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-Bv-Qrow_the_Hokage

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Posts posted by -Bv-Qrow_the_Hokage

  1. Although not a total solution, what you can do for now is continue killin index enemies for a bit longer and then die to them so timer can drop faster when they get multipoint bonuses

    I've reduce my time by 2-3 mins by doing this

  2. A pretty quick way to get back to operators and then arsenal pretty quickly is to hit 5, or whatever your operator button is, then it will take you to your operator. Turn around and hit where your operator would be, and then you will open your operator menu. Change what you need, hit 5, and you will be back to where your warframe was before. 

  3. Well OP, 30 day booster cost 200 platinum, whch without discounts comes to over $10. If you meant, which I think you did, all the 30 day boosters, then thats 800 platinum. 100 plat is another $5. You now you're getting 900 plat worth of direct materials for $10. That comes close to $40. Going just with the lower end on the next part, 5% off in addition to play purchase is more than you'd think. For the 4300 plat deal, thats $10 off, the price of what you're arguing the price should be. 15% off the 4300 plat dea is a $30 dollar difference. If a person were to get a 4300 plat pack out of blue without discount, it would literally be cheaper for them to subscribe for one month and then get the 4300 plat deal. 

    Early access to non-prime items would honestly be worse that early access to prime items since prime items are often better versions of what we already have, while others things would be completely new content. This would offend many players since paying money in a game who's very motto is "Ninjas play free" to get premium access to content violates that motto. This would likely result in a portion of the playerbase leaving. 

    So, 800 plat worth of boosters, 100 additional plat comes out to about $40. 5% off is either $10 for 4300 plat, or $5 for 2100 plat. That mean's for the small price of $10, you are getting $45-$50 dollars worth of material. Going by 15% off for the 4300 or 2100 platinum adds $30 or $15 respectively, we get $55-$70 assuming no discounts. 

    What you are suggesting wouldn't get warframe more money, it would result in them getting even less money for development. 

  4. \

    My ideas for for improving Zephyr while maintaining her current abilities since DE has basically already stated they aren't giving any more frames a full rework like Limbo got, which wasn't even a full rework. My goal for this is for Zephyr to have high mobility and moderate CC, while using her lighter CC abilities to 'herd' enemies to her stronger CC, Tornado. I haven't really worked out exact numbers as of yet, but what I have is to give a general idea. 

    If only one number is given without it explicitly stating that it applies to all ranks, assume that is the number for max rank only. 

    Passive: Lightweight

    Zephyr has reduced gravity and increased air mobility and aim glide time. Air mobility is increased relative to its present state. Zephyr never loses her reduced gravity. 

    Tailwind:

    Zephyr dashes with wind following her. Dash works the same way it currently does. Enemies caught in her path are dragged along with her and become 'airborne'. This airborne status goes away after an enemy is on the ground and not being affected by Tailwind for 1 second. The airborne status allows them to be pulled by Tailwind from a greater distance away. During this period, Zephyr is immune to all damage and cc. Zephyr will still set alarms off when she passes through lasers, and get magentic proc on hitting grineer doors. 

    Each  quick successive cast of Tailwind reduced the cost of the ability. This reduction is 1/2, then 1/4. It does not reduce any further. 

    Tailwind has the lowest priority of effect on airborne enemies. 

    Divebomb:

    Upon quick cast, Zephyr dives straight down, pulling any enemy airborne units with her, and knocking down grounded enemies. Airborne enemies take increased damage. Damage and knockdown range increases with height which the ability is casted. When the ability button is held down, she will tempoarily float and she can aim at a target location in a conal region staring off of Zephyr. Conal region is a 70 degree cone at all ranks. This means the total angle width from Zephyr is 70 degrees, 35 degrees in each direction.  

    Base knockdown radius is 9 m affectable by range mods. Airborne pull range is 11 m affectable by range mods. 

    Damage scales by: Total Damage = (.7 * Distance in Air * Power strength * Base Damage) with a cap at 35m. Base damage for ability is affected by mods. Airborne enemies take 10% max health finisher damage affected by mods.

    Knockdown range increase scales by: Total Range = (.3 * Activation Height * Range + Base Range * Range). Airbornepull range is affected by this same calculation, calculated by computer beforehand from what air to ground distance is. It uses the distance to where Zephyr will land, not from directly where she is relative to the ground. 

