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T04STR

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Posts posted by T04STR

  1. I had quite a bit of time to play around with le old Vauban since the rework + minor buffs, I would say Vauban is in a pretty decent place now... (i.e. flechette orb dmg scaling)
    However... I do think we can do with more polishing in-lieu of the new "tech" frame coming in, having parts of her kit very similar to Vauban current kit or what players have been requesting ("less the tracer recall")

    Suggested tweaks:

    Tesla Nervos 
    - bring status chance to 100%

    Minelayer
    - SCRAP VECTOR PAD (let's face it, however a meme bounce was, it was still more useful than vector pad) 
    - Add speed bonuses to Supercharger (to compensate for lack of vector pad and grant Vauban a more complete offensive boost sorta like Finka from R6:Siege?
    - Replace vector pad with a defensive mine... could be a form of deployable cover, or even some form of temporary damage mitigation buff like rolling guard / mesmer skin
    - Tether mines could do with an extra tether? (would be nice QOL)

    Photon Strike
    - could deal a little more damage or an additional form of CC, like radiation/lifted status maybe? (weapons usually do the job better... not to mention flechette orb.. plz dont nerf) 

  2. not sure if its just me, do you guys like the fact that Slash Dash tracks enemies? Would rather have higher speed and pass through enemies if you ask me ¯\_(ツ)_/¯
    Aside from that, slash dash still kinda works as a get out of jail card with the invulnerability frames

  3. On 2019-08-30 at 4:54 AM, T04STR said:

    Abiltiy 1: [PH] Drone (insert thematic name) Cost: 100 [Scrap] / [Ammo]
    Vauban summons his exalted Sentinel: [PH] Drone, to aid him in combat.
    Tap [ability key] to cycle between modes [ Tactical / Defense / Assault ] 
    *Cycling modes affects all abilities*
    Hold [ability key] to summon [PH] Drone in selected mode. (cast)
    [PH] Drone follows Vauban like any other sentinel.
    Up to 6 abilities [Orb] can be attached to [PH] Drone.
    Oldest attached abilities [Orb] is removed when max cap is reached.
    Recasting ability will replace mode on [PH] Drone whilst retaining attached abilities [Orb]
    (OP note: by restricting to 6 other [Orb] abilities, it should challenge and reward players if they wish to go all out i.e 6x Sentry [Orb] or a hybrid approach where 6 different [Orb] are employed for varying effects)

    [ Tactical ] : Quick-Fix
    [PH] Drone heals nearby allies by [X1] health/s and [X2]% movement speed boost in a [Y]m radius
    (OP note: suggest [X] values to be lower or equal to Wisp's vitality and haste motes, given hybrid properties.)

    [ Defense ] : Reactive Armor
    [PH] Drone bolsters defenses of nearby allies against enemy ranged attacks, granting [X]% damage reduction per damage tick (to maximum of 90%) in a [Y]m radius.
    Damage reduction will decay by [X]% every [Z]s.
    Upon first damage tick, receive 3s invulnerability. (reset-able on recast) 
    Invulnerability does not impede ability stack.
    (OP Note: with this mode, the idea is to give players incentive to forgo adaptation in favor of [Reactive Armor], to free up mod space for a more diverse build. Furthermore, invulnerability is added to mitigate the likelihood of a one-shot situation and also as a possibility for a high-skill "parry" playstyle.)

    [ Assault ] : Supercharge
    [PH] Drone boost combative prowess of nearby allies, granting initial [X1]% extra damage, each successive hits gains additional [X2]% extra damage, stacking up to (3x [X1])% additional damage, however, missed attacks will remove all additional damage [X2] bonuses.
    Initial damage buff [X1] is not removed by missed attacks.
    ability applies to either guns or melee.
    damage buff is calculated along the lines of base damage: i.e. serration / pressure point.
    (OP Note: Vauban could stand to gain from a team applicable damage buff similarly to Chroma's Vex armor, however, not necessarily to "compete" but to offer a way to augment weapon play in Warframe, i.e Harrow's Covenant + Nukor - in this case, favoring to boost low base damage, high ROF, weapons.)
    (OP Note 2: recommended base values are [X1] = 70% and [X2] = 5% max dmg boost (3 x [X1]) = 210%; for reference, Chroma's Vex Armor= 275%)

    Exalted Sentinel: [PH] Drone
    (suggest visual difference between modes)
    Health: 150
    Shield: 150
    Armor: 150
    accepts sentinel mods.

    It's over here! TLDR: [Ability 1] summons the exalted sentinel, [Ability 3] also double up as a sentinel weapon while [Ability 2] & [Ability 4] acts like extra precepts. Cheers!

  4. 9 hours ago, keikogi said:

    a character they usually have their have their own designs and technology ( think of Tony stark , Steel, Torbjorn...). I think Vauban belongs to the second category. So whenever I come up with something for Vauban I try to think of something based on electricity , gravity or robotics.

    Yet again... I preface this with: I understand the thought process, but: Tony Stark as an example had ways to stop bleeding / patch up wounds he just froze / gel it.
    Now my question would be... is it necessary to limit Vauban's "intelligence" in terms of healing tech?


    My opinion on healing vs armor (which I proposed both) is more of using Engineer from TF2 rather than Torbjorn from Overwatch:
    [Engi-Main] : Dispenser (heal + ammo), turret (upgrade / maintenance), teleporter, gun / building resource management (i.e. widowmaker shotgun uses metal)
    [Torbjorn] : Armor pack (problem is here*)+ Turret (upgrade / maintenance)
    *personally speaking, I find that just a straight armor buff (giving allies flat armor) is pretty boring as a gameplay aspect; press and forget, furthermore, Torbjorn giving armor out to allies makes sense because armor can be depleted in Overwatch and is practically more health, not to mention that classic turrets as we know it doesnt really fit in Warframe because of the game's pacing... Hence I modeled [Ability 1] closer towards TF2 Engi-Dispenser (which happens to heal). 


    (p.s. when Wisp and Hildryn got released, Vauban became even more irrelevant: Wisp's reservoirs include a better Tesla and could buff health and speed for indefinite duration (static) while Hildryn offered "unlimited" casting potential, team defensive buffs (shields whatever its worth) and she can become a mobile Bastille.)
    (p.s.s. edited some ability parameters and themes thanks to your feedback)

    I think it was an interesting discussion to have, also, interesting concept on your part too! 

    Cheers!

  5. 6 hours ago, keikogi said:

    Whenever I try to rework a frame I usually push as far as I can trying to give the frame new powers and mechanics.But ,There is point where a rework just becomes a new frame and I think you crossed that line. 

