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Lone_Dude

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Posts posted by Lone_Dude

  1. Her 3 suffers from being one of the first gimmicky abilities. I wonder to this day why wasn't some kind of toggle added already. It won't even feel all that unbalanced because you'd just have to choose what kind of buff you want to have. And as Conquest mentioned, lighting doesn't work properly with this ability. I still get a damage buff even while crouching in a shadow behind some huge pillar.

  2. You know, after giving it some thought, a frame like that is possible in theory, even if you count in the bio-machine-super-soldier thing.

    DE tried to experiment with mechanics that work through health consumption(Nekros Inaros Garuda), if disabled frame were to exist, in my mind it would be something akin to the way characters from Fire Punch/Chainsaw Man act. Said characters can basically sacrifice parts of their bodies to gain combat advantage or live after sustaining lethal amounts of damage, with all of it's consequences(severed and damaged limbs).

    Basically, my idea is to have a frame that can sacrifice some of its functionality and drastically change in appearance after using it's abilities and/or being damaged. Problem is, not everyone will like it(because of how limiting it is) and it will require tremendous amount of effort from the devs. Frame without a leg or an arm would require new animations for pretty much every weapon type.

  3. The shield-boost ability doesn't feel fitting to me. Why shields? Just because armor and pure DR are not original enough?

    Globe scales from armor and passive you came up with regens health. Wouldn't it make more sense to get more armor then? 

  4. 4 minutes ago, Wyvern_WX-0-1 said:

    I agree that what you say is how DE thinks, but that is bad logic to think that way. You are sacrificing a part your game for money when you do not need to do that. You could make the game better and have a more creative way to make money.

    It's not bad logic because it works. It's only bad when pushed too far because people realize they're being exploited. Your idea is not creative, frankly, it's a copy-paste of an already existing mechanic - valence transfer, that was only created to offset extreme grindfest that are kuva liches.

    15 minutes ago, Wyvern_WX-0-1 said:

    TBH I did not know it was ever in the drop table, but if I had to guess it is so rare it isnt farmable so.

    While I do agree that Umbral Forma drop chances are rather low, it doesn't make it "non-farmable". You simply didn't bother to check and were wrong, no need to squirm around after you admit it.

    Actual TL;DR of your post is "I'm a vet player and I cant be bothered to spend time and shinies that I have because game got stale for me, so please add valence transfer for everything because I'm afraid to jam umbral forma in my wisp since I didn't know that I could farm it".

  5. And by doing this you'll reduce sales of forma packs, affinity boosters, potatoes and exilus adapters. Not everyone farms those. It's basically a way for devs to reduce the amount of free plat on the market.

    It'll also reduce play time which can also be used to motivate player spending. Monotonous grind is boring and all, but you shouldn't underestimate spending impulses.

    • Like 1
  6. It's a feature for people who liked amazing heavy attacks of melee 2.0, brought to you without anyone asking for your opinion by Digital Extremes. You're welcome.

    Someone asked Steve to add a toggle for that "mechanic" during on of his streams that aligned with a devstream, and he pretty much gave it an "okay". It was around a month ago, maybe 2.

    Devs currently have their hands full with Kuva Liches and Railjack, and people are not going to get hyped about a "tiny" fix for a damn core gameplay system, so there's that. Won't be surprised if we're stuck with that crap for a year, just like we were with melee 2.5.

    Oh yeah, it's not about the attack speed, btw. It might have to do something with stances. Shield and sword weapons don't suffer from it. Framerate is a factor too, or course. 

    • Like 2
  7. It was most likely planned to be used on Wisp mid-glide and only tested in such manner or against dead AI in simulacrum. And self damage is probably seen as a quirky trade off for "colossal aoe dps" lmao.

  8. I remember seeing some people unironically go "Finally, that mod was too OP" when it was nerfed.

    Was that really the case? I had it and pretty much never used it since everything is doable without insta-kills and Cover Lethality only worked with finishers which are usually 1-target long-ass-animation-kill kind of deal. Was there some kind of frame/weapon-related synergy for that mod? Like with novas 4th since it transfers damage from one enemy to others?

  9. 18 hours ago, MysticDragonMage said:

    i cant agree with this. 

    for one thing, certain conditions must be met in order to apply this effect. the player has to essentially be right next to the enemy while crouching or sliding in order to raise them from the ground, but i guess i did not make that clear enough. it would be hard to find yourself unintentionally applying this effect.

    secondly, its not likely that an ally player will be able to apply the effect on multiple targets with quick succession. even if they could while crouching, it would be a slow and risky process. if they could while sliding, it would be somewhat difficult to execute in the first place and reward skill.

    thirdly, melee users are applying this effect like crazy already, and I've hardly seen anyone complain about it. not to mention there are multiple other ways to CC an enemy with simple abilities and status effects.

