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ZealousStalker

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Posts posted by ZealousStalker

  1. 3 hours ago, Kaotyke said:

    DE: Adds some semblance of difficulty.

    Some Players: RRRRRRRRRREEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!!!!!!!

    DE: Tones down the semblance of difficulty.

    Some Players: RRRRRRRREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!!!!!!

    lol this. so much, so so so sooooo much. DE wants to add harder things mixed with a good chunk of ppl saying to please do so but any time they do another big chunk of players cry that its too hard now. Ebb and flow of always being in a gray place, warframe has grown a lot and id like to have them add a zone, world, space--something that is just hardline beefy AI and fights that stress and demand you work as a group on some level with gamer bread rewards to make that hardship worth it.

    Think on top of this is that a lot of the foe types only have a small handful of skills, spells or gear they can use to fight the player so they need a lot more toys to play with and a boost to their AI, more over the best enemy is your fellow man, the story line is fun and it could be composed in such a way that there is a split between the tenno with you picking one of x sides and new missions and zones where there is a mix of pve and pvp stuff going on--could even be where you and other players have compony points that allow you to buy and make a small force for these mission made up from ?? scan targets? some other thing and you can customize them in some way. Heck could make it so you have kuva liches you catch to make up that force, out fit them and enter in with you and other players. 

    could be fun, idk just ideas. but yeah for the most part the game is fairly mindless and that's ok when you just want to relax but comen onto warframe looking for something hard to do that you don't artificially make for yourself.  Still a lot of things on the horizon for the game and me and so many others are hoping some good hardship comes out.

  2. I like rending strike and where it does fit in with melee weapons it really makes them shine in its own unique way but as far as I know its the only 60/80 mod like that.

    would be super cool to see something like [slash & smash] : 60 slash 80 impact or [impact rupture] 60 impact 80 puncture with it. 

    Thoughts?

  3. On 2020-01-21 at 11:49 PM, Drachnyn said:

    I think pablo once said in one of his streams that before giving abilities a second augment, he wants every ability to have an augment first. However this was a while ago and DE could just change their mind about it.

    well not all skills/spells need another one or have one already that's just confused or kinda pointless, one I can think up off the top of my head is the one for vals zip line. I don't understand where you would use this in a way where you'd be happy to give up another for it or change it out for endless war, if the mod made zipline do its opposite were you would pull yourself to your target and do a high damage flip/ kick or some such that would bounce you back up into the air so you can snap out another one and go on with the counter getting bonus damage. that would be snazzy.

    Zeps 2 is kinda just for maken her tornadoes larger and the knock down I guess is ok but having her 2 become more like a tunneled gale force for a short time where any knock ups become home run to have them bounce around or fly off a short way dealing damage to others they hit--or OR maybe in that same spirit push out that ball of gale wind to infect things within a tight aoe that reward a bonus to knock downs or ups. hitting them sends out a upward wind swept blow that either staggers or knocks up others.

  4. On 2020-01-22 at 5:24 AM, JackHargreav said:

    Zephyr should be able to just choose between tornadoes on the fly.

    Like Ivara or Wisp. I think that would make her much better and versatile.

    I like the idea, being able to do that as ivara would give her a lot more power. Tiny tornadoes that give up their cc for more elemental procs, normal that has the cc and damage and then a big boy that doesn't move but is all damage? maybe has lowered elemental procs for higher base damage?

  5. So zep can poot out four normal tornadoes and has a mod that makes them tiny and cute but lose their lift power.

    Where is the mod that lets her whip up a big fat tornado that just kinda hangs out in one spot being all windy and violent?

    • Like 5
  6. 10 hours ago, AuroraSonicBoom said:

    As mentioned in the devstream, the devs at DE apparently believe that ramping up damage enemies deal is necessary to compensate for the lowered survivability. I was pretty taken aback by that, as not only would I have expected them to decrease the damage while buffing enemy survivability, but also at the fact that it was talked about in the context of creating challenging content.

    I'm pretty sure a lot of people here know how little skill it takes to mindlessly roll, jump and flail around to keep that DR up while trying to take out the mob. The proposed changes would only escalate this playstyle and decrease the time to kill it takes an enemy further, working directly against what is actually needed to create any hope of a skill based combat. More spam, less thinking. Less time for enemies to do anything that could be considered a counter, and less time for the tenno to waste not killing the mobs.

    This is the kind of change that would make the combat even shallower than it is now, and I cant really tell if the devs plans this to alleviate themselves of the responsibility to create a slower(as in slow enough), more thoughtful combat experience or of they can't see this far ahead.

