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Estred

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Posts posted by Estred

  1. Yep, the problem I keep running into with Valkyr is she feels like Frost. Almost cripplingly dependent upon Hysteria. Her other abilities are not working.

     

    Rip Line is not offensive enough to use past Level 14 Enemies unless you have Max Focus which extends usefulness to level 20 Enemies (dealing 50% or more HP in Damage versus most Heavies). It really needs a bit of a damage tune-up in addition to utility.

     

    War Cry doesn't buff enough in terms of damage output other than making Hysteria not worthless due to output capacity. It really needs a better Offensive capacity for Valkyr herself. The Armor is great for a Rage-Build though.

     

    Paralysis... doesn't do much of anything. The damage even with Focus is low, the cost is crippling to her Shields for low-damage. The stun is overly short. If the cost is so low and it's meant to be Spammed then it should have a benefit of being spammed other than rendering Valkry bereft of Shields. Perhaps make it draw more aggression to Valkyr while Hysteria is running to grant it more team-use.

     

    Hysteria, it's her version of Snow Globe. It's what she does. Past level 20 I am spending 4+ seconds wailing on a Heavy to kill it, which means I am dealing damage to one target while my allies can be damaging a lot more.

     

    A lot of Valkyrs aren't even running War Cry or Paralysis and they Forma out of the Ability Slots. They run Rip Line only for Mobility and they Run Hysteria centered around a Quick-Thinking+Rage Build set up, which is fun. The problem is, it's a one-trick deal. Once Hysteria get's boring players will move on to other frames rather than introducing more diverse play.

  2. I noticed a number of things using the scanner, other than the reused scope from the Vectis.

     

    2qmgm60.jpg

     

    Note the six dots in the center? I think it could be highly useful to situations of searching for an item or a missed scan if they lit up, red most likely, like a Ping. This Ping would be towards the nearest Uscanned Object that is also not a completed Codex Entry.

     

    If I have scanned all the required Grineer Consoles or Grineer Troopers then I shouldn't have Pings towards the nearest one. This would be very beneficial to people trying to complete their Codex.

     

    The bigger thing about the scanner is that ALL BOXES SHOULD BE REMOVED FROM THE PING UPDATES. It's really annoying to gear a blip of a unscanned item... only to find it's the Item Box I just broke 5 seconds ago.

  3. I can see your point about the 75% Reduction with the Regen, keep in mind though the increased duration of Warcry and that it also grants Healing over Time/Heal-on-Hit. If both were done a rampaging Valkyr would have Hysteria and Warcry running with Duration Increases.

     

    Warcry: 10 Heal Rate = 10HP every Tick (the rate at which Energy Siphon grant's Energy, but instead it does it at HP)

    Warcry: 25HP/Hit Enemy with Melee, I would limit this to a Maximum of 3 Targets or 75HP. This way weapons like Galatine/Fragor/Scindo would not be over-powered for Regen purposes.

    Hysteria: 20HP/Second.

     

    You will regenerate about 23HP a Second and gain 25HP/Hit. With the Attack Speed rates of Valkyrs attacks in Hysteria which is why Warcry has the Attack Speed Increase equals a rampaging Valkyr will be regenerating 100HP/Second if she is actively fighting an opponent. If you feel the numbers are still off please suggest others. I removed the Invulnerability because it seems that Invluns are always abused. Even if you do take the damage you would have taken at termination if you don't kill everything.

  4. I've been heavilly playing Valkyr for some time and while not maxed, Theorycraft is something I do. In this review I will be breaking down the Warframe herself and problems with her base being followed by a cross analysis of her Abilities to other Thematic matches across other series and in addition to my own designs were I to be in such a position to actually do anything about it.

     

    Valkyr: "The Berserker" Warframe Analysis

    Starting with the Warframe itself, Lore wise we are taught that Valkyr is a Tenno presumably captured by the Corpus before she awoke. Alad V. Tortured her with his experiments in an effort to improve his Zanuka Project. He seemed to be almost disassembling her for research or augmenting her as some other Zanuka V2 once he would be able to reprogram her if possible. As such she spent probably months of time rigged up to wires and machines doing all forms of painful things while violating her very being. This would leave the character very scarred as visible that her Suit looks more like exposed muscle tissue than the exoskin were used to seeing on Tenno. Concept is solid.

