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Obe-Ron-Kenobi

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Posts posted by Obe-Ron-Kenobi

  1. Hello there!

    I've got a Kuva Zarr build I'm interested in making but am looking for some advice before I go ahead and make it. I've been running Primary Exhilarate recently on my 60% Toxic Zarr to make it more of a utility weapon to surprising success (since the base damage is high enough to still do plenty of damage without an acolyte arcane) and I want to lean more into that status utility.

    The issue I'm encountering, and need some help on, is that the impact status is still relatively inconsistent. I am wondering if it is worth running an impact progenitor instead as I still intend to run viral damage alongside it but I am unsure how to calculate how much more often I will be proccing impact with a 60% impact Zarr, 60/60 mod, Galvanized aptitude, Hammer Shot and Primed Cryo Rounds.

    Additionally, with Critical Delay and a 60% impact Zarr is it more worth it to run Internal Bleeding over Hunter Munitions if I have no outside source of crit chance?

     I know this isn't super meta but if you're good at math and have some time I'd appreciate a breakdown on what this will be doing before I go and make a new Zarr. Thanks everybody!

  2. 6 minutes ago, (XBOX)StickingtonMC said:

    Not that I have a problem with people wanting to keep puddle, but did everyone *really* use Undertow that much? I usually replaced that one ahaha. I guess it would be fine if they cool if they kept it as a sort of tap/hold thing for his 2nd for the folks that want it! I don't see many people actually using that though.

    Puddle does its job surprisingly well when you use it how its intended to be used especially when paired with the augment, but you're right in that it really isn't all that useful because it slows the game-play down to a literal crawl. A relic of the Warframe of old really. I think most people are upset because of the nostalgia, but I'd be lying if I said I won't miss it.

    Excellent point about making a hold functionality for tidal surge though! If nothing else can be done to include undertow having that as an option would be an excellent compromise!

    • Like 6
  3. I'm seeing a lot of negative feedback towards the new ability plunder, and as an avid Hydroid enjoyerTM I completely understand the sentiment at the removal of puddle but I am still excited to try out the new ability (and updated kit overall, the rest looks pretty fantastic to me). I see a lot of complaints that Hydroid is losing a unique aspect of his kit but I argue that the armor stealing is still a pretty fresh mechanic in that the only other frame that can do that currently is Vaubaun with Bastille and that has a far more limited use than what plunder seems to offer. Additionally the direction this rework is taking in making Hydroid a corrosive specialist adds to his overall identity/specialty as a frame and I think that's a welcome change after his loot crown was taken ages ago, if anything I think this rework succeeds in at least making him have a bit more of a niche than before. Of course I shouldn't include anecdotal experience into a critique but regarding my personal play-style plunder is going to fit absolutely perfectly into my current semi-tank umbral melee build I tend to run with Hydroid so I am very excited to try that. I want to withhold any kneejerk negativity regarding the new ability until I try it out myself I suppose, it seems to have a lot of utility and functionality that synergies with his updated kit in a good way but I can't know how it feels till I have hands on experience with modding around it.

    Just to second what someone said in the thread earlier, Hydroid should ABSOLUTELY get the ability to go into puddle while crouched. The dev team today on stream all seemed a little disheartened to be getting rid of that iconic ability which I think is a shared feeling amongst the community right now, so including it somewhere in his kit would go a long way in making everyone feel better about the rework. I think if its restricted to crouching (and therefore not able to move) it is justified to remove the energy drain as well as invincibility and just make it like a form of invisibility - you can't be targeted or alert enemies to your presence but you still take splash damage from AoE attacks. If the crowd control aspect of the ability and the inability to shoot has to be lost for coding reasons so be it, but maybe add the a brief stun or corrosive proc when bullet jumping out of it (water in the enemies eyes maybe?). I'm not sure, there are a lot of creative things you can do but I agree that it would be a real shame to lose puddle completely. Otherwise, I think this will be a good rework!

    • Like 6
  4. Well now that I have almost every one of my arcanes maxed and both the event weapons I feel I can finally give my two cents for what they're worth. As a disclaimer everyone, these are my opinions, so don't get THAT mad.

    Honestly, I love the event. Yes, I am serious if you can believe it. While I don't really enjoy running ground missions all that much, space is one of the coolest things I have ever done in this game. To organize my thoughts somewhat, I will state my thoughts over ground missions first and then go into why space missions are so fun to me. 

