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Cxdfc

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Posts posted by Cxdfc

  1. I really miss the aferburner effect as well. I was expecting that after 3 seconds of Shift +W the AW would double speed automatically.  but nah it's sorta just slowly coasts forward now even when holding shift for a minute straight. nowhere near as fast (at least fast feeling) as when I stopped playing 2 years ago

     

  2. I saw this Syandana Glitch right before the game crashed and it rendered the poster that was behind me onto my Syandana and I think itd be a great fashion frame option to have this on purpose. Ki'Teer Display Syandana? All feedback appreciated

    http://steamcommunity.com/sharedfiles/filedetails/?id=1298972290

    (I am on windows and this seemed to be the only way to add the picture in, help on this please)

  3. A great many tenno are concerned for the changes that were displayed in the DevWorkshop, This post is before those go live and are some suggested further changes to make all 4 of chroma's abilities worth usng without changing the powers themselves, adding synergies instead. I have listed these in sections order by their perceived difficulty to implement. The majority of these are mechanics for making chroma a buff station through touching him, AKA: "High Fiving"

    all feedback comments are appreciated 

     

     QoL Dragon changes

     

    -make Vex aura sticky (like roar/augmented 2) so teammates can HIGH FIVE chroma instead of having to “hug” him for long periods while shooting. HIGH FIVE WILL SHOW UP VERY OFTEN. In the Devstream they showed an Aura radius of 10 meters. With most strength/duration builds, Range suffers to a pitiful radius in which players would practically need to be touching him, so high fiving would be more efficient than a tiny base aura

    HIGHFIVE: player touches aura, they keep buff for X time

    -Make shock chroma Work on nightmare please (give Oshields which Workshop stated will give scorn now)

    -give spectral scream a duration based range, scaling higher the longer its active 

    -Give Scream a 40% status chance, increasing with strength

    -While chroma is screaming “Guardian Derision” taunt activates at set 15m radius with a visible taunt circle, synergies with vex armor

     

     

    Harder EFFIGY changes

    -make effigy do 4 things

    •vex scales up effigy’s damage/armor so it works in sortie 3 and higher without corruption

    •have its own rage mod mechanic so that it can be used as a battery for chroma to offset costs, also makes sense since its implied the 2 are linked

    •all damage done to effigy charges vex, synergy and battery link

    •players can “high five” effigy and get vex like they can chroma

     

    -Spectral scream element buffs

     

    Since you arent gonna let us Color swap with 1 lets make scream have useful utility that synergies with ward. I personally dont mind not swapping mid game but the power is still underwhelming even with a damage boost/passive aura as shown in workshop

     

    -Fire: does 5% Health damage per second they are in contact(not effected by strength). every enemy burning from scream heals you 1% max HP for 2 second(s) per enemy hit

     Example: <burn 10 enemies clumped together 200 strength, 200 dur = 20%HP for 4seconds= max heals>

    ~Important its FOR X seconds not OVER X seconds

    ~Arcane Grace not as needed now

    ~scales off mods

    ~total heal will also be given to allies who “high five” chroma’s aura while 2 is active, this way people stepping in and out if 2 dont have this empty health space after first high five. fire Chrom Nidus Naros best buddies

     

    -ice: Scream increases armor by 3%(strength) for 10s (duration mods) and strips 3 base armor per second from enemies [Shattering impact]

    ~high fives to allies in Ward aura. Chrom, Oberon and Rhino best buddies

    ~no cap, this will help in super long nightmare damage survivals MOT, downside of energy use.

    Example: < freezes 10 enemies, 200 strength 200 dur = +60% armor> that 60% is calculated last in his scorn/armor calculation.

     

     

    tShock: Decreases 50% enemy shields (except eidos) per second in addition to regular shock damage. good for sortie 3 enhanced shields. 50% all damage done goes to shields, grants Oshields <since that now works with Vex as stated in Worskshop>

    ~shields/Oshields gained high fives to teammates. chroma harrow mag best buddies

     

    Toxin: damage ticks 5% enemy HP for 5 seconds, Can stack. “Sludges” enemies for greatest CC, slowing them and put in animation. Every sludged enemy increases Speed [alt: fire rate] by 5% and parkour by 2% capping at +130% (effigy adding up to 150%) [alt: 75% Fire Rate] and +40% parkour respectively for 10s~refresh timer when a new enemy sludged, scales off dur mods

    ~speedforce highfives to allies Chroma Volt Best Buddies

    ~strength increases amount gained per enemy but not the cap 

    ~Tox chrom is supposed to amp weapon use speed, I think allowing scream to speed steal makes it all more cohesive but 75% fire rate instead would be very worthwhile, comments on this would be appreciated

