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GGbroman

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Posts posted by GGbroman

  1. hey DE. thanks for the new frame. I have a few observations and comments

    I'll separate into each ability:

    first ability: it's pretty powerful with a slow charge rate and that's fine but it also has a 1 meter splash damage which is pretty low ranged. I was hoping that on charge the splash damage range would be higher (at least 2 meters or 3 meters) which would help with mob clear especially on more powerful content like like MOT and sortie survivals and endless content like that. Also while charging and then firing the charged shot i can't parkour and move around like i usually do for a small period of time. i end up just remaining on the ground and feeling kinda stationary for a bit while/a bit after charging my shot.

    second ability: the duration at base is super duper low. when I add primed continuity to it it goes up to 3.1 seconds and it feels better but the duration should be a little longer (for me around 3-4 seconds base would be nice) so that i can gather more missiles to regen my shields more easily, especially in situations where the enemies are more spread out over a larger area.

    third ability:  seems ok. I have to wait for the shield gating to be implemented to really be able to judge this ability because as of right now the ability is not useful for the rest of the warframes because they can just get one shot through their shields from a high level bombard or something

    fourth ability:  great crowd control

    hey DE. thanks for the new frame. I have a few observations and comments

    I'll separate into each ability:

    first ability: it's pretty powerful with a slow charge rate and that's fine but it also has a 1 meter splash damage which is pretty low ranged. I was hoping that on charge the splash damage range would be higher (at least 2 meters or 3 meters) which would help with mob clear especially on more powerful content like like MOT and sortie survivals and endless content like that. Also while charging and then firing the charged shot i can't parkour and move around like i usually do for a small period of time. i end up just remaining on the ground and feeling kinda stationary for a bit while/a bit after charging my shot. also i would love to be able to zoom in while i am using my fourth ability. at the moment i can't do that and it feels awkward and wonky to use in that aegis storm form.

    overall tho allowing regular movement while using this ability (and while not in the fourth ability ofc) would be nice

    second ability: the duration at base is super duper low. when I add primed continuity to it it goes up to 3.1 seconds and it feels better but the duration should be a little longer (for me around 3-4 seconds base would be nice) so that i can gather more missiles to regen my shields more easily, especially in situations where the enemies are more spread out over a larger area. In addition, it's completely useless against infested. is there any way for it to benefit her when she's against the infested enemies? like at the very least maybe stun them for a bit?

    third ability:  seems ok. I have to wait for the shield gating to be implemented to really be able to judge this ability because as of right now the ability is not useful for the rest of the warframes because they can just get one shot through their shields from a high level bombard or something

    fourth ability:  great crowd control but super slow. also i can't cross gaps while in this form because i end up just falling down and respawning somewhere. the main problem is just being sluggish while in this ability. I feel like i shouldn't be as speedy as titania when she is in her fourth ability, but i should be at least faster than the speed at which she is at in her fourth ability now. Maybe twice the speed would feel a lot better

     

    Thanks

  2. NYX potential issue:
    Hey @[DE]Rebecca
    Thanks for this first try on fixing up nyx. WIth more iterations based on our feedback (mentioned in this Topic or elsewhere) i'm sure you'll get her to a good spot.

    I have a question about nyx's second ability tho:

    it naturally removes 80% armor from enemies and so naturally i tried to get this to work with corrosive projection so i don't have to really put in strength and afford to use other mods and stuff like that. In missions however, it seems like corrosive projection (removes 30% enemy armor) + nyx's second ability is not turning the enemies health bars red. I see yellow health bars on enemies sometimes (so i assumed they still have armor). Was this intended? If not, pleeeease fix thanks 🙂

  3. Hi,

    (just to mention: yes....i have played Baruuk in a range of mission types and ofc longer than average survivals on MOT (long enough to say i've faced higher level enemies) )
    (i'm just going to be objective here and not base it off of veteran type of gameplay NOR gear my opinion to cater to newer players)

