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P0Pz

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Posts posted by P0Pz

  1. vor 45 Minuten schrieb BroDutt:

    STOP promoting other games. Those suggestion you made from other game can't be adapted to Warframe or not allign with DE bussiness. There's a reason why Riven existed and how limited the mod system is.

    You should suggest that system to Wayfinder dev (DE just a publisher) since it's more compatible for it, or

    MOVE your idea to another thread. This thread focus on the change on Circuit reward not an overhaul to a new mod/system

    My "change on Circuit reward" path, is leaning on the horse useable there, into the direction of more creature-source(s).

    > You could add the first points and at other areas add those other points. They can exist without both sides.

    > Lvl2, 3, 4 & 5 Systems, Chassis and Neuroptics seems (for me) a pretty great possible way as reward to get from there, and all frames benefit from it. Good stats increase & content at that "lateGame" area in my eyes at least. Better than riven for sure ;)

    Yes this could solo standing as suggestion and i will think about it. All games inspire from other games somehow. There is nothing bad in it persé also straight copy/paste and declare "i made it" would not be the "good" path to do ;)

    The very first points, would enable any creature "curretnly" InGame to survive, and no need to have a bandaid of this new "companions can no longer die". Solution without fixing the problem. You can get 2 kavats. You can double stats. You can also add a "natural weapon" section like for Sentinels, to free mod space for vital-mods and have more space for the damage section... many of those points can be made "unlock'able" or "drop'able" or both. Including combine'able.

    Would help frames and creatures alike, rewarding,... but would need some time to do and implement for sure so no ezy fast result what you ment to begin with i guess. So yes i guess if you search for a short-term fast solution my suggestion(s) will not work since they are bound with creatures & char alike, besides the System, Neuroptics etc Lvl 2,3 4 & 5 staging.

     

    Well sometimes you shot into the fog & may hit smt hehe i get ya and you are not wrong entirely.

    Cheers

  2. vor 1 Stunde schrieb Packetdancer:

    I have no way of knowing what your other game uses behind the scenes; having never played it -- much less dug into the architecture of it -- it would all be guesswork, and even there I don't have the necessary details to make proper guesswork. Like, you say every skill has its own card and you can combine them with a another card to make +1, or +2, or so on... does that mean I can have entirely different results on a skill? Like my "Blazing Strike" skill will do 48 base damage, while your same "Blazing Strike" skill will do 0 damage but heal you for a base value of 37? Or are there constraints on things? Does it have separate asset servers, or is all logic server-side and so you don't need the data to make calculations?

    > Skill-Cards would each "by logic" add 1 specific amount of stats of a +1 card to a +2 and so on. This is why Skill-cards are equal to Mods in Warframe. Mods go the same "logic 1 specific amount" on stats up or down but Mods, can not be combined with each other as only difference.

    It could well be comparing apples to oranges under the hood. Heck, if the thing has a fully dedicated server architecture, rather than peer-to-peer client and with periodic check-ins with an authoritative asset server, it might be comparing apples to aardvarks. Warframe and WoW work very differently in terms of networking, I guarantee you.

    > This game here specific is "Rappelz", WoW watched a lot at it and took some parts over to them,..including the AH point,..which was not so good done as the orginal one hehe. WoW "Dragon Age",.. yaaa in  Rappelz "Epic V: Draconic Age” 2008...

    > LostArk is from the same Head of Dev and Developers made as Rappelz. They are all with some exceptions ex GalaNET & GalaLAB Head of def & Devs, creators of Rappelz & ...Flyff ;) Cube dungeon, Circus dungeon,..Ui, Buff icons...3 button death window, cerberus, boss-card system, mobs, Ghostship, even entire Questlinies (Poppy the wolf quest 1:1 including text) are all from Rappelz. LostArk is lit. Rappelz 2.0 but without any sort of real pets /creature nore creature system ;)

    f22f8fb6d041859abb1c52e586c01de8-1000.jp

     

    Maybe you know the WoW ethral dragon "ride" which is in Rappelz,...a Boss and tame'able as pet to fight with you and able to fly on it ;)

    beda9713fb9c05ae451819cc33f7802d-1000.jp

    More clear here to see ;)

    ae2eda3eeb684cf979a064709d9d9146.jpg

     

    But more to the point, if that is a fundamental part of your other game... it was probably designed specifically to facilitate such things. Warframe was not; rivens were a later addition, and this ten-year-old engine and network architecture did not have their entire base design focused around the idea of randomized stats. In fact, I'd argue that Warframe is based very much around stats you can predict/calculate.

    >> And this is what i also think is the most true point if they realy can not, they fk'ed up including such paths possible for the future.

    Could a different engine/architecture handle this better? Of course! This one's been around for ten years, and there's been a whole pile of stuff layered on top of it that was not a thing they necessarily planned for at the start; I suspect some of it has 2x4's underneath it propping it up. Changing that, though...?

    > No, not worth for that,...if so,..so better "work arround" right

    It's worth keeping in mind the fact that the original Destiny had a networking architecture not all that dissimilar from Warframe's -- down to host migration headaches -- and supposedly the fact that it was literally easier to write an entire new game than try to update the architecture of the existing one was a factor in why Destiny 2 exists.

    Think of it like renovating a house. If you're just changing the interior layout or whatnot, you can do it easily enough. If you are trying to change the actual footprint of the house, though, you probably need to make changes to the foundation. And it's not easy to lift up a house, redo the foundation, then remodel the house and put it back down on the foundation; it's probably far more simple in many cases to bulldoze the house, do a new foundation, and start fresh.

    > Reason why GalaNET & GalaLAB stoped Rappelz, sold it, bc their engine could NOT do what they wanted,..which they created now with LostArk ;) what you have a Ark normaly for? "Collecting all Creatures" ;)

    Rappelz-Navismalia.jpg

    Rappelz Loading screen. They always wanted to use islands & ships to travel arround,.. but their engine at that time simple could not profide this...

    Rappelz-Navismalia-Ghostship.jpg

    Rappelz Ghostship...

    In this analogy, rivens are an extra sunroom built off the edge of the house that was not in the original blueprint, and there's no foundation underneath them. This means the sunroom is, y'know, maybe not the most suited for load-bearing, and you probably don't want to stick a grand piano or a giant concrete statue in there.