     

    A Berserker by fantasy definition is a warrior who gains strength in anger. Unbridled fury is his/her power source. In games this translates to ignoring large amounts of damage and regenerating health while enraged. The drawback is managing that rage as a player. Valkyr's stats are as follows at Rank 30:

     

    300hp

    - She is tied for 3rd for most base HP with Rhino. Oberon at 375 and Sayrn as 450.

    150 Shield

    - She is the lowest in the game with Loki at 225 coming in 2nd.

    150 Power

    - She is on par with the Low-Power Frames (Ash/Excal/Frost/MagNekros/Oberon)

    1.1 Sprint Speed

    - She is tied with Banshee, Nekros and Nyx for run speed.

    300 Armor

    - She has the highest armor by more than a x2 lead with Rhino at 180 in 2nd.

     

    Alright, with her stats spread out let's examine them. She has pretty solid HP and exceptional Armor. This would be a strong point except for one massive flaw this flaw is that HP is not easy to regenerate without Trinity or Oberon. Another strong weakness in her design is that on of her abilities draws on Shields to deal damage, when she has almost none. Devoting shield mods to her is highly cost ineffective. She also is slow when you look at her in game. Abilities could fix a fair bit of this issue and I would recommend increasing her sprint modifier by .2 making it 1.3 which while the fastest in the game is barely above Loki, a Warframe with a Decoy and Invisiblity. Loki can avoid damage while Valkyr cannot. Shields should be a base of 200 which is still the lowest in the game but enough so she can take at least one shot on Pluto.

     

    Suggested Change to Base Attributes: +.2 Sprint Speed and +50 Shields.

     

    Valkyr's Abilities

    Rip Line: Target an enemy 25-75 meters away and deal 300-600 Damage. She may also target a segment of the Environment and rappel towards it.

     

    Problems with Rip Line: These issues with this mostly revolve around it's cost for movement. As it stands you have to be very good at "throwing" yourself. As a player if it was possible to terminate Rip Line by re-activating it that would be great. However I think Abilities have set durations (Boolean values) so that may not be a plausible fix. Rip Line should greatly accelerate Valkyr similar to leaping off a Wall during  a Wall Run. This way she could effecively use Rip Line to launch herself. If possible it would be appreciated to make her animation have more power behind it. Have her actually tearing the line back to throw herself. She's very muscular. The idea is fine but the execution is lacking in the department of a Mobility Skill.

     

    Possible Solutions to Rip Line

    - Once grappled Valkyr will fly until she lands at her point, clinging to the surface for 3 seconds if no action is taken she will then drop.

    - Once grappled Valkyr will fly for 2.5 seconds (roughly 125% of current flight time) before breaking the line and falling/flying.

    - Once grappled Valkyr will fly until the player reactivates the Ability terminating the flight course.

    *** Option 3 is most desirable but also the one most likely unachievable with how the Abilities are Coded.

     

    Warcry: Valkyr shouts a terrific Warcry granting herself and allies 15-50% Armor and Melee Attack Speed while slowing Enemies by 30% this ability has a range of 25 in-game meters. Duration 15 seconds.

     

    Problems with Warcry: Armor is something Valkry has an abundance of. 50% more of 300 is 450 combined with Steel Fiber she will have a very high Armor Rating, but still that doesn't solve the issue presented in the Base Analysis. Regenerating HP. This also is a very expensive ability on a Warframe with very little Power. For a Warframe clearly slanted towards Melee Combat this is not a very good buff for Valkyr at all even when combined with Hysteria. Modifying how this ability works and costs could see it more useful.

     

    Possible Solutions to Warcry (Warcry at max Rank should cost 9 Polarity).

