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Coilheart

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Posts posted by Coilheart

  1. Played him for quite a bit, feels very fun and engaging, however a couple things could be changed to make playing him even more fun.

    • His redline getting some extra duration upon reaching 100% charge would make the ability feel much better 
    • Giving numbers (and possibly buffing them too) on armor stripping from redlining thermal sunder synergy would make said synergy more usable
    • Fire version of thermal sunder is almost never worth it to cast because  it takes the precious battery energy away while redline is below 100%, and it's pretty hard to keep it above the redline to reach that sweet 100% ASAP. On it's own what you get for spending both your energy AND battery energy is not quite enough (maybe remove energy cost from fire version and make it so it only uses battery energy)

    Other than that he feels pretty good to play and would be fun to master.

  2. All claw stances are still broken - moving forward while performing any of the combos breaks the combos, getting rid of momentum and making combos look very weird. (If you just do the combos they work fine but if you're holding W as you're doing them they all look broken). Seems to be the case with all the claw stances as far as I've checked, might be the case for some other weapon types as well. 

  3. 14 hours ago, Xydeth said:

    thats the long term issue if weapons dont get some unique properties. the point is not irellevant. stat distribution is not an argument anymore and just bringing better weapons isnt either. logic conclusion are unique properties. 

    caustacyst is bad, sadly. just saying since u mentioned it.

    You want unique properties, yet you call caustacyst "bad"? Subjectively, every weapon in the game can be good/bad. It's unique, it does its job and there is a build for it that allows it to stay up to par against lvl 200+ armored enemies, not all of the existing heavy blades can do that. And that's not the point of this post in the first place. 

    Again, this post is a suggestion to add scythes with long handles into the game under the "scythes" category after current scythes are moved to heavy blades, NOT about the current scythes being moved.

  4. 44 minutes ago, TermiteFrame said:

    Honestly the heavy blade category is bloated enough as it is, it doesn't need 5 more weapons that already had their own unique category thrown in there.

    It is bloated, that's true, but there could be much more done with the current scythe stances' animations, than just using them for short pickaxes that almost nobody uses anyway, as they are quite underwhelming.

    46 minutes ago, TermiteFrame said:

    And as I've said frequently the stalking fan stance is pretty nice and it would be a real shame to see it go.

    That's the point I'm trying to get through! We could still use those stances, or at least a majority of moves from those stances (I love those spinny-moves from stalking fan too) but not on the short pickaxe scythes-wannabe, but on actual, full-size majestic tools of death, what scythes should be. All it takes is creating an actual weapon model and then working on hooking up those animations on them. It might need a new holding/idle animations, but that's about it.

  5. 42 minutes ago, Xydeth said:

    they lose their identity tho. yes they didnt have much anyway but thats mainly because of the stance available and the lack of a new one with the modern features of recent scythes. i think they need something special about them if they are moved over to heavy blades. they will have good stances then for sure but what argument would their be to really use them over galatine prime for example, or scindo prime. the problem from before would still prevail. its not the stances available then but rather the fact that there are better options. ofc im talking specifically about practical value, personally i rly like Hate myself and thats especially why i'd like to see something unique about scythes.

    There is caustacyst and I don't think they'll remove it's feature. As for the other current scythes, they could simply offer variety in the IPS spread and other supplemental stats/extra visual variety among the category. The point about there being "better" options is irrelevant, otherwise there would be no point adding new weapons unless they are better than the best existing weapon in that category. 

    The main point of my post is regarding adding actual long handled scythes to the game and using current scythe animations on them. 

  6. I think it's a great idea to have all the scythes be moved to the heavy blades, as they don't really look like scythes anyway, even if they get increazed in size. And it gives an opportunity to create a new scythe melee weapon category that will include proper scythes with long handles etc. Some if not all of the current scythe stances' animations could be recycled and added for the new scythes to use. This should appeal to both wanting current scythes to be in heavy blades and people not willing to lose their scythe animations. And it also shouldn't take as much production time, as creating a weapon category from scratch, like warfans or that ghoul saw thing everybody wants.

    Personally, I would love to have a huge ass scythe to swing around. DE please?

  7. Grineer mask for operators has been bugged since it was first added. Whenever you use transference more than once it becomes larger and detaches from the head for the rest of the mission. But it looks ok when in the orbiter or during the first transference. Would really love this bug fixed because the mask itself is really pretty and the bug is preventing me from using it.

