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K4n0_

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Posts posted by K4n0_

  1. In a way, yeah. I agree that shields may be useful in some situations for some Warframes. And I also agree we can be biased by only looking at strong health/armor builds.

    But:

    15 hours ago, Greyboots said:

    Shield replenishing pickups and Melee attacks don't exist and Shield replenishing skills are usually either "spam skills" taking a lot of energy over time or are quite expensive in some manner.  However the Warframes in question often have small health pools and can't reach a state where they can't be 1-shot in endless missions so don't gain the unlimited energy afforded to high health/armour Warframes either.  Of course there's a couple of Warframes that break this line of thinking through their abilities but talking generically this is pretty much how it works. 

    We cannot deny that Health based Warframes get the spotlight over the Shield based ones because of the damage reduction. OP's proposition for Shields' damage management is actually a good one, that doesn't break the game and adds survivability to Shield-based Warframes.

    A little comment: as a main Volt player, I recently started playing Nidus and feeling an incredibly stronger survivability because of this lack of emphasis for shields.

  2. In a way, to say that the same amount of resources are being spent, I think we could combine the Arcane ranks, but not disassemble them.

    That can be used as an exploit for market purposes, and (as much as you did warn about the mods issue), with mods we can't do the same.

    IIRC, going "backwards" with mods was an issue already discussed within DE that cannot be done because of the game's architecture. So, kind of impossible right now. But for Arcanes, I'm not entirely sure if they remade the system when they removed the Raids, so that may be a limitation as well. 

  3. In a way, it is a good idea. With some tweaks, it can be implemented. But for the purpose of testing to, say, endless missions, the missions themselves would work way better than any kind of simulation.

    Specifically because there would need TOO many parameters to repeat the experience of the tileset gameplay (e.g. enemy spawn, spawn rate, etc.), to a point that wouldn't be worth it. Just run Simulacrum in a way that you can test some levels with some enemies for testing, but go for the missions to the true challenge.

    12 minutes ago, Alienami said:

    People say end game is just fashion frame... really need to help ease people into new content they fear they aren't ready for, let them test snd figure it out and build confidence to do it.

    Well, about that, fear of the unknown is natural for the human being. But we can overcome fear with knowledge. Reading, and mainly asking people around about the stuff you're insecure about, will help you way more than any kind of simulation. The community is your friend!

  4. 18 hours ago, ShortCat said:

    Rivens did almost nothing to weapon balance, the idea of "user based" rating was flawed from the beginning. The last weapon pass did a lot more to the Arsenal than Riven system could ever achieve. Melee is still awaiting its rebalance, so we can easely compare: there is not a single Riven that can make a weapon like Heat Sword, Fang or Dark Sword competitive, because base stats are weak.

    The whole point of Riven was not to balance the weapons, but to make them more usable. Of course, that can be confused with balancing, but that's not exactly the point. Rivens were made to "break" the meta gaming builds, rewarding under used weapons and not subsidize way too much over used weapons. But I do agree, the balance did WAY more than Rivens could've possibly did.

    8 hours ago, BL4CKN0ISE said:

    Anyways, Rivens being much better than other Rivens is nothing new. I have a really strong Lanka Riven with +CC, +CD, and -SD. It's probably better than most, but some people have Lanka Rivens that are much better than mine. I just think new dispositions should just go in affect for Rivens that are unlocked or rolled after the changes. DE should leave current Rivens alone, unless the player decides to cycle it for new stats

    That falls to the whole point we're discussing. This would create, as @DrBorris said, literally long term salt. Players would have unique mods that would create builds that ONLY THEM would have. And that makes me feel just like Excalibur Prime (of course, not considering the context of the Founder Pack and such): a Warframe that only a few people can have, no one else can, and that bugs a lot of players. Imagine if we repeat that action with Rivens. It sounds just like the same situation.

     

    On 2018-09-11 at 10:58 PM, (PS4)LamentaBill said:

    The legacy idea to counterpoint, would be one way to reward (and I use that term VERY loosely) people who have been playing long enough to partake at such a time in warframe. 

    Unfortunately, as good as it sounds, it would generate rage within the community (as I stated above).

    Investment of resources is something that can always backlash. It is just the essence, since the game is constantly changing. 

  5. Well, let me give my constructive criticism:

     

    5 hours ago, Circle_of_Psi said:

    Dragon Rage <New Passive>: Converts 15% of Damage on Health to Energy

    WAY TOO BROKEN. Also, it doesn't fit in any of the other passives. Attributing a mod effect to a base effect isn't quite the solution, and doesn't fit the Warframe concept. For Mag, as example, we can have the magnetic vacuum for the bullet jump as passive. But for Chroma? Even though Elemental Alignment is kind of a lame passive, it is a good one for start of the conversation.

