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(PS4)LoneWolf_001

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Everything posted by (PS4)LoneWolf_001

  1. Tactically, yeah, there's nothing they can do. I mean, what's he going to do. Send an insult to the corpus with a "come and get me" set of coordinates and hope a Nullifier in opposition to him enguages the Limbo...wait, I'm not saying there need to be Grineer nullifiers or anything...
  2. I kind of agree with you here. There is a kind of penalty for being in space, forced to wait for kill codes that may or may not come. There really is no incentive to do ground, the ramp up is slow and the rewards just don't feel as rewarding. Just my opinion. However, the point of this is to start connecting actions across the board. The failure of it seems to be the same as raids/dungeons in ole content in MMOs, if no one's doing it you're left on your own and going no where fast. Maybe the Oplink Def. in the Murex should go fairly slow but consistently without a kill code, but when it arrives then it can boost to the current speed. No deadstop punishing you for playing what you want but a bonus available if people are working as a team. Simply put, forced content does hurt. I like the relics and even kuva missions because it adds an elite element to whatever content I choose to play.
  3. Chroma has been pigion-holed into a boss-killer role. He's tanky, cool looking, and has some mean somewhat interactive buffs (ability 2 & 3). His Ultimate is good for locking down an area but it's an energy hog with locked range and "meh" damage...it's pretty at best. However, I'm here to talk about his Ability 1, Spectral Scream. It's basically Dragon's Breath and arguably should be the core character ability of Chroma. Unfortunately, it's really underwhelming, let alone inefficient, low damaging, really low range, and prevents the use of ranged weapons while active. Ignus>Spectral Scream So how should this iconic ability of every dragon ever really perform? Well, let's start with Chroma's wings...wait, what? What does that have to do with his unbrushed morning breath? Well, dragons do tend to use said breath while airborne to an awesome effect. Allowing Chroma to use those wings to allow Aim-glide to last as long as the ability is running adds a vertical element and unique character to his line up. While you're gliding around effortlessly due to those awesome wings (which are attached to the effigy, so no free aim-glide extension while ability 4 is running) you might notice that most of the things you'd like to breathe fire/ice/poison/lightning on are just too far away to care what flashy thing you're doing in the sky...so, let's add some range, alot of range...and if you have the Augment for it, let's add some AoE explosion effects to that. Okay, now you're starting to really feel the inner Smaug making it to the surface, flying, long ranged, death dealing...wait, they're not really dying are they. I think the grineer/corpus might actually be laughing at your light show. Well then, let's crank up the damage with a % of HP damage bonuse so that this stuff actually scales with the enemies. Maybe have residual ground effects as well so that when they run in panic from the dragon you are they still have to brave the destruction in your wake. So in summary, make Spectral Scream scalable, have some formidable range, and include some bonus air-time when in use. If you as a reader are cool with this, say so. If you have a better idea, spill the beans 'cause I'm rearin' to support a good idea! If you don't like it, say why, what you'd change or add, or just post a picture of your favorite dragon.
  4. No, I think everyone can understand where you're coming from. Your ideas are not bad and the wording is fairly on point. I think it's just that Zephyr is so lackluster, role-awkward, and generally unappealing that it feels like she needs more help than your suggestion seems to offer. It's also hard to visualize what kind of impact she'd really have on the group or on the targets of her abilities after we min-max the heck out of her Mods. My point is this, keep adding to this, update your idea, and eventually (as the community already knows Zephyr needs a rework) you'll have a highly detailed, exciting, strong case for a rework to this warframe. I look forward to seeing it develop more and I look forward to supporting it as it devleops, whether that's with constructive criticizm or praise.
  5. I'm fine with this but I think Zephyr's problems are a bit deeper than just abilities. Her role is not quite right. Her crowd control is random and detrimental to the way warframe works (like Khora's piniata dome), because the cc'd enemies are being bounced around there's no practical way to get headshots or even hit them with anything that's not Area of Effect oriented. So should she be considered a CC warframe? How about the role of Tank, Turbulence is a strong ability and you gain speed and potentially projectile speed with an augment...However, her other abilities don't really do anything to support a tank role. So DPS then? All the abilities have damage potential but as is the CC element and randomness of the abilities prevents practical damage dealing and the damage is outright too little. If DE does give her a real rework, they need to pick a role for her, scale her to content, give her abilities some synergy (like Khora's ability 1 clearing the piniatas) and build in more group synergy. It's a big project to really make her better.
