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(PSN)LoisGordils

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Posts posted by (PSN)LoisGordils

  1. Every time I see "easy" and/or "simple" I have to roll my eyes. One cannot simply trivialize or assume any changes or work DE puts in is easy. Unless you know how to code and can write the script necessary for the changes, don't undermine their effort -_-

  2. 53 minutes ago, 84773-RY said:

    Description: Wisp becomes the gate, enveloping herself with the power of the sun. The size of the beam is the size of her, damaging her in the process of its use, lowering her max health the longer the power is used.

    I would never use this augment, tbh

  3. 1 hour ago, Travis05 said:

    I think the main purpose of Revenant is confusion. Enthrall would be his main ability. Making enemies fight each other and generate a big chaos.

    That's exactly his problem. That's Nyx's role, not his. He is the Eidolon/Sentient Warframe and should have skills that reflect that.

    • Like 2
  4. Ah yes, the most catastrophic and horrible idea that has ever plagued the forums strikes again. Zawframes are an absolute NO!

    1. It takes away individuality from Warframes. They aren't mere weapons, they're characters with personalities.

    2. Everyone would run X kit and nothing else. Balancing would be an utter nightmare. 

    3. It's extremely unoriginal and unimaginative.

    • Like 4
  5. On 2020-01-04 at 4:11 PM, (PS4)GameflowPRO said:

    WoL: I would rather have WoL pulsate health to nearby allies, rather then everyone who needs health having to take focus off other enemies and aim at the one that has a hard cc applied to them.

    Still redundant considering that Blessing is a much better heal.

     

    On 2020-01-04 at 4:11 PM, (PS4)GameflowPRO said:

    Link: I would like Link to me able to channel up to 6 enemies. To be able to store incoming damage during Link, regardless if Trin is immune or resistant to damage, and upon recast, or end of ability to deliver the damage stored back to all channeled enemies. That would make Link a fun ability. Void Spines should not interfere with Link storing damage.

    I like this 🙂

    • Like 1
  6. On 2020-01-02 at 2:46 PM, Fordrim said:

    Passive:

    Nekros regenerates 5 Health every time an enemy dies within 10m.

    His passive is already this same concept. Albeit with better values

    On 2020-01-02 at 2:46 PM, Fordrim said:

    Soul Punch:

    Instant:

    Range: 75m
    Energy: 25
    Damage: 500 Toxin + 500 Impact
    Punch Through: 10.0
    Critical Chance: 10%
    Critical Damage: 2.0x
    Status Chance: 10%

    Effect:

    Rag-doll enemy targets away by 10m.

    If targets are slain by Soul Punch, all enemies within 5m will suffer 50% of Soul Punch's Damage and are Knocked down.

    Synergy: If Nekros has Desecrate active, then all enemies slain by Soul Punch are affected by Desecrate

    Flat damage skills are never good. Given how enemy health and armor scale in Warframe, simple damage skills with no ability to scale have no place in the current game. Starting from the concept of literally ripping out the soul of an enemy, Soul Punch should instantly kill, regardless of level or defenses, when an enemy is below a certain HP threshold (say 40-50% health). This same mechanic is the one Garuda has for her Dread Mirror: She automatically executes sufficiently weakened enemies by ripping out their life force. Moreover, Soul Punch should also be used to detonate and discard unwanted Shadows, dealing a percentage of their total HP/Shields as AoE damage.

    On 2020-01-02 at 2:46 PM, Fordrim said:

    Terrify:

    Instant:

    Range: 15m
    Energy: 75.
    Duration: 25 seconds.
    Enemy Armor Reduction: 20%
    Max. Targets: 20

    Shrouded Reaper: Nekros receives 20% Armor Bonus per enemy affected by Terrify that is slain within 5 seconds and the Armor Bonus lasts for 10 seconds.

    Synergy: If Nekros has Desecrate active and enemies are within its aura, they will suffer 50 Toxin Damage with instant Toxin Proc.

