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Mothman-OEF

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  1. A helminth warframe that you choose all the 4 abilities and the passive would be way too op like the other people telling it, I made this idea of double subsumes for warframes which arent getting reworks but if they add dual subsumes for all the warframes in the game or an helminth warframe that would be just too op and even make powercreep worse.
  2. I now agree that it wouldnt work for all warframes. It would indeed buff non meta warframes but meta warframes would be way too op. From all the comments and arguments I have faced from other players this felt like the best answer. I hope they will have the time to revisit warframes which need reworks and optimize helminth segment as well because on this current state they should either buff it (but it is too op I now understand the concerns after your comment) or even nerf it somehow. This has fulfilled my search for the question whether if this would be plausible or not. Kudos for taking your time to answer.
  3. Yes, I used ChatGPT to assist me in generating the text. ChatGPT is an AI language model designed to provide quick and helpful responses. Utilizing this technology allows me to communicate more efficiently and express my opinions more easily. It's a valuable tool that helps facilitate discussions and exchange of ideas.
  4. I didnt know they were thinking of reworks, another player in this topic called Stormandreas said they werent planning on reworks, If your news are true thats really good to hear. Helminth Segment is added many years ago and a whole overhaul might be difficult or irrelevant for the developers on the time being thats why I suggested it could be added with the upcoming updates of duviri without making a specific update for the helminth segment respectively. I am aware that duviri is not at all relevant for warframe upgrades unlike Archon Hunts, which have a quest that explains and bases a system for warframe upgrades. On the other hand a Duviri themed warframe is about to get launched and things might change. Dual subsumes might lead to similar builds and remove identity it comes with risks indeed. I understand your side of the coin. Former warframes have such passive abilities which generaly dont harmonize with active abilities As an example, Frost does not have a gamechanger passive. My frost subsume idea example given at my text above explains a new approach to use augments mods with dual augments without hindering the general theme of this warframe drasticaly. for example subsumes could be put instead of 1st and 2nd ability of Frost adding more utility without removing the defensiveness from 3rd ability,Ice Globe or cc/dmg from 4th ability, Avalanche (armour strip/freeze). This doesnt change the general theme/identity of support and cold status of the warframe and then yet such good and creative ability harmonies might be rare to see on such an update as people will also create further subsume metas which would improve the existing ones. People might just decide to put another ability next to Gloom or Roar making the creativity go away. You tried to explain this and then yet did not support your argument with passives from old warframes and chose a warframe which does the exact opposite, a great link of active abilities and passive ability aka Voruna. Voruna is not an forgotten warframe and she has a perfect arsenal of abilities that work together in harmony with her passive like you have mentioned. This update may hinder some warframes like Voruna greatly as that warframe is fully focused on abilities aided by the passive and it is the perfect contra argument for my argument and there are almost no other warframe with such an active-passive harmony but anyway. Moreover it is notmandatory to subsume warframes as my argument in the first place was to have a new platform to revitilize and reutilize old warframes, I used passives as an example not as a main argument. Your contra argument is solid about my Banshee argument. She indeed is good enough with one singular subsume. (But could reach new limits) Lets say new metas are created for some "bad" frames, they would be more in demand and would be more expensive then the "bad" warframes which couldnt reach a good meta even with double subsumes leading to some "bad" warframes more relevant; some other warframes cheaper and less relevant.
  5. That is true. It could lead to similar builds made by players and should be balanced, I got this idea because I was messing around with augment mods of Frost and realized the potential of augment mods could be buffed further more with subsumes thats where my Frost example comes from. It is indeed usefull for players who play alone and focus on self sufficency but could be used on long end game runs with squads which focus on world records and trying the limits of the game. In short: I agree this update is perhaps a bit controversial and is a double-edged sword bringing risks and fortune together I still think it wouldnt bring harm with optimizations and balance hotfixes made to optimize it and making it difficult for players to actually add the second subsume to warframes. Like I mentioned before it could be implemented with the duviri paradox update as well. Addind the second subsume could be more balanced by limiting it to one config per warframe and making it require many resources (for example 200 pathos clamps.)
