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NIkuno

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Posts posted by NIkuno

  1. 23 hours ago, JackYoujo said:

    What frames?

    Strength-based Peaceful Provocation seemed to work best at slowing them down if you catch them quick enough and keep the bubble down.

    Other than that, Ensnare is the only CC I have seen to hard stop them. I tried a bunch of different things before that and nothing really worked. Had a hunch that it would though since it will stop bosses, though with significant diminishing returns.

  2. On 2019-05-25 at 11:33 PM, Metal_Sign said:

    I can throw some words at it if you'd like.

    Yes ❤️

    And thank you for stopping by and having a chat.

     

    On 2019-05-25 at 11:33 PM, Metal_Sign said:

    "Ally" looks like it's marked for explanation: to include pets, Smeeta clones, Spectres, and Operatives, I'd guess?

    • If so, then it can be relied upon, so disregard that concern.

    I meant allies to only include players and treants from the fourth ability, mainly to balance. At the low end, playing solo, you would get a 20% strength increase when the ability is active, so that the solo players do not feel like they are missing out completely. At the top end, it would be 45% increase. It sounded fair while not being overpowered.

    On 2019-05-25 at 11:33 PM, Metal_Sign said:

    I'd say it's way over the top to have such a long stun over such a large range

    Perhaps I should clarify, its not a stun, just immobilization. (and ended up changing the name here to Entangling Roots, from Earthen Grasp. Used the spell names for the other abilities so why not here too)

    On 2019-05-25 at 11:33 PM, Metal_Sign said:

    Damage is so insignificant

    I based the damage off of Strangledome mostly. Dealing 200 dps with the ability to proc slash and toxin BEFORE ability strength sounded good enough for a CC/damage ability. 

    On 2019-05-25 at 11:33 PM, Metal_Sign said:

    Allies do like damage boosts. that part is good. Could it stand to have higher numbers?

    It could. That is what the passive is for, if it were to be additive. Flat 30%-55% damage boost, and perhaps some high scaling for the damage reflect. I thought it was ok for a hybrid ability, but if you would like to discuss this some more I am all for it.

    On 2019-05-25 at 11:33 PM, Metal_Sign said:

    unless that means Thistle's own abilities get paused while on the carpet. If that's what you mean then sure, that's a nice thing, so why not?

    This is correct. Though the main draw of this is the healing, the cold status fit the theme and the timer stop was to provide what I thought was an interesting synergy. Keep enemies rooted longer and keep the buffs on allies longer all while healing.

    On 2019-05-25 at 11:33 PM, Metal_Sign said:

    distractions ❤️ ~ depending on attack speed and AI, these could be nice damage sources too. maybe. depends on damage type and secondary stats (crit, status, range, etc.)

    Exactly. Stats are placeholders and tweaked from Rumblers to what I thought sounded balanced for what they are. Wanted the single one to be powerful while the smaller ones were not squishy and were actually useful.

    On 2019-05-25 at 11:33 PM, Metal_Sign said:

    an ability that functions fundamentally differently based on the number of players in a squad is a first. May I ask the thought process?

    Of course. The idea here was to be able to benefit from the passive while playing solo. It would not be as powerful as a full squad of players, but it is not completely useless either. I had a tough time of how to solve this problem and then it hit me to use the summons as a buffer. I thought it wrapped it up quite neatly.

    On 2019-05-25 at 11:33 PM, Metal_Sign said:

    Might be invincible via 2, eliminating the need to heal or cc: rendering two other abilities less relevant/useful.

    I did my best to think of that as well. To keep it active, it would require a lot of footwork due to the short timer (when not using the 3) and fixed propagation range. Took more than a little inspiration from Wisp for this and tried to make it unique for the theme. Also, I am basing this on Ice Chroma and the assumption that "reflection" in his case does not stop the damage from being dealt to him. I could be completely wrong so feel free to correct me. Perhaps I was just getting hit by melee or something when I came to that conclusion.

  3. It has been awhile since I have done this, but I wanted to get it out. Heavily based on WoW Druid abilities, mixed with the Warframe mindset.

    Spoiler
    Quote

    This is Thistle, the guardian, the unyielding.

    Can you withstand the force of nature, Tenno?

    Passive: Allies of Nature - Each ally* within affinity range boosts Thistle's Ability Strength by 10% (player number/balance/synergy detailed later)

     

    First Ability:

    Entangling Roots - Roots and vines sprout from the ground and entangles all enemies near Thistle, immobilizing and dealing damage over time.

    Strength:

    100 Slash damage per second, 25% status chance 

    100 Toxin damage per second, 25% status chance

    Duration:

    10 Seconds

    Range:

    20m radius

     

    Second Ability:

    Thorns - Thistle sprouts a protective coating of thorns that reflects damage back at attackers and boosts the damage of allies.

