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SirSquirrelis

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Posts posted by SirSquirrelis

  1. So there is a lot of clunky stuff with this system obviously, but my main issue is that it doesn't feel good to use heavy attacks.  They don't seem to scale well with attack speed, and the wind up feels like it takes too long even with the mods that decrease it.  Maybe if something could be done where if you use a heavy at certain parts of a combo it just, made that combo attack a heavy variant? 

    The other thing is that dumping all the bonus stats you get from bloodrush or weeping wounds to perform a heavy attack doesn't feel good (and bloodrush already feels not great anyway but that's a stat concern).  Maybe we could get a buff of some sort to our normal attacks when we execute an enemy with a heavy attack, or based on enemies hit with a heavy attack? Something like that to help incentivize it a little more in normal attack rotations and to make it feel less awkward on our normal attacks.

    However, the update isn't terrible, I really like the fact that everything has been put under one combo tree now, and I picked up weapons I used to never use because of the range changes (hello tonfas).  This was a huge overhaul, and while it definitely could have landed better, thats the point of the feedback threads anyway.  Thanks for taking the time to read.

  2. Alrighty! Now that I'm home, I'm mostly just going to focus on synergies and certain effects revolving around the abilities you wrote for him.

    Firstly his javelin throw, I think it'd be cool to see this make use of melee (or even primary, considering we have actual javelin weapons in the game now) mods to increase its damage and bleed proc chance/potency.  Mixing the base damage between puncture (70%) and slash (30%) but having the ability bias towards the slash proc over the puncture proc would be nice to see.

    Reel In seems pretty good considering the success of Magus Lockdown and the fact that I assume he is a melee-focused frame.  Having a separate cast distance and detonation radius paired with pulling enemies towards him is something we don't quite have yet.  Vauban can lockdown specific areas and Valkyr can rip chord enemies but having a smaller scale lockdown that can pull key targets into slaughter range without needing to slowly switch weapons is a great addition.  Even more so if this ability has a 1-handed cast, meaning you don't inhibit other actions such as reloading.  Having a reduced cost on enemies that have been impaled would be cool but probs unnecessary

    Challenge is something I've personally wanted from a  frame for a long time.  The only actual "taunt" effect we have that makes enemies look at you specifically is guardian derision, not counting Khora's ult (well that and loki/saryn clones).  The melee buff it provides would mean casting it frequently improves your already potent team effectiveness (considering how much cc this guy has) while also reinforcing the melee focus his kit and design imply.  If challenge also gave some sort of armor or damage mitigation buff based on the number of enemies taunted that would be very appreciated against high-level foes.

    For Stasis Net, i would recommend not having the charge up feature unless it increases the base radius of the net.  Having Javelin be his primary damage source seems like a nice bet, and moving the charge to that if you so chose could increase base damage, range, number of javelins, etc.  Allowing the net to deal finisher damage to enemies that were affected by reel, or allowing you to reposition the net by using reel on it would be a nice touch i think. 

    All in all he seems like he'd be a pretty cool frame (i am also heavily biased towards the gladiator motif soooooooooooooooooooooooooooo).  If you want inspiration for numbers, Valkyr, Atlas, and Wukong might be good places to look at what are (and are not) good values for armor, health, ranges, and base damages.

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  3. Same here, we tried a few more times that night with the same squad and everything but no luck replicating the glitch. After looking closer at it the invisible wall seems to line up with the door though, so it might be the doorway hitbox between tiles freaked out?

  4. A lot of people seem to want arcanes as a reward from the Orb Mother, and with the addition of the new magus arcanes for operators, I think it would be interesting to see new arcanes for our warframes as well!  This is just a list of effects and triggers I thought would be an interesting addition, obviously, I'm not a balance team so numbers are all placeholder.