    So for my thoughts I think that Baruuk's kit is pretty good but requires some tweaks.

    first ability: i don't have/can't think of anything wrong with it.
    with 200% range i find it to be nice and allows me to chill and no-kill while i set up for his second ability sleep bomb and do damage there. it feels balanced since i;m trading not damaging enemies for completely invulnerability to projectiles (BUT NOT SPLASH DAMAGE CURSE YOU SPLASH DAMAGE I HATE IT XD) 

     

    second ability: VERY SMALL SUGGESTION -> I would LOVE if i could get some numbers on how long it takes for enemies to fall asleep. i was thinking of trying and build for a faster fall-asleep method but it seems like they fall asleep i the same amount of time regardless of modding. If it's not modifiable Maybe it would be nice if it could for the stronger crowd control capabilities

    it's ok. It's basically trying to do things from a number of different warframes and honestly it works out for the most part.

     

    third ability: so just like BCOOPS22 said earlier it needs a fix. the buff leaves when the swords leave but the swords leave my Baruuk body in like 2.6 seconds to go disarm enemies and they do the same thing when on allies too.

    the only thing (IN MY OPINION) this skill needs is:
          1. apply the damage mitigation buff for a modifiable duration (for this example imma say 20 seconds). First it applies it to me for 20 seconds then as the swords reach other allies a timer will start the 20 seconds on them.
         2. then the swords can do whatever they want as usual but the buff will stay for the duration until refreshed by me

         3. when i refresh it, the time will of course renew for me but allies need to wait for one of those new set of swords to reach them for their duration to renew.

    fourth ability: impact forever omega lul. but everything is so beautiful on this skill.....

    but in all seriousness impact is so bad....... it ragdolls enemies and i have to be very careful using the skill so i don't misplace a parasitic enemy or an energy leech.
    it would be great if the triangles dealt slash damage but if we are avoiding that then if you could make the base status chance higher (we all want that sweet 100% status chance after mods) we could try to work around the impact with some corrosive procs or viral or something.

     

    Again these are just my thoughts. Baruuk is fun and using all his abilities is definitely a nice feeling but with the tweaks mentioned above (and probably more as comments pour through this thread) he'll be even better. Thanks for reading all this guys 🙂

  4. On 2018-12-18 at 2:09 AM, Aejan said:

    I wonder if something like a Bombard rocket could fly through you, but hit nearby terrain and kill you anyway. I'm curious to see what mods will work with this as well.

    I can definitely say yes a bombard's rocket hitting terrain near you after phasing through you will definitely damage you (and at high enough levels kill you)

    On 2018-12-18 at 2:09 AM, Aejan said:

    Will range increase the arc? 

    Most definitely. at 200% range his arc will reach 360 degrees of protection (so long as you aren't attacking anything ofc) (very very useful)

  5. Hey @[DE]Pablo, loving the nezha rework. I just had one little concern and figured i'd post it here.
    whenever I throw out my chakram to hit an enemy that is impaled by my divine spears, it tends to jitter (jatter? move in a glitchy way? i dunno it tends to shimmy and shake) and miss most times.

    to remove the "Aim-better-scrub" comments i figured i'd stand still in the game and test.

    giphy.gif

    It feels sorta off. Nothing game breaking cuz the rework is still good. But if the chakram could hit the enemies I aim at it would make it so much easier to apply the take-more-damage proc that Nezha dishes out to enemies.

    (just in case it matters in the slightest: i don't have natural talent on and the only abilities on are the first ability and the third ability, and i'm not the host)

    Any help would be appreciated 🙂

     

     

  6. 17 minutes ago, DawnoftheWhiteFury said:

    This suggestion is great but the issue has already been remedied. Enthralled enemies no longer count towards the kill requirement for Endurance runs like Defense missions. Meaning if Revenant were to enthrall the final enemy of a Defense wave, the enemy no longer counts toward the overall kill requirement of that wave and is carried over as a thrall into the next wave. The wave moves on without counting the thralls. I dont know when this change was made or if it was intentional, but thats been the case on Hydron lately. The wave would move on despite enemies being left alive under Revenant's control

    O_O ok cool i didn't know that. Thanks for letting me know 🙂

    then the cooldown is for survivals then 🙂

  7. 1 hour ago, DawnoftheWhiteFury said:

    1. Give thralls immunity to ally damage. Thralls die far too easily from ally attacks to be overly useful, especially from the likes of Saryn and other AOE based damage frames.

