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Zoh_Veldae

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About Zoh_Veldae

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  1. This new clone of his. Can we manually get rid of it? I'd like to in order to get in Spy mission rooms and NOT alert enemies. Like, does it decay health like Nekro's shadows? Also, can we get the augment effect of Iron Vault kept in some way? I'd like to have the Arca Titron + Iron Vault combo available for some dumb fun. Edit: Tried him out, monkey boy's fantastic now. Pablo did it again. And yeah, apparently you CAN dismiss the clone manually by holding the ability button instead of tapping it. That is excellent, thank you very much for that. But muh Arca Titron + Iron Vault combo, tho....
  2. Dropped in some time ago during a devstream and then... nothing. Personally speaking, I wouldn't mind if THIS is what Modular Primaries were gonna be. 3-part arm cannons with varied fire modes, seems pretty good on paper. Probs make them smaller or collapsible when holstered. Just saying... not telling or predicting, just kinda highlighting it.
  3. Managed to easily farm and build her. She works just fine. As amazing as this may sound: I have no complaints about her kit. Only thing that still eludes me is the themeing. I have no idea what a Will-o-wisp has to do with the Sun and tiny, electric plant pods. Don't change her any more. This is perfectly balanced.
  4. Practically all of Nekro's current augments are straight upgrades to his abilities. You can literally make any build including all 4 of them and still work out in lvl 100+. To the point where a good Nekros can't even go without some of them (Despoil and Shield of Shadows mainly). Then again, the same can be said for practically all augment mods, which are simply adding some numbers to the ability and not actually changing how the ability works. They're all just "do what you've always done, now its better" like Ballistic Bullseye or Capacitance instead of "this is a completely different style from what you're used to, you're gonna have to adapt" like Tectonic Fracture or Warding Thurible. Also, outside of Conclave, we still don't have a precedent set for multiple Augments for the same ability, so I don't think we can start imagining it happening just yet. Now, about your own suggestions: Necrotic Explosion: Hmmmm, I really can't see Nekros as one to use "filthy" style of abilities, he gives the feeling of a more clean and efficient type of necromancer. Life Swap: Where does this portal go? How exactly does it work? Is it like Nova's Worm Hole connect from where Nekros is to where he Soul Punched the Shadow? Or is it something like Limbo's Rift where you're in "the shadow realm" where stuff happens differently? From what you wrote I'm not really understanding how the ability is supposed to work. Penance: Practically the same as what Creeping Terrify already does, but slightly better and with no investment in Power Strength required. Pestilence: Same deal as with Necrotic Explosion, plus Nekro's Desecrate will probably be consuming corpses faster than the flies get to them for extra chops. Lich Hound: This would be fine in a more, let's just call it, "classic" type of fantasy setting, where elves and dragons are abound, but in a "dark sci-fi" universe like Warframe, this effect would raise more questions than answers. Where did he get the idea for an undead hound? This isn't how Liches work. How is he summoning a hound from killing humanoid enemies? And also, again, it seems to be too "filthy" of an ability for a sleek necromancer like Nekros to be using. Sacrificial Rites: If this is an optional Augment, I think its a good effect. But just healing seems to be too low an effect for the price of sacrificing all of your minions. Usually you recast Shadows to reload them if they're low or any are missing and that's a good feature to keep the ability consistent. I think your previous idea of having Soul Punch manually dismiss select shadows to summon new ones is still more efficient than this.
