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TehGrief

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Posts posted by TehGrief

  1. 4 hours ago, Tiltskillet said:

    I expect a multi polarity system to come, and I think it will cost much more / require more grind than aura forma. Or be acquisition-limited--a carrot something like umbra forma are currently.

    You believe that it would? I don't think that they would do that. If anything, I would imagine it would be made slightly more accessible than Aura Formas currently are. There is hardly any reason to limit a Universal Forma to the same restrictions as an Umbra Forma (considering that a Universal polarity would not accept Umbral polarities)

    4 hours ago, Tiltskillet said:

    Polarities are more a speed bump than a limit to those explorations.   Multi-polarity should just be cleaner and less clunky than re-formaing or working with multiple copies, which are how, right now, passionate players (Or merely bored ones! 😛 ) get the versatility they want.

    I get that they are a "speed bump" in the sense that they slow you down and you *could* continue to re-forma your gear every time you wanted to change your build - but that really does ruin the purpose of owning 3-6 loadouts on any given frame/weapon. 

    The current system, as you've stated it to be, is honestly unacceptable. It's a surprise that a Universal Forma or multiple polarities hasn't been introduced already. 

  2. 1 hour ago, Tiltskillet said:

    I think you're undervaluing how many hoops players will jump through in order to get multiple polarities on slots.   More importantly, how many hoops DE thinks we'll jump through.

    I am not sure I understand what you're getting at...

    Players that are passionate about frames or weapons in game should be able to invest time towards making those things as versatile as they possibly can - exploring any and all directions that they can be built for.

    As for what Digital Extremes "thinks", their choices are meant to create balance; the cost of creating a Universal Forma can be questioned, but I believe the current cost of creating an Aura Forma is suitable enough. It requires time and dedication to make something good. 

  3. I believe that the Aura Forma should be changed to simply be a Universal Forma (excluding Umbra polarity), allowing it to be used on any and all slots. Universal Forma would allow for MANY new builds to be made.

    The cost of currently creating an Aura Forma (four Forma, one Argon Crystal, ten Nitain Extract, and 100,000 Credits) is enough to balance this change being implemented.

    However, for balance (and lore) purposes, the Umbra polarity should remain restricted to the Umbra Forma. 

    • Like 1
  4. On 2020-06-04 at 8:06 AM, FuretJustin said:

    Isn't the restore supposed to give energy in bursts and not over time ? like when getting an energy orb ?

    From the wiki:

    Quote

    While channeling, sources of energy restoration are disabled for abilities, with the only exceptions being energy conversion from Rage and Hunter Adrenaline and Energy orbs.

    This is not a bug, unfortunately. Channeled abilities are not able to gain energy from any source outside of the three mentioned above.

  5. 40 minutes ago, ShasOBorkan said:

    I do feel like you've added too much upside to Rubble with the change to the healing effects. This is where number tweaking should be most prominent, and I think plausibly consuming 500 or even 1000 rubble for merely a 1-2s invulnerability phase, without healing afterwards, is sufficient upside and not too overpowered.

    The invulnerability phase is the least important part of this change - having the healing happen on the back end, rather than immediately after taking damage is what matters most. 1 or 2 seconds of invulnerability followed by health restore based on the amount of Rubble consumed feels appropriate to me. 

    43 minutes ago, ShasOBorkan said:

    Landslide is already Atlas' best ability, so I'm wondering if making it charge for a damage-dealing AoE is a bit much. Charging it for the CC effect of radial knockdown would seem to still be immensely useful and more balanced. Also, if we strip the idea of damage-dealing we can argue for greater base range on the earthquake, making it a more valuable ability for CC purposes which is more needed in his kit. Either way, this is a great suggestion.

    I can support the idea of removing/lowering the damage from earthquake and having it as a CC/Stun with a larger radius.

  6. 54 minutes ago, (PS4)Hopper_Orouk said:

    Yeah what about people specifically using the mod rubble heap?

    This mod is designed for you as a mini game where you have to keep rubble up constantly 

    I imagine with your rework, casting abilities+getting killed is going to make me have a hard time using this mod

    I am afraid I don't quite follow where you are going with this. 

    • Rubble no longer has a decay rate, once collected it remains until consumed by abilities.

    If you have above 1400 Rubble accumulated, Rubble Heap will continue to work as it currently does - costing 0 energy to cast and providing additional damage and travel speed.

    Can you explain your concerns better? I do not understand where you are coming from; if anything, this change would make your build easier to sustain - allowing you to punch freely and frequently once you obtained enough rubble.

