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Xymos

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Posts posted by Xymos

  1. 1 hour ago, Loza03 said:

    The way I see it, there's two approaches.

    Nerf the movement, or buff/redesign enemies around it, along with future tilesets. Nerfing movement is obvious, but in this case I think the buff mentality might be better, and it seems DE agrees. Look at the Sentient tileset in Devstream 133 - the scuttling enemies hounding you, the frontally shielded enemies, the multiple floors and verticality and the big, wide beam clusters. Moving fast and moving well is a necessity to survive in such a situation, not something that breaks existing level design.

    Simply put, a lot of the enemies were designed for slow movement, and the tilesets were too. Just look at the Corpus Cruiser and its small rooms, minimal verticality and web of catwalks, all put in place to provide the more ground-oriented play a degree of non-linearity in approaching a single point. Compare that with the Jupiter tileset, which has giant rooms, lots of vertical space and empty areas to traverse in - and be a sitting duck in whilst you aim-glide across. Warframe is much more three-dimensional now, and Jupiter, along with a few other areas and enemies, very much reflect that. More of that design philosophy should iron out the kinks in mobility.

    I agree with everything you said, but what about a middle ground? Like a very small adjustment to bullet jump, but better parkour and air manoeuvrability, also a slight run speed buff and better animations to go along with. Maybe you can still bullet jump during the cooldown, but with less propelling forward (The verticality is not affected)

  2. Arcanes need to be rebalanced and/or reworked, not removed, they need to remove most of the "Chance for X to happen", the less RNG, the better... Same for several mods too.
    Restores should have a cooldown and changed from instant recovery to regeneration (X amount of health per second) AND limited amount carried per mission (Max amount of energy restores you can carry in a mission: 5)
    Orbs should be removed for an innate energy regen and (Maybe) health, this decreases RNG and also visual noise in the game. A replace for differents form of acquiring energy and health should be like, for example: "Melee kill gives 1 Energy, Kills with Parazon restores 5% of missing Health, etc" 
    These are some examples, of course


  3. Hello, people, this is my feedback from the melee 3.0 thread and what they plan to do, so let's go for parts.

     

    Combo Counter (Reworded to Fury and/or Rage system)

    • Fury is the equivalent to the current combo system, instead of a counter, it's a bar that fills up to 3 times.

    Each bar gives a set amount of buffs to the charged attack, applies all channeling mods, fills much more quickly and it's spent in a massive, powerful and unique attack. 

    Example: (Individual effects also scale of Fury)
     Hammer: Lift the hammer and swings against the floor to produce a massive conic shockwave that inflicts forced impact procs and X amount of damage.
     Fists: Quickly prepares a foward punch that produces a explosion in a conic area, dealing X amount of damage and sending all enemies flying.

    Example:

    • LVL 1 Fury: 200% damage, 25% extra status and crit chance, applies channeling mod (Life Strike: 10% lifesteal)
    • LVL 2 Fury: 300% damage, 50% extra status and crit chance, applies channeling mod (Life Strike: 25% lifesteal)
    • LVL 3 Fury: 400% damage, 75% extra status and crit chance, applies channeling mod (Life Strike: 50% lifesteal)

     

    • Rage on the other part uses the new block system and it increases all damage dealt up to a certain amount. (1.0x to 3.0x damage)

    Actively blocking gives about 5%/s rage and perfect blocking give about 25% rage. Every 10% of total health lost gives the same equivalent of Rage amount.
    Dealing, receiving or blocking damage starts a delay of about 5 seconds, which after it ends, it drains about 5%/s rage. This encourages active blocking and attacking in a seamless way.

     

    Block

    It uses a source on its own instead of using our energy, it's about 10 full seconds of blocking, represented in a small bar in the middle of the screen, and it recharges in about 5 seconds. Dealing damage increase the recovery speed and finisher gives a full recharge.
    You can do a perfect block, which is a small window timed block after it connects to an attack. 

    • Perfect Block: 1 second 75% damage reduction, AOE stun, starts shield regeneration and gives the possibility to do a Counter Attack

    Counter Attack: 200% damage attack, small AOE and inflicts LVL 1 Fury stats.

    This is a small example of another game's blocking mechanics: Example (You can see also a similar Rage mechanic and the bar above is a Technique bar which functions like Fury)

     

     

    Channeling

    Old channeling no longer is going to be used, so I propose that currents mods that affect channeling are instead transferred to the Rage and Fury system with they respected rebalanced stats. 

