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Joezone619

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Everything posted by Joezone619

  1. I agree, my point was nuking the map with warframe abilities specifically doesn't hold up well in late game/steel path.
  2. Try steel path, see how many enemies they kill w/o AoE weapons.
  3. This is why we need a first person mode. It would be so cool, idk why so many are against the idea, just dont use it.
  4. In a lot of ways it almost seems like DE themselves also hate limbo, despite having the power to fix him at any time. Every time during the game's lifetime limbo finally became useful, DE shot him down. Take necramechs for example, everything limbo has, doesn't work. He can't go into the rift to avoid damage, he cant banish them, he cant stasis them, they aren't affected by rift torrent, nothing. It makes me somewhat worried about warframe 1999 and the new tileset/enemies they're releaseing. At the end of the day, if DE is gonna remove all his usefulness against an enemy, why even play him at all? If his abilities aren't working, why is he a warframe? This is one of the many reasons limbo needs a serious massive rework.
  5. A good start. Maybe add it so if you have enemy radar mods, they show up on minimap different when riftbound.
  6. Also add fixing that bug where you can't use ability, shoot, melee, bullet jump, roll, or do anything until you die.
  7. Appreciate the feedback. The rift haven augment change was more or less because 25% health/s seems overpowered if it worked inside a cataclysm, so that just seemed like a good way to add some extra defense for limbo. As long as the current augment doesn't work inside the rift bubble/cataclysm, im fine with it staying, damage reduction just seems a bit more useful because we got soooo many other healing options. I do agree with the rift jump augment, 75 energy for a teleport seems a bit excessive, perhaps if it lowered the cost to 25 on holding down the third. Personally though i'd be fine if they just scrapped the augment for the 3rd entirely. For rift surge i tried to combine it into the banish 2nd part, as well as somewhat in the 3rd part via banishing if enemies leave the cataclysm. If i had to give up one of the new abilities, i'd say keep rift surge but cataclysm as an ultimate needs to go. Frost has something almost the exact same, and he can use 4 of them, at once... its not even his ultimate either...
  8. I was debating rather or not to allow ally players to damage enemies outside a cataclysm while the allies are inside it, but came to the conclusion that it would just be heavily abused in defense missions since limbo would be able to just throw down the cataclysm and the other players could just spam kill the enemies free from all danger. I still want ally players to be able to kill enemies that are banished if they themselves aren't though, so long as its not in relation to cataclysm. For balance reasons, a few banished enemies not harming players while they can be killed is fine... Every possible enemy being unable to damage players while being damaged isn't. Though personally, i'd rather have it so ally players can shoot enemies inside a cataclysm while they themselves aren't, but still be unable to shoot unbanished enemies if the players are the ones inside the catacylsm. But that seems rather complex to understand, let alone make. Then again things are always complicated when it comes to limbo.
  9. I chose Natah. After everything she's been through it doesn't make sense to keep the mask of the lotus up anymore. And Margulas makes even less sense.
  10. If only we had some sort of system... to channel energy... into your melee... That DE could've expanded upon...
  11. We need more symmetrical stuff, i hate how DE sometimes adds tiny asymmetric details ruining an entire cosmetic.
  12. 1. so long as the allies are players, they should be able to damage enemies regardless of who is in the rift and who isn't. With the only exception being rift bubble/cataclysm. Unless they are playing limbo or have subsumed his 1st onto their frame, in which case they will need to be on the same plane. 2. The same chaining his banish has now, similar to volt's 1st only every enemy hit will now also release a small AoE effect that will banish targets as well. This is to cover the gaps where enemies can be standing and ensure more enemies actually get banished.
