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-CM-NineFingers

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Posts posted by -CM-NineFingers

  1. 8 hours ago, SenorClipClop said:

    Not the best examples. Smite actually does scale with percent health and shield damage. Soul Punch and Sonic Boom aren't really designed to deal damage anyway, they're more for CC.

    I answered this at least 3 times but for some reason the post keeps dissapearing.

    Smite scales yes, but falls hard against the armor scaling. Soul punch and Sonic Boom are in no way designed to use as CC, they're directional abilities that can save you in a split second situation and give no CC whatsoever. They are not useful even when spammed (and that also makes them energy inefficient).

    The augments for those abilities however are the real bandaids, turning a useless ability into a useful one at the cost of a mod slot.

  2. 20 hours ago, mac10smg-ToaOfGreen said:

    Eh...when 2 factions have little to no armored units (and even the void is questionable in that regard), and with the real reason armor sucks being that it scales way too much, this would feel more like a band-aid solution.

    It will work regardless of if they fix scaling or not. It's not a bandaid, it just makes the abilities be useful up to level 60~ ish instead of being worthless at level 20.

    What's the point of having 4 abilities if one of them will be useless past the initial stage of the game? Augments are bandaids, we need a solution to make them more useful, this is one.

  3. 2 hours ago, DSpite said:

    Enemy "scaling" is designed to make you leave a level and not stand there and farm for hours.

    Your idea just allows players to go longer, and "longer" is already meaningless in this game as the rewards don't change, as we are running missions, and not playing Dungeon Defenders.

    The only reason "endless" is even a thing is for people who are bored and just to have ladder boards for people to try and get onto.

    My idea is not to make everything go on forever. Is to give warframe abilities the power they deserve. No sonic boom, no smite, no charge and no soul punch is gonna leave you go on "forever" (because sure, they will kill everything in a split second before enemies rape you, and it's energy sustainable, right?). What in the world made you think giving some abilities the potential to deal a decent damage regardless of level is the same as making the ability OP and able to destroy anything in your fiery wrath of soul punches? No. There's not a snowball chance in hell that they will be that OP.

    The health scaling by itself makes what you think impossible. removing the effects of armor on a void energy based attack not only makes sense, it keeps being useful into the level 100. 

     

    For example, a grineer elite lancer has 16406.25 health points at level 100. Explain me how dealing 500-1000 damage per ability makes that too powerful.

    At level 80 it still has 9656.25

    At 60, 4706.25

    Tell me how being able to deal 500-1500 damage (depending on frame and build) is so powerful, while it would still take 3+ uses on a single enemy trashmob at level 60. there's just no way it's useful with that energy consumption per enemy.

  4. What if non-sustained warframe damage abilities (like banshee's  Sonic Boom, and, in general, most 1st abilities and abilities that don't require ) ignored armor completely? since health and shields scale with level, they would remain tough enemies, while also letting warframes trust their abilities more. I just hate how some abilities are just not worth using in almost all the game. % of health scaling makes the problem less evident, but still they fall hard past level 80-100.

    What I intend to say is that without the armor, abilities like nekros punch, banshee's SB, Oberon's smite and such would be good, and remain good in higher level, while at the same time won't make nukes any better.

  5. Don't dare use renewal with a nekros in your team. For some reason, renewal heals shadows, that constantly lose hp, and they will drain you in a split second... The armor reduction his 4 gives is too low to be useful, and the hallowed ground is too damn small to be useful when compared with the range of the rest of abilities. It's literally half the range of everything else.

    TL;DR: Fix renewal to only heal tennos, increase the armor reduction of reckoning (double would be nice) and make hallowed ground scale not only in amplitude, but in length too.

  6. @Ventura_Highway yes! that's exactly the kind of behaviour I'm looking for. Not just blindfolded enemies that suddenly become all-knowing and smite you because a shot sounded in the next room! This game has so much potential for a stealth aproach. Ivara's arrow, for example, is the clunkiest ability I've ever seen. That could totally fix it. I would be pleased just with an overhaul to enemy behaviour. It would be totally gamechanging.

  7. 2 hours ago, ZenDash said:

    Do you have any idea how tedious this could make Ivara's farming? I've heard of people who spent months on trying to get her parts on the current spy system we have

     

    They kinda do this already tho lol

     

    and why should we make them more life-like? Aren't video games supposed to help dorks like us escape reality lol

    should expect as much from a limbo main lmao

    1- RNG, not the mission's fault.

