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Ianrama

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Posts posted by Ianrama

  1. Well... the text is in very reasonable size for explaining such complex idea.

    I found it quite interesting. It will add a lot more sense and immersion in the game.

     

    But I see just one serious problem that can occur -  when you play with random tenno on the field, is pretty easy someone to 'troll' the mission, starting other objective and respectfully - fail it for the squad. Like you team with tenno whose objectives are defence and Mobile defence. Big part of the team start defence mission, but one get the datemass to the terminal and start MB...  imagine how bad it can feel even if he not fail the objective.

     

    The problems are not impossible to be solved, of course and i'm curious to where DE will expand their changes. Because your idea sounds like a lot of "scrap and patch" work to be done, yet i play Warframe from a lot of time and see how much DE changes stuff. So nothing is impossible... ;)

     

     

    P.S.: sorry for my bad english.

  2. well... i have the annoying problem that totally stop me from playing!

    when i try to enter a mission with 'PUBLIC' --> the screen is going transparent black, finding squad is starting to flicker and a message: Please wait... is showed... and nothing happen. But it stays like forever (10 minutes tested)

     

    i even can't go out or try to change something - it is lock me on this 'searching' mod... but still - i hear the AI talking... so i can restart, but from what i see - this thing appear again and again!

     

    P.S.: i never had a connection issues before... and i don\t know for what else to think..

     

    Update: it looks this appear only for the Forma Alert on Mars - on other missions i have no problem... pff... if this is some "too many ppl" problem, is still bad that i can't go out without restarting the game;

  3. I hope some of the devs read this:
     

    I know Blessing was due for a nerf since the corrupted mods appeared - and understandably so - but this nerf is disgusting and it ruined Trinity.

     

    Blessing should have at least been given a range so it forces players to stick with the Trinity instead of running off all over the map on god mode with nothing to worry about. It would encourage team play and for the team to stick together - and I'm sure the Nekros would be happy about that too. This would have been the best option until you figure out a better solution to balance it instead of destroying it, and at the same time destroying Link builds too. But instead of encouraging team play, you have done completely the opposite because as a result our Trinities will now be letting us get hurt and gamble our lives just for a higher possible damage reduction. It's not even recastable which makes it even more pathetic - especially if you just missed the opportunity for a good damage reduction.

     

    You know... just making Blessing a toggle ability with a range would have been a huge step in the right direction. Link and duration builds won't get wrecked this way too.

  4. Nice update with fancy new stuff, but DE, please read this:
     

    nerfing trinity is ok, but you ruin trinity too much, why?

     

    1. adding power duration (for example : arcane aura trinity helmet + constitution) : link become much useful, but your blessing sucks, why? if you use constitution+that aura helmet , you only can cast blessing once in 15 seconds. 90% reduction is nothing if you got mobbed on high level.

     

    2. reducing power duration (for example : fleet expertise): sure you can save your friends more often, but link become useless.

     

    3. not adding or reducing power duration : crap, link+blessing doesn't do 100% reduction, even you cast blessing on 10% health and cast blessing. plus, you can only cast blessing once in 10 seconds, thats crazy on high level (please dont talk about mercury,venus, earth or mars)

     

    at least you can make blessing can  be cast multiple times, like snow globe, you cannot cast blessing too much because its energy expensive. trinity also need link, trinity's armor is too thin. if the trinity weakness is energy hungry its still acceptable i think

     

    sorry for bad english 

     

    really - why nerfing so hard? reduction is something that is pretty useless even on mars or mercury --> when you get mobbed pretty hard and from all sides flying rockeds, 90% is total meh! I agree the old immortality was too much, but lets be something different - like very strong regeneration (like 100 + energy power shield/health per sec) or as the guy that i quoted suggest... just now is unplayable.

  5. well - they are limited by conclave rating, something like:

     

    vapor specter - don't know... still not have one

    phase specter - min. conclave 600

    force specter - min. conclave 1200

    cosmos specter - min. conclave 1800

     

    still, i think conclave rating is pretty strangely calculated... but lets see how the specters a managing on the battle field - if they are like the ones in the Dark Sector Conflict i will be happy tenno.

  6. pretty nice update but I  have some notes:

    1 - the mission is not so different than before - just now is added some guards (wardens) that are easy to kill even they see you. and after that - the same mindless chase - to go fast to the exit, because even the speed of the rescue target is increased, is not enough and his AI is still far from bearable - like --> hiding behind a corner a front 3 grineer marines! ;) lol if i was not close - they will bulletsponge him in a second...

