Bluemillion
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And here I thought the thread banter would be calling me a weeb because I took this idea directly from Dr. Stone, including the name. Just meant to be a fun idea. Could add some damage feature, like, impact and blast are converted into true damage on petrified enemies.
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Atlas Petrify Augment: Medusa Device Petrify becomes a thrown grenade that activates after a 2 second delay. The grenade has increased radius and duration, and it's area of effect ignores obstacles. The grenade also heals allies and defense objects in the radius. You know, since most of the time the defense object is a guy in a freezer. Just seems right.
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"Gargoyle" refers to grotesques that are designed to drain water away from buildings. The "Jahu Gargoyle" has a closed mouth and could not be used in that way, therefor it is a Grotesque. https://en.wikipedia.org/wiki/Gargoyle https://en.wikipedia.org/wiki/Grotesque_(architecture)
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I have yet to find anywhere on the laboratory tileset where solar eclipse actually activates. There was that whole thing with Eidolon hunts a while back, too. It's time to admit that this skill design doesn't work, and just make it a hold cast to switch between Solar and Lunar eclipse. If you're worried about about the power of this skill, just knock some values down a bit. Like, 90% damage reduction on mirage and 70-75% reduction on other frames. (God forbid we get any more decent defense skills on helminth.) Even nerfed a bit, It's still better than this unreliable garbage.
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Tileset is too dark
Bluemillion replied to LightlessIvara's topic in General Whispers in the Walls Feedback
I'm having this problem, too. I can't seem to find a place in the tileset where solar eclipse actually activates. -
Arcane dissolution and arcane packs are the best thing you've ever done for me! You mean I can turn all my acolyte mods into the Eidolon mods I never got? Excellent!
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Ivara's movement restrictions under Prowl leave her at a distinct disadvantage in the current meta. For spy missions, she requires an augment to move through alarm lasers with extreme movement restrictions, whilst Wukong can simply fly through a spy missions without one. Right now, she's only good for stationary defense objectives. She needs a little boost to keep up with the pace of the modern game, and simply removing the movement restrictions from prowl, (allowing her to sprint and slide and bullet jump) and keeping the movement speed increase from the augment, would go a long way towards accomplishing that.
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Since you're going over all the companion stuff, maybe revisit a forgotten little sentinel mod called coolant leak. Instead of making it a 10% slow, maybe just make it a single cold proc, so it works with CO and the galvanized status mods? And maybe bump up the radius from 3m to 5m, if you're feeling generous. Of course the capacity cost could go up to compensate.
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Echoes of Duviri - Community QOL Improvements & Changes
Bluemillion replied to [DE]Taylor's topic in Developer Workshops
Yeah, puncture should really be the anti-armor one. DE seems really insistent on keeping this slash/viral meta, probably because it's so easy to balance weapons when there's only one build for primaries. -
Echoes of Duviri - Community QOL Improvements & Changes
Bluemillion replied to [DE]Taylor's topic in Developer Workshops
Damage types other than viral/slash/heat aren't going to catch on until you do something about the absurd enemy armor scaling. "Just use armor stripping!" Sure, viral is now even MORE effective against grineer! -
We're got a bunch of akimbo weapons that just double up the weapon, but what if they enhanced the weapon by combining it with another secondary? Something like... Kuva Marelok & Aegrit Land headshots with a stat enhanced Marelok to charge up and throw an Aegrit with your secondary fire! Since the Marelok has a bit of a wild west theme to it, team it up with space dynamite!
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Pressing the melee heavy attack key while you have a ranged weapon out should automatically switch to your melee weapon like quick attack does. This would make playing a dedicated heavy attack melee build much smoother. It would also pair extremely well with Rauta. I could up melee combo with by shooting then pressing heavy attack and instantly whipping out a heavy attack gunblade to deliver a combo boosted ranged heavy attack.
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Or they could design levels that don't have ledges high up.
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Teleport Volumes are the mechanic where you fall into a pit, blackout, and reset, losing your buffs and the energy used to cast them. Except it's not just pits, the things are everywhere. What's really grinding my gears are the ones that act as a ceiling. In a game with as many movement options as Warframe, it's far too easy to fly a little too high and not only lose your position, but your buffs as well. They make using Zephyr a nightmare. They make void sling a gamble. The worst part is, there's no visual indication of a barrier. For example, the Orokin tower tileset, specifically the defense map. There's a teleport volume halfway to the ceiling, with no visible indication of a hazard. If you don't want us clinging to the ceiling, maybe put some poison gas fog or some electrical arcs or invincible turrets that shoot you if you go too high. For open sky tilesets, maybe raise the level of the teleport volume and add a visible indication of a barrier that shows when you start getting close. For the corpus outpost tileset, you could have a cold damage volume precede the actual teleport, so there's a explanation for why you can't go higher. In summary: -Consider alternatives to teleport volumes when designing levels, such as damaging hazards. -Add some manner of visual indication of their presence. -Reconsider removing buffs from players as a penalty.