(XB1)Vile Slanders

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  1. (XB1)Vile Slanders

    Companion 2.0 Soundroom

    I always try to be brief, but I inevitably always end up going out on a tangent. This post is probably no different: it's a think dump for players to drop suggestions regarding Companion 2.0. I have a number of ideas myself, which I will be including below. Now, I'll be the first to admit that I know absolutely NOTHING about programming AI. Beyond stating that the current AI is terrible due to issues we should all be familiar with, I will leave AI programming in far more capable hands. However, in terms of companion mechanics I have a number of suggestions. These will all be related to mod application, companion abilities, and companion infrastructure. I want to start with potentially the "biggest" idea, and that is addressing Beast Companion damage mods. There is a bit of an issue with beast companions specifically, and that issue is only growing all the more severe with every other mainline update: Beast and Sentinels both have a total of 10 mod slots to utilize; because of sentinel weapons being reserved solely for damage mods, sentinels can devote the majority of their available mod slots to support, ability, & EHP mods; while Beast Companions have to use their base 10 mod capacity to accommodate damage, support, ability, & EHP mods; Sentinels end up having a total of 18 available mods slots; Beasts only have 10. I believe that that the best way to resolve this issue is to introduce "Beast Weapons" , which function similarly to "Sentinel Weapons". Thematically, think of Beast Weapons as bangles or bracelets or artificial claw caps. Each Beast type has its own Beast Weapon. For example: Kubrows have an even split ISP Damage bracelet with higher status; Kavats have a primarily slash damage focused Crit bangle; Helminths have a Viral damage claw cap with a balance of crit/status and above average base damage. These weapons can be swapped between beast companions, so you could have a Kavat armed with a Helminth's claw cap, which would provide your Kavat with base Viral damage. Current beast damage mods (Maul, Bite, Hunter Link, Hunter Recovery, Dual Status/Elemental mods, Swipe, Pounce, Sharpened Claws, Mecha Overdrive, & Strain Fever) will be transferred over to Beast Weapons. New Beast Weapon mods (Namely 90% Elemental damage mods & attack speed mods) should be introduced to promote build diversity. The transfer of companion damage Mods over to Beast weapons will permit for better optimization of Beast Companions by freeing up a considerable amount of mods slots for support, ability, & EHP mods. Staying in line with Beast Companions for now, I'd like to propose the removal of stasis altogether. This is a terribly inconvenient system, particularly when swapping between Beast companions. There's no greater waste of time than swapping from an adarza to a smeeta, only to be forced into waiting for the stasis recovery/insertion animation to play out, before going back to the arsenal to equip the smeeta on all of the old adarza loadouts. I myself have 36 Loadout slots, more than 70% of them utilize Beast Companions. It takes me roughly FIFTEEN MINUTES to go through every loadout, and reaquip the companion I just swapped out of stasis. How much wasted time does this translate to in-game? You can solo speed run roughly 10 Void Captures (10 Lith Relics) in fifteen minutes, loading screens accounted for. Why can't we just equip a different Beast companion to every individual loadout, like we currently can with sentinels? It would make companion maintenance so much less painful.The "stasis" option should be relegated to Beast Display in your Orbiter. The single pet outside of stasis is the model that wanders your ship; everything else awaits you in the loadout menu. This also means that we could have an aesthetic pet, such as a pup or kitten, that can wander our ship without preventing the usage of combat ready pets. Of course, if we get rid of stasis, what do we do with DNA stabilizers and pet Interaction? The answer is really simple: You disable both features. Kavats already have zero interaction stat bonus/debuff. Make it universal, and do away with DNA degradation while you're at it. I love the idea of an organic pet, but these systems do not ingratiate. I'm going to pet my Kubrow, because I want to pet my virtual dog; incentivizing me to pet my Kubrow for a damage bonus just cheapens the immersion. Alternatively, if DE decides to maintain the organic system, make the wandering pet outside of stasis a representative of the kenals' morale & health. For every pet death in mission, every single pet's morale decreases; every pat on the wandering pet's head increases every pet's morale; every 24 hours decreases every pet's max health by 5%; a single DNA stabilizer restores gene stability to every single pet. That's pretty much the root of Beast Companions covered, now onto Sentinels. Moas pretty well rendered these guys obsolete. Now you can have both the EHP and revival of a Pet with Sentinel utility on one companion. None of the drawbacks, all of the benefits. How do we restore sentinels as a competitive option? That's fairly simple: You know how Moas will soon be able to swap between Sentinel and Pet EHP mods? Make that interchangeability universal for ALL companions. That