    You scraped almost every skill Vauban currently has. Also ,Most of the current Vauban kit is technology based around gravity or electricity . As far as I can tell none of the replaciments use these teclogies.

    There is no need to change from energy to scrap. 

    The base Idea of 3 Vauban modes is actualy good but I did not like the current version of it.

    I understand where you come from but...

    Quote
    8 hours ago, T04STR said:

    So... just in case people miss the point, Vauban's current kit is largely useless in current game, here is why: [RANT WARNING]
     

      Hide contents

    [Tesla] - was fun ages ago, does not deal 100% status proc, not reliable form of CC (p.s. dont even mention charge to get 100%... that was lazy.) 
    [Minelayer: Bounce] - competitive form of traversal in the age of [Super Jump], minimal damage potential, CC range requires enemies to be directly on top of bounce.
    [Minelayer: Trip Laser] - no damage, trips enemies... (if angled correctly infinite tripping), does not apply to flying targets... [Tesla Link is better]
    [Minelayer: Shred] - blast damage w/ low damage values, armor reduction is on a timer... corrosive strips armor permanently... Weapon can do better.
    [Minelayer: Concuss] - no damage, radiation proc for 12s, (standard status duration.) high status weapons can accomplish this better...
    [Bastille] - Good CC, used to be infinite amount of suspended targets (not anymore, max cap introduced)
    [Repelling Bastille] -  repelling bastille was a good solution to bastille max number cap, pushing extra people away consistently upon reaching cap (not anymore... now push / 4s)
    [Vortex] - Good CC, however, shorter range than Bastille, most others use Bastille which is cheaper and has better range, has its uses though.

    [Magus Lockdown] - practically the only useful Vauban ability (sleep stun, % scaling damage); equippable on all Warframes.(via. Operator)

     

    not to mention, i think Vauban needs a bit of variety...
    assuming if we focus "Dimension Crushing" aspect instead of "to create deadly traps" on the codex entry:
    we would have [Anti-Grav Grenades] and [Tractor Beam] included in his kit.... not too sure if that would be good or bad, but we would not have a [Magus Lockdown].

    Thanks for your feedback!

  6. Yet another suggestion for our "engineer" boi Booben... whenever the rework will ever be done.
    [ p.s. many thanks to DE_Pablo for Wukong and Nezha rework, it was legendary, having enjoyed playing those 2 frames recently, please help out Vauban too! ]

    Vauban's pure CC kit as many know it has been obsolete since the meta shifted towards a more DPS/Tank centric one, so this post is largely going to attempt to bring Vauban into this new age of Warframe design / mechanics; in lieu of a support playstyle that can buff potential DPS and survivability while retaining the core gameplay elements of Vauban.
     

    So... just in case people miss the point, Vauban's current kit is largely useless in current game, here is why: [RANT WARNING]
     

    Spoiler

    [Tesla] - was fun ages ago, does not deal 100% status proc, not reliable form of CC (p.s. dont even mention charge to get 100%... that was lazy.) 
    [Minelayer: Bounce] - competitive form of traversal in the age of [Super Jump], minimal damage potential, CC range requires enemies to be directly on top of bounce.
    [Minelayer: Trip Laser] - no damage, trips enemies... (if angled correctly infinite tripping), does not apply to flying targets... [Tesla Link is better]
    [Minelayer: Shred] - blast damage w/ low damage values, armor reduction is on a timer... corrosive strips armor permanently... Weapon can do better.
    [Minelayer: Concuss] - no damage, radiation proc for 12s, (standard status duration.) high status weapons can accomplish this better...
    [Bastille] - Good CC, used to be infinite amount of suspended targets (not anymore, max cap introduced)
    [Repelling Bastille] -  repelling bastille was a good solution to bastille max number cap, pushing extra people away consistently upon reaching cap (not anymore... now push / 4s)
    [Vortex] - Good CC, however, shorter range than Bastille, most others use Bastille which is cheaper and has better range, has its uses though.

    [Magus Lockdown] - practically the only useful Vauban ability (sleep stun, % scaling damage); equippable on all Warframes.(via. Operator)


    Additional References:
    Check out Rahetalius' new video regarding Vauban's Rework while at it!
    Spoiler

     

     

     

    Vision:
    Update Vauban's kit to better support the team and adapt to different mission types; parallels in other games include: Engineer [ TF2 ] / Tobjorn [ Overwatch]  / Engineer [ Guild Wars 2 ]
    [TL:DR] Vauban = Inspector Gadget / Batman / Drone Master.

    Proposal: Tactical Modes
    Giving Vauban a switch-up mechanic (similar to Ivara's Quiver / Wisp' Reservoirs) however, applies to all abilities (MMO Fn keys) - giving Vauban different modes for different situations, effectively giving him 12 abilities. [ 4 abilities x 3 modes ]

    Mode modifiers:
    Mode A - [ Tactical ]
    Mode B - [ Defense ]
    Mode C - [ Assault ]

    Legends: 
    [X] = Strength Modifiable
    [Y] = Range Modifiable
    [Z] = Duration Modifiable

    [TL:DR] Vauban gets an Exalted Sentinel [Ability 1] as a mobile platform for his abilities, the other abilities [2/3/4] function similarly to how his current kit: grenades / [Orb], use the abilities separately or feed your sentinel to create a mobile fortress. ( leaning into something similar to Railjack's ship modules, carrying abilities but only equipping them when you wish. )

     

    Passive: Scrapper's Resource
    Vauban utilizes ammo to cast abilities. (Ammo reserve of equipped weapons can also be used to cast abilities)
    Vauban has a universal ammo reserve [Scrap] (added UI element for [Scrap] counter) (500 max)
    [Scrap] has priority over equipped [Ammo] reserve in ability casting.
    Unused [Ammo] pickups adds towards [Scrap] 
    Energy Orbs adds towards [Scrap] (50/orb)
    Arch-Gun Heavy ammo adds towards [Scrap] (150/ pack)
    [Scrap] can be used to reload equipped weapons. (if weapon ammo reserve is empty)
    (OP note: using TF2's Engineer's [Metal] system allows for an alternative to energy, creating a Hildryn-esque playstyle where it gives Vauban more freedom in using his abilties.)

