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TehGrief

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Posts posted by TehGrief

  1. While it is possible that this actually a bug and not poor ability mechanic design, as it is, this trouble you are having is likely just that; poor design that needs to be changed.
    The active ability is located at the point of origin (wherever you activated the ability). What you have on Oberon is just the buff from Renewal, if the nullifiers walk over the field of healing, the ability is disabled. However, if Oberon or your allies with the buff walk through the nullifier's bubble it's just the buff that's disabled. 

    For more details, check out the thread -> [[Oberon]] Changes to Renewal 

  2. I think the most important part of any non-competitive game is that you focus on enjoying yourself. If you let yourself fall into the "meta"-loop than you're not going to be enjoying the time you put into the game.

    Most of the weapons and all of the warframes in the game can be made viable and brought through all parts of the game in their own way. 

    I enjoy playing the classic idea of "support" characters (healer, buff, etc.) and I do that, even if my warframe is not seen as the best. What should matter is that you enjoy the play-style of the character - picking a frame for the abilities that you like. 

    Obviously it could be seen as fun going into a room and detonating all of the enemies... and you know, in a non-competitive game, that's fine!

    Am I saying that buffs and nerfs shouldn't occur? Absolutely not... there are obviously things that need to be changed. However, I do think that you, as a new player, should lean more towards what makes you happy in the game rather than what makes you the "number-one player".

  3. After continued testing with Oberon's Renewal ability, I wanted to add some further points to my original post. 
     

    • Any mission with Corpus units (Nullifier Crewman / Corrupted Nullifier / Nul Scrambus / Combamake consistently using Renewal a HUGE issue. Even if Oberon himself manages to avoid the bubbles, allies CANNOT regain the original Renewal buff. The Oberon must first deactivate then reactivate the ability, even if only one out of four allies has lost the buff.
    • Kavats and Kubrows are most susceptible to losing the buff, as they will always attempt to melee the above mentioned Corpus units.
    • The same is true for allies that fall off of any map (easier to do than it seems - doing this obviously doesn't make you any less of a good player.)

    To reiterate, I think it's important for the changes to be implemented to avoid the negative game-play aspects present in current builds that use Renewal.

    • Firstly, allow allies to regain the Renewal buff if they've lost it.
    • Then, change the field of healing to be an aura around Oberon (moves with him), allies within affinity range should gain the Renewal buff (synergizes with Mending Unity).

    It was actually painful running with a squad (even in Defense missions, where it should have worked flawlessly...) where one of the players would lose the buff; it was obviously inconvenient for everybody to try and get the buff back onto that one person.

     

    And before I hear another remark along the lines of...

    On 2019-03-08 at 2:44 AM, WhiteMarker said:

    let's be real: If your team doesn't want to wait for you to activate the skill at the beginning, then your mates clearly don't need/want the heal...


    These buffs only run out if the ability is deactivated (if energy runs out, or if Oberon cancels it, or if he dies etc.), or if the team-mate gets it deactivated (dying, Nullifiers, stuff like that)
    If your team isn't completely stupid, you don't have to reactivate the ability ever. And with Phoenix Renewal even dying is less of a problem...

    Being a healer on a team (random or constructed) means that you're able to apply the support when it is required, NOT when that team member believes it is required (whether or not they actually need it at the moment.) There are far too many variables involved in the safety of yourself and teammates - you can never be to safe! Being able to carry the buff and simply go "tag" a teammate that requires it makes far more sense than the current system.

    I want to thank each of you for the support and input towards this idea - thank you for your time!

  4. One of my favourite aspects of Trinity is how clearly defined she is; Trinity is very clearly a support healer. I have always been a fan of clear-cut, defined rolls in RPG style game, and Warframe is no exception. Having pure support characters is good, not every character should do everything. Trinity balances her powerful support abilities out with the fact that she has no damage dealing abilities (not really counting Link as a damage ability).

    However, there are clearly some changes that should be made.