  13. Ally Players & The Rift: -All ally players can damage rift bound enemies regardless of if they themselves are banished or not. -Limbo himself as well as players who've subsumed his ability onto their frame, cannot damage enemies without being on the same plane. If enemies are in the rift limbo must be as well. -All players, limbo included, cannot deal damage to enemies outside of a rift bubble (cataclysm) while they're inside the if the enemy isn't banished, and vice versa. I wanted to start off with this for context. Some of the abilities and changes don't read well they without knowing the changes to how ally players interact with the rift. I use the term "rift bubble" instead of cataclysm because cataclysm is being changed and moved to the first ability as a 4-parter. I also just wanted to address how i would be dealing with limbo spam first, by making it a non-issue. Its the simplest and best direction IMO to deal with the problem. 1st: Banish (Dimension Theme) (4-Parter) (Costs: 1=15, 2=30, 3=50, 4=0) Limbo has mastery over the rift, sending enemies inside and back out as he sees fit. -1st part banishes a single target for 25s. -1st can banish players. -2nd banishes enemies in a chain as they emit 3m AoE wave, banshing all it touches for 25s. -2nd does not banish players or the user. -3rd creates a pocket of the rift (cataclysm) lasting 20s (down from 30s) with a shrinking radius of 10m (down from 16m). -Enemies that leave the 3rd part's radius are banished for 25s. Even when the player manually collapses it. -4th unbanishes all enemies within the rift. Augment (Rift Haven): Limbo gains 5% damage reduction for every enemy in the rift up to 50%. Ally players gain the same damage reduction while in the rift. -Limbo himself gains damage reduction both inside and outside the rift. -Ally player's only gain damage reduction while inside the rift. Helminth: -Subsumed version does not have the 3rd part. -Players with banish subsumed can no longer attack enemies in the rift without being on the same plane. One of limbo's biggest problems from a development standpoint is that 3/4 of abilities all do the same thing fundamentally, banish enemies. I want to move all of them to 1 ability, so you only have 1 ability slot for all banishing methods. For the 2nd part I chose to add an AoE radial banish to the chain because chain banishing currently is incredibly narrow and often skips enemies an added AoE effect would not. For cataclysm I moved it into the 1st ability as the 3rd part to free up space for more abilities that actually interact with the rift itself. I nerfed it slightly to fit the new placement and energy cost. I have each part with a different cost to fit what they do, as well as added no cost to unbanish all enemies, since a 4-parter ability would remove the "hold to unbanish" feature from limbo's 1st. With the 1st part banishing a single target, you can be much more refined and direct with your targets. If spamming is your thing, you can use the 2nd part to banish enemies in a chain like before, but this time with an added AoE banishing effect to cover the gaps. If you want a one and done, the 3rd part's rift bubble it a pretty good size for sitting on top of enemies or defending targets. I decided to change rift haven from a healing ability to damage reduction to give limbo an option for survivability. Often times he can get by with just the rift, but there are a good number of cases where the rift alone isn't enough. And ally players are clearly uninterested in being banished for some healing when most people have items to just heal themselves. So some flat out damage reduction seems like the best option for everyone. 2nd: Stasis (Time Theme) (Cost: 50) Limbo pauses time within the rift, holding enemies in place. -Enemies with overguard are given 50% slowness. (cannot be changed) -Slightly increased duration from 15s to 20s Stasis is pretty good as it is, it just has a few shortcomings that developed as time went on and the game got updated. First off, something needs to be done about overguard, since its introduction limbo's usability and usefulness has gone down significantly. Especially in higher level areas where eximus units spawn more and more frequently, and against the infested when ancients start spawning. At the same time, overguard does serve and important purpose, so my solution was to make stasis only slow them down. It doesn't make sense for enemies with overguard to be able to be banished to limbo's domain, where he has full control, and not be controlled. I say either give limbo something or make overguarded enemies immune to being banished in the first place. After all, if cold status effect can slow down enemies through overguard why can't an ability? 