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(PSN)LoisGordils

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Posts posted by (PSN)LoisGordils

  1. 4 hours ago, (XB1)GearsMatrix301 said:

    So you want to turn viral into new gas. 
    Hell no.

    How is returning Viral to its previous state turning it into Gas? Viral was great as it was and it's stupidly powerful at the moment and that absolutely needs to change. It's bad design. 

    • Like 1
  2. Hello!

    Not so long ago, DE introduced some changes to existing status effects and improved the efficacy of most of them (Blast, Gas and Puncture have questionable worth). Particularly, Viral saw an extreme rise in damage potential by simply increasing the damage dealt to health by absurd amounts. This very unnecessary and unbalanced change has made Viral/Slash Viral/Heat the superior damage choice in any scenario in which enemies are affected by status effects. Even Infested and their resistance to Viral stand no chance at all against this. Moreover, some status effects make absolutely no sense (how do robots get sick or poisoned with Viral or Toxin?). Which is why I am going to propose some balancing changes to the current status effects and how it interacts with enemies.

    I believe that, depending on the element, distinct effects need to be applied if dealing with either organic (Grineer troops) or inorganic enemies (Corpus Robotics). For simplicity' sake, numbers and values after the maximum number of stacks will not be proposed here; only a general guideline. As such:

    Physical Damage types:

    1. Slash - Status effect length and damage is increased for organic enemies, and severely reduced for inorganic enemies.

    2. Impact - Procs now, in addition to the stagger, have a chance of temporarily disarming organic enemies (knocks the weapon off their hands, makes sense, right?).

    3. Puncture - Repurposed from Viral: Increases damage against armor by X%. Robotic enemies take Y% more damage. Armored robotic enemies take Z% more damage. Currently, Puncture is arguably the most senseless (reduced damage? why?) and worthless proc (Impact stops damage by 100% by staggering opponents). The idea behind this change is that Puncture pierces armor/robotic exoskeleton and exposes vital spots/circuitry. Therefore providing increased damage potential.

    Primary elements:

    1. Heat - Stays the same

    2. Cold - When maximum number of stacks is reached, the enemy is frozen. Frozen enemies take vastly increased damage from Impact, Puncture and Blast sources.

    3. Electricity - Status effect length and damage are considerably increased against inorganic enemies. In addition, circuitry is fried; vastly reducing accuracy. Stays as is against organic enemies.

    4. Toxin - I seriously fail to grasp how Toxin affects robotics. I'll go ahead and boldly suggest that inorganic enemies are immune to Toxin procs (not the damage per se). It's not that big of a deal considering you have a myriad of other options to choose from.

    Secondary elements:

    1. Blast - Return the forced knockdown. The new inaccuracy buff is next to negligible compared to a 5m AoE knockdown. This was especially valuable for melee weapons.

    2. Gas - Gas status effects create lingering, expanding clouds of Gas damage. Organic enemies that inhale the gas will choke and begin to cough. Providing some form of crowd control. Damage penalties against Flesh are removed. Inorganic enemies take reduce damage from the cloud and suffer no effects from the gas itself (due to not breathing)

    3. Radiation - Stays the same (already deals 25% more damage to robotic enemies)

    4. Magnetic - Procs now disable robotic weaponry, shield regen and eximus auras (both organic and inorganic). Magnetic deals more damage against inorganic enemies.

    5. Corrosive - Corrosive now seeps acid unto inorganic enemy weapons; potentially jamming them

    6. Viral - Return to previous state. Honestly, Viral was great as is. Presently, it's just ridiculous. Now, in addition to halving organic enemy health, Viral procs can now spread to enemies within X meters from the infected target. Robotic enemies are unaffected by Viral procs. Infested don't have their health halved, instead reduced by 25%.