    Great set of suggestions 🙂

     

    I have an extremely specific request:

    I want to suggest: Instead of making it immune to allies permanently, make them immune to allies for a fixed duration of time (i don't think this should scale off power duration so a fixed 10 -> 30 seconds should be nice (i don't know the exact number so i threw an approximate invulnerability time range)).

    during the cooldown and ONLY during the enthralled cooldown

    • you (the revenant that enthralled the enemies) can still damage them.
    • status procs can't affect enthralled enemies 
    • they can't take damage
    • saryn's spores can still attatch to those enemies but not damage them so saryn's spore damage will still keep increasing in damage with no problems or issues.
    • limbo's stasis won't work against them (but will freeze them after the cooldown should limbo's duration on stasis is still up while the enthralled enemies are in the rift)
    • limbo's banish will work on enthralled enemies but does not damage them.
    • limbo can still do his rift surge on those enemies and it will function
    • oberon's renewal.....well um nekros' minions already annoys him cuz they are constantly losing health.....so i suggest it affects the enthralled enemies ONLY during the cooldown so it doesn't hurt oberon that badly
    • oberon's combo to remove armor can affect the enthralled enemies
    • they are immune to enthralled enemies
    • sorry inaros.....you aint devouring them but your scarab swarm can be on them, it just won't make them stay in place until the cooldown ends. this means scarab swarm will be able to move from enemy to enemy from the enthralled enemies just because they are moving around. #synergy

    there's probably more things to go in this list but that's what I can think of at the moment

     

    Why this suggestion? 
    it's due to the fact that endurance runs might get a bit difficult in terms of keeping a consistent amount of kills to keep life support up if allies are waiting on revenant to kill those 7 enemies he captures at a time so the life support can drop from them. And ofc there's the usual risks of :

    • troll revenants holding onto 7 enemies with max duration which hurts survivals a whole lot and makes defense missions annoying
    • the four revenant scenario where it'll be slightly hard to figure out which enemy is yours to kill with your weaponry (not neccesarily your fourth ability since that is huge ranged and stuff)

     

  8. Wow this isn't looking good.....

    i think everyone is pretty much discussing the main issues with these recent changes so I'll just go ahead and point out a minor issue so you can fix it along side the major ones (it's super minor but i'm just pointing it out to try and help out) :
    --  you guys still haven't explained whether his charges should be decimal values and stuff since we lose 1 charge per enemy hitting us and stuff like that. maybe it should round up or down depending how the power strength affects it?
    -- you guys also haven't addressed the issue that the visual indicator of how many charges left disappear when going from operator to warframe

    ===============================================================================================================================
    I also don't really understand his third ability all that much (if anyone can explain i'd greatly appreciate it 🙂 ). What I mean is this:

    His third ability is shield steal and life steal and stuff and steals more to enthralled enemies (please let me know if i am incorrect with anything I say thanks)

    My confusion with this is -> this ability will not be able to be used as often because the average revenant player is in their second ability and still have charges left.

    Therefore they will not need to lifesteal if they still have charges. And now that you guys have prevented status effects while having charges on his second ability, it's even more unnecessary to have this third ability since toxin procs, slash procs and stuff like that will not affect revenant. So other than mobility (and i use that term loosely since the mobility of this third ability is not amazing) what is the point of having this ability? should it be changed to something else? should it simply be tweaked in a way that it lifesteals and shield steals for allies as well as revenant (giving it more usage)?

    i don't have a clue, and again i'm not a person who is an expert with abilities and synergies and stuff, but it just seems like the ability needs to be looked at again.

