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Borg1611

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Everything posted by Borg1611

  1. They've seemingly already moved on from her without fixing this problem. It would have been simple to just make pillage also do some small % of damage on top of what it currently does so that it was always useful against all types of enemies and regardless of whether or not they had already been stripped of armor, but I guess they didn't want to for whatever reason. IE: make it deal 5% of her maximum shield value in damage to an enemy and have that contribute to the shields restored.
  2. Since there isn't a sticky I guess I'll post here. My first impression of his clone is that it's decent, but I still feel like it attacks a bit slowly compared to how fast I can attack. Maybe it's just because I'm use to faceroll meme strike speeding through things. Cloudwalker is neat, but it seems to only break out early when you re-press the ability or left click. It should also break when pressing the melee key. I seem to be able to stealth attack enemies if I cloudwalker behind them and press 2 again and then melee, but it'd be neat if you could just cloud walker behind them and press melee and have it auto break cloudwalker and stealth attack. I haven't played him long enough to be able to tell if the defy from myself and the clone are separate or if we're adding damage together into one armor pool and both getting the same thing. It seems like it should add them together if it's not. It's kind of a boring ability as it is. Maybe they could add a secondary affect to it like energy restored per enemy killed by defy or something. Maybe if you re-cast during a higher armor value and get a lower value it should just refresh the higher value's duration? I haven't tested his 4 extensively yet. It seems to have a pretty wide range, but I'm curious how that compares to a high default range melee weapon with a high disposition + range riven + primed range mod.
  3. I formaed Wisp like 4 times yesterday and today there's this and I have nothing I particularly care about or actually want to forma currently. I have random things I could forma for the hell of it, but this is just a really bad thing to have as part of the event for all the reasons we pointed out during the first season. If you want to forma something it should be because you want to forma something. Not because of this event which feels more like obnoxious chores than actual content.
  4. I imagine most of my feedback has probably been said before in these 33 pages, but since I formaed her several times here is my feedback: 1) I like her reservoir buffs. I do wish you'd give better control options for cycled skills. I've said this before, probably for years now, but giving warframe specific keybind overrides for certain things the way you have in Overwatch as an option would be helpful in addition to giving those specific frames the option to bind each cycled ability directly (IE: bind it to a key that just uses it rather than having to use the cycle system). Alternatively, I think you could simply make it so she drops all 3 reservoirs (or however many she currently has when leveling) when you hold 1 in a formation around her (1 in front, 1 to the left and behind 1 to the right and behind) and remove cycling from it completely as it's really unnecessary and adds nothing to her gameplay. Hold 1, press 1, hold 1 again, pres 1 again, hold 1 again, press 1 again if you want it to sit on the same starting reservoir for next time is just clunky. It's not like Ivara where you're cycling for a specific ability for a specific purpose. You're just setting up a buffing station and are making players press an obnoxious sequence of keys in order to set it up completely. You could let her drop 2-3 clusters total and just have 1 icon on the map for a cluster which would also reduce visual clutter on the minimap. That would be a nice QoL improvement, especially in gamemodes where you're moving most of the time. 2) This is also a neat ability, though not one you really need often in most content. One suggestion would be that when you hold the key for the faster travel form of the ability, maybe have the camera move with the clone so you can more easily control and see where you're going since the purpose of the hold mode seems to be faster travel. I'm not sure exactly how fast it moves and how that compares to parkour, but if it's not really much faster than other methods of travel maybe increase the speed of the held version also. 3) This seems like a potentially strong ability particularly in higher level content, but I didn't really need to use it much formaing her so I don't know much about the mechanic still. In theory it seems like the sparks would have an issue against armor since you're first dealing with armor of the enemy procing it and then the spark hits another enemy. If both enemies are heavily armored the spark damage would be really weak I think? Maybe the sparks should ignore armor so you're not potentially dealing with armor from two enemies when trying to use the mechanic? In maps where there are both armored and unarmored targets that would potentially let you focus on the unarmored ones to proc sparks that could do a lot of damage to armored ones, but that just seems like interesting strategy added to gameplay rather than a problem. 4) I didn't really feel the need to use this over just killing things with my weapons, but I guess it has potential. I'd bring back it's ability to pop nullifier bubbles as it seems thematically appropriate (you're opening a portal to the sun and it seems like the suns damage would hurt the bubble). As someone who's played Octavia a lot in the past I also don't buy into the excuse that abilities aren't supposed to affect nullifiers since that's clearly not the case for mallet (unless you finally nerfed it at some point when I wasn't playing). Is it really that much of an issue letting people hit a bubble with this compared to a fast hitting weapon? This is a precise ability compared to mallet being a potentially large AoE. You have to point it at the bubble. It's no more powerful than having a fast hitting weapon with you and pointing it at a bubble and shooting it.