    Summary:

    1. Slash, Heat, Toxin, Gas and Viral work best against organic enemies (Flesh, Cloned Flesh etc.)

    2. Puncture, Electricity, Magnetic and Radiation work best against inorganic enemies (Machinery and Robotics).

    3. Impact, Blast, Cold, Corrosive remain relatively neutral in regards to effects on either organic or inorganic enemies. They're mostly used for shields (Impact/Cold), crowd control (Blast/Impact/Cold) and armor (Corrosive/Cold).

     

    Are these proposed changes drastic and will they change the meta should a similar idea be implemented? Absolutely, that's the idea.

    Will it force players to actively think about their damage mods before a mission instead of sticking Viral/Slash/Heat on everything? Hopefully, yes.

    • Like 4
  3. 24 minutes ago, Tiltskillet said:

    You  think adding the disarm and some scaling true damage potential still leaves it ineffective?  It think it would be one of the best first abilities in the game.

    Actually its a little too good now that I think about it more.

    Assuming enemies slam against a surface like a wall heh

    Frost has that exact same mechanic for Snow Globe and it's rarely noticed 😛

  4. 2 hours ago, Tiltskillet said:

    I appreciate the general thrust of these ideas a lot.  I especially like how it would encourage more active ability usage on Banshee without making it mandatory.  And her 1 and 4 would be much more than the afterthoughts they usually are now in my gameplay.

    Some minor quibbles...

    Very thematic, but does Sonar really need to be much more of a team weapon buff than it is already?   I'd think the first thing is probably enough.  I suppose too that higher accuracy would  be unwelcome in a few cases.

    The backstab thing is a bit too much too much😛  Especially with Savage Silence, since that's already a huge damage multiplier to stunned enemies before even getting into finishers.

    It steps on the Fracture augment quite a lot.  The augment is near instantaneous total armor strip with some power strength, but does require the extra slot, has a much more limited area, and doesn't do anything special to shields.   Obviously it could be changed too though.

    Again though, really good rework ideas IMO.   I'm enjoying Banshee immensely already, but basically as an incredible weapon platform with some interesting conditionals attached.  These would add a huge amount of depth to her gameplay without taking away from what makes her so fun already.

    Thank you so much for the input! 😄

    I love Banshee and her concept, but always wished for more depth to her kit

  5.  

    Banshee is a Warframe that you either love or hate. Her kit is unique and her playstyle is the most unforgiving if you aren't constantly moving to dodge enemy fire. 

    While by no means she is a bad frame, her kit feels a bit out dated. So:

    Passive: Keep her suppressor passive, but add bonus critical damage when attacking unalerted enemies.

    Abilities:

    1. Sonicboom: Firstly, I would like a more sound-looking effect for her first (and her others too). While sound isn't visible per se, Sonicboom looks like a gust of wind or an energy blast. Changing it to a translucent wave with minor energy colors would make it look better. Moreover, Sonicboom temporarily disarms enemies (akin to Titania's Spellbind) and if they Impact a hard surface while ragdolled, they will receive up to 50% of their maximum health as True damage (akin to Frost's Snow Globe). Additionally, the slight delay between casting it and the effect taking place needs to go.

    2. Sonar: Enemies are now revealed through walls. Banshee and allies gain increased accuracy. 

    3. Silence: Enemies have reduced accuracy, Banshee gains reduced threat level and attacking enemies from behind results in a guaranteed red crit. Silence now muffles sound entirely. Currently, Silence deafens enemies inside the area. However, enemies outside the aura can still hear the gunfire. Moreover, holding the ability button will cause Banshee to unleash a sonic wave that knocks down enemies, cancels Silence and deals damage equal to: X Blast damage x Current Silence duration. For example, cancellation with 30s remaining deals: 500 Blast × 30 = 15,000 Blast damage.