  5. The Soul Punch effect to "prune" Shadows you dont want should probably have been implemented in the live game in the first place. Even the relatively recent Revenant, with an ability thats suspicious similar to Shadows of the Dead, still has the option of trimming down his own minions whenever he wants. It should be an "on charge shot" only effect, though, really wouldn't like to accidentally kill the good Shadows while trying to Soul Punch enemies. If it should be just a peaceful dismissal of the Shadow or have an added effect to it, that I'm not sure. Multiple effects to what is supposed to be a simple and entry-level ability like most, if not all, 1 abilities will just make it clunky and at times cumbersome and distracting. I say Terrifiy's main mechanic is fine as is for the theme of the Warframe. Making it work like an "infection" jumping from enemy to enemy would be more in line with stuff like Saryn or Nidus. Desecrate is good, yes, looter ability for a looter shooter game. DE pls don't nerf. About Shadows of the Dead, i recently made a suggestion thread on Nekros that included a rework of that ability. Check it to see if it's in line with what you envisioned.
  6. Go for it. I'm not stupid enough to monopolize ideas that can help the game get better. I'll also check out your threads and give my own feedback.
  7. Nekros, even though being an old Warframe from back in update 10, has kept a good degree of relevance through updates. However, I feel that he needs a bit of polishing on his kit. These are my suggestions for a kit update on the Warframe Nekros in order to bring him up to today's standards. 1- A New passive ability. Right now, the current ability is barely noticeable and completely obscured by popular mod choices. To make this aspect of Nekros fit better on his kit, here is my suggestion: New Passive Ability: Doom Every few seconds, a random nearby enemy is Doomed do death, gaining a unique mark hovering above them. Doomed enemies will be revealed in the radar to all allies and take 100% extra damage. Only 1 enemy can be Doomed at a time and the ability will have a cooldown after the Doomed enemy is killed or Nekros moves too far away from them. Boss enemies cannot be Doomed. This will keep in line with Nekro's theme of a death bringer and provide a degree of team support. This style of effect will also synergize with the following suggestions for Nekro's kit. 2- Additional effect to Nekro's first ability "Soul Punch" Being a "bullet type" ability, Soul Punch should be kept as simple as possible. The current effect does little more than just scatter enemies around, so something more substantial should be added to it. For such, this is my suggestion: Soul Punch Add an effect to instantly kill enemies that are at 50% health or lower. If the killed enemy was Doomed, the mark will immediately refresh cooldown and Doom another random enemy. Currently, this ability sees little to no use in most situations, even with its Augment Mod applied. This will incentivise players to use the ability not only for a killing blow but also to effectively use the new passive suggested. 3- Raise Armor Reduction of Nekro's second ability "Terrify" The current 20% reduction is getting quickly outpaced by other Warframe's ability who can easily remove more, if not all, and with less effort. This is without mentioning the "fear" effect making enemies run around aimlessly and harder to hit properly at times. As a change, this is my suggestion: Terrify Increase base Armor Reduction to 50% and have Doomed enemies additionally be Disarmed. This increase will compensate for the moving targets and not overtake other abilities more dedicated to Armor Shredding while also including synergy with the new passive suggested. 4- Nekro's third ability "Desecrate" is ok as is Nekro's 3rd ability Desecrate is fine as is. Just add a little effect to synergize with the new suggested passive. Desecrate If a previously Doomed enemy is Desecrated, they will be guaranteed to drop a Health orb and an Energy orb. 5- Change completely the mechanics of Nekro's fourth ability "Shadows of the Dead" Currently, Shadows of the Dead is used very seldom, only for either minions to distract the enemy or damage reduction via its Augment Mod. And even in those cases, the fact that it brings exact copies of enemies can sometimes work against the player. Some enemies like Ancient Infested Healers and Grineer Bombards are preferred targets for Shadows due to their capabilities directly aiding the player by, respectively, healing allies and disrupting enemies at range. However, there are many enemies that either serve no purpose other than distractions or outright encumber the players, such as Nullifiers whose Fields actually block your own attacks or Ancient Infested Disruptors whose protective aura serves no purpose against anything that's not a Warframe. To solve these problems, the ability should instead use a standardized selection of possible Shadow