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Amythist

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Posts posted by Amythist

  1. I do think Ember could use a good look at, her abilities scale poorly and her passive is basically useless, as there are only like 3 enemy types that can ignite her, and all 3 are Grineer, Napalm, Hyekka Masters, and Scorches, any one of which will just as easily down you than simply ignite you with the damage they can output.

    thought I had to replace that, which could also help with her scaling is an idea from Secret World's Elementalist specialization, in which as you cast fire spells you build up heat, the more heat you have the more damage your fire spells do, (in Secret world if you build up too much you take damage and can't cast for awhile so you need to balance out casting ice spells to reduce your heat)

    idea being as she uses abilities she builds up heat, similar to Nidus's mutation stacks, with her abilities gaining power or greater effects the higher your heat, but it starts to reduce quickly if she hasn't cast recently, this could lead to things like her fireball hitting a larger area, or staggering/knocking down as her heat builds up

    as far as World on Fire, thought for making it less of a "press 4, go afk" ability was replace it with the big ground erupting explosions from phase 3 of the Ruk fight, maybe with a dash of charge mechanic from Gara's 4, like you press 4 (or press and hold) and start charging up power, increasing the AOE, then when you release the ability she finishes the cast and flame jets start to erupt from the floor in the abilities radius for a short time

    the heat idea would push her ideal playstyle towards more of a caster, wanting to be active mixing in abilities with weapons to keep her heat and thus damage output high, and the change to WoF would remove the afk nature of her playstyle without hitting her ability to to control/deal damage in an area

  2. so I've been thinking about this a bit mostly when it comes to the crap rewards (low level mods, credits, etc.) is treat bounties similar to endless missions, where each stage gives a small rewards (those common mods, credit caches, resources) and completing the bounty gives a better reward, like the uncommon/rare rewards on the current tables, heck could even do it with Incursions as well, like every Xth one you finish gives you an improved reward to give us more of a reason to stop mining/fishing and actually do them when they pop up

  3. 5 hours ago, Littleman88 said:

    You must be referring to the lower tiers, which are meant for newbies, not people above MR10.

    While we all here go "man, these mods drop like popcorn" I remember when I actually cleared most of the star chart without Serration, Hornet Strike, or the multi-shot mods for either weapon type.  It was not exciting, and I had to run a survival mission a bunch of times before I got any of those. 

    Mind, this was back when it was the Corpus Frigate and Outpost, and Grineer Galleon and Asteroid.  This was when damage was damage with a spiffy effect, not this convoluted resist/weakness crap we have now that only serves to further exacerbate armor and virtually forces us all to have corrosive in our builds, while Corpus and Infested can be shot with anything and still die like tissue paper in a thunderstorm.  I can only imagine how crappy it is now to try and progress through the star chart without these mods practically handed to a newbie right out the gate.  The broken variants are jokes, especially considering the weaponry they'd have access to.

    The fact that mods like Serration do pop up in the first tier bounty is a good thing.  It sucks that it's behind an RNG wall which seems to insist on feeding me credits (incursions have been more rewarding) but at least it's there and as long as they don't have my luck, they won't have to run a mission hoping to find a buttload of grineer scorpions.  Yeah, that's the hell they'll be subjected to - hunting SCORPIONS unless they get access to infested invasions and are privvy enough to know infested drop serration too (but they'll be dealing with ancients... not much better.)  And then they have to rank it up if they get it, and newbies aren't likely to have a huge stockpile of endo, mods to convert into endo, or ayatan sculptures.

    This game is unbelievably rough to get started in without a helping hand or a lot of grit.  It's amazing it's growing at all.  

     

    my counter to this is if these "essential" mods are so important to new players why not put them on things players have to do, namely the junctions, I mean they already did with Archwing mods, giving you the Health, gun/melee damage mods as rewards when you finish the Jupiter junction, they could do the exact same with serration, vitality, etc put them onto some of the early junctions so players will for sure get them by the time they start moving into content that it's helpful/required for.

    I will agree with as others have said in this, Credits should not be on the bounty reward tables, every other mission type gives credits+other rewards, why should bounties be different
     

  4. my biggest pet peeve for her is still the stacking nature of her Tribute, even on normal tilesets it's annoying to have to hit multiple enemies of the type to get the buff up to a reasonable level, other than that I'm quite enjoying her on the plains, lantern does great work for shutting down enemy squad drops, and Razorwing is a lot of help when things get hairy

  5. from my experience the 2 big changes I would like to see are an easier to manage tribute my ideal would be only needing to get 1 "soul" of each enemy type to get that respective buff, maybe with a shorter duration on the buffs to balance it out, and Lantern needs to not immediately make it's target weightless, so often the ability is basically wasted because the enemy just floats off into the sky or if you cast it on a moving enemy they go rocketing off with the momentum they already had, if they just hovered in place where you hit them with it the ability would have it's tactical use back since you could block up choke points and such

