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(XB1)Vile Slanders

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About (XB1)Vile Slanders

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  1. If fashion frame is your endgame, then yeah. Or if you’re MR 27 and have every weapon and Warframe built and maxed, God Rivens for all your favorite guns, and a fashion sense that puts Celine Dione to shame, then what else have you to do in Warframe? Welcome to my dilemma. Now that that’s addressed, what’s with the spazz? This game doesn’t require skill, and everything in it is accessible to players who have time to invest into it. That’s what makes it appealing to so many gamers; that’s why it’s capital. But once the honeymoon phase is over and the golden years are behind you, you start asking yourself why you’re still playing. If that’s where you’re at man, then maybe you need to quit. Lord knows, if I didn’t have a community of buds who also play the game on a daily basis, I’d have bailed a year ago.
  2. Skill? In Warframe? And exclusivity? Dude, there is no skill requirement in Warframe, and DE has made it pretty clear that exclusivity is just temporary. Prime Unvaulting and farmable Vandal/Wraith weapons reinforce the disavowal of exclusivity. Sorry to break it to you, but running Chroma with Radiation Hirudo through Hydron 1000 times for the Wolf Sledge does not constitute skill, rather it demonstrates an abundance of free time and a ludicrous tolerance for BS monotonous activities; both of which are traits that most WF players lack. I.E. It doesn’t take skill to farm in Warframe; so leave the elitist high horse in the stable.
  3. Dunno how to break this to you, but the showdown is pretty lackluster in replay value. If anything, this finale just highlights everything wrong with Nightwave. Farming for the Wolf Sledge is such a tedious time investment, the reward is crap, and there’s that oh so lovely time-exclusive pressure looming over it all. So now I’m feeling pressured to waste several hours of my life for a reward that isn’t worth anything more than MR during a timed event. Sound familiar? Yeah that’s an abridged description of Nightwave. But the hallmark of Nightwave’s past offenses that was also flawlessly replicated: this showdown isn’t entertaining, not in the least. Ever since the void rework, it feels like DE has been neutering their own ingenuity in order to replicate the success of other franchises; it’s a modicum of tiptoe steps going forward preceding an escalator ride backwards. Open world does nothing to aid player retention; most of the community ignores Valis and PoE unless there is an event with rewards that justify the monotonous grind. Nightwave nearly killed my interest in Warframe; this tedious tactical alert only further convinces me that it’s time to move on. Rather than question when the next release of content is, I prioritize this question: when is DE going to reincorporate entertainment into their design philosophy? There was a time years ago when content for Warframe was consistent & entertaining; I haven’t felt wowed with anything in Warframe since the Second Dream. I’m struggling to justify logging in anymore; when will, if ever, Warframe be fun again?
  4. It's just a new method of progression; Alerts have been replaced with a monthly checklist event that's aimed at making unique reward acquisition more convenient. The old Alert rewards can now be earned at anytime favoring the player's discretion, rather than operating on an hourly RNG rotation. Some new rewards have been added, such as Umbral Formas and unique cosmetics; some old resources that were once exclusive to premium currency purchases are now available as progression rewards (Warframe/Weapon Slots). It's just a new way of doing old things for Warframe, with few niceties sprinkled in.
  5. So when are we actually getting new content, 'cause this is just a checklist of monotonous old content. Don't get me wrong, Umbral Formas and new cosmetics are nice, but even so, they're not adding all that much to the game.
  6. Read my prior posts, bub. Already said my prayers to a soundroom. Funnily enough, I wanted Titania to be able to do MORE than just Razorwing. And no, Tribute's buffs are garbage. Entangle has a fixed 10 meter radius, Thorns is just... c'mon? Unairu's passive as a buff? And that's only half the joke that Full Moon is. Companions have garbage TTK, their AI is stupidly unreliable, and Full Moon is going to focus exclusively on buffing this gawdawful source of damage? Oh, and Dust. Made inapplicable by enemy accuracy scaling. So much for a defensive capability. Nothing Tribute offers is worth peanuts; all of it is useless. And if you think that every single Warframe has a single build application, think again. Ever heard of Dust Devil Inaros? Paralysis Valkyr? Tank Nova? I could go on and on about how build diversity opens up more versatile applications, permitting for greater player choice regardless of mission type, but answer me this: would I be wasting my time trying to impress this upon you? Because I've already done enough of that in this DEVworkshop.
