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DeeDeetheSpy

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Posts posted by DeeDeetheSpy

  1. 5 hours ago, SpringRocker said:

    Knocking enemies down while sliding would make more sense, you could already damage and knockdown enemies via drop kicks since before the mod came out.

    Yeah. The whole thing came to mind while I was speed running spy missions on the Kuva fort and I was going pretty darn fast and would get slowed down by running into enemiees. Then I remembered gale kick... So I played around with it and had a laugh... then I remembered I didn't need it to kill enemies but it was still pretty funny to sometimes 1 shot the weaker enemeis with gale kick.

  2. Requesting to have these two brought in line to each other. I love the Ogris with my Ember, But I like the effect of Napalm Gernades better. In effect, the changing the damage type to fire AND the graphics of it. That giant ball of fire is quite annoying and adds a bunch of unnecessary visual noise with Nightwatch Napalm...Plus, be nice if the color of both match the weapon's energy.

    • Like 1
  3. Look, all I am saying is that next Augment pass I really want to see an augment that makes Grendel's 4 "eat" enemies and add them to his belly after he directly runs into them. If you have to balance it by removing the bounce damage and making a nitch thing or something, so be it. I just want to Katamari this here Damacy.

    • Like 1
  4. The bounty UI is just so nice, like to see something like that for all the nodes. So if I am going to do a mission, I can see what I will get out of it. Otherwise I have to sit there with the wiki open and pick through and go, "Okay, is this node worth doing or do I want to wait for the a different rotation of missions on this fractures/kuva/syndicate/whatever."

    I don't mean just the reward of the mission type but the reward of the node type. Like right now trying to farm Ivara, Baza, and Aksomati relics. It would be nicer than seeing that giant list on the relics in the refinery.

  5. On 2019-12-20 at 9:43 PM, (PS4)OmegaXenon said:

    Banshee is flawless for the best of the best and the most basic players. I dont agree with the said proposed changes. Its not necessary and would make Banshee even more overpowered and unbalanced.  

    players who truly understand game engineering and design will say that Banshee is a rare masterpiece that is right in front of us. 

    DE please do not change and bend just for 1 players wish there are things that do not need "rework" Banshee is one of those warframes that should never change and still possess highest levels of combat effectiveness and gameplay even after 5-7 years and onward.  Old school is old school.

    While I appreciate your thoughts, I am clearly not just "one player" asking for something more. There are many with a range of skill levels that think she needs a pass of refinement at least if not a full rework. A number of players in my Alliance, which has hundreds of players, who are still new to the game to those like me that have played for many years, MR28, and have over 4400 hours in mission hours with the game and have a fine understanding of it are asking for something to be done.

    Banshee has always been one of my favorite frames from the start and she is in my top 5 most played frames... While I respect your opinion of #NoChanges #Oldschool, I am suspect on the basis of your opinion and what content you are trying to do with her, because once you start getting to level 60+ enemies, her kit really starts to crack. 100+ enemies and if you're not in constant cover, you will be 1 shot and have to depend on the rest of the team to carry you and you're just making them more effect at this point unless you're doing something like the earlier stated tricks with damage reductions.

  6. 23 hours ago, Raqiya said:

    I can imagine that'll make landing Sonar's more difficult.

    For precise weapons, most likely. I tend to use AOE for her and kinda blanket hits. I think if it was to be something to be implimited, it would have to be tested... I say like I have any ability to guide this.

  7. 27 minutes ago, Raqiya said:

    The fear part sounds annoying but i do vouch for this. I had an idea similar to to this to replace her first ability and free up silence for a new ability, so yeah i like the idea.

    I know there is a "run for cover" AI code in the game because in Exterminates, when you complete the mission the enemies try to run and hide unless you attack them.

    I would imagine a fear effect like that. They go into, "Stop attacking and find hiding unless attacked, then attack back."

  8. Also hammers and Axes hang at butt level... Though Axes maybe tougher because they are "heavy blade" and share with Swords which DO go blade down.

