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Digital-Dreams

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  1. I swear Khora had an augment that gave her two strangledomes but for half the size. I remember people running around with it on Hydron. Was there some change that turned it into the current one that I am just missing on the wiki or am I gaslighting myself??
  2. I think making his weapons imbued with void energy in the rift and damage types changed to void would help a bit. I think his 1 and 3 need the biggest fixes, along with those who are in the Rift getting a visual overhaul. Maybe those in the Rift should be somewhat transparent or invisible to those outside the Rift, it would help distinguish who is in the Rift. Banish: This should charge one or multiple enemies that are not in the rift, and then killing them would make them explode in rift energy and bring others into the rift. The explosion could either be a wave or something like Wisp's Breach Surge projectiles, that way it wouldn't affect teammates. It pretty much just takes what Rift Surge does, but makes it apply to enemies outside the Rift instead of inside while being a little less obnoxious to teammates. I feel like Banish, unlike Catraclysm, should have a bit more of a snowball effect on enemies, bringing more and more enemies into the rift while Cataclysm is a set area where it happens. Cataclysm locks off a whole area to the Rift, while Banish should be used a bit more actively to bring enemies elsewhere into the Rift. Rift Surge: I think this should either be some kind of buffing ability to teammates who enter the Rift or make enemies in the Rift suffer DoT so that they will slowly die while in the Rift. If it was a buff, then I think it should let allies heal in the rift while also giving them void damage on their weapons which can carry over for some time outside the rift. If it was a DoT then it should do void damage every second, affecting those who are already in the rift and those who just enter.
  3. Yeah, how dare you have to waste a mod slot for the augment that provides some ROOM clearing capabilities, not map clearing. Spending 100+ energy depending on your build for a not-too-efficient yet helpful and non-disruptive AOE clearing ability is too powerful for the game. I barely used the augment since I was playing other frames over the week, but I am guessing that if a teammate shoots an enemy their status would spread to enemies too, or is it limited to just Nezha? Making his Spear range be reduced to less than what it is at rank one at max rank and saying that is good, is overkill.
  4. That is why I would prefer to make the change for the Decoy to be immortal, without changing any other aspects. I just don't see a reason for it to have health in the current state of Warframe.
  5. I know right? If any changes were to happen I would love for her animations to change to be more scream-like.
  6. Yeah, running around and spamming Sonar and Boom, both with their augments, makes her very strong to play. Being able to strip armor while also gaining massive weak point damage gives her insane potential. Now that is interesting, I guess people enjoy the AOE stun to deal with enemies.
  7. What is funny is that I already had those selected, but still never got the review :(
  8. I think you misunderstood what I mean, I don't want the Decoy to stay indefinitely, I want it to not have health. I agree that the duration is good but the fact that it has a health bar makes it not matter due to enemy scaling, and just trying to make it "scale" with enemies means it will still die and not reach the full duration. Getting rid of the health and just making it so enemies cannot kill it means that it will last for the full duration and be a good aggro, meaning you have to cast it less often than if it had health.
  9. Would it not be easier to make the Decoy invulnerable? That would solve the issue of it dying too quickly by making it not die at all, plus it would mean that negative strength builds would not be a detriment to Decoy (if it is not subsumed over).
  10. It was just an idea of expanding what his Radial Disarm augment does, but applying it to his whole kit.
  11. Confusion Basically it is what radiation can inflict, it is what makes enemies target and shoot each other. If you use his Irradiating Disarm currently, it does not apply radiation damage but just the confusion status. It is different from radiations since multiple rad stacks increases the damage on the affected target, confusion does not. My thought process for making his passive around confusion was that it not only fits with him being named after a trickster god, but also makes enemies easier to deal with due to them not attacking players.
  12. I think the Loki ideas are on the right track, let me mess around with this a bit Instead of radiation procs, it should be Confusion since he doesn't need to inflict a status 100% of the time. The decoy acting like a hologram and not dying from shots makes sense and would be a great change instead of making it scale with enemies like it is going to. Personal preference, I don't mind but it is an understandable request. Otherwise, it is fine in the current state. I like the synergy idea, but also let's not forget that Loki will be getting a move speed burst when he teleports and not be rooted in place. The ability to switch with items is not needed, if you need to teleport long distances you can use an enemy or the decoy. I don't feel like he needs to deal damage, removing guns is already a benefit enough but that is just me. So here are my ideas: Passive: Loki's attacks will have a 25%* chance of inflicting confusion, and his abilities will have 100%* chance of inflicting confusion. Having his attacks inflict confusion works for his idea of being a trickster, without being tied to a status effect. I don't believe he should be known for having 100% radiation damage. Decoy: Enemies attacks pass through the decoy, dealing no damage and making it a pure duration ability Decoy can shoot enemies and (due to the passive) inflict confusion Confusion inflicted by the decoy lasts the shortest out of the other abilities, let's say for 5* seconds, but it can be stacked. The reason is that the decoy seems to choose one enemy and shoot them, so allowing it to stack confusion on one unit up to 5* times could be useful. When the decoy expires, it lets out a 10m burst of confusion Invisibility: Fine as is. Though maybe his increased wall latch time can be tied to this ability? Wall Latch timer does not decrease while invisible Switch Teleport: After switching with an enemy, Loki will be invisible for 2 seconds. This helps him get away more easily. When teleporting with an enemy, (due to the passive) he inflicts confusion in a 10m radius. Switch Teleport confusion would be inflicted for 20* seconds (Synergy) Switching places with the decoy, stagger and confuse the enemy in a 15m radius. Radial Disarm: (due to the passive) Inflicts confusion on all enemies. Similar to the argument, it will be for 10 seconds. Irradiating Disarm augment will now inflict radiation with 10 stacks.
  13. Still happening on current patch, hud elements flickering on dx12
  14. I have started to play arbitrations again and have noticed that every time a drone spawns, every enemy in the whole map gets affected by its beam for around half a second.
  15. True, if it just staggers enemies instead of knocking them down it would feel a lot better.
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