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elitharcos

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Posts posted by elitharcos

  1. Make mag's magnitze trigger at the point where they put it on the target (similar to buzlok's secondary shot) and if that enemy is hit anywhere, the hit actually triggers at that location as if the bullet was rolling up their arm to the weakspot with high force.

     

    This could make mag MUCH more versatile when it comes to specific location enemies, would likely not make the warframe broken, yet appreciated by many for lessening frustrations with targeting. So for example you could cast it on a specific point like "sargas ruk's glowing part" and if anyone shots in the area, the shot will be redirected to the weakspot. Since the boss changes weakspot it would need to be recast anyway.

     

    As a tiny nerf if needed to balance it, make it so that the redirection is chance based instead, so like a bullet has a 50% chance to be redirected and with a power strength of 200%+ it would be 100% chance to be redirected.

     

    I think this would add a lot to the character while remaning a tiny change, because all is different is that the point which attracts bullets is not the center, but a buzlok secondary like point. For enemies with specific points, etc. this could be game changing

  2. I have played warframe quite a long time ago by now and I always return at some point, however each time the period gets longer due to me just having had lost interest due to how things work, like for example I always found the idea of Nekros's soul survivor to be "ohh so cool!" and back then in jordas era, it was even a good ability to have! but nowadays no one really goes down, anyone who goes down and stays, etc. So here are some suggestions which would make the "VERY" big pool of abilities more used, this suggestion is mainly for enemies:

    TLDR: Make more types of enemy groups

    At the end I will explain shortly why each would work!

    There are currently eximuses, etc. however what I think is that there could be general enemy types that freshen up gameplay, here are some ideas:

    Each of these enemies are marked on map and have their unique markers through walls.

    -Hardened: Takes only 10% max health damage from weapon attacks or less and gets invulnerable to weapon attacks for 1 second upon receiving one. This would make it so that this enemy is to be dealt with mainly with abilities instead of weapons, because otherwise they need like 10 seconds to take down. They do not surely take 10% max health damage, that's just the highest they can get from weapon attacks. Exalted weapons count as abilities for this case. (just thinking of excalibur mains) The rule is simple however, if the source of damage is not an ability, it can maximum deal 10% max hp dmg. These enemies however come in very large groups and take 20x damage form abilities and ability damage affects their health directly.

    -Specialized: This type of enemy can ignore abilities and weapon attacks for a period of time upon receiving them for the first time, including the first time, but only up to 3 times and for 15 seconds max. So for example if you shoot it with a primary weapon, they will not take any damage from it for 15 seconds. Then you shoot it with a secondary, they are immune to that as well for 15 seconds. However after either the first attack's duration passes one can kill them with primary weapons again or if they attack them 4 different ways quickly.

    -Challenger: This type of enemy would only appear 1 time per map max and select 1 warframe they have a very high 99% damage resistance, but if they get in range of their target (highest DPS or Lowest 50/50), they can challenge them. Upon challenging both the warframe and the enemy are enclosed in a 1v1 place neither can leave until one is dead. Players can pass through this area and it is considered to happen inside a "rift" so limbo players may even join in (or leave it if they please). The challenger is immune to all abilities from other warframes however except the one they challenged. The challenger has a 90% chance initially to be unaffected by weapon attacks and abilities of the challenged, however it drops to 0% over a duration of 30 seconds. Starts dropping after 10 seconds. They would drop unique loot that can be selected by player. (maybe even tied to a mission, etc. or have their own weapon) This type of enemy also can shoot through warframe ability defenses like reventant 2, etc. If 30 seconds pass without their death, they disappear, unless crowd controlled heavily.

    -VIP: This type of enemy spawns in the center of the furthest room from both extraction and main objectives. (so away from everything) randomly, but they drop a "loot box" which basically gives loot at the end of mission to everyone. Like a 10% increase to all earned loot in the game, rounded down (floor).

    -Warlord: This type of enemy is just like the VIP, but can only spawn after vip has been killed and only with a 1 minute delay between the 2 minimum. Warlord unlike VIP is actually tougher and has immunity to warframe ability damage. (but not crowd control), has a maximum crowd control duration of 5 seconds after which they gain 5 second immunity to it. (however even mind control works on them as an example for those 5 seconds, literally any cc). This enemy gives a whopping 10% affinity boost at the end of mission.

