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Fil089

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Posts posted by Fil089

  1. That. Is. SOOOO... Hmmm. Clem!

    To have a customizable reminder of what objectives you want to work towards / complete on the next missions is so...

    WHY HAVEN'T THEY MADE THIS YET!!!??

    I hope they have a small sujestions list somewhere in office because this is SUCH a good idea!

  2. 2 hours ago, Bombarder0 said:

    But I am goin to be honest,DE looks even more at Warframe Reddit than the forums,I never saw an Dev from DE talk or respond to some of this threads,in fact I am sure this thread will die in matter of hours unless people come and comment a lot.

    Well, sadly I don't use reddit, so...

  3. 5 minutes ago, Bombarder0 said:

    In my opinion Nyx Mind control is almost useless

    It deals almost no damage, even with the Mind Freak Augment

    You want the mind control to distract enemy? Nekros can do that and even with Health and Damage multiply

    But if they do what they said on Nyx Rework list,about shooting her with a powerful gun like a Tigris and taking that damage,il be great,but it gotta be a 1 shoot,if  not its gonna become useless.

     

    Also totally agree with @thor_sten

     

     

    1 minute ago, Bombarder0 said:

    Also one more Thing,Nyx Chaos is good...Yes..but only in high level missions with enemies pass level 90,why? because a Discharge Volt or an Atterax + meme strike  take them out,Nyx is like Harrow,you need to be in a very high level mission to take advantage of your abilities

    Just a comment.

     

    (btw vooben also needs rework 😞 )

    So, do you think my sugestions might be abble to adress this issue?

  4. 7 minutes ago, (XB1)GearsMatrix301 said:

    It hasn’t been implemented, it was mentioned in a devstream.

    Even so, that's a possible solution the devteam had sugested for the community. Now, what do you think they could do with Psychic Bolts? I've already gave my ideas. Care to share yours?

    1 minute ago, thor_sten said:

    Mind Control in Wave-Missions sucks because the next wavs doesn't stop unless that enemy is killed as well. Please change this. It's possible (see Revenant). Or let the enemy commit suicide when he's the last one, or whatever, but please make it stop.

    I hate Absorb. Usually I sit around doing nothing, being bored, waiting for Absorb to charge up. While the other players nuke the room. That power feels totally useless. Unless I solo a mission and even then, it's IMHO the antithesis to our parkouring space ninjas. Perhaps give me something to do while sitting around, or speed the whole thing up. Or what about a mini game to amplify range / damage or to reduce the buildup time. Perhaps tagging enemies that get extra damage (or get extra aggro at Nyx), or drawing obscure patterns inside the bubble for some buff on exiting.

    Most new players to Nyx don't seem to know they can shot the Mind Controlled enemy and cancel the ability to kill it. That already solves this problem.

    And most people don't seem to know that you can shot your friend Nyx's Absorb Bubble to cap it's damage faster. Nyx depends too much on her allies, I agree, but those are issues that could be solved with better comunication on how certain abilities work.

    This issue is prevalent across the board in this game. Which might promote player interaction, but also frustration. I believe the later is your case? 🙂

  5. 5 minutes ago, (XB1)JNR1337 said:

    i like the idea of enhancing or buffing the mind control target but if that was going to actually be a new feature there would probably be a damage cap on how much you buff the target.

     

    I don't see a problem with that as long as the mechanic of the buff involves an percentage additive on the target. They already scale by mission level, the buff don't need to be much bigger.

  6. 2 minutes ago, (XB1)JNR1337 said:

    i hope DE doesn't change chaos or absorb because they're both really good as is. its just mind control and bolts that are bad. psychic bolts need to go because it barely does damage passed lvl 20. mind control could be better like being able to fully control an enemy like Ivara's navigator.

    Then what you think of the changes I proposed here?

  7. 43 minutes ago, XenMaster said:

    You forgot Pathing AI of the enemy is bad. Mind Control should change that AI so the MC target can actually do dps and be shield rather than hiding in cover.

    I'm trying to work with what we have right now. But I do agree that the AI in general might need a rework, probably from the ground up.

    34 minutes ago, TzXtetriC said:

    Id say a buff skill, giving your mind controlled minion a big dmg increase buff sacrificing part of your health so it can actually kill things helping you while its duration is active

    Excluding the fact that Nyx is already paper-thin, that idea seems nice. Maybe by energy cost or other method perhaps?