     

    IWould think this would be a simple fix and it drives me crazy! 😛

     

     

    Also hammers and axes are upside down... But Axes use the heavy blade holster which is shared with swords and swords are okay because those do go blade down... So I can understand that I guess.

     

     

     

     

     

  9. Another thought:

    The Banshee, the myth not the frame, was a herald of death and marked it with frightening screams.

     

    Perhaps a linked concept for Silence. First, change it's name. Lets say, "Death Wail". Make the sound effect for it start "screamy" but quickly fade as if it's an ultra-pitched noise that cause enemies to grab their head (but not annoy players)... Then every time an enemy is killed it generates a "fear" effect like what Necros and Raksha Kubrows do centered on that enemy for like... 2-3 seconds. The augment is changed to this that instead of fear it refreshes the "grab head and be open to finishers" CC and be akin more to the spread effect of Equinox's sleep.

     

    This wont solve the problem with Nullifiers that has been brought up over and over again... But I honestly think that enemy needs a rework too.

  10. 9 hours ago, Xzorn said:

     

     

    The hard part is staying alive not killing; always has been.
    Banshee's kit has 0 answers to Nullifiers like many frames.

    Thing I like about having accracy debuff be part of Banshee's kit. Maybe, for the kit of Banshee, a projectile push of sorts. While the silence bubble is on, projectiles entering it get pushed slightly off course, which would help with Nulls and others. I mean hypothetically, standing still the projectiles will all just keep going around her unless a projectile that was going to miss anyways is pushed into her or she jumps into one. Then those using hit scan weapons in the bubble have their accuracy reduced. Kinda to denote that hit scan weapons are faster bullets and harder to deflect.

    Bubble size and Duration  around Banshee are obvious, then have power strength control how much projectile diversion and how big of an -acc debuff is applied. Have a minimum of a circle on the ground so we know where the freakin' edge is and can dance some to cause enemies to go in and out of it, doing that stun CC, and higher graphic settings have a water ripple effect because that looks a bit like sound waves with a very translucent walls?

  11. Back to Banshee and not so much crazy long endurance runs:

    Something else I wished for is an ability like Void Hunter from Naramon or the Codex/Sims Scanner... Or in a pinch have the Sonar sensitive areas be able to be seen through walls like how Zenith does with head shots (I still am annoyed that DE changed that gun from the more full body visibility that Narmon and the scanners had. Mainly because on a client that I am lagging with the host, the dots get sketchy and bouncy)

    I know one person in this thread doesn't want any synergy, personally though I do like a kit to work as a concert. Right now though, Banshee's kit does not. Even if it was something like Sound Quake and Sonic Boom always hits the Sonar Dots and count as finisher damage so to be boosted by silence or something crazy like that. I mean, heck, want to keep her squish, make anything she faces be just as squish.

     

  12. 1 hour ago, (PS4)RazorPhoenix970 said:

    Everyone does when they get to see one, Gauss for me was a fun implementation of what have become some of the most generic mechanics in-game but if he had a mehanic that was actually unique and interesting (like spinning enemies hit by Mach Rush or even pulling them around as he Mach Rushes around) I would love him even more. Don't get me wrong though speedy boi is still loads of fun. Titania could have an out of the box kit, DE just has to sit and creatively apply themselves when dealing with her Tribute buffs

    I am all about pulling enemies about. Hydroid does that with his 2, Zyph has her 1 that does knock downs but would love to have her pull along too when she does 1, I am totally not against a situation like Neo matrix flight with things flying behind him... but also Mag with loot. Too bad her bullet jump doesn't pull enemies too.

     

    Titania has some cool stuff right now as it is I think. I have done caster and melee builds with her that doesn't really use her 4. Really need to keep her buffs up and her lantern but get a couple lanterns up is really good, getting enemies walking to them instead of attacking her.

