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Gawizard

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Posts posted by Gawizard

  1. There is a world of difference between a change and a balance. although it may not seem like it, DE does know that players hitting lvl 150-300 is quite common for anyone that likes playing warframe's endless mode. enemies from the old scaling and the new scaling have very similar EHP values at lvl 80 - 120 (general level enemies where the general community play at) as compared to lvl 150-300. at level 150-300, enemies of the old scaling have the EHP of enemies at lvl 3000-9999 with this new scaling. It would be very stupid on behalf of DE to change code that affects a large spectrum of enemies to only address enemies at a specific range.

    • Like 1
  2. 18 minutes ago, Steel_Rook said:

    The enemy health, armour, shield and accuracy scaling changes weren't really addressed at enemies of those levels. The game itself isn't really balanced around enemies much over level 100. 

    This is Wrong, look at the charts my friend, the difference at the 80-120 level range compared to the old scaling is about 20-30% less ehp (being VERY generous)

    unknown.png

    i really dont know how you derived that from the charts if you did look at them.

  3. So which would be a more reactive element within 2 differently leveled enemies, 2 different enemies that can 1 shot you but one is just lvl 1000 while the other is lvl 300 with relatively similar EHP or 2 enemies which the lvl 300 enemy and the level 1000 enemy does the same damage but have a greater EHP difference? All having enemies with high scaling dmg but low scaling hp does is categorize frames into frames that can survive past lvl 200 and frames that struggle at lvl 200. 

    Imagine this scenario, theres a gun that one shots every enemy, what sense would it make to create a gun that does more damage than that first gun?
    thats the current state of warframe enemies and their level scaling.

  4. Just now, DealerOfAbsolutes said:

    Damage dealt by confused enemies to mobs and receive from other mobs needs to be scaled like Vauban's flechette orbs. 

    Health-class modifiers and armor-class modifiers probably need to be rebalanced to take into account the relative strength of their status procs.

    Well with current damage scaling, Radiation either does that really well or really badly according to enemy level

    lvl 170s tickle each other, lvl 2000s one shot level 3500s

  5. There's nothing threatening with warframe's current enemies. The general consensus for survival through any gamemode is go invis, apply heavy crowd control or face tank the damage. Frames that cannot do those are basically considered bad and its not their fault. sure they need re-tweaking but most DE just tend to make a warframe that can do 1 out of 3 things i've listed above. As for adjusting enemy accuracy and damage output, I suggested some change, because the current system is still heavily weight against the player.

    • Like 1
  6. 1 minute ago, taiiat said:

    that was a lot of words but... what was your point?
    if your point was "Enemies need to do less Damage" - what exactly would be the point of Enemy Levels, then? their Level Number would become basically irrelevant.

    Whats the difference between a lvl 300 enemy and a lvl 1000 enemy?
    both can oneshot you if you're overwhelmed. the point of this post was not to "make the game easier", its to address that nerfing enemy EHP did not make high level enemies fair to play against. Sure its an improvement but we've moved from enemies vaporizing your hp while eating bullets from you to enemies vaporizing your shields then hp but you can vaporize theirs. In what way is that a fair game when enemies have a damage, accuracy and numbers advantage?

    • Like 2
  7. 4 hours ago, Dragazer said:

    Revert some of the unnecessary hard nerfs on the other dmg types, and suddenly viral is no longer so dominate.

    Have corrosive cap out at 90-95% armor removal instead of 80%

    Let Gas scale with toxin and heat mods again. Remove the 10 stack cap on gas like the other DoT.

     

    Viral only looks so strong because the above 2 took ridiculous nerfs for no reason after the rework. 

    Corrosive: lost its ability to full strip (that remaining 20% armor after removal is still huge at high levels) and proc no longer has infinite duration

    Gas: Lost its ability to ignore shields, lost its elemental mod scaling, lost its triple dip bonus on faction dmg mods, and no longer is able to stack past 10 procs like other DoT. 