     

    2 - nice try for stealth, but somehow the reward in the end is not enough, specially that you can make 3 runs for the same time and achieve much more points - I play alone and in party and my teammates usually storm in, without any regret of losing points - so 1 from 3 missions, we manage to kill all wardens without rising the alarm... and gather all points from the 3 objectives...  usually are 2 objectives. simple math is like for one 3 points in slow pace and hiding (which is fun), you can achieve 7 with fast and not stealth approach (which is pretty bland, nothing different from regular missions).

     

    3 - all in all - is great step in the right way, just maybe better options for rescuing the target?  some additional protection (that will slow him down, but rise his stats a lot and need to be maintained by the tenno?) or alternative roads... just now feel too much the same, with a little more difficulty...

     

    4 - and maybe - better reward if you finish the mission WITH rescue target on the extraction point!

     

    5 - red veil are pretty curious addition to the world, again picking my interest in the story of the world! hope they give us in the future other missions and rewards

     

    Thanks for all the good work DE!

     

    P.S: sorry for my bad english

  7.  

    Additions (from Devstream #27):

     

    • Roll animations will no longer play automatically after sprinting and jumping. Rolls will now only play when the player drops far enough and are moving forward.

     

    At last! :) Now i'm one sliding-jumping-happy-tenno! :) :D

    Thanks, DE!

  8. U13 is great, but:

     

    - i found Electric Shield of Volt pretty useless now... what is the idea to block the view through it?

    - speed of some melee weapons is ridicules - most of the one handed swords has speed of 0.9! and heavy two handed weapons has 1.0 or 1.1... specially - pangolin sword and fangs are really crippled now. i hope DE reconsider this stats... *

     

    * i know the combos stack and give attack speed, but just light and weaker weapons to be slower than the heavy and more damaging weapons... somehow didn't sound right.

  9. respect DE!

    a lot of work and changes i see... pretty exciting, lol!

    still i download the update, but very soon i will try it.

     

    --> Naegling - because Valkyr has no 'Iron Skin' and use her shield to fuel skill... - so she usually takes a lot of dmg on her Health... more than Rhino i presume.

  10. nice update!

     

    but why so much op stalker?  wipe full cell of tenno without to break a sweat. it is big BS, for me - stalker was pissing my game before, now is really [i mean - REALLY] annoying.

    Thanks DE if u give attention to this.

     

    Great update, nice stuff, interesting Damage 2.0 (pretty nice overall), but this Stalker is unbeatable, if u not have luck for good spot or proper warframe. 

  11. well... STALKER on the mission with warning quotes, but... lol... op is even little to say. Thanks DE, maybe the  next update, Stalker will have mini nukes attached to his arrows? why not to - kill all players with single shot. great fun. really.

  12. bug Alert: i was playing and finish survival on Ara [Mars] and after we extract, the pop up screen with the xp and loot appear... after this a black screen and the sound of shooting corpus. AND i'm dead... Resurrect / Forfeit appear and after i Ressurect - nothing. I'm stuck on the black screen. When i abort the mission it say: "Mission could not be aborted because it has been already completed" So... alt+f4 and i hope i not lose all my rewards and xp. = /

    Please DE, look for this. It happen before but now was on my 1 mission after fresh update!

  13. well... now we have mods for Blocking [Parry/ Reflect/ Reflex Guard (or something like that)]... do you use it more often?

     

    ............

     

    because i try, but fail.

    Mods for blocking are a bit... weird. I mean - we rarely (if totally not) has place to put them in our build and they are all 3... which are particularly (more or less) useless.  Until now, maybe only 'Parry' is good, but why to knock down enemy and take dmg/drain stamina/slower speed - when you can do it with fly kick? Whatever - still useful for 'style' play. 

     

    Reflect totally fail. ~ 96% reflected is kind nice, but on lower levels - and why on lower levels to block? Against 50+ enemy it made dmg around 1. So - congratulation! you drain your stamina by the useless way possible.

    Reflex Guard - kinda nice for players that want to forget the button 'block' and concentrate on the action and still - block occasionally...  but why such higher price and low %? Is not enough that blocking is pretty weak, it drain stamina, slows you down, but the mod for auto block gain more place from 6th lvl Redirection (and can't compare to it) and has some puny little chance to do his work.... lol. why DE?

     

    I really hope block is maked working. At least make it fast - now is pretty slow, when your warframe return his weapon on his back - you still can shoot, but is totally waste.

  14. Aye. I love Ash - he is one of my main frames and is potent competitor to Loki, for solo farming. His Smoke bomb make the sentinel invisible too, so +proper mods [great chance for loot, Master thief, Rush] you can storm in Orokin Void mission on 3th tier and rush it to the end. I didn't need any other skill than Smoke screen and Teleport.

     

    But, yes! I think it need a little 'cleaning and rubbing around the edges'.

