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KaeseSchnitte

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Posts posted by KaeseSchnitte

  1. Ember is still basically a one-trick pony, arguably even moreso now, as her already poor lategame viability has tanked quite a bit, which fixes nothing of the things DE wanted to adress and also doesn't help her out in any of the areas she was lacking. I want to see her reworked completely and turned into something more akin to Nidus (Natural Synergy between abilities, Survivability, Potency, Damage Potential, Caster playstyle, AoE focussed).

  2. Ember:

    I can summarize my thoughts on the proposed Ember rework in one sentence: This one has to go back to the drawing board. The proposed changes only make her more clunky and wont help to leviate her lost power, neither defensively, nor offensively. Pair that with a subpar first and third ability, and you are left with a frame that will be shelved by all normal players. The update will make WoF only more clunky, which is very reminiscent of the recent changes to Ash's Bladestorm, which will get rectified with this update.

    The changes also pay no mind to the role Ember fills currently. I have written a longer text about this here, but the tl;dr is that Warframe is very grindy and that Ember leviated that grind by not having to search out enemies that would die in one hit anyways. Taking Ember and similar frames away from the playerbase will drive those players away that were only able to bear the grind by not having to focus on it too much.

    Let your redesign be steered by the question how to turn Ember into a potent and fun, but fair AoE caster frame, instead of how to rein in WoF.

    Volt:

    Additionaly to the proposed changes, please consider the following suggestions:

    • Static Discharge: Soft cap instead of hard cap. If the stored damage exceeds 1000, it will decay back to 1000, the higher it is stacked, the faster it decays
    • Shock: Holding the button will make Volt shoot lightning coninuously. Moderate damage with moderate drain
      • If continuously fired at an Electric Shield, the damage it deals to enemies passing throug it will increase, up to a cap. If that cap is reached, enemies will get shocked with an Electricity proc, slowing them down considerably
      • If continuously fired at a Tesla Coil-ed enemy, the damage that enemy deals to himself and others around him will increase linearly. The damage can be increased until either the Tesla Coil effect ends or the enemy dies.
    • Speed: Running through an Electric Shield makes that Warframe dash forwards, similar to Excalibur's Slash Dash (without the damage component obviously)

    The changes to Shock and Static Discharge are meant to make Volt more versatile and to give him more damage, without making him overshadow other warframes, as his new damage potential would be ramping damage.

    The change to Speed are just meant as a gimmick, making it a little more interesting to play Volt by adding small synergies.

    Zephyr:

    I'd like to suggest a slightly different form of the proposed changes:

    • Tail Wind: Add a buff to channeling Tail Wind to get off the ground, that increases damage and range of the next ability used
    • Dive Bomb: Activate Dive Bomb by holding the button and have Zephyr fly towards the crosshairs, if the crosshairs are within a certain angle to the ground (for example 45°)
    • Air Burst: Inverse the proposed effect. Instead of ragdolling enemies away from the center, ragdoll them towards the center (like a 360° Mag Pull)

    The suggested change to Tail Wind will give you more reason to use it to gain altitude.

    The suggested change to Dive Bomb will allow it to be aimed, which significantly increases its effectiveness and the fun you can have with this ability.

    The suggested change to Air Burst makes it actually synergize with abilities like Dive Bomb and Tornado, other Warframes and weapons. The versatility would be greatly increased compared to its currently proposed function.

  3. 5 hours ago, [DE]Connor said:

    VOLT

    Discharge - Removed the damage cap. Increased base damage output from 750 to 1200. Damage and stun duration are halved for enemies further away from Volt (affected by Mods).
     

    Removing Discharge’s damage cap has been a common request since Volt’s rework in early 2016. We tried testing this version of the ability internally, and decided it was too much  - stunning all enemies for 20+ seconds, through walls and inside spawn closets, had a seriously disruptive effect on gameplay. However, we understand why this is a common request, and have done our best to make it work.

    What happened to Volt's supposed alternative to gunplay? Volt is still nowhere near being able to keep up with any decently modded weaponry.

    I'd suggest changing Shock to be able to be held to shoot out continuous lightning strikes. Shot at a tesla coiled target, Shock could increase the damage the target does to itself and to nearby enemies until the tesla coil effect end or the target dies. This, if it stacks generously, would allow Volt to be just as effective using his abilities, as our weapons are currently, without creating too spiky damage, as it would ramp up the longer you attack a foe.

