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KVenom

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  1. Wow, aren't we misinformed. Yareli - can speedrun open worlds on Merulina. Rhino - his charge can be abused with Yellow shards to make discount Gauss Hildryn - can be used to prevent hard-falls and saves speed if switched on and off quickly Xaku - it doesn't have any mobility abilities, are you high? Inaros - after slide-jumping the Sandstorm still has enough inertia to be faster than usual sprint speed. And it sucks in the enemies now, allowing you to clean the map. Every single warframe that has been mentioned here has those features for other applications, than just mobility. Meanwhile Triple Jump only has mobility application. AND IT FAILS EVEN AT THAT.
  2. Imagine arguing over a silly mechanic when we have Railjack. When we have Gold Index. WHEN WE HAVE CREDITS BOOSTER ON FREAKIN' MASTERY FONT. Seriously, get over it pal, your argumentation is as pointless, as it can get. Because we already drown in credits. And if you somehow don't - then maybe you should try the things I mentioned. And if you just don't like that mechanic - just say so, no need to show the bogus (and incrorrect!) calculations you just pulled out of the air. "16.5 times the cred drop", what a ridiculous number. Don't you know how "random" chances actually work in warframe??? Probably not, or you are just spreading misinformation. Mobility is required to either get from point A to point B or to maneuver around the enemy. We have enough tools to do that, without the triple jump. Heck, it can even get in the way sometimes. And the only time we truly need Mobility to traverse the location - the Open World missions. Triple jump sucks when it comes to either get quickly around Deimos or when it comes to swiftly finishing the Hepit run for Argon crystals. End of story. It is just pointless. Unless slide-jumping gets disabled, Triple jump is just a useless feature. Like a third leg. Or a second nose growing inside of your own butt. You conveniently missed the point of us having OPERATORS? Or Slide-Jump? Or the mobility abilites, some of which can be ported to any warframe via helminth? (Reave, Infested Mobility, Wrathfull Advance, Molt) Face it pal, you are grasping at straws, trying to protect the status quo because you got used to it. Or maybe you are so lazy, you forgot that you can slide jump upwards, even diagonally.
  3. Okay, first of all - you can't call someone's suggestion for rework "bad" just because you do not like Overguard. Second - I assume you typed all of that before the recent Chroma Changes, that gave him the ability to get Rage from Overguard. Thanks to the recent changes, both Vex Armor and Rage/Adrenaline now can be triggered from damage to the Overguard, with latter not activating if Chroma is the Source of the Overshields. Anyway, my goal was to make Heat Chroma less of a Walmart Wisp, and I forgot about Dante's whole deal with his Light scriptures. So yeah, I might change this one if I ever get to write another rework concept for him, assuming future updates will screw our Dragon Boi over again. So yes, technicly you won the argument on this one, but not for the reasons you stated. Which were, frankly, bogus. Because Chroma can work as more than Health Tank, since we have Inaros and Nidus for those. And his core role is BUFFER. Tank role is secondary to him, keep that in mind. So yah, if I ever come back to this one, Heat will have a different usage on Ward. "Killing any enemy has a fixed 11% of spawning credits." So, basically 11% of getting 10000 credits from a lvl 200 Acolyte. Do you even realise how low it is? Especially considering how many absolutely superior credit sources we have in this game? Wake the f#$k up samurai, this isn't 2013, even 50000 credits(for lvl 1k Acolyte) is a pitiful reward. Not to mention 11% chance of spawning them. You will get at best 5% more creds than usual and this feature never was affected by any of the boosters, since it's conception by DE. That's damn right, I swapped his Effigy's feature with his passive. Because triple-jump passive does nothing. Traversal by Operator or Archwing is still more effective, and if we take Fliers(Zephir, Wukong, Excalibur) and Speedsters(Volt, Gauss, Nezha, Revenant, Hydroid, Loki) into the account - it becomes completely obsolete. I won't even count Titania, she is a cheater when it comes to mobility. Ultimate Ability. HELLLOOOOOO? It needs to do cool stuff and not break the game. And that's precisely what I did here. It only sounds long on paper (because rework posts like this one are essentially task documents), in practicality you get a Sentinel that supports your attacks with his own and a mobility tool, which actually makes you a somewhat speedy Flier. With a funny feature that works for Captura and mid-mission social stuff.
