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Caelward

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Posts posted by Caelward

  1. @Kalthea

    The point of putting divebomb on her passive is as more thematic than mechanical. I also originally made this suggestion as a strategy for making other adjustments more palatable.

    It gives Zephyr something a little extra to differentiate herself from everyone else. Additionally we can all stop pretending that DE is actually going to do something useful with divebomb and concentrate on improving her Tailwind now that divebomb is no longer part of her power budget. This also cleans up tailwind functionality.

    It seems brutally clear that DE rates the budget costs of Turbulence and and rest of Zephyr's sometimes painfully awkward kit extremely high. Turning divebomb into a mostly cosmetic effect with niche improvements at best frees up budget for her other abilities.

  2. @Mehbah

    You almost had the tagging right, all that was left is to click on the name that pops up as you type the @ out.

    As far as accusations of incompetence goes, well, I might be more vocal if I thought it would matter. I'm way past anger and down to dull disappointment.

    As far as the passive divebomb shuffling, part of the issue is that passives aren't a place that get a great deal of extra power. It was me who introduced the concept initially, and it is @Birdframe_Prime who refined it. The goal was to take a vastly mistreated ability and turn it into a unique flavour passive for Zephyr that aims to solve the problem of how her low gravity passive interferes with the ground slam to cause Zephyr to rise slightly before she finally returns to ground. There seems to be little will to actually make divebomb good, but DE has successfully made it worse. But there is precedent for other frames having multiple minor passives.

    The big thing is, we all know how to use ground slam, but how many players even know divebomb as it is, even exists? Maintain all the aiming and damage mechanics, just copy and paste the animation and speed up the time to impact for Zephyr and it's set. The use case for Zephyr being able to divebomb without a weapon is also just a negligible perk saved for situations like no melee sorties.

    TL:DR- divebomb as a passive boost was aimed at bug fixing, mechanical clean-up and character flavour.

  3. 3 minutes ago, LSG501 said:

    I'm with the others... If it's that important to you ditch the non active members and recruit fresh members to bring it back to life...

    The Old clan is more important to me than the New clan you are telling me to build. 

    Like literally, I'm sitting here on a clan of an important person who has passed on. No longer a member of the living. With inactive accounts of those who helped that particular person and myself build up this thing that is valuable for the memories it holds. If my only option is 'no' then sit on it is what I will continue to do. I will continue to log on to warframe, do some activity I remember being able to do because it is familiar, and refuse to get into anything deeper because I'm busy carrying this baggage.

    I'm asking if players such as myself could take this clan and set it to a side where we can see the memories maintained, similar to a grave marker. 
    Which is exactly what it would be, a grave stone to go back and reminisce when the feeling to do so arrives, a place to leave that baggage while we go do other things. 

    So for those telling me to rebuild this old clan, sorry, but that is fundamentally incompatible with what I'm asking.

  4. 1 minute ago, (XB1)COA Altair said:

    Do they play the game or are they people who haven't logged in for over 100 days.  Inactive people like that usually never come back to the game to even know they've been kicked from their clan.  

    To be fair here, this whole suggestion is about a problem based on emotion, not logic. 

    Letting us 'keep it safe' and otherwise move on seems like the simplest answer I can think of. If you want to put a limitation on it, make it so the player holding the dead clan cannot start a new one himself, merely join another. Because I can tell you, I have no desire to start or build a new clan, let alone built up an old one that I feel bad bringing back to life because I know it can never be what it was before. 

  5. 2 minutes ago, (XB1)COA Altair said:

    I'd just recruit new people into the clan to make it active again so you don't feel compelled to leave the clan for more active pastures.  If you feel daunted by the clan tier being too large just downsize it to ghost or shadow is my suggestion.  

    Ah yes, and boot all the old members from my already tiny clan, another non-option.

  6. 1 minute ago, MBaldelli said:

    As an active Founding Warlord that set up his clan one week after the clan dojo was initiated, I'm not liking the thought of people that were expelled from the clan coming back to visit.  Because this sort of thing will be bound to go wonky if it were initiated.  Even with the possibility of preventing expelled to come re-visit, this would be a coding bugbear of epic proportion.  

    I

    Sorry, what? No, this is about the veterans holding onto dead clans having an option to put that clan on ice without killing it. They keep the trappings of the clan, the tags, the name and the dojo. But that clan can no longer be grown or advanced. No new rooms, researches, no decorations and certainly no new members. The veterans sacrifice any ability to upgrade the clan further for the ability to join a new clan and move on past the old clan. 

