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ShogunGunshow

Hunter
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Everything posted by ShogunGunshow

  1. Almost guaranteed this retains the 75% DR cap on Helminth. Which is exactly the thing I've been looking for for years for my squishy warframes so that they don't have to lean so heavily on Gloom.
  2. Yes. Fixing Helminth interactions with her is apparently too hard, for one. So this is what they're going with. Maybe they will learn the lesson not to base frames off of vehicles.
  3. All Warframe damage abilities should gain bonuses off of a new slot item called a Focus, with its own mods, that gives them base critical and additional status chance. Different focuses can give different stats, allowing future releases and more mods to let warframe abilities enjoy the same power creep that our weapons do. Thank you for attending my ted talk
  4. I am now imagining Caliban being able to Hold each cast of his 1-3, and when he does, the ability changes to the 1-3 of any squadmates, rotating through. Like if he had a Rhino in the squad, he could change his 1 to the Rhino Charge, or his 2 to Iron Skin, etc and when Caliban is mimicking your ability, you get a benefit - like more power strength on that ability, or something. Too fiddly and too much of a headache to code, probably, but that'd actually be kind of wicked as an idea for a mimic.
  5. Yeah I copy-pasta'd from a comment I made on Youtube discussing Caliban, my b.
  6. A few bug things: - Caliban's ultimate Fallout Zone effect does not render if you are a client. That's been a problem literally since his release and has never been fixed, which is an awful issue for what is clearly his best ability. - Caliban's ultimate is supposed to have a vacuum effect. It used to just have the knockback on his release, but when everyone pointed out that that was stupid for what it was, DE made the knockback the Hold effect and added a vacuum effect for the default activation. However, they seem to have missed a zero... or two... on the strength of the effect, because instead of being vacuumed, enemies hit just sort of awkwardly shift a foot and fall over. - Sentient Wrath suffers from the same bug that Valkyr's Prolonged Paralysis does, where it seems to have one of the lowest animation priorities in the game. This means that any proc or effect that triggers an animation overwrites it, and causes the effect to end prematurely. I do not understand why these effects don't work like Rhino's Stomp, where enemies can be shot with heat or electricity without causing them to pop onto their feet a frame later and keep shooting you. QOL things/Suggestions: - Fusion Strike DESPERATELY needs a base casting speed increase. It's, so, slow. - Even after fixing the bug where it doesn't render, Fusion Strike's Fallout Zone should have its visibility increased, because it can be difficult to see the edges even when you're allowed to see it by being a Host. - His summon ability should summon all three at once, or the duration on the summons should be increased. Bump up the energy cost if necessary. It's frustrating to have to recast it so much. - Caliban's passive should stack multiplicatively with Adaptation. There's no reason for it to not. - Whatever the replacement for his 1 could be - because good lord there is no saving that ability - it should have some form of built-in shield restore to help kickstart the regeneration you get from his 3. Right now Caliban has one half decent ability (his 4), it's bugged and not as effective as it should be, and there are a dozen other ways to do what it does in the game that doesn't require you to play Caliban. In a somewhat amusing twist appropriate to his lore and appearance, his kit is a mishmash of uncomplimentary abilities. So ,if you don't know why he's ignored, those are just a few reasons.
  7. I'm pretty sure there is literally no justification for Defy's Helminth being armor capped at 750. So bad.
  8. Should be 100% multiplicative, helminth 75%. Additive damage sucks. It gets worse every year as we get more sources of it from inevitable power creep. Go ask Chroma how he's doing with 1000% additive damage on vex armor, how he went from THE damage dealer to where he is now. Like we are genuinely at a point where, in a year or two, Mirage will be subsuming over Eclipse for Roar. That's how bad this is.
  9. I hope they don't nerf the energy generation too badly. I had some meme Quick Thinking+Hunter Adrenaline regen builds that got a big boost out of it.
  10. At this point, I have to think DE is doing this deliberately. Whether that reason is because they're planning on a total rework soon, or because someone high up on the dev team actually f***ing HATES him, it's kind of funny. Poor guy.
  11. Please change it to, like, a 75% base multiplicative increase. Also, Pablo mentioned a cap for Helminth which, no, it definitely did not have before, oh my god, please don't. 😑
  12. Additive damage blows because we have a ton of it from other sources nowadays, and we will have even more in the future as the game continues to creep and scale, and increases to guns outpaces ability strength. Multiplicative, however, is always good. It's kinda a bad nerf. I hope they reconsider.
  13. I am less concerned about peoples' capacity to play at a high level, and far more concerned about mobile being chosen as a host and then dropping as cell service does in America what it tends to do: stop.
  14. There's little reason to bother matching. DE really f***ed up the element system with its rework and now, it seems, they've fully ceded any plans to do another rework in the future, and have settled on just trying to make players use other elements via force of arcane procs and other incentives.
  15. I am, frankly, bemused by the popularity of Dreamer's Wrath over Opportunity's Reach. The critical damage is not that big a deal, and the increased chance isn't either, especially compared to being able to hit, like, potentially twice as many mobs with your heavy.
  16. As much as I agree, there is no way that they can walk the game back to 2016. The fundamental changes and MASSIVE nerf across the board to players would be enough to reduce the playing population by, like, 75%, if not more. And DE needs that money to keep the lights on. Do I wish someone slapped the dev's hands away from the keyboard when they even thought about giving people triple digit crit increases, or when they even considered adding 90% DR to abilities? Absolutely. But this is the world we live in.
  17. Scourge Prime's alt-fire should absolutely not stagger you. So lame.
  18. Revenant's Mesmer Skin changes were an obvious case of 'not thinking through enough.' Or, maybe they did realize what it would lead to, but since an offer for $$$ for him was coming up, maybe it was decided that making him OP for a while was fine if it meant more sales. Either way, an ability where you can just be immortal is generally pretty powerful even when channeled; the fact that Revenant just gets to no-thought it and now also slap Nexus onto himself to go completely non-interactive and can literally just set a macro to push one button every ~20-30 seconds and be immmortal to the Steel Path is just dumb on top of it. Like, I know Warframe is a power fantasy game, and I, too, like my survivability. But even when I'm playing something absurdly tanky like Gara, I still want to at least THEORETICALLY have a possibility of losing, you know?
  19. People hunted Eidolons before exploiting Eclipse, they'll do just fine after. Honestly, damage is not even an issue with Eidolons in 2024.
  20. Please tell me slide melees being worked into tennokai (an acknowledged issue) is also being fixed this patch.
  21. A (big) issue with Banshee is that the incredible, enormous multiplicative damage increase she offers is usually wholly unnecessary in the content where her abilities actually work, and all the enemies you'd want it to work on are immune to abilities. Armor strip is on an augment that ragdolls enemies away, so that's not great. Silence has a niche but not one I find interesting. Sound Quake is poop from a butt that is only useful for trolls deliberately slowing down defense waves.
  22. Tap/hold is the go-to but also I would like it if it was thematically and mechanically tied into Mirage's abilities in some way. Like Light and Shadow each gives different buffs to Mirage's other abilities. Also the damage bonus obviously needs to be toned down, especially in Helminth, but I pray you don't touch the damage resistance cap. 90% would be too high, 50% would be too low. Keep it where it is.
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