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AntLion

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Posts posted by AntLion

  1. you only need to rank up to MR8 to have access to all the available weaponry in the game and MR10 for the maximum number of extractor deployment (4).

    4? But maximum number of extractors I can deploy at 16 mastery rank is 3. Why? :(

  2. Well you stated the obvious so what else do i need to add?

     

    Shorter duration more heals

     

    Higher duration means DR

     

    Youre comparing them like one build is worse than another here and trying to make an argument where there is none

    Well, I see you don't get the point of this thread. I'm not comparing builds like one build is worse than another. I use them all if you want to know. And I'm not very happy with their results.

    I opened this thread just to show issues with Blessing in different builds (especially with long duration builds) and suggest the way to fix them. That's all.

    Because I'm afraid now people are more concerned about Nova's changes than Trinity and DE left her alone for the next several months.

     

    PS: Anyway thanks for your thoughts (and bump). ;)

  3. You can drop continuity or constitution for a bit less link time but still a ton

     

    Energy cost really isnt all that important on trinity anyways

    Sorry, did you actually read what I wrote? I'm just wondered how some people only see part about Link/Blessing duration problem and don't pay attention on another issues I described.

    I didn't complain about energy cost btw. After Energy Vampire buff Trinity is a mistress of living energy batteries.

  4. I ran a fleeting build that wasnt even maxed and had 11 second link with a... 4? second blessing i think

    Yes, using unranked Blessing and some combination of Fleeting Experise + Power Duration mods you can make Link and Blessing last about 15 sec  and 5 sec accordingly. But Blessing becomes less spammable in this case. It's really hard to find the best solution because now the shorter power duration is, the better for Blessing but worse for Link and vise versa. Also as I mentioned with short duration build you can't use benefits from damage reduction part of Blessing.

     

     

    I'd rather them just rework it rather than try to work with what it currently is. A reactive healing ability really just has no place in Warframe where people can go down in half a second. Outside of gimmicks that is.

     

    I'd rather see it as some kind of dynamic damage reduction. Like, the further below the of other frames a player is, the less damage they take. Like, if three players are at full health and one player is at 10%, he has 90% damage reduction. If everyone else is at 80%, he would have a 70% reduction, etc.

     

    It helps counter spike damage to a single player, but it is less powerful against sustained party-wide damage, in which case Well of Life excels.

    Complete rework can take a long time 'cause devs said they're busy with Nova, Oberon and Valkyr now. But we need working Blessing asap. So some small fixes (according my ideas, for example) would be appreciated.

    Also what's about restoring shileds/health with Blessing? You offer to get rid of that, do you? Well, without healing even 90% damage reduction won't help your teammate to stay alive if he has just 10% of health.

    But according your dynamic damage reduction suggestion if you restore all health you take away all damage resistance as well. Not good.

  5. Well I can agree, Blessing that gave us total invincibility for about half minute at the same time deprived some challenge from game. So changes were needed. Too bad eventually we got new issues with this skill.

    Now Blessing is quite underpowered, it's very situational and uncomfortable to use (especially comparing with other ults).

    Atm it's impossible to find perfect build for Blessing to use all advantages it gives.

     

    Sure, you can use Fleeting Expertise and not put Duration mods to make Blessing spammable but such build will hurt Link badly and make it much less effective. Because it's painful to recast it so often. With unranked Blessing and some combination of Fleeting Experise + Power Duration mods you can make Link and Blessing last about 15 sec and 5 sec accordingly. But Blessing becomes less spammable in this case. It's really hard to find the best solution because now the shorter power duration is, the better for Blessing but worse for Link and vise versa. And using Blessing like better version of Well of Life you don't get any benefits from damage reduction part of this ultimative ability.

     

    Sure, you can use Quick Thinking and hurt yourself to death to get total invincibility with Blessing (yep, same effect (it seems) so many people complain about and devs tried to remove). But it's very risky and difficult tactics because you're limited to use special modded weapons, because post-nerf Quick Thinking (and its combo with Rage) is not near as effective as before and random enemy just can kill you or take away all your energy while you (with 2 HP) have to rely on effect of that pretty rare mod. I doubt even 28 sec damage immunity can excuse so many barriers you need to overcome.