     

    Abiltiy 1: [PH] Drone (insert thematic name) Cost: 100 [Scrap] / [Ammo]
    Vauban summons his exalted Sentinel: [PH] Drone, to aid him in combat.
    Tap [ability key] to cycle between modes [ Tactical / Defense / Assault ] 
    *Cycling modes affects all abilities*
    Hold [ability key] to summon [PH] Drone in selected mode. (cast)
    [PH] Drone follows Vauban like any other sentinel.
    Up to 6 abilities [Orb] can be attached to [PH] Drone.
    Oldest attached abilities [Orb] is removed when max cap is reached.
    Recasting ability will replace mode on [PH] Drone whilst retaining attached abilities [Orb]
    (OP note: by restricting to 6 other [Orb] abilities, it should challenge and reward players if they wish to go all out i.e 6x Sentry [Orb] or a hybrid approach where 6 different [Orb] are employed for varying effects)

    [ Tactical ] : Quick-Fix
    [PH] Drone heals nearby allies by [X1] health/s and [X2]% movement speed boost in a [Y]m radius
    (OP note: suggest [X] values to be lower or equal to Wisp's vitality and haste motes, given hybrid properties.)

    [ Defense ] : Reactive Armor
    [PH] Drone bolsters defenses of nearby allies against enemy ranged attacks, granting [X]% damage reduction per damage tick (to maximum of 90%) in a [Y]m radius.
    Damage reduction will decay by [X]% every [Z]s.
    Upon first damage tick, receive 3s invulnerability. (reset-able on recast) 
    Invulnerability does not impede ability stack.
    (OP Note: with this mode, the idea is to give players incentive to forgo adaptation in favor of [Reactive Armor], to free up mod space for a more diverse build. Furthermore, invulnerability is added to mitigate the likelihood of a one-shot situation and also as a possibility for a high-skill "parry" playstyle.)

    [ Assault ] : Supercharge
    [PH] Drone boost combative prowess of nearby allies, granting initial [X1]% extra damage, each successive hits gains additional [X2]% extra damage, stacking up to (3x [X1])% additional damage, however, missed attacks will remove all additional damage [X2] bonuses.
    Initial damage buff [X1] is not removed by missed attacks.
    ability applies to either guns or melee.
    damage buff is calculated along the lines of base damage: i.e. serration / pressure point.
    (OP Note: Vauban could stand to gain from a team applicable damage buff similarly to Chroma's Vex armor, however, not necessarily to "compete" but to offer a way to augment weapon play in Warframe, i.e Harrow's Covenant + Nukor - in this case, favoring to boost low base damage, high ROF, weapons.)
    (OP Note 2: recommended base values are [X1] = 70% and [X2] = 5% max dmg boost (3 x [X1]) = 210%; for reference, Chroma's Vex Armor= 275%)

    Exalted Sentinel: [PH] Drone
    (suggest visual difference between modes)
    Health: 150
    Shield: 150
    Armor: 150
    accepts sentinel mods.

    Augment: [Drone Link]
    [PH] Drone can now be cast on allies. (similar to Nezha's Safeguard)

    (OP Note: Abillity 1 : [PH] Drone is a dispenser equivalent that dispenses buffs, since only 1 buff can be active at once, I believe it can be slightly more impactful, also WIsp and Wukong are examples of Warframes that have pretty good [Ability 1].)
    (MORE OP Note: if you are wondering, why a drone? sentinel? osprey? through my browsing of the forums, it is quite apparent that most Vauban posts have some form of Exalted MOA/Osprey/Sentinel, so if its popular, why not integrate it? Also, the future is now)

     

    Ability 2: Minelayer [Orb] Cost: 50 [Scrap] / [Ammo]
    Vauban deploys a specialized mine of his choice.
    tap [ability key]: throws mine [Orb] in an arc, attaching to surfaces on contact
    hold [ability key]: attach to [PH] Drone orbit.
    Mines activates when enemies are within proximity
    Activation rage is 1/3 of blast radius (alleviating direct/point accurate trigger of old)
    Mines are active for [X] charges, expires in [60]s

    [ Tactical ] : Flash Mine
    Upon triggering, Flash Mine emits a blinding burst of light, blinding enemies within [Y]m radius for [Z]s

    [ Defense ] : EMP Mine
    Upon triggering, EMP mine releases a pulse of EMP, dealing [X] magnetic damage and jamming enemy weapons for [Z]s within [Y]m radius.
    Shielded enemies deal an additional 100% of of their shields in magnetic damage in a radius of [Y]m.
    Jamming effect similar to Mesa's [Shooting Gallery]

    [ Assault ] : Splinter Mine
    Upon triggering, Splinter mine explodes into small flak fragments, dealing ( [X] + 30% enemy max health ) in slash damage, dealing 100% slash proc, knocking enemies down within [Y]m radius.

    Augment: [Short Fuse]
    +300% charges (4x more) -40s dwell time (1/3 default)

    (OP notes: by giving mines ability to be used as usual, and also as a form of orbiting defense i.e. Nova's Null Star, it allows Vauban to be more mobile. Variety of mines are suggested to encourage switching between variants when dealing with different factions.)

     

    Ability 3: Sentry cost: 50 [Scrap] / [Ammo]
    Vauban deploys a sentry [Orb] of his choice.
    tap [ability key]: deploys sentry [Orb] in an arc, attaching to surfaces on contact
    hold [ability key]: attach to [PH] Drone orbit.
    sentry targets enemies when they are within proximity
    Sentry weapons are Exalted Sentinel weapons.
    Weapons have no magazine size, only max ammo, ammo affected by mods and duration.
    Weapon damage is affected by power strength.
    Range does not affect engagement range - default 30m
    expire when ammo runs out.
    only critical stats listed.

    [ Tactical ] : Tesla
    Fn: Amprex - deals electric damage, chains between target, 100% status.

    [ Defense ] : Pulse
    Fn: Catchmoon - deals Blast damage, wave-like projectile.

    [ Assault ] : Flak
    Fn: Drakgoon x Astilla - Deals heat + slash, explosive slug (astilla), scatters into pellets (drakgoon) upon impact.

    Augment: [Sentry Sync]
    Sentries attached to [PH] Drone will now focus fire and sync to player's crosshairs when aiming down, and will only fire when player fires (ADS)

    (OP Note: whats better than Tesla? Wisp's Shock Mote, Grineer shock mines, rollers and an Exalted Tesla)

     

    Ability 4: Bastille Cost: 100 [Scrap] / [Ammo]
    Vauban deploys a field generator of his choice.
    tap [ability key]: deploys sentry [Orb] in an arc, attaching to surfaces on contact
    hold [ability key]: attach to [PH] Drone orbit.
    Bastille activates on contact / attachment.