    Viral does not "only look strong", it is strong, really strong infact. It increasing all damage (including true dmg) is what made viral HM popular. Corrosive is a good element and i agree it needs a buff and so does gas but simply stating that corrosive nerf and gas nerf made viral good is simply not true.

    as for viral, it really should only affect health modifiers, i made a comment addressing this in detail on the first page.

    • Like 1
  8. Hello. (Apologies if this is in the wrong subtopic) The recent status mainline rework that reduced enemy Effective Health Points did not make the game more lenient. Here's my reason why. I'll quote some information from the Wiki to back up some claims. My 3 main points are Enemy EHP, Enemy Damage and Enemy Accuracy, (These are the 3 main factors that determines if you'll have an easy or hard time defeating said enemy).

    Enemy Effective Health Points

    Enemy EHP being nerfed is a double edged sword honestly. On one hand, you can essentially dispatch most enemies with a weapon modded with a DoT and Viral and this scales up to the current Level Cap but this comes with the enemy gaining extremely high damage output per level the higher they scale (for example a hyekka master's fire bomb can reach over 50000 damage at lvl 400).

    latest?cb=20200414063429

    Enemy Health Scaling

    latest?cb=20200414063425

    Enemy Armour Scaling

     

    Enemy Damage Scaling

    Enemy damage scaling scales just like the old scaling for enemy health and armour. Total enemy DPS then scales on an exponent with factors such as their level, base damage and number of enemies. Having 1 level 100 lancer shoot at you probably only does 27 damage, but having several (5-10) do this with heavy gunners and bombards attacking you all at once means Total enemy dps tends to be really high, usually we ignore this since we'd just kill them and shrug off any dmg we do receive but the higher enemy level goes, the higher their damage scales.

    latest?cb=20200414063427

    Enemy Damage Scaling

    Enemy Accuracy

    Enemy Accuracy and in general, accuracy, is one of the more uncharted areas in Warframe. From my observation and experiences, enemy accuracy tend to scale with their level though they also generally follow a general Hit Probability based on distances between them and the player. From this, I've also seen that if I were to use mirage clones and play with fairly evasive maneuvers, Enemies at higher levels (above 120) would more consistently land hook shots or just regular shots on me. Blast also appears to reduce enemy accuracy but from testing this, the results are quite vague, a ballista from 20 meters away may miss me with 1 blast proc or land several shots in a row with 10 blast procs.

    Conclusion

    In general, Warframe's enemy design is not perfect and this is widely accepted. The more recent changes was a poor attempt at fixing a problem in warframe but it does carve better ideas for enemy balancing. Instead of making enemies literal glass cannons (glassmaker reference), start tinkering with their damage and accuracy stats, maybe this will make way more squishier frames more viable.

    • Like 3
  9. 9 hours ago, Xydeth said:

    u got the it other way around.

    viral is not overpowered, all the other important proccs were nerfed for no reason, namely gas and corrosive.

    even slash was nerfed slightly, viral just received stacking benefits. slash has its merit logically, i mean slash -> bleed ? sounds logic. if the other status effects were better it wouldnt be an issue, but no...they even got nerfed.

    corrosive is bad against anything but ferrite. gas is bad generally now. thats the whole issue in terms of elemental choices and viral/slash has been great for a long time so its the only remaining option.

    ur basically suggesting a nerf for viral which is wrong because the others got nerfed in the first place and now u suggest to bring the working rest down to that nerfed level too ? that wont fix anything, it will just nerf everything that only works with slash/viral right now whilst retaining the issues gas and corr have. 

    the only real solution is changing gas and corrosive again. the cap on corr alone is an issue due to the armount of remaining armor.

    if corr could strip 95% armor after 10 stacks that would be much better than what we currently have.

    gas clouds changes need to be reverted to applying tox proccs. gas itself is just horrible against anything thats not a trash enemy and vs armor generally now.

    sorry, but u have to be joking, right ?

    ur mixing ur personal taste with plain facts and plain fact is: corr and gas got nerfed hard for 0 reason. the other fact as a plain result of that is: viral/slash is by far the universally best combination now and even as a singular in my cases, on average viral purely outperforms corr against armor which corr should be "meta" against.

    there is no "flexibility" unless u deliberately choose a bad combination just for the sake of it. the performance difference is just too big to claim that we have diversity.

    all that, not because slash/viral is broken literally, but because some other elements got nerfed for no reason. what happens when u nerf the competition ? of course the remaining contender that was mostly left untouched becomes "broken" compared to the rest.

    gas was so very strong before, now its a joke. corr was great also vs alloy...now its sht.