  7. "If you know how to play Titania..." I'll be honest, that statement sounded pretty patronizing. Tribute is still useless, because its buffs are useless. Lantern is going to be a sub-par CC ability, and from the sounds of it, we're probably not going to be able to revive teammates in Razorwing, or repopulate Razorflies in Razorwing. The ONLY good thing that came of the rework? We got a bump to base energy. That's it; nothing else has changed. Titania is still going to be limited to Razorwing, and that's it. To say that I'm fuming right now is an understatement. To any Vauban mains out there? I'm sorry for talking smack about your boy, I really am. 'Cause now I know what it feels like.
  8. I'm not gonna make it to the Live stream, and I'm terrified for Titania's rework. The DEVworkshop proposal did not inspire me with much confidence, and I'm gonna be chomping at the bit until I know whether its gonna be a Vauban Revisit or a Nezha Revisit. Fingers, arms, legs, and unmentionables tightly crossed for the former.
  9. Okay, I've been going over all the community suggestions and trying to compile a Titania revisit/rework that will satisfy as close to everyone as is feasibly possible. I'd offer credit to each Tenno who contributed to the thread by quoting their suggestions, but that would likely make for one catastrophic spaghetti post, and I'm not about that life. First thing I wanna address is gonna come across as unpopular until further into the build. Nix Vacuum on Razorwing. Why? Because we're going to turn Razorflies into the Moa equivalent of Venari. Yup, an exalted companion that is only available to Titania when Razorwing is engaged. With the ability to mod Razorflies as we do any other companion, we can resolve a couple of glaring issues with the current build: namely, we can increase Razorfly damage output and EHP; yeah, I'm suggesting that companion mods such as Maul, Bite, & Hunter Synergy should be applied to Razorflies to improve their damage output, as well as either Beast's Link Shields/Health/Armor or Sentinel Shield/Health/Armor mods to improve their EHP. Razorflies will also be able to utilize Sentinel support mods like Vacuum, Coolant Leak, Medi-Ray, Shield Charger, etc, etc, to make up for the loss of Companion support in Razorwing form. This will also allow the player to tailor their build to their specifications; seeing as Vacuum can adversely impact any build utilizing Arcane Energize. With the freedom to choose to utilize Vacuum or not, moddable Razorflies cover an expansive roster of community concerns. Now onto the next question: How do we resolve the issue with Razorfly re-population? Well, as a former contributor suggested, we make Razorfly regen a part of Titania's passive, henceforth referred to as "Queen's Decree"; each fallen Razorfly has an individual timer of 90 seconds before it revives itself at Titania's current position, much like Djinn's Reawaken augment. This is another dual purpose solution, as it adds an effect to Titania's passive that is SPECIFICALLY relevant to Razorwing. Trampoline can only be utilized outside of Razorwing, while "Queen's Decree" is only of use during Razorwing (technically the countdown to revive would still be active outside of Razorwing, so if you deactivated Razorwing with 3 Razorflies on their countdowns to revive, and then reactivated Razorwing before the countdown expired, you'd still only have 3 Razorflies and you'd need to wait out the Timer for the other 3 to repopulate). On top of that, I'm going to press for an increase to Titania's base Energy Stat. Increasing Titania's base energy pool to 150 would be a welcome change. Given how often she has to cast in order to keep her survivability in a practical state, having a larger energy pool could relieve some of the energy maintenance pressure. This would also permit for Quick Thinking builds, which could afford Titania with a fairly significant increase to her dismal EHP. Alrighty, now onto Lantern & Spellbind, and I'm just going to directly cut these from my original post: Spellbind: After having read some suggestions in this DEVworkshop, I think it would be fair to improve the cast speed AND give Titania the status immunity buff independent of Spellbind's AoE. Even if Titania is positioned a mile away from the targeted area (say, because she's flying about in in the air), she should still benefit from Spellbind's full effects. Lantern: Say we adopt a tether, because that seems to be what DE is proposing (which is exactly what we've been asking for). Number of Lanterns is of no concern to me, but let's suggest that we only get a maximum of 1 Lantern. Now I want to propose an ability Synergy for Lantern. Spellbind; enemies in a ragdoll state (I.E. affected by Spellbind) that are also within Lantern's attraction perimeter gravitate towards