Jump to content

Lucian_Adrion

PC Member
  • Content Count

    106
  • Joined

  • Last visited

Everything posted by Lucian_Adrion

  1. Lets me real here. Your whole argument and basis held no merit to begin with. The only reason de even gabe you an opt out was becahsenof the excessive amount of whining people did over the volt changes. I can not see how you can be griefed by moving faster in a game that is deaigned around movement and speed. It is ludacris to think that a Volt is griefing for provided a movement and attack speed buff. So why dont you assail valkyr? Or wisp? And no Limbo was not changed because of tou specifically. You people who dont like certain buffs because they inconvenience you because you are too damn inept to use them or play around them. He was changed to streamline him in team play and relieve some of the troll aspects of his kit so good Limbos didnt get a bad rep. Lies you say? Typical of you kind of people to say that. Strawman? Always the arguement. How about learning to play the game as intended and stop *@##$ing on the forums about a non existent issue. You sound like a child whose sibling is not letting you use a specific lego so you got mommy and daddy involved. Furthermore , none of this is truly accusatory towards you per se but people with your same complaints. You arent the first person to spout this bs buddy and you all apund the same. This is simply me projectimg the majority of what people like ya do on to you and it is ment to have a hardh tone to get it you to understamd the errornof your thought process and ineptitude. So, learn to play warframe yeah?
  2. Oh this. This is rich. So by your logic, Limbo was changed because of...oh my hahahha. Okay okay. Solo is the simplist option and the correct one. Limbo's changes was to make him more team friendly when being used IN A TEAM not becuase ya cry babies who dislike the rift even though it is free immortality and a good Limbo can make grinner and infested a joke. Just play solo. You obviously dont like others playing with you if you sislikes buffs so much. What next? WE SHOULD BE ALLOWED TO OPT OUT OF TRINITY BLESS BECAUSE THE HEAL IS PREVENTING ME FROM DYING AND I NEED TO YOUSE MY BLEED OUT MOD FOR MORE DAMAGE. You people always surprise and disappoint me.
  3. I am here to make a pretty much comprehensive rework for Titania that is open to edits. To make this rework ww have to first address why Titania is a sub optimal frame. What is Titania's issue? She is a jack of all trades but is sub optimal at all things instead of medium optimal. Take for example the other jacks of all trades in warframe. Rhino, tanky cc and damage buffing some movement as well. Nezha, tanky movement debuffing cc and healing. Oberon, tanky healing cc utility. Titania tries to be one of these but fails. A commom trait of the warframe jack of all trades is the ability to be tanky in some aspect. Even Wisp has tankiness in the form of invisibility and vitality mote. So what we left with when talking about Titania? She is literally paper, with her one tankiness coming from artificial methods such as 50% chance to avoid damage and her Dust debuff reducing enemy accuracy by 50%. This does absolutely nothing for her survivability. If one shot does all your health then you have a 50% chance of living or dying and that is ludacris when we have so many squishy frames with better survivability not left to chance. Then we have her cc. One word, inconsistent. Sure her spell bind makes enemies stop shooting but the secomd you hit them they go flying into space. Sure her Latern now returns to it cast location, after 20 seconds in which time you would be dead. Not to mention that distraction cc is highly inconsistent unless paired with invisibility. Her only good cc is her Tribute knock back and Razorflies agro taking and even those are flawed with the knock back being single target and the Razorflies dying in seconds. Then we move to her buffs. Oh her buffs. Again, inconsistent but also they do not scale nor are they useful in warframe currently. Ive already explained why Dust is bad. Entangle seems to not work like all other slows in the game leaving enemy actions unslowed. Full Moon simply doesn't work because runing a companion with Titania has issues with her extremely low health pool. Thorns *insert laugh track* reflect damage is only viabled if it is at ludacris multiplications such as with the new Amalgam Javlock mod. Surely, she must have one redeeming factor. And yes she does or else i would not be playing her. Razorwing is by far her best ability snd dare i say one of the most fun abilities in warframe. You become a space ninja butterfly of death. However, Dex Pixia is hesvily limited by ammo economy, Dwiata has mediocre damage and at high level all it taked is two good shots from a Gunner to end your fun cause lord knows those razorflies dont last.  