    But the old dojo and tags remain as things that can be visited and worn as mementos.

  7. 18 minutes ago, Jaclyn said:

    You could always request warlord and rebuild this old clan, if a warlord is inactive for 30 days you can request warlord

    I am the controlling member of the clan, I have full power as ownership was transferred over to me before I knew it was happening. This is more about that I simply can't suffer leaving this clan to die. But because I won't leave the clan, then I won't be joining anything new and active. 

    It's a retention issue in a way.

    I'm really asking for a sort of archive option that keeps the old clan alive in certain key ways while also letting the veteran move on without sacrificing something really important to them.

    • Like 1
  8. So... I am a veteran player, one among many of course. I joined at the time of founders and have obviously been here and there for quite awhile. 

    Now, I joined at the same time as another player who has since passed on. I was part of their clan and helped build this small ghost clan over the course of a couple years, although honestly not as much as some other guild members. This player was incredibly important to me though. Now, at this time, when that player will never be able to play again, I am the only member of the clan who is remotely active by all metrics that I see. I can't by any means think of relinquishing this clan to the ether.

    I suspect I am not alone. A youtube personality named Sinvicta recently described a similar experience. He holds the reigns of the clan he helped built with another much more famous personality. Total Biscuit. He has an identical experience, Sinvicta. He is the sole remaining active member of his clan, and can't bear the thought of letting it go. Having seen a video where Sinvicta described this experience, I am sure there are yet more old veteran players with such an experience.


    So, a question: Would it be possible to create a legacy clan option?

    If a clan has existed for a set period of time, give it a legacy key that allows those few remaining members the ability to revisit it. But as a part of the package, allow those members to join a new clan without losing access to the thing they built before that carries so much emotional value, they could never let go? The old clan can never accept new members, cannot be built up, but remains intact as is? All the trappings of the old clan have new 'legacy' cosmetics like the clan tag badge you can attach to your warframes that let you use new clan stuff without losing the old nostalgic stuff?

    Because while the problem is knowingly self inflicted, it is still a problem that keeps Veterans from re-engaging with the game. I can't stomach going out and joining something new if I know that years of history with someone I will never see again will just dissipate into nothing.
     

    • Like 5
  9. Her Passive is divisive for sure. Thing is, not only does it slow Zephyr's fall, but it also allows her to steer with surprising agility in mid-air during that fall. A suggestion I've made before and I still wish for, is that they'd just put Zephyr's divebomb on her melee smash. Take this neglected and really unnecessarily hard to use ability hidden in her tailwind and make it a secondary small passive. Let her use it even if she doesn't have a melee, but perhaps it applies a small boost to her melee slam itself.

    Her low gravity passive would be much better if she had a cost free 'get down now' complement.

  10. 14 hours ago, keikogi said:

    That is about half of the point of this topic , ice wave impedance is an amazing area denial cc. But ice wave itself kinda sucks. If it was part of the ability by the default ice wave would be a good skill.

    The problem here is that Frost is so malleable with so many powerful builds that he doesn't have much power budget left over. Considering my favorite frame is Zephyr, I have some opinions on just how much 'better' some frames could be. An opinion DE doesn't share.

  11. Just checking, but how many here have actually developed a Frost build based entirely around his ice wave and the impedance augment? Built with full range, long duration and the ice wave impedance and you will find the ability filling an entirely different niche than avalanche or snowglobe. Avalanche is nuking and armor stripping. Snowglobe is a damage blocker.

    Ice Wave Impedance is the true CC ability. You can slow huge swathes of enemies for a deliciously long time when you build with this in mind, making sniper and archer builds so much more effective. It provides a good mobile ability to team support as well.

  12. Just a quick drive by comment,

    Alternatively for Target Fixation, and the alteration to her Air burst. If the ability to make Tornadoes track with air burst is too much power creep, that could be made the function of the augment Target Fixation.

    Otherwise, I liked this read, you've got at least one like.

    • Like 2
  13. 9 hours ago, (PS4)RenovaKunumaru said:

    Tailwind:

    Let Zephyr inflict self damage every time she collides with a wall.

    Airburst:

    Increase the ragdoll and make the enemies suspend in air like Titania.

    Turbulence:

    Make Uncastable in the air

    Tornado:

    Make tornadoes bigger. Don't increase pickup radius. 