    [ Tactical ] : Palisade 
    Creates an energy-based containment field in which captives are held suspended in stasis
    suspends [X] enemies in the air in [Y]m radius for [Z]s, suspended enemies receive [X]% more damage from all sources.
    (OP notes: damage de-buff is carried over from existing Vauban passive: +25% more damage to incapacitated enemies) 
    (OP notes: original Bastille, nothing new... aside from being able to be mobile when attached to [PH] Drone)
    âwarframe bastille gifâçå¾çæç´¢ç»æ

    [ Defense ] : Aegis
    Forms a protective sphere, defending area within [Y]m radius from enemy fire for [Z]s (similarly to nullifier shield bubble)
    Health of shield affected by [X] & [Z], Shrink percentage = (1/[X])
    Upon entering area of Aegis, status effects are cleansed.
    Upon leaving area of Aegis (or destroyed Aegis), gain 3s invulnerability (15s cooldown between exits)
    applies identical math behind nullifier shields (damage gating, max damage per shrink)
    (OP notes: cooldown added to prevent exploitation, if you are unsure of how the bubble works: https://warframe.fandom.com/wiki/Nullifier_Crewman )
    âwarframe nullifier gifâçå¾çæç´¢ç»æ

    [ Assault ] : Cauldron
    Emits deadly microwave pulses, dealing ([X] + % of enemy max health) as radiation damage/s + (forced heat proc) to enemies within range, enemies are also slowed and have their base armor reduced by [X]% per second.
    (OP notes: Vortex serves a similar function as Bastille, also pulling enemies toward Vauban / allies when attached to [PH] Drone can be awkward... so here's something similar.)

    Augment: Perpetual Bastille
    Bastille power strength, duration, range is increased for every Basttile thrown into it / attached to [PH] Drone (stacks up to (3 x [X])%)
    (OP Notes: Bastille's Area of Denial nature would require more than just duration to incentivize the use of the augment.) 

     

    Additional references to previous ideas:
     

    Spoiler

     

     

     

    Its been a large text wall, if you have read everything, Thank you so much!, Cheers!

    • Like 3
  7. Been playing with the Synoid Heliocor recently for my Nekros build... and realised that specters that it spawns are pretty confusing / distracting as they do not have any "real" form of distinguishing them from other enemies (aside from energy glow)... would be nice to have a little bit of transparency / translucency as seen with ghosts spawned from Ballistica Prime: maybe something akin to a holographic projection; since codex entry needs to be maxed?

  8. "RMB is always aim" feels kinda odd... Disregarding how awkward it is to be (unintentionally) switching back to your gun mid combo string... Also not being able to block mid-air while aim gliding is kinda bad... 

     

    TL:DR, please bring back manual blocking... (we want to choose when to block) 

  9. 15 hours ago, (PS4)Riko_113 said:

    Maybe it's because I'm an Ash main, but I find myself unshakably bothered that you took Ash's 2 Most powerful abilities and modified and combined them in a First ability for Wukong. <.<

    lol

    Valid point... I will see what I can tweak... Stay tuned. 

    Thanks for the feedback! 

  10. 9 hours ago, (PS4)FriendSharkey said:

    There's two out comes or a dual power option on one selection that I would accept for cloud walker...

     

    1. It can pass through lasers so spy vaults can have another spy master to run them...

    2. It acts like a K-Drive and he can ride it like Silver Surfer or Goku  ...Whatever...Just stick him on a K_DRIVE made to look like a cloud and he's done....I would be pretty happy with that...

    Come to think of it... The K-Cloud might work just as well... Maybe even allow free space movement like archwing. (avoid tight tilesets maybe?)

    trick counter can funnel into melee combo counter or even the passive I suggested... 

    Thanks for the feedback!

  11. 9 hours ago, (PS4)ForNoPurpose said:

    There is an odd obsession with clones here. Also never heard of the staff doing anything but altering its size.

    Bold move removing defy as a lot of people defend wukong exclusively due to it. In my opinion its far from being the thing everyone says it is but so is iron skin.

    Beyond this the issues with primal fury being bad are not addressed. It feels like a DE augment style addition that does nothing to address the ability of the weapon itself.

    Well... I feel that most of Primal Fury's problems comes from the fact that it deals largely Impact damage, not to mention the combos it has are sort of outdated compared to Baruuk's Serene Storm (having varying combo's for different context was pretty nice)...
    Addressing your last point: I was thinking that Melee 3.0 would potentially shake up Primal Fury... (provided DE doesn't forget Wukong).
    Maybe might post an update if melee 3.0 yields nothing...
    p.s. I kinda thought the clones would add a little more playfulness / trickster flavor 😛

    Cheers!

  12. Background:

    Time to join in the bandwagon as you know, Wukong, a Warframe based on the legendary character from chinese folklore "Journey To The West" is slated for a rework to be released alongside the deluxe skin. So... the aim of the rework is to bring him more in line with his portrayal in the classic literature. (DE did a great job translating Nezha into Warframe; inspired kit that works rather well)
    Throughout the post, there will be many references to the literature, hence to avoid unnecessarily bloating the post, will be placed within spoiler boxes.

    For those not orientated with the folklore, here's a video series that goes through some of Wukong's exploits in "Journey To The West "

    Spoiler

     

     

    Okay, on to the rework!

    REWORK:

    Goals:

    • Make Wukong's kit more "diverse"... currently, Wukong in most players regards has only 1 viable ability: Defy (although the premise cloud walker has some potential...)
    • Make Iron Jab more useful... currently doesn't deal good damage (impact) and also finicky to target/use
    • Capitalize on Cloud Walker's potential in making Wukong a very all-rounded build... currently, slows down players and is not effective in stealth missions (unable to interact as a cloud)
    • Bring Primal Fury to compete with Excalibur's Exalted Blade and Valkyr's Hysteria
    • Downplay the focus on Defy when it comes to Wukong's kit.

     

    Passive: Defiance
    Wukong has 3 additional health reserves; fueled by kills and depleted shields.
    Upon depletion, Wukong's shields are transferred to health reserves.
    Melee kills contributes 15% of Wukong's max health to reserves.
    Upon receiving lethal damage, health reserves are consumed to heal Wukong, gain 1s damage immunity.


    Commentary:

    Spoiler

    Defy, being core to Wukong's survivability needs to retained in some form, however, a dedicated ability slot for an ability that is almost always on severely limits the variety in Wukong's kit.
    Besides, Wukong is pretty unkillable in the folklore as well... probably the original intent of DE when Defy was first implemented.
    Being a passive, it has been tweaked in intensity, requiring player input to maximize the effectiveness of the "new" defy.