  5. We need a lot of hexenon and the only reasonable way to get a mildly decent amount is currently a group farming an endless mission efficiently (and even then a lot of people posting their numbers are using double boosters). It would be nice if this new mode that's most common round reward is hexenon actually gave a useful amount of it. Four is less than you can get from a random drop without a booster. I'd increase the hexenon reward values. Even if you increased them by say 5x, it'd still take 20 tier c hexenon rewards just to have enough to build Wisp.
  6. I did most of my arbitrations solo to not have to deal with migrations. I only did them long enough to get some mods I wanted. After all these months and all the feedback you received about why people didn't like the mode... these are the primary changes? It doesn't address the lackluster random buffs system which is ignored half the time because you give a buff to a frame that doesn't make it worth taking either because it doesn't need or care about strength or because it's too fragile even with that buff or that frame doesn't have meaningful utility in whatever kind of map is up. It doesn't address the duration vs. reward issues from one map type to another. It doesn't address years old issues on various tiles like garbage spawns or lack of power cells for solo players. Not impressed.
  7. I absolutely hate cycling abilities and avoid playing the existing frames that have them, so I definitely support getting rid of cycling. Her 3 also sounds kind of lackluster, so combining it with her 1 would be fine. Currently Wisp's buff systems sounds worse than Titania's tribute, which even after the changes is still one of the worst buff designs they've ever come up with. Are the three different buffs really worth the effort of managing both by the Wisp and her allies? I think it will particularly be flawed when in a map where you constantly move. If you're on a capture or exterminate mission etc it may be worth your time to occasionally drop a buff and pick it up on the go if you can cast them fast, but you'll never use her 3 in that kind of mission unless it has an exceptionally fast base cast speed for both her 1 and 3 (which infrequently ever happens as their tendency is towards obnoxiously slow base casts to try to give natural talent some semblance of a purpose). Cycling abilities also are clumsy and slower to use regardless of the actual cast time of the ability. If they won't remove the cycling, I think they need to add better control options for all frames with cycling abilities. Let players just bind each ability to a separate key. They can be unbound by default and console players can continue to just use cycling if they don't have enough keys, but give the rest of us a less clunky option. Another option would be to allow us to bind two separate keys, one to cycle and one to activate so you don't have to deal with tap vs. hold. Two keys is still somewhat clunky since you have to press cycle multiple times to get to the ability you want, but it'd be an improvement. Another alternative to cycling would be to change her 1 to a paging function. You press 1 and it changes your 2, 3 and 4 abilities into the 3 reservoirs. You press 1 while 2/3/4 are reservoirs and they transform back into her other abilities. This wouldn't work for other frames that have 4 cycled abilities, but it would work on Wisp since she only has 3. The paging would be instant and cost nothing. It would just be another way of accessing her 6 abilities. Using that control scheme would also potentially let you do a hold 1 to do her AoE and let you change her 3 to something else if they wanted. Having a hold function could lead to accidental paging, but it's less annoying to deal with than accidental cycling since there'd be only 2 sets of abilities. TLDR: I like the idea and also hate cycled abilities. If they don't like, that I offered some additional suggestions to get rid of, or provide an alternative to cycling.
  8. If they were going to make a portal themed frame I wish it had been something like a suggestion I made a long time ago (I think anyway, I can't find it anywhere so maybe I didn't post it... but I thought there use to be a new frame suggestion sub forum that doesn't even exist so maybe it did and it was there...). It was based on the game Portal and the ability to make 2 connected portals on surfaces that you could see, move and shoot through. 1 and 2 made the portals. Using up two abilities just to make them I think would still be fun when you consider the various things you could do with them from shooting enemies at a distance through them, traveling through them, making enemies fall through them or the various odd physics of moving from a wall up out of a floor or down through a ceiling (the type of things you do in the game Portal(2)). I forget what my 3 suggestion was and my 4 suggestion was actually to make a giant death laser type beam channel through the portal, so I guess not completely unlike Wisp's 4 except that it involved using the portals you create with your 1 and 2. There was also a suggested mechanic where holding down 1 let you toggle a sort of cloaking mode for the portals so you could still see through them, but enemies couldn't and you could no longer pass or shoot through them.
