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Paradoxbomb

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Posts posted by Paradoxbomb

  1. I could get behind cold damage mods being changed to Naramon for the sake of consistency, and so that ice doesn't get the cold shoulder as much when it comes to setting up elemental loadouts. Of course, it would remove what little incentive there already is to have Vazarin polarities on weapons at all since the remaining ones are either low in mod point cost already or are just so bad they aren't worth using *cough*statusmods*cough*. Some rebalancing or even redistribution of polarities is definitely in order.

  2. In a nutshell:

    • Riftwalk is now Limbo's passive; he can enter and exit the rift via rolling. He also leaves behind a little portal for other players to enter the rift as well.
    • Banish now has a conal AoE (sadly there's no single-target option). Limbo also needs to be on the same plane as his target to banish/unbanish them.
    • Limbo has a new 2nd ability, Stasis, which freezes enemies within the rift, as well as their projectile attacks. Can be combined with Cataclysm to completely lock down a massive area.
    • Rift Surge and Cataclysm are unchanged as far as I can remember.

    It would definitely be a good idea to check the Wiki for more details though, but that's about the gist of it.

  3. I feel it's worth mentioning that the Stug does in fact proc status effects, but only on explosions. That 0% is the (lack of) status chance for the globs as they deal DoT damage before detonating. As for the mechanics of the Stug itself, I've already stated what I'd like to see done in other threads asking for a rework to it, so I'll just go ahead and quote myself:

    On 2018-04-07 at 2:38 AM, Paradoxbomb said:

    I think the best the Stug can hope would be some mechanical tweaks to make it less cumbersome to use. Personally, I'd settle for any (preferably several) of the listed tweaks below:

    • Either remove the delayed explosion mechanic on a direct hit or actually give it some benefit (such as innate slow down and/or high status chance).
    • Blobs that stick to surfaces should become proximity mines rather than time bombs and remain on the floor until an enemy wanders too close.
    • Blob explosion AoE should scale more substantially with the number of globs stacked.
    • After reaching the stack cap, globs should explode instantly.
    • Significantly increase the charge speed on the secondary fire.

     

  4. Seekers always did confuse me a bit. They're presumably a support unit since they tend to hide in the background and spawn Latchers, but for some reason the Latchers are absolute garbage for damage in spite of how telegraphed they are, meanwhile their Kraken pistols can seemingly out-DPS Lancers and Troopers. Like, wouldn't make more sense for the Seeker to be trash in direct combat but punish you heavily for ignoring the Latchers?

    I say nerf their Krakens but make their Latchers more dangerous at higher levels; aside from increased damage, perhaps they could also deploy multiple Latchers at a time, or ones with different properties like faster detonation and status effects.

  5. 28 minutes ago, mactrent said:

    -snip-

    I'm a bit iffy on Rift Surge generating rift portals, given it's "infectious" nature. I didn't outright mention it in the OP but for the sake of not littering the map with portals per each cast of Banish, there should be a cap on the number of rift portals on the map at any given time (say, three, after which the oldest instance is replaced with the newest). A similar situation could apply to Rift Surge, with a max of three rifts being generated upon surged enemies exiting the rift. As for automated plane switching, it's an interesting concept although I'm curious how it'd work if you're hitting multiple enemies on both planes at the same time, such as with melee or a gun with punch-through. Seems like it could get a bit disorienting.

    I'm not familiar with controller setup, but from what I can assume the issue is holding down L1/LB is dedicated to crouching/sprinting while tapping it is dedicated to the roll, in which case my only real solution to that would be for tapping L1/LB to prioritize exiting the rift (meaning you'd have to double tap it if you're in the rift and want to perform a roll, but I can't see that as being more of an inconvenience than the current forced roll to exit). But again, I'm not familiar with the control scheme for controllers, so correct me if I'm wrong on how the crouch/roll/sprint key actually works.

    Warframe definitely should explain a ton of it's mechanics more clearly, but while it can generally get away with being vague Limbo's skill set in particular warrants an overt prompt more than most abilities or mechanics, given how it can be outright obtrusive to players that are unfamiliar with it. And I feel ya on adding more depth to the Rift mechanic, it's something I'd like to see as well eventually, although I'm just suggesting these tweaks under the pretense that the DEvs currently have no intent to make substantial changes to it anytime soon. Hence why they're nothing particularly groundbreaking.

