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ScytodiDaedalus

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Posts posted by ScytodiDaedalus

  1. Nyx didn't get reworked, Psychic bolts got reworked and the rest of her kit got tweaked slightly, a car isn't new or overhauled/madeover just because you changed a single tire and pumped air in the other 3 is it? That said let's see:

    I think your suggestions to remove Mind Control are simply bad & plain,

    The Psychic Lure is an idea that just caught my attention and I feel it's a good turning point on how Nyx can be better at CC and technically finding a way to remove Chaos, don't judge, I just think it's outdated and Nyx seems too dependent on it.

    What Absorb really needs is to allow NyX to cast her abilities while using it, maybe move at 25% move speed, but atleast allow her to cast while using it.

  2. On 2019-12-22 at 12:17 PM, (PS4)sister-hawk said:

    Ok well I can say the only reason you hate the new Ember is because you don’t understand how to play her, so there you go.

    Trust, me this person understood how to play her then, and understands her current state, rn, it's not hard to press 4 at all times to maximize enemies dead. Sure a 4th ability is meant to be really powerful and be important for the frame, specially in a scenario where there's a LOT of enemies in the room, but if there is 1 or 5 enemies spread out, what do you do? Shoot fireballs to each of them? that's 125 energy, why not just press 4 to immediately set the 5 of them on fire for the cheap cost of 50 energy and 0% miss rate?

    Oh yeah, and pressing 2 from time to time to enjoy... DR, because Ember needs it now...

  3. Fireball needed a bigger hitbox/collision & explosion update since a long time now, Frost's Freeze also needs it badly but anyway.

    There's one benefit of using fireball and it's being able to cast it while shooting with your weapons.

    Also, I'm surprised you haven't complained about the fact Ember's current state is simply bad, why would anyone use Fireball when you can just cast Inferno? The fact that Inferno outclasses Fireball by a whole lot is simply terrible.

    • Like 2
  4. On 2019-12-19 at 11:57 AM, TheDelighted said:

    mediocre on corpus and completely useless on infested.

    Polarize being the only ability in her kit that doesn't affect Infested? And mediocre against Corpus, totally sounds like you haven't played Mag.

    Mag is currently in the best possible states with her kit and don't understand why there's people who want to change it, isn't it a dead meme already?

  5. The reason is people mostly don't feel much good about the rework is because it wasn't a rework, it was tweaks and Psychic Bolts getting reworked, not the frame itself, Absorb has the many problems it had before... Mind Control requires you to shoot the target you just mind controlled when you could just shoot everyone else while your controlled target wakes up.

    All in all, a fantastic start would be to allow Nyx to cast her abilities while in Absorb. Assimilate Augment doesn't just allow Nyx to move, it aslo allows her to cast her other abilities, this should be base on her kit.

    • Like 1
  6. Finally Empyrean is here, time to try this baby out.

    13 hours ago, [DE]Megan said:

    FORMA BLUEPRINT

    • Players have often requested an alternate path to obtain Forma Blueprints. Forma Blueprints can be found within the rewards of Railjack!

    Also, can this be changed/removed? Biggest problem isn't getting Forma Blueprints, fissures give plenty of them, problem is being capped at getting 1 Forma every 24hrs, would be cool if these missions gave built Formas or that the timer to build them was closer to 12hrs.

    • Like 5
  7. I'm sure this is on the wrong Subforum but...

    On 2019-12-06 at 6:38 AM, Tatann said:

    At least they implement it and let us play with it in a finished product, unlike a pew pew ga... project named Star something ^^

    One thing that frustrates me though is all the great places in Orb Vallis which aren't used at all. I think of the people designing/coding/testing it and... Nothing, it's there for roaming, but nothing to do. Some places are so well designed they should be used in single player RPG type games.

    This is what really sucks, PoE & Vallis are one of the best places to be at, they are so rich in detail and yet... the bounties on the Vallis only have us run about up to 1 or 2km away from Fortuna itself, leaving over 60% of the caves and facilities unexplored.

  8. 19 hours ago, bibmobello said:

    Maybe it's not clear to you that vazarin can health allies as well while oberon can't sustain  the stupid energy cost to maintain healthy all the allies in a squad.

    https://warframe.fandom.com/wiki/Rage
    https://warframe.fandom.com/wiki/Hunter_Adrenaline

    In all seriuosness, these mods become the bread & butter of most Support Warframes. The harder the mission, the bigger amounts of energy pouring in.