    2 minutes ago, (XB1)GearsMatrix301 said:

    They already stated that the mind control rework may involve you shooting the target after you cast on it to give them a butt load of damage to start killing enemies with.

    I didn't keep up with the patchnotes, but that is one nice thing for one of the two proposed abilities on this topic.

  8. 1 minute ago, TzXtetriC said:

    They definitely need to change her 2 for something new

    Why is that so?

    After looking at Nyx I realized she needed more utility on her 1 and 2. As I said in the post, Mind Control is just Mind Control and Psychic Bolts is just a damage ability. They need more to be compatable with her.

    But what would you sugest to be on the place of Nyx's 2?

  9. Hi! Thank you for stopping by to read a bit of my thoughts.

    Nyx is a frame I love ever since I got my hands on it, but I usually never have a good chance to play her because of her primary role. But this doesn't matter right now. I got some sugestions to "Enhance" Nyx's first and second abilities and I hope they at least spark some people to think about it too.

    Mind Control is an ability that, as of the moment of writing this post, on it's on is a fine ability. You control an enemy to turn on their allies. My problem is that this seems to be all this ability does. I don't see why this is it specially considering that Nyx could "enhance" the enemy she controls while this ability is active. And by that note you might already know what my sugestion to this ability is: Let the controlled enemy be "buffed" while it's been controlled by Nyx. It doesn't need to be much, just a damage and innate defenses (armor/max sheilds) buff while affected by mind control should suffice.

    Psychic Bolts is just a damage ability. And a pretty bad one too. If it had more damage or affected all enemies in Nyx proximity it would be better, but not good still. Since Nyx theme seems to be confusion, why don't we give this ability some crowd control? Make this ability stop enemies or simply turn them on each other. It would still be less effective than Chaos, but it would be an alternative for players to utilize if they find themselves on a situation where they can't use Chaos or it would be less effective to use a massive confusion ability on a single/small group of enemies. But that alone won't make this ability atractive, since this is only giving it "nerfed innate Chaos". So what about taking some innate defenses from enemies as well? Now Psychic Bolts is atractive because it can strip enemy armor/max sheilds and dilute aggro, albeit on a smaller scale than Chaos.

    What you think? Are these sugestions interesting to make Nyx a more attractive choice? I know this is not a radical change, but are these changes interesting to apply?

    Let's have a discussion. And thanks for reading this stream of thoughts.

  10. It's been a time now since the community has been looking for ideas to improve the game and various specific aspects of it. Since I joined the game I have been looking at those ideas but most of them end up changing way to much of an specific feature to work. Some need it, others not so much. It's been the case for Vauban. At least for me.

    Vauban was name after a military engineer, so I see him as more of a tactician frame than a purely trapper. His abilities should revolve more around area denial / crowd control than damage. I have some sugestions but they mainly focus on changing Tesla and Minelayer, but I agree that Bastille and Vortex are redundant.

    I will try to put my ideas on this post so you guys may help refine it but first, let's adress the main problem(s) with Vauban so we can decide what measures to takwe in order to fix him.

    -= Vauban's Problems =-

    1- Tesla and Minelayer are too weak

    The first thing most people complain about Vauban is that only his 3º and 4º abilities are worth using. While I agree that both Bastille and Vortex are good abilities for Vauban, I tend to think that they are interchangeable. But that's not the problem here.

    Rather, is that Tesla and Minelayer are too weak to have what I think it is their intended use: Choke Point Crowd Control.

    Teslas can't hold a choke point unless players spam many of them for it, which is why I think they are left aside. Low discharge rate coupled with low damage makes it so Tesla becomes an energy intensive ability that doesn't make the resulting choke point worth the amount of energy spent to deny it.

    The same can be said to Minelayer, but multiplyed by four!

    Bounce is mostly used to troll other players, or at least I haven't seen it used to the squad benefit. Trip Laser seems like a good ability, but the CC it provides is really inneficient due to it's size and method of CC. Shred and Concuss are fine as the are, but the same energy problem of Tesla also affects this ability.

