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hs0003

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Posts posted by hs0003

  1. 1 needs less animations

    2 needs some kind of scaling yes, either like Vaubans flechette orb, or by mods like you suggested. When it comes to duration, it could also be the other way around, where it has finite ammo, but only goes away when it's been used (also like Vaubans 1)

    • Like 1
  2. Tesla Nervos
    The good:
    Hard CC on the targeted enemy and they stay around till they've run out of charges.
    The bad: 
    The balls are very slow, more speed please. Also multiple balls will attach to the same enemy, wasting charges and lowering CC. 

    Minelayer
    The good: 
    Still very gimmicky. The extra damage from overdriver is always welcome (too sad it doesn't affect abilities). 
    The bad: 
    You can toss out 4 of each ball at the same time for a total of 16, why not have it 16 total, of any combination we want? Vector Pad has a rather long delay before we can get pushed again (no ping ball for tenno). Flechette Orb misses quite a lot, the damage is low enough as it is, no need to further reduce it with misses. 

    Photon Strike
    The good:
    It seems to do scaling damage.
    The bad:
    It doesn't say anything about how it scales, or even that it actually scales. Also, casting animation is hella long, increase by 400% please.

    Bastille
    The good:
    2 great abilities in one, complaining should be illegal.
    The bad:
    But I'm gonna complain anyway. Casting animations are too slow, especially when jumping, 300% casting speed increase, please. 

    • Like 2
  3. Since the upcoming running frame is all about running, it's passive should reflect it's ability to run.

    So I suggest a two fold passive:
    Part 1: Removes hard landings, it always lands soft from a fall.
    Part 2: Increases gravity by like 5000% while not actively jumping.

    So your feet are always on the ground no matter how fast you're going over bumps and down hills, unless you try and jump/bullet jump in which case the gravity would be normal till you landed again.

  4. Her 1+4 combo doesn't fit the fast paced play style of Warframe. 

    What her 4 needs is some way to move faster, like using a held version Hildryn's special dodge during flight in exchange for 50% more shield drain while using the extra energy for forward thrust. 

    What her 1 needs is an alt fire that's better for clearing trash than the current charged nuke firing mechanic. Perhaps the Pax Seeker mechanic could be used for an alt fire, but only targeting enemies being affected by her 3 and/or 4.

    • Like 2
  5. 17 hours ago, DiabolusUrsus said:

    The whole point of the suggestion is reducing the number of clicks; if balance is a problem... then the balance should be adjusted.

    ^ This was the whole point of the tread, reduce the number of clicks on burst weapons that are not used for precision shots. Spare our index finger!

  6. Synth Charge says it'll deal +200% damage on the last shot(1k damage becomes 3k damage), IF the pistol has 6 or more shots in it's magazine.

    Despite that description IF you use magazine size mods to push a weapons magazine size from under 6 to 6, it DOESN'T activate on the last shot.
    AND if you use a riven with negative mag size to push a weapon with 6 or more under 6 shots, it DOESN'T activate on the last shot.

    In short, you CAN'T use mods to make Synth Charge work, but you CAN use mods to stop Synth Charge from working. It should be one or the other.

  7. So the Battacor was released and it had a nice new firing mode called Auto Burst, which is basically a burst firing mode that doesn't require you to keep clicking your firing mouse button.

    As a frequent user of the Hema, I'd love this function so my index finger might be spared from further ruination.

    I'm sure there are other popular burst weapons that would benefit from this change, especially those that are not used at long range/not used for precision shots.

    Those were my 2 cents, have a good one.

  8. Revenant is in my opinion a very interesting frame that just need that little 'extra' to hit home. 

    Lets start with Enthrall.
    In my opinion it's amazing right up till the point where the duration ends and all enemies just turns back to normal.
    To fix that I suggest the ability makes use of the Devour mechanic of Inaros, but instead of dragging and draining the target, you instead drag it towards you and then pour sentient energy into the Enthralled enemy, reinforcing the link and extending the timer in exchange for an energy loss per added second (so it's less efficient than waiting and casting Enthrall again) Edit: You stand still during the process.

    Next is the Mesmer Skin.
    It's a great defensive ability that can give you breathing room when you're overrun by enemies or you're about to be oneshotted by a strong enemy.
    Sadly it can't be recast before you're out of charges, which can leave you vulnerable after a fight that didn't use up all the charges.
    To fix that I suggest we be allowed to again channel energy into our Mesmer Skin, using the Scarab Swarm charge mechanic for a substantial energy loss per charge (so it's less efficient than waiting and recasting) Edit: You stand still during the process.

    Lastly is Danse Macabre.
    This one is more simple, just allow the player to tilt the laser arm using the mouse, so we don't waste 70% of the damage by firing it into the ground.

    Those were my 2 cents.

  9. 12 hours ago, New_Zion said:

    Pretty strange that you compared revenant to Inaros. Although the two of them are the only frames that have a spinning attack ability.

    Didn't really compare them, just couldn't think of another frame that had 2 mechanics that could compliment Revenant's abilities as well.

    All about that effort to reward, and reusing mechanics with a slightly altered outcome should be low effort.

  10. Revenant is in my opinion a very interesting frame that just need that little 'extra' to hit home. 

    Lets start with Enthrall.
    In my opinion it's amazing right up till the point where the duration ends and all enemies just turns back to normal.
    To fix that I suggest the ability makes use of the Devour mechanic of Inaros, but instead of dragging and draining the target, you instead drag it towards you and then pour sentient energy into the Enthralled enemy, reinforcing the link and extending the timer in exchange for an energy loss per added second (so it's less efficient than waiting and casting Enthrall again) Edit: You stand still during the process.

    Next is the Mesmer Skin.
    It's a great defensive ability that can give you breathing room when you're overrun by enemies or you're about to be oneshotted by a strong enemy.
    Sadly it can't be recast before you're out of charges, which can leave you vulnerable after a fight that didn't use up all the charges.
    To fix that I suggest we be allowed to again channel energy into our Mesmer Skin, using the Scarab Swarm charge mechanic for a substantial energy loss per charge (so it's less efficient than waiting and recasting) Edit: You stand still during the process.

    Lastly is Danse Macabre.
    This one is more simple, just allow the player to tilt the laser arm using the mouse, so we don't waste 70% of the damage by firing it into the ground.

    Those were my 2 cents.
    Thoughts? 

  11. As you all know, maxing 5 primed mods that can effectively only be used on 1 frame and 1 weapon without ruining a build is a bit much. 

    Allowing us to put Umbra Polarities on other frames/weapons is obviously one way to solve the problem. 
    So how about allowing us to "Sacrifice" any 2 polarities and fuse them together to become an Umbra polarity?

    Putting 3 umbra polarities on any one Warframe would still take 6 formas and a hell of a lot of leveling, so I think it's a fair way to go about it.

  12. I've been farming Khora basically daily since onslaught came out, and so far I've gotten 12 chassis, 4 neuroptics, 11 systems and a grand total of 0 blueprints.
    Considering systems and blueprint has the same chance to drop, you basically have a 50/50 chance of getting either if one of them drops, so that means I've lost a total of 11 coinflips which is 1 chance in 2048.

    Has anyone experienced something this extreme farming in onslaught? 

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