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Digital-Dreams

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Everything posted by Digital-Dreams

  1. Since we already have Quests that are somewhat about a syndicate, just missing an Arbiters and Meridian Quest, my idea is that with the completion of the quest the lowest rank you can be for that syndicate is neutral instead of in the negatives. My reasoning for this is that doing the quest would essentially make it so you are on "good terms" with that syndicate and they will offer you the benefit of not becoming a target for one of their squads. An example could be if you are -2 with Red Veil, completing the Chains of Harrow quest would make you neutral with them and not allow you to fall below neutral even if you are still representing Suda or Arbiters. Yes, that would mean that you would not be able to farm for free specter blueprints anymore, but a solution for that can be reducing the cost of them once the quest is completed to something like 1000 standing.
  2. 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??
  3. 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.
  4. 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.
  5. 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.
  6. I know right? If any changes were to happen I would love for her animations to change to be more scream-like.
  7. 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.
  8. What is funny is that I already had those selected, but still never got the review :(
  9. 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.
  10. 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).
  11. It was just an idea of expanding what his Radial Disarm augment does, but applying it to his whole kit.
  12. 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.
  13. 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.
  14. Still happening on current patch, hud elements flickering on dx12
  15. 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.
  16. True, if it just staggers enemies instead of knocking them down it would feel a lot better.
  17. I didn't know that, and even when looking at the wiki it is listed as "[Undocumented feature/bug]" so it could be spaghetti code. That being said if it was made to strip 50% without an augment, then I would say that maybe the augment should be changed to allow Sonic Boom to become a moving wave. So you cast it and it moves in a straight line for a few seconds before vanishing. (Coming up with augment ideas isn't easy lol) I agree it is already good, just wanted to add some ideas for possible QoL Ah right, forgot about those times since it has been a while. Well if they replaced it, I feel like it should be like... Banshee Wail or something? Some sort of cry that marks enemies for a timed death or something?
  18. Passive: For being a herald of death, I don't find having silent weapons making the most sense for her passive or at least not the most useful in modern Warframe. I have two ideas and both of them are quite similar: The more enemies are in a 30m range of Banshee, the more critical chance (or critical damage) she gains The more enemies Banshee kills, the more critical chance (or critical damage) she gains. Stacks up to X times for Y seconds of course I couldn't decide on either chance or damage since both would be helpful for the herald of death, but I feel like either chance or damage could work for either idea. Sonic Boom: Give it the ability to strip armor like the augment does, it would be 50% at max rank but it can be increased by strength of course. Her augment gives so much more utility to her Boom, so I feel that should always be something it can do. Sonar: It is fine as it is, marking weak points for more damage is very helpful. Silence: Keep it how it is but let us add a bit more to it Allow for occasional pulses from her so it can stun enemies again, since currently, if an enemy is affected by it, you have to get them out of range to stun them again. Allow THIS to make your gunfire silent Sound Quake: Make the damage ramp up and lower the energy costs. Let me elaborate a bit: The initial drain should be in the 75 range The drain per second should start at around 6 and ramp up to 12 with longer use The initial damage should start at 200 and then increase rapidly for every second of use Since currently you are not invulnerable when using SQ, I think she should at least take reduced damage while using it, probably about 75% at max rank. This could make it so that when using Resonating Quake, she could have brief damage resistance.
  19. My main thing is that I don't think it really should be a jack-of-all-trades element, it makes it feel like that is one element you have to build with or you won't do enough damage. That is just how I feel about it. That explains a lot of why it feels weaker, the scaling calculations need to be tweaked so it can keep up. I tried out a cold + gas build on a few weapons since gas has increased headshot bonus and cold increases crit chance, but it ultimately didn't work since gas doesn't do much. Funny how you say that because I just thought of another way to give it utility. Make it pull enemies together, the more procs on an enemy the stronger they pull in others. Just give it something instead of just "big shield damage". Yeah, I think my main thought was just how much better slash is compared to the other two due to how strong the DOT with multiple stacks can get.