    - Instead of costing 75 Energy have it cost 50 Energy and 100 Health. When active grants allies 25% Damage Reduction, Warcry grant's Valkry 25 HP per strike on her Melee Hit and 10 Heal Rate. She will grant both Allies and Herself 25% Melee Attack Speed, 10% Fire Speed and 30% increased Damage. Duration 20 seconds

    - The reasoning for making all this change, is to make it a less powerful but more costly general buff. A battle-cry is a boost in moral and increases all effectiveness. Remove the Enemy Slow component. This also grant's Valkry herself a means to use her HP as a resource.

    - Cost  50 Energy and 50HP. When active this will grant 50% Attack Speed and 35% Melee Damage Bonus while slowing enemies by 50% (including fire-speeds). When active Valkyr regenerates 2.5 HP/Second. Duration of 25 Seconds.

    - This again, makes her HP a usable resource. Overall Warcry doesn't last long enough to feel worth casting at 75 Energy especially for effects that are minor and not really a use especially for low-armor Allies. 50% Armor is nothing for a Banshee or Nova on your team.

    - Cost 75 Energy. When active grants 25% Increased Damage and 20% Attack/Fire Rate.

    - This change makes it at least worthwhile for both Valkry in Hysteria and other players too.

     

    I personally think it should cost Energy and HP and grant Valkry Regeneration/Heal-on-Hit because of a later suggestion I am going to make on Hysteria.

     

    Paralysis: A short-range shout that costs 33% Shields to cast and 5 Energy.

     

    Problems with Parlaysis: 10m is a very short range even with mods. Though for a Melee-Oriented Build path Range-Mods aren't a high priority. Especially with Rip Line not dragging Valkyr all the way to the target. Also this doens't really stun enemies. In all my uses of it I have not seen a stun last long enough to interrupt damage being dealt to Valkyr. The other issue especially is the Shield cost of her already non-existent Shields.

     

    Possible Solution to Paralysis

    - Costs 10 Health and  10 Energy. 360 degree radius and have an animation status effect. Stun duration of 2 seconds before mods. Remove the Damage component based on Shields and have it deal a flat 200 Damage before mods.

    - Paralysis should take enemies out of the fight, at max duration (157%) this would be a 5.4 second stun). Health Costs like other suggestions to Valkyr's abilities prevent it from being a spam move for infinite stunlock. This is now a viable CC Skill since Warcry grant's HP Regen.

     

    Hysteria: Valkry goes crazy gaining energy claws that deal 100 of each physical damage type. She also "floats" while attacking. She is also invulnerable while Hysteria is active.

     

    Problems with Hysteria: Currently this move is a means of survival. Valkyr dies to quickly with the high damgae output of enemies. Her HP cannot sustain the damage even with her High Armor. This ability also is clunky, while active she should be very fast as she is only able to Melee while this is active. Also DE wanted to get rid of Invulnerability.

     

    Possible Solution to Hysteria

    - Costs 75 Energy and 50% of Valkyr's Current Health. While active she takes 75% Less Damage from all sources and heals at a rate of 20HP/Second. Damage is the same but Claw Attacks may hit up to 3 enemies per strike. Finisher, Wall Attack and Jump/Slide attacks should deal according damage. X5 times for Wall Attack and x1.5 for Slide Attacks/Jump Attacks. Finisher should deal extra high damage actually I would say x3 multiplier from it's current.

    - While Active attacks should have significant Momentum behind them as in attacking should function as a mini-dash. Currently unless your in a mob, this ability is very hard to use. While not attacking Valkyr should gain +.5 Sprint Speed bringing her up to 1.7 while active.

    - This is not a true invulnerability but it can be used as a healing skill and an offensive one. This also rules out the necessity to use Energy Mods on her. Making her unique in that Flow/Streamline is not a requirement this also fits the Rage Mod better. This should feel like an adrenaline rush for the player. If they don't watch it they can die, hence the removal of Invulnerability.

     

    Overall Valkyr doesn't fit the theme of a Berserker. I personally feel that HP Costs/Regen are the way to go to make players utilize her high armor and HP effectively. Currently she feels like a half finished attempt at making something amazing that got cramped into existing designs. Also, where are the Digitgrade Feet that were in the concept art? I can only assume it was to recycle the Rig used on Warframes to save time. I and many others probably were sorely disappointment with that and probably am not alone in that I feel it was a cop-out. I'm not here to bash the dev's though, I am here to offer my viewpoint and ask what others feel should be done to make her more cohesive.

