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--.B.--HARDCOREDAVE-

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Posts posted by --.B.--HARDCOREDAVE-

  1. In my ongoing fight to enhance Melee combat to be more fun than ever before (see: https://forums.warframe.com/index.php?/topic/501971-improving-cqc-ver-20/), I now present to you my complex idea for expanding on the idea of Finisher Attacks.

    TL;DR version? MORE finishers! More variety in finishers! More chances to USE finishers! MORE MORE MORE!

    NOT TL;DR version? BUCKLE UP, FRIENDS!

    1. MORE FINISHER VARIETY!

    The first thing I want to get out here on the table is suggesting that we have more Finisher Variety. I've mentioned before how lame it is that the Scythe is still basically using Machete Frontals and GreatSword everything-else (see: https://forums.warframe.com/index.php?/topic/480799-so-when-are-scythes-getting-scythe-related-finishers/), but it's not just scythes. Hands/Feet melees share all the same finishers as Fist melees. DE missed a fantastic opportunity to give Hands/Feet some great finishers involving the feet! Like, maybe the Sneak Attack starts out like dualswords, jumping up on the enemy's shoulders and grabbing with the legs, and then you snap the neck? And a frontal finisher could be a forward flip, grab the head with the legs, backward flip and slam on the ground? Let's put more acrobatics in the acrobatic weapon type!

    2. MORE FINISHER RANGE!

    Here's an idea to make it even easier to score finishers. Instead of having to walk all the way up to the target, you just have to get within two yards or so and you can activate the finisher prompt! Activating the finisher from a farther distance causes the player to automatically rush up to the target and perform the finisher without interruption. Include mods that increase the range of finisher activation!

    3. AERIAL FINISHERS!

    Here's ANOTHER idea! You can engage Finishers from mid-air, which will result in flashy, new Aerial finishers! Even MORE Acrobatics for those Acrobatic weapons, eh!? Imagine performing a wall latch and then activating the finisher prompt on an unwary Lancer just trundling along below! Even MORE Batman styling for you comic nerds!

    4. MORE FINISHING-OPENERS!

    Why not reward players for engaging combos by including special attacks in each combo that opens up the enemy for a finisher if performed correctly? Every stance should have one or two combos that end in a "stunning" attack that opens up the enemy for a follow-up finisher! Maybe even include mods for melees (and maybe even guns, too!), that give your attacks a chance to stun enemies, opening them up to finisher prompts!

     

    5. DISTRACTED ENEMY FINISHERS!

    Playing in a squad? More finishers for you! Why have Sneak Attacks only available on enemies who are at-rest? How about if enemies can be sneak-attacked as long as their focus isn't on you! If a Lancer is trying to gun-down my buddy and I run up right behind him, who says he's not "unaware" of my presence? Sounds like a neat opportunity for a sneak-attack right in the heat of battle, if you ask me!

    6. INVINCIBILITY ON DOWN FINISHERS!

    Is it too much to ask? We're invincible while performing Back finishers and Front finishers. Why not down-finishers? You remember the whole reason you made finishers invincible, right? To protect the player while they're stuck in an inescapable animation! Don't you want us safe while we're doing all our finishers!?

    7. BOSS FINISHERS!?

    Of course, I'm not suggesting we be allowed to one-shot bosses, but it might be neat to include some form of quick-time event that players can take advantage of to gain an edge over bosses with some hefty damage. The finishers for bosses don't need to be unique per weapon type (they would, instead, perhaps be specific to the boss themselves, like leaping onto Lech Kril's back and yanking out one of his cords violently).

     

    This interactive finishers as well lol.

  2. Here's very first topic post and my idea on a warframe. I've got a couple more but here is the first one. Anyhow, I'm inspired by chroma, being like a dragon and all. I wanted a more animalistic warframe that crawls around the wall or waiting to ambush the prey by hanging on ceilings. (Remember AVP game? like how the xenomorphs moves? I wanted something like that.) Abilities to climb walls and ceilings would be so cool. Let me know what you guys think? 

     

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    Update 29/6/2015

    - passive slightly changed

    - savage bite now gains health

     

    Update 6/8/2015

    - 4th ability changed, ' Devour '

    - New artworks on 4th ability

    OMG this^ but if ever DE does this concept I hope they stay true to the concept or at least similar design. We all know how they did not base the design of chroma on Endrian's dragon frame lol.

  3. Post nerf... It does not help that they drop additional items if killed on tentacles. Hydroid has no abilities that can kill them while being flung around the room and hitting them with a gun is difficult but do able. The only way for this to be good is to have a AoE frame with you where ever you go. I am going with my Nekros again.

    I fear that Despoil will be nerfed some time in the future by removing health orb drop from Desecrate.

    Guess the NERF was real I was right.

  4. I posted in the feedback thread, but TL;DR... people are already complaining about increasing the grind, and this seems like a knee-jerk reaction to something that's existed for (months?), just because of one tileset that got updated with new enemies that seem to have different loot-dropping mechanics. This is indirectly increasing the grind.

     

    I like the change with teammates killing on tentacles, but nerfing Pilfering Swarm is not helping. Nerf/look over Ophelia/Uranus instead, please.

    Hmm I'm not that updated whats up with Ophelia? I only know if kiste,draco and triton.

