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rawr1254

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Posts posted by rawr1254

  1. 1 hour ago, Melanholic7 said:

    yeah, but thats like 100% similar to not using it at all. Even more - wasting 150 energy for nothing. And i mean when u force stop rewind - give half of energy back from skills u were using in this rewind. Then it will be a reason to use ult and spam skills and stop rewinding and run with ur squad forward. 

    Or let it deal an explosion instead of an implosion at half the built up damage value and -the rewind part 

  2. Id like if her bow did something unique other than being a bow that costs energy to shoot. For instance when you fire it instead of acting like a regular bow shots home into enemies in a frontal say 60 degree cone.

    I mean its the same reason people love using Mesas exalted weapon. They may be pistols but they do something unique other than just fire in a fan like her bow does which is really pointless to even have since half the shots rarely land hits due to enemy pathing and when vertically fired, height.(also Cernos Prime exists for 0 energy cost) This is also true for Excalibur and Baruuk its a sword that shoots beams and fists that shoot pulses. And those abilities get used because of that.

    • Like 1
  3. 19 hours ago, (XB1)DarkForceLegend said:

     

    Breach Surge

    Two ideas here...

    First one is slightly increased cast time, but cast the ability spherically instead of just radially. simple.

    Second one is when an enemy is killed under the effects of breach surge the enemy sends out a smaller breach surge.

    Surge is already "spherical" just the animation itself pulses horizontally. If you cast this midair you'll still hit enemies on the ground with it

    The 2nd idea for surge sounds good though kinda like equinoxs sleep augment I mean either that or when you have your motes similarly to her sol gate you gain the heat/corrosive procs on them

     

    Also all the other suggestions sound likeable too.

  4. 2 minutes ago, Ikusi_Prime said:

    That's what this rework does. It makes allies able to deal partial damage to enemies in the Rift and gain a portion of the energy regen instead of putting them in the Rift.

    And thats good but also like I said I should really get more benefits than just energy. I mean if just getting energy mattered to people playing with a Limbo they wouldnt contantly roll out of it. And then with a lot of buffs from being in the rift and that augment being shared it just 1. It gives me a heck of a long more incentive to being in it.

    And it could be something like every second in the rift gives increase damage to allies up to 100% instead of the augment being shared. And/or every second increases movement speed up to 50%. Or Each enemy killed by Limbo himself in the rift(cause some Limbos be lazy) a stacking bonus  that grants up to double the passive 2/s energy gain in the rift . 

    I really dont know tbh Im spitballing here but he needs squad buffs and a lot of them, cause over the years players who have had to squad with them really built up an intolerance to him.

  5. Let weapons deal partial damage(75%?) to rifted enemies while you arent in the rift yourself. Honestly  I wouldnt hate that and I might not hate Limbo as much. My biggest issue is his weapon use denial to EVERYTHING. And then on top of that I should get a crap ton more benefits from being in the rift other than 2 energy/s and a light show.

    For instance at one time Limbo had a speed buff for his passive give everyone that. Augment for 3 buffs damage per enemies in the rift? Share that crap with the team. And in sharing said buff that partial damage to enemies outside of the rift may not even matter at that point.

    tl;dr If I had more benefits from being in the Rift, period, I wouldnt have as much gripe when playing with a Limbo. And no more full weapon damage denial to teammates

    • Like 1
  6. 19 hours ago, [DE]Megan said:

    Grenade Fan

    • Increased Duration of both grenades by 3 seconds.
    • Increased Range of both grenades at max rank from 4 to 5 meters.
      • For Shield Satellite, this applies to the grenade pickup Range.
    • Increased Shield Satellite grenade count from 3 to 4 to accommodate max Squad sizes.
    • Increased visibility FX on available Shield Satellite grenades to aid in differentiating between the two grenades.
    • Doubled the Damage of the Shrapnel Vortex grenade.
    • Fixed Protea's Grenade Fan/ Shield Satellites appearing giant while using Archwing.

    Our goal here is to improve efficacy, usability, and logic of Grenade Fan! 

    The increased duration is ok but I think the biggest issue of the ability isnt so much the duration on the tap cast but the duration on the shield cast. The duration of the shield ability is borderline pointless since it isnt maintained for a decent duration. Similar to how Roar wasnt used as much back in the day until you made it a 30s duration, and then you also have Hildryn which can give shields pretty much forever to the team. not saying they should last forever but still a lot more than they are now.

