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(XBOX)Nightseid

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Posts posted by (XBOX)Nightseid

  1. On 2019-08-12 at 5:40 PM, keikogi said:

    I would go with a combination of 1 and 2. To determinate the combo chain only the first and second attack matter. So, both systems can coexist (might be too hard to implement).

    Maybe you could implement a system like guitar hero (heavily simplified due to single key), each combo chain is a really short song , the player performance increases the damage and range.

    I’m against 3 for 2 reason. It steals Octavia’s thunder(pun intended) . Also, manacochord had the inintended consequence of “meta Music” (Music that let the player get the buffs more easily)

    I’m against 4 because a lot of people play without sound because of bad audio system, deafness or just wanting to hear a podcast or YouTube video while playing.

    Here is another idea for the ultimate.

    Eye of the Storm - Cirrus plays his thunder drum to create a storm aura that surrounds him that damages nearby enemies.

    How it works:

    Activating Eye of the Storm will summon Cirrus' thunder drum, allowing him to create a storm song, similar to Brutal Legends Guitar Solos or the Zelda's Ocarina of Time. Cirrus will have 4 seconds (based on 4/4 time signature, tempo = 60 BPM) to create a drum solo which will continue for the duration of Eye of the Storm. Cirrus is invulnerable whilst creating a storm song.

    Tap = lightning strike, randomly strikes nearby enemies

    Charge = Thunder clap, knocks back nearby enemies

    Charge then a tap = after knockback performs an AOE lightning strikes to all nearby enemies

    Players can activate Eye of the Storm again to change their song

  2. My issue with disruption is the random placement of the consoles. Why werent the consoles more integrated into the environment, like mobile defense console? Truthful disruption is basically the upgraded version of the  mobile defense mission type.

  3. On 2019-08-17 at 7:10 PM, AndouRaiton said:

    Overall i like what they showed off with Grendel in the Devstream. However there are some problems.

    1. Holding his first pukes out all the enemies in his belly infront of you, his third regurgitate turns one enemy in your belly into a toxic projectile. These are essentially the same ability.

    In all honesty, you can get rid of regurgitate all together by fusing it with his first; hold the ability button to charge, if it is below half charge you puke 1 enemy as a projectile, below full charge and over half charge will puke out half of the enemies as projectiles and at full charge will puke out all enemies as projectiles. To balance, simply reduce the range they are shot out; more enemies puked = less distance they go.

    This also means he now has a free ability slot, so maybe make it something that isn't about eating, such as causing fear or dealing damage as he is inspired by an Oni and you do have a list of ideas from the Oni the Gluttonous fan concept Grendel is based on.

    2. Projectiles deal toxic damage.

    Why toxic? If we are talking about stomach acid, that should be corrosive damage, as you know, the stomach has UNDILUTED (or close to undiluted) hydrochloric acid, which easily melts metals. I suggest turning the damage of the projectiles to either corrosive instead of toxic OR enemies in his stomach will have corrosive procs placed on them the longer they are in your stomach (say every ~5 seconds), this way he has a way of stripping armour and thus allowing his toxic damage to deal more damage to armoured enemies.

    3. Meatball looks unwieldy.

    As shown, meatball is physics based, and as such a pain to use when going up hill or trying to direct yourself down hill. My suggestion is that, by pressing shift (or whatever your roll/dash/dodge button is) you perform a small dash in whatever direction you are facing, this will give us better control on where we are going. Alternatively you could make the dash charge up by how long you hold the dodge button, similar to Sonic the Hedgehogs spin dash.

    Overall, he looks fun, but he still needs work.

    I'd have to look at it again but I thought grendel's first was a channeling ability, like chroma's first ability, that lets grendel devour enemies in front of him until he was full.

  4. 5 minutes ago, keikogi said:

    I like where this is going but I saw a problem and I will give you the solution. Attack speed mods are really important for the dps of a melee weapon , but attack speed will ruin the tempo of the song. So here is my solution. Attack speed works as a "multshot " for the thurder strikes . This way attack speed won't mess with the tempo of the song.

