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Shadedraxe

Grand Master
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Posts posted by Shadedraxe

  1. 5 minutes ago, ArkenasEinbrecht said:

    Any hope of seeing changes to Inaros? He's one of my top three frames(up there with harrow and oberon). Just wondering if he's to see any mechanic or potency updates in the future(no, I don't think he's weak--I'm unkillable for the most part with my build).

    The only real thing inaros needs is a buff for his self-reviving passive on higher level enemies with bigger health bars. The point of his self revival is coming back with less health each time, eventually leading to him dying more often before he actually has to use up a revive to gain his full health bar back. But since it takes talent to die with inaros in lower levels you never reach that point and reviving yourself is impossible with the damage your laser does. It should scale damage and take the same amount of time to revive yourself with higher level enemies as it does with lower level enemies. I actually want to get to the point with inaros where I actually use up my health bar to avoid using a revive as long as I can in much higher levels. As for his actual kit, it’s perfect, no changes needed.

  2. I’m interested in using Zephyr’s changes. I was hoping for her to get some form of flight, but I wasn’t expecting it. Still though, putting her 1 and 2 together is fine. Looking forward to seeing her new 2. Turbulence is still awesome! And her new ult sounds pretty good. Especially since shooting the tornadoes solves the same issues we had with Hydroid swallowing up all enemies before his rework. And being able to cast them at a distance and move them around, that sounds awesome!

  3. I’m liking Atlas’s synergy. But petrify still limits movement (and you’re doing away with that restriction on spectral scream for Chroma, but not petrify for Atlas?). And petrify still makes it too difficult to see what’s going on in front of you when using brighter energy colors.

    And rock wall, even with the boosted health, is a small and really bad at defending anything wall. Considering the augment gets rid of the boulder that could be made decent with petrify’s velocity and damage boost, I don’t see much of a good use for the wall itself. You could argue it’s great for blocking a door way. But that slows enemies and you can’t shoot through rock wall. It’s as annoying as a frost making choke points in enemy spawn points in defense. It’s not fun when it hinders allies from shooting enemies. Snow globe is however a great bunker when maintained by a frost instead of left somewhere in the field. I would love it if Rock wall was wider and shaped in a semi-circle Instead of a flat wall. Allowing to be used more like a small bunker for you and allies to stand behind. Then if only it had some holes or cracks for atlas and allies to see enemies on the other side (enemies still can’t shoot through them). And if atlas and allies shot at rock wall it would blast rock chunk projectiles from the other side that would deal decent damage but most importantly knock enemies down and propel them away, allowing rock wall to add some more defensive utility against enemies on the other side of the wall (more for defensive purposes than volt’s offensive shield). This way atlas could bunker down in front of a defense pod/target and shoot and propel away enemies coming close (this way it won’t be dramatically outshined by snow globe, stasis cataclysm, and the new glass wall, unless it remains as just a wall for minimal blocking defense).  And just a fun idea, what if Atlas could bullet jump into rock wall and initiate the boulder and take control of it during its duration, also giving atlas rubble upon exiting the exploding boulder. This way Atlas can control the the position of where enemies get knocked away to. This also allows atlas to at least be able to initiate the boulder manually up close when using the augment, while still having two other walls used by allies to defend a target (only atlas could initiate and enter the boulder).

    also about the proposed changes to rumblers, I’m loving the aoe petrify blast on cast and the fact that rumblers leave rubble. But will the rumblers themselves be good at dealing damage and will they actually be able to pull agro? Otherwise I’d probably just end up casting and uncasting them for the aoe blast and the instant rubble. What is giving me an incentive to keep the rumblers out? Why should I babysit them and heal them with petrify if they still do poor damage and don’t pull agro away well from you and other players?

  4. Could chroma’s effigy get some love too? How about dumping its augment and making his skin a mobile companion that also benefits from your aura and vex armor. And will breath its corresponding element when you use spectral scream towards the direction your facing. You can still make your effigy a turret that stays in place and attacks and knocks enemies down if you so choose to. But that augment Is not worth the space to make Chroma move from one spot to another, recasting effigy is more viable than that (and the odds of effigy running into a moving enemy with its straight line dash are slim to utilize the damage boost). Also effigy’s drain cost, it’s prettg high for the damage and utility it has currently. And since khora can change damage types in game, how about Chroma being able to change elements in game via. Vauaban’s mine layer, ivara’s Arrows? Press spectral scream to change elements and charge to begin dragon breath. Abilities can change elements even when active to switch the utilities for his elemental aura and the damage type of his effigy (however the health gain from the increased health bar from the heat element aura can’t be regained until after the ability is re cast, to avoid a self healing Chroma by rapidly switching elements while the ability is active). And then Chroma can finally get a real passive.

