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Ronyn

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Posts posted by Ronyn

  1. 9 hours ago, --Valkyr said:

    It isn't overboard at all.

    the 99% damage reduction doesn't even scale to endgame. DE should just restore it back to normal, Trinity isn't the one we asked for nerf. so please don't nerf it.

    By itself it is sort of overboard it negates large parts of what is supposed to be differentiating one frame from another, and it's alongside consistent full on heals and turning enemies into batteries for energy supply. In what other game would a support class doing that not be considered absurd?  

    Also 99 damage reduction has a huge effect at the reasonable end game (level 8- to 100) though part of the problem with warframe is that it has ridiculous enemy scaling. So some folks keep pushing for DE to make sure frames are able to deal with that instead of pushing for DE to get that scaling under control. 

     

  2. 3 minutes ago, (PS4)BlitzKeir said:

    The reason Trinity is the best healing frame is because she is the healing frame. No other frame is intended for that specific role. They just have forms of healing to top the party off.

    I disagree with this. At this point in the game there is (or at least should be) more than just ONE frame meant to function as an effective healer. Every role should have more than one frame that can fully fill it.

    Besides its not as though DE ever stated that frames like equinox and oberon were not meant to function as effective healers if built that way. 

  3. 6 minutes ago, -dicht.Amducias- said:

    You had to decide for either energy or blessing, you couldnt simply and effectively do both, only in a very coordinated team

    Her full potential required good timing and team coordination, but it was there. And IMO it was a bit too much. Of course I also think she should have had a few buffs and QOL changes to go with this recent nerf. I don't like that they did this change without some others...

  4. 3 minutes ago, -Mr.Meeseeks- said:

    We have to nerf Trinity into the ground. We have to make it so those who enjoy playing support roles in team-based games need to compromise by playing Oberon or Equinox. They can't be allowed to play a frame that is specifically meant for support and absolutely have to play a hybrid of damage + support.

    I think Trinity still needs some tweaks to get to the sweet spot because she is a bit too clunky right now. And I don't think she should be brought down to useless just to let others shine...at the same time I think she was a bit much how she was before. Being able to keep the whole team super healed up, super tanky, and full of energy is overboard even for a pure support focused class.

  5. Just now, -dicht.Amducias- said:

    Unless the ppl in your team want to suicide and die all the time, you will get like 30% damage reduction.. which is effectively nothing

    30 percent damage reduction from blessing, she still has what she gets from link. Its selective for sure and not great for random fire but can factor in well enough until end game. But you're right when you say its really for when she is solo at this point. Ugh. I didn't mean to derail the thread here. 

  6. Just now, RazrOutlaw said:

    PURE healers, guys, read more carefully please,

    Trinity is not a pure healer either. Currently warframe has no pure healer. One could technically call Trinity a pure support, in that the several things she does are all supportive in nature. But there is a lot more going on than just healing. 

  7. 11 minutes ago, Vitalis_Inamorta said:

    why Trinity is weak.

    In some ways she is, in others she is strong. It is possible that she is somewhat lopsided in terms of balance and needs an adjustment. It's not as simple a frame being "too good" or "too bad" overall, in some cases a frame can find it self in both extremes depending on which aspect we are looking at.

  8. 1 hour ago, Valsako said:

    "She is the best healer in the game"

    She's also the only healer that ONLY heals (aside from tanking).

    So she does not ONLY heal, she ALSO tanks. That's two things going on already. Not to mention her primary heal can also grant tons of resistance to the whole team. A defensive buff like that is more than just healing. Not to mention her ability to provide energy.

    Regardless of whether she needs a nerf,buff or rework it is objectively false to say she "only heals" currently. If we cannot begin the discussion from a place of accuracy we are setting ourselves up to fail.

    1 hour ago, Valsako said:

    I I see nothing wrong with this. Would you rather have a healer that focuses only on healing who has a very effective and useful healing ability as their 4th, or have a completely useless one-trick-pony frame that has a joke for a healing ability as their 4th that isn't even much better than the healing abilities of multi-purpose frames? Once you figure out an answer to that, come back to me.

    I choose neither option. It's not like that is the only two ways things can go. I agree that a one dimensional healer would be uninteresting. But obviously there are many values and mechanics that could be tweaked and/or altered that could still result in Trinity being a multifaceted frame as well  being somewhat different than she is now.

