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KaeseSchnitte

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Posts posted by KaeseSchnitte

  1. Coming from GuildWars 2, a game slightly older than Warframe, they always had the option for new players to start with the new content whenever they dropped an expansion. It is simply a necessity at some point. And as a word of caution, GW2 also had missing major story content, which they rebuilt and added back to the game last year. It wasn't met with huge fanfare, most players just complained that there isn't any new content. Re-adding old content won't be appreciated as much as adding new content.

  2. 4HwN35p.jpg

    This point is of upmost importance and is absolutely vital to making Ivara great again!

     

    Imagine the following, frequently occurring situation: You are using Ivara's Dashwires to complete the organ room. You've deployed all your Dashwires in advance and are now on one of them to get up. You want to switch to the next Dashwire, but to do that, you have to try to angle yourself correctly, jump, then flail around in the air and spam the 'Interact' button to snap to it. But alas, you fail and you fall down, resetting the test. An absolutely common and infuriating experience!

    But what's most infuriating is that only a small change could alleviate the situation, letting us achieve perfection at last!

    While on a Dashwire, when getting close to another Dashwire, similar to if you were floating, you can press the 'Interact' button to switch to that wire. And if more than one are in range, cycle between them.

    This change would allow Ivara to get out of that miserable state she's in right now, making her instantly the best choice for almost all game types. DE, I call upon you to no longer willingly let Ivara suffer! Hear her plight! Save us all with your divine intervention! For that we might find perfection!

    • Like 1
  3. 32 minutes ago, (XB1)GearsMatrix301 said:

    I’m sorry but how is absorb not supposed to be a damage ability? Without its augment your just a sitting duck which doesn’t exactly help you get out of whatever pinch your in that made you use it to begin with.

    The fact that the damage potential, coupled with the hefty energy drain, even for its time, is not impressive. This is further compounded by the statement DE made that Nyx is not supposed to be a damage frame. I want to move away from regular Absorb being so limited in its application by giving it synergy with Nyx' other abilities and also allowing the player to still perform certain actions while Absorb is active.

  4. Based on ideas I had regarding Nyx newest rework, I'd like to suggest a rework of my own, that builds on parts I see as fitting, while disregarding parts I perceive as unfitting.

    If you want a Tl;dr, only read the bullet points.


    Nyx current rework, while brute-forcing her into viability, leaves much to be desired, especially because viability has been brute-forced on her. I hope that I can provide a much more thematically fitting rework  that works just as well, if not better than the current one.

    To start off ridiculous, and I know this will never happen, I'd like to see DE to

    • Put Nyx' abilities onto a new, more psychic looking Warframe and give Nyx more physical abilities.


    The reason for this unrealistic suggestion can be found at the beginning of Warframe, when DE still planned to Rule 63 all Warframes and Nyx was conceptualized as the female equivalent to Excalibur. Since then, those plans have been cancelled and Nyx was instead developed to be a different Warframe.   

    It irks me that a Warframe with a physique like Nyx, has a completely psychic set of abilities. Therefore, I'd like to give Nyx a more 'hands on' set of abilities, that better suit her physique. As for the look of the new, psychic Warframe, I'm imagining an angel that promises salvation for her enemies but turns demon on them as soon as they succumb to her power. Her look should reflect that theme.   

    And now, onto more realistic suggestions regarding her abilities:

    •  Evasion: Leave the passive as it is.


    It's a good enough and fitting passive, as such, it doesn't have to be changed.

    • Mind Control: Additionally to the current mechanic, if an enemy is mind controlled, pressing the ability button will force the enemy to try to get as close to the terrain Nyx' reticle is pointing at, while holding the ability button will end the effect of Mind Control prematurely.


    This will give Nyx more control over the enemy who's, and I quote the wiki, mind she fully inhabits, which will become more important as I get into the next ability on the list, but already hopefully helps the mind controlled enemy to get to where the player wants it to be.

    • Chaos: Now the new second ability, it works the same as it does currently, with the added mechanic that you can hold the ability button to cause all enemies affected by Chaos to attack the mind controlled target, if there is one in Affinity range of Nyx.


