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ElGuirrix

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Posts posted by ElGuirrix

  1. Hello everyone. Over the course of the past few days since the update released, we discovered that the Liches, particularily in the aspect of obtaining all 13 weapons, are very grindy. The fact that they are luck based is very likely putting many people off, dissuading others from farming, or simply wasting the time of those that are fixed on persevering until they get them all.

    For that, I've come up with a suggestion that gives the player more control over how their Liches generate.

    First, for comparison's sake and in case some of you aren't aware of they work yet, this is how they work currently:

    - Upon finding and killing a Kuva Larvling, it will become a Lich, with a random weapon, and an elemental bonus to said weapon as well as an ability set determined by the warframe that killed the Larvling. For example, if you kill a Larvling as Chroma, its element will be fire and its first 3 abilities will consist of a fireball, a fire wave, and fire pillars (much like Sargas Ruk), but the weapon the Lich wields and the exact % of extra damage the weapon gets are randomized.

    Given the 13 weapons total, and the fact that the extra damage is also random, getting the weapons you want, with the elements you want, at a good number, or simply getting all 13 weapons altogether is very likely going to take very, very long. You might be extremely lucky and get all weapons, one after the other over the course of 13 Liches, or you might not and it'd take you 40 Liches+ total.

    To solve this, I've come up with the following:

    - Lich generation: When you first encounter a Larvling and kill it, your warframe will determine two things:

     1) The Lich's element: This will determine its ability set, but NOT the weapon damage bonus. Currently, Liches can only generate with 7 different elements (Fire, Cold, Toxin, Electricity, Radiation, Magnetic and Impact), each with its own set of abilities. Personally I would also suggest giving Liches access to all 13 damage types since that way it also matches the amount of weapons, but that would also entail making another 8 ability sets based around each one.

     2) The Lich's weapon: Tied to its element, the Lich would generate with a specific weapon depending on the element it generated with. To give an example, suppose that if the Lich is generated with Impact as its element, it will always have the Shildeg hammer. That way, in order to go after the hammer, you'd have to kill a Larvling by using someone like Wukong, who is tied to a Lich's Impact generation. In the case I mentioned before, of allowing Liches access to all 13 elements, it would be as simple as tying every weapon to a particular Lich element, thus allowing the player to decide which weapon their Lich will have by merely equipping a particular frame to kill the Larvling with. Since we have 42 frames total, it wouldn't be too hard to have 3-4 frames per element, which also gives players more choice over who they use for the task.

    - Weapon damage bonus.

     1) Which element it rolls: For my idea, this would also the tied to the warframe you are using, but in a different way. This time, it is the frame you vanquish the Lich with that determines the elemental/physical damage bonus that the weapon gets when it appeares in your foundry. Yes, I am well aware that this means that, depending on which element you want, your choice of warframe would be limited to 3 or 4 different ones, but given that the only real interactions you have with the Liches are killing them as Larvlings, and then vanquishing them for the weapons with the parazon blade, it's what I could come up with. Feel free to suggest a different method.

     2) The amount of bonus damage it gets: This part I believe should simply be tied to the Lich's rank. They have 5 different ranks, and they don't really do anything for the player as of right now, they simply make the Liches tankier and stronger, but don't benefit the player for defeating a higher rank Lich. Because of that, my suggestion is that the bonus damage the weapons get is normalized across all weapons, and tied to the Lich's rank. Essentially, making a rank 1 Lich give its weapon a 10% bonus, while a rank 5 Lich would give a 50% bonus. This way there is actually a point to fighting a stronger Lich, since you'd be rewarded with an overall stronger weapon.

     

    This was my suggestion, I may have missed a few things or overlooked others, but I believe this is as fair as it gets, letting the player have to fight only 13 Liches to get all 13 weapons, and because the weapon would be tied to the Lich's abilities, the player also gets to experience how every different Lich fights. Feel free to add any thoughts or changes you think would improve this idea, or if you disagree, tell me why it wouldn't work. If you've braved through this wall of text, thank you for your time.

     

    TL;DR: Make your equipped warframe determine the Lich's weapon and ability set upon killing the Larvling; Make your equipped warframe determine the weapon's damage type bonus upon vanquishing the Lich; Make the Lich's rank determine the overall bonus damage of the weapon.

