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Aniawn

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Posts posted by Aniawn

  1. 8 hours ago, (PS4)CaptainIMalik said:

    This all sounds great. I think I'll add it to the thread with your name 

    What about an ability (inspired by inFamous) where he literally drains his opponents? And he could drain corpses too. It could work on allies and revive them out from a bleedout state. 

    It would decrease his shield delay, make him stronger, faster and he would absorb HP

     

    That ability sounds too similar Inaros' Devor ability combined with his passive, Undying, with a hint of Nekros' Desecrate ability (i.e. getting health from corpses), and Volt's Speed ability (i.e. increased movement speed).  I also feel it does not fit the theme of a high dps warframe that deals electric damage.  The charge system is supposed to be a bit of a double edge sword.  You can increase the effects of the abilities by the amount of charge stored, but the increased shield recharge delay and decreased shield recharge rate are also a result of storing charge.  Remember, the amount of charge stored is consumed/reset when any of the abilities are used; removing the increased shield recharge delay and the decreased shield recharge rate.  The shield restore ability can be used, at the cost of consuming the amount of charge that has been stored, to restore shields at an accelerated rate with no recharge delay.  The more charge that is consumed, when the ability is used, the more the shields are restored.

  2. 16 minutes ago, (PS4)CaptainIMalik said:

    He doesnt have to be a tank and yes, as long as he deals good damage. I am not very familiar with Chroma

    Okay.  How about we take inspiration from Nidus and create charge system that can boost the his/her abilities.  For instance, (s)he has  cc ability a that increases the charge by the number of enemies that are affected, or killed, by the ability.  All the stored charge is consumed when any other ability is cast, or is reset when the cc ability is cast again.  The stored charge will increase the shield recharge delay and decrease the shield recharge rate.

    How about he/she have really high shields (~300 at rank 0; ~900 at rank 30) and armor (~500 at rank 0; 750 at rank 30), but very low health (~50 at rank 0; 150 at rank 30).

    One of the abilities could be a continuous lightning bolt that hits an enemy.  The amount damage dealt multiplied by the amount of stored charge at the time of casting.

    A second ability could restore an amount of shields, multiplied by the amount of charge stored at the time of casting, over 5 seconds.

    The cc ability could render an enemy immobile while zapping surrounding enemies, turning them into a tesla coil, for X amount of seconds.  The amount of damage dealt could be equal to a percentage of the enemy's health the ability was cast on.  Each enemy zapped by the affected enemy will increase the charge system by 1.

    At the moment the only other ability I can think of, which is kind of a cough out, would be to summon a bolt of lightning that and use it as a whip of X amount of seconds.  The whips damage is multiplied by the amount of charge stored at time of casting.  Each enemy killed by the whip will extend the abilities duration by 1 second.

     

    Let me know what you all think.

  3. 25 minutes ago, (PS4)CaptainIMalik said:

    But current Volt is more suited to gunplay, I want to make a Warframe concept (for fun) that isn't. A true alternative to gunplay. 

    Volt's shock doesn't really scale and it's unlikely very soon that they would have it scale. 

    For fun, I want to make a frame that is less focused CC. Volt isn't a high damage frame. He is more of a CC frame. 

    I think the problem people are having with your concept is that you want to make a high dps warframe, that is also a tank, that uses electric damage.  Electric damage has a cc status effect, but it sounds like you want to create a warframe that is stripped of that cc status effect usage.  Is this correct?  Out of curiosity, how close is Chroma, using electricity, to your desire for a high dps warframe that is also a tank?

  4. It sounds like for this feature to happen, the launcher would need to first perform a verification on the portion of the game/updates that were downloaded, before the interruption, before it can resume downloading the rest of the game/update.  Is this correct? 

    Do we know if the game/updates are downloaded as a single file that is then unpackaged and installed, or are they downloaded as individual files?  I wonder this as it may have an impact on the launcher's ability to perform some sort of file verification on portion of the game/updates that were downloaded.  Or does it not matter at all?

    Is there a technical and/or programming reason for this feature to not have been implemented already?

  5. 36 minutes ago, Syln said:

    Not really sure but they could use ember fireball as a bases put the boulder's skin, hitbox and aoe effect on impact and disable it if there is any bulwark in place or if the augment is used.

    Can't really tell how it work on warframe,

    Cool, that could work.  Here are couple of follow-up questions:  How would damage work (i.e. would the damage mechanic for the boulder work like it currently does with Tectonics)?  Would mods have an affect on the boulder when Tectonics is used in the air?

  6. 33 minutes ago, Syln said:

    Could easily be disabled when you chose to use this augment.

    Okay, good answer. 

    33 minutes ago, Syln said:

    The interest is a knockdown aoe on the impact not the damages but then again it's more for the epicness of throwing a meteor at the enemies faces than anything else.