  6. I understand your concerns about the impact of the Helminth system on frame balance and its potential effects on the overall game. It's important to consider that game development is an ongoing process. While the Helminth system has introduced new dynamics and possibilities, it's important for the developers to actively monitor and address any imbalances that may arise. This includes analyzing player feedback, conducting adjustments, and implementing changes as necessary to ensure a more balanced and diverse gameplay environment. It's worth noting that game balance is a complex and delicate endeavor, and achieving perfect equilibrium is an ongoing challenge. Digital Extremes has shown a commitment to addressing balance issues in the past, and player feedback plays a crucial role in shaping the future direction of the game. By expressing your concerns and suggestions constructively, you contribute to the ongoing evolution and improvement of Warframe. Perhaps removing or reworking the Helminth Segment completely might be a solution for balances like you have suggested. DE did upgrade the Segment during the Veilbreaker/Archon Hunt update Perhaps they can make a change with the Duviri Expansion. But a greater one which gives the Helminth Segment an overhaul, changing its overall function and design according to all the recently added story and mechanics.
  7. I actually cant agree with you more but DE is focused on creating new experiences for players. They are working on a new game (Soulframe), supporting another game company which is developing Wayfinder and also bringing an expansion to Duviri Paradox with a new Duviri themed Warframe coming up as well. So I sadly do not think they have the luxury to rework each and every warframe which needs updates out there and the concept of subsuming 2 abilities is an easy solution for multiple reworks which doesnt require a serious amount of investment(time and money) from the developers which lead me to writing this post as well. Also subsuming changes active abilities not passive abilities of the chosen warframe so you are technicaly changing less then 50% of the warframe. About the part you were talking about solo gameplay this can lead to unique solo builds as well making certain warframes not dependant on team support for example Banshee. Also having two subsumes would revive the warframe trading market for non meta warframes.
  8. Yeah I guess power creep is necessary on their own way old warframes are just like old weapons, gets outdated and changed up. Only difference being there are not so many warframes (compared to how many weapons we got in the game) . Also thanks for enlightening me about the signature abilities should have did my research better.
  9. Great idea! That is also easy to implement which would lead to drastic improvement as well!
  10. Hello once again dear Warframe Developers and Tennos, This time I am writing to propose an update to the Helminth Segment that would unlock a new era of creativity, revitalizing forgotten Warframes, bringing new horizons to support warframes and amplifying the potential of meta ones. My suggestion is to allow players to subsume two Warframe abilities, enabling a wealth of unique playstyles and optimizations. By introducing the ability to subsume two abilities, Warframe players would experience the following benefits: +Rediscovering Forgotten Warframes: Lesser-played Warframes would regain relevance as players explore combinations that synergize with their unique abilities, revitalizing the Warframe roster as a whole. +Optimal Synergies and Playstyle Customization: The update would inspire theorycrafting and experimentation, allowing players to mix and match abilities from different Warframes, resulting in a more diverse and intricate meta that encourages creative thinking and niche endgame builds. +Enhanced Team Synergy: Dual subsumed abilities would bolster team dynamics, enabling Warframes to fulfill multiple roles within a squad, leading to a more cohesive and satisfying cooperative experience. To exemplify the potential of this update, here are a few subsume ideas: Trinity: Subsume Harrow's Covenant (damage reduction and critical chance buff) or Rhino's Roar (damage buff) and Sevagoth's Gloom (heal and enemy speed debuff) to elevate Trinity's support abilities, ensuring both survivability and increased damage output for the team. Mesa:Mirage's Eclipse (damage boost) or Rhino's Roar and Volt's Electric Shield (damage boost and projectile enhancement).Thos build would further increase damage, and Volt's Electric Shield would provide additional damage amplification and protect Mesa while she's shooting through the shield. Could be used by placing Mesa at the corner of a crowded room and use Volt's Shield to the fullest. Mag: Subsume Nova's Molecular Prime (area slow and damage boost) and Volt's Electric Shield (damage boost and projectile enhancement) to grant Mag unparalleled crowd control and damage potential. Frost:Rhino's Roar (damage boost) and Chroma's Elemental Ward (elemental damage buff).