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Sinrel

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Posts posted by Sinrel

  1. I hope I am not to late the Feedback party but I wanted some time with her before I made any comment here. TL;DR

    So first off All I want to say she is a complete badass and I love the looks/sound design of this warframe so much. I want her to be the best she can possibly can be so bad because I love the idea of her. And the Dash animation and sound is so good. 

    Her overall abilities are great but there really are a few things that hold her back in my opinion. 

    Passive: Great idea for this warframe the only problem is that it sometimes doesn't seem work right when activating it once before. What I mean by this is lets say my shield is completely removed and I am able to regain my full shield again within a second and right that second I lose my shield again. this time it doesn't seem to work. maybe there is a hidden cooldown or something of the sort but on higher levels it sometime is a pain when you get unlucky 

    1. Balefire: So Balefire is pretty awesome, but with the recent release of the Opticor vandal. I really feel a few issues.

    A. It really feels slow and clunky to use so much so that you need (Atleast) 2 firerate mods to compensate. and to be very honest the full charge doesn't really seem to be worth it at the moment. I would love to see in increase in its overall stats because the Status as well as the Crit chance leave much to be desired full damage is sadly not going to cut it on higher levels also the fact that when using Eagis storm you pull out a second Balefire seems to purely cosmetic a little bump of Damage would have been cool as well.

    B. Like I said before with the most recent Opticor vandal (great weapon to use btw) this weapon just feels overall better. and since you are forced to use Balefire in Eagis storm It really needs to feel more Strong and Fun to play around with. Maybe a secondary fire mode where it shoots a continuous laser (?) 

    C. Last point but not least. This is an issue overall with Hildryn the drain is just to much. When using her Aegis storm I feel like I can barely shoot these guns without running out of shield. Let alone use her Haven. (This is still bad when fully modded for efficiency and duration) 

    2. Shield Pillage: This is the bread and butter of Hildryn in my opinion. but this is also the main issue of her.

    A. The main issue I have with this abbilty is that its only potent against one faction. Corpus. against Grineer You barely regain any shields (tested modded for power strength) and against Infested she becomes unplayable. I do not know if this was intended but like I said before I love this warframe and I would love to put her against all the factions and not just take her out when I am going to do bounty runs in Fortuna I am not sure if this is possible from a design standpoint but maybe make it so it takes the shield charge from health or another source so she can be used against all factions effectively

    B. This ability seems a bit weird and clunky at times. When casting this ability she (with a good amount of range) cast a circle around her that expends over a few seconds and then collapses giving her back her shields and removing status effects (The second part is also not in the description in the ability tab). This like I said before feels unnecessarily clunky to use. the main problem I have with it is the fact that most of time I just have to stand there in a group of enemies for a second or two before I can get my shield back (I know I can click it again for it to collapse but then it doesn't always seem to return shields then) also the fact that the status effect seems to only be removed when the circle collapses. This destroys her suitability so much since the status effects usually last around 5/7 seconds and the casting time for Shield pillage is 2 seconds at base. I would love for this to change to when the circle touches the enemies it returns the shield. and for the status effect to be removed automatically when you cast Shield Pillage  

    C. Simple and short. Please let us be able to use Shield Pillage when using Aegis storm. in my opinion it would just create a more fun and smooth experience when playing her.

    3. Haven: The Support ability. Makes Hildryn feel like a great team pick. I personally really like this ability but would like to see a few buffs to make it really feel great. 

    A.  A sadly returning problem on Hildryn is the drain on this. I'ts not that bad when using it for allies but when enemies come in to play the drain really starts to take a hit. the thing is it doesn't feel useful when used against enemies at all. I like the fact that it does radiation damage so it gives a form of crowd control. but the damage is just really bad (tested with max damage) and honestly the buff on allies doesn't feel to potent either. the problem is that shields are not the best line of defense in this game. what I do love is the fact that the passive seems to apply to allies as well when using this ability. with that in mind I would love to see a change to the drain from enemies. and maybe give allies a form of damage reduction aswell. since the shields alone do not makes this ability feel worth it. 

    B. The base range and Tracking/stickiness of this ability seems a bit odd. Allies need to stay really close to you in order for this to work a little bump in range wouldn't hurt. Also the ability doesn't seem to go through certain things like small walls or even small objects like a fence. 

    4. Aegis Storm: The community called ''Anthem'' ability and it looks and sounds bad ass. 

    A. Again a returning issue. The Drain. it wouldn't be a problem if Hildryn was completely invulnerable but when enemies also shoot at you at the same time. and this plus the drain of only this ability its just to much. 

    B. Kind of the same point I made with Balefire you take out a Second Balefire but it doesnt give me a boost with anything no damage or range. and like I stated before since its your only form of damage in the air it would be great if it would give a boost in blast range or damage. also when using Balefire and Aegis storm together the drain is way to much. Also it would be great if you automatically take out Balefire when using this abilty since you cant do anything else when using Aegis storm. 