    - Shuriken - as Momaw says, is nice skill but useless on higher level. I found it totally useless []on each level] and use it only when my secondary objective says: spam 10 times your first ability. lol. Is nice that you can make head shot and DE add second shuriken, but still - aiming is difficult and effect degrade seriously with level of the enemies. As in 'real' ninja lore - i prefer shuriken to be more utility tool, not dmg - or if it will be - to be a bit more potent.

    Suggestion = lower dmg, but stagger/stun enemies. OR, lower dmg, but cloud of shurikens, as Momaw suggested.  

    Suggestion 2 = well, this is clearly brainstorming, but why not a bit more utility - skill stays like now - two shurikens on max tier, but if not hit enemy, it stays on the ground/wall as mine and can be activated from passing enemies. If done - they are stunned/staggered like from the Smoke screen activation. You can use it to slower enemies or gather them in groups for your teammates Ulti (like Banshee's which has pretty compact AOE).

    - Smoke screen - nothing to add. Just hope they not mess around it.

    - Teleport - i found it particularly useful, but still is pain to chase enemies with your aim. And when teleport - the enemy is not... shocked or something that can be reasonable respond - but on the spot, turn and hit you... which is awkward for my taste. But is very nice combo with 'Parry' mode, if you can find losing precious second to block/fall enemy [not to shoot and potently kill it in this time].

    Suggestion = will be happy tenno if the enemy is staggered/stunned for some time - like 2 sec, maybe?

    Suggestion 2 = why not to teleport freely? Your aim become light spot which indicates your teleport position and when you push 'teleport' key again you transport to that spot. Well - Loki is master trickster, let's Ash be the master in stealth approach.

    - Blade storm - i love it. And I think it has good lore connection with 'Teleport'. He chase his enemies via teleport skill... pretty cool and 'style'. Still - there is a obvious problem - 13 single kills can't be animated too fast and to be accepted for any player well... there is some... time that must continue each attack, to be enjoyed and understand from us (the players/spectators). So is pretty messy  skill when  teamplay and very unsuited for grineer Mobile Defense missions. I like this specification, because Ash is assassin, not warrior or caster. Makes his special. Still i'm sure this ability can be make a little better:

    Suggestion = shorten the enemies attacked per tier. I really don't need 13 targets. Rarely there is so much and if their are - my teammates need me more around with my gun, than killing slowly with Ulty. SO something like = 3/3/4/5 is pretty fine. 2k dmg on the last  tier is damn awesome - so i think that's enough. And yes - some effect after the skill ends

     

    ... an ending special effects, something like gushing air around it when it returns to the spot.

    Totally agree!

  15. Stalker attacks his main target, but if he is not in range [or goes invisible] - he will focus on the nearest tenno... so - really bad luck. Also - he usually starts whit 'Slash Dash' when appear - so any unlucky tenno, which didn't know what to expect - is dead on the spot. Really sorry for Hallowsongs experience. = /

     

    I was thinking  there [Mercury] is a save zone, where Stalker not enter. Hope DE repair this.

  16. Well... is all about your game style. You can create caster from warrior frame and warrior from caster frame - but the point is - how they were designed. I think.

     

    For me there are two main groups on which our frames are leveled:

     

    -->Caster - this is warframe with low Health or Shield and higher Power. His abilities are mainly good synergies between each other and has possible synergies with other warframes. So, becasue of that - they are explited much more that in other frames.

    -->Warrior - this is tenno with clearly much Health/Shield and/or Armor, lower Power and abilities which gives buffs (like Rhino's Roar). Their abilities can apply a lot of dmg, but if not specially build for casters their Power drain way to fast or some of their abilities has long duration and can't be recast (like Rhino's Iron Skin);

     

    I see this as meter which [until now] no warframe hit his ultimate end. pure caster or pure warrior.

     

    So, for me Mag is very, very higher caster level than Rhino, but much poor fighter on her own. She can be devastating on lower levels and sweep room after room, with just one or two abilities - no shot or slashes. Rhino on other hand is clear warrior - his Iron Skin protects and stay long until is not destroyed - you can re-cast. Stomp is devastating, but also can't be re-cast until the slow duration is not finished. The only real ability Rhino can spam is Rhino's Charge, but his price can be saved for new cast of Iron skin and Roar - +50% dmg is a lot!

     

    Loki is also crazy caster-warrior. He is so squishy, that can't take punishment at all on higher levels even with maxed Reflect and Health. His power and real dmg shine in invisibility. You are deadly shadow which slashes enemies like wind and laugh on their corpses. xD Ash is more warrior(but way from Excalibur ot Rhino) than caster, but still his obvious  strength is invisibility. Large Health give him edge in combat with infested and lower Power makes you to think twice before using Ulti. 

