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Fenr3r

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Posts posted by Fenr3r

  1. They could instead turn it into a toggled setting in the mod section where you can click on mods up to the required 4, without an amount prompting on stacks, to help prevent accidents. Letting you select 4 different mods or just clicking 4 times on a stack, and then selecting transmute.

    • Like 1
  2. 16 hours ago, (XBOX)Ampathetiic said:

    This is basically what I would want, if given a no-holds-barred Mirage rework. Mirage's passive -while comfortable- isn't very useful, so having something new that scales with lighting would be a great way to create the type of UI indicator that Mirage really needs to make her gimmick work. That said, I imagine it would be pretty difficult to design that indicator with how often light levels fluctuate, so I'd settle for having the ability to create some reliable amount of light/darkness.

    I always thought Gara's passive would be more fitting on Mirage, and would aid in her survivability more than on Gara who already has constant 90% DR. Switching it over to her and Gara's changed to stacking slash proc's on enemies around her when damaged could benefit them both.

    • Like 1
  3. 11 hours ago, Grav_Starstrider said:

    And it'd be cool if we tied some tertiary lighting-based elements to her other abilities

    Radiation for light could help her survivability, she's a bit squishy if you can't depend on darkness.

  4. 7 hours ago, (PSN)iuvenilis said:

    Perhaps making a new post in feedback would be a better idea than bumping an almost 3yr old bug post.

    Hey all's fair until archival, otherwise you just end up with an endless amount of duplicate posts. These still appear on Google, and conversation the of this is still valid as this behaviour is still the case. Especially now with the influx of new health mods and the changes to shield gate.

  5. 1 hour ago, Frendh said:

    I think if you gave Mirage a strong VFX where the warframe becomes bright when the light buff is active and the warframe becomes dark when the dark buff is active would be nice.

    She already has this while she has her eclipse buff, she glows if the area counst as light and becomes opaque and has smoke trails if in darkness. The main problem is theres no way to really guage which areas are properly lit to take advantage of it or for the placement of sleight of hands gems. Decoupling it entirelly from the evironment woulds just be a less tedious change for both the developers and players.

  6. Sleight of hands booby trapping elements being coalesced into the augment, and having a hold to toggle between light and darkness added to its base fuctionanlity.

    Prism should also be solely duration based and no longer a weird hybrid duration/channeled ability. The conclave augment turning it into a channel with no duration, but it's tethered to Mirage.

    • Like 2
  7. On 2019-12-29 at 2:58 AM, (XBOX)BootlegMitch90 said:

    health and shield increases are calculated off of the warframes unranked value, not rank 30 value. any gain in shield/health from leveling is added to the total after health/shield mods.

    This should be changed.

    • Like 1
  8. Would make more sense to just swap the augment over to a standalone single pistol like the sicarus or pyrana. Bolto's mod should also be swapped for something like the Augstrum, and changed to an exclusive blast radius increase mod. The point of single pistols with akimbo variants progression wise is to make dual pistols, theres no real need to differentiate them. It just ends up with a bunch of augments exclussively for single variants of pistols such as the Viper, which really shouldn't even have a single pistol variant given it's description. Rivens now fufill that purpose anyway, if the single variant is used so rarely that it's riven end up significantly stronger.

  9. I always thought to think of the health orbs as minute traces of infestation nanites in enemies blood reacting to the warframe trying  to coalesce with the infested flesh of the frames. While energy orbs being oro, or the soul energy of slain foes. But I do agree atleast that energy orbs could be made something more ethereal, being made to appear like our frames are siphoning the soul of enemies. Something in the vain of dementors kiss from the Harry Potter movies.

  10. Why is going in chat not an option? Because there's not enough people wishing to run that? Then why would they make a mode specifically for something only a handful of people would play? It would be equivalent to conclave, a mode with barely to no matchmaking. You're asking for a mode with restrictions you could simulate yourself, form a squad and establish the rules you wish. Just go to whatever mission and go for as long as you can with that, is that not enough for you?

  11. Have to agree honestly, even with being a fan of Hydroid, Though I knew he was lacking compared to other frames, I still found his kit quite a bit of fun when I first picked him up. Thus I was really looking forward to his rework, especially with limbos rework having come before, and I was a fan. Alas after playing with it extensively, cracks started forming. Seeming like they where wary of making him too strong, and took a far too safe approach. It ended up a massive nerf to the feel of his game play, with the reduction in the range of his abilities, and the terribly long charge times added just to get full performance of his abilities. Charging can be kept, but must be sped up to similar speed of Nezha's halo

    The changes I'd make would be:

    Replace his passive with: percent chance to remove statuses, along with becoming intangible to attacks for 10s~. Becoming intangible like water. His current passive has always been unreliable, and even when it triggered it was of little value.

