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Azvalk

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Posts posted by Azvalk

  1. Only good ideas ! ^^
    The Dojo definitively needs to feel more alive and usefull.
    With the dock that RailjJack will brought, people will go in the dojo to focus on their ship, and in their back there will be the "dead dojo".
    While it should serve as the basis of operation... It's supposed to be a guild headquarters, like all the good mmo's have.. Why it does not act like that T.T
    Every time I visit a dojo, even the most beautiful of them, I feel it lacks something..
    People create tables, bar, chairs.. and.. there is no way to properly sit >.<
    No "interraction", it's just decoration...it's so sad..
    Like the couch of our appartement in the liset, no way to sit on it with a proper animation..
    Warframe lacks of these tiny thing that would make the whole thing complete and better..
    The Komi game.. in the liset, or in Dojo..
    Why jump animations of other in the dojo are not displayed ? We see people walking in the air.. T.T
    In Cetus, in relay, I understand, maybe for performances because there is potentialy lots of people.. But in dojo ? Why not put a limit of players, from which such animations won't be displayed ?
    Same for the warframe that disappears when we go on operator...

    I hope all these idea could make their way into realisation some day..

  2. During his little rework, Chroma lost some of his damage on his 3, but in a logical and acceptable way, gained in sharing his buff, and mobility on his 1.
    Since it will be the next prime, I thought I could start the first suggestions of small changes/additions to make him happy. ^^

    I recently played a lot with him, and I realized that the 1 was doing pretty good damage once the buff of the 3 is active.
    Yet heavy enemies, even the weakest of them, resist this..
    I also realized, that his hands were free during the use of this power.

    I would like to suggest two things:
    - That Chroma can attack with his bare hands during his 1. That would add to his bestial aspect.
    Or run a special finisher on enemies stunned by the effect of the breath.
    - That the damage of the breath is multiplied by 2, and consume more energy, if the left click is maintained, as the concentration of damage expected on the 4 of Revenant.

    These two things would be really welcome, and could allow Chroma to deal with all the enemies resisting a little too much in his way.


    Also, I saw that the augment of his 1, is capped at 500 of damage?
    Affected by the power, all right, but still .. it seems a little light to be worth it on a warframe as bestial, and knowing that it takes a slot ..
    At first sight, not having a cap could seem like a problem.
    But in reality .. no.
    It's 100 of damage per second.
    So 200/sec if our chroma has 200% power ?
    So, 2000 of damage after 10 sec ? It's not that big, especially since a chroma with 200% power probably does not have much efficiency.
    12,000 in one minute ..? It would be possible, but it would not be op.
    Who would spend 1 min with the 1 active, just to drop a shot at 12k ..?
    Someone who wants to have fun with his Chroma, without being restricted by a cap of 500 '-'
    So, really, this cap at 500 seems very useless ..


     

    Of course, these ideas are not at all a need for chroma, he is already doing very well.
    But the players play it so much only for his 3, that I thought his least used power should get a little attention, and that the upcoming release of his prime would be a good opportunity to work this out.

    Waiting for feedbacks or other suggestions :D

  3. il y a une heure, Hexzilian a dit :

    Using the same 4 over and over again (sometimes even less than 4 cause some abilites arn't needed by me) can become very, very mudane and dull.

    If you want variety in a kit of 4 powers, personally I think it could be brought by the abilities that have a version where you hold the key.
    But I don't mean "hold the key for 2sec" with this slow circle that takes ages for charging..(hydroid, vauban ), I mean hold like an Opticor shot, or the 1 of Gara.

    This kind of abilities could be introduced as slight reworks of each warframe, progressively..

  4. There are currently 35 warfames with 4 skills each.
    35x4 = 140
    Let's say we want 3 possibilities for each skill, that's 420 skills in total, so we have to create 280 ones '-'
    On some warframe, I already have ideas, but on others, their kit is so well designed that it would be strange to propose to combine skills with new possibilities.
    Equinox for example .. good luck to give him new skills ..

    So, the idea is good, but it should have been put in place from the beginning of the game, because each warframe could have been designed with 12 skills in total.
    If we brought this idea now, it would be a too big change that would have too many consequences to manage.