  2. 41 minutes ago, (PS4)FriendSharkey said:

    I read that the Redeemer got hit as well...That was actually a good weapon for just quick pops to take out a Nox Helmet or stop a Toxic Infested before it got close enough for a nuke to the face...
     

    Oh well..first rule of Warframe is never get attached to anything...

    As far as I've tested, the only real nerf it got was bullet dance no longer having a combo that lets you do nothing but shoot while rooted in the same position.

    However, both stances still have combos with bursts of shots that can be chained (mainly high noon's static combo which does nothing but shoot) with the downside that they make you move. High noon's block combo can also be"canceled" by tapping the melee buton rather than mashing it and thus spamming shots.

    The heavy attacks feel slower than before, so there's that too. But damage wise? It's as strong as ever if not more thanks to condition overload giving more immediate damage than it used to.

    • Like 1
  3. 8 minutes ago, (XB1)Cubic Clem said:

    This is just stupid. They should be available at all times, period. It adds nothing to the game to be gated by 24h and not show up at all if you're not near them.

    Sometimes I do question de's design decisions.

    This has nothing to do with 'exploring' especially with that gate. It's stupid.

    Of course it is. It's just a simple and cheap way of prolonging playtime for those that care about getting things like the "do all races" achievement done.

    And as a matter of fact, there's not a single thing in Fortuna that isn't time gated in some way.

    Except finding all 30 caves.

  4. 38 minutes ago, kengxiaoju said:

    yes i know. you can name anything "io" . in the game its just a part of gas city called io. not appeared as the moon.

    de either rename io or make a moon. whats the possibility

    Lua used to be an excavation node on earth, now it's the moon and its tileset.

    It has already happened, so they can take any node named after a moon, rename the node, and add said moon. Io is no exception.

  5. Nidus' has its uses sure, but I don't see it being very necessary. If I have a slot to spare for an augment in the build, I'd rather use his 4's augment to build up the 100 stacks faster.

    Plus, this new one requires you to hit 4 enemies to proc it. And if i'm hitting those 4 enemies, rather than shoot them it's more preferable to keep using his 1 for stack buildup. Also, for a damage boost I find it better to just use his link on an ally, so personally I don't have a use for the new one.

  6. Good stats, slash procs scale well with its crit and CO, blood rush boosts it nicely as well, viral makes it faster to kill anything. Stances are decent, good amount of multi hits in the silver one to get more out of applying several status effects quickly, a finisher combo in the gold stance if you want to try that, though I wouldn't really suggest it due to its other combos lacking the multihits that benefit its stacking slash procs.

    Trash range tho.

    So, good on paper, meh in execution.

  7. 8 minutes ago, Nexeroff said:

    Sure, any melee weapon can fit it, but if impact is not dominant IPS, you are not going to be effectively using shattering impact so the mod is useless at that point and you are stripping no armor.

    In order for shattering impact to be useful, you have to use a melee weapon that is impact dominant, if you are using a status weapon impact is probably not going to be dominant, and status does not affect wolf, so ideally you would use a high crit, impact dominant IPS weapon, a Sarpa, then your shattering impact actually has an affect.  \

    It's not carrying one strong weapon, it's carrying one of only a very select few weapons that can effectively use shattering impact, or a specific companion that can fit sharpened claws, or a specific frame.  With the Stalker, you can use many, many different types of weapons even when he was very difficult, with the Wolf you do not have that option at all.  You must either fight him solo, or be equipped in a very specific way to effectively be able to take him down.

    Tell you what, fit shattering impact on just any melee weapon then go fight the wolf in a PUB at level 80+ and then come back and tell us he isn't broken.

    I'm sorry but that's not how shattering impact works. The amount of impact damage present in the weapon is irrelevant, so long as your weapon has at least 1 impact damage, the condition for shattering impact to work is met. And said condition is "impact damage from melee attacks permanently reduce base armor by X" (maximum 6 at max rank).

    And even if your melee is doing 1 impact damage out of its entire damage distribution, it's still doing impact damage, which triggers shattering impact.