    What do you think?

    They need to add a new armor type on top of what is there already and for the enemies to get skills.

    Armor that reacts to what the player has and or is doing, Armor that reactions with damage types in a negative and violent way if you don't have the right stuff on. In a simple example foe as armor that's all about no fire damage, you hit them with fire and its not the gray zero you may get or tiny numbers but a big plume of fire that catches you aflame, use an element that has a combo of fire? tiny fire plume? This would not always happen as the mob often has a mix of armor types but just be a small chance, like wise plates should be on the armored foes that have their own health bar and interaction.

    The biggest hardship I have for warframe is how lack luster the thought for the enemies are, if this was a reality and your enemy was some semi immortal murder tron that bounced around in your space ship like some sort of demonic human seized blender how would you deal with that? what would you make or build to keep the death blender away? I see hints to it, shield guys smack you and you fall or rail gun robots make that lil shock wave thing and you fall on your face so they can try and beat on you with some hints in high level play with the corpus robots and those laughing assassin in the grineer that can keep pace with your warframe, have the power to work around them and attack when they make a wrong move but really nothing more than this and its always either--oh a big boy is on the map and it did a thing and now I am dead or it spawned and now its dead what did it do?

    Base units should be able to handle the player and punish them if they lean to hard on something, if you want to jump and slam all the time elites should have a small chance to be able to catch or deflect you, whip out a grenade that magnetize you to the floor or even the ceiling or wall or change up what they do in reaction to something, maybe a corpus medic sees every one melting under saryns spores? Slaps down a power rod that removes it that you have to kill before its effect goes away. Maybe the 200 IQ rhino is just stomp spamming while walking around in no death mode? well boys we need that big fat cannon, elite makes a sound, lights up whatever just flags and warns the player he is about to go sicko mode as they change out their rifles for shotguns or some other large hard hitting armor puncturing god hand that would nock the player out of that state and silence that skill for a time.

    would force you to be more alert and punish trying to mindlessly blow by stuff while also making your enemy seem a lot more alive and real apart from more threatening while making you react and change to whats going on. most of these have nothing to do with taking damage just the interaction with you and your enemy reminding you that for all your space ninja-ness you are still trying to fight a inter-solar system faction with resource to control and reach across the whole solar system--no a pile of aggressive goo that sluggishly walks into your bullets.

    Mean I think the most threatening enemy you fight on a normal base is those goofy grineer balls that roll over you and you stagger for a second and that handful of seconds is a healthy stress spike as you jerk around maken sure you are not about to be clubbed in the skull with a blade or eat a rocket.

     

  7. 13 minutes ago, Dragmod said:

    Could be completely optional. Not even visible until you pick up a peculiar mod. Or, could even have it require a crafted item dropped from Kuva Jesters. They are clowns after all.

    Add a new enemy type of Beefy jesters that enter the game for X time and bother you doing non-damage things that can lead to harm or death if not just confusion. should almost start a new thread with this idea.

  8. On 2020-01-15 at 11:19 PM, (PS4)robotwars7 said:

    sounds to me like you want the sprint speed memes without giving up a slot. which is understandable, but it's not gonna happen. modding is a game of compromise: you can't have it all roads, so you have to decide what is worth the capacity and what is not. being able to make every frame have a speed boost and a full complement of mods is just more Power Creep. you might not think that's a big deal, but remember that many people rush through missions as fast as they can, and this just feeds more into that.

    plus you wouldn't get to appreciate speed abilities of frames quite as much. what helps make Gauss, Volt, Zephyr and I suppose also Nova a bit more unique is having a speed advantage over other frames, in exchange for an ability slot. the same applies to Augments as well, hence why there is no Augment slot.

     

    yes I agree with this but even then you have only so many points to reward your build and fit what you want. lightning dash is not a cheap mod and would take a massive chunk out of your mod space, rush is 11 and mos of the other mods are around 9 or so even with another slot you'd still have to down size something else to fit that in maybe you got a prime mod or something like rolling guard/ blind rage or what have you? if you want the goofy movement slot to be filled you will have to settle for something else. The game of compromise is still there but giving you more freedom.