    5 hours ago, Circle_of_Psi said:

    Ice: Freezes enemies within its radius 
    Fire: Lays a fire-patch around Chroma
    Electric: Stuns nearby Enemies, can chain.
    Toxin: Heals Chroma for the number of enemies hit.

    Combined with the elemental alignment, we would fix a "preset" for Chroma. Which is fine by me. After all, making a Warframe fully all-around would just give it way too much power over other Warframes, to the point of simply discarding the others. A little of a stretch, but my point is: the idea is fine, but cycling is really, REALLY overpowered.

    5 hours ago, Circle_of_Psi said:

    2. Elemental Ward: Small Tweak: Everlasting Ward is added to his kit.

    And what would you replace the augment with?

     

    5 hours ago, Circle_of_Psi said:

    4.Dragon Effigy: Become the Primal Dragon, Chroma levitates into the air allowing him full control over the battlefield, when activating Chroma unleashes an AoE wave of elemental damage, Holding Fire will cause him to exhale a deep breath of elemental destruction. Holding Aim will charge up a ball of engrey that launches a single damaging elemental attack. 

    Yeah, that was really, REALLY vague. If your idea was to make him just levitate in the battleground, kind of a Mesa's Peacemaker, but floating in the coat and screaming and stuff. It is kind of cool, but not with a few tweaks:

    • If you want your idea to be valid, you could chain the energy color to the effect of the first suggested ability. That way, you could build Chroma to an auxiliary role at the start of the mission by changing their colors, and this 4th skill would be like a AoE 1.
    • If not what I said: the whole concept of Effigy was to give the Warframe a kind of duality. Chroma is, by essence, a dragon, but shouldn't just turn itself into a really big dragon, copy Titania's Dragonfly (so to speak) and Mesa's Peacemaker controls and be like the adventure books or Skyrim, idk. It would remove every single concept of mobility and versatility that the Warframe has.

    For me, it could work as much as it works nowadays: just making the elemental alignment worth for this last skill as well.

    1 hour ago, (PS4)laygen said:

    Ice/Fire/Electric/Toxin: I would just copy-paste each other 'frames abilities and SFX (perhaps at less % of effectiveness compared to others. SFX - my idea would be each elemental would have different SFX. For instance, take Nidus 1 SFX, where he stomps the ground. Chroma would basically do that and mini WoF (Ember 4) would be activated. For electric, rays of them would come out from Chroma's eyes. He swings the tail 360 to freeze the enemies around it. Maybe too much to ask? 😛 )

    I'd say that's a little way too... "Ep1c_AdV3nTuR3ZZ!1111" so to say. Way too much effects that would just impose players to the already constant particle spamming that we receive.

  6. 3 hours ago, (PS4)LamentaBill said:

    My suggestion would be that if a weapons disposition were to change at any time in its lifecycle, all current rivens be preserved, essentially grandfathered in with the stats remaining unchanged. However, would someone choose to reroll that riven again, the new stats would be subject to the amended disposition. 

    I find it truly hard to change Riven Dispositions at the moment. The whole point of the weapons rebalancement is to not create broken things. It is highly unlikely that, besides a little tweak or two, that Riven Dispositions change drastically (like Aklex Prime). And based on that:

    1 hour ago, DrBorris said:

    And I would argue that it cheapens the experience for everyone going forward if 'legacy' Rivens are allowed. You can get over your OP toy being nerfed, but what you propose is something that will be a thorn in the game for the rest of its existence.

    Couldn't agree more. Even though the whole concept of Riven market is kind of broken because of the astonishingly absurd prices, the Legacy idea would just turn players into special snowflakes with their unique mods. And that would be a bummer for anyone else to invest more money into the game, if that's OP's whole point. But in terms of balance? I think the Rivens are doing great. The Riven market is the main issue here, not the rerolling nor the nerfing.

  7. 23 hours ago, GDSK-NXS said:

    If it isn't an actual feature, and is a bug that DE forgot to fix, then it COULD be ok, they could always fix it AND release a script that resets the alignment depending on the choices as displayed in the twisted branches below it (which do show the neutral dot, the sun flame and the night swirl depending on the choices). The actual problems comes from it being a feature, as DE didn't say anything regarding the infestation, nor if it was harmless or if it changed the alignment, so until DE actually steps in and clarifies, players are left with whatever is happening.

    I'm not willing to have my alignment changed due to some arbitrary half added feature, so I will have to avoid using the infected frames which, at this point, are a lot, including both standard and prime variants of some including volt and ash, and some I don't have the prime yet like valkyr and nekros, which s*cks b*lls since now I can't use them without falling prey to the alignment change IF it is a thing, which I must act as it was, eve if it isn't, since there's no proof.

    Yeah, you're right. Precaution is always something we can take a look.