    Back to Banshee, I just really want to see her sonic really embraced. Some sonic theme stuff in  other games: City of Heroes https://cityofheroes.fandom.com/wiki/Sonic_Resonance  and  https://cityofheroes.fandom.com/wiki/Sonic_Attack and  then Champions Online has a whole bunch of Sonic themed powers http://www.championswiki.com/index.php?search=Sonic&go=Go but the powers are not all under one tree and require Freeform to take advantage of. All have stuns and knock downs part of them and many have a "disorient" debuff which stacks on enemies causing them to do less damage and reduce their speed and attack rate. Its all stuff I think Banshee can sample from or improve on in design with out depending on Damage Resistance as a key point or even removing armor for her damage output. Making her more of a "finisher" type hero that ignores armor.

    When it comes to my suggestions on her, its really the kind of stuff I was thinking about. Pushing and knocking stuff around, causing enemies to have a harder time due to the sound waves, and the disarm to make enemies chase after weapons instead of attacking us. It doesn't make her tougher at all, but increases her suitability in other ways and gives her more to do.

  13. 7 hours ago, BlachWolf said:

    I #*!%ing hate the fact that so many people want to plaster every frame with DR, like no. Like if we keep going like that, DE might as well reduce enemy dmg by 90%.

     

    I agree. I know some folks say accuracy reduction makes her like Nyx but lets not forget that Titania has that too as an active ability rather than a passive and it's stronger than Nyx's along with helping the entire team rather than just the frame itself. It seems something that would make sense for Banshee too because the "sound" effects throws off enemy ability to aim at the same time maintains a level of squish because if they roll a successful hit, its going to hurt.

     

    At the moment I have been using the Augur set + Quick Thinking +Primed Flow + Zaw with Exodia Brave  because at least that way it seems to give a "health gating" effect. I see that stagger I know I got to react NOW.

     

    I really like out of the box kits. City of Heroes was really good at those back in it's day with accuracy reduction, damage resistance on players, damage dealt reduction on enemies, confusion type abilities, slowing attack rates, and so on. There was a ton of them. Some were different ways of doing same thing, others were really unique. Its something I really like to see embraced more, not just in Warframe but other MMOs too.

  14. He posted a new video revisiting it and had some great suggestions and I agree with his overall message. a fun but dated frame that is too squishy for it's own good. I found it amusing he came out with this today given yesterday I was just playing with her a lot and talking with my clan on adjustments she could get. (though a lot of clan mates look far more down on her than I do)

     

     

     

    I have some suggestions of my own I posted and thought I would share them here too

    1: Her abilities need some synergy going for them of some kind. Pablo, PLEASE grace us with your magic touch. 

    2: Swap the damage types of her 1 and 4. Sound Quake should be doing impact damage not blast due to it being a stagger and Sonic Boom should be blast due to rag doll. Sound Quake's Augment should then change SQ to Blast type instead of impact and also cause the weapon drop effect.

    3: Synergy suggestion. Have her 3 cause enemies not just to grab their ears in pain but drop their weapons to the ground and be disarmed. Not like Loki's Disarm where its for good but like Titania's Disarm where they can run and pick it up again. On top of that, the weapons can be pushed away with blast damage attacks so enemies go chasing after their guns.

    4: Confusion, Enemies impacted by 3 perhaps instead keep grabbing their head but if something attacks them, they will attack that target back. Be it friend or foe (Radiation synergy).

    5: Suppressor passive is a joke given her 3 does the exact same thing. I think it would be something to perhaps have a "sound disturbance" passive that causes enemies to become more and more inaccurate based on the number of powers they are affected by... That includes multiple stacks of Resonance causes more and more inaccuracy.

    • Like 1
  15. Imagine this:

    That cheating jerk, Nef Anyo, is at it again with a whole new scam...er... way to spread the truth of the void and the Prophet of Profit. We of course going to use our void granted powers to counter him. 

     

    So there will be a contact put up in someplace like Maroo's Bazaar that we can go see and set a new difficulty level out. Much like the Index. For the cost of credits we put a modifier on ourselves to increase the levels of enemies (+1 to +10 for example of a given tile), A penalty of some kind (A dragon key debuff, nightmare, or something), or a false party size increase (as if we have +1 to +4 members in our team). From that point on, Missions will have a credit cost to do them. In return we get a bonus of some kind on the reward to make it worth while. Losing is far more costly as you lose the credit reward and can even put Arbitration type death situations on the players. Additional cheats can be that Anyo sends his kill squads in to make sure we lose. It would be a great re-use of the index characters against us.  If you play against the maximum bet, then have a chance of John Prodman himself come and put an end to you and he is just as powerful as a rank 5 lich.