    -Resilient: This type of enemy is immune to status effects completely as well as critical hits, they however no matter the circumstances can never have armor, but they have 200% inflated health.

    -Hunter: This type of enemy is a really dangerous one. This type of enemy targets a player with a debuff status effect. They specifically target players who took the least damage in a mission so far. When the status expires the Hunter gains 100% increased attack speed and fire rate (regardless of enemy type) and immediately begins attacking the player. This specific unit's attacks ignore any warframe ability and directly damage health, even when invulnerable. However player is notified that they are "vulnerable" to that certain enemy.

    -Hacker: This type of enemy tries to find at least 3 consoles. Upon having had interacted with 3 consoles when killed the player who killed them has all their weapons jammed for 5 seconds and all abilities on cooldown for 20 seconds after activation. This only applies if the player killed them with a weapon. Being in a 10m range increases it's effectiveness by 50%.

    -Collector: Basically they set marks on players, which makes them unable to revive when downed or get out into operator mode. Rarely spawns, but they would do this. They apply a mark when damaging a tenno, marks disappear after 30 seconds but timer stacks up to 6. If a players bleedout timer runs down during this time, they lose as many revives as stacks they had when it was running out. Does not disable passive abilities, like inaros or sevagoth as it's part of their ability kit.

    So why would they work?

    Technically these types of enemies could be placed at specific levels, like 100, 120, etc. so no new players get these, yet veterans feel challenged. Here are their specific reasonings:

    -Hardened: Since most people rely on dealing damage with weapons to the over abundance of enemies that "cannot be affected by abilities" a nice change of pace would be the opposite. A hardened enemy may provide difficulty(but not impossibility) for weapon users, meanwhile ability users could use their abilities creatively. At higher levels it would also mean that people would again try power builds on abilities to somehow kill enemies faster than with weapons.

    -Specialized: This type of enemy would be the love for those players who generally play with a balanced build as they could switch around, but be a demise for specific builds, like only primary, etc. additionally making weapon holster speed increases just a bit more viable, not like they really are, but they would be more viable. This would work simply because it would require people to pay attention to what damages they deal and with what, for example a primary weapons explosion may trigger primary resistance, so they now need to think and use an ability or wait out the timer.

    -Challenger: This type of enemy would make those bored by either not doing anything or make those doing everything be occupied and letting others do work for 20 seconds. I think this enemy is particularly interesting as it would make even professionals sweat, because if 90% of their attacks is ignored in few seconds, that means they gotta move around and since challengers deal damage despite abilities, it would test their agility as well as make them wait until right moment to strike. I think this could be a specific enemy too, but I think as a general enemy that any of them could be is a sick idea, like it could be a charger, or it could be a battalyst. Either way one cannot just rely on stacking an ability. But unlike immunities, it would be fun, because a nyx for example could try to mind control it and after 20 seconds pass, they could be an ultimate ally which upon death even drops a good loot.

    -VIP and Warlord: These types of enemies would make it so that players can go seperately on a mission as well for maximum value, like how doing spy mission is faster when 3 people head 3 ways, the loot is bigger here if 3 people head 3 ways for 3 different enemies, provided they can handle them alone.

    -Resilient: These enemies would likely be a good fit only because they would make one try to rely on unconventional methods. most players stack up statuses and crits to finish off enemies, but what about raw damage? These enemies would be a fit for that when someone is not really fan of crits.

    -Hunter: This enemy would just be in the game so that players wouldn't really at any time feel immortal as at any moment a disaster may strike. Either as a battalyst or charger again. You don't know, but because you don't know you don't just cast 1 ability and maybe get an afk warning standing still.

    -Hacker: This is just so players look around a bit more to consoles as well or just be affected. This could for example make atlas's walls, etc. more useful by blocking consoles near players and not allowing this to happen and similar things.

    -Collector: This type of enemy would be a good fit to keep players on their toes, back then revives were not 4 per mission, but 4 per day and I remember that, it kind of felt like it had value, nowadays with 2 arcanes one can even get 6. So I think collectors would be the ones missing the "good ol days" and make the game a bit more reliable for revives as well so people would just instantly revive every moment they get.