  5. I like mag, magnetize is a really strong ability and pull is a good cc for a first ability, but polarize and crush are still underwhelming with the proposed changes. How about polarize having a percentage of armor and shield strip instead of a base value? And how about Crush actually crippled enemies since it “magnetizes” their bones and “crushes” them. If it worsens enemy movement and aim it would add a lot more cc to it than just a panic button that lasts for the duration of the cast. As for the shield replenishment, it’s not gonna do much without shield-gating (if we are even getting shield gating that is). Sheilds don’t benefit from armor value so they go down far too quickly in later stages to give a low health frame any real survivability. A lot of other squishy frames have cc/utility abilities that give them survivability, and Harrow is a special outlier that can be made somewhat tanky through the use of shields in this case because he can gain overshields with a rapid, low costing, cc ability that also benefits his faster fire rate, self-healing ability. Mag really struggles with survivability. She could really use some cc for her ult. Magnetize already is her damage dealer. And polarize already grants shields to you and allies (you could just make polarize grant overshields and change the augment. Why have two abilities that grant shields?)

  6. I don’t know how to feel about ember’s change.  Doubling WoF isn’t much of a damage boost into late game. Even if enemies are affected by accelerant. It’s the WoF augment that made her a good cc in late Game. Why not increase its status chance too and buff heat procs in general. Both Toxic and slash DoTs stack on individual enemies, heat doesn’t and the cc it provides by making enemies flail is very minimal since they only effect one enemy when procced (radiation triggers surrounding enemies to target a radiated enemy, blast can knock over multiple enemies within its aoe, electricy chains across enemies). I’m not saying heat should gain stacks, but how about making it spread from enemy to enemy within a certain range up to a cap duration, like a slower but longer lasting electric proc chain? That way ember will spread fire procs to more than one enemy with each hit of WoF on individuals. And even while minimizing the range over time for the knockdown of the augment, the additional spread of the fire procs will still give some extra minor cc of flailing enemies outside of the reach of getting knocked down in WoF’s range. Also being able to spread fire procs in groups would make using WoF in shorter bursts with that energy increase still viable for some quick minor cc and decent damage along with accelerant.

  7. 1 hour ago, Ragurachi_is_love said:

    So a lot of times in Warframe i like to play solo mode and I dont feel like talking to anyone, I know what a loner, anways will there ever be a mode where you can be offline to others but still be able to play

    ah, you mean so they can't bother you with chat right? or even know that you're online?

  8. So we know that Operators will become stronger, tougher, and will have multiple energy bars for different powers so they won't drain from the same source as they do currently. But do you have any plans of updating their movement? Will they become faster or more agile (rolling, wallrunning, etc.) allowing them to more easily survive in combat. I'm not saying they should outmaneuver warframes, they just feel a little stiff at the moment.

  9. 24 minutes ago, Stoner74 said:

    Going to say it again, I hate this "vaulting" stuff. It takes away so many frames from the game... 

    Agreed. I thought the intoduction of relics was going to get rid of the vault alltogether since farming too many parts from one key was an issue. You could argue that if there are too many relics it would make farming for specific ones more difficult. But there wouldn't be much of a rush if the relics didn't get vaulted. And once you have some relics, farming for specific parts is less of a hassle than having one key drop 30 other prime parts alongside forma (and credits back in the day). plus if relics didn't get vaulted we wouldn't need so many duplicate relics made just because one of the parts on an older relic got vaulted.

  10. 8 hours ago, leadwolf1 said:

    NO I am not shaming you , If you have actually been playing the game then you would have already farmed for everything and you log in days are way up there for dailies and you probably make plat by selling prime stuff you farm or doing LOR's arcanes or the riven, I am not calling you stupid either , I was just making an observation. SO is my observation wrong?

    Dude my bad, I clearly misunderstood what you were saying. Plenty of people have given me crap just because I have Excalibur prime and they can't get it anymore. I figured that's what you were implying. My apologies.

  11. On 8/16/2017 at 6:31 PM, leadwolf1 said:

    That's because your a founder and a grand master , that's probably the only thing you do not have.

    Really? you're gonna pull that on me? You think I have plat and money off the whazoo because I liked the game enough to help it grow? You're gonna shame me for loving the game back when almost no one did? I like the graxx skins, ok, and I'll gladly spend some extra cash on a skin someone put a lot of work into. And a frame I always liked, but I knew deserved so much more, finally got some love and attention. @(*()$ HELL YEAH I'M GONNA GET ME THE HYDROID GRAXX SKIN.

  12. On 8/13/2017 at 8:10 PM, phdbr said:

    Would you guys mind taking a look at this?

    Hydroid_Re_WORK_1_0.png

    Some really great ideas. But I don't see DE completely redesigning undertow to a flood. They couldn't really put that kind of work into it. Especially with the plains of eidilon around the corner. Still a great idea though, I would have loved that over undertow if we got that on hydroid's release. But those augment ideas are great (especially tidal surge's) and could very well be possible to make, and that passive is a must!!! So much less counterproductive than hydroid making a slam attack knocking enemies away to then have a lonely tentacle pop up in an empty spot. Killing groups of enemies with your passive will yield more coverage of tentacles as hydroid moves along, even more so in higher levels with greater numbers (might need a tentacle cap for frame rate issues especially with multiple hydroids).