    Energy Economy Arcanes:
    -Arcane Adrenaline: On damaged 2.5/5/7.5/10% reduce energy costs of abilities by 20/40/60/80% for 5/10/15/20 seconds
    -Arcane Bloodlust: On ultimate cast 25/50/75/100% subsequent ability casts grant a stacking efficiency bonus to abilities for 5/10/15/20 seconds, up to 40% decreased energy cost at 2.5/5/7.5/10% per cast
    -Arcane Reroute: On Headshot 10/20/30/40% chance to reduce channeled ability costs (ie exalted blade) to 0 for 1/2/3/4 seconds also allowing the gain of energy from all sources while channeling abilities

    Mobility Arcanes:
    -Arcane Acrobat: On dodge 10/25/35/50% to reduce enemy accuracy targetting you for 2/4/6/10 seconds
    -Arcane Leap: On bullet jump, 25/50/75/100% to increase the range and damage of next melee attack before you hit the ground by 25/50/75/100%

    -Arcane Predator: On finisher 25/50/75/100% to increase sprint speed by 30/60/90/120% and Bullet jump by 15/30/45/60% for 5/10/15/20 seconds

     

    Teamwork/revive Arcanes:
    -Arcane Bulwark: 25/50/75/100% to increase the armor of you and revived ally by 25/50/75/100% for 15/30/45/60 seconds
    -Arcane Unity: 25/50/75/100% refill 30% missing energy of you and revived ally
    -Arcane Heroism: 25/50/75/100% to heal you by 40/60/80/100% missing health when you successfully revive an ally

    Other:
    Arcane Sight: On Headshot 10/20/30/40% to reveal enemies through walls within 40m and gain 1/2/3/4 meter punch through for 5/10/15/20 seconds

    Arcane Nemesis:  On hit 20/40/60/80% to instantly destroy nullifier bubbles and 25/50/75/100% chance to ignore nullification effects for 5/10/15/20 seconds

    Spoopy Spoopy Spoiler Arcanes
     

    Spoiler

    Arcane Synergy: Killing a unit gives your operator a 25/50/75/100% damage buff for 15/30/45/60 seconds, killing a unit with your operator increases ability/weapon damage by 25/50/75/100% for 15/30/45/60 seconds

     

  5.  

    The Script Write up for The New War Cinematic Quest:

    The camera pans over the Plains of Eidolon, the sun is close to setting, the day's light fades as the Grineer sirens sound.  A squad of Tenno stands at the base of the tallest mountain, among them are a Vauban, a Zephyr, a Volt, and the newly buffed Nezha.  The scene grows quiet say for the blowing wind.  Our squad's fashion is on point, as it should be, exquisite capes billowing in said wind majestically.  The 4 Tenno share a fist bump before the Nezha calls in his Archwing.  An Itzal painted with hot rod flames (and bunnies) is dropped from orbit.

    The other 3 Tenno salute as our hero launches himself upwards towards the darkening sky.  The camera pans out once more to silhouette him against the setting sun as its light fades and he rises higher towards Earth's outer atmosphere.  An incoming transmission from Quill Onkko is received: "And now, a massive Sentient energy spike in your-"  The comm dies as Nezha leaves range into Earths inner orbit, then the outer, not that he needed to hear the rest of the transmission.  The words were since etched into his heart.  As he comes to a stop in high orbit around the planet, he gazes longingly at the inky blackness surrounding him, dotted with countless stars.  He knew, however, that they were all accounted for, thanks to his precious ship cephalon.  Thank the heavens.  A single thought rang through the Tenno's mind as he waited for the signal from below;  Spacemom...

    Our brave warrior casts his 2, simply letting the Blazing Chakram rest in high orbit instead of throwing it, at the same time, a ping appears on his HUD.  The preparations below were complete, everything was ready.  There is a brief respite before he fires his afterburners, launching himself back towards the Plains with increasing velocity.

    The Teralyst, now fully awakened, looks towards the sky, somehow knowing the intent of this devoted Tenno and locks on to the approaching speck in the horizon.  A massive volley of sentient energy surges upwards to intercept Nezha, his allies all hold their breath.  They needed him to make it.