Minions, regardless of who the player kills, and work on a resource based system of "souls" to be gained via killing enemies, thus also allowing the player to adequately keep track of the number of minions they have at their disposal to summon. Elaborating on this suggestion further: Shadows of the Dead Whenever Nekros kills an enemy, they will harvest their Soul, displayed on a counter in the lower right corner of the HUD where several other ability counters are used. Killing light or medium enemy units will yield Lesser Souls while killing heavy or Eximus units will yield Greater Souls. Activating the ability will spend these souls (Minimum of 3 Greater Souls [Less if fewer are available] while remaining slots use Lesser Souls) to summon Shadows. The type of Soul determines what type of Shadow gets summoned: Lesser Souls - Will randomly summon either Ranged Lesser Shadow or Melee Lesser Shadow which work as light units with Ranged or Melee attacks respectively Greater Souls - Will randomly summon from a list of Eximus-like Shadows: Healer Shadow: Essentially an Ancient Infested Healer. Since that type of enemy is one of the most desirable for allied use, one of the Greater shadows should use it, giving access to that type of support in any type of mission. Aggressive Shadow: Heavy unit that mainly attacks with strong ranged attacks, but occasionally will strike nearby enemies with melee. Will perform the traditional "Ground Pound" move most heavy Grineer units use. Quick Shadow: A swift melee shadow that moves in fast, performs evasive dodges and can use the traditional grappling hook attack to pull enemies towards themselves for speedy melee attacks. Limiting the types of units summoned as Shadows will make the ability more consistent and using the Lesser and Greater soul system will help synthesize the more efficient enemy abilities while removing the risk of accidentally summoning something that does more harm than good. The visual aspect of the Shadows themselves should also be limited to a few faction-specific models (if possible, according to the factions present during the mission) for aesthetic purposes. The models then should use a different set of animations to better distinguish them from existing enemies (I suggest the zombie-like animations of the enemies that appear in the "Chains of Harrow" quest). This will help players tell friend from foe with just a quick glance. Additionally, to synergize with the new suggested passive, killing a Doomed enemy will always yield a Greater soul and the soul will always be harvested even if it wasn't Nekros dealing the killing blow. Overall, this is a simple suggestion to update an old Warframe. He may not exactly need it, but it's always good to update Warframes before they start to become obsolete rather than only acting after the fact. I won't mind if Digital Extremes uses these suggestions as they are or just as pointers for their own ideas. These are just my thoughts and they're worth what they're worth. Thank you for your time and have a good one.
  8. And who is this supposed to be targeting? The newcomers? They aren't even capable of setting foot in Arbitrations. The casuals? They just leave after the first rotation, or don't even go in at all. The veterans? We know this game. We know how to most efficiently beat it. We. Don't. Die. You're essentially adding the worst part of Index to the absolute most tedious and infuriating game mode in this game. And you expect that to get more people playing? To the point where you even add Archgun Rivens: an unlikable RNG for a type of weapon that's seldom, if ever used. It's not just "hard to get", it's "hard to want". Do you people even play this game? I'm guessing you either don't or if you do, it's just for 15 minutes a week. Because I'm pretty damn sure you'd know exactly what's wrong with this game mode and what needs fixing if you sat down and tried to farm for a single, functional Rare mod in Arbitrations. I'll give ya a spoiler warning: it ain't fun. At. All. These little "changes" you're planning will be just about as useful as Frost's passive ability. And will impact the game just as much. (PS.: Just in case you have no idea what I'm talking about, Frost essentially has no passive ability. It's never a factor in any type of gameplay and in the unique situations where it is, it almost never actually occurs due to abysmal chances of triggering. That is to say, it's a "does nothing" passive and that's exactly what I'm comparing these changes to.)
  9. Finally managed to build and use her. She's a complete wreck, both kit and release. Figure it out yourselves, I'm tired of this.
  10. Can we use the SIMULACRUM to meet enemy kill quotas too? 🤣
  11. Far too many restrictions and vagueness. I'll just keep Region turned off.
  12. Sweet. I always discussed with my mates about having Ravenant's Reave be steerable. That feature will be a real Tide Turner.
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