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TehGrief

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Everything posted by TehGrief

  1. I am in favour of a drag-and-drop mechanic to reorder the load-outs; similar to what they've achieved with the colour-picker.
  2. "Is that a Ninkondi Prime in your pocket or are you just happy to see me?" But in all seriousness, I've noticed a similar issue with the variants of the Lecta - even outside of the arsenal screen; they just... go incredibly rigid in public... It's embarrassing...
  3. I'll keep it short and sweet - it's a small matter; While using the weapon / companion naming feature in the game, you're restricted to the specific special characters available (which is fair, for some symbols and what-not). However, I was surprised when I first encountered that you could not use apostrophes. Symbols such as the ampersand (&) and the hyphen (-) can be used without trouble, but I cannot make proper possessive nouns without the apostrophe ('). I receive the following error message: While it is incredibly minor that I can't name my weapons "TehGrief's Kitgun", or something more elaborate like "DE's Patience & Understanding", I believe this is a change that should still be considered. EDIT; > Additionally, it should be noted that you can use apostrophes (') when naming load-out slots in your arsenal.
  4. While I understand that specializing characters to do one thing really well generally makes them only valuable in niche circumstances, I do not see this as negative. With the game continuously moving forward and adding new characters (currently more than forty ingame), I believe it is imperative that each of the characters have defined roles; even if that role is a hybrid between multiple roles - sacrificing certain tactics to achieve others instead. However, looking back to Trinity, she could even be tweaked to be more supportive and continue to remove her outgoing damage from abilities. Especially when we look at her official codex entry: Well said; she doesn't need to be more powerful than she already is.
  5. The true issue is that this ability was being exploited. The original intention was for the ability to redirect incoming damage from enemies back at them, not to detonate explosives at your own feet and sheepishly watch as things fell over. Each and every warframe has their place in the game - it's easy to see how playing a frame suited for specific content outside of that content could subjectively be considered boring. I would have to agree. I have always been in favour of clear and distinct class design - a support frame should have support abilities, not damage abilities. It would be in the games best interest (not to mention balance purposes) for Trinity to remain a pure support-class frame.
  6. Fantastic change, I had suggested something similar in a forum post. I am glad to see them being reworked in a useful and cooperative way. Best news I've heard all day - acknowledging abilities that are used infrequently and reworking them has my hopes up.
  7. It's unfortunate... really. I have even gone on to make a more flushed out thread titled Oberon - Mandatory changes for Renewal.
  8. While I agree that Trinity's current passive is underwhelming and honestly unnoticeable; changing the passive to give damage bonuses based on allies dying seems strange for a healer. It would make more sense for the passive to remain focused on saving allies. I believe it would be more helpful for Trinity to have a set number (three, for example) of instant revives per mission, functioning identically to how the Mending Soul node instant revives from the Vazarin focus school do. Yes, I would go as far as saying it is likely the most unused ability in the game (relatively). However, I believe it is important for Trinity to remain a pure support frame, adding damage abilities ruins the balance that is achieved from her being as powerful of a support as she currently is. I like the idea of Trinity empowering her allies attacks with unique effects; sticking true to the vampire theme - [1] Well of Life (would be renamed) could provide the lifesteal to attacks made by allies rather than marking enemies for lifesteal. Alternatively, since it's been well established that the ability is worthless because of [4] Blessing, allies attacks could "mark" allies with Confusion (radiation proc). The second option would be more realistic and could synergize very nicely with the augment Pool of Life. Energy Vampire is fine how it is, it does not need to be reworked. I would love to see the ability changed to work on allies instead of enemies (maintaining the support theme), here is my suggested change: Trinity would link with 1 / 2 / 2 / 3 of the closest Tenno within Affinity Range over a duration 6 / 8 / 10 / 12 seconds, reducing incoming damage by 50% / 60% / 70% / 75% and preventing Status Effects (this would function similar to how the Ack and Brunt's Electromagnetic Shielding augment works). I agree that it should be re-castable. Honestly, you could just remove the damage reduction that the ability provides, It's strong enough as a burst heal. Adding the damage reduction to the [3] Link suggestion made above would be an appropriate change.
  9. In the current state of Renewal they should just get rid of the initial healing entirely, honestly, Renewal isn't reliable enough to "burst heal". Renewal functions better as a heal-over-time that also provides status cures. If this rework was to happen, I believe this would have to be something they would have to ensure would not occur. I have settled on a build that can sustain the ability just fine, thank you for your concern. However, in my opinion Oberon takes far to many forma just to sustain his ability and enable you to cast everything else; for a lot of the testing I had been doing, I often felt that I would have to choose between either sustaining Renewal or casting other abilities, just as @NinjaZeku has brought up. In case you weren't aware, Wisp does provide a flat health bonus - and quite a large one at that... Her buff can be sustained for more than a minute. She does NOT have to channel this ability and it only costs her 25 energy to cast. Sure she doesn't provide any armour, but it is far easier for her to maintain recasting this ability than it is for Oberon.