    Example: 

    • Life Strike - Gives the charged attack "X" to "Z" amount of Life Steal based on the amount of Fury spent. Fury gain is decreased by about "X" amount (25% <?>)
    • True Punishment - Increases Critical Chance "X" of Fury empowered attacks. Decreases Fury gain by "X".
    • Reflex Coil - Increases Fury gain by "X" and Rage gain by "X"

     

    Aerials Attack

    It would be nice if we could perform basic combos that suspends us in the air while doing so like Bullet Glide, so we can properly fight aerials or big enemies with ease and more fluidity.
    Slams attacks look really good so no opinion on that other good work!
    As a bonus, I think Daggers and similar small weapons could use a "Whirlwind Blade" like animation similar like in Path of Exile: Example

     

    Timed Recovery (Innate Handspring)

    Simple and auto-explanatory, the core part of the gameplay should include a "perfect evade" which when you hit "roll key" or "jump key" the moment you touch the floor, you stand up right after that, giving a sense of skill and counterplay. Failing to do so will just play the regular animation.
    This could also give a 25% damage reduccion for about 1 second during and after the animation.

     

    Animations

    One of the biggest problem Warframe as are the animations, they are for the most part clunky, unreliable and out of sync. 
    A very important aspect of a good animation is the consistency of them, the response time should be standardized and fixed instead of what we have now.

    Another very important point is that all melee animations should have a small degree of inclining, so this enables the possibility to hit the floor or slightly above us enemies more easily. A small X° amount of spine inclining should be enough I think.

    I think that's all for now, feedback would be very appreciated!

    Thanks for reading!
     

  4. Hi everyone!


    Now that there's a Operator mode, Focus system needs a full change based on the Operators too.
    I think  Operators should have different effects in their powers and stats based on the active chosen school they have and it should be part of the Focus system. 


    These are some examples of different upgrades for the Operators (Numbers and Porcentajes are subject to change of course) (These do not remplace the current skill tree, rather they expand it)

     

    Madurai


    Passive
    Increases movement speed of the Operator by 25% and regains health back when killing enemies by 2.5% of missing health
    Gives passive health regeneration for 1 health each sec. and gains energy back when killing enemies by 5% of max energy pool.
    The lower the % of max health the Operator has, the more damage he deals, up to 75% more. Also increases max health to 125.

     

    Void Beam
    Split the beam to 3 separated beams, but deals 25% less damage and reduces range to 17.5 meters. (Alternate fire mode, changed using numbers)
    Void Beam deals 2.5% of enemy max health as extra damage for each tick of damage
    Increases the range of Void Beam to 25 meters and radius to 1.5 meters
    Adds 1 meter punch through to the Void Beam
    Using Void Beam continously up to 25% of the max Energy Pool produces an explotion that deals 750 damage in a radius of 2.5 meters and knockback


    Void Blast
    Void Blast deals 10% of enemy max health as extra damage. Also increase the base damage to 75% more.
    Void Blast debuffs enemies to receive 15% more damage for 5 seconds
    Increases the radius of Void Blast to 5 meters and deals extra damage


    Void Dash
    Void Dash produces an explotion that deals 5% enemy max health damage and 250 void damage with 2.5 meters of area of effect when hitting an enemy or at the end of the dash
    Void Dash heals the operator 2.5% of missing health back when hitting an enemy
    Increases the energy regained by 50% when hitting enemies with Void Dash


    Void Mode
    Using void mode for more that 2.5 sec. increases damage dealth by 25% for 5 secs

     

    Unairu


    Passive
    Increases max health to 150 and reduces damage taken by 25%. If the Operator reaches 0 health, he has a chance to recover 50% of health by killing or pushing all enemies in a radius around him for 5 seconds. (5 meters) (Cooldown of 30 seconds)
    Facing the enemy reduces their accurancy by 25% and reduces the damage taken by the Operator by 75%. If not, all these effects are reduced to 25% of their effectivity
    Increases the resistance to all CC by 75% and gives 1 health regen each second when receiving damage for 5 seconds