    Thanks for reading 🙂

    • Like 1
  9. This frame is pretty good DE, great job!

    Got a question for ya. Wondering why this frame's second ability is able to show a moddable decimal value for the amount of charges? If this is like a ghetto amesha archwing ability, shouldn't it be integer value?

     

    Example 199% strength (transient + umbral intensify) yields an 11.94 in number of charges. Not too sure what happens to the .94 cuz i get shot too often to notice whether it counts as 1 charge or not lol.

     

    In addition, when i get hit with 1 charge left, it goes to 0 and i can't recast it so that usually is a bit confusing in missions and so i was wondering if that was a bug or not.

     

    Lastly, sometimes the number of charges i have left doesn't show most of the time in the bottom right hand corner of my screen (where the abilities are) when i go from operator mode to warframe mode. Makes me nervous in high level survivals and stuff cuz i dunno when to hide to cast my ability again LOL

  10. unknown.png?width=785&height=442

    Hi DE,

    When I am in my options menu and looking through my inventory, If someone asks to trade with me (and the prompt shows up) and I accept the prompt to trade with them without closing the inventory menu beforehand, then the UI for trading ends up being on top of the UI for the inventory. 

     

  11. @DE.Rebecca

    Nice job with Khora DE. Just gonna make a couple suggestions (as I'm sure others have made them in previous posts relating to khora):

    1. To fix the regdolling on her 4th ability (preferably to just let em swing less vigorously)

    2. allow the whip to be used at a faster rate than what it is now. I feel like there is a cooldown on it and i want it to be as fast casting as atlas' 1st ability so i can whip faster and stuff

    3. BEING GREEDY HERE: For some selfish reason or another, I wanted to be able to cast up to 4 of her strangledomes (mainly cuz with a range of 100 (or maybe even 115 percent)) it would definitely provide more control over an area than merely 2). i guess I'm simply thinking about frost and how he gets to have 4 globes.

    4. That kavat she summons needs to be affected by animal instinct, pack leader, and that swipe mod that removes enemy armor. Basically a good portion of the kavat/companion mods don't work with her and since it's a kavat, i expected it to work with those mods.

    Also lol she has a dash polarity on her and the only dash mod is animal instinct and that doesn't work with venari. Bit of an oversight there DE. I'm assuming you'll fix that in a later update.

    5. You better make her passive affect all companions lmao u buggin out DE for limiting it. 4 players with their popular carrier means 60% armor boost and then 15% more from khora's venari means a nice 75%. Even tho the passive is as finnicky as vauban's buff armor passive, it should at least not be limited to the companions khora has only (15% per companion for a max of 30%).

     

    Overall tho i am liking her alot. She is a bit difficult to get the range right especially when you wanna make use of all the skills and still have enough duration and a small enough 4th ability strangeldome to minmize the ragdoll issue less ragdolling should help alot. 

  12. Nice job with Khora DE. Just gonna make a couple suggestions (as I'm sure others have made then in previous posts):

    1. To fix the regdolling on her 4th ability (preferably to just let em swing less vigorously)

    2. allow the whip to be used at a faster rate than what it is now. I feel like there is a cooldown on it and i want it to be as fast casting as atlas' 1st ability so i can whip faster and stuff

    3. BEING GREEDY HERE: For some selfish reason or another, I wanted to be able to cast up to 4 of her strangledomes (mainly cuz with a range of 100 (or maybe even 115 percent)) it would definitely provide more control over an area than merely 2). i guess I'm simply thinking about frost and how he gets to have 4 globes.

    4. That kavat she summons needs to be affected by animal instinct, pack leader, and that swipe mod that removes enemy armor. Basically a good portion of the kavat/companion mods don't work with her and since it's a kavat, i expected it to work with those mods.