    I think this would make Zephyr the best she can be.

    Careful man, Zephyr's power budget is already strained to the absolute limited of believably. We don't want to try and push DE too far here.

    • Like 1
  14. 10 minutes ago, BlachWolf said:

    Well maybe I was a bit to unclear, I meant the explosion when ever you hit the ground, it completely negates momentum and thus removes the issue. It woulds also have the advantage of basically CC the enemy, which could be a further advantage.

    Well I mean if they can pull it off with garas, atlases and khora, I dont see why they couldnt do the same with divebomb. But thats really a minor problem, I really only wanted to concentrate on her bigger issues, which was the wall kissing and the other things.

    Thats indeed sadly true, though I anleast expect them to fix the wall kissing issue. That alone would at least make this ability useful in tiles sets.

    Divebombs CC was always unreliable. It wouldn't cancel ongoing animations from elite enemies, which means with divebomb you'd occasionally plant yourself directly in the line of fire of an elite while simultaneously ensuring you'd be there to suffer the consequences.
     

    Anyways, I need to warn you, expect absolutely nothing from DE for patching Zephyr. She's gone literal years without DE's attention.

    I'm even less optimistic since conversations on Zephyr have become even more rare since the 'rework' put Zephyr back in essentially the same place she started. A #1 that'll momentum lock her and is hard to mod without conflicting results. A nearly useless #2 that seems like it should be better, but underperforms in various ways. A #3 that is fantastic for her personal protection which means it eats up her power budget. A #4 that is useful in a random manner. It may do a great job, or it may just wander off to lands unseen while you wander around doing whatever it is you must. And a passive that is very good at outing newbies vs veterans who have mastered the initially awkward altered controls.

  15. 5 minutes ago, BlachWolf said:

    I'd rather dive bomb be triggered when ever she hits something with her one, the dmg could scale based on dmg mods. Though the most important thing is that dive bomb already fixes the wall kissing issue. I wanted to suggest a minimal effort solution so DE might feel compelled to actually implement it.

    The only problem with this is that my biggest irritation with impacting say, door frames and getting stuck, is that I wanted to be moving.
    Getting stuck on a divebomb instead only puts a new face on it. I'd rather have a simple wall latch to let me move on with my life.

    As for divebomb scaling with mods, DE seems fundamentally unable to do anything interesting with divebomb modding. A few years of watching paint dry while Zephyr players shouted at DE has given me a very firm impression of this issue. That's why I said just slap it on her groundslam, you don't even have to boost the weapon, I just want the air dive and the sound and to be on the ground, think of it as putting a blink effect on groundslam and being done with it.

    2 minutes ago, AlouetteSK said:

    Have you seen the last DevStream?  I want Zephyr's 1 to work similarly to Gauss's 1, Tap for a quick air dash, and hold to just fly.  Tap towards the ground to do divebomb, and let go of hold in the air to float for a bit.

    The only problem with this is that now Gauss has that ability. Ability overlap is anathema. DE won't do it. The more mobility frames DE creates, the more they eliminate potential ways to alter Zephyr. This suggestion was made a very long time ago for Zephyr. As you can see, she doesn't have the ability. I think the opportunity for this has been discarded by DE.

  16. @BlachWolf


    On her Tail Wind. How often do you accidentally tap a random piece of environment? How often do we really want to do an impact strike on that random pillar up in the roof in order to hit nothing but instead get shot by all the enemies unbothered by us staying still? A decent compromise would be a wall latch. Let us hit the wall and just automatically wall latch if we are holding or tap the relevant button. From that wall latch we can immediately refocus, readjust and launch ourselves again to enjoy Zephyr's #1promise. Freedom of Mobility.

    Now if only they would readjust the way Tailwind was impacted by various mods. @Birdframe_Prime could explain that much better than me. An animation unlock would put more control in the hands of the player, but I suspect this is one of DE's purposeful drawbacks that prevent the ability from 'being too good.'

    As for her old #2 ability, personally I would much rather see divebomb combined with Zephyr's ground slam as a passive ability. Think about that. Divebomb as a Zephyr unique ground slam that maybe doesn't even need a weapon equipped, but acts to slightly buff whatever ground slam her weapon is capable of.

    Last time I checked Airburst only served to make her tornado taller, not much use at all. But having it attract tornadoes is a really interesting idea though. Using Airburst to attract nearby tornadoes would put an energy cost on a fire and forget movement order for your tornado. Neat.

