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(PSN)Arktyk2000

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Posts posted by (PSN)Arktyk2000

  1. So, personally I agree with the OP, but it seems many people think operators are quite powerful. If that is the case, great, but they need to be more useful when you first get access to operator combat. That 250 health is utterly laughable, the damage is pretty weak, and the Mote amp recharge time is stupidly long. Like, old Cycron long. I'm obviously not doing it right and not putting effort into doing it right, but that's because doing anything with the current state of my operator is so tedious. It is also because it isn't super clear how to improve your operator if you don't look it up online, and because, well, my Warframe is already hundreds of times more powerful than an upgraded operator which would take so much time investment. The return is not worth the investment.

  2. Hmmm, I agree about Madurai being a little lack-luster. I initially chose it for the damage boost, but after getting those, I've never found anything else to be really worth farming focus for. Even just reading the descriptions, they sound kinda bad. 

    I'd like it if Madurai was focused on attacks that deal a percentage of enemy health. It is the only way a damage-based focus tree can really be relevant for endgame. Perhaps even something with a long cooldown that could instakill an enemy (with exceptions). I'd like to be able to switch to my operator quickly, quickly assassinate some way over-armored Bombard, and switch back before my squishy operator is one-shotted. Attacks that deal damages as percents are a very rare in this game anyway, perhaps because DE is worried of making them overpowered. Making them the Madurai signature is a perfect way to not make it too powerful, but still give a better purpose to Madurai that fits it's theme. 

    Like the person above me said, adding other effects encroaches a lot into the other focus schools, so lets keep it just being damage based.

  3. 48 minutes ago, (PS4)ArtPrince17 said:

     

     

     


    @(PS4)Arktyk2000

    Thank you liking it! I gave it 95% damage reduction since Mag as a caster is forced to a stand still. This is also similar to Gara, but even though she isn't nearly as squishy as Mag, she gets full invincibility during Mass Vitrify while standing still.

     The thing about it is... Mag's armor is so low that the damage reduction won't even be noticeable. Proto-Shields will make a much more significant difference on Mag.

    Thank you for reading anyways!

     

    Thanks to everyone else here too!

    Okay, so 65 armor is 18% reduction. With a steel fiber that becomes 30%, also aren't there stuff like Oberon that gives a flat armor buff to teammates? But proto-shields would be nice too I guess. I'm good with that. Isn't that a Corpus invention though?

    In terms of Polarize, I think the base damage should not be removed. It is pretty nice for low level, though not currently for high level. Additionally, if this ability gives overshields, it will have to be changed to give shields per enemy hit, and not right as you cast the ability, like Crush does now I think. Then it won't be a good emergency button like currently. 35% armor reduction is very strong too. With a little power strength, two casts will strip all armor in a huge AOE on a one-handed ability. But if we make it less then 35%, then using the ability without high power strength will be basically worthless, which isn't really acceptable. So, I propose instead of making it percent armor reduction, make the explosions deal percent of enemy health damage on the explosions. To make it usable for high level content, obviously we'd need some way to trigger these explosions. Since you've invested heavily in the Magnetic status effect, how about the explosions will always occur if the enemy is affected by a magnetic status proc? Tell me what you think! Love this thread.

    Oh, last idea, what about if shooting hitscan weapons into Magnetize converted the bullet into a projectile? 

  4. I hate to take ideas from another game, but how about something more similar to Dark Souls III Chaos Storm?

    In other words, the explosions from the ground are much larger, becoming giant pillars of fire, more numerous, and far more damaging. Instead of a toggle, it is an ability with a rather long cast time centered (possibly cancellable early?) This would cover the entire room or area that Ember is in for very large damage, but be balanced because of how the long cast time leaves her really vulnerable meaning you have to be careful about when you use it.

    Each pillar would leave the magma effect from Ember's 1. 

    Finally, for an ability named World on Fire, it really needs to be more epic. It should tint the screen reddish, shake the entire area, and have newly updated sound effects.

     

    Once Ember's 4 is no longer a kill-all-enemies-in-a-given-area-without-doing-anything ability, we can re-balance her other abilities accordingly.  

  5. 15 hours ago, (PS4)ArtPrince17 said:

    I

    4TH - Crush - It's a really "love it or hate it" ability. It does have a slow cast time and roots Mag to where she was, which is weird for a caster. It does have some form of CC however, but that CC it provides is unreliable at times, because you could die from being stopped. For a damage ability, it's alright at best, but mainly below level 50 because of the Magnetic based damage, which makes it lose its scaling quickly. We can address all the problems with it, but it doesn't require a completely overhaul. Just maybe a name change, "Crush" sounds kinda' lame.

