Jump to content

o.0-

PC Member
  • Content Count

    2,610
  • Joined

  • Last visited

Posts posted by o.0-

  1. As Dojo updates are ongoing, I wanted to ask here if the key binds are separated for editing decorations and donating from other key binds?

    I ask because I have a custom setup and it has prevented me from adding and modifying donations and decorations in the Dojo and Orbiter. I can share my keybinds and a screen shot in an edit, as I need to download updates and get in game. So I have issue with the 2 Keybind for 'Edit decoration contents' and I believe it is the same for donating in the Dojo.

    maybe its just a matter of me needing to assign something, or there is a tie in with Ability B?

    Spoiler

    jDqY5o7.png

    BtWqij1.jpg

    TbZvi5X.jpg

     

    Thank you.

  2. 1 hour ago, EpicBred said:

    While I dont really get what you mean by counter and parry, I agree with the rest. It should be for getting off an enemy that got to close or to quickly prevent a napalm or bombard from shooting while your reloading. Using your primary or secondary in the animation, so you dont have the advantages of your melee weapon is interesting, but Im not a big fan of it. If by countering or parrying you mean blocking, then no. You should have to switch to full melee mode for that.

    What do you mean by "Quick Melee animation gets added to the basic attack animations"? If you mean having the quick melee combo as your basic light attack combo, then please no. Just think of the single sword quick melee animation. Also, your stance should definately determine all of your combos, including your primary combo.

    The ability to aim lower or higher is not bad, but its probably difficult to make look good.

    Using blocking to create alternative combos is exactly what we have now, do you mean we should keep it?

    This sounds like a bit too much, thats why I thought it would be good to reduce the attack inputs to only heavy attack and light attack. Light attacks for dealing with standard enemies and building up the combo counter, heavy attacks to use the combo counter damage against heavier units or maybe reach more enemies (if you hold the button down you charge the attack damage even further like current charge attacks, but still use the same animation with an added windup). I think I will draw a little graphic in paint to show exactly what combo system Im thinking of. Anyway, I wouldnt give the devs something too labour intensive, so having the block button to just block, and dodge (roll) button to just dodge, should be enough (although having even more combo possibilities through the use of a block button isnt bad).

    Counter Attacks, deflecting Ranged strikes, as for some of the possibilities with counters and parry, which would trigger finishers.

    I've been working through this to get it explained better, that there should be an integration of our inputs to execute combos along with ranged attacks, since melee stances and combos are isolated from gunplay currently and with gun and blade coming soon and how Quick Melee shows, that this should be expanded on further and a part of it is in being able to make use of various keybinds to flow as naturally as possible.

    So building within the limits of the gaming controllers and have a new integration with key-binds for actions, with a few new menu options as needed. Should allow for actions to execute fluidly as a player moves about and should not be labor intensive beyond making changes to Stance Combos to activate from varied imputs.

    So we'd have things like:

    • Combat style, which weapon would be default Equipped and idle?
      • I assume an option in the Arsenal or in Menu Options could work so that if a player wants to have their favorite weapon out as a default they can
      • and an in mission menu popup, along side the existing gear wheel should be considered with this paradigm, could have a connection to Focus Schools as a means to have it more interconnected
    • Ranged Attack -
      • if a Melee Weapon is default state, the Warframe would have to put away the melee before firing, so it all depends on the speed and efficiency of animations
      • various youtube videos show how trained individuals can do this within seconds, so not that big of an issue in making these animations fast and efficient.
    • Melee Strike (current Quick Melee key)
      • Basic Melee Swing as seen in Quick Melee that then can ramp up to a few basic animations, that can then synergize with other keybinds to execute Melee Combos.
      • Certain Animations, like for Swords, should get improved or replaced in the process, others like for Ninkondi and Shaku are basically perfect IMHO though.
    • Block/Parry/Counter (current Melee Block key)
      • can be used with other keybinds to execute advanced combos and Channeled Blocking could maybe use the Combo Counter, so a melee with better base Block uses less hits,
      • also able to stun and finish enemies when a prompt occurs and be available for executing combos, reason for this is to allow a player to choose when to have it happen, now when say using Inaros, Excal or Equinox, certain weapons just get stuck randomly using Finisher animations based on range to the target so moving it to a key like this would prevent that and add utility
    • Heavy Strike (current Melee Channeling key)
      • also able to Slam, Charge and possibly allow for Advanced dodges combined with other inputs
      • and throw/fire Melee Weapons, if equipped with one.
    • Jump - already has some synergy with Slams while airborne and Parkour, so also available for combos
    • Roll - I use this a lot, I incorporate this action in my movement and can be another available input for combos.
    • Slide - I use this a lot too, same as Roll
    • Roll/Slide - I don't use this anymore, but some players could so, leaving it here
    • Crouch - use this for bullet jumping, also possible to incorporate in Combos
    • Sprint - I can see a use for this with Charging (so Spring and Heavy Strike, for example) and executing Combos.
    • Secondary Fire - many weapons have a function that uses this
    • Reload
    • Gear Wheel Hot Keys - in my case I have assigned three and the Gear Wheel itself makes four to account for.
    • Warframe Abilities and Focus - in my case I have a mouse that allows me to have access to any of the four on demand, and keep '5' key for Focus.
    • Map
    • Zoom - for Warframe, I use Zoom on some weapons, and for controllers having it as a toggle for a thumb stick click seems plausible, so have it here on the list
    • Switch Gun/Equip Melee - I have these now to go between weapons and would be obsolete along with Switch Weapon, if a Warframe would be able to execute attacks in a renewed manner

    So the point is with existing key-binds, changes under the hood so to speak can do much to add a different sort of functionality and fluidity with how we could approach fighting enemies in Warframe however players prefer and can be work for game controllers and mouse and keyboard.

  3. I've been thinking along similar lines, and have been considering another point of input for how we could setup combos. Such as:

    • Quick Melee keybind evolves be the go-to for Finishers and special actions.
      • such as quick melee is there to stun, counter, parry and finish, regardless of what weapon is out,
      • so could use the Warframe body to throw elbows, shoulders possibly even the equipped weapon without switching weapons.
    • regular Melee is there to damage, kill and block
      • Quick Melee animation gets added to the basic attack animations
      • ability to aim attack angles to what ever allowable degree for targets above and below the warframe.
      • blocking can combine with the other keys to execute more Advanced moves that say would tap into the tracked 'Consecutive Hits' we collect for the Combo Counter.
    • the now freed former channel keybind can be there to execute slams, charges, heavy attacks and dodges, in combination with other keybinds.
      • With updated Melee Combos, it would be pretty cool seeing Combo execution be far more nuanced as to what a player intends for the situation at hand.
      • so this keybind and Block could allow for a Charge, alone it could do a basic Heavy Attack, combined with the Quick Melee could perform advanced dodges and while airborne would execute a Slam or combined with a regular attack
      • I can easily imagine being able to execute Blazing Vortex when I want when I see a dense group of enemies and then wail on them with Molten Whirlpool until the enemy turns to mush before me.

    So there can be much that could be done, now that now having three separated inputs is being considered in the planning stages, that combos can evolve and combat in general can flow better, as Quick Melee would then no longer be a direct damage function and be a support to what is currently equipped, and then using Melee would provide more control over what a player is doing in the field.

  4. 10 hours ago, o.0- said:

    Cool, I'd like to add some ideas as to how Melee can grow to be more fluid and dynamic.

    • Quick Melee keybind evolves be the go-to for Finishers and special actions.
      • such as quick melee is there to stun, counter, parry and finish, regardless of what weapon is out,
      • so could use the Warframe body to throw elbows, shoulders possibly even the equipped weapon without switching weapons.
    • regular Melee is there to damage, kill and block
      • Quick Melee animation gets added to the basic attack animations
      • ability to aim attack angles to what ever allowable degree for targets above and below the warframe.
    • the now freed former channel keybind can be there to execute slams, charges, heavy attacks and dodges.
      • With updated Melee Combos, it would be pretty cool seeing Combo execution be far more nuanced as to what a player intends for the situation at hand.
      • I can easily imagine being able to execute Blazing Vortex when I want when I see a dense group of enemies and then wail on them with Molten Whirlpool until the enemy turns to mush before me.