    IDEAS

    Again, these are just ideas, these could not just be enemy types, but even bosses, effects, etc. these ideas solely stand so to make a bit of challenge so maybe if levels above 200 and more become more relevant they may get in effect, like for example Hardened enemies could appear at level 250+ and so on. I just think with all the tools in the shed, the game currently really focuses on a few aspects, like overpowered weapons, etc. many players have builds that revolve around 1 weapon, that can deal infinite damage, but I think this kind of enemy mechanics would make the game more long lasting as there would be less ways to go around things. The above ideas are again JUST IDEAS So to anyone triggered like "this would ruin the community!" or "The grind would be a lot harder!". The above could simply be a future way of dealing with enemies. I am kinda bored of the "ohh yeah? you can kill those? what about *adaptive damage dealing reduction* huh?" which is basically like nerfing a weapon's damage flat nearly, like how at archons a shotgun/multi pallet weapons or 1 shot weapons are godlike, meanwhile high rate of fire ones scream of agony. I just think there could be more types that are affected by ablities, because the most common abilities I see in the game are roar, eclipse, etc. at least what I have seen which are all basically weapon damage boosts. Like I understand enemies shouldn't be shredded instantly, but like there has been nearly half a decade since I used Banshee's 4th ability, Last time I actually remember using it effectively was on Draco. Nowadays I only see Saryn Miasma for masses, but sometimes not even that as weapons have became more relevant. 

    Also I love the game and it has been my favourite for years, this is just my current stance on enemy variety for new players I would to this day recommend it if they want a challenging environment!

  3. Exodne is a warframe idea that specializes in making eximuses not a weakness but a strength as well as exploiting each faction's weaknesses.

     

    Passive - Eximus units are not hostile towards Exodne unless they get too close or are attacked by Exodne. Their effects still affect Exodne.

    1st ability: Power Surge - Exodne surges themselves or an ally if selected to be stronger. Eximus enemies against the surged team member have their reduction ignored, Enemies with shield receive additional toxin damage equal to 15% of the damage dealt.(scales with power strength) and armored enemies armor is ignored by attacks made from a 3 meter range of the surged memeber.(scales with range) There is no duration however this ability once started cannot be stopped until it has completely drained Exodne's energy, the energy drain gets exponentially higher, but Exodne can recover energy in the meantime. Efficiency and duration affects it. Only one team member can be surged.

    2nd ability: Ignorance Is Bliss - Exodne creates an aura (6m range) around themselves which when entered by an ally makes them immune to all environmental effects as well as eximus effects. This ability has a duration of 15 seconds, affected by ability duration. Environmental effects include mines, magnetic anomalies, laser doors, shattered ship windows, toxin clouds, cold, etc.

    3rd ability (helminth shared):  Weakness Found - When you activate this ability shooting an eximus's weakspot makes them vulnerable to warframe abilities and shooting anyone's weakspot increases all warframe abilities effects by 50%.(scales with power strength). This ability has an energy cost of 75 and a cooldown as well of 40 seconds. The range is 10m in which all entities are affected. The enemies are affected for 10 seconds by the ability and permanently by the shot, but only once.

    4th ability: Dome Of Allowance - Exodne creates a dome around themselves that has a radius of 6 meters. In the dome all allies can cast abilities regardless of their current energy or any other factor that could make it impossible(except story related ones). Additionally they all gain 200% casting speed(this scales with power strength). When the duration ends which is 8 seconds unmodded. All the energy they spent inside is converted to explode in a 15m radius which is not blocked by walls, but enemies behind walls suffer 50% less damage. Energy is still consumed by the dome, but is not a requirement for casting. The ability depending on how much energy was spent creates a nullifier bubble with a minimum range of 3 meters and a maximum range of 6 meters.(the range negatively scales with power range). This ability has a cooldown of 90 seconds and no energy cost, but drains all energy from them.

    In all cases the duration starts when the ability is initially casted.

  4. On 2023-07-12 at 4:45 AM, taiiat said:

    here's another angle. primary fire would increase the speed, Fine Aim would decrease the speed. 
    you can increase or decrease the speed granularly to practically any Velocity that you want.

    similar to the Accelerator in a Car, hold it for longer if you want to go faster/slower.

    would be a nice option too, though when you fire a weapon it should probably start with a fixed option. Also the maximum speed it has should be the weapon's projectile velocity, no more, it would be terrible to see someone shoot a fluctus shot and the mission is over haha.(not like I never did a 1 shot challenge on jupiter...)