    The one and only reason why the Sarpa is so effective with shattering impact is because every shot from it hits many times, which thus triggers shattering impact many times.

    Thus any melee works with that mod, some weapons will work better than others depending on their speed and multi hit capabilities, but the point still stands that shattering impact will be useful with any one melee that has at least some impact damage.

  8. 40 minutes ago, Nexeroff said:

    I can equip a melee weapon that can take out just about any content in the game, and the stalker, I can use several different ones that do the same.  What are you going to use a Sarpa against? 

     

    Pretty sure that what this person meant is that any melee can use shattering impact, not just the Sarpa.

    And that's a fact. So long as your melee weapon has any degree of impact damage, shattering impact will work, since the condition for it to work is that impact damage must be present.

    So you're not sacrificing your melee slot, just one mod slot. Which is still useful against any unit with armor so there aren't many downsides to using it anyways.

    • Like 1
  9. It's very usable with frames that have a decent hp and armor or have some form of healing, but best on frames with innate damage reduction and/or constant healing.

    But you have to have in mind that most of the time it won't really be 90% DR. You gain resistance to a specific element, which for most enemies, is just a portion of the damage distribution of their attack. So, say, if an enemy deals 50% impact, 25% puncture and 25% slash in their attack, you'll only build up resistance to impact, and once reduced by 90%, the impact portion of the incoming damage will go down to 5% of the enemy's total damage. Which is nice, but the other 2 portions of the damage will remain intact.

    So, in the end, with that example I gave, you'll still be taking 55% of the attack's original damage, which is why constant healing or innate tank abilities work best for adaptation.

  10. 6 hours ago, (PS4)Zero_029 said:

    That or we've lost most of our memory for some damn reason, or the player character just chooses not to grant the player the satisfaction of some exposition on the matter. Maybe PTSD.....?

    If you look at the codex entry of Vor's Prize after completion, and assuming it's talking about us since the quest itself is basically about us, it says that being put out of stasis so harshly has likely affected our memory.

    It's an old piece of lore, yes, and not the best explanation in the world too, but it's what we have. And makes me think that it doesn't go the way of us not ever knowing we aren't the frames, but more so of not remembering it until the truth slaps us in the face. Since right at the end of second dream and during future quests, our tenno is clearly remembering more stuff.

    It'd be neat to get a bit more exposition from time to time though.

  11. 6 minutes ago, FlusteredFerret said:

    Eh...can't really do that.

    You can't have anything lore / story related, as that will then exclude all the "lesser" players. Newer players who haven't had the opportunity to get good enough gear for such a challenge, or people like myself who haven't got the time or patience to grind for really powerful stuff.

    Thats why I keep saying any "endgame" content needs to be separate from the main game and all lore / quest-related stuff.

    I have no problem with a separate game mode and even unique rewards, but excluding a significant part of the player base from the very thing the game is built around, seems like a bad move to me. That would be like saying Railjack is only for players with MR16 and upward.

     

    Probably doesn't necessarily have to be a major lore bomb. Most thing in the game have lore behind them to whatever degree, and quite a bit of it is locked behind some semblance of farm. Like the kurias, cephalon fragments and the things you get from ghouls. So, "endgame" bosses can have as much more as everything else since they don't necessarily have to be tied to a quest or major drop of content such as cinematics.

    Can be just codex descriptions, dialogue, hints or whatever. After all, lore in the game is hidden in many optional places that not every player is going to experience due to personal preference.

  12. 2 minutes ago, DeMonkey said:

    You raise a valid point, however you haven't quite grasped the minutia of such a post. :wink:

    Which really boils down to, I don't consider this valid feedback. It's an interesting discussion piece, but it's (by OP's own admission) a vauge concept rather than actual constructive feedback. I read it more as "for fun", you know?

    Damn shame. Here I was thinking you actually wanted me to be a Boss in-game... ah well. 