    Strength:

    100% Damage reflection

    10% damage boost to allies

    Duration:

    10 seconds

    Range:

    10m radius (propagates like Desolate Hands, but uses remaining duration instead. Not affected by range mods)

     

    Third Ability:

    Soothing Grove - A zone of healing plants emerge from the ground, aiding Thistle and her allies while slowing down her enemies.

    Strength:

    50 Health Per Second

    100% Cold status chance (not affected by ability strength)

    Duration:

    20 seconds

    Range: (shares behavior of Hallowed Ground, but can only have one instance)

    180 degree angle

    10m radius

    Misc:

    Halts the timers of all of Thistle's abilities while they are in the zone.

     

    Fourth Ability:

    Force of Nature - Summon friendly treants to aid in battle.

    Strength: 

    400 Armor

    3000 Health

    1000 Melee Damage

    5% Allies of Nature Per Treant (not affected by strength)

    Duration:

    30 Seconds

    Misc:

    Number of Treants inversely affected by number of players in the squad (solo = 4, full party = 1)

    Strength of Treants is divided among number of Treants (solo = 25% each, full party = 100%, base stats still modified by ability strength)

    Treants can propagate Thorns if present, and instances of Earthen Grasp will sprout in a 5m radius of them when cast.

    I think I did pretty well on this one. All theorycraft, of course.

  4. 21 minutes ago, (XB1)Aress said:

    I was wondering if you could let me know what the best weapons are I should get (secondary) 

    i have akstiletto prime but I feel like I could do better, let me know. Thx

    The "best", like others are saying, are the kitguns. The modularity is difficult to beat, and Pax Charge is really nice. 

    If you would like other recommendations, I really like the Zakti, Tysis, and Embolist. 

  5. 16 minutes ago, RushBCyka said:

    They did say the event is recurring with frequency on par with the ghoul purge, so hopefully you'll get another chance to get the mods soon.

    They aren't really anything special though, some minor mobility /QOL tweaks at the cost of some DPS.

    Thanks for the info.

    Faster revives with Trinity and faster pulses with the Sancti Magistar sounded pretty interesting to me.

  6. 1 hour ago, Peter said:

    is there anything else?

    Unless they fixed and did not document it, it has a dead-zone where it will not hit enemies if they are too close, more noticeable with things like Lethal Momentum. Then there is the thing where the projectiles will disappear if they hit anything other than enemies and air. 

    What I thought was gonna be my favorite from the previous and such ended up not being used as much (went with my Rattleguts with damage/ magazine capacity/ status chance and pax charge and it works well enough)

    • Like 1
  7. 13 minutes ago, seprent said:

    im not built for much range just stretch and auger reach thats about it i think besides that its mostly sheilds and adaptation so i start gaining resistance on top of restraint DR with some efficiency i dont really recall it i just know its outside the box thinking with whats in there  

    What I was getting at here was that with the gap being open, and his tendency to disarm enemies, I found it funny that it almost desynergizes the abilities. 

    And if I am being honest, I have tried Adaptation and I ended up going with a +power strength, -range build that gives better damage resistance. Just wanted to throw that out there.

  8. 17 minutes ago, seprent said:

    i have alot of trouble seeing the actual angles of my protection like its almost invisible to me

    Oh, and I the trick for this I use is to aim down sights or block, and the gap should be opposite of the aiming reticule. 

  9. 7 minutes ago, seprent said:

    342 degrees

    Exactly. You honestly don't need as much range as people would like you to believe. Though the funny part is that with even a small angle open, melee swings tend to get through quite a bit. See the issue here?

     

    4 minutes ago, seprent said:

    besides that little nit pick i think his 4 could use abit more damage or at-least ability to benefit from combo counter mechanics like the other exalted melee weapons and maybe more status chance but mostly i just want him to benefit from combo so he can atleast keep pace with other exalted melee weapons and maybe make the pull combo abit stronger so you can benefit more form direct punchs disarm enemies 

    I would recommend visiting TKDancer's and/or my own thread on this subject. We had pretty good discussions going regarding this, to which "moar damage" may not be the right answer.

  10. Looks like the gang is all here.

    9 hours ago, (XB1)Knight Raime said:

    I see people running max range to have 360 degrees of protection and just leaving it active.  I don't think that's how Elude is meant to be used.

    I absolutely agree with this. And honestly, I actually end up not using it too often. If I run my range build, then Lull and the daggers are more constant with eroding Restraint. If I run my tank build, it has such a small angle that it is a waste of energy. He is in an interesting place with how stats interact with each other with the abilities, and I kind of like it.