    Nezha is descending too rapidly, having already broken the sound barrier there is no time to avoid the attack.  A huge explosion shakes the sky, threatening to knock the stars from their high perch.  The denizens of Cetus look on in horror, was this the fate the Unum knew would transpire? Yet another Tenno felled against the Sentient threat?  Has another hero fallen in the service of the greater good?   Volt raised his 7 forma'd Rubico to get a better view, he was kinda salty he would have to reforma the Rubico Prime, but that wasn't what was important right now.  Through the scope, he sees a humanoid shape break free of the falling debris and smoke!

     

    He had survived the attack and was plummeting even faster now!  A cone of fire enveloped his shimmering halo, his body folded and his leg outstretched in the perfect butt-scoot stance.  What immaculate form.  He was ready.  The long hours, days, and (shorter) nights spent training, attempting to perfect the Sleds of Sunshine achievement, they were all in the name of this one, ultimate maneuver.

    He hit the crest of the mountain at the perfect angle, losing a mere 3% of momentum.  Time seemed to slow as he flew past Volt.  The pair exchanges a thumbs up as Volt activates his Speed Boost.

    Enveloped now in lightning And fire in a twisting cocoon of rage, energy, and laws of physics-defying bullS#&$, the brave Tenno flew straight and true down the mountain.
    As he descended, Zephyr swept in and launched herself forward with Nezha, enveloping him in her tailwind's speed boost, he overtook her instantaneously.  Now faster than ever before, the cone of flame and electricity erupted outwards making a brilliant beacon to all Tenno everywhere that they would not be defied by the Sentients, the Orokin, or Isaac Newton.

    At the bottom of the mountain, Vauban stood proudly, saluting his comrade as the finely crafted ramp of random driftwood, Anasa sculptures, and bounce pads hummed, ready to face oblivion.  The structure was held together by only the most powerful of adhesives; Hope, Friendship, and Duct tape.  A #*!% ton of Duct tape.

    Nezha hits the ramp, his Sentient enemy in his sights, and was propelled upwards, his leg outstretched yet barely visible in the sheer anime-as-#*!% mach cone surrounding him.  No not like that, we're talking some Gurren Lagaan S#&$ here, no bigger you coward! 

    That's better.

    The Sentient raised its arm to defend itself, sensing that its tiny baby shield was no match for this and firing its cannon rapidly.  But the shots couldn't connect, he was simply too fast, nothing could be done.

    When the kick connects, everything goes white as a massive burst of energy engulfs the entire landscape.  The dark shadow of the crumbling eidolon was the only thing visible against the hellish white.  A massive hole in its form spread slowly like spiderwebs before it simply collapsed in a heap.  As the dust settles, it is clear that Nezha is nowhere to be found.  Behind where the eidolon stood against those that would defy its nonsensical mechanics, a violent void rift now hovered.

    His squadmates cheered, limbos theorum seemed to be correct, the mad scientist simply lacked the absurd momentum required and thus failed to carry the 2 in his calculations.  The 3 grew quiet, however, as they waited to see the rest of the plan play out.

    A burning ring crashes into the ground before the eidolons corpse.

    Meanwhile!
    Hard cut to the New War cinematic teaser as the sentient mothership is finishing its dialogue.

    Natah floats before the massive form of the Sentient Mothership as it speaks.  However, something went wrong, the mother lurched and sputtered, its speech breaking before simply becoming a high pitch whir of pain, agony, and terror.  Natah looks in shock as an explosion rips through the mother, a single Tenno standing on a floating piece of debris in the cavernous area.  Nezha proceeds to perform his noble idle animation, not giving a single #*!%.

    Before Natah can speak, or even realize what is happening, Nezha grabs her hand in his own.  He looks back towards the void rift, "We need more reactant, Lotus."   The two disappear completely, leaving the now dead section of space on the outer edge of the system quiet and barren, save for the sentient corpses floating there.  

    Back on Earth:

     The Chakram flashes before a fiery explosion rocks the hillside, standing in the ring of embers left behind is our hero.  In his arms is our Spacemom, back in her true, spacemom-like form.

    Everywhere, everyone cheers.

    Volt and Nezha exchange a fistbump of ultimate bromanship.

    The New War is over.

