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Walkampf

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Posts posted by Walkampf

  1. Just now, (PS4)Joshhwwaaaaaa said:

    I've played video games for over 30 years in every genre. I think this qualifies me to talk about level design.

    Well, i've been watching movies for roughly 30 years, that doesn't mean i'm fit to be an actor, a scriptwriter or a director.

     

    Your "feedback" and i use this term very loosly in this context, is basically a rant.

    First of all, you aren't a professional, thus  "It's clear DE wants style over functionality." is actually nothing more than your own subjective perception. It is not even closely as objective as you claim it is.

     

    Second, what whould it take for the tiles to be "functionality over style"? The most functional whould be making nothing but featureless tubes for tiles. But whould that be fun? A videogames purpose is to entertain people. Style is a very important part of fun in videogames, thus your statement is contradicting itself. In other words, despite your 30 years of playing videogames, you do not even know what you want yourself.

     

    Third, if you want to be taken seriously, why not point out actual problems? In this case, obviously naming at least one selected tile you are having an issue with. Instead you are pointing at something so large, that it is literally impossible for somebody to find a point to start working on the issue, thus rendering your feedback obsolutly useless and reducing it to nothing but a vent for you personal frustration.

  2. Tempest Barrage:

    i really like the ability to charge this skill and the interaction with Undertow is awesome.

    However, the skill is still very reliant of RNG in order to hit something. I'd like to see this fixed. Maybe reduce the damage and increase the size of the impact radius of the projectiles. Thus they whould hit more reliably, so enemies are hit more often in order to compensate the reduced damage?

    Or maybe give it the same effect as Tentacle Swarm, confining projectiles to Undertow, when undertow is active?

    Tidal Surge:

    Again, I really like the interaction with Undertow.

    However, there is hardly any reason to cast it alone. I'd like to see a cold-procc added to the ability. Right now, it's only role is to provide further utility for Undertow. Adding a cold-procc whould give Tidal scurge something so that it can stand on it's own, as an ability.

    Undertow:

    Undertow became a really great ability, which is now practically Hydroids signiture, since it has so much sinergy with his other moves. Also, being able to quickly switch out of the ability and even activate it mid-air makes Hydroid a lot more "fluid" to play.

    The only problem i saw, when playing around with it is, that relativly often enemies manage to get out of the ability, when you move a lot by using Tidal Surge, though i'm not sure, if this is intentional or indeed a bug.

    Tentacle Swarm:

    The ability to tightly cluster Tentacle swarm by using Undertow is great. This helps a lot and makes you very flexible, when you are otherwise using a fair bit of Range mods.

    However, unlike Tempest Barrage it feels like charging the ability is not worth it, since you don't get as much of a bonus, compared to Tempest Barrage.

    Also, since it's still very hard to hit enemies, which are constantly ragdolled by the tentacles, i think it's finisher damage needs to be increased to compensate for the lost weapon damage.

    A great opportunity to adress both ussues simultanly whould be giving Tentacle Swarm bnous damage when charged. Just saying ;-)

  3. 12 minutes ago, InsanityKey said:

    As I said, Trinity offers a lot more though.  Her CC range is much farther and doesn't rely on procs that are just as likely to do nothing while she's also helping her teammates in the process by bringing them back up to full energy.

    No, she does NOT offer more, that's the whole point of my comment.

    She is better at what she offers, but Oberon offers MORE.

    You are missing or maybe activly ignoring my entire point in your banter...

  4. 22 minutes ago, InsanityKey said:

    (...) but there is no situation where he is the better frame to take for any role.

    Yes, there is at least one Warframe outperforming Oberon in a single role, but what if you need Oberon to take several roles at once?

    If you want to have a healer? Sure, take Trinity,

    If you want a healer and a CCer? Good luck with Trinity. Sure, you have to compromise when healing, but Oberon brings other stuff to the table to make up for it considering his COMPLETE kit.

  5. Personally, i really like Limbo now. Before the rework i thought he was literally THE worst Warframe. Before his problems for other players far outweighted his benefits.

     

    Now? He's good!

    1 hour ago, (PS4)Muadika said:

    Gotta love that I can be infinately in the rift but why do I have to dodge now? It seems so arbitrary and clunky when I could have just pressed a single button before.

    I'd like to see your grades in math. Getting into the rift still requires only one button, it just went from "2" to "shift"...