    While 4 grenades will give 4 allies shields it doesnt mean it only takes one cast. 1 cast of 4 half will wind up going to frames and half might wind up going to companions. So you still have to problem of two casts in which one of those casts might not go to what you want them to.

    and the damage issue I already put my two cents into in a previous post

     

    19 hours ago, [DE]Megan said:

    Blaze Artillery

    • Increased Duration of Blaze Artillery by 1 second, and doubled the Damage multiplier to compete against higher level enemies. Duration will now show in Arsenal stats instead of the maximum number of shots.
    • Protea’s Blaze Artillery will now shoot through Volt’s Shield, but won't benefit from its buffs.
    • Fixed Protea’s Blaze Artillery not targeting ragdolled enemies. 

    Our goal here is to keep the spirit of the rapid fire Artillery alive, with just a bit more punch. We will monitor for feedback after this change as well. 

     

    Why dont you just record how long itd take to fire every shot in the mag and then add 5 seconds? That would make it so itd almost guarantee to never have ammo waste on the cast. Since then if enemies are walking around the corner the extra 5s would most likely let it kill them too before running out of ammo.

  7. The qol to her 3 and 4 seem fine but 1 and 2 are still going to be a problem.

    Just buffing the flat damage values won't make then scale. The only thing that can let them scale is taking a current health % value+ the flat or the same formula you used with vauban and grendel. And imo that % + base should ONLY happen when in tandem with grenade fan. She has little to no synergy with her abilities right now outside of damage being credited towards her 4 she needs more.

  8. Rifle:Stahlta, Kuva Hind, Kuva Karak

    Bow:Bramma, Bramma, Bramma

    Shotgun:Corinth P, Exergis, Arca Plasmor Tigris P

    Secondary: Kuva Nukor, Velox?(feels good but I still like nukor instead), pretty much all the ak-primes except bronco

    Melee: Kronen P, Redeemer P, most Zaws

    Order left to right rank 1-3

    Edit: Dragon is correct about Arca Plasmor I was basing this off previous experiences prior to projectile/status changes so 3 would be Tigris P for me then

  9. Grenade fan suggestions feel like itd be more for an augment.

    I really dont think another exalted is what most people would want from her turret. I mean while being able to mod it will make it stronger it doesnt mean it would scale. Scale would mean youd get pretty much similar results from a lvl 50 that you would a lv 150. So like instead of just a flat I think its 500 base damage instead say 25% of their current health + the 500. Then add in the +50% multiplier per hit to the base damage. And if theyre in the grenade fan the current health taken is increased based on strength mod. ie with no str mods itd increase by lets say 10% so with 200% str youd be taking a nice 45% of their health + any damage from the base damage and multiplier

    Dispensary suggestion again feels like an augment kinda like Mirages Prism augment and what Im assume will eventually be wisps reservoir augment

    And her rewind ability. I really...just dont know about it I think its good? Maybe for a non heavy clearer but I think it could do something with grenade fans again. Maybee armor stripping

     

     

  10. Yea this is pretty much the same way everyone feels about her right now. It irked me a bit when they "fixed" the duration on the grenades by setting it to 10s on all ranks. When I hit the duration for them at the old rank 2 it was 20s which was perfect for them especially considering the hold casts usability. I mean here you have an ability that essentially does what Hildryn can do but its only 10s at a time? and it only affects 3 things at a time? Its just super lackluster.

    Her 1 and 2 desperately need some kind of scalability 

    And her 4 just needs to work with her abilities more than just a damage boost to it that doesnt kill any high level content anyway.

    And like you said the dispensary is fine as it is

  11. 16 minutes ago, Tilaria_Sturn said:

    It is. And in like two weeks from now most players will have the stuff. That´s when it will become a problem for the few ones who don´t have it to get it without playing solo or annoying their whole squad. And don´t forget those guys who will start playing the game in the future. If they don´t add anything, it will be quite annoying to do the Granum Void in 2022 or so.

    Yea and thats really the sad part for newer players that they cant really expect to have help through the star chart. Something like double a specific resource on rotation per planet each week for anyone over mr 15 or something. But then if you do something that lets vets have incentive to play start chart missions then you get newbies complaining about people making the game too easy for them.

    I mean I havent touched the derelict in forever and probably will never have to do it ever again cause I have everything there and the only resource worth going there for is samples which right now I still dont even need.

     

  12. 3 hours ago, SRBvuk22 said:

    Protea although quite enjoyable to play, doesn't have a potention to be a useful frame late game.