     

    -gains from these buffs would be displayed at the top of the screen Ex the armor “stolen” by ice getting to say 200% would be on screen and when “high fived” allies get this too

     

    -Scream Augment no longer has damage cap and set explosion radius of 12 meters in PVE

     

    Please note that above I mentioned increasing Status chance based off strength so these procs for the Spectral scream elements would hit reliably 

     

    If all these were implemented I think that chroma’s 1,2,3 and 4 would be worth using since they now offer some synergies with each other 

    I'm sure at least one of these Scream buffs are either OP or Fodder tier but to me they sound useful on paper. comments on this would be appreciated 

  4. YES More TUTORIALS please!

    The Parkour Tutorial and the synthesis optional tutorial are really good examples of Tuts that show, tell, and most importantly play. when you look up the damage tutorial it is very very bare bones text box. no tutorial/ practice room for archwing, or on definitions for mod features or for the market or how fissures work.

     

    Im tired of telling people that impact is not the total damage a weapon does. Im not joking

  5. The Fomorian has decided to set its sights on saturn once again!

    but that got me thinkin'

    what if Vay hek had decided to attack Cetus? the Tenno there have gotten too friendly with the ostrons and are multiplying thier forces and power there (insert FUMIGATION line here) 

    SETTING THE STAGE

    Vay hek has finished the development of a fomorian wraith (2.0) ~ DE would program this with ludicriously high EHP so that our archwings can only get it to say 60% HP no mattter how hard the veterans grind it.

    of course many people will rage in the forums that PoE will be gone~ BUT WAIT! THERE'S MORE! 

    The ostrons pray to the UNUM and just as the fomorian laser takes the city a grandeous shield emerges from the last living tower! Konzu will now have a bounty 6 available.There may be a great shied up but it is fading! Bounty 6 has players spawning just outside the gates where level 100+ enemies are being dropped into the plains and are tring to destroy the gates as deadly orbital strikes from the fomorian rain HELL FROM ABOVE! (assets used here are similar to LOR, the fomorian dangles red and black in the sky of doom) 

    GAMEPLAY LOOP

    During this new operation the tenno would stand near the gates or interact with X objecct in order to donate energy per second. using operators would yield a significant energy bonus. when donating energy, a debuff "[PH] Void Fatigue" will befall that player making them immune to outside energy regen (EV, pads, Energizing dash) similar to channeled powers, rage/equillibrium still work. for operators this is 20 seconds for frames its 60 [PH timers] this is to prevent an EV from just spamming tenno to full and add a sense of urgent powerlessness for who donates at what time so the team can stay functioning and not get run over. When "enough" energy is contributed, the UNUM tower would fire its own MASSIVE LASER at the fomorian, this would do trillions of damage to it, trumping anything our wings could do in stage 1.(visual touch: the laser is coded to be quad toned in several rays, each ray mimics the energy color of one tenno, its fashion frame on a new level!~all pink lasers FTW).as for the fomrorian lasers they will be similar to the LOR version where little drones will conngregate to the gate in order send a laser strike that will nigh instantly kill any tenno and do masssive damage to the gate shielding. destroying ad drones is very important

    in short the loop is, kill ads/ships, charge UNUM, swap to operators, charge UNUM, try not to get team wiped, watch pretty laser ~repeat

    GAME RULES

    In the starchart UI, you could see UNUM HP (100.000%) VS Fomorian HP (whatever the fomorian has after stage 1). The Goal is a gate defense similar to Overwatch Halloween event or similar to the gate efense in the Kuva Assault game play. 15 minutes are set on a timer and the gate has the EHP of a level 50 defense object. in contrast the enemy hoards (AS MANY AS THE GAME CAN SPAWN~ maybe tweak the game to make it spawn 8 players' worth ;) will be level 80 and will scale at the speed of a survival. every laser fired increases the enemy levels by 5 so that means enemies towards the finale minutes can be upwards of 150 for the LEGENDS players (more on that below). this way the simulacrum fanatics and endless lovers get something to toy with. perhaps these numbers can be tweaked to be more noob friendly like they start at level 30~ BUT I find it paramount that the finale should be 150-200

    every time a laser fires the gate shield health (for that mission) is fully healed. 

    leaving the 500m yellow ring on your map  from the gates = abandonment

    If Shield HP reaches 0 then Konzu will tell them the shield is taking too much damage and lotus will order a withdraw. Vayhek laughs in your face

    the comunity is given 6 days to destroy the famorian, every failed attempt subtracts from the UNUM maybe 0.011%?