  8. I'd say never stop building new weapons and only level them up one by one whenever you get a booster from a sortie or as a login reward. As to the frames, I think you need to have them all, but it's up to you, honestly.

    Edit: higher MR gives you extra cookies as in daily syndicate cap and other helpful things like max reactant, so you shouldn't just never stop squeezing mr out of the older-and-not-so-good weapons.

  9. I think it's more of a "you problem" than a "game problem". Helping out newbies with an advise or farming some resources with them is one of the parts that make the game fun for me. And now that there's so many new players there, it really gives me more reasons to stay in game after I've done all my daily chores of sortie/focus/syndicates. And how can you get annoyed by being asked a simple question? I don't understand, like, it wouldn't be hard to answer and would help that person a lot. Never seen anyone get triggered by a newbie either. When I'm playing with clanmates or friends and we see a low rank player, first thing we say to each other is something like "Look at that cute little initiate trying to farm hydron and trying so hard to get kills with their free twitch swag :3" 

  10. I really like playing limbo because I play solo a lot. Your suggested rework would make him less fun for me to play compared to his current kit. His first ability is very useful to trigger rift surge on enemies within the rift to take other enemies in while not exiting the rift yourself. Or to quickly put a lot of scattered enemis into the rift because it auto-targets any enemies within the AOE, so with high range and casting speed it can make a difference on high-pace missions. 

    His dash mechanic makes him unique and combat flows quite good when managing the "in" and "out" enemies. And you want him to be like a stealth frame or comapre him to frost, but that's the point of it, to be different. Not better or worse, but different. He is a god of the rift and it is a very strong mechanic that is different from what currently is presented in the game and I love it.

  11. On 02.09.2017 at 11:36 PM, (PS4)CoolD2108 said:

    5 min cutscene? You realise that his bladestorm is affected by any kind of direct attack speed augumentations right? This includes primed fury and melee rivens next to countless smaller or bigger buffs like abilitys, channeling mods and arcanes...

     

    Adding any more attack speed than a regular fury makes me wanna throw up and I'm not even that sensitive to screen shakes and motion sickness stuff. And it doesn't look good or right either.

    20 hours ago, Nazrethim said:

    You should also think of how it would work in Conclave or what could replace it, currently Ash has 2 marginally useful abilities (SS and TP) and two completely useless (Shuriken and BS). Would be nice to play the frame and actually have something worth using energy on.

    What do you mean how it would work in conclave? I think it's the last thing I'd worry about and all what's needed is some number tweaks from the pve version, wouldn't go further that that. 

     

    1 hour ago, SenorClipClop said:

    Old Bladestorm was completely divided from the rest of his kit. New Bladestorm not only is able to integrate into his combat, it's encouraged that a player do so. The most effective way to Bladestorm now is to always be setting it up, since the setup has no downsides to anyone and can be triggered at any time. Thinking "oh, better Bladestorm" and then start marking was how old Bladestorm worked, but new Bladestorm needs to be thought about differently.

    I do think there is room for improvement for his current utimate such as increasing range as to how far from a marked target you can go before the mark disappears or some more stuff like that, where it can become tolerable, however I strongly disagree on it being a nice integrated part of his kit. For me, there's always 2 measurements for any ability - how effective it is and how fun it is. Bladestorm is neither for me. Invisibility bonus damage or even any melee with decent range (it doesn't have to be a melee) will outdo it on low-mid lvls and covert lethality teleport will outdo it on high lvls. And it sure as tyl regor's buns ain't fun to watch that cutscene of an ultimate for longer than 5 seconds. Or even less if you have attack speed mods in your melee. I just thought of something that would make his ultimate usable for me without taking anything away from him, none of those animations, nothing from his current playstyle other than adding another possible layer onto it, expanding the frame. And maybe there are some people that shared my thoughts. Because I do love Ash. There are no warframes that I dislike, actually. I enjoy playing and experimenting with all of them. It's just that I found bladestorm to be the least enjoyable for myself among all of the ultimates. All of them.

  12. 4 hours ago, Nazrethim said:

    -Does it have it's own damage or does it use the melee weapon's damage for the Finisher Damage calculations?

    -Does it work with Covert Lethality?

    It works like a regular melee, so it benefits from all mods inclucing augments or weapon type specific ones. All it does is add a bleed proc with a cool animation.