    I've talked with lots of Warframe players, and could conclude this is most DE's fault, actually. It makes sense that it should change alignment lorewise only; in the gameplay level, that's terrible and doesn't make sense, hence players were not advised of this and get their karma all messed up. So I actually make another point: it's probably a bug, since the Script that they ran on the servers didn't make any effect yet (check link here).

    8 hours ago, Momo93 said:

     

    I just want to add that "DE will implement a system to change your aligment anytime you want" is not a valid argument and reason to just ruin everyone's aligment for the heck of it. It's just unnecessary plus work for us. I didn't stay neutral so it can get ruined and later I'll have to replay all quests........

     

    Yes, it's not an excuse. The "savior system" missions will not instantly change your karma to "good", there's no confirmation for that, actually. We can only speculate, but I doubt it can be only for the good. Tenno are always submitted to choices of right or wrong, sun or moon, good or bad, and there's always the equilibrium option.

    It's probably a bug, so chill.

  8. On 29/12/2016 at 3:15 PM, Katoenplukker said:

    How about a parkour puzzle where you have to use your voice to mimic tones, or vibrate a steel pin so a part of the surface cracks open.

    really think this is a bad idea. It would be real hard for people with not-so-good microphones that couldn't get specific tones or such. It could be tweaked though, I'm not a master in this subject. As someone that used cellphone earbuds for a good time, I can say it's a pretty floating range of sounds and dB control. Maybe if the game inserted itself some voice processing system?

    On 29/12/2016 at 3:15 PM, Katoenplukker said:

    The VCUI can be used to navigate through the operator's ship, call in help during missions, solve puzzles. Let's not forget that this triggers more people to use their microphone, which could result in a better communication between Tenno.

    By help, you mean Air Support, or a brand new function? Like the information about the Toxic Ancient?

    And by Puzzles, you mean the hacking system? Or puzzles like the Void tileset maps?

    Yeah, if implemented correctly, it would definetely result in more stimulus to use the microphone; though it should not add more functions for those who have, and less for those who don't. Remember that the system must be accessible for all players.

    On 29/12/2016 at 3:15 PM, Katoenplukker said:

    But for the love of my ears DE, please a good MICROPHONE check. The "listen" checkbox is not enough. People should get a tutorial for how their mic sounds and how they can improve it. I've heard too many Tenno with distorted voices and inaudible(dB) voices.

    YES PLEASE.

  9. 23 hours ago, SpiralViper said:

    Beautifully written, Kyoketsu. I've often thought about the Technocyte virus, about how if it is left to its own devices, without guidance, it takes on an extremely dark and horrifying nature. But given discipline, it is possible to build something as noble and powerful as Warframes. To make something beautiful out of something ugly

    Yes, it is truly noble. The Orokin created the Warframes at time of desperation, and the Tenno were formed, bound by honor and discipline. And according to the Wiki, Warframe and Dark Sector are canon, but not direct prequel. They are linked somehow, like in the same universe.

    21 hours ago, Rush95 said:

    While Excalibur was the first prototype Warframe to be made, what if Nidus was something else? Something that came first, that helped originate the idea of creating Warframes? He has such an intimate connection to the Infestation that I can't help but wonder ''Did it really come afterwards? Or was it their first try at controlling the virus?''

    Actually, according to Ballas' wiki, Saryn was their first try to contain the infestation. The infested tissue in her body and the proverb "fight poison with poison" is the main information we have right now. Excalibur was the first one they made against the Sentients, but we do have an hiatus between the Orokin-Sentients War and the Fall of The Empire. Maybe something about them happened there?

    There are a lot of untold story there. But Nidus is indeed something... Else. I don't know if all the Warframes were created by the Orokin, even if lifespan was not a problem for them. 

  10. 1 minute ago, Miser_able said:

    I am infected and have infected others and my alignment has only been affected by the bugged TGG quest. So I have a feeling the infection altering alignment is a bug.

    I really don't think so. It would be really, really good in terms of lore. Helping the infestation to spread, to be even stronger, even without knowing, is something that is truly wrong and not helping with the sworn balance of the system.

  11. Lorewise, the Infestation is savage, wreckless, unstoppable. We're helping it to evolve and develop itself in many lifeforms. As the Dark Sector's Wiki puts it, "The Great Plague", and we're trying to expand it. Their objective is just to spread into literally anything, and that would have some kind of repercussion in missions with Infected arsenals. Don't think only on the Tenno: think about the Grineer and the Corpus. As quoted by Warframe's Wiki, the Infestation has no prejudice in whom it affects. Our game adventures help it, lore-wise, to infect other factions and even turn those poor Grineer we don't kill at rush capture missions into deadly and hive-controlled Infected Chargers. Ospreys turn into mutalist forms, and so on. We are nothing but helping it to spread, when we are the sworn protectors of the balance of the system. But that may not be true, hence these lines direct from the Tenno page at the wiki:

    Quote

    Fragments of history suggest that discipline and chivalry are the cornerstone values of the Tenno: is this true today? The Tenno are emerging into a world unfamiliar to them. One sees a noble warrior, building his strength against an oppressive regime. Another sees an opportunistic mercenary, exploiting the Warframe's superiority for wealth. Regardless of their future, the Tenno stand united against a common foe, loyal only to each other.