  10. Passionate, perhaps. I would not go as far to say it is entitled.
  11. A few months back I had made a similar post simply titled Oberon - Changes to Renewal. In this post I had loosely listed my own opinion and the opinions of others regarding feedback for his [3] Renewal ability. Since that post, I have spent a large portion of time (and forma) trying different builds with Oberon to maximize his effectiveness and efficiency with Renewal. Alongside perfecting the build, I have attempted various mission types to gather data regarding obvious issues with the ability - I hope to summarize them here. Confusing ability mechanics To start I want to point out how misleading both the wiki and the in-game description of the ability are: Both of these misleading descriptions make it seem as if Renewal is consistently generating healing from Oberon himself, however, in testing this proves to simply NOT be true; as it currently is, Renewal creates a field of healing at the point of activation that does NOT travel with him. Furthermore, even in the official Warframe Profile video for Oberon the ability is presented in an incredibly misleading way; never once mentioning that the effect remains at the point of activation. Alongside these mechanics being confusing and not player-friendly, this ability is further paired with an arguably worse issue... It is quite literally invisible... Ability animations (or rather, lack thereof) Upon activating Renewal, you will (barely) see a wave travelling out from the point of activation. Once the wave has reached its full radius, it will disappear and you will be left with an "assumed" field of healing. With no way to visually prompt players that there is even an ability taking place in the area you're presented with two possible outcomes: 1. Stumble around blindly - running around in circles until you notice the Renewal buff across the top of your screen. OR 2. Ignore the buff completely - who has time to go on a scavenger hunt when there are mandatory objectives to meet in a mission? The only visual cue that we currently have is a very faint green outline on allies currently affected by the Renewal buff. This glowing outline is faint enough that at certain distances it cannot be seen. In such a fast-paced, high-mobility game like Warframe, it's completely unacceptable that this has been left this long. To me, this seems like a mechanic that was forgotten when the original change from a duration-based projectile to an range-based AoE ability occurred (see original Oberon Profile video); as a projectile with infinite range you never needed to worry about allies NOT getting the buff - thus, the visual cue was almost unnecessary at that time. I have recorded some footage of myself using Oberon's Renewal to show these in better detail (see below): Additionally, I believe that the Phoenix Renewal augment mod suffers from a similar lack of animations. When a player dies under the effect of Renewal there is a brief message that simply just says "Phoenix Renewal" and shows the 90 second debuff (inability to revive again for the duration) in the top corner of the screen. Poor ability interactions Changing Renewal from a duration-based projectile to a range-based AoE skill could have been seen as an improvement, had it been done properly. Unfortunately, the ability suffers from more than just zero visual representation and misleading mechanics. As stated earlier, Renewal creates a radial field of healing; allies stepping into the field of healing gain the Renewal buff which restores health per second. However, your allies cannot gain the buff twice from the same cast of Renewal (see below): Incredibly Draining Renewal is a channeled ability that, by default, drains 2 energy/s to remain active. For each player who falls below their maximum health Renewal will drain an additional 3 energy/s (i.e; if all four players are below maximum life, Renewal will drain an additional 12 energy/s). Furthermore, each non-player ally (i.e; companions, syndicate operatives, specters, and summoned abilities such as Nekros's Shadows) that falls below maximum life will drain a further 1 energy/s. Initiating the ability also has a base cost of 25 energy - to top it all off. The cost of the ability is overwhelming at times and requires reconsideration. So... what can be done? Proposed Changes Change Renewal to function as an aura that centers on Oberon himself, rather than a radial field that remains at the point of activation. Give a better/more obvious visual cue to both Renewal and Phoenix Renewal. Allow allies to regain the buff from the same instance after having the buff removed/lost. Adjust the energy drain to be more realistic. TLDR; > Change Renewal to function as an aura centered on Oberon himself. > Provide better visual representation of both allies under the effect of the buff and the radius of Renewal. > Allow Renewal to be reapplied from the same instance to allies who have lost the buff by falling off the map/into water or being nullified. > Adjust the energy drain of Renewal to be more in-line with current abilities.
  12. That is an over-reaction, honestly; we are fully capable of having a "serious discussion" while talking about using affinity range as the generalized range for most skills that provide party support. Yes, there would obviously require some balancing, and yes, some skills/augments would require change - however, I believe it is in the best interest of the game to open up to this more "party-friendly" play-style. A perfect example of a skill that should be altered to be based on affinity range rather than it's default range is Hildryn's Haven ability (see details below).