  5. Yep, it's rift management ..
    His 1 pushes the target into the other dimension.
    If you want to pull an enemy into the rift, you must exile another enemy from the rift, currently affected by the 3, that way, that enemy will go in the normal plane, and his charge, will immediately bring him back, and his buddies around in the rift.

  6. Yep, good idea..
    when a full magazine of arca plasmor isn't enough to kill a Nox, be able to quickly shot him with the secondary weapon to finish him would be great '-'
    just an example ^^'
    The restrictions you suggest in that idea are also good ^^

    however, there are mods for the speed of weapon change.
    They are already pretty useless, and that would finish them xD
    But, given their current usefulness, it would not matter. ^^'

     

  7. il y a 36 minutes, Woofer a dit :

    1. Hold 3 to cast shield with it automatically picked up (bonus: can be cast while moving).  That way, it won't be necessary to stand still, cast electric shield, and press X to pick it up.  Having to stand still really hurts the flow.

     

    il y a 36 minutes, Woofer a dit :

    3. When shield is picked up, recasting shield should refresh the shield duration (again bonus: can be cast while moving). (either this or 1 would greatly improve his flow)

    Totally agree '-'
    I cannot imagine a better way to improve this ability  😃

    il y a 36 minutes, Woofer a dit :

    PS: I think it'd be great to see more tap vs hold for casting slight variations of the same ability

    I'm not the only one to think this *-*
    ( But, "quick hold", not "2.5sec hold" <.< )

  8. what I do not like about his 4, it's not the end animation in itself, it's normal that it happens and that it marks a small pause in our movements, but it is that it cuts the reloading of our weapons, that's frustrating, especially on the long reload weapon like an arca plasmor, and also because we cast the 4 precisely to control the enemies around us and to reload our slow weapon...

    The damages are good yes, but could be better..
    And don't forget it's a 4, it has to be impressive, so, a synergy with the 1, to have the lances inflamed would be great.

  9. Well .. I did not think there was so much to say about charged abilities.. '-'
    What I have to say personally is much simpler.

    The charged abilities are a good thing, a good idea, but as they are currently in the game, they are not fun to use.
    In my suggestions for influencing the work in progress of Revenant for example, I proposed that all his abilities have a charged version as well.
    That's how much I like the idea.
    But when I talk about charged abilities, I want something fast, like an opticor shot, no more.
    Warframe is a game about speed and dynamism..
    I imagined very well use charged abilities while we run, we jump, something really fluid and in rhythm with the game...
    At present, Vauban literally has time to die 3 times while he charges Tesla .. and I do not even speak of others ..

    Frankly, we have 4 powers.. (equinox has a little more ..)
    Different versions of abilities as a charged ability, would solve a lot of problems of some warframes, bringing them the versatility they sometimes miss just a little bit.
    The kind of little things that pushes people to ask for rework ..

  10. Of course he's already very good at the moment, I am also doing the best mission score every time I use him, but the damage comes mostly from my weapons.
    To explain it simply..
    When I use the 1, I have the impression to make me drain my energy for not much, and when I use the 4, indeed, I control massively the ennemies and can easily kill them in some shots, but the 4 himself only kills weak enemies, and makes laugh the bigger ones, they don't even lose half of their health away. And it's just a shame, because he is great to play.
    I heard somewhere, that if each warframe were of a particular sex, and that there was no choice, it was for some reasons, and so the devs were aiming to have a male warframe and a female one on a theme.
    On the theme of fire, Ember is the female, and Nezha is the male.
    And Ember... really makes fire everywhere, and has been so powerful that she has been nerfed..
    So, it would only be logical, and justice, to increase the power and the fun of Nezha a little, by all these little ideas of synergy of his powers. ^^

  11. Also, I think his passive would need improvement, as well as his 2.
    "It slides faster and further" ..
    This passive shows the will to make Nezha a warframe whose mobility is a strong point ..

    So, it would be interesting to:
    - add time of bullet jump in this passive.
    - and to allow the 2, the Chakram, to have a charged launch that goes further (doubled distance at 50% of charge, tripled distance at 100%) (and possibly doing more damage).
    ( Given the size of open worlds, it should be useful. ^^ )

    Staying longer in the air will help Nezha's players make better use of the chakram to teleport, and teleport further.
    It's not about having the Zephyr duration of course, but simply a bullet jump longer of a few seconds.