So now the question is, how do we fix her? Well the best method is to solidify her role. Jack of all Trades like Oberon/Nezha/Rhino, Supportive with Damage like Wisp/Octavia, or Exalted Dps like Excalibur/Valkyr/Mesa. I err on the side of Supportive with damage for she is the Fairy Queen, however, with all things considered it would be much better to place her into the jack of all trades category as well. Hence, my rework will try to capture than aspect. Lets start with Spellbind. First lets remove the free float aspect and change it to work similarlyto when rhino stomps. Base aoe range should be increased to 15 similar to how Harrows Condemn has high base range since to build him optimally you do not want too spec to much into range, but it does scale with mods. Reduce base duration to 10 seconds at base since the cc will be much more consistent. Scaling with mods Increase animation speed by 30% Remove Status immunity from this ability, it shall be moved elsewhere. With these changes this ability becomes a good instant cc that will be the only hard cc in her kit similar to how Valkyr and Excalibur have their quick hard cc. Next is Tribute. Remove the picking of enemy types to get buffs and instead give the players a choice using a rotunda similarly to Ivara's Quiver. Futhermore, when activating the buffs, allies have to be within range of Titania to recieve them. All of tjese buffs base duration is 10 seconds Dust - Now grants 20% damage reduction as it make Titania harder to hit. This is inline with the same concept from Mirage's damage reduction. This ability will scale with mods in terms of power strenght scaling up to 90% damage reduction. Allies also recieve this damage reduction if they were in the initial cast range of 15 meters. Entangle - Make the slow actually work like all other slows and slow enemy actions as well. Have it start at a base 10% slow scaling with mods up to 30%. This is mainly consistency to match other slows. Base range is 15 meters scaling with mods Thorns - Have a small burst of damage with activating this ability, about 400 scaling with mods, and then a residual aura that staggers enemies and bleeds them. First aoe is 15 meters at base and then the aura is 10 meters at base. Full moon - Increases the health and damage of all companions by 20% scaling with mods up to 50% increase. Does not effect ally's companions. Initial cast is 15 meters of range. These are now useful buffs made more powerful and we retain a bit of her team aspect. On to Latern This ability needs to change completely in order to be useful. Make it this instead. Titania goes invulnerable for 5 seconds. All enemies in a base 15 metter radius are attracted to the Fae queen as she summons this shimmering latern above her. This beguiles them to attack her. All damage taken in those 5 seconds is stored and then released as a burst heal around Titania grant brief cc immunity and status immunity. Alternatively, Titania can cast this on an ally for them to recieve the effects and have the aoe originate from them. Immunity duration is not effected by mods and only one target can be render immune at a time. Base status, cc immunity duration is 10 second scaling with mods. Base range is 15 meters scaling with mods. Base heal scales with a one a 1 to 1 ratio to damage taken multiplied by 2 which is affected by mods. Titania is still able to do other actions while Latern is active and she can use it while in Razorwing. Lastly Razorwing. Dex Pixia now refunds 10 ammo for every kill Diwata changes ATTACK SPEED 1.00 CHANNELING DMG 1.5x BLOCK RESIST. 80% NORMAL ATTACKS Impact 20.0 Punture 30.0 Slash 150.0 TOTAL DAMAGE 200.0 ( Slash 75%) CRIT CHANCE 10% CRIT MULTIPLIER 2.0x STATUS CHANCE 25% SLIDE ATTACK 415.0 WALL ATTACK 200.0 Remove 50% Evasion while in Razorwing Razorflies will now actively protect Titania instead of damaging enemies. Razorflies now have a link bond to Titania in which they take 50% of the damage she takes. They do not grab enemy agro any more and do not fly away from Titania. Instead they float around her as she flies. Razorflies should be fully healed on each kill. These are simple optimizations to Razorwing and some redundancy clearing up. Diwata should be more useful and she should be league more survivable with her new as a whole so the removal of certain elements such as Razorflies grabing agro and the evasion make this ability much better overall. With this new kit, Titania can now function as a dps with some suportive techniques and decent cc. She will finally be a jack of all trades. She will now scale to higher levels and be more survivable overall. I do hope de takes this into consideration, Titania needs more than the small qol rework they gave her.
