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Wolfnrun

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Posts posted by Wolfnrun

  1. Just now, OzoneSlayer said:

    The number i n the top corner looked like flat damage. For example if you ran and your charge was at 1000, it would do 1000+200(Base damage)

    Sooo 1200 damage? Well, At least that's something....right?

  2. 10 minutes ago, OzoneSlayer said:

    The little icon in the top right looked like a passive meter. Also thank you DE for making it for all attacks! If you watch the last devstream when Rebecca shot the brakk the damage meter reset, and when she casted shock. This passive has a lot of potential and is very similar to maim(a build up but you get greatly rewarded if you store it). Now he will always have some supplemental damage

    For example in a capture mission you can skip all the enemies while simultaneously charging your passive, and when you get to him you have a good amount of damage stored. Same for bosses.

    I wonder how much damage shock will do when fully charged? Since it's not getting a buff...sadly 

  3. 4 hours ago, Toramaru said:

    My 2 cents about Volt and it's rework, as a returned player (started playing as soon as servers were up, then stopped, and came back march this year):
    I always had high expectations on Volt, specially with Speed and Melee, which was my idea on how to play the end game by then. Came back and found melee in shambles... TBH, end game content should even block using melee weapons as they stand.

    Don't mistake me, I'm not ranting. The reason I stopped playing back when they launched was that we (me and my friends) were asking DE then to do a PvP instance, were we could at least test out and play against players, as I believe PvE always has an end to content. Back then, they said they never would do a PvP platform on Warframe. We're over that, it seems. Not that Conclave is awesome, but the fact they did it leads me to think they might improve it, and if they do I'd like Warframe even more!

    Back to Volt, my idea to a alternative to gunplay was speed + melee + skills. Speed will never work and Volt will never be a true DPS until melee stands as it is. Channeling does 1,5x?! It should do something like 5x. nevertheless, the fact I'm a bit disappointed on Volt is due to how I like to play the game, which may be the wrong way. Still, I believe his set of skills are subpar to any other set in the game. That's why I I get why people are a bit turned off on how they are doing his rework. The best news I got from the Dev stream was that they are actually still thinking about it. The second best news was Volt's passive, which is kinda cool, works well with Speed, and is totally into the Frame's lore.

    Now, on with the 2 cents per skill:

    Shock: as is - Too little CC duration, few targets hit, zero scaling to end game / rework - cool synergies, still too little CC duration, almost zero scaling to end game / how I see it getting better - loved the synergy, more CC duration, more than double, zero damage. Essentially a CC skill that enables Volt to get his time to cast other things without dying to level 1 Kubrows.

    Speed: as is - Almost awesome, good team asset, good self asset, has a lot of potential on Melee / rework - worse, just worse. Portal/wormhole idea is an alternative that we simply do not need. it is already a great skill, I'd even say too much range when cast, should be lower, with maybe a tweak on intensity (more bonuses and with higher %s.) /  how I see it getting better - Recasting it is the best idea the community came up with. It would be awesome to do a whole mission without being deprived of it. Would add the less range, more effect thing, but just tbh, not really necessary. Personal view here, but it would be a superawesome skill if melee had more say in the game.

    Electric Shield: as is - Utterly useless. I get that it does some DPS increase thingy, but other than that it does nothing. / rework - better presentation, better area, better synergy idea, Great work here. Not OP, good addition to Volt's arsenal, team asset, self asset and all. / No getting better, would get too op.

    Overload: as is - ugh. In retrospect, defending the Devs here, when I started playing Warframe there was only one tileset, and it had electrical devices all over, enabling Volt to do a brutal damage back then. / rework - looks cool, needs some balancing, but the idea was really good! I just don't like the cast time, but as ES is we can spend some of Volt infinite energy to cast ES and Shock before Overloading, which is tactical gameplay. Really cool, Good Job here!

    I agree with you on that, however there's still room for improvement that I wish to see 

  4. 14 hours ago, Sennera said:

    ^^^ I was going to post screenshots like the above but now I don't have to. This is what our 'golden emperor' looks like with the most recent changes; it looks like he's covered in spicy mustard instead of the gleaming impenetrable gold it was before.

    It's so embarrassing how this looks, nowhere near as impressive as the effect was before. Every time I used iron skin in the past I was left wondering how much effort had been put into achieving the absolutely stunning visual effects it had on Rhino Prime. Now, I'm just left wanting :(

    Looks like bronze butter to me 

  5. 22 hours ago, (PS4)WINDMILEYNO said:

    I'm all for peace, or I like to say I am, but then I get hooked into a debate and get all serious for no reason. If the shields were limited to four, the timer would actually make it harder, because you have to pay much more attention to the time, I understand that point and agree, its be frustrating.

    Timers in the four shield scenario is bad

    But giving them health...could only be worse for all the same reasons, unless the health could regenerate. IMHO

    1). Shield regenerates when not under fire/when taking damage lower than a certain value.

    2). Shield can healed by shock. (frost can heal bubble by casting another bubble, but spending 50 energy every time to heal a shield...you might as well just make a new one...)

    3). Shield will remain until destroyed or until another shield past the number limit is cast. 

    ~but I feel shield should still dissapate after a certain amount of time has passed since the last time it was interacted with...just to appease anyone who might say that there is a way to afk like this...120 seconds from the last time the shield was used, it will dissapear. (used : fired through by warframes, picked up, healed by shock, etc).