  7. 8 minutes ago, (PS4)Hopper_Orouk said:

    You made most of his abilities cost rubble and did nothing to compensate.

    Rubble no longer decays naturally, and is only used when empowering his abilities (holding the ability key to "charge" them over a duration). Using the abilities naturally does not cost Rubble, that was never the idea. It is an active choice to consume Rubble to empower your abilities.

    Moving Petrify to his [2] reduces the cost of cast from 75 energy to 50, this is a significant reduction and allows for Petrify to be cast more frequently.

  8. 5 hours ago, FaridRLz said:

    Rubble Heap needs a slight correction, it actually drains and refunds instead of straight up "cost 0 energy" as stated on the mod

    I have not been able to test the mod personally so I did not know about this. 

    Draining and refunding the energy sounds like a bug - or an incredibly poor programming choice; either way, I do hope that gets fixed soon.

    Thank you for bringing that up.

  9. [Passive] Rubble

    • Rubble no longer decays, instead Rubble is used as a secondary cost to "charge" up Atlas' abilties (see ability descriptions below).
    • Rubble is no longer consumed to heal Atlas if he falls below his maximum health.
    • If Atlas would take lethal damage with at least 500 points of bonus armour from Rubble, all points are consumed granting him a brief period of invulnerability and restoring a percentage of his health based on the amount of Rubble consumed.
    Spoiler

    Notes:

    • The mechanics of Rubble are so close to being good, though Rubble in its current state suffers from a decay rate that is too quick and too punishing, in addition, Rubble doesn't accrue fast enough with its current methods to warrant the decay rate.

     

    • Also, if Atlas falls below his maximum health he loses the armour bonus received from his stacks of Rubble until enough is consumed that he is healed (currently at a rate of 1 rubble for 50 health), this is a poor system as the majority of Rubble used during this is completely wasted. It would be a better system to provide Atlas with a burst of defense when he needs it, not just when he loses a sliver of his health.

     

    • An alternative to consuming the Rubble to gain temporary invulnerability and regaining some health, the Rubble could be consumed to prevent lethal damage similar to Quick Thinking or Gladiator Finesse. Either way, the healing should occur at the far end, rather than as soon as damage appears.

     

    [1] Landslide (base energy cost: 25)

    • Holding [1] with a target causes Atlas to continue to perform Landslide against that target.
    • Holding [1] without a target charges Landslide to perform a ground slam that sends a damaging earthquake out in all directions, knocking down enemies. 
    • Charging the earthquake costs 25 points of Rubble per second in addition to the base energy cost.
    • Earthquake gains additional range for every second charged.
    Spoiler

    Notes:

    • Each additional cast of Landslide against the same target while holding [1] follows the current bonuses received from using the combo: 200% damage, 200% impact radius, and 50% cost reduction for the second hit. 400% damage, 300% impact radius, and 75% cost reduction for the third and all subsequent hits in the chain.

     

    • The earthquakes radius is affected by ability range mods.

     

    [2] Petrify (base energy cost: 50)

    • Ability is moved from [3] to [2] to facilitate more appropriate energy cost; Petrify's base ability cost is reduced from 75 energy to 50.
    • Holding [2] charges Petrify to widen the angle of the ability and increase the distance.
    • Charging Petrify costs 50 points of Rubble per second in addition to the base energy cost.
    Spoiler

    Notes:

    • Petrify is currently the intended method to accrue Rubble, yet with such a high base energy cost it is quite ineffective. By reducing the ability from [3] to [2] it not only unlocks faster in sequence of abilities, but is more cost effective for its intended purpose.

     

    • The current 60° angle that the ability has (currently does not scale with ability range mods) leaves a lot to be desired. Allowing the ability to be charged to release a larger flash provides the advantage of creating more Rubble and allowing for more crowd control.

     

    • Petrify has three "stages" of scaling (capping out at stage three):
    1. (Cost: 50 Energy, 50 Rubble - Charge time: 1 Second): Increases the angle of Petrify to 90° and the base ability range by +2 meters.
    2. (Cost: 50 Energy, 100 Rubble - Charge time: 2 Second): Increases the angle of Petrify to 120° and the base ability range by +3 meters.
    3. (Cost: 50 Energy, 150 Rubble - Charge time: 3 Second): Increases the angle of Petrify to 160° and the base ability range by +4 meters.

     

    • Petrify no longer automatically triggers once fully charged and can be aimed - releasing the ability key will trigger the ability.

