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ScytodiDaedalus

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Posts posted by ScytodiDaedalus

  1. No, for some reason they won't at least roll back Tail Wind to it's original state and increase it's acceleration and top speed which allowed for infinite times more control over the current and most unusable version of an ability.

  2. In my experience, Immolation's top heat drain (and acceleration) has nothing to do with your current heat%/s even if you spam all your skills and it tops off immediately after a blast, what has it accelerate is simply keeping it at full for too long, a Fire Blast reset will do just fine, so it's best simply to keep spamming that when it reached the cap often.

    As for the armor strip, I know some enemies are completely unaffected by it, I haven't tested on Liches but Demolysts and Accolytes seem to be fully immune to it. I have not taken a look at the wiki and found more info on it, just my experience.

    • Like 1
  3. I get the feeling some Warframe augments were buffed through the roof, I get augments were made slightly more powerful and impactful for the slot they occupy. However, I feel Rift Haven is straight up busted and some mods will certainly need readjusting, with this Limbo can heal way better than many Warframes only for 25 energy.

  4. This topic is ancient, regardless, I not much a fan of reworks but simply patches that bring abilities to a more usable state,

    As of now and closely to as it was then, Well of Life is still not as reliable to heal allies when in danger, however it did get improved so it wasn't a way to heal allies only if they decide to damage the target.

    Now, first, I really don't mind Trinity having low to no CC options as a frame that is simply the most capable of replenishing Allies' Shields, Health & Energy. so that's mostly,
    Talking about WoL's usefulness versus Blessing, well, obviously it's way easier to cast Blessing every now and then instead of popping WoLs and expecting that to heal anyone. However, there is a point in missions where casting Blessing all the time and EVs to constantly replenish the uses in an attempt to keep a party with full health becomes the only task, this is where WoL comes in and assists the ability rotation to stay at Max health.

    This said, I don't think WoL is in an ideal state, if the target cap was increased to 3 and it's cast time reduced by 0.4s or something, it would be a much more usefull ability, plus you get to CC 3 annoying targets.

  5. I didn't read much of the post but:

    I agree partly with Movement Speed buffs, Operator is rather slow.

    Madurai focus school change absurd.

    I didn't see Naramon

    Vazarin changes for bubble and fields being visible is great, being able to activate the shield(for what it's worth) and deactivate it without having to hold it forever is nice.

    Unairu damage reflection could definitely use being buffed.

    Aside from that I genuinely have no clue why players would want Operators having Melee weapons or even worse NEW Melee weapons.
    While it'd be nice having these other options be improved or made better I'd rather keep playing Warframe, not Operator or NechWarrior. Without any form of joking I'd be concerned if they gave us yet another type of "character" to be able to play or transfer to.

  6. 6 hours ago, [DE]Megan said:

    As part of the transition from Railjack-based Avionics to player-based PLEXUS, Battle/Tactical abilities will now be fueled by Warframe energy, and Flux Energy will be completely removed from the game (any Avionics that relate to it will be converted to Endo). This allows players with existing tools for Energy generation to better integrate those tools into regular Railjack gameplay, further intertwining the two sides of the game. For non-Energy consuming Warframes like Lavos and Hildryn, cool downs and Shield-as-energy on Railjack will apply, respectively. 

    Revert this immediately, there was negative feedback for this change on the Dev Workshop post then, and this was a well known fact, Energy Restores allow infinite spamming of abilities. If the point is to prevent constant use of these abilities, regardless of Flux Energy supplies is to just put these abilities on a Cooldown.

    • Like 6
  7. On 2020-05-10 at 4:23 AM, taiiat said:

    even though the Heal offering is considerably weaker than what numerous other Healing Abilities offer.
    the bonus Health of Fire Ward has never been good strictly speaking, it's just the best thing that Chroma has.

    the main role that Wisp can fulfill, is having numerous decent Buffs. the Health one outperforms the only other competition it has, but that's really not saying much anyways.

    but saying that Vitality Mote is better than Renewal.... you should check your numbers again (more like actually check them at all).

    What about addresing the energy cost? 25 Energy to heal 30 hp/s (with free bonus 300 max hp). Oberon can heal 40hp/s with 25 energy (and an initial heal of 125h) to keep on healing one ally 5 energy is drained per second (2 ability upkeep and 3 per ally below maximum health), where as Wisp's vitality mote can keep on without ever requiring any additional energy.

    • Like 1
  8. The problem relies on how her kit was designed, Ability Upkeep Simulator vs an actually impactful kit.

    One simple problem relies on Metronome since it's another subset of buff durations in a duration based ability, if it allowed Octavia to activate the buffs without making jarring music or looking downwards for the entire duration you want a buff then there'd be a lot more fun playing her.