    To start I'll mention the things I like the most about ground. The different waves of grineer and sentients are a highlight for me. I really enjoy employing a lot of unique weapon and combos to deal with different factions in the same mission (plus its fun to just see how easy grineer are to wipe compared to sentients, feels fairly immersive as far as world building is concerned). I really like the way the condrix takes full use of the Earth tilesets awesome lighting, visually, the ground missions look awesome. I also like that ground missions are the sort of go to for credits as there is a lot less involved, so its much easier to just turn your brain off and grind which I can always appreciate. Downsides include the finger bird guys. Man they can slow down the pace deep in the mission. I also think it would be cool if some elements of the ground mission changed as you got deeper, just something to add some variation, but as I stated earlier the simplistic grind aspect kind of works in grounds favor so it might not be wise to add too much that might disrupt the flow.

     

    As for space missions, oh man so much of it is just awesome to me. The towing of the satelite has actually pretty enjoyable as a pilot surprisingly enough. It tests my evasion skills and how well I am navigating a route. I can 100% say that my piloting skills have improved because of this event because I can tell how much smoother the ride is in between runs and I LOVE THAT. My favorite aspect of space is by far the sentient tileset. Holy cow. Like, that has got to be my favorite scenery in the game, there's just so much to look at, so many levels to parkour off of, its so creepy and intimidating, truly some of the coolest art and most fun play I have experienced in my 5 years of experience. Plus, I have finally gotten most all the shedu parts! 

    I think the oplink system works particularly well with space because it allows a team to have a lot of freedom in what they do, but also allows for plenty of tactics and team comp. Once everyone puts down their oplink and you have a couple of defense oriented frames, you're free to do pretty much whatever you'd like. Somehow bored of the sentient tile set?  Go out and destroy those pesky cruisers and sentient ships. Heck get a teammate to join you and go wild with the space battles/position yourself for easy satelite pick up. Feel useless on ground and in space? No worries! You can go collect important resources in asteroid clusters or from drops from ships or heck, just explore the murrex some more! The oplink system just compliments team comp and coordination well in my opinion since it allows for a lot of freedom, but still rewards overall team strategy.  

    On that note, as far as the limbo and khora nerfs I am somewhat indifferent to them. Limbo is still king of CC, and I honestly don't notice the stasis nerf much at all. Though I don't approve of a healing move being gutted, I do think that a cool aspect of the event is the fragility of oplinks so anything that can heal them is a no go in my opinion. Makes you a lot more cautious in keeping them safe (which I guess can lead to toxicity but I haven't encountered it much personally, and I've been on at very minimum 50 runs so I'd say its been surprisingly civil). To add to this, I have found a lot of very useful niches for frames I didn't expect to be there! Garuda is nuts in this mode which is super appreciated! More so than just that there are plenty of usefulness in practically the full cast of warframes which is so welcome. Sure there is a meta, which everyone usually employs, but so many of those who hate this event aren't experimenting much with it I feel like. Do too much of any build and its going to make you hate what you're playing.

     

    This is seemingly a controversial take for some reason, but I find the flotilla concept to be pretty neat. I enjoy the leader bonuses (because I enjoy the event I run it a lot and its nice to get a big cash out whenever you do well.. makes me feel very rewarded for running it so much) and it makes it kind of a fun race within each flotilla to be the best. I get that people don't like this because those with the best gear and best strats get the bonuses more than anyone else but consider, isn't that kind of how its bound to happen? Might as well reward the dedicated community for being, well, dedicated. I also like how as a collective flotilla you have to shoo away 100 murrex as a total. Seems like a more imminent threat worth dealing with (and again getting a big bonus out of completing an objective as a collective is super great). Of course, sucks real bad when a flotilla doesn't get the bonus when we don't reach 100/100, but as long as you had fun for most of the runs it softens the blow a bit (which is why I say you should REALLY try out a bunch more builds during this time). I will say I've added a lot of people to my friends list because of this event because the space peeps seem a lot less salty when things may go wrong. As a side note, I LOVE the addition of flotilla chat. The yellow text can be a little annoying, and as a controller user swapping between chats is also rather obnoxious, but oh man I have never laughed so hard in this game before with some of the hilarious interactions I witness in flotilla chat. It goes a long way.

     

    The rewards are great (to me at least). The weapons are cool, love the basmu, new test room is neat and I can finally get the arcanes I WANT instead of hoping for the best in eidolon. That has been the biggest plus so far, finally having max ranked arcanes that I used to have to shill out plat for is now just up to my choice. Also, for all those complaining about the market crash, well... I can be sympathetic to your loss, but also, its kinda whatever man.. I mean its literally just game currency, the prices were mostly scummy before anyway.