3rd: Spacial Collapse (Space Theme) (Cost: 75) Limbo manipulates space within the rift, dragging enemies closer. -Target an enemy in the rift and cause all enemies within the rift in a 30m radius of a target to be forced closer together. -The pulling stuns enemies but does not knock them down. -If enemies do not have a direct path, they are teleported. -Range is affected by mods but capped at 50m. Augment (Rift Jump): Holding down 3 will teleport limbo wherever he is looking within 15m. While in the rift, range is doubled. With an AoE effect on the chain for banish's 2nd part and the effects of the 3rd part, rift surge becomes a bit redundant. For this new ability I went for a space theme, similar to how stasis is time themed. One thing limbo could use is a way to clump enemies closer together. Often times banished enemies are scattered everywhere, making them harder to deal with. An ability to move them all closer together would be nice. Sure with helminth you can add pull, or airburst, or even larva, but those all have diminished range, and limbo needs a lot of it. Since it's only affecting enemies in the rift, and its a 3rd ability having a 75 energy cost, this allows the range to be bumped up quite significantly. At the same time though, range shouldn't be completely busted, so a hard cap of 50m seems good. The new augment mod allows limbo to use these spacial powers on himself, teleporting around. Limbo has always seemed like the kind of frame to have a teleport ability, I know kullervo did it first, and ash before him, but options with more range are nice. 4th: Gravitational Warp (Gravity Theme) (Cost: 100) Limbo warps gravity within the rift, affecting everyone inside. -Pressing 4 will force everyone down to the ground, dealing damage and knocking them down. -Holding 4 will force everyone up to the ceiling, dealing damage and giving them the lifted status. -Does not lift them up first like oberon's reckoning does. -Deals 3000 impact damage. For both pressed and held variants. -No range, affects everyone in the rift globally. Augment (Quantum Rift): Limbo gains 30% damage in the rift for 30s for every enemy affected by Gravitational Warp. -Damage buff stacks per enemy. -Damage resets upon re-casting. -Duration does not stack per enemy. -Duration resets upon re-casting. -Buff only applies while inside the rift. My thoughts here were to lean into the "laws of physics" theme with his abilities. If he can flat out stop time, why not play with gravity? With cataclysm on combined into limbo's 1st ability he needs a new ultimate. I can think of nothing more fitting for a frame that blurs the line between the void and the real world. I am aware it is similar to oberon's 4th but tried to make this different in its own way. This ability is designed to deal a good amount of damage but not enough to kill. Its supposed to give players the ability to completely knock down enemies the way limbo's current 1st does without having to unbanish and re-banish them again. Or if you feel like reversing gravity hold it down, giving enemies the lifted effect and making some significant use of it. This is also supposed to be limbo's only damage ability, something flashy like this should fit nicely as a new ultimate. I wanted an ability that really shows you how much control limbo has when it comes to the rift. Rift torrent is without question limbo's most important, and currently, only admirable feature right now. A rework would not be complete without implementing some version of it somewhere. So I implemented it into the 4th's augment mod instead of limbo's current 3rd augment. Other Changes: -Different visuals when in rift: Enemies emanate slowly moving black waves from their entire body. -Remove rift portals when rolling, they serve little to no purpose and are often a detriment to both limbo and allies. -Allow arbitration drones to be hit from inside a rift bubble/cataclysm. -Change nullifiers so they don't dispel rift bubbles/cataclysms on the slightest touch. Make it so they only unbanish enemies inside the nullifier's bubble. Closing Statement: My aim with this rework was to build onto limbo and bring him up to the same speed and power as newer frames, without taking too much away from what he can do now. One focus was to give limbo abilities that actually make use of the rift instead of just stasis. Combining all banishing methods into 1 ability is an important aspect of the rework, limbo should only have 1 ability slot dedicated to putting enemies inside the rift, not 3. I believe this rework puts less of a focus on making a giant bubble and more on the other banishing methods, without removing it as an equally viable option. I tried to address as many issues with limbo as possible while keeping as many of his current playstyles as I could. I think nullifiers are a major problem for limbo, easily locking his most useful ability for banishing while against corpus or the corrupted (don't believe me? try him on jupiter survival). Another problem that needs to be addressed regardless of the rework, is the rift's visual effects indicating an enemy is banished... They are barely visible if at all and need to be changed to something much more clear and concise.
  14. I agree with all except this one. Don't get me wrong, something needs to be done about allies being unable to damage rift-bound enemies and that whole argument. But limbo's shtick is controlling a pocket dimension, not unlike obito. It makes sense you can't damage enemies outside his bubble and by extention the rift, when your inside. Having said that, a simple fix would be allowing limbo to banish enemies cross-dimensionally from inside the cataclysm, and only inside the cataclysm. As in you can't just banish enemies outside the rift from anywhere inside the rift, only when you have the cataclysm melding both real-space and the rift together. As for allies damaging rift-bound enemies, i say just let everyone except limbo(s) himself damage through the rift entirely. You can kill nyx's chaos controlled enemies, you can kill revenant's mind controlled enemies. Given the results and limbo's rep over the years, i don't think its too much of a stretch to just allow everyone except limbo himself to kill rifted enemies. Its not like allies ask to be banished anyways, 90% of the time the reason an ally is in the rift will always be cataclysm.