Lantern's core (I.E. the hapless schmuck Titania turned into a lure); upon death, Spellbound enemies release a radial Spellbind, re-applying the effect for its remaining duration (Similar to Equinox's Calm & Frenzy Aug). This will allow Titania to "control and contain" Spellbind's hovering ragdoll effect, while improving Lantern's ability at clustering enemies together into a central location. This should massively improve both abilities CC capabilities with a synergy, so now Titania can actually fill the roll of a CC frame. Now onto Tribute, and again, I'm gonna start with another self plug for addressing Dust's scaling issues: Dust: Dust is of limited use because of enemy accuracy/RoF scaling, and it is totally negated by homing weaponry (hello Billy Bombard). Dust's 50% enemy accuracy debuff is completely negated around enemy level 80. I can't describe to you how great of a disappointment this is. Dust has the potential to be one of the BEST, if not THE BEST late game team defensive solution, but it is utterly defeated by late game enemy scaling. The Tankiest of the Tanks get rekt by enemy damage scaling, and the only way to counteract the damage scaling, is to not take damage in any form. Total damage negation; no fine print in the footer. It's what makes Volt's shields mandatory for endless play. And Dust could be just as valuable, if it only negated damage independent of enemy level. Which is why I think the algorithm needs to be changed from "reduces enemy accuracy" to "negates damage received". Let's say that Titania is actively under fire with a max 50% Dust buff; though rather than reducing enemy accuracy by 50%, Dust instead tallies strikes on Titania's hitbox; 50% of these tallied strikes have their damage negated. With this adjustment, Dust's 50% "Evasion bonus" is applied universally; completely independent of enemy level. Ergo, Dust is just as viable at enemy level 15 as it is at enemy level 4000. Dust's evasion bonus should also be applied additively to Razorwing's Evasion Bonus for balancing issues; this way enemy projectiles have to get passed two separate 50% damage negation tallies in order to register a hit. This prevents Titania from ever achieving 100% Evasion, and it diverts from the practical nullification of either evasion bonus that would occur from implementing a multiplicative model. Yes, I've heard the "Say no to RNG buffs" argument before, I've heard the whole "50% chance to get totally rekt" track, but the fact is that in endless: a 50% chance of avoiding damage translates into a 50% increased chance of not getting 1-shotted. And Dust can apply that to the whole team. That is a sizable buff to the party's longevity, and I can whole heartedly advocate for that kind of an increase. Alright, now for another contributor's suggestion regarding Thorns: Thorns: BEFORE Reflects 25% of damage taken back to the attacker up to 40 meters away. Allies also benefit. AFTER Enemies within 30 meters of Titania will deal 1%/1.5%/1.7%/2% (based on ability rank) of their max health as true damage every second to other enemies within 3 meters. This doesn't really seem like much, the distance between enemies would have to be really short... but consider choke points, large packs of enemies moving through doors, and when enemies are affected by the new stationary (at least, it sounds like it will be) lantern, they should be bunching up pretty tightly, giving a pretty great synergy with her 3. The range will also be consistent with the other buffs. I stole the health percentages from Hydroid's puddle. Entangle: BEFORE Slows down enemy movement within 10 meters of Titania by 25%. AFTER Slows down Melee enemy movement and Ranged enemy attacks by 30-50% within 30 meters of Titania. Like I said above, I don't want to stray too far from what the ability already does. An alternative could be a damage reduction or max health boosting aura as Titania is extracting an offering from a heavy unit, but that wouldn't quite fit the 'entangle' theme, and I couldn't decide on an actual number to propose. Again, consistent range. At least this option makes more sense in terms of survival. Thank you @GideonWilhelm . Now onto a "compromise" for Full Moon, just because no one really knows how to make it attractive... Fullmoon: 75% damage buff AND 75% damage resistance applies to ALL (Sentinels, Moas, Companions) + Razorwing Butterflies. The addition of increased companion EHP should offset community ire at this otherwise wholly impractical buff; especially for those Tenno who insist on using Sentinels not named Carrier Prime. This should also offer a notable increase to Razorfly EHP/Damage, which will increase their effectiveness in lategame. Alright, now for the final bit, and I'm just gonna dump the last self-plug for it. Razorwing: QoL changes desired: the ability to interact