    2- They become aware, but nothing more.

    3- A bit of realism is never bad. Would you prefer them forming a line and wait to get killed too?

    4- Yeah, pick on a player based on his taste. Do that again and I'm reporting you. You don't like Limbo? That's perfectly acceptable. You want to use a player's choices to try and shame them? Then you don't belong in a civil conversation.

  8. @BlitzKeir

    What if it doesn't make you fail, but locks all vaults and marks the position of the vault? More enemies would spawn if that happens, and things in the mainframe room would get difficult, but it would work.

    On the reward thing, It's interesting, but DE would never agree on lessening the grind. They need to sell things, after all.

    Edit: I also love the idea of the radar ping. Maybe we could just have a way of following a cable (leadinf from mainframe to the vaults) visible thru a scanner to help get to it, and would also give it an extra utility, apart from seeing enemies thru walls.

  9. 1 hour ago, 1tsyB1tsyN1nj4 said:

    Enemies already react to seeing corpses fyi. The only reason people complain about the enemies outside of most of them needing to be rebalanced or changed is because they never take the time to notice their behavior. Enemies love taking cover and re-grouping, but that doesn't matter when your weapon can headshot them through 5 walls. Which is why I keep saying that DE should change the way punch-through works. It looks like what they are doing is making a damage 2.5 instead of re-working the entire system.

    And Spy missions are already good as is, if you made them insta-fail on alarm people would quit playing them altogether ((Even less than they already do)), since most of the community doesn't know how to do them to begin with, solo or in a group. And it wouldn't change anything for people like me who can ace any spy vault and variant thereof anyway, with and without Ciphers

    Yeah, they become alerted, but they don't act in a coherent way.

  10. Invisibility, right now, is only used as damage mitigation/melee damage multiplier. There's currently no use to stealth outside of that. I'm not asking for the melee multiplier to be removed, but I have a couple of suggestions to make it worth using again.

     

    • Alter how enemies act when they notice someone dying from an unknown source: Make them panic or act in different ways. For example, one could run to the nearest console and set alarms, another could start shooting in the direction of the corpse, trying to hit the tenno, another one could flee. Make them move and regroup when something is wrong. They are not sheep, they are trained soldiers. Right now, their actions are what you would expect from a group of civils. Sometimes, civils with brain damage.

     

    • Make spy missions more challenging: Right now you can just run around shooting aimlessly, and as long as you are fast in the vaults, you can do everything setting all alarms, and get out with all data. That's the crappiest security system I've ever heard of. What we need is a tighter security system, less forgiving. Way less enemies would spawn, but if you raise an alarm, the vault doors lock, and you fail the mission. On lower levels, they may lock any vault you haven't already raided OR one you succesfully opened without raising alarms. While this may seem harsh, it gives a good reason to be careful; One slip on the wrong place may ruin the mission for you. To compensate for this, I suggest adding a new room to spy missions: a security mainframe room. Getting there and overriding it would make alarms not shut vaults, but the location won't be marked on your map, to avoid speedrunning to it and cheesing the mission. Near it there would be a way to get to the door unnoticed (a vent, a hallway with covers and detector bots or lasers) and take control of the alarm system. However, it would be only temporary, and a serie of hacks (about 40s between them, and 60s until control is lost again) would be necessary, to allow a continuous control as long as someone is defending the room and keeps hacking it. That would make at the same time more forgiving to play on public or with friends and allow stealth to take the spotlight on those missions.

     

    A bonus for no kills would be also a good way to encourage the use of stealth in my opinion. 

    Hope someone finds this interesting.

  11. 13 hours ago, (PS4)AtomicEyekon said:

    She's OK not entirely my style you know who is non Nurfed Ash Prime Bladestorm &non Nurfed valkyr Hysteria

    But what is the matter we'll never going to get these warframe's  again. Daily missions im running now is Mirage  and Ember and the non breaking synoid change  thank God didn't kill the Mirage +synoid combo

    Nurframe where every thing will be Nurfed  eventually, make small builds and keep your hopes low& before you mention yes there are Buffs here in there minuscule difference when it comes to Gear that fits you perfect and you modded spent time and look forward to using.

