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Rehtael7

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Posts posted by Rehtael7

  1. Not a bad idea I agree mag needs some help the only time use her is on corpus maps she OP against corpus but under powered against every other enemy.

    I agree. I worked the concepts with making her more versatile in mind. Which is why the Shield Expulsion doesn't require enemies to have shielding to be worth using. It's going to be powerful regardless of enemy type, and useful to allies so long as you have shielding. This would strongly encourage new mag users to run sentinels with Guardian, but hey, who runs a sentinel and doesn't use Guardian?

     

    The use of magnetic damage will still make her highly effective versus corpus (And potentially sentients), but she should be more viable versus infested and grineer, which is why repulse would deal explosive.

  2. I like it I loved equinox abilities I can't +1 as on phone but deserves and will do

    I actually hate equinox abilities. They feel like wasted potential. No synergy between forms, Mend scales too fast and is basically worse than blessing in every single possible way, Pacify is barely passable and provoke is pathetically underpowered.

     

    But thanks for the positive response on the concept.

  3. It's well known that Mag is considered one of the worse frames. To many people she's currently the worst.

     

    Hopefully some of the developers take notice of creative player solutions since everyone interested in Mag has their own solution.

     

    I suggest a split form Mag, much like Equinox.

     

    + Form and - Form

     

    Ability 1: Reverse Polarity

     

    Mag changes polarity.

    Entering - form, Mag replenishes 100 health {Affected by power strength}. Mag also gains .4 energy regen passively. This can stack with Energy Siphon.

    Entering + form, Mag replenishes 200 shields {Affected by power strength}. This ability has a 3 second cooldown {Affected by power duration). Mag also gains 100 armor while in this polarity.

     

    Ability 2: Pull / Propel

     

    form: Pull: Mag pulls enemies and pickups toward herself, damaging them {Affected by power range and power strength}. (Post-Greedy pull nerf version.)

    + form: Propel: Mag launches herself toward a single target at high speeds {Affected by power range}. (Can be performed mid-air.)

     

    [New augment: 0 Energy cost if cast within 5 seconds of Reverse Polarity.]

     

    Ability 3: Shield Charge / Shield Expulsion

     

    - form: Shield Charge: Mag explodes enemy shields and overcharges her own {Affected by power range and power strength}.

    + form: Shield Expulsion: Mag expends her shields, dealing magnetic damage which scales off of shielding consumed. Allies within the blast will have their shields overcharged{Affected by power range and power strength}.

     

    [New augment: +100% power range if cast within 5 seconds of Reverse Polarity.]

     

    Ability 4: Crush / Repulse

     

    - form: Crush: A single target is magnetized, dealing magnetic damage to their health equal to 50% of the target's shield and armor. Enemies near the target are pulled toward it {Affected by power range and power strength}. (Uses current crush animations.)

    + form: Repulse: A single target has its bones and armor magnetized away from each other, dealing 25% of the target's maximum health and 1000 Magnetic damage. If the target is killed, it causes an explosion, the range and damage of which is determined by the target's maximum health {Affected by power strength and power range}. The explosion deals 50% magnetic and 50% explosive damage {Affected by power strength, but NOT by power range.}

     

    [New augment: Ability also affects a small area around the main target.]

     

    All this in mind, I realize one critical flaw; Mag would no longer work as a starting frame since her first ability doesn't deal damage. This could be remedied by replacing Mag with Ember as a starting frame, which would be ideal for new players as her damage profile and complexity are well suited for the early-game and newer players.

     

    That's just my idea for a change. Please feel free to post your own. The more advice we give DE, the more inclined they may be to make a change for the drastically better.

     

    EDIT: Included the names next to the polarity icons.

  4. Many primes need a second pass on their damages and/or other stats to make them stand out more.

    Vasto prime could use a base damage bump of around 15 or a crit bump to make it a viable crit pistol.

    Sicarus prime... Buffs to basically everything are needed for this sad, sad gun. It underperformed in nearly every way.

    Burston prime needs a boost to make it compete with the braton prime. A boost to its status chance and the forthcoming burst fire rate fix would probably be enough.