    2- Vauban's role in a squad

    Since Vauban was constructed with the "Trapper" arquetype in mind (Wiki Trivia) his role should be, as I mentioned on the beggining of this post, of a tactician. But his abilities don't help him so much on that. His new Passive helps with the mindset, but we discussed why his more accessible abilities are at best underwhelming, and at worst detrimental.

    Bastille nullifies enemy aggro since enemies inside it cannot attack, but this ability still allows enemies to attack from the outside and it has a cap on how many enemies it can hold still, not to mention it has an augment specific to keep enemies outside once it has reached it's limit.

    Vortex pulls enemies towards it's center and deals a good amount of damage to them, not to mention it also neutralize aggro during the process like Bastille, and it also leave enemies open to melee finishers! See why I said Bastille and Vortex are redundant? Basically Vortex is a better version of Bastille with less range and good damage and utility!

    -= Problem's Conclusion =-

    So... After analising what Vauban has to use I came to a, frankly, shocking conclusion: Vauban is a one trick pony! He can only stop enemies from attacking by either suspending them with Bastille or clumping them with Vortex. And since Tesla and Minelayer are energy and CC inneficient he really don't have anything else to do!

    -= Change Suggestions =-

    1- Tesla

    The problem with Tesla is that it needs to be spammed in order to be effective. Same goes for Minelayer, but I have a different solution to it. Tesla needs to be both a good CC tool AND a Damage tool at the same time! But what if... We make that a two step process?

    Since Tesla currently have to be balanced with the ability to have many in the field at once this means that whoever decides to mod Vauban for it will go for Energy Efficiency first and whatever they decide to be more important to use after. But that can chance if we decide to balance Tesla so it can only have one "mine" at a time!

    To achieve this, here are the proposed changes to this ability:

    - Tesla will throw a single mine with it's current Strengh, Range and Nº of Charges intact, but it's discharge rate will be increased and it will try to avoid discharging the same enemy in sucession;

    - A charge will force a proc of Eletricity one the affected enemy with a % chance to propagate it's proc to adjacent enemies based on Power Strengh;

    - This "mine" will have a charge mechanic that increases the amount of charges it can hold;

    - On deployment, A Tesla will have a set time duration or it will lose charges at a certain rate until it dies;

    - On reactivating this ability while there is still a Tesla on the field, the current Tesla will detonate dealing the amount of damage equivalent to the amount of charges it still had left and forcing an Eletricity proc on all the affected enemies.

    This aims to make this ability a viable Choke Point Blocker and provides an extra in the form of a manual detonation damage dealer, making this ability viable for both crowd control and damage. But this creates a problem for the Frame: It severely limits the amount of choke points he can actually control. Unless his other abilities make up for it...

    2- Minelayer

    Minelayer depends on spam, but we already dicussed why that's a problem, besides Bounce been immediatelly useless, so the major change in Minelayer will be only one: It will become a portable minefield deployer!

    Yes, Minelayer will become Minefield! On using the ability Vauban will throw a single grenade that will lay down a small minefield where it lands with the specific trap been selectable on holding the button.

    Trip Laser will lay a net of lasers on the place. Both Shred and Concuss will have many mines layed down, but the effects of the traps will not stack on top of each other, only extend their duration. Shred in specific will only knock enemies down, not blow them away.

    I admit I don't know what to do with Bounce so I leave this spot here for anyone who wants to throw any ideas here.

    The main idea of this change is to clump the traps together in such a way so there is no necessity to spam the same type of them in one place, opening the creativity to combine diferent types of traps together to maximize Vauban's utility and realize his tactician / choke point denial potential.

    -= In Conclusion =-

    Vauban is a frame with a conflicted design because he is often described as a "Trapper" but people don't know why or how to use his tools. The aim of this sugestion post is to give this frame a more methodical approach to some of his abilities by limiting some aspects of ones and expanding / adding others.

    I hope this post sparks a stream of ideas that can help improve this frame, and I thank you for reading this post. 🙂

  11. Great ideas, but i think they modify him a little too much.

    Vauban was name after a military engineer, so I see him as more of a tactician frame than a purely trapper. His abilities should revolve more around area denial / crowd control than damage. I have some sugestions but they mainly focus on changing Tesla and Minelayer, but I agree that Bastille and Vortex are redundant.

    I think I'll make a post explaining better what I have in mind for Vauban, but what you showed here is very interesting already.

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