  6. Just now, Kinetos said:

    Hunhow and Natah are the only Sentients we know that have names. Conculyst and Battelyst are classes of fragments of Hunhow. Teralyst is probably a class of fragment of the dead sentient for which we have no confirmed name. But why couldn't it be Eidolon? There's no reason it couldn't be. Maybe it isn't, maybe it is. Doesn't really matter. 

    Actually based on what they just showed on the dev stream i think it is actually called a teralyst, at least the sigil they showed for the twitch rewards a few minutes ago point towards that!

  7. 1 minute ago, Koldraxon-732 said:

    Correction: Eidolon's Fragment-seeking* war machines are named Teralysts.

    *Eidolon itself is in pieces, the Teralysts awaken each night, because there's no annoying Grineer bugs shooting flashy bullets and messing with their search, to try and find, and piece together, Eidolon from their fragments. Should Eidolon successfully regain consciousness, we will need to infect it with Lotus' reasoning before Hunhow shows up, or mask Eidolon's location from Hunhow before he sends dropships full of Batta- and Concu- lysts.

    Oh my b, in that case we can drop kick the Teralysts in the face, then fly out of earth's atmosphere.  Thank you for the lore though!

  8. Petition for there to be a conveniently placed ramp at the bottom of the mountain so that my min friction nezha and my friends max speed volt can fly our archwings up to orbit and drop out of the sky, shred the entire mountain and launch ourselves into the Teralyst, killing it instantly with a drop kick before flying out of Earth's orbit?

  9.  

    Passive:  Hydroid's ground slam and heavy attacks cause a geyser of water to erupt from the ground, knocking down nearby enemies.

    Tempest Barrage:  a) Holding down 1 shows the circular area where tempest barrage will occur b) tempest barrage designates a target area for X seconds, targeting enemies near the center of this area first before moving outward.  Targets the area enemies were when the ability was cast, firing projectiles relative to the number of enemies over X seconds and dealing X damage.  The barrage knocks down all enemies hit and its impact causes a small AoE knock down.  The targeting system focuses on enemies that have yet to be knocked down first, followed by any enemies that are not knocked down, before cycling back to the first targets.  Only 1 can be fired at a time but they fire at a similar base speed to how they do now, this speed is affected by power strength.

    Tidal Surge:  Remains mostly unchanged, lower power cost, lower base damage.  Damage increases based on number of enemies caught in the surge (+X% effected by strength).  Can now be cast while in Undertow.

    Undertow:  Hydroid becomes untargetable (is still susceptible to AoE damage and procs but cannot be aimed at specifically) and has his movement speed reduced significantly (roughly 60% Ivara’s prowl speed)  Enemies that enter the undertow are rooted in it and are slowly pulled into it based on their health pool.  If Tidal surge is cast while in undertow, Hydroid and all enemies caught in the undertow will turn into the wave together, increasing tidal surge's damage based on number of enemies present while also dealing tidal surge's damage to them.  When tidal surge ends Hydroid will retain his puddle form.

    Kraken:  a) Holding 4 shows the area around Hydroid the kraken’s tentacles will manifest, number of tentacles scales up to 12 based on warframe level.  b) Hydroid calls forth the Kraken, creating a ring of tentacles around his position.  Tentacles will target enemies similarly to Tempest Barrage (focusing on knocking down all enemies first, based on proximity, before repeating) but the tentacle slam has a decent sized aoe that also knocks down enemies.  Enemies that are knocked down/prone by Hydroid's other abilities are dealt finisher damage from the tentacles.  If this would kill an enemy the kraken pulls that enemy into the deep and feeds on it, increasing the duration of both Kraken and Tempest Barrage by X seconds effected by power duration.  If this ability is cast while Hydroid is in Undertow, all enemies caught in the Undertow are immediately dealt this finisher damage, if this does not kill them they are ejected to the outside of the tentacle ring.  Those that die apply the duration buff.  The kraken ring will follow Hydroid as long as he remains in undertow or uses tidal surge to move.  If he leaves the ring some other way, the kraken will stop following until he reenters the ring and uses Tidal Surge or Undertow.

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