  4. Aight, sweety, I'm gonna blow your mind with this one: Kills and Assists within the profile are incorrect. Example - the sheer amount of foes I used to slay as Nekros Prime. It's 100% more than laughable 727, since there are much more foes you can encounter for standing on Void Fissure Steel Path Survival for 1 hour, and there are tons of chances your Shadows can kill the enemy, especially when you have Eximus units among them and more than 100% power strength. And same for weapons, since I am pretty sure that I killed more than pitiful 248 077 enemies over 10 years of active usage of my Hate scythe, which I aquired even before I got normal Nekros, yet alone Prime. So yah, pretty sure you really shouldn't trust those silly numbers. The only silly numbers that can be trusted are the ones in your "Mods" tab. And even those sometimes lie, like when they glitchingly remove Crit Damage from Melee, if it was granted by the Archon Shards. A cosmetic glitch, but is quite annoying. BTW, this isn't my first Chroma rework concept, I made one back in 2021. The only thing taken from it is the Effigy, because rn it still sucks big, Dinosaur BawlZ, and cuz Chroma is the OG Warframe stand user, before Sevagoth, and I will die on this hill. And even then, the suggested Effigy is nerfed compared to it's previous version, because I realised that it was doing way too much in the current situation with Arcanes and Archon shards like Red, Orange and Purple. Yes, those 3 specifically are quite powerful with Chroma if used right, and would be broken with my previous rework suggestion, so I had to change stuff, according to the current gameplay balance.
  5. Used to be here among the upvote. Got removed loooong ago, Ask DE why.
  6. Wow, that's cute. A personal attack. I love that instead of making a discussion, you tried to just say "U r nOt qUaLiFiEd" Baby, I was playing with Chroma before you even picked your first warframe on Earth. He was one of my most favourite warframes before Shieldgate. Dat boy has 2 Umbra Polarities and only thanks to multiple Strength-related tricks can outpace likes of Rino and others in terms of Damage. But as I already stated, getting to that damage is a Chore. BECAUSE WAY TOO MUCH STUFF PREVENTS HEALTH DAMAGE, INCLUDING OVERGUARD STRAIGHT UP CLOWNING ON GUARDIAN ARMOR. And ye, try harder when objecting about Overguard. Overguard is a complete Status Resistance + extra barrier. "nOt eVeRyOnE nEeDs OvErGuArD" is not an argument, btw. Not when we have a Tank/Buffer frame here, that is NOT a Shield Tank like Hildryn. Btw, I have EVERY frame in the game besides Ex Prime, and those are my top 16 used warframes. (Chroma is #12) So yah, another reason for you to pipe down, kid.
  7. Chroma...... on paper he has great potential, while on practice he gets clowned on by every mechanic that prevents direct damage to HP(Shield Gate, Overguard, Invincibility mods). His synergy with other warframes is lacking, and more often than not is negative. Dante, Hildryn, Kullervo, Harrow - those guys just prevent our Dragon Flaggelant from getting his fix of pain. So yeah, looking at reworks of Inaros and Hydroid, I see that there is a way to go. And the best way - take away focus from self-harm and instead focus on ability usage. Let's start with the beginning: Passive: Dragon Scale - Getting Harmed by any damage (to health, shields and overguard) while using certain abilities and inflicting damage while using others fills the meter. This is a resource used for the abilities such as Vex Armor, Elemental Ward, and Effigy. Maximum ammount of points - 100. Augment: Dragon's Rage - increases maximum Dragon Scales to 500, but passively drains 10 per second. Passive: Dragon's Greed - killing any enemy has a fixed 11% of spawning credits. Credits ammount are equal to 10x[Enemy Level], Credits spawned from boss/mini-boss enemies are multiplied by 5. Spectral Scream - Effects now jump from enemy to any other mob within 5m radius, increasing the range in an unconventional way. Dealing damage with this skill fills fixed 1 point of Dragon Scale per hit. Otherwise - completely intact. Elemental Ward - Now can be Recasted. Casting new Ward removes all the effects of the previous one. Dealing Damage with this ability increases Dragon Scale by 1 point per hit. (Affected by Strength Mods). Drains 1 point of Dragon Scale per second while active. Heat now (on top of it's current effects) gives Chroma and his allies 600 (300 for Helminth, both affected by Strength mods) Overguard instead of Max HP and fixed 1% HP per second Healing(applied to Operatives and other Defence targets). Overguard applied to Defence Targets is reduced by 50%, and that reduction stacks with Reduction from Helminth version. Toxin now (on top of it's current effects) passively adds non-mixing 30%(15% for Helminth) of final Weapon Damage as additional hit of Toxic, this hit has fixed 0% of Critical Chance, while it's Status Chance is 15%.