    So yes, I think the alignment change is truly something on purpose. Definetely. Something quiet, but yet destructive as Nidus' mutation stacks in endless missions.

    We don't know Helminth true purposes, but since there is a relation between the Warframes and the Infestation, I can only think that Nidus is their master and the other Warframes are Helminth's superiors, at lower ranks than Nidus. A kind of hierarchical chain, like the current nature.

    We know that the Technocyte got, accordingly to the Dark Sector's wiki link I've put before, similar behaviour to the rabies' virus. So in terms of evolution, the objective is to always spread, since its life and progression depends on it. 

  12. On 29/12/2016 at 7:37 PM, (Xbox One)bigsnake84 said:

    As for Turbulence, someone mentioning how flamethrowers still hurt her got me thinking. Maybe that could turn it into a flame-nado. Maybe enemy elemental damage can add to her Turbulence with a short term, small range, aoe status proc similar to Volt's Shocking Speed augment. Also if someone melees her during Turbulence, itd still hurt her but it would react with an aoe knockback

    That would be really, REALLY awesome. Completely in for that.

    21 hours ago, AnatharsWrath said:

     

    As far as her 4th ability goes, an idea i had was instead of summoning a bunch of aimless tornados that barely do much...she could summon a large tornado like wind tunnel in a location that acts as an area denial CC.

     

    The idea for many tornadoes is to increase the area for CC; the main tornado in your idea would have to be incredibly large to cover the main area, specially with range mods equipped. I think it would become so damn massive that it would rather disturb and bother players than help them with CC, hence they would be incapacitated of any actions due to the [tornado] size.

    22 hours ago, AnatharsWrath said:

    Could also add a synergistic attack with her divebomb where if Zephyr DB's into the tornado it causes a explosive dispersion of wind that sends blades of air around the area with a decent chance to proc slash damage (or high damage proc of the wind tunnels element).

    Neat. It could work, but not be that strong, hence she is a CC/speed frame (I'd dare say speed due to its increased mobility). Something that could scale with the own skill itself (level 1: x blades; level 2: 2x blades, and so on).

  13. On 29/12/2016 at 4:56 PM, Katoenplukker said:

    I think DE can show more than just improvements on their current system. Therefor I opened up this topic.

    I understand. It is truly very noble for you to think about it.

    But I got confused, what would be the activity spectrum of the voice activity system? What would trigger it? Expand your suggestion to something more tangible.

  14. 25 minutes ago, low1991 said:

    Seeing that it's an infested room (with the introduction of the first infested frame, Nidus) on the right, going by this speculation, could it be a corpus-related room on the left (with maybe an introduction of a corpus frame)?

    Looking at the energy consumption wise, Tenno-frame uses energy for abilities, Infested frame Nidus, use energy for #1 & #2 but adaption stack for #3 & #4. Going by this speculation, will the corpus frame use a energy feature similar to the infested frame?

    I honestly see no relation. The Infestation is directly related to the Warframes, and so there is a true cause to exist the Infested Door.

    I see some options for it in my mind:

    • A recreation area. I think DE said that players could enter other players' ships in the future, so it would be a place for Tenno be around in the ship.
    • 13 minutes ago, Genitive said:

       

      I think it's the toilet. I hope it's the toilet.

       

      This.

    • If not the Infested Room, then this one will be used for something about the Operator or the Warframes themselves. Like upgrades or something.

    • I think it is unlikely to be a Simulacrum or a trophy room, it would be kind of pointless to have it there. Nor a basement (it would be a completely useless space usage there). But it is possible.

    • Modding the ship? Maybe inserting new functions on it, and this room would be the control panel. Or maybe even control the place where it is (like in a specific planet) and new ship mods. Like "faster air support", "change frames mid-battle", or something like that.

    15 minutes ago, xXx_mtv_xXx said:

    DE said it will have something to do with the nemesis-style missions they're planning, it was in a stream a few months ago iirc.

    Can you put the link in there, please?