    Similarly, I would bet that if someone looked at your other game and said "hey, this thing needs to support full VR with motion control and raytracing", the engine would not be well-suited to it. Could someone make an engine that would be? Absolutely! Is it likely super simple to just add that to the other game's engine, just because someone could make an entirely different engine that can do it? Probably not!

    If DE were going to throw out the game entirely and start fresh with a Warframe 2, could they solve the riven efficiency problem? Almost certainly, if the game was designed from ground zero to support that! Can they do so with the current architecture in a straightforward manner? My guess (from what I have observed of the current architecture) would be a fairly resounding "no."

    > Answer to your post within quote, [expand] ;)

    I can very much understand your throught process and THANK YOU for your time fk'ing typing this all and nothing but agree to them IF some of those factors are true.

    > The truth is,...no one of us can say A is right or B or maybe C,... it is a guessing in the end and i will padel back from either A or B,...since you said some points i was NOT thinking of. So thanks again for adding some true importent points into it.

  3. vor 1 Stunde schrieb Packetdancer:

    As I noted in another recent thread, the riven limit is almost certainly not for game balance reasons but for game resource reasons.

    Normal mods are just a mod ID and a rank; every "Primed Shred" or "Galvanized Chamber" mod has the same polarity, drain, and stats. Riven mods have to store all their data individually. The storage there adds up, but also there's considerably more overhead in querying your inventory when you have a lot of rivens (because the server is -- and should be -- authoritative for such things).

    As nice as it might be to have more riven slots to have rivens in, the more you add the longer it takes to synchronize your inventory (and the more server-side storage it takes up). Giving everyone three times as much riven storage abruptly would probably have some Not Great performance implications overall.

    ...

    Hi. Well,... it might be,... but what THIS RNG stats rivens do, is realy nothing different to what some specific games did years ago, in addition, there are waaay more random stats in different sections on top, able to be hold in a "unlimited amount" in your inventory (until changed to 1k items on char but unlimited in your storage).

    I will agree that it DID made back then "Town-Lag" when meeting up maaaaaany other players even with a top-gen PC for that time,...

    today is totaly different for the exact same "Problem". PCs can ezy handle that. And those "loading stats" where not only RNG-Stats, way more items they carried with them and their stats, items & Creatures stats and items,... This "lags" happend only in towns with many players or in dungeons when someone "trained" you with mass-mobs aggro pulled and run into your Party haha this sh!t happend yes and laged a bit suddenly ;) but this is a lazy excuse to not do it or do it better/right.

    Let me show you smt fast:

    latest-21.png

    > Besides yellow, every colored number & text is a random one.

    How many different "rivens" is this 1 Char holding at "the same time" active?!

    Riven have not even "set stats" + "4 RNG mods" including RNG side effects for EVERY "user char AND creature gears" ofc including for necklaces, rings, earings, cloaks, masks,...

    Blue: Set stats, same weapons/gears can have different set-name-stats as well rng.

    Purple: straight every stats point random.

    Look at every gear list bottom, slots, to place in mods (stones/shards/... (hard-item with stats/passive o. active abilities)).

    Also some "mods" with rng stats/sideeffects... *reroll'able*

    > At the +23 Executioner Lvl10 mid/bottom weapon/gear item,...

    you see at the very end,... a purple (bounded item) mod (shard) in the last socket adding

    +453 phys dmg & +371 Ability.Damage

    > Those numbers SOLO are RNG and reroll'able to get a better or worse output. & in addition, this specific "shard" also adds a changing visual effect

    Rappelz-Mystic-shards.png

    > And this are just a few ones in the list here,... those are the 1st ones they were introduced into the game,... all RNG all reRoll'able & with effects to them. Also able to combine them with the weapon and a "unit-card" into any creature... and you have mullti creatures and weapons/gear on them all...

     

    Also...

    To Awake an item you will need a Awakening Stone

    Click the Dismantle icon in the inventory window. Place an empty pet card in the dismantle window and click "Dismantle All" to obtain awakening stones. Click the Enhancement icon in the inventory window. Place a dormant weapon in the primary slot and an awakening stone in another slot. Click "Enhance" to apply random adjustments.

    If the random adjustments are not to your liking, you can return the weapon to its original dormant state an reroll.

    Rappelz-awakened-bonus.jpg

    > I dun think they could years ago (1month before WoW) do this, with some kind of magic trick.

    I want to say, EVEN if it is true,... we can say with this then,... smt went wrong in doing so i guess. And if it would be somehow right done,.. they CAN do generate those.

    In addition,... Warframe has LESS mods as this game has SKILL-CARDS,.. stacked on each other and collected in masses with each also own ID. Every single char-skill has its own skill-card. Combine'able with the same skill card to make from a +1 a +2 card. Up to +10.... and you need a loooot to compensate for all the possible fails, (equal broken +cards) you fail to combine from +3 on... so you collect...maaany of them.

    > Item-sink was invented here ;)

     

    Warframe is WELL able to do so. Believe me. Either they fk'ed up smw or they just do not want to.

  4. Related to Rivens, core problem is the limited amount 1 can have in 1 "Riven Slot" from max 180, as many stated.

    Make "Stash" instances, for EACH typ of weapon. Melee, secondary,... each 180 slots. Problem solved "temporary".

     

    Related to "Rewards", we should rethink away from WHAT IS offered and look at WHAT CAN be offered to make this "late game" content more worth playing...

    I would suggest the following:

    Creature Unit card; enables to bind any weapon (melee/Bow) into a card, which can be placed into a creature, to act as amplifier to their "natural" dmg source. Also combine able with diff. creature Gear to add paths into Vit/ Agi/ Int or/and Str.

    Creature EVOlution shards; enables to unlock a creatures Evolution 1, 2 and 3 each at max Lvl. With each Evolution (doubling prev. stats), the lvl of a creature is reseted back to Lvl1. BEFORE going into next Evolution, a player can choose to "overbreed" a creature +10 Lvls, to gain access adding stats to the creature manualy, before going into next Evolution and gain at each +1 overbreed Lvls, 2 additional "skill-perks" to be used on Lvling up Creature skills. So if you do not overbreed, you will not be able to max out as many creature skills as if you would max Overbreed at every 3 possible access to it. 

