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(PSN)Mahd2_7

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Posts posted by (PSN)Mahd2_7

  1. Today I'm going to talk about how I feel the Warframe can improve survivals/ long runs in general whilst also bringing ideas that would bring cc and support frames back into the "meta".  I want to say now this topic is only focusing on the long endurance runs of the game and I'm not looking at lower level content so I won't know how much it'll affect those levels. 

    As we now right now after an hour in MOT apart from a certain few frames most frames die instantly if an enemy sneezes on them. That being a major problem below I have listed a few ideas of mine that may work. 

    First of all I believe all frames should have casting invincibility meaning that when they are casting their abilities they should be immune to all damage some warframe already have this e.g Gara. This would be very helpful as sometimes you try to activate an ability and die mid cast like with Trinity using blessing. 

    Shield gating for those who don't know protects a player from essentially getting one shotted by stopping any damage from hitting them if it removes all of their shields in one go. This would stop any stray bullets from killing your frame without you even knowing where you got hit from. However, if your shields are below 35% then shield gating should not activate as otherwise it is far too OP. 

    Now you must be thinking all this invincibility you're just making warframes more OP but I also think that if shield gating were too happen then procs that the enemies can give e.g Slash, toxin etc the damage should increase and can affect players even whilst shield gating is active. This would increase the need of healers in squads and would make it so players are more careful about their surroundings and don't just walk off enemy procs. 

    This is mainly aimed at the grineer but we all know as soon as you strip the armour of grineer they are dead pretty quickly so if DE were to scale up health alot quicker whilst slightly decrease the armour increase then it'd make them alot more balanced. 

    The AI of the enemies should be changed as well as right now most mobs just run to you which is good in a survival in terms of keeping up life support but in a realistic sense isn't what should happen. So let's take the void for example. Nullifiers shouldn't be running to you after a certain distance bacuse may I remind you they have a sniper (Lanka), so after a certain distance they should stay put and use the sniper for what it's best for. This also comes in with tactical awareness for the enemies as then there will be close troops, mid range troops and long distanced troops. 

     Enemy spawning is a problem and remains one; one solution I've thought up of is that enemies can only spawn around a 40m radius of you this will keep the enemies flowing towards you thus being able to keep up life support which many people struggle to do. Any enemy that is outside this radius gets despawned so it dosent affect the amount of enemies that are in the map. 

    I also think that CC abilities such as Nyx's chaos and Lokis Radial disarm should have a x% (should be less that 20% I'd say) chance of affecting Nullifies. Also by decreasing their ability costs it'll mean that squads become diversified again as a lot of cc frames abilities cost 50/75 energy whilst alot of DPS frames have drain abilities or cheaper ways of getting rid of everything. 

    What do you think of these ideas? I'm sure there are improvements people will comment and I'm looking forward to reading them

  2. I can't really talk about ember or vauban but Zephyr needs a few changes that would make her alot better. 

    1st Ability: Keep the same don't really see DE changing this as they'd just copy other warframe abilities e.g Hildyrn or Titania

    2nd Ability: It should proc Slash damage and make the tornadoes bigger in width and not height 

    3rd Ability: Leave as it is

    4th Ability: The tornadoes right now are all over the place DE should just change it to be like Mags Magnetize and stay in more or less one place this can be seen by the fact that the tornadoes give a damage multiplier. The only thing holding them back is the fact that they move too much which essentially reduces the DPS that Zephyr can do. Furthermore, the tornadoes should essentially eat up enemies so that they are flung around the place which again would help alot with the DPS. This would also mean that the augment becomes pointless as funnel clouds tries to help that process. I suggest that the new augment for this ability should be either the Tornadoes have a higher damage multiple for a reduced amount of enemies in the tornadoes or it be that you can change the base elemental proc that occurs through the tornadoes by changing its energy colour. 

  3. Warframe as we know have classes to their game e.g Tanks, Healers etc. But one in particular - Tanks they are for their designed role not "Tanking". Let me explain a tank is usually meant to take hits by pulling aggro towards himself and so taking pressure of the support characters. In warframe the aggro system is not made properly as the considered tanks of the game many don't have aggro pulling ability let's take for example Rhino. His roar ability should have a build in function of pulling aggro not just when you have a certain mod equipped. However frames like Nyx who are support frames have some of the best aggro pulling abilities in that game when that shouldn't be their job 

  4. Essentially I believe the best thing to do is say you are hit for 1 million points of damage and you have a full shield let's say 300 that 1 million points of damage will only affect the shields and not the health. There by giving shields a meaning 

  5. 2 minutes ago, TheRealShade said:

    Ideally, I'd say that maybe we shouldn't be able to bullet jump and double jump with them but we should still be able to sprint, slide and dodge roll. That said, these weapons would probably be a disadvantage in the new Gas City unless we can at least wall run as well.