  9. The problem with the changes you propose in regards of DMG, enemy health scaling, modded damage, MR Matchmaking and the lot, while it'd be interesting(?) to revamp the game, I believe DE doesn't have the time to OVEERHAUL the entire game, knowing how they update the game, it'd mostly kick the game low in the vulnerables and it'd take months of rebalancing, not like the game is currently very well balanced, but it's the best it could be, except in the case enemies are getting higher HP pools and innate DR.

    On 2019-11-27 at 12:32 AM, Noralen said:

    That's not engaging, that's an idle heroes type mobile game loop where you turn it on and leave to go do stuff for a day and then come back to see how far you've gotten.

    Comparing this to an Idle game? pretty low. On this game you can actually play and OFFLINE progress is 99.9% non-existent.

    On 2019-11-27 at 12:32 AM, Noralen said:

    DE has already shown they want the game to be more engaging with the Vauban and Ember reworks. Ember used to be the worst offender of the mindlessness that gameplay was, you just hit her fourth ability and go through the mission till you've won. Boring as hell, no challenge, and for some missions you might as well have just had a seat while everything around you died.

    They changed it so that playing those two warframes is a MUCH more involved process, where your skills could be showcased by your ability to manage your heat, or in vaubans case, using your abilities in conjunction.

    It seems to me you haven't played Ember since or before the rework. Let me tell you something, it's gone from pressing 4 once and pressing 2 a bunch of times to pressing 4 often.

    On 2019-11-27 at 12:32 AM, Noralen said:

    My first suggestion is that all frames have a baseline energy, and generate energy over time. Mods that increase your energy should instead increase energy generation.

    Now this is something I'd like to see in the game, don't know what you mean baseline energy, but it'd be cool if Warframes regen'd energy on their own, albeit slightly. Mods that increase energy regen or max energy capacity should exist, no idea why you remove max energy mods in your suggestion.

    It'd be nice if you had titled your post "Game Overhaul" or "Overhaul for Warframe" since you try to change the game itself, not just Warframes.

    And one last thing, there's a point on which playing too much of a game will eventually get the players bored, either temporarily or permanently, that's the nature of it, it's not like you're supposed to play the thing 24/7 and forever remain entertained. Hopefully, Railjack will bring a whole lot of fun and a better way ALL missions could work in general, more things to do, farm, grind and enjoy.

  10. On 2019-11-22 at 11:18 PM, TKDancer said:

    ->Pillage: make it drain a minimal amount of shields when targeted enemies have no armor/shields to be stolen, something like 2-3% of maximum shields at 100% strength per enemy,
    why? because she shouldnt be completely useless vs enemies with no armor/shields, and if Trinity can steal infinite energy from enemies or Garuda can steal a near infinite amount of blood from enemies, then by the Lotus Hildryn should be able to get shields even from enemies with no shields/armor, but at a reduced rate obviously

    This makes a whole lot of sense, and it'd be nice if it got added

    On 2019-11-22 at 11:18 PM, TKDancer said:

    ->Aegis Storm: give it some extra synergy with Balefire(either bigger explosion radius or faster charge speed), allow Pillage to be used during it and improve movement during it
    And lastly: increase or remove the vertical cap of movement for the hovering, theres no reason for a cap of only 10 meters

    Removing the height cap is most welcome. Synergies on the other hand, shouldn't be very much asked for, there's a point when synergies become dependencies and drawbacks if you don't use this and that ability at the same time.

    Something I'd seriously love is Hildryn to be allowed to use her Secondaries while on Aegis Storm, only allowing her to use Balefire is annoying.

  11. When Autoblock was first added, squishy frames received a tremendous survivability tool, with the block being 100% it only became better, Thanks DE.

    One thing to complain/worry about is... when you LOCK into Melee only mode, you lose the autoblock and you must always be pressing Right click to get it back, kind of dumb that upon locking to it you lose it.

  12. I'll be honest, the changes are too drastic here, I know Energy pizzas are absurd in ways that it gives you lots of freedom and makes things very easy, but these changes feel unnecesary.

    However, I will agree that a Basic Energy Regen varying between Warframes would be really cool so as to give you an illusion of "Cooldowns" to your abilities or energy pool, devaluing Zenurik slightly by consequence.