  13. After creating a thread talking about possible ways to implement better mechanics and/or improve on current mechanics for tank support (Allow for more Archetypes (tanking)), I wanted to return with some more ideas for broadening some of the current play-styles that we see. In Warframe, team composition is, without a doubt, one of the biggest core-aspects of the game. However, it has lately felt that the "team" isn't really "working together", and is more often than not competing for kills. There is always room for group synergy when building a team in Warframe, and having a person who provides a buff is always appreciated. There should be more emphasis on including more team mechanics in warframes - even if it is just through the addition of augment mods. There are already several warframes currently in the game that provide buffs in various forms, however, for this thread I wanted to focus on improving some very specific augment mods to provide a very diverse opportunity for team compositions. "Cast on Ally" Augments There are several augment mods in the game that allow for specific frames to cast damage abilities on allies, adding damage to their attacks for a duration. Here is a list of those augment mods with some brief details: Volt's Shock Trooper augment mod for Shock. Ember's Fireball Frenzy augment mod for Fireball. Frost's Freeze Force augment mod for Freeze. Saryn's Venom Dose augment mod for Spores. Oberon's Smite Infusion augment mod for Smite. The major issue with these augment mods and the reason why they likely don't see much use is because they can be incredibly difficult to use. In my opinion there are two major flaws when using them: 1you MUST target an ally with the ability and 2you (the frame casting the ability) can never be a target for the buff. To solve these two flaws, I want to present the following idea: Have the augment mod change the ability so that it applies a duration-based aura, instead of performing its normal action and mechanic. Augment mods offer a great opportunity to modify abilities in unique and interesting ways. I firmly believe that having these specific augment mods drastically change the way these abilities function would open a door for new builds and strange team compositions (i.e; using both Volt and Frost's auras in combination to add magnetic damage). Aura Radius Improvements I have seen various other threads mentioning the issue of the aura range provided by some abilities often falling far too short to be useful to your team. Above I have used a range for the augment's auras to be 10 / 12 / 15 / 18 meters (affected by Ability Range), but it might be time for auras and similar buffs to have generalized and/or static range; if not to simply just be based on affinity range (with some exceptions of course...) Some examples are: Eclipse Mirage has an augment mod for Eclipse that shares the ability's bonuses with allies. The biggest issue with Total Eclipse is that the ability range is pathetically small - only granting an aura with a radius of 3 / 3 / 4 / 5 meters (affected by Ability Range). If you're not inside Mirage's pocket just forget about even maintaining this buff. Turbulence Similar to the issues with Total Eclipse, Zephyr's Turbulence augment mod, Jet Stream, suffers from incredibly short range - having a base radius of 3 / 4 / 5 / 6 meters. Elemental Ward Vs. Vex Armour Chroma has two abilities that both provide buffs to nearby allies, however, each of the abilities has a different range - why it isn't even generalized within the warframe is beyond me. Elemental Ward has a base radius of 6 / 8 / 10 / 12 meters, while Vex Armour has a base radius of 8 / 10 / 15 / 18 meters. TLDR; Change "Cast on Ally" augment mods to apply as an aura instead of their prior function or mechanics. Change aura and buff skills to have generalized and/or static radiuses (possibly just using Affinity Range).
  14. In regards to the post I made... Firstly, let's get the facts about Peaceful Provocation out of the way: A rank-3 (max) Peaceful Provocation augment mod only provides a base of 40% slow, while providing up to a maximum of 80% slow with 200% Ability Strength. However, in doing so you've now increased the activation cost (negative efficiency) to 15.5 energy with a drain of 0.78 energy/s for EACH enemy affected by the aura. You claim that the energy drain is "conditional", and that it can be "counteracted" by Energy Siphon and Energizing Dash: A rank-5 (max) Energy Siphon only provides +0.6 energy regeneration/s. Having a whole squad (4 people) each running a max-ranked Energy Siphon provides a maximum of +2.4 energy regeneration/s. A rank-6 (max) Energizing Dash provides +5 energy regeneration/s and cannot be stacked with other instances of Energizing Dash. While also requiring you to be using Zenurik as your active focus tree. With those numbers in mind, let's take a look to see how viable this "counter-action" is... [4 Energy Siphon = +2.4 energy regeneration/s] + [Energizing dash = +5 energy regeneration/s] = +7.2 energy regeneration/s (yay, simple math) Impressive? Perhaps on paper... but it's not going to change how poorly this mechanic functions. Considering that our drain is 0.78 energy/s for EACH enemy affected by the aura, if ONLY ten (10) enemies are within the radius of your aura, you're still loosing 0.6 energy/s - that's only TEN (10) enemies. Let's make it a little more realistic and double that number - twenty (20) enemies; Assuming you've prepared and you've done everything that we've mentioned above, you're still going to be draining 8.4 energy/s! On top of it all, this is assuming that you're NOT casting any of your other abilities, since channeling Mend while you have Provoke active removes the ability to gain energy from both Energy Siphons and/or Energizing Dash - further making your argument invalid. You'll never experience this problem while using Provoke, since the drain is only based on your allies. Changing the ability to function by reducing the damage that allies take, instead of reducing the damage that enemies deal would allow for it to be brought into line with how sustainable Provoke is. Furthermore, the slowing effect from Peaceful Provocation could still be added to the enemies as they attack allies affected by the aura scaling up per enemy as damage is dealt.