  6. A few QoL changes I feel could give Limbo some much-needed "finesse" for his riftwalk passive and Banish ability, as well as making banishment a bit more accessible and a bit less annoying to teammates:

    • Ability to enter/exit the rift without dodging - This is a bit nitpicky of me, but I find there are times when having to constantly slide about in order to get in and out of the rift can be a bit cumbersome, so it would be nice if pressing the roll button while stationary allowed Limbo to enter and exit the rift without moving. The same thing could apply to banished players exiting the rift as well.
    • Single and Multi-target option for Banish - Something I personally miss in Limbo's kit is the ability to single out a target without unintentionally banishing other enemies and players. Since certain abilities can now use button taps/holds to alter their effect, it would be nice if Limbo's Banish could be updated so that tapping 1 casts a single-target banish and holding 1 casts the current AoE (or vice versa). Additionally, so as to be less intrusive towards teammates, only single-targeted casts would affect players, reducing the odds of unintentional banishing your allies.
    • Banish generates a rift portal - While accidental banishment of players is all too easy, on the flip side players who want to enter the rift either have to stay next to Limbo to use his portals or request to be banished every time it's required, which I imagine even on a coordinated team with voice chat could eventually get tiresome. So in the interest of making Banish more "'casual friendly", I'd like to suggest that enemies generate a rift portal behind them when Banished (like the one Limbo himself generates whenever he riftwalks) allowing players to enter the rift of their own accord should they want to take out any isolated enemies.
    • "Press ___ to exit rift" prompt - I think this one speaks for itself, simply have a text prompt appear on the screen of players currently in the rift, to alleviate the issue of players unfamiliar with Limbo's mechanics being stuck and requiring the Limbo player to have to explain what to do.
  7. The Index on Neptune is one of, if not the best spot, to earn large amounts of credits. Dark Sector missions are also pretty good since they only require you to play the first five waves/minutes/etc. in order to reap their rather generous credit rewards. And of course completing Sorties nets you a total of 100k credits, so try to complete them daily if you can.

  8. 2 minutes ago, lukinu_u said:

    This Riven challenge only work on Dargyn that spawn in air, so it won't work on Dargyn pilots that spawn on the ground and take a fly when you're near to them.
    Maybe that's you're problem (at least that was mine when I got a similar Riven).

    Really? Killing ground-based ones as they ascended was how I got the final two kills for my own Riven; maybe they changed it recently to be more lenient?

  9. I recently had to do one of these with the additional requirement of aim gliding. Thankfully I was informed that the Tigris is a particularly good weapon for the job due to it's firing mechanic, and I used Nova to slow them down and make hitting them even easier. Since your Riven doesn't require aim gliding, you can probably use Archwing to make things easier on yourself as well.

    With that said though, I agree that this challenge feels frustratingly fickle. I was running around the plains for a good hour struggling to meet the criteria for the Riven; presumably I was somehow killing the pilots before the Dargyn itself. It seemed to me that the shot had to be perfectly aligned with the front of the Dargyn, which isn't the easiest feat to pull off while airborne (even with the enemy slowed). My advice to you is to try and find grounded Dargyns and pilots, allow them to mount their ships, and kill them immediately as they begin to ascend (again, abilities with slow-down help) and see if you can get that to work. If not, than the Riven may simply not be worth your time.

  10. Wait, were you gifting random players forma bundles in exchange for build info? If so I'm not sure why do didn't ask region chat or here on the forums before resorting to that. As for you question, I'm going to assume the ability you were seeing in action is Mag's Polarize (the one that slowly expands outward, restoring your shields and leaving behind little glowing pieces), which is affected by both Power Range and Duration, the former determining the base range of the ability and the latter determining how long the radius will continue to expand before the ability dissipates.

    I'll just link the Wiki page for her abilities though, since it'll explain it more thoroughly: http://warframe.wikia.com/wiki/Mag#Abilities

  11. Firewalker - Firewalker is definitely his best ability IMO, if not in terms of practicality than at least it's originality and the fun factor. That said, I do agree that a slightly thicker trail would be nice since he basically has to headbutt enemies to get them to ignite. Maybe even some kind of secondary effect (either as a base part of the ability or an augment) where creating a circle of fire with a small enough radius creates an AoE within the ring that heavily damages/burns enemies.

    Blazing Chakram - Blazing Chakram seems like a really good ability on paper: a projectile that stuns and burns enemies, heals you and allies upon killing them, and even doubles as a teleport. In practice though it's slow and really clunky to use since glaive physics are kinda poop, the healing aura is very small and is basically useless to Nezha since he has such a small health pool and will likely be using Warding Halo to mitigate damage anyway, and while the teleport is neat I find it's hard to optimize distance travel since it makes such a sudden and violent shift in direction back to you once it reaches it max distance.