with consoles, revive teammates, pickup fuel cells/kuva catalysts, capture fallen Capture Targets... you know, basically everything we can already do in Archwing? Making her other 3 abilities cheaper to cast while in Razorwing (say abilities cost 33% less energy to cast/have Faster Casting Speed while Razorwing is active) would also relieve some serious casting restraints imposed on a channeling ability Warframe that can't utilize Rage/Hunter Adrenaline because of its sub-par EHP. As for the evasion bonus? Razorwing keeps that. Consider it some MUCH needed compensation for forfeiting the ability to dodge roll and constantly being exposed to enemy fire from all sides (including below; oh the nuances of aviation combat!). In Closing: I believe that these changes should address the vast majority of Titania's shortcomings, as well as carve a fairly distinct niche for her in the meta without making her overpowered; making her far more appealing to both her current fans and new players. While I understand that converting Razorflies into a moddable Companion entails additional Forma investments on a frame already equipped with 2 Exalted weapons, it really does strike me as the ideal means of addressing the community's concerns regarding forced Vacuum & Razorflies' lack of practicality. The pros vastly outweigh the cons, and I think that qualifies as an objective statement. If I missed anything, or if something comes across as obscene, unnecessary, or underpowered, please expand on this. Here's hoping that DE doesn't mind putting a bit more effort into Titania's revisit, but as a longtime Titania main and an endless player, I can say with confidence that this build would satisfy all parties involved, while staying true to the Dev's intended purpose for Titania.
  10. I love all the other suggestions (especially the Full Moon buff; that actually makes a whole lot of sense; though you may need to alter Razorfly behavior/aggro to keep them from becoming too OP), but your Dust proposal seems a bit too much Savage Silence Banshee, if you get my meaning. Besides, Dust does have the potential to be a fantastic team buff if DE alteres the way Dust applies its intended feature. Dust is of limited use because of enemy accuracy/RoF scaling, and it is totally negated by homing weaponry (hello Billy Bombard). Dust's 50% enemy accuracy debuff is completely negated around enemy level 80. I can't describe to you how great of a disappointment this is. Dust has the potential to be one of the BEST, if not THE BEST late game team defensive solution, but it is utterly defeated by late game enemy scaling. The Tankiest of the Tanks get rekt by enemy damage scaling, and the only way to counteract the damage scaling, is to not take damage in any form. Total damage negation; no fine print in the footer. It's what makes Volt's shields mandatory for endless play. And Dust could be just as valuable, if it only negated damage independent of enemy level. Which is why I think the algorithm needs to be changed from "reduces enemy accuracy" to "negates damage received". Let's say that Titania is actively under fire with a max 50% Dust buff; though rather than reducing enemy accuracy by 50%, Dust instead tallies strikes on Titania's hitbox; 50% of these tallied strikes have their damage negated. With this adjustment, Dust's 50% "Evasion bonus" is applied universally; completely independent of enemy level. Ergo, Dust is just as viable at enemy level 15 as it is at enemy level 4000. Dust's evasion bonus should also be applied additively to Razorwing's Evasion Bonus for balancing issues; this way enemy projectiles have to get passed two separate 50% damage negation tallies in order to register a hit. This prevents Titania from ever achieving 100% Evasion, and it diverts from the practical nullification of either evasion bonus that would occur from implementing a multiplicative model. Yes, I've heard the "Say no to RNG buffs" argument before, I've heard the whole "50% chance to get totally rekt" track, but the fact is that in endless: a 50% chance of avoiding damage translates into a 50% increased chance of not getting 1-shotted. And Dust can apply that to the whole team. That is a sizable buff to the party's longevity, and I can whole heartedly advocate for that kind of an increase. And seeing as we're all cut-&-pasting from our own "Titania Revisited" threads, I'll just dump my own pile here: 1st: Spellbind- After having read some suggestions in this DEVworkshop, I think it would be fair to improve the cast speed AND give Titania the status immunity buff independent of Spellbind's AoE. Even if Titania is positioned a mile away from the targeted area (say, because she's flying about in in the air), she should still benefit from Spellbind's full effects. 