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chaotea

Grand Master
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Everything posted by chaotea

  1. Gotta say, ive used a solo wukong to run most of my steel path captures or regular captures when doing NW challenges. Never had it trigger "Bonus Exterminate" for doing a mission too quickly. Even when doing the 'complete a mission in under a min' NW. I think its just random. Still, regardless i've not experienced players using this tactic enough to warrant any actual code changes. As for: I mean if people want to do missions quickly they should solo. Had a guy the other day complain while waiting at the finish that we were taking too long looking for Voca after the objective and if we wanted to do that we should 'run solo'. People have no idea.
  2. The Factory Inspired by ‘THELIMEYT’s concept theme of a ‘Factory’ warframe. Hereby referred to ‘The Overseer’ to avoid confusion. I like the concept, generally of a warframe with synergy between abilities, but also a warframe who benefits from longer game modes and grows stronger over time. The Overseer (Name pending) is imagined as a slight build male Warframe, with a nervous disposition. Jumpy, twitchy. Like they have trouble standing still, but doesn’t want to draw attention with big movements (a lot of opportunity for personality in animations). Shape would be reminiscent of an engineer. Hard hat and overalls kind of thing. As a note, I try not to design things that are ‘OP’. I do take balance and synergy into account. However as this is more a general concept and not a full design document I will avoid specifics in stats, and if given they are more general ideas to give shape to the concept than concrete stats. The TLDR is it’s a warframe that creates structures that produce units, or upgrades said units using a resource the warframe creates. Abilities 2-4 have similar concepts. The Overseer would be a Warframe with emphisis on sheilds for defence. Passive: When The Overseers buildings upgrade a produced units level, it is applied to all other players using The Overseer. The Overseer produces a unique item that can be used to power its abilities. The ‘Injection Canister’, an object similar to a power cell that can be picked up and used by any player warframe on any of The Overseers Factory buildings summoned using his powers. Every Injection Canister adds 20% power to a building, with each building holding up to 100% power. Ability 1 (Energy Cost - 25): Thumper The Overseer summons a thumper a short distance in front of themselves which lasts 30 seconds. This emits an AoE pulse every 5 seconds, staggering enemies in range and restoring 10% allied shields (not oversheilds). Every 30 seconds it produces an ‘Injection Canister’, The cooldown for the Injection Canister is reduced by 1 second for every enemy hit by the pulse. 2 max Thumpers can be placed at a time. Helmith Ability: Instead of Injection Canisters, the Thumper produces a random elemental canister that can be thrown. Strength effects Damage shield restored, Range effects Pulse travel distance, Duration effects skill duration, Efficiency effects energy per cast. Ability 2 (Energy Cost - 50): Drone Factory The Overseer deploys a small building, with health and shields based on The Overseers’ own. The drone factory itself has no duration, and if recast or its health reaches 0 it will be destroyed. Starts with 20% energy, or if recast it retains its previous energy level. The drone factory uses 20% power to provide any nearby warframes a drone companion (max once every 20 seconds). Should a warframe already have a drone the drone upgrades to the next level. If nullified / downed or killed the warframe will loose their drone, but their next drone will inherit the previous drones level. Level 1: The drone Attacks enemies with a copy of the attached players secondary weapon with -50% total damage. Level 2-4: The drone gains +10% damage. Level 5: The drone restores 5% of the warframes max shield on every kill / assist. Level 6-9: The drone gains +10% damage & +2% Sheild restored. Level 10: The drone gains +100% target acquisition range & no longer needs to reload their gun. Level 11+: The drone gains +5% damage & +0.5% Sheild restored. Strength effects Drone Factory Health & Sheilds / Level 11+ buff amounts, Range effects drone gifting / upgrading range, Duration negatively effects refresh duration (more duration = less cooldown time), Efficiency effects energy to cast and energy used to create a drone. Ability 3 (Energy Cost - 75): Walker Factory The Overseer deploys a small building, with health and shields based on The Overseers own. The walker factory itself has no duration, and if recast or its health reaches 0 it will be destroyed. Starts with 20% energy, or if recast it retains its previous energy level. The walker factory uses 40% power to produce a Raknoid like robot which fires at enemies (max once every 10 seconds). The ‘walker raknoids’ seek out the nearest enemy. The walker factory can produce up to 4 max walker raknoids at a time. When the number of walker raknoids is at max, the walker raknoids level increases. Level 1: The walkers Attacks enemies with a copy of the controlling players (The Overseers) primary weapon with -50% total damage. Level 2-4: The walker gains +10% damage. Level 5: The walker restores 10% of its own max health & shield on every kill / assist. Level 6-9: The walker gains +15% damage & +2% Health & Sheild restored. Level 10: The walker gains a 5% chance to make an enemy drop an Injection Canister on a kill, or