  6. decided to run Oceanium on Pluto after getting Harrow to get some early levels on him and  out of the 3 vaults I got spotted when it shouldn't have been possible, only guess is that cameras can see though walls now,

    the first one I got spotted was the one where you have to go through the vents and above the rooms with cameras in it (have to use the panel when you first come in to deactivate the laser floor in the vault room) and I was detected before I had even turned off the lasers

    2nd one was the room with the patrols and the laser barriers that go on and off, made it all the way in and was starting the hack when I got spotted, there is nothing in that room that could have spotted me

     

  7. so I enjoy me some Zephyr as well, and have been thinking about possible changes for her getting a rework after it was mentioned that she might be getting a look a few Devstreams back and do like some of your ideas for possible changes thought a few that I'm not so sure about

    passive I would just extend her aim glide similar to how Loki has enhanced wall latch the unlimited that yours implies would be extremely powerful for a passive

    for her 1 I would keep it as tailwind, just build Dive Bomb into it, so if you you boosted at the ground it would do the AOE ground slam, since both kind of play off the same idea of "added airborne control" which is kind of synonymous with Zephyr so it's something I would like to keep as her first ability so you always have it

    her 2 I would go with more of a pop up type CC move, call it something like Updraft, picturing something like like Oberon's old Hallowed Ground, where light enemies take some damage and are tossed into the air, and heavier enemies take damage and are staggered, this gives her some power options for those tilesets that don't really allow for her to get airborne

    Turbulence is fine, gives her a solid defensive ability which even with her high health/shields that 15 armor means she still gets smacked around when enemies hit her so this can mitigate that

    I actually had basically the same idea for her 4, since the main complaint about that ability is while it's great CC it does make enemies difficult to hit and does poor damage on it's own and this would deal with that issue, and I mean realistically it makes sense, if you were being carried around in a tornado added debris in the tornado is what would do most of the damage to you

  8. 3 hours ago, SpectreXenon said:

    I like it too. I think the simple solution is to STOP GRINDING AND GO TO OTHER MISSIONS, you have plenty of days.

     

    yeah I like the mission type as well, it's a decent variation and could be really fun with a coordinated group for a change of pace, but grinding it for hours on end to hit the various event reward milestones, let alone the crazy runs you would have to do for small/inactive clans to try and get the Ignis Wraith is just stupid overkill, going to burn people out on the mission type before the event even ends

  9. 1 hour ago, TheDrunkenKanaima said:

    I thought I recalled hearing something about clan dojos using the same server system as relays in the future... If that's the case, this and the Hema might be attempts at getting less active clans to dissolve and join with larger clans, in order to reduce strain when that change goes live.

    I might be wrong though.

    if they wanted to do that the way they should have gone about it is giving people an option to dissolve their 1 person clan, getting back some percentage of the resources invested into it from building rooms, researching, etc. since many people that made these solo clans, typically in response to being frustrated by people not contributing to the clan size inflated costs of everything, have now invested time/resources into their clan, which they have no way to get back even a portion of if they leave to join a new clan, and that can easily be dozens of forma, and thousands of various resources, and that's a lot of investment you are asking them to leave behind

  10. was running some syndicate missions today to get some ranks into Taxon when I noticed he will use Molecular Conversion on your syndicate allies, it seems to do no damage and does not generate any shields but does put the ability onto cooldown

    easy steps to reproduce, equip taxon, go into any syndicate mission, wait for your allies to show up and stand around them with no enemies around and watch him zap them

  11. so very much liking the new sound effects on the starters, but getting me to look at the Braton again reminded me of a long term complaint, why do the Vandal/Prime versions have less ammo capacity than every other assault rifle, (350/375 respectively) even the Mk-1 and normal Bratons have the standard 540 max, heck even the Latron and Grinlock, have 540 max and they are not even automatic rifles

  12. the level of knockdowns/displacement that some units have can be very frustrating, for those that remember the event from several months back where you had to do a survival with just melee vs melee only Grineer units, you spent almost the entire time being knocked down or pulled around, infested run into a similar issue, that only gets worse as more and more Ancients spawn

  13. On 1/3/2017 at 9:11 AM, Eleodon said:

    some people, only play in conclave... 

    And, like every pvp game, better is your ping, better is your score.

    it is also worth noting that since warframe doesn't have dedicated servers, that means at least one of the people you are playing with/against is also hosting the game so will literally have a 0 ping in comparison to everyone else, add in potential skill gap and other factors and it can make even non cheaters seem godlike

  14. it is worth noting, at least for Sorties, haven't done raids to test, but if you get the network error and don't see the rewards you still get them, had it happen a few times, once suddenly had a new resource drop chance booster in effect, and another time I remember finding a veiled pistol Riven in with my mods that wasn't there before

  15. On 1/1/2017 at 11:52 PM, MiniReaper said:

    Warframe0175.jpgP

    Plz at least fix it so that armor and other cosmetics don't make them look like this.