    • Like 1
  13. 1 hour ago, Tarine said:

    I'd say around 60% of the time when grouped with my friend and trying to leave cetus or fortuna [mainly cetus] the second door won't start the load for me and it shows my buddy standing at the first door instead of coming in. In his screen, he's standing at the 2nd door ready to go out, in my screen he's stuck at the first door and no one disappears to start the load.. everyone else is still around us walking around. He has to leave the group and i'll instantly start loading and rejoin once i'm out in the plains.

    Are you both in the same Network (Modem/Router) by chance? I have this exact issue with me and a bunch of friends that are in the same network. It's very obnoxious.

  14. It wasn't totally fine AT ALL before New Blood. It was already broken, it wasn't as noticeable as it is now.

    See:EwV4Y6c.png

    Took the first one from a vid from Tactical Potato, just giving credit where it's due(also to explain small lack of quality in the img).

    There was an update after image 2 where it made it worse and THEN Old Blood happened, so technically Trinity's tail has gotten worse 3 times in a row without a single fix.

    • Like 1
  15. Enemy Scaling is a really annoying problem.

    What is also real bad is how the "Meta" and Objectives on latest missions go, such as Onslaught, Abitration & even the Bounty Bonuses, is they encourage the almost immediate culling of the enemy. That just throws away a lot of options out the window.

    Also a really fun one on Objectives, take a Defense mission for example, what's the FASTEST way to go through it? is the answer securing the defense objective With Limbo, Gara, Frost, Khora? Or is it getting the fastest killing frames so that they destroy every enemy? It's just a glorified(?) Exterminate with a failure condition.

    • Like 3
  16. 12 hours ago, ShortCat said:

    and dependencies.

    This is the worst of things, the problem with the Previous Ember was that she was Dependent on her 2 for dealing damage, stunning, making sure enemies around her would actually die. Now, no enemies die around her, there's effectively way more enemies around her and DR is meaningless compared to that, not like Ember has a big HP pool and if she wants to stay alive she's depending heavily on the wonderful number 2, again.

    Inferno is the only worthwhile damage ability, Spamming is necessary, she went from relying plentifully on her 4, to relying plentifully on her 4. Also the Damage Per Second is halved if you aren't running Immolation, just what...

    The damage Fireball can deal at 8x Combo is great, but the cost on it before reaching the max Combo makes previous casts very devalued, the highest damage she deals with Fireball is on A SINGLE target, also the radius is tiny.

    The ideas for the rework are ok but the execution is not worthwhile. If the Dependencies (so called synergies) could go away, that'd be amazing, unbelievable her "synergies" are seriously worse and generate way more dependencies than Revenant.

    • Like 3
  17. It is sort of dumb, but it feels slightly dumb that it takes quite a bit of time for Limbo to banish enemies, jump into rift, kill them, get out of rift, banish more enemies, rinse and repeat.

    Lorewise I believe Limbo shouldn't be considered an individual but more of a Tenno using Limbo and trying to push the limits of Rift or Multiple planes of existence working so as to himself teleport through magical equations too complex to understand due to Quantum Physics Tunneling and the lot, that which ended in a complete disaster, gladly we recover the Limbo parts. After all it doesn't make a sense that we get a whole lot of talk about this Warframe when there was a Prime long before this particular person's accident.

     

  18. The Combos: So far the new Melee Combo system is fine, simpler in most regards but gladly we can still choose which "Combo" to use... except for the Stances where movesets just got removed, I understand a few Stance Combos would get removed, hard to account for all of them, but I'm sure those that really deserve to come back will do so in due to time.

    Fluidity: Locking into Melee only after the quick Melee is fantastic, also unlocking the Melee while attacking to then be able to reswap to gunning is extremely fluid, that's amazing. However where this loses it's fluidity is when you Wanna Swap into and out of Melee Only when you aren't attacking, either gunning or trying to Melee:

    Quick Example and Replication: Hold F to Swap into Melee mod, and try to Melee or Shoot during the Unsheathe animation, you just can't do anything. this is also the same if you Press F to go back to gunning mode, you just can't shoot or bash things. On the other hand while you Quick Melee you can Lock into it and play around with that sweet block, also Unlock it at will and quickly start shooting or aiming while you are swinging a blade to go back to good old gunning.