a 1% chance on an assist. Level 11+: The walker gains +10% damage & +1% Injection Canister drop chance. Strength effects Walker Factory Health & Sheilds / Level 11+ buff amounts, Range effects walker weapon range, Duration negatively effects refresh duration (more duration = less cooldown time), Efficiency effects energy to cast and energy used to create a walker. Ability 4 (Energy Cost - 100): Titan Factory The Overseer deploys a meduim building, with health and shields based on The Overseers own doubled. The walker factory itself has no duration, and if recast or its health reaches 0 it will be destroyed. Starts with 0% energy, or if recast it retains its previous energy level (even if destroyed). Injection Canisters apply -50% energy (total 10% base) to the Titan Factory. The Titan factory uses 100% power to produce a large blump like stationary robot. On summoning the titan, the Titan factory self destructs and the ‘Titan Factory’ ability is replaced by the ‘summon titan’ ability. Casting this teleports the Titan to the players location and gives it a +50% attack speed boost for 10 seconds. Should the Titan be destroyed, the Titan Factory ability is restored to default. While active, every time a factory levels up its units, the Titan also levels up. Level 1: The Titan attacks enemies with a copy of the controlling players (The Overseers) primary and secondary weapons. The primary copy has +300% total damage & -70% fire rate. The secondary weapon has two copies and -70% damage. Level 2+: The Titan gains +5% damage & 1% damage resistance (up to 70%). Strength effects Titan Health & Sheilds / Level 2+ buff amounts, Range effects Titan weapon range, Duration effects summon titan buff duration, Efficiency effects energy to cast factory and summon Titan. -----------------------
  3. There's no need to be hurtful. I have a different opinion than you, and i mod based on the capacity I have, not the capacity i wish I had. I have no issues modding without umbra forma on my melee and have no issue in higher end steel path. This is how i mod for that. You can either take it on board, or you can stick as you are. Either is fine. All you have to do is grind for more umbra forma.
  4. I mean firstly, no crits not bad. I didnt say bad, I just said stats is worth more. Which it is. I believe the current metta is a mix of both, but the focus for builds is status with blood rush for crit. Combo stuff is op. As for the example video, looks like an Azothane. Taken for reach, blus high base crit chance and damage. Probably blood rush only for crit, as they arnt hitting alot of crits till that combo counter goes up. Otherwise corrosive and fire. But the build definity isnt heavy on crit from the get go.
  5. I should say everything is potatoed for me, so i dont use more that 1 umbra per thing. So i dont think you need umbra pressure point on this. A 20% boost over 100% isnt going to carry you too much. Swapped for regular pressure with a V polarity saves you 11 energy, or 9 with primed. Also condition overloaded seems pointless on this. With only a 20% status chance its not going to be pulling its weight compared to a simple damage mod (though ill always take a 100% chance to do double damage than a 20% chance to do triple damage myself). I'd swap it for Drifting Contact myself. The 10sec extra combo time will help you get the most out of Blood Rush, and for only 5 mod power it frees up alot for something else. As a side note, ive always got issue with Berserker Fury. Sure, its a 70% max attack speed bonus, but it needs a kill. I personally prefer Quickenings 40% attack speed bonus, as it doesnt need the kill to get started and comes in at a lower cost that primed fury with just 15% less speed.
  6. Concept is all over the place. Needs more structure, more description and formatting. Also a third ability thats not op would be good. Using my own concept as en example (just for formatting, design considerations, ect not concept) : Makes it much more readable. Use Bold to highlight sections. Use Italics for supplementary information. It also helps you refine your ideas, as you think about how stats will affect your abilities.
  7. Waiiiit, what? You can easily mod with enough forma that you dont need to put umbra forma on. I use the umbra crit one alot, but ive never used an umbra forma on a weapon. Got alot of weapons with that and a riven too. I mean it makes more sense if you've not got a primed pressure point (way better than the umbra one btw). You should definatly save umbras for tanky warframes that benifit from strength. 1 umbra forma and you can slot all 3 mods on. Um, yes actually. I mean if your playing lower level content then sure. I've always advised early game go raw damage, mid game go crit. But late game go status, because its worth so much more. Except in real specific builds, crit isnt really worth taking in high level mission if you have a good stat stick. Maybe vs infested its ok.
  8. Honestly, as a 10 year vet, legendary 4 player (not trying to pull swag or anything, just saying ive done my time) I never used to get more than a few alerts a week (getting about 2 hours a day to play warframe, generally in the evening. That time is shared with any other games / tv / ect). However I can generally knock out an entire weeks worth of Nightwave challenges in one or two 2 hour sessions. The new system is way more accessible than the old system and actually provides a huge boost to nitain acquisition anyway (under the old system, even if you regularly got alerts done, you'd be looking at a much smaller return).