  4. I am here to make a pretty much comprehensive rework for Titania that is open to edits. To make this rework ww have to first address why Titania is a sub optimal frame. What is Titania's issue? She is a jack of all trades but is sub optimal at all things instead of medium optimal. Take for example the other jacks of all trades in warframe. Rhino, tanky cc and damage buffing some movement as well. Nezha, tanky movement debuffing cc and healing. Oberon, tanky healing cc utility. Titania tries to be one of these but fails. A commom trait of the warframe jack of all trades is the ability to be tanky in some aspect. Even Wisp has tankiness in the form of invisibility and vitality mote. So what we left with when talking about Titania? She is literally paper, with her one tankiness coming from artificial methods such as 50% chance to avoid damage and her Dust debuff reducing enemy accuracy by 50%. This does absolutely nothing for her survivability. If one shot does all your health then you have a 50% chance of living or dying and that is ludacris when we have so many squishy frames with better survivability not left to chance. Then we have her cc. One word, inconsistent. Sure her spell bind makes enemies stop shooting but the secomd you hit them they go flying into space. Sure her Latern now returns to it cast location, after 20 seconds in which time you would be dead. Not to mention that distraction cc is highly inconsistent unless paired with invisibility. Her only good cc is her Tribute knock back and Razorflies agro taking and even those are flawed with the knock back being single target and the Razorflies dying in seconds. Then we move to her buffs. Oh her buffs. Again, inconsistent but also they do not scale nor are they useful in warframe currently. Ive already explained why Dust is bad. Entangle seems to not work like all other slows in the game leaving enemy actions unslowed. Full Moon simply doesn't work because runing a companion with Titania has issues with her extremely low health pool. Thorns *insert laugh track* reflect damage is only viabled if it is at ludacris multiplications such as with the new Amalgam Javlock mod. Surely, she must have one redeeming factor. And yes she does or else i would not be playing her. Razorwing is by far her best ability snd dare i say one of the most fun abilities in warframe. You become a space ninja butterfly of death. However, Dex Pixia is hesvily limited by ammo economy, Dwiata has mediocre damage and at high level all it taked is two good shots from a Gunner to end your fun cause lord knows those razorflies dont last. So now the question is, how do we fix her? Well the best method is to solidify her role. Jack of all Trades like Oberon/Nezha/Rhino, Supportive with Damage like Wisp/Octavia, or Exalted Dps like Excalibur/Valkyr/Mesa. I err on the side of Supportive with damage for she is the Fairy Queen, however, with all things considered it would be much better to place her into the Exalted dps category as well. Hence, my rework will try to capture than aspect. Lets start with Spellbind. First lets remove the free float aspect and change it to suspension much like Vabaun's Bastille. Base aoe range should be increased to 15 similar to how Harrows Condemn has high base range since to build him optimally you do not want too spec to much into range, but it does scale with mods. Reduce base duration to 10 seconds at base since the cc will be much more consistent. Scaling with mods Increase animation speed by 30% Remove Status immunity from this ability, it shall be moved elsewhere. With these changes this ability becomes a good instant cc that will be the only hard cc in her kit. Next is Tribute. Remove the picking of enemy types to get buffs and instead give the players a choice using a rotunda similarly to Ivara's Quiver. Remove certain buffs effecting allies. These buffs are only for Titania Dust - Now grants 20% damage reduction as it make Titania harder to hit. This is inline with the same concept from Mirage's damage reduction. This ability will scale with mods in terms of power strenght scaling up to 90% damage reduction. Does not effect allies Entangle - Make the slow actually work like all other slows and slow enemy actions as well. Have it start at a base 10% slow scaling with mods up to 30%. This is mainly consistency. Thorns - This should jam enemy guns for 10 seconds at a base range of 15 meters scaling with mods of course. This one just makes sense and is more consistent. Full moon - Increases the health and damage of all companions by 20% scaling with mods up to 50% increase. Does not effect ally's companions. These are now useful buffs made more powerful as we remove her team aspect for her and focus more and her self sustain. On to Latern This ability needs to change completely in order to be useful. Make it this instead. Titania goes invulnerable for 5 seconds. All enemies in a base 15 metter radius are attracted to the Fae queen as she summons this shimmering latern above her. This beguiles them to attack her. All damage taken in those 5 seconds is stored and then released as a burst heal around Titania grant brief cc immunity and status immunity. Immunity duration is not effected by mods and only Titania is rendered immune. Base status, cc immunity duration is 10 second scaling with mods. Base range is 15 meters scaling with mods. Base heal scales with a one a 1 to 1 ratio to damage taken multiplied by 2 which is affected by mods. Titania is still able to do other actions while Latern is active. Lastly Razorwing. Dex Pixia now refunds 10 ammo for every kill Diwata changes ATTACK SPEED 1.00 CHANNELING DMG 1.5x BLOCK RESIST. 80% NORMAL ATTACKS Impact 200.0 Punture 30.0 Slash 150.0 TOTAL DAMAGE 200.0 ( Slash 75%) CRIT CHANCE 15% CRIT MULTIPLIER 2.0x STATUS CHANCE 15% SLIDE ATTACK 415.0 WALL ATTACK 200.0 Remove 50% Evasion while in Razorwing Razorflies will now actively protect Titania instead of damaging enemies. Razorflies now have a link bond to Titania in which they take 50% of the damage she takes. They do not grab enemy agro any more and do not fly away from Titania. Instead they float around her as she flies. Razorflies should be fully healed on each kill. These are simple optimizations to Razorwing and some redundancy clearing up. Diwata should be more useful and she should be league more survivable with her new as a whole so the removal of certain elements such as Razorflies grabing agro and the evasion make this ability much better overall. With this new kit, Titania can now function as a dps with some suportive techniques. She will now scale i to higher leveld and be more survivable overall. I do hope de takes this into consideration, Titania needs more thsn the small qol rework they gave her.