    REWARDS

    rewards for players is put in tiers: (novice) 1 laser(s) = forma BP, 25K creds, (adept) 4 lasers= 100K creds orokin reactor and catalyst BPs, (Warrior) 7 lasers = 500K creds, stratos emblem, tenno bling, an upgrade pack: 1 catalys, 1 reactor, 3 full forma bundle

    (LEGEND) 12 lasers in 15 mins: 2M credits, an entire wraith weapon and every event mod that could be farmed in the event, and a lil' famorian display or famorian decoration<make it worth thier grind>!

    these tiers are seen in the starchart UI, once a tier is obtained and saved in the servers the tenno recieves and inbox message, these initial rewards are not spammable for multi inboxes. BUT if say a super team of competent players (moamu, Brozime, AGGP, iFlynn) bands together and gets LEGEND on first try they recieve all 4 inboxes for the lesser tiers ASAP. if you have a bad first run with pub randos and improve to a new tier youll get that tier's inbox the first time its beaten

    every sucessful shot from the UNUM has the ostrons cheering and all tenno in the part are rewarded 2.5K standing, making grinding this event worth it to max daily caps if nothing else

    During the fight, every enemy has a super duper low chance to drop an event mod (hopefully NEW ones), every time a tier is broken, the chance that the mods will drop increases. the wraith weapon BP cant spawn unless at least 7 lasers (warrior tier) are fired. for the wraith weapon maybe an argonak wraith with more accuracy, fire rate and + 12 damage?

    clan operation? this was designed to be more of an individual thing but maybe for clan competition add up the record laser shots for every tenno in the clan and then tally them up against eachother similar to pacifism defect. example a storm clan needs to fire off 450 lasers (additive of record bests) and they can get the BP as dojo research. and the clans in top 10% (upwards of 1000 lasers) get a gold famorian trophy? If DE uses my idea Im sure theyll come up with a workable system if they wanna make it a clan thing

    LOOSE ENDS

    During the fight ostron warrior NPS/Quills will come to aid~ maybe clem shows up.

    what if I dont wanna grind the mission and wanna FISH?:~ while the event is live the enemies will all be higher level and the fomorian will loom in the sky. The gate shield will be there and enemies spawn near it but you have to choose to enter a Bounty 6 instance in order to actually particiate and get rewards or be "forced" to defend the gates

    What if no one fights for cetus? ~Ha! unlikely, itll be heavily implied that thae ostron way of life is in jeapardy... but in case somehow the community isnt incentivised by all that fabulous loot, I was thinking that a cinematic plays where the UNUM uses reserve power and destroys the Famorian anyway BUT, this is a HUGE detriment ti the ostron as the tower goes in a neardeath sleep for a few months and as punishment they need more out of you to  do their daily living, all standing costs/ upgrades that are in cetus are quintupled in standing/crediy/plat prices as there is a great depression. Since aparently the UNUM helps the fish and wildlife thrive maybe it alters the plains to make everything rarer. ostrons may treat you with disrespect as lazy if they are in the depression and you dindt at least do your part and clear adept .Basically NOT doing the event worsens your grind for 2ish months and all you can do is whine in the forums on it

    will I NEEED my operator really?~ well since I wrote in that their energy having bonuses over warframe energy you sure do if you wanna get that LEGEND rank!

    how does this go down at night? ~I was thinking the enemies start at 100 instead of 80,  and scale to 200 in the 15 minutes. The eodolan(still lvl 20, whatevs DE wants to make them) decides it too wants to take the city (cuz lore? idk itd be fun) and will do massive attacks that primarilly at the gates. since leaving the gate's side can trigger an abandonment/ failing, the solution is that the cetus barrier acts as charged lures would and breaking the limbs will feed it back HP and the eido cant warp away. any broken llimb also contributes a massive load of energy to the UNUM, 1 limb maybe = 0.80 shots. and the final "capture" by the gate makes 1.75 shots. in this way an eidolan can make getting LEGEND tier easier. but high level night grineer and vomvalysts will stilll be spamming you. see why its called LEGEND yet?

    TLDR

    the new fomorian is trying to blow up our fishing grounds? GRAB YER GEAR AND HOLD MY BEER! Now is the time to power the tower and fight back! our operators will succeed where our archwings failed! level 100s incoming! if you cant fire off 12 beams you need to git gud. and for those who did git gud....