     

    What's about the middle ground: standard long duration builds (without Quick Thinking) that could allow Trinity to use Link freely and not only restore allies shields/health with Blessing but also provide decent damage reduction without excessive complexity? Too bad such builds are not vialable now because if you cast Blessing in wrong time you won't get any damage reduction and can't heal allies for whole period it lasts. You literally can't help your wounded teammate in this deadlock condition. It really reduces the value of Trinity as support-frame.

     

    So I think Blessing should be recastable and refresh damage reduction modifier according current allies stats (restoring health and shields). Also it would be very useful if every frame in your team could see its current damage resistance on HUD.

     

    But there is another problem. Most of players I see don't use Vitality mod (some of them don't use even Redirection) and their health is not high enough (200-400 HP). Also low ranked frames who go on mission for XP farm have just 100-200 HP. It doesn't give Trinity enough time to react in the middle of combat and cast Blessing before ally starts bleeding on the floor. You know high level enemies can take away all health in a few shots/hits.

     

    So I think Damage reduction modifier should be based not only on amount of health restored by Blessing but also on amount of shields. The formula could look like that:
    Damage reduction modifier = 0.4 * (shields_restored / max_shields) + 0.6 * (health_restored / max_health)

     

    For example: Some frame (who has 500 max shields and 300 max health) gets serious damage. Trinity casts Blessing and restores all its shields and 200 health.

    In this case Damage reduction modifier = 0.4*(500/500) + 0.6*(200/300) = 0.8

    It means after restoring shields and health whole team gets 80% damage reduction from Blessing. Not bad.

     

    In other case when that frame doesn't get any damage upon health and Trinity restores only its shileds:

    Damage reduction modifier = 0.4*(500/500) + 0.6*(0/300) = 0.4
    Or 40% Damage reduction for whole team. Fair enough I think.

     

    According the suggestions above Trinity could provide at least 50% damage resistance of her team without any risks to fail this important supporting role.

    It won't hurt low duration Blessing spam-builds or Quick Thinking pseudo-immortality builds. But it will make standard long duration builds viable and comfortable to use.

    It won't make her "OP" and balance breaking. But it will allow Trinity to react on changing ingame situation as fast as possible and ensure adequate protection of her teammates when they need it.

     

    Your thoughts?

     

    [Few edits to improve grammar and clarify some points]

  6. Blessing is weak now, very situational and uncomfortable to use. If you cast it in wrong time you won't get any damage reduction and couldn't heal allies for whole period it lasts.

    Yes, you can use Fleeting Expertise and not put Duration mods to make Blessing spammable but such build will hurt Link very badly and make it near useless. Because it's pain to recast it every 3-5 sec.

    So I think Blessing should be recastable and refresh damage reduction modifier according current allies stats (restoring health and shields).

    _______________________________________________________________________________

     

    But there is another problem. Most of players I see don't use Vitality mod (some of them don't use even Redirection) and their health is not high enough (200-400 HP). Also low ranked frames who go on mission for XP farm have just 100-200 HP. It doesn't give Trinity enough time to react in the middle of combat and cast Blessing before ally starts bleeding on the floor.

    So I think damage reduction modifier should be based not only on amount of health restored by Blessing but also on amount of shields.

     

    The formula could look like that:

    Damage reduction modifier = 0.4 * (shields_restored / max_shields) + 0.6 * (health_restored / max_health)

     

    For example: Some frame (who has 500 max shields and 300 max health) gets heavy damage. Trinity casts Blessing and restores all its shields and 200 health. In this case Damage reduction modifier = 0.4*(500/500) + 0.6*(200/300) = 0.8

    It means after restoring shields and health whole team gets 80% damage reduction from Blessing. Not bad.

     

    In other case when that frame doesn't get any damage upon health and Trinity restores only its shileds:

    Damage reduction modifier = 0.4*(500/500) + 0.6*(0/300) = 0.4

    Or 40% Damage reduction for whole team. Fair enough I think.