  15. Reservoirs already has a built in mechanic that you can cast it more than six times; recasting with max reservoirs will deploy another one, while simultaneously despawning your oldest one. Considering the fact that the majority of mission types in this game are linear (i,e; mobile defense, extermination, assassination, capture, etc.) or stationary (i.e; defense, survival, etc.), if you're clever enough you can simply recast the ability in strategic positions as you progress through the mission, always moving the reservoirs with you.
  16. Trinity - [1] Well of Life Ability is rendered completely obsolete by Blessing. Base healing should scale with enemy level, instead of being capped at 400. Ability is too clunky to be used in any unique or gimmicky ways (can't be recast while active, 1 second cast time). What could be changed? The ability just need to be completely overhauled. A simple suggestion would just have it function identically like [2] Energy Vampire, where it sends out waves of healing from the target. Equinox (night form) - [3] Pacify Energy drains too quickly because of how the ability functions. Ability functions poorly: Reduces the damage that enemies deal, rather than reducing the damage that allies take. Requires more range to be useful (caused by the ability having a "fall-off" range mechanic) - but more range means more enemies effected - which means more energy drain (a vicious cycle, really). What could be changed? If the ability was changed to apply a damage reduction mechanic to allies instead of to enemies (exactly how the day form [3] Provoke currently works), the energy drain would not be so bad, and the ability could certainly be more viable. Ivara - [2] Navigator Ability is too gimmicky to be used seriously. What could be changed? If we saw either a change to the base mechanic or even an augment that made it so that Ivara could fire the Navigator arrow and then teleport to wherever it hit (had been discussed a while back), I imagine it would see a lot more play.
  17. No, unfortunately this is presumably intentional. It's been like this for a few years now - this change occurred April 26th, 2017, in update 20.3. It NEEDS to be changed, it functions terribly; I would love to see it fixed.
  18. Alongside making Renewal an aura that radiates around Oberon, allies that have the buff nullified (or that fall off the map and lose the buff) need to be able to regain the buff from the same instance. I had made a similar post a while back (it's now archived - [Oberon] Changes to Renewal).
  19. Scott never said the Itzal was "Game breaking", he was specifically referencing how overpowered Blink is and how its intensity and application make the Itzal the only archwing worth currently pursuing. Currently, with mods, you can: Reduce the cost of Blink to less than 12 energy per cast. Increase the distance traveled in a single cast to 640 meters. 0 second cooldown (can be spammed) No other archwing can even come close to achieving this level of speed, even when using Hyperion Thrusters (which I have, personally, always felt was a fast enough form of travel). If you haven't used the Itzal, the ability Blink is 100% spammable as long as you have the energy to do so. Even in the case that they buffed the other archwings to have movement speed abilities, it is time to accept that the Itzal's current Blink ability is objectively too strong for open-world content; Blink is the ONLY thing that was proposed as needing a change. Nerfing Blink will not cause the Itzal to be "useless" as you have suggested - as long as it is done properly. In my opinion, Blink could be fixed in one of two ways: Provide a set of "charges" for Blink that are depleted as the ability is cast. The charges would have a cool-down tied to them, after not using the ability for a short delay, the charges would reset and be available for use. Provide a strict cool-down between casts of Blink, even if it is just 1 second between each cast. And yes, while the Open Worlds can be greatly improved by using fast transportation, you have to ask yourself "When does something move too fast?" - the answer is the Itzal's Blink ability. As to the other archwings, replacing one of the less-useful abilities from their kits with an ability that either augments speed or provides a different type of travel would be acceptable balancing. Obviously the K-drives could never compete in regards to speed alone. The concept of K-drives, while also adding an alternate form of transportation, was for an alternate enjoyable gameplay alternative - FUN! (hard to imagine a game being fun... I know, I know...) You have to keep in mind that, from a linear prospective, the starting K-drive can be obtained long before you could even build an Itzal archwing/and archwing launcher segment when starting the game. You're absolutely right when it comes to them filling two separate roles. Archwings are a vehicle that get you from point 'A' to point 'B', K-drives allow you to perform cool tricks and gain standing with a faction to continue to upgrade and change your K-drive playstyle - who doesn't like a little bit of nostalgia (we all liked to 'sk8' and occasionally 'shred some gnar' at one point)?
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