    I feel like a slight bit of auto-target towards enemies would help compensate for how awkward it can be to aim the halo, and I feel as if BC's healing aura should be able to restore a small percent of Warding Halo's health (say, 10% per killed enemy) so that his kit has some synergy and the heal is a bit more useful to Nezha himself. Finally, rather than immediately returning to you once it reaches it's max distance, I think the halo should decelerate and then re-accelerate back to you after reaching it's max distance, to make maximizing travel distance a bit easier.

    Warding Halo - Warding Halo basically has the same issue Rhino's Iron Skin in that it gets shredded way too quickly at higher levels, and unlike Rhino Nezha doesn't have high EHP or a fancy augment to fall back on. As mentioned before, if Blazing Chakram healing aura could restore a small portion of WH's health that could greatly improve it's scalability since Nezha would be able to keep it up as long as he can kill enemies quick enough (and the short range of the healing aura would encourage him to stay close to the enemy, ideally creating a high risk high reward scenario). The only issue could be that it might make him a bit OP, since you'd basically have a super fast, damage and CC immune frame running around set everything on fire.

    Perhaps an alternative would be to simply exchange WH's invincibility for high damage reduction (a dime a dozen for frames at this point, but it'd give the healing aura from BC more benefit for Nehza since the window to kill enemies to get lost health back would be much larger than it currently is for him).

    Divine Spears - Not a bad ability but it definitely is kinda lackluster. Maybe it could have some kind of synergy with his other abilities, such as the spears being ignitable with Firewalker and dealing extra damage to impaled enemies, or Blazing Chakram automatically ricocheting between them and doubling the healing aura range while impaled. 

     

  12. The Baza has won my heart for favorite automatic primary, so I'm pretty eager to see it primed. Mind you it's already a pretty powerful weapon in it's own right, but I imagine it won't be primed for a long time so by then power creep will probably make it seem less absurd.

    An Azima Prime would be nice too, although I'm curious if they would ever add such a thing considering the vanilla version is a log-in reward.

    Finally, I generally don't care about primed melees since they all feel pretty samey IMO, but I am low-key hyped about the Gram Prime since I kinda like it's design (and it's deserved a prime counterpart for a while now).

  13. I'm no avid user of Excalibur myself, but I'm fairly sure even the vanilla Excal is more than capable of handling just about anything Sorties can throw at him (he just requires actual effort on your part as oppose to cheese-frames). Excal Umbra is an upgrade to the original but that doesn't automatically mean he's meant to steamroll the game's content.

  14. 13 minutes ago, Renseiryuu said:

    Sounds interesting. However, is there any indication whether the orb is full or not, other than opening up Gear Wheel? I know I would definitely forgot to call out my CO during the heat in ESO, only remembered when the zone is over XD.

    Ideally there should still be a sound/visual cue that plays when the orb is ready to spawned, just like how it currently does it appears on the map. They could even bring back the old meter from Focus 1.0 (for the old focus abilities) so that there's an indication on the screen at all times (the mock-up I made pretty much is that meter).

    As for Onslaught (which I forgot to mention), Convergence could probably get away with going unchanged, since the constant flow of enemies means you likely won't be missing out on experience due to a lack of enemies to kill (at least, not to the same extent you would in the main game). That and the gear wheel is disabled in ESO anyway, so...

    8 minutes ago, SolidSnake8774 said:

    How about using the space in your operator energy circle as the indication of how full it is? that way you can tell at a glance?

    That could work too, although you'd only see it when in Operator mode. As I mentioned above, the meter could also be on the screen rather than only in the gear wheel.

  15. (You can probably skip to the bottom bit if you don't wanna hear my pseudo-rant about why I think the Convergence Orb is poorly designed).

     

    I know I'm super late to jump on this topic, but I've been meaning to talk about the Convergence Orb mechanic for a while now, and by "talk about" I mean call out for being pretty garbage (at least in it's current state). I can accept that they were implemented as a means of making sure players aren't just macroing/afking their way to maximum focus and thus understand the DEvs likely won't remove them entirely, but what does bother me about them is how counter-intuitive they are to all forms of gameplay aside from power-farming and how they effectively punish you for not gaining focus in this manner.

    Don't get me wrong, I'm aware that power-farming tactics will always be optimal for any form of experience farming, but unlike standard affinity gain, which is somewhat tolerable without power-farming and (for the most part) isn't dictated by chance, the discrepancy between focus gain through power-farming and, well, anything else, is horrendously abysmal, and I blame it on to two key factors of Convergence Orbs: their spawning locations and their random spawning times.