    I don't even mind that the armor looks bad, I mean you can pull off some interesting looks, with the right color combo the Kuva armor creates some solid nightmare fuel style look, the thing that bugs me is they didn't hide the collar, so you can see it peeking out of the side of your chargers "neck" whenever it moves

  16. 7 hours ago, (PS4)Xx-Ribbium-xX said:

    I love how half of the community is complaining about a small blemish at the side of their avatars neck on a free to play game because "it looks ugly" when they probably have something similar on their own faces irl 

    well since one of the primary things people spend money on for this game is Cosmetics, having something come along that ruins the look of a frame you have spent real money/plat getting the look just right on is something to complain about, and honestly if the best you can come up with is a variation of the standard "ha ha, you are all basement dwelling no lifers" insult I would like to point out that you are playing this game as well, so the same could be said about you

  17. On 1/1/2017 at 10:21 AM, ShadowFox14 said:

    I have like 9 of my frames infected now, drained 1 cyst and it grew back 1 day later.
    Also, I don't think I even had to wait 7 days to be able to drain it for the Helminth Charger, because I got my Nidus on Wednesday, didn't have any other frame infected before that, and I started the incubation on Saturday already. That's not 7 days at all.

    BUT: Steve said on his twitter that there's another, final stage. I wonder when we'll get there...

    well with their performance with War Within, probably sometime around June

  18. yeah as a PvE player the fact that this requires PvP is irksome but at least it's jsut play 3 matches, not win them, so worst case scenario you go in and get wrecked 3 times and boom you are done, at least it's not quite as frustrating as some things like say the Sortie Defense in the Kuva Fortress tileset where the moron defense target just walks into death traps

     

  19. hmm looking at the ones I currently play the most


    Titania - her 3 needs to make enemies less floaty, way too often you hit an enemy with it and they just float off into air crippling it's usefulness

    Zephyr - her 1 and 2 need to be combined and have a new ability that's universally useful, right now she is extremely limited on a lot of tile sets due to low ceilings, being able to deactivate her 4 at will would be nice as well

    Saryn - her 3 seems like it should be good but I never finding myself using it, if it applied to all weapons, say with lower damage it would be much more useful

  20. 2 hours ago, Urlan said:

    I believe it was suggested that many 'higher tiered' items would be getting mastery ranking reworks to be more in line with what players and the devs see their power as. The devstream about the subject suggested an example of Boltor prime for example becoming Mastery rank 15. I would assume the mastery rank requirements on the Nekros prime offerings to be representative of this path going forward.

    yeah I would like that as well, making stronger weapons higher rank, provided they don't fall into the trap of making all the earlier/lower tier weapons near worthless when compared to the later ones

  21. so played my 10 matches and so far it's not bad but, at least to me, has some issues main ones being the balancing of the enemy teams and the point/reward system

    Enemy Team balance, right now the 2 potential teams you can face seem heavily lopsided, the mostly humanoid team in the red uniforms, even with their gimmicks like turning invisible, teleporting, or disguising as a team mate, feel so much weaker than the other team mostly due to the 2nd team consisting almost entirely of much more durable enemies nearly all of which have massive AOE attacks, making them feel much much more powerful so shuffling up their rosters a bit may help it feel more balanced

    The Point/reward system, this one right now is kind of a sticking point for me, since in order to maximize your reward you would think to go for the high risk wager, but that's a trap since the 20 points you need to achieve are almost half the points your team needs to score a win, leading to some team mates playing greedy and just hording/stealing drops from other people to try and get their 20, and even in a coordinated team you can really only have 2 people score 20, with a low chance of getting a 3rd by having them horde points after the first 2 turn in and then turn their 20 points in all at once. Suggestions here would be either boosting the points to win to 60 which still leaves you with the problem of in an ideal setup, only 3 members of the team getting their 20 points. Option 2 lower the high risk point requirement to 15, this even with a 50 point win limit, would allow for an organized team of 4 to all manage to win their wager, with the first 3 turning in their 15 and the 4th hoarding points until they can get their 15 in 1 turn in which would also give the team the win.

    As the event stands right now it's an interesting/fun distraction the problem it has though is that it practically works counter to team work as it forces players to play selfish/greedy in order to get their rewards, as opposed to nearly every other aspect of the game that is based around working together as a team

  22. 37 minutes ago, (PS4)jonnyblaze1976 said:

    Vacuum on all sentinels you say? I like it. What will carriers specialty be after that if you dont mind me asking? 

    I would also like to say that i have faith in all you guys at DE and if you keep giving me content  I will keep playing. 

    Party on Steve.

    pretty sure the plan is Carrier's replacement precept will be boosted ammo capacity/free ammo mutation for your weapons

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