    Well of Life

    • Similar to what @Birdframe_Prime has mentioned in his above post, Well of Life would operate a lot better if it was just its augment (Pool of Life). One of the biggest points of criticism I have for Well of Life is that it is incredibly annoying to use; fully healing a target and giving them a larger health pool slows clear speed and doesn't entirely seem to do what it was intended. However, if the ability functioned as it did while affected by it's augment (dropping 1 / 2 / 3 / 4 health orbs and 10% / 15% / 20% / 25% chance of dropping an energy orb on death) it would provide more immediate use.
    • Another suggestion is to change Well of Life to function similarly (if not identically) to what the current Energy Vampire does, obviously restoring health during each of its pulses instead of energy.

    Energy Vampire

    • Energy Vampire is honestly in a good place, I feel. The ability provides powerful support during endurance runs and is helpful when playing around with certain builds that are heavily reliant on energy. If used in a squad of friends or constructed party play, it allows for people who have NOT have to specialize into the Zenurik tree to have reliable energy renewal (*gasp* what a thought!)
    • I do agree with some of the above criticism that having negative duration has tipped the scales for her; rather that pulsing faster with duration, the pulses should retain their normalized duration of 5 / 6 / 7 / 9 seconds and that increased duration simply causes more pulses in that time (increasing from default of pulses.)

    Link

    Link is honestly the only ability I don't really enjoy on Trinity. I very rarely use it despite how truly useful it is. To me, it seems out of place in her kit of support, as it does nothing to help your allies. I do, however, have a suggestion of what could be changed:

    • Currently, the ability links Trinity to 1 / 2 / 2 / 3 of the closest enemies (12m / 14m / 17m / 20m) and reduces their incoming damage by 50% / 60% / 70% / 75%. While the ability is active (default duration 6 / 8 / 10 / 12 seconds) Trinity redirects the damage and status effects from those 1 / 2 / 2 / 3 enemies back at them for 100%. Keep in mind that the damage reduction and number of enemies cannot be increased with power strength.
    • I propose that Link is instead changed to a support skill, linking allies instead of enemies. Before we get into the stats, we first have to acknowledge that this ability would only be able to affect WARFRAMES and not other ally types (companions, syndicate operatives, objective points, etc.) 
    • The ability would retain its current limit of number-linked; Trinity would link to 1 / 2 / 2 / 3 of the closest (within affinity range - to synergize with Mending Unity) allied warframes (while also obviously affecting herself).
    • While linked, allied warframes would have reduced incoming damage of 20% / 35% / 50% / 60% (not affected by power strength) and resistance to status effects.
    • As the allies (and Trinity) take damage, the resistance increases to a cap of 35% / 50% / 60% / 75% (similar concept to Adaptation); once this cap has been reached, the resistance to status effects becomes immunity from them.

    In regards to the augment Abating Link, I would offer the following suggestion for changes:

    • Allies linked to Trinity reduce the armour of enemies attacking them within 12m / 14m / 17m / 20m by a percentage of the damage that they are dealt, eventually reaching a cap of 25% / 30% / 35% / 40% reduced armour (can be positively affected by power strength to strip armour further - as it currently does.)

    Blessing
    In regards to @Endorphinz's original suggestion, I would have to agree. This ability functions as it should, allowing for a quick burst heal when the team is in dire straits.

    19 hours ago, Endorphinz said:

    Blessing. Again, I think this works well enough as it is. This ability has gone through several revisions on its own in the past. Possible idea: While under blessing, allies can be resurrected 2x as quickly.

    • I like the idea of allies getting a resurrection speed bonus, however, I think her Passive ability should probably just be buffed from the current 20% (1 second faster revive) up to 40% (2 second faster revive.)

     

    To conclude, I think the major change that should be focused on should simply be updating her abilities to be used in the air; it's currently the clunkiest and least enjoyable part of Trinity's kit. 

  5. While I agree that some of Trinity's kit is outdated, a lot of the "Clunky-ness" that you feel likely comes down to the nature of her Well of Life ability not being overly useful (not to mention counter-productive), alongside the fact that she cannot cast the majority of her abilities in the air or while on zip-lines. 