     

    4 hours ago, Nazrethim said:

    Remember: don't balance the frame around having specific stat set-ups, SPECIALLY if it's Efficiency, which is a stat broken as hell. And Ash is already using his abilities in actual combat and using weapons, the thing is that Ash works so long as you never use Failstorm, because using his other abilities and weapons have a higher kill rate for less cost. BS is outperformed in low level by shuriken, by Teleport in high level and by Smoke Screen+Melee or Guns in all levels.

     

    Just as you say, current bladestorm is, to say the least, underwhelming and unnecessary to use in any situation whatsoever and gets outshined by any of his basic abilities. This, however, offers at least some use for it other than "nuking", as it previously got nerfed for that reason. First of all, damage mitigation in terms of drawing some of the enemy fire away. Second, it incentivizes you to use other abilities, sort of weaving them, for example you'd want to use shuriken for several enemies who stay far away or use smoke screen for a more clustered crowd around you. Or use teleport to get to a crowd + smoke screen to get them all marked, rather than current "press 4 and have a seasure spinning your reticle around like crazy to mark". 

    I can see why it may seem clunky but I think there is some potential for it to be executed really well in terms of AI (I think that syndicate mission patners do quite well and I thought clones would be similar) and it will add another layer for skilled players to master their positioning and prioritizing. 

  13. So, these are my thoughts on how to make Ash a little bit more engaging to play with being able to use all parts of his kit and not having to watch a 5 min cutscene every time you decide to use ultimate. His previous ability tweaks were supposed to adress the issue, but ended up multiplying the cutscene length by 3. (He used to jump on the enemies with his clones simultaneously, but now he has to perform the animation on every marked enemy first, only after that his clones can attack them.)

    Ash's new passive - Shadow assassin: Ash has a custom melee finisher animation (current bladestorm animations but on a singular enemy) and has 100% chance to proc bleed on finishers. (Not ground finishers). Attacks from the shadow clones proc bleed as well but aren't considered melee finishers and do not benefit from stealth multiplier.

    Shuriken: Add a combo counter with increasing damage and power efficiency similar to that of Atlas's landslide and every third cast throws 4 shurikens instead of 2 with a different animation.

    Smoke screen: Ability is now recastable before the invisibilty ends and also opens enemies up for finishers. Shadow clones become invisible when this ability is active, too.

    Teleport: Ash can teleport to any object, not only those with healthbars (lockers, consoles, broken crates) but this change isn't too important and doesn't have to be implemented, but would make playing him feel a lot smoother.

    Ash's new ultimate - Shadow copies/Shadow clones: Ash summons 2 of his shadow copies that will follow him and draw fire but will not attack on their own. They can also perform basic parkour such as bullet jumping while following him. Copies are invulnerable and will exist for as long as the ability is active (50 energy to activate and then 3 energy per second drain). Any of his basic abilities (shuriken, smoke screen and teleport) will mark enemies while Shadow clones is active and Shadow clones will run up to marked enemies and perform current bladestorm's attack on marked targets. Any enemy can store up to three marks on them. Shadow clones has lower damage compared to current bladestorm but can benefit from installed melee mods or combo counter. Shadow clones' attacks add to Ash's melee combo counter.

    Possible augment for Shadow clones - Shadow clones mimic Ash's shuriken throw, deal 30% damage and can mark enemies.

    My idea for Ash is by no means perfect or even remotely good, but I thought that making him use his first ability not only for armor stripping would be great, also it doesn't take anything away from him, like being able to see those cool bladestorm animations by performing them yourself or by watching your clones do them. And I don't think this will make him too powerful, because he'll have to manage his energy pool in order to be productive and weave all the abilities with actual combat and using his primary/secondary and melee weapons. 

  14. The thing is, remember how much everyone complained about Banshee's Soprana? DE didn't change anything and they aren't planning to. If you bought this skin and think that arms will be tied to the syandana or the skin itself will be reworked: it won't happen. Ever. So don't even hope, just get a refund or run with it as is(my choice).

  15. 14 hours ago, Hypernaut1 said:

    had to bump this- mag has gotten yet another nerf. Apparently beam weapons arent as effective with Magnetize anymore.

    For a frame thats not heavy meta- they sure keep her in check at all times.

    Yeah. It was so nice to have that last thing u could do damage with. And now it's gone. I don't think I'll be using her now that nullifiers also received a huge buff. I guess any frame/naramon it is. Untill they make shadow step proc twice per focus cast or smth like that.

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