  5. Here are my thoughts on Wisp. Allow me to give context to my point of view. I am a min maxer at heart and whilst I love seeing frames optimized, I do not want to force some meta over creativity. As such I try my best to make very frame viable well into the higher levels. From that, I have a respect for frames that can scale like crazy especially those that are more of hidden gems. With that being said, Wisp does this poorly. Wisp is a fun frame. She has a lot of mobility, great survivability, and great buffs that are useful all around. However, she falls short in some areas and I believe if we tapper up these areas she will become a great scaling warframe. Reservoir This ability is great. I must applaud you DE for making a deployable feel natural on such a high mobility frame. However, it lacks a streamlined feel to it. Whilst it is good that you can cast this ability while in motion, i find myself waiting too long on the cast to the point that it is uncomfortable. It clashes with her mobility greatly. This can be rectified in two ways. Either keep the cast time as is but upon cast the reservoir summoned had all three buffs in it. This is the most streamlined option and would make it much easier for to make use of Pax Bolt and Growing power. This would also help her function more smoothly in an extermination setting and other missions like that. This would require redistricting the amount of reservoirs to three for balance sake The other option is to speed up the casting animation greatly and allowing the reservoirs to be deployed at range. Speeding up the animation about 50% and giving the ability to deploy at range would streamline the ability nicely. This would make it easier to combo reservoir into breach surge and even, by extension, help her in extermination missions. This would make it significantly harder to use Pax Bolt and Growing power, however, it would help smoothen her kit. Will-O-Wisp Absolutely fantastic ability. The amount of control and movement this offers is interstellar and on top of that you recieve damage immunity. There is not much to be desired here, but I will mention that prehaps the held version of this ability either gain more move speed as it flies or.flies faster in general. It would be great if the held version of Will-O-Wisp pace replicated that of Nezha's Blazing Chakram when held. This is a small detail but would make her feels leagues my streamlined. Breach Surge This ability pains me. Out of her whole kit,, this ability and Sol Gate let me down the most. After reading what it was to do ans watching the video, I was excited to use it and I was met with disappointment at the results. My expectations was that I was recieving a Pax Seekee esque ability that would turn Wisp in a great multi target damage dealer. It made me think of all the single target weapons that could become sk good in her hands. More specifically snipers and shotguns. Yet, it did not work the way I though it did. I find myself only using this ability for the mobility it offers. Here are some things that if changed can make this ability crazy good. Remove line of sight on this ability. Now I understand this is probally put in place to prevent the abuse of a bkind that goes through walls, but i feel as though it hinders this ability. I suggest that blind only activate when enemies are in line of sight but thos who are not still get marked with the surge. Make the damage jumping much greater. The chance of triggering is a fine stat but the damage those balls do should be edited. They should do full damage and then multipled by a precentage. Remove the necessity of having to teleport to the reservoir to double your range. This double range should proc when standing in the zone of a reservoir. Sol Gate First off, very pretty ability. Very well designed in look. However, this ability is poor in many other ways. The ramp mechanic does not apply to the beam but rather it seems to work as iff the enmy is behind debuffed. I feel that the beam should just ramp only when fixated on an enemy. It own damages inscreaes. The reservoirs should do mroe for the ult. Prehaps the add more special effects like the red mote increasing the beam's width and the blue mote doing rh einscrea 50% damage. Sol gate toggle should make the beam tick faster so it is able to do more damage. Furthermore,, the base energy cost is to high currently and could use some adjustments. TLDR- Wisp has massive potential. With simple changes, she can florish much like the reservoirs from her owm dimenson
  6. First of all, you assumptions are grossly over exaggerated. You'll get nowhere trying to argue in that way. Second, You do realize this is a post to fix Titania issues yes? Simply stating what she can do is not detracting from the fact that she needs more of rework. Credit is given where credit is due. Third, I have used her for all those fights with moderate to high success depending on the augmentation of the sortie. Fourth, You can very much run Mesa sniper on Lephanthis, Excal as well. Granted Valkyr is out of the question and so is bansher but that is besides the point. I find it rather funny that you jump to conclusions and accusations rather than striking up a conversation, a discussion. So, when you are ready to have a civil argument with actual points without being disrespectful. Maybe I can respectful listen in return.