     

    8 hours ago, DeMonkey said:

    Considering that they wake up immediately after taking damage and enter a short stun animation before reacquiring you, I really don't think so

    I take both sides with this argument. On the one hand, it is really nice that it has the lingering duration for when other mobs run into the area, with the downside to the being non-recastable (min-duration is not recommended either, I have tried and it has a weird interaction with enemies). On the other hand, the overall delayed action of the ability is rather inconvenient to use in a pinch, because as you said, it is not a hard CC and does not immediately stop them. And, depending on the build, the other abilities may or may not be able to fill that gap.

     

    1 hour ago, (XB1)Knight Raime said:

    I don't recall excal's waves going through walls.

    It absolutely does. And infinite punchthrough for its entire range, if I am not mistaken. I have killed quite a few enemies stuck in the terrain this way.

     

    All in all, I think he is in a good place, but he could use a few tweaks. Much of those we have discussed ad nauseam at this point.

  11. 22 minutes ago, Azlen said:

    There's lots of suggestions out there for people with various concepts of what they think are good ideas. Most of them i read and think "why did this person think so little about how bad their idea was and post it". But I honestly have to say, the idea of a passive sentinel is very intriguing. I like it a lot, but of course with something that has this much potential, the balance is increeeedibly important.

    As you said, the key is making the stats feel worth it, without overshadowing other options.

    Thank you for the positive feedback. I do my best to keep the ideas I share within the realm of possibilty as much as possible. It's easy to make something overpowered, and I know for a fact that they would not implement something like that.

    Though I do find it interesting, and daresay fun, to push the boundaries while still working within the constraints of precedent. Of course, its all theorycraft in the end since little to none of my ideas have made it in, but I still like to share my thoughts.

    And I do acknowledge that while my opinions are very niche and that not everybody likes the same things that I do, I also know there are other players that DO share my playstyle. I just want to see more options for such people.

  12. 1 minute ago, Padre_Akais said:

    You know what would really fix that hole in your heart?

    ❤️ Almost.

    And I will always spout "support this, support that" at every opportunity I get. Perhaps it will work someday. Someday.

    1 minute ago, Wyrmius_Prime said:

    Arcanes my friend, arcanes. I doubt they will ever release a fully fledged support sentinel with energy restoring and Oberon-level healing capabilities, because so many other alternatives already exist for filling support. The combination of Shield Charger, Guardian and Medi-Ray isn't as bad as some people might make you believe. I just wish there were more tanky sentinels that wouldn't die the second they are taken into high level play.

    You are not wrong, and I do run double Arcane Grace along with the Vazarin School. And usually Oberon with Phoenix Renewal. Its just that there are times that I will use other frames, or prioritize downing that high level heavy gunner over going to revive so that I don't die as well. Nothing is perfect, I know, but I would like to have that additional option to support my team. Plus I like Hunter Adrenaline/ Rage over shields, so =P 

    • Like 1
  13. Between later game survivability, varying degrees of upkeep, and a lack of things I find personally interesting in the "support" category, I am left a little unsatisfied with the current companions.

    Even after experimenting with several things to try and fill that hole in my heart, it is still just "meh" for me.

    Now, I am not saying what I have in mind would be the end-all-be-all, and it has the distinct possibility to fall outside the realm of what DE wants for the game in general, but I would like to share it anyway and see the feedback on such an idea.

    Spoiler

    Core Concepts (balance notwithstanding)

    1) Appearance of a basic Cephalon-based architecture that would occupy the same physical space as a sentinel

    2) Indestructible while having no offensive capabilities

    3) Follows the trend of modularity to provide different combinations of auras/stats 

     

    -I first started thinking of the appearance as a "power crystal", but that was not very thematic and went with the above. An Orokin-type artifact could work too. 

    -No head pats, no stabilizers, no bleed-out state, no Primed Regen (or Reawakening). Just pure, unadulterated, passive bonuses.

    -The first thoughts I had were geared towards the idea having a slot for only certain auras and one regular slot that will accept/apply certain warframe mods, but I figured that would be more difficult to keep things in line so that it would not be too overpowered.

    The real trouble would be making the stats in general feel worth it while not overshadowing other options. 

    TL;DR - Basically a "stat stick", for lack of a better phrase

    Spoiler

    I just thought of this as I was about to post, but this whole thing for me could also be solved with a dedicated healing sentinel. Probably.

    EDIT: Perhaps something along the lines of:

    -Precept 1: [Sentinel Name] Becomes immune to all damage, but cannot take offensive actions/ locked out of equipping other weapons.

    -Precept 2: Can instantly revive one ally within [X]m every [X]s.

    -Signature weapon: Heals for [X] of maximum health (instead of that base health nonsense), gains a bonus for having the precepts equipped (or being equipped on [Sentinel Name] in general).

     

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