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Archwizard

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Everything posted by Archwizard

  1. While I agree that's a recurring issue with Caster frames, in Yareli's case I'll raise two points of defense: 1. The ability of Bleed effects to bypass armor makes up for lack of other scaling, since it negates an enemy's primary defense even at extremely high levels, effectively the same as multiplying damage relative to their armor; this is why Finisher damage is so effective. The main flaw is that the mechanics of Yareli's kit don't really facilitate allowing her to stack the Bleed status effectively unless she makes herself a sitting duck. 2. Riptide at the very least does have a partial scaling effect; not every damage skill in a frame's kit needs scaling if the others can facilitate the one that does. That being said, Aquablades... doesn't facilitate or benefit from Riptide in any way.
  2. So, two things. One, the buffs presented here are an appreciated step towards making Yareli a better frame. The movement changes to Merulina make it much better suited to indoor maps and close-quarters spaces. Two, the buffs presented here are not enough to make her a mechanically attractive or desirable frame. The issue with Yareli isn't simply that she's numerically weak and hard to control, it's largely that her toolkit is unfocused and doesn't work well together, AND that she's difficult to mod because so many of her abilities are barely affected by them. For instance, Merulina itself is her signature ability, but its damage output and movement stats are completely static. In fact the only aspect of it that can be modded is its health, and even then only via Power Strength rather than collective Health/Armor mods like other barrier effects. The flat amount from Power Strength often pales in comparison to the health pool it gets from initial damage absorbed at higher levels. Sea Snares and Riptide encourage a caster-heavy playstyle in execution, but nothing in her kit facilitates such a playstyle; in fact, Merulina disables Sentinel abilities like Radar effects and Vacuum, which actively interferes with optimizing enemy grouping and energy collection. This would be less of an issue if Merulina could receive K-Drive mods, specifically the "Juice" mod to fuel such abilities, or if it had some in-built effect related to it. Aquablades' damage radius is less of an issue compared to the fact that -- repeating the sins of Ember's old Fire Blast before it -- it only damages in a ring-shaped plane around the caster; not only is that more suitable to Warframes who can afford to stand in place to build Bleed stacks (as opposed to the movement-heavy playstyle encouraged by her passive and Merulina), but the fact that Merulina hovers means Aquablades can very easily soar right over the enemies' heads if the ground isn't completely flat or if the caster's performing aerial maneuvers. In fact, increasing the spin radius of the blades is actively detrimental if it doesn't accompany increased hitboxes for them, because enemies inside the circle can dodge them more easily. So, I have some suggestions to make to provide more synergy and enrichment to her kit. Have the rotation speed of Aquablades increase relative to the user's current momentum. Yareli should stack Bleed effects more rapidly on enemies by driving by them on Merulina, rather than just by sitting next to someone stuck in a bubble. And if someone wants to put Aquablades on Gauss or Volt, that should be an option. Have the Aquablades orbit at different elevations around the caster, and allow their HITBOXES to be affected by Power Range, with greater damage closer to their epicenter. They already whip pressurized water in a disc around themselves. While riding Merulina, the axis of their rotation should also shift down to the K-Drive since Yareli is higher off the ground. When Riptide is active, launch the Aquablades at it to shred snared enemies, AND/OR if Riptide isn't active, have victims of Sea Snares float towards Yareli. This would allow her to pull them into her Aquablades without having to stop moving on Merulina. Personally I favor the former option, as it would give Aquablades and Riptide some synergy. Build an innate "Juice" mod into Merulina, and have tricks deal Cold damage based on trick multiplier and Power Strength, in an area affected by Power Range. While I still think it's a waste that the sheer volume of combat-oriented K-Drive mods can't be used on Merulina and are otherwise gathering dust, I can understand wanting to keep the speed mods away after so many changes to keep you from crashing into every wall and ceiling. If Merulina itself is better at combat baseline than a semi-modded K-Drive, it will at least make up the difference. --> 4.5. If Aquablades is active, have these tricks inflict Bleed on nearby enemies. Critical Flow diminishes upon standing still for 1.5 sec. Self-explanatory. AND FINALLY, If at all possible, allow Yareli to cast one-handed or no-animation Helminth abilities from atop Merulina. I can understand that full-body animations conflict with K-Drive animations and that Yareli's own abilities were specially made for it, but given that something like Shock or Molt is already usable while aim-gliding or on a zipline because it's just one freehand swing or LESS, surely it would be easy to modify, right? You can just give other abilities a "Cannot use while airborne" error. They wouldn't make her a perfect frame, but literally any increase to her synergy would be greatly appreciated.
