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Brasten

Hunter
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About Brasten

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  1. The Forge is very annoying, micromanagement hell, and something is can/is causing fights between players. Mainly it is the 200 Capacity resource bunker mechanic THAT YOU DO NOT EXPLAIN AT ALL! You (DE) need to answer and PUT IN THE GAME an explaiton how that works. What happens when you go over 200 Forge Capacity? Where do the resources go? Are they just wasted? What is the split/share of the Forge? For example what happens to 21 Pustules? Does everyone get 21 Pustules. Do 3 people get 5 Pustules and pone person get 6? How are resource pickups from Archwing and Foot shared to the Team? Are they shared to the team? The lack of documentation is just frustrating, and even more so now with a new game mode. You aren't a small studio anymore DE. You don't have an excuse for this.
  2. The Archwing weapons feel awful to use. Since there is no lead "Shoot at this point" in Archwing mode AND all the weapons have travel time time, makes it externally unsatisfying to try and get out and be an Interceptor for the Railjack. The enemy armor resistances also make using various weapons just feel like spitting into the wind. In addition weapons like the Corvas and Grattler just cannot catch most of the enemy types, again because of projectile travel time and projectile range limits.
  3. Heavy Attack (Alt-Fire) will cause Combo Counter countdown to reset, costing you stacks. Possible bug? Possible feature? The effective result of this is you can extend your combo duration by doing a Heavy Attack against the air, sacrificing combo stacks to extend the time. This has noticeable benefits for + Combo Duration.
  4. Can we get a Kuva Lich Hutner Collection that does not have Requiem Relics or Parazon mods? Please! Just the cosmetics thank you! I do not want to PAY TO SKIP.
  5. I do not love how this is set up. It just highlights everything awful about Warframe's spawn system, and AI pathing. Enemy units spawn far enough way that travel time is a problem, and their pathing gets hung up and snags. I'm not even going to touch on how little thought was given to the Solo player spawn rates. This would be an interesting mechanic, if the actual fight wasn't against something completely different and not really under the player(s) control. Cache hunting is not worthwhile outside the 5 minute run, and then using the post success count down to actually seek them out. People who are doing actual endurance runs for the leader board... more power to you folks. May your sacrificial bodies be useful on the alter of spawn point analysis data.
  6. They said it on the Dev Stream Friday. Based on that information EWs do not go into "Melee Lock" by default. Lets clear up some things. 1) Phase 1 "Quick Melee", is the default melee behavior we currently have in Phase one, Shoot (LMB) and Melee (E) to quickly change between gun and sword. 2) Phase 1 "Melee Alone", is optional behavior set if you remove your Primary and Secondary weapon in the Arsenal, Melee Weapon Only. In Phase 2 DE is simply adding the option to Hold down F (Switch weapon) to swap between "Quick Melee" and "Melee Alone" in mission, without having to strip your Primary & Secondary. If you don't want to have "Melee Alone" behaviors, do not hold down F. Simple as that. For Exalted Weapons they will behave according to whatever mode you're currently in. "Quick Melee" or Melee Alone".
  7. With the Weapon Switching, if HOLD down F (default on PC) you will be put into a "Melee Alone" mode. For Exalted Weapons this will "lock" your Exalted Weapon out so you can't accidentally switch back into gun mode. While it isn't stated, very likely if you TAP F again, this will Unlock your "Melee Alone" state. So for Arbitrations you can either choose to NOT LOCK your EWs and stay flexible, or be ready to F to unlock before shooting a Drone. Seems like plenty of play style choices to go around.