3rd: Lantern- Say we adopt a tether, because that seems to be what DE is proposing (which is exactly what we've been asking for). Number of Lanterns is of no concern to me, but let's suggest that we only get a maximum of 1 Lantern. Now I want to propose an ability Synergy for Lantern. Spellbind; enemies in a ragdoll state (I.E. affected by Spellbind) that are also within Lantern's attraction perimeter gravitate towards Lantern's core (I.E. the hapless schmuck Titania turned into a lure); upon death, Spellbound enemies release a radial Spellbind, re-applying the effect for its remaining duration (Similar to Equinox's Calm & Frenzy Aug). This will allow Titania to "control and contain" Spellbind's hovering ragdoll effect, while improving Lantern's ability at clustering enemies together into a central location. As for detonating the Lantern? I've got 2 suggestions to mull over. What if Lantern's damage scaled off of damage dealt to enemies effected by its attraction radius? Similar to the "Damage Absorb" mechanics utilized by Mag's Magnetize, just with a deliberately longer fuse and the innate ability to manually detonate the Lantern. Alternatively, the Lantern itself could aggro enemies into attacking it. Damage dealt to the Lantern could be dispersed between the Lantern's DoT & its Detonation, starting out at a 10% Absorbed Damage to DoT/90% Absorbed Damage to Detonation, gradually shifting to a maximum of 90% Absorbed Damage to DoT/ 10% Absorbed Damge to Detonation; the transfer ratio of which would be determined by Lantern's maximum duration and its current decay. This would allow you to quickly charge up a nuke by shooting the Lantern yourself and then manually detonating it while the majority of the Absorbed Damage was being redirected into Detonation; or you could go for the slow burn and allow the redirection to gradually shift the absorbed damage into the Lantern's DoT, so that it would generate a deathzone at the later stages of Lantern's duration-decay. If either of these mechanics were implemented, then we definitely wouldn't need a silly charge up-casting mechanic to make a decent bomb out of Lantern. 4th: Razorwing- Apart from providing us with a mechanic that allows Titania to repopulate Razorflies on the wing, all I really want is some QoL changes. Namely the ability to interact with consoles, revive teammates, pickup fuel cells/kuva catalysts, capture fallen Capture Targets... you know, basically everything we can already do in Archwing? Other than that, I'd press for copying Venari's Exalted Companion mechanic for Razorflies, and making them an independent companion that can have its base stats altered by companion mods (Yeah, I know; more Forma fodder on a Warframe that already has 2 Exalted Weapons in need of additional Formas; I'd still make the investment if it meant improving the Razorflies's overall utility). Given how Moas have expanded on the ways companions can be modded (proximity based Shield Charger/Medi-Ray on a companion that doesn't track your Warfarme like a shadow), I'd suggesting copying some lines from their AI programming to make this alteration feasible. Increasing Titania's base energy pool to 150 would be another change I'd press for. Given how often she has to cast in order to keep her survivability in a practical state, having a larger energy pool could relieve some of the energy maintenance pressure. Making her other 3 abilities cheaper to cast while in Razorwing (say abilities cost 33% less energy to cast/have Faster Casting Speed while Razorwing is active) would also relieve some serious casting restraints imposed on a channeling ability Warframe that can't utilize Rage/Hunter Adrenaline because of its sub-par EHP. As for the evasion bonus? Razorwing keeps that. Consider it some MUCH needed compensation for forfeiting the ability to dodge roll and constantly being exposed to enemy fire from all sides (including below; oh the nuances of aviation combat!). Of course, I'd want to make her passive apply in Razorwing as well, but don't expect a grand departure from what it already does: Passive: Trampoline- While in Razorwing, sprinting from a standstill generates a trampoline that grants a brief (but fairly significant) boost to Titania's movement speed. Ergo, anytime Razorwing Titania begins to accelerate towards her maximum velocity, she gains a temporary boost to movement speed, and leaves a trampoline behind for teammates to utilize. To improve trampoline's relevance to teammates, the parkour buff is now administered via a temporary status effect, rather than its current proximity based effect; that way, teammates passing through a high altitude Trampoline can still benefit from the parkour buff upon reacquainting themselves with the ground. This alteration to how Trampoline's buff is administered is applied to Trampolines generated by both Razorwing and non-Razorwing Trampolines.