    50 Toxin damage is beyond negligible. Plus, it doesn't fit thematically. Again, let's start from the concept: Fear. When Nekros uses Terrify, he invokes fear into the hearts of his opponents. They then begin to flee, that's great. If used in tandem with Desecrate, the ability turns into Terrifying Desecrate. Basically, enemies in range of Desecrate get struck with fear. But instead of running away, they will have severely reduced accuracy and fire rate.

    On 2020-01-02 at 2:46 PM, Fordrim said:

    Desecrate increases Nekros' Passive to extend to Desecrates Range and has his Passive affect all Allies, Companions and Summons within Desecrate's Aura

    Good.

    On 2020-01-02 at 2:46 PM, Fordrim said:

    Damage Boost: 2.5x.
    Health: 2.0x.
    Shields: 2.0x.

    I really like the whole charging up SoD for extra benefits.

    • Like 1
  7. 3 hours ago, taiiat said:

    they added IPS to Elemental Weapons because they don't understand their game and they want to force everything to be Crit Slash because they think that's the only way a Weapon can be good.

    They literally added IPS to purely elemental weapons for two reasons: 

    1. It will cause these weapons to reap more benefit from Condition Overload

    2. It absolutely makes sense. The Karyst is a poisoned dagger. It has a blade. Blades cut, pierce and have impact. The Karyst is a blade that cuts, pierces, strikes and poisons opponents. Now it makes sense.

    3 hours ago, taiiat said:

    for most of the Elemental Melee Weapons, it is not an improvement but rather a detriment.

    In every single scenario, it's an improvement because different status procs equate to more damage with Condition Overload. You're waaay off

  8. 4 hours ago, Fordrim said:

    Soul Punch:

    Instant:

    Range: 50m
    Energy: 25
    Damage: 500 Toxin
    Punch Through: 5.0
    Critical Chance: 5%
    Critical Damage: 1.5x
    Status Chance: 5% (plus rag-doll effect)

    Charge:

    Range: 50m +5m per second
    Energy: 25 + 5 per second.
    Damage: 500 Toxin +100 Toxin per second.
    Punch Through: 5.0 + 1.0 per second.
    Critical Chance: 5% + 1% per second.
    Critical Damage: 1.5x +0.3x per second.
    Status Chance: 5% + 1% per second. (plus rag-doll effect)

    Would still be awful. Not to mention, charge mechanics are terrible and redundant. In what scenario would I NOT want a fully charged skill?

    4 hours ago, Fordrim said:

    Terrify:

    Instant:

    Range: 15m
    Energy: 75.
    Duration: 25 seconds.
    Armor Reduction: 20%
    Max. Targets: 20

    Charge:

    Range: 15m + 3m per second.
    Energy: 75 + 15 per second.
    Armor Reduction: 20% + 4% per second.
    Max. Targets: 20 + 4 per second.

    20 is the maximum amount of enemies that can spawn at any given time. Also, too much energy

    4 hours ago, Fordrim said:

    Charge:

    Requirements: at least one Summoned Shadow
    Energy: 20 per second.
    Boosts Summoned Shadows Max.: 1.4 Summoned Shadows per second.
    Boosts Shadow Damage Max.: 0.3x per second.
    Boosts Shadow Health Max.: 0.2x per second
    Boosts Shadow Shields Max.: 0.2x per second.

    That energy drain is insane

    • Like 3
  9. 14 minutes ago, AndouRaiton said:

    That argument doesn't really work here.

    Exilus on a Warframe pertains to mods that affect movement.

    The only criteria for Weapon Exilus is that it does not increase the raw damage/cc/cd/sc (with their primary effect) i.e. are QUALITY OF LIFE mods which majority of what OP has listed are (for the first set of dot points) as for the second set of dot points majority can't be Weapon Exilus mods for the same reason.

    Anything that increases reload, magazine size and/or rate of fire is automatically a DPS boost.

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