Vaskadar
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Posts posted by Vaskadar
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How do you guys feel that you'll tackle the DPS gap between weapons?
Are you guys working on making beam weapons relevant again?
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2 minutes ago, (PS4)theelix said:
There is a Design Council, and they may/may not have asked them whether or not they should do this. Thus, votes like that are reserved for that group.
In the future, they may revert their changes, or change it again due to overwhelming requests.
Just checked. Nothing in the design council about sigils.
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Nullifiers are a farking farce of farked up half-baked corpus design.
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What should be done to make her more unique?
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What if I just want the Misa Prime Syandana?
How would I get that?
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This is the Glaxion beam attempting to go in the right direction.
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I'd prefer the drunken wobbly beam go, as opposed to the other things. Ponderous weapon mechanics like this are the bane of exotics that do unique things.
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The Glaxion, o thou art a drunken fool, swaying about without regard for those around you. You wander to and fro, stumbling into foes, and bouncing away without a care.
Please Glaxion, sober up.
Really, the only thing that this weapon needs fixed is its stupid drunken meandering beam.
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NEPHILA (CONCEPT ART PENDING)
Nephila is a vindictive manipulator whose true form is only revealed when she is ready to consume her prey. She is a master weaver, spinning silk stronger than steel, capable of ensnaring even the hardiest of enemies in her web, storing them for later consumption. Like the Jorogumo of ancient Japan's folklore, she appears as a woman, but her true nature is hidden.
Nephila takes on the appearance of a Geisha while in her normal form.
Abilities
-Ensnare
Ensnare brings to surface a terrifying swarm of artificial arachnids that leap from floor to ceiling or to any nearby surface, each only to disappear after leaving a strand of webbing. This webbing slows enemies down, with each strand bringing them closer to a standstill until they can no longer break free. They will struggle but will not be able to fire once fully ensnared. Allies may pass freely through the webbing.
If killed while ensnared, enemies have a chance to drop health orbs.
Ensnare Augment: Recurring Entrapment
-Enemies killed while ensnared will spawn additional Arachnids that generate more strands at 200% of the remaining time on Ensnare.
-Encase
Encase cocoons an enemy (Nephila will pull them towards her much like Inaros), and nearby allies of that target will attempt to break him free, but will be caught in the webbing and stuck to the cocoon. Activating the ability again unleashes a tiny swarm of arachnids that consume the trapped foes and return health back to Nephila. Foes that survive are severely weakened, in armor, movement speed, and attack capabilities.
If Swarm is active while Encase is active, the swarm will receive a buff after consuming the cocooned target. Robotic enemies will lengthen the duration of the swarm and biological enemies will increase the veracity. Both enemy types will also confer a movement speed buff to the swarm and Nephila while shapeshift is active.
Encase Augment: Destructive Entombment
Encase will erupt with a swarm that lasts 9/12/15/18s
-Swarm
Swarm unleashes a horde of arachnids that feed on both the fallen and the living, dealing corrosive and cold damage thanks to the venom that the swarm has. The swarm returns health to Nephila and allies. Affected enemies are slowed while being attacked by the arachnids and some are cocooned if Voracious Shapeshifter is active. Swarm will consume energy while active.
Swarm Augment: Horrifying Swarm
Enemies caught by the swarm now have reduced armor and panic while being attacked.
-Shapeshift
Nephila takes on the visage of an arachnid, her kimono hardening into a protective shell and the legs that were folded up spring from her back. In this form, she is capable of jumping much further, walking on walls, and the fierceness of her swarm is intensified. While Shapeshift is active, she weaves a protective web around herself and nearby teammates. Enemies that enter the web are ensnared and are guaranteed to return life-force upon being killed. Her melee attacks are far stronger and now inflict additional toxic damage while in this form. She cannot shoot, but can direct her personal swarm with intense ferocity. She leaves a trail of her silk that slows enemies down that walk upon it.
In this form, she consumes energy to maintain it.
Shapeshift Augment: Voracious Shapeshifter
Enemies that Nephila attacks have a chance to become encased and after encasement, restore health when attacked by Nephila's allies, Nephila herself, or the swarm.
Aura Polarity: Vazarin
Additional Polarities: Naramon, Vazarin
Armor -- 200 (600 while Shapeshift is active)
Health -- 150
Shields -- 75
Power -- 125
Movement Speed -- 1.0
Thoughts behind the design
I wanted to do my own personal take on the arachnid queen while infusing folklore that wasn't present in concepts I'd seen before. I figured she'd have to be a very health-oriented controller-type Warframe. If there's too much overlap with other power types, let me know. I'm trying to keep it interesting and trying my best to avoid sameness.
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Which is why if its spread is reduced, so should be its damage.
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If I were balancing lead, I'd use tiers to categorize everything, shrink the power gap between low tier and high tier, and adjust enemies accordingly.
Weapons would be either good burst or good sustained, or a middle ground between both but not exceed either category, and there'd be a DPS cap and floor per tier. Critical weapons and pure damage weapons would have different purposes, too. I'd focus on differentiating the stats of each weapon and diversifying purposes and feel while making sure they're competitive amongst each other, leading to diverse choices instead of a select few.
DE needs a dedicated team to balancing PvE, and it's really showing in this time of the game's lifespan.
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DE seems to pander to the concept of power creep in PvE because that's what "makes the most money", and ultimately, as a company, it's what keeps them afloat.
I hate that power creep exists and persists in this game, but what can you do except hope that they buff the older content to keep up with the newer content?
At least small and frequent changes are made to balance in the PvP aspect of this game. I wish I could say the same of the PvE.
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Not to raise a thread again, but what are people's thoughts on the corpus crewman reworks and permutations?
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I've added a new section to the Corpus, the Crewmen. I may take the time to analyze the walkers individually and come up with overhauls for them.
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There's a very sharp DPS and potential damage curve from starting weapons to end-game weapons. If enemy health and damage levels were adjusted to accommodate a lower, gentler curve, and weapons brought closer together in terms of potential DPS, you'd have much more diversity throughout the course of the game. Granted, this is sort of a pipe dream at this point until Damage 3.0 is introduced, but I'm going to wait until it is before coming back to the game.
I've exhausted my interest in the game until it becomes fun again.
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Guan Yu would be disappointed with the current state of the polearm stances in the game.
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There should be some kind of damage gating on nullifier bubbles, like, if the base damage exceeds the threshold, the bubble cannot defend against it, but the gate should be much lower for sniper rifles.
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Shouldn't this be in the bug report section, since it's dysfunctional?
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Panthera? What about the Miter?
Why not both?
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Just now, Omega-Shadowblade said:
Nope. Spy dropped keys before SOTR and drops relics now. I even got a relic from a couple capture missions too. (I was surprised by that when I saw it.)
That's news to me, but then again, I haven't really been looking for them, so that's good.
If they drop from more mission types, the better.
Perhaps an increased chance to drop from Void and Derelict?
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26 minutes ago, Thural said:
aren't they already?
They are?
I thought it was only Endless missions.
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I think Relics should be awarded in regular missions, too.
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Being able to jump through the fissure would be cool, instead of it being this odd little fire puff floating in a random tile.
Coming Soon: Weapon Balance Pass.
in Developer Workshops
Posted
I'm genuinely excited to see an increase in weapons usage diversity.
P.S.
These changes have needed to happen for years. The Mirage/Simulor combo and the Tonkor were incredibly discouraging for players wanting to feel like they were participating in the game instead of being sidelined by excessive AOE spam.