  20. These are all just my thoughts and observations, feel free to discuss more in the comments. Also, I am typing this at like.... 3-4 am so keep your expectations IPS Impact: The problem is that when you read what it does on paper, it isn't bad; It applies an increasing amount of stagger up to 5 stacks and also increases the mercy kill range for heavier enemies. It just doesn't have as much... impact. Maybe make enemies have a chance to disarm, getting hit by something would make you drop something without a good grip. Puncture: Weakening an enemy sounds good, but most of the time it doesn't help when you are dealing with groups of enemies, one of them will get a good shot, and that 80% on the other guy won't matter. Maybe if it allowed an enemy to be more vulnerable to damage or bypass shield (maybe armor) it could be a little better. Slash: A bit hard to understand calculation-wise, but it applies bleed that does scale with damage. The main issue is the fact bleed bypasses armor reduction due to its own type of damage: Cinematic. I actually have no ideas CEHT Cold: It does what it needs to do, slowing down the enemy by a good amount and I guess making enemies take higher crit damage? (I didn't know that) It just isn't a damage damage type. Maybe after several procs, the enemy is frozen Electricity: Stuns the initial target while also damaging nearby ones, good on paper but the damage is meh. Maybe making it have a chance to also proc on other enemies to stun them as well would help, sort of a chain reaction thing. Heat: Also stuns enemies but also reduces armor by 50%!? I am sorry, but it doesn't need to reduce armor by that much, even if it is a timed thing. Reducing it to 25% is fine if it needs to keep the armor reducing, otherwise, make it so enemies get affected by fear and they will flee. Toxin: Seems to have the same calculations as Slash, almost Slash 2, but without the special Cinematic damage. Maybe making it apply weakening instead of Puncture? Although that would mean it would defeat the purpose of it being DoT like Slash by having a max cap. BCGMRV Blast: Inaccuracy just doesn't matter in my opinion. Either bring back knockdown or make it so it acts like an AOE of current Impact. Make it stagger enemies in a 3-meter radius from the initial target, stacking with each proc. Corrosive: It's fine, it does its job of dealing with high-level Grineer armor for easier kills. Gas: Same as Toxin and Slash but somehow feels weaker than both? Maybe make the damage tick faster? Magnetic: Good against shields, not much else. Allow it to jam guns, give it some kind of utility. Radiation: Its good, good damage, and the confusion effect is good too. Viral: Really good, too good, it just doubles your damage to health which makes it great for slash. Honestly, reducing the damage to health might help other statuses come in without this dominating the meta. Other than that, I got nothing.
  21. As someone who basically mains Nezha, this tells me you are not using his main gimmick: his reduced slide friction and increased slide speed. Running and occasionally tapping crouch to slide will make you move much faster, and that speed is more noticeable when using Firewalker. It just doesn't need to be buffed by strength, he is plenty fast enough already. Rush only gives a 30% sprint buff, so already having the Fire Walker buff in that range is fine. If it were to be affected by Strength then it would be hard-capped pretty low, like somewhere between 30-45%. I don't really understand why you keep comparing him to Saryn, but he isn't made for map nuking like she is. He is more defensive, using Fire Walker to create areas that will damage and initially stun enemies with the fire proc, Blazing Chakram is used to make enemies more vulnerable to damage, Warding Halo is for his (or teammate with the augment) survivability, and Divine Spears are used to stop a large group of enemies to let teammates wipe them or for you to use the Chakram to take advantage of the synergy of duplicating chakrams for more damage. Yeah, I don't find a good use case for that, the only time I use his teleport is when trying to traverse long distances. Not saying there aren't times I won't hit the button by mistake and pop into some enemies, but with how niche it is I don't use it.
  22. I don't know if the devs have already touched on this before, but I feel like having a melee equivalent to Hunter Munitions, Internal Bleeding, or Hemorrhage would be a nice addition. It could help diversify some build choices or maybe help make some weaker melee a little more viable.
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