  11. Yeah, but here's the thing buddy. This is a community game, and I think I speak for the majority of us when I say that you're the only person who wants this. Interesting concept, but I concur with @GideonWilhelm that is going to put far more people off of ever touching Titania than it will provide incentive to use her. As for the Ignis making the Dex Pixia obsolete? Think again. Ignis can't even hope to match the Dex Pixia's raw DPS and range. Maybe in star chart and some sorties with closed tilesets, sure, Ignis has sufficient firepower to render the Dex Pixia unnecessary; but there is a sizable community of players who don't pull out at enemy level 100, and everything you're suggesting would make Titania so incredibly less attractive to these players. Titania has DPS, and we want her to able to use it more effectively in lategame, where that level of firepower is absolutely necessary to maintain progressive TTK. As for everyone who doesn't play endless? Well you get yourself a double dose of overkill every time you trigger Razorwing, and that power high greatly appeals to those types of players.
  12. Okay, after going over everything the community has posted thus far, it seems that Nyx's revisit is receiving a lukewarm reception; while literally everyone is just screaming "NO" to the Titania revisit. One concern I have with Nyx's rework is the new Psychic Bolts, and whether or not they'll scale with Power Strength. I sincerely hope that they won't, given that most people play Nyx for Chaos/Assimilate; often running max Power Range at the expense of Power Strength. As a matter of fact, Nyx is one of the very few Warframes to not be negatively impacted by negative Power Strength. Having to drop Overextended to get more out of Psychic Bolts is just going to make Absorb and Chaos far less practical. Ultimately, we'll be stuck with choosing to mod for Nyx's 1st & 2nd; or Nyx's 3rd & 4th. Trying to mod for all of Nyx's abilities will just result in a Nyx that can't do anything noteworthy. Given that Nyx's 3rd & 4th offer CC and Invulnerability with scaling damage AoE, the choice seems obvious: You mod for Chaos & Assimilate. Problem is, neither of these abilities have been dramatically adjusted by this revisit, and these are the same two abilities that the community currently prioritizes with Nyx... ...Which ultimately means, that this proposition will fail in its goal of increasing Nyx's player usage, because it will have change little, borderline nothing regarding what the community values and how Nyx appeals to those desires. We'll still all be playing (what few Nyx players there are, at any rate) Chaos/Assimilate Nyx, because when the time comes to choose which abilities to mod for, the community will go for the abilities that make the greatest impact; Psychic Bolts & Mind Control can't compete with CC & Invulnerability. Perhaps a synergy could fix this, like maybe targets affected by Psychic Bolts pass on their remaining debuff to nearby Chaos Afflicted enemies upon death; Apart from making the debuff unaffected by Power Strength, I honestly cannot figure out a way to make Psychic Bolts appealing. As for Titania? I harbor the sneaking suspicion that the community can't really reach a consensus on what they even want of Titania. Some want her to be the new Ultra-Genocide Frame, some people want her to be a more offensive take on Octavia; some people just want all of her current "issues & oversights" fixed; but most everyone agrees: This proposition is NOT the answer we're looking for. From the consensus on Titania, I was able to determine that most Tenno just flat out hate Tribute; they hate its buffs, they hate its mechanics, they just hate everything about Tribute. You know you're off to a bad start when the best thing that can be said about Tribute Revisited is : "well, I guess Dust is alright." That's the nicest thing anyone has to say about it, and that's borderline nihilistic. DE, you really need to take Tribute back to the drawing board; nobody wants Reflect Damage or additional damage for Companions; nobody is remotely content with Entangle's 10 meter radius cap. Tribute is still a crap ability, and that's the closest thing the community has come yet to an agreement regarding Titania's revisit. Lantern isn't mentioned all that much, it's generally Tribute that garners the community's attention, so I guess that its... in limbo? I have reservations about calling it acceptable, given my own familiarity with Lantern, but the community seems FAR more receptive to this change than any other. Razorwing really isn't mentioned either, apart from its inherent bugginess (Airborne revives and hacking when?); though I still feel the need to press for an overhaul on the Razorflies: Make them moddable Exalted companions like Venari, or just give them a mechanic that dramatically improves their EHP; regardless of what you do, please give us the ability to repopulate deceased Razorflies without having to deactivate/reactivate Razorwing. There are a few notes regarding Titania's passive and her squishiness; general consensus on these topics suggest that the community desires a passive ability that has an impact in both non-Razorwing and active Razorwing play. As for Titania's squishiness? The choir is pretty much chanting that Titania doesn't have enough survivability. Some have suggested making Aviator apply its Damage Reduction Bonus to Razorwing, others are calling out for Tribute Buffs that actually improve Titania's dismal chances of living through combat. At the end of the day, the community's verdict is a good-natured "I'll take it" for Nyx's Revisit, and an exasperated "Oh, Vauban Revisited 2; how quaint" for Titania's Revisit.