    THERE WILL BE A TON OF LOOT

  6. I agree that archwing disablers are bad

    mainly because it ignores your defensive mods, you could have every Health shield and armor mod on wyour wings and tank all the missiles but then out of nowhere be disabled. also some of the powers that were meant specifically to stop missles dont seem to work even after the hotfix said they should. Examples: Ameshas 1: which should block all projectiles untiil you run out of mini drones, Elytron's 2: which is supposed to make misssles explode before they get to you or be intercepted with damage from after burn, tzal's 2 and 1, ive been hit while invisible and after blink spamming.

    I'd rather have it do super high damage than instant removal and at that, our defense powers shouldnt be USELESS against them, I recall amesha's 2 (large bubble) is the only one to consistantly work against disablers

  7. Great list of changes and improvements, may you please heighten the gravity cieling on the Archwing flights? titania does not experience this and can fly to the invisible wall cielings but Archwings cant. Perhaps make it a little more lenient so AWings are not forced into barely dodging trees after being forced to the floor. doing loopdeloops is very hard and the gravity cieling makes the flying mechanics you put so much work into much less enjoyable.

  8. Question: now that archwing will likely be more appreciated by the community, are there any plans to implement an Archwing Racing league? against other players or even a PVE version against corpus racers aero-slolam tracks across the plains? (I'm sure Nef Anyo would be chasing the betting scene for it)

    ~For balance, limiting powers to collectables similar to a mario kart system for any wing to use any power based on their position in the race (so blink spam can be avoided) and each wing has its own perks to speed and turning? If its not in development now, then perhaps later in the second plains added for Venus you mentioned

  9. 2 hours ago, xS0nico said:

    I saw this on LifeOf Rio video, and i was thinking to comment it. 
    Well, time to do it.

    Passive: I love this idea, it makes perfect sense.
    Unique Roll: I honestly hate the idea for a unique Air-Dash for Zephyr, expeccialy because most of them is based on Tailwind. Yes, even if i aim, i don't want to crash into walls in narrow spots.
    But this...if you keep the range of a normal Roll, can be a good idea. 

    1°: I like how you decided to integrate Divebomb, and the idea of energy reduction x Dash. 
    2°: I'm not sure about slash, but i think it's actually a good idea. And the augment can be useful overall.
    3°: I leave it like this at the moment, to be honest.
    4°: I personaly dislike this idea. I can't really see Ivara\Vauban mechanic into a ultimate ability. While yes, the idea is cool, but it's like having 4 ultimates. But the augment, i accept it with pleasure, since the actual 4° augment for Zephyr is a piece of %$! that downgrades the ability.

    Overall, your rework\revisit it's good. It's not over-exagerated (Expect the 4°), and it have some good ideas. 

    I am the same person from that youtube video "Xavier Cxdfc", I slightly changed some things before posting on forum

    the Gif I showed is the same distance zephyr would travel, which is roughly the same as the warframe roll distance, just like limbos is the same movement distance. just a slight bounce upwards added just like in the GIF. the gial is to keep her mobile in the air wihout spamming energy for small adjustments and using tailwind is for large movements

    1 thanks

    2 ever heard of talim from SoulCalibur 2? slicing winds For the win haha, but itd just be a useful power at basically any range of play and a power that adds status is unique. if nothing else she can have it up with 3

    3 I have a feeling in the official rework this would get changed in wicked ways, just a bad feeling

    4 yea current augment bad, if DE took anything from my 4 it would be "Talon's Hand" that sticks to one area or the objective, and then maybe hold button to move around. 

  10. Zephyr Prime is coming SOONTM  and many players are expecting a revisit or an overhaul, currently she is fun (especially with explosives) but her usefulness in a squad setting is debateable with her lack of control of her ultimate leaves a bit to desired past pressing 3. I feel that for her prime some new functionalities and synergies can be implemented to turn her from RNG CC with nigh invincibility into a power house caster that will aid combat for the squad and still be highly mobile for the plains of Eidolan

    Here are my ideas (TLDR at bottom, but post isnt super long)

    Passive: I actually like hers, add that she will never do a Heavy fall animation lock regardless of fall distance

    Unique Air Roll: While in midair she can use gusts of wind to do a spinning animation and Roll up to 3 times in one air time. Each one spawning a gust of wind that defelects bullets for the duration of the animation and doing a 3m knockback to those around her in each making her dodge unique like limbo. (Animation similar to air dodge in KH2 Master Form~ a GIF should be visible at the bottom of the post)

    1. Tailwind:

    holding 1 causes divebomb, Dive bomb Vortex innate in the ability. Add combo string similar to rhino, reducing cast cost from 25 to 15 to 10. Enemies in the path take a hard knock down and a wind slash proc scaling with melee damage and power strength starting at base 100 damage. Now Zephyr can zip across the plaines if the player is out of archwing charges or simply have more freedom in the air.