    She's OK but {unrelated, spontaneous salt}

    Those things you're complainign about is what is known as "cheese", aka "A way of doing everything afk, without really being afk". They changed, they are better (except Ash, he's exactly the same but you select the targets for the slideshow), and they no longer let you just spam something and forget about playing. To complain go to the right subforum, keep this thread for feedback on Octavia please.

  12. 43 minutes ago, Fallen_Echo said:

    Im sure there could be something done to fit limbo and please the playerbase.

    Rift surge could be used to make allies able to attack enemies normally in stasis.

    Or make stasis suck in and auto launch attacks gathered at stasised targets. No more teammate limbo trolling, every attack is consumed and dealt to a stasised enemy in the rift, if there is no target spent shots turn into a 1 use damage buff (like mesa's ballistic battery) for the shooter. 

    While it doesn't look too bad, I don't see how the buff would fit Limbo's theme. I'd prefer stasis to slow the bulletspeed of allied weapons instead of stopping them. Imagine every shoot flying at 10% of the normal speed. That would encourage getting close to shoot, and be careful when shooting to avoid breaking the bullet limit. I could see that working fine honestly.

  13. 8 hours ago, Fallen_Echo said:

    From what i heard he was designed to be a part of a tactical co-op team. No frames were ever designed for solo play.

    On another note i would agree with the growing cataclysm builds slowly shredding mobs.

    Technically yes, you could say that, but nobody liked the Rift mechanic at the start. DE messed up badly, and we ended with a frame that could forbid you from using a console, pick up items, deal damage with their weapons and such. They created a monster that the playerbase didn't like, and the rework has still not corrected everything (consoles are still a huge problem if limbo wants to troll).

    But Stasis is an ability clearly designed with limbo, and only limbo, in mind.  Teammates are never sure how to react to a stasis cataclysm, and if they do, most times they just enter a frenzy of fire that dispels it. when you have an ability designed in a way that forces your whole team to play along, it's easy to see it's not designed around teamplay, imho.

  14. 30 minutes ago, salem8171 said:

    I mean how can I deal with a nullifier that is like 50m away in a different room from where I am and transport me and all the mobs near me to the normal rift and get 1shoted

    Git gud.

    Nah, I'm joking. After reading, I agree on the nullifier part, but not completely. Cataclysm is not an AoE, it's a zone with a hard limit, like frost's bubble. And like frost's bubble, I think it should keep dispelling when a nullifier touches it. But the part on Limbo mantaining the rift state, that's what I agree on.

    P.S.: Think about how Cataclysm is a dimensional bubble. You can't cut a hole in it, and it's even more difficult for it to keep stabilized when there's a dimensional bubble inside a dimensional bubble. It makes sense it ends instantly.

  15. 3 minutes ago, Fallen_Echo said:

    Hmm i didnt think that throught.

    How about 500 puncure and impact for every enemy in the rift and we keep the impenetrable dimensional line? 

    It would grant the same defense capatibility and would deal acceptable damage.

    The problem is, 1000 damage is just what it did before the rework when you spammed it.

    If it still consumes all your energy, it's not worth using. Limbo now is hella useful for mobile defenses and excavations. If you lose all energy on each cast, you can't keep the objectives protected without using energy pads or a trin.

    Limbo is designed around being a solo frame, he's not a dps that needs assistance or a nuker. He must be able to go around alone, that's why a nukespam is not suitable for Limbo.

    If you want damage, I'd say make Cataclysm start from minimum range and grow to maximum before exploding,  deal damage over time, and remove 20% of the enemy combined health+shields+armor (effectively removing a 20% of the enemy total health bar) if it concludes by itself. That keeps Cataclysm as is, in CC terms, but also gives you a bit of damage and a nuke at the end. That would make viable a minimum duration build (that would F*** the rest of your kit, tho, but it's the price to pay) that lets you nuke eery 15 seconds or so, and at the same time you can keep using him as always.

    The DoT would get rid of trashmobs on a duration build by itself, that's very nice, and on a nuke build you would need that 20% to deal the damage, so spamming would stop to a degree.

  16. 30 minutes ago, Fallen_Echo said:

    Why?

    You can banish enemies into the rift.

    Still keep em stasised.

    Rift torrrent still banishes them back to the rift.

    And he got a not spammable nuke skill what is dependant on the others.