    C. This ability sadly also feels kinda clunky it would be nice to be able use the awesome dash in the air as well. also the way you can fly up only for a little amount. sometimes makes you fall down when flying over a bridge or just fall of the map when flying over a cliff. and It just feels not very nice to use.

    D. Again please let us be able to use Shield Pillage when using Aegis storm. in my opinion it would just create a more fun and smooth experience when playing her.

    E. Again the sound design and looks of her abilities are absolutely amazing great job!

     

    Overall an awesome looking and sounding Warframe but I feel like these are just a few points that would really help her out in the long run. 

    Thank you very much for the long read everyone. and please excuse my grammar. 

    • Like 1
  2. So sadly after watching sometime it seems to be buried under the forums post ruble. I am just making a Short reply to put it back in the list, because I would really like people to see this rework idea (whether they like it or they don't) we made a few changes here and there with some added numbers. like always let me know what you think!   

  3. 9 hours ago, AndouRaiton said:

    Funnily enough the iron staff is a crit weapon as it has decent crit (25%) and a low status chance (10%) that has guaranteed procs in it's combos, so even if you build for status and have elements, like radiation, you wouldn't be procing them that much.

    Yeah This is very true, that is why I would like a general stat boost like I stated in the build, otherwise you are right it really wont help Wukong at all. so he definitly needs an overall IRON STAFF stat boost.

  4. 14 hours ago, Aheael said:

    I like the concepts you've put out but I feel like they're on the unbalanced side doing one too many things. 

    Taking a look at the character of Wukong, the abilities don't really suit him in terms of mythos.

    The first ability is a good idea with the fact that Wukong is infamous for his use of clones but having it heal him after the ability would not really be fair. It'd be more apt that he would get a damage bonus and higher critical dmg/chance. Wukong was never really known for self healing but brutal violence! 

    The second ability should definitely not have a teleport, that doesn't suit Wukong as the kind of character he is. I think it'd be better that he would switch places with a clone considering that the clone is the one being aggroed, it'd be fair to assume the majority of enemies would be near him. And instead of a slam, it would be better he spun with the staff in a wide CC type that also had knockdown if the enemies weren't 1 shotted. The more enemies he kills, the faster he regains energy or anything in the line of self sustaining dps build. He should definitely be that solo type Warframe.

    I like the suggestion of the 3rd one with the implication of teamwork ability but again Wukong is not that type of guy known for support. It'd be better if the famous flags he commonly wears would maybe be put down or fly out and sets down on the ground to let all players regain energy and buff dmg depending on the no. of enemies. 

    As for the fourth ability, I do agree that having the staff on even ground like Excal's blade would be nice however it's kind of a really debatable topic in how he utilises it. Personally I've always wished Wukong would transform into a gorilla and just go rage mode like Geruda with large damage and CC or maybe his staff just expands in a straight line for 20-30m, there's just so many options considering Wukong is such a battle maniac.

    Although I do agree with some of your points. Honestly we made the idea to make Wukong more team Focused because we think that is the most fun way to play in a Team/Co-op game. Although you are right about him been a bit more 'selfish' I think for the game the idea of him been more team focused is better.

    As to a response to the Teleport ability, it will be short cast ability also so it will be like a quick jump think of garuda, but with farther distance. like stated in the Build idea if it doesn't kill the enemies it throws them on the ground in kinda large area I didn't have in mind just the ground slam range we get from out normal melee ground slams.

    Cool Idea with the Flags Although the point was to make him not stay in one spot. I did think of exactly this but I would like him to be able to be more on the move as a melee focused Warframe. 

  5. 15 hours ago, AndouRaiton said:

    Review time:

    passive; first ivara already has this. secondly, a potential change could be; Wukong can see enemies through walls a certain distance around him. This gives the same effect but doesn't feel like a straight rip-off.

    1st; The issue with clones is that specter AI (what would most likely be used to control the clones) is really bad, especially when they only have melee equipped, which will really make this ability bad. Secondly, i'm guessing you can only have 1 clone active at any one time; it's not a bad thing but remember Wukong from journey to the west can creates heaps of them. Lastly, the aggro range must be HUGE (size of a medium to large scale room) for this to be effective in higher level content, otherwise your just going to be one-shot by enemies who are too far away to be affected by the aggro.

    2nd; why throw it; couldn't you just make it a leap like Garuda's first that can cover large distances.

    3rd; sounds good but how large is the range; ~20m radius around you? More or less? this is important as it will decide whether it will be useful or not.

    4th; i like the new add range to all abilities thing. However, i don't agree with changing it's base damage to fire; Why? because impact is much stronger than fire, this is the reason why ember's damage is bad in higher levels as it is less effective against armor and shields than impact is.

    Overall, a decent rework idea, biggest issue will be the clone AI.

    I wasn't really aware of the Passive to be really honest with you, Thanks for letting me know. 

    And I think you 'see through walls' idea is pretty cool but I am afraid that the screen will get to cluttered. Something else would be cool here. no Idea what yet but I do agree that a copy of Ivara is kinda stupid.

