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YagoXiten

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Posts posted by YagoXiten

  1. http://img811.imageshack.us/img811/3537/yn8x.png

     

    From what I can tell, this is actually really balanced. You can do rainbow builds, but I would not say it's strictly better than trying to get an Impact weapon that specializes against Corpus, or a Puncture weapon for Grineer, or a Slashing weapon for Infested. Also, some of the 'generalist' builds are only possible on certain weapon types as you only have access to two Heat mods on a primary, two Cold mods on a secondary, and two Electric on a melee.

     

    There's no large detriments, it's intuitive, and everything has some tradeoffs.

     

    If someone notices any glaringly broken combinations, let me know. So far I've yet to see any. I know Corrosive and Radiation are 250% modifiers, but keep in mind that the status chance effects of some of the others can greatly affect their power, and that the distribution of Shields, Armor, Flesh, Infested, and Robotics are NOT equal in the game!

     

    Additional food for thought:

    Perhaps make elemental effects triggering be based upon your weapon's status chance? Say if you have a base 20% chance to proc a status, and you have Cold and Heat on the weapon, you have a 20% chance of causing Cold, a 20% chance of causing Heat, and a 4% chance of causing Blast. (My math on probabilities might be wrong, but you get the idea.)

    EDIT:

    So the forums ruined my formatting.

  2. So I was fighting Lech Kril and noticed he threw his hammer. How cool would it be if Warframe had one?

     

    Just imagine chucking this hammer at some Grineer Commander, bashing his face in and sending him flying, instilling terror into his troops, only to have it return to your hand so you can charge in and start crushing skulls.

     

    It would innately have no bounces, and ragdoll the target hit by the throw. The regular attacks would be stronger than the charge attack, to offset it from the Kestrel, and probably be best built with Organ Shatter, True Steel, and Berserker for optimum curbstomping.  This would also be the first throwing weapon that you only /sometimes/ want to throw, rather than it being the primary function, and that you can actually viably use for melee...even if melee is kinda unviable at higher levels.

     

     

    Here's some pretty awesome references attached!:

     

     

     

     

    http://www.beerandbattle.com/wp2/wp-content/uploads/2013/04/DNDWeapons4thEd2-1024x739.jpg

    http://static.comicvine.com/uploads/original/12/123441/3439021-thor-s-hammer-throw-o.gif

  3. When I found out I could play Warframe with a controller, I was pretty excited. I have carpal tunnel, see, so FPS games can be rather painful on the mouse. Unfortunately though, for some reason, the game doesn't detect my controller. To fix this, I went out and got XPadder and have been using it with that.

     

    Now onto the point of this thread: Before the new patch therewas an option that let my melee attacks aim where my CHARACTER was aimed not where my CAMERA was aimed, which made melee much easier on the controller.

     

    Since that seems to be removed, I can hardly use melee anymore unless I switch to my mouse and keyboard.

     

     

  4. Well if you consider waiting 50 seconds for your first skill to be usable again if youre playing solo, a good rate... I thought of a rather short CD for first skills, like 3-5 seconds, with a mod that reduces this.

    I'd wait around 2 minutes for my 3 or 4 to room clear or save my &#! so I don't have to fail the mission 15 minutes in. And so would most other players. This is a problem with CDs in general.

     

    What everyone has said about Energy being a better system for this game is correct. Also, remember that certain abilities, like Trinity's Blessing, Trinity's Link, Nyx's Chaos, and so on have cooldowns already.

     

    That said, I think the current Energy system needs a bit of touching up because of the above note about waiting around with Energy Siphon. I like Energy, but I don't want to have to find a chest or get lucky and have an enemy drop an orb. Or worse, there be none left to find on the map...

  5. Thats why I thought about a hybrid of both, having certain skills with and without cooldown could make things more dynamic, without limiting gameplay. So if every frame had his first skill with a cooldown, he had a certain skill he could always use, while he can still spam his stuff and be happy collecting energy orbs. Also, you could just balance skills if you had a cooldown, im not talking of every skill being the same as it is now when there would be a cooldown.

    The current Energy system already has this because of Energy Siphon.

     

    Though it's passive regeneration for standing around, rather than killing things as it should be. I'm ashamed to admit how many times I've stood around waiting for my escape ability to come back because of Energy Siphon when I'm low on health and the next room will be a struggle

  6. What needs changed about the Energy system is Energy Siphon. It's still the best Aura by a long shot, selfishly, and even better when teammates have it too. I've never even considered any of the other Auras.

     

    I like that it lets you have your abilities on cooldowns, not just having to go find Energy orbs to cast...it's just that it's hard to find a balance between too much passive regen and the orbs. Honestly it should be that like .1% per rank of damage caused is converted to Energy. So 1 Energy per 1000 damage dealt per rank, or something.

  7. I thought the Volt UP comments were just the typical mass QQ. So I made him. (Plus I really wanted to play with 3.15 attacks/second Fang.)
     

    At first he was great...then he fell off laughably hard.

