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(PSN)LoneWolf_001

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Posts posted by (PSN)LoneWolf_001

  1. A lot of naysayers...oh, well.

    I like the idea but do agree that adding crossover/combination mechanics do make things unnessessarily complicated. So...

    5th Element: Void Damage- because we already have it and it doesn't combine with anything. Also, I like the mini-mag-fields. As a weapon modifier, it could scale off elemental damage instead of the physical elements and ignore Armor.

    4th Physical: Gravity (Graviton) Damage- Procs can root in place or "float" enemies. Ignores shields but has a greater status chance versus Armored enemies.

    • Like 1
  2. I'd like to see a simple search option on the map and mission select screen. Whenever you have a challenge to complete you have to find a particular mission to finish it out, having a few drop down menues to narrow that down could really be helpful. Fields should include Mission type, level range, special type (nightmare, events, relic missions, normal, or "all"), and faction.

    After selecting from the dropdown menu, you zip straight to the selected mission on the map and enjoy the ride in...

  3. On 2020-04-29 at 8:40 AM, keikogi said:

    A.I is not the problem at all. Enemy desing is. Seriously put yourself on the shoes of grineer lancer against a limbo spanning cataclysmic and stasis , there is literally no winning move you can take.

    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...

  4. 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.

  5. 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.

  6. 5 hours ago, weeaboopotato said:

    That's exactly what I was doing with this rework did you not read the concept or was my wording that bad?

    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.

  7. 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. 

  8. 10 minutes ago, (NSW)JJA209 said:

    Man their is no need to be rude about this. I just play to have fun an talk with players. I play my way you play your way simple as that.

    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!

    • Like 1
  9. 9 hours ago, (NSW)JJA209 said:

    Why is this a bad thing tho?Why shouldn’t I be able to just blow through the levels if I have the time and money to do so?

    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.

    • Like 1
  10. 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.

  11. 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.

    • Like 1
  12. On 2020-04-23 at 1:47 AM, Colyeses said:

    Yes, the end-result of the scaling mechanism overshot by so much that it could cause integer overflows, and that is pretty much impossible to justify. No weapon should break the game to this extent, especially since it also kills the player if it does this.

    However!

    To remove the Basmu's reload mechanism scaling outright, as opposed to reigning it in, is a misstep. More important than having the Basmu be a strong weapon is that it was a fun weapon. This new form of scaling opened doors and possibilities that would otherwise have remained unexplored. I never would've picked up Arcane Avenger if not for the Basmu benefiting from it so strongly. And I was excited about the prospect of a -reload Riven precisely because it would've made the weapon more entertaining. 

    The Basmu's reload should come back as a viable combat option. Nerfing it is unavoidable, but returning it to a state that is so underwhelming that it might as well not exist at all is a missed opportunity. It should be reworked and re-introduced as a viable combat mechanism, to bring the Basmu back to enjoyable, viable play.

    Let's do some maths!

      Hide contents

    Before the nerf, as I understand it, every subsequent wave of Basmu's reload would build upon the previous one. With just Heavy Caliber and Serration, it would gain +300% per wave.

    Wave 1: 10 x4 = 40

    Wave 2: 40 x4 = 160

    Wave 3: 160 x4 = 640

    Let's assume basic, 100% crit chance at 2x crit multiplier.

    Wave 1: 10 x4 x2 = 80

    Wave 2: 70 x4 x2 = 640

    Wave 3: 490 x4 x2 = 5120

    Add in Vital Sense, to bring the multiplier to 4.4x.

    Wave 1: 10 x4 x4.4 = 176

    Wave 2: 142 x4 x4.4 = 3097.6

    Wave 3: 2016.4 x4 x4.4 = 54,517.76

    That's on yellow crits. Let's do the lowest red crit tier, which brings the crit multiplier up to 11.2.

    Wave 1: 10 x4 x11.2 = 448

    Wave 2: 346 x4 x11.2 = 20,070.4

    Wave 3: 11,971.6 x4 x11.2 = 899,153.92

     

    This is where the game starts to break down, especially when you consider that with one mod, Tainted Mag, the number of waves on reload goes up from 3 to 5. Which, in the last case, would get us damage waves of roughly 40.2 million and 1.8 billion damage for waves 4 and 5. Yes, this is too much, as the crit scaling could go even further out of hand due to it not stopping at the lowest red-crit tier.

    What happens if we take +damage out of the equation? That removes a x4 in the scaling across the board. Taking the highest situation we just went through, the tier 3 red crit, the multiplier drops from 44.8 to 11.2.

    Wave 1: 112

    Wave 2: 1254.4

    Wave 3: 14,049.28

    Wave 4: 157,351.936

    Wave 5: 1,762,341.6832 

    This immediately looks a lot more reasonable, considering this requires an extended reload time and consistent 300% crit chance on a weapon that has -no- base crit chance. 