    Thanks! So which attack option do you like?

    Once I get to a computer I will make the changes to the main post.

  5. 6 hours ago, Psycho7777 said:

    well this is second great idea i have reed here. 
    its really good idea and looking forward to see it in my arsenal lets find way to take this to DE's ears 😄 Go Cirrus 😄 :thumbup::thumbup::thumbup::thumbup::thumbup::thumbup::thumbup::thumbup::thumbup:

    Thanks.

    @keikogi eexpanded on the drum idea a little bit.

    Cirrus- a new ultimate power concept

    Eye of the Storm (non-mobile version) - Summons and plays his thunder taiko drum, initial summon causes a lightning strike blasting nearby enemies within an initial 10 meter radius.

    Coming Storm (mobile version) - Cirrus marches with a smaller taiko drum however his thunder and lightning abilities will now hit enemies in a cone (45/90/180 degree) in front of him.

    1st Augment idea - if immobile is main then mobile is augment, and vice versa.
    2nd augment idea - instead of lightning (electric) being the main damage type, it is thunder (blast and/or impact).

    4 possible ways on how the thunder drum could work-

    1- Combo build -> like an exalted melee weapon stance, the thunder drum has a few combo stance that Cirrus must execute for the large damage. 

    2- Rest note build -> The drum attack power builds on rest notes; not hitting the drum builds attack power. Hitting the drum consumes a portion of the storm build up, but not all of it; so spamming the drum will consume the build up until it does little to no damage but still grant 100% electric stun proc. Eye of the storm will start to build at the beginning of the mission even if it is not activated.

    3- Percussion Mandachord-like -> either using Octavia's manachord or creating a new one for Cirrus, players create a percussion sequence they must match when using eye of the storm ability. This may require a rock-band style visual aid to help players match the sound.

    4- Level based percussion ->  Cirrus must match the percussion sequence of the background music of the map. This may require a rock-band style visual aid to help players match the sound.

    All but option D could allow players to pick the percussion that would be made when Cirrus plays his drum.

    (Open to all) What are your thoughts? Drums or Spear-gun? If Drums what type of drum attack would work best?

    I'm working to refresh his other abilities.

  6. 1 hour ago, keikogi said:

    I like the overall concept the skill is useful and fit the theme. I especially love the passive, but I don’t like the ultimate at all.

    The game has around 11 exalted weapons if you are going to design an Exalted weapon don’t do a damage stick make something unique.  To be fair it has a couple of unique passive , but it not really enough to truly stand out. If you want him to have an exalted weapon here a pitch for a more creative and unique one.

     

    Raijin drums (exalted “melee” weapons)

     

    Note: melee is just the weapon type, this weapon has mostly ranged attacks.

     

    Cirrus summons his celestial drums which controls the storms. This skill has 25 energy cost and a 2.5 energy/s cost, additionally the last hit in the combo chain will consume 25 energy if it hits an enemy. If it least one enemy got hit by the last hit in the combo chain the drum will create a unique effect for each combo.

     

    Combo 1: last hit calls a massive thunder strike over Cirrus; this thunder will deal electric damage to all enemy’s nearby (scales wit melee mods) and restore cirrus shields and overshields based on the number of enemies hit.

     

    Combo 2:  last hit summons the original owner of these drums; Raijin will be summoned in his electric wolf form (powerful summon but only lasts 15 seconds).

     

    Combo 3: last hit summons a lightning storm, enemies near the lighting strikes will be blinded.

     

    As far as stance is concerned, I think beating the drums will summon a lighting strike or a lighting ball. Cirrus will also do a couple of dash, kick and teleports during the combos. Charged attacks work like a charge based primary, the longer you charge the bigger the damage (charge would be indicated quick drumbeats).

     

     

     

    This is super cool!

  7. And ... ugh.

    Tried to keep up with nightwave and I'm just done with it. Had some real world stuff that took me offline and I'm looking at all the taskers and I'm like... I dont have time for this: need to complete this weeks and last weeks taskers before next weeks taskers start up but fall back and it's a struggle. It's hard to determine if it's worse or better than season, I mean i have the ability to catch up but that is a lot of grinding.