     

    2. New Ability: Wind Shear

    Zephyr imbues her weapons with a winding aura for 12 seconds. Succesful hits with weaponry now have 45% of the damage replicated as a guaranteed slash proc and increases the status chance by a flat additive 15%

    (Example: Weapon does 100 corrosive damage 20% starus chance, Wind shear buff: weapon does 145 damage, 45 bleed proc guaranteed 100% and 35% status to proc corrosive) similar to Toxic lash from Saryn

    2 Wind Shear Augment: Gale Force: Allies within 15 meters of zephyr on cast also receive Wind shear for entirety of cast

     

    3 Turbulance: I like Turbulance as is. Perhaps a hold mechanic that casts turbulance on nearby (6m) allies for double energy

     

    4. Tornado: To truly give the player control over the tornado(es) This will be the first ultimate with toggle choice mechanic (Ivara, Vauban). 

    -Talon's rampage: 4 AI tornadoes that seek targets  (similar to the current iteration, but trying a little harder)

    -Talon's hand: 1 large Tornado that stays in 1 spot or sticks on one target (cough sortie operative cough)

    - Talon's Fury: 1 large tornado that flows in a straight line at 5m per second sucking up all in its path.goes until it hits a large wall or ability is recast

    -Talon's Shield: spawns a small tornado on zephyr and all allies in aura (50m) radius that ragdolls any enemy within 10m of them and slash proc them based off zephyrs Strength. Similar to a Banshee's Sonic Boom with a shurikan bleed. It will not deflect bullets like turbulance, but can be up alongside turbulance giving zephyr more sustain. the tornado swirls around each ally similar to Shooting gallery's star

    ~tornados that spawn will now whip enemies around the eye of the storm, grouping them up for easier shooting of groups floating in the air, rather than spraying at a flailing mess

    ~Post rework Tornados do slash procs based on strength rather than magnetic. Tornados can hold elemental procs (but will retain slash)

    ~Damage increases by 25% the more enemies are inside tornado

    ~Damage from allies is transferred to the tornadoes 50% into the slash procs (similar to puddle but slash instead of impact) 

    ~Zephyr can recast the timers on the tornados at anytime she wants to but can not have multiple types on the field at once 

    ~Tornados turn translucent when a cursor is over them letting you see inside them (similar to hall of mirrors)

    ~augment: Fury of the storm: every enemy killed in a tornado increases the strength of the tornado by 30% and adds 5 seconds to its cast timer

     

    ~Zephy Prime: 

    HP same

    Shield Same

    Armor Same

    Sprint 1.20

    Energy +100 base

    GOLDEN BIRDY

     

    I put a lot of thought into making her have several uses to the team (apart from healing) and be able to deal scaling damage to enemies so that all of her powers are juggled rather than pressing 3 and giving her mechanics similar to other frames that willl make wind a powerful threat to any army the tenno face! I look forward to feedback and maybe a developper will see this and steal something :) 

    TLDR: 

    Give her a unique dodge that deflect projectiles(GIF below)

    1 moar damage, hold to do dive bomb

    2. New ability, make all weapons do slash damage, increases status chance on weapons

    3. Allow share with allies

    4. Let us control the tornados! Tornados do slash

    300px-Aerial_Dodge_KHII.gifwheeeeeeeeeeee

  11. Idea for better passive and barrage

    Passive :"Shipwreck" when hydroid hits an enemy they bcome drenched in water that increases the status chance of all weapons that hit them by 30% (additive after mods, does not stack) for 10 seconds(timer refreshable)~ This is inspired by "slag damage: in the borderlands franchise and I think drenching enemies fits hydroids theme and would help the DPS of teammates AOE weaponry in higher level content such as sorties, Kuva floods and endurance runs

    For barrage I think it would be great if hydroid spawned a cloud overhead that shot the water.allies shooting it further increase the damage, similar to malllet or antimatter drop

  12. 19 hours ago, Tesseract7777 said:

    IMO one issue I noticed when testing this is that no matter what combination of duration and efficiency mods you use, no matter what you do -- and I have all the maxed out duration mods, efficiency mods, etc, you just can't make the drain non-punishing. 

    Even building entirely for effigy with a aim toward keeping it up as long as possible, not even maximizing strength and such how I would like, it just drains so bloody fast, and if I am using other abilities too, it doesn't last at all. This makes it pretty much useless for anything besides credit farming, and that's irritating. 

    I think the augment could work potentially, but only if they make effigy not so ridiculously energy heavy to use -- in no way does its power or utility justify the insane channeling cost to keep it going. 