    Ability 1: Iron Jab [25 Energy]
    Explode the Iron Staff to its true length, knocking down anything in its path.
    Aiming Iron Jab at the ground will launch Wukong into the air. (part of current augment)

    Damage: 500/600/700/800 (impact)
    Stun radius: 1.25m/1.5m/1.75m/2m 

    [Augment] Iron Column
    Crash down with Iron Staff in its true girth, knocking down enemies in a radius. Casting from elevated heights increase damage and range.
    Hold 1 to cast. When casting from elevated height, performs slam attack.

    Slam Radius: 1.5m/2m/2.5m/3m
    Additional range / height (m): 0.25m/0.5m/0.75m/1m per 4m/3m/2m/1m
    Additional damage: / height (m): 25% (up to additional 500%) per 4m/3m/2m/1m

    Commentary:

    Spoiler

    The Ruyi Jingu Bang (如意金箍棒) / “Ideal Golden-bound Cudgel”, or better known as Iron Staff in game is Wukong's signature weapon, being able to change its size accordingly to Wukong's will; in the folklore, it was used as a column in the palace of the East Dragon King prior to Wukong's ownership.

     

    Edit:
    Tweaked Iron Jab to be more comparable with other 1st abilities of other warframes.

    Ommited:
    Hurl a staff that transform into a clone when in contact with an enemy. (staff can adhere to surfaces prior to enemy contact)
    Staff transformation stuns enemies; opens them to finishers, clone performs finisher attack on affected enemies before vanishing. (can attack multiple targets within duration)

    Impact damage: 50/100/150/200 (impact)
    Clone jab damage: 500/600/700/800 (finisher)
    Stun duration: 6s
    Clone duration: 6s
    Staff linger duration: 15s
    Stun radius: 3m

    [Augment] Iron Vault
    Teleports Wukong to the destination of the staff, if applied on enemies, execute a finisher. (fatal teleport of sorts)

     

     

    Ability 2: Void Gaze [25 Energy] (channeled)
    Hunt down hidden enemies by peering though the void.
    Enhances critical hits whilst ability is channeled. Also reveals hidden enemies (i.e. mimics / invisible targets)
    enemies are highlighted in energy color (similarly to Argonak) whilst limiting vision (dense fog + black and white filter)
    Kills performed under Void Gaze will contribute to Defiance (passive) health reserves

    Chance to enhance critical hits: 50%/60%/75%/90% (max % = 150%)
    Health contributed to Defiance / kill: 5%/6%/8%/10% of max health.
    Sight range: 30m
    Energy drain: 3/s
    Max duration: 10s/15s/20s/25s

    [Augment] Defiant Gaze
    Void Gaze is now fueled by Defiance (passive) health reserves.

     

    Commentary:

    Spoiler

    Wukong is also stated to have 火眼金睛 (fiery golden eyes) allowing him to identify evil no matter what form it takes; however, it also causes smoke to sting his eyes.a8zsur78059929597405.jpg

     

    Ability 3: Cloud Rider [25 Energy]
    Summon Wukong's signature K-Cloud and blast through the battlefield, knocking down enemies in his path.
    On activation / deactivation: stuns enemies in range with a cloud of mist; opening for finisher attacks.

    K-Cloud mechanics: 

    • Normal (w/o boost) movement drains no energy
    • K-Drive Boost grants extra speed (as all K-Drives) also knockdowns enemies in the way.
    • Jump to be altered to allow for vertical ascension (similar Jetpack Joyride; hold jump to ascend, release to let gravity work)
    • Crouch / grind will have Wukong lower physical stance to better fit smaller tilesets with tunnels / crawlspace
    • Unique tricks moves to be added for Wukong (lacking in grind + jump) (also most tilesets don't support K-drive grinding)
    • Trick combo score contributes to melee combo counter.
    • Trick combo score contributes to Defiance (passive) health reserves.
    • Using Iron Jab (augmented or otherwise) will cancel Cloud Rider.
    • Using Primal Fury will cancel Cloud Rider.
       

    Collision damage: 25/50/75/100 (impact)
    Defiance (passive) contribution: 1hp /10 trick score.
    Stun duration: 10s/15s/20s/25s
    Stun range: 5m/6m/7m/8m
    Energy drain (boost): 2m/3m/4m/5m per 1 energy
     

    [Augment] Enveloping Cloud
    When crouching / grinding, disappear into a cloud of mist and glide through the battlefield unnoticed.
    Wukong disappears into a cloud, hiding from enemy view; in this state is also invulnerable

    Energy drain (cloak): 1m/1.5m/2m/2.5m per 1 energy

     

    Commentary:

    Spoiler

    Wukong rarely depicted without the Jingdou Cloud, which grants him enhanced mobility, able to transverse vast distances with great speed.

    EDIT:
    Based on feedback, tweaked ability to feature a modified version of K-Drive to depict Jingdou Cloud more literally, instead of just adding utility and power to cloud walker.
    Instead, cloud walker's original functionality is retained as an augment; as not every player might want to invest in a "stealthier" Wukong.


    images?q=tbn:ANd9GcQwgWGyjG10g68e1l1MIDY      tenor.gif?itemid=9153393 G4kS.gif

     

    Ommited:
    Ability 3: Cloud Walker [25 Energy] (re-castable)

    Imbue Wukong with the properties of the Jindou Cloud, granting increased mobility and invisibility
    On cast: stuns enemies within range; opening them for finisher attacks.
    When performing standing/standard actions (melee attack/sprinting/parkour): gain movement and melee attack speed, also removes enemy collision
    When performing crouching actions (crouch/slide/bullet jump): gain invisibility.

    Speed increase: 10%/15%/20%/25% 
    Duration: 10s/12s/16s/20s
    Stun radius: 5m/6m/7m/8m

    [Augment] Enveloping Cloud
    Grant allies within range corresponding effects of Cloud Walker for the remaining duration.

     

    Ability 4: Primal Fury [25 Energy]
    Summon the Iron Staff and unleash fury.
    Wukong equips his legendary Iron Staff as his exalted weapon. Bonus melee range is given based on melee combo.
    [New]: evasive maneuvers such as rolls, spawns clones on Wukong's position (point where maneuver starts) to assist in combat. 
    (clones function like specters)

    Damage: 100/125/200/250
    Max clones: 1/2/3/4
    Energy drain: 3/s
    Melee range bonus: 2%/5%/10%/20%

    [Augment] Primal Rage (unchanged)
    Killing and enemy increases critical chance by 10%, critical chance increase decays by 1%/s

    Commentary:

    Spoiler

    Wukong is known widely for his trickery with his ability to transform into various forms, and even to create clones out of his hair. The video below illustrates this : (01:00)

     


    Thanks for reading!

  13. 1 hour ago, (PS4)Vexx757 said:

    Interesting. The 1st ability sounds similar to my Idea. Tell me what you think of my ideas for him.