    Maybe something like that could come to play =-) 

  6. 22 minutes ago, Aquasurge said:

    if they do that, then just "troll" them with speed and make them run into walls. lol.

    i'd much rather have allies picking up shields as an augment than built in, even if players complain about it.

    Yup! 

  7. 4 hours ago, DeadDreamerTE said:

    but it still makes sence, and it does make a diference if its a more powerful fast deflection, + minus recharge delay

    Ya it does, seemingly how speed has very little synergy nor functionality... I wonder whats going on with the rework, and if any of what us electric lords have proposed were at the very least considered 

  8. 11 hours ago, SaucyTuckermax said:

    Who cares if it's nerfed to only 4 instead of however many you can possibly spam now...the rework is gonna allow you/ possibly allies to CARRY THE SHIELDS...GG

    Almost everyone cares...MES counts towards the 4 limit which means you have 3 small shields 

  9. Just now, (PS4)WINDMILEYNO said:

    I just....I don't even........I'm sorry, not trying to be condescending (i realize im doing a terrible job) I'm just at a loss. We have been having this argument because you do not want to...it's fine, whatever. I'm not against health, but it needs to be drastically different than frosts mechanic. And the frost mechanic given to volts shields would leave them not being as reliable as that are now. Please. Just. Bare. With. Me. Even if you disagree, just keep reading.

    You have been using Volt this whole time right? Let's say that we stick to corpus missions and the enemies there. If a corpus tech busts into a room and starts spraying on you, you can throw up a sheild, and no matter how much he dishes out, you don't have to worry. If 3 more techs come in and start ruthlessly firing on you, it still doesn't matter. Volts Electric Shield is superior to Frosts bubble in this way.

    The only way health would be reliable and scalable in this situation, beyond the invulnerable timer based Electric sheild, when corpus love to pile on you, is it it : Replenished health when not under fire, quite rapidly, meaning it could be broke, but you still stood a chance if you could get enemies off of it, rather than just standing and smiling at all the lvl 80 corpus who could wipe you off the face of the earth without that thin barrier of electricity between you and them 

    And that scenario isn't even taking into account that enemies love to just run in. With the new rework, they will be penalized for trying to pass through the sheild, so as long as the shield doesn't work like frosts bubbles, I could accept 4 (6-8 limit is what I would go for) sheilds and regenerative Health. But the invulnerable timer based sheild is the best thing going for Volt as far as defense goes. We shall see when rework comes.

    I'm sorry if it seemed I was rude, if you read all the way to the end, let me know what you think Wolfnrun

    Oh no! I only want health based if there's going to be some sort-of trade off for the limit. I'm actually neutral. Also I never thought of us arguing, just having a discussion =-) ( Let's keep the peace!) I just think that if there's going to be a limit of sorts that there should be something worth while. Something to make having only 4 meanwhile. I think you have come up with some interesting ideas! 

  10. 5 minutes ago, (PS4)WINDMILEYNO said:

    You don't have to stare at them...how do you even think that? I know my Shield will still be there if I leave and run somewhere else, or stay there and focus on fighting without worrying about the shield going down, because I can rely on a constant variable. Time.

    Health on my Shield would require a tougher form of guestimation...I'm not in this argument for hits sake, just that the shields relying on Health makes them less reliable

    I said that because I don't want to so I will not have to anticipate its expiration. You can not simply leave one behind 

  11. Just now, (PS4)WINDMILEYNO said:

    Each shield has the same amount of time, that you can see in your loadout before you even leave your ship. It isn't rocket science to approximate how long you have on the shield you cast last, and casting another shield does not reduce the time of the shield before it. Each of my shields last 44 seconds, every time, I know if I cast at 30 seconds, that last one will be gone when my current one reaches 14 seconds, and so on...

    Frost bubbles have a value that represents health of 100, but that value changes based on power strength, so you do not really know what 100 actually means (that I can find).

    And after casting a new bubble, you can no longer even see the static 100 to 0 value of the last bubble, leaving you completely in the dark on when it will go down beyond even further guestimation

    Shield does not need this

    Frost can visually see with less difficulty which went down. I'm not going stare at each one and wonder "I think you have 10 seconds left?" Then it goes away. There not all the same after you place multiple shields, they have there own set timer 

  12. Just now, (PS4)WINDMILEYNO said:

    Scaling...your timer is a constant, you know how long it last. Damage taken is a variable, making the sheild not as reliable as it is now. The only thing electric shield has over frost bubble is that it can take a beating for you and still be there until the timer ends

    Thats not for each shield... that is for the last one that was placed

  13. 9 hours ago, CrudShuzKong said:

    How is this thread still alive....

    I mean apart from because its the most legit suggestion ever to be posted on these forums :clem: 

    Lots of support!  Get enough support, keep contributing, get more people. Plus, this idea is brilliant! How can this not be alive? 

  14. 1 hour ago, Dante123pl said:

    its just to me it looks like lazy rework

    overload basically stays the same except for some more CC,do we really need more CC in this game?

    overload might scale from enemy hp but its still electric dmg mitigated by armor

    MES ill drain energy on use so you ill be able to get energy only from orbs while using it

    also there are rumors that they ill limit Volt ES to 4 

    so yea im kinda unhappy with current state of rework

    but as you said its my own opinion.

    Also shock doing no damage/no stun . I'm with you as you saw from the other thread. Lets try to remain positive though =-) 

     

     

    Alright, I know that most of it is unchanged no damage increase or added functionality to stuff, but it's better to stay positive then getting frustrated

     

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