    All those frames you listed have some movement buffing skill that makes them go fast for x time that goes hand in hand with how fast they go already or their builds and to say that you would not appreciate them as much is just as silly to say as again one more slot for movement would only make them even more out shine other frames where movement isn't the focus: My zep can fly into the sky and hit the limits of cetus in about 3-4 maybe five cast of her 1, can jump and float in the air forever and as long as she is in the air is more or less immortal. id give up my lightning dash for rending turn so I could fit another motus mod and have max float power, that breaking anything? likewise if I tried this build if any one else it would be confused and dumb and have them explode into humorous fire--more over the thought that oh I can fit another slide/jump mod onto my saryn will make me think nezha is lame or lesser of a frame is false in many ways. If I want to spell bomb the map or play afk prime id play equinox and even on the grounds that with the silly builds those frames normally have that id have ANY mod space for a jump or slide mod it would just be helpful not flexing on movement based warframes.

    If you want to go fast youll always go to frames over others and if you want to just blow things up/ do lots of damage again you'd build into that and get a warframe that supports that play style and if you are willing to cut down a mod into is "normal" or lesser version salt in a mobilize mod just so you can keep up and keep away from those foe-bros you are fighting, its not breaking anything, its no underselling anything its just making it more fun.

  9. On 2020-01-16 at 8:42 AM, Sept3var said:

    We could use some weapon slots for kavats and kubrows claws, like sentinals have weapon slots. Its really difficult to mod them for both survival and damage They have really high damage potential as well with all the damage mods, crit mods, hunter bonus set mods and 60/60 mods that never get used because of lack of mod space.

    I like the kavats and space/robo dogs but they spend 90% of the game shooting at nothing stuck in stuff or bleeding on the ground, they are silly for low level stuff but the drones that keep tight with you, do stuff that's something and not nothing makes them so many more times better to the point where its not even a fight. IF anything they need two more slots mixed with major buffs to both stats and AI's but for now the passives the kavats barf out now and then is ok. Something like an adapted status that goes up or down pending on the level you are running around in.

  10. On 2020-01-16 at 9:07 AM, Gabbynaru said:

    Here's a hot take: I personally want the ability mods to return. If you weren't around back in the early open beta, Warframe Abilities were actually mods that you equipped on your Warframe, just like you equip the Augments nowadays. So, if DE could return those to us (with 4 extra slots, one for each ability), you could gain extra modding slots by giving up on some abilities. Like, for example, you take off Loki's Disarm, cause you don't use it often, and use that slot for more more duration mod for Invisibility.It'll add even more build variety while at the same time still taking something away to (maybe) counter the power creep.

    I like this idea, so many warframes I use only have around one or two skills/spells that get any use with the others just kinda being there for laughs now and then. As much has I love ivara and as much as its funny to make my daikyu arrow do like a million damage I really don't use or need her navigator more over any thing that makes you stand still is normally risky even with stealth. tossing that skill out and replace it with jump mod would be great.

  11. and as far as power creep or anything goes that's another topic but I think the problems core is how derpy the AI of the mob is and how they just kinda slowly fart over at you shooting, they fix slowly and add more harder/smarter AI into the game. That said to whatever next big thing enters into warframe still hoping for a high level high rank only zone with fights similar to drones and the wolf but as I said... whole other topic.

    I express again would be a slot just for mods that effect movement, could reclass them as Alacrity or momentum mods with their own slot.

    If you want to have a warframe using all the 15 cost + mods ok sure go for it maybe you cant fit on one that's just how it goes if you want to have that kind of unbalanced build.

  12. Even if its just for movement only mods? go faster, jump higher? it would effect only your own enjoyment of the game not make you any more over powered than you already are, moreover you still only have so many points to reward your builds and would still demand some changing around and/or testing out new ideas and builds with ignoring it or using it up to the player if they even care to have it.

  13. 15 minutes ago, Firetempest said:

    Exilus slot is already primarily movement based mods?

    Exilus would be turned to fit mods that effect your warframe in non movement ways save for mods like some of the drift mods (cunning drift) not to be confused with things like agility drift that demands you do something for its effect to matter.

    a lot of the aero mods and motus mods are cool and useful but normally get forgotten as others are more "useful" 

    And as to your quote I tagged apparently in my alt tabbing: most are but between hand spring, some of the drift mods and  you don't really use any of the others less you have a full build in mind that normally goes across warframes and weapons and maybe even some of your pets that you goof off with but is not a "normal" build. I mean sure we can all say we sat down with one of our warframes and thought how fast you can get your goof ball to go. Being able to pepper in something like motus signal or aero vantage would in my mind make your space ninja feel even more ninja.