    Also lol she has a dash polarity on her and the only dash mod is animal instinct and that doesn't work with venari. Bit of an oversight there DE. I'm assuming you'll fix that in a later update.

    5. You better make her passive affect all companions lmao u buggin out DE for limiting it. 4 players with their popular carrier means 60% armor boost and then 15% more from khora's venari means a nice 75%. Even tho the passive is as finnicky as vauban's buff armor passive, it should at least not be limited to the companions khora has only (15% per companion for a max of 30%).

     

    Overall tho i am liking her alot. She is a bit difficult to get the range right especially when you wanna make use of all the skills and still have enough duration and a small enough 4th ability strangeldome to minmize the ragdoll issue less ragdolling should help alot. 

  13. @DE.Rebecca

    Mesa Suggestion:
    I was wondering if it was possible for Mesa's first ability to be an ability which I can turn on while in peacemaker mode? At the moment I can only press 2 and then take all that built up charge and release it on the next shot while in peacemaker mode, but it would be super awesome if I can turn it on again and build up again and then toggle it again to fire off another big shot (and maybe even for the next [insert number here] number of shots [affected by power strength possibly?])

  14. (reposting suggestion i made from smaller thread in this megathread)

    @[DE]Danielle

    This is in regards to Vauban and his secondability 

     

    BOUNCE SUGGESTION! :D

    I was wondering if it was possible for Vauban's bounce trap to be affected by range where the bouncing pad would get bigger and bigger depending on how much range you put into Vauban?

    It would be great placing a big bounce of 4 or so uses next to a defense pod or around an interception point and having different ways of handling enemies other than bastille + repelling bastille combo.

    Now this brings the problem of having a big bounce pad that affects allies. To this I want to suggest getting rid of the bounce pad's ability to affect the player. I was never really sure how the bounce pad benefits us (but if you know I'd like to understand).

     

     

    TRIP LASER SUGGESTION! :D

    I feel like trip laser could do with either increased range (and ofc it remains unaffected by range mods) or it stays the same base range but it then becomes affected by power range. Less casts made for same trippin coverage and less energy as a result is always nice, plus you get another way of CC other than the vortex and bastille playstyle.

     

    Shred and Concuss :D

    Seeing as how vauban is a CC frame. I am not sure why these two traps are even viable in the game (again if you know why please let me know. i wanna understand XD)

    range on both is pretty small and in regular missions it's so much easier for me to just shoot the enemy than to throw that shred mine or concuss mine and try to combo it with weaponry and stuff.

    I suggest removing them and replacing them with something else vauban can create that can interrupt the enemies. (i am unfortunately unable to think of their replacements at this moment)

  15. Ember's updates are pretty cool but they do require some tweaks (which i'm sure Cornelius.EE mentioned in great detail). 

    I do have one suggestion. I was wondering if it was possible for ember's energy color to add it's element to ember's damage type, just like chroma does?

    ex. ember's base damage is fire and her abilities will always pertain to increasing her fire damage and all that but maybe if ember's energy color was green(or any green type of color) maybe all her abilities could deal gas damage. Of course her abilities like accelerant  would increase her fire damage and all that stuff.

    The reason i'm suggesting this is just so that ember can be another warframe with an ability to deal other types of damage to handle different enemies within missions, especially survival. The green energy color and ember doing gas damage on abilities as a result would definitely aid in handling different types of enemies (in this example i think infested hate gas damage or something like that). And then if you need some other type of damage you could change the energy color to fit the mission. :)

  16. Ember's updates are pretty cool.

    I do have one suggestion. I was wondering if it was possible for ember's energy color to add it's element to ember's damage type, just like chroma does?

    ex. ember's base damage is fire and her abilities will always pertain to increasing her fire damage and all that but maybe if ember's energy color was green(or any green type of color) maybe all her abilities could deal gas damage. Of course her abilities like accelerant  would increase her fire damage and all that stuff.