    ---------------------------------------------------------------------------------

    Personally I'd say that it would be wrong to simply take anything from her without giving her something else to compensate. While I don't feel she is quite right as she is today I am hesitant to see changes only because I fear the end result might not be well done. But at the end of the day I think its worth exploring some alternatives.

    FYI-I think a lot of the frames in the game need some work. So do not judge any critique I make toward trinity based on some other frames power that I may feel is also in need of work.

  9. 1 hour ago, [DE]Rebecca said:

     

    Valkyr:

    Oh hey I almost forgot. Paralysis seems sort of..inconsistent or buggy. Sometimes it stuns like its supposed to, sometimes enemies just sort of ignore it. It seems to have something to do with the enemies being in certain animations that don't get interrupted by it...not sure.

    Either way it ends up making paralysis hard to use effectively because you never know if it will actually do its job. I request a review on that.

  10. 53 minutes ago, PsychedelicSnake said:

    I'd say it's less the range of her claws and more how enemies can move away from her faster than she can move at them while attacking. Overall that's a problem with all of melee, really.

    That's an issue as well but the longer ranged melee weapons still have a considerably more consistent ability to hit more targets per swing.

  11. 25 minutes ago, [DE]Rebecca said:

    kyr:

    Hysteria is Valkyr's Rage Mode - we teased and released her as a Beserker frame and we've iterated on Hysteria a couple of times since release. We are returning to this power to reign in its issues but still thematically invoke her ultimate rage.

    The relationship between time spent in Hysteria and energy & incoming damage has changed in two ways.

    Firstly, the longer you stay in Hysteria, the more Energy it'll cost you and (but the energy drain ramp up is capped).

    Secondly, while in Hysteria you are still invulnerable - the current Hysteria indicator on the UI tells you how much incoming damage you've absorbed and mitigated. The longer you stay in Hysteria, the less effective the mitigation of incoming damage is on the 'End Hysteria' phase. Ending your Hysteria session should be done with care - ensuring no enemies are in the range of Valkyrs Hysteria Aura (20 meters max, they have to be able to see you), or you will take the damage. How you choose to dispose of these enemies is up to you - either kill them, or get a safe distance away to deactivate Hysteria.

     

    Pretty good stuff there.

    Also could you guys take a look at the effective range of her claws? They are pretty short range weapons and to some degree it feels like a loss to effective damage output compared to so many other weapons that will be hitting multiple enemies per swing. Considering how often we find ourselvs in the thick of it this is a big deal.

  12. 4 minutes ago, WARLOCKE said:

     

    This is exactly what im asking posters not to do. This isnt thread for it. Please take it to PM's. Also, i messed up titling the thread. This may need to be killed and then revisited with a less charged title. My apologies.

    Respectfully, any discussion about a subject is prone to some discussion about how to properly define the subject.

  13. 39 minutes ago, Kevyne_Kicklighter said:

    In a PvE game, honestly, balance is subjective. NPCs aren't going to be coming to the forums yelling "OP nerf plz. They're killing us!!!"

    I rather pay for a bug pass, than wrecking players fun simply for a few who can't tell the difference between PvE from PvP.

    Balance is not just for PVP. PVE Balance is about providing different players, with different tastes, ways to play the way they want to...and be approximately as effective as playing some other way. (situational advantages aside) This is important from both the player side (real choice comes from multiple viable options, and real choice provides fun for more people) and the developer side (making content of somewhat predictable and consistent challenge, gauging effort for reward.etc). Balance is never truly achieved but is an ongoing pursuit.

    And yes Warframe definitely needs a focused balance pass. Which would range from small numerical tweaks to changes to certain mechanics.But we certainly shouldn't have to actually pay for it.

  14. 13 hours ago, Reitrahc said:

    Most self healing in the game comes from Life Strike. Whether you like it or not, Life Strike is a method of self healing available to Rhino.

    Damage buffing is generally more useful than tanky buffing because giving squishy frames a large percentage of armor won't really matter since it's only raising their miniscule base armor by a percentage of itself, resulting in a still small amount of armor, while damage buffing is a straight buff to damage. Like it or not AGAIN, Rhino buffs. And he buffs better than Chroma.

    Rhino is not slow even without the Vanguard helmet. If Chroma wants to outspeed Rhino, he needs to give up his ability to be a tank.

    All of your arguments against Rhino are invalid. I'll also point out that Rhino has literally one of the best crowd control abilities in the game, making him amazing for utility.