    Void Beam
    Void Beam now deals damage in a radius cone, deals 25% less damage but slows and petrifies enemies for 2.5 seconds (Alternate fire mode)
    Void Beam reduces the speed of the target continously up to 100%. After reaching that point, it pretifies for 1.5 seconds
    Void Beam continously reduces the defenses of the target by up to 25% for 5 seconds


    Void Blast
    Increases the range and knockback force of Void Blast by 25% and deals extra damage
    Petrifies enemies caught in the explotion, duration is based on the proximity of the blast, up to 2.5 seconds
    Void Blast knockback force increases by 100% and the flying enemies deal 25% of their max health to all their allies and ragdolls them


    Void Dash
    Void Dash radius, damage and knockback are increased by 25%
    Void Dash ragdolls and paralyzes enemies caught after they land for 1.5 seconds
    Void Dash gives 5% of damage resistance when hitting an enemy, capped at 25%
    Void Dash produces an explosive knockback effect at the end of the Dash, or when hitting an enemy


    Void Mode
    Using Void Mode for 2.5 seconds gives the operator damage resistance by 10% for 5 seconds

     

    Zenurik


    Passive
    Increases energy regeneration rate by 50% and gives the Operator a free use of any power out of cost (5 sec. cooldown) (1.5 seconds of continuity for toggle powers)
    Reduces effectivenes of energy drain powers or auras by 75%, and regains 0.5% of the damage dealt back to energy
    Increases void energy pool by 100% and increases damage dealt by 5%


    Void Beam
    Void Beam deals 15% less damage but arcs enemies and slows enemies by 10% (Alternate fire mode)
    Void Beam deals 10% extra damage and slows for 25% for 2.5 seconds.


    Void Blast
    Void Blast sends enemies floating for 5 seconds and receieve 5% extra damage.


    Void Dash
    Void Dash sends enemies floating for 2.5 seconds and receieve 10% extra damage.
    Increases energy regained when hitting enemies by 75%


    Void Mode
    When using Void Mode, energy cost is reducen by 75% and is inmune to debuffs for the duration

     

    Naramon
    Passive
    Increased movement speed by 50% and reduces effectiveness of soft CC by 25%. Also decreases fall damage by 25%
    Damaging an enemy in a weak point debuffs them ramdomly (Speed, Accurancy, ETC) for 5 seconds and deals 25% extra damage. Also increases all damage dealt by 5%


    Void Beam
    Void Beam deals extra weak spot damage and reduces enemies damage resistance by 5%


    Void Blast
    Void Blash disarm/disable enemies for 10 seconds, duration based on the proximity
    Void Blast now opens enemies to finishers and increases the damage taken by 25%


    Void Dash
    Void Dash disarm/disable enemies permanently and debuffs the movement speed for 10%
    Void Dash range is increased by 50%


    Void Mode
    Void Mode has 75% reduced cost, is inmune to CC and increases movement speed by 10%

     

    Vazarin


    Passive
    Increases max health to 110 and gives 5% damage reduction. Reflects back 10% of the damage
    Increases void pool to 25% and 5% of the damage dealt is given to the operator as a degrading shield


    Void Beam


    Void Blast
    Void Blast deploy a constant shield that pushback enemies and heals around it until deactivated or energy runs out. (Alternate fire mode)


    Void Dash
    Void Dash leaves a regenerative field that heals 5 health for second that last 3 seconds
    Void Dash now gives a degrading shield when hitting an enemy for 10% of the damage dealt


    Void Mode
    Void Mode now heals the operator 5 health each second.

     

    These are just some examples, I love how Operator mode works but I think it needs some form of progression

    A expanded focus tree would be the best option
    Feel free to make suggestions

  5. Trying to figure out what you meant by this.

     

    There was absolutely no zorencopter equivalent in Gunz, besides the fact that the arguably better wallrunning system/flat walls GunZ had allowed for better movement than in Warframe.

     It was very easy to know what I was trying to say, also, I never said that it's the SAME glitch. Abusing something breaking several game´s

    systems (Stamina and Speed) while ruining the game's aesthetic and immersion with one glitch it's not good for a game.

     I can't understand you people why you like to use something because just give you some unfair advantage. The worst part that DE tried to remove it, and EVERY idiot complained, and then they reintroduced again, instead of posting some new idea like a Dash or something. Probably someone will say: "Because it's funny" ... so that's it? Because you think it's fun? Wow... so that means that every other game breaking bug should stay forever because you think IT'S FUNNY! Yeah that's the way to produce a game.