     

    Biggest downside to this event has definitely been the bugs. The dead kill code bug really sucks in space, and occasionally railjack is prone to its jank, but I have to say in the massive amount of runs I've done I've only encountered only like 3 game breaking bugs where the only option is to abandon. Now that is with the disclaimer that I often host and I have a very stable internet connection so my experience may be a tad separate from others but so far I have been impressed with how little I've bugged out compared to how much I did when railjack first was introduced. The rest of the bugs have been manageable or just a slight nuisance really. Speaking of nuisance, the spawning in a new flotilla randomly is just awful, really just such a noticeable drag through loading screens... I THINK WE SHOULD HAVE THE OPTION TO SWAP FLOTILLA INSTANCES IN THE BACK OF THE FLOTILLA YOU'RE IN.  

    Overall, for as much absolute vitriol this event has garnered I have REALLY enjoyed my time with it, and quite honestly find myself wanting to play it more. Can't really explain it any better than above, but I hope something similar (if not this very event) comes back in the future as I think the ideas are great, mostly well executed, and as always have so much more potential to go off of.

     

    Tldr; I give the event an 7.5/10, only things need improving in my eyes are bugs and making ground missions more fun.

    • Like 1
  5. 1 hour ago, TheGodofWiFi said:

    This is demonstrably untrue. Try and dress up a turd as much as you like, but at the end of the day its still a turd. There's only so far the "how you play them" defence goes.

     

    If a frame can go into high level does that still mean its a turd? I really don't understand, if its capable of long arbitrations times and good mot stats what more are we judging "viability" on. I mean its not like this game isn't a cakewalk already. Just saying its a turd is not enough of an argument in my opinion, even if the majority of the playerbase says it. 

    1 hour ago, TheGodofWiFi said:

    his methods of CC that are useless on top of being very slow, boring and highly inferior to other frames that fit in his category

    So the first piece of evidence to suggest he is trash. Because his 1 is currently broken I can somewhat agree with you, but if we are talking about pre impact change guaranteed knockdown within an over 10m radius for over 20 seconds is NOT useless, just add to the fact that you can place multiple and add armor strip on top of that and I'd say his crowd control is very strong if you understand how to utilize it. Sure, its not limbo or vaubaun levels of CC, but thats what those guys specialize in, thats their whole objective. Sure you can argue that they are so good at it that there is no other reason to even consider Hydroid, but the status chance and survivability of Hydroid outclasses them. Hydroid is far more of a generalist and should be built as such. 

     

    1 hour ago, TheGodofWiFi said:

     

    Hydroid can go anywhere true, but at the pace of a snail unless you use Tidal Surge

    ...

    The puddle is one of if the not the worst ability in the game and having synergy around that just does not help Hydroid at all. Other frames can shred enemies much faster than Hydroid without having jump through all of the hoops and are a lot more fun in their approach.

    See this is where I believe the contention is coming into play. His speed is not entirely based on tidal surge. You're Absolutely right in that it needs to be more controllable like rev's, but its still usable if you know what you're doing, but thats not even close to saying ita necessary. When I play hydroid I take the effort to put in mobility mods because his gameplay regularly has a huge parkour focus in my eyes. Puddle is not the antithesis like you make it out to be, if anything its comparable to Limbos rift. Use it when youre in trouble and then set up on the opponent. Once they are CC'd and spawn/hallways are properly blocked continue flipping, bullet jumping and gliding using your AoE weapon of choice to wreck house (personally I find the Lenz ideal as it encompasses practically all of Tentacle swarm's puddle range very consistently). 

    1 hour ago, TheGodofWiFi said:

     When Hydroid was introduced and the game still took place in tight-corridor environments, he found some use, but he was never a great frame even back then because he took all of the fun out 

    The game no longer takes place in tight-corridors and so his 4 is a lot less useful than it used to be, with all the maps becoming more and more open and bigger. The tentacles spawn randomly on walls and ceilings and when out in open worlds like POE, they are just straight up 100% useless as opposed to being 90% useless.

