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(PS4)Ozymandias-13-

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Everything posted by (PS4)Ozymandias-13-

  1. Agreed, that would be nice. I don't even know the last time she bothered with Nyx. I guess she decided Nyx was a lost cause. Lol
  2. I decided to give Singularity a try. I thought maybe it would somehow give her some PvE utility that could be a viable alternative to Assimilate. Nope. It's not even affected by range mods so it couldn't even be a powerful way to group enemies with added minor explosion damage. Literally nothing about this ability is any good without Assimilate equipped. I love Nyx, but she needs a full rework instead of the half-assed one we got. You'd think the fact she's loved by one of the game's top faces would give her at least enough favoritism to be above average, but since all of those top faces play with dev hacks they don't have a clear view of how the game really plays. My thoughts: The entire flaw with Nyx is not necessarily that she was poorly designed. The flaw is that she was not designed for this game. Her entire kit is built around manipulating the damage and A.I. of her enemy which everyone knows is inherently terrible. The changes to Psychic Bolts helped with her ability to scaling damage, but not so much with her controlled A.I. against other A.I. due to the fact their damage was balanced around damaging the low health of frames and not the infinitely scaling health of our enemies. Changes that might help in her existing kit without replacing everything entirely - Mind control - enemies attacked by the mind controlled A.I. lose 5% of their max health per second as long as the controlled A.I. is aggroed to them, psychic attack. Mind controlled A.I. are also compelled to move within a specific range (I don't know an exact number) of their target (can continue shooting while moving in range). My idea here is that enemy damage scaling issues will be mitigated by adding the % max health damage effect, while also limiting your controlled target's ability to unnecessarily seek cover. Psychic Bolts - A very useful debuff, but at minimum it should get some damage back to be usable against enemies that aren't durable enough to worry about stripping their defense. It should also be used to synergize with her kit for additional control. All Mind Control and Chaos affected targets will prioritize Psychic Bolts targets. Chaos - is the one thing that has carried Nyx all these years, convincing people that she's fine as is. Additional synergy with Psychic Bolts as mentioned above. Chaos effected enemies should also deal true damage to other chaos affected enemies...i mean, seriously, why not? They don't deal much damage to each other as is. Absorb - Remove the increasing cost. Allow her to use all of her abilities while Absorb is active, as well as hover around slowly. Add a minimum and maximum amount of damage it also deals based on % of max health that increases over the duration of the toggle, up to the cap (I'll let DE decide those values for balance).
  3. I swear, I don't intentionally stick to the most hated frames. Top 5 most used - Ash, Nyx, Limbo, Atlas, Hydroid. 😐
  4. When DE started fixing broken augments I thought it was going to be a trend, or at least being aware of what useless ones looked like. I was wrong. Every augment should be worth the slot it's keeping another mod from filling. Every. Single. One.
  5. I don't disagree that they are a frequent choice of noobs and casuals. But that literally doesn't change the issue or DEs response to it. A vast majority of players are casuals, and if they flock to braindead powerful frames then content is designed around meeting that level of power it still pushes everyone of every skill level that isn't using that gear further backwards.
  6. If variety was the goal then they wouldn't have designed so much content that catered primarily to the likes of Saryn, Rhino, Chroma, Inaros, etc. (and top tier weapons) for so long. The gap between being able to instant kill or to be unkillable, and everything else became so big that players felt pushed into using those frames/weapons just to keep up with content. It's a sad cycle where overly powerful gear created the need for invulnerability phases and extra enemy defense and damage, which only further pushed players to need the exact type of gear that caused the problem to begin with. The sad part is that most of those frames have agonizingly brain dead kits compared to other frames, and were they to be on the same level as every one else people would realize they are garbage.
  7. The power fantasy needs to work with balance. They can make us more powerful as long as they put the right kind of limitations in the game. And they can improve the usefulness of non nuke frames at the same time. The most common, abundant enemies (Lancer, Charger, Crewman, etc.) should be susceptible to AoE damage (from both frames and weapons) since that is the purpose of AoE in a hoard killing game. But all other enemies should heavily resist AoE damage. This makes sure nukers have a valuable purpose without being the apex of killing power. - There can be enemy types that put powerful debuffs (slow, damage reduction, increased damage recieved, etc.) on players that have long durations but are removed by Warframe heals (and health orbs specifically created from Warframe abilities). This gives healer/ support frames more purpose since players tend to rely more on arcanes and mods for healing primarily. Tanky frames are almost exclusively self serving since most don't have much, if any threat manipulation. There could be some sort of enemy that bypasses a portion of player defenses, but are naturally taunted towards the tanky frames while their defensive abilities are active (the defensive ability would ignore the enemy's ability to bypass defenses so they are actually protecting their allies instead of only themselves). There should be more enemies like Nox that are heavily damage resistant except when certain conditions are met This could be used to encourage all sorts of play styles: Enemies that are resistant to all damage, and immune to status and crit, except while under effect of crowd control abilities. Enemies that are ONLY vulnerable to single target damage (from weapons or abilities). Single target damage abilities like many frames' first ability could have powerful multipliers when used on these enemies. Enemies that are ONLY vulnerable to head shots or a specific target area. Enemies that are only vulnerable to melee.
  8. Very interesting ideas honestly. She's one of my favorite frames, and while she works she's not in a good place. Your suggestions sound more effective, and creative than what she has now.
  9. You can already fight level 100+ enemies with a non prime frame, and the prime is more effective. What will this "prime mega" bring to the table that you don't already have with the other forms? As I always suggest, if a frame is inadequate the solution is to fix that frame and not to just make it more obsolete with new replacements.
