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Scroll_of_Wisdom

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Posts posted by Scroll_of_Wisdom

  1. As you know crits have tiers above red.

    While they do get damage bonuses they dont have color indication.

    I know, you don't get to these tiers very easily, but when you do it would be really cool if they had color indications.

    What colors would you guys like to see? Pink? Green? Teal? Purple?

    • Like 1
  2. Know what. I would be down for a Stasis rework

    Put it on par with Hildryns or Vauban's suspend capabilities.

    Or simply put a cap on the amount of enemies you can freeze, scaling with str or something. 

    Or make it a per-enemy based timer. So you cast it and it affects enemies within the rift at the given time of cast and not enemies that enter afterwards, being able to be recast/refreshed tho.

    What you think of that?

    Regarding Cataclysm, imo it just makes sense physically/logically that you exit the rift upon closing if you are inside it. I dont think that's a mechanic that's based in balance.

    It's a side effect that we can look at and interpret individually

  3. 24 minutes ago, PsiWarp said:

    Yes it's a power fantasy, close to a god simulator, but not to the point of complete trivialization. You're focusing on individual abilities understandably, but when put together with the whole kit in play, it's not healthy for the game.

    Keep in mind Nullifiers and Leech Eximus are in the game posing serious threats to Limbo.

    What you are describing is what Limbo can currently do, but with a few extra steps and care. 

    Before Scarlet Spear he was not really played much outside mobile defense (from my experience and watching streams). People dont seem to enjoy playing him because he requires so much work. And for what payoff?

    What I propose makes him easier and more fun to play actively. And not just as a Frost 2.0

    What underlying, fundamental issues Limbo might have are not really what this thread is about

  4. 8 minutes ago, PsiWarp said:

    What can enemies do if you can just stay protected in the Rift and Stasis freezes them instantly when you pull them in? 

    Each kill done in the Rift means you earn more energy to keep recasting your abilities, including Stasis, so at what point can enemies actually deal damage to you?

    Ok so I do see value in being vulnerable in that it presents you with danger and oportunity cost. But I think focusing on synergy and excelling in your mastery is far more important.

    This game, and this becomes philosofical now, is mainly about a few things, primarily about "cheating" the dumb monsters and dominate them in interesting ways.

    The challenge is not wether or not you can take damage, but rather how well you can handle objectives.

     

  5. Been playing Limbo alot recently and thought alot about the synergy in his toolkit.

    Mainly for a (solo) survival setting.

    While he is fun and active, he has a few features to him that require too much maintenance imo.

     

    TL;DR: Change Banish to Pull enemies into your plane and change Riftsurge to perform the radial banish on kill as well.

     

    For the vast majority of Limbo builds people use him for 2 abilities.

    His Cataclysm (4) and his Stasis (2).

    While these two abilities aren't perfect I don't wanna talk about them in this post.

     

    My post wants to adress problems with his Banish (1) and his Rift Surge (3).

    To understand my VERY SIMPLE changes lemme present you with a few presuppositions and scenarios.

     

    1. Limbo wants to be in his rift. This is where he thrives. This is where it feels like he is supposed to be.

    He likes to be inside his rift and having select enemies inside with him.

    2. I often find myself inside the rift with no more enemies to kill and in this scenario it feels like you have to jump hoops to get back in control.

    You do have options tho:

    One being casting a Cataclysm, bring all nearby enemies into the rift with you.

    Yes this is very viable and what I default to most of the time.

    Or you can go back to the normal plane and start banishing enemies exposing Limbo to vulnerability before going back into the rift once again to kill off these enemies.

    Also viable of course. And can be augmented by Rolling Guard easing the transition.

     

    CHANGES

    If we change Banish from "Push enemies out of Limbo's current plane*

    To

    "Pull enemies into Limbo's current plane"

    Do you see what this simple change does?

    It opens up Limbo so much!

    You can now stay in the rift and simply pull enemies in to the rift without leaving it.

     

    Which leads me to my next change.

    Currently you can pull more enemies into the rift without leaving it using Rift Surge. 

    This can be utilized in one of two ways.