    56 minutes ago, Endorphinz said:

    I haven't heard any discussions about her recently

    I have actually very recently wrote my own article going over some of the issues I had with Trinity (as mentioned above Trinity Abilities - Minor Change Request)

    If her Well of Life is changed to act more like the current Energy Vampire does (sending pulses every tick) or to act like you said, where it causes a passive regen in an area around the target, I believe this would be a positive change. 

  6. Sentinels are warframe companions that provide utility and support in missions and, as of right now, each sentinel has its own unique weapon (some of which can be interchangeably equipped with one another).

    Sentinel weapons can be modded using normal weapon mods for the associated weapon types as expected, for example: the sentinel Carrier uses a shotgun-style weapon called Sweeper; sweeper can use most shotgun mods such as Hell's ChamberAccelerated Blast, and Blunderbuss.

    However, one of the issue that the sentinel weapons face is that they currently cannot use the same mods that you have equipped on a weapon that shares a type (i.e; if you have a shotgun equipped with a max-ranked "Hell's Chamber", your sentinels weapon cannot use that same mod - you will have to max rank ANOTHER "Hell's Chamber" to be able to use it on your sentinel's weapon.)

    This causes issues when you are switching between weapon types, as it does not notify you of the mod being disabled in the mod-setup for the sentinels weapon. Below I have attached an image showing an example of what a disabled mod looks like in the upgrade screen for the sentinel weapon.

    Spoiler

    z7gzdiw.png

    Additionally, below I have attached the message that you see when you try and equip a mod that is already modded onto another weapon (that is currently equipped):
     

    Spoiler

    TEb72yh.png



    While some may argue that this is done for immersion (you only have ONE of that mod, therefor you have to choose what you put it on), I would like to remind you that there are currently many other locations in the game that allow you to equip multiple versions of the same mod at the same time. The main example being Exalted weapons on warframes: 

    > Titania's Razorwing ability provides her two different Exalted weapons; a melee-style weapon, the Diwata, and a pistol-style weapon, the Dex Pixias.
    > Excalibur's Exalted Blade ability provides a melee-style weapon.
    > Valkyr's Hysteria ability provides a melee-style weapon.
    > Ivara's Artemis Bow ability provides a bow-style weapon.
    > Wukong's Primal Fury ability provides a melee-style weapon.
    > Mesa's Peacemaker ability provides a pistol-style weapon.
    > Baruuk's Serene Storm ability provides a melee-style attack.
    > Hildryn's Balefire ability provides a pistol-style weapon.

    Each of these Exalted weapons can be fully modded using mods of the associated weapon-style, while at the same time a weapon of the same style can be equipped ALSO using those mods. (i.e; Excalibur's Exalted Blade can have a max-ranked Reach/Primed Reach while the equipped melee weapon can also use the same mods.)

    Another example of this mod sharing is with Khora's kavat companion, Venari. Venari is a Kavat/Beast-style companion that is capable of using most associated mods that can be put on Beasts of Kavats. Furthermore, if you have another Kavat as your companion, any and all of the same mods can be used between the two of them (i.e; both Venari and your other kavat can use the same max-ranked Link Health in their mod-setup.)

    To conclude my argument, sentinels are often seen as the most "new player"-friendly companions as they do not have degradation and it is debatable that they offer the most utility support. It is unlikely that a new player would have the resources to rank two of the same mods at the same time (i.e; the cost to max level one Serration is just over 20k Endo and almost one million credits.)
    Furthermore, this system just seems outdated, it is time for it to be changed and brought into line with other content; it no longer makes sense for one account to have multiple of the same max-rank mods.

    TLDR;
    > Allow sentinels to equip the same mods as another currently equipped weapon simultaneously without conflicting.

     

    • Like 4
  7. On 2019-02-02 at 2:14 AM, ScytodiDaedalus said:

    As ironic as it is, the one ability that doesn't require to be on the air is the one that actually has her slam the ground with her hand: Blessing.

    You're so right...

    It breaks my mind to think that she can cast a ground slam mid-air but cannot cast her other abilities. 

  8. 8 hours ago, (NSW)v1ld said:

    Unfortunately, we still don't have Ghoul Purges on the Switch which is where I play.  Why they have yet to enable that is still unclear, but those events and their drops - including many useful mods - are not an option on the Switch.