    Airborne enemies will immediately lose airborne status upon colliding with the ground as a result of divebomb.

    Zephyr immediately regains mobility upon contacting the ground. 

    Divebomb has highest priority of effect on airborne enemies.

    Augment works exactly the same. Enemies ragdolled by augment will not become airborne. 

     

    Turbulence:

    Mostly the same. Zephyr creates a wind shield that protects her from incoming projectiles by redirecting them. Bombard rockets will additionaly lose their targetting on Zephyr. 

    Augment works exactly the same.

     

    Tornado:

    Zephyr creates multiple deadly tornados. 

    Tornados spawn in a fixed 25m range that applies to all ranks. Tornados can travel outside this radius however after being summoned. If possible, they will spawn on enemies. Tornados will pull enemies within 5 m of their radius, affectable by range mods. This cannot go below 3m. When enemies hit fixed 2m from the center of the tornado, they are sucked in and become ragdolled. Enemies are held in tornado for 15 seconds (affectable by mods, min 10 seconds) and gain an airborne status. Airborne enemies have fixed 2x increased pull range, and 3x increased ragdoll range. After this ends, they will be thrown out.

    Projectiles that enter a tornado are pulled by the tornado and will hit enemies that are inside. Their damage is reduced to a fixed .5 of their original value. The amount of enemies it hits follows punchthrough mechanics.

    Enemies that are thrown out will not be immediately pulled back into the tornado they came from, but can be immediately pulled by other tornados. 

    Damage procs at 4 Ticks per second. Status chance per tick is 15%. Status mechanics and priority are the same. 

    Tornados will minorly avoid one another (to prevent them from stackng on themselves). Recasting the ability while it is already active will reset the ability. Holding the ability will end it early. 

    Augment increases number of tornados by 2-4-6-8. Enemies will no longer be ragdolled. Enemies in range are slowed to fixed 60%. Status per tick is increased to 100%. Pull range is reduced by 1/3, with mininum range of 3m. Enemies can escape the tornado if in a group with enemies going different directions, but tornado will follow them the best it can. Enemies will not gain airborne status. Lose airborne bonuses. 

     

    Goals:

    The goals for this 'rework' are for Zephyr to become a mobile herding agent. Using her 1, she will be able to herd enemies to where she desires. All her abilities essentially work as they previously have, with the exception of Tornado becoming much more useful. 

    Her 1 is for herding enemies to her stronger cc abilities as well as mobility. The increased range of effect on 'airborne' units is mainly to act as a QoL so it isn't as hard to aim enemies where you want to pull them. The energy cost reduction is to incentize using it for CC so you won't run out of energy, or still have energy for other abilities. 

    Her two's augment gains the additional use of being able to pull a group of spread enemies into a tight circle, and then using Tailwind to transport them to another area. Note that abilities such as Vauban's bastille will take priority of Zephyr's pull, which means you can pull enemies into his bastille. The reason for increasing the scaling of her 2 is that as of right now, it really can only shine on certain open maps and Plains of Eidolon. The massive scaling increase was needed to make it more worth using beyond a slightly better melee ground pound.

    Her 2 does have the ability to pull enemies out of tornados, but to prevent spamming, there is a 2 second cooldown on being pulled back into the same tornado. 

    The change of 3 is just a QoL change. It won't really heavily affect gameplay since in most cases the deflected rocket will collide with ground or a wall. 

    Her 4 now has two ways to be used depending on whether or not you're using the augment. 

    Without the augment, it acts as a moderate CC to hold enemies. It also can act as a shield from enemy fire beyond the tornado, though you also can't hit them. It then can also be used to set up damage for her 2. 

    The purpose of her augmented tornaodo is to change it from CC to an aoe shield area as well as a mass status proccing aoe.

  5. My squad was fighting Eidolon, which didn't go well. We got through two stages before we had to fall back, since I and one other person was dead out of revives. I was host. We waited at the doors for several minutes to no avail, before I aborted. The rest of the squad got their rewards right after I left. 

     

    Please fix this for future. I don't want to be not getting my rewards in squads. 

