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frogov99

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Posts posted by frogov99

  1. Instead of being one buff or the other, there's this in between alternative that I think is much more flexible:

    Eclipse could have stacks for each buff, with a combined total maximum of 5. Each stack would be 20% of the maximum buff given by the skill.

    On cast, the damage buff will gain maximum stacks. If held while active, one stack from the light buff is lost (keeping it at 4 stacks or 80% of maximum buff) and one stack of dark buff is gained (getting 20% of maximum damage reduction). It would work viceversa if the initial cast was held.  

    It's almost like toggle but it would allow Eclipse users to have more than just one or the other, adding the possibility of hybrid buffs from the skill. 

     

  2. I like most of the changes. They're undoubtedly for the better. But I have a couple of suggestions though:

    Companions should have some innate damage reduction on top of all of this EHP increase. For warframes (and sentinels that move along) surviving at high levels (particularly on Steel Path) is easier because they just do parkour, use skills that help with survivability, kill enemies, etc. However non-sentinel companions usually engage in battle and get killed quickly and that will keep on happening because of enemy damge scaling. This changes solve permadeath but just increasing EHP isn't enough to prevent the companions from being incapacitated most of the time

    Regarding the Vacuum/Fetch mods, I think that removing their effects while the companion is incapacitated is bad. The better alternative would be to keep the effects at least partially (50% of maximum values maybe).   

    • Like 5
  3. With more changes to titania coming in the next update, I think this is the right time to give feedback about it. In my opinion, the changes showed by DE are mostly quality of life improvements for Titania but they don't change significantly her kit. 

    Reasons for a deeper rework:

    1) Titania's 1-2-3 skills can't be used without enemy targets. And when engaging enemies directly, 4 is the best option to deal with them.
    2) Razorwing deals good damage, so 1-2-3 should help Titania (with or without razorwing active) deal more damage instead of focusing on crowd control. 
    3) Titania is not a top tier tank, so she needs to debuff and eliminate enemies to survive

    These are my ideas:

    Passive: keep rolling/bullet jump distance +25%. Add +15% parkour speed after a bullet jump for 6 seconds

    1) spell bind: disarm enemies. No more ragdoll. The effect makes enemies take increased damage from all sources (or an specific source, like elemental damage or skill damage)

    2) tribute: same mechanics, different ways to trigger effects
    -Dust and entangle combine effect into one (slow down enemies by 25% and -50% enemy accuracy)
    -Thorns keeps the same
    -Full moon applies to all allies in affinity range and titania, not just companions (reduce the buff from 75% to 40%, double for companions and razorflies at 80%, to keep it balanced)
    Each tribute comes from Titania on cast. The cost of the tributes could be energy, shield and health to trigger instead of just energy

    3) Lantern: killing mesmerized enemies adds extra damage to the explosion at the end of the skill

    4) Razorwing: razorflies grant a % damage reduction. Titania gets energy when one of the razorflies is destroyed

     

    I think this changes could make Titania a more efficient dps Warframe while also increasing her usefulness in the battlefield, and maybe adding more variety to builds, since those changes could make skills 1-2-3 more relevant. My tribute change idea is because it allows Titania to be "ready for battle" at any moment, without having to target an enemy and go for the buff. It would also make Titania get all tributes faster (since there are 3 instead of 4). Titania is not among my most used warframes but I think that she deserves greater improvements and buffs. I hope that other players that have played with Titania agree with this.

    Thanks for your time if you have read everything! Share your ideas and let me know what you think about mine

  4. These are good and significant changes. But I have questions about what will happen to our arcanes after the update:

    1) will our max rank (3) arcanes be at rank 5 after the update?

    2) will the upgrade costs remain the same?

    3) If rank 3 arcanes remain at rank 3, maybe I need the amount of rank 0 arcanes that one of my duplicate rank 3 arcanes has to rank it to 5. Which leads to the question: are you considering to add an option to dissolve/downgrade arcanes to turn a rank 3/2/1 arcane into the corresponding amount of rank 0 arcanes?

    4) if we need more arcanes, are we going to get more arcane drops from the existing sources (eidolon drops, arbitrations)? Will magus arcanes cost the same amount of sindicate reputation?

    Previous questions are my biggest concern and I'm looking forward to see how the rest of the changes work out.

    • Like 1
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