  5. DE if you really want to fix and balance some "QUALITY OF LIFE" on frames then go revisit mag after nerfing G pull rework or BUFF HER OTHER ABILITIES THEN DON'T KEEP NERFING ALREADY BALANCED FRAMES. Rework bullet attractor so that it can be recast to a maximum of 4 instances. Rework CRUSH because its the most underwhelming ultimate both visually and effectiveness wise it only becomes useful if we waste a slot an fracturing crush for a effect that "should have been innate to crush the stagger and armor reduction in the first place it should have same treatment as avalanche" and VISUAL REWORK FOR CRUSH because it really doesn't feel like i'm crushing enemies it looks so lackluster.

  6. Nope element effects should stay the same as you would be confused with lightning, radiation and corrosive elemental FX. Even the bullet jump mods should stay the same OP if you want to be OCD on your color frames do it with frames and weapons and powers not with the RARE effects of elemental mods as normally bullet jump already displays some of your energy color on prime frames if you do this it might be OVERBOARD. If its an option then okay but do not force this on us.

     

    EDIT: I am a color theme player as well i use two tone gold and black on every frame and weapon I have but I am not complaining about elemental FX of the rare bullet jump mods correctly displaying their elements.

  7. I am just suggesting one way, so that it would still emulate the increased drops from Pilfering Swarm Power Strength builds while opening up other abilities. You can not change your build, and continue using it as it is. This is really up to you. 

     

    It goes along the line of: 

     

    Easier way to obtain extra loot, so to balance that out, Pilfering Swarm is not affected by Power Strength. Or, increasing the frequency of extra drops while decreasing the quantity of extra drops to (in hopes of) keeping the mod functionally the same, but with added team benefits so that other players can help out. 

    Okay your points are valid but again we will have to wait and see I just hope the change is not that drastic.

  8. I started when nyx was ending so idk lol. were they nerfed?

    Really??

    so they were nerfed?

    They were nerfed to the ground and became really low tier weapons after melee 2.0 because of their "MEH" stances and reduced attack speed and the removal of the 2-3 attacks per second thing.

  9. They were good back in the olden days when Armour Ignore was a thing.

     

    But I don't think you console folks ever had that version of Warframe...?

    This bring back the crazy 2-3 attacks per animation that made it great and the insane attack speed.

  10. Okay, so why do you have to change builds? Why not a max power strength tentacle build? I use the same, and with pilfering swarm, it means your allies dont even have to kill whatever is in the tentacles

     

    Or, just no power strength, and whatever isn't killed by the tentacles, is killed by your teammates or you.

     

    Im not understanding your point about changing builds, and I just see spam posts about you agreeing with other people.

     

    The same builds still serve the same purpose. The fact that tentacle swarm already ignores armor and does massive damage when max'd on power strength isn't being changed at all.

    Well you do have a point I can just ignore the whole change thing and not be bothered by it but we still have to test it out if it will actually work the way you described it as majority of the players here after hearing the upcoming change will probably just drop their tentacle swarm strength builds. We shall have to test it out if it works then good if not then I fear and feel sorry for hydroid for getting the short end of the stick.

  11. Yes, I am very well aware things will be affected, because when things change, other related things can be changed as well. But think of this for your second build: You do not need as much Power Strength and can use a bit more Power Range or Duration, either to have a wider area to capture enemies or lengthen the duration of the tentacles so that more enemies can be trapped overall. 

     

    I know it would mean your build would need to be remade, and I know it is difficult to do so, but unless there is a valid reason to refute the change, the change is going to happen. 

    Okay I can easily change my mod build to cope with the new change but explain to me this why do I even have to do so? Why do I have to change my builds because of one slight nerf change to an augment with actually has less perceived benefits its more of an inconvenience for the supposed benefits it provides since it is marketed as a quality of life change.

  12. Why? DE is all about castration. Always something good that has to die. I dont even hyrdroid and I'm like, ... Not another nerf... People screaming Nerf for Loki, saryn, rhino, mesa, mirage, excal, hydroid... IT IS NOT NORMAL for a  person to "ask" for a nerf in a PVE game. Politics do not belong here. IT IS NOT NORMAL! Let alone, usually lower quality F2P's bugs like this are given the VALID TERM of "OP" because its usally 1000% to 9999% OP from an unintentional code... But for warframe people call something thats like 50% stronger than expected "gamebreakingly OP" and DE keeps turning good things bad, convoluting things to make up for this or that (something that could have been a simple fix becomes a mass of "DE Logic" as players call it EXAMPLE: DE removed 2 slots when all skills were given... then they went through this Big overpriced hullabaloo to give one slot which you can't even implement right without 4 additional formas to a MAXED MOD BUILD- when they should have simply just RETURNED the 2 slots that were removed. Tiresome.)

    ^This guy gets it.

  13. My Pirate Captain, my poor tentacled swarm.

    A sad and wet-eyed Fair Winds I bid thee

    Alas and alack, ye did not conform

    To thy maker's Year of Quality.

     

    In the locker shall ye be confined.

    Ne'er to see the light of play

    To gather the dust of dried up brine.

    And ponder the Warframe way.

    Yes poor hydroid will now be sinking back to davey jones locker room for all eternity thanks to one slight change. :(

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