     

    [3] Tectonics (base energy cost: 75)

    • The Bulwark created by Tectonics now has an high threat level; nearby enemies are now taunted and prioritize it as a target.
    • Once active, holding [3] charges the Bulwark to erupt in an damaging area of affect.
    • Charging the Bulwark to detonate costs 75 points of Rubble per second in addition to the base energy cost.
    • Using [1] Landslide on the Bulwark will cause it to compact into a boulder that rolls in the current direction of aim.
    Spoiler

    Notes:

    • The Bulwark currently created by Atlas is rarely used due to not being very useful, adding the ability to draw aggression introduces new possibilities for skillful play.

     

    • The Bulwark maintains its base health of 2850 / 3150 / 3450 / 3750 and additional health equal to 500% of Atlas' modded armor. Upon activation, the bulwark is invulnerable for 1 / 2 / 3 / 4 seconds (affected by ability duration). Incoming damage that is absorbed during the invulnerability period is converted and added to the bulwark's health. Increasing the threat level and causing the Bulwark to become a target will further increase the effective health that it can gain from being attacked.

     

    • Detonating the Bulwark deals damage equal to its maximum health (after absorbing damage) distributed equally among enemies within the radius. The longer the ability is charged, the more damage and range the blast will have.

     

    • Using [1] Landslide on the Bulwark will impart a percentage of the damage from Landslide as damage per second to the enemies dragged behind the boulder. This will help the ability scale better in higher level content.

     

    [4] Rumbler (base energy cost: 100)

    • The ability now only summons a single Rumbler which lasts indefinitely until killed or dispelled.
    • Rumbler now mimics Atlas as he casts [1] Landslide and [2] Petrify, aiming at the current target (Landslide) or direction of cast (Petrify).
    • Holding [4] for 2.5 seconds charges the Rumbler, increasing it's health and damage.
    • Charging Rumbler costs 100 points of Rubble in addition to the base energy cost.
    Spoiler

    Notes:

    • Allowing the Rumbler to stay indefinitely allows Atlas to focus resources on using his other abilities. The natural synergy present in his abilities is wasted if he cannot be activating the abilities.

     

    • Rumbler using [1] Landslide with Atlas provides an opportunity for higher damage numbers.

     

    • Rumbler using [2] Petrify alongside Atlas provides a different point of origin and the potential of more area covered from a different angle. This further increases how useful Petrify could truly be.

     

     

    [Miscellaneous]

    • The additional Rubble charging costs of abilities are affected by ability efficiency.

     

    *numbers are all placeholders and should not be considered as concrete suggestions - obvious balance testing would be required to solidify reasonable changes.

    ___________________________________________________________________________________________________________________________

     

    [Augment Changes]
     

    [Passive] Rubble Heap

    • No changes.

    [1] Path of Statues

    • Rumbler using [1] Landslide also Petrify enemies in their path.

    [2] Ore Gaze

    • Enemies Petrified by the Rumbler also gain additional loot chance.

    [3] Tectonic Fracture

    • Maintains the ability to create up to three bulwarks. Remove the effect preventing them from being turned into boulders with [1] Landslide.

    [4] Titanic Rumbler

    • Adds the ability to spawn an additional Rumbler. Rumblers have reduced health and damage.
    • Both Rumblers can be separately empowered by charging them with Rubble.

    [4] Rumbled

    • Atlas maintains all of his gear; Atlas no longer has his weapons unequipped.
    • Atlas can jump, crouch, and slide.
    • Rumbled no longer has a cool down timer and will last until the added armour's health has been depleted.
    • Holding [4] Charges the ability to increase the maximum health of the rock armour. 
    • Charging Rumbled costs 100 points of Rubble per second in addition to the base energy cost.
    Spoiler

    Notes:

    • Rumbled provides additional survivability to Atlas at the cost of not having a companion. Amour percentage added scales up per second while channeling. 

     

    ___________________________________________________________________________________________________________________________

     

    Contributions

    I want to thank several of our forum users for their inspiration behind a lot of these suggestions - I will continue to add threads as I see them that share similar or unique ideas to improve Atlas. 

    Spoiler

    @ShasOBorkan helped me test the majority of these abilities and has been passionate about Atlas for a while now - he is the main inspiration for this thread!

    @Furappi's thread:

    @FaridRLz and the thread written by @Technomagos highlighting a pretty significant bug with Rubble Heap.

     


     

    • Like 3
  10. As it currently is, while submerged in [3] Undertow Hydroid cannot pick up resources. This has presented two main issues:

    1. Hydroid cannot gather energy to sustain the ability or the casting of tentacles to absorb additional enemies outside of the ability range.