    4. Uproar: Uproar mechanics are as follows: Sound waves deal increasing damage the longer it is channeled, degrade enemy defenses and stagger them. Now:

         a) Tap to do regular Sound Quake. Damage increases by X% per second channelled and armor/shields are gradually "shattered" by Y% per tick. Damage ticks occur every 0.5 seconds.

         b) Hold to make Banshee project a cone of destructive sonic energy in front of her. Damage dealt and defense degradation is two times the amount dealt by Sound Quake per second. Sound Quake offers 360° damage and better area denial, while the cone is the damage focused one.

         c) Energy drain ramps up with prolonged usage

    • Like 1
  6. 11 minutes ago, (PS4)R-E-D-A-C-T-E-D- said:

    No after scrapping my stuff, I don’t get resources, only Dirac. You are  the chosen one.

     

    It happened again after I installed a new part. Scrapping after that shows the typical UI indicator of what you just got, followed by several resources in large amounts. However, I think it's merely UI since my amounts remained the same

  7. Straight to the point: I've been scrapping all Railjack MKIII parts I get in the Veil for extra Dirac. I'm supposed to get just the Dirac, right? Because I've also been getting 7k Coppernics, Carbides and Pustrels per scrap. I'm unsure if this is an exploit or if this is intended.

    Disclaimer: I'm not dismantling fully built components in order to get resources back, I'm scrapping the parts for Dirac

  8. 3 hours ago, LascarCapable said:

    Actually @Vulbjorn made a suggestion in order to make Photon Strike more relevant : turning it into a nuke that you can build up. It builds up every time you spend energy to use your powers, and the more energy you spend before using it, the more damage Photon Strike would deal. Not the perfect solution perhaps, but it could make the ability useful with enough build up.

    An alternative would be obviously to give another effect to photon strike to make it worth the use. Which one ? I dunno. Maybe it could break armor and shields, but Bastille already does that job on Armor.

    To be honest I kinda want to replace it with the nail grenade still, and add a new tool to minelayer that would help with survivability. Some people like Photon Strike because it allows them to "fly" though, but we could just make it so the Nail Grenade gets the same animations than Photon Strike.

    It's damage is also the issue. Changing it to equal parts Radiation and Heat with a Heat proc on surviving enemies is also a good alternative 

    • Like 1
  9. 2 hours ago, [DE]Rebecca said:

     Hi Tenno!

    Launching later this month is a new in-game Chat Channel! 

    The goal of this channel is to provide new and experience players a place to seek and provide help in a dedicated and organized way. This channel will eventually be the first channel new players enter (instead of region, which will be available as an opt-in!). 

    The Players Helping Players sub-forum has remained one of our most beneficial to Tenno, and translating it to an in-game Chat channel was a very logical next step.

    Here's a sneak peek: 
    QandA.png

    See you in there later, Tenno. 
     

    This is great!

    I really hope this one is heavily moderated so it's not another cesspool like Region Chat 😕

    • Like 1
  10. That doesn't make sense. Gauss' abilities deal with kinetic energy.

    More kinetic energy = more excited molecules = Heat

    Less kinetic energy = slower molecules = Cold

    It'd be totally senseless for it to magically deal Toxin or Viral. So from a thematic point, I disagree with the augment

  11. 30 minutes ago, zhellon said:

    Well I meant that Titania and Rhino have 2 voices each, although Rhino is useful, while Titania is a broken frame the potential of which is not disclosed due to the mechanics problems. .

    Hell, I hate the concept of a broken frame. Now we will have to clarify that we are talking about the problems of a specific frame, and not about a new concept of a broken frame.

     

    I absolutely loathe that concept. Hopefully the abilities make me change opinions, but I'm disappointed they went with this

  12. 6 hours ago, zhellon said:

    Add my vote for Titania. It's really sad that it needs rework at the rhino level, when rhino is an excellent and sought-after frame, while Titania is only 4fun having broken abilities that will never be used to their full potential due to poor mechanics.

    Rhino is one of the top blandest Warframes out there:

    1. Rhino Charge might as well be incorporated as his dodge, move Iron Skin as his new 1 and give him something new.

    2. Iron Skin needs an augment to recast. Something that should be a base function 

    3. Roar is one dimensional. A damage buff he doesn't even need to think about using. No synergies, nothing to spice things up.

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