    Daggers are definitely in an odd place. The devs don't seem to know what to do with them to make them stand out other than the stealth mod. A good starting point, I feel, would be releasing more than one in the market. The sheev, for instance, should absolutely be a market weapon.

    The karak wraith, I don't know about. Ps4 got the dera vandal, and it is shockingly useful in my opinion.

     

    Wraiths typically have slight damage boosts with a massive boost to status chance. The Karak wraith has a pointlessly low status chance and very bad damage profile.

     

    What I think would make daggers useful is if single daggers could be thrown, then recovered with an energy tether, like Valkyr's ripline. That way you could perform limited range stealth attacks with a melee weapon that also works up close. As for dual daggers, I'd suggest giving them a 3.0 channeling multiplier and nothing else, but that may just be me wanting something to happen with channeling.

  5. You have very strange picks for "under performing".

     

    And since Warframe has an infinite scaling system, any discussion about balance must by necessity include a description of the enemy level in question.  Where exactly does something like a Vasto Prime become under powered? Level 20? 40? 300?

    In comparison to other prime secondaries, it doesn't have much going for it. Low crit, Low status, mediocre base damage, still has high recoil. Versus the Lex Prime which got bumped to a contender for best heavy pistol. I don't even know why, the Lex Prime was already doing decent damage without the buff, not that I'm complaining of course, I love my Lex Prime. But why not give that same kind of treatment to weapons that no one is bothering to use? For normal weapons, I understand some weapons are just bad and that's okay, but this IS a prime.

  6. Will older weapons ever receive a Lex Prime style buff? Vasto Prime is underperforming in just about every way. Is that not on the list? Why have a Prime weapon which is just awful against other weapons in its own class? I get that there are arbitrary weapon "tiers" but why condemn a prime weapon to being so terrible? Why has the Sheev and other daggers seen so much neglect? Why make the Karak Wraith such a disappointment? (Besides to give the people who supported Alad V what they deserved.) In a game with issues in regard to getting stale, why not add more competitors for the high-end weapon category, and why not bring some of the "Most OP weapons" down a notch or two? With all the different weapons types, and all the frame variety, why not give some underperforming, forgotten weapons another chance? It feels like a waste of the art department's time knowing they worked hard on a lot of unique models that are never seen because no one uses those weapons.

  7. That doesn't solve the issue at all. If anything, that makes it worse because then it's obvious which ones you use. Serration and Split Chamber. Then I don't get to use Shred or Heavy Caliber anymore because they're just not as good as the others. Also, that would be a seriously bullS#&$ arbitrary distinction to put into the game. "We're restricting these mods because they're top tier."

  8.  

    I've asked for shield and pistol in the past, but it's worth pointing out that this should only be relatively lower end pistols.  It would be OP as hell to give you perfect blocking and a hand-cannon like the Lex Prime.

    Would it really? Of all the insane things in this game, THAT would be OP? Have you seen Tonkor Mirage? Let's say that using the pistol + shield combo only goes off of a narrow blocking cone, and only blocks 80% of incoming damage. Is that more reasonable?

  9. Final Harbinger is a reasonable boon to Silva & Aegis, but I think one thing that could really bring out shields as a viable high-end weapon would be for them to be usable with single-handed secondaries. Imagine being able to use Lex Prime with your shield. Just aim to raise the shield. Also, shields should be absorbing 100% of damage while blocking. It's a shield. Blocking is its one true purpose. It just coincidentally happens to be good at bashing heads in.

     

    Though that's just my 2 credits.

     

    EDIT: If a nimrod Grineer can do it, a Tenno super-warrior should be able to with ease.

  10. Please pull back the reset zones. I'd bring up more specific examples if they weren't all over the place. I'm talking about rooms with ceiling "fall zones". With Parkour 2.0 I'm finding constant issues with "Falling" when I jump up to do a long distance glide, or when I use ripline. Just use clip zones if you don't want players traveling that high, not something that wipes our buffs and resets our positions. There are several instances of this in Ceres and Corpus tilesets.

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