  15. Think about it, everybody wins. We are able to lock a stat on rivens, and DE gets another evergreen resource to place in reward pools. Its no secret that kuva and rivens are one of, if not, the biggest reason why late game players are still playing, myself included. Warframe's evergreen rewards are somewhat lacking, being mostly just credits, endo, and kuva, with everything else being a 1 time buy, or items you'll only really need one of. So with riven slivers in the mix this will give players more reasons to stick around longer and another resource to focus on farming, this is a looter shooter after all. Here are some quick notes on how the system works: -Players are able to add riven slivers while rerolling a riven. -The player can either choose which stat to lock or let the game pick one at random for them. -Only 1 stat can be locked per reroll. -Up to 10 riven slivers can be used per reroll. -Unlike with kuva, the cost will not go up as the riven is rerolled 1-10 times. -Each riven sliver adds a 10% chance to keep the chosen stat when rerolling, reaching 100% at 10 slivers. -Riven slivers cannot be distributed between multiple stats for a chance to keep more than 1. (as more of a side note)- At 10 slivers each reroll, the cost adds up quickly the more you reroll it. In 5 rerolls, you'll have spent 50 if you chose 10 slivers each time. Rerolling: When a player goes to reroll a riven, on the left will show riven slivers 0/10 with plus and minus icons to add however many you want, as well as a max button to just add 10 quickly. Underneath that will have the stats of the riven without the numbers. For example you won't see "+32.1% damage" you'll just see "+ Damage" or "- Damage" depending on if its a positive or negative stat, with a "random" underneath all of them. Clicking on one of the stats will highlight it, and that is the stat the riven slivers will be affecting when you reroll. By default, the menu will show 0/10 riven slivers with the so the player can just reroll normally if they chose to forgo locking stats. This all gives the player some influence over the RNG of rivens without removing or discrediting it. This also gives more use to a resource that is equally important as it is scarce. While providing DE with a very valid reason to add this resource to more reward pools. This doesn't allow the player to just eternally lock a stat while rerolling, as the cost will add up each time as you reroll, 10 riven slivers will quickly become 50 in just 5 rolls and 100 in 10 rolls. This also makes players decide more carefully if they want to use their slivers for rerolling, or buy rivens at iron wake. In my eyes at least, everybody wins here, players who don't like the RNG of rivens can now have a say in it, the RNG is still the most important aspect of rivens, the market shouldn't be affected at all because the riven slivers take time and effort to collect, and DE has another resource to use in reward pools that will keep players coming back.
  16. I agree, i really want stamina back on warframes, but i'll settle for warframe 1999.
  17. I think its pretty evident that warframe thrives off of being a PVE centric game. If DE takes time to work on PVP, it would take away from time to work on PVE. They know people love the PVE, but PVP is a massive gamble, and all this is without mentioning the colossal balancing issues they'd have making PVP a fair gamemode.
  18. I don't care if his name is Arthur, I'm still gonna call him Hayden Tenno.
  19. I agree. For warframe, this mentality just doesn't make sense, almost everything in the game can perform just as well as "the best" given the effort. I understand its how youtubers work, its how the algorithm functions, but that mentality is the primary reason i don't watch most warframe youtubers. Recently i've been watching a guy named "NovaUmbral", his work is interesting. He reviews warframes, their history, how their abilities work, what reworks they've had, etc. He does a lot of review content and doesn't try to oversell videos.
  20. I still think its scummy to charge almost $100 for 2 skins because of FOMO. We asked for a cheaper 4th bundle with just the cosmetics, not more platinum and certainly not more regal aya.
  21. This, this is why you don't flip the bird and piss off your entire community. I don't care if its tencent's doing or not, its DE's face and name on the line either way. That is something they need to think about before allowing tencent to implement stuff like this.
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