    Wait what are you saying? Chroma's ability to replenish life via lifestrike far exceeds rhino's due to Chroma's synergy with the rage mod. And not counting the Vanguard helmet, Chroma inherently has higher base movement speed than rhino and equal to rhino prime. Ive never had to give up my speed to tank as chroma.

    Indeed Chroma's support buffs are poorly implemented ( I think DE needs to tweak them) and Rhino is better for CC overall. This does not mean that either frame couldn't use some work on them....

  15. On 5/14/2016 at 7:23 AM, Trichouette said:

    The difference being in a pvp you can play a tank by being in front, in warframe a tank has literally no use as "being tanky" (unless for the fact he survives better)

    In warframe a tank has no way to take damage for his teamates. And no i'm not talking about a taunt like in an MMORPG, with the aggro/threat system blablabla.

    Just talking about giving a warframe a real TAUNT and this would deserve to be called a "tank" to me.

    eh...The "front" in a pvp scenario can be just as random as i is in a pve scenerio. Other players can attack from any angle. Likewise in warframe the enemies can attack from any angle. In both cases the core idea of tanking would be to put yourself in between your allies and the enemy. Initiate, Impede and survive....basic tanking tactics. I wont speak for anyone else but I personally find such tactics quite useful when I play Warframe with friends. Still..I would like to some well placed taunts as well.

  16. 15 hours ago, Trichouette said:

     

    And honestly I don't even know why we still say "tank" while no warframe at all have a taunt ability.

    What are you tanking for, else than yourself.

    In all fairness not all Tank designs are based around literal "taunting". Folks hear the word taunt and often think of the MMORPG genre where taunt is a key component.

    But that isn't necessarily how other genre's do it. the most obvious examples are in competitive games like moba's, or in hybrid shooters. Take Blizzards new game Overwatch for example. There are four roles, one of those roles is "tank". https://playoverwatch.com/en-us/heroes/#tank  Obviously you arent really taunting a human enemy player, you tank mostly by smart positioning and body blocking. That kind of thing is available in Warframe as well.

    That said I am not against some well placed taunts in warframe. Some frames already have it like Nyx's absorb or Saryn's Molt. Heck, Rhino's iron skin use to taunt but for some reason the folks at DE haven't brought that back. I think it would be wise if iron skin taunted enemies for those first few seconds while it is invulnerable.

  17. 4 hours ago, [DE]Megan said:

     

     


    The following Augments are available as Syndicate Offerings: 
    Ash : Fatal Teleport: Teleport Augment - Teleport will perform a finisher on the target, dealing 200% extra damage. 50% of energy cost is refunded on a kill.
    Banshee : Resonating Quake: Sound Quake Augment - Increase damage by 100, range by 1m and energy cost by 1, for every second this ability is active. 
    Oberon : Phoenix Renewal: Renewal Augment - Taking fatal damage while under the effects of Renewal will instead heal you or allies to 50% health. This effect triggers only once for each ally every 90s.
    Chroma : Everlasting Ward: Elemental Ward Augment - Allies that leave the radius will retain the effect for 100% of the remaining duration. 
     

    Stuff these powers should already do....

  18. 38 minutes ago, AM-Bunny said:

     

    The Bourbon List
    • The Bourbon List is a collection of most of the core problems in Warframe
    •  Onboarding = Starchart problems with excess superfluous nodes
    • Cheese Pizza = Using specific builds that can one-shot bosses
    • Grindin' = Void Fatigue
    • Samey-Same = Refreshing old environments that haven't seen any updates
    • Dracoville = XP Farms
    • Money = For long term players with a lot of money, there's very little to show for it; it would be nice to give vets something nice
    • Silence = Dead time in between events
    • Chopsticks = Fast paced PvP gameplay that is hard to grasp and easily ruined by migrations
    • Musty Smell = Adding a reason for Sentients to exist within the Starchart and provide a new challenge that can't be overcome with regular gear
    • Yolk = Updating Dojos and Dark Sectors
    • This list is huge, and addressing it is an ongoing process, but these problems are always on the dev's minds

      Reveal hidden contents

    c15d34dee496f2ddea3c5a056f009b4d.png

     

    I find it very disheartening that neither the overall scaling problems or frame and weapon balance is found on that list.

  19. 2 hours ago, NovusNova said:

    Which would need a new animation.

    I was talking in terms of the current animation and just enabling it to be cast in mid air.

    Again...The animation already exists. Look at this video it starts about a minute and 50 seconds in. Rhino's old power had an animation and it worked in mid air-

     

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