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AlchemistCrow

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Posts posted by AlchemistCrow

  1. Hello DE, I hope you're reading this, because I have a few things I'd like to bring up about Garuda and what we've seen today:

     

    Her passive...It's interesting. I can see a bit of micromanaging here, but it's a risk reward kinda thing and I'm wondering if there will be enough reward to warrant such a risk with her health. I'm not sure if this will be revised or not, but I don't want to see people just shredding their health to zero just to maximize damage output, as this can potential upset teammates when this is misused.

    Her 1 is probably the ability I want revised the most looking at it now. The shield and the initial massacring of a unit I'm okay with...but I'm wondering that since this is reliant on killing or attacking an enemy if it will just be dead weight against bosses and such. The shield....needs some looks improved in my opinion, maybe not so much a shield as a damage reduction aura maybe? I'd feel that'd be better for her case. The Orb though, holy crap I hate the look of that...she uses those sick metal claws...to throw it...DE, come on, if you're going to give her those claws, have her use that blood and stab out with them to launch a lance of blood that explodes, that would look so much better and still fit with her theme. Otherwise, the scaling of the damage from the damage absorbed is great, though the casting of all this is a tad clunky. In my opinion, the 1 when pressed should just work as in the initial cast, shredding or dealing damage to an enemy to gain the shield/damage resistance, and just tapping it again would allow for more charges and refreshing of the shield. Then, you can hold down one to "focus" the blood and unleash it. This would allow a build up of a nuke for higher priority targets such as bombards and such and not require you to waste it on trash mobs as well as removing some of the clunkyness of the ability

    Her 2, honestly I have no complaints, it looks sick, its devilish and badass in concept and function, I'm gonna love it. The only thing I saw that may require looking at is making sure the talon impaling the enemy matches the coloration of the talons, but that's minor and not really a complain, since you guys are good about getting those things matched up anyways.

    Her 3 is okay in my opinion, but I feel that just trading life for energy is a bit wasteful. I mean, we already have rage for that...how about you inflict bleed on yourself and gain buffs from it so you don't immediately shred half your health for it? It would also prevent what I stated previously and also prevent someone from instantly downing themselves if they time the ability badly or don't see someone attacking them from behind, which is often something that can happen.

    Her 4...I hate to say this about something you guys are creating but I honestly hate this ability. It's like a revenant ult but just themed for her and in close range. And the animation of Garuda during this? It doesn't fit her. It's not elegant, and just a swarm of blades fits Ash more than it does Garuda. I don't know what this should be replaced this with, but make it more unique and not just a damaging channel. We already have that with Revenant, as I said previously, and it would be a waste to have two warframes in a row with a very similar ultimate.

    That said, I love the looks of her, I really look forward to playing her, and I hope that my suggestions have at the very least given you all some good ideas with witch to inspire or help with this amazing looking frame. Thanks again for all the hard work you guys put in, and best of luck with all the work going into Fortuna.

  2. Just now, BlueTunicLink said:

    If they could make his DOT come back and...idk... Make it scale with the amount of enemies in the rift? It would save them from reworking the augment for his 4th and i think it would be a great help.

    It would. And, it would also give an added benefit for stasis...heck, they could make stasis suspend cataclysm damage until it was released, allowing for more turning stasis on and off while still inside the rift and not bothering to close cataclysm.

  3. Just now, BlueTunicLink said:

    Ah. Your right. I miss read it. Thats my bad. A D.O.T would make it pretty good. Did the ability before rework do D.O.T?

    Yes, it did. A minor amount of DOT without any damage scaling, but a DOT none the less. It's a shame really, since they're likely to just wash their hands of this now... =w=

  4. 2 minutes ago, BlueTunicLink said:

    Did you read the notes? Thats exactly what it does

    Yes, I did, and I playtested. I can say with absolute certainty that it does not.

    3 hours ago, [DE]Rebecca said:

    Limbo Changes:

    • Cataclysm now deals different amount of damage over the time it exists: 25% Damage when bubble is full size, 100% at its smallest size.
    • Cataclysm damage scaling now uses average Health + Shield instead of total Health + Shield of enemies within.

     

    It is specifying how much of the burst damage it does rather than a damage over time. So if we had the spamming limbos from before, we would see only 25% damage of the average health of enemies insides the cataclysm. If it was at its smallest, it would do 100% of that...but even then, it would only do 10% of the average health of enemies in the rift...which compared to the 10% of total damage, is a severe downgrade. Now, if this had truly been a DOT, then it would be great. But unfortunately, it does not.

  5. So....with the limbo changes....is there any point for cataclysm besides a large stasis field? Honestly, I feel it would have been better to make it a damage over time ability again with the increasing damage as it gets more and more condensed, rather than just nerfing its burst into the ground.

  6. Name: Ruptera (Based off Rupture, as in to cause a breach or break something, and Terra, which means earth)

    Faction: Grineer

    Stance: Hammer (Default Crushing Ruin)

    Description:

    Based off the archaic pickax, this former mining tool has been adapted for battle or, more specifically, the execution of traitorous Grineer such as the Kavor or Steel Meridian and the armored Warframes piloted by the tenno. With a hollow pick super-heated by an interior coil, this war-pick has been designed to easily puncture through armor with little to no resistance.

    The Ruptera also comes with an overcharge feature, where extra energy can be pumped into the pick to allow it to tear through armor and leave enemies completely exposed (Which can unfortunately be harnessed by the Tenno's channeling ability and/or charge attacks should it end up in their hands).

    Artwork:

     

     

  7. I'm not sure why this isn't a thing already, but since we have a transmutation thing already in place, why not allow rivens to be transmuted into veiled rivens? Maybe even add a shop where we can get "cores" to influence the kind of riven, higher rank rivens, etc. Heck why not make it more likely for it to be a higher rank than those already put in, or maybe just do it so that it will always be the rank of the highest ranked riven used for the transmutation? Any thoughts on this?

  8. Okay, I'm fairly certain it's not a bug, so I'm going to be putting my comments here. From what I understand, prior to the War Within, Volt's Arrester helmet was essentially the same sheen as the rest of volt/volt prime, but after it, it's texture became much more metallic than the rest of the frame. Now, I know it had color problems after as well, but what I'm talking about is how out of place it looks on Volt's head. Below you can see a comparison between volt prime's normal helmet compared to the arrester helmet.1cfec3c3432670a5989eeaea6e5da9f3.jpg5b90dd37a90bba9ebe8dcd88b457530b.jpg 

    Another thing I noticed was that this seemed to be more of a problem for darker colors than lighter colors, which is irritating due to how it forces myself and likely others to use lighter colors for the frame when we prefer darker ones. I'm not sure if this was intended or not, but I would appreciate other opinions or even support for removing the strong metallic texture from the helm so that darker hues can be used.

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