  6. I've been using a Gas-Radiiation-Cold build on my Plasmor, and most things die very easily. When you fire into a crowd and get multiple gas procs, you really shred up the enemies. Though it was with Ice Chroma buffer at the time, I was able to oneshot sortie Ambulas with this build. 

  7. I've found her Navigator augment to actually be useful when use on a Glaive P powerthrow. Due to its nature, you go through most enemies without bouncing, you can keep it up for as long as you have energy, and it builds up your crit. This helps when navigating through the heads of enemies. Only change I want for her navigator is for the map to follow the projectile you are controlling. 

  8. Navigator is amazing when used conjuntion with a Glaive weapon power throw. I even have a build for using the augment for it. You can deal some massive damage doing this, and because of innate punchthrough of a glaive p powerthrow, you can keep it up endlessly without it bouncing around everywhere. You become a lawnmower of destruction :D .

     

    A small QoL change I would like though is that the map follows navigator the projectile instead of sitting on Ivara herself.  

  9. To give some more perspective on the grinding, It took me about 800 hours to farm most of the stuff in game, and there are things that I still don't have. It will easily take 200 hours to start a good base in the game. Grinding for stuff is really what personifies the game, and it's what I enjoy. The mindless slaughter of tens of thousands of enemies, figuring out new techniques by doing them on accident, researching a warframes abilities and figuring out how to maximize their potential to the top nth percent. 

     

    Warframe takes a lot of time investment to get to a point where it becomes easy to do anything. The grind isn't easy, and thats what makes it great. (Then again, with all the plat I farm I just buy all the new stuff)

  10. Not sure if I agree about the costs, my clan and all the clans in my alliance have gotten research started in the first hour of it being out for all the recent weapons except the Hema and Lenz. Lens was started the next day. Hema research also has brought my clan closer together, with how many of us are starting to run Mutagen Sample runs together. 

  11. What level of memory do rivens take up on servers? If I recall correctly, the number of rivens one could was limited because rivens relatively take up a lot of space due to being unique and not able to be called upon with a single key like normal mods. 

    What's the typical amount memory is taken by a single riven and whats the total memory taken up by all rivens added up together so far? I think showing this could help the community understand the riven limit more, as I know server stuff is expensive.

     

    Also, a suggestion for Zephyr Rework when you get to her, assuming that it goes in a similar line to Hydroid and Oberon. Like with enemies in Hydroids Undertow, could you let Zephyr and her allies shoot into a tornado for some percentage of their damage distributed across tornado'd enemies. 

  12. Im also having this issue. Im running on mininum graphics and the tornados will appear for an instant during the act of casting the ability, and then promply go invisible. They are still there, and can damage enemeis, but I have no visual on them. People in my squad were able to see them. 

  13. I disagree on the wall latch aspect of the passive. This is literally Loki's passive. Combining bullet jump element mods sounds cool but I don't think many people would utilize as your giving up an important mod slot that could be used for something else. Giving her more air glide time in addition to her passive would work better for this and not force her to replace another mod. As a parallel to Loki's passive, make her have ten times the air time or whatever balanced value.  

    How would the interactions between increasing ability duration causing Zephyr to jump higher and dash further and then the jump mods causing her to jump higher and dash further work on her 1? Her dash can already go a pretty large distance when built for duation, which is what most people build her for. Jumping insane distances is fun. Continuously flying into a wall is not so much fun. It would further limit her close quarters effectiveness.

    On her 3, why is power duration inversely affecting their time in air? Wouldn't you want enemies in the air for a longer time to act as CC? Or is this suppose to be some kind of balance between building duration. Also, if it is only affecting enemies above her, doesn't this mean it pretty much only affects ospreys? 

    One of the bigger issues with Zephyr's 4 is that it doesn't have great pathing, and you can't reset it. It can get stuck or go far away from enemies, becoming useless, and you have to wait the entire ability duration to be able to recast it. Upgrading the pathing and making it reacastable for a reset will fix most its problems. 

  14. I think a good explanation for us not seeing this living matter in the derilect is because its been consumed by the technocyte to make infested units. Lephantis especially. To quote space mom, "The creature has grown unfathomably strong through centuries of absorbing matter and self-replication." Lephantis has been eating the orokin tower out of all its flesh. 

     

    Forgot to mention, I would definitely try cooking with it

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