(Damage and Status Chance can be changed with Strength Mods) Cold and Electricity - Now affect Defence Targets with all the the effects reduced by 50%. This is applied after the mods, so no ammount of Strength will turn Chipper into Chonker. Augment Everlasting Ward is unchanged, but now increases the duration of this ability by 5 seconds. (Afected by Duration Mods) Vex Armor - Converts every 1 point of Dragon scale to 3,5% of Armor Boost and 2,75% Damage boost (both Conversion Percentages are affected by Strength Mods). Drains 5 points of Dragon Scale per second, getting harmed by any damage source while this ability is active restores Dragon Scale by 1 point per 1% of HP/Shields(0.3% for Overshields) as well as every 100 points of Overguard damage. (Affected by Strength Mods, with Overgurad damage required per point multiplicatevly decreasing and additively increasing by 1% for every point of strength beyond 100. Example: 110% strength - 91(90,4 rounded) points of Overguard needed for 1 Dragon Scale, while 90% Strength = 110 Points of Overguard damage required for 1 Dragon Scale) Augment Guardian Armor - mostly unchanged, now adds 1 Dragon Scale per hit received from this Augment. Effigy - The best for Last. Effigy currently by far is the worst part of Chroma's kit, because it doesn't fit Chroma's kit and playstyle. Now, it's a Duration-based ability (30 seconds, can be increased by Duration mods), that can't be recasted and drains 5 Dragon Scales per second. Cost of activation - 60 Energy, affected by Efficiency mods. Activating Effigy grants multiple features: Effigy is summoned to Assist Chroma and now follows him like an exalted Sentinel. (Kinda like Venari, but a Sentinel instead of a Cat) Effigy's AI follows the Player and acts according to the type of attacks player uses, while hovering over Chroma's Shoulder. When Chroma uses Melee or Spectral Scream, Effigy activates Spectral Scream that lacks aforementioned Status Spread and Dragon Scale-related effects (Damage and Status same as Spectral Scream) When Chroma uses Primary&Secondary Weapons the Effigy Fires off Spectral Ball, that works like a Mutalist Quanta Alt fire. (300 Damage of Chroma's current element on hit, adds 10% of final Damage as True Damage to all Player projectiles/hitscan vectors passing through, deals 500 of the Chroma's current element on explosion, delay between shots is 2.5 secondsnot affected by mods, projectile lifetime is 4 secondsnot affected by mods, Projectile Flight Speed 0.9 of M. Quanta's) Quick Explanation - before ball explodes from either collision or timer running out, any shot made through it grants it extra damage, While effigy is summoned, Chroma can hold Jump button while in mid-air to go into Flight Mode. Flight mode is basically like Titania's razorwing, but no shrinking, now Exalted Weapons, and No Blink. All equipped weapons are forced into "Jumping" state with Aerial Slams being Disabled. Flight Speed is affected by all the mods and effects that increase Sprint speed. To disengage Flight mode manually, player just needs to hold crouch button for 3 seconds or press it once when close enough to the walkable surface. Also Archwing should NOT be useable while the Flight mode is active. And yes Effigy should be forcibly deactivated when using Archwing in Free Roam locations. Flight Mode prevents usage of Mercy Finishers. No additional animations needed. Flight mode is signified by Sound effect and Effigy's wings shining brighter for a moment. That is besides obvious things like Chroma himself Hovering in Archwing Animations from Open World missions. While Active, Effigy should either mimic Chroma's Gestures or just use stock "Roar" animation used by Sevagoth's Shadow and Umbra's 2nd skill, depending on the Emotes performed. Yes, that idea was borrowed from Wukong's Celestial Twin. Demonstration.
