This does NOTHING to alleviate that fact that once you hit a high roll, which from my experience is >30% elemental bonus over 50% of the liches rolled will be completely useless. A lich can easily take 2-3 hours, more if you have to farm requiem mods. At >50% of liches wasted that is too much time to invest into making ZERO tangible progress. I'd thought you guys would learn some from the horrible riven system but apparently all that was is to do more of the same.
Is the clan bounty board going to be bottomless? Because every S#&$ rolled lich is going to end up there.
Knowing >50% of the time I spend on this system is completely worthless doesnt exactly inspire me to play. I've done 5 liches. None of which have the weapons I want and two of which were drakgoons. Guess which weapon my 5th lich has. That's right. It had that second drakgoon. I have barely been able to convince myself to progress the system since because I know that finishing this lich gives me nothing. I already have a good heat drakgoon and will use that for mastery. In fact it will cost me 6p to keep that toxin drakgoon if I want to be an ultra collector. I also know that chances are very good that the next lich after will very likely not be an upgrade and will likely give me another copy of a weapon I already have meaning the next 3 hours in the game will be completely wasted and that just makes me not want to play.
Knowing that just to ENSURE I do not waste any progress by potentially overriding a decent roll of one element with a slightly better one of another element I have to purchase at least 92 weapon slots (one per weapon type per elemental variant, plus at least one extra to hold a weapon with an upgrade roll so I can Valence transfer it) doesnt exactly inspire me to play.
Are you looking forward to players selling off high rolled, desired weapon-element liches for hundreds or thousands of plat? Because that is absolutely going to happen
Are you guys planning on ways to enforce trade like this at all? Because I 100% guarantee people are going to get scammed and will not be happy.
Goal: EVERY lich is useful to the player and will grant some amount of progression to a weapon. Even if it is a little bit. If players want to swap liches for faster progression or weapon collection, that is up to them but a player who chooses to solo the system will be able to progress upward towards the cap with EVERY lich thus they are ALWAYS REWARDED for interacting with the lich system. The current system as proposed does not do that.
Valence transfer does NOT override the weapon's current element.
If the transferred weapon's bonus is lower than the current weapons, the current weapon's elemental percentage damage will ALWAYS increase based on an exponentially diminishing curve until a cap is hit.
This value cannot be below 1% or greater than 5%
Weapon A = 20% Heat
Weapon B = 20% Toxin
Weapon A is valanced into weapon B = 25% Toxin
Weapon A =20% Heat
Weapon C = 70% Toxin (Cap at 90%)
Weapon A is valanced into weapon C = 71% Toxin
Weapon D = 50% heat
Weapon C = 70% Toxin (cap at 90%)
Weapon D is valanced into Weapon C = 73% Toxin
ANY weapon type can be valanced into another weapon type but the % elemental gain from non matching will be at most 3%.
Make another combination option, I'll call it "Synchronize" for now, where ONLY the weapon element is transferred over. Example
Weapon A = 20% heat
Weapon C = 70% Toxin
Weapon A is sync'd into weapon C = 70% heat
Any weapon type can be Sync'd into any other weapon type but non matching weapon types have a 40% chance to fail and not transfer.
Other issues to address:
The Lich MMA move does not have a very big visual cue, and no audio cue at all. Or at least one that is not very obvious. Yet it is completely uncounterable if you get caught in it and is powerful enough to one shot most warframes.
The telegraph and Audio cue needs to be much more obvious and/or the windup at least 1-2 seconds longer so any players meleeing the lich can get out of there.
Add some sort of quick time event so that players caught in the grab can minimize the damage
2. Warframes should NOT have to die if they have the wrong requiem. If we are stabbing them it means WE HAVE ALREADY BEATEN THEM. You are punishing players for playing well enough to take down their lich (or at least one of its health bars). I'll say it as many times as I have to: "F**** you, you just plain lose" mechanics in any game IS NOT FUN. You guys just went ahead and put it one into a power fantasy game AND you force the player to interact with it MULTIPLE TIMES AN HOUR if they are seriously farming liches. This doesnt make the lich powerful or scary. It just makes me feel like the game is cheap and want to stop playing.
This is one I read on reddit really liked:
If all 3 requiems are wrong. The player gets instant death.
If 1 requiem is right, the player takes some damage BUT also gets a quick time event which allows them to potentially further mitigate damage.