    First is casting Banish on a Surged riftbound enemy while being in the rift. 

    Decently fun and interesting interaction. This is currently my bread and butter, playing Limbo.

    And the second is when the natural duration on the Banish of a Surged enemy RUNS OUT!

    As you can see, the second method relies on having really low duration (waiting for the banish duration to expire).

     

    My simple and easy to understand change is this:

    "If a Surged enemy is killed OR leaves the rift it performs a radial Banish"

    As opposed to the current on-kill mechanic: "When Surged enemy is killed it spreads the Surge to nearby non-rift bound enemies"

    Which is completely useless. And actually visually misleading at best.

     

    This change, again, makes it so Limbo can stay in the rift while bringing more enemies in, but in a more swift and killing oriented manner,

    almost reminiscent of Banshee's Sonar augment.

     

    Thanks for reading

  6. I agree. Making game modes more engaging should be high priority.

    My favourite game modes are Excavation and Disruption, but even those could be made even better.

    Hopefully the new corpus tileset and the optional challenge with in it brings something that's actually complex and promotes 'playing well'

    I recently made a thread much like this one. If you dont mind I'll link to it. It seems like we share the same ideas

    If you dont like me posting that link I will take it down asap - let me know

    Fun Game Modes

  7. 1 hour ago, (PS4)Black-Cat-Jinx said:

    I have tried, a lot, to make castanas and talons to work. 

    They just won't. 

    Don't know what else to say about it. The only time I ever did anything useful with sancti castanas was trampoline trinity which they nerfed into the ground because it was challenging Saryn for "easiest focus farm frame". I have said. Over and over.

    That for weapons like talons, castanas, throwing secondaries etc to be effective, they need to have the option to be "thrown instantly" by pressing alt fire on weapons that don't have an innate alt fire or that you have to ADS to activate it. For explosives, it needs to just detonate on impact. Basically turn them into a grenade function. Something to augment your primary weapon...

    Right now the only thrown secondary that's really "good" is maybe the spira prime, and pox... which even they can benefit from this, pox especially because it's mostly used for debuffing a target so you can lay into them with your primary or melee. Being able to instantly cast these weapons without having to go through a "weapon change" animation will make them a lot more useful. 

     

    I get the feeling you missed the point of my post. Castanas with Ivara was a strong build. Insanely overkill actually. 

    If you look at my 30 vid I posted just above your reply (which I recorded today) you can see just how much damage a single castana can dish out to regular enemies

  8. 7 hours ago, Educated_Beast said:

    Here I am late to the party, just got a very good roll on a riven, cc, toxin, electric, and -ammo max and was in process of forma...

    Guess it's not worth the effort with so many other good options.  

    Oh it's worth it. If it works like it's supposed to (Like we are used to anyway) it's super satisfying to play. Very much worth the effort.

    If anything you can still hunt Teralyst with it just fine. For what ever reason it's on the larger eidolons it becomes a problem. 

    When they grew in size so does the hitbox of the synovia. But the Hurtbox don't.

    Or they are scewed. Or something.. They don't take AoE damage very well.

     

    I forgot to mention. This test was done with Fulmination on the castana build. So +24% radius didn't fix it.

    I still get blanks left and right, severely hurting flow of things.

    With blanks, yes I mean actual 0's. And NOT cuz I detonated early.

    • Like 1
  9. With the changes to blast radius damage fall off you can no longer hunt eidolons with Castanas

    Even with a near perfect build on both Ivara and Sancti Castanas I cant deal a 10th of the damage I used to. I have done many many 5x3's with this build in the past. The memories and the joy of it was what made me come back to the game.

    The fall off damage seems fair on paper, but when I'm not trying to deal aoe damage to a group of enemies and I even place my castanas with surgical precision on a single point that I wanna damage (Synovia) I should not be penalized.

    The Castana can literally not be any closer to the point I wanna damage.

     

    I know. This is an extremely niche case. Not that many utilize this playstyle.

    But I still want to express my frustration with the experience and I can't help but dream that you could maybe do something to fix this.