    What are your boss powers? Maybe we can turn you into a raid boss, better if you happen to have an evil cult too

  13. 2 minutes ago, SprinKah said:

    hm, is that so, I guess it doesn't really scale up that much like I thought

    It depends mostly on how prepared you are to fight them, I think. No gas/slash/magnetic/whatever will make you feel that the enemies are quite harder than before, but just as we can mod to deal with any enemy defenses, we can deal with shields easily as well. Also do keep in mind that I was using Garuda, who has a good amount of self healing albeit not possessing innate damage reduction in my build. But then again many frames have others and more varied forms of mitigation that can work just as good if not better than the healing.

    So all in all, I'm fairly certain that if you take your time to prepare and mod yourself adequately for the enemy type, anyone can take on these enemies.

  14. Just did a test run letting the alarms go off to 4 in a bounty 5 till enemies were 110-ish, it does feel to me how they hit harder, but mostly the units that are meant to hit hard (like the opticor snipers or those dudes with the semi auto proyectile). If you ain't going for anything that bypasses shields it takes some more to down enemies, but going for gas and slash still makes short work of them, so modding properly is still a thing.

    You gotta keep a look out for your surroundings though, since they hit harder, minding your own business and having a bunch of dudes gather up behind you can get you mowed down quickly. Tested mostly with Garuda for slash reasons.

  15. 57 minutes ago, eltioozzy said:

    A alguien más le pasa que nidus en su habilidad 2 cuando absorve enemigos no van al centro incluso se quedan fuera del mapa haciendo imposible transformarlos en cargas?.

    Lleva asi 5 días pero solo ocurre cuando juegas partidas en escuadrón en modo solo no ocurre por favor revisenlo gracias.

    Primero, te recomiendo, como ya han hecho, usar el sub-foro del juego en Español (esta mas abajo en la página principal, es fácil de encontrar)

    Y segundo, a mi tambien me ha pasado eso, mayormente debido a lag que a otra cosa.

  16. 2 minutes ago, (XB1)Clockwork Geoff said:

    To his core, Ballas is a narcissist and only really cares about surviving because he is too important to die.

    He has given us the Sword because he is embittered about how the sentients have essentially rendered him into a sentient slave and that is too much for his ego to bear.

    Which is basically what I'm going at. Revenge or no, I doubt surviving left his priority list, and given that it's pretty obvious that he ain't gonna last too long if the sentients are done with him, his best bet for survival is getting on our good side or at least making us owe him to the degree where his own survival is ensured.

  17. On these three characters I'm thinking that Lotus is in a position where she's in line with the sentients but not fully convinced of her actions, as the new war trailer does, to me, imply she's in a stare of confusion and can't get her priorities right. So whoever Lotus/Natah's mom is, is just trying to get her fully back to the sentient's side by making her get rid of what tied her to her Lotus persona, which she already started doing by probably having a hand in what happened to Ballas, and then probably going for us in the new war. But I personally hope the narrative doesn't go in the simple direction of "we save lotus, beat the sentient together and all goes back to being nice and happy"

    Ballas on the other hand looks more like the character who wants to have allies in every possible winning side. He did this during the old war by creating the frames and helping the sentients, so he'd just have to wait for the outcome and stick to the victor. That didn't turn out too well outside of the fact that he survived, but now his life is in danger, so he decides to gives us the sword so that we can take care of the sentients and likely he'll be like "hey, you couldn't have done it without the help of good ol' Ballas, right kid?"

    And for the man in the wall, I'm thinking the reason he led us to Ballas in the first place isn't manipulation nor any real care about helping us. More so about self preservation. One of his possible dialogues in TWW has him state that we're nothing without him, so what if he's nothing without us either? If so he'd need to ensure our survival, and given the imminent danger that the sentients, Natah in particular, represent to our lives, what better reason for him to lead us straight to something that can fight then back?

  18. This might be a bit far fetched but, doesn't Valkyr's codex entry particularly say that the "original" Valkyr was made angry and such in the Zanuka labs?

    Then what if that's the reason prime looks more like vanilla, because it is the same buy dismantled and damaged and whatever by Alad V. Meanwhile Gersemi is just a deluxe skin, and as such doesn't necessarily have to be considered a "canon" variant of the frame, and more so a skin that was made with the pre-corpus idea in mind simply because people wanted that. Because if you think about it, most deluxe skins don't have that much to do with the vanilla, and pretty much nothing to do with the prime.

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