    Creature "Soul Catalysts" (staging)Soul Catalysts are used to combine two "same" creatures of the same type into an enhanced version of the creature. Visualy changing in coloring to showcase increased power status.

    This "staging" is done over 2 same max Lvl creatures, combined into a Stage 1. For a Stage 2 creature you need 2x same Stage 1 creatures.

    Staging also unlocks creatures "specific" 1 new active  ability & 2 new passives reaching stage3. Also unlocks a slot each time staging a creature, to add ANY creatures sprits, even from other ones.

    > Evo3 stage0 Hawkman but +25 overbreeding (left top corner, green number before name "German Tank")

    2017-11-03-20-59-52.jpg

    > Evo 1 to 3, How stats could be, Role of creature:

    Screenshot-20231002-103127-Samsung-Inter

    > Other creature, other stats, other Role:

    Screenshot-20231002-104205-Samsung-Inter

    > Staging Ability, unique to each creature:

    Screenshot-20231002-175649-Samsung-Inter

    > Adding a not used (summoned) creature, into your Char/Frame, grants unique passive stats if skilled in creature passive-skilltree:

    Screenshot-20231002-180751-Samsung-Inter

    > Every creature, gets a Unity toggle buff as long summoned, unique to this creatureTyp (M.Atk = +150% Ability damage, owner & creature):

    Screenshot-20231002-181027-Samsung-Inter

    > Staging unlocks slots to add sprits, soul-artifacts & additional gear (Armor/Chassis & weapon (melee or bow)):

    Screenshot-20231002-185234-Samsung-Inter

    ...and more than 100 different creatures please. Leaving away "Soul-Creatures" at this moment...

    ///

    New stuff, long time grinding to get it all, buuuut rewarding in use of time & effort made.

    And not only rewarding in the end! Durring the adventure, the way to the end, should be the most rewarding point here, step by step.

    I also would like to see a real Dungeon for LateGame to grind/farm in, and need to group up or at least need for duo to take on "for ever fast respawning" mobs at maaany different locations, like here:

    palmir-plateau.jpg

    And huuuge walls high up. Big, medium small rooms with mobs spawning fast back perma. Patrols, in pathways (respawning) no real save spots,... excample how a LateGame party, with low lategame gear/items, farms in a not so deep in, smaller room, going later into a medium-small room:

    ...

    I dun need another riven path, i realy do not need stuff we all already have... my take is, add new stuff, to WASTE time in playing the actual game, with guilds, more with others together than all solo...and fk rewarding.

    No instant dungeon crap,

    > Real time open Dungeon systems ALL player partys can go farm in at the same time.

    > Guns could be hard reduced in power, by dungeon mobs beeing kinda immun to bullet/laser dmg, if not ability based.

    > Guns could be transformed into a "Dungeon-Unit card" to amp. a melee weapon, placed into a dungeon slot on melee weapons!

    > *Skill-Cards* drop in dungeons, for *any Frame ability* to inrease this *specific Frame skill by +1 Lvl up.* This skill-cards *can be combined with another same skill-card!* Making a skillcard +1 into a +2 skill card. To make a +3 skill-card, player needs 2x +2 skill-cards of the same card. Reaching a +3 Skill-card, combining 2x +3 skill cards could have a *fail-rate* of 40%, if failed, *one of the two +3 cards breaks and is gone.* So getting a max *+10 skill-card* will be seen as smt rar and realy powerful...worth the grind...if you could imagine to just have a Frame with each of its abilities increased by +6,+3,+5,+4,... 1st skills can with that reach higher potential making them on some frames insanly powerful, same for all the other abilities esp. "ultis".

    Realy worth the grind!

    > Btw.: the shown pictures/videos skills/items/etc. are from a game which is 1 month older than WoW.

    /// Edit ///

    I also want to add this suggestion into it:

    > Neuroptics, Chassis & Systems lvl2, 3, 4 and 5, "could drop" in those dungeons, for each specific frame, similar to "skill-cards".

    >> You would need 2x Lvl2 Systems to combine them into a Lvl3 System etc. but with a higher "fail-rate" than skill-cards, or the same. Those parts would increase the base-stats of each frame, and with reaching Lvl3, unlocking a "frame skill-tree". This or better those skill.trees, use up perks, which you gain per LvL up. So you would not be able to skillUp ALL passive skills, but able with further LvLing up, gaining more perk-points to invest in. Each Lvl+ could add 23 perk-points and different passives need either 3 or 10 points to max them out. Smt in this direction. We could say to this Frame-Mastery-Tree, with 3 seperated parts, each with its own skill-tree.

    >>> Additional with reaching Lvl3,4 and 5 of a part, unlocking 1,3 & 5 slots for Mastery-Stones/Shards with diverent stats, or able to place in Boss-cards/Mods...droped inside dungoen.

     

    My 33 or smt takes to this ;)

    Cheers

  5. @Mr.Fluffins

    I can suggest you to try out [Twin Basolk]

    And fk'ing use:

    Rift Strike is a mod exclusive to the Twin Basolk that causes [Heavy Attacks] to teleport the user directly in melee range of an enemy, provided the user is aiming at them when the heavy attack is completed, and the user is standing within the mod's listed rang

    Rift-Strike-Mod.png

    THIS IS SOOO MUCH FUN!!

    And if you get your hands on a Riven with "Initial Combo 20+"

    You ALWAYS will have combo counter at 2x minimum.

    You will reap through hords like nothing and always be able to reach a target or dead body on ground to atk next or escape from a situation after heavy atacks.

    I tested it on Inaros to spam 1 for stealth multis and Chroma well damage buff.

     

    Insane weapon and kill speed. Total fun. OP 😃

  6. vor 47 Minuten schrieb Xenonthetenno:

    ...

    but he's right. It is always us killng them by force/them killing us by force

    This is called [Trading] 😉

    EHP = TIME of a unit

    Damage = -TIME 

    Regen & Regain (LifeSteal effects) = TIME regain durring Trading.

    Regen & Regain are therefor: [Expanding maxEHP]. Since every healingTyp forces the atacker to reduce first healed back EHP number before able to atacker pre healing EHP number.

     

    Damage or -TIME is NOT THE PROBLEM in WF.