    Last time I checked the bulk of the game is still tight corridors and cramped spaces. Sure corpus are getting another face lift soon, but that still leaves more than half the nodes like they've always been. But, tentacle swarm still has use on some PoE and Orb objectives. Defense, extractors, enemy control level, roller sabotage, jailbrake, these sorts of mission types where you know where the enemy are going to attack from or at least understand where they are going makes it so that his crowd control isn't straight up useless out in the open. Again, there are better options, but I mean, the game is so easy that I hardly can say I care to use em unless I want to. 

    Really this is the basis of my argument, you and perhaps a majority of the playerbase dont find hydroid to be fun, but as a long time vet I still get a ton of mileage out of him (and only within the past year might I add). I find it fun, and yes, dare I say, effective most of the time. He needs some polish, (we can agree he DESPERATELY NEEDS some polish) but I don't want hydroid to be so homogenized like so many of the frames are becoming. He is unique, he fills a niche, and at least to those playing him, he's fun. I dont want a brand new kit. Maybe at most make his puddle a hold cast where you can run around with a whirlpool at your feet just so people who complain so much about that ability can be silenced, but it will be pretty unfortunate to me if his whole thing is redone. And yeah I'll admit I'm in the minority, but I promise you he's at least feasible. I dont want another nuke the room frame.

    1 hour ago, TheGodofWiFi said:

    This isn't a very good defence for your argument. The usage chart is only one year old and no other charts are avaliable right now. However, Hydroid has not changed one bit since the chart was made and neither has the consensus on him. You only need to look at how many people still continue to write him off as a failure both on here and elsewhere on the internet.

    I assume by "MR rank is not what we can make can currently make it" you mean it does have the current top MR level, which you are correct in. That doesn't mean Hydroid's stats are likely to change. The chart shows a very consistent pattern in warframe usage. It either goes up in usage or down, with slight fluctuations between MR 10 and 20. Hydroid, like a lot of rubbish frames, sees the most use around the lower MR ranks, due to the fact they are trying him out and/or levelling him, but he very noticeably drops off very quickly when the MR stats climb higher and it is highly unlikely to change at MR28 because, like I said, he has had no changes and there are far better frames avaliable to the MR28 player

    Also, Hydroid is definitely not a new frame. He was introduced a year after the game came out. He's in the same vein as the older frames. So that defence does not work either. The newer frames have more usage than Hydroid.

    The chart portrays what I said at the beginning; Hydroid is trash and subsequently unpopular. There's no bias distorting the chart, its written there for you to see. I'm just pointing it out.

    I was attempting to point out that hydroid has an advantage over some of the frames in usage because he is older. I was attempting to point out how skewed the data can seem. By your rational,  oberon prime is trash because its right around the same usage stats as hydroid prime, and we can both agree that's not even close to true (coming from both players with an oberon profile pic). Same goes for chroma, nezha and mirage. Plus, embers stats are massive and this was when she was considered the trash of all trash. Plus, im sure some of that has to do with acquisition of a frame too, hydroid is much more locked off due to a bad boss fight. Im not writing off the data, but I want to highlight that it isnt the be all end all for what "viable" really stands for. It tells us hydroid needs some work, but his usage is healthy enough that I dont think it warrants a full overhaul.

    • Like 1
  6. I mean dont get me wrong, there are several things that can be done to make him feel better, and I DO HOPE HE GETS SOME CHANGES... but I guarantee its a matter of how you play him. Its taken me years but I have finally found a build that utilizes just about everything in hydroids kit to it's upmost potential.

    I feel that the usage stats reflect how different his playstyle is compared to every other frame, but that's not to say he doesn't fill a niche.You are correct in that he is slow and focused around crowd control but that's not to say he is completely useless (even though that seems to be what the majority of the playerbase feels about it since he doesn't have a ton of damage). Also, your graphic is a very poor representative of your argument, as it is very outdated. At least 4 frames are missing, MR rank is not what we can currently make it, and clearly frames that have been in the game longer will have an inherent time advantage over newer ones anyway. Though usage stats are obviously important to extrapolate data, you have to remove a certain amount of personal bias from the chart in order to see what it is portraying. 

    You're totally right in that his 1 is nearly a complete waste without the augment. We can agree on that. But WITH the augment, it is not only a powerful status and armor stripping tool but also a fantastic area lockdown for a long period of time. That is why it is imperative he gets the knockdown status back instead of ragdoll.