    You can die in the cataclysm from enemies outside the rift (" allies in the rift are placed back in the material plane") or you can deal no damage in the whole bubble, except the AoE effect. You can't use rift surge to gain damage. You lose all energy in one ability (wow! perfect! it's exactly as powerful as the other nukes! What? regardless of efficiency? that's even better!").

    so that means, with a primed flow, you get to spend 638 energy in ONE. SINGLE. ABILITY. Or you can use it at the last moment to gain... Oh, 0 extra damage.

    Now seriously, how in the world did that sounded like a good idea? Stripping him of all his energy to give him a S#&$ty single use nuke?"but it scales!" yeah, and armored enemies will find out it tickles. There's no way that suggestion is viable.

    No. Leave limbo as he is, the king of CC, and forget of nukes. Specially nukes that take all your energy if you dare use it.

    You can still banish and cast stasis, yeah... In a minute or so, because cataclysm brings you to 0 energy.

    As I said... you must really hate Limbo.

  17. 1 hour ago, Fallen_Echo said:

    Then they aswell create a brand new skill for him.

    The description of it screams lethal dimensional collapse i expect it to do that.

    But i have an idea for it.

     

    Cataclysm: When casted allies in the rift are placed back in the material plane while enemies inside the rift are crushed. Damage is affected by power strenght and starts from 20% of each enemies max health. Cataclysm drains all of limbos current energy while dealing extra 500 puncture and impact damage for every 10% max energy limbo had.

    No more rift sphere or any other effect this thing only works on banished enemies in the rift.

    And thus, you destroy half his synergy, remove all utility from rift torrent, and drain him of power at the same time. Damn, you must really hate Limbo.

  18. 10 minutes ago, Praxxor said:

    Neither of us claimed that it was as far as I'm aware, you need to calm down mate.

    I'm perfectly calm. But all posts here talk about something that is not the feedback, it's just commentary about a feature that is not what I try to say, hence I clarify the issue we have here: Limbo takes damage from out of the rift.

  19. 25 minutes ago, Praxxor said:

    Don't the Kuva Fatties get affected by Stasis when you do the space-kiddy dance? (remove their invincibility)

    Haven't tested it, I just go to the rift myself, rift whoever asks me to and wait for the kuva. Ignoring them is the best option, at least until DE creates something worth facing.

  20. Limbo's Stasis doesn't freeze the Juggernaut anymore. I'm okay with it, as it also doesn't work with kuva guardians and syndicate thugs, even if that makes no sense (only happened on the design council alert), but why does his gas cloud reach other dimensions? He must have really bad digestive issues if his farts can travel across the realms of reality.

    The Rift should be a completely separated dimension. But again, there's always something that oneshots you out of nowhere.

    Right now, there are some things that can hurt you in it. Why?

    • Rockets from some bosses (I'm actually ok-ish with this, makes no sense but keeps the bosses a "threat" -even when no boss is really threatening-)
    • Lightning strikes
    • Juggernaut farts

    Please adress these issues, they've been here for a long time now.

  21. 1 hour ago, dopey_opi said:

    It doesn't have to be so all or nothing.  In the devstream where the rework was shown to us before it was released it was specifically described as being a sort of rift based molecular prime.  How about rather than having it stop bullets, it simply freezes enemies (wouldn't be the first frame to have an enemy-freezing CC ability, Vauban and Rhino say hi) for a duration.  Attacking from outside the rift does regular damage, attacking from inside the rift deals extra damage.  This gives both the Limbo a choice and the other players a choice - if they want to enter the rift with Limbo they can do so, to deal extra damage to Stasis'd enemies.  If they don't, then hey, at least they're not left with completely useless weapons.

    Right now Stasis is untenable.  The drawbacks are severe for anyone who gets stuck in a squad with a Limbo that uses Stasis.  And while I appreciate that you try to have some courtesy about how you use it, you need to face the fact that you are a very distinct minority.  Most Limbo players i've encountered do not have that courtesy.  You may also want to keep in mind that as this continues, you're going to face more and more people who are simply unwilling to give you and your Limbo a chance due to repeated bad experiences with the majority of Limbo players.

    No, damage can't travel between dimensions. Shooting across the rift is not a good thing. I'd be okay if they lower the bullet speed to 20-30% of the original, as it will still deal damage, but INSIDE the rift. Damage shouldn't cross dimensions.

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