  15. I think there is potential, but it would be harsh to implement it. As I can see, it would be literally a voice-macro to just do the things you would already do in-game with voice. But that would take too much time, IMO. It would require:

    • voice recognition system (that wouldn't be perfect at first, it would have to be tweaked several times), with quick responses to be as useful as clicking in-game for the menus;
    • in-game detailed information (depending on the Lotus command, it would have to give some information about the let's say, Toxic Ancient, but the information could be somehow limited or useless to some players);
    • mission-method rework (as your example for taking to the extraction point, it would be pointless if the mission is already completed. However, it would be interesting to add a "abort mission" as an extraction point asking Lotus to do so, but that would be a pain in the butt than just pressing Esc and clicking "Abort Mission";

    However, indeed, it would be limitless. Several things could be added, if these requisites were fulfilled. Relays, like a command for who is around, or locating some player. Or maybe stabilish connection between other Tenno, setting up a squad or something like that.

    Which reminds me that the Warframe in-voice system should be at least a little better. It is way too buggy for me.

  16. On 26/12/2016 at 0:11 PM, (PS4)CoolD2108 said:

    Why? 

    The slow, weak, useless abilitys? Result of the envirement surrounding her changing.

     

    Ever noticed how tornados are able to switch elements and set status but how it is not guaranteed? Tornados were frickin giant once and most status was permanent. Caught enemys had time to catch multiple status types and the tornados did theyr damage, throwing the enemys to its base rather then across the room.

    All this floating, this air mobility was quite unique to her...

     

    But the game evolved. Status stopped beein permanent, ejected enemys didn't keep the status and the execution wasn't good enough anymore, so they got changed to be more, keep enemys caught shorter and offer better CC by throwing them across the room. 

    Parcour 2.0 was released later and every frame got air mobility 😒 They didn't look at her ever since.

     

    The why is easy, cause she is outdated.

    Indeed, she is outdated. But the main thought is that we can reduce this outdating with some little tweaks or changes (like they did in Ash) than an entire rework. As we discussed, the up-pumping for the Tornado skill, the many ways to use Tailwind (maybe many skills within one, like Vauban's mines). About her air mobility, we discussed further in this topic about it and how it could change.

    I don't think a rework is truly needed: that would just remove its concept; and for the Zephyr fans, just diminish their love for her as it is right now.

    I know there is always a choice for a rework, but tweaks can at least be tested in form to see if a Rework is truly needed. But I don't think it is necessary. Probably in the advent of Zephyr Prime they will think about it.

  17. 11 hours ago, Thaylien said:

    If Tailwind was extendable, as in holding down the button would do a semi-channel and allow a slight 'follow-the-cursor' to make sure we go through a door instead of hitting the frame, then that would cover distance, and if Low Grav was applied to Aim Glide, with the control we have normally in the air and making her float longer during it, then we have both aspects that a flying ability would give her without losing another ability.

    However, if we were to put something in that made her fly, it would have to be a cast. She'd lose one of her abilities, or have to have it worked into another ability, in order to make it work and... it just would be a waste, really. Turbulence would still act the same, Tornado (even with the changes) would still do the same thing, and Tailwind would have even less reason to cast it. All the things that she can do well would actually be made worse by flying too because she wouldn't be able to quickly dodge behind cover when Turbulence ran out, she wouldn't be able to melee combo, and half of the weapons in the game would lose out due to either not being hitscan, having a beam length, having drop off damage or spread, and so on. Gone would be the days where you can sprint up to a Bombard and Sancti Tigris it in the face.

    But there's also game functions flying gets in the way of. Want to res a team-member? Land. Want to pick something up? Land. Want to interact with a console? Land. Wand to pop life support? Land.

    This, of course, mantaining the same functional method for Zephyr. A "Super Jump", if I could put it like that, in any direction. My suggestion was to "activate no clip mode" while pressing the Tailwind mode. I don't want her to actually fly at all, because she would lose functionality and require a whole redesign. I said the "no clip mode" could be something that could be worked on. And in the case of casting, replace Tailwind with this mode. Or maybe giving it both functions we said, like the Vauban's mine mode.

     

    11 hours ago, Thaylien said:

    That's why I say 'animation based' on that fix, because here's the problem: If you change how 'momentum animation' works, then every player suffers from it since half the abilities in the game would become interruptable by regular statuses (like fire blasts from Arson units). There is one consistent interrupt for those animations in the game already, it's something DE uses for abilities like Stomp to ensure that it CCs everything, and the same for Sonar, Maim, Radial Blind and other radial affect CC abilities: it's other animations. Give Zephyr's 2 an animation based knock down and it interrupts everything, that way DE don't need to program in an 'exception' to the momentum system and potentially introduce bugs.

    OK, now I got it. It would be just insert it for Zephyr, then. Nice.

     

    9 hours ago, AcceptYourDeath said:

    - Tailwind and Divebomb should have some sort of additional effect, I am not looking for damage exactly, more for a helpful effect. 

    What do you mean? Status proc?