  8. When you are not host, but instead a Client, sometimes (multiple times mid-mission) Umbra forgets that he earned his rest and begins going town on enemies. It would be fine, IF ONLY IT DIDN'T DISABLE MY FURIOUS JAVELIN BUFFS! Please fix this glitch. Make player with such crucial augments send packets without Umbra's "Sentience" passive, while this augment is installed. Anything, just allow us to keep our buffs and active abilities. Umbra really got restricted in playstyles regarding the operator, and this Augment our only way to enable that synergy in it's fullest potential for him, like we can for other frames.
  9. Opened Abilities screen to check on new features, because I forgot them. Couldn't exit. Note: 1st ability was replaced with Nourish. Note: mission was Elite Sanctuary Onslaught
  10. Parasitic Vitality can't be used with Vitality mods (Vitrality, Archon Vitality, Umbral Vitality). Wow, that's cool. One question then, DE - WHAT'S THE F#@KING POINT OF THE AUGMENT THEN????? I have no words. Just syllables. I mean, with Umbral Vitality we have Strength, the stat that is crucial to the Parasitic Link. But sure, let's make another Inaros.
  11. Honestly, we need 3 things: Buff the Helminth version of Eclipse, cuz it sucks nobs and is pointless when we have Roar and Xata's whisper. An ability to view augments for all abilities of the Warframe by pressing that same button in the "Abilities" screen, as the one we now have in Helminth. Also please make Warrior's rest to add 17% strength, instead of 15. Just for the sake of it being a little better than Power Drift, because it lacks Power Drift's knockdown resistance.
  12. And another bug, relatively recent: Exodia contagion's projectile now lacks the "ephemeral" texture and colors.
  13. How it should be: VS How it actually is: The bug is in the Nikana's and it's Attachement's "energy" tabs. The moment I open the color selection on eitehr of them and just wiggle around a bit, it suddenly remembers the colors that were selected. Maybe both of them are clashing, resulting in energy colors being reset??? Either way, both are the same for me, because I straight up copied them on the Attachements from the Nikana itself.
  14. @Azamagon I am finally back, so I can review your stuff again. I see, you have used the same Damage reduction route as I did, in terms of Rift. But as I mentioned - what's the point of your "rift flickering" mechanic, if it risks glitches and is hard to properly implement? Considering that both you and me settled on Damage Reduction as Rift plane bonus, we can just enable firing "Rifted" and "Non-Rifted" sides at each other, no problem. But for balance purposes, instead of giving Limbo 75% damage reduction in total, I gave him additional 30% that works regardless of what the damage source is, and then game enemies 30% damage reduction, if the source doesn't have the same "rift-related" status as them. Also thanks for reminding me, I reviewed his passive, and added one positive change, that is according to my concept. Both it and Statsis are convoluted, but let's see..... Holdcast part....... you are kinda overcomplicating things. As mentioned in the passive/rift plane section - why go to all of those crazy uneeded changes that might go b0rk in implementing. when we can just use what already works and improve upon it? I am all for adding more functions to Banish, but the current methot works better - and Limbo can still controll his Banishment better by just pressing it once. Allies can still leave the rift by rolling, so no need to micro-manage pur cone hit. The problem of Limbo's kit - his 1 and 3 do the same thing, and his Rift Plane is intrusive with the whole "no damage with weapons" condition. So it's not how Banish works, but instead how Rift plane works, that is the main problem. The constant micro-managing sucks the fun out of the gameplay. That and the fact that there would be no problem of multiple Limbos clashing with each other, if we remove the Rift Plane's main disadvantage. As for the damage part - sure, maybe, but do we really need that? Banish is more of an Utility, really. Maybe we should add something like this Enemies Riftbound by Banish are affected by "Rift Seed" status - if hit by Rift Surge or Cataclysm then for 3 seconds they shoot out homing Rift Sparks that deal damage equal to 5% of the host's max HP, 3 sparks per second. Only range and duration of shooting is affected by their respectable mods. Rift Haven Augment doesn't need most of these changes. If we fix the Rift iteself, then it's fine as it is. And actually quite good, considering the implication of free 50% damage resistance from all sources(except status effects). Howeverm the ability to heal Eidolon Lures and trigger Archon Intensify should be there, that I agree 100%. So, let's make it instead like this: Augment Rift Haven - can now heal Eidolon Lures and can now heal Defence Objectives within the Cataclysm's AoE. Also thanks for reminding me about Companions and Rift, I have changed my post accordingly to those interactions. You sure love to overcomplicate things, huh? 