     

    Now - the problem with useless abilities of some caster is other matter. Question of balancing, that DE must answer and obviously - repair.

     

    To refer to the new warframe - i hope to be even more 'warrior' on this scale, than 'Rhino' and her abilities are something which is no need to spam.

  17. Please let's not turn this into a power suggestion thread. That's part of the season why the Design Council thread became 32 pages of confusing and unreadable info thrown in at random.

    I didn't suggest the 3rd ability myself because I want to stick with fixing what's already there.

    Don't get me wrong, I like the ideas and a LOT of people are asking for things like that, but I've seen the horrors when the thread goes in that direction.

    I can respect that!

    I share my point of view about this stuff and because i can't stand to not suggest better build - i linked to the [i think] proper topic for that:

     

    https://forums.warframe.com/index.php?/topic/109899-a-new-warframe-suggestions/

     

    Will be nice if someone want to share his ideas to do it there. I'm almost sure, the author will have nothing against that. At least the name of the topic is open for suggestions. ;)

  18. Yeh. I'm pretty close to agree with what Yg-Dosst says.

    While this topic appear i was writing my vision of what Berserker should be and will be happy to anyone who toss a look here:

    https://forums.warframe.com/index.php?/topic/109899-a-new-warframe-suggestions/

     

    Or look here:

    Concept: i like the idea for more battle female warframe - something like Rhino. Not spamming  ultimates on every corner and second, but using long time buffs and dmg effects. I will permit myself to quote [DE] Megan from other close-related topic:

     

    A brutal skull bashing Warframe doesn't sound too bad to me!

    Pretty nice for my taste, should say so! :) :D

     

    I imagine warframe which can be deadly not from one-hit-cast-abilities, but more from proper synergy of abilities and players skills. SO... here it is:

     

    ..........................

    [she] BERSERKER

     

    Stats:

     

    Health: 150

    Shield: 75

    Armor: 10

    Power: 100

    Sprint: 1.0

     

    Abilities:

     

    1 - Battle Rage (25) - Berserk roar like Rhino, but this affect only her. Cast a buff on the warframe that is affected by duration and area mods.

    Effect = depends on how much enemies she kills it will apply buff on dmg. Duration depends on how much enemies she kills and die around her (killed by team mates). Also Berserker gain bonus dmg based from how much lower her Health is.

    Leveling and effects:

     

    Dmg bonus /Health reduced   0.1/0.25/0.3/0.5 per 1% Health lost (only when under Battle rage)

    Dmg bonus per killed enemy [%]  1/ 1.5/ 1.5/ 2.5

    Max Affected Enemies              5 / 7/ 10/ 10

    Duration  [initial]                       7/ 7/ 9/ 10

    Duration bonus [kill by Berserker] +1/ 1/ 1.5/ 2.5

    Duration bonus [kill by team]  +0.5/ 0.7/ 1/ 2

     

    Visual: red glowing aura (not affected by your energy color);

     

                   

    2 - Provoke - (50) - Berserk shout [animation is similar to Banshee's Scream] and affect near allies and enemies. It gives allies bonus dmg, to enemies  stun for 2 sec [not affected by duration mods] and provoke them to attack her. If Battle rage is active on the Berserker she will get a buff to Armor for the duration of the skill.  Can't be cast again until the previous cast duration is not finished. Dmg bonus not stack with other Provoke, but stack with Roar [Rhino]. New Provoke [] will refocus the attention of the enemies.

    Leveling and effects:

     

    dmg bonus             [%]  10/15/20/30

    Armor bonus               +10/ 15/ 25/ 50

    Armor bonus per enemy +1/ 2/ 3/ 5

    Duration                      7 / 10 / 12 / 15

    AOE                        12 / 14 / 17 / 20

     

    Visual = berserker glow in energy color, pulsing with red aura color if Battle Rage is active, every 2 sec.  Team and affected enemies glow in energy color.

     

    3 - Leap - (75) - Berserker leap forward  15 m and hit the first enemy [this stops her leap] on her path dealing dmg and knocking down the target. When hit the ground she unleash shokwave that knockdown enemies around her. If she hit a target, after she unleash the shockwave he take penalty to armor, because of  his damaged and deformed suit. Enemy can be affected by this penalty only once and the penalty cannot stack from cast of other Berserkers.

    Leveling and effects:

     

    Dmg                      150 / 250 / 450 / 650

    AOE  [m]                7/ 10 / 13 / 15

    Armor penalty [%] 10/ 15/ 25/ 50

     

    Visual = the enemy who takes the penalty has smoke effect or something different - is good to be easy to spot and recognize for players.