    Vauban:

    1st ability:

    ·       Make them have 100% stun proc on a normal cast.

    ·       Reduce the charge time to 1sec instead of 3sec.

    ·       Reduce the shock time to 1sec.

    ·       Make one tesla shock two enemies instead of one.

    ·       Holding the ability will slowly move the tesla in the direction you’re facing and double the duration. (This is good for enemies at a distance hiding behind cover)

    ·       The more you spam it the less energy you use which stacks up to 75% less energy.

     

    2nd ability:

    ·       (NEW) Tether- Replace tripwire with a trap that tether enemies to it slowing down their movement. (tripwire is fun to watch but ultimately useless) It will slow a maximum of 5 enemies.

    ·       All traps are seeker traps that seek out the nearest enemy to it. (this makes it better of enemies with guns)

    ·       Bounce will continue to seek out enemies until the number of bounces run out.

    ·       Increase shred and concuss range to 10m when triggered and on detonation.

    ·       Shred will permanently strip enemies armour.

     

    4th ability:

    ·       Increase the range from 6m to 12m.

    ·       After ability ends it will set off a blast proc explosion knocking enemies down.

    ·       It can now be deactivated.

    ·       All abilities will land where you are aiming at instead of an arch throw.

    Synergies:

    1st & 4th

    ·       If you throw your 1st ability in the 4th ability it will shock every enemy sucked in doing more damage.

     

    2nd (concuss & shred) & 3rd ability

    ·       If you throw concuss in the 3rd ability while there are enemies held up, it will make enemies outside it shoot enemies affected by it making you less likely to be get shot at if you or your allies are inside 3rd ability and the effect will last until the 3rd ability duration runs out.

    ·       Throwing shred in there with no enemies in it will shred most of incoming enemy fire making you receive a 70% damage reduction if you or your allies are standing within it and the effect will last until the 3rd ability duration runs out.

     

    2nd (bounce & tether) & 4th ability

    Throwing one of the grenades into the 4th ability will perform different results;

    ·       Bounce will ragdoll all enemies after explosion or on deactivation.

    ·       Tether will slow all enemies` recovery speed and movement after explosion or on deactivation.

    ·       Shred will strip all enemies armour during 4th ability activation.

    ·       Concuss will affected all enemies after explosion.

    ·       If you throw 2 different grenades in the 4th ability, the last one will take priority over the 1st on you put it previously.

    I see we had similar ideas at some point of time! Hopefully we get a more interesting Vauban to play with should the rework happen...

  14. MAKE BOOBEN GREAT AGAIN!

    Hello forums, it's been awhile since my first forum post on Vauban (5 years), Vauban has held a special place in my heart... so really hoping Vauban's rework can revitalize him.

    Opinions on the current state of Vauban:

    Spoiler

    - Current kit is not viable in most contents... even his CC abilities pale in comparison to the likes of Khora (Strangledome), Nidus (Larva)... former being able to affect some bosses (i.e. Ambulas).
    - Tesla is not effective... even arc traps do a better job... (lack of 100% status by default).
    - Minelayer's varieties are underwhelming... could have done more.


     

    Rework Outline:

    Identity: Vauban is Warframe's engineer, tactician, the lord booben.
    His skills feature a unique one-handed casting style that allows for rapid deployment without disrupting player movement / actions.

    Gameplay: CC, support, tactical/ "clancy" playstyle niche.

    Goal: to make Vauban more versatile and viable throughout more content. 

    Approach: adding utility, and survivability on top of Vauban's CC focused kit without losing identity.

    Mechanics: adding Ivara/Khora style cycling also present in current minelayer; implementing 3 "protocols" throughout his skills:

    Infiltration (stealth / "intel" focus)
    Control (group CC focus)
    Assault (combat / defensive focus)

    Resulting in 12 (4 skills x 3 protocols) abilities for Vauban.

    Possible executions (whichever is better):
    1. Individual skill toggle/cast: (press "1" to toggle skill 1, hold "1" to cast skill 1)
    2. Protocol toggle with individual cast buttons:
    (press "1" to toggle protocol, hold "1" to cast skill 1, tap "2/3/4" to cast skill 2/3/4)

     

    Abilities / Skills rework:

    [No changes in health / shields / armor / energy stats in this rework]
    [Ability stats given as Rank 30 Vauban]

     

    Ability 1: Seeker [25 energy]
    Cycle through three deployable seeker drones: spotter, tesla, fuse.
    Seeker autonomously seek out enemies and latches onto them. If latched enemy is killed prior to ability expiry, seeks another target. (similar to latchers deployed by seekers)

     

    Spoiler

    [ I ] : Spotter

    Seeker scouts ahead for enemies, marking targets through walls and displaying on map. Attacks on marked targets receive additional critical chance (absolute addition).
    (scan active even when travlling to target)

    Scan radius: 10m (range scaling)
    Duration: 30s after thrown (duration scaling)
    Critical chance buff: 30% (power strength scaling)

     

    [ C ] : Tesla

    Seeker latches on to enemies, turning them into an electrical trap.
    (latched enemy is stunned and functions like a grineer arc trap, stunning other enemies in radius)

    Damage: 150/sec (electric) (power strength scaling)
    Max link targets: 10 (power strength scaling)
    Arc range: 10m (range scaling)
    Duration: 15s upon latching (duration scaling)

     

    [ A ] : Fuse

    Seeker latches on to enemies, melts armor into slag with intense heat. (4 ticks of damage/s) (all enemies within range is affected) (armor reduction akin to corrosive proc)

    Damage: (50 + armor value) / tick (heat) (50% status) (power strength scaling)
    Armor reduction / tick: 50% of enemy current armor) (power strength scaling)
    Effect radius: 5m (range scaling)
    Duration: 10s upon latching (duration scaling)


    [Augment] Seeking Swarm
    -50% range for +3 seekers

     

    Ability 2: Minelayer [50 energy]
    Cycle through three deployable mines: Mesh, Concuss, Pulse
    Vauban throws out Vau-ball that attaches to surfaces or entity, activates upon contact.

    Spoiler

    [ I ] : Mesh

    Deploys a web of lasers, lacerating foes.
    Upon activation, trap deploys wisps outwards, forming links between wisps when they contact surface. Links will trip and deal damage to passing enemies, links expire after a number of use.
    (launching mechanism similar to profit-taker pylons) (connection akin to tesla link).