    If not, then my dear Ivara eidolon killer will rest in piece and be missed.

    • Like 5
  10. Been thinking of this topic for a while

    I'd like your feedback as well as ideas of what you think contributes to a fun and interactive game mode that has emphasis on team work including team composition, optimisation and playing well in order to speed up the progression.

    First of all I think it's important for such a game mode to have phases so you're not stuck doing the exact same thing on repeat. Having the next objective in mind keeps you staying engaged. Having multiple purposes throughout the mission can potentially shift your frames advantages.

    Yes I realize this resembles the old Trials and or Bounties. It's not a coincidence. I want to condensed it and speed it up though.

    So my idea is this:

    An advancing objective that goes through 3 mission types in one arena/map - no loading screen or long travel between stages.

    1. Hybrid between Excavation, Disruption and Interception

    2. Puzzle

    3. Boss

    Let's talk about the 3 stages in detail.

    1. Think of this as Interception 2.0 or Salvage.

    So 4 towers. Control all of them in order to have maximum data transfer efficiency. All needing power cells to be charged and controlled. Can be lost to the enemy and regained by the tenno.

    Managing your own tower requires you both to dominate it and locate the right enemy around the map and kill it to gain power cells leaving you open to losing the tower.

    The manner in which the enemy gains back the tower is tricky. But I think the emphasis on protecting it like with excavation is wrong. I think simply playing for transmission efficiency is enough..

    2. Puzzle. This is a tricky one. Maybe some of the veteran trial runners can pitch in here. What were the good aspects of those puzzles? What makes it engaging and unpredictable?

    Im thinking aspects of pattern recognition, spy missions and push plates (2 people stand on plates to open door, another set of 2 plates inside the door)  

    3. The Boss

    Im personally a big fan of the eidolons so cannot help wishing for the final boss to be an eidolon type fight were you use your operator to deal damage to its shields before warframe abilities and weapons can hurt it.

    Having a lure like mechanic in place as well requiring team effort to setup properly before the fight begins.

    Im not saying the eidolon boss or the lures is the anwer. But something along those lines that requires team effort once again and can be played well. 

    Incentive:

    To me endgame should not be a mean to farming but moreso a place to put your gear and performance to the test, and so something as simple as a trophy or an evolving emblem cosmetic as well as a scoreboard should be enough bragging rights for people to want to play it. If you disagree I'd like to hear your thoughts on that as well.

     

    Thank you for reading

  11. 2 hours ago, Stormxdragon said:

    You saw how it blew up after PoE ofc they're gonna hype it up nothing disgusting about it in fact it would be wrong if they didnt try to build up some hype. And how about giving it a chance before you write it off. Ive played games online for years and no dev has come close to the quality that DE drops (certainly never in a game that you do everything without paying if you wish) and while i think warframe population is generally one of the best there is - but there is a hardcore of players that are prone to getting overly salty over minor things.

    Just chill, sit back and wait for it i'm sure it'll be worth it in the end. Complaining about everything wont do favors for anyone.

    GGG and Path of Exile is up there my guy

    • Like 1
  12. The issues with UW

    So when ever there is down time for chroma to do damage to the eidolon he is spamming Void Blast, with Unairu Wisp passive active.

    This secures the team mates can pick them up and boost they damage by 100%.

    This is also true during the inital spawning of the eidolon.

    It used to work in the following way: One void blast would create one wisp from the nearest hurtbox of the eidolon nearest to the ground.

    While I believe this is still true, the issue is when the wisp rolls down hill. Prior to the patch it was fine because they would gather at the lowest point, which usually is the very edge of the water.

    Now it seems like the Wisps will continue to drift into the water and further down to the bottom of the lake.

    At least in some cases. And especially during the initial spawn of the eidolon.

    So the fix, as I can see it, should be to secure wisps can't go under water.

  13. When ever an eidolon decides to teleport away due to terrain issues or not enough charged lures are being present when shooting a synovia,

    it's our job to find the new spawn as soon as possible. Gaining height in our archwings is crucial to spot it.

    This is where the new height restriction while in archwing is really annoying.