     

    PS: I probably need to open my own thread to discuss this suggestion with other players...

  7. Blessing is weak now, very situational and uncomfortable to use. If you cast it in wrong time you won't get any damage reduction and couldn't heal allies for whole period it lasts.

    Yes, you can use Fleeting Expertise and not put Duration mods to make Blessing spammable but such build will hurt Link very badly and make it near useless. Because it's pain to recast it every 3-5 sec.

    So I think Blessing should be recastable and refresh damage reduction modifier according current allies stats (restoring health and shields).

     

    But there is another problem. Most of players I see don't use Vitality mod (some of them don't use even Redirection) and their health is not high enough (200-400 HP). Also low ranked frames who go on mission for XP farm have just 100-200 HP. It doesn't give Trinity enough time to react in the middle of combat and cast Blessing before ally starts bleeding on the floor.

    So I think damage reduction modifier should be based not only on amount of health restored by Blessing but also on amount of shields.

     

    PS: Too bad it seems devs are ok with Trinity's changes. And I don't see one big thread about her issues. So probably DE won't even notice mine and others suggestions leaving Trinity on her own for the next 6 months...

  8. It's not that hard to piece together.

    The ult stretches out over time. So if you want it to go farther you make it last longer.

    Oh really? What's about Banshee's Sonar or Ember's Accelerant that look like radial wave expanding from caster (but faster than MPrime)? Duration of their effect on enemies affected by Power Duration mods but Range is affected by Power Range mods.

    So it's not obviously.

  9. 1. I'd like to know more about Focus system.

    2. Are you gonna rework current mod system or add new mod slots for frames/weapons (because now there is no space for utility mods)?

    3. When will Valkyr's Hysteria be reworked?

    4. Are you gonna rework Trinity's skirt and remove that ugly lobster tail? Plz, say yes.

  10. I think MPrime doesnt need the slowing/vulnerability effects.

    Oh really? Did you even fight against 50+lvl enemies? Pure damage abilities that don't scale become too weak and useless in late game. That's why Ember sucks. Crowd control and utility skills rule in Warframe.

     

    I think DE could solve the major problem with Nova (op damage at low/mid levels) just heavily reducing damage from MPrime explosions and removing MPrime recasting while it lasts. It would force players to use combo: MPrime as debuff/cc ability and Antimatter Drop as damage ability - instead of just spamming "4". Nothing else needs to be changed.

     

    Also it would be good if DE reworked Nova's first skill (it's near useless now) and increased her shileds (basic 100 instead of 75) for more survivability.

  11. Where did they say that the double damage is going away?  I've seen people asking this and never any confirmation from DE.

    Since they described all features of new MPrime except double damage I'm starting to think they're gonna get rid of it. And that will be overnerf. Anyway they should state all things clearer (not as they usually do).

     

    They didn't mention the damage from explosions either, why do you think they'd get rid of the speed debuff without mentioning it?

    I'm not talking about speed debuff. I'm talking about double damage (including from MPrime explosions). And the fact they didn't clarify about damage from explosions is not good as well. After all those debatable, rash and stealthy changes I just don't trust DE anymore.

  12. I don't play Trinity much anyway,  I main Loki, and for some reason, I don't get shot at as much as my teammates.

    Don't worry. Someday DE will nerf Loki (omg, long time Invisibility and super wide Radial Disarm are too OP!!1) or other your favourite frame to the dust just because they can. And you will start to care and complain on forums too.

  13. I thought doing the opposite to Sonar and Silence would've been better:

     

    * Sonar follows you until it ends (like Silence does currently). Makes more sense, considering it is called SONAR you know?

    * Silence should be a one time cast that stuns all enemies caught in the aoe and should be recastable any time. Also, it would work much better if it worked as both a buff and a debuff:

    Debuff - All enemies caught in the blast are stunned, deafened and have their awareness lowered

    Buff - All allies (including Banshee herself) that are caught in the cast have all their weapons and abilities silenced.

    Yes. I think about same thing. It would be great changes.

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