  13. I think the charge mechanic for hydroid's ult needs to change. It shouldn't increase range or tentacle count. Hydroid should be able to cast a reliable cc instantly, not charge and waste time to make it more reliable (and give him his original 20 meters back and let him keep the full 20 tentacles when charged but instead on instant cast). Charging should just increase the duration and damage more heavily like his 1. So it's still worth spamming as a cc, but if you want to deal some actual scaling damage hold his ult (undertow could use better damage scaling as well, or at least let allies damage enemies inside undertow, an afk undertow hydroid on defense sucks balls). as for tidal surge. I really liked some of the ideas I read here. Like pressing 2 a second time and letting the wave move forward for the rest of its range and duration as hydroid jumps out. As well as letting the wave grow in size like a real tidal wave. This way it can still appease fans of using it as a traversal, but can also use it as a pushing force cc to clear up hallways or huddle enemies against a wall. And while I like the gimmicks and synergies of undertow, the energy costs are just too much (especially for newer players that can't build around them). It could also use a faster base speed and more range (was nerfed to 4 meters, now I don't think the original 18 meters is necessary for a mobile undertow, but 4 meters is waaaay too little). I think barrage is pretty good where it is, it did get a slight target aim boost tweak last weak after all. But if it gets buffed further thanks to the feedback DE are taking, I wouldn't complain. Edit: Just read that diving in and out of undertow idea, now that would be pretty cool.

  14. 52 minutes ago, Death_Master_ said:

    To be honest you forgot to mention some nerfs in changelog:

    Tempest barrage

    • Range nerfed to 10m and will not increase from mods

    Tidal surge

    • Range reduced to ridiculous 6m and speed does not increase properly from mods.

    Undertow

    • Range reduced to 4m and does not increase properly.
    • Your Healing undertow augment now has no value.

    Tentacle swarm

    • Much slower cast as it now needs to be charged for several seconds to do the same it did before.
    • Tentacles are as stupid as they were but now tend to less grab the enemies but beat them.
    • Casting while undertow is active will spawn all tentacles inside puddle making them useless as they do not beat enemis inside puddle.

     

    And don't forget the 5 meter nerf to tentacle swarm... and 10 meters when charged... it used to be 20 meters unmodded :(

  15. 1 hour ago, Chipputer said:

    But Hydroid isn't bad. He's never been bad. He's just been a relic of older thoughts on how to balance the game, as a whole, and a little too heavy on the RNG for most people.

    This post sounds like the reaction people had to Oberon's rework even though Oberon mains were reporting massive increases in their efficiency within their squads (which only got better when DE improved him based on the feedback presented).

    You have to quit thinking that a frame that doesn't see much use is bad. If that were appropriate logic then Banshee would be considered a bad frame.

    I didn't think hydroid was bad. I liked him a lot. I was optimistic when I read the simple additions to the rework. But then I found out they nerfed his range drastically and made him such an energy hungry frame. Currently He's not that good. Undertow's synergy was a great idea. It's fun to use until you run out of energy. Not everyone with access to earth has the mods or the zenurik passive that makes his whole kit worth using. A really poorly implemented rework. He needs further tweaks (you know, like Oberon did, which was a frame I also liked before and now like even more after the rework). The point of the other post was that frames shouldn't strive to be either fun or good, BUT BOTH!!!

  16. The rework doesn't mention the range nerf on Hydroid's 3 and 4. Undertow went from 18 meters to 4 meters. And Tentacle Swarm went from 20 meters to 5 meters. Yes, you can pull enemies into undertow, but you spend energy per each pull. and you can also charge his ult to get more tentacles and range, but you're pretty much just taking more time and spending more energy to get the same base range it used to have. There's nothing wrong with making Undertow more fun, with all of the synergy and mobility, but it costs too much energy and doesnt scale well in damage. And Tentacle swarm is too dissapointing. Barrage is still decent and the additional charge increases damage, so thats nice. Tidal surge isn't anything special, but at least it wasn't nerfed. his 3 could use a bit more range and cost less energy during use, pulling enemies, and moving. His ult could use more range. His 3 and 4 could also use some damage scaling. I'm aware that undertow deals more damage over time and it is finisher damage, but why not deal more damage per enemy engulfed in undertow (like maybe enemy health percentage along with the base damage?). Would create more of a reason to pull in and engulf as many enemies as possible. As of right now higher level enemies take waaaay too long to kill inside undertow. Not fun to make everyone else wait for Hydroid to either kill the enemies or run out of energy for the team to finish the job in defense missions. If Undertow can't deal more damage, at least let other team mates deal damage to enemies in undertow (i mean barrage does it now, why not teammate AOEs?)

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