         
    2. While using Vacuum, resources and mods gather and clutter your screen - causing complete visual obstruction (see image below):

    UVA19EF.png

    Enable Hydroid to pickup items while in Undertow, this should have always been how it worked.

    • Like 1
  11. 17 minutes ago, MacIntoc said:

    Universal forma is justified for the aura but it sound like a waste for a standard slot. You don't really need a slot with all the polarities. Most of time, you need 1 to 3 slots with 2 polarities.

    In same time, i understand that retriving flexibility should have a cost. But diversity is realy a lack in Warframe and making the cost of flexibility too hight may not resolve it.

    I believe the current cost to create Aura Formas is completely reasonable. As you've mentioned yourself, the majority of the time you will not need to polarize every slot to make it universal, however, having the option to do so for those who like to experiment should be allowed. 

    Whether it is unique exilus mods, or augment mods which have different polarities to the common mods, this change would be in the best interest of many players.

    Diversity may be lacking in Warframe more due to the fact that current forma is too restrictive, rather than players themselves not wanting to branch out.

  12. I have to agree, the more you forma a frame or weapon, generally, the less versatile it becomes. I would like to see a change to allow for more versatility.

    I believe that the Aura Forma should be changed to simply be a Universal Forma (excluding Umbra polarity), allowing it to be used on any and all slots. Universal Forma would allow for MANY new builds to be made.

    The cost of currently creating an Aura Forma (four Forma, one Argon Crystal, ten Nitain Extract, and 100,000 Credits) is enough to balance this change being implemented.

  13. 12 hours ago, (PS4)ForNoPurpose said:

    Oberon?

    He doesn't really need a rework yet. Maybe a light revisit at most.

    Renewal undeniably needs to be changed from how it currently works. It is clunky, and beyond the mechanics of the ability it will also need a visual overhaul. 

    For more details, please refer to this thread ->

     

  14. 4 hours ago, Peter said:

    Should be:

    "A
    llied companions receive +30% Health, Shield and Armor links."

    That's honestly all it needs to be. It's clear and concise - all pets gain a little more survivability. It's perfect. The instant revive doesn't really matter, I don't think; the passive would be fine as just health, shields, and armor links.

  15. Interesting ideas, I would like to make a few suggestions though:

    13 hours ago, hefirey said:

    [1] "Roots": entangle enemies and slow them down the more they move until the are immobile. if roots is used in combination with hallowed ground the roots will spread throughout the hallowed ground

    • Augment "Thorns": roots now deal damage as the enemies are caught dealing higher amounts of damage the more they move. double damage when used with hallowed ground.

    This seems a lot like Baruuk's [2] Lull, but single target. I love the synergy of roots affecting all of the enemies that are currently on hallowed ground. I think the ability should still apply the radiation proc. 

    For your augment idea, "Thorns" should replace the slowing effect with a damage over time to the target instead of just adding the damage to the base ability (augments should change the way the ability works, rather than simply strengthening them), dealing more damage while the target is moving. 

     

    Quote

    [4]: summons a tree that absorbs incoming damage and redirects the damage with exploding seeds, if planted on hallowed ground range is increased by the area of the hallowed ground

    • Augment: tree takes the damage allies would receive if allies are standing on hallowed ground

    The concept of the tree shooting exploding seeds seems a little extra; I believe the ability would be fine if it simply taunted enemies and redirected a percentage of the damage that you took.

  16. It's been several months since my original thread:

    I was incredibly excited to see the support given to the "cast on Ally" augments for Ember, Frost, Oberon, Saryn, and Volt; it's been a lot of fun to make some fun and interesting builds based around these augments.

     

    However, some of the current buffs in game still suffer from having incredibly short base range:

    Quote
    • 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 and Vex Armour

    Chroma has two abilities that both provide buffs to nearby allies:

    Elemental Ward has a base radius of 6 / 8 / 10 / 12 metersVex Armour has a base radius of 8 / 10 / 15 / 18 meters.

    • Smoke Screen

    Another augment that provides an aura to allies is Ash's Smoke Shadow has a base radius of 15 meters.

    These abilities should all be generalized to 25 meters at max rank.

    • Like 4
  17. I believe that the Aura Forma should be changed to simply be a Universal Forma (excluding Umbra polarity), allowing it to be used on any and all slots. Universal Forma would allow for MANY new builds to be made.

    The cost of currently creating an Aura Forma (four Forma, one Argon Crystal, ten Nitain Extract, and 100,000 Credits) is enough to balance this change being implemented.

    • Like 2
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