     

    Also thanks to  Novally for making this post https://forums.warframe.com/index.php?/topic/152991-valkyrs-hysteria-revamp-with-toggle/

     

    Which got me on the idea of offering a larger post about Valkyr. I would post the theory/modcraft behind this but it's already a massive wall of text. If you have read this whole thing my hat goes to you. There is no TLDR as I cannot summarize this effectively but I can try.

     

    TLDR: Please go read it, this took me 1.5 hours to write with all the cross-checking. Bottom line is Valkyr should use HP more than Energy for her abilities and should have Regeneration on her abilities (only for herself).

  5. While I agree 100% with the ability enhancement and interaction with the environment, I don't really like the idea of summoning mobs to help the boss, maybe if they were Captain units instead of just troopers.. (I think I read somewhere that they were working on them) 

    As you say, the Boss AI being overall less forgiving and more aggressive would be a must. What do you think of the possibility of summoning another boss that complements him (Tyl Regor?)

     

    I don't know about dual-bosses beyond ones like the one on Phobos (Vor+Krill though they don't really work together that much). The "reinforcements" idea is more because of the roll Captain Vor has. He strikes me as one who would rather have minions do his work than himself. Seems he is more concerned about Orokin Artifacts than fighting, he also seems much older than other Grineer.

  6. More aggressive AI means that a boss can deal less damage and still be a big threat. Taking Captain Vor as an example the Nightmare version could summon 2 Elite Units along with his squad of 6 regular troopers (or 4 Troopers and 2 Elite Troopers). A new ability would also be useful if perhaps it could use an existing ability more effectively. Thus here is a comparison.

     

    Normal Captain Vor

    6 Grineer Troopers.

    Standard Abilities

    Standard AI Aggression

     

    Nightmare Captain Vor

    - 4 Grineer Troopers

    - 2 Elite Troopers

    - 1 Elite Unit (Heavy Gunner or Commander, no Bombard/Flamer since this is Mercury)

    - AI is more aggressive in the use of Melee (which should deal more damage, prompting Tenno to dodge-roll to avoid the damage).

    - AI is more apt to use Teleport to set up a shot on a weakened Tenno if they try to run.

    - Teleport has a longer range.

    - Teleport can place Vor on a high platform where he begins using Seer to snipe at the Tenno while they face a small Grineer Squadron (6 Troopers and 4 Elite Troppers)

    - New Tesla interaction. When Vor shields himself he scatters a ring of Tesla's around himself this ring persists for the normal duration of Teslas.

     

    As you can see the only real change here is:

    - Ability interaction. Some are used in tandem.

    - Ability capacity and interaction with the Environment.

    - HP would be 20% higher and 10% increase in damage.

     

    The HP increase is to challenge higher-level Tenno while not being overwhelming. Nightmare-Bosses can only be unlocked if the Star Map for that planet is cleared. I am a Game Designer and 3D Artist so I greatly enjoy testing games and working/learning their Mechanics. Feedback is something I always welcome on my ideas.

  7. The best way (in terms of the gameplay experience for the player) is to have extra abilities, moves or stronger/more aggressive AI for the "Nightmare Boss" the problem is while this creates much more engaging and challenging game-play it also takes a lot of time. It does do this without creating artificial difficulty which is simply increasing HP and/or damage though which is desirable, again the time investment becomes an issue.

  8. well you know how DE is with gender equality (alternate back and forth between male and female for introducing frames)

     

    we can only hope that the dragon comes in on the male half of the cycle

    I won't throw a fit either direction. Male of Female I would just like to see a Draconian Frame. I somehow fail to see what the big difference is for many people, I guess I have a different perspective on playing Male of Female characters, I have about 50/50 split on gender when it comes to games.