    • Like 1
  9. I was kind of fine with the gotcha style, until I figured it cost me the cephalite which takes hours to get, the problem is that it gets you because it doesn't even give you time to know what's happening before you make the first "mistake" or "choice" it straigth up tells you, you are on a timer, hurry, hurry on what? you don't even know it from the get go.

    Again, if it gave some time for the player to figure out what's going on and what to expect before making the first choice it'd be a lot better.

    • Like 8
  10. The time "trial" on the glassmaker is too short and has people miss voicelines whereass the crime "scene" investigation has us take our time and look carefully for details. To it simply it rushes players and in my case had me think it was some platform time trial (like a MR test) with the timer counting down from the very first second.

    Either this should change to a 90 second timer or start a timer as soon as you land on the first platform/answer. The current implementation of the time limit doesn't give time for one to pay close attention to what the Glassmaker is saying and that just doesn't work.

    • Like 25
  11. 7 hours ago, V_a_IN_Q_u_i_S said:

    4. "Mag grabes enemys around her and crushes them with her power while magnetising them so they attract sharp metal parts, bullets and debries." The abbility has multiple dmg types: Slash, Impact, puncture and Magnetic with guaranteed status. It also restores some shield like it is currently. I imagine the abbility as something like this (Battlefront 2 player will get flashbacks from this):

    Of course, I saw the video of something suggesting something else from another game and I just skipped most of what was written.
    This is the one suggestion that I believe should be 100% in her kit, thinking on it Polarize shards just being pulled only onto magnetize bubbles is... not the best to try to grab all the shards lying about, Crush having this so it can also have more nuke value would easily solve of these problems.
    Regarding the Status however, I believe it's completely unnecessary.

    I believe Polarize wave is fine in speed, it could be increased slightly, to 1.2x or so, doesn't need to be that fast really, sluggish but covers a giant area.

  12. Mag is interesting, versatile and much more.

    She is currently in one of the best states any Warframe could possibly ever be and people ask more, she is literally one of the last frames that need changes at the moment. Now, with all of this said, the only small complaint or issue I know people and me in a slight sense is that Crush should certainly deal more damage, not exorbitant or tremendous scaling, unless they made ALL Damage based WF abilities always scale with enemy level.

    • Like 2
  13. On 2020-04-19 at 2:31 PM, Leuca said:

    If you make 4 worthwhile for both forms

    It already is, Mend keeps Equinox and nearby allies shielded behind a large pool of Shields,

    On 2020-04-20 at 2:23 AM, Kalthea said:

    As for her abilities, I feel like Day Form's second ability, Provoke,

    Rage, and it's useful if Rage/Hunter Adrenaline is used, also if you really need an enemy who isn't dying as fast to die faster, so long as you don't let it get out of control.

    On 2020-04-19 at 2:31 PM, Leuca said:

    1 should just be a form switch that gives you permanent bonuses to your stats.

    I don't understand people's desire to make this a permanent buff, however the fact that it's diminishing values over time makes me feel like it should be a bit longer.


    Tbh the only QoL I see that Equniox needs is reducing Pacify's cost per enemy to 0.8 and making asleep enemies not count for the pacify energy drain, as of now if you cast Sleep on 20 enemies and Pacify is on, these enemies will drain your energy but there's no use in weakening them if they don't do anything.

  14. 4 hours ago, [DE]Megan said:
    • Added Caps for the amount of simultaneous Railjack Hazards (Fire, Electric, and Breaches). Your Railjack can only have 1 of each Hazard active at a time.
    • Made each RJ Hazard type more harmful to the ship. Made each RJ Hazard type even more, MORE harmful to the Railjack based on Public Test results. 

    This change makes little to no sense, the whole point of Railjack missions being more chaotic and overwhelming is made easier by managing few and tiny "hazards", which is already made easier in the way that the only loss condition in each mission is not repairing a catastrophic failure, instead of simply being shot to bits.

    Why does a 1m tall flame inside the ship cause so much damage to the hull integrity of the ship? Why does a small internal electrical failure that barely zaps anything within 2m reduce shields by such amount? It doesn't make sense.

    4 hours ago, [DE]Megan said:
    • Destroying all engines on a Crewship now disables weapons.
    • Destroying all engines on a Crewship kills half the crew on board. 

    Okay, this change adds value to shooting enemy crewships, however this is made possibly only by shooting their weak-point. It would work ways better if you could also achieve the above "damage" to enemy Crewships if you could do so by shooting them below a certain health threshold.

    • Like 1
  15. 4 hours ago, Paul_Pianoff said:

    Do keep in mind it takes 2.5 seconds to fully mark an enemy when not aiming, which is an eternity in Warframe time.