    Also, I think instead of the whole "roar" thing (does a dragon even really roar?), why not have him do a forced proc of whatever element it is in a large radius when the guided Chroma reaches the area you've pointed to. The roar thing is kind of lame. 

    Seriously, until Chroma's energy drain per second for Effigy is fixed, I don't think any augment will be good enough. There is simply no justification for the ten energy per second drain. 

    eh with rage I end up making the drain work, I also sometimes use it to stave off those vampire trins lol. I would still like an eergy reduction, its just if I am going to spend 10 energy a scond I want the whole team to benefit in a noticeabe way

  13. On 6/12/2017 at 0:58 PM, DreadWhisper said:

    ONE WITH THE BEAST -- I think thats too much of an augent, but as a rework of 4? I WOULD LOVE IT! Then I can finally do more on my chroma then walking around and slamming with a hammer XD

    Also having an augment like VEXING EFFIGY on an ability like ONE WITH THE BEAST, the way you explained it, it would totally be a real awesome augment. Non the less, even for the current effigy the augment would be amazing! 

    [Insert Horse 'I love it' gif] I LOVE IT

    yes I understand OWTB is a lot of programming, but that makes me think: Didnt guided effigy take some coding to give effigy those flying animations??? animations are underrated in how much time they can take. unless they recycled an asset that effigy was originally meant to fly and then they fixed it and resold it as an augment, feels like an EA DLC if thats the case

    but Vexing effigy? that can be a recycled code for all I care, an aoe sphere of 15 m that when touched grants chromas vex "fury" and "scorn" divided by 2, sounds like they can recycle amp for that or roar.

  14. On 6/12/2017 at 0:11 PM, SempaiMint said:

    I really like sticking it somewhere and controling where it goes, specters for instance are very annoying and they always seem to be behind me, stuck somewhere xD. I vote for the mechanic to stay the way it is. 

    thats what I mentioned in the post, the ability to hold 4 and move it really really feels like it should have been there in the first place. and I stand by the notion taht sharing the vex armor buffs are a great way to increase chroma's squad value, the team benefits from him doing his unofficial job: getting hurt. also if effigy stays like it is then you would need the 300+ power strength in order for the effigy to defeat a sortie level armored oppponent in any RELEVANT amount of time. and moving it with guided effigy to make it roar needs some serious bug and anmation glitch fixing before it could consisitantly CC as intended

    BUT OH WAIT THERE'S MORE! so you CC about 20 enemies tops with the knockdown roar (or sometimes the screech) but wat about the 200 friends? youd have to hold 4 again and CC those too, but then the first group gets up. ergo using "VEXING EFFIGY" to make the effigy damage scale o upwards of 600% damage would surely cause its elemental breath to kill more enemies than it would be able to CC other wise. the closest test to tell that being the case is casting effigy on a high power strength build while corrupted and watch it scorch/freeze/shock/infect large groups of  level 80 enemies. FURTHERMORE Eximus units buff thier friends to be resistant to CC anyway so its better to augment effigy to kill those eximi 

    but hey thats just my findings from testing and playing chroma.

    guided effigy should be regular effigy, VEXING EFFIGY FOR THE WIN

  15. 21 hours ago, (PS4)big_eviljak said:

    Effigy augment should allow it to follow player around

    I would like that if vexing effigy was innate in the design of efigy, because the effigy as is would not be beneficial to follow you around because of its random (and ther for inconsistant) CC and its inability to kill armored enemies that are over level 50 in a relative time, even with a high power strength. also if the effigy could follow and was buffing teammates that would make you a mobile amp, which is awesome and worth of a mod slot 

    also depends on how it "follow"s you, if it worked off kubrow AI it wold surely fall off the stage and be of no use and a wast of energy and a mod slot even if it respawned shortly after. pets have a hard time keeping up. However if it were more like a sentinel and was always atached to the warframe regardless of move speed or direction that would be fantasitc 

  16. 4 hours ago, SempaiMint said:

    +1 for first idea which sounds epic and awesome

    -1 for secend idea because DE doesnt like complicated things, and i wouldnt really care to be effigy

    +1 for saying guided effigy should be a mechanic that chroma should already have

    = +1 for yew :D 

    heck ya dude, thats why I put that idea dirst becuse it is the most feasible from a developper standpoint and would simply be better for players. I would actually put taht in my hierachon build (Config B) so MR 10 and unders arent complaining about damage fall off, or helping a new player in my clan do that defense? rather than me killing everything here, sit next to effigy and do work boi. besides with rage/zenurik you can get to the point where you are constantly full, I have 1 flex spot in my build that sometimes I use everlasting ward (that should be built in too) but Id rather share my vex

    or as stated in post, this being used in a kuva/sortie environment where enemy has enhanced armor, I usually awalk out with most kills cuz vex armor and using a boltor, I want them to kill too. and they dont have to get hurt, they would get whatever damage I am taking. this would also encourage a more traditional tanky playstyle I SUPPORT MY TEAM BY TAKING DAMAGE. thats way more use ful than holding 4 and be like "go there and roar"