    That is certainly unfortunate, I do hope that gets changed for the Switch.
     

    8 hours ago, (PS4)shann_cz said:

    Please, don't grind for Nitain other ways than Nightwave. According Wiki chance is too low 0.13-2%! You can get 1 Nitain in 100 Ghoul bounties!


    I never claimed that it was a good way to grind for Nitain, OP had just asked for Nitain to be found in other mission types outside of Nightwave. 

    • Like 1
  9. I love the idea of a Gas themed warframe, I really do like the thought of a Grineer-themed frame, almost like a Nox. I thought of a few cool (albeit rough...) abilities that it could have, mostly centered around the concept of using gases in unique ways. Stat numbers for the abilities are obviously subject to change.



    Passive: "Respirator" - Damage from toxins reduced (+30% Toxin Resistance), Restore 3 health/s while within gas clouds created abilities.

    Abilities:

    • [1]  "Tear Gas" - Releases a canister of gas to targeted area that blinds enemies within an area of 4m / 6m / 8m / 10m.

     

    • [2] "Smoking Step" - Shroud yourself in a thick smoke, leaving a lingering trail behind you as you move for a duration of 3s / 6s / 9s / 12s. Raising evasiveness for yourself and allies within the smoke clouds (enemies are 40% less accurate while firing into smoke clouds.)

     

     

    • [3] "Ignition" - Recklessly set fire to your own body (suffering a heat proc for the duration of the ability). Spread fire to enemies by igniting AoE clouds created by "Tear Gas", "Smoking Step", or "Pollutant"  for the remaining duration. Upon coming in contact with a cloud, "Ignition" is disabled and will have to be reactivated to use again.

     

    • [4] "Pollutant" - Slowly release a spreading gas centered on point of activation with an area of 10m / 12m / 16m / 20m that deals 40 / 60 / 80 / 100 Gas damage per second. If "Ignition" is used within "Pollutant", the gas will explode dealing 200 / 300 / 400 / 500 Blast damage.

     

    Base Stats:

    • Health: 150
    • Shield: 100
    • Armour: 150
    • Energy: 150
    • Sprint Speed: 0.9
       
  10. @WhiteMarker

    9 hours ago, WhiteMarker said:

    This right here tells me that you have no idea how Oberon's Renewal works.
    This sounds harsh, but you have no clue.

    You've gone and made quite the accusation... I have played an extensive amount of Oberon, I mained him on Xbox before they changed Renewal from a projectile to a field of healing. Before even making this post I read into the ability mechanics to ensure my theories were correct.

    I understand that all that your team mates need to do is touch the circle of healing to have the buff, then they are free to leave. Again, the issue is that if your teammate dies, falls of the map, gets hit by nullifier, etc. they CANNOT gain a buff from the current Renewal again. To gain the buff again would be for the Oberon to recast the ability; this is objectively clunky, since logically, as long as you were to get close enough to the Oberon you should be able to pick up the buff again.

    However, perhaps I am not explaining it well enough, which is why you're failing to understand what I am trying to say. What I want to change about the ability is for:

    >  Activation for the circle of healing (which is currently stationary on the ground where he originally activates it) to move with Oberon (centered on his character model like an aura.)

    > Allies entering this aura radius (or... in the case of losing the buff to dying, falling of the map, getting hit by nullifier, etc. re-entering) gain the Renewal buff. They are able to leave this area and retain the buff - EXACT same way it works now.

    Truly... the only difference is that the ability follows Oberon. 

  11. I think Paracesis proves the potential to reach beyond level 30.

    Leveling the Paracesis from Rank 30 to 40 doesn't increase it's stats but instead introduces a passive to the weapon.

    Perhaps... if this was to be introduced to the warframes themselves they could either enhance or gain secondary passives related to their kit.

    I don't think it's altogether a bad idea, though, I think there should be some method to do it, similar to Excalibur Umbra; perhaps the frames can be crafted in a unique way, using resources to upgrade the current frames we have.

    Just throwing ideas out there.

  12. 5 hours ago, WhiteMarker said:

    The current Renewal works way better in these missions, because people don't have to stay near you.