  9. There's an option to press to cycle, tap to activate as well, but there's no way to do any of the things I mentioned as far as I know. Having to press and hold to do any action in the game still feels clunky and doesn't feel right in a fast paced game. The option only really helps make it slightly less obnoxious if you don't need to swap abilities frequently. I think the only reason this system exists is because of consoles and limited buttons on controllers. Adding more keybinding options for people who aren't key limited would make frames with cycle abilities feel a lot better.
  10. My only issue without having tried her is that I just hate cycling abilities. They're obnoxious and clunky and usually lead to you mostly just cycling to one thing (IE: sleep arrow) and only using that one thing and then getting annoyed when you accidentally cycle it instead of deploy it. They need to let us bind each cycled ability separately. Consoles may not have enough buttons, that's fine, but add an option to the keybind menu so that PC players or anyone with enough spare keys can bind each individual ability and not have to deal with the clunky mess of cycled abilities. They are ALWAYS awful to use. edit: or at least let you bind cycle/deploy to different keys or try out a paging system instead since there are only 3 flower things anyway, IE: press ability 1 key, this swaps your 2/3/4 abilities so that they now activate your different flower buff things. Press 1 key again to swap 2/3/4 back to your other 2/3/4 abilities. or anything else that feels smoother than the horrendous tap to cycle, press to activate
  11. Is the nightwave index mission fixed yet? Do we have to re-do it (again)?
  12. Just to point out, some people posting builds they like with her are using two rare shield arcanes that currently can only be purchased or farmed from time-gated RNGtastic Eidolons. Since this shield themed frame comes from Venus, and there are now two end-game shield/defense themed fights on Venus, I'm wondering why we don't have access to these arcanes on Venus? Why do you have to go back to Earth to get them and only during these clock-locked periods from fights with large loot tables? Without shield restoring arcanes there are a lot fewer viable options I suspect. I mean, try playing her with 75% efficiency and no shield arcanes and tell me how often and how long you can cast for example. Venus end-game fights are highly unrewarding currently and it seems like a solution to helping people get end-game arcanes that open up more build options is sitting there on Venus, waiting to get a better loot table.
  13. Now that I've played her a bit: Her 1 needs QoL changes. I should be able to move freely while I am charging/holding the shot just like I can with a staticor. Charging should do something more than just increasing damage. Increase the AoE radius as well or make charging it feel like it's not just a clunky damage bonus. Her 1 should auto activate when going into her 4. I'm guessing the current functionality of it not working or being usable at all in her 4 unless you cast 1 before going into 4 is a bug? Considering this ability is using potentially a lot of your shields, it should feel stronger than just using another weapon, but currently it feels worse. I feel like no damage should be able to bypass her shield. You already easily blow through your shields as a resource if you're actually using abilities. You can get it back very quickly in various ways potentially, but I feel like there's enough of a danger in running out of shields and becoming vulnerable that she doesn't need a slash/toxic and dead weakness, especially as what seems to be a "tanky" themed warframe (ignoring the dragon key build that's probably considered an exploit anyway and doesn't let you use any of her abilities). I really think her 2 needs to always be able to do something, not just to armor and shields. Hildryn's entire theme of using shields as a resource means you can potentially cast a lot, but you infrequently care about or even want to cast her 2 in many circumstances. As an example, when hitting an enemy with no remaining shields or armor, Shield Pillage (which could probably just be renamed Pillage) could do magnetic or radiation damage and restore shields based on the damage dealt. The damage amount could either scale with the health of the enemy, or with Hildryn's maximum shield value to avoid making it a massive AoE nuke on higher difficulties (IE: it could do 10% of Hildryn's max shield value in damage which would only be 3-500 damage and require hitting at least 10 targets to fully restore her shields). I feel like her 3 has some decent potential, but it actually potentially does harm to any person using a rage focused build. A support ability should be helping, not hurting. I think you could fix that by adding an effect such as "While allies shields are at maximum, they gain x energy per second." I could also see it as just always active to make it simpler. Either way, the point would be that you're not energy starving people by blocking their rage mods as well as just making her a more appealing support. It also fits her thematically as she uses her shields as an energy source and is sending that energy to allies. It could be something like 5 energy per second, not stepping anywhere near Trinity/Harrow territory, but providing a decent boost to any ally that wants to come in range and use you as a battery or help make up for you rage-blocking them. The thing I enjoyed most while leveling Hildryn was actually her signature weapon because I leveled the Larkspur at the same time. Her kit was pretty lackluster, so I just had fun playing around with the Larkspur instead. Since it's her signature weapon, maybe you could throw in a mechanic to be able to use it more frequently. IE: while the Larkspur (or maybe any archgun?) is on cooldown, every ?50? shields spent on your abilities reduces the remaining cooldown by 1 second. I feel like that would fit into her theme pretty well since she's a frame with a big signature weapon and the mechanic would play into using her abilities to get the arch weapon back faster. She can't shoot it while up in her 4, but it would add another playstyle option to her. Also, it'd be nice if you could add an archgun specific hotkey outside of the gearwheel that also worked in (E)SO where the gear wheel is disabled. That's not Hildryn specific (though would be related if you gave her a faster archgun reset mechanic), but not being able to use an arch weapon in onslaught is kind of annoying.