  5. I think that it would be a neat idea to allow players to customize ivara's projectile speed for weapons like a slider when using navigator.

     

    It would make navigator 100% more useful because players could make really fast projectiles slow enough so it can be seen. so like LMB would set it to the base speed, RMB would set it to the "adjusted" speed instead.

    • Like 1
  6. Everyone knows that if you enter the helminth, umbra excalibur cannot be sacrificed to gain for example the howl, BUT what if there was a quest that could be unlocked by an attempt of doing so?

    Every other warframe would die from this, but when you click on Excalibur Umbra, the helminth consumes your resources accordingly, but instead of getting killed, he grabs the part of helminth that would kill him, and walks out with a shout that paralyzes helminth for a moment. After that a quest starts called "Second Betrayal".

    The second betrayal should lead to Deimos where the operator has to track down umbra excalibur through a series of missions. After finding excalibur umbra, he is held captive by a similar infested to the helminth, but very conscious. The conscious infested then asks you 3 options: Inufse the umbra(kill it); Let him free(literally lets your umbra go); Give him back(neutral option)

    Infuse the umbra will result in the flesh in the armor getting taken over by the infested and you get a cyst on your warframe which upon visiting the helminth, will be popped and added to the helminth's ability list. You will unlike other warframes, not lose the umbra excalibur, but have an infested version of it, so instead of the meaty face, he would have a face of infestation similar to Nidus. Infested umbra excalibur also has Consuming Blade instead of Exalted Blade, the difference being that each enemy killed by the consuming blade will add 1% to any stat on it up to 100%.(only excludes wind up time, which is affected in the opposite way) Downside however is that if you don't feed it well, it will lose stats by down to 50% an immediate 50% stat loss occurs if you don't kill any enemy for 2 minutes which can be regained with kills.

    Letting him free will cost you the umbra warframe(the game even notifies you about that), but you will get an umbra riven mod which can be installed on any warframe. Rerolling it will not increase the Kuva costs. Untradeable mod. It also gives a set bonus for other umbra mods and it has tau resistance and similarly to other umbra mods, it is is considered higher ranked with other umbra mods.

    Umbra riven mod variables that may vary: Knockdown resistance(only positive); Shield; Health; Shield recharge rate; Power Strength, duration and range(no efficiency); Armor; Bullet jump(Yes, can be negative); Enemy radar; Aura Effectiveness(only positive); physical/elemental damage resistance. Umbra riven mod is universal for all warframes.

    Asking the conscious infested to give him back will result in... Getting him back as a warframe and upon first doing the mission a warframe riven mod.(non-umbra, implying it is not universal and doesn't receive umbra bonuses)

    To redo the quest, you need to sacrifice one of these: Infested umbra excalibur; Umbra Excalibur; Umbra riven mod

    If you do infuse the umbra, but later on get it back, the infused howl will still be in the helminth system. However it could be added that the helminth mentions that "you seem familiar..." or smth if you infused his ability even once.

    This would be a good idea to make a decision in the game that interferes with the story in a big way and has a semi-premament effect similarly to standing choices.

  7. 26 minutes ago, (PS4)AbBaNdOn_ said:

    -Hell no to limbo in space.

    -enemy ship interior segments have to be somewhat simple and clean,  it affects the flow of a mission.  Going aboard enemy ships needs to very quickly have a purpose or benefit.  It is faaaaar more easy to just nuke ships with space laser than go aboard them.   And late saturn, all of veil where crewship engines are shielded is a MAJOR flow killer.  They gave use x100 ciphers but they also introduced some dumb ass gameplay to make us waste em just as fast.   

    If you had to kill the entire crew to make the engine shield drop that would be interesting but the on artillery and the guy in side turret are annoying to get to. 

    For stealth you could make the engine unshielded unless you are detected and THEN it becomes shielded.  Or there could be a special locker or breakable aboard every ship.  If you remain undetected you can just pop it or hack it open.  If you get detected it gets locked behind a forcefield/door and you lose out.   The special locker could have 2-3 avionics in it with a high chance at rares? 