    1. Yes a very, very good point! I wasn't really thinking about the AI to be very honest. I think to make it effective maybe instead this Clone of wukong. will use the Iron jab animation. he will still do damage and use his Melee (kinda?) but it think it will be better. Great feedback thanks! 

    2. I like the idea of him throwing so that he is able to teleport/jump wherever he would like to not just jump to a specific enemy. making him more nimble. 

    3. Yes about 20/25M base range is what I had in mind. as you can see in the idea of the build there is not really many numbers going on there. just some idea's 

    4. Although I do agree fire is not very good on its own, its more to build the weapon with extra elements to create Radiation for example I think in the a pure status Staff will be much more effective. 

    Thanks again for the Feedback. 

    • Like 1
  6. 3 minutes ago, Sajochi said:

    I like most of it but I have to ask: why fire? It is called the Iron Staff, and the mythos says Wukong obtained it from the bottom of the ocean in the dragon kingdom so I'm having a hard time wondering why make it fire base. 

    Although I do very much agree with your statement It was kinda more of a suggestion, Specificly fire was more because I was inspired by one of the more recent journey to the west movies and the look of the new Deluxe skin. I just like the Idea of Wukong depending more on the elements then of the raw Iron of the Staff. but like I said I do agree with your statement. Thanks for the feedback 🙂

  7. So in the light of the new upcoming Deluxe skin, and DE stating that there could be a possible rework for him. Me and my girlfriend went ahead to create some (hopefully) Awesome ideas As most of you know Wukong is one of the least played Warframes in the game. and with good reason. and with all these newer Warframes focused around synergy we tried to do the same with Wukong, also using inspiration from his Journey to the West ''Lore''. I hope some of you like this and that this will turn some eyes at DE. We are more than open to feedback.
     
    EDITED: With Some of the Feedback in mind.
     
     
    Passive: 50% Chance of your clone mimicking your IRON SLAM making it 50% more powerful. (the Clone and IRON SLAM will be explained more later in the post)
     
    1. (IRON JAB) - (DEFY) This ability will be replaced with a new sort of defy (his current second ability) Upon activating it Wukong will spawn a clone which would distract/aggro enemies into shooting it. The clone will be fighting along side Wukong using the 'old' Iron jab animation and also following him, so that player doesn't have to stay in one place. This will make sure the clone can still do something because of the specter AI that will most likely be used. and the more damage this clone takes the more damage it will do so it scales with the enemies this way. When Wukong ''Dies'' the clone returns to Wukong healing him up to 75% of his health (which will decay every time he dies just like defy does now) and turning Wukong invincible for a couple of second just like the 'old' defy. After a few seconds the clone will spawns again (this Ability will still be a toggle energy drain ability).
     
     
    2. (DEFY) - (IRON SLAM) Since the First ability is now a rework of the second I would like to change the second ability into something completely different. He now will be able to throw his staff and when it hits anything he will be instantly teleported to it knocking the enemies around it down. If Wukong has DEFY active, then all the damage that the clone has received will be added to the knock down which will also deal blast damage. Base range of 15M of the explosion. can be extended with range mods, and with his 4th ability. (seen later in this post)   
    IRON_SLAM_WUKONG.jpg
     
     
     
    3. (CLOUD WALKER) - (MIST WEAVE) This ability is also replaced with something more team oriented. Wukong will Spin his staff with nimbus (Nimbus = the cloud thing) on top of the staff creating mist/clouds around him. making Wukong and allies hard to see by the enemies which will now be able to take stealth damage thanks to this ability, this ability will be duration based and when recast before the duration ends, Wukong will ones again spin his iron staff around removing the mist and healing all the allies in a certain radius. Based on the damage dealed to the enemies in the mist the healing will be increased capped at 100%. The healing will linger on the allies and Wukong himself restoring health for a set duration that can be increased/decreased with duration mods. base range of 25M for the Mist and the Healing aura. can be improved with Range mods and his 4th ability. (seen later in this post) base duration of the of the Healing aura is 7 Seconds. Which will heal you for a base 5% of your Health per second. this can also be increased with Power strength and duration mods.
    mist_weave_wukong.jpg
     
    4. (IRON STAFF) of course what is Wukong without his iron staff? This ability will stay mostly the same but will have a few utilities added. When the Staff is active it will still has its range increased when hitting enemies but that will increase the range of his 2nd (blast radius) and his 3rd (mist and healing radius) abilities as well. This will make the Staff not only useful for combat but an essential part of his kit. I would like the staff to be a bit more on par with other exalted weapons like Excalibur's Exalted Blade. Also changing the base damage from impact to an element like Fire (?) and increasing the base stats for example will be a nice change.
     
    These are just a few ideas and I know that I am asking for whole lot, and I have no idea how this will work from a design standpoint. this makes him pretty much a new warframe but I would love to hear what you think about this idea.
  8. I am looking for a Sobek riven with Damage/multishot/statuschance and a good - for around 2k plat price is negotiable.

    IGN: Sinrel or you can text Hikarusoul if I am offline or ofcourse PM me or comment bellow.

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