    This simple but beatiful addition gives Nyx the power to be a literal crowd controller, as she can use both Mind Control and Chaos to get all enemies to mass in a space of Nyx' choosing. It also helps the mind controlled target to better hit enemies, with the downside that now all enemies attack Nyx' mind controlled target.

    • New Ability: (tentative name: Cognitive Dissonance) All enemies affected by Chaos will stop in their tracks and stagger, completely forgetting whatever they were doing. When the effect ends, enemies will be forced to change their Alertness to 'minor alert' and then decide their next action. The aura of Ancients and eximus units will be suppressed/returned to its default state for a limited amount of time. The armor/shield remove/slow of the updated Psychic Bolts can be kept as an addition.


    This crusher of a suggetion will give Nyx the, at least to my knowledge, unique ability to force enemies into a decreased Alertness level while doubling as a wide range, short duration stun and finisher opening. If the ability is considered too weak, the amor/shield strip/slow of the updated Psychic Bolts can be kept.

    • Absorb: keeping the mechanic, but removing the harsh energy drain on absorbtion, Absorb will now force all enemies affected by Chaos to attack Nyx, overwriting Chaos' attack command, while Nyx keeps her heightened Threat Level while Absorb is active, affecting enemies unaffected by Chaos. Additionally, while Nyx still can't move as long as un-augmented Absorb is active, she can make use of all interactions, such as reviving or switching weapons, that don't move her or don't have her attack.


    Looking at the numbers, it is pretty self-evident that Absorb is not meant to be a great damage dealer, but is mainly meant to provide invulnerability. I wanted to bring the psychic theme into this ability, so I added the mechanic that enemies affected by Chaos are forced to attack her. To round Absorb off, I also wanted to make it more useful in scenarios where you'd need invulnerability: reviving, switching weapons, reloading, hacking and so on.

    In closing, I hope that my suggestion not only keeps the feel of Nyx' gameplay the same, but actually enhances it, giving players much more possibilities and applications for her playstyle. I aimed at showing DE that you can make a Waframe viable without brute-forcing unfitting but powerful mechanics onto a frame, by thinking about what unique feature the Warframe's theme lends itself to. For Nyx, my answer to this question was literal crowd control and the unique ability to drop the Alertness level.

    • Like 1
  5. I'd liken my suggestion to how the first Assassin's Creed introduced the player to the game; with a dream-like sequence explaining the movement and stealthy takedowns. At that time, I didn't wonder how this sequence fitted into the game's narrative, it was merely a way to explain basic mechanics before the game started. Of course, aftet learning how the Animus really worked, it was cool to see the parallels I didn't know to look out for earlier.

     

    As for lacking urgency, you could of course show Vor first, but I think that games that give you an objective first and then trying to teach you mechanics on the fly have the player not paying proper attention and don't have the players try out the features the game is presenting them with.

  6. I disagree with the sentiment that the current introduction is fine. For example, the very first thing you're asked to do is to pick a Warframe, when you don't know what a Warframe is, what it can do, how much weight your choice has, if your choice is permanent or not, and all you're left with is a screen describing things that don't mean anything to you.

    The movement in this game is complex and apart from sliding, nothing is explained in the tutorial.

    Customization is not explained, the range of different Warframes is not explained, nor are the weapons. Hell, the first time you come in contact with the fact how many different Warframes there are, it's either in the Arsenal where a big pricetag is plastered on them, or in the market, which isn't any better. Coming into the game now, a player can very easily get the impression that 95% of this game's content is locked behind a paywall. My suggested tutorial aims to fix the above problems. And if you don't want your hand to be held, you can just interact with the console I mentioned to skip all the steps.

  7. This is an idea I had on how to improve the beginning tutorial of Warframe drastically. I've split my idea into what is going on, written out as normal, and what the Lotus, fully voiced, is telling you, written italic. This is obviously only a rough sketch, but in my opinion already better than what we have currently. I hope you enjoy:

     

    Loading screen -> Mastery Rank test transition

    Player is dropped into the Simulacrum

    "Tenno? Tenno! It is time for you to awaken."