  3. Absolutely agreed that Focus schools as they are now are too similar, "Here's the same set of powers for everyone with X bonus for each school. By the way, here's a penalty for actually investing in X bonus, so you're largely going to use the same set of powers." The fact that there's a penalty on each power investment means most people don't dip that deep into the pools themselves, which defeats the point of it being an end-game style continuous growth tree. (Though I would also say that's in part because of how frustrating it is to actually advance; the Convergence orbs give me a migraine and you can't distill them off frames when not in use. Discussion for another topic though.) And the fact that each of the powers really don't match up in terms of effectiveness (ie relative "Here's a small damage boost to a particular damage type or a bump in your armor" vs absolute "Here's some energy regen, invisibility on Finishers or instant revives") means you have one or two trees of more value than the others. But really the biggest sin, I feel, is that Focus emphasizes the Operator's personal effectiveness as a combat unit, despite that the Operator is under no circumstances ever going to match up to a Warframe, usually only coming out when you need to blast a Sentient, dash through a laser door or get an invulnerable revive. As it is now, Focus is only worth investing in for the powers that benefit your Warframe directly in the Operator's absence. In my opinion, the Operator should be relegated more to a supportive role in general while more of the Focus trees should emphasize the interplay of the Operator and Warframe, like giving one a benefit relative to the other's actions.
  4. Oh, I wouldn't dream of forcing someone to suffer those debuffs for the whole Transcendence cooldown. Those cooldowns were like 3-5 minutes iirc; running around that whole time while nullified or nearly blinded by a scrambled HUD would make the game literally unplayable for most of the mission. No, just for a few seconds. Like, 15-20 seems fair? At worst with the effects suspended during bleedout (so you can't just cheese out of it)? Less than that seems like there's no point even having a penalty (3 second invulnerability windows feel like you blink and miss 'em), more than that seems like an unfair risk of death shortly after activation. I think that's a good sweet spot. The idea is just to make it so you really, REALLY want to think about whether you're gonna hit that button, plan where you wanna be when you hit that button, and encourage you to get the most out of it when you do, rather than just use it on cooldown for free kills or buffs. Save it for a critical moment, then when all seems hopeless, Limit Break.
  5. Some of them could stand to be reworked (three of them were different flavors of essentially the same CC), but I agree. Give us a bunch of overpowered "Oh sh-" cooldowns. Personal concept: Have the Operator push themself out of your Warframe, but allow you to continue controlling your Warframe while your Operator hovers behind you like a guardian angel, bleeding out void energy in all directions while pulsing a beneficial aura. Madurai gets the high-damage beam with a low chance to insta-kill non-boss targets on each tick that aims it with your reticule but Focus upgrades increase its affected area, spread random status effects on each tick, and increase the chance to insta-kill per tick. Vazarin briefly pulses healing across affinity range (like Blessing getting spammed), while Focus upgrades increase the number of pulses, restore allies' ammo, and allow it to instantly revive downed allies/resurrect dead companions. Naramon pulses waves that reset enemy awareness and make them completely oblivious to Tenno while highlighting them for the player, with Focus upgrades to add bonus effects to Finisher kills on affected enemies such as flashbangs, personal speed boosts, or free Scans and bonus drops. Zenurik temporarily removes the costs, upkeep and cooldowns for the abilities of nearby Warframes, with Focus upgrades to increase Strength/Range/Duration of affected abilities. "Why not refund energy?" Because we already use Energizing Dash. Combine the two and you'll be recovering energy while spamming abilities. Unairu gives you temporary damage/status/Eximus invulnerability and an aura that taunts alerted enemies to target you, with Focus upgrades to add damage/status reflection, magnetize enemies and projectiles to you, or place barriers on nearby allies. Each has their own strengths and rewards different playstyles, with very little overlap. ... but then, add an annoying penalty to using the cooldown so that you can't base your entire strategy around "use on cooldown". Lock the user out of using the Operator for a while until your Operator recovers, or suffer some other personal debuff from over-exerting yourself as if you "front-loaded" all of your potential for a few seconds. Something like - Madurai significantly reduces your damage output from all sources Vazarin hampers your mobility and prevents using Gear "Wait but Vazarin doesn't make you faster!" Yes, but it partially negates the need to move in the first place. A big part of mobility affects your ability to pick up allies, collect healing items, protect objectives and avoid incoming damage. Naramon scrambles your HUD and prevents using Gear Zenurik Nullifies your abilities across all sources (including Archwing and Necramech) Unairu increases your damage vulnerability Why? Partly for the drama, but mostly because I remember the days when you only wanted Naramon and Vazarin for the passive abilities after activating the cooldown, because they were otherwise very flashy and largely useless without investment. There should be a level of potency to such abilities to warrant their own use, and giving them a heavy penalty after use would act as a built-in counterbalance to warrant making them absolute tide-turners at any and all levels.