     

    1 hour ago, (PS4)Muadika said:

    Banish is worthless now since I have to be in the same plane as my target, now. I can just use Cataclysm to get better results and I don't have to be out of the rift to use it. Banish was a good way to isolate and assassinate key/strong targets from the saftey of the rift and while it costs less energy Limbo was never want for energy when the rift speed regenerated it anyway.

    This one is arguable.

    Personally i like it. It's saver since you are guaranteed that targets now always are put onto the plane that you are not on.

    1 hour ago, (PS4)Muadika said:

    And banish, oh my LAWD. Do you EVER want Limbo to be likeable? He's more trollable than ever now that he can freeze everyones bullets.

    I think you are talking about Stasis and yes, if you are using only ranged weapons, it can get in the way, yes, HHOOWWEEVVEERR, this is not the case when using melee weapons!

    And if you are not packing a good melee weapons, when you are literally choosing to now use options the game gives you, then it's your own fault. A good example for this is the Battle Field series, if you decide yourself, that you are using only Infantry and ignoring any vehicles, it is again, your own fault.

    1 hour ago, (PS4)Muadika said:

    And Rift Surge is broken now. (...) And I don't understand why they made it to where they get put back it the rift when they leave it. When I turn off Cataclysm I want them OUT OF THE RIFT! I don't want to fight my own system!

    If Rift Sourge is getting in the way, don't use it, maybe? That's the difference between learning to use an ability and just mashing every button there is...

  6. 20 minutes ago, (PS4)theelix said:

    Or that it's basically like Energy Channel, which again no one uses even though the damage is applied before things like elemental mods.

    I think Energy channel was kind of usable, when you where using charge attacks, back in melee 1.0.

    Now with combos being far more potent compared to charge attacks it lost it's little bit of value it had left.

    i think fixing this could be done through removing the flat charge attack value and instead using a Charge-attack multiplier, that way you whould have:

    ((Base Damage + Energy Channel) * Charge-attack-Multiplier = Damage.

    Just a thought though....

  7. 1 minute ago, Mk_1 said:

    Extra addition:

    Volt: [Static Discharge]: In addition to the current passive, the damage is scaled according to your Power Strength

     

    In my opinion, the issue with Volts passive is not the scaling, but that it activates when firing a weapon. Since you are basically constantly firing there is no chance to build up the passive. It whould be greatly enhanced if the passive damage only applies to using Abilities

  8. Dash:

    Using the dash to enter/leave the Rift simply is great! it massivly increases Limbos gameplay flow.

    Passive:

    Generating 10 energy for every enemy killed in the rift is a really nice change. Limbo always needed a LOT of energy and the rework might have incrased this amouteven more. This creates a very unique energy-economy compared to other Warframes.

    Ability 1 - Banish:

    At first i thought it was rather clunky to having to leave the Rift in order to pull new enemies into the Rift, but after a few msiions I realised, this is actually a very smart way to force the player out of the rift without relying on "articificial" restrictions like an ability duration. This way Limbo cannot simply stay in the rift all the time.

    Also, making it AoE and causing a knockdown are great changes!

    Ability 2 - Stasis:

    Awesome!

    Ability 3 - Rift Surge

    It's actually rather hard to fugure out, how exacly this ability works. Right now it seems it's Limbos abiliy to pull enemies into the Rift without having to leave the Rift himself. But this ability defintitly needs some practice.

    Ability 4 - Cataclysm

    The scaling damage is a very nice touch and it's synergy with Stasis is incredlibe.

  9. Right now, the volume of Octacias Songs is bound to the general Music slider.

    For somebody like me, who listenes to his own mp3's it's quite a shame, since a lot of Octavia players are very creative.

    Having to

    -open the options menu,

    -select the Audio tab,

    -increase the music volume,

    -listen to Octavia,

    -open the Options menu again,

    -selesct the Audio tab again,

    -decrease the music volume.

    is quite clunky.

    Thus i'd like to have a seperate Audioslider for Octavias songs.

     

    Ideally maybe you could even add an Hotkey to toggle "Mute Octavia"

  10. Right now, DE focused on weapons with unique traits.

    Gorgon is a normal machinegun so you can basically use the Soma Prime and you already have a buffed version of the Gorgon.

    Thus it's not interesting to buff it, right now.

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