     

    Limbo in space would not affect anyone except maybe archwings close enough to the ship(which just protects them tbh) so that could serve as a "shielding" to the back of the ship for example.

    Also, it takes me about 5 seconds to destroy the core on the ship or less. with slingshot it can be quicker than laser. But I want to have infiltrating a meaning, because currently with just  more space battle it feels kinda empty. I like the idea of spying, etc. Back then i ran a lot of spy missions, but after a while they got boring.

  8. -When a player casts an ability inside the railjack, the ability should appear on the outside as well. Cases, like Limbo's cataclysm would stop bullets from one side or enemies that could enter, etc. the ship would be unaffected itself by any ability like that. When cataclysm is cast, the ship would anchor it to itself, making the cataclysm move with it. This could make some interesting ability combos like Gara shielding, etc. Most abilities cannot affect more part of the ship anyways than 1 side even with max range.

    -Allow players to choose tactical abilities they pre-set in the arsenal like archwings, these tactical abilities are not the best. For example i would rather activate loki's disarm than loki's decoy, etc. Make a higher list of abilities, because current ones do not have utility functions at all or anything that could help the person inside. Why limit it, when actually a person can just with lvl 10 teleport to the ally anyway, cast it then go back with omni? Don't limit the abilities please!

    -Make the ships inside/infiltration part more interesting, currently I can do either 2 things: 1. Shoot zenith through walls and destroy core from start without a flinch, 2. run to it with a tigris and shoot it once then escape. Making an extermination part or smth would be cool, like you need to kill all crew members, etc. locked doors to the main room and gunners that has to be hacked. Make it feel more alive. Events like "Survival" could be placed on the ship with excuses like "A lockdown happened!" and just like as enemies are invading the player ship, they could invade that ship as well, while the player can control the ship to avoid enemies, etc. This event should happen when the player shoots the Core for example and extend the timer to about 1 minute.

    -Make infiltration and getting detected have a penalty. Currently it is a slash and kill. Idea is that the grineer could communicate to the pilot that intruder alert is present. When this happens, the player has 10 seconds to get to the pilot and kill it. Otherwise a heavily armed arresting unit will come for player and with one hit the player will be captured. Other players have to rescue the player. This armed unit disables all warframe abilities on the ship except tactical ones. The arresting unit remains, but it's alert level goes to 0 when all players on board are captured or escaped. Players can reenter the ship and try to rescue the teammate in stealth and take over the ship or destroy core. Aborting mission unlike zanuka hunter or smth is still possible.

  9. Revealing Spores:

    Infected enemies within 40 meters(affected by power range) will be revealed to you through walls(similar to zenith or Amalgam Argonak Metal Auger) and on the map as well. The intensity of the enemies outline will be dependent on how close they are to you[other players cannot see this effect].

    OR

    The enemy will not get revealed through wall, but the spores on it will.

     

    We have many mini-map mods, but this one could be better like this, and help me with my 9+ punch through weapons, also popping spores.

    I have better see-through wall method than mini-map usage:

     

  10. On 2020-03-15 at 12:40 AM, lukinu_u said:

    So I tryied, did after 6-7 try and it was a fun challenge. Had a bit trouble with killing Vor until I remember Simulor exist XD
    Also, I briefly see Vor when it spawn because he actually spawn when... you look at his location. I haven't found another way to spawn him, so know if you have one and I will glady retry (and also try a faster run).

     

    Yes, eventually i did that too, but originally i wanted to kill Vor without anyone seeing me and without me looking at anyone directly.

    This is something i guess everyone can do, i uploaded a video like this with equinox too.

    But not getting detected at all, not looking at any single enemy and not being invisible really is a challenge.

  11. 9 minutes ago, (NSW)Greybones said:

    I might be missing something. They looked like they spawned in? Causing you to fail your challenge?

    yeah, spawned in in front of my line of sight. And i checked more videos after that(in time i responded to this) and yes, this happens very very often.

  12. My current challenge is about trying to eleminate Captain Vor(and all bosses if possible) WITHOUT looking at any single enemy directly(That means, i cannot hive line of sight on them).

    This is what happens most of the times for those who wonder... Just look at the very end of the video how the challenge is going... Look at that enemy very, very closly.

     

  13. For most people who state the "Trolling part" I would like to say that i stated "They are allowed to get inside your belly".

