
    • 15 armor
    • 1.0 sprint speed

     

    The general usage of this warframe in harder difficulties would typically be:

    1. The player generates energy by playing safe and shooting from cover.
    2. The player casts Shield Conduit on himself.
    3. The player moves out of cover (either by Shifting or by conventional movement).
    4. The player casts Internal Eruption on the highest max health targets.
    5. The player casts Rupture multiple times while trying to avoid enemy fire until the player is low on energy.
    6. The player moves back into a safer environment (either by Shifting or by conventional movement).
    7. Repeat from step 1.

    The above would be an engaging playstyle, as it is essentially a rollercoaster of high damage output and danger versus playing safe and generating energy. In addition, the player could use Shield Conduit on allies if the allies needed the extra defense (moving from objective to objective, for example) at the cost of having less energy to use offensively.

    In a lower level scenario, the player would likely not cast Shield Conduit and simply rely on his offensive abilities and weapons.

    On bossfights, the player would only use Internal Eruption once (on the boss himself) and then use Rupture to stack the damage increasing debuff on the boss, unless there are nearby adds that would be helpful to explode with Internal Eruption to further damage the boss.

     

     

    This frame is meant to provide an option for players who prefer to use casting as their main form of offense, but it is not meant to be a perfect frame for all circumstances. While the frame does scale somewhat, it will still likely rely on weapon use in the endgame, but typically those will be the weapons of the frame's allies, as the explosions from Internal Eruption scale with enemy health and can cause massive damage if allies are actively killing marked targets. I am not a master of balance and this idea would definitely have to be balanced upon testing. Let me know what you think of the concepts, primarily; the numbers are a ballpark estimate to give a sense of how the abilities relate to each other.

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