  9. Thank you I understand that. But if you are behind and a team mate sets off an alarm. Where is the camera for you to shoot? Oh right it's where you can no longer get to

    Quite true. I just always thought that originally we never should have been able to kick/spin our way through lasers like that. It's been long waiting but DE needs to start making this game require teamwork because many players just run levels not really caring what their teammates do.

  10. Writers are never any fun to be around. They don't think like normal people, so it's either hard to understand what they are trying to say (probably because they don't realize just how over your head it is), or they are coming from some very analytical point of view that it just comes across as freakin' weird.

     

    At least until you get them to 'take the stage'. Then they are the most interesting people around. It's just you can't really have a whole lot you want to personally say, because there isn't going to be a lot of room for it.

    It's not just writers. Artists in general tend to speak in terms over the "laymen" not realizing how difficult it can be to explain their vision. Also in that it can be extremely hard to tell an Animator what you envisioned as the Concept Artist. How do you tell the Animation teams that your boss is "shrouded in death, but not mist" that was a very problem Fromsoft had trying to make Gravelord Nito and the difference between cheap black smoke and a really amazing "cloth smoke" they ended up going with.

  11. I actually like this frame design. It's a counter-image that's done well. While the Anime-Little-Girl-of-Doom has been completely overdone and Nova falls into that category with her arm/leg warmers being right out of Japan the Berserker is actually breaking stereotypes and I like that. She looks like a tortured specimen. Which fits very well if Alad V was the one holding her captive.

  12. Luckily we only get to "design" one, and even luckierly Scott gets to hand-pick the suggestion.

     

    She has no gap-closers, yet our council all want abilities like "Rampage" - Gets bonus stuff for killing things, or "Axe Throw" Cuz its dah Zerker.

     

    Be glad you don't have to read any of that.

    Tell me about it, the lack of creative suggestions urks me. The problem is "Berserker" is such a concrete theme that's been set since ADnD at least.

  13. not gonna lie, letting the council pick the powers doesn't make me feel good in any way

    Well to an extent Nova was a success. A power-creap success but she is useful at her job. Nekro's was not made by the council and has "useless" skills.

  14. What about during Boss fights ?  

    If everyone kills the enemies before they fight the boss then she'd be screwed - also, having no shield means she won't need mods that effect her shield - making space for other mods ( which might or mgiht not balance her, pending how you look at it ) 

    Aye, it's only an idea. I haven't spent the time to examine mods and possible scenarios.

  15. You mean a fame that completely invalidates Ash and Trinity and and further extends creep that Nova started? Cause that's pretty close to where the current design is going.

    Well iconic "Barbarian/Berserker" means one who ignores pain and seemingly never dies. In warframe that equates to Damage Ignore and Health Regenearation. The best ways to do this are to link them to killing enemies. If this frame needs kills to shine, then her team will hurt her Ultimate by killing targets she is trying to kill to keep her HP up.

     

    A counter-balance to this would be to have a "no shields" warframe that is purely about smashing things for more HP. Give her a small HP-Regen and good armor so she can "rest" in safety before going rage-mode.

  16. Wouldn't making it androgynous defeat the purpose of it being female? >.>

    Yes. The thing is you are either going to get Amazon or Fem-Barb when designing a Berserker Female. It's almost impossible Muscly-power-women have a distinct look and some actually work extremely hard to maintain their breasts while staying muscular. By nature fat tissues including those of the Breasts are burned off when one pursues body-building.

  17. Sure, go for it! I mean, as long as you don't plan on making money off of my idea or anything like that, I'm curious to see what you might come up with.

    If you want this idea to be used by DE you will have to sign the right to it over to DE. That is usually why community concepts are not used by Developers. That is at least my experience, at least a company I do business with has a 40/60 (artist/publisher) split on profits.

  18. Venom needs either to be impossible to cast once the limit is reached, or keep on increacing the DoT, but with no visuals.

    There were multiple suggestion threads to increase the damage and utility of a well used Venom without crashing CPU's. One of the runners was to have Spores start combining into larger ones. I just thought now that if it went far enough the Spores could immobilize a target turning them into a stationary generator of a Toxic Cloud. We could transform an enemy into a Toxic Ancient for enemies!

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