  7. But dps is i inherently tied to energy drain.
  8. Firstly, this is not a constructive comment. Secondly, she does have the highest single target dps. Mesa is aoe and cannot headshot, Valkyr is limited heavily by here energy drain, Excalibur is aoe and cannot headshot for the most part, and Banshee? Her ult does not scale well once armor starts to grow and if you are taling about her sonar well even in that cast that is heavily weapon dependent and Titania will still out dps her. Titania can headshot and has extremely high firerate and is even able to run punch through as well. She shreds through most anything with ease. Futhermore, she procs slash like a beast. Tell do yoh see banshee, mesa, excal, or valkyr prioritized for missions like Lephantis? A target that needs high single target dps? No. Titania is.
  9. So Titania is one of my favorite frames byt she is always lacking even if she has the highest single target dps in the game. Here are some changes that would make her leagues better. Spellbind This ability is okay but could use some refinement on the execution. This ability should lift targets similar to how exodia epidemic does so. Even if it acted more like Rhino's stomp it would be leagues better. Tribute This ability should work the same as rest and rage in execution. Titania should be able to target and enemy and then pluck the souls of all enemies in an area. Remove the damage from this ablity in exchange for that. This would allow her to put that damage duff on multiple enemies efficiently. Furthermore, the buffs form this abilty should be on a cycle like Ivara and Vabaun so she can choose her buffs rather than have enemy typings dictate it. Buff changes: Dust - Unchanged. Thorns - Causes and aoe area around Titania that cuases their guns to jam. Entangle - Slow effects enemy attack speeds. Full Moon - Pet attacks should inflict blindness or radiation proc enemies. Lantern This should work the same as exodia epidemic/Rhino stomp. Please remove the free flying element. Also it should have sort of damage vulnerablity to enemies as they are enchanted and distracted from the battle. Razorwing This ability need a couple of things to optimize it. First, make the amount of Razorflies be affected by power strength. Second, make her Dex Pixia fully reload on kills. This would do leagues for her dps which is currently severely limited by the small amount of ammo she has. Third, the Diwata needs a buff to its damage and should heal Titania on critical hits so she does not instantly die when using it. Let me know what you think down below
  10. Actually I don't. How brash of you to assume that grinding some how makes me feel better about myself. Otherwise, I did not ask for more grind, I asked why you can't do the grind. Stop your whining and do the hour survival. I just most of the community to be entitled brats who just want instant gratification. Sure the grind is ridiculous, like I mentioned, but DE notices that and changes if even if it takes a little while. I see where you are comimg from. But to me that is a matter of perspective. I like arbitrations the way they used to be, without revives, because there were real stakcs if you died, you lost your chance at better rewards. Furthermore, the drones granting immortality is better in my mind because it forces players to focus on the gameplay not just brainlessly shooting. I can agree though, waiting 10 rounds or wave for a drop is quite tiresome at times that can be changed for all I care. Also you idea of scale is already in arbitrations. They scale harder in terms of level and much quicklym you will be fighting level 200 near wave 40. Because it is feedback? I wanted to foster a dicussion to be used as a form of feedback. Please tell me where in the Ballas you are button mashing and brain deading the grind? It is sure as Lotus not ESO or arbitrations.
  11. Just as the title says. I am just wondering this because I have seen so many people complain about grind and yet I cannot understand their point. Long gone are the days of mandatory survival and defenses because you wanted a Prime frame or weapon. Today, endless farms are very much simplified down to either a usefully but not necessary item or cosmetics. So I ask again. Is the warframe community afraid of farming? It seems whenever DE releases anything, there is some sorta backlash if one cannot purchase it with plat. People want instant gratification, but I wonder how those people got so far in warframe. This game is all about working for a pay off. So what is the difference in hoe long the grind is? Maybe it is different for me. Maybe I am just desensitized to the grind. Maybe it is because i play with friends. I cannot say for sure. But what i can say, it is rather worrisome to see players of a free to play game complaining about grind. This not to say EE doesnt muck up the grind(ex. Plian of Eidolon grind THANK LOTUS they changed that) but there is a partition thye have to make. Tbh if you aren't prepared to grind hard, then why play warframe at all?