    • slightly adjust the damage
      • 50% Magnetic and 50% Impact seems better, allowing for better usage against all enemy factions
    • added mechanics
      • Mag's body is protected by her little metal pieces for the duration, giving her 95% damage reduction for the entire cast
      • allow for added synergy with Polarize Shards
        • shards within the radius of Magnetize explode, dealing Magnetic and Slash damage based on its power strength and armor removal
        • enemies hit with Polarize Shard explosions have a 100% chance to be afflicted with Magnetic and Slash status
      • enemies afflicted by Magnetic Status will have its duration reset when affected by Crush

    These proposed changes make Crush feel much more like a viable option when the situation gets out of control, giving Mag a 4th ability that truly feels like an ultimate, having more kill power (I actually like that term), with reliable CC, synergy with the proposed Magnetic Status, and better protection for a caster forced to stand-still.

    Passive - Can We Talk? - Many people are split on Mag's passive. While I personally like it, I feel that it could have a bit more of an affect. My idea would be to keep the current passive, but add in the fact that Mag also has Proto-Shields, giving this caster a bit more survivability in the midst of a tough fight.

     

    Hey, I really like this idea for Crush, because I was thinking it was a bit strange that they buffed the shards, which only increases Magnetize's damage since that was already a good ability. This way Crush will benefit too! I really do want Crush to be a damaging ability and you've found a very good way to make that happen. However, the 95% damage reduction is pretty crazy. Maybe 50%, but I think even that is too strong. 

    In terms of the passive, not sure if a lot of people know what proto-shields are, or how they work (especially since she's a starter frame), and since Mag is now themed around armor as well as shields, how about giving Mag's shielding the damage reduction from her armor. This won't be OP since her base armor is pretty low right? And maybe it could be built around for a different play style.

  6. What about some kind of ultra wide camera view and having two focus circles? On console, it could be controlled using each stick, and on PC, maybe holding left or right click would decide which one you control. Each one could do 60% to 70% of the damage of the original. 

    This would probably end up being weird, but it sounds cool, and could bring back the old animations. 

    Just FYI, I think DE will not implement anything that can be described using the word "aimbot."

  7. 1 hour ago, AlekVen said:

    What the description says matters not, because that has nothing to do with gameplay.

    Right now you have a godly damage ability in Magnetize - why do you need another one?

    I don't get it. You're begging for a yet another Mag buff, when she doesn't need one whatsoever - hell, even the recent changes apart from the base Energy pool increase were unneeded.

    How is it that one million points of damage explosion isn't enough for you? Why do you keep insisting on the description? It says nothing about granting Overshields, yet the ability does that.

    Stop whining, Mag is extremely powerful right now, and you'd understand that if you were to stop treating Crush like a damage ability.

    If you read the whole post, you would have seen this isn't necessarily asking for a buff. It is asking for a change in functionality, such as removing the overshields for something else such as armor stripping. Maybe you are okay with Warframe abilities that are meant to do damage being arbitrarily changed to fill a different role, but I'd like to see them do what they were designed to do. Obviously, that isn't damage for all of them, but in Mag's case, damage is really what Crush was designed to do.

    Why doesn't description matter? I think it does, and an ability needs to do what it says it does. If not, then that text really needs to be changed or its useless. If the community thinks Mag is fine as is, then I'd be happy changing Crush's description to match its current function, but I think players would prefer it to do significant damage or debuffing even at high levels, instead of giving overshields.

    This isn't whining, it is giving feedback on what I, and hopefully other people think an ability should do. That is what the forum is for, is it not?

  8. 17 minutes ago, Casardis said:

    That's a very weird bug.

    Are you sure every time it happened, you weren't playing an Enemy Elemental Enhancement sorties?

    Thanks for the potential explanation. It was always during sortie, yes, so it's possible! So if its Enemy Elemental Enhancement, they take zero damage from all elements? I've always thought that was increased resistance, not total immunity.

  9. I support DE looking at these two Warframes again. Vauban seriously needs a new first ability, because the current one does about nothing. Additionally, some of his other abilities are completely made irrelevant by being able to spam Bastille. Less overlap would be great, and maybe some damage too. Obviously, he should still be CC focused, but one good damaging ability would be appreciated. 

     

    As for Titania, who I love for her flight, some of her abilities just seem weird. Lantern and Spellbind seem too similar in function in my opinion, and Tribute requires too many casts to get its full benefit.

    Finally, and most importantly, give us a vacuum, allow us to pick up items by flying a distance over them, or make it so we aren't drastically slowed by hitting the ground. Right now, picking up items is simply way more painful than it should be. 