    Basically it wouldn't be overpower at all and could be easily implemented

    I am not sure how easy this would be to implement into the game code.  I get the feeling that there will be a bit of conditional statements to take into account weather or not Atlas is in the air, Tectonic Fracture is equipped, and/or a bulwark is already in place.  Combine that with now having to rewrite how the mechanics of boulder behaves when Tectonics is used while in the air (i.e. what happens on contact with an enemy); and I am having doubt on how easy it will be to implement.

  7. As @Momaw requested in your previous thread, can you provide a recording of one of your attempts?  It would be helpful for us to able to review one of your attempts and see if the orb spawning locations is the cause of your frustration, or if it is something else.

  8. I do not believe nerfing the stats is the right direction to balance out giving riven mods their own dedicated slot.  The only way I can see a dedicated slot working, while still making players put some thought into their mod choices, would be to remove the mod polarities from the riven mods.

    In addition, you may also need to increase the capacity cost of the riven mods by a certain amount.  The amount to increase by could either be a flat amount for all riven mods, or one determined by the weapons' Disposition (e.g. the lower the Disposition, the higher the increase in capacity cost).

  9. I'm not sure about the 3rd and 4th powers.  I see problems for new players who spend platinum to purchase the warframe before they have obtained a companion.  As well as for players new, and old, that have not completed The War Within being unable to use the warframe's 4th power as it directly relies on the operator's transference ability.  Please remember that any player can spend platinum to purchase a warframe; no matter what their progress is in the game.  This is especially so for Prime Access.

  10. I would try a build with Viral damage, as it works great against Cloned Flesh with the added bonus of halving their health for 6 seconds if you can get a status proc.  Corrosive damage is just as effective against Ferrite Armor as Viral is against Cloned Flesh, but if it procs, it will only give you a 25% reduction in their armor.  The armor reduction is permanent, although you get diminishing returns each time since it is 25% reduction only from their current armor amount.  Throw on some mods to increase status chance and a (Primed) Bane of Grineer, and you might be able to accomplish what you are requesting.

  11. 1 hour ago, SenorClipClop said:

    But yours is a solution in the wrong direction. (An ideal solution would be to improve connection speeds, decrease rendering in the Relay for slower computers, or have a smaller population cap on the Relays.) If Tenno were able to access solo Relays, everyone would do it (the lack of lag would be too enticing not to) and nobody would see anybody else outside missions. From there, Forum Tenno would launch complaints like "the Relay serves no other purpose than a loading screen and an empty hall, put Baro in my Orbiter", and then the Relays would be next to meaningless.

    I believe from what Steve showed in his stream from 01/29/2017, they are starting to utilize code for the relays that will make it so that certain resources are only used when a player is within a predefined "zone".  I don't know how I feel about lowering the population cap.  It is a solution.  Although, I do not like the idea of lowering the social interactivity by spooling up more instances of the relays with fewer players in them.  I guess one deciding factor could be on how much of a burden it is on the servers to spool up more instances of the relays with smaller populations, versus few instances with higher populations.  I will definitely agree that having solo instances of the relays is not a solution.

  12. 14 minutes ago, (PS4)chibi_matatabi said:

    really dumb question, but why not have baro appear in the marketplace for a bit of an inflated price as well (same items for sale)?

    it would solve the main issue here of 'hm... what is baro selling this week, and how much is it?'

    especially if the 'inflated price' was a set % like say 15%

    I do not see how this would solve the problem.  Would this not punish players using toasters and/or with slow connection speeds that have trouble connecting to the relays.  Why would a player pay a higher price from the marketplace, if they can get something at a lower price by talking with Baro Ki'Teer at the relay?

  13. 1 hour ago, (PS4)O1goodeninja said:

    In some games after an item has been crafted so long after a certain time it becomes free to rush. Items that require 72 hours for example should be free to rush if it has 5 min left or if it has a weapon that takes 12 hours free if less than 1 min. Its a small thing but the plat cost for rushing when you have that little bit of time left never made sense to me. So if not free maybe a credit cost after so long. Its small has very impractical usses but just saves that min or so walking around my ship in circles.

    I will direct you to my response on a very similar thread from yesterday (02/09/2017), regarding making the last few minutes of crafting time free to rush:

    As you said, a credit cost would be small and impractical compared to people being impatient and using their platinum to rush their crafting.  I would not be surprised if a noticeable amount of the platinum purchased is used to rush crafting, even if there is only a few minutes left.

  14. 4 minutes ago, Xiusa said:

    You keep coming back how can you say nobody cares and noone is reading it??? Your analogy is sounds for real life. This aint real life. You get the point, don't you? Good. That's it. You don't need to say anything else.

    Oy vey.  You are right, this is a game.  But in this game's universe, mods are a tangible object, like resources, that you can collect, trade, sell, equip, upgrade, or dissolve into endo.

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