    DE needs to fix this asap before ppl get used to this broken state. Corrosive needs a buff. Gas needs to apply toxin proccs again. Impact and puncture..like whatever but they still arent important at all. magnetic...well, as long as it doesnt do something outside of shields it will always remain a nieche naturally.

    worth consideration: "reward" at max stacks. a strong effect on reaching max stacks on an enemy with a cooldown so it cant be spammed by 10->9->10->9.

     

    i agree most procs need a buff but simply saying viral is good because others got nerfed is a very obtuse way to look at things. Viral killing enemies just due to raw damage is probably the worst state this game has rn. an interesting effect Viral can do is instead of just buffing dmg to health, it should increase the effective damage types against enemy HP (half the bonus for viral). for example, a heavy gunner has cloned  flesh (weak to slash(1.35x), viral(1.75x) and heat(1.25x) dmg). the first proc should apply a 2x bonus to all incoming dmg to hp. (like old viral) and concurrent procs will increase the health modifiers of the enemy by +0.25x until +2.25x. So 10 procs on a Heavy gunner would make her take [(1.25x + 2.25x)*2] dmg from heat damage, [(1.75 + (2.25/2)) * 2] viral dmg and [(1.35+2.25)*2] dmg from slash dmg. This would also fix the Viral Slash proc damage stigma without completely rendering it useless.

    • Like 1
  10. 1 hour ago, crimsonspartan1 said:

    Kinda wish the other status procs were as strong as well. Corrosive should maybe be a 90% armour reduction at max and i wish gas was as strong as it used to be, scaling and dealing more damage with toxin mods rather than both since a lot of enemies have resistances to gas, or just make less enemies resist gas or make the gas clouds deal more damage with each stack. Cold could maybe freeze enemies at max stacks and magnetic could maybe stun / disable robotics with enough procs. Not sure how you’d make the other status effects as strong as viral and slash without downright changing them as a whole, but i’d be fine as long as some of them can be stronger or see more uses against enemies, but nowadays instead of debuffs, everyone wants to deal maximum damage, which is why slash, viral and heat are often used, with a good amount of corrosive and radiation as well

    Currently Gas only Scales with Base dmg as its 50% of your total dmg as Gas dmg afaik. 

  11. 11 minutes ago, Graavarg said:

    The way to look at status damage is that it has to be enough to kill the enemies. Anything over that is wasted. How you do it is a matter of numbers fire rate, status chance, stacks, damage types and shields/armor/flesh. Even if some status procs work better with some weapons on some enemies, even that doesn't really matter if you can kill them anyway.

    Testing on lvl 120 heavy gunners in the simulacrum is a fool's game, all that will tell you is how your current weapon & build affects lvl 120 grineer heavy gunners. How often do you meet these guys in-game, compared to all the other enemies (and their levels)?

    The new status system is way more flexible and interesting to use, and it removed some stupid sh*t that has been around for ages. And yes, viral is in a nice spot. But gas isn't bad either (despite what some are saying), not for killing enemies anyway. However, the visual cues showing the gas clouds you are procc'ing totally suck big time, and that gives gas a bad name. Generally what happens is that enemies just seem to start dropping dead for no reason, though if you check you might see some darkish miasma tendrils nearby. Where is the satisfaction in that, compared to demolishing the health bar on a single enemy with viral?