    11 hours ago, Thaylien said:

    Merr Chrisma! I'll catch up with this topic next time!

    warframe___why_grineer_don_t_cerebrate_x

  18. The game is hard and its learning is too difficult and slow.

    Well, it kind of is, The game is designed for curious, willing players, to look on what's inside the box instead of getting spoonfeded. It gets a climbing ladder that each step is harder than the earlier, and even veterans can learn things from the night to day. Difficulty is not a breaker: it is a booster to go even further.

    The meta in-game is so strong that anything else won't fit.

    Wrong. Actually the best thing you can do is run away from the meta. It gets boring, after a while. And maybe doing different things you may discover new combinations. Try, dare, be wrong, try again! Have fun discovering the game.

    Not all information you need to be better in-game is available inside the own game.

    Partially. Back in the times, Warframe was way less informative than it is nowadays. And yeah, some information you may not get only by the game. But you may find tons of information in the Wikia, yeah. 

    RNG hates you.

    Yeah. It does. Just keep your mind off the game for a while and avoid getting bummed for one single item that did not drop. After all:

    13 minutes ago, Hypernaut1 said:

    the game's prime currency is plat, and it can be easily traded for for free! Use this plat to buy what you want if it becomes too difficult. Think of plat as a "token" system, where you can trade your hard work in other areas to buy items you want from other players. This isn't dependent on RNG either. Selling syndicate weapons and mods can earn you an almost guaranteed 80+ plat a week if you do dailies. 

    Conclave/Lunaro isn't worth it.

    Conclave is worth it. It is a new gameplay style that is being constantly worked on, and the rewards may be very useful for early players: customization and such may also be unlocked through it. Lunaro is fun, and you should try it out. 

  19. With great frames, comes great... Glitches.

    49 minutes ago, Sky_ said:

    Allow the 2-->1 combo to be a consistent way of getting stacks, with just using his 1 as the situational method of getting stacks. This could be achieved by have the 2 lock a person in a certain field of movement - the tendril latching onto the player gives that appearance. You can't run further than the leashes' length. It shouldn't do this for long though - a long lasting CC ability with just a 25 energy cost would be too much. The current duration works well if the 1 if followed up immediately after.

    Or reduce its energy consumption to make it easier. Maybe reducing the leashes' length too would make it easier to compensate the energy spent?

    50 minutes ago, Sky_ said:

    Increase the range and speed of the cast time and "wave", allowing it to more consistently be used as an ambush tool. This will also make it generally a better experience, as the delay from cast time to the wave is long enough where an unaware enemy could stumble to safety.

    Not the range, but more the cast speed and the wave speed. Increases in range would make it way too strong.

  20. First of all, great points there, Thaylien. Good to see you're present in most of those discussions, that's nice.

    Quote

     

    Passive: Low Gravity. Feels a little slow, but that's because it's low gravity. Why not add more interactions with other parts of the game? A big problem for Zephyr is people keep comparing her stuff to Parkour Bullet Jumping, and that's because it's an 'either/or' choice, you have no interactions.

    Fix: Allow her Low Gravity to help with Aim Glide, Wall Latch and Wall Run, moving her further, faster, and letting her steer Aim Glide (just like she can steer in the air normally). 

     

    We could actually make her more mobile by increasing the time for Aim Glide, Wall Latch, Wall Run and increase movement while in air. Not same movement, but even faster. And make her hard to hit.

    4 hours ago, Thaylien said:

    Tailwind: This one, as you've noticed, does very, very little to the enemy. Now, Zephyr is not a damage frame, so a buff to damage won't do much. The problem from above is still here, since why should you Tailwind when you can just Bullet Jump and not waste energy, afterall? And there's also a 'gravity reset' bug after you cast it, meaning you fall at increased speed after Tailwind.

    Fixes: First, let's give the player that reason to cast it at enemies, rather than just away from them: A knock-down, possibly a ragdoll of enemies you pass through, sound good? This way you can escape from narrow corridors packed with enemies. Second, we'll fix the parkour thing by first making it possible to use the parkour movement straight from Tailwind; when you're scraping along a wall you can hold Jump to make it a wall run, or hold Aim to make it a wall latch, likewise if you're just butting your head against a wall, same applies there, and if you're on a wall you can cast Tailwind as if you were in the air to move where you want.

    Now, I'd rather see a flying Zephyr. Give Tailwind the power to free roaming in the map (no clipping, of course), for the same period Tailwind is activated currently. Fusing with your idea, a "temporary Turbulence" would be activated, to execute the ragdoll you mentioned.