    I fail to see any mission type outside of Defense and MAYBE Mobile Defense where the current mechanics work better; that's simply not true.

    Can you please explain further what you could possibly mean by your response?

    Most missions involve the party moving around the map to complete objectives. whether it's extermination, spy, survival, etc. you're generally moving around and rarely staying in one place. This is why having the aura centered on Oberon would allow for him to move with the party and continually provide support. This makes the mechanic less clunky, as currently you have to deactivate and reactivate the ability to place it in a new area.

    The one thing I am really confused about was where you mentioned that they don't have to stay near you... The AoE is invisible... you cannot actually see it; you would have to walk within it and look for the buff on your UI to even see that you were being affected by it. If they ever lost the buff, you would have to deactivate and reactivate it.

    If a player using Oberon's Renewal wanted to cover the party, he could move alongside them to provide the support; thus the change that I'm requesting.

     

     

    5 hours ago, (XB1)GearsMatrix301 said:

    Unlike other healing abilities Oberon heals overtime regardless of range. The initial area is relatively small by the potential range for healing is limitless.

     

    While the buff is applied the ally can be mobile for as long as the ability is active, yes. However, the trouble starts when you enter any mission with Nullifiers; as soon as your ally is touched by the nullifier they lose the buff from the active Renewal, meaning that you must deactivate and reactivate for them to get it back, as you've likely moved on from the point of origin.

    If the ability acted as an aura around Oberon it would move with him. Allowing allies who have lost the buff by dying, falling off the map, or being nullified to regain the buff as they come close to you. 

  13. I've seen a couple forums so far discussing possible changes and wanted to give my thoughts and input on the subject.

    In this thread I will specifically be focusing on Oberon's ability, "Renewal".

    Renewal was changed to operate as a field of healing which is permanent (channeled) until deactivated. Renewal uses these following relevant stats for this discussion:

    > Default Ability range 10 / 15 / 20 / 25 meters - furthermore, the ability range starts at Oberon himself and slowly expands outward.

    > Default channeling cost drains 2 energy/s JUST to stay active, while additionally draining 3 energy/s for each other player, and 1 energy/s for each other non-player ally (syndicate operatives, defection hostages, player companions, Nekros' shadows, and many other warframe summoned NPCs.)

    > Default ability location is locked to the origin of activation location (i.e, wherever Oberon activates Renewal is where Renewal stays. 

    Keep in mind as we go through these discussions that these numbers are subject to change for balance purposes. These are merely placeholders for more realistic numbers. 

    My first suggestion is that we bring Oberon more into line with other healing frames by changing his range from a maximum of 25m Radius to be based on Affinity Range, similar to how Trinity's Blessing and Harrow's Covenant operate. Doing so will offer a more reliable coverage with the ability while offering the thematic synergy with the Tenno school of healing, Vazarin (specifically the "Mending Unity" passive.) Please look at the third point below for more details on this change.

    Secondly, one of the main concerns that always seems to be voiced is how dependent Oberon is on large energy pools. The cost to continuously channel Renewal drains far too much energy. 
    The user @Koend has brought up this very same issue in his thread (Oberon Renewal problem - Koendwhere he voices his concern towards larger groups of allied NPCs; even if you specifically mod your Oberon to be built for a sustained Renewal, it drains much too quick. The default channeling cost of 2 energy/s should be removed from Renewal; the drain should only occur when the ability is actively healing an ally.

    The third change, and possibly the most important change to occur, is for the ability to centered off of Oberon himself, rather than the point of Origin. For those of you who did not know, myself included, when Oberon activates his Renewal, it creates a field of healing that centers around the point of origin (where the ability was activated) instead of acting as an aura centered around Oberon. 
    While this ability operates fine within the Defense mission types, this is devastating for any mission that requires you to be mobile, as two major problems will present themselves:

    - First, the ability does NOT have max range when it is first cast, meaning that it will take precious time to reach its full range and proper coverage of the team. 
    - Second, since the ability does not follow Oberon, the ability must be first cancelled, then recast wherever you believe it to be convenient. Meaning that once again, Oberon will likely fail as a proper team healer.