    The most important part about hydroid is effectively utilizing his puddle as it has so many more applications than you'd think on a surface level. It's seriously ridiculously strong, and no, I'm not talking about its scaling damage. That part is slow. You can build for it sure, and its honestly decently effective, but its not at all what makes puddle so versatile and effective. Its all about placement and utilizing tidal surge and weapons to gain a significant advantage over the enemy. Hydroid can go just about anywhere on the battlefield while being completely invulnerable, and set up for his next onslaught with his 1 and even 4 if you want to block off a hallway. His gameplay is extremely tactical and adaptable, allowing a player to analyze what they want their next move to be. Sure, in pubs where a saryn wipes out a whole squad of enemies effortlessly he seems outclassed entirely, but I promise you it is a completely different ballpark for solo play. I have survived hours of mot off of hydroids kit. Sure he is heavily dependent on weapons to do the majority of the peddling but the right set up can have you ABSOLUTELY SHREDDING WITH ITS SYNERGY.

    His 4 could use some work I won't lie, but what it does for now is at least useful enough to make its way into my playstyle. Dont get me wrong, there is PLENTY of room for improvement, but saying he has no place in the game is a wildly inaccurate estimation of his potential. Hopefully I can post my build here eventually and show you what I mean.

    • Like 2
  7. Loving the survivability for frames and its funny to see enemies crushed so much easier (not necessarily a complaint). Makes me appreciate the hell out of the enemies in lich missions, though I haven't tried arbitrations yet. Reminds me of the idea proposed at the beginning of last year where we can select the difficulty of the node before playing. An area of ideas to consider for the future, but as of right now, I'm at least having a blast.

  8. So far, I've been really enjoying the changes to status across the board. My shotguns feel.... so incredibly powerful, which was a pleasant surprise I guess. Just remember when building everyone, the status looks really small but looks can be quite deceiving as size apparently doesn't always matter 😂  

    aside from the shotgun shenanigans, the only complaint I have so far is what happens with Hydroid's tempest barrage. People underestimate Hydroid frequently and so very few people have been talking about this, but the change to impact has severely affected his first ability. Now enemies ragdoll out of both the ability's range and the players range, making it easy to lose track of the foe as well as be a nuisance to the Hydroid and company. Additionally this goes completely against Hydroids current design and for the life of me I can't imagine any useful combat scenarios for this kind of uncontrollable and violently glitchy ragdoll.

     So far this has been the only change from today that seems very detrimental in my experience . If the old knockdown effect could return, or impact simply not be used in tempest I think it would be for the best, otherwise, great job. 

    • Like 1
  9. you know at first I was going to say that these are just fine, but seeing as the crit "equivalent" is 150% CC it seems a bit lackluster in comparison. Then again, status is arguably very close to being stronger than crit in this brave new meta, so it would be unwise to buff it too much.

    For now, I think there are more pressing things to look into, but as a final thought, maybe instead of buffing the 90% status mods just buff Embedded Catalyzer, Nano-Applicator,  Catalyzer Link to say 120% or something, just so their conditions and acquisition aren't overshadowed by easier to get and use mods. 

    • Like 3
  10. people call hydroid complete trash and it is unjustified to say the least, but the ragdoll just makes him tedious to play now. Tempest is so essential to his kit and playing hyrdoid correctly, so having enemies just fly everywhere makes his play-style even harder to accommodate. 

    • Like 1
  11. The new impact proc throws enemies out of range and ragdolls them so hard that it makes it extremely inconsistent to hit them. This ability was extremely useful when it just knocked down enemies, but now it looks, feels, and acts poorly. Please consider reverting it back to just the knockdown state, thank you.

    • Like 2
  12. 12 hours ago, null_Zer0 said:

    Dry Dock can't be built on any floor except ground floor

    This is incorrect, built mine on the second floor.

    Though the strange restriction was still noticable, something is certainly going on without much explanation. A good thing for @Fr3shBoi to bring to light but perhaps there are different forums trying to figure out what's going on, maybe a good idea to look there 👍

  13. 2 hours ago, No1NParticular31 said:

    Let me add some math to my previous post as a demonstration. All of the numbers below are based on the Lesion and my builds. Red numbers are total final damage numbers.