  12. Good ideas '-' 

    Il y a 22 heures, (PS4)JimsonWeeder a dit :

    1, Blazing Chakram's health bursts should help replenish your warding hall's health (Chakram needs a damage tweak for sure for this to work)  


    For that, I'm afraid it can not be accepted like that.
    I mean, just as nothing restores the iron skin of rhino, and it is not recastable...
    But for Nezha the idea is good, and he deserves to be different from Rhino on this point, because he is really fragile without his halo.
    Personally, when the halo falls, even if I am ready to launch it immediately, the time of the animation I often take enough damage to die, and if not, I must immediately launch the 2 to heal.
    So, that the heal of the 2 serves to restore the halo is a good idea, but to be accepted, it needs a condition I think .. like, having less than 50 or 25% remaining.
    And that we can not fully restore the halo in one successful heal.

    Il y a 22 heures, (PS4)JimsonWeeder a dit :

    2, firewalker's path should 'ignite' divine spears he walks through or near. So while enemies are held in place they can get more DoT , more easily from Nezha alone. ( I usually have to hit them with my Chakram while they're impaled to secure the status effect)  

    For that, I am also of opinion that the spears is directly inflamed, and do more damage, if the 1 is active.
    They could burn even harder if we pass nearby yes ..
    But, the speed of Nezha is precisely designed to allow, for example, in interception, to control a crowd of enemies, and to go defend another point quickly.
    So, the "cast and forget" is a good thing in his case.

    Il y a 22 heures, (PS4)JimsonWeeder a dit :

    And 3 . casting Blazing Chakram while using firewalker should allow the Chakram to sweep its own trail of fire away from Nezha( to a lesser extent of damage) . recasting chakram should still have the same added effect of detonating firewalker.

    For that..
    It looks a lot like what can be done by the augment of the 1, creating a trail in a straight line of fire.
    But it would be more than welcome to be able to place our lines of fire more easily .. so .. yes '-'

  13. nothing wrong for me in the animation of the 4..
    I agree that it could be "ridiculous" if the speed of the rotation was higher, but right now it's good '-'

    My only concern about his animations, is on his 2.
    First I don't understand why he does this movement.. and secondly the eidolon pieces of armor comes out of no where after his movement, without any effet to do the transition for their appearance.
    I suggest an animation where he calls light with his left arm up, like in his 4, and charge this light in him, and the eidolon pieces of armor grow on him from that light, in several quick little stages.. no ?

  14. lasers come from his left hand because it's his only hand that is imbued with this "energy flame.."
    it's in his design. This make his style..
    I'm a fan of symmetry in general, but there, if he had the "energy flame" on both his arms, it would be too much I think..
    But, yeah, about this 4+3.. i don't know..
    I love the freedom and dynamism that adds to his gameplay, but visualy speaking, the lasers, visible during the fog dash make it weird.. and even if I re-watch the devstream, I don't have suggestion to make =/
    wait.. I think.. ( I'm french, so, it took me a time to understand ..)
    I think Rebecca say, "you can't cancel it right now, so that's a bug, but you can use it to teleport, cause as you know the eidolon make it to escape"
    So, maybe, the lasers shoud stop during the dash and resume after '-'
    I think it will be enough to make it good ^^

  15. totally agree
    As a regular Limbo player, I'm always afraid of letting rifted ennemy alone in a corner, and to keep the team waiting..
    Espescially with a build based on rift torrent.
    If I touch 20 or more ennemy with the 3, I know there will probably be survivors after cataclysme is gone, and so there will be rifted ennemy somewhere..
    A little help to find them is more than welcome ^^

  16. To each of my messages, I try to explain a lot of details, and that leads me to make gigantic texts, but for this time I'm going to do that simple ..

    Limbo, no longer needs, rework, ever. '-'
    He's perfect right now.