    Practical implications:
    Confined space = 3D mesh network
    Open area = wide ground mesh network

    Damage: 250 (slash) (100% status) (strength scaling)
    No. Wisps: 3 (strength scaling)
    Link durability: 3 (duration scaling)
    Lifespan: 300s (non-scaling)
    Wisp flight speed: 6m/s (range scaling)
    Max link range: 30m (range scaling)

    [Augmented] :
    No. Wisps: 12 (strength scaling)
    Lifespan: 30s (non-scaling)

     

    [ C ] : Concuss

    Deploys a stun mine that disorientate foes.
    Upon detonation, flings enemies away, disarming and confusing them.
    (ragdolls enemies away from mine; like Shred)

    Damage: 175 (impact) (100% radiation status)(strength scaling)
    No. detonation: 4 (strength scaling)
    Lifespan: 300s (non-scaling)
    Status duration: 12s (duration scaling)
    Blast radius: 6m (spherical) (range scaling)
    Detonation radius: 3m (50% blast radius) (range scaling)

    [Augmented] :
    No. detonation: 16
    Lifespan: 30s (non-scaling)

     

    [ A ] Pulse

    Deploys a stun mine that disrupts enemies with EMP blasts.
    Upon activation, releases a blast that stuns enemies where they stand, jamming their weapons. Enemies with shields will also have their shields discharged as an explosion.
    (Stun created via. impact proc)

    Pulse damage: 175 (electric)
    Shield explosion: 100% enemy shields (magnetic)
    No. detonation: 4
    Lifespan: 300s (non-scaling)
    Jamming duration: 12s
    Blast radius: 6m
    Detonation radius: 3m

    [Augmented] :
    No. detonation:
    16
    Lifespan: 30s (non-scaling)

     

    [Augment] Flash Trigger
    -90% lifespan (30s) +400% strength (before modding)

     

    Abiltity 3: Sentry [50 energy]
    Cycle through three deployable escort drones: Fog, Strobe, Augur.
    Spawns allied Sentry drone, Sentry hovers over tagged allies or enemies, if not targetted, hovers over Vauban. (casted sinilarly to Nezha's Safeguard Warding Halo) (hover around like Itzal's Locust Drones)

    Spoiler

    [ I ] : Fog

    Sentry emits a cloud of gas, obscuring vision. Grants allies increased concealment and reduces accuracy and visual range of enemies caught within.
    Buff: "global" enemy detection range reduction
    debuff: penalty to detection range and accuracy

    Theoretical invisibility achieved if both buff and debuff is applied together. (0m visual range)

    Buff/debuff value: 50% (power strength scaling)
    Effect radius: 10m (range scaling)
    Duration: 15s (duration scaling)

    [Augmented] :
    Heals allies in range for 25hp/s

     

    [ C ] : Strobe

    Sentry pulses with blinding light, opening enemies for finisher attacks.

    Pulse/s: 2 (power strength scaling)
    Effect range: 10m (range scaling)
    Area of effect: 60deg (range scaling)
    Duration: 15s (duration scaling)
    Blind duration: 6sec (duration scaling)

    [Augmented] :
    Grants allies 200% dmg for next attack (occurs every flash)
    (functions similarly to Mesa's ballistic battery)

     

    [ A ] : Augur

    Sentry targets enemies with focused microwave.
    Body parts damaged by Augur are enlarged.
    Enemies damaged by Augur receive 2x more damage from subsequent damage.
    (Function similarly to Nukor)

    Damage: 200/s (radiation) (100% status) (power strength scaling)
    Range: 30m (range scaling)
    Duration: 15s (duration scaling)
    Damage buff duration: 3s (duration scaling)

    [Augmented] :
    Grants energy to tagged allies: 5/s
    (functions like sentinel medi-ray)

     

    [Augment] Sentry Overload
    Energy cost increased to 75, grants additional functionality to Sentry

     

    Skill 4: Bastille [100 energy]

    Cycle through 3 deployable field generators: Dragnet, Vortex, Aegis.
    Vauban deploys a Vau-ball, activated upon surface contact.

    Spoiler

    [ I ] : Dragnet

    Creates an energy-based containment field in which captives are held suspended in stasis. (basically OG Bastille)

    Affected enemies: 12 (power strength scaling)
    Range: 10m (range scaling)
    Duration: 15s (duration scaling)

     

    [ C ] : Vortex

    Creates a whirling mass of energy that violently attracts nearby enemies, crushing their atoms into a tiny spec of matter. (OG vortex)

    Damage: 200/s (4 ticks/s) (viral instead of original magnetic) (power strength scaling)
    Range: 6m (range scaling)
    Duration: 12s (duration scaling)

     

    [ A ] : Aegis

    Projects a energy shield to protect allies within from incoming projectiles.
    Upon activation is invulnerable for a set duration. (non-scaling)

    Damage absorbed by aegis causes it to gradually shrink and eventually dissipate. (functions similarly to nullifier shield) (however does not regenerate unlike nullifier shields)

    The formula for determining damage to the standard Nullifier shield is: 
    Damage ÷ 100 × Shrink Rate.

    Base radius: 6m
    Invulnerability duration: 3s
    Max duration: 60s
    Shrink rate: 6% size/dmg
    Damage gating: 100 - 400 (inverse scaling to power strength)
    (received damage is rounded to min/max boundary if exceeding)

     

     

    [Augment] Perpetual Fortress
    Bastille gains +70% (absolute) strength, duration, range (where applicable) when another bastille is thrown into its area of effect. (max stack: 4x)

    Passive: Reinforce
    Vauban deals 25% extra damage to enemies that are incapacitated and unable to move (original)
    Vauban deals another 15% extra damage to enemies affected by effects of his abilities / skills (buff)

     

    TL;DR:

    1. Booben = Batman
    2. 1 ball, 12 modes; 3 gameplay styles
    3. S1 = rolling balls; sonar lite, tesla+, corrosive / shred
    4. S2 = ball mines: tesla link+, (bounce + concuss), EMP / disarm
    5. S3 = flying balls; 99.9% invisible, arc blind, flying nukor
    6. S4 = panic balls; Bastille, Vortex, boba shield
    7. individually straightforward / simple gadgets; throw and "forget"
    8. higher skill ceiling when it comes to MLG rapid switching of abilities / skills (practice required)
    9. Praise Booben!
  15. Just now, K4RN4 said:

    I think it would be really cool to have the versatility of your concept, but it would be too time consuming to develop at least 7(?) New abilities, that are at least semi useful,, without being so good, you would only need Vauban for everything

    I understand your concerns.. also stay tuned... haven't completed the post 😮

  16. VAUBAN REWORK

    Hello forums, it's been awhile since my first forum post on Vauban (5 years), Vauban has held a special place in my heart... so really hoping Vauban's rework can revitalize him.
    Opinions on the current state of Vauban:

     

    Outline:

    Identity: Vauban is Warframe's engineer, tactician, the lord booben.
    His skills feature a unique one-handed casting style that allows for rapid deployment without disrupting player movement / actions.