    PRE NERF - These were the numbers before the nerf
    Base damage total:    100                        
    Base Dmg (PPP)    1.65                        
    Elemental Multiplier    2.4    (four 60/60 mods)                    
    Total Base damage    901                        
    CO Multiplier       0           1              2             3              4             5                   6
    Total Damage    901    ‭1,441.6‬    ‭2,306.6‬    ‭3,690.5    ‭5,904.8    ‬‭9,447.7    15,116.3
                                

                                
    CLAIMED POST NERF - This is the math people are using to demonstrate how bad they think the nerf is.                     
    Base damage total:    100 <- This number is WRONG because they buffed the base damage.
    Base Dmg (PPP)    1.65                    
                                
    CO Multiplier    0        1        2        3        4        5       6
                          265    365    465    565    665    765    865
                                
    Elemental Multiplier    2.4  <- This number is WRONG because they buffed status allowing better mods.                 
    Total damage    636    876    1116    1356    1596    1836    2076
                                
                                
    ACTUAL POST NERF - This is the reality of the post nerf numbers              
    Base damage total:    237.1  <- This is the CORRECT post buff damage number.          
    Base Dmg (PPP)    1.65                        
                                
    CO Multiplier    0          1            2            3              4            5             6
                        628.3    865.4    1102.5    1339.6    1576.7    1813.8    2050.9
                                
    Elemental Multiplier    3.45    (three 60/60 mods + Primed Fever Strike)    <- This is the CORRECT post buff elemental multiplier.                
    Total damage    2167.7    2985.7    3803.7    4621.7    5439.7    6257.7    7075.7

     

    Notice how the damage output is actually BETTER until you reach 4 status effects and even then at the 4th the difference is negligible. At 5 Status effects the difference is noticeable and at 6 status effects the damage is about half of what it was. What this means is that unless you are fighting extremely hard mobs that are going to be alive long enough to stack 5 or 6 full status effects you are actually BETTER off under this new system.

    None of the above takes into account that the Crit rate was TRIPPLED on this particular weapon or that the swing speed also seems to have increased. It also doesn't take into account that slash procs should be doing more damage due to the increased base damage. These factors should help to close the gap to some degree at the higher levels.

    This is incredible, I can't believe why no one is acknowledging it or recognizing the significance of the buffs. Thank you for spreading the knowledge of math, to me, this info is basically end of discussion. If people are so upset about the numbers, they need to take a deeper dive into ALL the numbers, like this. Once again, thank you.

    • Like 2
  14. 2 hours ago, (PS4)IIFrost_GhostII said:

    I hated embers energy drain. Real fires keep burning the more things around them, not randomly go out lol

    Feel like ember should be simular to this, gain energy from heat proc affected enemies near her cause she has more things to burn. The more a fire has things to burn, the longer it will be there on fire, ember should be the same

    As it stands the only way they'd give her that capability would be to replace her passive (else her two would be way to similar to gauss) which I am not a fan of because I like spicy. But I love the idea! Makes sense thematically and would be really cool gameplay wise. I think DE could totally work that into a sick augment! Perhaps give it to her second ability and keep its current functionality (loose energy at 100% meter) but allow players a way to gain more energy via the fire procs. Then the base ability can retain the proposed WoF change and everybody is happy!

    2 hours ago, (PS4)IIFrost_GhostII said:

    I also feel like ember should give heat procs a special effect when near her. Like only when ember is near a enemy on fire will it begin to strip armor

    Im much more partial to the idea that fire procs will do that anyway (as proposed), since it'll not only make ember better, but every mod that has fire damage as well. 

  15. You know, we have so many types of enemies in this game, yet none of them interact with walls any. I don't know why, but I find this kind of odd, especially considering Warframes verticality. So I have an idea, imagine: freaky lookin large hexapods that crawl on walls and are generally very discrete and out of reach. Ranged only units (mostly) that camps walls (I swear I'm not trying to copy Halo 3's pure ranged forms).

    Two different variants: combatants and spawners. (subclass names not final) 

    Combatants are fast and have a rapid fire-like "needler-esque" attack. Crawl all over walls and attempt to hit you a bunch and then hide/run away. Has to be stationary when shooting. They can secrete stuff (similar to infested moas) that stick to walls that blind and hold you in place (if you're on the wall) for 2-4 seconds. Combatants can pounce off walls if you're close enough and attempt to grapple you for massive melee damage, but prefer to stay on walls and only do so when in around ~10m range.