    So they have to interact with you in order to do so on their own will. And you must be holding the button too so no one can force anyone really.

  14. 8 hours ago, (PS4)chris1pat8twins said:

    For starters the first idea wouldn’t work very well. It will cause trolling issues and be completely useless for solo players. Instead I would recommend they made an augment that allows him to walk while continuously sucking in enemies. Maybe a hold down trigger to suck in enemies nonstop as long as there are enemies around in sight which the walking would make it easier to spot. 

    The second ability does sound decent. Kind of picturing him being able to boost teammates ability range and duration.

    Third I can also see him being able to shoot more than one enemy at once. Imagine if you fill up on 20 enemies and energy draining quickly, being able to fire all of them out like a heavy machine gun at other enemies would be nice. 
     

    Forth I would like to be able to have better control over his rolling ball form. And maybe he builds up speed as he continues to roll nonstop. That would be a decent augment for his forth ability. 

    For third i think this shouldn't be an augment, this should be base of the ability that if you hold it, you throw up more enemies.

    For 4th ability i was thinking too about something like you can roll on things without bouncing around it is just annoying a sticky rolling ball would be fun, going on ceilings, etc. or being able to hold RMB(wall latch) to stick to surface.

     

    Also about first ability. Well, limbo still exists and rolling isn't a hard task to do and the players can ENTER grendel, not him consuming them. Similarly to volt shield augment.

  15. 6 hours ago, lowgrav said:

    idk but he was losing height very fast until the point at 31 seconds in the video then his glide height stopped dropping as if his aim glide reset so not sure as you cannot see the ground too well at that point but i think he clipped the ground reseting his aim glide time so technicly he only made it that far but as i said cannot be sure as he was looking at an upwards angle so cannot see the grounds location at that spot

    TBH i wish it wouldn't zoom in while aim gliding and wall latching it makes things harder...

    Why rework melee system? It would be good to have a different key for gliding and aiming.(for example, holding shift while in air would make you glide, i like the roll mechanics in air and it makes everything faster, but it shouldn't exclude gliding.)

  16. Elastic Cheek(Feast) - When you hold down the ability, allies are allowed to get inside your belly for 10/20/30 seconds. They cannot shoot or interact, but every mod they have on their weapon, warframe and parazon will be added to your list for the duration if you don't already have those mods(2 serrations won't stack) also they can use any ability which doesn't require you to stay still. They can exit any time by rolling out. Has a cooldown of 90 seconds. The duration timer is stopped while in pulverize. You can also spit them out.

    Efficient Digestion(Nourish) - When you nourish any enemy, every ally within ability's radius will also receive 10/15/20% efficiency.(can be increased with power strength) This lasts for the duration of the nourishment.

    Enzyme Cover(Regurgriate) - The enemy you turn into a projectile will bounces up to 3/4/5(power strength increases) times, each time dealing the damage upon impact multiplied by the times it bounced.

     

  17. Inaros can equip much hp, take Vazarin's damage immunity for 5 seconds, Then take Diamond skin and Adaption. He will become immune to damage from the lasers, BUT he can still take status effects, including radiation. That means if you stand in the laser you can wait for it to proc radiation on you, then just simply shoot at the defense object. Can be repeated, works 100% of time. Tested in solo 3 times. Here is video:

     

  18. On 2019-11-06 at 10:34 AM, CedarDpg said:

    Hmm, on the flipside, you could also punish the people who don't revive a downed teammate with a debuff for not contributing enough to teamwork.

    Too far away to make it to revive that downed teammate? Too bad, not a team player, should've been closer. Was the one who was downed the one who wandered off on their own? Too bad, they just trolled you. Ignored that downed teammate and didn't feel like reviving? Merry Christmas, here's a debuff.

    😉

    (Or we could just realize that there's not really a solution (that doesn't come with a bunch of downsides) to forcing team play on a player that may not want to be a team player.)

    That idea would only be bad because you do not cause the fall of that teammate.

    What if that teammate is afk? or suicidal? or is bugged completely and has to die.(That's one reason why many people should be against debuffs tbh, not the new players lol, but it can be solved by adding a function like /bugged then you die automatically, game checks if you are at max health and shields and if you are, then you will be resurrected in place. also gain 1 revive, still unsure why it's not a feature.)