If 2 are right, the player and lich fight to a stalemate
If all 3 are right the lich dies.
Or You always fight the lich to a stalemate
Or based on the amount of damage the lich has done to you before the attempted stabbing: you either die, take minimal damage, or stalemate
Or based on the amount of HP you have before stabbing the lich you either die, take minimal damage, or stalemate
Or based on your current MR you either die, take minimal damage, or stalemate with higher MR's being much more likely to stalemate.
3. Lich farming is AN ISOLATED ACTIVITY. The player cannot lich farm and do other game systems like relics, kuva siphon, sortie because liches and thralls only appear in their own special mission even if nodes happen to overlap. Liches and thralls should be able to appear ANYWHERE in the system. Regardless of base mission level or type (except arbitrations and simulacrum). Missions on planets the lich has control can simply spawn more thralls and have a far, far higher chance of spawning the Lich itself.
Might this be an issue for lower leveled players that get unlucky and caught in the crossfire? Or might players troll lower level players by purposely trying to spawn in Thralls and Liches that they could not possible handle? Maybe. You can just make them attack their target player unless the low MR player attacks them first and does more than... say 5% of a HP bar worth of damage. I also recall you guys are working on an emergency beacon for Empyrean? Give that to lower players. If they see a thrall spawn in they can drop a beacon in response to call in a guaranteed MR 20+ player with a Rank 30 Frame and Weapon.
4. Life steal on melee light attacks needs to be addressed. Survival is noticeably more difficult on squishy melee warframes with the new life strike than with the old channeling life strike. I have played warframe for 6+ years, almost all of that is exclusively meleeing and I can tell you that currently, BY FAR the most safest, comfortable way to melee right now is with the Amalgam Daikyu Target Aquired mod and a Nikana, and it is exactly how old Life Strike functioned.
Forms of healing such as operator healing tend to break the flow of combat and are thus sub-optimal. A huge amount of the heal on heavy attacks is WASTED as there is no such thing as an overheal in warframe.
Furthermore, Healing Return is not viable on the targets that matter most due to the increasing prevalence of 100% status immune targets, not that it healed enough against high level enemies to begin with. Healing return is also not viable with slow, heavy hitting weapons because it heals a very small amount of flat health. Suggestion
Add an over-heal mechanic: Warframes can overheal themselves up to 2x their HP but unlike overshields, this health immediately starts to decay by 10-20% per second of whatever the maximum value is. Maybe Vaizarin can have a node that slows this. HoTs CANNOT overheal warframes (ex. Renewal, Magus Repair).
Healing return: for every rank, 0.3% life steal on melee damage. Rank 10 HR is 3% life steal.
Life steal: per rank, on light attack 0.25% life steal + 5% life steal on heavy attack. Max rank: 1% life steal on light attack, 20% life steal on heavy attack.
5. There is no way to perform precision hits with a melee weapon. This makes the entire weapon category NON VIABLE against many bosses and special units that are either completely immune or have extreme damage reduction except for a tiny weak spot. Proposal:
If the player crosshair is over the enemy's weak spot when the weapon hits the melee hit counts as striking the weak spot even rest of the hit arc of strikes non-weak spot parts of the enemy.
or Melee hit arcs that include the weak spot only suffer partial damage reduction instead of full reduction or doing no damage at all.
or we use the heavy slam to make our own weak spots. I.e. Heavy slam can briefly confer a stunned/vulnerable state to bosses/special units as well as a weak spot with extremely reduced damage reduction. The time the boss is stunned is not more than 5s, larger bosses are stunned for much shorter periods of time. The amount of time the weak spot lasts is not more than 20s and is not dependent on the size of the boss. A higher combo count when the slam was performed will result in longer stun/weak spot durations. "heavier" weapons like hammers will also increase the duration.
2x Combo will stun a Nox (a heavy unit) for 2s with 5s weak spot.
12x Combo will stun a Nox for 5s with a 20s weak spot.
2x combo will stun a Lich (a very heavy unit) for 1s with 3s weak spot.
12x combo will stun a Lich for 10s with 15s weak spot.
2x Combo will stun a Thumper (a massive unit) for 1s with 2s weak spot.
12x Combo will stun a Thumper for 1s with 10s weak spot
Everything else in the hotfix sounds pretty cool. The frequency and size of the daily hotfixes since release is greatly appreciated.