    A continuous cast for Shock could also be used to increase the damage the Electric Shield does to enemies if Shock is fired at it. Unlike for Discharge however, I'd suggest to add a cap to the damage an empowered Electric Shield can deal. If that cap is reached by continuously firing Shock at said Electric Shield, enemies that pass through it could be stunned just as if they'd been hit by Shock.

    At last, I'd like to suggest a fun little QoL synergy between Electric Shield and Speed: If a Warframe is under the effect of Speed and passes through an Electric Shield, he gets propelled forwards, similar to Excalibur's Slash Dash, but without breaking momentum or any other benefits Slash Dash might provide outside of the movement.

  4. 4 hours ago, [DE]Connor said:

    Since sound waves can hit through walls, the humongous area of effect can prevent enemies from getting anywhere near the objective, while the casting player is left with nothing to do but wait. [Implying they want to change that]

    4 hours ago, [DE]Connor said:

    BANSHEE:

    Q: Will enemies far away be affected by less stun, or only less damage?
    A: Stun is still consistent at any point on the Quake. First hit has changed to a ragdoll as well!

    So what now?

  5. 1 hour ago, [DE]Connor said:

    ZEPHYR

    Some of Zephyr's abilities are cheaper to cast while airborne - details in progress.

    Tail Wind - Combined into a single ability with Dive Bomb. Can be charge cast on the ground, launching Zephyr into the air where she then hovers. In the air, Tail Wind still flies in whatever direction you’re looking, and Dive Bomb activates if cast while looking straight down.

    Air Burst - New ability replacing Dive Bomb. A projectile that causes an AoE burst on contact, ragdolling enemies. Can be fired into Tornadoes to make them bigger.

    Tornado - Now spawn where player is aiming and can be steered. The closest tornado will move to your aimpoint, meaning you can move them around. Tornado damage type now determined by largest amount of elemental damage absorbed, instead of last type absorbed. Tornadoes do a better job of keeping enemies captured, and shooting Tornadoes will do damage to enemies trapped inside.
     

    Zephyr, the warrior of the skies, has seen little change since being introduced in early 2014. Four years later, her ability kit is showing its age - Parkour 2.0 improved mobility across all Warframes, making her reduced gravity and Tail Wind less useful by comparison. Turbulence is consistently useful, but all other abilities leave something to be desired.

    To give Zephyr new wind beneath her wings, her Tail Wind and Dive Bomb will now be the same ability, cast depending on which direction the player is looking. This makes room for her new ability Air Burst, which gives Zephyr new ways to rain death from the skies. We do not have a gif ready for this yet. Combined with Tornado tweaks intended to make the ability more consistent and useful, Zephyr’s more well-rounded kit should help reassert her air superiority.

    Dive Bomb - Please, please, PLEASE make Dive Bomb aimable! You can restrict the angle to 45° if you want, just make it so that if you press 1 while airborne, you use Tail Wind and if you hold 1, you use Dive bomb, if you are within the angle-restriction. Additionally, instead of making abilities cheaper while mid air, why not make them stronger? Make it so that if you use Tail Wind to get off the ground, a buff will be placed on you that lasts for as long you are airborne (Optional: and is consumed with the first ability used while airborne), that significantly increases range and strength of the used ability.

    Air Burst - Again, please reverse your idea: Instead of ragdolling enemies away, ragdoll them together; to the location you casted Air Burst on. Just take Dive Bomb's augment and make it its own ability. (See my idea for "Katabatic Vortex" as reference

  6. 4 hours ago, [DE]Connor said:

    EMBER

    World On Fire - 5 seconds after casting, a percentage will begin counting up on the ability icon. As this percentage scales from 0% to 100% over 10 seconds, the ability’s energy cost and damage dealt both grow to double, while the ability radius shrinks to half.
     

    Ember is the original damage caster frame, offering low survivability in exchange for high offense. Her ultimate, World on Fire, is unmatched in terms of widespread lethality - while many Warframes specialize in certain mission types, Ember’s specialty is “anything under level 30”. By simply bullet jumping through levels with World on Fire active, enemies become a non-factor, making Ember a ubiquitous pick across most of the Star Chart. Like a mobile Resonating Quake, this monopoly on kills can leave squadmates struggling to keep up, in an attempt to see the enemy before they melt. These changes increase lethality at higher levels, while addressing the ability’s huge range.