    Shotguns exist. Punch through exists. Rapid fire weaponry exists. That makes this debuff extremely easy to apply. Sliding state is also applied when airborne and I use it constantly. As Mephane stated, that whole idea is disruptive to gunplay - I don't want to accidentally ragdoll enemies because I shot them while sliding. I WANT THEM DEAD not CCd. 

    Staggers and flinches are okay, as long as they don't obscure enemy weakpoints, but ragdolls and knockdowns are trash. Melee can benefit from them to some extent, since you don't need to aim with melee and enemy wont shoot you while you attempt to stab it if it's CCd. But even then, ragdolls force you to CHASE the enemy and knockdowns lead to ground finishers that sometimes do not provide any benefit for the player or outright reduce the damage output and KPS since certain melee stances can get headshots.

    Negatives are even worse when it comes to lifted status. It puts the enemy into that idiotic floating state and it flies away every time it's struck. Chasing it around with melee is not fun if the stance doesn't support it. Guess how well THAT will work with guns. Oh boy, cant wait to see some grunt flying 300m away from me because I shot it with my Corinth. Unless the damage multiplier against ragdolled enemies is equal to the headshot multiplier it's not beneficial at all.

    I want guns to feel like guns. I don't want guns to deal less damage because of unreliable ragdoll. I don't want them to have some weird ass magical properties like melee weapons do. Keep that S#&$ away from my guns.

    Aside from that - good ideas. Too bad DE won't implement them since they oppose gunplay depth because "it doesnt work well with the mobility" lmao

  10. 24 minutes ago, DrivaMain said:

    Gotta disagree on that one. Almost all enemy are vulnerable to status (literally all normal starchart enemies). 

     

    And literally all starchart enemies are too weak to bother with stacking CO on them since PPP just oneshots them. What about it? lmao Disagree all you want - numbers won't care. For most of the content PPP flat damage(basically crits) is perfectly fine. CO only REALLY matters for higher level content(higher than T3 sorties, arbis and Liches, kuva floods and ESO, since you'll either have nukers or buffers/debuffers if you go for long runs), endurance runs and certain weapons with gimped crit chance.

    CO is nice if you're a simulacrum warrior, but most of the game simply doesn't require the amount of damage it can provide nor does it have the enemies that survive past the initial status stacking unless you get it from external sources, and then again, PPP doesn't even require you to proc status since it will just wipe things in 1 go.

    Anyway, that's a Haha from me, pal and I don't even oppose PPP buffs. 

    • Like 3
  11. PPP is better than CO in many situations. It doesn't rely on status procs, you always have the damage bonus from it, so until a certain point it allows you to one-hit-kill enemies while CO requires 2 or 3 strikes. CO only becomes a more viable option if you're fighting high level tough enemies VULNERABLE to status procs. Although I certainly would like to have 30000% damage on PPP - cuz why not lmao

     

    Ooh boy I'm not alone on this one, while I was typing 2 people already posted what I wanted to say. 

    • Like 6
  12. 5 hours ago, George_PPS said:

    DE doesn't care. All they see are cold numbers and what to nerf next. 

    At this point I don't think they even see the numbers when it comes to unpopular weapons. Or more like, they don't bother to look at them. If they did, they would tweak stuff more often and keep players happy. Too bad it doesn't work well with the riven system lmao so they just shift meta around to force players into purchasing new rivens instead.

  13. 31 minutes ago, AlphaRyuuxx said:

    I mean it could be changed to where it doesn't do the rotating aoe damage until exalted blades activated. But it can still at least apply slash and possibly build combo. 

    And the only reason i brought up the whole newbie thing was because it's the most common argument against excal being reworked to have much more intricacies/just being more complicated

    Well, as I said, our concepts are different at their core, but yeah it sounds better that way.

    And I'm not directing any of the "if you dont want things to be more complex than 2+2 you're dumb and should stop playing video games" at you. I'm just sharing my opinion on that whole thing.

  14. Why? Because no one bothered to test it before release. Because no one at DE uses it enough for them to put effort into balancing it. And because railjack is more important than core gameplay so why bother with tweaking S#&$ properly after release, lets grab some of that spaceship update hype.