    • Aesthetic wise they are relatively average in size, a bit larger than a charger. I imagine they have leg joints that contort like a spider (see spoiler image) but have moa legs that have been infestified. Body is a big organic blob with an abdomen. Abdomen has a big glowing green part on the underside which indicates its weakness. Front section has two tiny Grineer arms sticking out to grapple prey. Alongside its back, two sections unfold where tons of spikes stick out and shoot when an enemy is seen. Head is like an ant and an ancient healer had a terrible one night stand. 
    • Spoiler

      Image result for spider bent legs

       

    Spawners go invisible if they aren't moving and stick egg sacks to walls spawning either infested drones, maggots, or combatants. Very slow. Have a sniper like weapon that shoots for a LOT of damage at a long range but has extremely slow fire rate (worse than Grineer snipers, but same visuals because the spawner uses a still half sentient Grineer incorporated into their biomass) 

    • Aesthetic wise they are a bit larger than the combatants. The color depends on the location, as like a cephalopod, they attempt to match the color of wall they are on. Usually invisible anyway though, only seen when charging sniper shot. Similar body structure to combatants but with a few key differences: Abdomen is greatly enlarged (how it plants eggs). Protruding from the abdomen is a large biomass connecting the body to abdomen (very similar to boiler body) however, sticking out of the boiler-like body is half of a Grineer sniper with one arm and head intact, which the spawner uses to snipe victims from afar. Instead of moa feet, it has hands on the tips of its legs. Weak-spot glows orange but only glows if flipped over. 

     

    Can shoot them off walls by targeting each leg. Weak spot for both is under six legs (think of the skultula weak spots in zelda) which is extremely susceptible to impact. If a combatant is flipped over exposing this spot, you can preform a ground finisher on them, otherwise they are immune to finishers.  

    These enemies are intended to be ancients, so they don't spawn at super high frequencies but will as difficulty ramps up.

     

    This is likely a very tall order since it would require programming pathing for walls (which I'm sure would be a pain in certain level geometry) but I feel like this would add some excellent variety to the infested class. Hardly any of them are ranged units, and having special encounters with enemies that are generally stealthy would both be spooky and somewhat tactical (hunting down spawners, jumping and parkouring your way to combatants etc.). Overall, I think it would be really fun to see a unique type of game play added to the rather standard faction.  

    Thank you all for reading! Hope to have good discussions with you while you're here!

    (No art to speak of at the moment unfortunately... hopefully soon tm)

  16. 4 minutes ago, xZeromusx said:

    I think DE is taking the wrong direction in making the gauge consume all your energy if you max it. Something along the lines of what Gauss has would have been a lot smarter. The goal should be to max the gauge and keep it maxed, and giving the ability a duration of 10/12/15/18 seconds. Casting it does nothing, and doing nothing does nothing. But as you inflict fire procs and use abilities, the gauge would fill, slowly increasing to 20/30/40/50% damage reduction at max (affected by ability strength and maxing out at 90%). Once maxed, and only when maxed, the ability begins to inflict burning damage on enemies in a 7/10/12/15m radius for its remaining duration before fading at the end. If you stop inflicting burning procs or using abilities for 5 seconds, the ability would begin to degrade, and you lose the fire AOE as the damage reduction slowly diminishes. Recasting the ability could refresh the duration and increase the gauge.

    Remedies the annoyance of "Balance this new gauge or risk losing all your energy", the boringness of WoF, and provides proper damage reduction, and encourages filling the gauge.

    Most everyone can agree the all energy gone equals bad, and I agree in that it shouldn't be the focus of the gauge. The point where our views differ is how the makeshift WoF is supposed to play out. I like the idea that its similar to Gauss in that you need to continue using abilities to keep it active, but I think in order to distinguish Ember more from Gauss the ability should be more of an "overheat mode" that consumes energy rather than gauge. This would allow tenno who still want ember strictly for WoF able to sort of build for it with efficiency rather than strictly duration for the WoF flame buff when gauge is full. 

  17. 6 minutes ago, Kingsmount said:

    It'd be nice if her 2 also  ignited enemies in range around her, dealing increased damage the more Heat gauge she has.  The Firequake augment could make this ignition also cause a stun.  Or preferably, the stun would innately be a part of the ability (Bandaid augments suck).

    This would also give it synergy with her passive. 

    I agree with igniting enemies, but I dont think it should be innate when you activate her 2. Rather, its like a reward for filling up the meter by using her abilities in conjunction with one another. After all, at least in my opinion, it just takes the power of a currently 4th ability and just puts it on a 2nd ability which seems a tad bit too powerful if it requires no additional input.

    I agree bandaid augments suck, but I feel like fire quake could do what a lot of augments recently have been doing with stat buffs. In this case I think like a 20-25% efficiency buff would be a great addition to it to incentivise putting this augment on your build, even if you dont like WoF playstyle. For example, you still have to charge your meter all the way to activate the firequake WoF for her 2, but at least you'll have some efficiency while it drains your energy.