    Gameplay: CC, support, tactical/ "clancy" playstyle niche.

    Goal: to make Vauban more versatile and viable throughout more content. 

    Approach: adding utility, and survivability on top of Vauban's CC focused kit without losing identity.

    Mechanics: adding Ivara/Khora style cycling also present in current minelayer; implementing 3 "protocols" throughout his skills:

    Infiltration (stealth / "intel" focus)
    Control (group CC focus)
    Assault (combat / defensive focus)

    Resulting in 12 (4 skills x 3 protocols) abilities for Vauban.

    Possible executions (whichever is better):
    1. Individual skill toggle/cast: (press "1" to toggle skill 1, hold "1" to cast skill 1)
    2. Protocol toggle with individual cast buttons:
    (press "1" to toggle protocol, hold "1" to cast skill 1, tap "2/3/4" to cast skill 2/3/4)

    [No changes in health / shields / armor / energy stats in this rework]
    [Ability stats given as Rank 30 Vauban]

     

    FOR THE ACTUAL POST, VISIT THE LINK BELOW

     

     

     

  17. GENERAL IDEA: Rather than to rework Vauban entirely, it is better IMO to make the current abilities more functional and scale-able compared to revamping and losing the original charms of Vauban [ retaining all current mechanics and abilities - given that Vauban Prime trailer clearly shows all his abilities ] #KeepBouncing

    VAUBAN IS...: More of a "Trapper" style warframe rather than an "engineer" as advertised, and supposedly a gambler, living on the edge with high risk, high reward playstyle.

    Ability 1 - TESLA: as the 1st ability is largely fine as it is, except for its lack of offensive viability (attack speed / amount of targets affected) compared to a grineer arc trap.
    Suggested Changes: just to improve on a base level, making it scale better.
    1) to directly match arc trap capabilities - multiple targets, consistent tracking
    2) increased proc chance (electricity) - to increase CC

    Ability 2 - BOUNCE: to most, it might be the worst ability in Vauban's arsenal, outdated or irrelevant in light of new mobility implements such as; bullet dodge.
    Food for Thought: However, remember how much fun it was just bouncing? It was simply iconic to Vauban the ability to manipulate enemies or allies with bounce - it was used for getting allies out of bugs and glitches too... why remove such an interesting tool from Vauban?
    Suggested Changes: to make bounce beneficial to allies and add strong CC capabilities - while maintaining basic Bounce ability when applied on surfaces
    1) Bounce to pull (downed) allies towards Vauban reliably (100%, rather than by chance or angle of bounce) - to extract downed allies out of combat and closer to Vauban.
    2) When Bounce is used on enemies (direct impact), to create radial explosion from targeted enemy, ragdolls and dealing X damage (suggested X damage as 50% of enemy health points as damage dealt in radial AOE)
    3) To apply bonus effect on allies when Bounce is used normally, possibly to repel melee attacks by bounce (ragdoll)

    Ability 3 - BASTILLE: already powerful in its current form, maybe retain current build or if need be, add some form of ranged damage mitigation
    Suggested Changes: addition of some form of ranged damage mitigation
    1) To be able to temporarily stop (non-hitscan) projectiles while duration is active (imagine kylo ren stopping blaster bolt), whilst hits from hitscan weapons have Y% chance to be stopped. (suggested Y value to match balancing intent)

    Ability 4 - VORTEX: Currently only used for CC utilities rather than damage
    Food for Thought: Remember those days where Vortex used to be able to kill virtually anything just by ragdolling... (initial build)
    Suggested Changes: to give Vortex a form lethal capacity currently lacking.
    1) simply to be able to proc viral along side with DOT - given Viral procs reduces enemy health by 50% per proc, allowing a reliable reduction to enemy health while being scale-able due to viral procs being percentage based.

    Passive - VOID WARPING: simply to create a mini-vortex (pulling enemies via ragdoll) to initial position of bullet dodge / or the reverse, repelling enemies in an AOE from point of bullet dodge - this enables Vauban to have a form of damage mitigation (via situational CC) by player activation (reaction and skill) to compensate for lack of armor/health/shields value.

     

    Hope this makes some sense though, thanks for reading, looking forward to your comments! - KnottyGuy

  18. Disclaimer: I understand that updating and balancing the already large content pool of Warframe is extremely difficult, but however, I also believe that proper balance will then allow a new 'prosperity' in Warframe. P.S. DE is not called Digital Extremes for no reason right?

     

    I believe that weapons in Warframe even between 'OP' weapons such as marelok, brakk and the starter weapons or low damage dealing ones should have a equal level of growth capacity (damage output). As much as Steve likes his rakta ballistica, many mainstream players would never accept it as a viable option within the higher tier missions, why is that so? it is because of DAMAGE; it simply doesn't kill fast enough to activate the desired syndicate effect.

     

    Then again, If all weapons were given the chance to be of equal standing (opportunity) in the weapon eco system, then the issue of damage mods would not pose too much of an issue as weapons suiting various preferences and play styles can be competitive to current generation weapons such as marelok, brakk and more.

     

    Hence, I propose that older weapons through the use of forma, should have the option to enhance existing base statistics such as base damage, crit chance, etc... of course, this implementation has to be limited by Mastery Rank and the vanilla statistics of the said weapon (essentially matching statistical properties between weapons such as lato and marelok for example; to have lato to be able to dish out similar DPS or damage per magazine as marelok in higher tiers of progressive upgrade.)

     

    All in all, I believe that a balanced eco system of weapons will resolve many standing issues and arguments of fellow tenno (players); as everybody will be free to choose their favourite weapon that suits their play style without compromising performance of said weapon; therefore a sense of identity and progression within the game.

     

    Simplified analogy: to make a bronco to have equal damage or gameplay capabilities as a braak through the use of progressive levelling of a weapon through the use of forma (point reset/ call of duty prestige system) limited only by the current 'damage ceiling'.
     

  19. For whatever reason (likely a moment of lag) I have crafted 2x team ammo restore silmutaneously, causing the second team ammo restore to not be able to be claimed from the foundry, showing "unknown error" prompt, this prevents me from crafting another team ammo restore, please help.

  20. fix Banshee's Silence too! it gets jammed once in a while after activiating another ability (example: having sonar on, activating sound quake, unable to recast silence afterwards with Sonar VFX and SFX still active.)

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