  14. If you want to create a new kind of fight, and that fight takes awhile to do sans exploit, maybe have rewards that are meaningful? You get Hildryn and then there's nothing from the fight besides farming excessive amounts of mats many might not need or care that much about. The only really desired end-game item that's still elusive to a lot of players is arcanes, but the only place to get them is from Eidolons, which are still time locked behind the most horrendous time-gate system ever conceived. Having Venus fights not time-gated behind an awful clock was a huge improvement over Earth, but none of them drop anything interesting. Should you not want people interested in your newer content at end-game over the older content? Why weren't new frame arcanes created and added to Venus Orb fights, or some of the old ones added if they didn't want to go tot he trouble of coming up with new ones?
  15. I feel like this should be considered just a valid strategy. If you killed one vent, it'd freeze them and move into a longer process of destroying them. If you're smarter with it and destroy them all at once, you get to skip ahead to the outside phase. I would have simply fixed the scripting so it doesn't do all the dialogue in a clunky way and just skips to the "I'm going outside now" part of the script if you killed all the vents at once. Also, I was disappointed to see you released a hotfix without doing anything about the Nightwave weeklies. You took the time to nerf things that were beneficial to the players but aren't doing anything about Nightwave issues. Even if you refuse to change the requirements mid season, you could hotfix it so we can taxi people to profit taker so more people can get it done. I'd also prefer you remove the "with a friend" requirement since it's absurd that I can't just do the damn thing in a public game.
  16. You really should put out a hotfix that allows people to taxi to Profit Taker. A LOT more people will be able to finish that weekly if you do so. I have one friend that plays Warframe. He will not have the rep to get to the fight this week. That means he has zero chance to do it. I can do it if I add some random to my friends list since your awful design choice doesn't let me just get credit in a pub and you refuse to change any of the requirements mid season... I find it obnoxious that you've absolved yourselves of having to fix anything mid season and stated you're not going to change any of them. There's nothing preventing you from adjusting the requirements in a hotfix, you simply are choosing not to and that's a choice players should take note of. Common sense should have prevented things like Profit Taker with a friend, 3 forma or gilding from being in the list to begin with, but since that ship has sailed, you could do something about them if you wanted to. Instead it's essentially a social experiment/beta test that you're going to look at when it's all over and MAYBE make some changes to it for the next season.
  17. Even though several people already criticized the new weeklies and I upvoted all their posts, I just want to emphasize that the gild and forma weeklies are ridiculous. They even come dangerously close to pay to win territory if they aren't already in it. You should forma things when you want to do so because you're going to use them and want them to be more powerful. You should craft and gild things for that reason as well. Doing so just for the sake of a weekly is absurd and 100x worse even than the concept of mastery fodder. I happen to be building Hildryn so I'll probably just forma her, but it still shouldn't be a weekly (and is also highly annoying since I just used like 6 forma in the past few days and would have just waited until today if I knew there was going to be a forma weekly).