way, a class cannon Mag can still run a fairly bulky Adarza; Carrier Prime won't be unique among sentinels for his ability to tolerate trauma. Medi-pet Kit should also be made universal, so that Sentinels can passively heal themselves overtime; as for Medi-pet Kit's Bleedout Reduction applying to Sentinels? Make it so that when Medi-pet Kit is equipped on a sentinel, it adds one self revive to the sentinel's total counter. This single self revive will stack with Regen and Primed Regen, affording your sentinel with a bit more sustainability. Next, we need to discuss Sentinel Weapon Damage: it's pathetic. While I'm not suggesting that sentinel damage needs to be ridiculously high, it needs to be at least comparable to mid-meta Secondary DPS. I know that DE doesn't want a sentinel that's so powerful that it promotes AFK playstyles; altering the AI to keep pace with player aggression would be a sound a means to alleviate this problem. If the player isn't moving/attacking, then the sentinel will cease attacking. If the player is consistently moving/attacking, then the sentinel will consistently attack. Problem solved. I highly recommend an overhaul of all Companion weapons; boosting the base damage, Crit, & status chance on ALL of them. One potential alteration I thought of would be increasing the Sweeper Prime's base status chance to 46%, but decreasing its pellet count to just 3. That way, you could easily mod for 100% status chance of a specific elemental status effect (at a base of 46%, you'd only need 2 dual status/element mods to achieve 100% status chance; so you could eliminate unwanted damage types from skewing status proc ratios), but by decreasing the pellet count to 3, the Sweeper Prime could only proc 3 status effects per shot without multishot. The base Sweeper would pack 30% status chance and 3 pellets, so it could still achieve 100% status chance with 4 Dual status/elemental mods. I think we've all heard of the running joke that is the Vulcax: a Sentinel weapon that thematically & mechanically resembles the Opticor (It even shares the Opticor's MR14 acquisition gate), but in terms of DPS, it's completely outclassed by the Kraken to a hilarious degree. Why must all Sentinel weapons be so terrible? Alright, enough with Companion Damage; let's move onto a couple of companion ability tweaks. Starting with Deathcube's Vaporize. Deathcube's Vaporize: Deathcube targets an enemy at low health, and discharges a damaging ray over 4 seconds, dealing 300% Sentinel Weapon damage per second. If the target's health is reduced to 35% or less during the 4 second burst, they are instantly killed, dealing 45% of their maximum health as radiation damage in an 8m explosive radius. This ability has a 30 second cooldown between uses. Deathcube is the only companion in the game whose very name is synonymous with "Lethal Rhombus" and "Box of Death". So let's give him the hardware required to meet the implication of his title. This particular adaptation to Vaporize would give Deathcube a damage source that scales with enemy EHP; something that is quickly becoming the norm on new Warframes. The 30 second cooldown would prevent Vaporize from ever becoming overpowered through sustained use. It's a handy tool that's worth a mod slot on your sentinel's config, but it won't be establishing metas anytime soon. Chesa Kubrow's Retrieve: Targets hit by thrown weapons (Spearguns/Glaives) and thrown weapon effects are marked. Marked enemies receive 500% additional damage from the Chesa's attacks; marked enemies killed by the Chesa have 100% higher chance of dropping items. Enemies marked by thrown weapons are specifically targeted by the Chesa. Chesa got pooted on by the addition of the Fetch mod (Which is basically a much better version of Retrieve). Thematically, the Chesa is based on Labradors and Retrievers, which implies an ability that ties into item acquisition. Problem is, Smeeta's Charm already exists, which can double pickups & pull rare resources out of thin air. Using Djinn's Fatal Attraction/Machete Gazal synergy for inspiration, I thought of an original alteration that fits the Chesa's theme, while giving the community a bit more reason to run around with underused spearguns and glaives. I know that it is specific to a select few weapons, but the 500% increased Chesa Damage & the 100% item Drop Chance boost should make the Chesa worthwhile, which is something that the Chesa hasn't been since it was first introduced. Dirgia's Electro Pulse: Every 45 Seconds, Dirgia releases a pulse that highlights enemies behind walls in a 50m radius and grants all warframe weapons an additional 5m of punchthrough for 15 seconds. Use of this ability does not aggro unalerted enemies. Dirgia is basically the sniper Sentinel, so why does he not have abilities that compliment sniper gameplay? For this, I basically ripped off and watered down the Zenith's alt-fire effect; only now, it's applicable on all weapons; at least it's applicable on all weapons every 45 seconds if you have Dirgia equipped. The intent here is to provide Dirgia with a unique support skill that makes an unused Companion fairly desirable. -.-.-.- This is about all I have for now, feel free to add your own ideas/suggestions to this thread in the hopes that come Companion 2.0, no fury or mechanical buddy gets left behind.
  2. (XB1)Vile Slanders