    What I can imagine, is that now having three separated inputs, that combos can evolve and combat in general can flow better, as Quick Melee would then no longer be a direct damage function and be a support to what is currently equipped, and then using Melee would provide more control over what a player is doing in the field.

    I hope others may see the value in what I'm sharing here for how this can go, and thank you devs for looking into this now!

    I've spent time thinking about Channel Blocking, and wanted to share something that came to mind, currently we have regular Blocking with various weapons have a specific efficiency value.

    So the best basic Blocker is Silva & Aegis Prime at 90%. Followed by various other options that could see a revision within this current work  as this moves forward.

    What I came to wonder is could this be a model for how Channel Blocking bases its energy draw, where a weapon that is 85% effective would then only charge 15% on say against the Combo Counter Meter?

    So the Silva & Aegis Prime would naturally be the top option for Channel Blocking, if say it only had to pay 10% of the cost in blocking damage, compared to say the any weapon sitting at 35% which, would instead pay 65% of the blocking cost, using current numbers granted.

    So plenty of room here to redo the math across all of the melee weapons and have a nice use of Channeled Blocking as a result then favoring certain weapons that would be better at blocking damage than other weapons, so that melee weapons could possibly evaluated along a spectrum of more defensive or more offensive in nature, in how stat profiles are structured for these weapons.

    This assuming that the Combo Counter can be allowed to evolve in a similar fashion to spare capacity points on a Warframe build for a Melee Weapon build (like having 11/78 on a build).

    Spoiler

    CQ5Faxg.png

    So that any weapon would begin with a small pool of the 'Consecutive Hits' tracked (modeling how starting energy works for abilities) and so a forma'd melee with spare mod points would allow for more starter 'Hits' as a mission begins and progresses.

    And with adjustments to that meter, re-purpose that meter for the idea of how specialized attacks may be setup such as executing exhaustive Slams, Charges, Heavy Attacks and possibly Advanced Dodges beyond the basic rolling and sliding.

    The idea being that the Meter then allows and feeds into more advanced and damaging melee that can still strike at multiple enemies as we beat them up into mush, compared to simpler, standard melee attacks and simply climbing up that ladder to only raise the damage multiplier and be able to use some of that earned value for devastating damage against the enemy according to what various Stances allow.

  5. Thank you for the workshop, the Survival aspect is a change of pace, so thank you for being willing to do this.

    As for the Guardian changes, I look forward to splatting them a tad differently.

    Although, I was hoping that they'd trade away that immunity and need of Operator mode for being more as if they're elite Martial Artists, able to strike us with different melee attacks, ranging from shoulder charges, elbows and push kicks mixed with varied swings of their Keshegs like using the blunt side too (and their other existing attacks).

    Holding their polearms would grant them a constant Health Regen. And so enough of a stun, stagger, knockback, would force them to use their Kesheg as a cane, one-handed, opening them up to getting disarmed and then be vulnerable from there, like a Nox with a smashed Helm. So functionally similar to how they work now, just lacking that immunity, making them move and fight with more authority and having Operator Mode, as totally optional. Like the Void based attacks would simply be the absolutely most efficient way to counter them ASAP, but that a player could still fight them without having to resort to Operator Mode if they don't want to (like, I'd rather save Void vulnerabilities for Sentients exclusively, and simply be the most expedient type against the Guardians).

     

    Lastly, I have a question, may there still be an opportunity to have Kuva be an Alert reward and/or a special weekly mission? For example have an Archwing Pursuit, 10 min Defend a Kuva Container, a separate modified Hijack and so on, to further mix things up in how Kuva is acquired?

    The awarded Kuva can be whatever is deemed to be fair by the devs, I just hope to see a bit more variety, and I do appreciate that a modified Survival is a first step into providing more variety.

