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Epicagemo

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Posts posted by Epicagemo

  1. I've advocated for overheat about four years ago, and I've gone AWOL since, it's nice to see DE (thank you) add this back in some aspect. (missing the fire effect >.<)

    The Good:
    -LOS needed to be removed on her
    -4 is fun
    -"Overheat" is back! (Touching someone for a free fire proc would be awesome)
    -I'm not mashing 2 for stunlock on high level missions

    The Critique:

    -Abilities: 1,3,4 should affect 2. Not sure why this isn't the case to begin with.
    -Efficiency of 2 should be toned down to somewhere between the (old) world on fire drain and this new one, this new "over time" drain is too high.
    -I think adding (old)accelerant+augment properties to her (new) fireblast would be great compromise to those who used her to massively increase dps, esp on how many ppl are complaining about energy drain.
    -Unfortunately, like Frost and Volt, the 1 still sucks. Charging needs more benefits, maybe extra fireballs (Fireball Frenzy?) instead of 1.

  2. 7 minutes ago, krc473 said:

    I do not know for sure, but people seem to be suggesting around the 4th of December. (likely based on two weeks)

    • Could DE just do the transfer for you now? Or do you actually just have to do it with a Switch?

    When I was doing it, it said I needed to have a warframe account on the switch-This means, at a minimum, you need to start the intro. OP could find another person who has a switch with warframe downloaded, start a new character, then do the migration.

  3. The idea of arbitration is good, but the execution is terrible.

    The ONLY changes from normal missions is:
    -New enemy drone that makes enemies immune to abilities. - This one, is not so bad, exclusive to mission type, and adds a layer of difficulty.
    -instant death = no teammate revives = REMOVED FROM PLAY.
    Which means, any slip up will cause instant death for glass cannon frames meaning anyone playing a squishy support frame is severely punished. This makes players less willing to bring anything other than survival frames to this mission type and I consider this to be selfish and migrates this game more towards solo gunplay and not teamwork. While the 300% Strength promoting certain warframes is beneficial and nice, it is mostly nullified by the fact that most players will ignore the bonuses and brings a bulky, survival frame anyways. People in my squad have said that this mission type is meant to be hard--it's not, everything can still be one shot by a proper weapon, the only threat is a stray bullet hitting a supportive warframe, removing you from play. 
    If this mission type is meant to be difficult, it doesn't restrict a game play mechanic in a fair and meaningful way to make this gamemode challenging, clever, and fun. 

    Another glaring issue is that anything on the gear wheel Ancients and energy pads can be spammed endlessly. 

    A simple solution can solve most issues of this game mode in a FAIR and meaningful way:
    -Restrict gear wheel-Ancients and energy pads are my most common way to cheese difficult content. To be honest, the gearwheel in general needs work for regular gameplay such as cooldowns to prevent spamming, but that's another topic for another day.
    -Remove Instant death. Teammate revives are OK. Reviving is a good co-op mechanic, instagib is not.  This, at least allows a chance, rather than having RNG simply saying, "Nope.".
    -No self revives-arcane bonuses and the stock 4 are gone.

    P.S. Copy and paste these restrictions for sorties as well.

  4. I’m quite happy with the changes to ember, she’s finally not “press 4” and afk/ waltz through frame. Same with banshee, but I can already see players exploiting the new banshee for better CC/ damage. Hopefully the instances of the soundquakes are capped. 

    Chromas breath looks pretty silly.

    cant wait to try these new changes soon!

  5. 19 hours ago, Chroia said:

    So, assuming you can't keep it on all the time *coughArcaneEnergize+75%effandPFlowcough*:
    in higher levels, it's useless until it spins up, but once it does you run out of energy.

    Doesn't sound particularly useful to me. Am I missing something?

