Jump to content

Joezone619

PC Member
  • Posts

    2,004
  • Joined

  • Last visited

Reputation

3,669

Recent Profile Visitors

2,220 profile views
  1. My idea here is a focus school that is always active alongside whichever one you have active, like a secondary focus school. This isn't going to be an ordinary focus school, its a place where the operator can swap out attributes for others, animations, stats, etc. Everything in this school should be toggleable, things you can enable and disable at will, like the old way-bound powers used to be. This school could be used to add 3rd and 4th abilities to the operator that work the same regardless of your primary focus school. Things like -Use 4 to replace transference melee with a void blade for the operator based on amp damage. -Use 3 to replace transference melee with void blast. -Use 3 to replace void sling with void dash. -Use 4 to sacrifice void mode for warframe mobility. (increased sprint speed, rolling, sliding, bullet jumping, etc.) (most of these "replacements" should be abilities, so they can be done and reversed mid-mission) Other abilities could include: -Sacrifice Shields for armor. -Sacrifice half max amp energy for increased status chance/critical chance/damage. -Convert 75% of health to shields, and convert armor to shield recharge+delay. -Sacrifice your amp for 100% void energy, and 300% void beam damage. You get the idea, this school will have abilities and powers that replace/sacrifice or "trade" something for something else. Like making deals with the void to trade certain powers for others. This school essentially consists entirely of way-bound abilities, which you can turn on or off at will in the focus menu. This way, DE doesn't need to balance between players who prefer void sling over void dash, or transference melee over void blast. Everybody wins, and operator becomes much more viable.
  2. Yeah tbh i think DE has it wrong, we don't need buffs to cold, we need buffs to impact, blast, gas, magnetic, and maybe shock.
  3. Okina prime look nice, ima give those a go but yeah, DISK PRIME = DEAD, at least to me.
  4. I fail to see how lowering armor and increasing health is gonna do much durability wise, but this is definitely one of those updates we gotta wait around and find out.
  5. I was against this argument at first, but after 2 years of void sling, yeah i've changed my mind, gimme my void dash back, and void blast to boot. Void sling constantly stops short, drains a lot of energy, and leaves me very vulnerable. Void dash was instantaneous, it didn't care about your hitbox, if there was something or someone in the way, you went through it. As for void blast, it was a very good defensive utility. out of amp energy? Quick void blast and stun them. With the old unairu magnetic ability, it made this even better, as now their own bullets start hurting them.
  6. I still say just give allies the ability to harm enemies through the rift, even only if they're close enough to the enemy.
  7. The 'angels of the zariman' quests paints the zariman as our new home, kinda hard to call it a home if we're almost never there. But if it changed to an operations hub like the drifters camp, that can changes really quick. To top it off, this makes the grineer/corpus invading the ship feel more immersive, because now, they're actually invading our base. We already have a place for navigation, the duviri door, as well as the mirror in the same room acting as our arsenal. I'd recommend keeping that theme and making this room our "orbiter". I'd also recommend expanding this room to fit more into it. -The golden intrinsics disk could be extended into the focus schools menu. -Acrithis's terminal could be turned into a multipurpose terminal, with menu options to choose between the foundry, mods, arcanes, and her. (it can connect to her in duviri, why wouldn't it be able to connect to our ship in orbit?) -Helminth would be the real trouble, although honestly, you could probably just reskin him as void contamination to fit the theme of the ship. (the silvery white tendril parts that void angels are made of) The pieces are already here.
  8. Interesting concept, but honestly i'd prefere they stop releasing new ones for a couple updates and focus on reworking old ones, and bring them more up to speed.
  9. As much as i would love this too, the main reason it doesn't already is because this blows the door for hackers wide open with a shotgun.
  10. Banish works on a chain mechanic similar if not identical to volt's shock. Currently, it chains from nearby enemy to nearby enemy within a cone shape, but this jumping mechanic can skip enemies along the way sometimes and can be hard to predict. That is why i wish to simplify banish, and just make it banish everyone in the cone's radius straight up. This cycle 2nd ability is ultimately designed to give limbo more abilities that actually do something with the rift. With cold proc added to stasis, that alleviates the overguard issue, they'll be slowed even if only to 1 cold proc's degree. Flood is designed to give teammates a reason they might want a limbo on their team, and now with the passive alterations (allies being able to kill rifted enemies if they're close enough) mass banishing enemies is less disruptive. When it doubt, melee it out. Its a support ability to encourage teamwork between limbo and allies. Entangle is supposed to be a way that limbo as well as his allies can harm enemies across dimensions from a distance. Although to keep things balanced, the enemies have to be in close proximity to something/someone already banished, so in other words, limbo still needs to banish stuff anyways for it to work. Its not supposed to link enemies together within the same dimension, only across dimensions. This is more QOL, they added hold banish to unbanish everything in the rift, this is just supposed to be the same thing for rift surge to avoid unwanted surge looping. (holding to unbanishing surged enemies, triggering rift surge to just rebanish them again)