    As Siphon and Flood, to me at least, functionally is the same thing, with simply scaled enemies and Kuva reward, which in my case, makes doing then so boring, and why I've shared ideas for making use of the Alert System to add a rotation of Kuva there, at whatever appropriate values and intervals (like a higher reward, a more rare chance and tougher enemies and so on).

    Hek, there could even be a special Weekly Mission that might be possible, along the lines of Maroo's Ayatan Hunt and working with Clem, with an appropriate amount to the Kuva reward.

    At any rate, I hope such ideas are on the table, and I'll at least give the mode a shot, as it is functionally different than Siphon/Floods, and rolling RNG in PoE content or Sortie.

    So again, Thank you for this chance at Kuva acquisition variety.

  6. This year have been good so far, and once the devs get through their list, I look forward to what's next.

    So, thank you for revising and adjusting the various items!

    I can easily live with more revisions and adjustments to continue this year, especially, if this could mean having Archwing Weapons transform into a new Primary Heavy Weapons class and all that is implied with such changes!

    • Like 1
  7. Trying out different builds with Chroma, I'd like to make some suggestions on a few further tweaks for our friendly neighborhood Dragon.

    1. Spectral Scream
      • reduce Energy Drain to 2.5
      • consider allowing a Quick Melee action when in use
    2. Everlasting Ward
      • raise base Duration to 30
    3. Vex Armor
      • raise base Duration to 30
    4. Effigy
      • turn the energy drain into a Health Drain on the Pelt
      • when health reaches zero, it returns to Chroma

    I've shared other sorts of ideas for Chroma, but I hope that a few small tweaks like this would help out.

    Here in the spoiler is further tweaks I've thought about for Chroma.

    Spoiler

    Here's what I want to see for Chroma, as Chroma is one of my favorite frames.

    A possible change for Chroma to be more of a master of the elements, would be to allow Chroma to harness all four elements without needing to swap between them, with these changes:

    1. Dragon Sentry - 'Effigy'   Energy Cost: 50

    • Swapped places with Spectral Scream.
    • Main changes, replaces energy drain with a health decay on the Sentry. When health reaches zero, returns as the pelt on Chroma and regens Sentry health when worn.
      • So Pelt Health matters for deploying the Sentry.
      • Pelt draws aggro and retains 335 base Armor, Chroma has reduced aggro, 15 base armor and 1.15 sprint speed.
    • Guided Effigy Augment should be added into base ability.*
    • The sentry's damage, which at base is 400, would be split between the four Elements so each could do 100 damage at base
      • Note: Needs 299% Power Strength to reach 1,196 damage, compared to Oberon's Smite, which can reach 1,495, so should be fine as a 1st ability.

    2. Elemental Ward             Energy Cost: 60

    • Base Duration increased to 30 seconds
    • Base Aura Share Range is extended.
    • Augment should be added into base ability.*
    • Damage is split evenly between the four elements.
    • Status Effects, apply one at a time and can cycle, based on an RNG.
    • Ward boosts Health, Armor and Agility.
    • Ward is able to send Electrical Arcs to stun the enemy.
    • Damage Multipliers are removed, since the ability is able to sustain a damage aura.

    3. Vex Armor                     Energy Cost: 75

    • Adds a tap/hold functionality that builds the buffs like Inaros' Scarab Swarm.
      • Tap allows Chroma to have Vex Armor charge normally when receiving fire as it currently works.
      • Hold allows Chroma to charge Scorn to boost up armor first, by draining Shields, maybe allow Fury to drain health to charge, once Scorn has reached limit.
    • Adds a rate decay when not in active combat dealing and/or receiving damage.
    • Augment is either added to base ability or removed.*