  13. In Warframe, this is a terrible idea. The Dex Pixia already 1-shots anything level 100 and below; even at level 200, it's still putting out a higher TTK (not necessarily KPM) than Mesa's Regulators, and the gap only widens from there on out. You really can't improve on the ability to 1-shot everything with full-auto akimbo-style mininguns an hour into endless, so I don't see how altering the rest of Titania's kit for overkill is going to benefit her. Titania is already a glass cannon (I'm assuming you don't know how to score 24K bleed procs from a viral/slash cratus Dex Pixia on the regular); where that DPS is most useful is in late game, where enemy EHP begins to vastly outclass Warframe DPS. Problem is, everything at that level can one shot Titania, and given that Tenno are out numbered 20 to 1, Titania is being attacked so quickly from so many different angles that she doesn't have a prayer. Ergo: You can't use your DPS if you're constantly being killed. Glass cannons don't work in Warframe; that's why Titania is bottom barrel. You don't need that much firepower in star chart, you don't even really need it in Sorties, and you can't really use it in Arbitrations because of Arbitration Drones deep-sixing Exalted Weapons. That's why Mesa shines; she has the survivability to actually make use of her DPS where it is most desired: in late game. This isn't an MMORPG, this isn't WoW or LoL. There isn't a support unit/healer in every squad. Glass Cannons don't work in Warframe because the casual co-op infrastructure doesn't support that style of play. Warframes need to be able to support themselves independently; not rely on 3rd party intervention to be practical. Sorry if this comes across as me kicking a dead horse; but every time I see a statement that begins with "Titania should be a glass cannon..." it becomes painfully obvious that the commenter has no idea how Warframe actually plays; nor are they even familiar with Titania, because she is EXACTLY what they pine for: an asinine amount of DPS all wrapped up in a fragile package. The reason why Titania is disliked so much, is because she's a one-trick pony. Titania's one trick: being a GLASS CANNON.
  14. I have to be "that guy" for a moment, but I promise to be civil. Nyx: Good; loved her as she was, now she's even better. Titania: Still my favorite frame, has been since Silver Grove released, and I still see some GLARING problems with your proposition. Tribute: Thorns; if it worked more like Mesa's Shatter Shield (damage mitigation & status reflection) and less like Unairu's Passive, this would be a game changing ability. Thorns as it is currently being proposed, is so completely useless that it's not unfair at all to call it an utter waste of energy; if this is to be it, then I'd rather you'd just scrap Thorns all together and make it so that the same enemy types confer the Dust buff. Full Moon: As of now, absolutely useless; As of Companion 2.0? Judgement pending. Companion & Razorfly TTK is pathetic; not worth consideration or investment. Another complete waste of energy. Maybe if it repopulated Razorflies, it might have some merit, but as it is presently being proposed, I will confirm for you now: It is neither needed nor desired and will have zero impact on gameplay. Lantern: I gave up all hope of Lantern ever being useful a long, long, long time ago. This might work, depending on how well the tether restrains the targets (I swear I was the first one to use the term "tether" in conjunction to a Lantern fix), but given the limits of Lantern's CC (enemies can and still will shoot you and allies completely uninhibited) I don't see this being something worth building for; which means we're at underwhelming skill number three of four, and nothing really seems to have changed with Titania post-revisit. Also, charge-up mechanic? We haven't had enough of this (almost-not-quite) quick-fix? So now I can just stand in place to target a specific enemy, soaking up a barrage of bullets while I charge-up Lantern for- ...Oh wait, I'm playing Titania, which means I have precisely diddly EHP! Guess bullet soaking charge-up routines are off the itinerary. (Gawd, I can never NOT be sarcastic when addressing Lantern; I think this defunct ability gave me traumatic memories...) Razorwing: So... When will we be able to hack consoles, open friendship doors, pickup power cells, REVIVE TEAMMATES, and in general: just play the game like any other Exalted Weapon toting Warframe? Also, when will Razorflies NOT be absolutely useless? They literally die within 10 seconds of activating Razorwing on any Enemy Level 50+ mission, and we're forfeiting our companion and all of its buffs for this? Not really a