    To upgrade TIME is THE PROBLEM.

    ////

     

    DE has to start UPGRADING Frame GEAR

    Which are:

    Neuroptics [Mindweapon/Wisdom]

    Carapace    [Withstanding/Mitigation]

    Systems     [Agility/Reaction]

    We run in currently with lvl1 frame base stats arround. 

    EndGame section should have smt to upgrade those gear points from lvl1 - lvl5. Each lvl inceases BaseStats of the Gear item. May add from lvl 3 on additional passives for its supposed gear item section. Smt in this direction. Ofc imo.

  7. vor 10 Minuten schrieb (PS4)sweatshawp:

    What does this have to do with what you quoted?

    Damn wanted to quote the one above this one i used by mistake.

    Sorry my friend.

    This is the right one. Will change it. Ty again.

    Am 26.9.2019 um 09:19 schrieb 844448:

    At higher level, the enemies merely become tougher to kill and hit you harder to the point of one shot, is that your view on challenge? I think it's more to normal progression on other games except we can't get better defensive equipment like armor

  8. Edit: Used wrong quote.

    Am 26.9.2019 um 09:19 schrieb 844448:

    At higher level, the enemies merely become tougher to kill and hit you harder to the point of one shot, is that your view on challenge? I think it's more to normal progression on other games except we can't get better defensive equipment like armor

    Keyword we are looking for is:

    Dungeon

    "Underground Adventures"

    With a possible path to access:

    "Hardcore Dungeon"

    */////*

    • Rooms of respawning targets only at that room and a limited amount of targets per room. Not 100 but between 5 -30 targets in room, the deeper you go into the dungeons.

     

    To get deeper into dungoens, rushing to higher lvl/difficulty rooms, you need teamplay and different unit typs, like using a unit able to stealth to lead the group to the wanted room and then stealth to lose agro from following enemies which then rush back to their room(s). So squishy team members avoid getting riped up walking through without a path to off all agro.

    Any healing generates agro. So healing by abilities or gear items needs to be used carefully or the target(s) might focus atacking one not supposed to take the dmg.

    More class role gameplay. More care for other team members. Grind together in group. Get rewards for beeing able to kill fast enough. The better the KS (KillSpeed) the better the drop chances of rar items.

    */////*

     

    What by all this talking about end game, gets forgotten,

    We might have End game WEAPONS

    But no END GAME GEAR

    Talking about "vitality stats" increase of frames.

     

    • Why not add into dungeons:

    Lvl2, Lvl3,... Carapace/Systems/Neurobics...

    To be replacing the parts of the OLD STANDART toast frame parts with 

    Better ones, may also add different passives per part (may rng added attributs) like +5% cast speed +2% HpRegen

    Different (rng) combos, could be dual could be single stats could be trible stats. The higher the lvl of frame part the higher the stats at base are increasing + higher passive bonus stats.

    //////

    Just smt worth to get stronger and able to move deeper into dungeon(s) and if available Hardcore Dungeons.

    /////

     

    And no.

    Warframe got no dungeons

    Everything is on the upper ground besides MINING <~ those could be the paths to enter/access dungeon(s).

    My 5 cents.

     

    Cheers

  9. Am 24.9.2019 um 16:08 schrieb Akai-no-bara:

    Nidus is, but i have seen plenty of inaros bois getting swatted in arbitrations. Even non stop 1 energy life strikes on super neat zaws won't save them there. It starts around  lvl 400, idk wut is inaros strategy at  lvl 1113. Never seen ash or excal surviving there that long. Never seen atlas there at all. Hildryn with decaying key, shield aranes and rolling guard will be ball busting any "unkillable" inaros.

    Not vs Poisen(cloud) procs or while under fire (not backing), the short window before reseting still can kill your 300ish health very fast at lvl 100'ish possible.

    [Infested] is a threat to Hildryn not only bc of less/no armor & no shields to "feed" from.

  10. vor 19 Stunden schrieb Deshiel:

    Now that they are fully making use of beacons, maybe they could make a higher tier beacons with more difficulty

    What if the Stalker

    SCALES UP with you beating him?!

    Automatic.

    Next time he gains more "withstanding points" and dmg + trys to use outplaying you more effective.

    Seems like a Nemsis to me, you dont realy want to meet and beat bc you know next time... you wont get it done this ezy.

     

    Like 10-20 different lvls of difficulties he might be able to scale up. Adding in different versions of him. Like 1 able to create 2 illutions of him or one that can "grab" a leg from afar over casting a hand summoning out of the floor holding you shortly (root). Or one that MIMICS you directly but with all the extra stalker attributs.

    Or hmm

    Make it a 2 time only castable ability by Stalker to, by success, hitting you with it, implementing a DNA analyse or smt to be BETTER next time fighting you. This way a player can evade to lvl up his own stalker. Hmm. 

    The first 30kills he might stay lvl1 but then adepts faster and faster....either on auto or over a ability that he uses on the player if successful hitting.

     

    Nvm

    Stalker needs a upgrade path in very short words lol.

  11. vor 2 Stunden schrieb Numerikuu:

    ^ This

    Incorrect.

    Its like a animal which is big = Elephant. But there are several big animals not only 1.

    This means here is more clearification needed.

    Which is:

    • Origin in Publication: the dungeon is where Underground adventures take place

     

    Underground adventures

    Which Warframe got 0.

     

    In context any mission in Warframe is a FIELD combat even thought indoors.

     

    Another clear point a "gaming dungeon" is in need of:

    • 50-100 rooms AT LEAST or else it is a "mini dungeon".

    • Dungeon enemies have AT LEAST 8-10 diff lvls

    • Dungeon Enemies stay/spawn AT THEIR room. Agro System might pull them into other rooms but return after either a given "distance" away from their room or time of chasing runs off bound to beeing out of THEIR room.

    Dungeon Enemies will NEVER all group up and go try hunt the hero/s.

    Between rooms THERE CAN BE PATROLS to ensure no real save spot.

     

    • Dungeon Enemies ARE HARDER to take down compared to their FIELD VERSIONS or field enemies. Even thought sharing same lvl. Increased EHP increased damage.

    The amount of Enemies or Mobs in each room can viery a lot.

    Normaly at the starting area lower lvl and lower amount of enemies.