  6. Also, that's the right attitude. We are all here to have fun. It's big game with lots to do. There are min-maxers, challenge seekers, traders, dojo builders, new players, veteran players, and everyone does things a little different. Play it how you want and don't let someone who hasn't had coffee yet ruin your good time. Cheers bud!
  7. That's an oddly capatalist way of looking at the Mastery Rank process and a good arguement. Why not let players do tests for MR consecutively? There is enough total content now that that 24 hour wait is more of an annoyance than a means of pacing the game. @[DE]Drew Don't you deal with the economics of this game? Why not put a 5 plat rush on that 24 hour master test wait (the inbetween wait not the "I failed" wait)? It'd let new players catch up faster closing the gap between them and veteran warframers and burn a bit of excess plat in the process. Alternatively, you could have the rush require a sacrifice of a MR level appropreate resource.
  8. I couldn't agree more. Although, console aim sensitivity will always be subpar to a mouse (PC). I like the overcharge concept or maybe feed flux back on gunnery kills. There was also a gimbled turret idea floating around, where you had a zone reticle, like Mesa when the zone is smaller, and the turrets auto-aim at targets in that reticle.
  9. I'm on board for this for the operators. It's weird, but I kind of want ocular components for the warframes. In example, I'd like to have a monicle for Limbo's Graxx skin (I think that's the one with the tricorn-hat). I mean, I know his eyes don't show except when he takes off the hat...but yeah.
  10. Well, here's to a future improvement to gas procs...maybe a far, far, far future...
  11. With the Tiamat reference, I'd think that there would be a little Hydra spitting acid or fire from wherever it was thrown, like a bio-turret or something. I'm on board.
  12. <------This guy. Why is this guy not reviewing weapons in Warframe directly for DE? Great post.
  13. I don't think the crit potential should be disreguarded. It's a fair weapon and can do well as a status-crit hybrid. No, it's not a crit monster, which I think is the original poster's complaint. I do think the Alt fire needs crit chance to even be remotely viable or a much higher base damage. IDK, it's a creative weapon with some decent gimmics. It reloads faster if you don't empty the mag, only do that if you're low on HP.
  14. This is a Stamina based stealthy group synergy warframe with a focus on movement and action on target to regenerate stamina. This stamina prevents damage as long as it is present but decreases incrementally as you prevent this damage. Abilities also drain stamina. Passive: Stamina Bar, Silent kills grant 3 seconds of Audio-disruption (stacking) within 15 meters opening them up to finishers, Finishers/Executes grant 5 seconds of Invisibility (stacking) Ability 1-Get A-Head: (Toolkit) Throws his head which casts a reactive field that covers a set range and a 30 degree cone. A. Head targets an enemy and significantly slows it and all other enemies within the 30 degree cone. B. Head targets an enemy and makes hostiles within the cone more suseptable to crits and status effects +15%. C. Head targets and Freezes enemies within the cone, opening them up to finishers. D. Head targets allies granting Invisibility, Silent weapon attacks, +25% movement speed, and Stamina Regen. Ability 2-Light-heart: Activates his burning heart, Enemies you damage are Blinded and are open to finishers/executes, +300% finisher damage. A. Hold to "Flashbang" for an AOE Blind. Ability 3-Lend a Hand: (Aura) Drains Stamina while active, Finishers grant invisibility to that individual group member for 8 seconds, Headshots prevent alarms for 4 seconds, 2 consecutive Headshots cancel alarms outright! Ina addition to this Aim Glide and Wall Latch are infinite for the duration of the Aura/toggled off. Ability 4-A Leg Up: (Aura) Drains Stamina while active, Headshots increase crit damage for the group, Finishers increase movement speed +50% for the group, Melee Kills grant 3 HP regen for the group and stamina regen, Heavy attacks teleport you to the target (like Rift Strike), and the group gains a 25% bonus to Rate of Fire.
  15. DE has been toying with the idea of Universal Forma for a bit now but seems to miss the forest through the trees (auras and stances weren't the problem). Moreover, being able to multi-forma a single slot should be enough to give some variability. I'm with you on this, the game has advanced enough that there is room for or even a need for a Forma fix...
  16. Why not just have the MoA auto-activate it if enemies are within range at no cost. Maybe store charges of it on the MoA every time you cast it, that way you don't have to guess at timing as an activated ability or extend the time for a MoA. Also, I'm on board with this 100%!