    World on Fire will continue working similarly to how it does now, but with changing effects over time. The gradually increasing energy cost should encourage most players to toggle the ability when needed, instead of the current “set and forget” approach. Players who can afford to run the ability at max charge may need to get more up close and personal, but the increased damage should help Ember out against higher level enemies.  World on Fire is still very capable of clearing rooms and sweeping hallways, but should now be applied more deliberately!

    Dear DE, dear Connor, I am going to tell you something you already know: Warframe is grindy as F***. And that is ok, I am certainly not complaining about that.

    And I'm going to tell you a second thing you already know: There is a limit to how much grind players are willing to put up with. The latest example of this would be the lore segments as bounty reward during the ghoul event. The majority of players complained that it was way too grindy to complete those lore fragments and you agreed and changed it for the better. Now let me add to the last statement that the amount of grind one is willing to put up with varies from player to player.

    Keeping those two points in mind, Ember and its kind as AoE nukers are actually a form of player retention. Ember is my most played frame, and for a good reason. By the time you get decent mods, about 90% to 95% of the game just become a cake walk. The most taxing thing in those cake-walk-missions is to get the enemies into your line of sight, so you can oneshot them. Ember eliminates the need to seek out each of those low level enemies and by doing so, removes the most aggravating part about having to run those low level missions over and over again.

    It is true that having an Ember or the like as team-mate can be frustrating, but while players that are at the mercy of an Ember may *@##$ and whine, they will keep playing. And they have a choice to leave the squad if they see an Ember joining. However, if you remove Ember and similar frames from the game, players like me, players who have not as high of a tolerance for grind, are being forced to run cake-walk-missions over and over again to get that one drop they want, they wont have the choice to just leave the squad to speed up the grind, and they wont keep playing, they will leave, at worst permanently.

    I hope you can see where I am going with this. AoE nuke frames like Ember increase the range of players your game appeals to, because it means that players with a lower tolerance for grind can at least speed up that grind significantly. Please keep this fact in mind when balancing Embers WoF. I'd really hate to be in a situation where I get pissed off at just the thought of having to spend so much unnecessary time in missions because I have to either run to every enemy or let them run to me.

  7. I'd add a tutorial that allows you to test all the starting weapons and warframes, similar to the tutorials of old Assassins Creed games. You get loaded into a Simulacrum level under the pretext that Lotus tests your cognitive functions and memories before giving you control over the warframe you choose after the tutorial. Make new players slide, jump, bulletjump, glide and shoot while gliding, and have Lotus say that there is nothing wrong with not getting all that stuff perfect right off the bat; you have been in cryosleep for centuries after all.

    Also give players the ability to unlock a few more weapon- and warframe slots through playing. Additionally, you should not be shy to send the player a personal note with a little gift from the devs, congratulating him  on starting to play warframe and asking him to consider supporting the game by spending a few dollars, at best with the footnote that buying plat is not required and that there are plat discounts in the login reward, if he wants to wait a little.

    Finally, I'd add a quest after Vor's Prize that gives new players a goal to work towards. If you want to compare Warframe to Harry Potter for example, Vor's Prize is the introduction to the universe, similar to Harry Potter, where we get to know the Dursleys and Harry himself. But in Harry Potter we are quickly introduced to the fact that Harry is a wizard and we stay invested in the story because we want to know how it is like to be a wizard and to learn at Hogwarts.
    That part is missing in Warframe, we are just thrown out there and told that "the solar system is ours to explore". There is no incentive to stick with Warframe like there is with Harry Potter.

    As an afterthought, you should probably heavily streamline all the icons in Warframe. I am a veteran and even I get regularly confused.