  14. I really liked the mod slot added to the weapons that allows you to add utility or some useful effect that doesn't give damage--just effects the weapon in other ways. super useful. While warframes have a mod slot akin to it you can get mods that effect your damage and many other things, I would love to se a mod slot that this open for mods that only effect movement such as Rush or the jump mods like lightning dash as their effects are useful and move the speed of your space ninja a lot more crazy fun apart from the joy and eye candy of the dash/jump mods.

    Thoughts?

  15. picking odd things to latch onto, my only point is that at over 100% status effect something new should have a chance of happening to either expand the effects or just add more damage if not a mix of both. Guys seem to be stuck on the 'stack' as well, Yes I am alert some one can be staggered from blunt damage, bleed from slash damage and be melting from corrosive all at the same time, I don't mean either that the effect of the status is "stacked" either in that virus damage effect halves hp and over status would...halve it more? and yes I am alert that the slash damage may hit the shield but the bleed can bypass the shields. again not grasping at what the point of the examples are

    Ice: <100% : they slow down. Ice: >100% : Shards of ice grow and explode outward if the enemy is killed dealing X damage within X range

    I am not talking about stacking effects I am talking about over status effects being a whole new effect that occurs adding to the power and feel of that element/status. Even if it was not a high damage or hard CC or what have you just that they can do that would make them more useful, cool to see and just like the full crit dps build could be made to really hurt when done right. I do really like every thing they are doing with the game and while they made melee combos a lot more herpderp over all it was good stuff and is in part of why I posted this topic as I feel The folks down at warframe HQ could make something super cool and fun to expand elements and their feel be it If only the elemental weapons.

  16. On 2019-12-04 at 12:12 AM, bibmobello said:

    Status weapons now excluding some shotguns are totally useless. A decent game designer should understand that limiting a pure status weapon to 100% while weapons with high crit can deal insane amount of damage it's a totally nonsense. Ok some status weapons can be used now as utility weapons and they are really useful but most of them are just utter trash.

    Having  values over 100% status should give more damage on stat procs like slash, toxin, gas or fire.

    this is what I am talking about, to give elemental builds and weapons a powerful reward for building into them. When I use mire I want to feel like I have a creepy critter teeth monster seething with some unholy vile toxin so absolute and bitter that a near immortal being like a warframe feels uneasy holding it if not only for the putrid liquid death melting off its jittering edge of fangs. Whipping it around and slashing it into something that boils over with sludge flush with defunct globs of flesh or ruined metals and wires of mechs that infects any one who gets to close or steps into it.

    Same with Sibear, all the work you gotta do for it I want winter in my hand and I smash it into your face. it needs to be as if the artistic panel of vor in a speedo in the summer sun while jackfrost stark naked with eyes of aggression welding sibear sneaks up on him. Shattering blows of icy shards fragmenting into the fray as you go crazy muffling the aguish cries of the grineer under the crack of bone and frost. What I want sibear to be, you feel me? Mean its great and I got a riven for it and I love its damage and its styles but if I slap a skin on it could I even tell it was sibear over fragor with ice mod in it? ...slightly off topic there but I think you grasp what I am trying to say, I feel elemental damage if not just the weapons alone should do something extra cool.

  17. well on the grounds for the unbalanced nature of warframe stems from the AI a lot more than anything, they just kinda stumble forward at you or slap you two times and you explode. Lich fights are a lot of fun but still are ganged up on and normally just 1 shot to death or crit cheesed by whatever buuuuuut  if they made a unit(s) hyper aggressive, able to keep up and move around with the frames and really come for that tenno booty the normal gaunt eyed mash would be punished and you'd have to snap to while fighting building for more prolonged fights or counter building. Damage and AI and all that is another topic however. Thinking that it would make it more unbalanced is kinda silly since most of what was brought up can be shuffled about in how you get mods or even the % values you'd need to get the over status effect to make crazy dual builds if not just out right maken a rule that says if you have crit chance over x you cant have over status without lets say a unlock or item you have to hunt down after you have gotten so far into the game.

    Ignoring the observations of other game elements mod wise there are only so many slots and you can just as easily make the dual element effects mean/do a lot or maybe make them the only ones with major over status effects making dual builds a lot harder without having to give up something.

    BUT BUT BUT All this said and all the arguments that could be made I think in the end it would just be a cool thing to see, like sibears crystals it made when you smashed (they took them out and I cry every day.) just adds more awesomeness to warframe. Even if its just eye candy for elemental weapons or the such, id like to still see something like it.