    "I am the Lotus, I will be your guide"

    "Your time has come, but you have slept for so long. We will have to test your memory before we can begin"

    Warframe selection screen appears

    "Test out these Warframes. They will be your armor, your surrogate through which you will interact with the world and MURDER THE SH*T OUT OF- and face enemies of old and new."

    "Each Warframe has its own, unique abilities, test them out."

    Enemies in their Mastery Test paint job appear

    Player can test out the abilites with unlimited energy. enemies will attack but deal no damage

    "Abilities draw their power from your energy pool each ability consumes energy. If your energy pool is depleted, you will have to refill your energy first before you can use your abilities again"

    "For this test however, I've overcharged your energy pool. You can test out your abilities freely."

    "If you want to test out a different Warframe, go to the arsenal"

    Player can use the arsenal to switch Warframes

    "If you wish to continue, interact with the console next to the arsenal"

    After the player interacted with the console

    "The Tenno are powerful fighters, feared by all of their enemies. They gained their reputation not only through strength, but also through mobility. It is time for you to show me how agile you can be."

    Basic tutorial of how to move as Tenno

    "Duck and then jump to channel your energy into a bullet jump. Jump again mid-air to increase the distance of your jump"

    "Excellent, now aim mid-air to level your jump"

    "Now, climb this wall by jumping forward repeatedly. Aim to cling to the wall, or jump sideways to move alongside of it"

    After that, the player can test out different weapons.

    At last, the player is familiarized with the basics of customizing appearance of and installing upgrades on a Warframe

    "There are many Warframes, and much more weapons to acquire, but for now, you will need to use what you are most familiar with."

    "Tell me, Tenno, which Warframe do you call yours?"

    And the tutorial continues where the game starts currently, with Vor using his Void Key.

  8. The second video is just an oddity with the way the Operator form works. When you fall into unroutable terrain, the game tries to reset you to your last location. The Operator has his own 'last location' value, separate from the Warframe. This means that if you switch to the Operator form and fall into unroutable terrain before you touched the ground once, the game will reset you all the way back where the operator last touched the ground.

  9. The suggestion for Molt needs to be reworked. You start this rework under the pretext of streamlining the synergy, not removing it entirely.

    Yet you removed all the synergy for Molt. Not only that, but you opened up the ability to an identity issue. Is it meant to be recast often, as Miasma and Regenerative Molt suggest, or is it meant to be cast and left alone, as the removed synergy with Spores and the survivability increase suggest.

    As an avid user of Regenerative Molt, I think Molt needs to be changed to fit and fulfill the role of an ability that is meant to be quickly recasted often.

    I agree that Molt should be made more durable against high-level enemies, but all in all I think the ability should be more tooled towards having more and stronger effects on cast and destruction.

    As such, here are some ideas on how to achieve a more fast-paced playstyle for Molt:

    • Keep the ability to cast Spores on Molt, but change its effect

    For example, with the mew Spores, it seems like it will be difficult at times to retain the stacked damage. You could have the Spores on Molt retain the stacked damage, even when no enemies are around anymore, as will be the case in defense missions for one. You could use Molt and Spores to carry the stacked damage through waves.

    Another idea would be to have the Spores only pop when enemies shoot Molt, adding to its distraction theme.

    A different approach would be to have Spores popped by enemies restore health/energy to Molt and Saryn herself.

    • Add incentive to use Miasma in combination with Molt

    One idea that would certainly increase the viability of this combination, would be to to have, on top of the current synergy, Molt have its own Miasma AoE that mirrors the Miasma AoE Saryn is creating, potentially doubling the AoE of Miasma.

    • Retain energy regeneration in her kit

    Toxic Lash losing its ability to regenerate energy seems fine considering the ludicrous buffs you have in mind for that ability, however, with Molt getting a more spammy nature, I feel that some sort of energy regen somewhere should be retained.

     

    All in all, while I welcome the buffs, at current rate, I fear that Molt and Miasma will fall by the way side, as those two abilities won't be able to compete with, or even hurt Spores and Toxic Lash. And given how over tuned those abilities seem to get, I expect Molt and Miasma to be left in their sorry state for a very long time, which I'd hate to see.

    • Like 2
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