     

    4 - Carnage - (100) - Berserker fall in frenzy and can use only her melee weapon. She take dmg as normal, but just can't fall in dieing state until the duration end. She can be healed but only on 50% rate. While the ability is working she will gain fire rate, sprint speed,  minor vampire regeneration and major regen to health and stamina on every killed by her hand enemy.

    Leveling and effects:

     

    Fire rate                10% / 15% / 25% / 35%

    Sprint bonus            5% / 10% / 15% / 25%

    Vampire regen  [%]      0.5/ 1 / 3 / 5

    Health/Stamina gain  10/ 20/ 25/ 50

    Duration                     5 / 5 / 7 / 10

     

    Visual = maybe a red filter is activated when the ability is cast - to represent the frenzy state of the warframe. For this i'm not very sure, but my suggestion for activation is a 1second red filter that appear to any player when this is cast. Otherwise - no visual specific (well - sound and animation of course, but no energy aura). By this way - anyone will know that the Berserker cast his Ulti and goes on rampage! xD

     

    Gameplay:

     

    My though of playing with the Berserker is to be constantly under Battle rage (or when possible) - it is long duration skill so is no need to be recast often. Main goal is to change your gamestyle a bit (not much really) and to want kill anytime is possible - but also - not not be far away from battle and your group. Going on solo is not restricted - you can kill few enemies - but lose the bonus duration goth from the big battle in which your team fall and Mag crush around 20 enemies at once... xD  So is still your choice.

     

    She can use Provoke or Leap to control the battle field, but the abilities duration and mechanics make them not suit for often recast. Of course there is possible use of constantly spamming Provoke, to buff team and your armor and Leap to stun-lock group of enemies, but i think due to their cost, they deplete her energy (even with Flow/ Energy Syphone and  Steamline) quite fast.

     

    Carnage can be very good synergy with Provoke and the last is good for stopping group of enemies from dmg cryopods  or lure them away from dying team mate. Also with Battle Rage and Carnage she can apply tremendous dmg (roughly +50% dmg for 0 Health + 25% dmg bonus for 10 affected enemies = 75% and this can stack with Rhino's Roar!!!) with her melee weapon (Shindo, Galatine or why not Pangolin/Dark sword?) and increase fire rate.   She will be bloody whirlwind on the battlefield...

     

    Leap is great for boss fights, because of the Armor reduction and until the Armor 2.0 change some, at 50% state - i think is useful even on higher levels (60+). Also can be (particularly) used as escape tool. 

     

    Provoke is key tactical ability which gives survivability [here  ii'm positive that is point for argue, because berserkers are wild and throw their armor in battle - yes, i know that], because we all know what happen when lvl 90 enemies gang you. Pretty nasty bang! So roughly +100 armor is not very much [well, on theory is 50% reduction] and if she has base armor = 10 is quite balanced. Poison from our beloved Toxic Ancients ignore this attribute, so is not too OP. Well... that is roughly my idea. I get tired from writting [as you can see, english is not my native language and i'm not very good at it] and i'm sure i bored you enough. So, thanks for reading! ;)

     

     

     

    I agree with the explanation of her visual appearance (the shackles, no armor, skinless (by the story, not by logic) , but i can't agree with the visual style. She is looking ugly and grotesque buy the cheapest and tasteless way is possible. Her legs are awful and make me to facepalm with my desk.  I hope DE come up with new design.

     

    The abilities presented by Scott are pretty bland and not much 'berserker' at all. Yeh - 'shield bash' make damage and left you vulnarable, but how much dmg it will do? and few knockdown enemies on the ground are rarely equal to part of your lost shield. It sounds 'berserker' at explanation but rise too much questions as gameplay balance. and can be created in deadly spam ability with already pretty damn good Shield Polarize. Well - did i will kill with my sword, or will be support dmg-caster frame?

     

    And Intimidate is partly 'berserk' - because they are fearsome warriors and when enraged - they instill fear in his enemies - but this more looks like cowardly tactics as is suggested. Why you will make your enemy run around as 'chiken without head'... i hate personally this ability  of Necro - it maybe saved my warframe once or twice, but most of the time is just making headshots more difficult! lol What i think she need is something that stuns or distract/focus on her the enemies. And this armor buff to team mates looks too.... care. Like she care for them in the mid of the battle, which not sounds like blood-frenzy-berserker.

    I also agree, that the logic of fear is more close to Necro or Nyx than Berserk.

     

    Last stand is maybe the most Berserk skll of all, but with the lack of indication how much dmg you take and simple healer in the group - it can be really annoying. Just imagine when all the battle is finished - everyone goes for the exit and your berserker suddenly  fall to the ground, because Last stands duration finish. Waiting for someone from your random group to be so kind and return to give you a hand... well... ain't sounds fun.

