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Bluemillion

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Everything posted by Bluemillion

  1. 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.
  2. 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.
  3. 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.
  4. 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!
  5. 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.
  6. 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.
  7. 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.
  8. 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!
  9. 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!
  10. 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.
  11. Or they could design levels that don't have ledges high up.
  12. 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.
  13. Just add a chance for past nightwave mods to show up in the nightwave credit store rotation every once in a while for a high price. Still rare, but obtainable.
  14. Increasing the ammo of the incarnon form is a good idea, but maybe giving the base form a meter or two of punchthrough would help, too?
  15. It's really, REALLY good for blasting acolytes. The real problem is the requirements for both of the second evolution options. Not equipping a primary weapon is FAR too large of an ask for a weapon that's a secondary single target option. And 3 seconds is far too short for deathtrap trigger. What is DE's obsession for these weird little conditions that just make gameplay less streamlined?
  16. It could summon a few phantom dera's, like Xaku's grasp of Lohk, that would also lock on and shoot enemies. Since Xaku is a void frame, it would even fit the incarnon theme.
  17. The Dera is one of the best looking weapons in this game. Sadly, the Dera vandal just doesn't cut it for steel path. It's a shame to let such a great design linger in obscurity. A Tenet Dera would be absolutely gorgeous. However, it doesn't have a secondary fire, so incarnon would also be a possibility. Just saying, there's some love for this weapon out there!
  18. Nukor, absolutely. It's an essential part of your arsenal.
  19. The problem is the enemy armor system. Armor Stripping should be a bonus, not an absolute necessity if you want to step outside of using three damage types. Nerfing enemy armor to the point where 100% isn't needed on armor stripping skills to be relevant would also open up Warframe builds and selection, as well.
  20. Serration or a Faction Mod with Primary Merciless Multishot Mod Crit Chance Crit Damage Fire rate mod. Cold Mod Toxin Mod Hunter Munitions. This describes about most of the primary builds in my arsenal, and I'm kinda sick of it. The only primary I have that escapes using viral, slash, or heat in some way is Phenmor, which can use corrosive only due to it's insane damage bonus. "But you can use armor stripping and use any damage!" This only illustrates the problem, Grineer armor making all other builds require an extra step. Even corrosive damage, with it's high damage bonus against armor, and armor stripping proc, just falls flat with out backup from viral and heat. There is no actual damage diversity in Warframe. As it stands, weapon modding only exists as a time sink. Another problem with this meta is that it's dependent on damage over time. Things don't actually die when we shoot them, they die when when the DOT tick kills them. There's an unsatisfying delay. Not to mention how frustrating it is when an enemy we thought had enough DOT on them survives with a sliver of health, shooting us in the back all the while. Something needs to be done about the enemy armor system so that the damage meta doesn't entirely revolve around defeating it. After that, damage over time needs to be changed so that it scales ONLY off the initial hit. In it's current form, viral doubles damage to health with one proc. At max stack, it's increasing damage by more than four times. This obviously needs tuned down. As much as Viral, Slash, and Heat need tuned down, other damage types need turned up. Puncture needs something to defeat armor. Shielded enemies could receive double impact procs. Blast Damage is similar to an impact, perhaps give it bonuses against shields? I feel like the rest of the damage types have enough of a niche to compete. And one more thing, some kind of mechanical alternative to multi-shot would be nice. Something else to consider putting in that mod slot. Instead of multiple simple projectiles that do full damage, maybe like a mini breach surge sort of deal. On hit, enemies would launch a homing projectile that would carry a percentage of the damage of the hit to another enemy. Just an idea, anyhow.
  21. I am REALLY not fond of the new warframe event being time limited. You guys need to cool it with the FOMO, the grind for incarnon already has me burned out. I am REALLY FOND of the Rhino change to overguard. This is EXACTLY what he needed! Being able to see exactly how much iron skin I have left instead of guessing based off a microscopic percentage number. If there were an audio cue when overguard runs out like there is for shields, that would be even better!
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