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chaotea

Grand Master
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Everything posted by chaotea

  1. No one disagrees with you, its just that these points have been made for almost a century to no avail. Think most people are resigned to nullifier issues now XD
  2. I agree and just last week did a quick rework concept if your interested. Had much the same idea with the slow - stop idea.
  3. Sorry I miss-understood. When someone is described as 'doesn't care for' it means disliked. In the context (for future reference) you would say 'doesnt really care about. Personally I do agree, not really found eximus to be an issue for any warframe but you do see it crop up as something people complain about. Wish operators had this function as default on dash. Before wukong i just used Loki and his switch teleport.
  4. It should be a channelled ability that while on points in the direction of the nearest collectable. And its range should be limitless, as your giving up a power for this. I'd also make strength able to give more arrows for every extra 100% strength, pointing to additional pickups.
  5. I get that, and as i said Im a limbo fan. But even so Id say he just doesnt work very well right now. As you said, Overguards an issue, as is anything with power immunity or nullifiers. Limbo was never meant to be hit, but he does get hit. In the current meta he gets hit alot. Theres a reason why damage reduction is present on so many frames. It works, and doesnt depend on playing against specific enemies. And I understand the idea that stasis is his survivability, but this concept works to alter it so hes less dependant on just that. And bare in mind this: Novas Molecular Primes slow is capped at 75%. With this much slow alone enemies basically become unable to do damage. In my proposal, with my proposed stasis active, 80% movement speed reduction would achieve much the same. And the idea that Stasis's current ability to slow bullets is part of his survival is completely wrong. If an enemy is in stasis, it cant attack. If its not in stasis, and not in the rift, it cant hurt limbo at all. Im not ignorant of these effects, hence why ive opted for some base slow, and damage reduction with stasis being used to boost utility. I understand where you're coming from, but I hope you can re-read this with the understanding that ive proposed changes as someone who does enjoy limbo, but doesnt use it as much as i would like because its just so unusable, and falls significantly behind other warframes in both survivability and CC.
  6. Hi. So limbo already heals with his augment, gives invulnerability and halts movement. This isnt a far cry from that. Stasis is just a 100% movement slow. Ive not removed it, but changing it to 80% slow (with his 3 active) helps with the issue where enemies at the edge of cataclysm enter the range, freeze, then almost immediately fall out of the shrinking range and repeat. However if full stasis is wanted, 120% strength will up the slow to 100%. Finally, I'd say that the change to stasis is like changing peacemaker from a 360 degree ability to a focused ability. Which happened.
  7. Interesting, though I'd add casting to the real world actions, and provide a 1-2 second delay before dropping back to rift mode. Adds abit more danger to actions. Would however add reviving allies to list of Rift friendly actions. From a technical standpoint this would be difficult to implement. Especially for non hitscan weapons. For the same effect you may as well just make it so that you can damage rift enemies when outside rift. Otherwise looks interesting. Maybe overly complex.
  8. Figure its not such an issue as its no more energy hungry than other warframes, and theres so much energy restore at the moment. Plus your likely to remain in Rift Plane permanently as you can now attack enemies outside of it. I also increased the rift effect duration from 15 to 30 seconds. Figure this was a good balance. Interesting point. Ill update the concept, but the strength would only apply to the augment version. Yea, my thinking is that Banish is used as a 'primer', then Surge is used to maintain the spread.
  9. I mean thats a very succinct summery while also being inaccurate. Not sure if you only got as far as the passive. Good point. More a typo than anything, was thinking of it as a sphere anyway.
  10. Yes please. I own every weapon and its a chore to remember which ones are good.
  11. Sure, though i figure wukong does it better so theres no point on having it just for second place :D
  12. They mentioned this, i think devstream before last? As far as I remember theres nothing planned but they would like to do some more in the future.
  13. I feel he'll need a stat boost to health and armour to compensate. Yes, helps with cataclysm. You can up it to complete slow with more strength, but gives you the option. Felt it need adjustment just for how focused this new build is on banishing. The tradeoff that it becomes more powerful as it gets smaller (each application of Rift Plane does 300 impact damage) adds some interesting options. Glad you think so. I'd love a limbo thats more active, though i still like the current one but agree its very niche.