  12. De has taken out/slah reworked many old systems to stop people from overspending. Take the old kubrow system in which you paid to randomize. They took it away after someone had spent way to much money into it. From then on they have kept that mindset. As for the boosters, yeah tehya re supposed to be an incentive to buy. DE has to make money some how. As for you third statement, you are correct for the most part,I contest saying that DE has injected their own economy with various plat drops over time, not to say that makes a sent in thebplatinum economy overall but they have. I just had to say this. I hate people with condescending tones. Please do some research before you get pretentious in a forums post
  13. Passive: Overheat This should be changed. Prehaps she has an overheat bar, like the exploiter, that augments her abilities with each cast. It would make sense witha caster. For each percent of overheat Ember gains 1% extra damage for her abilities and 1% extra heat damage for her guns. Make it drain 1% per second making keeping overheat up a priority. Prehaps at max overheat she gains a boon on each of her abilities? I'll explain one each one. Fireball Keep this the same but remove that charge mechanic and the lingering mechanic. Instead have it scale with overheat. Each tick of overheat reduces the energy cost of this ability by .5% maxing out at 50% reduction to energy cost. At max overheat, this ability changes and becomes a shot gun like brust of fire infront of Ember, similar to Banshee's sonic boom. The blast should stagger enemies much like Blazing Chakram and instantly heat proc them. The burnt floor can have it's one status chance. This ability is two handed and will interrupt gun fire and reload animations. Accelerant This ability should stay relatively the same as well but remove the stun, allow me to explain. Accelerant should be a channeled ability. When activated, Ember releases a noxious gas from her that is quite flammable, this gas causes enemies to stagger as the gas assaults them. Any ability cast while this is channeled will cause a radial explosion around Ember in the effect range of the gas that also staggers. This ability would also scale with overheat increasing ability casting speeds by 1% per stack of overheat and grant .25x more heat damage per stack. At max overheat, the stagger becomes a full knockdown. Each explosion proced from this ability counts towards overheat as a seperate casted ability. Fire Blast This ability needs to be changed. It does not work with the caster style as it is more of a buffing ability to guns. This is not Ember's purpose. Make this ability a reaction. Ember conjures a herself a sheild of flame, briefly granting immortality. She then retaliates with a surging wall of fire infront of her that does 10% maximum hp damage. This wall marks enemies. Marked enemies take a percentage of all incoming damage as heat damage on top of the original damage. Say your gun does 100 damage, well now you hit the enemy for that hundred plus, lets say 10% conversion, 10 heat damage on top. This percentage only scales with the damage taken while invincible scaling up to a additonal 100% damage dealt as heat. At max overheat, the wave goes from frontal only to aoe around Ember and doubles the percentagehp damage. This ability is one handed during the invincibility phase and does not interrupt gun fire or reloading animations. The animation of the fire wall is two handed and will interrupt gun fire and reload animations. World on Fire This ability should play into the rest of her kit. Rather than being activated and left to run, this ability should facilitate the use of her other abilities and passive. So I propose this. Ember sets herself ablaze, every cast she takes surges the floor with flames that spread further and further, leave a lingering effect of fire scorching everything. Basically, Ember sets herslef ablaze and begins pulsing fire wave, think water ripples, that burn every thing ther path. This ability has a very long range but does rather low base damage, however, each ripple increases the damage scaling infinitely. The ripples travel endlessly until the whole map is covered. Now i know what you are thinking, it is another Saryn, it is but with caveat. This ability has an effect range where the scaling damage is dealt. That effect range is line of sight. Any enemies out of LoS take the initial base damage ticks which is mediocre at best. This is truly a World on Fire. Now this ability is a duration based ability. When activated the LoS effect range is turned on, otherwise the mediocre tick damage is constantly in effect. To get the ripples, Ember must use overheat. Everytime overheat is filled, a ripple comes from Ember. This ripple will deal the inital base damage to enemies and set them ablaze. This will cause overheat to instantly empty after a short period of time. When activated, Ember surges the LoS area and upping the tick damage to whatever stack she is at currently. The initial tick also staggers the enemies and lights them on fire. This ring will proc the explosion from Accelerant. The activation of this ability is one handed and will not interrupt gun fire or reload animations. The inital cast is two hanfed and will interrupt gun fire and reload animations. This ability is great for survials and defense as she can control when to raze her world of fire or leave it as a minor hindrance to the enemy hordes. It is weaker in exterminates and rescues but that is why her other abilites exist. The casting of this interrupts gun fire and reload animations. Ember is also forced to the ground when casting this ability much like Rhino is. As for this ability in open world. It is not feasible to let it travel the entire map. So it will have it will only have the effect range on those maps. The effect range will have to be the affinity range on those maps. Futhermore, due to hardware limitations, DE can opt to have the floor only show red aura rather than actualy flames. A whole map of fire would be alot to process. My whole thought procces when thinking up this rework is what is Ember's core? She is and alway will be and aoe damage caster frame. She is not a buffer, she is not an afk frame, she is not tanky caster. She is squishy but deals high damage. This rework to me makes her more like a fire. It starts of small, but if un controlled becomes an inferno. She should not be a mere ember in the fire pit barely burning. She should be a wildfire, a maelstrom of flames! Burning through her enemies with ease!