     

    On 2019-12-04 at 3:07 AM, SECURATYYY said:

    Would like to see toxin and gas effects be able to stack and do respectable damage.

    And yes, the elemental effects and damage could use some more love ;-; they working on it and I know it so good feels for them. lol though toxic by passing shields I think is all I could ask for ohoho

  18. I read and see that is seems to be boiled down to a "how much damage, that's all that matters" but before this to clear up some things I said--

    When I said another status I mean to say (keeping with gas) you get the normal gas proc, a small fart cloud that does some damage but on over status you get a large aoe of gas that makes the effected have a harder time hitting you mixed with a high damage dot. Breaking it down would be: Debuff or CC + High elemental damage.

    Could even be something akin to a % value or prone effect, lets say you have blast damage; rather than that goofy stagger or knock down and on the grounds you attack a target that's at a hp threshold, prone or some such you can proc a crazy large explosion that sends guys flying, knocking into things and each other before becoming immune to that for x seconds --the effect not the damage. Even with something like slash--you over status with slash: you cut them so badly that you spray out blood(oil or what have you) that splash does % value of max hp of the effect to those facing the slash and blinds them making them prone...just spit balling but you get the point.

    so as to the damage question I think players would be more up for an effect that goes on cool down after the over status proc (be it just to the target or over all)  but does something crazy cool. Mean heck even if the stack was just some silly dumb effect or damage it would be cool to see and be able to do and make me feel the jumble of numbers that make up damage matter more on a lot of the weapons--not to forget the warframes with elemental themes and skills You could make a whole new line of mods about having your spells and skills ''over status'. There you are with saryn running around doing saryn things and one of the poor grineer under your spores effects just pops like a fleshly balloon melting into chunky soup onto the floor, dealing some good damage and making a high damage pool that lingers for as long as their are spores out--can only happen so fast, could tie it to a stat to make the over status effect cool down smaller but just so that it doesn't overly occur. would that not be just super cool?

     

    @-Kittens- I did not know about that statement I don't prowl the forums to much, is there a link or log or some such I could go and see and either watch or read it?

  19. I have been thinking about status and the fact that they don't really do anything when you have over status--in that like crit that adds another multiplier. But what of status effects? there are a few mods that build around status effects like healing return or condition overload but they are more like a add on for the effect rather than the effects doing something cooler when you have them stacked like crazy. Here I am with my zaw, 32% status chance is more or less a 100% good bet that whatever your elements are or damage that one of them will trigger mixed with how far the reach and how fast you can attack but peppered with how not so good most of the status effects are. Sure its fine that my XXX can crit for like 200k back to back endlessly till my finger bones explode but having my gas cloud deal a lot more damage for the handful of spilt seconds its effect matter, Even in high level play seems like the only elements that matter are virus and slash and the debuff or cc procs like corrosive as you foam from the mouth trying to insta cheese things with your stream of red crits.

    But--buuuut what if like critical damage status effects got some sorta extra effect or damage when they 'over effect' a target, keeping with the Gas element lets say I have over 100% status chance and hit something with it and get the effect, in addition to the five meter gas cloud you lay down a decretal cloud (outward if its a forward slash or just spun around if spinning etc) that either makes you harder to hit with projectiles or the accuracy of the afflicted go down for X over X. I think this would add a lot to warframe so rather than just stressing out over trying to kill as fast as you can you have something that's helpful for harder fights that gives you some level of tactical advantage which I think will matter a lot more as Warframe adds more smarter and harder foes to fight that you cant just insta-cheese mixed with just the fun of new styles of play and the eye candy of effects they could make.

    To say In the end I guess my point is id like this to be so all my melee and most of my guns are not all --blahblah crit damage blahblah virus/corrosive and would make many of the elemental weapons like sibear or what have you stand out a lot more....also you guys removed those lol crystals the sibear made when you slammed, I cry. if you had made them linger for a few seconds to do a small icy aoe damage or effect I woulda wept with joy...just saying.

    So what do you all think about "over status" effects? thoughts? ideas?  

  20. Mk so wtf, this major update to the dojo got me wanting to make my dojo nice and compact with all our silly stuff to the side--as it was it was just one long hall.

    SO to mend this I made a new floor and started to move every thing to that floor but now its telling all the hand full of rooms I have are child rooms whatever the hell that is and I cant delete them spite being connected in a full loop between the two floors. I cant move the spawn rooms and its driving me insane. since doing anything in the dojo takes ten million years I thought id ask about it but nuking the top floor and re re RE building the 1st floor. Any thoughts? 

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