     

    Clearly, Scott left us to invent the 'healing/defence' ability. Because this is clearly what she lacks for survivability. 

  19. Yeh. I want to say that the concept design for Berserker is totally away from my liking. She looks pretty  squishy, deformed (in bad design way) and totally not looking fearsome.  

     

    Well - that's my kind of magic.

     

    I like the Cul513 abilities idea and i want to share mine. Still - have the feeling is pretty late for that and i doubt Scott will look on our suggestions. But - whatever, i want to spit it, because i loved this game [until update 10].

     

    Concept: i like the idea for more battle female warframe - something like Rhino. Not spamming  ultimates on every corner and second, but using long time buffs and dmg effects. I will permit myself to quote [DE] Megan from other close-related topic:

     

    A brutal skull bashing Warframe doesn't sound too bad to me!

    Pretty nice for my taste, should say so! :) :D

     

    I imagine warframe which can be deadly not from one-hit-cast-abilities, but more from proper synergy of abilities and players skills. SO... here it is:

     

    ..........................

    [she] BERSERKER

     

    Stats:

     

    Health: 150

    Shield: 75

    Armor: 10

    Power: 100

    Sprint: 1.0

     

    Abilities:

     

    1 - Battle Rage (25) - Berserk roar like Rhino, but this affect only her. Cast a buff on the warframe that is affected by duration and area mods.

    Effect = depends on how much enemies she kills it will apply buff on dmg. Duration depends on how much enemies she kills and die around her (killed by team mates). Also Berserker gain bonus dmg based from how much lower her Health is.

    Leveling and effects:

     

    Dmg bonus /Health reduced   0.1/0.25/0.3/0.5 per 1% Health lost (only when under Battle rage)

    Dmg bonus per killed enemy [%]  1/ 1.5/ 1.5/ 2.5

    Max Affected Enemies              5 / 7/ 10/ 10

    Duration  [initial]                       7/ 7/ 9/ 10

    Duration bonus [kill by Berserker] +1/ 1/ 1.5/ 2.5

    Duration bonus [kill by team]  +0.5/ 0.7/ 1/ 2

     

    Visual: red glowing aura (not affected by your energy color);

     

                   

    2 - Provoke - (50) - Berserk shout [animation is similar to Banshee's Scream] and affect near allies and enemies. It gives allies bonus dmg, to enemies  stun for 2 sec [not affected by duration mods] and provoke them to attack her. If Battle rage is active on the Berserker she will get a buff to Armor for the duration of the skill.  Can't be cast again until the previous cast duration is not finished. Dmg bonus not stack with other Provoke, but stack with Roar [Rhino]. New Provoke [] will refocus the attention of the enemies.

    Leveling and effects:

     

    dmg bonus             [%]  10/15/20/30

    Armor bonus               +10/ 15/ 25/ 50

    Armor bonus per enemy +1/ 2/ 3/ 5

    Duration                      7 / 10 / 12 / 15

    AOE                        12 / 14 / 17 / 20

     

    Visual = berserker glow in energy color, pulsing with red aura color if Battle Rage is active, every 2 sec.  Team and affected enemies glow in energy color.

     

    3 - Leap - (75) - Berserker leap forward  15 m and hit the first enemy [this stops her leap] on her path dealing dmg and knocking down the target. When hit the ground she unleash shokwave that knockdown enemies around her. If she hit a target, after she unleash the shockwave he take penalty to armor, because of  his damaged and deformed suit. Enemy can be affected by this penalty only once and the penalty cannot stack from cast of other Berserkers.

    Leveling and effects:

     

    Dmg                      150 / 250 / 450 / 650

    AOE  [m]                7/ 10 / 13 / 15

    Armor penalty [%] 10/ 15/ 25/ 50

     

    Visual = the enemy who takes the penalty has smoke effect or something different - is good to be easy to spot and recognize for players.

     

    4 - Carnage - (100) - Berserker fall in frenzy and can use only her melee weapon. She take dmg as normal, but just can't fall in dieing state until the duration end. She can be healed but only on 50% rate. While the ability is working she will gain fire rate, sprint speed,  minor vampire regeneration and major regen to health and stamina on every killed by her hand enemy.