  8. 3 hours ago, Nazrethim said:

    Also, I'm a huge fan of Ghosts&Goblins (have you seen the AVGN episode of it?)

    Great game. 

    Long ago, It's been forever since I've seen AVGN.

  9. On 2019-06-24 at 10:12 AM, Nazrethim said:

    Well pretty much the entire kit is designed around different build posibilities.

    I had/have a similar exilus power augment slot idea for nekros.

    Blood magic - where all his abilities cost life instead of energy.

    It was part of a nekros rework idea, see below:

     

  10. 46 minutes ago, AndouRaiton said:

    Honestly, the only change i want to obreon's 4th ability is to make enemies that are killed AFTER being hit will drop health orbs on death instead of the current way, which is when enemies are killed BY THE ABILITY. Similar to Nezha's Chakram. This will make dropping health orbs so much easier and can be used as additional healing so you don't always need renewal.

    Or enemies have a chance of dropping health orbs after being slammed (death or no death). So the ability works regards of enemy level.

  11. Bump... as I hope the new content is more veteran focused, I feel a system like this would help newer players to catch up and not be dismayed by the grind wall. Think of the resource cost for a new guild or solo guild trying to build a dry dock.

  12. 23 hours ago, (PS4)hellothisismufin said:

    The issue with Vauban is that CC isn't really desirable once you hit higher levels, and even at lower levels his is bad in comparison to someone like Gara or Frost who don't have a pathetically small cap to their big CC ability. Sure, buffing Bastille would help Vauban a bit more, but it isn't going to affect his relevance any. You can switch his Vortex to one but Nidus is always going to be better because he has higher burst with his CC, sure, you can buff Bastille, but Khora still has Strangledome which is ridiculously good. Nothing in Vauban's kit is conducive to how the game looks at a high level. What does he bring to Eidolons or Profit Taker that can't be acheived with another frame? What about SO or Arbitrations?

    Vauban is easily the biggest victim of power creep imo and needs a whole kit change to be relevant again, and i don't necessarily mean turning him into a full damage caster =, but make his support actually worth something that can't be delivered by other better frames

    Vaild points. Both vauban and titania issues are based on the state of CC. 

    Anyways updated vauban bastille to weaken enemies caught within it.

  13. Vauban rework -

    1st passive -dismantle (changed) - Enemies affected by Vortex and Bastille will have max defenses degraded by 25% every other second of the abilities duration; enemies will remain affected over a period of about 10 seconds.
    2nd Passive - add reinforce (changed) - Allies within Vauban affinity range will gain a 20% bonus armor based on Vauban active armor.

    Vortex- remove tesla and move vortex to slot 1 - vortex is not as powerful as it once was but it's a better cc ability than tesla, so move to slot 1 for lower energy cost. Integrate perpetual vortex effect of increase duration per vortex thrown is no longer an augment but a permanent part of the ability. Hold to toss vortex as a proximity mine.

    Minelayer -  remove cycle and convert this ability into an exalted weapon (aka exalted grenade) and uses secondary mods. tap to throw grenade or hold to toss as a proximity mine.

    Fortify (new ability) - Vauban magnetizes his armor absorbing projectiles to enhance his armor, Vauban's sprint speed is reduced, the more armor he absorbs. While active this ability will reduce incoming damage by 80% and a portion of that damage will be converted into armor instead. This is a toggle ability. Synergizes with reinforce passive to provide support buff to allies.

    Bastille - move to slot 4. remains mostly the same.

    Suggested fixes:
    + Integrate repelling bastille augment as a part of the base effect completely restricting the affect area from newer enemies after initial capture.
    + remove the capture cap on bastille

    Ability augments ideas.

    Teleporting Vortex [Vortex] - Reduce the number amount of allowed vortexes to 2, affects to enemies remain the same however allies can now activate to teleport between vortexes 

    Tripwire [Minelayer] - all mines within a 10-15 meter range of each other are tethered together causing enemies to trip and fall.