    That way, if one is marking without aiming and there's a large targetting reticle the most reasonable course of action is simply releasing on first mark if there's weak enemies, not all marks are required to annihilate enemies, also if we're really in a hurry, adding Shurikens (since with the suggestion they now mark enemies) to the mix would solve our quick bladestorm issues.

  16. Yes, however I believe the targetting reticle or "focus ring" is too large on the unaimed mode, I suggest it should just be 1.5 times the radius Garuda's Seeking Talons UNCHARGED 4.
    Why? Because at that point just let it count all of the screen, it's just too big.

    All in all, this sounds like what Ash needs/needed since a while, something I'd like to add that could be as critical:

    • Reduce the post-cast animation lock on Teleport, as of now it takes about a second after using the Ability to be able to do anything.
    • Allow Teleport to be used on non-marked targets without automarking and entering Bladestorm. As of now, after releasing Bladestorm and trying to teleport into an enemy it will lock you in the animation, essentially locking you away from a mobility ability.
    • Maybe turn Smoke screen into a Smoke screen? I was always baffled about how an ability called Smoke screen doesn't deploy a form of tactical smoke cloud just behind so allies can also become invisible or feel "safe" behind, since it should block the vision of enemies in so form. This is mostly a wishful suggestion tbh.
  17. 12 hours ago, (XB1)KayAitch said:

    It's a nice idea, but compare her to other nukers like Ember, Equinox, Saryn - all are much quicker casts anyway. Just make her 4 wider by default and much quicker (just the casting animation, no press and hold to use). If you want it wider it should be affected by range mods.

    Ever thought it wouldn't be fair that a powerhouse like Garuda, a Warframe who can generate endless Health and Energy for herself, should be allowed to be able to nuke enemies on such a degree of Saryn or Mesa? She already has the BloodBasketBall which is an almost 100% guaranteed death blast on whichever enemy gets caught, not the biggest one, but certainly powerful.

  18. 9 hours ago, (XB1)KayAitch said:

    It doesn't work at all on Demolysts, or Sentients, or Liches, which leaves her nothing in her kit for that content. She can nuke entire tilesets on the star chart, but is too risky for Arbitration and too slow/reliant on her 4 for ESO.

    Maybe because new gamemodes are poorly "balanced" to have a complete disregard of most ability kits.

    Not really faulty of Garuda's kit, one thing that would be nice so Garuda can use some swift 4's is to allow her to cast an uncharged 4 for 50 energy and charging it to a max of 100. As of now regardless of charge on the 4, it will always cost 100 energy.

    • Like 1
  19. Mhm, While I like him looking fast, I don't like the map around me looking distorted and losing critical data of where I'm going and spending too much focus on "mentally mapping my surroundings".

    Agreed, the FOV should either change minimally or not at all, please reduce the effect.

  20. 21 hours ago, Berzerkules said:

    I could overlook his 2 and 4

    "I could 'overlook' TWO abilities that are currently in a very poor state if they made his Landslide, his best ability, even better."

    Anybody see the problem with the suggestion? saying Atlas needs some love and saying that nobody cares about two abilities? seriously?

    His wall is the pinnacle of wasted energy, it needs a bigger width and different shape if we want to consider it even remotely defensive.
    Rumblers are unfortunately AIs and we know how bad these are, this is what really needs love.

  21. Why is it people want Warframes to have a self-sustained Energy pool every time they get released? The problem is you are asking for more than he needs/already has, without looking at the other issues.

    The Nourish energy buff is already insane with Hunter Adrenaline, however, feast's drain is too strong and I'm by no mean saying his kit is perfect, I'm just saying that the way he gets energy is already pretty good.

    • Like 1
  22. 7 minutes ago, Aldain said:

    or just being very clunky in general (Hydroid).

    I remember praising that they made Tidal Surge Cancellable with Undertow, nowadays I can't believe how they added a 2s cancel to an ability that is uncontrollable.

  23. 10 minutes ago, Aldain said:

    I hear the sounds of thousands of Loki fans coming to the thread to deny that Loki is suffering from an outdated kit.

    Sure, but this post didn't even give feedback or suggestions, they are asking straight up "change it to this plz".

    And yes, Loki is outdated.

  24. 10 hours ago, General_Durandal said:

    Apparently because no-one uses Ember

    Jokes aside, the rework hurt her more than it helped, not because Immolate is energy hungry or completely unnecessary, but because now Ember requires to spend 10 energy per enemy she wants to "attack" with her abilities, cap of 100 but with WoF the damage was more passive than active and wasn't limited by a "per enemy" cost.

    • Like 1
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