    The deeper it goes the more EHP & Damage they get (as well as higher level numbers).

    A Dungeon always got: a or several SideBoss(es) or/and a MainBoss.

     

    • Loot

    Dungeons offer compared to field Mobs(enemies) higher gear/items of rarity and some ONLY dropable loot here. The best "items" including rares SkillCards drop here.

    Esp the Side- and Main-Bosses drop most exclusive best "dropable" items.

     

    There ARE FIELDBOSSES that also need teamplay to take down AND OFFER to do so EXCLUSIVE only here drop-able items.

    The difference here:

    Field = NOT underground = Weaker compared to Dungeon versions bc of waaay lower EHP + waay lower Damage at AutoAtacks(AAs) as also Abilities damages and frequences in using does.

    *////*

     

    So by all means, Warframe got 0 dungeons. Field Enemies, Indoor upperworld Field combat, upper Open World Field combat.

     

    No Underground adventures

    No Dungeon(s)

    + The other points it needs to be a Dungeon/ mini-Dungeon/ Mega-Dungeon.

    But the core of beeing a dungeon begins to be underground.

     

    Edit:

    There are normaly SEVERAL dungeons in several level ranges. 

    The 1st possible to enter dungeon for a "unit" got the lowest dungeon mobs/enemie lvls within.

    Basicly to start training HOW to fight this hard targets and HOW to interact in diff team-setups to be max effective to ▪Survive ▪Kill Speed ▪EXP/Drop ▪ Player Skill increase/Agro controll

    *////*

    Normaly starts a group, of higher lvls, which wants to RUSH into deeper rooms/boss hunt, with having a Agro puller Assasin/unit that can stealth as either SCOUT or FRONTRUNNER so weaker team members and full team can run behind him almost save. At the time the Sin/Assa or unit of stealth enters the groups room of desire he stealths IF ALL TEAM members are also there, IF NOT he trys keep running in circle to give his squad time and not run into a wall of agro Mobs. THEN he stealths and offs agro and moves back to his team.

    SCOUTING before all run...

    Not only are there dungeons...

    There are also HARDCORE dungeons. To gain access to it, you might have to find a certain portal which randomly respawns at different rooms after beeing used before. The Scouting Sin/Assa or unit of stealth locate it and the team; normaly the tank, starts to lead through the dungeon to the location of the hardcore entry portal. Then all enter. Portal expires after 60sec after 1 unit goes trough which is why it should be scouted 1st by a stealth able unit to find and hidde till squad arrives and then enters.

    Hardcore dungeons offer more drop chances per kill of rar items more exp but waay moore EHP per target to kill.

     

    • Puller

    Is a unit in team (normaly a unit of stealth) which is using A SINGLE target atack on a single mob. Very close by other mobs will be alerted as well and run also to the PULLER. If incoming mobs are close by he stealths before getting hitted. Group loses aggro Ai sets reset back to room, but team atacks one of the closeby mob. Which returns to atack while all other mobs keep returning to room. Like this, team can now fight ONE mob instead all which would be equal dead.

    The Puller, watches and times when to repeat pulling next mob so after killing one, the team can lure the next singled out mob.

     

    Technic, Coordination, Teamplay, Skill

    Healing also generates Agro points as well as Damage. Foes will target normaly the team member with highest Agro points. Bc healing creates also high agro, healer or healing can be deadly so a healer needs to care not to heal to much or gets almost 1shoted/killed. Which is why a unit with high EHP should take the damage.

    Agro Keep. At bosses or higher lvl dungeon mobs, to secure a certain unit will keep agro, HE will SOLO atack the mob for a certain time TO UPBUILD AGRO. Then the team joins in, much more save not pull agro.

    There are ofc also Dungeon Sieges up to 400 vs 400 players fighting in a MOBA style to kill the other sides CORE. Winning clan owns the dungeon for 6 days and get % gold from droping/killed enemies from anyone using this dungeon.

    TIME RAIDS are there to qualify to challenge the owing clan between other clans which want also to challenge the owners. The fastes clan Raiding the current dungeon qualifies and can fight Saturdays the owning clan. Time Raids are from Monday to Thursday available.

     

    Cheers guys.

  12. No.

    The only game content that would come close to dungeons are the MINES.

    No, Warframe got

    • 0 dungeons

    • 0 Time atack raid

    • 0 Clan rewarding to be best at oneTyp of X dungoen

    • 0 Competion related to dungeons even if there was one.

     

    The only content FROM typical dungeons are Bosses.

    But, those are more FIELDBOSS Typs then Dungeon bosses.

    • Dungeon Bosses drop best loot at their lvl range.

    A typical Dungeon would look like this:

     

    Palmir%20Plateau.jpg

    1 Dungeon Typ of X, while 2 of the same typ exist.

  13. vor 3 Minuten schrieb nslay:

    Well, if you're at the point in the game where you need Revenant's reave, you already have 7 Thralls lined up and thus you can one shot all 7 of them at the same time. Though you probably should keep one or two alive to spread the Thrall effect around some more.

    Also, as per your comment, I really recommend Natural Talent for Revenant. I've seen players who can tolerate that slow casting animation, but I see it as both a convenience and as a defense mod for any recasting of Mesmer Skin. Though, you won't need to recast Mesmer Skin if you're having to use Reave to kill stuff...

    I got Garuda in my arsenal. Now that Gauss is all built, I might just pull her out and try her out.

    You can 1 shot more then 7 actualy 

    😉

  14. Am 14.9.2019 um 15:52 schrieb Bagadyr:

    Which frames fit into defense meta? 

    My suggestions are:

    Speed nova to speed enemies 

    Saryn for killing

    Equinox/Rhino for buff?

    And for the last one?

    Instead all the Frost advices...

    • Mag ❤️

    Her bubbles offer a way saver deff + cc if they dare to enter.

    ~ Team adds dmg into the teams core dmg tool.

     

    • Hildryn ❤️

    Well... Synergy with Mag restoring her/teams shields with her 3 & with 4 + Hildryn adda to her/team not bypassable shields & +shields.

    While Mag's 3 recharges a fix amount does her 4 (crush) scales with target amount in range !! At base +25 PER interval (×3) PER target. So ezy (20x25) ×3 = 1500 > scales further up with strengh !!!