    Regarding Autoblock: This feature really increased the Survivability on a lot of Frames by just running Meleeing enemies, but it seems to have made things too easy and whenever you Lock into Melee you completely lose the Auto Block, it just feels bad, I'm not saying we should keep Autoblock at all times but the fact it was given at the start very freely can make people unprepared to hits as soon as they go Melee Only. A quick fix and Idea I thought for this was give half or a portion of the DR on Autoblock and maybe keep the 100% only during Manual Block, so as to encourage more active gameplay.

  19. Day 2 of Playtesting Ember and I will say my previous thoughts on the rework might've been slightly optimistic and touched by a bunch of disbelief of the idea "This can't be worse".

    Here are the issues I've encountered so far:

    My thoughts on Fireball haven't changed, here they are for reference

    Spoiler
    On 2019-11-01 at 12:41 AM, ScytodiDaedalus said:

    Fireball: This right now is Ember's biggest lacking ability, the max Combo damage is great, but it has three big problems, two of which have been present long before:

    A. The Combo Window timer and it's steps: Requiring to cast 3 Fireballs worth 75 Energy, each dealing 1/8; 1/4 & 1/2 the damage of a final combo one, is absurd.
    The timer is also very small and at 100% Duration you can't even cast any ability in-between without losing it.

    My suggestions: I strongly suggest increasing the Window timer to a minimum of 4 unmoddable seconds. Doubling the base damage of Fireball and reducing the amount of steps required to Max the Combo so it only reaches up to 4x. Also, reduce the base cost of Fireball and make it increase to 25 upon hitting the Max Combo, maybe 6.25; 12.50; 25?
     

    B. Radius & Area Damage: The biggest damage number Fireball deals is on a target that is directly hit by the Fireball, makes sense that whoever took a flaming ball to the face is melting more than everyone else but the enemies caught in the radius only take roughly 1/3rd of the damage of Fireball even if you target the ground the damage it deals is very minimal and the radius makes matters worse.

    My suggestions: Invert the Damage from Area & Direct hit(So that the Area damage values is the Direct one and vice-versa) OR just make it so it's just the Area damage.
    Double the Explosion Area radius. Also Charging Fireball should increase the Radius of explosion by up to 50%.
     

    C. Hitbox: Lobbing a ball of flames usually has it slip past enemies or land just at their feet if thrown from above, whereas Inferno lands 100% of the time. I just think it'd be nice to increase the size of the Fireball's hitbox so that it more reliably explodes at enemies, that is without making it collide of every bit of terrain.

     

    Immolation:

    -Damage Reduction isn't the best Survival tool for Ember. The reason people generally requested Ember having some form of DR was because WoF encouraged Ember to be in-between enemies, being surrounded by them as they melted away, now that is no more, the fact that there's more than twice the enemies shooting at her now makes it as DR didn't make a difference.

    -The Energy Cost & Drain is high and feels too punishing, I understand the idea is to disallow you to run it forever else the game is too easy, but it feels the energy is simply thrown out the window even when recasting it or Fire Blasting away the heat
     

    Fire Blast:

    -It's Damage is very lacking for it's 75 Energy cost.

    -It is now Ember's only fast CC Ablity with 75 Energy cost.

    -The Armor strip is dependent on Immolation's bar.
     

    Inferno: Too Useful compared to the rest of her kit, still not good enough.

    -Enemies stop spreading the flames upon death, means that if an Enemy is immediately killed there's nothing to spread.

    -It's DPS is doubled when the Immolation Bar is at max, or to be more precise it's DPS is halved when you aren't running Immolation at max.

    -It's energy cost is 10 per enemy, it simply outclasses Fireball and Fireblast in damage, however with a massive amount of enemies this cost goes way up high, being the most reliable source of damage and choosing to spam it to maximize damage just adds up to the bad side of things. Correcting it now: The maximum cost is actually capped at 100, the cost for hitting 10 enemies and above is the same.
     

    The Synergies: These so called synergies should really stop, the ones woven with Immolation on Fire Blast's Armor Strip and Inferno's dps, they stop being Synergies and start becoming Dependencies, forcing playstyles nobody asks for and punishes players for not using them.
     

    Summarized: Ember's Ability Costs are too high for the damage they deal, this damage not being enough means more enemies are around, more enemies shooting her is bad and Immolation can't do much about it because Ability Costs are too high.


    Suggestions: Here's a bunch whole lot of suggestions of what I believe could or should be applied to help Ember's current state. Warning, very long.