     

    I would say to make sure this isn't used for trolling though, make it invite only and when a player is about to join a host that is in gambling mode a pop up (like with the high ping warning when joining a high ping host) shows saying something like, "This host has made a bet of X with Nef Anyo. Joining them will mean you add yourself to the betting pool and face the same wins and loses."

     

    What I have listed above is just examples from the top of my head, Something else to spice things up. My primary thing is still a wider array of enemy types. Especially Lieutenant and boss level enemies. But that isn't for this type of suggestion.

  16. 4 minutes ago, GruntBlender said:

    I like the idea of more stealthy enemies, and not in the way how manics teleport around, actual invisibility and vulnerable to AOE. Using our weapons against us, like Colyeses said, will one-shot us and often the whole squad. There are other ways for them to be a threat. Maybe they knock us down and steal all the credits and resources we gathered so far (or a percentage, like 25%), much like Ivara's Prowl, but with knockdown. Now THAT'S a threat. Killing them before they get away will get the resources back, plus a little extra. See, in most missions, the little thing running away with the gun isn't much of a setback, we have 3 weapons plus abilities to deal with the mobs.

    Heh, Like those gold goblins. 

    I would like to see more significant threats in general. Other thing possible, if its one of those little jester dudes, Even if they do steal the weapon and use it after running a long distance away, The whole concept I was thinking was to punish duldrom. Where go in -_- and not paying much attention to what is going on. Can even make it more obvious. They pounce out of stealth, jump on the Warframe's back, go "hahaha! Give me that!" in that high pitch obvious tone, and ya gotta roll them off to prevent the theft or else they get it and start booking it. I'd say about 30m run would be far enough to give chance for player to respond and do something about them.

    Of course another type could be like the L4D Jockey that would jump on the shoulders and steer the warframe into the biggest pack of enemies. The current jesters just seem to punch you some. Corpus have those drones that shoot anti-shield things but they are barely noticeable in effect or presentation.

     

     

  17. 24 minutes ago, Colyeses said:

    If you've ever used a self-damage weapon, you know that this means he will one-shot literally everything except Covenant Harrow. 

    This suggestion would mean that on grineer tilesets, above 30, you can -only- bring a stealth frame or Harrow.

    This concept cannot be balanced and does not sound appealing to me at its core.

    Thats why I said they run away with it first. Maybe only use it if cornered and the ballance being they are squishy and easily killed. *shrug* I want to see a mix up of things instead of just the same usual mix of enemies.

     

    Hell, if you don't want them to use it, maybe make it one of those little jester guys, They jump on you, laugh, steal your weapon, then just run for the hills. 

     

    I am just thinking about rare mobs that do something profound yet simple that impact game play so it's not always the same bullet slingers/sponges.

    • Like 1
  18. Something I was picturing today as an enemy that is kinda like the Manic but less... and more dangerous. Shows up in level 30+ missions and wouldn't bother low level Tenno. What it does is simple, when in "suspicious" or "Alert" state it goes stealth and starts looking for the Warframe in the area. Once finding them, it sneaks up stealthed (unless an AOE knocks it out of stealth) and knocks down the Warframe, disarms them, takes a moment to laugh, Then runs off with what ever ranged weapon it disarmed. Here comes the dangerous part. If allowed to get away, after X distance it will start shooting at the Warframe with it until the player gets too close or it gets cornered. If too close it starts to run again (should have the blue Disarm diamond on it so we can track it) and if cornered it cowers and begs for mercy. Should be squishy too. Main reason is that it's using our modded weapon which is dangerous enough as it is.  Should be about as common as a prosecuter but can spawn with out an alarm. Just something to give an "OH S#&$" if it actually gets the jump on us. 

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