    The only runt on the status block currently is magnetic. It needs a little something to make it shine, disabling enemy abilities or jamming their weapons or having some magnetic effect on enemies (like affecting armored enemies and grouping them up). And the stagger from impact makes headshots a lot harder (on headshotting weapons with a lot of impact damage), but with the amount of weapons and mods available, if you can't around that, well... But otherwise the new status system is great, and the ability to procc'ing multiple statuses from one bullet/projectile is huge.

    well,  i tested against 2 ferrite enemies and 2 alloy enemies, these are the enemies that would put up the most resistance to regular fire, lvl 130 is pretty regular for arbies and seeing that viral just wins due to sheer raw dmg it really shows how broken viral is. As for gas, its really a joke of its former self, Gas Scaled quadratically back then and according to where the AoE hits, the cloud can land a headshot, further boosting its damage. Now its just a damage aura that does some really bad DoT, using a High base dmg weapon with a poop status would make that poop status seem okay, until you compare it with a normal or even god tier status.

    As for diversity, that completely went out the window with this update, back then toxin was basically the best primary element since everything you can make from it was pretty good, now its either a really bad AoE, a Semi decent dmg type that works against 50% of grineer and the best Status proc in the game. Heat and Electric also got some meaning with this update but you primarily use them with viral because its a straight up damage boost. The entire horde element of the game revolves around viral pretty much and im proposing a change.

    • Like 1
  12. Why is Viral having similar to faster Times to Kill than corrosive? This Status Rework was not executed right.

    While we're on the status changes, why is slash the best source of dmg when there other elements that used to be powerful (gas) or just were never that great (puncture, impact, blast, magnetic, cold)

     

    • Like 2
  13. 5 hours ago, FaridRLz said:

    Also I've been thinking in some improvements to Mirage's kit, in a post I made yesterday I suggested that Eclipse would be either a scrolling ability, just like Titania's tribute, and you can activate it whenever you want, or a 2 sided ability, every time you activate it, it would give you the other buff (ex. you first used it and got light eclipse, then when you use it again you would get dark eclipse)

    Also, Mirage lacks of tool for truly survive to high end content from about enemies lvl 200-300 and above she has a rough time.

    It may be quite good to add to their clones the capability of actually being bullet sponges

    Also her 3 must provide some kind of "get away" plus, like

    Whenever you activate dark eclipse, enemies around her lose track of her for a period of time (scale with Duration, and the range must NOT scale with ability Range)

    Whenever you activate light eclipse, enemies round her will be blinded for a brief period of time (not as long as losing track, but also scalable with Duration, and the range must NOT scale with ability Range)

    I have not digged enough on her 2 and 4 ability

    I think her 3 it's in a "ok" state but also needs improvements

    And her 4 is a total waste of energy in high level missions 

     

    Totally out of topic, since Arcane Guardian now has a cooldown many squishier warframes like her actually have some trouble to survive, shield gating is not enough to survive to high level missions, we need to make this ideas arrive to [DE] hands so they can actually approach this problem

    I mean, many players like me are bored of the 1-100 lvl content and like to go beyond our own possibilities 

    These are also interesting changes for her. I do like the part where you can recast her eclipse to gain the buff you want, Sacrificing Energy for the desired buff. I also like the "get out of jail" stun or invis on her 3 cast. Keep the interesting Ideas coming in.

    • Like 1
  14. 6 hours ago, Birdframe_Prime said:

    I like your enthusiasm, but you do kind of contradict yourself here;

    Why would you need to rework to her 3 to always gives her the full benefits of being in the light or dark, if her 2 granted full Light or Dark zones? The thing about Mirage's 3 is that it varies specifically because the bonus to damage and DR can be so strong. From an ability balance and Synergy point of view, what you would rather do is have players encouraged to cast her abilities together to get the best effects.

    However, you don't want to force Synergy, not all the time, bonus effects are good because that means that the two casts would create more than they would alone, you do have to balance that against making the abilities work at base without each other too.

    Maybe I can tweak your examples here, give them a little polish? See if you like my take on your thoughts.

