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(PSN)CaptainIMalik

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Posts posted by (PSN)CaptainIMalik

  1. 23 minutes ago, Jobistober said:

    Yeah, we don't need to punish our new players and we certainly don't need any new weird mechanics when losing an encounter with the Stalker. He is challenging enough in the early game when you run into him all the time following boss fights. If anything, Stalker spawn chance should scale up along with his strength towards the end of the starchart, in sorties, LoR/Raids, etc. At these higher difficulty encounters with Stalker, he would have better AI and use parkour to pursue you and avoid attacks.

    It's simple then. You don't get these till the Shadow Stalker and it's not new to Warframe for having one revive. 

  2. 12 minutes ago, (PS4)AllOrNothinDays said:

    No thanks. Especially if you've gotten everything you've needed from him and don't really care. Unless they add a bigger incentive to survive, why also punish us outside of people who are getting the short end of the rng stick and still haven't gotten what they need the most. 

    Because he might not as well be a reoccurring character. His gear isn't all that great. 

  3. 1 minute ago, Snowmotion said:

    If there's to be a consequence, it should both avoid being needlessly punishing and add something to the encounter. Look at the Grustrag bolt the three stooges impliment, look at the mission you partake in with Zanuka.

    The old faction switching taking place within a mission as well as the infested 'scent' leading to them tracking you down thing comes to mind - perhaps an encounter with him could lead to a sentient coming for you some time within the next few missions as you've somehow cheated death - perhaps beating him should be what has the consequence, as driving him away should instead have him redouble his efforts to defeat you.

    Perhaps he should come back stronger each time with new tricks and mechanics until he finally defeats you?

    Do you mean till you defeat him? If not, than the player might as well let him be beaten by the Stalker.

  4. There are no real consequences for being killed by the Stalker and here are my suggestions. I would post in the Feedback section but I want to generate some sort of discussion and want to know your thoughts. They're not one fused idea but multiple different suggestions and you can comment on each one of them.

    Here are my suggestions and:

    -When killed by Stalker, you only have one revive during that mission or the next 5 missions

    -Alternatively, if killed, you have one revive for 12 to 24 hours however, if you come across the Stalker again and kill him during those hours, you have all your revives back. 

    -Losing to the Stalker can give negative effects such as more susceptible to bleeding proc, less health (not affected by nightmare missions and sorties) and so on for 12 hours. 

    I think if one of these were to be added, it gives the player to be more incentive to actually try and not to die. You can easily just let him kill and carry on with the mission which does make him pointless and sort of defeats the purpose I guess. It's like a bully coming to you for lunch money or something. Or losing a game of rock, paper, scissors. 

     

    edit: A lot of people are saying this punishes new players, this can be simply put for the Shadow Stalker

  5. Weapons need to be scaled to him. 

    Tigres one shots him. 

    Good prime weapons doesn't take long to kill him. 

    He doesn't do parkour. So he isn't very hard to hit. 

    Also there isn't any real consequence of being killed by him. Maybe if he kills you, you only have 1 revive during the mission or next 5 missions. 

  6. 25 minutes ago, DrakoKnight48 said:

    I wanna be the very best, like no one ever was..... To earn plat, is my real test, to farm is my cause. I will travel across the star chart, farming far and wide. Every Warframe to understand, the power that's inside. Warfame, Gotta farm 'em all! It's you and me, I know it's my destiny to spends days playing Law of retribution religiously. Warframe, Ohh you're my best friend in a world we must farm! Warframe, Gott farm 'em all! It's so truuue. Our void traces will pull us through! You sell to me and I'll sell to you, Warfraaaaaame. Gotta farm 'em all, Gotta farm farm them all!

    *applause* 

  7. On 5/5/2017 at 0:11 PM, Cytobel said:

    Trying to run around with the shield vs just standing behind it has left me feeling like the drawbacks MASSIVELY outweigh the benefits of Riot Shield.  Some of those drawbacks are called for; others not so much so.

    ----------------------------------------------

    I'm sitting here on my deck drinking mead, listening to windchimes, the rain, frogs, and watching the lightning.  I'm dreaming of a better Volt, but not something totally different or balance destroying.

    1. Stats:  By now you can all sing along.  Base Volt whould be bumped to at least 65 armor, sprint speed of 1.1 - 1.2, and a base energy of 150.  Volt Prime just needs the sprint buff.

    2. Passive:  I love the Electricity proc from his passive, but the damage is meaningless.  How about he just procs Electricity while he's moving?  No more than Shocking Speed, and no less.  I wouldn't say no to an energy regen while he's moving in contact with the ground either, but I don't have my heart set on that.

    ABILITIES:  I can't stop thinking about a tap-or-hold mechanic here.  Tap a button for one form of the ability, hold for another.  No selectable options either, just tap or hold.  One or another.  Sort of positive vs negative.

    1. Shock:  Tapped:  It should be basically the same (albeit with better aim control and less likelyhood of targeting corpses).  Maybe better damage, maybe it whould make enemies fall down.

    Held:  Ball Lightning.  I'm thinking of a relatively randomly moving "ball" of electrostatic force that dances and streaks in basically the direction you cast it.  Proximity to a foe causes it to begin shocking them, proximity to electronics or containers charges them.  When it reaches a distance or duration cap, or when it actually TOUCHES an enemy, it detonates in a massive flare of charged plasma.  Base cost of 50 energy, scales off of Duration and Strength, double Shock's damage on the blast (which ragdolls enemies)

    2. Speed:  Bump up the base duration to 15 seconds AT THE LEAST.

    Held:  Charged Displacement.  Short- to mid-range directional blink towards your reticle.  Enemies within range of the starting position are sucked to where you were.  Enemies at your ending position are thrown back and catch an Electricity proc.  Base cost 50 energy, scales off of Range.

    3. Electric Shield:  ES as per it's present state. Lets actually balance Riot Shield like a real skill (and not some weird appendage to one).  That would work beautifully here.  Scale it off of Range and/or Duration if you have to, whatever.  Just make it stop punching my energy pool in the main exhaust port, and KILL the "slows you down" aspect completely.  -Yeah, no "held" mechanic here.  Doesn't feel needed-

    4.  Ove-- errr...  Discharge:  I'm not asking for much here, just a guaranteed 5 second paralysis and air casting.

    Held: St. Elmo's Fire.  Volt creates a large electrostatic anomaly (a la prettier Shock Eximus field) that inflicts continuous Electricity damage to enemies caught inside, randomly stuns them (15-20%ish chance per second, scales up from there with Strength), and weakens them to Electricity damage.  Base duration of 20 seconds, base cost of 100 energy, resistance reduction and damage scale with Strength.  Probably low actual damage, but I wouldn't say no to something with percentile damage built in, or perhaps it adds a percentile damage effect to other skills used on targets within its radius.

    ------------------------------

    Just a thought.  Storm's winding down, and I am out of mead.  I'm going to sleep if possible.

    I think I like the little twists you added of what most us have been saying. 

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