  10. So, I was thinking of posting this in the bug report sections, but then I realized it might not be a bug, and there may be some weird interactions going on somewhere.

    Surprisingly often, I do exactly 0 damage when using Antimatter Drop with the Antimatter Absorb augment, even after charging the orb with my Opticor. I have never had any problems when I use the ability without the augment. I have no idea what is causing this, but I've noticed that when it happens there's usually a Frost Snow Globe around or another Nova using her Drop as well. Don't know if this is related. 

    One of my initial thoughts was that the Frost globe was blocking it, but then I tried it some more and found this was not the case. Also, if it was blocked, it would show no number instead of a 0 right?

    If anyone knows what is causing this, I'd greatly appreciate an explanation! 

  11. I agree with this topic, this really needs a fix. For me, I'd say it works about 80% of the time. 

    I haven't done any scientific testing, but when it seems to fail to me is when enemies are standing on uneven ground or stairs. And of course, the issue with different melee classes.

  12. So... Now Crush gives shields? For an ability that crushes enemy's bones together that is pretty strange. Also, enemies are strangely good at surviving getting their bones crushed. Now, I know that's just flavor text, and actual performance is far more important. However, Mag is a damage and CC frame, and Crush should seriously do significant damage. It is really sad to cast a 200% power strength Crush on a level 100 enemy and have its health bar not move. My idea for this was to give it exponential multipliers on enemies that are from synergies with Mag's other abilities. Other ideas for making Crush deal significant damage are welcome.

    Alternatively, removing the cap or making it 80% of max health instead of current health on the Fracturing Crush armor reduction would already go really far towards fixing the problem. As other's have stated Oberon is far more effective at stripping armor and does it without an augment. In my opinion, buffing the shards is nice, but it only helped Magnetize. Crush and Polarize are the abilities that need help the most. Again comparing to Oberon, if Smite can deal percent damage, why not Polarize stripping percent armor? If Crush could hit 80% max, and Polarize could hit 20% max (in addition to the flat value) it would be a good combo alternative to Magnetize.

     

    Please post your thoughts on if you think Crush should deal a lot of damage to even high-level enemies and if it should, then how!

     

    Edit: Some great ideas I've heard so far:

    Swap the overshields and Fracturing Crush, making Crush give Overshields as the new augment. 

    Internal bleeding in the form of slash procs. Good at bypassing high level armor and thematically makes sense for crushing bones!

     

    Also, it seems a lot of people think Mag is already powerful, and doesn't need more buffs. That's totally fine, but doesn't change the fact that Crush should be a primarily damaging ability. Hence, why I think swapping the overshields and Fracturing Crush is a good idea, because it isn't a straight buff. 

     

    I made this rework idea a couple weeks ago, it didn't get a lot of attention, maybe because it is really long.

     

  13. I totally and 100% support your non-conservative rework. Sounds really good! 

    I would like Vortex to remain in some from or another though. Maybe as part of the new first ability? I know currently it overlaps in function with Bastille, but since you made Bastille only capable of having one at a time, I might want to use that Vortex.

    Melee weapons chasing things around sounds weird as well. Maybe keep this ability to just guns.

  14. 16 minutes ago, Pavelord said:

    it would be great if they fix it, the polarization mechanic seem a great improvement to Mag´s enemy manipulation, what I would like to see is for magnetize to become better at catching pulled enemies, also like the idea to pulling shards. Though I feel pull maybe a bit powerful for a first ability, it has damage and the potential to cause more damage due to shard mechanic, it also becomes better and harder cc, synergies with other powers well and you want to add utility with adding item grabing without the augment.

    Thanks! I was thinking of removing all damage from Pull. Then it makes more sense as an ability with a ton of utility and CC if it does no damage outright. I also thought maybe the area of effect should be reduced a bit. Also, that way you won't end up with a giant cluster of enemies around you like you were saying earlier. 

  15. 1 minute ago, Pavelord said:

    you know that is what the original pull did back in update 7, it use to remove shield lancers´ shields too, but what would happen is that if you pull enemies towards you, you would end up surrounded by enemies that you may be able to kill immediatelly or not, it could also happen that you could get stuck with enemies and be prevented from jumping or bulletjumping away from them, I´m not sure if they would like to return to that.

    Parkour was pretty different back then. So I think it would be okay now. Also, because of the root, you aren't really putting yourself in danger too much. 

  16. Hello, 

    While I am pleased that Mag is getting buffed, these recent changes don't seem like they'll be doing a lot to fix Mag's ability to deal with high level enemies. With that in mind I have a rework idea that I think will fix this problem, and is fairly consistent with the way DE has been reworking frames to make them really interactive and have a lot of synergy between abilities. It is really complex, but the idea is that for low level missions, Mag gains some simple buffs that make her a little more powerful, but for high level missions, she can unleash powerful combos if you have learned how to use her properly. 