+Biting Force and Freeze Force Augment. Resulting Build: This build would maximize Frost's cold damage potential. Rhino's Roar would provide a significant damage boost to all of Frost's attacks, including his cold-based abilities. Chroma's Elemental Ward, when set to the Cold element, would further enhance Frost's cold damage and grant additional armor. With this combination, Frost's cold damage would be greatly amplified, allowing him to freeze and shatter enemies with even greater efficiency. Inaros:Rhino's (damage boost) and Styanax' Tharros Strike (armour strip) This build would fully change the playstyle of Inaros.Inaros is a melee focused frame 2 of his skills depend on melee use and augmentations linked to melee weapons respectively. Subsuming these 2 abilities instead of 1st and 3rd ability would turn Inaros from melee oriented to ranged oriented with a great increase on damage giving it a different method in survivability. These examples showcase the endless possibilities and combinations that dual subsumed abilities could unlock, offering players unparalleled versatility and encouraging the rediscovery of Warframes. I kindly request your consideration of this update to the Helminth Segment, as it would invigorate the Warframe experience, fostering creativity, and rewarding players with limitless opportunities for customization and optimization.This could be implemented in the upcoming Duviri Paradox expansion as well, enabling players to add a second Warframe ability to their loadouts. By creating a new platform-reward item buyable off of the characters with Pathos Clamps which would induce more people to experience Duviri Paradox as well. I am a Tenno who started back in 2017 and Thank you for your dedication in shaping the world of Warframe. Me and other tennos who are reading this are eagerly await the future of this extraordinary game. Sincerely, IudexHonorem, aka Judicator Onur
  11. Dear Warframe Developers and Tennos and Inaros haters, YOU DONT HAVE TO READ THE REST AS THE SAND GOD IS BACK THANK YOU FOR LISTENING DIGITAL EXTREMESSS MUAHAHAHAAHAHAH As an avid Tenno with over 200 hours of gameplay with Inaros, I have developed a deep fondness for this Warframe, largely due to my fascination with Egyptian Mythology. Interestingly, despite Inaros being melee weapon-oriented, I have found great success in utilizing primary-secondary weapons and adopting a non-melee weapon-oriented build, even in challenging modes like Steel Path. This experience has reinforced my belief that with careful consideration and sufficient improvements, any Warframe and playstyle can be viable. However, despite my positive experiences, I can't help but feel that Inaros could benefit from some rework. The countless memories I have created while playing as Inaros have inspired me to seek improvements for this beloved Warframe. I strongly believe that even slight changes and enhancements can elevate Inaros to new heights, allowing players to fully appreciate the potential that lies within this non-meta warframe. The Inaros Prime and Ash Prime Resurgence is here. That made me think it is the perfect time to write my proposition. I am writing to propose an enhancement for Inaros' passive ability, "Undying," which I believe will improve the overall gameplay experience and align it with the capabilities of newer Warframes, such as Sevagoth. Undying is a unique and thematically fitting passive ability, allowing Inaros to enter an immobile Sarcophagus upon fatal injury and gradually revive himself by siphoning health from enemies or receiving assistance from allies. However, with the introduction of Sevagoth's passive ability, it has become apparent that there is room to further enhance Inaros' gameplay. Firstly, I would like to highlight the similarities between Inaros' Undying and Sevagoth's passive ability. Sevagoth's passive ability not only allows him to enter the Shadow form upon death but also grants him access to the Shadow form's abilities and a unique exalted weapon. This enhancement has greatly contributed to Sevagoth's versatility and overall playstyle. Taking inspiration from Sevagoth's design, I suggest introducing an augment mod for Inaros' Undying. I tried to create one myself called "Undying Judgement" This augment links Inaros' Bleedout damage of the Siphon Beam to primary weapon damage. The damage type and specifications are tied to the modifications of the weapon equipped by the player, allowing Tennos to modify their siphon beam and revive when downed even in Steel Path. Additionally, "Undying Judgement" incorporates the effects of the "Undying Will" modification, reducing Inaros' Bleedout time by 42% .This augment mod would increase the damage of the siphon beam, making it a more impactful and engaging ability. Without drastic changes as well. To ensure balance and customization the percentage of buffs can be changed for further optimization. Additionally, I propose the introduction an exalted weapon tied to Inaros' Sarcophagus also took inspration from Sevagoth respectively. Which I would also name "Undying Judgement" respectively. When Inaros experiences fatal injury and enters his Sarcophagus, he gains access to this unique exalted weapon only used while he is in his Sarcophagus, which would operate as an upgraded version of the siphon beam. The exalted weapon's damage could be modifiable using primary weapon mods, providing players with a sense of progression and customization within Inaros' passive ability. This also doesn't require change in weapon design. And then yet would add new mastery points and still require more work than adding an augmentation modificaiton. By implementing any of these enhancements, Inaros would benefit from improved damage output while on sacrophagus state, adding further depth and excitement to his gameplay without requiring significant changes to his existing passive ability or the active abilities. It also brings Inaros' Undying more in line with the capabilities and versatility of newer Warframes. I believe these enhancements will not only provide a more engaging gameplay experience for Inaros players but also contribute to the overall diversity and customization options available within the Warframe universe. Thank you for your attention to this suggestion. I greatly appreciate your dedication to continually improving and expanding the Warframe experience. Sincerely, IudexHonorem aka Judicator Onur.
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