    Turbulence. An audio cue might be interesting as a QoL upgrade. And it is her most patched ability. I'd like to see that happen. I suspect DE is wary of buffing this extremely strong ability any further though.

  17. 33 minutes ago, C-465 said:

    It's super close to the concept, yes.  But it doesn't feel like birdframe.  And as someone who usually likes minimalism. . .  for Warframe, it's too minimal.

    Ah, this old conversation. DE's pretty strong on the idea that it's not the Bird Frame.

    Zephyr is the Wind Frame.

    Let me repeat this. This is an old conversation.

    But anyone who has been paying attention knows that DE has Their Own Ideas about Zephyr and they are pretty determined to stick to whatever those ideas might be.

  18. On 2019-07-07 at 3:05 PM, PianoPlayer90 said:

    Hello ,i would recommend unlocking junctions and doing quests,upon doing those,you will unlock more of the storyline.

    Uhh... How about a timeline of events and releases? Something that can point me in the right direction for say, picking up Revenant for example? Or where do I start on Baruuk? Don't make me comb through the wiki to find the introductory piece of quest. I'm not here to go on a deep dive, I'm here to dip back in. If I have to fight with the obtuse quest finding, then I'm not interested. The veteran logs off and comes back for half an hour 6 months down the road.

    "Unlocking Junctions" is incredibly useless as a suggestion to returning veterans dude. Like, these are my options as a veteran:
    1.) I've already done this.
    2.) I've already done enough of this, I'll only go if I know I have to. I'm here to see what's new. If Grind was my interest, I wouldn't be a 'returning veteran'. I would never have left.

     

    On 2019-07-07 at 4:57 PM, TaylorsContraction said:

    I don't think expanding the codex would help a lot because it would be a wall of text. They need to break down some of the features (mentally) to their most basic core and have it as part of a one time tutorial, just like they did with bullet jumping when it was first introduced.

    I'm not suggestion a wall of text, I'm suggestion a Timeline like this one from 2017, posted by user @Brasten
    Let the in game timeline be a simple bar that highlights when you mouse-over, then expand when the player actually clicks on the that section to look deeper. New sections are unlocked as the player clears key quests to give them an idea of which directions they can branch towards.
     

    Spoiler

    BzDoK8D.jpg

     

  19. Right now, whenever I take a look at Warframe, it's frankly a mess trying to decide where to start.

    Essentially, when I start up warframe I feel like someone is dropping a bucket labeled 'content' at my feet and telling me to "Dive In! there's so much to do!"

    Now, it looks like a pretty big bucket, but it's all just a big jumbled mess to me, so I might take a look at cosmetics, perhaps run a quick mission, you know, do a couple things to get reacquainted. But then what? I take a look at that bucket just full of things, I reach in and draw a thing out... but no, I can't do this yet, I have to go do that other thing. Wait, no that is connected over here. Like a bucket full of bungee straps, all these bits of content are hooked up with other bits of content, new and old. I have no idea what's going on and frankly... I just wanted to jump in and look around, but I have no idea where to go.

    The Wiki isn't that much help either. The wiki is there to answer questions about specific things, but it is not a tool for guiding a player on where to go. I have to have a starting point to make good use of the wiki.

     

    So I've got complaints, but I'm not without a suggestion.

     

    How about updating the Codex with a 'timeline' feature. Have the default tab sit on a timeline of events starting with the player's first awakening and then following a path based on when a player should consider accessing each piece of content. It would expand as the player achieves new mastery ranks and open new areas and help guide them on what pieces of content should be looked at next to help make sense of it all. Events and branches would change visually to mark what has been completed of course, but would still exist to be revisited if the desire is there.

    The base timeline might appear as a straight line, but when event icons are interacted with, you can open a branch that will detail the path to its end and link forward if you have the next big event opened up. Let it resemble an organized quest journal perhaps.

    Hopefully this would offer returning casuals like me a solid stepping off point to allow us to 'catch up' with content. Right now all I'm aware of is any messages I happen to have sitting in my inbox. A bucket of things that just dumps a pile of... stuff, on my lap and says "Dive in! There's so much to do!" Well sorry, but dumping a disorderly pile of things onto my lap only encourages me to log off for maybe another day. Maybe. Except... there's always new things coming, and the pile only gets bigger.

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