  19. On 2019-11-04 at 4:17 AM, Tsukinoki said:

    Why?
    Especially with the kuva lich system in place that, even if you know all three mods, unless you are supremely lucky is a guaranteed death with no way around it.  I mean you are forced to burn a revive when you attempt to kill your lich and don't have the option to bleed out regardless of your situation (team-mates, sacrifice mod, new kavat, etc)

    Why basically go "Ok, death is forced so lets punish the player with a massive debuff for zero reason!!!!!!"
    That'll go over well in this game! /s

    Further there is one huge problem with your idea:
    It will have zero effect on the majority of the playerbase!
    For instance, I can go through a sortie 3 defense/survival against grineer with enhanced armor with a dragon key equipped (I have done this before because I forgot my dragon key was on from a derelict run) and not die.
    So tell me: How would this make the game more challenging?
    How would it make it harder?
    How would it make it more entertaining?

    Your idea would only punish new players and wouldn't serve any purpose for anyone who has been playing the game for a few months.
    And mechanics that exist to only screw over new players and thats it are crappy mechanics that shouldn't be in the game.
    its why DE removed the 4 lives per frame per day.  It only ever punished new players who didn't have a lot of frames and didn't do anything to players once they got started in the game.

    This will do nothing for teamwork.
    Regardless of the mission I can complete it alone...why should I care if my team-mates bleed out and suffer large debuffs...which make them more likely to bleed out again and suffer more debuffs...which makes them more likely to bleed out.... (see the problem here?)
    I'm not punished for them going into a death loop because their stats are being dropped to zero (Which is exactly the type of mechanic which is pointless.  Oh yes, lets punish your death by making it much more likely you'll die again!  Brilliant! /s) because I can just complete the mission alone.  Who cares?

    And honestly that will be the majority of the playerbases outlook on something like this.  The only time they would care is if they were doing a mission where a frost is good to have and the frost goes down.  Outside of that absolutely no one would look at it any differently than they do a teammate going down currently.

    But lets go back to one thing quickly:

    Your entire idea basically boils down to:
    Oh you got one-shot by something (say a level 90 Nox/Napalm/Bombard in the kuva lich missions)?
    Oh well, suffer this massive debuff and then try again!  Oh yeah...you don't even really get mercy invincibility so you're just going to die again and suffer more of a debuff!  And even if you don't die immediately you're now useless for the rest of the mission with 75% of a stat taken away from you randomly!

    Please tell me:
    How would it make the game any better to institute death-loops where a cheap one-shot means that you had better just abandon the mission rather than continue since you just got hit with a massive debuff that will never go away?

    The problem is that i do want to encourage people not to commit suicide in the game...

    I mean, this game as you said it yourself you barely even die unless to a one shot, but i think that it should have some importance that another warframe revives you over sacrificing yourself in a mission. So even if you die to a oneshot it should give a debuff, because that way the mechanic of others reviving you would have an importance. Currently it doesn't have an importance. I could equip soul survivor on Nekros and it would be useless, because... the guy would have already sacrificed himself by the time i look at him lol.

    I just want reviving someone have an importance. Back then it made you vulnerable if you tried with something like reviving someone and you couldn't just sacrifice yourself to make mission faster. Also the debuff doesn't have to be huge. I would be on that reviving someone would buff them, but the problem is... buff someone... for making a mistake? I mean, who are you? Wukong???

  20. 14 hours ago, NekroArts said:

    I literally had a mission where someone refused to revived me and I was literally in the same room as them, and no I wasn't rude or toxic throughout that entire mission.

    Then the existence of of "bleed-out state" is basically meaningless. The act of a "second chance" is dependent on whether or not your teammates decides to revive you; their decision to revive someone is based on their views on downed player (do we need to revive them because they have a important role, is it worth it giving my time to revive them when they were under performing, should I revive that player when they're playing a frame I hate?). 

    Literally encouraging bad behavior.

    Unfortunately, what you want does not reflect on the idea you suggested. This penalty on dying/self-rezzing only affects the downed player, so the other players won't suffer if that player dies or self-rez. This won't encourage teamwork, it will only encourage not dying for the wrong reasons.

    "It will encourage not dying"

    Well something i would like to encourage tbh, death in real life has so bad of a debuff it takes you out of the game forever...

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