     

    Shock is aesthetically very pleasing, and I like the (supposed) effects. Decent damage and a stun. Unfortunately the damage is actually zero and the stun doesn't work when you actually need it. Perhaps buff the damage to 500? Or if that's too strong 500 to the first target, 400 to the second, and so on?

     

    Speed is great. A total blast to use, and feels really unique. Unfortunately, the FoV change pisses off your allies and melee is suicide for Volt. So you don't even get to use the best part of your own spell. I don't want the melee buff removed, I honestly am in love with the ability's effects, but a survivability buff to actually use it would be great. He's supposed to be a "potent alternative to gunplay" and this is the only ability that really suggests you do something than stay back and fire away.

     

    Electric Shield, defensively, is only useful for crying in a corner or under a staircase. Enemies will shoot over it, or under it, or flank you. Oh, and you can set up a couple to help protect the objective on defense miss--bwahaha. Let's be honest, Frost just plain strictly outclasses this use about six times over. The only other use for it is for the damage buff on bosses via your guns. This is the opposite of how the frame is described. I'd much rather some Static Shield or something like Ember's (pre-butcher, I mean nerf) Overheat. Seriously, just give us that ability, and make a new one for Ember. She already has all kinds of radial DoT samey-fire attacks, and you can give her another more diverse / suited defensive ability.

     

    Overload didn't kill several of the units on a Sedna exterminate mission. I have rank 2 Overload and 25% Power Strength from my Focus mod. I tried it on a defense mission and a survival mission on something about that level range and it was rather ineffective, too. On top of all that, it's a good thing Volt is Jesus, because prayer is the only thing that will keep you from dying during the cast. And as a note I haven't seen mentioned yet...Why the hell does this ability chain to electronics for damage? First, what other Warframe ultimate is dependent upon the environment? And second other than the cool visual of blowing the lights out, what's the real purpose from a balance perspective? It just ruins the ability-- if it's balanced so that it's good without electronics, it'll be OP when there are, unless the electronics provide a rather negligble boost.

  8. For all of you talking about how strategic or deep the "combos" between Well of Life and Energy Vampire and Link and Blessing are...

     

    Synergy is when the whole is greater than the sum of its parts.

     

    Forced synergy is when the the whole is greater than the sum of its parts, except this time the balance hinges upon one particular combo and cannot survive without it. Generally speaking forced synergy is broken, balance wise, because either you end  up creating a combo too strong if the spells are strong enough to be used on their own or making abilities that are useless unless used together.

     

    Trinity's case is the latter.

     

    Well of Life was too weak to stand on its own. It was massively buffed. Unfortunately, this doesn't really address the reason it wasn't used. Now it has a stun and temporary life increase on the target, though...but this mostly serves to let you use the new Energy Vampire.

    It's funny. People said she pretty much had the same 1 & 2 abilities before...Now they pretty much are, because Well of Life still doesn't really do what it's meant to. Yeah. It's more useful now. But using it as a heal is just an inferior choice to using it as a stun...

     

    And Link and Blessing isn't some nice combo, either. Link's damage reduction is completely wasted whilst you're invulnerable, and unless the reduction % is really high the ability doesn't stand very well on it's own because you have no reason to use it over Blessing. Oh, and you will still die fairly quickly. The damage return isn't really all that useful when things aren't hitting you (as we've noticed with Nyx's Absorb), and damage was never Trinity's job anyways.

     

    Everything hinges too much on Blessing.
     

     

    Return Energy Vampire to how it worked before, but make it restore the Energy in an AoE around the target when they're damaged. If Trinity was giving too much Energy to her allies before, then make it only restore 50 Energy, but double that for Trinity.

     

    Make Link an aura around Trinity that grants her immunity to stuns and crowd control, and her and her allies damage reduction. The part of the damage that was ignored is reflected back at the enemy that caused it.

     

    Blessing should strictly grant invulnerabilty and for a shorter duration. It doesn't need to restore health or shields. Well of Life can be to restore Health, and shields will regenerate during Blessing anyways.

  9. yes, being able to fully restore health and shields to all team-mates while also giving them 18 seconds of damage immunity is clearly totally useless.... The amount of stupidity on the forums after a patch is amazing.

     

    18 secs if you    have continuity and constituion maxed and  in. and with   having D slots  its realyl hard to squeeze in everything you need.

     

     

     

     

    Not to mention that old Trinity did that more consistently, because Energy Vampire could actually be reasonably used.

  10. Well of Life:

     

    10x  health increase on the target so players can actually heal off of the target before it dies. And the healing is high enough to be useful now. These are both well intentioned changes, but, ultimately, didn't really do much. Why? The healing is still redundant with Blessing, and still only useful if you've taken significant health damage, which usually tends to be the time you want to be running and not fighting. So whilst it's useful on occasion, generally speaking, it ends up lackluster. It has a stun now, which is a nice crowd control thing. That's ok, but the ability should still just be reworked.

     

    How about a shorter stun but some % damage amplify on the target? It's supportive, but also let's Trinity get in on being some of the damage. Or some mild Ammo restore?