    Leveling and effects:

     

    Fire rate                10% / 15% / 25% / 35%

    Sprint bonus            5% / 10% / 15% / 25%

    Vampire regen  [%]      0.5/ 1 / 3 / 5

    Health/Stamina gain  10/ 20/ 25/ 50

    Duration                     5 / 5 / 7 / 10

     

    Visual = maybe a red filter is activated when the ability is cast - to represent the frenzy state of the warframe. For this i'm not very sure, but my suggestion for activation is a 1second red filter that appear to any player when this is cast. Otherwise - no visual specific (well - sound and animation of course, but no energy aura). By this way - anyone will know that the Berserker cast his Ulti and goes on rampage! xD

     

    Gameplay:

     

    My though of playing with the Berserker is to be constantly under Battle rage (or when possible) - it is long duration skill so is no need to be recast often. Main goal is to change your gamestyle a bit (not much really) and to want kill anytime is possible - but also - not not be far away from battle and your group. Going on solo is not restricted - you can kill few enemies - but lose the bonus duration goth from the big battle in which your team fall and Mag crush around 20 enemies at once... xD  So is still your choice.

     

    She can use Provoke or Leap to control the battle field, but the abilities duration and mechanics make them not suit for often recast. Of course there is possible use of constantly spamming Provoke, to buff team and your armor and Leap to stun-lock group of enemies, but i think due to their cost, they deplete her energy (even with Flow/ Energy Syphone and  Steamline) quite fast.

     

    Carnage can be very good synergy with Provoke and the last is good for stopping group of enemies from dmg cryopods  or lure them away from dying team mate. Also with Battle Rage and Carnage she can apply tremendous dmg (roughly +50% dmg for 0 Health + 25% dmg bonus for 10 affected enemies = 75% and this can stack with Rhino's Roar!!!) with her melee weapon (Shindo, Galatine or why not Pangolin/Dark sword?) and increase fire rate.   She will be bloody whirlwind on the battlefield...

     

    Leap is great for boss fights, because of the Armor reduction and until the Armor 2.0 change some, at 50% state - i think is useful even on higher levels (60+). Also can be (particularly) used as escape tool. 

     

    Provoke is key tactical ability which gives survivability [here  ii'm positive that is point for argue, because berserkers are wild and throw their armor in battle - yes, i know that], because we all know what happen when lvl 90 enemies gang you. Pretty nasty bang! So roughly +100 armor is not very much [well, on theory is 50% reduction] and if she has base armor = 10 is quite balanced. Poison from our beloved Toxic Ancients ignore this attribute, so is not too OP. Well... that is roughly my idea. I get tired from writting [as you can see, english is not my native language and i'm not very good at it] and i'm sure i bored you enough. So, thanks for reading! ;)

     

    And sorry for my bad english. I'm sure is big pain to read it... but i really love this game and just can't overriding on my ego to not say what my thoughts was.

    Thanks again, fellow tenno!
    xD

     

     

    P.S.: yeh, i know i'm not in the design council, so all this is pointless, but - can't stand to not share it.

    P.S.2: apologies for some not proper numbers or mistakes - more of the ideas pop-up in the time of writing, so i re-change them few times. is possible to left some old parts. = /

  20. Scott has announced on the Livestream and in the Developers Workshop that the next Warframe will be a non-caster type.

    https://forums.warframe.com/index.php?/topic/120240-entry-2-%E2%80%93-oct-15-2013/

     

    As for not wanting it to be a "Amazonian" Warframe, why do you oppose this?

     

    A brutal skull bashing Warframe doesn't sound too bad to me!

     

    Hehe... is difficult to resist a girls charm. :)

    But - anyways - i bump here, to say: i'm not against the berserker warframe. Hope her abilities are fine and interesting, but what really bothers me is -  the concept art in the last Livestream was pretty damn bad. If she will look like that, it will be another frame that i'll not bother to buy/gather.  So to say it clearly:

     

    - Berserker warframe = ok

    - Berserker warframe skin* = no thanks

     

    *based on the Livestream

     

    P.S.: i don't know if DE made some changes in the visual concept team, but the first warframes was so nice as design that attract me to this game. They (and all the enemies/exterior/interior levels) make the game unique in my eyes. But the new models released after Frost goes on one narrow path down (starting with Frost and his tie).  I'm speaking not for bad drawing skills, but for pure design (warframe with tie - no thanks!).

    -->Sorry about the off-topic! 

  21. bug alert: i hope DE fix this soon, because i get bored and really &!$$ed. Last time i log off with Alt+f4 and don't want to see the game for awhile.

     

    Derelicts often (for me) has locked door where must be open to  continue to the extraction point.* So i end up stuck on the level and there is no-other-road to the extraction. Which is pretty NOT NICE, when i gather unique mods from fallen enemies and carry a vault treasure.  Last time i check all the levels (because everyone know how bad is the map marker in showing the proper road) - but - yep - the road clearly goes through the locked door.

     

    This appear in normal missions too, but there is somehow easy to clear - when you trigger lockdown. Sadly in derelicts and void mission - this is not possible.