    I don't like giving no detail..
    but I have no choice, if I start the explanations on why he no longer needs rework, I will write 2 pages .. and I'm French, with Google translation, it takes me hours to do big texts >. <

  17. Hi ^^
    From what I understand there would be fears that Vlad is OP ?
    Devstream 133, Rebecca, at 46min45 "He's really Op right now"
    That's why I proposed my suggestions ( bottom of page 29 )
    My suggestions include:
    - A way to avoid ult spam (the damage depends on the number of enemy controlled)
    - dual-use skills, for style, possibilities.. enrich Vlad with more proof of his eidolon inspiration, because at this moment there are only lasers to indicate that, and the eidolons are not the only ones in the game to make lasers, so, I found a small way of inserting homing missiles in his kit ^^

    Personally, I think that all warframes, without exception, have the necessary in it to be played in an Op way. Some have lost possibilities, cause by reworks, it's true, but they still have a way to ridicule the enemies.
    So, it does not matter that Vlad is OP, which would matter, it is if it was without effort.
    What would you say if Nidus could do his maximum damage with his 1 from the beginning, without accumulating stack ? "He's OP"
    What do you say about Nidus when you introduce him to friends? "He's Op", but in a good way, he must work to achieve this damage.
    That's what I propose in my suggestions, so .. go read them and react on them if you have the time ^^

    As for the 20 minions, personally it is true that I could be content with a 7, like those of Nekros, provided that this number is influenced by the power ..
    But at the same time, if they thought about 20, there must be some reasons, maybe that's the number you need to allow Vlad to have minions that survive the allied fire..so I prefer to trust them with that rather than trying to change it.
    Before making any suggestions on the powers of a warframe, it is necessary to think a lot, on many aspects. We are not in the devs's head ..
    I have watch the video showing Vlad many times to understand the purpose of this warframe, the deep identity of his gameplay style, and only when I understood that .. at 90% ..
    I started to imagine how to complete it, how to keep his powers under control ... while keeping him cool and fun to play..

  18. il y a 43 minutes, peterc3 a dit :

    There is no reason to need to hold all of his abilities. Why is that a good thing?

    Of course there is no reason, cause as he was shown, he is already great.
    But, in all his abilities, he has only one, that symbolize his Sentient aspect, the lasers..
    So, to add more Sentient aspect, he need to enrich his possibilities..
    Having his 4 capable of doing homing missile, and lasers, does that well, it confirms his Sentient theme, and erase the possibility of comparison with mirage..
    I know that in that stage of advancement, the warframe won't be redone, so I'm not suggest to change his powers, I suggest a way to expand them.
    Hydroid, has charged abilities.. usefull ? enough to exist..
    Gara.. ?
    Inaros has his 4, very usefull too..
    I mean, with the actual state of the game, 4 simples abilities is not always enough. ^^'
    Imagine play him the way I proposed, and you'll probably see that it offers more fun and choice of actions that we way he was presented.

  19. il y a 37 minutes, (XB1)GearsMatrix301 a dit :

    His 3 should be like a high speed version of wukongs cloud walker where you dash X amount of distance at whatever direction your facing so you can also turn and stuff.

    *Try to visualize*
    hm.. yeah could also be good. ^^
    I think the essential is to have fluidity of movement on this power, especially because it's an escape power.
    But if it could be used to go at some heights, to reach certain aera on tilesets it would be perfect, and other player could have the time to see him use this fog form, which would add personnality to the character.

  20. Hi ^^

    I've heard several times that he is WIP, and that's why I come to propose my ideas for Revenant.
    I think I can visualize what he will be when he is finished without suggestions, and even if he seems great in any case, I would like so much that this warframe receive a little special treatment..

    So here are my suggestions, which I think are very close to his current state, but would allow much more versatility.
    I understood that a notion of "Build up" was desired (devstream 112), and so I made sure that the power synergizes in this direction.
    Also, it would be a good idea to much more involve his left arm, and the energy flame he possesses, in the animation of his powers.
    I propose abilities that are used in 2 ways each.
    If you simply press the key, or if you hold it.
    It would be totally viable to use only one version, but the other version is the one for the style, the power, and to better respond to the situation.

    So..
    The 1:
    - If the key is pressed: Same effect as currently, but it would be an very quick projectile of energy, from his left arm.
    Optionnal: Single target, but with a 1m zone effect, useful to affect very close targets in a corridors or  a "spawn room"
    - If the key is held: it will be a larger projectile, like a wave, in the way of the chains of Harrow but quicker, maybe with a visual close to vombalyst's charge.
    The energy consumption would be greater, and this would allow to affect more target in one shot.