😆 Aight, as stated above - Rift plane is the problem, not Stasis. But let's roll with it. Even considering your Rift plane changes, no matter how much janky they would be to implement(even with the interaction priority you added) - this just adds another level of Jank. On top of Cold procs, that make it pointess to make enemies Blink in and out of Stasis "time stop" due to the slowdown effect. They are mostly unable to do anything at all, regardless of whether they are in "Stop" or "Go" status, so what is even point of "unfreezing" them? It is still an "I WIN" button, if the Rift changes the way you want it. Especially if we consider the duration increase. That's why I proposed to only change how it works on Eximus Units instead, as in "slowdown by 50%" while they have Overguard, because Banish would now be able to work on them regardless of Overguard, because of how my Rift Plane changes remove the pseudo-invincibility problem. The Augment concept is interesting, however. Combined with my "Rift Seed" idea, it can Turn Limbo into a very good AoE DPS character, if used with Viral status spreading weapons. Captain Obvious reminds you all: Viral Status increases damage received to HP from ALL sources, regardless of how "fixed" the damage is supposed to be, even things like Frost's Snow Globe pushing enemies into the walls, which can allow him to one-shot everything. Not a viable tactic tho, due to how physics work in this game, but can be used for fun. Now THAT is a good concept. Yes, Rift Surge should be change regarding how it works, because we have Banish. However, let's balance it out: Shield Generation is Halved when shields are full, thus slowing down the ammount of time it takes to fill the Overshields. As you said, shield Generation is affected by Strength, and is summarizing with Limbo's own Shield Regen, as it should. Thus it's okay to get Normal shields to fill this quick, but not Overshields. Please remember - Augur mods exist. They have Duration, Range and Strength in their set, thus at least 1 is guaranteed to be on a Limbo build. Rift Parlor(the augment) - complete rework: Shield Generation of Rift Surge spreads to Allies. Instead of Attacking, Rift Mirages(much better name than Rift Ghosts, IMHO) seek nearest enemies, and create small (3x3x3m) Banish Explosions on impact, that last for 1,5 seconds. Seeking Range - 10 / 15 / 20 / 25 m per Mod Level, Stats affected - Range(Seeking Range), Duration (Mirage's lifespan before exploding, the same as you stated for ghosts), Strength(the damage of Banish explosions, which is equal to Original Banish damage) Reason for name changing - thematic. Limbo is a Magician, not a mortician. If he puts you in the box, he will saw you in two and then put you back together, without burrying you in the cemetery, unless you are Nullifier ofc. Everyone hates Nullifiers. Parlor tricks, dissapearing acts, illusions - all of these are Limbo's repertoire. Don't confuse him with Sevagoth, Nekros, or Revenant - leave the whole spiritual/ghostly stuff to those gothic edgelords. That, and he kinda shares the whole "Circus Act" thing with Mirage. He provites the Arena Tent, she provides the Clowns/Acrobatics. Both provide the spectacle of illusions and impossible tricks that seemingly bend the reality and make the crowd frozen in awe, sometimes dropping dead. Maybe there should be more things about this one. For starters - maybe Cataclysm Continuum should give Limbo an ability to expand the Cataclysm back to it's max size? As long as the Duration being also capped at Maximum, so we wil promote more active gameplay from Limbo. The "Maim" thing is cool, but considering the fact that we already have Rift Surge with Rift Torrent's powers without any need for Rift Surge's original function, other than the Augment - it would be waaay too powerful. So yah, let's stay without it for now. The part about interactables in Cataclysm and the Nullifier is same as mine, and it is a Wise decision. Well, over all - you have nice ideas, but you really need to calm your horses. You need to try thinking more simple. However, credit where it's due - you have some great understanding of the game, despite lacking experience testing certain things. But then again, even I was forgetting crucial details when making my rework. None of us is perfect. So let's strive together to become better, shall we? =)
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