    Spoiler TL;DR: Exponential scaling causes problems around wave 5 with +300% damage, +120% crit multiplier and 300% crit chance. This culminates into a fifth wave of 1.8 billion damage if Tainted Mag is used. If the +300% damage is taken out, however, the damage drops to 1.7 million on wave 5. 

    I feel that this is a moderately fair damage point due to the weapon requiring an external, hard crit chance amplifier in order to reach these crits. 

    That said, this is all revolving around crits, which are difficult to distinguish. Especially if the +crit chance of Point Strike is also added exponentially, which would likely result in far higher crit tiers. However, this does prove something of a point: If the +damage mods were not counted, and the maximum crit chance for the Basmu was hard-capped at 300%, it would have a strong fifth wave, but not scale out of control. A sixth wave would deal 19.7 million, and a seventh would deal 221 million. It would take far longer to go out of bounds.

    The point I'm trying to make here is that, with some numerical jiggery-pokery, it would entirely be possible to have the Basmu's reload function as a powerful weapon without going too far out of bounds. What bugs me the most about the way the Basmu was handled is that the way it worked (Number of waves dependent on -reload speed, no innate crit means you need another source) completely turned the mod system and the way we play with it on its head in a very fun and refreshing way, and it was just clipped. Just... Poof. Gone. 

    Even with the way status effects were changed, we still have the same base rule for weapons: Get some +DMG, stack crits, add elemental damage. Multiply, multiply, multiply. Everything else is fluff, or maybe there's a weapon that requires a mod here or there, like a reload fix for the Chakkhurr. The Bugsmu was the first weapon to introduce an alternative damage scaling component, and it was a lot of fun to toy around with and consider, and I definitely want to see it make a return appearance. 

    How can this be done? Well, via a variety of ways. Rule number one, of course, will be to keep a tight lid on the scaling so that it doesn't go -too- far out of bounds. But beyond that, there's more that you can do! Some suggestions...

    • Make the number of waves dependent on a specific action or feat, such as having every headshot increase reload time by X.
    • Increase the damage multiplier, based on the number of status effects a target has. (Or damage resistances, in the case of the Sentient)
    • Restore it in its old form but kick out one of the many legs it was standing on to rein it in, such as removing the base damage increase mods from the calculation.


    Overall, the Basmu was a momentary glimpse into a fun new mechanism with a conditionality that made it fun and exciting to play with. Even if it could not continue in its current state, I think DE should take this bug and study its gameplay impact, to consider what parts of it are actually worth keeping, and try to figure out a way to recapture the joy that the Bugsmu brought for the duration of its limited lifespan.

    <------This guy. Why is this guy not reviewing weapons in Warframe directly for DE? Great post. 

  13. On 2020-03-26 at 3:59 PM, SpringRocker said:

    It's not a crit weapon, just wanted to point that out.

    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. 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...

    • Like 1
  15. 8 hours ago, (PS4)MrNishi said:

    Thanks for the clarification.

    Really like the concept and especially the Sniper Rifle

     

    The only thing I am not linking is the Invisibility parts from the passive:

    I would prefer if Silent Kills set off a Blind/Stun grenade in X area

    Likewise for Finishers/Executions/Mercy Kills

    Just my bias towards Stealth having to be Invisible and thus not being as to see the frame; when I prefer Banshee as equating Stealth. 

    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.

    • Like 2
  16. 6 hours ago, (PS4)thegarada said:

    Valkyr does need work on skills 1 (complete rework), 2 moving the slow to 3 and reducing energy to 50. Then 3, add slow and increase range.

    As far as melee frames go, exalted weapons are dead. There are 2 questions for melee viablity:

    1. Do you have any modifiers for melee damage?

    2. Do you have the survivability?

    With the right setup, warcry is double damage. Valkyr is pretty survivable. Only frame currently better than Valkyr in melee is Gauss. Poster boy is currently in a poor situation. 

    Gauss? I was kinda' disappointed and shelved him. What's your build? Just curious.

  17. 1 hour ago, (PS4)MrNishi said:

    Where you say:

    Infinite until Stamina bar is depleted correct?

    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.

    • Like 1
  18. 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.

    • Like 2
  19. 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.

    • Like 2
  20. 5 hours ago, (XB1)Neon Lights9212 said:

    i hope she doesnt lose her hysteria's invincibility,  if that is removed, than all it will become is just a discount war cry.

     

    as far as my brother and i are concerned, hysteria itself is fine. out of all her powers, its her ripline that truly needs some attention, despite what nolazyshadow seems to think, she isnt a trash frame, nor was she gutted by melee 3.0, infact, as my brother has experienced, she actually became far stronger.  i can record proof of this if anyone wants to debate that with me, im more than willing to back up what i say

    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."

  21. 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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