    • Saryn ❤️

    • Trin or A DD (DamageDealer) with DD buffs

    Chroma as 4th would be also great.

     

    *Note:*

    Mag can also restore the defending "objects" shields with her 3.

    Mags 1 is one of the stronges 1's CC ingame. Stronger as Volts Ult CC !

    Why?

    Mags 1 and Volts 4 are Debuffs, subClass: Stun

    While a _normal stun_ ends with holding a target at place, offers Mags 1 stun also a _relocating of targets_ while still stuned to a spot she wants it/them to be.

    Which saves time in 2 paths:

    1. You and teammates dun need to step out of unsecured spot(s) and move to each target 1 by 1 to kill.

    2. Bullked up foes offer a faster kill rate as the 1by1 rate.

    Note2:

    Foes stuned/flying and shortly before standing up again, are 'unaware' of their surroundings, which adds [stealth dmg multiplier = ×8] if hitting for excample with

    Arca Plasmor

    on incoming flying foes.

    Saryn benefits from this bulking as well as Hildryn's ability, need as much foes in range to scale way more up ~> increase of effectivity.

    The CC repeated can be like unlimited with Trin with _under_ 1sec recastable.

    If smw ABOVE in air/ceiling standing, Mag can increase the time of each CC pull by 1/4 bc of adding fly up and fall down time.

     

    Mag is a [Field Controller] unit with a DD (Damage Dealer) core.

     

    Mags bubbles ARE her/teams CORE Armor stripper in 1sec lvl165 armor GONE, using Pox clouds (3-4 shots enough).

    And this stripper TOOL will be able to be used for like 20sec+.

  15. Am 19.7.2019 um 12:36 schrieb Aisu9:

    energy drop chance is on death, not on hit
    Enemies killed by Pull have a 10% / 15% / 20% / 25% increased chance to drop an energy orb.

    That's right.

    Never said smt different.

    Or did I 🤔

    • Keyword "Last Hitting"

    Works perfect until mid lvl range.

    Then drops down hard at arround lvl 80+ in effectivity compared to arround lvl 30-60.

    Pulls passive needs a change in this direction to switch from "last hitting" into "if touched by".

    Last hitting with Pull in high lvl ranges is almost impossible.

     

    I get ya idea.

    But the point is it still does not fix the "core problem" which is the Ability passive it selfe with it's triggering path.

    Would be a Bandaid trying to solve a INNER problem/mistake from outside.

    There, within the Ability, needs to be made changes. Not in a limited slot spot where 5 different mod Typs for different unit content, already share 1 and the only spot. Augs should be outsourced and placed on the Ability icon it is used for...

    A key failure in WF's improvment system but this is another story.

  16. Also a fun thing:

    Just run straight up & down a path/hall way, while nonstop throwing pox/torid clouds in front of you, while pulling all foes from the front into them behind you. Return, and pull them again up & down into your clouds. All day long xD

     

    Mag is such an insane Frame. 

    She can can make out of everything a joke and poke the floor with it.

    /////

     

    Additional tip:

    Search a corner WITH a path to be standing on smt above the floor or best close to the ceiling _!!_

    Now you can PULL all foes save INTO the corner, which works now as a CATCHER,

    |_

    while you stand direct above them. Repeat pulling until you think its enough or room/hall is cleared & inside your corner. Throw some pox/torid clouds into the corner as well. 

     

    Either press 3 to nuke the $h!t out of them or direcrly cast 2, on one of them.

    • Make sure your bubble covers you as well _!!_

    Then throw in some Pox+Torid and watch the fun 🍿🍿

    Repeat.

  17. Am 14.7.2019 um 01:13 schrieb DeathGold:

    thanks but i am kinda able to read arsenal descriptions, what i'm talking about is for exemple: the 3rd ability's shard mechanic, the 2nd ability's second bubble, their synergy and other hidden things that aren't listed in the arsenal

    Hi buddy.

    Her 3 is like all but 1 also a dmg tool.

    Her 1 is her bread & butter, which other here do not use as often as they should.

     

    Lil explaining,

    You use 1, in every wind direction (NESW) as soon you think you BULKED all enemies in range into one big cluster, YOU PRESS 3, hit all with the puls, which does now 2 things:

    • Penetrate targets by reducing their resistances

    • AoE dmg them.

    The AoE dmg part here is importent to understand. Its Magnetic dmg. Not the best but hell yes.

    Every enemy drained by the puls either Armor or Shield releases ALSO a damaging AoE burst interval.

    Which can hit other targets closeby. Hurting all others but not the one releasing the AoE burst dmg. Now lwts say by modding you reach a radius of 12meter for this explotion dmg.

    Lets say with 1 [Pull] you bulked up 20 targets together.

    1 Target releases after 3 his AoE dmg to the other 19 targets.

    Since all other get get by the puls as well, ALL HIT EACH x19 times with the explotion dmg.

    Importent is to use 1 before to bulk them together to get max effect:

    ///////

    "If the enemy has shields, the pulse deals 250 / 300 / 350 / 400damage to it. If the enemy has armor, the armor value gets reduced by 250 / 300 / 350 / 400 and the enemy additionally suffers TrueDmg b.png True Damage equal to the armor removed. Additionally, allies' shields are restored by 250 / 300 / 350 / 400 if they are present in the initial radius or come in contact with the pulse."

    //////

    Importent here: True Damage ignoring any resistance stats.

    //////

    • All enemies with shields or armor within the initial radius, or that come in contact with the expanding pulse, will produce a violent outburst of magnetic energy inflicting 100% / 150% / 200% / 250%of the drained shields or armor as Magnetic b.pngMagnetic damage to all other enemies within a 5 / 6 / 7 / 8 meter radius of each drained target.
      • Damage multiplier is affected by Ability Strength, and the explosion damage diminishes with distance.
        • Damage bypasses obstacles in the environment.
      • Magnetic b.png Magnetic damage is effective against Shielded and Proto Shields, but less effective against Alloy Armor.
      • Magnetic b.png Magnetic status effect reduces a target's current and maximum shields by 75% for 4 seconds.
      • Explosion radius is affected by Ability Range.
      • Enemies who have been drained are not damaged by their own explosion, but they can be damaged by nearby enemies who were also drained.
    • Synergy: Drained enemies drop one or two shards that store 50 damage each that will be absorbed by Magnetize130xDark.png Magnetize if the shard contacts it."