    You don't want her 1 to change, but you want her 2 to be more functional and you want her 3 to be more reliable, and as a last thought you want her 4 to get some of its damage back after DE nerfed that deliberately... I'll see what I can do.

    So her kit would look a little more like this:

      Hide contents

    Passive: Acrobat. Mirage has 50% faster Maneuver speed, Sliding lasts 85% longer.

    1. Hall of Mirrors.

    Mirage creates an entourage of Dopplegangers to confuse and distract the enemy (no real change, this one's a really good ability for damage and survivability as is. It lasts a good Duration and it has synergy with some of her kit already).

    2. Stage Lights.

    Mirage sets the stage with gem-like lights. Tap to create a Light crystal which illuminates the area. All pickups and objects within range become primed as traps for the enemy that will damage and disorient them on contact. Hold to create a Dark crystal which spreads a shadow over the ground. All pickups and objects within range become primed as traps that will put enemies to sleep on contact.

    Only one area of Stage Lights can be active at any time, Mirage can recast it before the duration is up, and if Mirage changes from Light to Dark she will be refunded 50% of the Energy cost for the new cast.

    While Mirage or her allies are within range of her Stage Lights their weapons will receive bonuses. Light Crystals grant an extra 25% Status Chance, Dark Crystals grant an extra 25% Critical Chance (I've done this deliberately to encourage players to use both to work with her 3, so DR with Darkness on Eclipse then comes with Crit, which is better for damage as compensation for losing the damage boost on Eclipse's Light mode, but the damage boost with Light is sufficient that boosting the Status on weapons will benefit more from that base damage increase. See?)

    Synergy: While casting, if Hall of Mirrors is active, each clone will cast a smaller Crystal at the point of cast that will grant a further bonus to weapons, but will also act as a Trap for enemies that approach. Each crystal cast by a clone can only be used as a trap once, although the bonus to the Light/Dark buffs will remain.

    If Eclipse is active, stepping in range of the cast will grant the maximum buff from Light or Dark, depending on which is active.

    Enemies within range of the ability will take multiplied damage from Prism if Light is active, or will slow and receive Radiation status if Dark is active.

    3. Eclipse.

    Pretty much unchanged, however the base has been raised. Mirage can currently gain a maximum (base, unmodded) damage buff of 200% damage in the light, and 75% damage reduction in the dark. The damage buff has no cap, but the DR has a 95% cap.

    To that end, at base, Mirage will always receive a minimum of 100% damage buff in the light, and a minimum of 30% DR in the dark.

    What the low value on the base DR does is account for what the current maximum Strength is; in the modding screen your max strength is 259%, which maxes out the minimum DR value at 77.7% (Although with Pax Bolt and Energy Conversion you could actually cap out that 95% DR...) but the actual build for Mirage wouldn't incorporate that because you would need some Efficiency, a bit of Range and plenty of Duration to exploit these buffs anyway.

    A more sensible bias towards Strength would mean that you easily get around 60% DR with the cast active, as long as you're in the shadow even a little bit and cap it out with your 2 active, while your damage buff is sitting at around 200% if there's even a slight bit of light on you and goes up to your max the second you cast your 2.

    4. Prism.

    This was given some hefty nerfs before. It's got the line of sight nerf with the Blind radius, it's got both a Duration and an Energy Drain, and it actively punishes you for using it while you're in the shadows. I don't think you're going to get it to base its damage off the damage that any of your weapons are dealing, that would be very, very powerful, to the point that DE wouldn't even consider it. I'm thinking to tone that down to closer to what we have right now, and give it some perks for active use instead.

    So, buffs. Damage is now a base of 400 Radiation per tick, flat. No more up and down for Mirage moving from shadow to light during the cast.

    Synergy: If Hall of Mirrors is active at point of cast, the damage is increased by a base of 100 damage, affected by mods.