     

    If someone know fix for this - will be thankful. But for me it sounds like bug that DE must take care for... if they have time between releasing new weapons and new weapons... lol

     

     

    *edit: this happen after i finish the main object and take the vault treasure.

    P.S.: sorry for my bad english and  if Scot read this - sorry for my harsh language, hope he not get offended. 

  22. Let's see.

     

    Trading:

    Sounds good so far.

     

    New Warframe:

    So we will have an official female warrior frame? Sounds like you want to distract people from trying to play Ember as one. Your fault for making her look like one ha. Will be interesting to see what you come up with.

     

    New Mission setup:

    Ah change, always something good. The leaderboard sounds like a nice bonus for those who are interested in it. Seeing how we allready have clans competing, this sounds like the logical next step.

     

    Adding some variation to mission is a good idea. However your focus seems to be rather misplaced.

     

    Sorry to be so blunt, but that sounds frustrating and needlessly complicated AS HELL. It's a great idea for special missions during an event, but NOT something you would want to jump in and play for FUN. Especialy since the reward at the end will just be a typcial mission reward. Having to escape with a time limit while the ship is affected by the reactor sounds fun and great, but all that fuel rod business is just adding a massively frustrating element to the game.

     

    You allready aknowledged in a livestream that players are frustrated with having to carry datamass in a boxes around being reduced to their secondaries (actualy i don't mind it, but i can understand those who are) and having to be on a goose chase through the level, so why do you now want to add that players have to carry things around in another mission, only now it actualy harms them?!

     

    How could you even imagine that the fuel rods draining your shield would be a good addition to the gameplay? Especialy since players are allready deadly depended on their shield because your health can't regenerate without aura, health pickups are next to worthless and your have too many enemies in this game which will eat your exposed health for breakfast if your shield goes down, who will show up once you go beyond Saturn, Jupiter and Uranus. Made only worse by the mind boggeling number of gimick enemies you love to throw at us, .

     

    Why does it seem like your idea of adding "challenge" to the game actualy seems to boil down to adding more "annoyance"? Rollers (stagger), Shield Lancers (knockdown), Scorpions (knockdown), any heavy Grineer (knockdown), Ancient Disrupters (knockdown + shield and energy drain), Toxic Ancient (knockdown + GIMME A HUG!!!), Runners (knockdown), Exploders (stagger), Shield Ospreys/Drones, Leech Ospreys, Shockwave Moa (knockdown), Engineer (see Shield Osprey), Railgun Moa (stagger). Almost half of all enemy types are pure annoyance with their gimicks rather than true challenge to a players skills or a teams teamwork.

     

    Okay you say that players can drop the rods to regain their shield. But that brings us straight back to the point where you recently changed the stamina system. Once again speedy space ninjas would be FORCED to slow down and take a break in the middle of a mission to regain something. It's counter intuitive to the theme of this game. The other alternative you mentiod is using team work so one can be protected by the others, but once again you fail to take the number of gimick enemies into account which can befall said unlucky carrier.

     

    Why can't it just be about having to get two keys from two engineers in order to open the reactor. This way players would need to go from A to B and C and from there to D. Boom! Having to go through more of the level.

     

    It reminds me to that one Left 4 Dead mode where everyone has to carry fuel to a car. Only we are not a bunch of survivors trying to escape a zombie apocalypse. We are a bunch of futuristic assassins with techno-organic power suits.

     

    Also how come you once again seem to take your aim at a mission type that nobody really complained about? First you changed Raid, claiming it was the least played mission type (something my own experience in the last 6 month tell me otherwise), while leaving Rescue with it's brain dead hostage and Theft with it's goose chase data mass carrying untouched?

    Didn't you said yourself that these missions would need an overhaul asap? So why leave them alone and focus on a mission type people are okay with?

    I'm sorry but what comes next? Change extermination so players will have to pick up each killed enemies and bring them back to the start to dispose their bodies?

     

    Why can't you instead focus on trying to make stealth gameplay more rewarding. We are ninjas, we have a right to be rewarded for trying to be stealthy.

     

    Again, i welcome your idea for making missions more different and adding elements which affect the levels based on your actions, but the fuel rod carrying should go back to the drawing board. Please focus on Rescue and Data Theft first before you try to re-invent the wheel with Sabotage.

     

    Warframe changes:

    Ember - Again looking forward to what ideas you might have for her abilities to make her more diverse while staying close to her close combat caster gameplay and fire theme.

     

    Trinity - Yep Link could be a bit more protective.

     

    Mag - Maybe you should make enemies slowed down after they stand up again, in enchange for not having such a high damage?

     

     

    Hope Loki and his inability to cloak his Sentinel are on that list aswell.

     

    Great post!

    Hope mr. Grineer read it and  not get offended, but have some food for thought.

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