  14. I recommend Nezha. He scales from star map to endgame and he really helps newer players with some of warframes more annoying mechanics. -He has mobility. His passive and Firewalker icrease his movement speed and he has a teleport when reactivating Blazing Chakram as it is flying. -He has multiple sources of damage. The fire trail from Firewalker, his Blazing Chakram, and his ult to an extent. Not to mention the explosion of fire when combining his Firewalker with the teleport mechanic. Furthermore, both Firewalker and Blazing Chakram can scale all the way into endgame. -He has survivability. Healing orbs from enemies marked with Blazing Chakram. 90% damage reduction from his Warding Halo. -He grants status and CC immunity. This is great for newer players helping them with knock downs and all those pesky status effects. -He has lots of reliable CC. His ult is one of the best CC in the game. His Firewalker and Blazing Chakram adds to that with the heat proc. His ring also staggers melee range enemies good for the newer player who love melees. His Blazing Chakram when held down will knock enemies down. -He has a damage buff. His Blazing Chakram adds a huge damage buff ti enemies marked by it. Making it super easy to shred through higher level enemies even with weak guns. Consistently, Nezha has proven himself to be a Jack of All Trades that will not only get you through the Star Map but scale well into the late game. Near infinitely. Furthermore, he is kot hard to get as you can purchase his blueprints from your clan dojo. There are many clan who accept newbies and have all the research done. Also, he isn't hard to build as his materials are easily accessible. Also, it is quite easy to mod him and he is effective even with poor modding.
  15. Why do people hate volt speed again? Can you not process you movement when sped up hy volt or somthing? No question intelligence actually wondering
  16. Fair enough. My apologizes for being rude. I understand why people think they are bad but i am a fierce defender of the frames. I could care less about DE but the frames speak for themselves. I am surrounded by meta hounds because I like to min max at it gets all too overwhelming at times. Let me be more specific. The reasoning I have with meser skin also comes from the fact that you can make more charges for youself by killing enemies with reave. Additionally, the pillars left behind by dead thralls well automatically enthrall enemies for you. It is a closed system like i said. I have had no problems using Revenant like that even in pubs but i disagree it is harder in pubs. Revenant's issue and I guess Garuda's by extension as well is that they are built around fighting alone and they don't really apply in teamplay at all. Baruuk is in the same fold as well. I was not aware that the dahhers do not give dr to allies i figured that is what would happen if they do so that needs to change. As for them flying away that is why he had damage reduction in the passive and the ult as well. Most of the time, enemies are not even shooting at me because i spam the sleep so much. As for what I said about excalibur, I will not recant. He is very basic in comparison to other frames and I get some people might like that but it is not my drift at all. Sure he has high dps but like you said that ain't alll that special. Partly the reason why i dont use Revenant's 4th ability at all. Also i would like to know. Why do you think Titania and Hildryn are subpar? I want to know.