    Ricochet [Fortify] - instead of absorbing armor, fortify will deflect projectiles hitting any nearby enemies.

    Bounce [Bastille] - all enemies are launched out of bastille's area of effect, allies within Bastille's area of effect will have increased jump strength.

    Rework thoughts: The goal of this rework is to keep Vauban's 1-handed ability cast style but also give him some offensive and defensive capability. Vortex and Bastille are great ability this rework aims to adjust their positions; vortex costs too much for what it does (when compared to similar abilities) and bastille should be stronger (this is Vauban's bread and butter ability IMO). Also removed all cycle abilities like bounce, tripwire and removed Telsa. These abilities were poor CC abilities that were either too situational or very underwhelming damage abilities. Instead adjust niche abilities into ability augments. Lastly reworking minelayer into an exalted weapon allows the ability to scale better while maintaining the grenadier playstyle. Holding ability allows for trapper playstyle. No more cycle means faster playstyle.

    Revision
    + added a revised dismantle as a 2nd passive that effects vortex and bastille
    + added ricochet augment... fun fact: The French military engineer, Sebastien Le Prestre de Vauban, used ricochet physics in siege and field operations to bypass fortification defenses.

    +++

    Titania - tweaks and adjustments.

    Dust Bloom (passive) - remains the same

    1. Spellbind- slow to cast and you must target enemy or ground.

    Suggested fix: speed up cast time and let the status immunity effect linger in the area for short duration with a visual area of effect.

    2. Tribute - target enemy, slow cast, and it's hard to see buff pick up.

    Suggested fixes:
    *instead of pickup item, Titania is instantly granted the tribute and emits an aura of the buff to her allies
    *change effect of Full Moon to provide aura that restores energy, shields or health.

    3. Lantern - a great cc ability that nerfs itself because the lantern floats away.

    Suggested fixes:
    * anchor lantern similar to Trinity's well of life ability or energy vampire.
    * switch from heat damage to slash damage. Flavor text - razor flies hover around lantern'd enemy like an angry bee hive, attacking nearby enemies. Damage scales using a portion of the targeted enemies health.
    * add the following synergy: Lantern & Spellbind - lantern pulls in any nearby spellbound enemies that increase lanterns strength and range. Every spellbound enemy that binds with lantern increases lanterns range, strength and duration by 5%. Also increases charge damage.
    * add the following synergy: Razorwing & Lantern - Casting lantern also replenishes razorflies for razorwing

     

    Spellbind lantern synergy

    kTOKtQw.jpg

    Spellbind lantern explosion

    Im89veb.jpg


    4. Razorwing - great ability but has little synergy with the rest of her kit. Fix add synergy with lantern to restore razorflies.

    Rework thoughts: Razorwing is great but overshadows all of Titania's other abilities. Titania should be still be a viable frame without having to use Razorwing. With a few tweaks and adjustments her other abilities could make her more enjoyable to play whether used as a damage dealer or as a CC caster.

    Revisions
    + reformatted text
    + switch damage of lantern to slash instead of heat.

  14. On 2019-07-10 at 12:47 PM, Keylan118 said:

    These changes don't really make sense to me.

    Firstly, using enemies against themselves will never be much of anything other than CC or to deflect aggression. If they were much more, then they'd be CC+extra, or Extra+CC and outclass other frames.

    Nekros is all about the desecration. He's the guy sticking his hands into corpses and pulling out loot from who knows where. I'd rather we go in the opposite direction and remove his gimmicky shadows and soul punch to focus more on desecration. But, okay, let's focus on Nekros' summoning. I grant that Soul Punch needs to go, and I don't particularly care about the replacement you have. It's fine to me. However, desecrate as a bad passive is now really, really bad. It doesn't fit or synergize with the summoning kit. It's like Frost's tacked-on passive, just there because passives exist and is a holdover of the old desecrate. Either commit and get rid of it or make it synergize better, perhaps by making it have a chance of dropping loot that somehow helps your summons. Additionally, Soul Siphon is stupid. No way around it. It's Inaros' devour, which is bad and locks you into place and reduces your DPS to zilch. I'd rather it be like a totem or something that you cast on a dead body, erecting something like Wisp's reservoirs (like, a cross with the corpse on it because Nekros), but for your shadows instead of squad, or maybe buffing both, or maybe making enemies panic and go crazy. Something better than Inaros' most useless ability.