  15. 9 hours ago, peterc3 said:

    No, it would leave an empty spot to put something equally seen as useless. Do people think the drop tables are done by accident?

    IF they are replaced by something useless. And people certainly have a reason to think that drop tables are made by someone who either has no idea on how drops work or has a malicious intent. Arbitrations are just one example of that lmao 

    • Like 3
  16. 1 hour ago, AlphaRyuuxx said:

    Well similar to how slash dash adds combo. So could each hit of one of the rotating swords, maybe at a reduced rate for balancing's sake. As for just running past enemies, ff gara is able to have an ability akin to this and still be able to room clear I think it'll be okay for excal to have a similar ability. 

    Also another idea for it to have an interaction with EB would be: 

    When activated summon X swords that hover/rotate (vertically) around excal giving DR etc and damages and procs slash on enemies within like 1 meter. When exalted blade is activated, the swords rotate outwards (horizontal) and rotate at increased speed and the range increases to 1.5-2 meters. Tap to fire in a circle and hold to fire in a straight line. 

    Also maybe have it so whenever his 3 runs out or he fires it, he gains very short invulnerability phase (like nezha) to give him time to recast it. 

     

    As for your whole DR stacking idea, on one hand I do like it but on the other, we have to always keep in mind that excalibur is a starter warframe and newer players are going to be playing him. While him being a 'beginner' warframe shouldn't fully excuse him having a stupidly simple kit, I think it is something to keep in mind when redesigning him and to not make him too complicated where it alienates the player. 

    As for interactions with his other abilities, I'd keep it more simple where having this activated while slash dashing just increases the slash dash damage and increases the amount of combo earned and the firing of javelins takes into consideration blind/stealth multiplier. 

    I really dislike abilities that allow you to just run past stuff and have it die, I find it boring. When the game does everything for you, what's the purpose in playing it? I don't like Gara for that very reason. So I suppose that's where we are at a disagreement.

    As for "too complicated" for newbies - we have a dedicated "tips" ui element in-game. Pretty sure most people that play video games can at the very least read. If someone doesn't have enough brains to understand it - too bad, they wont have ALL benefits of it. It's as if you have to think and apply effort in order to master something - who would've thought it works that way lmao. Games shouldn't be dumbed down because Johnny can't shake the dust off of his tiny brain. Anyway, it's not any more difficult than stuff that already exists in the game, hell, in a way it's easier to use than Garas kit(aside from the running past stuff part).

    I suppose it depends on what kind of mentality you have when playing video games - if I start a game and find out that even the starting "class" has the same depth as stuff that comes later, IF you bother to learn it, I feel invested. I'm more disappointed to find out that something is simple and stupid, than to learn that I can't get 100% use out of something because of my lack of understanding.

  17. Sentinels, as weak as they are(health-wise), have one positive - they're glued to the player.

    Pets, aside from stealth, benefit from the tankiness of the owner. So ya better equip them links and put 8 forma on that kitty/doggo. Huge negative is their stupid and buggy AI. They get stuck in geometry, stuck on corners, stuck on AIR. They have issues with cycling their abilities, which sometimes results in your pet simply ceasing to use any of its abilities. They also have no desire to stay close to the player so its extremely difficult to keep them alive when everyone spews AoE all over the place.

    It's not intended to work that way, of course. It's just another symptom of problems Warframe has currently - broken enemy damage scaling(at some point even super tanky pets can't survive unless you constantly heal them), broken AI(for both enemies and pets) and complete disregard towards some of the game systems(devs push out hyped updates instead of fixing gameplay related issues, such as pets relying on frame stats, requiring too much forma, having to switch pets in stasis, etc).

  18. 4 hours ago, peterc3 said:

    What is with these ridiculous ideas that involve doing something or deleting whatever item? What benefit does deleting them do?

    Well, deleting mods in question would remove them from the drop pool, allowing better(?) stuff to drop instead.

    But I think that usually people add "or just delete them" to show how little difference the removal of something will make because of how ueseless and unimportant that certain something is.

    • Like 3
  19. 11 hours ago, Yun_Woo-Seok said:

    Even though armor provides health DR, it requires exponentially more armor to receive any significant increases in DR percentages as your armor value goes higher, so while I agree that just a plain DR ability would be bland it would actually be a more noticeable improvement than an armor ability since excal already has a lot of armor (unless said armor ability would give absolutely ridiculous amount of armor). The benefit to a rework with DR is that it can be easily adjusted after release since you're literally just working with numbers, and it doesn't turn excal into a tank. As tempting as it sounds for excal to have something like Mesmer Skin, it's not for him. Right now, he's in that weird place between squishy and safe, and I'm personally against him getting the Saryn treatment of "dps is the best survivability".