    The reason i'm suggesting this is just so that ember can be another warframe with an ability to deal other types of damage to handle different enemies within missions, especially survival. The green energy color and ember doing gas damage on abilities as a result would definitely aid in handling different types of enemies (in this example i think infested hate gas damage or something like that). And then if you need some other type of damage you could change the energy color to fit the mission. :)

  17. "Now only pauses allied projectiles for 2 seconds, and no longer has a projectile cap."  I skimmed over that by mistake sorry

    ok that makes sense now. thanks

  18. 4 hours ago, Azamagon said:

     

    • Penalty idea 2 - Cost is always a flat 50 energy. However, the more enemies are affected by Stasis, the quicker its duration will tick down. (This is probably the easier one to implement)

     

    I like penalty idea 2 (a flat 0.5 (0.5 is an arbitrary number I made up on the spot) seconds reduction of duration per enemy in stasis).

    However as I play limbo more and more I realize that he's not exactly a team player (because of the limiting players to melee only thing) so I wanna suggest that the stasis to have penalty 2 but have allies be able to shoot enemies in the rift (as was said by others earlier in this forum). I'm not sure how broken that would be but I think that's a good way to make him a good team player again. Vauban puts enemies in "stasis" and he's a great team player cuz he doesn't freeze ally bullets so if DE can do the same somehow for Limbo I would like that a lot.

    I do have a question though about your penalty. I usually refresh "stasis" because of the benefits of rift energy and zenurik lens (+6 energy a second + 0.7 for energy siphon if you run it) so I'm wondering if players will notice the penalty?

     

  19. Since Limbo's stasis ability (second ability) breaks down when a certain number of projectiles is in stasis, I was wondering if it would be possible to display a counter showing the number of projectiles currently in stasis (either counting up to 300 projectiles (which is what wiki says is the limit at the moment)) or counting down from 300.

    ex.

    it could show it in fraction form (regardless of counting up or down)  like 156/300

    also I saw that certain weapons are limited as well so I also wanna know if those can be shown too

    ex.

    156/300 projectiles

    3/20 pox cloud

    5/25 tonkor grenades

    3/10 staticor energy blasts

    (in this example i am assuming this limbo is playing with other players who have those weapons)

    I am aware that there is a visual indication that warns a limbo player of stasis getting ready to break down but I am not too sure exactly when (meaning if I froze a bunch of enemies, I am unsure when I should jump out of the mob (since i'm melee-ing them in limbo) and then refresh stasis). I'm hoping the visual number indicator along with the visual distortion and rippling effect will make it easier for limbo players to know when their stasis is breaking down.

     

     

     

     

     

  20. I was wondering if it was possible for Vauban's bounce trap to be affected by range where the bouncing pad would get bigger and bigger depending on how much range you put into Vauban? It would be great placing a big bounce of 4 or so uses next to a defense pod or around an interception point and having different ways of handling enemies other than bastille + repelling bastille combo

  21. 3 minutes ago, koorinosekai said:

    people pointed out on the first page of this thread to crank up the Particles to make it visible, as the lowest setting is pretty much bare of a whole bunch of particle effects

    I SEE IT NOW! Thanks so much

    I'll have to change my energy color then to make it more comfortably visible

    red and blue and yellow seem to be the brightest at the moment

    y4mlGfIjqKbzZ2AU7PXpfPyubCg3BolOIz2tOvKn

  22. Hopefully DE re-takes a look at ash again and fix him so that he can be more of a team player and so that other team members don't hinder his abilities. as of right now bladestorm is good for solo gameplay but for survivals (and others missions) with other players he can be hindered from other players killing his marked enemies. The marking enemies thing either needs to be faster or the marking can be screen-wide and duration based (where every second (or less) another mark is added to the enemies on your screen at the moment) and on top of that you don't kill enemies but instead THREE clones are sent out to do your bidding while you focus on other stuff like reviving a fallen team mate (my god i wanna save a team mate while bladestorming ma) XD 

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