    Barrage - Buff the duration, it as it is excruciatingly low at current, even a 10s base would be fine. Boost the instances he can have to up to maybe 4, having the effect range finally affected by mods. If they're so hesitant extra instances may require charging, but with reduced to charge time.

    and while this is a minor change. I'd prefer to make the effect be that of water spouts that spring up from the ground. As having missiles raining down is very baffling with the majority of the game taking place indoors. Also a minor buff to it's augment, having it leave corrosive puddles at the end of the ability's duration for some additional zone control.

    His 2-3 could go with no notable change, though a reverse to the nerf of his 3's range would help it immensely. Would make it more impactful, and also improve the usability of it's augment as well.

    Tentacle Swarm finally, the constant problem with this has always been it's inconsistent and uncontrollable nature, sharing this with zephyr and her tornadoes. Similarly it and tornadoes could benefit from having a constant effect within the ability's range, while having the tentacles/ tornadoes as additional feature. Something akin to a whirlpool providing constant cc/dmg in the center while tentacles are scattered throughout. Un-nerfing it's range, no longer needing to charge for it, as you feel forced to charge up for it at current. Charge time reduced, while charging now solely increases the number of tentacles created.

    Have had these ideas for a long time, and while you could go further. Something like this shouldn't be too hard to implement.

  12. From Top to bottom, I'd move Gara up to A, and Frost down to D. Reasoning, Gara outclasses him in all aspects (tankiness, defense, damage, etc.), and even regardless of this he falls off heavily in my experience. In all honesty I'd move Loki down to C, his decoy and switch have little to no use, having only invis and disarm and they're not enough to justify B. I'd wager moving both  Oberon and Nova up to B. Oberon really only has a poor energy economy holding him back, and he still performs quite optimally. As for Nova I could see her justifying at least B. Yeah her 3 isn't really use-able in majority of the game, and the diminishing damage reduction on her 1 is annoying, but her 2 and 4 are still massive sources of damage/cc and some of the best in the game. I'd maybe consider moving Equinox down to D, yeah her maim can be really strong, but the majority of her abilities are of little use compared to it. It mainly depends on your parameters for C and D. Zephyr is deserving of F in my opinion, her 1- 4 are still unusable for me even after the rework. Tailwind suffers the same problems from worm hole with worst feel, and tornadoes are too uncontrollable to be impactful. Lastly though I'm a bit biased I'd argue Mirage being at least C more realistically B, her 1-3 play the role of both decent DR and Damage, only really held back by her inconsistency. She really should be able to control the lightstate with her 2 instead of converting terrain into traps, makes little sense with her kit? ANd have Garas passive switched over to her.

    • Like 1
  13. The majority of what I would change for ash would be centered around supporting his 4, having minimal change to his kit. Having his other abilities help mark enemies would speed up his game play. Similarly having shuriken, smokescreen, and teleport mark enemies while his 4 is toggled. Further boosting the mark cost reduction while invisible. Changing his passive to a health regen on slash procs, as it is a bit too similar to saryn's for my taste. Potentially having teleport able to target terrain if no enemies or objects are around. Finally, giving him the ability to use his hidden blades as melee weapons if none is equipped, akin to Garuda's claws.

  14. As for Oberon, I was not a big fan of his rework at launch (nor his primes' visual design). But having used him extensively, with the further changes they applied. I can say he is in a stronger place. The key problem I see him still having is a tedious energy economy, the constant drain from his 3, along with additional hefty cost that come with having to combo his abilities to gain the max performance from them, ex armor strip 2-4 combo. I could see him benefiting greatly from some innate efficiency in his kit, standing on his hallowed ground could grant some cost reduction to his abilities and help maintain his 3. Similar Ash's 2 interaction with his 4 could see a tweak its numbers to make it more efficient, as well as having his shuriken mark targets if his 4 is active improving upon the feel of his game play.

  15. I really like your suggested changes for the Shadows, as the ability at base has been lacking when not using its augment. As for your desecrate suggestion, it's fine but I doubt DE would be open to it. Currently it's delay acts as a balance for it, and they seem to be really wary with extra loot mechanics ex. chesa multi loot nerf. What I'd more so like is for despoil to be integrated into the base ability, it fits thematically and would work well with your shadows suggestion. As currently I find despoil almost integral to playing nekros, be it for equilibrium, health conversion, or simply sustaining his energy and health economy. I also second Gordils suggestion for soul punch, would also make that scene in his prime trailer finally accurate. :b

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