    Staying immobile is also a big no for me, if at all possible.

    At this point we might as well give DR/Invulnerability/armor to every frame just to attempt to fix the actual issue - broken scaling of enemy damage and lack of things such as shield gating and grace period on damage.

    Frankly, I have nothing against DR, since it will be less of a pain in the ass to play as certain frames and Warframe certainly is not a shining example of precise and thorough balancing lmao. The game will become 1% easier because it's already super easy and broken. I dislike that idea not because I think that it's bad for balance or won't work, but because I just find it extremely boring when it's just "set it and forget it" kind of DR.

    18 hours ago, AlphaRyuuxx said:

    Yeah I posted in one of the posts above that another idea I had was to make it a crossover between nezha's warding halo and gara's splinter storm. Once activated go invincible for a little bit and it gives the DR x amount of health and then you have floating swords constantly circling around you dealing slash damage, and you could tap it to fire said swords in an aoe circle or hold to fire them in a straight line with increased damage.

    I saw your idea of giving excal some of that MOTIVATION. I'm more of a wacky-woo-hoo pizza kind of man though, but I like the direction. However, I would change a couple of things. I won't bother you with a wall of text, so I'll hide my take on the ability in the spoiler - click on it if you want to read some DR fanfiction lmao.

    Spoiler

    Instead of making "javelins" or "Exalted Blades" rotate around excal, I would make it so that they spawn behind him. Basically, normal summoned swords, but instead of flying into the targets right away, they just float behind the user. Similar to Dantes Sin Swordmaster/Royal Guard(and I think Vergil already had that in cursed DmC)

    Why? Because if they rotate around Excal it might cause some interference with normal melee(imagine running up to an enemy to keep your combo counter going, but it dies from your 3) and I'm not a fan of that. It would also mean that excal would get a lazy way to deal damage by just running past enemies - and we all know what that leads to. DE really doesn't like that.

    Basically, I would make it a copy of Novas 1. But as you said - it's pretty dumb to lose it over time and having to recast it constantly whenever it decides to go off on some harmless grunt(especially because you can blind stuff as excal so its even more of a waste to spend charges on blind enemies). So instead I would make it so that it doesn't trigger on its own.

    • When ability is used it spawns 6 javelins. There is no cast animation. There is no timer on them. Ability cost remains the same as it is now.
    • Each javelin deals twice the damage of the Exalted Blades normal attack(1k damage, just like it does now but with EB IPS distribution) and scales with melee combo counter by 50%(basically at 12x you get 6x the damage). It doesn't double-dip power strength scaling damage-wise, since Exalted Blade already benefits from it.
    • Each active javelin provides 5% DR that scales with power strength. Allowing for 60% DR at 200% strength. I don't think it needs to go higher since excal has his 2.
    • On each tap of the ability button, 1 javelin is sent towards the enemy that the player is aiming at, or, to the nearest enemy if player doesn't aim at anyone(more like javelins teleport into the enemy right away the same way they currently do). When ability key is held(for less than a second, no idiotic charging for 2-5 seconds lmao) all of the javelins are released with twice the efficiency - basically, if you "charge" the ability you get 2x the amount of javelins you have left.
    • When the javelin is sent out, player doesn't lose DR right away, instead 1 stack of DR(5% unmodded) decays over 15 seconds(scales with power duration). Sending out anoter javelin during that time period will add another stack of DR and refresh the timer of the first one. When ability is charged, even if there was only 1 javelin left, DR decay duration is 20 seconds.
    • All DR stacks are lost when player casts RJ again.
    • Enemies that survive being struck by a javelin are stunned.
    • Javelins contribute to melee combo counter - 5 combo "points"(?) per javelin, doesn't scale with power strength.
    • Each javelin has the same crit and status chance as Exalted Blade. It also procs same status effects as Exalted Blade.
    • If Slash Dash is used while at least 2 javelins are active, it's cone is increased by 1.5m on each side of Excalibur.
    • If used while Exalted Blade is active, javelins cause guaranteed bleed, puncture and impact status procs on hit. All three, simultaneously, even if player uses the Chromatic Blade and only has elemental damage.
    • Furious Javelin provides the same amount of damage bonus per javelin as it does currently and uses the same duration and stack mechanic as Javelin DR. However, Furious Javelin stacks remain after the next cast of the ability.