  18. Hello there! I don't want to clutter the forums or have the intention of placing feedback in the wrong spot, but I would like to discuss the new embers 2 in a more focused matter here (rather than dev workshop). Let me know what you think!

    To please those so up in arms about WoF gone, increase the uniqueness of her 2, and to increase build diversity I suggest implementing a pseudo replacement WoF when the meter is full and immolation active. Instead of losing a ton of energy at once when the meter is full, the full meter instead starts to drain energy (fuel for the fire) at a very fast rate affected by efficiency and duration. Along with Damage reduction being maxed out and ability damage increased when the bar is full, a similar AoE "everything around me is now burning" kinda deal goes into affect at max meter. You could practically make it work the exact same way as WoF with mostly all the same numbers as her current fourth, just make the energy drain higher. I'm just trying to think of ways that are a good compromise for different passionate ember mains, and considering how much I love how Bastille and Vortex are combined for Vauban now, I figure a similar treatment could be given to Ember.

    I like micromanaging play styles with a lot of synergy (Gauss quickly becoming a fave) so the full energy drain doesn't bother me that much, but a lot of people have an issue with it. My problem is that the bar seems to increase way too fast, and if it remains at that speed and I hit 100%? Then yes I will be quite livid when all my energy is suddenly gone. That's why I think it is way better to have an "overheat mode" rather than an "overheat condition". I don't want to be punished for flinging flames everywhere, I want more flames! All that said, the energy drain has got to be pretty massive, even with max efficiency and duration, because this is supposed to be her super mode of sorts and should only be active for so long. 

    Once her 3 is used the overheat/WoF mode is deactivated and you need to build up the meter again. 

    Perhaps this seems a bit too much for the base ability, and if so I highly suggest combining firequake and maybe her current 2 augment into one that can be used for this purpose and just keep the energy drain from current WoF. I would just really hate to see WoF go for all those who are such fans of it. I think its a great way to spice up her generic DR ability a bit and allow players to play Ember similarly as they do now. 

    This will also dispel those wanting this ability to just become a passive (which I don't find entirely reasonable). 

    I think this would be a good compromise, but let me know what you think! (Especially you Ember mains out there) 

    • Like 1
  19. Hello there! I've got an idea for a simple, mostly QoL augment for everybody's favorite cultist. The idea is to make Harrow's support quality more consistent by removing the necessity for him to achieve kills to get energy. With said augment, any ally in thuribles range that makes a kill will be funded with the energy granted by the buff instead of relying on Harrow to make the kill. As an example, Harrow finishes channeling at 15 energy a kill, and his Excalibur teammate gets a kill within affinity range, thus giving the Excalibur 15 energy but no one else. I understand why this isn't a feature already due to the design philosophy of Harrow, but that's why I propose an augment rather than a change. 

    In addition to the above feature, I believe the augment should also allow for recasting thurible without deactivating the buff. For example, say the current buff is 15 energy per kill, but Harrow now has the energy to provide a bigger buff, so he starts channeling again. Instead of immediately deactivating the buff on his teammates, as long as they are still within affinity range they keep the 15 energy per kill, but will receive the updated energy when Harrow finishes channeling or the duration of the old buff runs out. This allows for teammates who where in affinity range not to be punished waiting for energy while Harrow gives a buff to the one that caught up. This also presents a risk however as if Harrow channels less energy than before (say 5 energy per kill) it will refresh the old 15. 

    One additional aspect I propose is giving harrow 40% more energy (affected by power strength). 40% is obviously a place holder, but I really loved the inclusion of passive benefits on select augments this last augment update patch, and I think it should be encouraged, especially on augments like this which are more team oriented and don't have as large of an impact on the frame itself. 

    I'm imagining said augment would read something like this:

     

    [Name]

    Any allies within the range of Thurible will receive energy when they kill an enemy. Harrow's energy capacity increases by 40% 

     

    That's all for now. Tell me what you think, how you would change it, or how you feel this would/wouldn't fit in the game! I look forward to conversation 🙂

  20. This may be intentional but it genuinely feels like a bug. Whenever using Nyx's chaos sphere with the assimilate augment she no longer blocks, with or without guardian derision. I hope it's just a bug because this really nerfs guardian dersion builds and just kinda hinders some unique aspects of building Nyx in my opinion 

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