    4 hours ago, Thaylien said:

    Dive Bomb: Bad because it doesn't affect all the enemies you hit, and it has a tiny range. There's also nothing you can do on the ground, and it does pitiful damage. Why doesn't it affect all the enemies? Because Knock Down is something that can't be triggered if the enemy is doing an animation that has 'momentum', much like swinging a heavy sword means that sometimes you can't be knocked down, enemies have those kinds of animation too. Why is it low-range for a CC ability (a base of 6m, maximum of 17m, radius? When all, every other, CC ability starts with a base of 20?), maybe because it only costs 25 energy, so DE rates it along the lines of Sonic Boom; cheap but only for that small area of effect.

    Fix: Make the knock down an animation. Like the spin from Rhino Stomp, but at normal speed. Everything in the radius, regardless of what it's doing, will be knocked down that way, and DE can make the animation last long enough that the recovery animation for Zephyr is mitigated. Another suggestion is to up the base range from 6m to 10m, so that modding for Range would allow it to reach 25m. The best suggestion I've heard is to make the range scale with height, like the damage scales, up to an extra 90%; why? Because using this method a max-range modded Zephyr would be able to reach 30m radius just using her existing ability. But those are ideas, they could work. The most important thing is to make that knock down effect reliable.

    I don't think inserting the knock-down animation would fix. Dive-Bomb could be redirected to any direction (even walls!). The range scale is a great addition. Maybe changing the way 'momentum' works would do the trick, actually. Her skill specifically could interrupt them.

    4 hours ago, Thaylien said:

    Turbulence: To most, an overwhelming amount of Zephyr players, this only needs one fix, fix the few things it doesn't deflect. Currently it doesn't deflect Flamethrowers, Hellion Rockets, or Comba Swarmer Detron shots. Flamethrowers are the most important as Scorch and Hyekka Master units scale in such a broken manner that it's not funny. There doesn't seem to be a reason why these things aren't negated by Turbulence, it's straight up weird.

    DE's focusing on other things by now, and Oberon and Zephyr are in the drawer by now. There's not enough a Zephyr player base to state their discomfort, so there's also that.
    Now to the additions:

    4 hours ago, Thaylien said:

    Tailwind: The additions to this are simple; let us extend the range by holding down the button. If there's a line of enemies we want to knock down, we don't want to have to jog over, jump, and then blast them, only to get half-way down the corridor and stop. We want to target them, hold the throttle open and blast through the buggers at full speed. The extension would cost energy, and there would be limited movement (literally just a slight steer so you could aim a little better, not full pulling donuts in a bombard's face), but this would be a great first ability addition.

    Maybe just changing it to a channeling ability is an option, too. Channeling would increase speed at cost of energy (kind of like Inaros' OP bugs armor).

    Applying to my addition, it would just accelerate by channeling the skill at free roam.

    4 hours ago, Thaylien said:

    Dive Bomb: Under hot debate is giving Dive Bomb a ground attack. Imagine a quick wind-up animation and a quick leap forward, slamming a cone-of-effect wind forward to knock down enemies. Low damage, fast CC. The balance is that the range of the ability is the same as the radius of the dive ability, it's not a one-handed animation so you can't reload, and the damage is vastly reduced, it's literally just a knock down.

    The inspiration for this is the original Zephyr concept thread that DE approved from the forums and said they were using in the game. The optional ability that wasn't included was... well, think of Nidus and his 1, except with knock down instead of infested growths and damage. So it wouldn't be all that hard to do, just an animation thing.

    That's actually great. Like Banshee's 1, right? It's all about animation. But without changing the animation, they would just recycle the Banshee ability, which could be seem as quite a rip-off.

    4 hours ago, Thaylien said:

    Tornado: Now this I could write a book on.

    So many suggestions, so many change ideas, and so many different concepts. And do you know what? The best answer I've heard to the Tornado problem is this:

    First, make the cast have a range from the point of cast. The tornado funnels roam from the original point (they still spawn on enemies if they're in range) up to the limit of that range, it is affected by range mods.

    Second, use that range to make the funnels better. Inside the range the funnels now move faster, a little faster than running speed on a grineer, travel along the Nav-Mesh (the one the enemies use to navigate levels) so they will always be where enemies walk, not on top of rocks or off in the corner, and the seeking function triggers the moment an enemy enters the range of the cast (so any enemy stepping into the ability radius is targeted and captured by a funnel in a few seconds). Funnels still have an area of effect, so if they happen to be at the edge of the range, they can actually pick up enemies from outside it, accidentally almost. More fixes include the capture time: Enemies are captured and held by a funnel for a minimum of ten seconds (maybe that's a fixed duration) so that you reliably deal the capture damage, plus ten ticks of damage over time and have ten chances to proc the elemental status. The scattering of survivors and loot? Fix that by releasing enemies straight up out of the funnels, the funnel cannot pick them up again until they touch the ground, so no more sticking enemies to the ceilings in low tiles, they fall and can be re-captured again. In general? This is a way better function for the funnels all-round.

    Third, let's bring in that off switch. So the ability has a duration, but you can press 4 again to turn it off before the end of the duration in order to cast it again somewhere else.