    At 200% Strength, you'd then get 1000 damage per tick (800 + 200). While this is exactly the same as the base damage + Strength for the current cast it's actually a slight nerf in practicality, because at the same Strength, standing in the bright Light, the damage would cap at 3000 (200% damage for being at the very, very brightest you can be). On the other hand that's not easy to achieve and Mirage will most often be moving around meaning that in most general cases it's a buff over current, and definitely a buff if you consider that in shadow the current version can deal as low as 500 damage per tick at 200% Strength.

    Synergy: Enemies within Stage Lights radius will either take bonus Damage while in the Light, or in the Dark the Prism gains 100% Status Chance and will slow enemies (meaning a bunch of slowed enemies turning to fight each other that will deal up to... what is it now? 550% bonus damage to each other thanks to the Status).

    The bonus for Light? Base of 2.0x, that increases with Strength, meaning that at the 200% Strength build, if Mirrors was active when you cast it, you'll be doing 4000 damage per tick, which is a massive buff over the current at any stage of the game.

    Basically, switch the current system of light and shadow standing to instead rely on the enemies being within range of her 2 to dictate whether you have Damage or Crowd Control. The damage is better than the current build if you have Light active, and the CC is a completely new function to encourage and buff the use of Shadow.

    So.

    What this does is gives Mirage multiple bonuses for having her 1, 2 and 3 active. It encourages switching between the light and shadow modes on her 2, it gives her the flexibility to choose her buffs at any given time. It keeps the little gimmick tricks like booby traps, while replacing the base function of her 2 with that exact thing you want; making her 3 reliable. I've also added in functions that Mirage can really, really benefit from, like the Status/Crit chance bonus for being in range and the CC/Damage function on her 4.

    Being able to stack on an extra 25-50% Status to a weapon that's already got good Crit, or adding Crit to a weapon that has good Status is always good. Plus stacking Status on Status, and Crit on Crit isn't all that bad of a thing in the current damage setup either.

    There's reasons to throw out Prism beyond the damage and the blind it has. Heck, you could actively defend a Defense Pod or something with a wide-range Shadow Mirage, since her DR can affect Allies, including the Defense targets, while you use Prism to provide CC along with its more reliable base damage.

    You have your higher-damage Prism that you wanted too, if combined with her 2, you just have to make sure that her 1 and 2 are active to get it, which DE can't object to as a function since Vauban already does this for himself too.

    Against normal enemies, with regular weapons, this could make Mirage the de-facto self/ally buff frame over Chroma (now that Chroma's self-damage means he has to take longer to wind up his Vexx).

    Do you like it?

    This is Pretty interesting. I can say i agree with most if not all points made here. I'd certainly enjoy playing this mirage in game if it were to reach the actual game.

    • Like 2
  15. So, After querying why do I still play mirage when there are better frames in the game, I've came across some Frame Friendly ability Reworks for Mirage that arent considered "band aid" fixes.

    So main changes are to her second ability (Sleight of Hand). These changes are:

    • Booby Trapped objects now have an increased aggro value compared to current values.
    • Orbs Placed in the Dark Now give off 100% light (not visually but sets her Eclipse value to 100% of its damage buff value) and orbs placed in the dark grants her 100% of her damage reduction.
      • This would have a range of about 2 times its base blast radius and be scaled with Ability Range.
    • The former change would apply to the smaller orbs through with smaller range (75% of the blast radius)
    • This applies to allies affected by the Total Eclipse Augment.
    • Ability Cost reduced from 50 to 40.

    Now for her third ability,(Eclipse), there's less reworking and more fixing.

    • Mirage's Damage Bonus and Damage Reduction Buff will not fluctuate based on the current light level in that point of geometry. She shall receive either full buffs or full Damage Reduction.
    • This applies to allies affected by the Total Eclipse Augment.

    And Finally, Her weakest ability yet, Prism, should receive a rework in how it functions and an augment.

    • Prism's Damage per Tick will now be based on how much damage Mirage deals (the actual frame, not her clones) or how much damage she receives and will be amplified by a 2.0x multiplier which scales with ability strength.
    • This additional damage is reset on ability expiration, if its dispelled or if energy has expired.
    • This Damage caps at 20 Times the Damage multiplier (not affected by ability strength.
    • The Damage multiplier accumulated is applied to the final explosion with a base damage of 1500 (affected by ability strength)
    • The ability's damage per tick no longer scales with the current light level at where Mirage is located. 