  14. So I do like Limbo as he is. I, like many, disliked him at first especially when teamed with a limbo user. However after playing him through again after his prime access, and accompanying polish, I found him to be much more enjoyable. Still, recently I've seen alot of threads positing reworks of limbo that range from making limbos kit 'easier to understand and less frustrating in multiplayer' via the novel method of making his kit far more complicated / intrusive, and other that make limbo so strong you could afk steel path with him. So i wanted to take a look, as someone who likes to keep balance in the forefront of his mind when developing concepts. I hope this meets with interest, if not approval. NOTE: Assuming warframe is at max rank in descriptions. TLDR: Looking to remove the concept of two non interacting spaces and focus on limbos utility and spreading buffs and debuffs. In effect, changed being 'banished' to being a buff for allies and a debuff for enemies that can give damage resistance and slow enemies. With enough strength players can stop enemy movement like current surge does, or can let it be lower to allow enemies some movement solving some of the issue of cataclysm. -------------------- Passive: Rift Plane This rework would see a change to the existing rift plane mechanic. Rift Plane is now considered a buff in terms of its mechanics (debuff on enemies). Rift Plane is applied to an affected target for 30 seconds and applies an effect: Enemies suffer 300 impact damage & have movements slowed by 40% for the duration, Allies regenerate 2 energy per second & take 50% less damage from enemies not inflicted with Rift Plane. Additional instances of Rift Plane refreshes the duration and re-inflicts damage. When limbo dashes, he applies Rift Plane to himself. Ability 1 (Energy Cost - 25): Banish Casts a wave of Rift energy that inflicts Rift Plane on Enemies and Allies in range (including the caster). Enemies suffer an additional 250 impact damage. Allies heal 10% max health per second until Rift Plane runs out or is refreshed (does not stack). Augment: Rift Haven - Increases health restore from 10% to 25% (affected by strength). Increases Rift Plane buff duration granted by Banish to 30 seconds on allies. Casting on Downed Warframes revives them. Helmith Ability. Strength effects Damage of wave, Range effects wave travel distance, Duration effects skill duration, Efficiency effects energy per cast. Ability 2 (Energy Cost - 50): Stasis On Cast and for 60 seconds afterwards it provides the following enhancements to Rift Plane: Enemy slow is doubled, Allied damage resist is increased to 70%, Impact damage from Rift Plane being applied is increased to 900 impact damage. Strength effects Enemy slow (up to 100%), allied damage resist (up to 90%) and impact damage, Range has no effect, Duration effect ability duration, Efficiency effects energy per cast. Ability 3 (Energy Cost - 75): Rift Surge Mostly unchanged, but seeing larger mechanical changes due to the changes to Rift Plane. On cast, any enemy currently affected by Rift Plane gain the Rift Surge debuff for 30 seconds, and has their Rift Plane effect duration refreshed. On death, a unit with Rift Surge inflicts Rift Plane on any enemies or allies within 25m. Augment: Rift Torrent - On cast, allies affected by Rift plane gain 10% increased damage for 30 seconds for each enemy with the Rift Surge debuff. This value is doubled against enemies with the Rift Surge debuff. Strength effects nothing, Range nothing, Duration effects duration of Rift Surge debuff, Efficiency effects energy to cast. Ability 4 (Energy Cost - 100): Cataclysm Limbo deploys a 16m sphere of energy centred on itself. Units inside the sphere have Rift Plane applied to them if they do not have it already. If they do, it is re-applied every 15 seconds. Cataclysm lasts for 30 seconds, during which it shrinks to 6m. For every 1m the sphere shrinks, the cooldown for Rift Plane re-aplication is lowered by 1 second, to a minimum of 2 seconds. Units that cross the threshold of the sphere suffer 500 blast damage. The spheres Threshold blocks enemy projectiles (similar to frosts snowglobe). Augment: Cataclysmic Continuum - Each enemy killed inside the sphere increases its duration by 1 second. This can increase its size, but will not increase its Rift plane re-application timer. Strength effects blast damage, Range effects Cataclysm minimum and maximum range, Duration effects abilities duration, Efficiency effects energy to cast. -----------------------
  15. Wisp may be a good choice instead of xaku. You'll not do as much damage though. Instead of Wukong though you'll need some sort of stealth frame. Remember for steel path spy if you fail 1 vault you fail the whole thing.
  16. Like the idea of it being a toggle, but you toggle which way it builds (light or dark). So dark is -100, to light which is +100, and you got up or down 1 per 0.5 sec. For helmith, maybe let it not have a switch, and be based on energy colour.
  17. So i did most of my own Steel Path solo. Heres my tips: Warframes: You cant get by with any single frame, you'll need a few for different situations. Any exterminate / kill focused: I advise a 200% strength Xaku. Armour strip is great, and his grasp of lohk devastates enemies, especially infested. Would synergise well with melee. Stealth / capture / rescue / sabotage (objective based where killing isnt needed): Grab a wukong with Cloud walker as the focus. Just blitz through the level. Swap 4 for helmith auto hack ability helps. Defensive missions: Vauban with high range is good for this, or octavia. Xaku can also be good, but you need to make enemies friendly with Accuse, then trap those friendlies in Gaze. This will let them draw enemy fire and take the heat off the objectives. Weapon: An ignis wraith is OP on steel path. Mod it for damage, with Hunters munitions. The high fire rate guarantees a high rate of slash procs even with a lower crit rate. Alternatly a high status viral / fire for priming enemies or a corrosive build for armour stripping can be good situationally. Specter: Having a good specter can help alot on defence and interception missions. Wisp specters are very useful as they'll drop motes you can use.
  18. Sure, but i doubt that people joining a pre-made without the correct relic is a bigger problem than people disconnecting for legitimate reasons and then being punished for it.
  19. Not going to happen, and even if it did it would require contacting support which averages at 1-2 weeks for a response, at which time you'd have been able to redo it enough times to complete it.
  20. Unlikely DE are going to add emotes for free, especially if its new work (trailer emotes and ingame emotes are likely to be so different they'd have to remake from scratch.) Maybe as paid for, but i doubt its gonna be free.
  21. Maybe just hide what relics people have till the reward screen.
  22. Remember that this update forced the use of the enhanced renderer. If you werent using it prior to this update it may be the reason for your issues. BTW, i have the same i9 and RTX4090, but have not OC and am using DX12. Might be worth trying it with DX12.
  23. Oh yea thats true. Actually radiations the same as corrosive, with just one +75% damage buff. I recind my point on that, though the status for it, reducing enemy accuracy, seems very good in terms of survivability, but as warframes all about damage i guess thats pointless. I think it would be cool to make blast have a chance to make a non-crit hit a crit. So it could be interesting to have a high status, high crit damage, but low crit chance build. like maybe a +10% chance with +5% per stack up to 50% max.
  24. I think blast is mostly fine as is. Its Status may not be the best, but as an element its the most reliably consistent against all factions. Editing so i dont get replys to this again :) "Oh yea thats true. Actually radiations the same as corrosive, with just one +75% damage buff. I recind my point on that, though the status for it, reducing enemy accuracy, seems very good in terms of survivability, but as warframes all about damage i guess thats pointless."
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