  17. 2 hours ago, chofranc said:

    One with the beast would be better instead of the other that you are suggesting or giving an augment for effigy to increase its CC like banshee ulti augment or something like that.

    well as I stated Ideally, Effigy at Base should be able to share buffs and move without needing an augment I said somethin like that. BUT if I could not (for whatever reason) could not have both, i would rather support my team with vex armor than have effigy take 2 seconds to move to X location to maybe sometimes roar and knockdown like 20 guys. and that wont work if they are eximus aura buffed to be immune, now you just wasted to seconds and a whole mod slot to do nothing on sortie 3

    and in the grand scheme of this co op game, ya knock down 20 guys GREAT what about thier 200 heavily armored frieds? now are you gonna sit there and hold 4 SEVERAL TIMES to SOMETIMES get a ROAR out

    ORRRR would you rather tap 4 and give your whole 4 man team SUPER WEAPON DAMAGE AND STEAMROLL THE ARMY?????

     

  18. 2 hours ago, redeyedtreefrog said:

    You do realize that the "8 chroma raid" is a jab at the youtube series. "8 x lor" right? It's a series where a group of 8 people complete the law of retribution, but the catch is, they all bring the same frame. It's kinda like a meme.

    oh yes I am quite aware, and the episode of 8X chroma was hilarious because it showed how bad he is at CC

    it is a meme, but we should not make a (in my opinion) terrible mod simply for memes. I am perfectly fine with chroma not being a trials frame. kuva and sorties tho? we can work him to be more useful for that rather than soloing

  19. 2 hours ago, Xionyde134 said:

    The first one COULD work as an augment, but the problem lies in how it'll be built, since a typical Chroma build has Blind Rage which tanks your efficiency.

    The second is far too complex to ever be a possible augment. Augments are simple and add a small thing to an ability, usually requiring a few lines of code on DE's part to work properly. What you're asking for is an entirely different beast, where DE has to create basically an entirely new frame with animations and abilities to work properly.

    you are right it is a different beast, even tho I did mention that the augment would simply use all the assets effigy has and his abilities, if anything you are just pressing buttons to trigger when it does what it already can do (apart from the optional quick melee option) however they would need to code the swaping of controls,

    so the animations and abilities are already there. but it takes code to reassign them to keys and support the instance of control.

  20. GUIDED EFFIGY?? meh

    Guided effigy dissapoint me after many hours of testing and use in game. it can be very buggy and not work, and as an ability does not make Effigy worth building outside of the credit farming because even WITH the augment the CC is inconsistant and is limited in its duration. therefore justifying chroma in a raid (as the redtext of its update suggests) is not as optimal as other frames for CC like a vaub. dont get me wrong when the guided Effigy WORKS it can be quite a spectacle but not enough to put in a build. rather than worry about raids, we can have him help teams in other contexts.

    also the concept of moving effigy really feels like something that should have been baked in to chroma with its animation bugs fixed and have pathing bugs fixed. Along with that, giving effigy a new augment that is more useful for kuva floods, sorties and genral use in a squad setting qould be quite ideal. there is a TLDR at the bottom please read the post for details

    MY 2 PROPOSALS OF A BETTER AUGMENT 

    1. VEXING EFFIGY (make effigy buff the team)

    Effigy will take on the benefits of Vex armor and create a (locked)7/14/21 meter aura that buffs allies to 50% (locked) of Chroma's fury and scorn"

    With this augment a chroma can be further encouraged to use the effigy in order to buff his entire team. this would justify the chroma having to sacrifice his armor and 10 energy/second to aid alllies in a sortie or kuva flood. this would stack with other  abilities like roar and amp.The locked 21m radius is to synergize with Chroma's use of vex armor with narrow minded. If the augment would rely on range mods, then the effective area would be negligible the mod would be worthless. 21 meters is plenty of space to allow for parkour. even with the bonus armor from the transfered scorn, players will still want the space to move. alternatively this augment could work similar to hallowed ground to where a player only needs to enter the area once and then they have the buff for the remaining duration. Effigy will give the allies 50% so that it is more in line with amp, and not to over take it. Chroma does not get his own buffs halved, he's just using his energy to replicate it to his allies

    furthermore giving the effigy the ability to scale with the vex armor percentages would allow effigy to be able to kill armored targets. in effigies current state, an effigy with 260% power strength has a hard time dispatching of a level 60 armored target without its AI deciding to use roar and making the target fall off a ledge into a pit. which is not very likely in an actual combat scenario due to most tilesets being enclosed spaces.

    ideally, effigy should be able to do both vex and move without needing an augment mod, BUT I would rather have an augment that makes it stronger and buffs allies than for me to constantly try to make it move around to watch its pathing fail and it teleports leaving the entire feature of 2000 damage (which is mitigated by armor) useless in a sortie or flood environment.