  18. I think her 2 should always do something, even on enemies that don't have any shields/armor left. Weaving it in more frequently to restore shields might make her kit feel like it flows more consistently. It may also let her do more heavy casting even without max efficiency without being dependent on arcanes half the playerbase probably doesn't have (and half the people who don't have it probably don't want to plan their game time around the cetus clock to farm them). I also think her passive should simply make all damage unable to bypass shields. She already has to balance using her shields as an energy source (sans Trinity), having to worry about dying to procs that bypass her shields on top of it doesn't seem necessary. If EV shield restoring/blessing reset the passive invulnerability proc, it also seems like a Trinity + large range Haven Hildryn combo could make your entire group nearly invincible, but I haven't tested that. In most cases it probably wouldn't be worth giving up a frame that has a more useful spammable ability or an offensive buff of some kind? I'm not sure if the vampire leech augment restores shields for Hildryn, but if it doesn't, occasional blessings (which an EV trinity can cast as much as she'd like) do restore the shields.
  19. I liked being able to quick melee with an Archgun. If you're fighting the Profit Taker and have your Archgun out, being able to meme strike the adds then immediately go back to using Archgun is a huge QoL improvement. Having to open up the gear wheel to get rid of the Archgun just to use other weapons is annoying.
  20. Why would I care about that when I can kill everything faster in some other way? Her 4 + 1 combo can kill things... more slowly than if I just used a weapon or another frame. If the argument was simply "she can do this content," I'd agree, she can, but if the argument is if she's top tier, which is what you responded to, then no, I don't believe she is. In a group setting, marking enemies to combo with other frames also is clunky. That is helped slightly by the increase in minimum angle, but it's still awkward to spam cast it in a wide area if your goal was to debuff everything. Solo you're doing a combo that kills things more slowly than if you just used an AoE weapon or meme striked them or even used the new pax seeker. If you want to talk about really high levels in an endless, she's also not going to be your first choice due to survival. Her shield is lackluster and adaptation + quick thinking + self healing + her energy mechanic all combined are still less impressive than any frame with top-tier survival. People will play her for her theme and what not if they like it, but she's still not a top-tier frame. Her survival is average. Her AoE potential with the radius and angle of her 1 and 4 + the fact that you have to re-charge/re-cast her 4 the way that you do is meh. She's nowhere close to breaking any single target records. Her auto kill mechanic is like a poor man's fatal teleport. I like her overall theme, but she's not going to be my go-to frame for any particular type of content (I have all the frames as well).
  21. Not a single player will ever notice this change in practice. It seems like an empty gesture of "we heard you thought this mechanic didn't work well so we improved it (though in such a lackluster completely irrelevant way that it isn't noticeably different at all)!!!!!" The first part is nice. The second part seems like an absurdly unnecessary nerf. If you're making yourself vulnerable and taking the time to fully charge it, why shouldn't it hit everything I see in front of me? Overall the Garuda changes don't impress me much. Blood Altar radius is a nice requested change (though not as large as many would like it to be still). The faster animations with natural talent are probably nice. The hover mechanics with no defensive element attached seem just as likely to get you killed as they'd be of any help. The only 4 change that will make it slightly less clunky to use if the minimum charge size so you can quickly apply the debuff in a slightly wider angle when pressing it fast, but the nerf to the fully charge angle is just really odd compensation for something that didn't seem to be compensated for. There was no tradeoff needed. It wasn't that good. She's still going to be really soft at higher levels even when using her shield + quick thinking and energy and healing mechanics + adaptation. This is especially odd since she has an in your face theme with an entire ability devoted to defense (just not in an especially effective way). Not a top tier frame. Does this mean the requirement is also different? If I'm a solo player do I only need to do one? If I still need to do two but only get one at a time I'd view that as a nerf and hate the change.
  22. Will existing arcanes be added to Venus in some way? If not, will they ever be available in a way that doesn't involve PoE's obnoxious clock system?
  23. That should be -100% Self Damage. Self damage in this game makes a lot of potentially fun weapons not get picked at all. This won't change that except maybe on a frame that's already tanky on top of getting that -90% self damage. A low armored frame without DR abilities still will take too much damage with this mod that takes up a valuable mod slot. IE: if it lowers 20k+ damage on self to 2k+, that's still going to kill or almost kill you if you don't have a decent amount of damage reduction for yourself on top of the mod. Self-damage link Trinity only worked as well as it did because she could achieve 100% damage reduction with diamond skin and aviator. If you didn't jump or lag made the game think you weren't in the air when you did self-damage, you could one shot yourself even with a very large amount of damage reduction. You had to hit that 100% to survive reliably. That's also a huge price to pay to still leave self-damage weapons in a lackluster place.
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