    Energy Vampire:

     

    The target now takes damage over time, gets stunned, and pulses Energy every so many seconds (seems to be based upon the total duration of the power, I believe only ever 4 pulses total, though). This just...destroyed this ability. Most enemies die so quick it's pointless to use this, you'll end up losing Energy and your team will get basically nothing. You can cleverly use Well of Life to keep the target alive so you gain Energy, but 1. Energy takes forever to come breaking the flow of the fast-paced game and making it so that when someone needs energy /now/, they just die or have to wait and 2. Well of Life counter-combos this because it begs your allies to kick the target whilst it's down.

     

    You know what would be a nice change? Making it so that when you mark the target, damaging the target restores Energy based upon the damage dealt, exactly like before, but in a small to medium sized AoE around the target. Now you have to be in melee or close range to get the Energy restore, which adds risk for a really squishy frame like Trinity (though she still retains her really fun mechanic of never running out of Energy and being supportive), and it makes the spell easier to support your team, rather than the old version where you had to tell everyone else to stop hitting the marked targets so your poor Ash ally could get some Energy.

     

    Everyone loved this abilty of Trinity.

     

    You destroyed it.

     

    I know it gave her the Energy to constantly spam, and if her powers were strong enough or something that'd be overpowered, but she was UNDERpowered. And you nerfed her and her main mechanic that made her fun.

     

    Link:

    I get why you removed the invulnerability. You could stagger cast this and Blessing to be permanent god-mode and never run out of Energy, and the huge damage it would deal to a boss when they tried to fight you was a bit absurd. And I get making it AoE, because now she can still be relevant instead of before where Link was kind of awkward on like defense missions when you were swarmed, damaging that one guy...but it seems to do A LOT of damage now, like, not sure at the moment, I haven't extensively tested (and it's hard to test anyways) but it seems like 100% of damage taken pre-mitigation is take is splashed to ALL of the targets in range.

     

    Why not make it like, 30% damage reduction, and that 30% that is reduced is splashed to an area around Trinity. Once again, she has to be up close and personal to do her AoE damage, and it wouldn't be as high, so it's still more of a supportive ability.

    Blessing:
     

    If we want to make Trinity less permanently invulnerable (as indicated by the Link changes) because it was broken, why decrease the long cast? I always found the long cast was a nice way to balance it. If it needed more balance for the invulnerabilty, reduce the duration to 6 seconds and make Energy Vampire more castable. She still has always full Energy if she plays well, and she can keep the invulnerability up, but more cast times = more windows to fall, and with the changes I detailed above for Energy Vampire, she'd have to be up close and personal really risking herself.

     

    In sum, these changes feel rather directionless and poorly thought out. Trinity players lost their one gimmick and really unique playstyle the frame had, and were given more damage as compensation. The one thing the support shouldn't care all that much about, mind you. It'd be like stripping Loki of his invisibility or Volt of his speed or Frost of his Snow Globe to give them a power that throws fluffy bunnies.

     

    Glad I just made Volt and like him, because I'm probably going to shelf Trinity for a long time...which is a real same considering I've got some 97 hours of playtime on her.

  11. The idea of bullets being shot at an enemy and then flying back into your clip makes me laugh.

    But I can see how a change is needed.

    I use well of life in conjenction to energy vampire for a non invulnerable blessing kinda thing without wasting as much energy. But the pure benefit of not getting hurt for 10+ seconds (roughly 16 for me) is just too good to pass up.

    Also an AoE for link would be nice. Like a halo that affects all in its general radius.

    It is a bit silly for the bullets to return to your clip, but she does need something else and an ammo restore would be really awesome to have. Well of Life was useful a lot when I first got Trinity, but it quickly became useless.

     

    And by the AoE Link I mean only she'd be invulnerable, but that all of the damage she takes is reflected back in an area (though not 100% like it is now). I like LInk, but that'd smooth her out a little better (so you don't have that problem where you Energy Vampire and Link a guy then he runs out of range of Link annoyingly), and you don't need that awkward tether showing you who is linked.

  12. First:

    Change the effect (and probably name) of Well of Life from Health restore to Ammo restore. Currently it's really redundant with Blessing and you never need to cast it. It mostly wastes a mod slot to even have it on. Ammo restore is pretty supportive and gives Trinity something else. The big idea is she needs a an ability that isn't useless.

     

    Second:

    Adjust the power on Link. Rather than Trinity being invulnerable and transfering all damage she would have taken to a single target (so long as one is in range) make it so that while active she is guarenteed to be invulnerable and transfers a portion of all damage taken to an area around her. Something like 10% per level. It'd end up weakening her solo-ing (since the bosses wouldn't end up chunking themselves as hard) but it makes her capable of being actually useful on a Defense mission, and it isn't as awkward with the linked target bouncing around. 

  13. I'd personally prefer if we reworked it so that it restored a small amount of ammunition or caused the target marked to take a minor damage increase, like 5/10/15/20% instead of the current heal.

     

    The heal also does not work with restoring shields, so unless your team mates have lost their shields they won't have taken any health damage anyways, so it's pointless. (Excepting Toxic Ancients, of course, or similar.)

     

    I like Trinity, but this ability feels useless and I'm tempted not to even equip it.

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