    Revenant's current kit is actually pretty good, and I don't think he needs a rework at all. Now, a few changes maybe. Revenant's casting times are a bit long. However, Revenant does exactly what he's supposed to. He's a great tank with good CC, especially at higher levels. Your changes reduce Revenant to nothing. Do you know how long thralls last? Not long enough. It's hard to get to 7 from 2 thralls when those thralls keep dying to your squad first. Does he lose a charge for Mesmer every time a thrall dies? Because, if so, he's not going to have any charges 90% of the time. Even if he doesn't lose that charge when a thrall dies, he does when he's hit, which isn't good enough for plain damage reduction. Damage nullification, on the other hand, is much better for Revenant and is the only thing keeping him alive currently. Damage reduction makes him a worse Mesa (she gets 95% DR without having to care about stupid thralls dying immediately to allies/charges and you want to limit Revenant to 85%, and Mesa is not an amazing or even close to good tank), except you replaced the amazing damage ability with... negligible CC. This is a terrible redesign that kills any sort of viable high-level build for Revenant, and would probably just kill Revenant as a frame anybody plays.

    So, I think your summoning idea for Nekros is... passable, but ruins Nekros' niche. Summoning/Minions have never been nor will ever be good so long as armor scaling exists, or it will be stupidly good. There's no real way to properly balance it without tweaking the numbers super hard. Nekros has always been about defiling bodies, though, which I quite like the idea of. He's a defiler of the dead, not a necromancer. Stop trying to make him a necromancer.

    I think your rework for Revenant is completely pointless and just a bad nerf for a frame that doesn't need a nerf. You changed his mesmer skin into something so horrendous that arcanes would be a practical necessity to keep Revenant alive, and mesmer skin is the best ability on Revenant, meaning you killed his kit and replaced it with nothing. Revenant already has the problem of too-long-casting-times, and all your 'charge to hold' stuff would just make it worse. That stuff should probably just be built-in to make Revenant just the slightest more viable since your rework as is makes him... not viable. Ember would be a better pick than Revenant if your rework came to pass.

    Thank you for your feedback.

    Nekros update:

    Remove Soul Siphon – I disagree that Inaros’ Devour is useless; redundant, yes but not useless. Devour is a great get out of jail free ability and simply copy pasting Inaros devour was a bit unoriginal so… removed.

    Dark Command (moved from my Revenant rework concept) – Mark a target. If the target selected is an enemy, it will receive a debuff that amplifies damage target receives; if the target is an ally they will receive a buff that amplifies healing regeneration. If shadows or soul familiars are active they will concentrate attacks on target or protect the target. Charging Dark Command will cause the shadows to rush the target and explode; if the target is an ally the explosion will be a heal burst.

    So now Nekros has the following synergies:

    Shadows synergies. Healed by 1. Directly controlled by 2. Effectiveness also increased by 2.

    ++++

    Revenant update:

    Mesmer Skin (passive/mechanic) – revert ability back to original: redirect damage and stun enemies whenever a charge is used. A charge is gained whenever a thrall is sacrificed by revenants abilities.

    Reave (move to 2 slot) – whenever Reave is charged, Revenant will sacrifice all thralls leeching health and shield and disintegrating enemies killed into pillars, each Thrall sacrificed will restore Mesmer skin.

    New 3rd ability  -> Twisted Beast – sacrifice all thralls and summon an eidolon remnant (kubrow-like eidolon) for a short duration. The remnants power and defense will be based on the number of thralls sacrificed.

    Now revenants’ minions are a resource instead of just fodder.

    *sacrifice will need to work similar to Titania’s Tribute where enemies are detonated and survivors attacks and defenses weakened. Possible limit sacrifices enemies can not be enthralled for short duration.

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