    U think because they are a heavy class they'll not allow to run with I whilst it's the weapon we are using at that moment 

  6. Maybe a better alternative to fix this to a certain extent is just by bumping our shield health and amour units alot sure this would mean we'd chese through early missons but for higher level e.g endurance runs it'd mean they have more chance of survival.

  7. 7 minutes ago, stormy505 said:

    1) I'm mixed about this since I'd rather not have a strict meta on weapons

    2) an alternative to this is that it absorbs the ammo from both side arms and primarys since it will take both of those slots

    3) could you elaborate?

    4) from a certain point of view I understand this but standing still is a deathsentence in this game and taking that away from a player is dangerous. Though I could see a combo between Frost and this weapon if this does happen

    5) 100% yes

    1) It takes up alot of 2 slots so your primary and secondary due to this I believe it'll be one of the most damaging weapons in the game just from base stats 

    3) I dunnoe I expect alot of the weapons to be like miniguns - have really high fire rates so I think status would be what they'd implement.Obviously there are maybe a few exceptions.

    4) It's a heavy weapons maybe not standing still but movement should definitely be limited to walking or sliding.

  8. So with this new weapon well not new but essentially archwing weapons. I have a few thing that'd need to happen for them to be used alot considering that they are going to take up 2 slots but not too good that they become OP.

    1) Strongest weapons in the game in terms of damage output at base 

    2) Regenerate their ammo like in archwing weapons -Not too sure about this one 

    3) High on status - makes a lot of sense 

    4) Limits you to walking or standing still - again makes sense 

    5) Able to get new mods for this class - e.g Serration but for this class 

  9. Shields by mainly newer players are thought to be good because they regenerate however, many of us know that that isn't the case and that is due to the lack of implementation of shield gating . This will enable us to not get completely 1 shotted at high levels due to enemy scaling being completely ridiculous and over the top. Currently with a lot of the warfarmes in the game they give overshields e.g EV trin with the augment, Harrow etc to name a few.  But the overshields are completely useless if  there is no shield gating as it's just a number that gets overwhelmed entirely  too quickly. To do this maybe it'd be essential to create an invincibility period or something that reduces damage to your warfarme or something along those lines. So when will DE implement this into their game as itd help to change up the dynamics of the game in terms of endless missions 

  10. On 2018-09-15 at 12:34 PM, Keetsune said:

    Primary: Lanka, Rubico, Kohm, Phantasma, Ignis Wraith, Amprex, Arca Plasmor, Dread, Lenz

    Secondary: Atomos, Mara Detron, if you like thrown weapons then Fusilai

    Melee: any whip(Atterax or if you have good riven then Scoliac), but with melee 3.0 i think DE will nerf whips.

    Primary I'd also add Tigris 

    Secondary I'd add the Pandero and the Pox

    Meele I'd make sure to have a dagger and Covert lethality. In general I'd add broken war, secure lecta or even the normal one 

  11. 10 hours ago, Tatann said:

    Volt can tank with his shield with the augment mod (and also give survivability to allies), I've seen my shield going up while being shot at in sortie 3 (not really high level but it's a reference)

    Also Volt Prime with Quick Thinking and 850 energy can take a decent amount of damage past his shield

    Volts shield is invincible... 

  12. Why hasn't DE implemented a range number on their weapon stats from melee weapons. As with melee arguably one of the most important stats to have is range as it increase your dps unless your running with a dagger which is a completely different story. Many newer players tend to think that due to their not being a increase or green number pop up on their screen that the range mods are actually bad and don't give any benefits when in fact they are very important.

  13. On 2018-08-07 at 8:30 AM, saradonin said:

    General rule of thumb in Warframe would be: don't stand still. Quite often the cause of death is standing still while reloading or typing in chat. 

    This is very true and remember rolling negates 75% of all incoming damage and bullet jumping makes it harder for enemies to hit you 

  14. 12 minutes ago, GinKenshin said:

    - what??? how's mag get into this? are we talking about solo or a squad? I'm guessing you mean using mag's 4th with the augment, which needs a certain level of power strength to strip all armor, only affects a handful of enemies depending on the range, costs energy which can be used to cc and staying alive, and it'll push you to build in a certain way and lose 1 slot to the augment.....all of this so you can use another aura? 

     

    and how are you comparing a warframe with an aura? if you are then you're wrong, since having 30%- armor from the get go is faster than casting an ability which needs to be recasted whenever you want to kill armored enemies
     

    - my point was enemies having no armor due to cp will make killing them quicker, a good squad will only make this process even quicker. this is just fact, people will always go for the quickest way 

    - except that you can build for viral/other element and you'll kill even quicker, since you're killing armorless enemies who have half health, so having cp is a + in this case....are we going for the 'you're not modding correctly' angle here? because if you are then just drop it


    I don't see why this thread is here and your goal from it, just here to win an argument or to be revolutionary or something? 