    If the ability is changed to be centered on Oberon, it would allow for him to be much more mobile as you run through the various more mobile mission types.
    (*For a more detailed thread discussing this specific ability ruling, please consult user @Dabiir's thread - Slight Renewal tweak for convenience - Dabiir)
     

     


    TLDR;
    > Change Renewal ability range to be based on Affinity Range; as to bring it in line with other healing related skills already in game.
    > Remove the default channeling cost of Renewal (2 energy/s), ability only drains energy when healing allies.
    > Change Renewal to act as an aura centered around Oberon, to allow for use in the more mobile mission types / free-roam / open-world maps.

    • Like 1
  14. 22 hours ago, (PS4)ditobandito89 said:

    i get, that warframes are basically synthetic fight suits you are kind of wearing, but still i just dont like playing females in games and im sure im not the only one.

    is there a chance that this might be realised in the future? 

    Lore-wise, the "Warframes" are more complicated than simply being "synthetic fight suits". Without wanting to spoil too much of the story, each of the frames are unique and individual. 
     

    22 hours ago, (PS4)Riko_113 said:

    Finish all of the current story missions and you'll see why that option may not make sense. 

    Similar to what @(PS4)Riko_113 has said, after completing "The Sacrifice" quest, I believe you will come to an understanding about why having a gender option would go against the current lore.

    Besides, I believe that the purpose of the Warframe "genders" is to highlight more feminine or masculine personality traits; to make the Warframes themselves more interesting and to provide something to relate to. This process helps with creating stories.
     

    Spoiler

    While I understand the drive to play as the gender you represent in RPGs (to create the most personalized-immersion), you'll be pleasantly surprised after completing "The Second Dream" and "The War Within" quests (required to reach "The Sacrifice") in order to unlock a player-feature called your "Operator" (which represents YOU!)

    Your Operator can be made to represent either of the genders and fully customized and altered with cosmetics.

     

  15. @ScytodiDaedalus @(PS4)zeroisnine

    I believe the confusion is coming from the UI display timer for the Renewal ability.

    Since the ability itself is invisible once active, you (the Oberon) only really know that it's still active because of the buff timer. However, I believe that is where everyone (including myself) is becoming confused.

    Since the buff timer of Renewal is still active while you run around the level - yet you cannot see the range of the buff itself - it's near impossible to know that you've walked outside of the range of the ability without looking for that very minor green glow around the characters.

    Perhaps we could get an additional display of a floating symbol above the affected character's head, similar to when Khora sets Venari to heal an ally?


    But still... I think the main concern here is that the Renewal should center around Oberon.

  16. Honestly, I had no idea that the Renewal acted that way. It was so logical that it would operate as an aura around you that I never stopped to question if it worked any other way.

    Thinking about it in hindsight, I can see why the ability didn't seem to be doing anything as I ran through the longer, more mobile missions.

    If the ability would be changed at all, I think it would be best for it to be continually centered around Oberon himself; it's confusing as to why that wasn't the intention after the changes to the ability during patch 20.3 back in April 26th, 2017 (where the ability was changed from a seeking projectile to a slow-expanding radial wave.) 

    In my opinion it seems only logical that the ability would function as an aura around him, which further begs the change to how the ability interacts with Nullifiers:

    > Currently, if a player affected by Renewal would enter an ability nullifying bubble, the Renewal buff is removed until Oberon recasts Renewal. 

    However, this doesn't make much sense since the Renewal AoE is still active. Therefore the ability should be changed to:

    > If a player affected by Renewal would enter a nullifying bubble, the Renewal buff is removed until leaving the nullifying bubble and returning to the AoE of Renewal.

    With the ability to be a mobile aura version of Renewal, it would allow for Oberon to move around the map and successfully "herd the cats" with grace and ease. 

    Thank you for bringing up the ability mechanics, I've been playing Oberon wrong for a very long time now it seems...


    TLDR:
    > Renewal should be changed to act as a continuous aura centered on Oberon himself.
    > Renewal effect on allies who have lost the Buff after entering Nullifier bubbles should be able to re-obtain the buff by entering the AoE of Renewal.