    Now for the Augment (Diffraction):

    • Orbs casted from mirage's Slight of Hand Abilities will rise a few meters off the ground (Not Scaled with Range) and project up to 4 lasers that target enemy units while Prism is active.
    • The limit of orbs that can project light is 4. Subsequent orbs will function as if Prism was not active.
    • The range of each daughter beam is limited to 10 meters (scaled with Ability Range)
    • Each beam from an orb will deal 25% of Prism's main damage.
    • Each beam is limited to 1 target and will not change its target until it leaves its effective range or dies.

    Please Leave any Feedback on these proposed changes and if you like it, Increase its reputation. DE only changes stuff if they can see it.

    • Like 4
  16. Now this may not be original but I think this could be a really good and interesting gimmick weapon for Warframe.

    Name: Torsu
    Class: Secondary
    Accuracy 60.4
    Trigger-Type: Auto
    Fire Rate: 6.00
    Multishot: 1.0/1.4*
    Critical Chance: 18%
    Critical Multiplier: 2.2x
    Magazine Size: 60
    Status Chance: 24%
    Noise Level: Alarming
    Reload: 2.0
    Damage
    9 Heat
    7 Impact
    5 Puncture
    Total 21
    Gimmick
    : Weapon Gains more damage the longer its fired (up to 5x, build up affected by firerate) and if flred to long, the gun sets its user on-fire dealing a 1 Heat Tick DoT stacking up to 5 damage per second until you reload or until the weapon cools down (5 seconds to cool down). The Multishot increases when at overheat to 1.4.

    You guys should make this popular. Warframe needs more Good Gimmick Weapons.

    • Like 3
  17. 3 minutes ago, OmegaVoid said:

    Mirage's signature pistols being... Akzani.

    It's going to need to be a seriously amazing passive. Really. Otherwise, why would you ever?

    I'm tempted to speculate that these are Mirage's sig because they need her damage buff to actually hurt anything. 😆

    Yes, the akzani. They aren't that great but at least giving it a passive would make me wanna use them over other pistols. That and most of the stuff in game is pretty weak atm

  18. Keep in mind,if a player can do something that can affect something that usually requires outside interaction isn't something any gamedev should cut down on unless its completely game breaking. Simply saying that self proccing going away makes them better for a rework means that you do not know the frame youre playing. I, myself, do not play chroma as much so i would not know what he would want but i do play mirage alot. Her current abilities if buffed is enough to make her usable (except her 4, its actual garbage). Now please do not come into this thread just to say "X needed a rework anyways" when you dont know exactly what that frame could have done before.

  19. So, DE removed self damage which indirectly screwed over the two most popular DPS frames in the game. I really dont play or enjoy playing chroma but mirage being nerfed is unfortunate. DE recently (about 3-4 months ago) re-enabled heat and electric procs to cause mirage to receive full damage buff but now, with the complete removal of self proccing (showed with the Napalm Grenades fire patch, which did not deal damage but simply procced heat on anyone except allies who walked over it, not setting yourself ablaze anymore), this seems to completely make mirage obsolete for any "end game" content within the game.

    Her other "amazing" builds she had was with her updated augment, explosive legerdemain, that changed mirage from being a high single target damage frame into the natural trickster she is, turning drops into proximity mines that dealt under par damage per unit but was made usable due to the amount you could have spawned. With the recent changes to AoE weapons, they did not announce that they gave her mines damage fall off. This severely reduces her damage output. Now i dont want mirage to be the perfect frame. She wasnt and currently isnt but nerfing some of the most creative features a frame has does not sit well with me.

     

    (Before you mention a frame rework, I am completely fine with a frame rework but if a frame rework comes with the cost of completely redefining the core theme and gameplay of the frame, id rather have the old version at its best.)

    • Like 4
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