    4. Spectral Scream            Energy Cost: 25

    • Spectral Scream benefits from some Primary Weapon mods.
    • As the other abilities, damage is split evenly between the four elements
    • Status Effects change at random between the four when proc'd on enemies
    • Could have increased energy drain.
    • Activating when wearing Pelt, the energy Wings allows Chroma to hover, so can do a few new movements.
      • Using Roll causes Chroma to use Wings to cause and stun enemies at an energy cost.
      • Crouch activates a Taunt which attacts enemies to Chroma and away from others.
      • Holding Sprint allows for a Charge at the cost of energy.
    • Activating when Dragon Sentry is active, could make the Sentry's attack ability stronger, grants Chroma the ability to dump lethal damage into the Pelt's Health and is granted increased evasion.
    • Augment is most likely removed.*

    Passive: Primal Avatar: 10% Damage on Health converted to Energy, & Drains Energy to stop Lethal Damage with 10% Efficiency, (stacks with Rage / Hunter's Adrenaline & Quick Thinking).

    These tweaks could help improve gameplay with Chroma and provide more opportunities to use his whole kit in more content, and is coming from thinking of this line as, "The bestial avatar of the primal forces of nature, Chroma, confounds his foes and strengthens his allies with elemental caprice."

    So it could go further with the actual damage splits being variable and have the bonuses be random for allies, but I figured I'd start with these suggestions, and I don't know what criteria used to create drawbacks as needed after testing changes, so I can see further adjustments in that line of thinking.

    *The idea with removing Augments and either adding them to the base ability or not is applying the KISS principle with the long term idea that Augments would be abandoned as Ability adjustments should be done directly and any ability ideas should be applied towards new Warframes.

    Thanks for reading.

  8. Hmm, time to take my Zeph out for a spin, then spend time with Ash and all the rest.

    and then my Chroma. Can easily live with his his updates.

    I'd just hope to at the very least give his Effigy a Health drain (replacing the current energy drain), and so when that reaches zero returns to Chroma, able to be recast as seen fit.

    Thank you for putting up with our feedback, I can truly appreciate how tough it can be getting it right and like how Warframes have been evolving over time.

  9. Sweet, happy to see this happening!

    I just have a few general concerns and a few specific comments.

    • I see a few weapons listed that have modified Ammo Reserves, and wonder if more shall be considered, such as the Braton P being at 375 (I feel it could at least go up to other rifles at 540) and a number of the high DPS secondaries like the Dex Furis not having a value listed for adjusting. The Dual Cestra, Twin Vipers are two that I'm concerned would still be really ammo hungry.
    • Any chance for adjusting Secondary / Alt Fire modes? Where my hope is to have the Argonak/Stradavar/Zarr select fire ability applied to the modes on other weapons, such as the Euphona, Convectrix, Hind, Quantas, and any other that would have a secondary fire mode. With maybe only the Pentas, Harpak, Simulors and the speargun class, (off the top of my head) having a possible argument of not using a select fire capability. As it is my understanding that such a change would be most beneficial for players using a controller on Consoles (or PC).
    • Lastly, I hope its okay to request that reload times not be increased, as those that sit at or above 3.0 like the AkMagnus or AkLex P are just right at that reload value, so I'd really hope that if the changes do move forward that reload stays at 3.0 with say the damage being like ~78 instead of 84 (I would even rather prefer going down to like 2.7 and the other changes in line for such a reload). And so I hope this could apply to the Struns, Gorgon and any other weapon with a base reload at or above 3.0 (like happy to see the change for the Sobek!)

    And thanks for reading and hopefully considering these points when looking at these weapons.

  10. I'd like to see Spectral Scream become more like Hysteria or Razorwing, so move it to be Chroma's 4th and go from there with making improvements, I like idea shared so far in the Workshop.

    Next, Effigy slides into the 1st slot and at least sees the energy drain become a health drain on the Pelt Sentry, so that when its health reaches zero, it returns to Chroma.

    I'd also have the Augment be apart of Effigy's base ability, but dunno if the devs would be willing to do that.

  11. For Chroma, what I'd to do is transform Effigy into a 1st ability and have Spectral Scream be Chroma's form of Hysteria or Razorwing.

    That way Effigy would see a few select changes like having a health drain instead of energy, and Spectral Scream can feel on par with other Ultimates as the devs see fit.

    I've shared more detailed ideas in the past, so I look forward to what's possible.

×
×
  • Create New...