  9. Hi there, welcome to almost a year ago. Seriously though, you need to read the whole of my post and not just take parts out of context. I wasn't arguing for not raising the nitain values, nor that nitain was directly contributing to sales. Nitian is used to make the things that are sold, in other words Warframes, both prime and otherwise. So its unlikely nitain will be made easier to acquire than it already is on that basis. I do think this issue has been helped by the new inclusion of generic weekly missions in nightwave. This should make it much easier to keep earning nightwave credits after NW rank 30. Its also worth remembering that as a new player you're seeing the system as it is now, but this is the improved version. The old system used to be that nitan would be available through a random alert lasting a few hours. So while it could be better, its an improvement over the old system. But nothing moves quickly in Warframe development.
  10. Off the top of my head there's the steel path rotation and nightwave. Sure it would be nice to have more, but i dont agree that umbra mods are so over powered that you cant play without them. In fact I use them in less than half the builds. You dont need to install them in anything but warframes too so dont make the mistake of putting them in weapons.
  11. It looks pretty, but it does kind of suck. Its was fun while it lasted, but once you've done everything you need theres no reason to go back really. No bad thing, theres alot to do in the game, not every aspect needs to be a Evergreen activity.
  12. Or put it on a timer, like every 30 seconds it switches.
  13. Use an ignis / ignis wraith, mod for fire and viral, it will melt through him.
  14. Nope, a reversion to the previous version is just not going to happen. It was changed for alot of reasons, not just for the sake of it, and those reasons would still exist. It may get a rework in the future, but its unlikely to go back. Same as Mesas Peacemaker. Sure the old one was fun, but it was changed for good reasons and its not going to go back.
  15. Honestly, ive found him to be fine. Not really felt the impact of eximus any more than say nullifiers.
  16. Not the way bug fixing works. Report it, it might be an easier fix. They can fix anything without Data, and they'll fix what they can when they can.
  17. So lets face it, Warframe is Grind. Its been part of the game from the beginning. Now the open world grinds tend to feel more intense as they are denser experiences, but generally theres not too much new grind to do on a case by case basis. In fact alot of new grind has seen a change. Often rather than just relying on RNG, new content also comes with secondary currency for buying what your missing from vendors. New faction / open world style areas exist. The Zariman has a traditional faction experience, but all its bounties are done like regular missions, with ingame pickups, like syndicate medallions, used for ranking. Then theres Duviri, which is a very different experience, and while certainly grindy, its a very different form of gameplay which helps. The best thing you can do is just get in, find stuff you like doing, then do that. And if that earns you fun stuff, consider it a bonus. And if not, play something else. Theres no shame in that. Ive all but dropped Warframe in recent months to play other games, but ill be back for updates.
  18. Yes, a loadout option, maybe just a tickbox, to 'match weapons colour to Warframe / Arcwing / Necramech would be great. Also a 'remove all attachments' for getting rid of all armor in one click would be nice. Think this would be more effort than its worth to implement. Unlikely to happen, this sort of stuff is the games main income.
  19. The wording can be missleading, but they didnt actually complain about rivens, just the cost for rerolling being an issue because of the slow earn rate of kuva. I personally of the opinion that they need to make rivens assign themselves to the gun you unlock them on. Unlock a riven while its installed on an Opticor? Its an opticor riven now! It would make farming rivens more enjoyable if there wasnt a 99.5% chance of not getting a gun you care about.
  20. Sure, but that requires the extra layer that now the game needs to remember another lich rather than just forgetting it. I think because they need Kuva for re-rolls. They just said that theres no other reason for kuva but re-rolling rivens, so whys it so stingy. I mean i agree, and ive all but given up on rivens myself, but its not the most helpful advice to someone who may be enjoying rivens, but thinks the grind for kuva is too much.
  21. I always thought that the Day / night forms should have their own permanent buff when using 1, rather than a temporary buff. Because no one is pressing 1 just to get that buff. As you say, most people just pick day or night to start off with and dont change. I think that the 1st ability need altering to be a 0 energy cost and faster transition animation, and the other abilities need tweaking so they have more synergy with the other forms version of that same ability.
  22. The screens delay before hitting the esc button is part of the orbiter loading process. Even without this screen you'd just be loading longer. Yep, something like diablo 3s' inscription system would be good, where you can re-roll individual slots, or use slotted gems to get slightly less powerful, but set, effects. I think the reason is to prevent people from 're-rolling' litches for ephemeras. Still, maybe 1 abandon that refreshes on the weekly reset would be worth while.
  23. They've barely been out for much time at all. Unlikely they'd get put in a sale.
  24. Yep, they need a descriptor: 'Away crew are the people doing the fun stuff, and the Railjack crew have to hold back and do nothing until the away crew tell them to'. I mean have you tried being the one to wait in the railjack and letting other people do the away stuff? You could lead by example.
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