  11. Is it unnecessary? Yes. Were the other 100x blueprints unnecessary? Yes. Give us 100x air support charges!
  12. Passive -Ally players within 5m of an enemy, can harm them regardless of rift status. (not limbo himself though) -Improve/rework visual indicators for enemies/allies who are in the rift. Banish -Remove chain mechanic, banish all enemies within a cone radius. (edit: unaware it was a cone already) -Expand the cone radius. -Allow banish through walls and/or small obstacles. 3-Cylce Ability -Only 1 can be active at a time. Stasis cannot be active alongside flood, or entangle. Stasis -Same as it is now, freezing enemies in the rift for a duration. -Duration increased from 15s to 20s. -All enemies are given 1 cold proc while active, including overguarded enemies. Flood -Channel ability, costing 1 energy per second per enemy in the rift. -Allies within 16m are given 1 energy per second per enemy in the rift. -Limbo is not given energy per second. (the upkeep here is allies killing enemies in the rift, restoring limbo's energy and reducing the drain as limbo banishes more enemies, meanwhile allies are being supplied with energy) Entangle -Duration based, lasting 20s. -Using the ability while it is active will simply deactivate it, just like stasis. -Enemies outside the rift within 5m of an enemy inside the rift are entangled together. -Entangled enemies divide damage taken between each other. (if 4 enemies are entangled, and 1 takes 100 damage, each will instead take 25, including the initial enemy that was hit, negating the 100 and dealing 25.) Rift Surge -Increase radial banish radius from 5m to 10m. -Hold down rift surge to un-surge all enemies. Cataclysm -Nullifiers no longer pop cataclysm, instead cataclysm's timer rapidly speeds up when touching a nullifier. -Cataclysm no longer shrinks. -Enemies that walk into a cataclysm are pulled 3m toward the center. This is my take on a limbo rework. Limbo currently doesn't have enough abilities like stasis which actually interact with the rift, 3/4 of his abilities all fundamentally do the same thing, banish enemies. My solution? make stasis part of a 3 cycle ability, giving limbo more abilities that interact with the rift. Another large problem is his lack of teamwork, and how the rift just blocks allies from killing enemies, giving them few workarounds. My solution here is 2 fold, allow allies who are close enough to banished enemies to deal damage through the rift, and give limbo a support ability, the most fitting option would be one which restores energy. Lastly, the visuals of the rift need to be improved. Indicators for enemies who are banished are barely visible, and this problem has only gotten worse since the new lighting rework. I'd recommend something similar to an eximus aura, or a ephemera given to enemies who are banished. Visual indicators are far more important for enemies then for allies.
  13. Good points, but I'd just like to remind you the valkyr gersemi skin was also advertised as limited time only, after which it was added permanently. TBH i wouldn't mind the heirlooms becoming permanent the same way. The heirloom skins were a complete disaster, no matter how you slice it people are/were/will be mad. The only difference is who, either the small number of people who bought the skins, or everyone else every single time they see someone with it, just to be told they can't have one.
  14. Passive: -Change knockdown immunity to be based on rubble. 90% or more rubble gives the player 100% knockdown resistance. 1st: Landslide Rumblers -Move to 1st ability as is. -Augments remain as they are, just for the 1st ability now. Simply move his 4th to his 1st. Punching is nice, but fist weapons exist, baruuk exists, and honestly, Atlas needs more stone based abilities. His 4th isn't all that special either, wukong has something similar for his 1st ability, as does nekros if you kill an enemy with it. I do not believe rumblers are a strong enough ability to take up the 4th slot. 2nd: Tectonic plates -Fuse the augment 'tectonic fracture' with the base ability, allow for 3 walls. -Hold to make a 4th wall that is immediately thrown at enemies. -Petrified enemies take triple damage from the hold function. This is mostly to clear up a mod slot. The augment should already be part of the ability IMO, and a simple hold function can keep its current functionality as a damage dealing ability. Adding increased damage for petrified enemies encourages synergy and ability usage. 3rd: Petrify -Reduce cost from 75-50 This ability is used rather often, and is borderline required for his passive, reducing the cost allows us to put more emphasis on it and increase its usage. Leaning into petrify seems like a good way to encourage usage of the other abilities. 4th: Meteor Shower -AoE channel ability -Meteor stikes deal impact damage. -Meteor strikes strips a percentage of armor based on power strength. -Meteors explode on impact, dealing blast damage. AoE is based on power range. -Meteor explosions do not strip armor. -Meteors deal triple damage to petrified targets, both the explosion and the initial strike. This is inspired by ember's 4th, and as a way to show it doesn't fit her, I'd like to try it on atlas, a warframe actually based on rocks.
  15. You can opt-out of volt's speed by backflipping. But IMO, we need a more sophisticated method for opting out of buffs from every warframe. The day I can opt-out of wisp's haste mote is the day i stop hating wisp players who place the buffs in doorways.
×
×
  • Create New...