  17. Honest and humbling response on personal responsibility...I look forward to Glassmaker!
  18. I actually like my metal-chocobos. I wish they'd just make mech-companion mods universal and not limited to 2 precepts. However, I'd love to see some 4 legged mech-companions as well as some Raptor style ones. I think there needs to be a behavior preset option, allowing you to choose the agression level and range from the operator/warframe.
  19. I actually agree with that. And with the abilities already having a group aura that does the same, it would be redundant. However I'm also a big fan of the Skiajati-execute playstyle. Having a two part effect, silent kills opening up finishers via a Banshee like effect and in turn those finishers providing a short stackable invisibility option, could mean a more rounded experience. A compromise I think...editing. Also, thank you for your input.
  20. Gauss? I was kinda' disappointed and shelved him. What's your build? Just curious.
  21. Yes, until the bar is depleted or the player opts to turn off that ability. The Sniper Rifle should operate like Garuda's Claws, for this warframe only but still optional.
  22. Operative Command Warframe's Sniper Rifle Statistics while Aimed-------Auto/Hipfire Accuracy 100 20 Critical Chance 50% 30% Critical Damage 3.0X 3.0X Falloff 400-600 Fire Rate 2.50 10.0 Magazine 1 Fires from Ammo Pool (200) Multishot 1 1 Noise Silent Silent Punch Through 1.0 1.0 Reload 0.8 None Status 50% 30% Damage Puncture 75 11 Slash 75 11 Viral 75 11 Toxin 75 11 Total 300 44 Alt Fire on Zoom 2x Explosive Rounds 3 meter, -1.0 Punch Through 3x Chaining Damage (5 enemies), -1.0 Rate of Fire 4x Charged Shot, Infinite Punch Through, 1 second charge, +25% damage, Highlights enemies through walls.
  23. Kitsune This is a Stamina based stealthy group synergy warframe with a focus on movement and action on target to regenerate stamina. This stamina prevents damage as long as it is present but decreases incrementally as you prevent this damage. Abilities also drain stamina. Has an optional Warframe-bound Sniper Rifle (Similar to Garuda's Claws). Passive: Stamina Bar, Silent kills grant 3 seconds of Audio-disruption (stacking) within 15 meters opening them up to finishers, Finishers/Executes grant 5 seconds of Invisibility (stacking) Ability 1-S1M-0N Drone: (Toolkit) Drones cast a reactive field that covers a set range and a 30 degree cone. A. Drone targets an enemy and significantly slows it and all other enemies within the 30 degree cone. B. Drone targets an enemy and makes hostiles within the cone more suseptable to crits and status effects +15%. C. Drone targets and Freezes enemies within the cone, opening them up to finishers. D. Drone targets allies granting Invisibility, Silent weapon attacks, +25% movement speed, and Stamina Regen. Ability 2-Tac-Light: Enemies you damage are Blinded and are open to finishers/executes, +300% finisher damage. A. Hold to "Flashbang" for an AOE Blind. Ability 3-Team Orientation: (Aura) Drains Stamina while active, Finishers grant invisibility to that individual group member for 8 seconds, Headshots prevent alarms for 4 seconds, 2 consecutive Headshots cancel alarms outright! Ina addition to this Aim Glide and Wall Latch are infinite for the duration of the Aura/toggled off. Ability 4-Command Presence: (Aura) Drains Stamina while active, Headshots increase crit damage for the group, Finishers increase movement speed +50% for the group, Melee Kills grant 3 HP regen for the group and stamina regen, Heavy attacks teleport you to the target (like Rift Strike), and the group gains a 25% bonus to Rate of Fire.
  24. I agree for the most part. Especially with the Ripline bit. I bet DE could just have that be a basic parkour element for her, "jump while aim gliding to Ripline."
  25. I've always used an Eternal Warcry build with Valkyr. Faster attacks with heavy weapons seem to do better than damage from her claws right now, if only because the melee reach with her claws is short by comparison and heavy attacks with her ability 4 is not that impressive. Her Hysteria melee attacks dont have flow or mobility (in addition to range, which doesn't scale with ability-range) but her Hysteria augment is fun. A shame you have to burn a slot for an augment to make it "fun". The Ripline is useless with parkour as is, does nothing for damage, trolls other players, and even as CC it's more annoying than useful. Her ability 3 could be nice if it had some synergy, like performing executes on paralyzed enemies renews the AoE slow effect from Warcry on nearby enemies... She needs some attention. DE doesn't seem to want to look at her because of the elephant in the room, Invincibility.
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