    Her first granade and second ability don't scale what so ever, her third ability is useful although boring and her 4th ability is not very practical nor useful. She also lacks any synergies in her kit. 

    l would suggest some buffs/changes

    First granade: Buff the base damage and also make it so that if enemies standing in it are hit by her second ability, their armor is reduced/stripped. This would make her good at locking down one point, which fits the themet of an engineer.

    Second ability: Double/tripple the duration, buff it's base damage and make it possible for only one turret to be cast at the time, spamming this ability really doesn't feel good.

    Forth ability; Make this ability always record the past, the amount of time would scale with duration. Casting this ability would return you back X seconds. Also if you die the ability will returned back and knock you down, ability will go on cooldown if that happens. l don't feel like the damage part of this ability is necessary, l think the explosion should apply long cc insteed of damage

    Honestly I can kinda see the direction they were trying to go with her. Slash from 1 and then heat on her two to help it go further than lvl 50(instead barely lvl 100) But she does need a lot of QoL/buffs to her as a whole to be at least useable in any sort of content past lvl 100.

    And so because of that I dont think just buffing the damage on the grenades will fix the problem because the problem is scalability. Just adding damage to it doesnt make it so it can scale like other abilities can. Now itd make sense to give it the same treatment that they gave vauban and his Flechette where it has a scaling formula in the damage itself. Another thought is letting it crit also similar to flechette.

    Her 2 I think duration should just be nonexistent and should be an ammo amount and when its depleted it disappears. Especially considering the damage it deals at higher lvls. And I think if its shot at enemies affected by her 1 it should deal a % of their current health + the base damage. which would help it in higher level content

    Her fourth actually implodes instead of explodes but because blast damage doesnt knockdown anymore its kinda counterproductive. Itd have been nice to see it implode and then knockdown enemies instead of just pulling them in. And then as a way to scale a bit if enemies are in her 1 when pulled should strip armor since you have a pull(technically stagger) from the grenade and the pull from the implosion. Also similarly to Frost stripping armor before the damage it should be the same for this.

    • Like 2
  13. On 2020-06-11 at 2:13 AM, ZetekP said:

    yes, that's what I'm saying

    How resonator works is that it charms enemies in the range, all charmed enemies for as long as the rollerball is active loses aggro and follows the rollerball.

    The synergy with mallet is that it picks the mallet up, and then that charm makes it so all charmed enemies are only aggro'd to the mallet, no aggro to allies and yourself, if you aren't invisible already(their ai seems to be more aggressive too, test it against 20 heavy gunners in simulacrum, mallet, they are shooting normally, mallet + resonator, they shoot more aggressively, equalling more damage stored).

    But the bug is that against melee units like butchers, ancients, chargers, even with resonator and mallet, it is doing the first charm effect, where they lose aggro and just follow the mallet, when they should be at least attempting to attack the mallet.

    Oh ok you said pacified which is what I got confused about cause that means they would just wander around like you didnt exist. 

  14. I dont understand the point of duration adding ammo but that ammo cant completely get used either. If youre gonna make something with an ammo cap be affected by mods dont make the ability itself have a timer too.Let it have that cap and disappear when that cap gets used up or you cast a 3rd turret to replace where it was.

    And I mean even after all that the chained damage still doesnt do anything against high lvl content. In fact none of her abilities does anything in that fact. Her 1 can  deal a good amount of slash damage but after lvl 70ish it almost becomes useless outside staggers. And the same can be said for the turret. Even with all that boosted damage it still cant kill high level content even though we're working towards "hard mode".

    And even her 4 cant kill high level content. And Im not talking about it only takes half of their health Im talking barely taking 1/16th and thats with 100k+ stored damage and a high str build + the 100% str boost from the passive

    I really REALLY love how she plays and I hope they do something to let her go into higher level content. And the turret is probably the biggest letdown by far despite how cool it looks in both model and fired shots.

  15. For the hold for shields a lot of the time they wind up being picked up by companions or allies you didnt plan to give them to. So as a bit of QoL change to them could you increase the amount thrown on hold cast to 8 this would give shields to 8 people being 4 frames and 4 companions. This is because it kinda screws with her kit of build up passive strength and then use an empowered ability but Id have to do this 3 times to have everyone covered and by then the first people to get the ability would run out of time so itd be an endless cycle. 

    Or let companions share the regen on the warframe. This would make it so at least then currently youd be able to cover 3 allies with the empowered version of the ability

    Keep the tap to 3 grenades though of course.

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