  10. Can confirm same issue on PS4. I was just looking this up to see if it was just me.
  11. Wait...Nidus can die? When was anyone going to tell me this??
  12. A strong resistance is fine. The goal is to ensure that aoe damage isn't a solution to every problem, without also making it obsolete. I doubt DE would take my ideas exactly as they are anyway, if they even considered them at all to begin with. I'm offering a mindset to go into it with given they didn't seem to realize there was a problem to solve at all.
  13. I support this, but first they'll need to actually create roles... or at least a reason to use them since they've forced many frames into those roles without creating a game that supports them. My suggestion: Balance role diversity through enemy types - The most common, abundant enemies (Lancer, Charger, Crewman, etc.) should be susceptible to AoE damage (from both frames and weapons) since that is the purpose of AoE in a hoard killing game. But all other enemies should heavily resist AoE damage. This makes sure nukers have a valuable purpose without being the apex of killing power. There can be enemy types that put powerful debuffs (slow, damage reduction, increased damage recieved, etc.) on players that have long durations but are removed by Warframe heals (and health orbs specifically created from Warframe abilities). This gives healer/ support frames more purpose since players tend to rely more on arcanes and mods for healing primarily. Tanky frames are almost exclusively self serving since most don't have much, if any threat manipulation. There could be some sort of enemy that bypasses a portion of player defenses, but are naturally taunted towards the tanky frames while their defensive abilities are active (the defensive ability would ignore the enemy's ability to bypass defenses so they are actually protecting their allies instead of only themselves). There should be more enemies like Nox that are heavily damage resistant except when certain conditions are met This could be used to encourage all sorts of play styles: Enemies that are resistant to all damage, and immune to status and crit, except while under effect of crowd control abilities. Enemies that are ONLY vulnerable to single target damage (from weapons or abilities). Single target damage abilities like many frames' first ability could have powerful multipliers when used on these enemies. Enemies that are ONLY vulnerable to head shots or a specific target area. Enemies that are only vulnerable to melee.
  14. Bad design is the tool of the bad apple. Appropriately designed abilities don't need to be spammed or aren't an issue. Obscene power is fine if it's designed with mechanics like Harrow's Covenant. A literal nuke that instant kills all LoS enemies in affinity range is fine, if it were to be followed with something like a 300 second shield regeneration buff and can't be cast again until it wears off. It's never been an issue of needing frames to be weak, only that the power be in check.
  15. I fully agree. For years i've asked for the basic systems of the game to be overhauled. We're finally in position for it to work too. DE gave frames unique health armor and shields, which was one of the earliest steps needed. Overhauling enemy scaling was next, which has been touched upon at least. With those out of the way it's finally near the point where balancing offensive numbers across the board could be looked at. The hard part will actually be rebalancing all warframe skills with that in mind after those changes but since this has been the year of the overhauls I finally have some hope that DE will work on it. If they want to bring in new next gen players they'll need these kind of core gameplay updates.
  16. I agree the shock mote is a little too good at what it does, but it's far from alone on the list of abilities that could use rebalancing - either up or down.
  17. I'm not sure I get the reasoning to leave Garuda's heal out of the update. The way the heal works doesn't prevent it from being usable inherently, because many other abilities that were included have altered effects on defendable objects. That could be done for her as well if the percentage based heal is the deal breaker. If anything, it should be included in some capacity because of the added complexity of the heal compared to most. It requires a target enemy, and that enemy would need to be within range of the object to heal. I don't even play her often, but to deny that to her players doesn't make much sense.
  18. I did suggest for him to keep his current full immunity to the normal plane (good and bad) with his rift dodge. This would make him more versatile but still have to manage his own rift status to avoid permanent 90% damage resistance with no drawbacks. I don't mind adjustments to my suggested fix. It's just a baseline to make him effective without being detrimentally invasive to others' gameplay. This change would would be a drastic improvement for his allies without reducing his own potential. In fact, he'd be better since he could use his 1 and 3 while on teams without consequence. The only change that would personally be a downgrade would be 90% resistance while in Cataclysm instead of immunity to the outside but Stasis would still work to prevent enemy projectiles. And he would gain the same ability as his allies to damage enemies outside so that is a big upgrade for him.
  19. This is what i've been saying. The math proves one mark of BS is better in every stat than both Shurikens combined. An ability should NEVER require an augment to have a place in a frame's kit. It needs to add something else to his kit than just more spammy damage or be replaced with something that will.
  20. Blade Storm (and everything on him) could use some QoL, but Blade Storm is powerful and effective as is. His Shurikens, however, need a revisit.
  21. I don't mind tap for one and hold for an alternate ability form, but I don't like them for cycling between 3 or 4. It's clunky. There have been several ways people have suggested to rework it. Hopefully DE will look into those.
  22. I haven't been able to try out the railjack update PC just got but if it's half as good as it reads in the patch notes i'd be willing to give it a chance. My railjack is pretty much maxed out, aside from a couple pesky rare abilities that won't drop. I enjoy it generally, but having only, like, 2 mission types gets old after too much grinding- like the vanilla game. It was also a pain that the scale of the enemies only left a small handful of frames and one archwing that were usable. The only thing left to overhaul is the archwing (simply making them modular will only create a new meta one if they don't fix all of the abilities as well).
  23. As a weapon feature, maybe it can keep the combo multiplier damage bonus for the duration when using the heavy attack to boost its range. Or at least as portion of it if it's too much - i'm not going to do math...
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