    And I suppose that's it.

    • It allows the player to actively use the ability without taking away DR, by either slowly spending javelins and refreshing DR, or by using all javelins right away to nuke a room but having to spend energy to recast the ability later. Or player can just toggle the ability and have DR but no other benefits aside from Slash Dash synergy.
    • it also motivates the use of melee, helps with keeping the combo counter going/regaining it after using a heavy attack.
    • Javelins have decent damage and scale with EB and combo counter, so they are not all about passive effects and gameplay mechanics around them and actually have a direct use as a damage dealing ability.
    • Javelins actually have a real synergy with Slash Dash and EB.
    • Furious Javelin is easier to manage and greatly increases the damage of the ability itself, along with melee and EB damage.
    • No more annoying movement interruption.
    • I guess it's somewhat OP but it's 75 energy. And frankly, I don't care. I want the game to be fun, the combat system is not deep enough to be bothered by.

     

  20. Another Pablo-inspired rework, huh? I'm fine with the way Excal is currently, because of the build I use, because of my playstyle and because I'm not a fan of standing in some corner and calling it an "endurance run" lmao. I'm not troubled by grineer, corpus and corrupted nullies, infested and sentients. Survivability and damage are not an issue, I use all of his abilities aside from Slash Dash.

    I'm not opposed to the changes though. Excals 1 and 3 need some work done on them, certainly. And I say that as someone who prefers Furious Javelin over Chromatic Blade.

    I just don't want these changes to consist of a DR-timer or an 1500 armor UI element. Too many frames have it and I already own an umbrafied Wukong. At that point you might as well just copy Furious Javelin, make it so that each enemy hit by it gives armor instead of damage, make it innate and call it a day - it will have the same amount of originality and usefulness behind it, but will require way less effort from the devs. 

    The whole slamming the sword in the ground and staying immobile long enough to soak up damage feels incredibly awkward to me.

  21. 7 hours ago, CopperBezel said:

    The Kuva Tonkor is already a just-better Kuva Ogris. The same thing with crit and less punishing or arbitrary self-damage. Self-damage is pretty nonsensical in general - always an instant kill and easily triggered by factors well outside of the player's control, like an unexpected enemy or teammate crossing your screen or a straight-up bugged collision. I don't really understand the purpose of introducing weapons and then punishing players for using them, but? Shrug

    I feel like the Catchmoon nerf has been pretty overplayed. It's still incredibly damaging at short range, and we have weapon exilus slots for range extension now, so. What nerf did the Arca Plasmor get back in the day? Is that how it got such an abysmal crit chance?

    I think self-damage is supposed to offset the POWER OF MIGHTY AOE WEAPONS lmao. It's DE and their amazing balance as usual. It would make more sense if we couldn't reach higher KPS with non-self-damage weapons, but as it stands right now - it's just stupid and uncalled for.

    Arca Plasmor had it's headshot multiplier removed. It's range was cut as well - at some point it had a nice interaction with Ivara where you could pilot the projectile around with her Navigator, but now it just disappears.

  22. On 12/24/2019 at 12:00 AM, vladoMNE said:

    rhino is a great frame as he is now, but i'd like to propose some changes

    1. make his iron shrapnel augment and ironclad charge augment part of his ability. he needs this because if you want to go for the absolute best rhino build youre gonna have 45% efficiency and with that efficiency and no flow/primed flow you cant even cast stomp and if you do use streamline youre gonna have 24% less strength because you didnt put augur secrets (tldr, takes up 2 slots and are a must have to play rhino properly)

    Well, if your build won't allow you to use certain abilities it simply isn't a good build. Isn't it the whole purpose of builds to create a specific setup for a specific playstyle, while making sacrifices here and there?

    TL;DR of your post is "I INSTALLED 362719012 STRENGTH MODS AND NOW I DONT HAVE A SLOT FOR ENERGY EFFICIENCY AND CANT USE MY 4 SO GIVE ME FREE MOD SLOTS"

    I do agree though, that we shouldn't need an augment to shed Iron Skin - it's kind of dumb since a lot of maps allow you to do it anyway by jumping into pits and nullies exist. A QoL change wouldn't hurt, and a buff to Iron Shrapnel(just give it slash procs lmao came up with it in 2 seconds) would certainly help it to stay relevant.

    Also Adaptation over Iron Skin is dumb. Another way to dumb down a frame that doesn't really need it.

    • Like 1
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