  8. For [Update 21.5]

    I'd like to make four reasonable and one unreasonable request to make Hydroid a little bit more... fluid. Let's start with the reasonable ones:

    1. Submerged enemies travel with Hydroid
      • Having enemies "fall out" of his puddle is really annoying and it prevents Hydroid from effectively rounding up all enemies
      • All enemies that enter his puddle, no matter if they walk into it, Hydroid crawls to them, or passes under them by using Tidal Surge while submerged, should be kept in the puddle until they are dead or Undertow is cancelled
    2. Hydroid removes burn procs when activating Undertow
      • He is invulnerable anyways, adding this would just allow him to directly come back up again
      • Maybe it could remove burn procs from allies walking on Undertow as well
    3. Tentacles that haven't captured an enemy crawl towards enemies
      • WIth each "slap" of the tentacle, it moves forwards as if it would pull itself forward
      • This will hopefully make the tentacles hit enemies more consistent, or at least look cool
    4. Clicking on a tentacle that holds an enemy while in Undertow will make the tentacle throw the enemy into the puddle
      • Self-explanatory really, but it would probably look cool as well

    The unreasonable request would be to change Undertow into an "submerged room", in which all the enemies are held and can be shot at. Additionally, teammates can enter Undertow as "passengers" by looking straight down and jumping. This would allow Hydroid to act as a "bus" to traverse dangerous terrain. This would probably be as useful as Ivara's ziplines, but it would also definitely be as much fun as those ziplines.

  9. It was said that Operators will maybe be able to run around in Relays, and in today's devstream it was also said that they will have an area in the town of PoE. Please DE, keep them hidden from the "public"! The players found out about their existence recently, and outside of very few others in the universe, Operators are a closely guarded secret. Or so it appears to me. And I like that. I like the idea that the Operator is the vulnerability of the Tenno, and as such, they need to be kept hidden and safe. That is not to say that Opertors should never be allowed to run around freely, but they should only be allowed if only the most trustworthy allies are around.

  10. Add Lunaro to the Relays.

    Create an arena that is located in the Relay that allows players in the relay to queue up either as team or as solo player, while allowing the rest of the players to watch the match from all angles. Create platforms all around the arena, so that bystanders can choose to watch the match from any angle they desire. Create 3 queues that alternate if necessary: a solo queue, a team queue and a two teams queue with the two teams playing against each other.

    If the arena is placed conveniently and prominently enough in the relay, so that there are always some bystanders to watch, the gamemode will probably be a lot more populated.

  11. 2 hours ago, (PS4)Radehx said:

    Noooooooo, leave the enemy radar in place...it's super helpful.

    5 hours ago, Ventura_Highway said:

    I think the passive suggested in here is actually a massive tradeoff honestly. The radar is important not only for stealth, but for survival on my end.

    12 hours ago, Xardis said:

    Dot remove her in built enemy sense. Its actualy usefull for stealth.

    The suggested passive is meant as an addition to the current one, not as a replacement.

  12. 13 hours ago, LSG501 said:

    1 - kind of already does happen.... while in prowl she moves faster on a zipline than if she's on the ground while keeping her stealth (don't go changing it de)

    13 hours ago, LazerusKI said:

    Ivaras Passive: Well, Ivara can run on a Zipline, while she is cloaked. No need for more speed

     

    She can run like other frames can run on the ground. But noone runs, everyone is bullet jumping. My suggestions aims at giving Ivara other means of moving fast, so that she can somewhat keep up with other players.

     

  13. I take issue with Ivara's movement speed while Prowl is active. As means to fix that issue, I'd like to suggest the following additions, which build on some popular ideas.

    All Warframes:

    1. While on a Zipline:
      • If another Zipline is nearby, pressing the 'Interact' key will have you jump on that Zipline
        • If multiple Ziplines are in range, successive presses of the 'Interact' key will have the Warframe cycle through all aviable Ziplines

    Ivara - Passive:

    1. While on a Zipline:
      • Additionally to the current passive, Ivara's movement speed is doubled

    Quiver - Dashwire Arrow:

    • Augment:
      • The range a dashwire can cover is doubled
      • The Dashwire Arrow ricochets when hitting a solid object
        • Every time the arrow ricochets, a dashwire is stretched between the point of impact and the point the arrow ricocheted earlier or originated from
    1. Bugfix:
      • A Dashwire arrow has to fly atleast 1 meter to stretch a dashwite

    Prowl:

    1. While on a zipline:
      • Removed static energy drain
        • Zenurik and other means of restoring energy do work while on a zipline
    2. Bugfix:
      • Pulling yourself up a ledge (with a flip) should not end Prowl
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