    //////

    On top:

    If an armored enemy is the target of Magnetize130xDark.png Magnetize, the damage is multiplied by 200%. This does notaffect enemies inside Magnetize that are not target of a cast.

    ////////

    Plus Multiplier:

    //////

    Maximized Ability Strength increases damage and shield restoration to 1648and multipliers to 10.3x.

    //////

    so the dmg

    x the multiplier

    x the amount of targets hitting each other -1.

    ////

    1 Target:

    400 Armor = 400 dmg ×2,5 (250%)= 1000 dmg

    x multiplier lets say: x6 = 6k dmg

    6k x19 targets = 114.000 dmg every one gets hitted by.

    • IF Armor reduction: × 200% (×2 dmg)

    114.000 ×2= 228.000 dmg AoE

    Which makes in total dmg done:

    • (20× 228.000) + (20×400) = 

    ~~> 4.728.000 Total dmg dealed <~~

    • The more targets bulked, the more dmg outbursted as magnetic dmg.

    ////

    INSANE damage can be done 

    if 1 is used to bulk them all.

    1 bulking > 3 Shards creating + AoE dmg all > 2 Isolate all, holding all in one place finush the rest (strong ones) with your & their gun power > ezy

    /////

    up to lvl 80 useable & effective.

    After this lvl use 1+2 primary. 3 then only to recharge shields.

    /////

    Importent:

    Many dont understand that Mag's 2 is actualy her main armor stripping tool as well as main damage tool.

     

    Throw a 100% status [Pox] with main status corrosive with 3 shots.

    Within 1-2sec the 3 clouds will stripp ANY armor stats to 0. Yellow hp bar > Red hp bar. Just like that.

    Switch to [Torid] and shot 1-2 times in > all hp -50%. Just like that.

    Pox and torid dmg do the rest. Just like that. Any lvl range. Ezy

     

    [Pox] Corrosive > main status

    [Torid] Viral > main status

    • Both generating clouds with AoE dmg

    😏

    Hope it helps a bit.

     

    Use 1 always. Core ability. As said before "her bread & butter".

    • Like 2
  18. Wtf.

    Sry no. Period.

    Her Passive? Is useless to beginn with.

    Her passive should be changed into: "Each picked up energy orb is generating 1 shield gate, up to 5/6 gates max."

    She is a ranged squishy MageTyp unit.

    Greedy Pull allows at least to get her loot from mobs she killed, from her supposed range > over a distance

    With Pull at 50.x% energy orb drop chance i would get more energy drops as with the 80% every 5 sec lol

    Pull has a 1sec or below CD LMAO

    So 5 Pulls = 5×50% energy orb drops  vs 1x 80% lool

    Man...

    The TradeOff of using THIS Aug/Skillcard, reduces all other possible increasing stats to her own bodymatrix already. It adds nothing but a Quality of Life effect & keep her energy amount over at least 1 path without Arcanes refreshable.

     

    80% every 5 sec? LMAO

    Useless Aug then.

    As useless as [CounterPuls] effect of jaming enemies guns, while her main damage source focuses to use enemies gun damage against them + store a part of it into the explosion dmg.

    On top only melee units can hit Mag in her bubble so jaming guns increases the chance of getting hit by them + in 2 paths reduces the dmg output of her main dmg source.

    Who ever created this Aug/Skillcard is either the biggest morron on earth or tryHard to troll Mag players. 

     

  19. vor 17 Stunden schrieb Ikyr0:

    Yeah, beyond Sortie 3 though, Mag can get one-shot through her shields. Crush overshields need to give her some kind of damage resistance, or shield gating at the very least. It's a great ability though, just needs a bit more oomph...and we really need Pull to interact better with her bubble as you guys said. 

    Hell yes.

    Esp yes to Crush adding an immunity for X duration vs dmging procs (pooooisen).

    Edit: Cleansing and immunity for X time vs dmg procs, for you and team members in range.

    Honestly i never die by shots only by poisen. My straight nemesies InGame haha.

    New passive: Picking up energy orbs should add each 1 shield gating from maybe max 6.

    So it would symbios nice with her 1 and the Aug Greedy pull as well.

  20. vor 16 Stunden schrieb Ikyr0:

    I knew about Polarize's explosion...magnetic damage is the problem. It's a fantastic ability until armor starts to kick in, at which point it's only real use is for CC with Counterpulse. But it does shred ESO, which is nice.

    Pull is pointless because it's just faster to slap a bubble on something and kill it instantly. If Pull interacted better with the bubble, i.e. it sucked enemies into it easier, then it might be cool. But it's just half-baked now.

    I see your Point buddy.

     

    But you make a lil mistake.

    Pull isn't there to deal dmg

    But as a [tool] to group up and act as a [AoE Debuff].

    • Look, Mag can combo  2x Abilities with Weapons. Pull & her 2.

    Pull? Yes.

    As mentioned before, i use POX & TORID most over with different status effect. At Pox Corrosive Torid Viral as main status.

    Without our bubble i spame Pox clouds near corners or obstacles "most" will hit pulling them. And keep pulling them while my clouds knock them down, shred armor and half their EHP & kill.

    Amprex works also.

    Press fire all time long while keep on pulling and aim with Amprex at a flying foe. Funny lightshow esp with punch through 😃

    Edit: YOU NEED TO ADD ON AMPREX HUNTER AMMUNITION !! 😏

    //////////

    As to your main point about Pull,

    YES you r right.

    Realy to much rng in accurate landing of pulled enemies.

    Smt even pass us and throw them same distant behind me as they fly in 1st instance to me. Funny but ineffective.

    Adding in a bubble from us...

    It should catch any PULL touched target flying to us. It is not. Smt flying THROUGH the bubble like there is none.

    Pulling enemies OUT of a bubble should also not happen.

    */////////*

    My Bandaid:

    Stand in or close to a corner. I prefer to be standing smw over the ground, so after droping against the wall, they still have a falling down travel time.

    Since this |_ cornering acts like a CATCHER i can drop as well my clouds or/and bubble there.