  17. I do believe that it would be appropriate to see some changes to the way Octavia works.

    One of the main issues I've found when using her is that unless your song is built for "Min-Max" purpose, it is difficult to spread the buffs to allies. Many comments in the thread have gone over various reasons as to why it fails (latency, mobile missions, etc.)

    The trouble with "Min-Max" songs is that they are deafening, often causing players to mute the mandacord in the settings; however, I feel like this betrays the original concept that Octavia was made for - which is as someone has already mentioned, to be a "Rhythm" based frame.

    If the majority of people are muting Octavia's songs anyways - removing the possibility of following the rhythm of her songs - is there really still a purpose that the buffs are tied to actions performed within them?

    It's a very difficult situation because of balance issues. However, with some number changes (i.e; range, duration, etc,) there could be some improvements made to the Buffs.

    > Removing the need to perform actions on the Melody of Metronome and instead have it operate within the flat range could make synchronizing easier to use and feel less clunky.

  18. On 2019-02-02 at 9:36 AM, Enxchiol said:

    Metamorphosis:
     First of all, its dreadfully slow, and for this reason Equinox can't adapt well. For example if you are in the offensive form and suddenly you/your team gets into trouble you need to first switch forms, taking about 2 seconds, then you can cast Rest for neutralizing some of the enemies and if you want healing, you need to cast Mend with its 2second cast time(notice that Mend/Maim's cast time isn't the problem here, it's that the charges don't comvert so you need to build them all over again), then do some kills and then release the healing pulse, but usually by then there's no point in doing that anymore because so much time has passed. I feel that a casting time of about 0.5 - 1 second would be just perfect.
    My second and more important problem with this ability is the buffs it grants. The buffs are given for a somewhat short duration and worse, they diminish with time. I'd propose to make these buffs permanent while you're in the corresponding form, but add a tradeoff of sorts if needed, for example the day form has 10-20% damage vulnerability and the night form deals 10-20% less damage.


    It is slow and should definitely be changed to allow for more fluid game-play. I would propose something similar to the way that Limbo's dodge-roll takes him in and out of the void, a similar feature could be implemented to allow Equinox to switch between Day and Night forms through a dodge animation.

    Of course, I believe that if the ability was to be moved to something like the dodge-roll, then the buffs and effects of her current number 1 ability would obviously not stay.
     

    On 2019-02-02 at 1:26 PM, A-keras said:

    Personally, I think Metamorphosis's form dependent buffs should be Equinox's passive ability, and they don't decay and last as long as she is in that form.

    Furthermore, I believe that instead of the buffs being transferred to her passive ability bar, that instead her number 1 should remain the same... sort of...

    To improve her number 1 ability, it should also be able to affect allies within either affinity range, or a range similar to that of Mend / Maim (10 / 12 / 15 / 18 m).

    The current ability duration of 10 / 15 / 20 / 25 seconds (affected by Ability Duration) seems perfectly reasonable for a buff like this.

    Night Form
    > Allies within "X" range gain 100 / 150 / 200 / 250 armor and 50 / 75 / 100 / 150 shields, affected by Ability Strength.

    Day Form
    > Allies within "X" range gain 10% / 15% / 20% / 25% weapon damage and 5% / 10% / 12% / 15% movement speed, affected by Ability Strength.

  19. 1 hour ago, Kontrollo said:

    If absolutely everything dies before you can get to it, then your teammates obviously don't need the buffs you provide anyway.

    I honestly don't think that's a fair assumption; there are far to many variables spread across all the mission types / situations for this to be claimed. 

    From what I have seen in certain mission types there is mostly at least one person leading for damage, and you'll often see nuke frames take more than each other player combined. 

    I don't believe that Harrow should be restricted for playing with novice / slower players. 

     

    1 hour ago, Kontrollo said:

    The idea here is to work for the buffs, if your allies would directly benefit from the effects, what would stop you from going AFK in a corner or run around with your Operator instead?

    I agree; however, while there is that mechanical combo that must be performed, there must also be a compromise for the character.

    I would have appreciated more had you given suggestions to what could be done instead, perhaps along the lines of:

    > Restrict Health and Energy restoration values and sources to head-shots for the team.