    Pull - Now pulls enemies to Mag (no more high power strength builds flinging them everywhere) Pull also pulls shards off the enemies it effects, which fly in the same general direction as the enemies themselves. When enemies land, they will be rooted to the ground (same effect as Fracturing Crush). This root is now changed to also jam enemy guns. Pull gains the effect of Greedy Pull

    Polarize - When Polarize hits a rooted enemy, the explosion will always go off, even if armor or shields isn't fully stripped. Explosions now deal additional damage based on the enemy's maximum health. (Similarly to Oberon's Smite, which is not overpowered). After an enemy has exploded, they become PolarizedAgainst health-only enemies (Infested), Polarize will make them Polarized without the explosion.  

    Magnetize - When cast on a Polarized enemy, the Magnetize bubble pulls all enemies in the bubble to its center, even after the initial target has died. When cast on a rooted enemy, the bubble slowly expands over its duration. Casting Pull on or from within a Magnetize bubble causes it to emit a small pulse, pulling in nearby enemies. 

    Crush - Crush now gains the root of Fracturing Crush by default. This jams enemy guns as well. When it hits a Polarized enemy, Crush will deal double damage, scaling with power strength. When it hits a Polarized enemy inside a Magnetize bubble, Crush gains a damage multiplier of 2(power strength / 30).

    Passive - Mag's shields gain the benefit of her armor, and her health gains 5% of her shield regeneration. 

     

    Pull Augment - Instead of rooting enemies, Pull will Polarize them.

    Crush Augment - Crush will reduce current enemy armor by 30% (maybe 25%) per tick. (A 200% power strength Crush will remove 94% of armor.) 

    Polarize Augment - Now works on armor as well. 

    Magnetize Augment - Unchanged

     

    Okay, so Pull in its current form is basically CC, and worthless damage. I've kept that, but made the CC much more effective, and less random.  Also synergizes well with all her other abilities now. Adding Greedy Pull as base isn't really a buff, it just replaces the old passive. This way it is more active and more fun, but no better than the old passive. 

    Polarize - Everyone always complains this ability doesn't scale. I totally agree. Now, there is a way to trigger the explosions even when the enemy scaling is far too high to actually strip the armor or shields, and these explosions will actually scale. I thought just allowing Polarize to scale directly, like by percentage of max armor would be boring and too powerful, so I added a different method of scaling. The new Polarized effect doesn't really do anything on its own, but allows Mag's other abilities to have special interactions with Polarize. 

    Magnetize - I find this ability quite annoying, even though it is good in its current state actually, because of two issues. It is too small without a ridiculous range build, and after the original enemy dies, it would often times be extremely hard to hit enemies standing in the bubble away from the center. Especially with a hitscan weapon. Obviously, just fixing these problems outright would be too much, so I've added a way for the player to circumvent them if they are skilled. Casting Pull on it to pull enemies into it is something I've seen many people ask for, so I've added that too. More synergy the better. The whole idea of this rework is to make Mag synergize extremely well. 

    Crush - Magnetizing enemy's bones should really kill them. Like actually. Of course, an outright damage buff would just make Mag another low level clearer like Ember was. Crush is supposed to damage and CC, it fails at both right now. What I've added, it is a CC if you cast it before your other abilities, but it is still significantly inferior to a Rhino Stomp, because of the shorter duration on the root and gun jam, and the long cast time. It makes up for that however, with the damage potential from comboing with your other abilities. The 2x multiplier is good damage for the star chart. The exponential multiplier, which only is available after you have casted ALL your other abilities, is designed to kill even level 100+ heavy units. If there is any fourth ability that should be capable of huge damage numbers, Crush is it. It just has to be locked behind many casts to balance it. It is also balanced because it forces you to have high Power strength to take full advantage, limiting efficiency and severely limited the duration-based CC of the root. The Pull augment is interesting because it removes Pull's CC in exchange for making the Crush multiplier available after one less cast. 

    The Polarize augment being useless on Grineer is utterly stupid. This should really be fixed in any case. 

    Finally, the passive, as a Warframe who can manipulate shields and armor using magnetic force, this is an an interesting and thematically-fitting passive for Mag. It also fills the one last hole in Mag's kit, defense. Obviously, since I've added a lot of damage scaling and some CC, Mag still needs to be squishy, so the percent effectiveness can be adjusted accordingly. 

     

    Constructive feedback is always appreciated! Thanks!

     

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