    Edit: You can also run/fly a hallway up & down while spam droping your clouds all way long. Pulling and ragdolling all targets through your clouds back and forwards. Its a reason why i love this Mag so much, she can make out of anything a joke and poke the floor with it.

    Use a Kavat for every 10sec crit buff so you can get even on your cloud procs from Pox/Torid crits/red crits.

     

    Besides inaccurate flying of targets, it is by far one of the stronges 1 InGame and Debuff. Most Stun Typ Debuffs forces you to walk up to each single target hit by it. Realy spreaded & long walking paths. Pull almost 0 this, by taking also over targets ability to decide where it wants to be or stand and Relocate the target, to a wished location of Mag.

    Its an imba strong Debuff.

    With its passive + Arcane Energize + [Greedy Pull] you can ragdoll fk anything like for ever.

    [Mitter] with its weapon Aug to kill enemie bubbles with 90% per shot is a thing as well.

    I play Mag Prime now for like 4 years straight as main.

  21. vor 18 Stunden schrieb (PS4)LoisGordils:

    Wow, this comment is so wrong and cringy it hurts, I threw up a bit.

    Point out what is wrong or you are just a Void Troll. I love to see what ya claim to be wrong xaxaxa.

  22. Am 29.6.2019 um 04:21 schrieb Ikyr0:

    Crush feels strong against infested with the Fracturing Crush mod. I wish it felt this good against other factions. It needs a little more something. However, like someone else stated above, Mag doesn't need more damage. Crush should give her some additional utility, maybe survivability through shield gating mechanic. Problem with Mag is she must use Counterpulse to survive high level content.

    I also never use her Pull. As far as I'm concerned, it serves no purpose and is entirely redundant. She doesn't need additional CC, and pulling enemies toward her is super counterintuitive.

     

    Hi buddy.

    Pull:

    1 of the stronges if not THE stronges DEBUFF InGame.

    Pull, is in it's core a AoE (cone) STUN. 

    + Able to DECIDE on top WHERE the stuned/disarmed/isolated units have to move at (direction of casting Mag). Unlimited increaeable stun duration as long energy is there/ collected.

    Arcane Energize + Aug [Greedy Pull] best to secure it. The only Aug i use if so.

     

    This results in BULKING units.

    Used in all 4 wind directions (NESW), Mag can fast pull, stun/disarm/isolate a hole map/room. With now a BULK of units standing close by each other.

     

    Polorize:

    Not only has it (sadly) a fix number of Armor/Shield ressistance reduction...

    BUT it also adds smt like NO ONE KNOWS about it...

    It does AoE dmg, by every single unit, which got it's ressistances reduced, will by multiplier max ×10.3 & max outburst AoE 22.4m dmg all other units in range.

    Read:

    All enemies with shields or armor within the initial radius, or that come in contact with the expanding pulse, will produce a violent outburst of magnetic energy inflicting 100% / 150% / 200% / 250%of the drained shields or armor as Magnetic b.pngMagnetic damage to all other enemies within a 5 / 6 / 7 / 8 meter radius of each drained target.

    Lets say you bulk up with Pull a room with 20-30 enemies. Lets say 20.

    Then you hit [3] to reduce armor & bc all are close together *thanks to pull* each units AoE outburst, can reach any other unit in range. Weaker but similar mechanic as Saryn !!!

    If 400 armor taken, 20x400 = 8.000 dmg

    But

    This is dmg outburst by ONE done !! Minus 400dmg bc outburst does not dmg the outbursting unit it selfe.

    So 7.600 dmg total dealed by ONE enemy to every other 19 from 20 units.

     

    Now 7.600 x 20 = 152.000 dmg dealed is the TOTAL DAMAGE done,

    by outburst to every single target if all 20 enemies outburst are within a X meter radius standing closeby.

     

    Now comes in:

    will produce a violent outburst of magnetic energy inflicting 100% / 150% / 200% / 250%of the drained shields or armor as Magnetic b.pngMagnetic damage to all other enemies...

    So

    152.000 x 250% (2.5) = 380.000 dmg

    Normal, at max x 10.4:

    152.000 x 10.4 = 1.580.800 dmg

    BECAUSE we have PULL as bulking tool, we r able to stack up with EACH pull more enemies BEFORE we use our Puls !!

    As soon we COLLECTED enough in a certain radius, we release the puls for max effective energy to dmg ratio dealt useage.

    Pull is the best 1 Mag could have get.

    //////////////

    What does Mag's Pull need for changes?

    • Pulls energy drop chance should be changed from "killing" into "effected/touched/damaged by pull has a % chance of droping it".

    Mags 2 is her top tier DD tool. 

    But also top tier ARMOR STRIPER.

    Use POX , GAS cloud, corrosive on it. GG all enemies get zero armor in 1-2sec.

    The fastes Armor stripping tool InGame combined with the right weapon(s).

    Pox + Torid as excample.

    ///////////

    Now comes our 4...well

    1 is our bread & butter tool.

    2 is our Damage tool (Ulti), main Armor Stripping tool, Isolate/ Secure Area to move in save but not against melee and projectils + poisen !! Which is WHY the Aug disarming is in several points KILLING her 2 in effectivity + increasing danger to get hit in our only Deff ability. Most useless Aug by faaar.

    Honestly i never die by a shot. Never. Only if so by poisen.

    3 is a tool like 1 but with way more damage potential IF RIGHT USED and supportive team content.

    4 is as a sort of finisher if you DONT want to use 2 but combo 1+3 then 4 in the end. For small DEFF maps mid lvl range till 60-80 effective after this 2 is your tool to use most over with combo 1. 2+1.

     

    Crush helps a lot to add time for your team to get a job done. Aug is OK but not worth in the end bc you losing a lot of stats adding to other abilities.

    ///////

    Changes Mag needs:

    • 0) Passive: Each Energy Orb collected adds 1x Shield gating until max 6.

    • 1) X % (25) chance droping energy orbs if effected by mags 1.

    • 3) changes its armor strip to a 25% ratio + Outburst is ALWAYS done, even IF NOT fully drained.

    • 4) Adds immunity to damaging procs for X duration of time.

    //////

    Additional changes needed:

    Aug mods are placed ON or besides the Ability icon, to decrease over the top TradeOffs.

    //////

    Cheers

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