    ~Spawn Locations

    The spawning logic of the CO is just absurd to me, and I still don't entirely understand it. Sometimes you'll get lucky and it'll spawn near you or an objective. Other times it'll spawn smack dab in a horde of enemies or near another player. Sometimes it'll spawn 15 meters away, sometimes 300 meters away. As I mentioned before, I get that the point of this is to get you to actually move around a bit to make sure you're playing the game, but if that's the only reason for it to spawn in at all, then the fact that this thing is spawning anywhere beyond 20m of the player just confounds me!

    If I'm defending an objective with my teammates (you know, actually doing what I'm supposed to do) the last thing I want is to have the CO spawn on the other side of an enemy swarm or in an entirely separate tile-set, forcing me to abandon my team, marathon to said tileset and back, and risk being downed by enemies to fetch it, or else I lose out on focus experience for my efforts in completing the objective. On top of that, there's the possibility the enemies you have to weave around have a high chance of being dead by the time you even reach the orb, meaning you'll likely lose out on the increased focus for killing them. Again, it's as if it's intended to screw you over for doing the right thing by supporting your teammates and completing your objectives. In my experience, It's particularly bad on Interception and Survival maps, where the orb has a habit of spawning on a single tile for the whole mission, forcing you have to stay near or beeline for that specific location over and over, regardless of how beneficial it is to you and your squad.

    ~Timing

    The issue with orbs randomly spawning after a certain time-frame is that, for a good portion of missions, it rarely ever seems to coincide with moments and opportunities where you will actually get the most benefit from it. Non-endless mission suffer the most from this: the fact that most people just rush through non-endless missions notwithstanding, it's basically up to luck or coincidence as to whether or not you'll have your CO boost in tote whenever a significant, high affinity-yielding objective is completed by your squad, such as capturing a key target or completing spy vaults. Heck, general encounters with enemies are also choppy since they CO has a 50-50 chance of spawning either during or after you've killed everything.

    Even in endless missions like Defense and Interception you can still lose out; countless times I can recall the orb spawning during a lull in enemies, forcing me either babysit the orb in anticipation or waste the boost if I'd already picked it up. This is where the whole "you're basically punished for not power-farming" thing comes in, since in almost any situation that you aren't on an endless map rapidly vaporizing enemies the difference in focus gain is substantial, (mostly) out of your control, and a consequence of chance rather than playing the game poorly or lazily.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     

    Anyway, now that my unnecessarily lengthy grievances are out of the way, here's my simple proposal to address the Convergence Orb's poor spawning logic and timing: just add it onto the gear wheel, allowing the player to determine when the proper time to make use of it is. I even have a little mock-up for it:

    yV27Cw0.jpg

    The time for the orb to recharge in order to be spawned again will still remain the same (and be visually represented by the circular meter around the focus symbol) and once ready to be spawned the player can do so by either clicking on the big yellow button or through the use of their hotkey of choice (represented by the [#] symbol). Once activated, the orb will spawn in a random spot within 15-20m of the player (you know, how it should have been in the first place) so the anti-afk requirement of picking it up is still there, just without the unnecessary absurdity.

    Perhaps it isn't the most elegant change that could be implemented, but I believe it would put the Convergence Orb in a position of much better all-around practicality than it's currently in.

  16. 1 hour ago, BiancaRoughfin said:

    Loki was one of the original Starter frames along with Excalibur and Mag so its probable he would get Umbra before Volt should it be made.

    I remember, he was my starting frame when I first picked up the game long ago, but I figure it would be more logical for the DEvs to Umbrafy the current starter frames rather than the older ones (assuming that even is their intent, which it might not be).

    That said, I certainly wouldn't complain against a Loki Umbra.

  17. 13 minutes ago, Naftal said:

    Projectile flight speed on shotguns affects their falloff distance. -95.1% makes it so you'll have to be hugging enemies to deal full damage. While status and multishot are good stats, impact is really mediocre and the negative will kill this riven.

    Hmm, I actually wasn't aware that projectile speed affected falloff range. That kinda sucks, guess its back to the rolling board 😕

  18. It would seem Lady RNG chose to grace me with her good fortune and gave a pretty quality roll on a Strun riven:

    nX0oAgQ.jpg

    With that said, I have no interest in charging anyone an egregious amount of platinum for it but at the same time I don't wanna undersell it since it is pretty good, so I was curious as to what other players would consider a reasonable price to trade this thing off for.

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