  6. Right. Which is why I said we should use the 33 slots you have before Max Rank as a benchmark. If you have subsumed 34 frames, then that is at minimum 1 frame whose XP could only have been received after Rank 10. Guaranteed. Could you have used fewer of your subsume slots before then? Sure. Maybe you only subsumed 10 frames before you got to Rank 10 and up to 23 of your subsumes now will go uncounted. You might not get XP for every frame you ever subsumed, but if we only count after 33, the people who have overcapped by now would at least get something.
  7. We have a flower garden marking each frame we've subsumed, each one also puts an item in our inventory marking we've unlocked that subsume, we only get 33 Subsume slots before max level and the current max Helminth level is literally "Unlimited Subsume Slots". Bearing in mind that Yareli will be Frame #47 so there is a minimum well of untapped XP. I'll grant that there's nothing to say whether it tracked how much XP of the first 10 levels was devoted to the 33 subsume slots it gave us, but at the very least if you have more than that it shouldn't be hard to code a "if subsume.count() > 33: helminth.xp += subsume_xp * (subsume.count() - 33)" style script. Yes, the syntax I've put there is simplified I'm sure, but everything logically necessary for something like it to work is already there.
  8. Not necessarily. You get Helminth XP every time you feed it too, so veterans can just put cheap dummy infusions on their frames and get some free ranks far more quickly than players who choose to just wait a day between each subsume. Plus this is coming out with a new frame and it explicitly says you'll get XP for each frame you affect with an Invigoration, which is a system veterans can take advantage of more easily than new players.
  9. Years in the making for Valkyr (on paper), though I'm curious what this means for frames like Inaros and Nidus. Is the armor buff determined by the amount of shields consumed, making it unusable for them? Or does it just consume flat values of each, so they just get a freebie? Also just basic logistics, like "Is this all shields, a percentage, or just a flat amount?" and "Is it a shield cost only, or energy/cooldown too?" Put this on Trinity, Limbo or Garuda to return to the old Loot Cave formats. (Though admittedly Dispensary has put us well past that concern.) As with above, curious what this means for Hildryn and Lavos since we know explicitly the energy return is based on the energy consumption. Might make Lavos an even better Trinity than Trinity, might be completely pointless. Who knows!
  10. So, I have a concern here. On the one hand, the concept of buffing random Warframes to encourage a diverse playstyle is, alright, an interesting way to reward collectors. However, it's also what's already been done with Arbitrations. My main concern is that giving such massive buffs to Warframes could lead to two main issues down the line: The effect this will have on Power Creep. Historically, a 200% Power Strength buff today means frame nerfs and new ability-resisting enemies tomorrow. This could then unintentionally penalize players without a wide collection of frames, or those who haven't unlocked the segment yet. Buffs with that much potency may slip right past "gentle encouragement" into actively dictating what frames players use, which they have little control over by design ("every 10th Invigoration lets you pick one of next week's" means you pick the frame literally once a month, and even then the effect is random). "I'd consider playing my main for this Tactical Alert, but there's a Helminth buff for XYZ frame right now that would make my build for it god-tier." Combine this with the first point and we may reach a point where such strong buffs will be expected when balancing the challenges being heaped on players in the future ("Sorry y'all, can't bring Trinity cuz her Invig didn't pop this week").
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