     

    In my suggestion, i attempt to remove the problem of a 1 dimensional ability into something that requires more thinking to use, like equinox's maim. ex. when to detonate, when to use, etc. Maybe, it gains linear bonuses to CC+damage the longer it is, but balance WOF with a drain being exponential. The main thing I want is to nerf WOF on the front of "leave it on the whole mission", but buff her with a super rewarding buildup. We've never discussed how the efficiency should be, but i'm sure we can all agree that in the current state, WOF's energy drain is almost non-existent. Yes we can also turn it off to recast it, but it doesn't have the power bonuses, which is the point-when to use your powers instead of leaving it on 24/7.

    We should stop making arguments on damage vs. scaling enemies. On higher level abilities becomes weak, but so do many warframe abilities.

  6. They could do something like: the longer the ability is on, the more damage it does, but drains efficiency. WOF for the entire mission is nerfed-duration is reduced, and gain some sort of scaling. IMO it fixes more problems and adds a layer of variation and complexity.

    From some of the posts above, armor stripping is awesome and makes a ton of sense, but I think that's a bit unbalanced, considering how much armor stripping would help my general playstyle. Maybe add it to her other abilities? (1 and 3 need more work than 4).
     

  7. The whole system has gone to wonk when charge attacks were terribly implemented-as all the hold E combos are the hardest things to perform. I think we need two melee buttons for combos to be a proper "combo", otherwise it's just mostly mashing for me. Other factors that make me want to just mash are: Allies casting abilities that enhance attack speed (speed/warcry) and or berserker which can disrupt the timings of the combos. There's a whole mess of things to fix about the current melee system, that it seems better to start a new system from scratch, however, it might not be in DE's interest to invest too heavily there.

  8. One easy solution for defense is to make the mission an actual defense instead of an exterminate. While it is off topic, changing defense to time based objective eliminates any stalling enemies  and speeds up the mission for higher waves  so it would be comparable to survival in terms of rewards/minute.

    Also, im not sure if this relates, but instagibing bosses with a Tigris tends to leave behind phantom bosses on the client side. The easily to replicate Phantom bosses being: vor, Tyl regor, rhuk, sometimes Lephantis-though we were only able to do this with the volt multishot bug for lephantis which was a while back. Having high latency seems to be an easy way to reproduce. Tyl regor is the most recent one I could do this with and should be easiest to replicate. -when farming, I always had to wait for host to kill him.

    This leads me to believe: high pellet count over poor latency can cause issues. I don't believe I can replicate them because the volt exploit was fixed... wink wink.

  9. I never used this function that much because the energy drop was so high for what you got, so I can't say much before. However, I just tested this on PC, I ran with: 20% life strike and was deflecting for 38 damage against various levels of seekers. I should be healing for 7-8 per hit, but was not.

  10. The QOL sounds nice, but it only affects multiplayer. It's not going to be like inaros where it affects both (single and multi). I don't think it's worth the time for DE to code that, but it does bring up the point that the system of getting downed is outdated and may need some looking at. It's a weird double standard from single player to multiplayer.

  11. On 2/13/2017 at 3:39 PM, Chipputer said:

    The backflip is stupid.

    Tap cast should cast it on only Volt. Hold cast should cast it on the team within his casting range. This way considerate Volt players would only speed themselves and team oriented speed buffers could still buff their team.

    No, I don't want to hear whining about holding taking too long. It doesn't take too long to hold-to-fire Ivara arrows or Vauban grenades, as long as you're not spamming them, does it? Didn't think so.

    That shouldn't be an issue as there is a toggle switch in the gameplay options that swap hold/tap abilities.

  12. I run a similar build but use Enemy radar as a survival mod. 

    Try using enemy radar instead of corrosive projection-enemy radar will let you know when you should be dodging and tells you the ideal time to use accelerant, i.e. In large spawns, thus placing CC where it matters, and this can then enhance survivability, whereas corrosive projection just adds damage. 

     

    If you want vitality or redirection or even vigor, I recommend taking out fire quake as it does only a very slight increase in CC than the stock WoF. 

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