    First of all on low lv  missions armour isnt a problem as you can one shot alot of the enemies on those levels. Second of all solo usage of cp isn't necessary because then it just wastes a slot as there a better aura mods you can use when playing solo and the fact is when you're doing long endurance solo runs the -30% in the grand scheme of things isn't actually as useful as you may think especially when there are frames like Ash, Banshee etc can strip away all armour instantly anyways which is alot better and useful than 1 cp.

    However, evvn though I've said all I'm not saying the mod is bad I'm saying it's overrated in a solo sense as you don't need it to go far in fact you can definitely go without it and not be hurt by that. But if you are going 4-5+ in a squad I'm not going to say don't use cp because of armor scaling. But what I'm saying is that for general play up to sortie 3 you don't need CP as armour scaling isn't a problem there

  15. 12 minutes ago, GinKenshin said:

    cp > killing certain enemies is easier > more enemies getting killed > more xp / life support / loot 

    I'd argue that a Mag could kill quicker than you a solo player having cp on besides the point you don't need CP to have a high kills per second game and that can be done very easily with a good squad. Besides you have corrosive weapons for a reason so if you're having to use cp for every warfarme then you may just not be building your weapons elemental combos well.

  16. 12 minutes ago, Dhrekr said:

    O_o

    I mean, as long as you said "CP is overrated" I could agree with you to a certain extent - I respect the fact that you have an opinion and want to write a thread saying basically "I have an opinion and I want to write a thread that will change no one's mind or behaviour". That's fine.

    But seriously, Enemy Radar? Just put Animal Instinct on your Kubrow or Kavat and equip an actually interesting aura.

    Yes. You say "people don't seem to understand the mechanics" and then you call Corrosive Projection an augment mod. Or: how to send mixed signals.

    I mean to say Aura mod my bad. 

    I'm talking more so from a survival point of view as enemy radar helps to keep enemies running towards you so you can keep up life support. Besides in a survival your Kavat will at one point get one shotted and you won't always hve a chance to revive it. So your animal instinct goes out of the window 

  17. I want to talk about Corrosive Projection and why it isn't needed for most of the gameplay the general mass of people do on warframe. I don't understand why people like putting on corrosive projection on literally every warframe when the only warfarme it's needed on is Oberon imo. The content in this game isn't hard enough for people to be putting on corrosive projection and armour dosent become a problem until I'd say after sortie 3 level which would take over a hour in MOT to get to. Furthermore, apart from Oberon, you don't need corrosive projection when you're playing solo as it becomes pretty redundant. The only time it's really needed is if you're doing a really long run when enemy armour does actually become a problem so a 1-2hrs + when you have a full squad running it evwn then its not totally neccessary  and not when you're doing anything up to sortie lv. Also if you are playing solo there are a couple of better aura mods you can put on two of which are speed holster and enemy radar but alot of people don't seem to understand the mechanics behind it and just like copying their favourite youtuber whom uses CP in every build.

  18. 49 minutes ago, (PS4)Taishin_Ishu said:

    I have 0 issues with Nezha as is.  😕  I mean, his 4 could maybe do some DoT to enemies trapped by it, but otherwise it's really fine.  I've taken him into plenty of higher level content and rocked it.

     

    Please tell me what high level gameplay you're taking Nehza into 😂😂

  19. As we all know Nehza needs a rework no arguments to be said. So I was thinking...

    Nehza's first ability: Sends out  a shockwave of fire in x radius which opens up stealth finishers

    Nehza's second ability: A complete overhaul needed here. I say something like entrapping enemies in a fire column  like Atlas' petrify but they are in an awake state just unable to move. Meaning that enemies won't have the alerted sense changed.

    Nehza's third ability: Instead of being a copy and paste of Rhino's iron skin they should make it to be a aoe damage reduction chanelling ability that can reach the magical 90% mark.

    Nehza's fourth ability: Another overhaul needed here. His fourth ability should be using her hoop as a glaive as an exalted weapon. This with the new changes to the dual wield system will mean that we can effectively dual wield to good effect. By it being an exalted weapon it'd be fully moddable and would seek out at least 3 enemies before coming back to you in the space of less than 4 seconds. Also I believe it should be primarily a slash based weapon that can reach 100% on either status or crit.

    His passive should be changed to something that gives weapons buffs. Like if the weapon has more status than crit than it gets a buff from Nehza which would affect the whole team 

    Because of his 4th ability the hoop at the back  would need to be redesigned to have something like protruding edges and spikes coming out of it otherwise the enemies will be laughing instead of running away.

    What do you guys think about this?

  20. 1 minute ago, AgentSkye said:

    Not sure if you're considering that change to be a good thing or a bad thing, because in reality it was both, and people disagree on whether it was worth it.

    You're joking right. Dd you ever do long survival runs back in the day you had to individually press 3 every single time to desecrate bodies. 

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