  8. Major issues Immolation meter: Please don't keep this mechanic. It's not needed and is going to be counter synergistic. It will FEEL BAD. Fireblast: As a power it is still redundant, and the knock-back is hurtful to a Melee Ember, who now needs to go chase down enemies. Combining Immolation meter and Fireblast, as you currently do, is again anti-synergistic and punishing to a melee style. You're making Melee Embers not only reduce their DR, but now they also have to go chase down the things they're trying to kill. I've long advocated for the return of Overheat to Ember's kit. I've also long advocated for it to replace Fireblast (which has been a rather redundant power since Ember was added). I strongly encourage DE to consider the following: 1) Fireball (25) This power is mostly fine. The fixes to animation and timing will help it. Perhaps reduce the charge time, or truly make it a scalar (uncharged x1.0 to full charge x2.0, with the options of x1.1, x1.35 etc). A Scalar will also be useful for a Fireblast as a power combo effect. 2) Accelerant (as a grenade power) (50) There are many good reasons to keep most of Accelerant around, and to convert into a grenade. Being able to throw down a zone with a Slowing and Debuff effect gives Ember a soft CC option. Combo power with Fireball + Accelerant zone = Fireblast effect (scaling from Fireball charge level). Combo power with Inferno. Enemies stepping into Accelerant patch ignites it (no Fireblast) and makes it a carrier for the Inferno DoT, spreading to enemies that touch the new Inferno zone. Accelerant remains the Damage booster power and you don't need the "Immolation meter" for that effect. 3) Overheat (or if you must "Immolation") (6 per second*) Drain-over-Time power. Cost 6 per second Reduce cost based on # of On Fire Enemies (already being tracked by passive), scale from 6 down to 3. DR% based on power strength (thus partly based on passive), or directly link base DR to # of On Fire Enemies. Either way, you don't need a separate Meter for this. Combo power with Inferno, Ember can become a carrier for Inferno DoT, by running into an Inferno'd enemy (or burning Accelerant zone). Double Drain-over-Time cost (12 max to 6 min, scaled). Roll to self-cleanse early (stop, drop, and roll). There really isn't a good reason for the "Immolation meter," it's just another thing to track. Ember's should only really need to track: Warframe Energy Number of On Fire Enemies By making Overheat a Drain power, and having its cost subject to the number of On Fire enemies, you reinforce the two things Embers should be tracking. If you're just running around with DR on, its going to drain you out fast. But keeping the drain low also means needing to stay on top of keeping enemies on fire. If everything is dying within fractions of a second, Overheat will stay costly to keep active. The "Immolation meter" could just be an abstracted UI indicator of the number of On Fire enemies. Allowing Ember to pickup the Inferno DoT and be a carrier, while Overheat is active, allows players to have the "weeeeeeeeeeeee I'm running around and everything is on fire" fun at lower levels. But with a bit more work, as they have to make physical contact with enemies, or can further combo off Accelerant by dropping a zone on their feet (turning it into an Inferno zone). Yes, the doubled cost will start to drop as the Ember sets things on fire, but it won't be as sustainable or easy to nuke the low-level-world as the current World on Fire does. And that cost won't stay low if things die off fast. Again "Warframe Energy" + "Enemies On Fire" management. If that seems too good, make it the Augment. 4) Inferno (100) Great change, but see keeping Accelerant as a way to expanding the options for keeping the "World on Fire" and spreading, especially when the AI has pathing problems. That way Embers who want to 'passively' DoT the world to death can a bit more actively toss Accelerants around. You do not need Immolation Meter to increase damage, you've already got that being handled by Ember's new passive. Just make sure the special Inferno DoT hooks into the # of On Fire enemies count, you're already tracking. Passive) Ability strength for # of On Fire enemies Good change, the more that's on fire the more painful the Fire gets. Just have it apply to Inferno DoT damage as well, and you don't need an "Immolation Meter". Combo Effect Fireblast: By making Fireblast a combo effect instead of a power, you give Embers the OPTION of that hard CC knockback if they want it. And where they want it, instead of just on their feet. Including being able to "blast" enemies toward them, or into other teammates traps. It also gives Embers a reason to keep using Fireball and not just ignore it in favor of an Efficiency Inferno. Working off the Charge Level (scalar) of Fireball would also give an Ember control over the "force" of the blast. An uncharged Fireblast could have negligible knock-back, good for an AoE fire proc. A full charge, could do the major area clear rag-dolling. Options, choices. A quick 2+1, at her feet, and its 75 cost Fireblast as it currently exists. A slower 2 + charged 1 , and you have a 100 cost "everyone away, and be on fire" zone clear. Overall setting up Ember's kit this way, you can allow different play styles to Ember that don't punish her for doing them. Everything Burns (power & weapon status spam) is what we have now in the Mid to Late game, but won't allow Overheat to stay active for long periods. Especially on the Power Spam end of things as Overheat (as drain) will fight for Energy needs, on costly combos. Face Melting Melee with Overheat and carrying an Inferno DoT, which isn't blocked by needing to Fireblast every so often. Keeping DR up by staying on top of enemies and keeping them lit. Blasted Goal Tender, Accelerant zoning + Fireball (for a Fireblast) lets Ember clear Defense points and terminals (Interception hack points), without having to constantly stand on those points. Smoldering Friendship, with Augments for Accelerant and Fireball, now your friends can play with fire too. And it only gets hotter as they do (spreading more fire procs, and raising power strength). And she's doing it all in a "yep that's a lot of fire" way.
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