    Desert Wind seems somewhat underpowered at higher levels.

    Keep in mind, the Artemis bow predates the Cernos Prime; that multishot was unique to the Artemis Bow for quite a while. So in other words, the Cernos Prime is a cheap knock-off of the Artemis Bow. As for the Iron Staff? It has scaling range which does stack with Primed Reach, which constitutes as a unique feature; though if I'm honest it is pretty underwhelming. Do they need to be Reworked/Revisted? In Ivara's case, hell no. In Wukong's case, hell yes. Hate to say it, but enemy level 100 isn't that high, and Grineer Heavy gunners don't have quite as high EHP as Grineer Napalms/Corrupted Heavies. While dropping level 100 Grineer heavies in 5 seconds flat may seem impressive, keep in mind the plethora of non-Exalted weaponry that can murder level 100 Armored Heavies in under a second, and don't even get me started on Exalted Monsters with ludicrously high TTK like Exalted Blade, Artemis Bow, Dex Pixia, or Peacekeepers. With a base 10% status chance, I don't think Condition Overload is all that viable on Desert Storm. Sacrificial Pressure & Sacrificial Steel should boost the crit chance up to 105%, Shattering Impact is an option as well; a build utilizing 105% Crit, Shattering Impact, Berserker, Primed Fury & Gladiator Vice could potentially strip armor on large groups of enemies fairly quickly, but I dunno... That ragdoll looks annoying as hell, and even with max speed to make use of Shattering Impact, Baruuk's TTK still isn't going to be all that impressive, especially given that the former suggestion uses up 6 of his 8 mod slots on Desert Storm. You could just go critacular with Gladiator Might/Organ Shatter on the last 2 slots, but I'd recommend dialing down the speed and increasing the power, maybe tossing in Drifting Contact if those multi-hitting waves count towards the combo counter. Otherwise, it looks like Baruuk could be absolutely boned in the TTK department. *EDIT: Also, Desert Storm may not have finisher animations, but won't enemies receive finisher damage multipliers from standard melee attacks if they're asleep? I know it's not the same as a finisher, but it is something...
  3. (XB1)Vile Slanders

    Nyx & Titania Dev Workshop

    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.
  4. (XB1)Vile Slanders

    Nyx & Titania Dev Workshop

    "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.
  5. (XB1)Vile Slanders

    Coming Soon: Devstream #120!