    The 2:
    - If the key is pressed: the idea of invulnerability charges that cause a stunning that makes the 1 free is perfect.
    The appearance of the armor feels cool, although, on the left shoulder it seemed to me just a little poorly integrated, (because the shoulder is smooth unlike the back has relief.) WIP ? ^^
    - If the key is held: Revenant consumes energy in the manner of Harrow's 3 to increase a counter. The result of this counter will be a temporary armor gain, which will take effect when all his invulnerability charges have been used.
    It is a way of not being vulnerable to the danger waiting for us when our charges are used. For some players it will maybe be a moment for accept damage with "rage" or "hunter's adrenaline"

    The 3: The texture seemed flat to me .. I've heard Geoff say "very Wip" when this was showed ^^
    - If the key is pressed: it can stay as it is.
    - If the key is held: Energy consumption depending on the distance traveled, controllable as the Wukong's cloud. So, more "escape mode"
    No invulnerability but resistance to any damage of xx%
    It would be ideal if he could also cross lasers without triggering an alarm. (vampire feeling)
    With this, he will touch more enemies, scattered, and have some vampire charisma ^^


    The 4: I am very happy with the new version, and it is pretty close to what I had imagined the first time..
    This said, what I have to propose is fundamental for the synergy of powers and the concept of "build up".
    - If the key is pressed: Revenant quickly concentrates his energy in his left arm, closed fist, then opens his hand to deploy/launch this energy in the form of the homing missiles of Teralyst. It will be his long range attack.The projectile is throw like a simple little ball of light, and then explode in homing missiles. I hope it can travel long distance, like the cataclysm of Limbo, very usefull and fun in open world.
    - If the key is held: He concentrates his energy on his left arm, and this time releases it in the form of a laser while turning on itself.
    Here I imagine an animation of a spin on himself, a ninja spin, or a "breakdance move" if it is more speaking..
    You can keep the current great spin with multiple lasers if you want, but i'm afraid that will be very very op xD But, I'm not against that ^^
    Important point, the damage of his 4 depends on the number of enemy under our control, it is the "build up" part.
    Like i've heard, he's not a Sentient, so it would be logical if he doesn't have their force of power, but has to gather mental energy to augment his power.
    This way, we avoid a spam of lasers, and we force player to play with other skills before using the 4.
    Of course, without minded control ennemy, it will deal enough damage to one shot low level ennemy, but for the real damages, the counter is important.
    Because the enemies will probably be killed at this time, the build up has to be redone, but, dying, the controlled enemies explode, and the enemies not controlled, close to these explosions will be controlled, or stunned for a free 1. So the build up doesn't always resume from zero.

    His passive: perfect '-'

    So, in summary, why I propose these variants of the powers that were presented ?
    It seemed to me, that he lacked just a little bit of fluidity in his gameplay, but it may just be WIP animations.
    If he is in the Sentient theme, he must be scary to enemies, he must be able to make real damage/chaos, to have several string to his bow, he must be able to play "nice" or to seriously get serious .
    Having 4 powers with 2 versions each, will be his special little trick, which people will talk about when they explain the warframe to their friends ...
    It's important ^^ That's what can trigger a crush. ❤️

    The general idea is to offer more possibility, more choices of action to players, and after all, the major asset of Sentients is to adapt, isn't it ? I know he's not a Sentient, but he's in their theme.
    I've heard @[DE]Rebecca saying "he's very op right now" in the devstream, so I think my suggestions allow him to be op, at the condition of preparing his damages.

    I really hope these suggestions will be taken into account, at least a little, I mean, it's the purpose of showing WIP things isn't it ? ^^
    I've not give any numbers, I let that to DE, I trust them for that.
    Feel free to comment, add your suggestions, ajust mine.
    Rebecca is in charge for this warframe, no ?
    So it would be logical that the community, her little minions, influence this WIP. ^^
    But please, avoid suggestions of totaly different gameplay or powers.
    I saw some ideas of vombalysts minions, and it's not feasible at this point.
    This warframe just need somes ajust to his current abilities to be perfect, I feel it.

    With all my respect, I wish lot of fun to DE working of this warframe ^^

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