    Spoiler

    Fireball: I stated my Suggestions on the previous spoiler already but here they go

    -I strongly suggest increasing the Window timer to a minimum of 4 unmoddable seconds. Doubling the base damage of Fireball and reducing the amount of steps required to Max the Combo so it only reaches up to 4x. Also, reduce the base cost of Fireball and make it increase to 25 upon reaching the Max Combo, maybe 6.25; 12.50; 25?

    -Invert the Damage from Area & Direct hit(So that the Area damage values is the Direct one and vice-versa) OR just make it so it's just the Area damage.

    -Double the Explosion Area radius. Also, Charging Fireball should increase the Radius of explosion by up to 50%.
     

    Immolation: As said previously, the damage reduction it gives isn't worth the loss of continous death around Ember, also it's purpose and reason of being is gone as is WoF, or is it?

    -Having this ability Enable "World on Fire" when reaching the maximum heat would make up nicely for the Ever-growing Energy it has, increasing the rate the bursts happen as the ability exponentially increases in Energy cost.

    -Remove or Greatly lower the speed at which Fireball & Inferno accelerate the heat increase of the meter. Make it so Immolation increases the heat passively on it's own. Remove it's interaction with Fire Blast, so nothing hinders the growth of the meter. The idea being that it works as an ability of it's own based more on timing but allow it to receive a SLIGHT boost with the rest of her kit.

    -Lower Minimum DR to 20 or 25, reason being I understand the intent on the current iteration of Immolation forcing you to have some sort of vulnerability window and not having Ember have a 90% or really high DR at all times, so having it start at 50% or so at all times with a changed energy cost is too easy, too rewarding.

    -Reduce Energy Cost to 25, so it slightly matches the initial DR.

    The reasoning behind all these changes is allow Immolation to Immolate enemies. It feels really off that Ember can get hotter but all that happens around her is receiving less damage and draining her energy for no added benefit. Making a use for the DR that was needed before the rework by giving her what really could use the most of it, that being WoF, while also locking it behind a "timed activation" and a massive energy drain preventing her running it all day long but still giving you SOMETHING out of burning that energy, unless there's no more enemies around her in which case players would rather choose to disable the ability.
     

    Fire Blast: Just make it not as expensive for how valuable it is.

    -Remove it's interaction with Immolation so that they behave as abilities on their own.

    -Reduce it's energy cost to 50 or 40.

    -Make the Armor Strip a Static 75%
     

    Inferno: Spreading is key.

    -Allow Inferno to also leave a Pyre or Flames that will spread on enemies who pass where meteors landed
       OR
    -Allow Inferno's Flames persist even through enemies' death so that they still spread if enemies decide to wander about (or both options really)

    -Make the cost Static 100, it still outweighs Fireball's damage in all domains specially if it has the perk to spread at no more than 10 energy per enemy.

    -Change the Damage Per Second to it's maximum 700 and make it unaffected by Immolation. Again, synergies being dependencies start to not be nice.


    Sorry that this may have been long but the issues with the current Ember are numerous and the current iteration really has very good aspects and ideas, but their execution isn't the best... yet. I just aim to make it not brutally expensive in the energy and remove the dependencies with Immolation, it was bad that Accelerant was VERY necessary to maximize the damage of all of Ember's Abilities, I just really don't want it to happen again.

     

     

     

  20. It was too easy to use back then with Rage builds, I'm fine having to take a risk to get that lifesteal, doing a Charged Slam will also heal you btw, so it compensates on the risk department.

    It's also easier to CHOOSE using it since it was sort of hard to determine whether your channeling was on or off, also now it costs no energy so all's good.

  21. 4 minutes ago, Hypernaut1 said:

    i feel like most people are fine with Inferno being a generic fire mage meteor, i dont get it. Im really disappointed in it. You take a cool idea like making enemies spontaneously combust, and replace it with magic meteors from the sky? why? The least they couldve done was keep the spontaneous combustion idea and make it targeted. I dont see why everyone thinks it looks so cool. 

    I really hope DE doesnt continue to make it a habit to rework current frames into something else. Embers kit couldve been improved without creating a new fire frame. 

    While the meteor animation is really cool, it really is in a good sense generic and the fact that Ember summons flamings ROCKS from above... really doesn't feel like it's part of her kit. In my opinion it shoulda been Fire pillars coming from below the enemies.

    Only half of Ember's kit was changed, Fire Blast and Fire Ball remained while Accelerant and WoF got the bye bye's.

    • Like 1
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