    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.
  6. (XB1)Vile Slanders

    Nyx & Titania Dev Workshop

    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.
  7. (XB1)Vile Slanders

    Nyx & Titania Dev Workshop

    Wow. 1st world problems if I've ever heard them.
  8. (XB1)Vile Slanders

    Nyx & Titania Dev Workshop

    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.
  9. (XB1)Vile Slanders

    Nyx & Titania Dev Workshop

    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.
  10. (XB1)Vile Slanders

    Nyx & Titania Dev Workshop

    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.
  11. (XB1)Vile Slanders

    Nyx & Titania Dev Workshop

    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.
  12. (XB1)Vile Slanders

    Nyx & Titania Dev Workshop

    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?
  13. (XB1)Vile Slanders

    Dev Workshop: Riven Disposition Changes

    I could see a lot of this coming. Some of it is kinda eh inducing, some of it is groan inducing, but one part in specific is WTF inducing. Why are sniper rifles getting nerfed? Seriously, the only reason their usage skyrocketed was because of Eidolons. The only time you EVER see snipers used outside of plains is when peeps are leveling them on Hydron. So a single application makes sniper rifles EVEN LESS practical in KPM based gametypes? You see, this metric right here; as well as the inane degree of RNG involved in re-rolling, are why I think Rivens were a bad idea to begin with. Maybe DE should consider making exclusions on the premise of practical applications? Also, maybe they should consider rethinking the criteria of their metric to include ONLY players who have achieved MR 16; who have access to all the weapons and Rivens; who can set the precedents for the meta; while also using ONLY average weapon usage as of the last 6 months, as opposed to average weapon usage of all time? Weapons like the Soma Prime were dominant many, many, many metas ago; why does the obsolete Soma Prime still have a garbage Riven disposition compared to the modern meta monster Tiberon Prime; who packs a jaw droppingly high Riven Disposition? The Riven metric, as it is currently being implemented, is just awful.
  14. (XB1)Vile Slanders

    XB1 Chimera: Update 23.10.6 (LIVE!)

    Much, much, much appreciated. Chroma has been looking positively hideous of late, what with all that nasty looking prime bling being forced on his more "natural" aesthetics. And yay, a few more drops of love for Titania. So... When will we be able to revive teammates/hack consoles/interact with activators in Razorwing? Also, will Lantern (upcoming x4 spontaneous instances or not) lose that ridiculous rag-doll-reposition mechanic? Increasing the amount of Lanterns we can have active at once is only going to increase the amount of orbital CC arrays that we can jettison off into the vacancy of space. The entire community agrees: Lantern will never function as intended so long as it refuses to stay in an optimal position for CC. Next, Full Moon? Why is this even a Tribute Buff? Especially on Titania, who loses her companion whenever she uses Razorwing (Which in my personal experience as a Titania main, is 99% of the time; I.E. Full Moon is a worthless buff that Titania can't even use). While I'm at it, let's talk about Razorfly scaling and how useless Titania's passive is in effective Titania play (Which currently revolves around spamming Razorwing indefinitely): We lose our companion and all of its buffs for what? 6 Drones that have no practical use outside aggroing enemies for the ten seconds it takes for them to get murdered by enemy attacks? No other Warframe has an ability that locks out companions. Given that we're losing one heck of a support unit, I'd expect Razorflies to offer something equivalent to a Sentinel or Kavat; instead we get squishy little gnats that expire within mere moments of activating Razorwing. Second Topic: Can Titania score a passive (additional or otherwise) that can actually be USED during Razorwing? As before with reviving teammates, activating consoles/triggering activators, & companions: Razorwing effectively prevents Titania from making any use of her passive. No other ability in the game requires us to sacrifice our passive, our companion, AND our ability to revive teammates/progress through a mission. Are all these losses really worth the Dex Pixia's Firepower (Point for perspective: Dex Pixia's practical KPM is completely outclassed by Mesa's Peacekeeper's practical KPM)? I love playing Titania because Razorwing is so much fun, and I've gone through a playtesting jungle gym to carve out a niche for her in endgame; but even my best sets are vastly outclassed across the board by practically every other optimized Warframe (Save for single-target DPS; Titania is pretty much in a class of her own in that singular, and frankly shallow, use). Could the Titania revisit please take into consideration these gripes? I'm not expecting another Nezha rework; I'd just like to activate Razorwing without being made to feel like I'm cutting off my left arm.
  15. (XB1)Vile Slanders

    Coming Soon: Devstream #118!

    Pablo revisiting Titania when? Also: Nyx, Wukong, and Vauban are all in dire need of some developer love. Some would say Chroma as well (his kit is admittedly pretty limited/terrible). Given the success of Pablo's Nezha revisit (literally elevated from zero to HERO), can we expect a similar degree of commitment/forethought for our other dilapidated Warframes? Sorry, other hardworking DE developers, but Pablo is kinda the Underdogs' Champion right now. If the community can trust anyone to properly rework ailing Warframes, it's gotta be Pablo.