  6. You know you could drastically improve your performance by simply upgrading to a 'middle-tier' weapon... Using a Braton and expecting to be anything more than meh in end game content isn't really reasonable. Reminds me of that person complaining about their 5+ forma'd grakata not being amazing.

    It's not about upgrading, it's about using the weapon you like, not only for the damage, but the sound, aspect, etc. It's not so hard to understand what I'm saying. Basically, what are you saying it's: The solution to your problem it's to use forced a weapon to improve your performance, yeah cool now I can kill enemies faster, but now I am using a weapon that's horribly looking.

    If DE could implement at least, a crafting system, where you can choose the model,sound,bullet-type,etc. then it would be completely acceptable.

  7. If you're a minmaxer as I hear it's called then that's your problem. I'm not so I'll potato anything I like no matter what. I sold the gremlins and acrid because I thought the dual vastos were better (in the sense that they are more fun).

     

    Also do you know how hard it is to have as many weapons as warframe does be side grades? Sure a lot of this stuff can be considered much and it's mainly up to preference but it's difficult to have a bunch of side grades for guns without them feeling more or less the same.

    I'm not a "min-maxer", I use Braton (1 Forma and Catalyst) and Aklato (Catalyst) and lots of other weapons, not because they are OP, just because I found them fun, good looking, etc. The problem it's that if you use the weapons I use, in high-level content you are practically useless and everyone blames you because you are not using all the stupid high-tier weapons. I don't have that much money to "potato" anything I like, so it's hard to keep up with the new high-level content without either using a Catalyst or building high-tier weapons.

    Try to use Dread in 50+ LVL and see how fun it's to use that type of weapons.

  8. All weapons would NOT be viable if this were the case. Why? If everything has the same DPS it will boil down to accuracy, recoil, and clip size. 

     

    So there would be no point in even using something like the flux (because of the range), supra, gorgon, or ignis. Also if the cap is high enough most weapons still won't be viable and the good guns would just be weaker and if it's too low there would be no point in using any high teir weapon.

     Then make all the weapons almost balanced instead of the tier system we have now. It's not good for the game to release more and more powerful weapons and leaving the old and "useless" behind.

     Also, DE loses money because me and several other people are doubting about to Forma or buy a Catalyst for that favorite weapon fearing that another much better will come and outclass it. I don't think Armor/Damage 2.0 will fix this.

  9. So... you are complaining because you can't kill a boss almost instantly? This cap at least makes all the weapons viable instead of "Urrr urrr Acrid, Soma, urr". So yeah, that comes from someone who uses Aklato and Braton without elemental mods and I still enjoy the game and bosses without @(*()$ complaining.

  10.  

    I'll have a go at it:

     

    Excalibur: Silent type.
    Rhino: Silent type.
    Ember: Silent type.
    Ash: Silent type.
    Loki: Silent type.
    Volt: Silent type.
    Saryn: Silent type.
    Banshee: Silent type.
    Nekros: Silent type.
    Nyx: Silent type.
    Mag: Silent type.
    Frost: Silent type.
    Nova: Silent type.
    Trinity: Silent type.
    Vauban: Silent type.
     
    Based my list off of their ingame lines. Hope you enjoy.

     

    Rhino actually screams when he uses his abilities :P.

  11. if thats happends them this game wont have space ninjas anymore. Do you think ninjas are suppose to fight in a open battlefield? this is a game where most of the action is inside of spaceships not a futuristic version of the battle of verdun.

     

    if you want that you might try planetside 2 or something else come on you want to convert this game into another pvp game

    Who said PvP?

  12. Oh hell naw, the new one is just so much better in term of customization. I hated when back in CBT you had to choose for more mod slots(and you had to pay credits to insert mods) or more abilities boost or more shield and health nodes and if you wanted to reset you had to spend a lot of credits.

    Who would ever prefer that to the actual mod system? Seriously change your drug dealer, cos' you're high on some low quality S#&$.

    It's not that what I liked, I loved the "Rouge-like" RPG randoms mods. For example: 25% Run Speed or 120% Shield Capacity. To me, it made every run interesting because you never know what stat could drop and there it's always a better mod. Also, 150+% Run Speed and trying to glitch the game was fun. To me, it just needs some adjustment.

    Also, I don't like drugs :P.

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