    And guess what? Tornado is now a Defense CC ability. It's a half-way ability between Vauban's Vortex, with the permanent capture, low damage and multiple casts, and Hydroid's Tentacle Swarm, with the Finisher damage, instant recast, field of effect affected by range function.

    Tornado now can be cast on a defense point and it will patrol the area actively, never wander off, any enemy coming into range will be immediately captured and held for ten seconds, then ragdolled skywards (unless there's a roof, then they're dropped once the momentum wears off), and best of all? You can change the elemental type of the ability to make it proc Viral, Fire or Corrosive regularly, reliably. 

    You can even add synergy by saying that Tailwind through a funnel causes double damage to all enemies inside. There's all sorts of possibilities for that kind of thing. Somebody suggested that Aim Glide through a funnel should boost players up in the air for longer glides ^^

    Most importantly for the sake of re-working it uses all the same assets the game already uses, it requires minimal programming changes, and voila! A fully functioning Tornado that Zephyr can cast, move independently of, and turn off again whenever she needs it.

    First: Nice addition. Nothing to point there.

    Second: I don't think that damage has to have increased ticks. The ticks are fine for finalization in low level missions, but the main concept is for CC. You could slow down the capture procedure, so you can actually shoot the target (like the Vauban's Bastille, but he rotates smoothly around the eye of the storm). 
    About the throwing up, that's awesome. I could think of an augment that can create an addictional tornado to draw all items (like Vauban's Vortex).

    Third: yes, turning it off is great.

    Solid and good points. The whole thing is making DE pay attention to the Zephyr issue.

  21. 32 minutes ago, Shining_Darkness said:

    She a very unsynergetic and annoying set to use in my opinion...

    Low gravity makes her feel slow and clunky...

    Why all her spells do non-existant damage?

    Why her first ability does a pointless bullet jump up if you're on the ground? Why cant it simply push you into direction you want right away?

    Why does divebomb stun you for 0.5 second when you land and has such tiny aoe?

    Why is shatter shieldz is 100 times worse version of Mesas shield (doesnt reflect damage back, gets hit by explosions that 1 shot zephyr, doesnt reduce melle damage, cant be cast while reloading weapons, has higher cast time than Mesas shield)

    Why her tornadoes are so random and unreliable? Why they do such low damage?

    And most importantly... Why she can't fly? xD

    Well, I'm going to say things one by one.

    • Yeah, I can't argue with that. It's definitely something that makes me uncomfortable too.
    • Not all Warframes do damage. Check Vauban, for instance. His objective is way more Crowd-Control focused.
    • Well, that's the skill. Throw you in the air. It's something I'd definitely ask to work on. It's pretty useless considering bulet jump, and is limited to open-ground places where any other frame would excel. Zephyr is a fun-frame.
    • Dive Bomb is a interesting concept, though it is badly applied. However, mods can help you.
    • As Hikaru-san said, you can use the augment for it.
    • Her tornadoes are for CC actually.
    • Because she's not a bird? She's kind of a gliding bird. Titania is a fairy, which means she can fly. Not her.

    I do think a rework is something DE could think about. But there are bigger issues on the list of not so used Warframes.

    Like Oberon.

    We don't talk about Oberon.

  22. You're supposed to use the weapon you're unveiling the Riven Mod for killing, I guess. Only pressing 4 "counts as a kill for your Warframe and partially for your weapon". In quote because it's not technically like that, but you can consider it.

    Try to use your weapon next time. 

  23. 1 hour ago, Darkneblade_TR said:

    So if i forma a frame then level it up again frame start over from 0 bonuses or bonuses can stack ?

    You start over from 0 bonuses. Else, all Warframes would have almost stupid amounts of shields, health, armor and such.

    1 hour ago, RideaTear said:

    Bonuses just show you how much your base stats have increased from level 0.

    Forma's allow you to add more/more powerful mods to your weapon or frame increasing its power.

    That's pretty much it. I don't think it is unnecessary, but it can be a little misleading.

  24. 13 hours ago, (PS4)Igna232 said:

    So yes, I killed the stalker, but I didn't get the blueprint for war, but when I checked my inventory, it was just there, rank 0 and our of nowhere. Someone know how did I get it?

    Alright, let's check those things. Revise what happened.

    • Someone gave you the Hunhow's Gift?
    • Did you drop the blueprint? Check your inventory for it.
    • Do you have access to the PS4 specific drop-table for the Stalker? It may be different in PC to console versions.

    If all else is negative, then you have either an exploit or you're sleep-farming the War and you don't remember. For those two situations, I suggest filling a form for DE (not to remove your War, of course, but to notify them of the issue) and sleep pills.

    Jk, fill your form to DE and it will all be fine. 

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