     

    2 ONE WITH THE BEAST (allow full control of effigy sentry)

    "Cast and hold Effigy in order to put Chroma in a meditation and control effigy at 5energy/second(Scales with efficiency)"

    This basically allows for the player to TAKE FULL CONTROL OF EFFIGY . during the meditation, chroma is completely invincible, similar to focus. the camera goes to behind the effigy and the player has full control. In this state effigy is stronger by taking on Vex armor for the entirety of its use while it is being controlled and having a constant elemental ward around it. all the actions that the player has done are already functions that can be seen done by an AI controlled Effigy. While as an Effigy the player cannot revive, hack, pick up objects or benefit from all energy restoration. While in this form Chroma and effigy are one, the energy cost is halved but using the powers on volition of Chroma costs energy

    The controls for Effigy are as follows

    Move (WASD): makes the effigy float slowly in a direction

    Sprint: Effigy will fly at high speeds as shown in guided effigy, the same attack status of 2000 / second is applied

    attack: Effigy will use a breath of (insert element) that does not need range mods and that scales with primary weapon mods (minus rivens as usual) but always procs the element assigned via color 

    Quick melee: as far as Ive seenEFfigy does not have a melee swipe attack, giving him one for this mod would be great if its not already in the game. melee scales with melee mods but always proced with color element

    Powers as Effigy (names subject to change or not be dispayed)

    1. INFLUX: Effigy launches a ball of (color element) at the target that will cause a small radius (locked 2m radius) of knockback that always procs (color element) on the enemy ~10 energy

    2.RAMPAGE:  Effigy will roar and flap its wings with the force of a tempest! knocking down (ragdoll) foes within a (locked)15m. proccing enemies with (color element) and leaving them open to ground finishers ~20 energy

    3, MAELSTROM: Effigy screams and defeans enemies and stuns them for  in a (locked)15m radius for 3 seconds (scales with duration), enemies are then slowed by 50%  for 10 seconds (scales with duration, does not stack with consequetive maelstroms, but will with other abilities up to an enemies slow cap such ast molecular prime) ~30 energy

    4. SLUMBER (Return)Effigy returns to being AI, Chroma stands and player continues as Chroma. tap again to reunite Chroma and effigy or hold again to have chroma kneel and become one with the beast once more ~no energy

    I understand that this augment would take a considerable amount of coding to make a reality, but it would change effigy in a way that would allow the player to have FULL control over the CC and damage that effigy is meant to provide. And just envision how fun it would be! flying (albeit along the ground) around setting elemental fury on your foes and projecting objective sundering foes and laying waste to those who dare step in your path!! I'm sure if this were advertised in a Chroma Prime trailer and wasnt dampened by needless annouyances like cooldowns, then this would be a very profitable investment.

     

    EDIT/conclusion

     in the grand scheme of this fast paced horde shooting co op game, ya knock down like 20 guys with guided effigy...  THATS GREAT!

    But what about thier 200 heavily armored friends? now are you gonna sit there and hold 4 SEVERAL TIMES to SOMETIMES get ONE ROAR out?

    ORRRR would you rather tap 4 and give your whole 4 man team SUPER WEAPON DAMAGE AND STEAMROLL THE ARMY????? or even become a dragon flying around and destroying your enemies?

    guided effigy seems like a weak slap in the face by comparison

    TLDR

    Guided Effigy would be better as an innate effect of effigy, there are better augment effects

    hows about we make effigy a way to share and benefit from Chroma's buffs? thatd make it worth using (Vexing effigy)

    or if you are gonna have an augment that is more CC oriented, give the players FULL CONTROL of effigy (one with the Beast)

    Effigy as is can barely compete with sortie tier enemies

  21. *QUESTION*: with Shield gating coming out, will this *weaken Chroma* by making him intentionally have to stand still to get hit twice to get the *"fury"* from *Vex Armor??

     Or are you going to make a workaround for this where "any damage that WOULD HAVE hit health past the shield gate will contribute to Fury damage boost"

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