    Or, 

    > Significantly reduce energy restored by allies to 1/8th of the energy restored by Harrow himself.

    I have provided two alternatives to the concerns that you hold.

    There are unfortunately many warframes who are currently able to AFK in a corner, I believe that these frames can all benefit from running together as a team instead.

    Changes like these will help alleviate newer players / public queuing players from becoming overwhelmed or irate.  

  20. 34 minutes ago, (PS4)ZERO_ghost90 said:

    They are shared.

    Forgive me, I should have been more clear to avoid confusion.

    Each of Titania's Tribute buffs have a range attached to them. Dust and Entangle specifically only affect enemies.

    Changing the ability to allow your allies to pick up the buffs / also have the range affect allies means that you would be able to cover more ground with these buffs. Additionally, there could be some slight overlapping bonus added as well.

  21. When I first read about Titania's ability, Tribute (See Wiki for Tribute ability mechanics), I was excited to play a group-support build with the buffs as the center of it; I naively assumed that I could mark a target and one of my fellow Tenno would be able to collect the buff.

    After playing around with the build, I realized that Titania's Tribute can only be collected by Titania herself; with only one of the four possible buffs ever affecting squad members, and another of the four affecting your companions.

    As I had thought, Tribute would be a much more exciting ability if it shared all the buffs to your allies. This could be done in two separate ways:

    > Firstly, Titania shares all her Tribute Buffs to all allies within affinity range / set range.

    > Secondly, Allies can walk through and pick up the "souls" left by Tribute, gaining the effect of the buff for themselves.

    I imagine that we will see the largest update come to Titania when her Prime variant is released in the future.



    TLDR;

    > Allow all of Titania's Tribute buffs to be shared among all allied warframes.


    Thank you for your time. 

  22. I have used both Trinity and Trinity Prime for quite a while now; she has quickly become one of my favourite frames to run, however, one thing that I have noticed as I've played other warframes: other warframes abilities can be activated in mid-air or on zip-lines.

    Switching back to Trinity, I was surprised that she cannot activate her abilities in the air or on zip-lines.

    I do not know if this was an intentional build decision or if this has just been left because it doesn't affect the game that much, however, there are many situations where you are gliding through the air or simply jumping where it would be nice to cast Energy Vampire on an enemy.

    I have not been able to come up with a logical reason as to why it is this way, there certainly are some abilities that logically couldn't be activated in the air, but I do not believe Trinity has any of these. Therefor my conclusion is that this may have started as intentional but with the current updates and new frames it simply got swept under the rug and forgotten about.

    If there is a reason I have overlooked as to why she cannot/should not be able to cast her abilities mid-air, I would be interested to know of them. 

    Thank you for your time.

    TLDR;

    > Allow Trinity to activate abilities mid-air / on zip-line.  

    • Like 1
  23. While I agree that Harrow is one of the best designed Warframes, with a kit that fully synergizes with himself, it's undeniable that Harrow's combos are difficult (if not near impossible) to pull off in a public party.

    Harrow is classified as a "Support" warframe, and his abilities can be utilized quite nicely within a party of friends coordinating over microphone to allow for him to get kills, however, both Penance (ability #2) and Thurible (ability #3) require Harrow himself to get the kills, and reward better results for head-shots.

    There has existed several forum posts before this one, and admittedly, I had come on today to make the same request (for example, see @Ghigog's forum post regarding similar Harrow changes):

    > Penance and Thurible should provide their bonuses to allies within affinity range.

    I had given this quite a bit of thought, considering the effects that this would have on the current meta. To prevent the idea of this change being considered "Over-Powered", I additionally propose that:

    > The energy restored and health restored values are slightly lowered to provide appropriate scaling for team play.

    I believe that Harrow, in his current state and in most general cases, is not enjoyable to play outside of solo queue or within a VoiP-connected squad. This only becomes more true as you get into later game content.

    With these two abilities effecting squad members, I believe Harrow will see more play in public queue. Additionally, with these changes, we will also see Harrow finally break out of his current restrictive meta-builds that are currently the only way he can be played. 

    • Like 1
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