  17. Is it so bad that a frame does damage? Is it so bad that frame lacks utility? I ask these cause I really need to know why people are so mad over a frame that is not out yet. You know that frames are their own style of gameplay right? Much less of what it used to be in the past, frames today are more freeform in their usage and play style coming with their own mini game of sorts. I feel as though, and I say this with respect, many min maxers, i myself am one to an extent, just do not have fun with th game anymore. Why is it only about how good a frame is? Why is that metric we measure on? Prehaps being spoiled by the designs of Nidus and Mesa have ruined the Warframe community to the point where we can not accept even a slight deviation from concepts like such. Take Khora for example. I feel that many still hate her and think she is bad but that is completely unwaranted. She is nigh unkillable in endgame levels. Has utility, cc, and damage that scales. Yet because she didnt have and exalted whip she consider bad only because of her meh release. Min maxers probally wanted to do spin to win on her. Lets look at Gara. The secomd they nerfed the wall everyon forgot about her. Meanwhile, she still had infinite scaling damage and 90% that give that damage field to everyone with the dr as well. Also he first ability does made damage and is a hard cc. Did you know her fourth makes you do more damage to vitrified enemies and refreshes your 2?. Sure you dont really use her 3 but why was she thrown away? Revenant Revenant Revenant. I am a huge advocate for this frame because of his one shot potential and his insane sustain making him, say with me, nigh unkillable. I feel that his pore is a garbage fire but his kit is sound and rather well designed. It is a closed system resource user and yes it is more efficient to use other frame but that's not the point of picking a frame yes? Garuda. Say it again! Nigh unkillable with massive infinite scaling dps tools in her kit and yet! People hate her and say she is bad. I am confused at this one in particular especially since i have started playing her even more. She is a monster when it comes to sustain and damage with some utility in there as well allowing you to use guns that you couldnt before because she adds slash! Baruuk. ONE MORE TIME PEOPLE, nigh unkillable. Baruuk is well designed around his concept and evrrything in his kit makes sense. He just not played because people say he does scale but he does. He clears trash mobs well into the triple digits and if he slide attacks, can do the same for heavy units. He aslo offers alot of control with his ultimate. The whole point im trying to make is that people are missing the essence of what warframe is. The warframes themselves. I played Nezha when he was "bad" and yet I never felt like he was bad at all. Sure i made post on the forum to ket some QoL things done but other than that i loved him deeply and played him because he was fun for me. I feel people have lost that thought. Warframe is not about having fun anymore. It is about how good a frame is and that to me is highly detrimental. But hey thats my two cents take it as you will
  18. Well with the reveal of Wisp's abilities, let us have a chat. 1st ability This needs to be changed but not scrapped. I like the idea of creating buffs that your allies can pick up but the issue is you will probably be the only ones using them which is not inherently a bad thing but it is not good. I propose this. Keep those cool lookin flower things but make them more radiant. Remove the pick and choose function and make a single cast summon the 3 of them around you in a triangle and limit the deployment of these to a maximum of 4 triangles at a time. As for the buffs, I feel they need to change. I like the movement speed buff, prehaps work in the cc field intot he move speed buff? The health buff is fine but prehaps work some mitigation nto it? The cc field has to change to a damage buff of sorts maybe even providing lifesteal? 2nd ability Cool looking ability. It fits her theme of portals and light; all that ethereal stuff. I just wish it moved faster and had a longer base duration. 3rd ability This should absolutely be independent from her 1 or else it will become unreliable. I propose this. When she cast this ability a wave of energy will also radiate from her and her allies 4th ability I like it. It looks cool but the problem is that it makes her vulnerable. Revenant can dash in his ult and Baruuk has mitagations. Since Wisp is all about light and portals, why not have her avoid damage during Sol. Prehaps channeling the solar power destabilizes he form making it harder for bullets to land on her?.
  19. Im pretty sure she is supposed to be a light bender seeing that invisibility is jsut a bending of light. This would make her 2 , 3 and 4 make sense not so much the 1.
  20. Well first off. You have not even gotten the frame how can you have an opinion of something gameplay related? Furthermore, they said he theme had to do with portals and space bending, including her own dimension, which explains her abilities. Lastly, it is off your opinion that channeled ults are not fun and it is not a fact. So dismissive. Just yeet here away before she even has a chance to be released. Great feedback from the always reliable forums smh.
  21. Please, De keeps looking at Titania. She isn't finished yet! Do let he be in an "okay" limbo MAKE HER GREAT!
  22. Titania needed better physics on her one as well. Her buffs onntribure need some changes perhaps maybe soke related to damage? The lantern change is great. Nyx changes look wonderful. Im just sad my lovely Fae didnt really get touched. He Dwiata still needs help in damage category and the dex pixia ammo economy is a atrocious. Maybe some more love for titania?
  23. What if Warding halo gave a modable health regen while active. That would be extremely useful and give him a consistant heal.
×
×
  • Create New...