fair exchange if you ask me, and that's coming from a guy who rocks an Adarza Kavat on 75% of his loadouts. Razorflies would be far more relevant if they had some form of scaling mechanic beyond power strength (Razorfly Level/Damage/EHP scales with Enemy Level/Damage/EHP; or a Venari-like Moddable Exalted Companion slot) as well as a re-population synergy with Titania's other abilities (Example: enemies killed under the effects of Tribute's Damage Decrease Debuff generate a single Razorfly/Titania can only maintain a maximum of 6 Razorflies at any given time). Vacuum doesn't fix the biggest issues Razorwing suffers; it's more of a trite convenience and less of a bandaid. You nixed collision self-damage, and that was a solid start; Can you PLEASE fix the rest of Razorwing's issues? Finally, Titania's Base Stats & Passive: Just like Mag before her, Titania needs more energy; her survival depends on her ability to reliably cast; she is a caster Warframe; why does Titania have a god awful base energy stat of 100? It's not like her other stats are all that impressive (100 Health & Shields/65 Armor; yeah, Titania ain't exactly endowed with even mediocre levels of EHP). Give the poor girl a buff to her base energy stat, por favor. Titania's Passive/Trampoline: It's not bad at all, except when you're in Razorwing, where it is completely useless. As a Titania main, I can confirm that I spend over 99% of my Titania playtime in Razorwing. No joke; I've activated Razorwing once at the beginning of an endurance Mot run, and didn't deactivate that initial cast until two hours later; where extraction's landing craft boarding animation automatically stripped me of my perma-Razorwing. And that was just one Perma-Razorwing occasion of many; though it has been my longest consistent stint in Razorwing since. Having a passive with an impact on Razorwing would be much appreciated. I mean, we're already losing our companions and our ability to interact with environmental activators/revive teammates when we trigger Razorwing; Are you guys okay with Razorwing taking our passive away too? In Closing: I, and virtually every other Titania player builds exclusively for Razorwing, because it is the only skill in her entire kit that is worth so much as peanuts. This proposition hasn't changed that at all; even with the proposed changes, Titania is still going to be a sub-par support unit (Nothing Tribute offers is worth player consideration) and more than likely a mediocre CC unit ( I can list off 2 dozen other Warframes that are vastly superior in the Crowd Control department; Lantern may cluster enemies, but it doesn't inhibit them from shooting at you or your teammates/Ragdoll is DESPISED throughout the community for good reason; guess what physics mechanic Spellbind employs to CC enemies?). To make matters worse, anyone looking for a Warframe that can simultaneously buff & CC isn't going to choose Titania, even with these changes. Titania has neither the buff or guff required to compete with virtually every other Warframe on the multi-role roster. Nidus has healing and a Power Strength Buff to go with his incredible CC, TTK, & bulk; Oberon is in roughly the same vote; Frost with Augs is right there with them; so is Nezha, Rhino, Gara, Octavia, Inaros, HYDROID, Nova, Equinox, Volt, Mag, list continues... Your current proposal isn't going to change Titania's player usage or desirability at all; Titania isn't capable of anything new or worthwhile; this proposal doesn't "improve" Titania; this proposal just makes her less inconvenient to use; Titania's only practical use is speed-killing the Hemocyte; the Hemocyte is event locked and only shows up every 6 months; Ergo Titania is still only useful for a brief week long window every 6 months. That said, this proposal is still miles better than Vauban's revisit; but given community polls... That's not really saying much. Vauban's revisit made him objectively "worse"; subjectively, it made Vauban even more of a joke. This revisit proposal doesn't really make Titania better, it just makes her less of a migraine to manage. Current Opinion: Frankly... I'd implore you to put Titania's revisit on the backburner for now, until someone like [DE]Pablo has time to sort out her issues. The direction of this revisit doesn't really inspire me with hope or excitement, rather it inspires me with the dreadful sentiment of "so this is what we're settling for?". After all this time, I truly do appreciate the consideration, but given what's currently on the table, I would feel far more encouraged to wait for a genuine Titania revisit; mayhaps released alongside Titania's deluxe skin?
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