    A single blink in Itzal straight up will by far put you beyond the current height limit and will repell you back towards the ground. Often times all the way back down.

    I really wish these height restrictions are rolled back as well as removing the "rubber band" effect

  14. A rather small but also annoying bug happens when you attempt to use archwing while in operator.

    The sound is played but you don't enter the archwing, cuz thats impossible while in operator, but it also consumes a "charge" and so the cool down is triggered.

    As a side effect if you have bound a hotkey to your archwing launcher and press said button while firing your amp your shot will blank.

    It's not too hard to work around but still worth mentioning.

  15. Hello fellow hunters,

    With the recent Chimera update alot of bugs have emerged in The Plains of Eidolon and namely during the hunting of eidolons.
    Those of us that are dedicated hunters and seek optimized strategies quickly found some things have changed during the hunt.
    Old strategies no longer work and we are struggling to produce new strategies to replace them.
    While alot of them have already been reported in the Chimera bug report mega thread,
    we feel like it deserves a thread of it's own.

    Alot of us are very fond of hunting eidolons but feel discourraged when you can no longer rely on mechancis that were widely agreed upon to be part of the base strategy.

    Let this thread serve as a place to compile bugs only related to the Plains and hunting Eidolons.
    Hopefully it will bring DE's attention to the issues, or at least get a reaction. For now no acknowledgement have been shown from DE.

    We highly suggest that if your bug have already been reported in this thread either upvote the bug, report additional info or simply let us know that you think it's important by replying with your thoughts and how it impacts you.

    Thank you!

  16. Another example of a lure behaving strangely during the eidolon hunt

    https://imgur.com/a/O5WXeRW

    And in the next imagine you can see an eidolon floating in the air when next to a tree

    It sometimes comes up really high if the eidolon choose to walk directly into the tree and so it ends up on to of said tree

    https://imgur.com/a/2AT1Z4s

  17. Lures in Plains of Eidolon are extraordinarily slow

    While hunting eidolons I, Trinity, gather 7 lures to capture all 3 eidolons. While babysitting them Inoticed they are moving alot slower than normally (before the update).

    It's near impossible to pull them out of hazards or out of the way from limb shots.

    They also behave really strangely sometimes. They tend to move away from me towards what seems to be their origin / camp they were taken from.

    If I move too far from them they get teleported (normal) but when they arrive the tend to arrive higher into the air or halfway into the ground.

    This is super commonly seen at the shrine/alter where you sacrifice the eidolon shard to summon the next eidolon.

  18. Party issues loading into Plains of Eidolon

    Group of 4 in a party, all in Cetus. All loads in except one. He still appears to be in the party when clicking ESC but does not appear on the group list found on the right side of the screen. He can still see our party messages and write to us but does not load in, eventually gets kicked and game crash for him.

    No bounty selected.

    Exact same issue with trying to load to Plains from our ships while in the party.

    At the same time all squad members and their weapons besides myself appeared to be lvl 0

  19. Gonna go into detail about these later. Just wanna mention that alot of my friends and I all agree that the eidolon fights have changed drastically.

    It feels off and has lost alot of it's charm. You can't rely on alot of the strategies we are used to, eidolons are getting animation frozen, they walk into the water and stay there, vomvalysts are not spawning in the places they used to, lures bug out and wont follow you, hitboxes on eidolons are skewed, eidolons are walking up onto trees (on top of them).

    Despite patchnotes reading ceiling was supposed to be raised, it's now significantly lower than before while in archwing and will repell you at high velocity if you touch it.

    Archwing launcher will proc cool down if you attempt to use it while in operator. People are reporting tons and tons of visual bugs.

    It's really frustrating DE 😞 Those of us that love hunting eidolons are struggling right now. It doesnt feel like it used to at all

  20. I don't like it. You don't like it. Noone does.

    If you somehow leveled it up you're stuck with a disadvantage that you cannot undo.

    Some people look at it, and argues that it's a trade off for access to Void Strike.

    How about having the downside directly on Void Strike then? And let Void Radiance cost no energy?

    I want incentive to level it up. Not feel like I get punished for it

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